Its "A" Dungeon, Too! (Inactive)

Game Master Terquem

Can these Monsters find and remove a group of unauthorized Adventurers from Its "A" Dungeon? Appendix "A" | Current Map


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HP 15/23 | AC 20/T12/F18 | Fort +4 | Ref +2 | Will +1 (+2 vs illusion)

"Chairs." Eckowo shakes his bestial head. "What next? The hall of tables?"

Undeterred by the possibility of a hostile chair, he takes a different path through the mess, keeping an eye out for any chairs that might be worth breaking apart for loot.


male

Day 6, turn 43

Tricksi examines the door but finds no evidence of a trap. The door seems safe and easy to open.


Male Tengu Cleric [3] | HP 19 | AC: 17, FF(15), T(12)| F+4 R+3 W+8 | CMB +4 CMD 16, FFCMD 14 | Init +2 | Perc +8

Eckowo, would you do the honors? If agreeable we'll proceed.


male

Is anyone going to open the door?


Treasure List Female Goblin Rogue 2
Stats:
AC19 | HP 8/13 | F+0 R+8 W+2 | +7Ranged / +3Melee | 2676xp

Tricksi rolls her eyes at the hesitation at the door and pulls it open.


male

Day 6, Turn 43
When Tricksi yanks the door open, it swings with little effort, and reveals a passageway leading off in the darkness.

But, almost immediately there is a loud thump, several clicks, and then several panels in the ceiling of this room open and heavy, some padded, some not, chairs fall from the space beyond.

Each Character is attacked by a Falling Chair Trap.

Melee Attack Bonk, versus Tricksi: 1d20 + 12 ⇒ (16) + 12 = 28
Melee Attack Bonk, versus Slugg: 1d20 + 12 ⇒ (1) + 12 = 13
Melee Attack Bonk, versus Izabek: 1d20 + 12 ⇒ (4) + 12 = 16
Melee Attack Bonk, versus Eckowoi: 1d20 + 12 ⇒ (12) + 12 = 24
Melee Attack Bonk, versus Ixat: 1d20 + 12 ⇒ (3) + 12 = 15
Melee Attack Bonk, versus Dasilane: 1d20 + 12 ⇒ (9) + 12 = 21

the damage from being struck by a falling chair is
Damage: 1d6 ⇒ 4


Vitals:
HP: 12/16 | AC: 17; T: 13; FF: 14; CMD: 13 | Fort: + 2 (+2 vs. disease); Ref: +5; Will: +4 (+2 vs. mind-affecting) | Init: +3; Intuition: +7; Perc: +0
Spells, Etc:
Detect Undead 3/3 | Death's Touch 5/7 | Inspire Courage 4/8 | Bard Level One 2/2 | Oracle Level One 1/4
Dhampir Bard 1 / Bones Oracle 1

*BONK* "OWW!!! Hey, trap-Gob! You want to start doing your job?" The normally suave Dhampir is clearly rather angry. Perhaps it's the splintered wood in his jacket.


HP 15/23 | AC 20/T12/F18 | Fort +4 | Ref +2 | Will +1 (+2 vs illusion)

Oops, sorry for the delay.

"Oooww!" Eckowo howls, more in surprise than pain. He glares up at the ceiling, then grabs a chair and hurls it back up to smash against it, showering fragments back down.


HP: 15/15 AC: 19, F:1 R:2 W:5 CMD: 11 Perc:+9 Deathling Death Mage 2

"Woo, close. No wonder so many chairs."


Male Tengu Cleric [3] | HP 19 | AC: 17, FF(15), T(12)| F+4 R+3 W+8 | CMB +4 CMD 16, FFCMD 14 | Init +2 | Perc +8

I assume that is vs my FFAC so, Argh! Stupid chairs! Who or what placed these things here?[/b] Izabek grumbles as he rubs his beak.


male

Day 6, Turn 43
Wow, Izabek it hadn't occured to me that traps that have attack rolls would be rolled against FF AC, that makes sense, and seems dangerous indeed

After everyone has been thoroughly “Bonked” by falling chairs, Tricksi peers though the door and discovers a Passageway extending away from the door going east. The passageway is about ten feet wide.


male

I put this brief outline of how dice are used to create the dungeon in the Campaign Info thread. It was the players of the other game that suggested I come up with a brief guide such as this to help everyone remember how the dungeon is created

