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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Grand Lodge

Male Human Inquistor 2, hp max 19 AC 22 F+5 R +4 W +7, init +8, perc +9 Construct: 38 hp DR 10/Magic

That really is too bad because I am in the market for two water flasks and when I signed my A dungeon paperwork I paid for the all Inclusive ticket including I shopping and I want high quality because I like scrolls and wands and lesser merchants sell trash compared to I products I hear

(Roll forthcoming with a plus 19 bluff bwa ha ha)

Grand Lodge

Male Human Inquistor 2, hp max 19 AC 22 F+5 R +4 W +7, init +8, perc +9 Construct: 38 hp DR 10/Magic

Bluff (Mask of Stony Demeanor gives +10 to lying): 1d20 + 19 ⇒ (8) + 19 = 27

Niversal casually speaks about the magic thinking he can butter this guy up and if he doesnt have the magic cut him down for not having the good stuff...


Recovering Drunkard/ 5th Level Nacho Proficienato / Muchacho's MMA 2 | HP 59/59 +0/0 Temp | AC19 T11 FF16 | CMB+5 CMD +16 | Melee +7 Rng +6 | Dorn +8 | Channeling 5/5
Stats:
| F+8 R+2 W+8 | Init.+1 Perc.+9 In2ish +13 | Appraise +7 | Bluff +6 | Heal +10 | Know. Religion +10 Dungeon +3 | SpellCraft +10 | Intimidate +7

Arms folded, Ballar stands by the door waiting with the others, curious to see if this will turn into a fight or will Niversal's gambit pays off. *bump*


male

Day 7, morning (approximate time of day, 11:20 am) (turn 67, 3 of 6) On the 5th level of the “A” Dungeon. The Dungeon is in Darkness. Ballar is carrying a Lantern

Impressed by the Elf’s ability to sum up a quality establishment when he sees one, iVan bows to Niversal, apologizes for temporarily being out of stock on any magical items of note, and offers him two water skins at the regular price*

Potion Countdown Clock:
Turns remaining – 30. Ballar has two filled water skins, As does Keryth, and Zaehyra has one. Each water skin holds eight doses of a healing elixir that will heal 3d4 points of damage

*What you would pay at Jeffry’s, or list price in the PRD


Recovering Drunkard/ 5th Level Nacho Proficienato / Muchacho's MMA 2 | HP 59/59 +0/0 Temp | AC19 T11 FF16 | CMB+5 CMD +16 | Melee +7 Rng +6 | Dorn +8 | Channeling 5/5
Stats:
| F+8 R+2 W+8 | Init.+1 Perc.+9 In2ish +13 | Appraise +7 | Bluff +6 | Heal +10 | Know. Religion +10 Dungeon +3 | SpellCraft +10 | Intimidate +7

Humph, Ballar huffs, no in tha least bit descra-minatory, is he? Turning his back, the dwarf waits outside for Niversal to finish his last minute shopping and wonders what the group will find down the narrow passage beyond door number two.

Grand Lodge

Male Human Inquistor 2, hp max 19 AC 22 F+5 R +4 W +7, init +8, perc +9 Construct: 38 hp DR 10/Magic

Niversal pays the two gold pieces for the two water skins and tips two silver pieces to have them filled with clean drinkable water. He then salutes those in the store and tells them he will come back to check on magic items of note, and gives the dwarf a slap on the back saying "let's check that other passage friend"


male

The narrow Passage, on the other side of the opposite door, is 30 feet long, but what lies after that will need a die roll to determine - This is a standard Periodic Check Roll, so someone (anyone) can go to the Discussion Thread and roll a d20, just one, for now - when we see what that generates I will update the game thread and ask for additional rolls - your patience is much appreciated!


male

Day 7, morning (approximate time of day, 11:30 am) (turn 68, 4 of 6) On the 5th level of the “A” Dungeon. The Dungeon is in Darkness. Ballar is carrying a Lantern

Forming a single file line –

I’ll need someone to tell me the order of the party here, please

The group begins heading to the east, and those in the lead immediately notice that it feels colder going this way

