GM WhtKnt's World's Largest Dungeon (Inactive)

Game Master WhtKnt

The World's Largest Dungeon beckons. Do you have what it takes to complete it?

Agromite Monshoon: HP 11/11; AC 16/14/13; F+2 R+5 W+2; Init +3
Klevum Athknees: HP 15/15; AC 18/11/17; F+5 R+1 W+5 (+2 vs. poison and spells); Init +1
Grumthar: HP 8/8; AC 11/11/10; F+2 R+1 W+2; Init +3
Jamadar: HP 8/8; AC 18/13/15; F+0 R+7 W+2; Init +5
Shae Oakenshield: HP 14/14; AC 17/12/15; F+5 R+2 W+5; Init +2

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Dwarf Warpriest 7 | HP 54/54 | AC 22 T 14 FF 18 | F+8 R+7 W+9 | CMB+6 CMD 20 | Speed 20ft Init +4 Perc +10
Spells:
Powers:
Blessings (6/6), Fervor (6/6), Sacred Weapon (7/7), Sacred Armor (7/7)

Shae follows the others back to the room with the orc bodies. "I wonder if they were attacked in that room and the survivors scattered out the various doors." He regularly looks up at the ceiling while walking.


Male Half-Orc Sorcerer (Deep Earth) 1 || HP 8/8 || AC 11/Tch 11/FF 10 (MA 15/11/14) || F+2 R+1 W+2 || CMB +2 CMD 13/FF 12 || Init +3 || Perception +0, darkvision (60 ft.)
Abilities:
Tremor (CMB +5, 6 of 7/day) (Sp) || Orc Ferocity (1/day)
Active:
Dancing Lights
Spells Remaining:
1st (2 of 4/day) (DC:15) — Magic Missile, Mage Armor || 0th (at will) (DC:14) — Acid Splash, Dancing Lights, Detect Magic, Spark

"The orcs may be in bad shape if they've split from whoever Longtail is; especially if their scouts are consistently defeated. We may want to avoid them until we have extra provisions to offer, as they may be desperate. Perhaps this Longtail needs a visit."

Grumthar then asks the Orc if he can point out the way to Longtail's holding area.

Dark Archive

Maps: Car. Crown || Forge of Heroes || Skull & Shackles

The orc wearily points to the east.

Dark Archive

Maps: Car. Crown || Forge of Heroes || Skull & Shackles

Following the orc's vague directions, the party heads east, following a winding corridor about until they reach two doors. One goes east, the other, south. Neither is locked, nor seems stuck.

Map updated. Sorry, but that's what took so long. Had to draw the new map.


Dwarf Warpriest 7 | HP 54/54 | AC 22 T 14 FF 18 | F+8 R+7 W+9 | CMB+6 CMD 20 | Speed 20ft Init +4 Perc +10
Spells:
Powers:
Blessings (6/6), Fervor (6/6), Sacred Weapon (7/7), Sacred Armor (7/7)

Shae looks at both of the doors. "I don't think it matters which we choose first. Let's try the one to the south. Agromite, do you mind checking the door before we open it?"

Dark Archive

Maps: Car. Crown || Forge of Heroes || Skull & Shackles

"Mmm? oh yes, of course."The gnome tries the south door first, then the eastern door.

"Neither is locked, nor appears trapped," he reports. "And I could hear nothing beyond either."

Perception (look): 1d20 + 9 ⇒ (11) + 9 = 20
Perception (listen): 1d20 + 9 ⇒ (2) + 9 = 11

Perception (look): 1d20 + 9 ⇒ (8) + 9 = 17
Perception (listen): 1d20 + 9 ⇒ (15) + 9 = 24


Male Half-Orc Sorcerer (Deep Earth) 1 || HP 8/8 || AC 11/Tch 11/FF 10 (MA 15/11/14) || F+2 R+1 W+2 || CMB +2 CMD 13/FF 12 || Init +3 || Perception +0, darkvision (60 ft.)
Abilities:
Tremor (CMB +5, 6 of 7/day) (Sp) || Orc Ferocity (1/day)
Active:
Dancing Lights
Spells Remaining:
1st (2 of 4/day) (DC:15) — Magic Missile, Mage Armor || 0th (at will) (DC:14) — Acid Splash, Dancing Lights, Detect Magic, Spark

"We should probably check the southern door before continuing to head east. No reason to leave closed doors behind us as that is just asking for trouble."


