Its "A" Dungeon (Inactive)

Game Master Terquem

Thrown through, okay more like stepped through, a mysterious portal the adventurers find themselves on another world looking for a way back home, or a good taco stand, whichever comes first...


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male

You stand at the top of a flight of stairs, made of cut and fitted stones that descend directly down into the ground below the city of Du’Orbna. Around you is a spacious, roofed area surrounded by decorated columns, and beyond that the desolated part of the city known as “Its Square”. This is the entrance to Its “A” Dungeon. You have heard that it is unmeasured, uncharted, unmapped, but that it holds many treasures and many more dangers.

The steps are a full ten feet wide and descend, with an easy decline, to a depth of forty feet below the ground. At the bottom of the stairs it is DARK, no light from above penetrates to the chamber at the bottom of the stairs.

Go to the discussion thread if you need to, but before you reach the bottom of the stairs, and I describe the area where you begin to construct the Dungeon, you should establish a marching order, or general standing around arraignment. What is your light source? Who is carrying it? What do you have in each of your hands? What do you have on your back or over your shoulders, and any other pertinent information you think I should know, and then I will set the first scene and ask for the first decision.


male

As the four characters approach the bottom of the stairs (Darmo, a good 15 feet out in front of the rest) the black depths loom before you. Pantalone speaks a few mystical words and summons four small orbs of light. The lights appear ten feet from him in the four compass coordinates, N, S, E, and W

you can adjust this by a declarative statement in the discussion thread, whenever you need to – For now, the four lights are located at the edges of a circle with you at the center, that has a radius of 10 feet, each light sheds Torchlight out to a range of 20 feet from it, creating an area of Normal Light in an area approximately 60’ x 60’, with Dim Light 20 feet beyond that – the spell will be recast every minute, and it is assumed it will be, until a statement to the opposite effect is made

At the bottom of the stairs is a chamber. It is 30’ by 30’ (square) and you enter through a 10’ wide opening in the center of a wall. You enter from the South (S). Looking ahead of you, you see a cluttered room, with shelves set on the walls, in the corners about four feet from the ground. On the shelves are, what appear to be, broken jars, small buckets, sticks, and pieces of cloth.

The chamber is constructed from close fitting, large, grey and brown stones. The ceiling is fifteen feet from the floor.

The chamber has a total of four exits. Each exit is a 10’ opening (10’ wide by 10’ high) and has a casing, or “frame” like arch setting it apart from the walls to either side of it. The exit in the south wall is the flight of stairs you have just descended. There are openings in the N, W, and E walls. The passageway beyond each opening looks to be level, made of similar stones, and is 10’ feet wide.

Jerrica – roll a d6 – on a 1 or 2, there is a Wandering Monster Encounter, NOW – otherwise

You can see down the lengths of the passageways, and can see that there are chambers, identical in size and shape to this one, to the W and E, after 20’ of passageway, but the passageway that goes north continues on beyond the range of your light.

If there is no Monster, you can decide where to go from here.


Male Halfling Rogue (filcher) 2

"Man," the halfling says as the group catches sight of the room and its furnishings, "everyone puts their crap higher than halflings can reach. Yanks."


Female Human Rogue (Unchained) 4; HP: 27/27; AC: 18, FF: 13, T: 15; F: +2, R: +8, W: +2; Init: +4; Perception: +8

1d6 ⇒ 4

"You're not missing much, Darmo," Jerrica says.


Female Human Fighter (Cad) 2

Clanking along after the halfling comes Cat and her giant bag. The tall human smirks at Darmo's comment, and just shrugs, going to look through the shelves for anything interesting or worth keeping before they decide to move on.

Perception!: 1d20 + 1 ⇒ (3) + 1 = 4

"Really not missin' much," Cat notes. She finds an empty bottle to wave around as if it were a sword, despite having a real sword in her other hand.


Male Halfling Rogue (filcher) 2

"It's a matter of principle; you people wouldn't understand." Glancing around, Darmo shrugs. "I'm just a guide; what way you folks wanna go?"


Pantalone stands in the center of the room, sending his lights where the fighter is looking, except for one, which is slowly orbiting around the halfling.