Potion Countdown Clock:
Turns remaining – 29. Ballar has two filled water skins, As does Keryth, and Zaehyra has one. Each water skin holds eight doses of a healing elixir that will heal 3d4 points of damage

Grand Lodge

Male Human Inquistor 2, hp max 19 AC 22 F+5 R +4 W +7, init +8, perc +9 Construct: 38 hp DR 10/Magic

I have been previously leading the way stealthing and scouting ahead of the group and I see no reason why I would stop here.

so:

Do I see it PERCEPTION: 1d20 + 11 ⇒ (11) + 11 = 22

Does it see me STEALTH: 1d20 + 11 ⇒ (6) + 11 = 17


Male Elf Sneaky Bastard 7 (knife master) init+10; Perception +14; F+4, R+12, W+4; melee +11( twf) dam 1d4+7 Sneak 4d8, 55 HP Max cmb 5 cmd 20

as Niversal steps down the hallway something seems a bit different about him... perhaps he took a shower this week, perhaps he washed his clothes, perhaps he is a tad bit more graceful... only nacho beer guzzling dwarves, false clerics, and large white cats might know...


male

Those at the front of the line begin to feel colder

Niversal's teeth begin to chatter...


Male Elven 7th level Conjurer (Spellbinder) Wizard Init +2 Perception +17 AC: 12 (Tch: 12 Flat: 10) Fort +3 Ref +4 Will +6 (+2 vs Enchantments) CMD 16/14 Fl Intuition +8 Spellcraft +15

Keryth slows his pace, dropping further behind, while wrapping his cloak tighter around himself.


Recovering Drunkard/ 5th Level Nacho Proficienato / Muchacho's MMA 2 | HP 59/59 +0/0 Temp | AC19 T11 FF16 | CMB+5 CMD +16 | Melee +7 Rng +6 | Dorn +8 | Channeling 5/5
Stats:
| F+8 R+2 W+8 | Init.+1 Perc.+9 In2ish +13 | Appraise +7 | Bluff +6 | Heal +10 | Know. Religion +10 Dungeon +3 | SpellCraft +10 | Intimidate +7

Perception - Is this still stone we're walking on?: 1d20 + 6 ⇒ (15) + 6 = 21
Following in behind, er, whose left? Keltos? Ballar checks his surroundings, Why tha devil's it gett'n so cold? Being not very stealthy, the dwarf too slows his pace, dropping back an extra 10 feet from Niversal and retrieves a vial of alchemist's fire from a pocket...just in case.


Male Elven 7th level Conjurer (Spellbinder) Wizard Init +2 Perception +17 AC: 12 (Tch: 12 Flat: 10) Fort +3 Ref +4 Will +6 (+2 vs Enchantments) CMD 16/14 Fl Intuition +8 Spellcraft +15

Knowledge (dungeoneering) : 1d20 + 9 ⇒ (6) + 9 = 15

Keryth's keen vision spots the source of the intense cold... a patch of brown mold growing in the narrow passageway.

I wouldn't get any closer to that patch of fungus... especially with the lantern Ballar. Open flame will cause it to grow rapidly.

Back peddling even further he adds, I suggest we find another area to explore.


Male Elf Sneaky Bastard 7 (knife master) init+10; Perception +14; F+4, R+12, W+4; melee +11( twf) dam 1d4+7 Sneak 4d8, 55 HP Max cmb 5 cmd 20

Curses in four different languages backpeddling like heck and checking his boots to make sure nothing is on them saying"damn it I might have to buy new boots!"