Dwarf Warpriest 7 | HP 54/54 | AC 22 T 14 FF 18 | F+8 R+7 W+9 | CMB+6 CMD 20 | Speed 20ft Init +4 Perc +10
Spells:
Powers:
Blessings (6/6), Fervor (6/6), Sacred Weapon (7/7), Sacred Armor (7/7)

Shae looks at the two doors and nods his approval at Grumthar's suggestion.


Male Elf Magus (Bladebound Spiderhawk) 1: HP 8/8; AC 18/13/15; CMD 15; Init +5; Per +7 (darkvision); F+0/R+7/W+2; Spells 1: 2/2

Jamadar sets about checking them.

He helps Agromite, and nods to the fighters in the party after they are in position, as he throws the southern door open and takes a step back, readying his bow.

Stealth: 1d20 + 8 ⇒ (10) + 8 = 18

Dark Archive

Maps: Car. Crown || Forge of Heroes || Skull & Shackles

The map is updated.


Male Half-Orc Sorcerer (Deep Earth) 1 || HP 8/8 || AC 11/Tch 11/FF 10 (MA 15/11/14) || F+2 R+1 W+2 || CMB +2 CMD 13/FF 12 || Init +3 || Perception +0, darkvision (60 ft.)
Abilities:
Tremor (CMB +5, 6 of 7/day) (Sp) || Orc Ferocity (1/day)
Active:
Dancing Lights
Spells Remaining:
1st (2 of 4/day) (DC:15) — Magic Missile, Mage Armor || 0th (at will) (DC:14) — Acid Splash, Dancing Lights, Detect Magic, Spark

once the door opens, Grumthar sends the dancing lights forward to help the scouts out


Dwarf Warpriest 7 | HP 54/54 | AC 22 T 14 FF 18 | F+8 R+7 W+9 | CMB+6 CMD 20 | Speed 20ft Init +4 Perc +10
Spells:
Powers:
Blessings (6/6), Fervor (6/6), Sacred Weapon (7/7), Sacred Armor (7/7)

Shae waits for the scouts to go through the door while keeping his eye on the door to their left.

"Remember what you said about not leaving closed doors behind us, Grumthar? If there is nothing in there, we should see what's behind this one before moving on," he says pointing to the door to the east.


Male Elf Magus (Bladebound Spiderhawk) 1: HP 8/8; AC 18/13/15; CMD 15; Init +5; Per +7 (darkvision); F+0/R+7/W+2; Spells 1: 2/2

Jamadar nods to Shae and follows the same procedure at the other door.

Dark Archive

Maps: Car. Crown || Forge of Heroes || Skull & Shackles

The other door proves untrapped and unlocked as well. Map updated.


Dwarf Warpriest 7 | HP 54/54 | AC 22 T 14 FF 18 | F+8 R+7 W+9 | CMB+6 CMD 20 | Speed 20ft Init +4 Perc +10
Spells:
Powers:
Blessings (6/6), Fervor (6/6), Sacred Weapon (7/7), Sacred Armor (7/7)

Shae looks into both doorways. Dynamic lighting not working.

Perception(east): 1d20 + 3 ⇒ (20) + 3 = 23
Perception(south): 1d20 + 3 ⇒ (8) + 3 = 11

Dark Archive

Maps: Car. Crown || Forge of Heroes || Skull & Shackles

The south door leads into a corridor that goes straight ahead and to the right. The east door opens into a corridor that goes right and left. A door is visible on the opposite wall.


Male Half-Orc Sorcerer (Deep Earth) 1 || HP 8/8 || AC 11/Tch 11/FF 10 (MA 15/11/14) || F+2 R+1 W+2 || CMB +2 CMD 13/FF 12 || Init +3 || Perception +0, darkvision (60 ft.)
Abilities:
Tremor (CMB +5, 6 of 7/day) (Sp) || Orc Ferocity (1/day)
Active:
Dancing Lights
Spells Remaining:
1st (2 of 4/day) (DC:15) — Magic Missile, Mage Armor || 0th (at will) (DC:14) — Acid Splash, Dancing Lights, Detect Magic, Spark

Hrmmm, neither seems like a great choice. Shall we try and stick to the outside as much as possible, going through the south door and then taking the right passage?


