Its "A" Dungeon, the Three-ening (Inactive)

Game Master Terquem

Its "A" Dungeon, fun for the whole family!


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male

Turn 8 (2 of 6) round three (end)

Surtessh rams his shield into an unsuspecting skeleton and shatters it into pieces, scattering arm and leg bones across the floor.

Two of the “Dangerous” Skeletons remain, and they attack Olwyn and Yurian
Claw Attack 1 on Olwyn: 1d20 ⇒ 16
Or
Claw Attack 1 on Olwyn: 1d20 ⇒ 9
Claw Attack 2 on Olwyn: 1d20 ⇒ 5
Or
Claw Attack 2 on Olwyn: 1d20 ⇒ 19

Damage 1: 1d3 ⇒ 3
Damage 2: 1d3 ⇒ 3

Claw Attack 1 on Yurian: 1d20 ⇒ 7
Or
Claw Attack 1 on Yurian: 1d20 ⇒ 4
Claw Attack 2 on Yurian: 1d20 ⇒ 6
Or
Claw Attack 2 on Yurian: 1d20 ⇒ 6

Damage 1: 1d3 ⇒ 1
Damage 2: 1d3 ⇒ 3

The Skeletons swing their arms around violently but fail to land their claws on anyone's flesh

Yurian drops the knife and draws a small mace, but when he swings with the weapon, he misses completely.


male

Are oracles proficient with Shields as Martial Weapons? The Shield Bash rules are a little unclear about this


Dropping her crossbow in favor of her quarter staff, the witch attempts to smash the skull of the skeleton that swung at her:
Attack: 1d20 + 0 ⇒ (14) + 0 = 14
Damage: 1d6 + 0 ⇒ (5) + 0 = 5


male

updated the map, Godwin and Yurian are now flanking a Skeleton


HP 9 / AC 20, T 14, FF 16 / Fort +2, Ref +4, Will +0 / Init +4 / Perception +1 Appearance

Even with a -4 I would have still hit. So it doesn't matter in this case. However, in the future I'll take the -4.


Male Human Fighter 1

Godwin attacks the skeleton near Olwyn.

attack: 1d20 + 6 ⇒ (4) + 6 = 10
When he hits shall he deal damage: 1d10 + 4 ⇒ (9) + 4 = 13


male

Turn 8 (2 of 6) round 4

Olwyn drops her crossbow and takes a tight grip on her staff with both hands. With a downward swing she smashes the skull of the skeleton in front of her sending it to the ground in a pile of bones.

Godwin swings but at the last minute pulls back, afraid of the reach of his blade in such a tight area, and worried that he might hit a friend, his concern causes him to miss the Skeleton as well.


HP 46/46 | AC 17 (T 14, FF 13 ) | CMD 16 | F +3 | R +6 | W +4 | Init +3 | Per +8 |

Yurian pulls his mace back again and swings forward, in order to crush the Skelton between him and his ally.

1d20 + 4 + 2 ⇒ (9) + 4 + 2 = 15
Damage: 1d4 - 1 + 1d6 ⇒ (3) - 1 + (4) = 6


male

Turn 8 (2 of 6) round 4, end

Yurian swings low, gritting his teeth and keeping a firm grip and his eye on the target. The mace smashes through the rib bones and breaks the spine of the skeleton sending it to the floor in a heap.

Combat is over, Surtessh has control of a Goblin Skeleton, not sure how that is going to pan out, but for now, the rest of you can examine the room and decide what you will do next.


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HP 9 / AC 20, T 14, FF 16 / Fort +2, Ref +4, Will +0 / Init +4 / Perception +1 Appearance

"We got us this poppet now. He can go through doors first and the like. He don' matter none. Buncha chairs fall on 'is 'ead won' see me cry no tears."


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Olwyn casts light on the newly acquired teammate's skull causing light to flood out of its empty eye sockets and open mouth.

"A lamp and a target. Surtessh, I like your tastes."


male

Turn 8 (2 of 6)

There are nine small wooden coffers (boxes with hinged lids) stacked in the corner of this room.

There are two passageways that exit this room, one going south and one going west.

The hallway to the north continues to the east.