Recovering Drunkard/ 5th Level Nacho Proficienato / Muchacho's MMA 2 | HP 59/59 +0/0 Temp | AC19 T11 FF16 | CMB+5 CMD +16 | Melee +7 Rng +6 | Dorn +8 | Channeling 5/5
Stats:
| F+8 R+2 W+8 | Init.+1 Perc.+9 In2ish +13 | Appraise +7 | Bluff +6 | Heal +10 | Know. Religion +10 Dungeon +3 | SpellCraft +10 | Intimidate +7

*clears throat* With a snap of his fingers, the light emanating from the lantern extinguishes. The dwarf places the lantern on the floor and, clapping his hands, the light returns. Bloody thing ran out'ta oil ages ago. Been cheat'n a bit on tha light source. Ballar smiles, retrieves the lantern and stands up. We're gonna haf'ta retrace our steps quite a ways wizard. If ya know tha stuff likes heat, do ya know wat'll kill it?

Ballar cast light on the lantern rather than light it...least that 's what he did when Jim gave it to him. I forgot to mention this upon our return - sorry :P


Male Elven 7th level Conjurer (Spellbinder) Wizard Init +2 Perception +17 AC: 12 (Tch: 12 Flat: 10) Fort +3 Ref +4 Will +6 (+2 vs Enchantments) CMD 16/14 Fl Intuition +8 Spellcraft +15

Keryth rolls his eyes at Ballar's display of magical "prowess". Why do you carry on with the charade of the lantern? I'm sure you could find a more efficient target for your spell.

And the answer to your question is cold. Cold kills it.

How do you know how far we have to retrace? I haven't seen an all-encompassing map... :P


Recovering Drunkard/ 5th Level Nacho Proficienato / Muchacho's MMA 2 | HP 59/59 +0/0 Temp | AC19 T11 FF16 | CMB+5 CMD +16 | Melee +7 Rng +6 | Dorn +8 | Channeling 5/5
Stats:
| F+8 R+2 W+8 | Init.+1 Perc.+9 In2ish +13 | Appraise +7 | Bluff +6 | Heal +10 | Know. Religion +10 Dungeon +3 | SpellCraft +10 | Intimidate +7

Having seen stranger things in this dungeon, Ballar frowns and shrugs matter of factly at Keryth's remarks about the lantern. Well, ya gotta keep with tha spirit o'tha place!
Moving on, Cold ya say? Right! You two got any o'those magic'l snowballs hidd'n up ya sleeves? Keryth? Zaehyra?

Any cold based spells in those arsenals?


Male Elven 7th level Conjurer (Spellbinder) Wizard Init +2 Perception +17 AC: 12 (Tch: 12 Flat: 10) Fort +3 Ref +4 Will +6 (+2 vs Enchantments) CMD 16/14 Fl Intuition +8 Spellcraft +15

The light is a bothersome nuisance if you ask me... As an unconscious after thought, Keryth recasts his shadow spell upon himself.

And if I had a spell like that I would have cast it already, he adds matching Ballar's frown.

It appears that Zaehyra and Keryth's spells overlap quite a bit. :P


Tamagotchi Trainer 7| HP 48/48 | AC13(17) T11(15) FF12(16) | Fort +6, Ref +6, Will +9 | CMB +4 Rng +4 | Not in the face +7 | Perception +11
Kamastra:
HP 84/84|| AC26 T12 FF23 | Fort +12, Ref +10, Will +7 || CMB +14 || Perception +10 (scent 30’)

"Magic snowballs?" Zaehyra laughs, "No dear, I don't worship Kostchtchie. I am more civilized than that. Just extinguish your flames and run past it real fast. Or are we concerned not everyone may out run it?"


Tamagotchi Trainer 7| HP 48/48 | AC13(17) T11(15) FF12(16) | Fort +6, Ref +6, Will +9 | CMB +4 Rng +4 | Not in the face +7 | Perception +11
Kamastra:
HP 84/84|| AC26 T12 FF23 | Fort +12, Ref +10, Will +7 || CMB +14 || Perception +10 (scent 30’)
Keryth Tarathiel wrote:

The light is a bothersome nuisance if you ask me... As an unconscious after thought, Keryth recasts his shadow spell upon himself.

And if I had a spell like that I would have cast it already, he adds matching Ballar's frown.

It appears that Zaehyra and Keryth's spells overlap quite a bit. :P

I'll admit, I didn't look your spells over when I pulled Zaehyra together. I will try to fix that as we progress.