Male Elf Magus (Bladebound Spiderhawk) 1: HP 8/8; AC 18/13/15; CMD 15; Init +5; Per +7 (darkvision); F+0/R+7/W+2; Spells 1: 2/2

maybe whichever one leads towards the orc camp? Though staying on outside is fine with me. Pick one and let's away :)


Male Half-Orc Sorcerer (Deep Earth) 1 || HP 8/8 || AC 11/Tch 11/FF 10 (MA 15/11/14) || F+2 R+1 W+2 || CMB +2 CMD 13/FF 12 || Init +3 || Perception +0, darkvision (60 ft.)
Abilities:
Tremor (CMB +5, 6 of 7/day) (Sp) || Orc Ferocity (1/day)
Active:
Dancing Lights
Spells Remaining:
1st (2 of 4/day) (DC:15) — Magic Missile, Mage Armor || 0th (at will) (DC:14) — Acid Splash, Dancing Lights, Detect Magic, Spark

"I believe the orc camp was back the way we were going. We just didn't want to pass this door that went south, cutting off any escape. However, seeing that these passages probably run on for a good bit, who can say. If we wanted to keeping heading that way, but staying in these passages, I think we would want to take the eastern door. If we do, we should start with the door just across the hall from it before heading back north or south. It is seemingly one giant maze; I am fine with wherever we go at this point. The orcs may see us more as food anyway, we should be wary when approaching them."


Dwarf Warpriest 7 | HP 54/54 | AC 22 T 14 FF 18 | F+8 R+7 W+9 | CMB+6 CMD 20 | Speed 20ft Init +4 Perc +10
Spells:
Powers:
Blessings (6/6), Fervor (6/6), Sacred Weapon (7/7), Sacred Armor (7/7)

Shae shakes his head in agreement with Grumthar. "To the east and the door across the hall then. I agree this place is just a maze. I'm not sure I could find my way back to where we entered," he says as he enters the next hallway.

I'm completely lost. Having the smaller map sections helps to find our tokens but I have no sense of where we are.


Male Half-Orc Sorcerer (Deep Earth) 1 || HP 8/8 || AC 11/Tch 11/FF 10 (MA 15/11/14) || F+2 R+1 W+2 || CMB +2 CMD 13/FF 12 || Init +3 || Perception +0, darkvision (60 ft.)
Abilities:
Tremor (CMB +5, 6 of 7/day) (Sp) || Orc Ferocity (1/day)
Active:
Dancing Lights
Spells Remaining:
1st (2 of 4/day) (DC:15) — Magic Missile, Mage Armor || 0th (at will) (DC:14) — Acid Splash, Dancing Lights, Detect Magic, Spark

I kind of like it. I feel as most as our characters surely do. We could try mapping things ourselves :)

Dark Archive

Maps: Car. Crown || Forge of Heroes || Skull & Shackles

You are more than welcome to map, if you wish. Get a pad; you'll need it. :)


Male Elf Magus (Bladebound Spiderhawk) 1: HP 8/8; AC 18/13/15; CMD 15; Init +5; Per +7 (darkvision); F+0/R+7/W+2; Spells 1: 2/2

Jamadar nods to Gruumthar and leads the party in that direction, keeping special attention out for darkmantles.

Stealth: 1d20 + 8 ⇒ (14) + 8 = 22
Perception: 1d20 + 7 ⇒ (14) + 7 = 21

Dark Archive

Maps: Car. Crown || Forge of Heroes || Skull & Shackles

How about I speed you guys through the maze portions and we concentrate on the action sequences? I'll slow things down as you approach an area where there is something interesting. We can just assume that you are mapping as you go. I know that your general intent is to move east, so I'll take you as far in that direction as I can.


