Dungeon Crawl Ground Rules

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Jul 8, 2021 12:38 am
The following ground rules for making the dungeon crawl experience move a little more swiftly

1. Assume that a rogue always takes 10 on trapfinding, and if necessary, a secondary rogue can act as backup for finding/disabling (she's also trained in those).

2. Anyone can decide which way to go, and by default we all agree to follow without having to post agreement. If the DM knows there's something that requires a little more discussion, he can slow us down.

3. Enforce a time limit on deciding which way to go before the DM decides for us. 24 to 36 hours without a decision and you'll be moved forward, or randomly if there is a choice.
Oct 8, 2021 1:05 pm
A snippet for the game

[color=";position:fixed;display:block;margin:auto;width:495px;top:64px;right:0;z-indez:5999;"][spoiler="Status effects"][table]
Order|PC|AC|PP|HP| Conditions
1|Iseret|17|14|10/10| none
2|Tabat|18|10|12/12| none
3|Khadi|10|13|8/8| none
4|Jaware|17|14|10/10| none
5|Bernard|11|10|8/8| none
6|Gethean|17|14|13/13| none
[/table][/spoiler][/color]
Oct 11, 2021 12:17 pm
Want to run with passive Knowledge as well? At this stage Bernard is basically a knowledge bot - everything except Religion when it comes to enemies, and 9 on them all except Arcana which is 10 - will have Religion as well next level.

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