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Numenhalla

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No Numenhalla this week, We'll be playing +Perdition instead! Feel free to head on over and join us Saturday at 8AM.
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Numenhalla

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Hey all!

This Saturday, we'll be having a discussion about +Perdition and roll up characters at our regular game time! If you're interested in this, feel free to follow +Perdition and I will add you to the page's circles and you will be able to see the event!

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Numenhalla

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This is an official announcement that I will be playtesting a B/X new wave clone called "Perdition" during the same time slot that Numenhalla runs.

I am not abandoning Numenhalla, games will be intermittent and semi-alternating with Perdition.

However, because it is a different game, I've set up a separate Google page for it.  Games set in Perdition are not FAILSNAILS, and will require a character created from the Players Guide (forthcoming).

If you wish to receive notifications for this game, please head over to the other page and follow it. It will be opt in for notifications, as in Numenhalla.
Dungeons & Dragons, B/X, Role Playing Games
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Just a reminder that there is no game this Saturday. Next session will be on the 15th of June.
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No game this morning!
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Numenhalla

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There will be no game this Saturday. 

We are moving and the wife is working extra hours, so there may be another week or two over the next coming months where we may miss a Saturday. However everything should be settled after that, and we may be able to even have more than 1 session a week.
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Numenhalla

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Some thoughts about last weeks session.

1) If the psionicist had not been there, James's expert would certainly have died. (+James Bennett)

2) Once the Grey ooze has thrown off the shackles of it's 'robotness' it wanders away, forever again immune to control by that psionicist. First roll comes at five weeks, and it rolls a 16 which is good enough to save. (+Scott Martin)

3) All doors in the chamber of Freya are now marble. The vault doors are Black Steel (immune to rust and corrosion), surrounding an interior mixture of mortar which contain the following Alchemical Mortars.
1) Arcana Ward (+6 to saves vs. spells)
2) Acid Ward (20 hardness vs. Acid and +4 vs. Saves)
3) Stalwart Bullwark III (Increases HP & Harness of vault doors)

The door is wizard locked, but proper application of the keys will bypass this enchantment, and the locks themselves are mixed with the Apotheosis of Lead, giving them 95% magic resistance.

The marble surrounding the vault is covering a layer of stone mixed with a phasing ward mortar, preventing Astral or Ethereal travel and a teleportation ward acting as a barrier to magical travel

DID I FORGET ANYTHING?
+John Bell +Beloch Shrike
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+James Bennett The idea is that when the party is travelling through the corridor, the third or fourth PC will trip the trap, separating the group into 1 or 2 each in a chamber. 

There is no senario where I see a first level anyone surviving that room alone. Psionics is pretty much the only thing that could have saved your bacon. And that Grey Ooze had a particularly bad roll for his psionic strength.
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Numenhalla

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Oil and Fire rules (From Alchemy).
Lantern Oil and Alchemist Fire described below.

FIRE
Fire is awesome! Go set something on fire right now! Kids, It’s best
to do this in your parent's room! I’ll wait.
Pretty cool, right?
Fire is pretty straightforward, but not very fire-like. Here’s a way to make fire a bit more interesting.
Any time fire is on something flammable, e.g. clothing, human skin, horses, any one maximum damage result cause the fire to grow, any minimum damage result causes the fire to burn out. Fire growth follows this progression
1. Flame: D3, extremity on fire. This level is ignored when the fire burns out.
2. Burning: D6, Torso on fire.
3. On Fire: 2d6, Person on fire.
4. Conflagration: 3d6. Area on fire (everything nearby takes 1-3 damage, fire spreads).
5. Inferno: 3d8, Fire spreads on a 6+
Some caveats
If everything in the area is destroyed, the fire dies down one step at a time. If something highly flammable is burning, you may add a bonus for things to catch aflame.

Oil, Lantern (Grenade) (1sp)
Description: This is a 1 pound container of standard lantern oil. It
takes 1 full round to set aflame, and then can be thrown as a
grenade-like weapon the following round. Because lantern oil is
not under pressure and does not burn at a high temperature a
direct hit does 1-3 fire damage.