Male Half-Orc Sorcerer (Deep Earth) 1 || HP 8/8 || AC 11/Tch 11/FF 10 (MA 15/11/14) || F+2 R+1 W+2 || CMB +2 CMD 13/FF 12 || Init +3 || Perception +0, darkvision (60 ft.)
Abilities:
Tremor (CMB +5, 6 of 7/day) (Sp) || Orc Ferocity (1/day)
Active:
Dancing Lights
Spells Remaining:
1st (2 of 4/day) (DC:15) — Magic Missile, Mage Armor || 0th (at will) (DC:14) — Acid Splash, Dancing Lights, Detect Magic, Spark

That sounds fine to me WhtKnt. I do recall from long ago when i played in WLD for a bit that there are a significant amount of rooms that are completely empty


Male Elf Magus (Bladebound Spiderhawk) 1: HP 8/8; AC 18/13/15; CMD 15; Init +5; Per +7 (darkvision); F+0/R+7/W+2; Spells 1: 2/2

Sure that sounds good. We can establish a routine for each room. Agromite and I take turns checking door, listening to other side, etc. Then I mark the door with arcane mark so we don't get lost ready my bow while Klevum and shae move up. Agromite throws door open for Klevum with us ready to move in, and grumthar readies himself behind Shae. If no one in there, we check room and I arcane mark the other side of the door. Then we repeat.


Dwarf Warpriest 7 | HP 54/54 | AC 22 T 14 FF 18 | F+8 R+7 W+9 | CMB+6 CMD 20 | Speed 20ft Init +4 Perc +10
Spells:
Powers:
Blessings (6/6), Fervor (6/6), Sacred Weapon (7/7), Sacred Armor (7/7)

Fine by me.

Dark Archive

Maps: Car. Crown || Forge of Heroes || Skull & Shackles

After several twists and turns, you find yourselves before a door. Words are painted on the door in what looks like blood.

危險,你沒有在此輸入

Draconic:
Danger! You no enter here!


Dwarf Warpriest 7 | HP 54/54 | AC 22 T 14 FF 18 | F+8 R+7 W+9 | CMB+6 CMD 20 | Speed 20ft Init +4 Perc +10
Spells:
Powers:
Blessings (6/6), Fervor (6/6), Sacred Weapon (7/7), Sacred Armor (7/7)

Shae looks at the words, concerned by the "ink" that was used. "I hope one of you can read that but my guess is it says "Do Not Enter". Maybe the blood of a victim was used. So do we enter or go back?"


Male Half-Orc Sorcerer (Deep Earth) 1 || HP 8/8 || AC 11/Tch 11/FF 10 (MA 15/11/14) || F+2 R+1 W+2 || CMB +2 CMD 13/FF 12 || Init +3 || Perception +0, darkvision (60 ft.)
Abilities:
Tremor (CMB +5, 6 of 7/day) (Sp) || Orc Ferocity (1/day)
Active:
Dancing Lights
Spells Remaining:
1st (2 of 4/day) (DC:15) — Magic Missile, Mage Armor || 0th (at will) (DC:14) — Acid Splash, Dancing Lights, Detect Magic, Spark

"Quite right Master Shae. It says do not enter, and is in broken common . This may be our orc clan.
So, what is our strategy? Play upon the mercy we've shown the orcs so far and see if they will talk? Or, subdue them with might , as is their way?"


Dwarf Warpriest 7 | HP 54/54 | AC 22 T 14 FF 18 | F+8 R+7 W+9 | CMB+6 CMD 20 | Speed 20ft Init +4 Perc +10
Spells:
Powers:
Blessings (6/6), Fervor (6/6), Sacred Weapon (7/7), Sacred Armor (7/7)

Shae considers the words of the sorcerer. "I think the first thing we need to do is check for traps and see if the door is locked. If we can enter safely, then maybe use diplomacy and mention the abandoned orcs we have come across. It may come to combat, but without knowing how many there are or what their condition is, I'd rather not burst to start a fight."


Male Elf Magus (Bladebound Spiderhawk) 1: HP 8/8; AC 18/13/15; CMD 15; Init +5; Per +7 (darkvision); F+0/R+7/W+2; Spells 1: 2/2

Jamadar shrugs, checking the door twice for good measure and listening at it also.

