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Crow
2007-11-16, 10:48 AM
Seeing all the Battle Royale threads and balance threads, I decided it was time to quit talking, and actually put some characters through the ringer. There were many suggestions put forth, some involving each class going solo, and some even involving a "phantom party", using a 5th character for competition. I decided upon the single character format for ease of use.

Introducing the Dungeonman Triathlon:

The Dungeonman is a series of 10 modules, each consisting of 3 smaller challenges. A door, a monster, and a trap. Each character may select the order in which they tackle the modules, and the order in which they tackle that module's 3 challenges. Each successful challenge is worth 1 point. Characters make a run at all the modules, completeing as many as possible before they give up, or die.

The modules themselves are generated randomly, using the rules for doing so outlined in the 3.5 Dungeon Master's Guide.

Official Rules:

Characters:

- Characters may be of any Player's Handbook race and class (No MM races, No DMG Aristocrats). Resources available for character creation are limited to Core/SRD.

- Stat generation will be 25-point buy.

- Characters will begin play at 1st level.

- Characters will begin play with their starting gear only (No selling spellbooks).

- Characters begin play with spells memorized.

- No Cheese.

Modules:

- There are a total of ten modules.

- Characters may choose to tackle the modules in any order they wish.

- Characters may not move to another module until their current module is complete.

- To complete a module, all three of that module's challenges must be overcome.

- In-game time passes normally while a character challenges a module. A three-round break occurs between each module's challenge.

- 15 minutes pass between each module. This time may be used however the character wishes. Ongoing magical effects may expire during this time.

- Spell preparation takes 1 hour. A character may prepare a proportionate number of his/her spells in the 15 minute timeframe. (So 1/4 of available spells) This is to allow spellcasters who wish to leave one or more spell slots open for versatility reasons to fill those slots in between modules. You still may not exceed your normal allocation of spells per day. (As doing so requires 8 hours of rest)

- You may not rest or prepare spells after beginning a module.

Challenges:

- Challenges consist of Doors, Monsters, and Traps. Usually one of each, though possibly more.

- The three challenges in each module may be faced in any order the character wishes.

- Challenges may not be bypassed. Only successful resolution of the challenge will constitute success.

- All door, monster, and trap challenges can be found for reference in the Dungeon Master's Guide (for doors and example traps), and Monster Manual (for monsters).

Doors:

- Doors may be stuck, locked, or barred. To overcome a door, the character must force it or pick the lock. "Hacking" the door so as to attack it and deplete it's hitpoints constitutes a failure.

- Some doors may be unlocked, but will be trapped. In this case, successfully disarming or avoiding the trap completes the challenge. Some doors may be locked and trapped. In this case, the trap must be disarmed or avoided in addition to forcing or unlocking the door to complete the challenge.

- Characters may take 10 to force doors, pick locks, search, or disable traps.

- Characters may not take 20. This constitutes a failure.

- If a character fails to force or unlock a door on the first try, they are considered to have failed.

- In the event of a failure, the character will be required to face a pnealty encounter consisting of a monster or trap (outlined in the module's description). Successfully defeating the encounter will count as a success for the Door challenge.

Monsters:

- The character must defeat a monster or group of monsters to defeat the challenge.

- The monster must be reduced to 0 (or lower) hit points to be defeated. No diplomacy cheese.

- Battles take place in a 40ft. wide, 40ft. long, 10 ft. tall dungeon room. The character and monsters begin the encounter on opposite sides of this room, with no less than 30 ft. seperating them to begin.

- In the event of an encounter due to failure to force or unlock a door, similar rules and circumstances apply for penalty encounters.

Traps:

- Once a trap is triggered or disarmed, the character is considered to have completed the challenge.

- If a character fails to locate the trap (by search or other means), they are considered to have triggered it, and must face the appropriate consequences.

- Characters may not locate traps by use of ten-foot poles or other equipment, but are free to trigger them with such devices only after they have located them.

- If the character possesses a familiar or animal companion, it may be utilized to help locate traps, though cannot trigger them unless they weigh at least as much as a halfling.

Scoring:

- Each challenge successfully overcome is worth 1 point.

- The character who accumulates the most points is considered the winner.

- Private Message your character and score (along with which modules you completed) to me and I will post the scores.

Crow
2007-11-16, 10:49 AM
The Ten Modules:

1 to 10, in Descending Order:

Door, Wooden, simple, stuck (13) - 1 orc warrior on failure
5 Tiny viper snakes (animal)
Inflict light wounds trap <CR2>

Door, Wooden, simple, unlocked, trapped (Well Camouflaged Pit Trap <CR2>)
1 orc warrior
Swinging block trap <CR1>

Door, Wooden, simple, stuck (13) - Stone blocks from ceiling trap <CR3> followed by 5 Tiny viper snakes (animal) on failure
3 human warrior skeletons
Basic arrow trap <CR1>

Sliding door, Wooden, good, locked (18) (+1 to break DC) - 3 orc warriors on failure
1 spider swarm
Burning hands trap <CR3>

Door, Wooden, simple, locked (15) - 1 Dire rat on failure
2 Small monstrous scorpions
Spiked pit trap <CR2>

Sliding door, Wooden, simple, stuck (13) (+2 to break DC) - 1 dretch (demon) on failure
3 dwarf warriors
Camouflaged pit trap <CR2>

Door, Wooden, strong, stuck (23) - 3 Small monstrous scorpions on failure
1 wererat (lycanthrope)
Doorknob smeared with contact poison <CR1>

Door, Wooden, strong, stuck (23) - 4 Dire rats on failure
2 goblin warriors
Fusillade of darts <CR1>

Door, Stone, locked (28) and trapped (Fire trap <CR3>)
1 darkmantle
Javelin trap <CR2>

Door, Wooden, good, locked (18) - 2 goblin warriors on failure
3 stirges
Portcullis trap <CR1>

Questions and Answers

What level characters do we use?

- 1st level characters. I have updated the rules section to clarify this.

Is this a Play-by-Post or what?

- It can be whatever you want it to be. Play by post, or run it with your friends or by yourself at home. I am assuming a certain degree of honesty on the part of the participants, and that they won't use "cheese" to complete their challenges.

What class should I play?

- Play any class that you want, whether it be because you don't think they get enough "love", you think they have the best chance, or just becasue you like them. Just make sure it is a Player's Handbook class. No Dungeonmaster Guide NPC classes.

Where do I post my build?

- You may either post it in the thread, or PM it to me and I will post it on the list of competitors.

How do I report my score?

- Post it in the thread or Private Message it to me and I can update the scoreboard. Include a list of which modules you completed.

Is experience given for overcoming encounters?

- No experience is given. Players charge the course and continue for as long as they are able. Probably they will die, if they make it through all ten modules, you may award experience to them, but it won't factor into this competition.

And, what of fatigue and rest? You've waived the rest required to recover spells, what of a full night's sleep?

- If your character becomes fatigued, he will need to deal with it the best he can. There is no resting once you have begun your first module (This includes during the module). Spellcasters still require 8 hours rest to prepare spells, but spellcasters who wish to leave slots open for versatility reasons can fill those slots between modules. You may not exceed your normal spells per day.

Do we get starting package for equipment or the class average gold for buying equipment?

- You get "class average" gold to purchase your own equipment.

Are battles to be fought assuming that all enemies are aware of the PC and not surprised (and vice-versa)? Or is stealth an option?

- Pre-battle is resolved using spotting rules for 30-40ft. distance. Stealth is most certainly an option. Dungeon room has "Shadowy Illumination" via torches on the walls.

Can I use the dungeon's torches as weapons?

- No, you may not use them as weapons. They are there for environmental reasons only. You may use your own torches if you have them though.

When you defeat a monster with treasure, do you get that treasure and can you use it in future encounters?

- Negative. The idea is to get as far as you can with the resources you start with.

SRD has Psionics and UA. Are those available for use? (I'm assuming not for classes and races since you restricted to PHB, but I mean for equipment, feats...

- Sorry, no psionics or UA. I included SRD for those players who don't have access to the Core Rulebooks. You are free to use them (this is about having fun), but their scores will be "unofficial".

How long does an entrant have to finish a module?

- As long as it takes. No resting though, and cheese is not in the spirit of the competition.

Also, the SRD doesn't include average starting gold (except for the psionic classes). My recommendation? Assing us "arbitrary yet balanced" amounts of gold to start with.

- I've already got two major infractions, so assigning "arbitrary yet balanced" amounts is not something I can do. Someone else might though.

Can we take aging penalties/bonuses?

- Yes, old guys rule.



The Competitors:

Our first entry is a crossbow-wielding rogue named Dex (http://www.thetangledweb.net/addon.php?addon=Profiler&page=view_char&cid=4805). He's a fast type, and tougher than normal, and if he gets trapped in a module for 6 days, he'll be A-OK with 6 days rations ready to go!