Appendix “A” Flow Chart
Periodic Check [d20] – this determines if the passageway continues, if a new feature is discovered, or if the passageway ends

If the passageway ends, roll for secret door – [d20]
If a Passageway continues, roll a Periodic Check again in 60 feet
If a new feature is discovered
Doors (Number and Location) – [d20]
Type (each Door) – [2d20], the first die indicates type and the second indicates the presence of a Lock and/or a Trap (Options, [d20] for unusual Shaped Door, [d20] for “Hinges”)

? If Lock and/or Trap is indicated – [d20], for each

Finally, when the door is opened (or when looking through a Portcullis) – [d20]

New Passageway (Width and Type) – [2d20]
? Dropped Passageway Type – [d20]
? Special Passageway Type – [d20]
Special Passageway Contents – [d20]
Special Passageway Bridge Type – [d20]
Turns (Direction) – [d20]

Chambers and Rooms (size) – [d20]
? Unusual Size – [d20]
Contents – [d20]
? Special Contents (Monster?) – [d20]
? Special Contents, Type – [d20]
Number of exits – [d20]
Location of Exit – [d20]
Type of Exit (Chamber Only) – [d20]

Stair – [d20]
Trick Stair (?) – [d12]

Tricks and Traps – [d20]
Trick Type – [d20]
? Slime, Mold, or Fungus – [d20]
Trap Type – [d20]
? Static Trap, Type – [d20]

Monster CR – [d20]
Monster Encounter Table – [d20]
Monster, Type – [d100]

Treasure total value – [d20]
Treasure is contained in – [d20]
? Magic Item Category – [d20]
? Magic item, Type – [d100]

NPC Generation Aligned – [d20]
Race – [d20]
? Special Race – [d20]
? Anthro Race – [d20]
? NPC Class – [d20]
? PC Class – [d20]
? Special Class – [d20]
Ability Score Array – [d20]
Chance for magic Item – [d20]

the "?" generally means that something special is indicated on a previous table and a new die roll to explain what that special thing is, is require


HP 15/23 | AC 20/T12/F18 | Fort +4 | Ref +2 | Will +1 (+2 vs illusion)

Useful.


Male Tengu Cleric [3] | HP 19 | AC: 17, FF(15), T(12)| F+4 R+3 W+8 | CMB +4 CMD 16, FFCMD 14 | Init +2 | Perc +8

Izabek will urge the party on down the passageway. We've gotta find them adventurer's someday. Maybe they'll be down here.


HP: 15/15 AC: 19, F:1 R:2 W:5 CMD: 11 Perc:+9 Deathling Death Mage 2

"Yeah, maybe all the first chairs fell on them."


HP 15/23 | AC 20/T12/F18 | Fort +4 | Ref +2 | Will +1 (+2 vs illusion)

Eckowo is definitely not the smartest monster in the book, but usually he has more sense than he displays as he suddenly stops and turns to Slugg to ask with all apparent sincerity: "Should we go back and check?"


HP: 15/15 AC: 19, F:1 R:2 W:5 CMD: 11 Perc:+9 Deathling Death Mage 2

"I didnt see them under chairs. but chairs were already fallen all over room. someone made them fall..."


male

Day 6, Turn 43
There is a Chamber ahead. The entrance, as usual, is flanked by fat columns. It appears dark in the Chamber, and quiet, but there is something on the floor. It looks like three small coffers stacked one on the top of another.

Sneaky Lizard Stealth: 1d20 + 17 ⇒ (15) + 17 = 32


Male Tengu Cleric [3] | HP 19 | AC: 17, FF(15), T(12)| F+4 R+3 W+8 | CMB +4 CMD 16, FFCMD 14 | Init +2 | Perc +8

Assuming we can't see the SLS then Izabek will move toward the coffers, looking for traps with his darkvision.

Take 10 for 18


HP: 15/15 AC: 19, F:1 R:2 W:5 CMD: 11 Perc:+9 Deathling Death Mage 2

yeah even with my +9 i couldnt see them


HP 15/23 | AC 20/T12/F18 | Fort +4 | Ref +2 | Will +1 (+2 vs illusion)

That is pretty sneaky.

"Loot," Eckowo grunts. Then after a moment of thought, he adds "Or decoys for adventurers."

He steps into the room, then turns to the green-skinned rogue to see what she does with them.