What do you want to do now?

map has been updated


Olwyn casts detect magic to try to deduce if the coffers are traps. Then attempts to examine them for any signs of mechanical traps.

Perception: 1d20 + 11 ⇒ (19) + 11 = 30
I always forget the alertness bonus from my familiar

Assuming the boxes seem safe, she suggests they all open them to check out the contents.


HP 9 / AC 20, T 14, FF 16 / Fort +2, Ref +4, Will +0 / Init +4 / Perception +1 Appearance

"Yurian, you wann' check out dem 'allways mon?"


HP 46/46 | AC 17 (T 14, FF 13 ) | CMD 16 | F +3 | R +6 | W +4 | Init +3 | Per +8 |

"I will, Scales, but profits come first, I think. Lets check out these coffers.

Perception to detect traps: 1d20 + 8 + 1 ⇒ (13) + 8 + 1 = 22
Disable Device to disarm any trap: 1d20 + 8 + 1 ⇒ (12) + 8 + 1 = 21
Disable Device to open the lock: 1d20 + 8 ⇒ (15) + 8 = 23


male

The coffers are not trapped or locked. Each coffer contains a mixture of electrum, gold, silver and copper coins all with one side stamped with the profile of It'Dupree and the other side with the various words such as "one Token", "Ten Tokens", "One Hundred Tokens" and "Two Hundred Tokens".

It would take six turns to count all of the coins but it is safe to guess that there is over 500 gold pieces worth of treasure here.


Olwyn doesn't bother counting them, but dumps the coins into the saddle bags of her trusty steed.

"Unless someone else wants to handle carrying the money? I think we should mess with dividing it later."


HP 46/46 | AC 17 (T 14, FF 13 ) | CMD 16 | F +3 | R +6 | W +4 | Init +3 | Per +8 |

"Fair enough; just make sure you keep a firm grip on your ass, or we'll grab it for you."


HP 9 / AC 20, T 14, FF 16 / Fort +2, Ref +4, Will +0 / Init +4 / Perception +1 Appearance

Surtessh lets off a hissing chuckle.


Male Human Fighter 1

"Oke our donkey friend can carry it" Godwin pets donkey


"Cave dwellers have a sense of humor, who knew," Olwyn replies with a smirk.

Heading towards the west corridor she adds, "Lets go this way, and I suggest we send out expendable new friend first followed by our more robust companion."


male

Turn 8 (2 of 6)

the weight of all the coins is over 400 pounds! Can Donkey carry all that?

Yurian can see no sign of an obvious trap down the western passageway.

It is time for another periodic check to find out what lies beyond the 30’ of passageway ahead. This will end Turn 8


Clearly it is a genetically engineered donkey, so yes. Ok, how about we just take the valuable ones and leave the copper behind. How much would that alter the weight/value


male

You can make a conscious decision to separate out the copper and silver coins, by looking at each coffer it looks like the ratio is about 9 (copper and or silver coins) to 1 (gold or electrum coin), and it will take time. So you are going to have to decide to take what you think you can carry (each coffer holds about 3 to 5 hundred coins and weighs 30 to 50 pounds), or take the time to separate coins. What will it be?


HP 9 / AC 20, T 14, FF 16 / Fort +2, Ref +4, Will +0 / Init +4 / Perception +1 Appearance

"Why don' we leave it fa now, an' come back on da way out? Lock it back up." Suretessh asks, before commanding his skeleton to march at the front of the group.


Male Human Fighter 1

Godwin follows the skeleton.

I am going on a vacation for around 7 days. Godwin shall keep following the group and attacking who attacks the group

Status:

normal(modified by spells)

Health
HP 10(10)/13(13)

Spells on Godwin(duration)


  • none

Attack
Total attack 6(6)
base 1(1)+Str 4(4)+Weapon Focus Bastard Sword 1(1)

Armor
AC 23(23)
AC touch 11(11)
AC flat 17(17)

Saves
Ref save 1(1)
Will save 0(0)(2(2) vs fear because courageous trait)
Fort save 4(4)

Attributes
Str 18(18) mod 4(4)
Dex 13(13) mod 1(1)
Con 14(14) mod 2(2)
Int 13(13) mod 1(1)
Wis 10(10) mod 0(0)
Chr 10(10) mod 0(0)

