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Let's Play Tomb of Horrors (AD&D 1E)

Discussion in 'Codex Playground' started by Elzair, Dec 31, 2011.

  1. Lord Rocket Erudite

    Lord Rocket
    Joined:
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    Ah yeah, I thought your CON was 17 at first and forgot to correct that. 7x2 it is.
     
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  2. Nope Liturgist

    Nope
    Joined:
    Feb 22, 2011
    Messages:
    107
    Let's see if I got this right.
    51 (9d8) + 28 (Con) + 10 (levels past 9) = 89
    Did the Constitution bonus (+2 in this case) continue past 9th?

    And yeah, Hirelings to take the brunt of the traps and some equipment like torches, oil, ropes, tacks, picks and so on are all probably good ideas.
     
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  3. Pussycat669 Liturgist

    Pussycat669
    Joined:
    Jun 13, 2006
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    667
    Location:
    In a fine suit
    Ok, got 55 HP overall. Did I calculate that right? (used the rules from Osric)

    (10d6 = 33) + (10*2 Con bonus) + (2 general hp bonus after level 10)
     
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  4. Father Walker Potato Ranger

    Father Walker
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    Btw guys, anyone who's going to use charmed hirelings as meatshields is going to have a little talk with ME.

    I'm a badass paladin.

    :yeah:
     
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  5. Alex betthurt

    Alex
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    What!? Andrzej, it is me, your best friend. Look in my eyes when I talk to you, son, your words hurt me! I would never use the charm spell unless it was a dire emergency and certainly not on an innocent person. I am merely giving our good friends here a little pep talk before they scout the area.

    Oh, and nope, they don't continue. The con bonus is only for when you get extra hit dice.
     
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  6. CappenVarra phase-based phantasmist Patron

    CappenVarra
    Joined:
    Mar 14, 2011
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    Ardamai
    Tomb of Horrors TPKs? Lovely :)

    I'll skip joining for now, but I'll definitely be watching this thread :salute: those who are about to die ;)
     
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  7. Father Walker Potato Ranger

    Father Walker
    Joined:
    Apr 13, 2011
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    1,282
    So any of you guys fapping over your char sheets? I've written down my stats and I feel like a god. I have -5 AC and awesome flaming sword. Not to mention my awesome paladin powers, including my paladin warhorse.

    :smug:
     
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  8. Alex betthurt

    Alex
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    I got limited wish.
     
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  9. Nope Liturgist

    Nope
    Joined:
    Feb 22, 2011
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    107
    Alright. 79HP it is.
     
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  10. Lord Rocket Erudite

    Lord Rocket
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    Don't forget you have to roll for that shit in 1e dude.
     
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  11. Alex betthurt

    Alex
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    Is it? I mean, I know the first 3 spells besides read magic are random, but the 1 spell you gain each level thereafter isn't specifically marked as random. Hey Elzair, Can I choose my own spells, or am I supposed to roll them every level? Also, can I use my starting money to buy more spells?
     
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  12. Lord Rocket Erudite

    Lord Rocket
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    You have to check whether or not you're capable of learning any given spell (ie. if you fail the roll you can't copy the bastard into your spell book, although you can probably still cast from scrolls), based on your INT. The entire spell level should be checked when you gain access to it, and you can roll for spells in any order you prefer. In your case you have an 85% chance of being able to learn a spell, a minimum of 9 spells per spell level, and a maximum of 18 spells per spell level.
    So don't be stressin'

    (Check under INT in the PHB or the MU class description in OSRIC)
     
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  13. Alex betthurt

    Alex
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    Oh, that. Yeah, I read that part. I thought you were talking about rolling to see which spells I got at each level. It is a bit of a unwieldy rule, but I will mark the spells I can't learn. Anyway, limited wish can be a bit of a gamble, but I figure its adaptability is probably the best bet for a 7th spell. I mean, simulacrum is nice, specially in a trap pity, but require limited wish and reincarnation to make more than a zombie (and hirelings are cheaper for that anyway). Cacodemon is too risky and phase door, while nice, will make everyone else want to kill me after I use it to escape.
     
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  14. Nope Liturgist

    Nope
    Joined:
    Feb 22, 2011
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    107
    Sorry 'bout this but gonna have to bail out on this due to time constraints.
     