(or as we have been playing, it can be thrown and lit by someone else. Requires a to hit roll touch attack if attempting to inflame a coated creature, because you have to hold the torch near the oil)

Alchemist’s Fire (Grenade) (20 gp)
Description: A flask of hot, long burning flame. It does 1-6 fire
damage to the target, and 1 point of splash fire damage to every
adjacent creature. The next round the target takes another 1-6 fire
damage.
The target may attempt to extinguish the flames preventing
the second round of damage. A successful Dexterity check will accomplish this. (Or a save vs. Wands for creatures) Dropping to the ground and rolling about provides a +2 circumstance bonus to the roll. Immersion in water extinguishes the fire.
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Smoke
Smoke is produced by fire and is lethal. It is important to note that smoke is not produced by spells such as Burning Hands or Fireball. These channel inner dimensional energy from the plane of fire; the resulting explosion produces heat, pressure, and flame, but no object is experiencing combustion so there is no smoke. Smoke and exposure to it is unpleasant and anyone who can escape will flee long before they are damaged by exposure to the smoke. If you are trapped in a smoky area, lung damage from irritants begins almost immediately and asphyxiation begins immediately after. This quickly leads to difficulty breathing, headache, and confusion, followed by fainting, seizures, coma, and death.
If a character is exposed to smoke, they must make a Constitution
check (DC 2) every round. Every consecutive round they spend within the smoke applies a cumulative -1 penalty to their roll. On a failed check, the character falls prone and is unable to stand, moving at half-speed.
After a failed check they must also make a saving throw versus Polymorph at +2 or become confused.
On a second failed constitution check, they fall unconscious. The penalty to Constitution continues to increase and they take 1-6 points of subdual damage every round along with 1-4 points of constitution damage. If they reach 0 constitution, they die.
Once away from the source of the smoke, these lost points return at the rate of one per turn for the first six turns and then one per day after that.
Smoke is opaque and provides concealment from vision.
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In their circles
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Numenhalla

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No game this week, but +Perdition Character Creation will take place on November 23rd at the usual time!

Follow +Perdition for more information!
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Numenhalla

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Where I furiously try to create dungeon to stay ahead of the party.
Numenhalla #17
Sat, July 6, 2013, 8:00 AM EDT
Hangouts

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25 comments
 
Totally off topic, but who is responsible for creating the map in that image?
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Numenhalla

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Numehalla past the 2 month mark!

We have some maps of some areas! We have a few deaths! We have a slain dragon. We have completed 3 quests! All first level areas and sublevels are finished. I am furiously finishing up the second level (3 of 9 areas finished). The game Saturday morning is going well!

People not playing and new players are welcome! You do not need a character to join a hangout! After this following week, pickup games can be more frequent. My child care duties will be lessened. There may be time for a second regular or erratic session on any mornings or possibly in the evenings, depending on the changes. 

Stay tuned!
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There is Mad Bill Danger, and Mad Bill Danger content! The game is fun! Courtney is a good DM! Playplayplay
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Numenhalla

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We had our first honorable death by +Edgar Johnson! He was picked up by a sticky marble pudding and slammed face first into a marble pillar, moments before a bone pierced his kidney. Then, not knowing he was soon to die of shock, He threw all his oil on the flaming ooze!

That said, a path to the lavish mine of fur slime, a deadly and treasure rich sub-level was opened. Also a treasure map to the metallic treasure was discovered, located in the vicious puzzling lair of the Chambers of Freya. 

Great game today!
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Yay!
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Numenhalla

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If  you haven't seen it, the map made of the explorations so far by +Scott Martin is beautiful

http://www.obsidianportal.com/campaigns/numenhalla/maps/38828
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:D
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People
In their circles
153 people
Have them in circles
140 people
Viejo Rolero's profile photo
Chris H's profile photo
Perdition's profile photo
Richard Jones's profile photo
gil hayes's profile photo
Halenar Frosthelm's profile photo
Greg Gorgonmilk's profile photo
Jack Harper's profile photo
Steve Sigety's profile photo
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http://hackslashmaster.blogspot.com/
Story
Tagline
Dungeons & Dragons Megadungeon Campaign
Introduction
Numenhalla lies beneath all cities, all mounts and valleys, and all lands. All men know this because Lord Typhon made it so more than three centum ago when he reformed the sun.

A great war against daemons and chaos had been fought and the land ruined, but the mighty gods provided for their children. The land was remade and the sun was reformed, from a disc to a lance, burning across the sky with his promise; that men would again know peace. Once man had learned to live in peace, the promised land would be the reward.

And mankind did live in peace. They basked in the holy warmth of the gods who provided guidance and service. But the promise was not upheld.

It has been many years since the gods have spoken to man, their ancient altars long shadowed from their glorious radiance. Only the oldest of the long lived races (Gretidoten, Westrador, Bindi) still remember when the gods would speak. Now the hour grows long and the future uncertain. Crops are fallow, people are stricken with malignant illnesses, and strange creatures are said to roam the night. Men seek answers by turning to dark powers, perhaps awaking the very daemons that humanity struggled so long to kill.

It is said that Typhon and the Gods wander the Numenhalla below, for that is their home. Perhaps they slumber ceaselessly, perhaps they are imprisoned by demons, perhaps you have been abandoned. Whatever the reason, something must be done. The answer must lie beneath the Soma of the Gis in the Numenhalla where the gods are said to walk.