Recovering Drunkard/ 5th Level Nacho Proficienato / Muchacho's MMA 2 | HP 59/59 +0/0 Temp | AC19 T11 FF16 | CMB+5 CMD +16 | Melee +7 Rng +6 | Dorn +8 | Channeling 5/5
Stats:
| F+8 R+2 W+8 | Init.+1 Perc.+9 In2ish +13 | Appraise +7 | Bluff +6 | Heal +10 | Know. Religion +10 Dungeon +3 | SpellCraft +10 | Intimidate +7

Runn'n? Humph, sounds simple enough, but thars no tell'n how big tha thing is or wha's beyond it. Tilting his head slightly, Ballar puzzles an idea then reaches into his pack for a rope only to have disappointment etched upon his face when he remembers he'd left his rope behind in order to drop a couple stones in weight.
Err, anyone gotta rope? We could tie tha lantern ta it, an toss it down tha hall ta getta bett'r look.

Backtracking will take us to the intersection where Niversal made the FIRST COIN TOSS.


Male Elven 7th level Conjurer (Spellbinder) Wizard Init +2 Perception +17 AC: 12 (Tch: 12 Flat: 10) Fort +3 Ref +4 Will +6 (+2 vs Enchantments) CMD 16/14 Fl Intuition +8 Spellcraft +15

Do I really need to remind you that some of us have darkvision Ballar... and what exactly is the infatuation with the lantern again? Cast your spell on a copper and throw it down the passage if you must.

Is there something you truly need to investigate down there right now? We could come back later with a scroll to deal with the mold.

Or we could simply run past as suggested. You do have the ability to deal with minor frostbite do you not? This doesn't have to be so complicated...

So backtracking is like what? 50'? :P


Male Elf Sneaky Bastard 7 (knife master) init+10; Perception +14; F+4, R+12, W+4; melee +11( twf) dam 1d4+7 Sneak 4d8, 55 HP Max cmb 5 cmd 20

"Why do any of that, in my alchemical studies I learned about this thing called liquid ice, it costs forty gold a jar and coats things in ice, so we could buy some from that damn I store just behind us."


Recovering Drunkard/ 5th Level Nacho Proficienato / Muchacho's MMA 2 | HP 59/59 +0/0 Temp | AC19 T11 FF16 | CMB+5 CMD +16 | Melee +7 Rng +6 | Dorn +8 | Channeling 5/5
Stats:
| F+8 R+2 W+8 | Init.+1 Perc.+9 In2ish +13 | Appraise +7 | Bluff +6 | Heal +10 | Know. Religion +10 Dungeon +3 | SpellCraft +10 | Intimidate +7

Ballar slaps his forehead, Right, a copp'r! Whoah! guess tha's why you lot ar'tha wizard'n types, eh! Ballar chuckles to himself as he digs around for a coin, Er, anyone got change forra silv'r? Ack, nev'r mind.
Ballar dismisses the light spell from the lantern, claps his hands while holding a silver coin then throws the light coin down the hall. Pulling down a flap on the inside of his hood, the dwarf activates his dwarf vision and peers down the hall.
We'll 'ave tha light back inna minute Zae.


Male Elven 7th level Conjurer (Spellbinder) Wizard Init +2 Perception +17 AC: 12 (Tch: 12 Flat: 10) Fort +3 Ref +4 Will +6 (+2 vs Enchantments) CMD 16/14 Fl Intuition +8 Spellcraft +15

Keryth doesn't pull down any "flaps"... he just peers down the passageway with his darkvision...