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  15. Pussycat669 Liturgist

    Pussycat669
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    Location:
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    I'm still uncertain if I should bother to keep the 5000 gp for resurrections (that was the price, right?), if we even get a chance for that. Otherwise, I'm probably just gonna stick with the initial equipment, or can we buy magical stuff?
     
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  16. Alex betthurt

    Alex
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    Location:
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    I am finishing the character sheet. As soon as I am done I will edit this post.

    Name: Etabaxel Alarib
    Sex: Male
    Race: Human
    Age: 33
    Alignment: Neutral Good

    Abilities:
    Strength 11​
    Open Doors on a 1-2​
    Bend Bars and Lift Gates 2%​
    Intelligence 18​
    Additional Languages 7​
    Maximum Spell Level 9​
    Chance to Know Each Spell Listed 85%​
    Minimum Number of Spells per Level 9​
    Maximum Number of Spells per Level 18​
    Wisdom 10​
    Dexterity 17​
    Reaction and Ranged Attack Bonus +2​
    Defensive Adjustment -3​
    Constitution 15​
    Hit Point Adjustment +1​
    Shodan System Shock Survival 91%​
    Resurrection Survival 94%​
    Charisma 12​
    Maximum Number of Henchmen 5​

    Inventory:
    Wearing:​
    Embroidered gray robes, with alchemical symbols on the outside and many pockets on the inside (6sp) [6 pounds].​
    Belt (3 sp).​
    Conical blue hat (7sp).​
    Leather Backpack (2gp) [2 pounds]​
    Backpack:​
    On Shoulder:​
    Owl Familiar (100gp) [2 pounds] {HP: 3, AC: 7}​
    Encumbrance​
    12": up to 35 pounds​
    9": up to 70 pounds​
    6": up to 105 pounds​
    3": 105 pounds or more​
    Used Up:​
    Scroll of Find Familiar (450gp)​
    Scroll of Enlarge (450gp)​
    Scroll of Rope Trick (900gp)​
    Scroll of Dig (1800gp)​

    Attack and Defense:
    HP: 48 (51 when the Familiar is nearby)​
    AC: 4​
    THAC0: 16​
    Ranged THAC0: 14​
    Weapons:​
    Dagger +2​
    THAC0: 14​
    Speed: 2​
    Space Required: 1'​
    Damage:​
    M-S: 1d4 + 2​
    L: 1d3 + 2​
    Light Crossbow​
    THAC0: 14​
    RoF: 1​
    Ranges:​
    S: 6​
    M (-2 to attacks): 12​
    L (-5 to attacks): 18​
    Damage:​
    M-L: 1d4​

    Skills:
    Professional Skills:​
    Armorer​
    Bowyer/Fletcher​
    Weapon Proficiencies:​
    Dagger​
    Crossbow, Light​
    Composite Bow​