Perception: 1d20 + 7 ⇒ (3) + 7 = 10

Perception: 1d20 + 7 ⇒ (1) + 7 = 8

Not finding anything, he backs up to the side of the door and let's the others proceed, bow in hand.

Dark Archive

Maps: Car. Crown || Forge of Heroes || Skull & Shackles

The door appears to be untrapped and you hear nothing from beyond.


Male Elf Magus (Bladebound Spiderhawk) 1: HP 8/8; AC 18/13/15; CMD 15; Init +5; Per +7 (darkvision); F+0/R+7/W+2; Spells 1: 2/2

Jamadar goes ahead and tries to quietly open the door after greasing the hinges and look inside.

Stealth: 1d20 + 8 ⇒ (10) + 8 = 18

Dark Archive

Maps: Car. Crown || Forge of Heroes || Skull & Shackles

As the door is opened, there is a loud click and suddenly, Jamadar and Shae are engulfed in flames!

Fire damage: 2d4 ⇒ (4, 2) = 6 (Ref save (DC 11) for half)

Although the room is empty, you can almost guess at it's previous purpose. A complete forge sits in one corner. A large workbench along with two stools dominates the center, while there are numerous hooks and nails on the wall indicating a place where tools were once kept. A hallway exits to the east.


Male Elf Magus (Bladebound Spiderhawk) 1: HP 8/8; AC 18/13/15; CMD 15; Init +5; Per +7 (darkvision); F+0/R+7/W+2; Spells 1: 2/2

Reflex: 1d20 + 7 ⇒ (14) + 7 = 21

Jamadar gasps at the searing flames, rolling to the side and proceeding to try to put them out.

"I guess I should check for traps more vigorously next time..."

lol sorry guys but rolled a 3 and a 1 back to back.


Dwarf Warpriest 7 | HP 54/54 | AC 22 T 14 FF 18 | F+8 R+7 W+9 | CMB+6 CMD 20 | Speed 20ft Init +4 Perc +10
Spells:
Powers:
Blessings (6/6), Fervor (6/6), Sacred Weapon (7/7), Sacred Armor (7/7)

Reflex: 1d20 + 2 ⇒ (20) + 2 = 22 lol, of course a 20 when a 10 would be plenty.

Hearing the click as the door is opened, Shae raises his shield to partially block the flames. He then looks over at Jamadar to see if he is injured. "Yes, I suppose you should," he says with a slight smile. He then calls upon Bolka to heal their wounds.

Channel energy: 1d6 ⇒ 5


Male Half-Orc Sorcerer (Deep Earth) 1 || HP 8/8 || AC 11/Tch 11/FF 10 (MA 15/11/14) || F+2 R+1 W+2 || CMB +2 CMD 13/FF 12 || Init +3 || Perception +0, darkvision (60 ft.)
Abilities:
Tremor (CMB +5, 6 of 7/day) (Sp) || Orc Ferocity (1/day)
Active:
Dancing Lights
Spells Remaining:
1st (2 of 4/day) (DC:15) — Magic Missile, Mage Armor || 0th (at will) (DC:14) — Acid Splash, Dancing Lights, Detect Magic, Spark

"Well, a trapped door. At least that's different. There may be something interesting in here, at least."


Dwarf Warpriest 7 | HP 54/54 | AC 22 T 14 FF 18 | F+8 R+7 W+9 | CMB+6 CMD 20 | Speed 20ft Init +4 Perc +10
Spells:
Powers:
Blessings (6/6), Fervor (6/6), Sacred Weapon (7/7), Sacred Armor (7/7)

Shea looks around at the empty room. "It looks like this room has already been plundered. We can look around but be careful. Nothing to say there's not another trap." He moves over to inspect the workbench.

Perception: 1d20 + 3 ⇒ (15) + 3 = 18


Male Dwarf Inquisitor/1 HP 15 AC 18 Touch 11, FF 17 Fort +5 Ref +1 Will +5 Init +1 CMB +3 CMD 14

Looks around the room and shakes his head, Gems, gold and ale I say...and there ain't none of those here.