Next up, is Kalirrin's mounted halfling ranger. By the way, Kalirrin gets the distinction of drawing first blood in this thing! Here's the stats!halfling ranger with Mounted Combat

150 starting gold

100 gp warpony
10 gp lance
sling and bullets
15 hide
15 buckler

Abilities
Str 14-2 = 12
Dex 16+2 = 18
Con 14
Int 8
Wis 8
Cha 8

Player's AC = 10 + 4 dex + 1 size + 1 shield + 3 hide = 19 (+4 for cover)
Player's melee attack bonus = 2 (1 BAB + 1 Str)
Player's ranged attack bonus = 6 (1 BAB + 4 Dex + 1 racial)
Player hp = 9

ranks in:
Ride
Handle Animal
Hide
Move Silently
Search

ArmorArmadillo submitted a spiked-chain fighter, Claudius Trahn. Though the plan looked great in theory, those skeletons can be a real pain...Claudius Trahn
N Human Fighter 1
Str 16 Dex 14 Con 14 Int 10 Wis 9 Cha 8
Hp: 12
AC 16 T 12 F 14
Init +2 Speed 30
BAB +1; Grapple +4
Fort +4, Ref +2, Will +1
Attack: Spiked Chain +4 (2d4+4/x2) or Greatclub (In 2 Hands) +4 (1d8+4/x2) or Longsword (In 2 Hands) +4 (1d8+4/19-20)
Skills: Search +2, Disable Device +2, Open Lock +2
Feats: Exotic Weapon Proficiency (Spiked Chain), Combat Reflexes, Iron Will
Possessions: Scale Mail, Spiked Chain, Club, Longsword, Shortbow with 100 Arrows, Ten-Foot Pole, Crowbar
Next, Ganurath tossed his longspear-toting rogue into the mix. Asura sports a well-trained guard dog to help her through those tough fights...Asura, Human Rogue
Str 14 Dex 14 Con 14 Int 12 Wis 8 Cha 9
Feats: Skill Focus (Open Lock,) Improved Initiative
Skills: Disable Device +5, Hide +6, Jump +6, Listen +3, Move Silently +6, Open Lock +8, Search +5, Spot +3, Tumble +6, Use Rope +6
Equipment: Longspear (5gp,) Studded Leather Armor (30gp,) Crowbar (32gp,) Thieve's Tools (62gp,) Hemp Rope (63gp,) Guard Dog (88gp) with Leather Barding (108gp,) Acid Flask (118gp,) Ten Foot Pole, Flint and Steel, Backpack, Day of Firewood: Under 125gp
HP: 8
AC: 10 +2 Dex +3 Armor =15
Attack +2 Longspear (1d8+2)
Initiative +6Here is a Sorcerer submitted by Bender, Martus Spark. Martus Spark
N Human Sorcerer 1
Str 14 Dex 14 Con 14 Int 10 Wis 8 Cha 13
Hp: 6 (1)
AC 12 T 12 F 10 (16)
Init +2 Speed 30
BAB +0; Grapple +1
Fort +2, Ref +2, Will +1
Attack: morning star +2 (1d8+3/x2) or sling +2 (1d4+2)
Skills: Search +2, Disable Device +2, spot +2
Feats: spell focus(enchantement), greater spell focus (enchantment)
Spells known: 0(4): detect magic, mage hand, acid splash, daze (DC13)
1(2) sleep(DC 14), shield
Spells/day: 5/4 (4/0)

Possessions: morning star, sling (20 bullets), Crowbar, 10 ft ladder, spell component pouch, club
Scrolls: mage armor, charm person

65,25 gp of total: 75 gpDarrien Ponyboy is a Ranger submitted by HashirujujuDarrien Ponyboy, Human Ranger
Str 16
Dex 16
Con 10
Int 11
Wis 8
Cha 8

Feats: Skill Focus (Ride), Mounted Combat

Favored Enemy Vermin

Skills: Climb +7, Handle Animal +7, Heal 3,Ride +10, Jump +7, Search +5, Spot +3, Tumble +4, Use Rope +7
Equipment: Horse, Light (75gp), Saddle,Rinding(30gp), Bit & Bridle (2gp), Leather Armor (10gp), Club(-), sling and 30 bullets(3sp), Crowbar (2gp), Backpack 2gp

HP: 8
AC: 10 +2 Dex +3 Armor =15 +4 cover = 19
Attack +1 (+1 when mounted) club two handed(1d6+4)
Initiative +3
Forcing Doors +5And then Ganurath made another attempt with Gavin, a helf-elf cleric of Wee JasGaven, LN Male Half-Elf Cleric of Wee Jas
Str 10 Dex 12 Con 12 Int 11 Wis 14 Cha 14
Feat: Improved Turning
Skills: Diplomacy +8, Heal +6
Equipment: Scale Mail (50 gp,) Sling, (50.1gp,) Heavy Wooden Shield (57.1gp,) 2 Scrolls of Charm Person (107.1gp,) Wooden Holy Symbol (108.1gp,) Bullets Silvered (110.1gp,) Portable Ram (120.1gp,) Torch (120.11gp)
AC: 10 +1 Dex +4 Armor +2 Shield =17
Domains: Death and Magic, Channels Negative
Spells Prepped: 3 Cure Minor Wounds, 2 Cure Light Wounds, Domain Cause Fear
Initiative +1

Scores:


