Entering and Leaving
Where the true entrance to the Dungeon is not known. Anyone wishing to enter must talk to the Overseer in Carcer Gate. Once approved they will use teleporting gate to be taken to the entrance. Once the gate has been passed you can't turn back. There are ways out of the dungeon but you have to find them yourself. This is a survival game be careful on your choices.
Teleportation and Extradimensional Travel
The walls of the prison are useless when its inhabitants can just phase out of exitance and reappear on any plane they wish. The celestials there-fore surrounded the prison with a null field, negating all extradimensional travel and teleportation. Since the earthquakes pockets have developed where the null field has weakened or disappeared completely.
Rule Changes
- All Abilities or Spell that give some teleporting effect only work within the confines of the dungeon.
- All summons are not dispelled after their duration is complete. They will remain reverting back to normal nature and alignment.
- All Items like bags of holdings or portable holes have a random chance to stop working for a period of time. Stored items can not be accessed, and items added fill the bag as it was a normal item.
*That all being said, there are items in the dungeon that will allow you to bypass these rules.
Ecology
There are many types of wards that are placed on the dungeon. Between the damage already done and the nature of the new flora/fauna the rooms can change and alter. Just because you explored an area a few hours ago does not mean it will be the same when you return. Because of the dark and dank environment there is a daily chance of getting sick, I roll a check at the days start for every player.
Food and Water
You start with what you bring with you. After that your on your own, survival skill helps a lot here and what your willing to eat.
Make a Druid friend that may help to.
Sight
Okay, this maybe common sense but I am saying it here.
Dungeons are completely dark! Be prepared, most of the dungeon has no light and most places that do are using some sort of artificial light source.
Sound
Sound doesn't travel as far as you think or sometimes maybe further. While the Dungeon is not soundproof, the walls were made very thick to muffle the screams of demons inside their cells. Wards were added to soften the annoying, persistent echoes. Years of neglect have caused these wards to warp, creating an unplanned new effect: sounds is unpredictable.
Time
Time will be kept and tracked. Some events during this campaign are triggered at different points. This will also help track when different parties enter the dungeon. Tracking will begin when the first player enters the dungeon. I will let you know when time progresses depending on your movement and actions. Taking 20 and doing a full search of a room takes 1 hour, this also imparts a bonus on finding anything hidden.
Camp
There's a daily chance of something attacking the camp, which is affected by the number of people standing guard - normally it's 50%, but each guard left at camp reduces it by 15%, so two guards make it 20% and three make it 5% (on the 1d20 roll I'll make after three hours, 50% is DC 10, 20% is DC 4, and 5% is only when rolling 1).
There are three types of Camp you can make in the Dungeon.
- Impromptu camp, this is just a place to sleep if you can. It takes 1 hour set up. This is consider sleeping exposed so the chances of getting sick increases. Only gain half of natural healing.
- Fortified camp, you have chosen a room and taken time to fortify it. This takes up to 2-4 hours to set up depending on the size of the room and what you decide to do. You can rest easier, you take the benefits of a full rest in this case gain full benefit of natural healing. Increase the chance to be attacked is increased, but any fights to defend camps get a +2 to all rolls during combat.
- FOB, You taken time to setup a semi-permeant camp, secured it. This takes 8 hours to set up and can be continued to be add to. You can take your beacon stone and set up a camp. The area around your camp will not change due to the dungeon and all extradimensional items will always function as they are supposed to. You gain double the normal healing rates inside this camp. Over time you chance to be attacked will increase, given a static location, any fights to defend camps get a +5 to all rolls during combat.
New Equipment
List of new items and changes to exiting items.
New Items
Beacon Stone
Cost: ----
Use: Beacon stones are given to a party before they enter the dungeon. When used it turns an area of the dungeon static, not allowing it to change.
Within its range all healing benefits are doubled. This item can not be copied, altered, or destroyed.