Observation

Perception=0(0)+1(1)[Int Mod]=1(1)

Intuition=0(0)+0(0)[Wis Mod]=0(0)

Professions

Soldier=1(1)+0(0)[Wis Mod] + 3[trained]=4(4)

Farmer=1(1)+0(0)[Wis Mod] + 3[trained]=4(4)

Other important skills

Handle Animal=1(1)+0(0)[Cha Mod] + 3[trained]=4(4)

Ride=1(1)+1(1)[Dex Mod] + 3[trained]=5(5)


"Assuming we can find this room again."

Reluctantly, the witch leaves the money behind following the oracle and his skeleton.


male

Turn 9 (3 of 6) at the end of this turn there will be a check for a WME

The passageway initially is 30’ long, and then you discover that it continues straight for another 60’, you pause halfway down this 60’ section to update your map.

Chance for a WME?: 1d6 ⇒ 5

roll another periodic check


male

Turn 10 (4 of 6)

You cautiously continue down this seemingly straight and boring passageway for another 60 feet.

Another Periodic Check, please, and try to roll better than 8!


male

Turn 10 (4 of 6) round 1
You come to a stop when you see that 60’ ahead of you this long passageway comes to a dead end. Thinking this is some kind of cruel joke, you wonder if it is worth the effort to continue to the end and check for a Secret Door, or if you should go back the way you came, when suddenly you have a suspicion that you are being watched.

Stealthy Sneak: 1d20 + 14 ⇒ (13) + 14 = 27


HP 46/46 | AC 17 (T 14, FF 13 ) | CMD 16 | F +3 | R +6 | W +4 | Init +3 | Per +8 |

Perceptive Perception: 1d20 + 8 ⇒ (7) + 8 = 15


Male Human Fighter 1

Godwin looks around perception: 1d20 + 1 ⇒ (18) + 1 = 19


Perception+awareness: 1d20 + 9 + 2 ⇒ (13) + 9 + 2 = 24


male

Turn 10 (4 of 6) Surprise round
as none of you were able to spot the monster lurking ahead of you, I am giving it a Surprise Standard Action, please roll your Initiative

From out of the showdows down the passageway in front of you, you hear a high pitched gravelly voice sing out the words of a magical spell

”burn baby burn, disco inferno, burn baby burn

Godwin must make a will save, DC 13

Nuglub Initiative: 1d20 + 4 ⇒ (15) + 4 = 19

A new encounter map will be posted tonight


Male Human Fighter 1

will: 1d20 ⇒ 16 If this is a fear spell then +2
initiative: 1d20 + 1 ⇒ (7) + 1 = 8

Godwin yells "All be carefull something is attacking me!"

Godwin starts to turn his shield and sword towards the monster. Godwin looks at the monster, he tries to see what kind of monster is attacking him. perception: 1d20 + 1 ⇒ (11) + 1 = 12

If he can see the monster did he then learn anything about it in the militia? soldier: 1d20 + 4 ⇒ (3) + 4 = 7

Is the monster closer to me then the minimal distance to use charge?


HP 46/46 | AC 17 (T 14, FF 13 ) | CMD 16 | F +3 | R +6 | W +4 | Init +3 | Per +8 |

Initiative: 1d20 + 4 ⇒ (8) + 4 = 12
Perception: 1d20 + 8 ⇒ (11) + 8 = 19


male

Turn 10 (4 of 6) round 1

Godwin:
You are familiar with this small creature and have heard about their tactics. It is a kind of Gremlin, a particularly foul and vicious variety.

A short, hunchbacked, warty faced gremlin comes charging toward you!

will try to get that map updated tonight


male

Olwyn:
You make out the shadowy hunchbacked form of a maniacal gremlin coming along the south wall toward the party, and recognize that the figure that is moving toward you down the center of the passageway is just an illusion!


Initiative: 1d20 + 7 ⇒ (4) + 7 = 11

"Relax, Sir Godwin, it is nothing more than an illusion."

The witch dismissively flings an acid orb at the figment in an effort to break it apart.

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