Ganurath (2nd attempt) - 30 *with summary*M3C2:
Initiative Order Gaven, Skeletons
Turn Undead: Natural 20 on Check, Two 4s rolled for 12 on Damage, Max HD limits to commanding the two nearest Skeletons.
Rogue Skeleton approaches, is hit by one of the AoOs for 0 due to DR before swinging and missing Gaven.
Gaven commands his skeletons to attack the rogue, avoids AoO as he moves toward his minions.
Skeleton A charges, hitting for 0 due to DR.
Skeleton B follows suit, but misses.
Rogue Skeleton hits Skeleton A for 0, thanks to the DR.
Gaven commands Skeleton A to flank the rogue while moving further away.
Skeleton A obeys and avoids the AoO before hitting for 0.
Skeleton B exploits the flank, but also hits for 0.
Rogue Skeleton fails to damage with its hit too.
Gaven commands Skeleton B to back away toward him after attacking.
Skeleton A, still benefiting from the flank, swings and misses.
Skeleton B also misses despite flank and avoids AoO as it withdraws.
Rogue Skel swings and misses Skel A.
Gaven commands Skel B to charge the rogue.
Skel A hits for 2 after DR. Finally, damage dealt.
Skel B charges in, landing a hit and dealing another 2 damage.
Rogue Skel misses Skel A.
Gaven commands Skel B to swing and withdraw again.
Skel A hits for zip.
Skel B misses, and is hit for nada by AoO.
Rogue Skel misses Skel A.
Gaven commands Skel B to charge.
Skel A misses, battering the rogue's shield.
Skel B hits on the charge for 2, finally dropping the pest.
Gaven uses prep time to order the Skels to guard him.
M3C1:
Gaven has the skeletons use the portable ram to bring down the door.
Prep time used to have one Skel carry the ram for him while the other marches in front.
M3C3:
Skeleton triggers trap for Gaven, is hit for 1.
Prep time between Modules Gaven goes spontaneous, using inflict minor on the Forward and getting a scroll ready.
M2C2:
Initiative Order Orc, Skeletons, Gaven
Orc hurls javelin at Forward and misses horribly.
Forward charges, hitting for 8.
Gaven commands the Skels to remove all equipment from the orc.
Skels obey as they're able.
Gaven has Forward take the studded leather armor for itself while taking falchion.
M2C1: Ram and Gaven batter down the door with the ram.
Finding the effort was unneccesary, Gaven orders Forward ahead to fall and take 2.
Ram and Forward switch roles in prep time.
M2C3:
(Undamaged) Forward triggers the trap and avoids it thanks to the trap's low roll.
During prep time, the new Forward gets the studded leather with help donning from Gaven.
M1C2:
Initiative Order: Vipers, Skels, Gaven
Vipers move to squares adjacent Forward, just short of charge range due to Tiny size.
Forward misses, but Ram drops one after moving diagonal from Forward.
Gaven moves adjacent to Skels and aids Ram for next attack.
A viper tries to approach Gaven, Ram drops it with AoO.
Remaining 3 vipers move into Ram's square and try to bite the new threat. Between DR and poison immunity, it's a wasted effort.
Forward and Ram both miss their attacks.
Gaven assists Forward on attack.
Viper moves toward Gaven, but drops to Forward's AoO. Remaining 2 go after Forward, avoiding AoO from Gaven.
Forward misses, but Ram drops one.
Gaven backs away, commanding the Skels to try to flank the last viper.
Viper tries to pursue Gaven and drops to Forward's AoO.
M1C1:
Skels use ram, roll bad and fail.
M1C1Failure:
Initiative Order Skels, Gaven, Orc
Forward charges for 7, Ram moves in with double move.
Gaven melees as well.
After finishing orc off, prep time used to take armor off.
M1C3:
Forward goes through, gets zapped, refreshed.
Gaven has Skels determine locations where trap triggers, then uses readied action to move through when it triggers on Ram if that fails to locate an easy bypass.
Prep time used to give Ram the second set of armor.
M8C2:
Initiative Order Skels, Gaven, Gobs
Forward charges and hits Gobba for 2, Ram moves toward foes.
Gaven moves behind Ram and uses Inflict Minor Wounds.
Gobba swings for Forward and misses.
Gobbo dies to Forward's AoO when he tries to flank.
Forward then finishes off Gobba.
Prep time used to give each Skel one of the Javelins while Gaven switches for (small) morningstar.
M8C1:
Skels use ram, fail initial roll.
M8C1Failure:
Initiative Order: Skels, Rats, Gaven
Forward hits with Small Javelin on nearest rat for 2.
Ram moves to better firing position and misses with javelin, which isn't lost on 50% roll.
Rats charge Ram, who's nearest, one hits for 0 after DR.
Gaven commands Forward to move to flank one of the chargers that went after Ram.
Forward moves to obey, charging through a 0 damage AoO and missing the flanked Rat.
Ram targets same Dire Rat and misses.
Rat opposite AoO Rat moves to flank with AoO Rat, avoiding AoO from Ram before missing.
Pack Rat and Flanked Rat just sit and swing. DR makes efforts worthless.
AoO Rat tries to go after Gaven, suffering a critical hit from Forward's AoO before it can leave.
Gaven moves close and uses Inflict Minor on Ram from opposite Pack Rat.
Forward drops Flanked Rat with a critical hit, and I love scimitars.
Ram, meanwhile, misses an attempt on Pack Rat.
Flanker Rat tries to move in on Gaven, but takes 4 for the effort before chomping down for 3. Gaven fails the save.
Pack Rat tries to follow suit, but moving into being flanked tends to result in critical hit AoOs from Forward for 12.
Gaven takes a total defense action.
Forward swings around to flank Flanker with Gaven, threatening a crit but failing to deliver. With Flanker at 1 left, though, it still drops.
M8C3:
Forward flaunts DR against the fussilade of darts.
Prep time used to set default attack command at flanking nearest foe.
M7C2:
Initiative Order: Skels, Gaven, Were (Hybrid)
Forward charges delivering a critical hit for 2 after DR.
Ram uses double move to come around for a flank.
Gaven casts Cause Fear on the Were, who botches the save.
Were tries to flee past Ram, getting 6 damage after DR from another one of Forward's crits while Ram's AoO fails to overcome DR.
Forward charges again, failing to get a crit and thusly failing to overcome DR.
Ram charges as well, getting a crit for 8 (after DR) that drops the Were.
Gaven discards his weapons and takes the light crossbow, favoring the better damage and reduced risk of damaging Skels by firing into melee.
M7C1:
Skels use the ram, fail the roll.
M7C1Failure:
Initiative Order: Gaven, Scorps, Skels
Gaven fires from crossbow and misses ridiculously before moving behind Ram.
Scorps charge, and didn't even bother rolling since between DR and immunity to crits they can't hurt Forward even on charge.
Forward hits Middle Scorp for 1.
Ram moves adjacent Forward and hits Left Scorp for 3.
Gaven switches to morningstar and takes total defense action.
Scorps continue trying to kill the Skels, Left hits Ram to get a grapple in.
Forward and Ram both miss.
Gaven moves behind Ram and misses Left.
Left fails to escape the grapple to get at Gaven, other Scorps fail to hit with claws to engage grapple. (Remember, Skels have studded leather for AC 19.)
Forward misses, Ram wins grapple to deal 4 claw damage.
Gaven orders Ram to flank Middle with Forward before moving away a bit.
Scorps prove once more that they are teh suxxorz, pardon my leet.
Foward and Ram both miss, despite the latter getting a flank bonus.
Gaven switches back to crossbow and reloads. He may be called Gave in the future because I'm tired of fixing that particular typo over and over.
Middle engages Forward in a grapple. Not much more to say on that.
Forward wins grapple and brings Middle down to 1 health.
Ram charges Left and gets a lucky hit for 7, dropping it.
Gaven shoots Middle, making another atrocious roll. Apparently Gaven isn't meant for leading by example.
The following violence ends poorly and uneventfully for Middle without any further damage to Gaven & Friends.
M7C3:
Forward opens the door, so the trap goes completely unnoticed.
M5C2:
Initiative Order: Skels, Scorps, Gaven
Forward charges and misses.
Ram double moves to flank Closer.
Scorps miss all their attacks due to the awesome new AC of the Skels. (Highest roll of 17 was just short.)
Gaven finally makes some awesome happen with the crossbow and gets 8 damage of drop the vermin to stick to Further.
The Skels both hit and do bloody things to Closer.
M5C1:
Skels get a good enough roll on the ram to show that Occam's Razor > locked door.
M5C3:
Forward takes 5 from the fall and zilch from the spikes.
Gaven has the Skels do the following:
Ram tosses ram down to Forward.
Forward stands against edge of pit, holding ram.
Ram climbs down with a solid roll of 19, DR mocking the floor spikes.
Ram climbs up on Forward's shoulders.
Forward passes ram up to Ram, who holds ram overhead.
Forward holds arms out expectingly.
Gaven manages to climb down along Skels to ease the check down to 5 (wall to brace against, plenty of handholds on skeletons,) resting in Forward's arms over the spikes.
Ram hops back down from under 10 feet to avoid falling damage, holds out ram.
Gaven rides ram like a horse across pit while Skels carry him, casting Inflict Light on the near-destroyed Forward which returns it to full.
Gaven climbs back up in a similiar manner with Forward on top this time.
Gaven reaches down and grabs the ram, rotating it so the Skels both face the wall.
Ram grabs Forward's pelvis as all three coordinate so the Skels climb back out, and natural 20 wins it.
(Jump check would've been too risky in scale armor... Occam's Razor < Spiked Pit)
Prep time: Bring in the scrolls!
M6C2:
Initiative Order: Gaven, Dwarves, Skels
Gaven casts Charm Person on Lead Dwarf (Magic Domain Power = Win) who just fails the save.
Lead Dwarf tells allies to take to the defensive, since the newcomer's intentions weren't known. They ready actions to make ranged attacks.
Skels had been given complex order earlier, and thus the plan of charge and flank was forgotten in favor of the default "guard me." So they do.
Gaven makes a (minute long) Diplomacy check to convince dwarves that he means no harm: Natural 20+8 modifier makes them indifferent.
Point made in Diplomacy check: Equipment taken from dead orcs and goblins, he was the pawn of someone's machinations to be here anyhow.
Gaven politely asks the Lead Dwarf if he'd like to assist Gaven is escaping from the dungeon in which has been wrongly imprisoned. The Lead Dwarf agrees, thanks to charming.
The remaining two dwarves raise objections. The Leader aids Gaven with a second (minute) Diplomacy check, which adds enough weight that the dwarves won't oppose their departing commander, but won't come to help either.
"The best battle is the one not fought." -Master Miagi
M6C1:
Skels make with the ramming and rolling and the vanquishing of the stuck door.
Prep time: Back to the charge and flank plan.
M6C3:
Forward fails Reflex, takes 3 from fall, Ram helps out of pit. Ram and Forward switch roles again so Forward is undamaged.
Gaven skips prep between modules because it's bad for Charm duration.
M4C2:
Initiative Order: Skels, Swarm, Leader, Gaven
Forward charges, but doesn't do much due to weapon immunity. Ram follows the pattern.
Swarm tries to swarm Forward, but fails thanks to DR.
Leader decides against firing at Gaven's spoken advise.
Gaven commands Forward to drop its sword and take the torch, which he walks up with.
Forward obeys, swinging and missing.
Ram wades through, avoiding AoO as it attacks from an angle that protects Gaven.
Swarm tries to swarm to the threat that is Forward. Forward calmly points out DR.
Leader, not wanting to see Gaven in danger, charges in swinging uselessly.
Gaven commands Ram to aid Forward's attacks, then moves away and around, shouting to Leader that his ax won't do any substantial damage.
Forward gets a natural 1, the first of the epic battle.
Ram aids another to improve Forward's future odds.
Swarm swarms again, failing to roll a 6. For future simplicity, such an event will read as "Swarm misses Forward/Ram."
However, Swarm does get 5 in on Leader, who then withdraws adjacent to Gaven after failing save against poison and taking 3 to Str.
Gaven pulls an untrained Bluff on Leader that he's out of spells, which is why he hadn't healed himself, but he could help against the next wave of the poison's harm.
Gaven and Leader sit and watch while Forward fails to hit, Ram aids, and the Swarm misses Forward.
After three rounds of that, Forward gets 2 fire damage in, followed by taking 1 from the Swarm.
Pointless exchange continues until the round before the next wave from the poison, where Forward deals 2 more and the Swarm deals 1 more.
The following round is uneventful other than Gaven making the Heal check to fight Leader's poison.
Forward gets a hit for 1 in the next round while avoiding further harm, then hits for 3 four rounds later, then finally scatters the Swarm four rounds after that.
Forward gets the scimitar back before leaving, of course.
M4C1:
Skeletons get a lovely roll on the ram, bringing down the door.
Prep time: Gaven asks Leader to take the lead, and he suggests that that would be unwise due to his condition. Gaven agrees and has Leader take the rear, as per usual.
M4C3:
Forward triggers the trap and makes the save, only taking 1 damage as it goes through the trap radius.After conferring with Leader, the living members of the group take readied actions to move after the trap triggers for Ram, who would have taken 1 even without the successful save.
Prep time shortened to just change marching order: Leader and Gaven in front, Skels in rear.
M9C2:
Initiative Order: Leader, Darkmantle, Skels, Gaven
Leader charges, getting a hit with his dwow that's a big ax. 9 damage after Str reduction from poison is still enough to drop the Darkmantle.
M9C1:
Long story short, Leader dies to overconfidence, and the original marching pattern resumes after slowly battering down the door for a survivable fail.
M9C3:
Forward, having been healed by Gaven's last spell back to 5 (rolled a 1) is extremely lucky as the trap gets a similiar roll on a much larger die.
M10C2:
Initiative Order: Stirges, Skels, Gaven
Stirges fly up, and one manages to latch to Forward.
Forward grapples the latching Stirge, failing the roll with matched modifiers.
Ram moves up and swings, dropping the latched Stirge before it can realize how little blood its prey has.
Gaven switches to the morningstar and stands by the Skels beyond the area where the Stirges threaten.
Ram gets latched to this time, and it's about this time Gaven realizes he should have taken Leader's armor.
Forward misses the unlatched Stirge, while Ram deals 3 to the latcher in the grapple.
Gaven disables the latcher before shifting to be opposite the unlatched from Forward.
Grapple check tied for latcher, but being disabled made looking up tiebreaker redundant as it dropped. Meanwhile, the survivor missed again.
There was much OOC rejoicing as Forward hit for 3, and mild impatience as Ram missed.
Gaven, meanwhile, played the coward.
Stirge misses.
Forward drops the little bugger for good.
M10C1:
A roll with the Skels on the ram brings our hero one step away from freedom...
M10C3:
...which Forward finally pays the price so Gaven and Ram can pass safely.
Final score: 26, due to failing 4 of the Door challenges.