    Magic User Spells:
    Stroken Through names denotes the spell can't be learned.​
    (*) after the spell name indicates the spell has been learned.​
    (xn) where n is a number denotes the spell is currently memorized n times.​
    1st Level​
    Affect Normal Fires​
    Burning Hands​
    Charm Person*​
    Comprehend Languages​
    Dancing Lights​
    Detect Magic
    Enlarge*​
    Erase
    Feather Fall​
    Find Familiar*​
    Friends
    Hold Portal​
    Identify*​
    Jump*​
    Light​
    Magic Missile
    Mending*​
    Message
    Nystul's Magic Aral​
    Protection From Evil​
    Push​
    Spider Climb
    Ventriloquism​
    Sleep​
    Shield
    Unseen Servant
    Read Magic*​
    Shocking Grasp
    Tenser's Floating Disc
    Write
    2nd Level​
    Audible Glamer​
    Continual Light​
    Darkness 15' Radius​
    Detect Evil​
    Detect Invisibility​
    ESP*​
    Pyrotechnics​
    Fool's Gold
    Forget​
    Invisibility​
    Knock​
    Web​
    Mirror Image
    Strength
    Stinking Cloud​
    Locate Object*​
    Rope Trick*​
    Wizard Lock​
    Magic Mouth​
    Scare​
    Shatter​
    Ray of Enfeeblement
    Levitate
    Leomund's Trap
    3rd Level​
    Dispel Magic​
    Lightning Bolt​
    Leomund's Tiny Hut​
    Blink​
    Clairaudience*​
    Clarivoyance​
    Feign Death
    Hold Person
    Monster Summoning I​
    Water Breathing
    Tongues​
    Flame Arrow
    Phantasmal Force*​
    Infravision
    Haste​
    Explosive Runes​
    Fireball​
    Fly​
    Gust of Wind​
    Protection from Evil 10' Radius​
    Suggestion​
    Water Breathing​
    Slow​
    Protection From Normal Missiles
    4th Level​
    Charm Monster​
    Confusion*​
    Dig*​
    Dimension Door​
    Enchanted Weapon​
    Extension I​
    Fear​
    Wizard Eye​
    Fire Shield
    Fire Trap
    Fire Charm​
    Fire Trap
    HallucinatoryTerrain​
    Fumble​
    Remove Curse​
    Polymorph Other​
    Polymorph Self*​
    Massmorph​
    Ice Storm​
    Monster Summoning II​
    Rary's Mnemonic Enhancer​
    Plant Growth
    Wall of Fire
    Wall of Ice
    5th Level​
    Animal Growth​
    Animate Dead​
    Bigby's Interposing Hand​
    Cloudkill
    Conjure Elemental​
    Cone of Cold*​
    Wall of Force​
    Passwall​
    Magic Jar*​
    Contact Other Plane​
    Teleport​
    Telekinesis*​
    Passwall​
    Distance Distortion​
    Extension II​
    Feeblemind
    Hold Monster​
    Transmute Rock to Mud​
    Monster Summoning III​
    Leomund's Secret Chest​
    Mordenkainen's Faithful Hound
    Stone Shape​
    Wall of Iron
    Wall of Stone
    Airy Water
    6th Level​
    Anti-Magic Shell
    Bigby's forceful Hand
    Control Weather​
    Death Spell​
    Disintegrate​
    Enchant an Item​
    Geas​
    Glassee​
    Glove of Ivulnerability
    Invisible Stalker​
    Legend Lore​
    Lower Water​
    Monster Summoning IV*​
    Move Earth​
    Otiluke's Freezing Sphere​
    Project Image​
    Reincarnation*​
    Repulsion​
    Spiritwrack​
    Stone to Flesh​
    Tenser's Transformation
    Part Water
    Guards and Wards
    Extension III​
    7th Level​
    Bigby's Grasping Hand​
    Cacodemon​
    Charm Plants​
    Delayed Blast Fireball​
    Drawmij's Instant Summons​
    Duo-Dimension​
    Limited Wish*​
    Mass-Invisibility​
    Monster Summoning V​
    Mordenkainen's Sword​
    Phase Door​
    Power Word, Stun
    Reverse Gravity​
    Simulacrum​
    Statue
    Vanish​

    Appearance:
     
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  17. Elzair Cipher

    Elzair
    Joined:
    Apr 7, 2009
    Messages:
    2,233
    I guess you can buy any of the things listed in the Basic Equipment section of the Player's Handbook or anything listed in the treasure section of the Dungeon Master's Guide. My only rule is that buying prices are 150% of the listed sales price.
     
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  18. Elzair Cipher

    Elzair
    Joined:
    Apr 7, 2009
    Messages:
    2,233
    I understand. Life is hectic sometimes.

    Anyway, five should be enough for now. So, now that Alex is done crafting a character, are the rest of you done rolling for HP, buying equipment, and learning spells. Also, if you want to name your character something, you can do that as well.
     
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  19. Father Walker Potato Ranger

    Father Walker
    Joined:
    Apr 13, 2011
    Messages:
    1,282
    Ok, here's my character sheet:

    Name: Sir Victor Blake, Sworn Knight of Heironeous
    Class: Paladin, level 12
    Str 17 Int 14 Wis 15 Dex 18 Con 16 Cha 17
    HP: 75
    AC: -5
    Spells: 2x1st, 2x2nd
    Magic Shit: +1 Plate Mail, +2 Shield, +1 Flaming Sword, Ring of Fire Resistance