Tamagotchi Trainer 7| HP 48/48 | AC13(17) T11(15) FF12(16) | Fort +6, Ref +6, Will +9 | CMB +4 Rng +4 | Not in the face +7 | Perception +11
Kamastra:
HP 84/84|| AC26 T12 FF23 | Fort +12, Ref +10, Will +7 || CMB +14 || Perception +10 (scent 30’)

Zaehyra cups her hands together and whispers a spell into them, before touching a stone in the wall. The stone begins to shimmer, carrying the light of a heatless torch.


male

Day 7, morning (approximate time of day, 11:30 am) (turn 68, 4 of 6) On the 5th level of the “A” Dungeon. The Dungeon is in Darkness. Ballar is carrying a Lantern

Forming a single file line –

Niversal feels the floor go soft, like a thick carpet under his feet, and suddenly he is chilled to the bone.
Niversal takes the damage that was rolled in the discussion thread, it is non lethal damage, so he'll recover quickly

Don’t want to be a pill, Keryth, but spotting Brown Mold is not a Knowledge Check sort of thing, but a DC 25 hazard – however since I’ve been slow to post, we’ll go with what has happened

Once the danger is identified, Niversal begins stepping backward at a quick pace forcing everyone behind him to back up suddenly, one by one everyone files out back into the dead end passageway, and the group begins to argue about what to do next.

Potion Countdown Clock:

Turns remaining – 29. Ballar has two filled water skins, As does Keryth, and Zaehyra has one. Each water skin holds eight doses of a healing elixir that will heal 3d4 points of damage


Tamagotchi Trainer 7| HP 48/48 | AC13(17) T11(15) FF12(16) | Fort +6, Ref +6, Will +9 | CMB +4 Rng +4 | Not in the face +7 | Perception +11
Kamastra:
HP 84/84|| AC26 T12 FF23 | Fort +12, Ref +10, Will +7 || CMB +14 || Perception +10 (scent 30’)

"More of a discussion really..."


Male Elf Sneaky Bastard 7 (knife master) init+10; Perception +14; F+4, R+12, W+4; melee +11( twf) dam 1d4+7 Sneak 4d8, 55 HP Max cmb 5 cmd 20

Someone detect magic down that hall see if that mold is growing on something valuable Niversal says while kicking off his boots without touching them and looking in the light to ensure they are not molded


Tamagotchi Trainer 7| HP 48/48 | AC13(17) T11(15) FF12(16) | Fort +6, Ref +6, Will +9 | CMB +4 Rng +4 | Not in the face +7 | Perception +11
Kamastra:
HP 84/84|| AC26 T12 FF23 | Fort +12, Ref +10, Will +7 || CMB +14 || Perception +10 (scent 30’)

"Mold doesn't tend to grow on anything of value but I will gladly earn my keep and entertain the fancy." Zaehyra says just before tracing a sphere and whispering the words of a silent prayer, casting detect magic to peer down the hallway.


Male Elven 7th level Conjurer (Spellbinder) Wizard Init +2 Perception +17 AC: 12 (Tch: 12 Flat: 10) Fort +3 Ref +4 Will +6 (+2 vs Enchantments) CMD 16/14 Fl Intuition +8 Spellcraft +15
Terquem wrote:
Don’t want to be a pill, Keryth, but spotting Brown Mold is not a Knowledge Check sort of thing, but a DC 25 hazard – however since I’ve been slow to post, we’ll go with what has happened

I assumed perception of the mold was not required as you stated in the OOC that a post was forthcoming describing the "carpet". My apologies.

perception: 1d20 + 12 ⇒ (14) + 12 = 26
knowledge (nature): 1d20 + 9 ⇒ (8) + 9 = 17

There, now it is all legal like. :)


Recovering Drunkard/ 5th Level Nacho Proficienato / Muchacho's MMA 2 | HP 59/59 +0/0 Temp | AC19 T11 FF16 | CMB+5 CMD +16 | Melee +7 Rng +6 | Dorn +8 | Channeling 5/5
Stats:
| F+8 R+2 W+8 | Init.+1 Perc.+9 In2ish +13 | Appraise +7 | Bluff +6 | Heal +10 | Know. Religion +10 Dungeon +3 | SpellCraft +10 | Intimidate +7
Ballar wrote:
...then throws the light coin down the hall...