*Surviving the penalty encounters counts as a pass for the door test, so he actually scored a 30*
Hashirujuju - 24 *with summary*Points earned: 24

Synopsis:

Darien had always been gullible and when the folk at the bar bet he couldn't make it out of the local dungeon be just couldn't resist winning there 20 silver so he went off with his trust horse George.

At the outside of the dungeon he came across a very thick door and decided it was now or never to prove himself and just barely pried the door open with his trusty crowbar then got on his mount and and carefully progressed into the dungeon. Soon he noticed two goblins and got on his horse, but one charged him almost immediately after he got on it but soon squashed the goblin with his trust club Twiggy, and pushed George to go after the other goblin, but George was the best combatant. And it had to be pushed to dodge the other goblins attack. But Twiggy soon showed him about attacking George. Darrien then took off down the hall and realized the the dungeon might be trapped when a fusillade of darts shot at him and one happened to get lodged in his leg.

Further into the dungeon he came across another door and taught that one a lesson about blocking his path with ease. He then got back on George and came to a room with 3 skeletons, so I forced George to charge one of them and he kicked it in the skull. A long battle ensued but Darrien got through it unharmed and pressed on down the hallways. At some point an arrow flew at George but Darrien pulled him out of the way at the last minute.

"Another Door!" exclaimed Darien, "And let me guess a there will be some sort of monster on the other side" So he popped the door got on his horse and was ready for the next battle that awaited him, which happened to be two freakish scorpions. Through the battle the scorpions sunk their claws into George a little but we showed them he were bigger. George then went on and started to search for traps instead of run though them and found a spiked pit trap that he and George jumped over.

Continuing down the hall Darrien searched for traps, but found a door instead. He put his all into breaking it and was successful. He then came across a wererat in human form and knew it was for squashing like all the others so he got on his horse and hit it in the head with a bullet from his sling. It came in for the kill, but he fell to the side of George to dodge the attack and then Twiggy taught him who was boss. he then dismounted and went on a search for traps, but couldn't find one except for a door, but that was broken like all the others.


Darien soon realized the irony of whoever designed this dungeon. He had been through several doors and the left another for him to break, and he did. Then got on his horse and found three dwarven warriors who must have been up to do good since they were locked away. He teased one with a bullet and then one of they tried to flank me, but George and he would have none of that so he used Twiggy to beat them down, while used George for cover. Then got off of George and searched for more traps, but while doing so fell into a camoflaged pit, but didn't get hurt.

From there he got to another door and broke in open, and fell into a hidden hole, but managed to tumble down it gently, but Darien was done with traps and would be sending George a few feet ahead from now on. In the next room he saw an orc and mounted George for th upcoming battle which was surprisingly one sided without the orc getting to do anything except die. Then George was sent a few feet ahead and narrowly dodged having its head squished between two swinging rocks.

The next door was found and broken open, and in the next room were 5 tiny vipers that died easily but did get a few bites into george which had to be treated. Then George was sent ahead again and happened to touch tomething that burned black and made him run off so he jumped past whatever it was he touched.

The end of our journey was near and he found George cowering from a burn he had received but Darrien broke the door he was near, got on George and went to battle with a swarm of spiders. Darrien threw a bottle of alchemist fire and then a bottle of acid that finished them quickly, but not before the poisoned George. Darrien knowing George was poisoned sent him off for the greater good which led to him becoming a fully cooked pony and then Darrein gave up and hopefully would receive some payment back at the bar.


Notes:Horse for cover was awesome and mounted combat with +10 ride was better, but making the DC20 control mount actions wasted many rounds
Ganurath - 9 (14 taking 20's) *with summary*Asura had no idea how she had arrived in the tunnel. Odds are it was a sick joke some wizard came up with. She had theorized it might have been some lewd sorcerer, but she didn't have the looks to satisfy such demented characters. In any case, she was grateful she had gotten to keep the hound, Brute.

The first door was easy enough, a wooden door with a predictable lock. Picking it was clockwork in both a literal and figurative sense, sandwiched between looking for traps at either end.

The door, sadly, led to a chamber full of scorpians the size of Brute. The dog snarled and lept into the fray, but failed to snap down on the jittery scorpians. Asura herself was more successful, but the vermin was still alive enough to flail in futility at Brute. The other scorpian was more successful, digging its claw into Asura's ankle and extracting a yelp of pain.

Brute's instincts redirected his attention to the uninjured scorpian, leaping in and digging its teeth into its face to make it go limp. Now free of the creature's grip, Asura stumbled around behind the survivor to land another blow. The scorpian flails in pain, nicking Brute in the leg with its claw before passing out.

Asura breathes deep, wondering what she was doing here. She decided a corpse would make a good trap trigger, and gave one of the scorpians a final stab before tying it up and dragging it with her to the next chamber.

The way the room was designed, the presence of a trap was obvious. It was just a matter of where... Asura took her time on the search, ordering Brute to hang back until she found the spiked pit and the bypass, leading her dog along by hand.

The next door was another wooden wonder, but without a lock. She could tell from the look it was jammed, and it gave way to her crowbar easily enough. Smirking, she lead Brute on to the next room.

She was greeted by the sneers of a trio of dwarves, eager and ready to charge. They moved in as Asura hefted her spear with a sneer of her own, the first taking the point in the unarmored face while the second takes a concussion from the handle due to his favoring greaves over a helmet. The last dwarf made it through, missing a swing with his hefty ax as Asura moved with her second strike. Brute leaps into the fight only to ricochet of the dwarf's shield, landing with a snarl.

Asura backpedalled away while the dwarf was distracted, failing to land a paniced spear thrust as she tried to regain distance. The soldier and mongrel traded swings, neither managing to deliver as Brute leaps past the ax swing to bounce off the shield again.

Asura made another thrust at the dwarf's backside, but it was attentive enough to shift its stance so the scale mail took the blow. Using the shift, the dwarf swung and finally landed a decisive blow on Brute, splitting ribs and forcing a pained whine. Before Asura could mourn the loss of her hound with profanity, she was forced to make another manic thrust as the dwarf turned to close the gap once more.

She tries to get away, but stumbles on her injured leg long enough for the dwarf to swing... and miss, to her relief. She makes another stab, landing a blow in the lower torso as she settled her stance, finishing the fight when the dwarf tried to close in once more.

Asura sighed as she scavenged the corpses for a bow and ammunition. Even if she did have the means to help Brute recover, she would prefer to keep them to herself. Grabbing the rope of the corpse once more, she makes her way to the next trap, finding it and bypassing it with the same patience as with the first.

She switched to the bow she had taken from the dwarf she had skewered the face off of and held an arrow ready as she approached the door. She didn't know what she'd be facing, but she knew distance was key in her line of work.

After searching for traps, she checked the door for a lock and, finding none, stepped through. She failed to find her foot touching floor, though, and leapt forward to avoid the pitfall. Standing up, she got her bearings.

An orc had been alerted by her landing, and was turning to see what had arrived. She fired off a quick shot into the orc's hip before dropping her bow and getting her spear out in time to meet a charge, the blade of her polearm piercing the opening her arrow made to rip out the creature's side.

Switching back to the bow, Asura made her way to the trap room and bypassed it in a similiar manner. She gave her leg wound a glance under the armor and sighed in relief: the wound was only a nasty bruise, not full on bleeding.

The next door was locked like the first, and easily bypassed in the same manner. To her surprise, it was the trap room first in this section of the tunnel. With patience and skill, she made her way through once again.

She had time to ready an arrow as she made her way to the foe chamber this time, and thus was able to get off a solid shot on one of the three stirges before switching to her spear again and fending off the second with a solid thrust. The third stirge buzzes in and behind her, but she shifts away soon enough to avoid the creature, for which she thanked Olidammara for her speed.

Pulling away from the creature in a quick leap back, she manages to land a blow on a wing in an arcing thrust, elliciting a spray of blood as the creature flies into the haft when it tries to close the gap. Asura picks her bow back up, deciding to keep with her spear this time. It had been showing to do more harm, and was just as capable at providing the edge of distance against her melee opponents.

The next door was stuck as the dwarf one, which gave Asura pause to worry. That was where Brute had fallen. She opened it with the crowbar and made her way to the trap, getting past it with the practiced ease and patience as she had the others.

She groaned in dismay as she saw what she'd have to face: a trio of skeletal warriors holding cutlasses. They got the charge on her before she could recover from her distracting melancholy, one getting a dent in its skull as Asura tumbled away from them in a panic, holding her spear against the one she had hit as she waited for one of them to approach.

