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Dungeon Game of Death thread volume 1
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<blockquote data-quote="clockworkjoe" data-source="post: 175554" data-attributes="member: 1321"><p><a href="http://slangdesign.com/dungeon" target="_blank">http://slangdesign.com/dungeon</a> for background and maps</p><p></p><p>GOOD GUYS OPENING ACTIONS</p><p></p><p>PLAYER 1: DABBIL THE SECOND</p><p></p><p>Actions: Dabbil pulls out a wand and begins casting a simple enhancement spell on himself and his allies. After each person is enchanted with this spell, they move more nimbly. He then reads from a magical scroll, and polymorphs into an annis hag! He then reads another scroll, and causes his bow to glow brightly for a moment. He repeats this with another scroll, enchanting his arrows. </p><p></p><p>Dabbil then casts a simple protective spell over himself and Mr. Boots. Finally, Dabbil casts 4 more spells from scrolls, each spell enchanting Caldour's bow, rapier, warhammer, and short sword. </p><p></p><p>RESULTS:</p><p>+4 dex to Dabbil</p><p>+2 dex to Serena</p><p>+4 dex to Mr. Boots</p><p>+4, 3, 5, 3, 3, 4, 5, 5, 5, 3, 4, 2, 5 DEX to DE 1-8 and DW 1-5 respectively in </p><p>that order</p><p>+4 dex to Jorachim </p><p>+2 dex to Sir Alexander</p><p>+4, 2 dex to JE1, JE2</p><p>+4 dex to Caldour Canvadar</p><p>+5 dex to Delmarra Bladebite</p><p>+4 dex to Lorac</p><p>+3 dex to Horacio</p><p>+5 dex to Neville</p><p>+3 dex to JV</p><p>Mage armor on Dabbil</p><p>Mage armor on Mr. Boots</p><p></p><p>Dabbil polymorph to hag (annis)</p><p>STR to 25, DEX to 12, CON to 14</p><p>gains 2 claw attacks and 1 bite attack</p><p>+10 natural AC</p><p>Retains all equipment and is able to use it</p><p>Must make a DC 19 will save anytime a stressful situation (such as combat) is encountered. Failure results in a -2 to penalty to all attack rolls, saves, skill checks, and ability checks for the duration of the situation.</p><p></p><p>TURN 1.02</p><p></p><p>PLAYER: Delmarra</p><p></p><p>The dwarven mage Delmarra Bladebite begins by casting many spells from a stack of scrolls, drinking potions, and handing out potions to her friends.</p><p></p><p>RESULTS</p><p>Enlarge spell and +2 STR to: Lorac, Sir Alexander, Praga Khan, and Caldour. </p><p>+3 CON to Delmarra</p><p>+2 STR to Mr. Boots</p><p>+4 WIS to Delmarra</p><p>Mage armor on Delmarra</p><p>Magic circle vs evil on Delmarra, Lorac, Caldour, Praga, Mr. Boots</p><p>Stoneskin on Delmarra and Lorac</p><p>Pass out potions of Endurance to Lorac, Praga, Sir Alexander, and</p><p>Caldour</p><p>Pass out potions of Bull's Strength to Lorac, Praga, Sir Alexander, and Caldour</p><p>Pass out potions of Wisdom to Sir Alexander, Joachim, Serena, and Praga</p><p></p><p>GOOD TURN 1.03</p><p></p><p>PLAYER: JORACHIM</p><p></p><p></p><p>Jorachim starts by lighting a magical candle and praying. Two of his followers drink potions. </p><p></p><p>RESULTS:</p><p>2 Followers gain +10 to sneak and +10 to hide</p><p></p><p>GOOD TURN 1.04</p><p></p><p>PLAYER: CALDOUR, HORACIO & PRAGA</p><p></p><p></p><p>The two adventurers and mercenary simply wait for their spellcasting friends to finish casting spells and such.</p><p></p><p>RESULT:</p><p>Nothing!</p><p></p><p>END OF GOOD TURN 1</p></blockquote><p></p>
[QUOTE="clockworkjoe, post: 175554, member: 1321"] [url]http://slangdesign.com/dungeon[/url] for background and maps GOOD GUYS OPENING ACTIONS PLAYER 1: DABBIL THE SECOND Actions: Dabbil pulls out a wand and begins casting a simple enhancement spell on himself and his allies. After each person is enchanted with this spell, they move more nimbly. He then reads from a magical scroll, and polymorphs into an annis hag! He then reads another scroll, and causes his bow to glow brightly for a moment. He repeats this with another scroll, enchanting his arrows. Dabbil then casts a simple protective spell over himself and Mr. Boots. Finally, Dabbil casts 4 more spells from scrolls, each spell enchanting Caldour's bow, rapier, warhammer, and short sword. RESULTS: +4 dex to Dabbil +2 dex to Serena +4 dex to Mr. Boots +4, 3, 5, 3, 3, 4, 5, 5, 5, 3, 4, 2, 5 DEX to DE 1-8 and DW 1-5 respectively in that order +4 dex to Jorachim +2 dex to Sir Alexander +4, 2 dex to JE1, JE2 +4 dex to Caldour Canvadar +5 dex to Delmarra Bladebite +4 dex to Lorac +3 dex to Horacio +5 dex to Neville +3 dex to JV Mage armor on Dabbil Mage armor on Mr. Boots Dabbil polymorph to hag (annis) STR to 25, DEX to 12, CON to 14 gains 2 claw attacks and 1 bite attack +10 natural AC Retains all equipment and is able to use it Must make a DC 19 will save anytime a stressful situation (such as combat) is encountered. Failure results in a -2 to penalty to all attack rolls, saves, skill checks, and ability checks for the duration of the situation. TURN 1.02 PLAYER: Delmarra The dwarven mage Delmarra Bladebite begins by casting many spells from a stack of scrolls, drinking potions, and handing out potions to her friends. RESULTS Enlarge spell and +2 STR to: Lorac, Sir Alexander, Praga Khan, and Caldour. +3 CON to Delmarra +2 STR to Mr. Boots +4 WIS to Delmarra Mage armor on Delmarra Magic circle vs evil on Delmarra, Lorac, Caldour, Praga, Mr. Boots Stoneskin on Delmarra and Lorac Pass out potions of Endurance to Lorac, Praga, Sir Alexander, and Caldour Pass out potions of Bull's Strength to Lorac, Praga, Sir Alexander, and Caldour Pass out potions of Wisdom to Sir Alexander, Joachim, Serena, and Praga GOOD TURN 1.03 PLAYER: JORACHIM Jorachim starts by lighting a magical candle and praying. Two of his followers drink potions. RESULTS: 2 Followers gain +10 to sneak and +10 to hide GOOD TURN 1.04 PLAYER: CALDOUR, HORACIO & PRAGA The two adventurers and mercenary simply wait for their spellcasting friends to finish casting spells and such. RESULT: Nothing! END OF GOOD TURN 1 [/QUOTE]
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