I think I missed the part where the carpet was described. What does Ballar's light show? Does the hallway continue, or should we be rolling that?


male

the section of passageway that contains the "trick" aka the 5 foot patch of brown mold, is 30 feet long, if you want to know what is after that, using a tossed coin illuminating the way, roll a Periodic Check


Male Elf Sneaky Bastard 7 (knife master) init+10; Perception +14; F+4, R+12, W+4; melee +11( twf) dam 1d4+7 Sneak 4d8, 55 HP Max cmb 5 cmd 20

"say can someone give me a very small amount of healing so that I might run across this path to the hallways beyond? I plan on going straight across and continuing in that direction." Niversal says as he prepares to run like heck.


Tamagotchi Trainer 7| HP 48/48 | AC13(17) T11(15) FF12(16) | Fort +6, Ref +6, Will +9 | CMB +4 Rng +4 | Not in the face +7 | Perception +11
Kamastra:
HP 84/84|| AC26 T12 FF23 | Fort +12, Ref +10, Will +7 || CMB +14 || Perception +10 (scent 30’)

"I got the last spell." Zaehyra says looking to Ballar expectantly.


Male Elf Sneaky Bastard 7 (knife master) init+10; Perception +14; F+4, R+12, W+4; melee +11( twf) dam 1d4+7 Sneak 4d8, 55 HP Max cmb 5 cmd 20

Use Magic Device: 1d20 + 9 ⇒ (6) + 9 = 15

pulling his wand of infernal healing Niversal shakes his head a bit saying "it is nice to be argued over who will heal the scout and specialist" and he taps himself with the wand

and again:
Use Magic Device: 1d20 + 9 ⇒ (13) + 9 = 22

Niversal smiles as the second time it works and he waits for a minute until the damage disapates and then without further ado he runs across the molded area to the far side.

Fortitude save vs brrrrrr cold: 1d20 + 3 ⇒ (11) + 3 = 14


male

Day 7, noon (approximate time of day, 12:00 pm) (turn 73, 1 of 6) On the 5th level of the “A” Dungeon. The Dungeon is in Darkness. Ballar is carrying a Lantern

After some confusion, a strange “soft patch” on the floor that gave everyone the shivers, and a quick jog down the narrow Passageway…
Cold Nonlethal Damage: 3d8 ⇒ (5, 8, 7) = 20
remember save for 1/2 damage

The party,
Ballar
Niversal
Keryth
and Zaehyra

Find themselves at a cross roads, a four way intersection, the most dreaded kind of intersection imaginable.

The intersection is made up of a five foot wide passageway going back the way the group had come and three new passageways, each ten feet wide each going a different direction

North
South
and East

Choose a passageway, and roll a new Periodic Check

Potion Countdown Clock:
Turns remaining – 26. Ballar has two filled water skins, As does Keryth, and Zaehyra has one. Each water skin holds eight doses of a healing elixir that will heal 3d4 points of damage


Recovering Drunkard/ 5th Level Nacho Proficienato / Muchacho's MMA 2 | HP 59/59 +0/0 Temp | AC19 T11 FF16 | CMB+5 CMD +16 | Melee +7 Rng +6 | Dorn +8 | Channeling 5/5
Stats:
| F+8 R+2 W+8 | Init.+1 Perc.+9 In2ish +13 | Appraise +7 | Bluff +6 | Heal +10 | Know. Religion +10 Dungeon +3 | SpellCraft +10 | Intimidate +7

Not arguing Niversal, just clearing up what Terq meant by "he'll recover quickly" No one is about to let you stay wounded if we can help it :)

Checking that his hood is properly covering his ears and his mask is secured, Ballar pulls his red cloak tight then dashes across the carpet. Upon reaching the safety of the intersection, the dwarf waits for the others to cross then takes up his silver tankard and toasts, Ta not 'aven ta do tha too many more times! Opening the lid, there is the refreshing sound of a carbonated bottle opening for the first time. Then a warm wave of energy fills the intersection, followed shortly by the sweet smell of hot choco.