Day Pass Crystal
Cost: ----
Use: This is a rare Item found inside the dungeon. When used at a placed Beacon Stone, it allows the party to return to Carcer Gate for 24
hours. When the time has expired they will return to their Beacon Stone. This item can not be copied, altered, or destroyed. Consumed on
use.
Beacon key
Cost: ----
Use: This is a uncommon item found inside the dungeon. When used it will let you return to you beacon stone instantly. This item can not be copied,
altered, or destroyed. Consumed on use.
*There maybe more items add to list over time as they are found.
Item Rule Changes
Thieves' tools
Lockpicks have 20% chance to break on use. Each kit contains 20 lockpicks.
Masterwork decrease that change to 5%.
Pouch, Spell Component
When purchased this is good for 25 spells per pouch.
During time in the dungeon caster can make a DC 15 spellcraft check (taking 10 is not allowed) to find up to 1d4 worth of new components.
Arrows
Arrows when fired have a 25% chance to break.
Masterwork arrows have a 10% chance to break.
I will role checks for this.
Extra Rules
First off is simple please post regularly, at least 3 to 4 times a week. Anyone who reason they can't post contact me and we will discuss what to do. Anyone who does not post for one week or more will be moved to the BOX (see below).
The Box
When the dungeon was constructed, the celestials knew that they were going to be mix’n’matching some of the nastiest, most dangerous creatures in the multiverse. They knew that fights would break out amongst the inmates, and that was part of their design. But in some regions, they needed a way to quickly remove a prisoner when violence or mischief threatened to spoil an experiment.
So they created The Box. It’s an extradimensional plane, a scant few hundred miles across, gifted with sentience and the ability to project a portal into the material plane, within the confines of the dungeon. The celestials would command it telepathically, giving it orders through their scrying mechanisms.
The Box would hear these orders, and a glowing portal would appear behind the miscreant in question, rushing forward to scoop him or her up and closing before there was any chance of escape.
The victim would find themselves plunged into pitch blackness, standing on some sort of uneven and unstable surface. At first it would feel like brambles; a spongy, moving base that picks at your shins and feet. Then the biting would start—hundreds and thousands of tiny little mouths and claws picking and nipping at your skin.
And it goes on. It doesn’t stop until a celestial orders Th e Box to release a prisoner, who is spat out unceremoniously wherever the celestial chooses. The victim is exhausted, not having slept or even rested for however many days they were in the box. Expecting to find their body a mass of raw flesh, they look down and are surprised to find themselves, and their possessions, completely intact.
History has not been kind to the dungeon. The celestials who once operated The Box are now absent, or have better things to do. The Box is still alive and well though, and without any specific instructions it has taken to watching the antics of the dungeon’s new inhabitants and scooping them up at random. Maybe it thinks it’s helping. Taken the time to read this add Box in green to your Request to Join.
Rules
One week no posting without out contact you go in the box. After 30 days of not posting your Character will be dumped randomly into the dungeon to die or something worse. Your new location will be noted and whats left of you body/gear will be able to be looted by other PC.
Combat Posting
During combat at the end of a post add this:
Dice Rolls:
HP: 000/000 (0 nonlethal)
AC: 00; FFAC: 00; Touch: 00
CMD: 00; FFCMD: 00; FFTAC: 00
Fortitude: 00; Reflex: 00; Will: 00
Initiative: 00
Effects: EX. Rage
Weapons:
Name +BAB Damage Ammo Effects
Caster/Manifester level:
LvL 1 Prepared Spells, Spells per day, or powers per day. Save DC:
Any Consumables:
Item 0/0
Please use Orange to color it. This maybe a private post to the GM.
Parties
Players will be starting in Carcer Gate, this will give everyone a chance to party up and get to know each other (there also maybe some benefits to exploring the town). Parties will be limited to 1 to 4 PC. Entry will be staggered, one group every eight hours. Anyone entering with less then 4 members the dungeon will be consider more challenging for them. After entry you can meetup with other groups, how those meeting go is up to the players.
Over time more rule changes maybe be add or rules here may change. Remember to check back when you have a chance.
This message was last edited by the GM at 16:47, Mon 18 Mar.