They came single file, easily enough. She nearly knocked the skull off the shoulders of the first, but her second thrust was batted aside by the shield as she rolled to avoid the scimitar. The second one was more fortunate, the rusty blade digging into her spin and sending her sprawling on her chest. Eyes closing, she could see the final undead warrior raise its blade over her neck, and her last thought was taking back that prayer of thanks she had offered her patron.

Kalirrin - 8 *with summary*
The torture begins now.

Module 1:

Begin Door challenge:
Door wooden simple stuck (13), 1 orc warrior on failure.
1d20[11] + 1 = 12 (fail)
Player's Init: 1d20[5] + 4 = 9, Orc's init 1d20[1] = 1 //LOL!
Player: Charge attack, 1d20[5] + 4 = miss
Player: Ride: 1d20[7] + 8 = 15 (success) //to fight with warhorse
Horse: Hoof: 1d20[19] + 3 = 22 *hit*, damage 1d3[2]+2 = 4
Orc: Attacks Player: 1d20[13] + 4 = 17 (miss)
Player: Ride: 1d20[8] success //to fight with warhorse
Horse: 2 hooves: 1d20[18, 9] //orc is now down, score++

Loot orc for half of 1st-level treasure:
(I'm just going to roll for items, since there are no shops in this dungeon.)
1d100[22] = nothing except what he's got on him - falchion and studded leather armor (medium), taking neither.

end Door challenge

Begin monster challenge:

Player Init: 1d20[17] + 4 = 21
Vipers (5x): Init 1d20[16, 9, 9, 6, 4] + 7 = [23,16,16,13,11]
Viper 1: move to center of room

Player: Sling viper 2: 1d20[8] + 6 = 14 *hit*, min damage 2 = dead
Vipers 3,4,5 move to center of room

viper 1: charges horse
horse: AoO hoof *miss*
viper: hit
damage = 1 + poison (save: pass)

Player: reload, sling viper 3: 1d20[6] = miss
vipers 3,4,5 charge: two hits
Mounted Combat: ride check succeeds, one hit negated
damage = 1+poison (save: pass)

viper 1 attacks: critthreat, crits
damage: 2 + poison (save: pass, even with the crit bonus of +2 circumstance to DC)
Player: guides horse away with knees (auto-pass)
alchemists' fire: Dc5 for hte square (not a miss), deals 1 hp to all in the 5-foot radius
all snakes dead
encounter won, score ++

loot snake 2 (that is, take its unconscious body)
end Monster challenge

Begin Trap challenge
search: fail
1d8+1: 7hp, save for half: fail, 7hp lost
score++
End module 1.

Begin module 2
Begin Door challenge
search: 1d20 + 3 *fail*
reflex save: fail
1d6: 2hp //character is left with 1 frigging hp!
end Door challenge. score++

Begin Monster challenge
Player's Init: 18 > Orc's init: 10
Player: charge attack 1d20[17] + 4 = 21 *hit*
damage: (1d6+1)x2 = 2x2 = 4 //OMG!! my luck...
ride check: 1d20+8 = 19 (pass) //for horse attacks
horse: hoof +5 charging = 14 > 13
damage: 1d3+2 puts orc below 0
loot orc: 1d100(36) nothing
end Monster challenge. score++

Begin Trap challenge
search: 1d20+3 = 7 *fail*
trap attack: 1d20[17]+5 = 17 *miss* //ha!
end Trap challenge. score++
end module 2

Begin module 8
Begin Door challenge
*strength fails*
4 dire rats appear
Init: Player first
Player: sling: 1d20[14] + 6 =20 *hit*, damage = 4 to the first
Them: 4 charges:
aoO on the first: hit, damge = 5 (down, action canceled)
negated by AoO, hit, hit, hit. Total damage = 5 //horse is at 5

Player: Lance: 1d20+3 (high ground) = 19 *hit* daamge = 1d6+1 = 5 (#2 staggered)
horse: full attack for two hits, damage = 1d3[3,3]+2 = 5,5 (all staggered) //hey, cool!
Them: three attacks. miss-hit-miss 1d4 = 3 //horse is at 2 hp
all three drop to -1, encounter won, score ++
end door challenge
begin monster challenge
2 goblins init: 10, 5
Player init: 21 Player goes first
Player: charge d20[8] + 5 = 13 *miss*
ride check [1] fails //sigh.
goblins: Morningstar +2 melee: miss crit threat
Mounted combat: 24, negates hit

Player ride check: [5]+8 = succeeds
horse: hooves: hit miss, damage 1d3+2 = 4 damage to one
Player: lance: d20[29] hits, damage 7 to the other, down.
goblin: Morningstar: crit fails.

player: ride check succeeds
horse: hit hit
player: hit
loot: 1d100(95) // just one more for the minor!!
type of mundane item: 1d00(89)// oh, man...
exactly what it was: 1d100(41) = SMALL STEEL MIRROR //facepalm
encounter won, score++
end monster challenge.

Trap challenge:
search: 1d20 *fail*
darts attack: number of darts : 1d4[3]
3 darts: hit miss critthreat

PC dead. the horse is still alive. And I didn't even use the second alchemists' fire.
end module 8

total score = 8

Bender - 8 *with summary*start with module 1: door, monster, trap
Casting mage armor
Martus opens door with crowbar by taking 10
He casts sleep on the snakes, 3 fail there save
2 others attack (AoO on first, miss), one hits (save vs poison passed)
Martus takes 5ft step and misses attack
2 snakes attack (AoO on first, miss), both miss
Martus takes 5ft step and misses
2 snakes attack (AoO on first, miss), both miss
Martus takes 5ft step and misses
2 snakes attack (AoO on first, miss), one hits (save vs poison passed)
Martus takes 5ft step and misses
2 snakes attack (AoO on first, miss), both hit (saves vs poison passed)
Martus takes 5ft step and misses
2 snakes attack (AoO on first, hit and kills one), remaining snake misses
Martus takes 5ft step and misses
snake attacks (AoO hit and kills it)
Martus kills two of the sleeping snakes and knocks the third unconscious with club. He takes the unconscious snake with him, casts detect magic to find the trap and throws the snake against the trigger.

Proceeding with module 6, 2 hp remaining: door monster, trap
Martus opens door with crowbar by taking 10
Shield before he takes on the dwarfs
He casts sleep on the dwarfs, one falls asleep
2 dwarfs attack, both miss
5ft step and sleep again, both dwarfs fall asleep
Martus coup de graces two, and casts charm on the third and gently wakes him up. He asks the dwarf to help him get out and walk ahead a bit. The dwarf falls down and takes 1 damage. Martus finishes him from above with his sling. Then he uses his ladder to cross the pit.

Module 3, 2 hp, door, trap, monster (-7,6,6)
Martus opens door with crowbar by taking 10
He doesn’t find the trap and is shot, but is very lucky to take only 1 damage
And now it’s time to get very lucky, or killed: the skeletons
Martus slings at skeleton 1 and hits for 3dmg
Skeletons attack and all of them miss
Martus attacks with a natural miss
Skeletons all miss
Martus hits skeleton one and destroys it
First skeleton misses, second hits and almost crits, but 3 dmg is enough to kill Martus of.

Result: 8 points
ArmorArmadillo - 4 *with summary*Challenges Completed 4
Challenges attempted-
Module 1: Door opened easily, Vipers killed, and Trap survived taking only 2 damage.
Module 3: Door opened easily, died to Skeletons.

Stabby
2007-11-16, 10:52 AM
Im assuming lvl 1... hmm... I'll have to brainstorm a bit, but I'll probably submit something

Mr. Friendly
2007-11-16, 10:53 AM
What level character? The initial section makes it sound like 5th, but the listing of "starting gear only" makes it sound like 1st.

I'm excited - working on a char.

Edit: NINJAS!

Darkxarth
2007-11-16, 10:57 AM
I'd like to be involved. Just need to know what class to play.

Crow
2007-11-16, 10:59 AM
You pick 'em!

If you have a class that you love or that you think doesn't get any love, show the world what he can do.

Azerian Kelimon
2007-11-16, 11:02 AM
I'd like to be involved too. Core only? If so, I take Fighter. Anything goes? I take Swordsage.


Also, it's decathlon for a 10 challenge set.

Crow
2007-11-16, 11:04 AM
I'd like to be involved too. Core only? If so, I take Fighter. Anything goes? I take Swordsage.


Also, it's decathlon for a 10 challenge set.

Core only.

Triathlon for really only having 3 events =) Call it what you want, just have fun!

Indon
2007-11-16, 11:05 AM
Questions.

Is experience given for overcoming encounters?

And, what of fatigue and rest? You've waived the rest required to recover spells, what of a full night's sleep?

Guyr Adamantine
2007-11-16, 11:10 AM
I'm here to give the monk his true status. He. Will. Rock.

Crow
2007-11-16, 11:13 AM
No experience is given. Players charge the course and continue for as long as they are able. Probably they will die, if they make it through all ten modules, you may award experience to them, but it won't factor into this competition.

I need to clarify the rules on preparation and resting. Will do so within the hour and update.

Mr. Friendly
2007-11-16, 11:16 AM
Clarification on equipment:

Do we get starting package for equipment or the class average gold for buying equipment?

The_Werebear
2007-11-16, 11:40 AM
Hrmm.. I'd be interested in a Dwarf Barbarian.

Duke of URL
2007-11-16, 11:42 AM
Are battles to be fought assuming that all enemies are aware of the PC and not surprised (and vice-versa)? Or is stealth an option?

Crow
2007-11-16, 11:55 AM
Use class-average starting gold to purchase equipment.