Stone cold reflexes: 1d20 + 2 ⇒ (16) + 2 = 18
Channeling some warmth: 3d6 ⇒ (1, 6, 5) = 12


Tamagotchi Trainer 7| HP 48/48 | AC13(17) T11(15) FF12(16) | Fort +6, Ref +6, Will +9 | CMB +4 Rng +4 | Not in the face +7 | Perception +11
Kamastra:
HP 84/84|| AC26 T12 FF23 | Fort +12, Ref +10, Will +7 || CMB +14 || Perception +10 (scent 30’)

"How did we go from let's go back to get something for the cold, back to running through and hoping for the best?"

**** its cold! (reflex): 1d20 + 3 ⇒ (20) + 3 = 23

**** its cold!: 3d6 ⇒ (6, 4, 4) = 14 (7 cold)

"It will still be there when we return will it not?"

Who *can* argue? I think Baller and Niversal are the only two that can heal right? Should I have been a warrior now that we're down a hulking sword-axe swinger?


Recovering Drunkard/ 5th Level Nacho Proficienato / Muchacho's MMA 2 | HP 59/59 +0/0 Temp | AC19 T11 FF16 | CMB+5 CMD +16 | Melee +7 Rng +6 | Dorn +8 | Channeling 5/5
Stats:
| F+8 R+2 W+8 | Init.+1 Perc.+9 In2ish +13 | Appraise +7 | Bluff +6 | Heal +10 | Know. Religion +10 Dungeon +3 | SpellCraft +10 | Intimidate +7

Zae,

Terq rolled wrote:
Cold Nonlethal Damage: 3d8 ⇒ (5, 8, 7) = 20

Ballar channels 3d6 of healing...if you saved for half you take no damage after the burst.


Male Elf Sneaky Bastard 7 (knife master) init+10; Perception +14; F+4, R+12, W+4; melee +11( twf) dam 1d4+7 Sneak 4d8, 55 HP Max cmb 5 cmd 20

8 pts of non lethal left and looking at a group of humanoids coming toward us in the hall, Niversal will step into a side coridor and stealth

I'm a sneaky bastard, Sir!: 1d20 + 13 ⇒ (16) + 13 = 29


male

Niversal steps to the side, crouches, holds his hands out wide, and begins waving them back and forth slowly, and this, somehow, makes him almost disappear completely.


Recovering Drunkard/ 5th Level Nacho Proficienato / Muchacho's MMA 2 | HP 59/59 +0/0 Temp | AC19 T11 FF16 | CMB+5 CMD +16 | Melee +7 Rng +6 | Dorn +8 | Channeling 5/5
Stats:
| F+8 R+2 W+8 | Init.+1 Perc.+9 In2ish +13 | Appraise +7 | Bluff +6 | Heal +10 | Know. Religion +10 Dungeon +3 | SpellCraft +10 | Intimidate +7

Turns to the arcane types and nods in the direction of Niversal, Eith'r o'ya got any idea wha he's doing?
[dice=Perception - Looks around wondering "Was there a PA announcement made indicating impending doom?"]1d20+6[/dice]

Am pretty sure we don't 'know' about the army approaching just yet :)


Male Elf Sneaky Bastard 7 (knife master) init+10; Perception +14; F+4, R+12, W+4; melee +11( twf) dam 1d4+7 Sneak 4d8, 55 HP Max cmb 5 cmd 20

well if I do not know they are here I will look for them and scout as I have been doing using the above stealth roll and this perception roll:

Thought he heard a PA announement but probably not, so as well as being a sneaky bastard, Sir, do I see those approaching troops?: 1d20 + 12 ⇒ (7) + 12 = 19


Tamagotchi Trainer 7| HP 48/48 | AC13(17) T11(15) FF12(16) | Fort +6, Ref +6, Will +9 | CMB +4 Rng +4 | Not in the face +7 | Perception +11
Kamastra:
HP 84/84|| AC26 T12 FF23 | Fort +12, Ref +10, Will +7 || CMB +14 || Perception +10 (scent 30’)
Ballar Fargrim wrote:
Zae,
Terq rolled wrote:
Cold Nonlethal Damage: 3d8 ⇒ (5, 8, 7) = 20

Ballar channels 3d6 of healing...if you saved for half you take no damage after the burst.