Male Elf Magus (Bladebound Spiderhawk) 1: HP 8/8; AC 18/13/15; CMD 15; Init +5; Per +7 (darkvision); F+0/R+7/W+2; Spells 1: 2/2

Jamadar assists in quietly surveying the room, checking ceilings first any darkmantles before checking contents and lastly the exits.

Dark Archive

Maps: Car. Crown || Forge of Heroes || Skull & Shackles

The room is devoid of creatures or treasures. The workbench shows signs of heavy use, but nothing recent.


Male Half-Orc Sorcerer (Deep Earth) 1 || HP 8/8 || AC 11/Tch 11/FF 10 (MA 15/11/14) || F+2 R+1 W+2 || CMB +2 CMD 13/FF 12 || Init +3 || Perception +0, darkvision (60 ft.)
Abilities:
Tremor (CMB +5, 6 of 7/day) (Sp) || Orc Ferocity (1/day)
Active:
Dancing Lights
Spells Remaining:
1st (2 of 4/day) (DC:15) — Magic Missile, Mage Armor || 0th (at will) (DC:14) — Acid Splash, Dancing Lights, Detect Magic, Spark

"Let's not forget that finding a forge may be significant to long term survival; if it comes to that. We could potentially trade services for alliances. Of course, can any of us forge weapons and armor?"


Male Human (Ulfen) Barbarian (unchained, invulnerable rager) 1

Bollux hops into the room and looks towards the exit to the east.

"One places a trap to gather food or to protect oneself or one's possessions. There are no precious things here and I don't intend to be someone's dinner. Someone is down that hallway."

Hmm, dinner sounds good right about now. I could go for some venison stew, warm bread, dark ale...

Drool starts to trickle down from his mouth.


Dwarf Warpriest 7 | HP 54/54 | AC 22 T 14 FF 18 | F+8 R+7 W+9 | CMB+6 CMD 20 | Speed 20ft Init +4 Perc +10
Spells:
Powers:
Blessings (6/6), Fervor (6/6), Sacred Weapon (7/7), Sacred Armor (7/7)

Shae nods in agreement to Grumthar's comment. "I'm afraid I have not had time to learn, given my studies. Perhaps one of us should try to since we may be in here a while."


Male Elf Magus (Bladebound Spiderhawk) 1: HP 8/8; AC 18/13/15; CMD 15; Init +5; Per +7 (darkvision); F+0/R+7/W+2; Spells 1: 2/2

Jamadar looks for traps on the next passage as they finish this room.

Perception: 1d20 + 7 ⇒ (18) + 7 = 25
Perception: 1d20 + 7 ⇒ (11) + 7 = 18

If nothing found he opens it quietly. Stealth: 1d20 + 8 ⇒ (11) + 8 = 19

Dark Archive

Maps: Car. Crown || Forge of Heroes || Skull & Shackles

The passage leading east and then north out of the room opens into another large room. Several tables and stools are pushed against the walls, and another forge sits in the far corner. The tables show discoloration and burn marks along their length. There are small piles of glass debris scattered about the room.


Male Half-Orc Sorcerer (Deep Earth) 1 || HP 8/8 || AC 11/Tch 11/FF 10 (MA 15/11/14) || F+2 R+1 W+2 || CMB +2 CMD 13/FF 12 || Init +3 || Perception +0, darkvision (60 ft.)
Abilities:
Tremor (CMB +5, 6 of 7/day) (Sp) || Orc Ferocity (1/day)
Active:
Dancing Lights
Spells Remaining:
1st (2 of 4/day) (DC:15) — Magic Missile, Mage Armor || 0th (at will) (DC:14) — Acid Splash, Dancing Lights, Detect Magic, Spark

"Hmm, maybe we can open an inn and tavern down here and strike it rich, hah"

Search: 1d20 ⇒ 11


Male Human (Ulfen) Barbarian (unchained, invulnerable rager) 1

Surprised at not finding any enemies behind the door, Bollux hops into the room and helps look for anything out of the ordinary.

Perception: 1d20 + 3 ⇒ (11) + 3 = 14

Dark Archive

Maps: Car. Crown || Forge of Heroes || Skull & Shackles

Beneath one of the tables, Bollux finds a small iron box, about 4" x 4" x 2". It rattles when he pulls it loose from it's holder.

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