    Extra stuff I've bought:
    Potion of Extra-healing (1200 gp)
    Potion of Flying (1125 gp)
    Potion of Climbing (750 gp)

    that's 3075 gp for magic stuff

    Since I have a lot of money left, I'll just list mundane stuff I've bought:
    Holy Symbol
    4 bottles of burning oil
    Rope (50') plus grappling hooks
    String (strong enough, but finer than your usual rope)
    Iron Spikes x10
    10' Pole
    Bunch of iron pellets of different sizes and weights
    Hammer and chisel
    Small Mirror
    Chalk
    Iron rations
    Crossbow and 20 bolts
    Bandages
    1 litre of strong wine
    2 daggers
    Young paladin who serves as my squire and carries my stuff around :smug:
    Bandolier to carry most important stuff close at hand
    Also, if it is possible, I've hired a good smith to forge a fine steel chain which could be used to attach hilt of my sword to the right gauntlet of my plate armor. In case I loose footing or fall down, I can grab my sword quickly and resume fighting.

    Btw, I'm ready to play.
     
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  20. Lord Rocket Erudite

    Lord Rocket
    Joined:
    Feb 6, 2008
    Messages:
    1,055
    I reckon we should divide the costs of our entourage between us. Personally I favour getting a really big one:

    6x Mules (120GP)
    6x Saddlebags, Large (24GP)
    12x War Dogs (300GP)
    10x Light Infantry + 1 Serjeant
    20x Short Bowmen + 1 Serjeant

    1x Engineer (Miner)

    20x Labourers
    4x Linkboys
    6x Pack Handlers
    Labourer equipment should include: backpack, miner's pick, shovel
    Linkboys get lanterns and oil and shit obv.
    6 weeks iron rations for everyone
    I am currently too lazy to add up the costs for the hirelings and equipment (beyond the animal related stuff) but basically my reasoning is:
    Mule trains take the weight off everyone
    War Dogs have 2+2HD which is p rad
    Light Infantry have spears which can be used to keep stuff at bay
    Bowmen can put out a pretty impressive hail of fire
    I'm in favour of circumventing any unpleasant looking rooms entirely through the use of miners and Dig (etc.) spells
    I like the word 'linkboy' (and my character is a pedo)
    Pack handlers will probably die and then the mules will throw tanties, so spares are good
    This goes for everyone really
    What do we know about this place anyway? I assume there's blurbs in the module describing the surrounding terrain, etc. - if it's all volcanic and shit, then the miners are probably not going to be so useful because earth moving spells generally can't be borne to bear (we could use stone to flesh I spose, but ew). Natural cavern? Gimme some info here Elzair.
     
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  21. Alex betthurt

    Alex
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    5,619
    Location:
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    I am almost finished, I just need to finish buying the normal items for my character (including a henchman). I selected my spells, but I will change any selection if anyone has a better idea. I really wanted to fit teleport in there, but I figure limited wish can hold things together. Anyway I agree with lord rocket we should get a big group of npcs with us, and share the costs.
     
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  22. Elzair Cipher

    Elzair
    Joined:
    Apr 7, 2009
    Messages:
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    Alright, I will give you the intro.

    [​IMG]

     
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  23. Father Walker Potato Ranger

    Father Walker
    Joined:
    Apr 13, 2011
    Messages:
    1,282
    I'd pay any amount needed to cover our additional expenses.

    Also, Lord Rocket is a 9th level fighter, so I assume that he has a number of retainers.

    IMO digging through the dungeon isn't going to work. It would take too much time, effort and resources. Remember that the dungeon is probably in some desolate place, and I reckon that we don't want to set up a mining colony up there ;)

    Remember that mercenaries will want their share of the treasure, so we need to balance things out. We don't need an army. Smaller group means less folks when it comes to splitting the treasure, quicker movement and lesser chances of attracting unwanted attention. So, I say that dozen men (including our PCs) is a good number to investigate the dungeon. Perhaps we could "hire" chars from the backup list? In case one of the PCs dies, he can take control over one of the mercenaries...
     
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  24. Pussycat669 Liturgist

    Pussycat669
    Joined:
    Jun 13, 2006
    Messages:
    667
    Location:
    In a fine suit
    Depends on who is going to see it through to the end... :)

    I'll finish the char later tonight but as mentioned before, I'll probably won't buy too much new stuff, other than some gadgets, so I could carry some of the costs for hirelings.
     
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