Battles are fought using normal spotting rules at a range of 30-40 ft. Stealth is a viable option. The dungeon has "Shadowy Illumination" via torches on the walls. No, you may not use them as weapons. They are there for environmental reasons only. You may use your own torches if you have them though.

As to the spell preparation thing;

It still requires 8 hours of rest to get your spells back for the day. The 15 minutes prep time is to allow spellcasters who wish to leave slots free for versatility reasons to fill them in between modules if they wish. You still do not get to exceed your normal alottment of spells for the day. Also, you may not rest "outside the door" for 8 hours. There is no resting once a character has begun. (i.e. Once you have started a module).

Istari
2007-11-16, 02:41 PM
You should probably add different modules for muiltiple levels as 1st level characters aren't a good representation of their class or change it to a more balanced level such as level 10 or another middle level to get a better representation.

Duke of URL
2007-11-16, 02:51 PM
There is no resting once a character has begun. (i.e. Once you have started a module).
Just to clarify -- there is no resting AT ALL, right? That is, the modules are tackled exactly 15 minutes apart? Or can you grab a full 8 hours between modules?

Crow
2007-11-16, 04:42 PM
Just to clarify -- there is no resting AT ALL, right? That is, the modules are tackled exactly 15 minutes apart? Or can you grab a full 8 hours between modules?

Yes, no resting at all. Even if you rested between each module, you couldn't get the 8 hours needed anyways.


You should probably add different modules for muiltiple levels as 1st level characters aren't a good representation of their class or change it to a more balanced level such as level 10 or another middle level to get a better representation.

This is only the first of the Dungeonman competitions. If it is successful, we will try a higher level, I was thinking 8, then 15. Maybe, just maybe, a 20. But this one has to have enough interest and participation first.

In any case, I'm not trying to make a statement about class balance or anything like that. It's just time to have some fun, and maybe get some bragging rights in the proccess. Plus it's a chance to show what your favorite class can do. I don't care what class you pick, you're going to have a fairly hard time getting through this whole thing. If you can do it with a wizard, even better!

Kaelik
2007-11-16, 05:10 PM
In any case, I'm not trying to make a statement about class balance or anything like that. It's just time to have some fun, and maybe get some bragging rights in the proccess. Plus it's a chance to show what your favorite class can do. I don't care what class you pick, you're going to have a fairly hard time getting through this whole thing. If you can do it with a wizard, even better!

How can one have Fun and/or earn bragging rights when you are making level one characters (no options) that are going to fail and die by (at best) the second module?

Or I'll just make a Paladin, who you know, made a Knowledge check for Pazuu.

Crow
2007-11-16, 07:52 PM
The goal is to make it as far as possible. Not neccessarily to finish. That is why you score points. If you do make it...holy crap.

It's not supposed to be easy...more like a torture test.

Kalirren
2007-11-16, 10:20 PM
Question: since I've already started...

When you defeat a monster with treasure, do you get that treasure and can you use it in future encounters?

Ganurath
2007-11-16, 10:29 PM
"Resources available for character creation are limited to Core/SRD."

SRD has Psionics and UA. Are those available for use? (I'm assuming not for classes and races since you restricted to PHB, but I mean for equipment, feats...)

Crow
2007-11-16, 11:08 PM
Question: since I've already started...

When you defeat a monster with treasure, do you get that treasure and can you use it in future encounters?

Negative. The idea is to get as far as you can with the resources you start with.


"Resources available for character creation are limited to Core/SRD."

SRD has Psionics and UA. Are those available for use? (I'm assuming not for classes and races since you restricted to PHB, but I mean for equipment, feats...)

Sorry, no psionics or UA. I included SRD for those players who don't have access to the Core Rulebooks. You are free to use them (this is about having fun), but their scores will be "unofficial".

AlterForm
2007-11-16, 11:34 PM
How long does an entrant have to finish a module?

Also, the SRD doesn't include average starting gold (except for the psionic classes). My recommendation? Assing us "arbitrary yet balanced" amounts of gold to start with.

Can we take aging penalties/bonuses?

Kalirren
2007-11-16, 11:37 PM
Oh well. I looted them anyway but ended up getting nothing but a small steel mirror which I never used, so it's all good.

Also, I died.

For the record and convenience of those involved, I got to a score of 8 points with my halfling ranger with the warpony. Those traps are nasty.

If non-CORE were allowed, I'd have gone for a human dragon shaman packrat character with endurance and diehard. That fast healing 1 on top of diehard would probably end up winning the day.

AlterForm
2007-11-16, 11:49 PM
If non-CORE were allowed, I'd have gone for a human dragon shaman packrat character with endurance and diehard. That fast healing 1 on top of diehard would probably end up winning the day. Pun-Pun. Because he always wins.

Fix'd for ya.

Kalirren
2007-11-16, 11:53 PM
But that's just stupid. Then again, so is the dragon shaman.

Kaelik
2007-11-16, 11:58 PM
I'd just like to point out that I was the first person to propose Pun-Pun for this challenge.

Crow
2007-11-17, 12:04 AM
How long does an entrant have to finish a module?

Also, the SRD doesn't include average starting gold (except for the psionic classes). My recommendation? Assing us "arbitrary yet balanced" amounts of gold to start with.

Can we take aging penalties/bonuses?

As long as it takes, but no resting and no cheese.

I have two major infractions, so can't give out "arbitrary yet balanced" information. Someone else may be able to help though.

Aging penalties are ok. The Dungeonman is open to all men (and women).

Jack Zander
2007-11-17, 12:17 AM
Do you mind if some of us use these battles for our studies in measuring class balance. I believe while this event alone is not a good indicator, it is a great endurance test for a solo character. I think we will need a few more events like this to actually rank the classes.

Crow
2007-11-17, 12:37 AM
Do you mind if some of us use these battles for our studies in measuring class balance. I believe while this event alone is not a good indicator, it is a great endurance test for a solo character. I think we will need a few more events like this to actually rank the classes.

Knock yourself out! By the way, the DMG has tables for random challenges up to CR20.

Ganurath
2007-11-17, 10:43 PM
Umm... not to nitpick, but I invisioned Asura as a female. Also, it'll be a bit before I get my run in, due to IRL difficulties.

Crow
2007-11-17, 11:18 PM
Umm... not to nitpick, but I invisioned Asura as a female. Also, it'll be a bit before I get my run in, due to IRL difficulties.

Whoops! Fixed.

AlterForm
2007-11-17, 11:35 PM
If we can take as long as we want, why can't we take 20? Can I instead just roll for as long as it takes? What's the difference between rolling until you succeed and taking 20 for the purposes of this challenge?

Also, anyone want to throw out some numbers for how much gold they feel different classes should get for the challenge?

Crow
2007-11-18, 12:00 AM
If we can take as long as we want, why can't we take 20? Can I instead just roll for as long as it takes? What's the difference between rolling until you succeed and taking 20 for the purposes of this challenge?

Also, anyone want to throw out some numbers for how much gold different classes should get for the challenge? I think we all trust each other enough to say certain amounts are balanced for the different classes. Sadly, I must rely on the SRD for my characters. :smallfrown:

Because the challenges are meant to represent achieving the objective in a timely manner. The character's ability to get the job done when it counts. Taking 20 takes 20 times longer, and assumes that you will fail multiple times in the process.

If you want, think of the penalty encounters like this.

Your guy (or girl) tries to unlock or force the door, failing on the first try. Trying to force the door multiple times until success results in the attention of nearby monsters, and taking a long time to pick the lock results in being happened upon by a wandering monster.

Traps are thrown in to provide variety. You can always choose modules that don't have traps as penalty encounters.

Nothing here can represent a true dungeon with 100% accuracy without turning it into a full-blown adventure.

Ganurath
2007-11-19, 08:31 PM
Final bit of questions, due to trap related complications:

You said that taking 20 on the Door Challenge constitutes failure, and that using a pole to check for traps in the Trap challenge is as well. What about using the pole in the Doore challenge or taking 20 on Search/Disable Device on the Trap Challenge?

Edit: Have I been mistaken to assume the Guard Dog is the small version in the MM? It hasn't had an impact on rolls yet, but PHB didn't specify.

martyboy74
2007-11-19, 08:46 PM
Why are you saying that just destroying the door would count as failure? That's a basic strategy for some classes.

Ganurath
2007-11-19, 09:34 PM
Why are you saying that just destroying the door would count as failure? That's a basic strategy for some classes.Why couldn't those classes just make a Str check to force the door? Also, I have the results, with variable scores based on if Take 20 for Trap Challenges is allowed, which I'll PM once I've typed up a more flavorful retelling. Hate Skeletons...

Crow
2007-11-20, 12:08 AM
20's are restricted because it takes 20 TIMES LONGER to take 20. The competition is about getting the job done when it counts. Taking 10 is still fairly expedient, and is allowed. Anybody can take 20 and get a lot of things done, but in a dungeon, you may not have that time.

Also, you can use a 10-foot pole to trigger traps, but this requires you to have found them first (again, not taking 20 allowed, as I explained).

You cannot hack through doors. Again, anybody can do this with enough time. You may force the door, or lockpick it. If you cannot force or lockpick it, you face the penalty encounter (this somewhat accounts for your multiple attempts to force the door, or your hacking through it, drawing attention or setting off a previously undiscovered trap)<traps included for variety mostly>.

Also, I am not sure what you mean by using the pole on the door challenge. Could you explain?

