cailano Posted May 3 Author Clone Share Posted May 3 Part Two IC thread is up. There is a new map in the Maps topic. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
cailano Posted May 3 Author Clone Share Posted May 3 Experience Tally is off. The 1000xp award was total, not per character. Don't level up just yet! Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Ephkabey Posted May 3 Clone Share Posted May 3 @cailano Is training by a higher level of your class required to level up (an if so, is gold required?), or are we doing an instantaneous level up once a character crosses the xp threshold? Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
cailano Posted May 3 Author Clone Share Posted May 3 @Ephkabey, it's instant. No training is required. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Raistlinmc Posted May 3 Clone Share Posted May 3 Cheers on making it to Part Two, all! :) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Malkavian Grin Posted May 4 Clone Share Posted May 4 Sorry, I jumped the gun and even the arm holding it. XD I feel like we were playing the tutorial and now we're in the real game and things are about to get real spooky, real fast. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
LarsWester Posted May 6 Clone Share Posted May 6 2 hours ago, Sellsword said: OOC: If someone else has a bit of rope they'll lend, Dougal will tie a secure knot so that the backup rope reaches all the way to the floor. If not, he will go ahead and secure the rope, but it'll be dangling about 10 feet from the floor. Better than nothing, I suppose... Thomas tied his 50' silk rope to Dougal's. On 5/3/2024 at 6:42 PM, LarsWester said: He calls up to those above. "It is clear down here." He climbs up the rope he climbed down to tie his own rope to Dougal's to allow two people to descend at once. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Raistlinmc Posted May 6 Clone Share Posted May 6 For what it's worth, my girl has a grappling hook too, just in case things get tricky getting out of here again. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
LarsWester Posted May 6 Clone Share Posted May 6 I've updated the marching order to a two wide since we have 10' per square. Check it out and let me know if you'd like to exchange with someone. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Excior Posted May 6 Clone Share Posted May 6 GM how safe did that tripod and block and tackle set up look? Black Dugal also secured his rope to a pillar and tossed it down correct? I probably will not be able to post today so please don't advance too far if you can help it. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
LarsWester Posted May 6 Clone Share Posted May 6 (edited) I don't think we advanced out of the landing room yet except possibly Dougal? We still need Cyrus to come down the ropes. We all mentioned in character the need to stick together so I think we are waiting on that. You good with Allen taking up rank 2 opposite Thomas? I tinkered with Marching order a little due to light sources all being on the left side of the marching order. Figured we could split that up. I think this works with Tharnakalian being rear guard. FYI we have three light sources currently two lanterns and a torch. I assume that Serpe is going to start making a map for us all. Edited May 6 by LarsWester (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Excior Posted May 6 Clone Share Posted May 6 15 minutes ago, LarsWester said: I don't think we advanced out of the landing room yet except possibly Dougal? We still need Cyrus to come down the ropes. We all mentioned in character the need to stick together so I think we are waiting on that. You good with Allen taking up rank 2 opposite Thomas? I tinkered with Marching order a little due to light sources all being on the left side of the marching order. Figured we could split that up. I think this works with Tharnakalian being rear guard. FYI we have three light sources currently two lanterns and a torch. I assume that Serpe is going to start making a map for us all. rank 2 next to Thomas is acceptable. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Ephkabey Posted May 6 Clone Share Posted May 6 Serpe will start mapping and probably extinguish his lantern once we start moving. He was mostly just using it to examine the entry room. Having a backup running isn't a bad idea in case something happens to Allen suddenly, which is more probable now; but in the interest of maxing our oil out...it's probably better to save it until we know more about what we're dealing with inside the maze. Per the BFRPG rules (pg 12, lantern), a flask of oil lasts 18+1d6 turns, with a turn being 10 minutes (pg 42), so each lasts just over three hours. Serpe has 5 flasks, Allen has 7 and I believe Dougal has some...as well as a few others probably. The oil itself is useful for tracking time, of course, especially in the event that the group is not going to be spending the night in the dungeon - in which case we'd want to head back to the entrance probably after 1.5 flasks (I'm assuming it's mid-morning now), or perhaps 2 flasks if we're willing to cut it closer to dark. Should we decide to stay in the dungeon, we probably have close to 2 days worth of oil on us assuming we're burning the whole time. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Excior Posted May 6 Clone Share Posted May 6 19 minutes ago, Ephkabey said: Serpe will start mapping and probably extinguish his lantern once we start moving. He was mostly just using it to examine the entry room. Having a backup running isn't a bad idea in case something happens to Allen suddenly, which is more probable now; but in the interest of maxing our oil out...it's probably better to save it until we know more about what we're dealing with inside the maze. Per the BFRPG rules (pg 12, lantern), a flask of oil lasts 18+1d6 turns, with a turn being 10 minutes (pg 42), so each lasts just over three hours. Serpe has 5 flasks, Allen has 7 and I believe Dougal has some...as well as a few others probably. The oil itself is useful for tracking time, of course, especially in the event that the group is not going to be spending the night in the dungeon - in which case we'd want to head back to the entrance probably after 1.5 flasks (I'm assuming it's mid-morning now), or perhaps 2 flasks if we're willing to cut it closer to dark. Should we decide to stay in the dungeon, we probably have close to 2 days worth of oil on us assuming we're burning the whole time. I will have you know that I am confident my 18 AC will hold out for now but I want to invest in some plate mail if we do find a hoard down here soon lol. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
cailano Posted May 7 Author Clone Share Posted May 7 7 hours ago, Ephkabey said: Serpe will start mapping and probably extinguish his lantern once we start moving. He was mostly just using it to examine the entry room. Having a backup running isn't a bad idea in case something happens to Allen suddenly, which is more probable now; but in the interest of maxing our oil out...it's probably better to save it until we know more about what we're dealing with inside the maze. Per the BFRPG rules (pg 12, lantern), a flask of oil lasts 18+1d6 turns, with a turn being 10 minutes (pg 42), so each lasts just over three hours. Serpe has 5 flasks, Allen has 7 and I believe Dougal has some...as well as a few others probably. The oil itself is useful for tracking time, of course, especially in the event that the group is not going to be spending the night in the dungeon - in which case we'd want to head back to the entrance probably after 1.5 flasks (I'm assuming it's mid-morning now), or perhaps 2 flasks if we're willing to cut it closer to dark. Should we decide to stay in the dungeon, we probably have close to 2 days worth of oil on us assuming we're burning the whole time. Awesome, I was going to ask you guys to update the marching order. You're ahead of the game. So: torches 1 hour. Let's be optimistic and say lanterns last four hours to make it easier to track. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
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