
Welcome to the Lair of JoDeth, the laboratory where many strange and dangerous things lurk in the darkness. Beware the foul creations, as they will attack friend and foe alike in their delirium and madness. These tortured souls forever wander the halls, looking for an escape that will only come with death. JoDeth himself churns out more and more of the creatures in the pursuit of creating the perfect monstrosity to aid Mortanus return. Due to incursions by the forces of Parcumon and his allies, traps have been laid with no concern for the well-being of JoDeths allies.
Who can survive for long in such a place?
If you fight a combat against a monster, roll 1d30 on the following table once for each treasure you gain!
1.+1 Sword, Main Hand Only. Zombiebane, additional +1 versus Undead.
2.+1 Sword.
3.+1 Wand, Main Hand Only, Ranged Weapon. Oozebane, additional +1 versus Oozes.
4.+1 Crossbow, Ranged Weapon, additional +1 against Flyers.
5.+1 Waraxe, Main Hand Only. Dwarvencraft, when used by dwarves, they can reroll their attack rolls, taking the second roll (even if it is lower).
6.+1 Wand, Ranged Weapon.
7.+2 Two-Handed Sword.
8.+1 Longbow, Ranged Weapon. Elvencraft, when used by elves, they can reroll their attack rolls, taking the second roll (even if it is lower).
9.+1 Hammer.
10.+1 Armor.
11.+2 Armor, Useable only by Clerics, Warriors, Paladins, and Death Knights.
12.+1 Shield.
13.+2 Shield, Useable only by Clerics, Warriors, Paladins, and Death Knights.
14.Potion of Skill, Gain One Level - Single Use Item
15.Potion of Cure Poison - Single Use Item
16.Potion of Cure Disease - Single Use Item
17.Potion of Battle, +1 Attack Roll - Single Use Item
18.Potion of Scorn, +2 Attack Roll - Single Use Item
19.Ring of Battle, +1 to Attack Rolls
20.Amulet of Battle, +1 to Attack Rolls
21.+1 Dagger
22.+1 Dagger of Assassination, additional +1 when wielded by Assassins.
23.+2 Two-Handed Axe of Wrath, additional +1 when wielded by Paladins.
24.+1 Doohicky of the Thingamajig. Gnomecraft, when used by gnomes, they can reroll their attack rolls, taking the second roll (even if it is lower). (This is a weapon for either hand.)
25.+1 Flail. Demoncraft, when used by demons, they can reroll their attack rolls, taking the second roll (even if it is lower).
26.+2 Two-Handed Doubleaxe. Orcrafted, when used by orcs, they can reroll their attack rolls, taking the second roll (even if it is lower).
27.+1 Hammer. Deathcraft, when used by undead, they can reroll their attack rolls, taking the second roll (even if it is lower).
28.+1 Shield. Humancraft, when used by humans, they can reroll their attack rolls, taking the second roll (even if it is lower).
29.+1 Dagger. Additional +1 when wielded in offhand as a dual-wielded set.
30.Ring of Luck, +1 to 1d6 rolls (max 6, does not affect movement)
From now forward, the -3 Attack Roll penalties for losing at level 1 have been removed and anyone currently afflicted are now healed.
Under capitalism, man exploits man. Under communism, it's just the opposite. - John Kenneth Galbraith
Under capitalism, man exploits man. Under communism, it's just the opposite. - John Kenneth Galbraith
Movement: 1d35 => 3
Attack: 1d20 => 6 +4 level +2 Elvencraft Longbow +1 Armour (+DKA)
Death Knight Ability: 1d6 => 4

and the DK loss penalty is gonna kick you in the pants tomorrow. Name: Bajau the Kitten Krusher
Race: Demon
Class: Paladin
Level: 9
Gold: 20
Weapons: Two-Handed Paladin Axe +3 (Equipped), +1 Elfcraft Longbow (Unequipped)
Armor: Shield +1 (unequipped)
Items: Amulet of Battle +1
Status: Heeeeeealed!
Movement: 1d35 => 34
Under capitalism, man exploits man. Under communism, it's just the opposite. - John Kenneth Galbraith
Treasure: 1d30 => 10
No level gain due to level cap!
MOVEMENT ROLL: 1d35 => 8
MOVEMENT: 1d35 => 12
ATTACK: 1d20 => 19 +12 (Equipment + level)

STATUS: None
MOVEMENT ROLL: 1d35 => 11
ATTACK ROLL: 1d20 => 5 +5
TREASURE ROLL: 1d30 => 16
I AM BETTER ROLL: 1d6 => 5
1d6 => 6
Name: Palador
Race: Dark Elf
Class: Ranger
LEVEL: 1
GP: 0
WEAPONS: +1 Waraxe (MHO, Dwarven)
ARMOR: None
ITEMS: None
STATUS: Inaccuracy Poison
MOVEMENT ROLL: 1d35 => 1
ATTACK ROLL: 1d20 => 19 -1 (+1 level/ +1 Weapon/ -3 Poison)
movt: 1d35 => 19
attack: 1d20 => 6 +1
loot: 1d30 => 13
TREASURE: 1d30 => 22
Hey, Karnaj, want to trade your doohicky for my demoncraft flail?
Under capitalism, man exploits man. Under communism, it's just the opposite. - John Kenneth Galbraith
(That one was also sexual.)
Oh, and I'll turn on my autoheal magic (if that's also kosher) since I've got class for the rest of the day.

The kicker is you need to be on the same square to trade, not two rooms away. Sorry 
ATTACK ROLL: 1d20 => 10 + 9
TREASURE ROLL: 1d30 => 11
TREASURE ROLL: 1d30 => 12

Now if I got a level for giving away stuff, my inventory is open for everything but my axe and rings and anyone who wants something can take it. Otherwise, sod off!
Movement: 1d35 => 33
Mooj fucked around with this message on 04-25-2007 at 05:43 PM.
1d6 => 1 Mooj fucked around with this message on 04-25-2007 at 05:45 PM.
Movement again. 1d35 => 16

Oh, hey, Batty. Want some levels? I've got some afflictions here you can heal.