1d3 ⇒ 3 "West," the wizard says, and as he says so, the lights drift slowly towards the western exit.


Female Human Rogue (Unchained) 4; HP: 27/27; AC: 18, FF: 13, T: 15; F: +2, R: +8, W: +2; Init: +4; Perception: +8

Jerrica shrugs and follows after d'Casti.


Female Human Fighter (Cad) 2

Taking her bottle with her, Cat shrugs. Wizard logic is as good a way to determine direction as anything else. "Okay. Watch out, shorty, I'm lobbing this thing at the first thing that moves," Cat grins. Bottles are her specialty!


Male Halfling Rogue (filcher) 2

"West, then," Darmo says, still moving along slowly and carefully, scoping out everything he can.

Taking 20 on Perception for a 28, and taking 10 on Stealth for a 22.


male

2

The passageway going to the W is 20’ long. The passageway is not clear, there are dried leaves on the ground and they are too numerous to avoid stepping on, and they make a distinct sound when they are stepped on. After 20’, there is a 30’ by 30’ chamber. This chamber also has shelves on the walls similar to the first chamber, but these shelves are empty. There are three possible exits from this room, two passageways and one door.

There is a passageway in the center of the W wall, directly across from the passageway that you entered, and there is another 10’ wide passage in the N wall, but it is not in the center of the wall. The passage that exits to the N from this chamber is in the left 10 section of the N wall.

There is a Door.

The door is in the S wall, and is in the Left Space of the center 10’ wall section

Monsieur Pantalone, please roll d6 for a possible WME, a 1 or 2 indicates a Monster may be present, or is about to appear (each of the three initial chambers will be checked for a WME, after that it will become a check every 30 minutes)

Cat, please roll d20 to tell us what kind of door it is,

Darmo, please roll d20 to indicate if the hinges are visible (the door will open toward you) or if the hinges are not visible (the door will open away from you)

Jerrica, roll d20 to determine if there is a trap associated with the door

edit; Pantalone, roll d20, to determine if the door is locked

these rolls do not need to be made in any order, so make them as soon as you can, please use the discussion thread for the rolls


male

3

Darmo moves around the room, slowly, and can find no signs of any traps, either as part of the walls or floor, or on the door.

but there may be a Monster, so let's not get ahead of ourselves

But,
you can now see that the door is a Wooden Portcullis and you can see 20 beyond it,

Cat, roll d20, on Table IIA to determine what is on the other side of the door


male

4
Stairs are indicated, do they go up? Or down? And how far do they go down? You cannot tell, until the Portcullis is raised (is it locked? We still do not know), but once it is raised,

Darmo, roll d20, to determine the width of the stairs (Table IIIA)

Jerrica, roll d20 to determine the nature of the stairs (Table IA)


male

5

There are no monsters here. The passageway beyond the portcullis is 10' wide, and the stairs go down, beyond the reach of the light.

The portcullis is locked, there is a heavy padlock on a chain that is fixed to a ring embedded in the floor, and the chain passes through the portcullis.

Pantalone, please roll d20 to determine the DC of the Lock.

It will require a DC 25 Strength check to lift the portcullis, once the lock is removed.

10 minutes (1 turn) has elapsed


Male Halfling Rogue (filcher) 2

Darmo kneels down before the lock--or just stands in front of it, depending on the height--and happily unslings his pack, pulling out his tools and getting to work on the obstruction. "Now, aren't you folks happy to have me? Otherwise, you'd be stuck trying to crush this thing."

Disable Device: 1d20 + 11 ⇒ (3) + 11 = 14

"...Hm... might have to anyway."


male

You are in an empty room, with a locked portcullis with stairs beyond to the S, a passageway leaving the room to the N and W, and another passageway (where you came from) going to the E.

What do you do now?

There appear to be no traps associated with the lock, and nothing is a threat to the party. If Darmo Takes 20, to work on the lock, he can have it opened in d3 turns, that's right 10 to 30 minutes, or you can move on, and come back to it later. He can try again after six turns have gone by.


Applauds the halfling with a mighty "HUZZAH!" and then shrugs. "Well, you tried."

Is it possible to scan down the NW passage with the lights?


male

The light can be as far away as you like, within the range of the spell, but where it goes to make light, dark fills in behind. You should simply state exactly how far you will send it, and for how long you will keep it there.