Yep, thought the damage roll was for Niversal. Saw the heal burst so no adjustment to Hp. Thanks.

Perception to detect 76 kobolds?: 1d20 + 9 ⇒ (6) + 9 = 15

Zae does not respond to the question.

Just watch and learn how they work.


male

Day 7, noon (approximate time of day, 12:00 pm) (turn 73, 1 of 6) On the 5th level of the “A” Dungeon. The Dungeon is in Darkness. Ballar is carrying a Lantern

It begins as a soft roar, like the roll of a gentle wave coming to shore, and then it grows.

It comes from the north, the roar grows in pitch, until you can hear the hoots and hollers of what must be a huge throng of creatures shouting something unintelligible. Some of the sounds are in unison, while some are not, but the shouts eventually become louder than the sounds of dozens of boot clad feet striking the stone floor.

And then you see them, kobolds, dozens of kobolds are running toward you from the north, they appear to be in a frenzy. They do not carry weapons, as such, many of them carry small triangular shaped banners on long wooden poles.

All of the kobolds appear to be dressed in similar, but not exact attire, which is mostly blue or black, trousers, or at times short baggy pants, and they all wear long, short sleeved shirts that are horizontally stripped, red and white, with some kind of golden emblem on the chest. All of the kobolds have colored their faces to lesser or greater degree with stripes of blue paint.

how far away are they when you recognize that they are in fact Kobolds: 1d6 + 4 ⇒ (6) + 4 = 10 x 10’

100 feet away and closing, a throng of angry fans of the recently defeated, Manclipper United FC, of Central Hugo Hollow, are coming your way.

Potion Countdown Clock:
Turns remaining – 26. Ballar has two filled water skins, As does Keryth, and Zaehyra has one. Each water skin holds eight doses of a healing elixir that will heal 3d4 points of damage


Male Elven 7th level Conjurer (Spellbinder) Wizard Init +2 Perception +17 AC: 12 (Tch: 12 Flat: 10) Fort +3 Ref +4 Will +6 (+2 vs Enchantments) CMD 16/14 Fl Intuition +8 Spellcraft +15

fort save: 1d20 + 2 ⇒ (1) + 2 = 3
(20 - 12 = 8 non-lethal damage)
Keryth suffers a bit from the cold, despite the healing from Ballar.

Upon spying the oncoming horde, Keryth steps into the perpendicular passageway crossing the path of the oncoming mob. If you will all join here me, I will create an illusion to divert them from us...

The plan is to cast silent image in the form of a intimidating solid iron door that blocks the passageway the party is standing in, allowing the mob to carry on straight ahead in the direction they are currently heading.

Keryth adds in a whisper, If that doesn't work I have a smelly surprise for them...


Tamagotchi Trainer 7| HP 48/48 | AC13(17) T11(15) FF12(16) | Fort +6, Ref +6, Will +9 | CMB +4 Rng +4 | Not in the face +7 | Perception +11
Kamastra:
HP 84/84|| AC26 T12 FF23 | Fort +12, Ref +10, Will +7 || CMB +14 || Perception +10 (scent 30’)

Zae and Kam join Keryth for his diversion.


Recovering Drunkard/ 5th Level Nacho Proficienato / Muchacho's MMA 2 | HP 59/59 +0/0 Temp | AC19 T11 FF16 | CMB+5 CMD +16 | Melee +7 Rng +6 | Dorn +8 | Channeling 5/5
Stats:
| F+8 R+2 W+8 | Init.+1 Perc.+9 In2ish +13 | Appraise +7 | Bluff +6 | Heal +10 | Know. Religion +10 Dungeon +3 | SpellCraft +10 | Intimidate +7

Quickly, Ballar follows the two magicians into the passageway. Grinning he whispers, Was gonna suggest lead'n em t'wards tha floor'n department, but I always enjoy a good trick!

It would be fun to see them run into a patch of brown mold :)

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