-Ganurath, I'll get your score on the official list soon. Totally dug the flavorful telling of the events. I have to do stuff around the home first, but then I will get it up.

Ganurath
2007-11-20, 12:17 AM
Also, I am not sure what you mean by using the pole on the door challenge. Could you explain?

-Ganurath, I'll get your score on the official list soon. I have to do stuff around the home first.It was a moot point anyhow, I didn't get to that trapped door.

Reinboom
2007-11-20, 01:15 AM
Are we allowed to do something nonstandard, optimized just for this?
IE:
Sorcerer with skill focus (and ranks into) disable device.

Ganurath
2007-11-20, 01:21 AM
Are we allowed to do something nonstandard, optimized just for this?
IE:
Sorcerer with skill focus (and ranks into) disable device.The second entrant already did something to this effect by maxing ranks in Search, Open Lock, and Disable Device for his Fighter. Since Crow was good with that, I'd assume it's allowed.

KBF
2007-11-20, 03:02 AM
I have a question. Shouldn't hacking a door open in 6 seconds (1 round) still net some points? In that case it's the same.

Reinboom
2007-11-20, 03:32 AM
I would think so... I think the triathlon may need a bit of work, as there are numerous strategies that just may work better for a certain class (such as 'hacking' or even just surpassing in a different way).
Also, a bit more information would be appreciated on each module. Different things perhaps provided. IE: You're breaking into a stone house/small tower. There's a window. Get through the door or make climb checks to get through the window.
Of course, that may remove a bit of the idea from it... aside!

srd is allowed... do you mean d20srd.org or the srd? There's a difference.
If you mean d20srd, does this include 'variant' races? Such as Gray Elf over normal elf? http://www.d20srd.org/srd/monsters/elf.htm#grayElf

greenknight
2007-11-20, 03:53 AM
It seems to me this challenge is heavily skewed towards Rogues, since roughly half the tasks (all traps, and most of the door problems) are what they do best. The Rogue's sneak attack is a bit more situational (and won't work at all against the skeletons), but even so it can be useful in most of the combat encounters. Though some of those DCs are plain ridiculous (28 DC lock for a 1st level character and no taking 20????)

You've also skewed the challenge away from casters since you aren't allowing rest. Let's face it, casters don't get many spell slots at 1st level, and there's no way they're going to be able to use their spells for each challenge. So this really isn't a typical test of the classes in a real game situation.

Reinboom
2007-11-20, 04:04 AM
It seems to me this challenge is heavily skewed towards Rogues, since roughly half the tasks (all traps, and most of the door problems) are what they do best. The Rogue's sneak attack is a bit more situational (and won't work at all against the skeletons), but even so it can be useful in most of the combat encounters. Though some of those DCs are plain ridiculous (28 DC lock for a 1st level character and no taking 20????)

You've also skewed the challenge away from casters since you aren't allowing rest. Let's face it, casters don't get many spell slots at 1st level, and there's no way they're going to be able to use their spells for each challenge. So this really isn't a typical test of the classes in a real game situation.

For the caster thing:
It's ironman. That's half the point. A test of endurance (which does reflect on the class)

Though yes... I'm having to build my sorcerer as a rogue. I even named her Lessia McRogue. She has more dex than she has charisma. Once again, this is as a sorcerer.

==
Edit:
Can we do multiple characters?
I just thought of an interesting character to play.

Bender
2007-11-20, 05:45 AM
I might go for sorcerer too. Important question: do you have to wait 15 minutes between modules, or can you continue immediately?

EDIT: Is there some XP available for scribing?

Crow
2007-11-20, 11:24 AM
You may continue immediately if you don't want to wait 15 minutes. If you can hack the door in 1 round, you may do so. If you fail to remove it in one round, it is a failure.

There is no XP on the way.

You may do multiple characters.

Dode
2007-11-20, 11:32 AM
Core-only? No thanks.

Tor the Fallen
2007-11-20, 02:03 PM
Huh. I had posted an idea for an ironman competition on here a couple weeks ago, but it failed to draw any interest. Probably because I didn't come up with any rules.


Do you mind if I cannibalize some of your rule set?

Reinboom
2007-11-20, 03:27 PM
This contest provided some minor difficulties...
Running 4 characters, 3 very similar and 1 completely different, between me and Kyace.

http://airpg.pifro.com/profiler/view.php?id=46 Lessia , A 'Rogue' Sorcerer- 1 point
http://airpg.pifro.com/profiler/view.php?id=48 Boku (#1), a 'Tank' Wizard- 4 points
http://pifro.com/pro/view.php?id=219 Slash, a 'Tank' Fighter- 7 points.
http://airpg.pifro.com/profiler/view.php?id=49 Boku (#2), a 'Tank' Wizard- 4 points

the results:
OpenRPG Log (http://pifro.com/tempmove/dungeonman.htm)

Issues:
Too Rogue centric. There's two 'rogue' features with every part! 66.67% rogue centric is not good.
Rooms are too small. Dungeons are filled with hallways, tiny rooms, large rooms, staircases, etc. etc. A 40 ft x 40 ft room, without even any item to dance around in... is very very limiting to certain class capabilities. This improves chargers greatly, and punishes anything ranged.
No taking 20s..? Or multiple checks? This makes very little sense to me. The DCs for traps are designed with 'taking 20' in mind!
Too 'random'. This is just a level 1 character thing however and is standard to D&D for level 1.

tainsouvra
2007-11-20, 04:17 PM
- You may not rest or prepare spells after beginning a module. The "or prepare spells" portion may be an issue, as that selectively hobbles a rather effective Wizard (and other such casters) tactic which is allowed under both RAW and RAI--holding slots for later:
If she wants to prepare all her spells, the process takes 1 hour. Preparing some smaller portion of her daily capacity takes a proportionally smaller amount of time, but always at least 15 minutes, the minimum time required to achieve the proper mental state.
[...]
When preparing spells for the day, a wizard can leave some of these spell slots open. Later during that day, she can repeat the preparation process as often as she likes, time and circumstances permitting. During these extra sessions of preparation, the wizard can fill these unused spell slots. The 15 minutes between modules may well be enough to make this a nonissue for first-level casters who only wish to prepare one spell and are capable of casting at least 4 spells per day, but it's worth noting that there is an artificial weakening of most arcane casters here. If one wished to prepare a spell during that time but only had 3 spells per day, or if he wished to prepare more than one spell and had less than 8 spells per day, or if he wished to prepare one mid-module, it appears that would be outlawed by your restrictions even though it's generally fair game.

Additionally, regarding doors...your failure rules really don't make sense, as you are artificially outlawing tactics that are well within both RAW and RAI. Why are you doing that? A broken door is a very open door, as an example :smalltongue:

Kaelik
2007-11-20, 04:54 PM
The "or prepare spells" portion may be an issue, as that selectively hobbles a rather effective Wizard (and other such casters) tactic which is allowed under both RAW and RAI--holding slots for later: The 15 minutes between modules may well be enough to make this a nonissue for first-level casters who only wish to prepare one spell and are capable of casting at least 4 spells per day, but it's worth noting that there is an artificial weakening of most arcane casters here. If one wished to prepare a spell during that time but only had 3 spells per day, or if he wished to prepare more than one spell and had less than 8 spells per day, or if he wished to prepare one mid-module, it appears that would be outlawed by your restrictions even though it's generally fair game.

Additionally, regarding doors...your failure rules really don't make sense, as you are artificially outlawing tactics that are well within both RAW and RAI. Why are you doing that? A broken door is a very open door, as an example :smalltongue:

You are confused. You think that this "challenge" has anything at all to do with D&D. It doesn't.

The whole thing is just a way to find something to do. He in fact specifically outlaws everything that makes D&D a game of D&D instead of just rolling some dice for no reason.

AlterForm
2007-11-20, 05:43 PM
Toughy McNutt (http://www.thetangledweb.net/addon.php?addon=Profiler&page=view_char&cid=4972)

I may or may not get around to running him through the module(s).

Strategy: Use his meager ranks to find traps or open doors, and disable traps using his quarterstaves tied together into a 10-ft pole to disarm any trap he finds. He should have some good staying power with 20 AC and diehard. I don't know how much gold he should get, but if after all his other stuff (or possibly before, depending on how much he gets) he has 50 gp left, he'll have a potion of CLW to bring him back above 0 HP should he drop that far.

greenknight
2007-11-20, 06:38 PM
I think the idea of this challenge is a good one, but if you want any reasonable measure of class ability in a real game it needs to be modified. Here's my suggestions:

Make a "module" consist of 4 challenges (which represents the 4 challenging encounters per day mentioned in the DMG). Once a module is complete, the character (along with all pets etc) is fully healed, and is able to re-prepare spells.

Focus much less on doors and traps as challenges. Sure, they should be in there, but between them they should represent only about 1/4 of the challenges the character faces.

Reducing a foe to 0 HP should not be the only way to defeat a foe. If you've played Fallout 2, the final challenge in the Temple of Trials in Aroyo should be a good model for each challenge. For those who don't know, you could beat that through combat, diplomacy or pickpocketing. And the non-combat options earned double the XP! In most cases, the goal of an encounter should not be to kill the creature within. Instead, make it so that the creature holds some necessary item (eg, a key) or is guarding a door/passageway. Of course, killing the creature to pass the challenge should always be an option, although you might want to put a time limit on that after which reinforcements arrive.