There is a ‘N' passage (10' wide) and a ‘W’ passage (10' wide) but there is not a NW passage. You could also send the light past the portcullis (S), but you would not be able to see what is at the bottom of the stairs, because of the angles involved. You could, possibly, determine the exact distance the stairs travel.

When the light (or the party) reaches 60' of travel, a new roll on the Periodic Check Table, Table I, will need to be made.

I don't want to deny anyone the fun of rolling to make the dungeon, but as long as the players agree, anyone who is available to make a roll, when one is called for, could do so, just don't shut someone out, okay.


Male Halfling Rogue (filcher) 2

"Shut up," Darmo says. "It didn't jam, and you can thank the gods for that. As it is, I'm hesitant to give it another go now--best to let things settle back in place." The halfling places his tools neatly back in place, then rolls them up and sticks them back in his bag. "So, where to next?"


Female Human Fighter (Cad) 2

Cat obviously does a little eenie-minie-moe with her empty bottle, and then points it at the north. "That way!" She grins. This is exciting.


Female Human Rogue (Unchained) 4; HP: 27/27; AC: 18, FF: 13, T: 15; F: +2, R: +8, W: +2; Init: +4; Perception: +8

"Quite methodical, aren't we?" Jerrica asks.


Female Human Fighter (Cad) 2

"Shit yeah!" Cat laughs. She's so professional.


Female Human Rogue (Unchained) 4; HP: 27/27; AC: 18, FF: 13, T: 15; F: +2, R: +8, W: +2; Init: +4; Perception: +8

Jerrica blushes a little at Cat's curse, but tries to quickly compose herself.


male

Is it safe to assume the party moves 60' down the passageway to the north?

Once the four of you travel 60' down the passageway to the north. A roll (d20) is needed for the Periodic check, and then that will be the end of the second turn (20 minutes has elapsed).


Female Human Fighter (Cad) 2

Cat spins her bottle in her fingers. "We must be going somewhere good!"


Female Human Rogue (Unchained) 4; HP: 27/27; AC: 18, FF: 13, T: 15; F: +2, R: +8, W: +2; Init: +4; Perception: +8

"Only if we were searching for the source of loneliness," Jerrica says, looking around. "I'm creeped out that we haven't found anything yet. Even a table would be comforting about now."


Male Halfling Rogue (filcher) 2

"I know. I almost wish there'd even be a trap or something," Darmo whispers, still creeping along in front of the group. "Some treasure would be nice."


Pantalone entertains himself by casting Detect Magic on the Dancing Lights and discovering that they are, in fact, magical.

"Well, it's something to do."


Female Human Fighter (Cad) 2

Cat grins, obliviously, "[b]There's gonna be gold somewhere, I'm sure of it![/b"


Male Halfling Rogue (filcher) 2

"Oh, so am I..."

Perception: 1d20 + 8 ⇒ (19) + 8 = 27

"Wait. Did you guys hear that?" The halfling drops his voice to a whisper and holds a hand back to the group. "Stay quiet, I'll check it out."

Stealth: 1d20 + 12 ⇒ (6) + 12 = 18

The thief creeps forward, his short sword in hand, peering into the darkness. Course, without light I can't see, and course, with light I'm visible.


male

Darmo hears the sound of something sliding along the floor ahead, a piece of wood being dragged on the stone, and moves forward

give me some idea of how far, in numbers, you are ahead of Cat

Sneaky Grindylow Perception: 1d20 + 4 ⇒ (14) + 4 = 18

- and before he can get too close, the monsters, moving toward the figures in the light, catch sight of him, and their voices, a series of clicks and whistles, call out.

Neither the monsters nor the party are surprised, you can roll initiative here, as soon s you are ready.

Sneaky Grindylow Initiative: 1d20 + 2 ⇒ (11) + 2 = 13


Female Human Rogue (Unchained) 4; HP: 27/27; AC: 18, FF: 13, T: 15; F: +2, R: +8, W: +2; Init: +4; Perception: +8

"Shouldn't we...y'know...keep an eye on him?" Jerrica asks nervously.