Also on the subject of foes, remember that this is a solo challenge. Foes which are appropriate for a party of 4 characters can be too difficult for a single character to face. The way people have gotten around that in this challenge seems to be to have pets, but again that's not really a measure of character class abilities, unless that character happens to be a druid. I recommend reducing the challenge level of foes in general, although you could still have a few difficult encounters. Non-combat encounters are usually solved by a single character anyway, so keeping them in the CR 1 - 3 range is probably ok.

Allow taking 20 (where appropriate) for non-combat encounters. Since a round is 6 seconds, that only takes 2 minutes of game time. If a dungeon were really so heavily patrolled for that to make a difference, it's far too dangerous for a 1st level character.

Allow greater variety in the environments of each challenge. Small rooms, large rooms, corridors and even outdoor environments should feature.

Hashirujuju
2007-11-20, 09:08 PM
I made an entrant a horse riding human ranger and got a score of 24 points and submitted it. For the most part it wasn't bad, except for a few of the traps.

Bender
2007-11-21, 03:13 AM
My sorcerer ran out of spells, scrolls and hitpoints with a score of 8.
Killed by a skeleton

raspberrybadger
2007-11-21, 12:00 PM
I managed to get 19 points with Grimbold of the Greenwood, Human Druid.
Basically, I gave him 16 str, a quarterstaff, a wolf, and a guard dog for the bulk of his offense, though he did have some oil and an alchemist's fire, and a sling and some bullets. I had him memorize all cure spells, and he had a cure light wounds scroll too. That, the ability to share cure spells with the wolf, and getting lucky on the cure light wounds rolls, allowed him to heal something like 45 damage over the course of the modules. The swarm was tricky, requiring an oil and an alchemist's fire. He dealt with doors by using a battering ram, or by just being hit by the trap/monsters. Traps he dealt with by just taking the damage, though when he was low on hp he sent the wolf on ahead, and the wolf actually made a few ref saves.

The thing that took him down was the wererat. He didn't know it was a wererat, and he didn't have any silver. If I'd totally metagamed, I might have been able to pull it off by giving him 3 silver bullets for his sling or something, though the druid and the wolf were already out of healing and not at full health. As it was, there was a drawn out fight with the wolf tripping (or at least trying to), and (after the first round was spent bouncing off DR) the druid desperately trying to prepare flasks of oil for throwing. Then the wolf and druid went down after several rounds of desperate attempts to deal damage. It might have gone differently had the rat not made its ref saves to stop being on fire. Maybe not even then.

Anyway, I'm thinking of trying again with a cleric. Just in case anyone makes it past the wererat, what exactly is the trap on the 7th module? It claims to be CR 2, but the doornob contact poison is a CR 5 trap. Plus, if its really a doornob, many characters don't actually open doors, they just batter them down, so thats one potential way around the trap. Failing that, if it is the CR version, at least it has 0 initial damage, so you have a chance to make a heal check or something.

Ganurath
2007-11-21, 06:29 PM
- Private Message your character and score (along with which modules you completed) to me and I will post the scores.Taken from the last spoiler of the threadstarter post. Also note that while some of the recorded entries have little detail for rolls, the rest were comprehensive or, in my case, comprehensive in the part that wasn't copied out of the PM.

That being said, I plan on making another entry with a half-orc cleric of Wee Jas. I swear, those skeletons will not win again.

raspberrybadger
2007-11-22, 01:55 AM
I made an entrant a horse riding human ranger and got a score of 24 points and submitted it. For the most part it wasn't bad, except for a few of the traps.

I'm curious how you did that. Even with a horse to take some of the damage, that is a lot of hp of traps. I can imagine something like archery from horseback to avoid taking any damage in any of the combats, though the orcs and dwarves have ranged weapons. Its the traps I can't figure out, since most of them non-rogues pretty much aren't allowed to find except the hard way. Which is really too bad, or I'd send in an old wizard with 20 int and some charm person spells.

Bender
2007-11-22, 04:35 AM
..., or I'd send in an old wizard with 20 int and some charm person spells.

That's what my sorcerer did with a dwarf (spell focus and greater spell focus help to get them to sleep first). He only used them for one trap though, probably could have helped him out of the pit and get the dwarf to fight the skeletons, but I wasn't sure that bringing allies from one module to the next was within the spirit of the exercise. Charming all three dwarfs might have gotten him further, but even a sorcerer has only 4 level 1 spells+2 scrolls.
He also used an unconscious snake and detect magic to circumvent the inflict trap.

Kurald Galain
2007-11-22, 05:49 AM
It becomes less rogue-centric if you would allow things outside from core. For instance, a conjurer specialist that forgoes his familiar for Abrupt Jaunt would be able to bypass about half of those doors, at first level.

If it remains core-only then I think it needs to be de-rogue-ified.

Crow
2007-11-23, 03:12 PM
Scores Updated.

I am currently working on a revised ruleset, though a certain degree of randomness will always be there. Taking 10 is allowed, for the reasons I have already mentioned. Taking 20 however is a little tricky. On the one hand, it allows you to find the hard to find traps, as well as have a more secure shot at opening them up. On the other hand, it takes 20 times longer, and assumes you will will fail multiple times in the proccess. For a trap, if you fail by 5 or more, you spring it. Here is why you may not take 20 to disable a trap:Taking 20:When you have plenty of time (generally 2 minutes for a skill that can normally be checked in 1 round, one full-round action, or one standard action), you are faced with no threats or distractions, and the skill being attempted carries no penalties for failure, you can take 20. In other words, eventually you will get a 20 on 1d20 if you roll enough times. Instead of rolling 1d20 for the skill check, just calculate your result as if you had rolled a 20.
Taking 20 means you are trying until you get it right, and it assumes that you fail many times before succeeding. Taking 20 takes twenty times as long as making a single check would take.
Since taking 20 assumes that the character will fail many times before succeeding, if you did attempt to take 20 on a skill that carries penalties for failure, your character would automatically incur those penalties before he or she could complete the task. Common “take 20” skills include Escape Artist, Open Lock, and Search.
If your DM lets you take 20 to disable every device, your DM and I have different styles. Also, look at the search skill. If your DM's are allowing you to take 20 on every five-foot step your character makes, then your DM and I just have different play styles.

Here are the changes I am proposing for taking 20:

You may take 20 to search for a trap on the door.

You may take 20 to search for a trap if it is a part of a penalty challenge.

You may not take 20 to search for a trap if it is the module's stand-alone trap. The stand-alone trap is meant to represent a trap found in hallways, random floor tiles, etc. (While travelling through the dungeon). Taking 20 on this trap would mean taking 20 for every five-foot step. You may take 10 however.

You may take 10 to disarm a standalone trap.

Also, I would like some suggestiond for class-specific challenges. There have been complaints of the Dungeonman being too Rogue-Centric, which personally I believe is due to dungeons being rogue-centric. Still, your whining has been noted, and I would like to make some changes, so i am looking for suggestions.

As too the number of monsters, a solution is in the works, but still under debate. Suggestions welcome.

Thank you to all that have helped and given it a try so far.

Reinboom
2007-11-23, 05:50 PM
There's a 15 minute wait period between each module.
Why not allow taking 20 and just remove from that time?

Crow
2007-11-23, 06:39 PM
There's a 15 minute wait period between each module.
Why not allow taking 20 and just remove from that time?

Because we have no finite measure of distance travelled between challenges. This is something that would need to be agreed upon before allowing such an option.

I want to avoid it, but in the end I am going to probably have to end up making this thing an entire adventure complete with map.

Hashirujuju
2007-11-23, 08:20 PM
raspberrybadger,

For most of the traps I ran through on the horse(cover and mounted combat), cross class tumbled for the pits(only chose paths with small holes, no spiked), ran through the inflict light wounds and sent the horse down the fire trap and turned around since it was auto reset. I was also really lucky on the traps(most either hit a 10 roll or less to hit)

Ganurath
2007-11-23, 10:20 PM
raspberrybadger,

For most of the traps I ran through on the horse(cover and mounted combat), cross class tumbled for the pits(only chose paths with small holes, no spiked), ran through the inflict light wounds and sent the horse down the fire trap and turned around since it was auto reset. I was also really lucky on the traps(most either hit a 10 roll or less to hit)You're also lucky that whoever was controlling the wererat never thought to shift it to rat or hybrid forms so that you didn't have to deal with the DR like everyone else would have to.

Bender
2007-11-24, 03:12 AM
Another suggestion for the rules: give everyone the same starting gold, since average gold by class gives an advantage to some classes.

Ganurath
2007-11-24, 11:50 AM
Another suggestion for the rules: give everyone the same starting gold, since average gold by class gives an advantage to some classes.Namely the classes that require more expensive equipment. Besides, making this change would void all previous entries.

Crow
2007-11-24, 01:44 PM
Another suggestion for the rules: give everyone the same starting gold, since average gold by class gives an advantage to some classes.

This change isn't going to happen. Starting gold is one of the demons you get stuck with when you pick a class. At least until we do some higher-level runs.

Hashirujuju
2007-11-24, 02:29 PM
Ganurath,

Good point on that. The DM who ran me through it was new and must not have noticed the other two stat bars and there is no way I could have made it through that fight. Thanks for pointing it out, I'll have to tell my DM.

Crow
2007-11-26, 11:32 AM
Update:

Chalk another one up to CODzilla. Ganurath's cleric makes it through. A summary is up.

I am currently working on the next version of the challenge. I am still looking for ways to make it less "rogue-centric". Also, I am currious what levels we should run for the next one. I was thinking level 6?