Non-sneaky cleric initiative: 1d20 + 1 ⇒ (3) + 1 = 4


Male Halfling Rogue (filcher) 2

"Ah, Hells, we've got something! Get light up here now!" the halfling calls, tightening the grip on his sword.

Darmo's probably a good twenty feet in front here.

Initiative: 1d20 + 6 ⇒ (14) + 6 = 20 Ha! Now I just need someone else to roll high, so I can ready an action for attacking once there's light.


Female Human Fighter (Cad) 2

"WHERE ARE YOU, LITTLE F$##ERS!?" Cat is clearly oblivious to the finer points of stealth (or seeing), as she pelts off towards the sound of Darmo, brandishing her bottle instead of her sword menacingly.

Init!: 1d20 + 4 ⇒ (17) + 4 = 21

Cat will throw her bottle at the first thing she sees. That isn't the halfling.


Initiative: 1d20 + 6 ⇒ (19) + 6 = 25
I think I've got it. Waste of a perfectly good roll, though.

A twitch of thought sends the lights shooting down the hall, to illuminate the creepy little beast*, and Pantalone sends an arrow at it for good measure.

Free action to move the lights, bow is readied so standard to shoot and the move to get out of anyone's way, if that's necessary.

Attack: 1d20 + 3 ⇒ (12) + 3 = 15
Damage: 1d8 ⇒ 5

*The grindylow, not the halfling.


male

As the light travels down the ten foot wide corridor it suddenly illuminates three short little creatures with bodies that resemble goblins, but instead of legs they have tentacles. They are naked, except for the fact that they wear leather belts. Each one carries a spear, and one of them carries a small sack that is obviously full of something heavy. The small sack bulges with some weight. The monster holds the sack with its arm extended toward the ground.

Pantalone’s arrow strikes the monster on the right, through the chest, and it spins, grasping at the arrow as blood flows from the wound, and then it falls to the floor, mortally wounded or dead, you cannot tell.


Male Halfling Rogue (filcher) 2

"Aw, yes!" Darmo cries as he sees the creatures, especially happy about the bulging sack. "LOOT!" So saying his war cry, the halfling darts forward, eager to stick his short sword into the grindylow that he presumes carries treasure.

Due to the note in discussion, I'm not sure whether or not I can charge to hit these things this round. I'll roll just in case.

Sneak Attack Charge!: 1d20 + 6 ⇒ (12) + 6 = 18
Damage: 1d4 + 1 + 1d6 ⇒ (4) + 1 + (1) = 6


Female Human Rogue (Unchained) 4; HP: 27/27; AC: 18, FF: 13, T: 15; F: +2, R: +8, W: +2; Init: +4; Perception: +8

Jerrica sees that d'Casti has no trouble felling these beasts, so she fires a crossbow bolt at the one who hasn't attracted Darmo's attention.

Crossbow: 1d20 + 1 ⇒ (3) + 1 = 4

With a frown, it dawns on Jerry that shooting at others may not be a good idea.


Female Human Fighter (Cad) 2

"HOLD STILL!" Cat yells helpfully at one of the tentacle'd creatures. And hurls her bottle at it.

Bottle Toss: 1d20 + 2 ⇒ (9) + 2 = 11

The bottle whizzes past it, shattering on the floor in the dark somewhere. Cat continues to run to catch up to Darmo.


male

Darmo, I imagine if I am doing this correctly, will come up 10 feet short of being able to attack this round

Darmo runs toward the monsters as arrow, bolt, and bottle fly past him from behind, filling him with a sense that his new friends are not overly concerned with him being between them and their targets.

Of the two monsters that survive the onslaught of objects, one of them, the one carrying the small sack, drops his sack and rushes forward, attacking Darmo with a spear. Once the creature is upon him, Darmo notices that the things tentacles are constantly moving, coming dangerously close to Darmo’s legs, and if he is not careful there is a chance this thing may trip him.

Darmo

Melee Attack: 1d20 + 2 ⇒ (7) + 2 = 9, damage if successful Piercing Damage: 1d6 + 1 ⇒ (6) + 1 = 7
Free Trip Attempt, CM: 1d20 + 4 ⇒ (9) + 4 = 13

End of round 1


Light: 1d8 ⇒ 6
Seeing that one of the creatures has held back, Pantalone draws back on his bow and sends another arrow over the head of the fighters.
Attack: 1d20 + 3 ⇒ (11) + 3 = 14
Damage: 1d8 ⇒ 6


Male Halfling Rogue (filcher) 2

Darmo ducks the spear thrust nimbly, and quicksteps to avoid the tentacles. "I'M GETTING THAT DAMN TREASURE," he hisses through gritted teeth at the monster. He then rolls to the side, trying to get behind the creature...
Acrobatics: 1d20 + 8 ⇒ (6) + 8 = 14 Hopefully that's enough to avoid AoO's.

Once in position, Darmo holds his sword at the ready, waiting to thrust until Cat arrives. "Distract it!"

Readied action for when Cat moves adjacent to the grindylow, preferably into flanking position. I'll roll now.

Flank Sneak Attack: 1d20 + 6 ⇒ (10) + 6 = 16
Damage: 1d4 + 1 + 1d6 ⇒ (3) + 1 + (6) = 10


Female Human Rogue (Unchained) 4; HP: 27/27; AC: 18, FF: 13, T: 15; F: +2, R: +8, W: +2; Init: +4; Perception: +8

Jerry casts light on her glaive and moves forward (20').


Female Human Fighter (Cad) 2

Cat does indeed sidle to help Darmo flank, now waving her actual weapon about instead of a silly bottle. Cat's stance is loose, and could be considered less than serious. However, her swipe at the Grindylow is more intent.

Slice!: 1d20 + 6 ⇒ (16) + 6 = 22
Damage: 1d8 + 3 ⇒ (5) + 3 = 8


male

Pantalone’s arrow flies down the corridor, over the heads of the monsters.
Cat and Darmo move into position on opposite sides of one of the monsters and the thing turns this way and that trying to be ready for an attack, but as if on some silent clue, both strike. Darmo notice the monster is looking away, and lunges, driving his blade clean through the monster’s gut, and then he ducks, as Cat, swinging low, removes the monsters head with a vicious slice.

The last remaining monster, acting out of desperation lunges with his spear toward Cat

Sneaky Desperate Grindylow Jabby-Jabby: 1d2 + 2 ⇒ (1) + 2 = 3

Damage if successful Piercing Damage: 1d6 + 1 ⇒ (6) + 1 = 7

Meanwhile, Jerrica moves closer and brightens the area.


Female Human Rogue (Unchained) 4; HP: 27/27; AC: 18, FF: 13, T: 15; F: +2, R: +8, W: +2; Init: +4; Perception: +8

Jerrica moves 5 feet away from the remaining monster and takes a stab at it with her glaive.

Attack: 1d20 + 1 ⇒ (20) + 1 = 21; Damage, if successful: 1d10 + 1 ⇒ (10) + 1 = 11

Edit:Crit confirm: 1d20 + 1 ⇒ (19) + 1 = 20; Additional damage, if it's a crit: 1d10 + 1 ⇒ (2) + 1 = 3


Pantalone draws another arrow, aiming at the heart of the melee, and then realizes that Jerrica has most likely glaived the remaining beast to death.


Male Halfling Rogue (filcher) 2

The halfling nods to Cat in thanks for distracting the creature. "Good swing, meatshield." That said, Darmo then quickly moves over to the sack, even before noticing that Jerrica is beating down the last monster with her polearm.


male

Catching the remaining monster completely unaware, Jerrica brings her glaive down with precision and the new, and still sharp, blade cleanly divides the monster into two halves.

Inside the bulging sack, Darmo finds a small horde of coins, mostly copper and silver, but as he digs his hand into the spoils, he can feel something hard and round, like small marbles. He pulls and finds a bracelet made from small lustrous pearls and gold wire.

It will take five minutes to count, and identify the coins. Someone can roll d20 for the next Periodic Check


Male Halfling Rogue (filcher) 2

"Haha! Already, some loot!" The halfling seems quite happy as he sits down and holds up the bracelet, watching the light glint off its surface, gauging its value. He also begins counting the coins.

Appraise: 1d20 + 6 ⇒ (7) + 6 = 13
Somebody else can go ahead and take the Periodic Check.

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