Treasure List Female Goblin Rogue 2
Stats:
AC19 | HP 8/13 | F+0 R+8 W+2 | +7Ranged / +3Melee | 2676xp

Tricksi will sneak forwards and examine the crates.
Sneak: 1d20 + 20 ⇒ (1) + 20 = 21
Perception: 1d20 + 7 ⇒ (9) + 7 = 16 (+8 vs traps)


male

Day 6, Turn 43

Izabek, Slugg, and Eckowo cautiously creep forward into the chamber just as Tricksi scurries ahead of them excitedly.

Just when Tricksi is within five feet of the small boxes on the floor, a small brown lizard with an elaborate frill around its neck and strange gagged horns peeks out from behind one of the boxes, and Tricksi feels a jolt of electrical energy surge her way.

Reflex save, DC 12 for half damage – Tricksi

Electrical Nonlethal Damage: 1d8 ⇒ 3


Male Tengu Cleric [3] | HP 19 | AC: 17, FF(15), T(12)| F+4 R+3 W+8 | CMB +4 CMD 16, FFCMD 14 | Init +2 | Perc +8

Indeed, it was too easy. Izabek will prepare for battle as we wait for initiative.


Treasure List Female Goblin Rogue 2
Stats:
AC19 | HP 8/13 | F+0 R+8 W+2 | +7Ranged / +3Melee | 2676xp

Tricksi rolls out the way of the of electrical surge, her hair raising at it's closeness.


male

Day 6, Turn 43

The small lizard looks hungry, but darts back in between the boxes

maybe you can lure it away from the boxes, grab them and make a run for it


HP: 15/15 AC: 19, F:1 R:2 W:5 CMD: 11 Perc:+9 Deathling Death Mage 2

Slugg picks his teeth with his kama.


HP 15/23 | AC 20/T12/F18 | Fort +4 | Ref +2 | Will +1 (+2 vs illusion)

Eckowo shrugs and tosses a ration of dried meat over into the corner away from the group's entrance.


Treasure List Female Goblin Rogue 2
Stats:
AC19 | HP 8/13 | F+0 R+8 W+2 | +7Ranged / +3Melee | 2676xp

"Oooh, it's so cuute!!! Tricksi cackles madly.


Male Tengu Cleric [3] | HP 19 | AC: 17, FF(15), T(12)| F+4 R+3 W+8 | CMB +4 CMD 16, FFCMD 14 | Init +2 | Perc +8

Izabek does the same with some of his rations, hoping the creature will be enticed by multiple offerings.


male

Day 6, Turn 43

When the rations hit the floor, in the quiet of the Dungeon, the Lizard darts out from behind a box, looks in the direction where the rations were thrown, looks back at Tricksi, Eckowo, and Izabek, and then it almost looks as if it smiles (but it is actually just licking its lips) and then it scurries across the floor and begins devouring the rations.

There are three small chests, not larger than one and one half foot wide, about a foot tall, and less than a foot deep, on the floor in the center of this room


Male Tengu Cleric [3] | HP 19 | AC: 17, FF(15), T(12)| F+4 R+3 W+8 | CMB +4 CMD 16, FFCMD 14 | Init +2 | Perc +8

Izabek grabs one and exits the room. Lets move, now.


male

Please indicate if you are going back the way you came, or hot footing it for the other exit out of this Chamber


Male Tengu Cleric [3] | HP 19 | AC: 17, FF(15), T(12)| F+4 R+3 W+8 | CMB +4 CMD 16, FFCMD 14 | Init +2 | Perc +8

I say out the other exit because I'm into taking risks all of the sudden.


Treasure List Female Goblin Rogue 2
Stats:
AC19 | HP 8/13 | F+0 R+8 W+2 | +7Ranged / +3Melee | 2676xp

Yup... Charge into the next room.


HP: 15/15 AC: 19, F:1 R:2 W:5 CMD: 11 Perc:+9 Deathling Death Mage 2

Slugg lopes after the group


male

Day 6, Turn 43

As the group hustles through this Chamber, grabbing the boxes as they go, and then leave through the northern Passageway exit, there is a funny feeling that something unusually is going on

Each Character can make a Perception or Intuition check, but only one! Also, would anyone like to role on Table 1, periodic check, to establish what happens after the first 30 feet of Passageway?


Male Tengu Cleric [3] | HP 19 | AC: 17, FF(15), T(12)| F+4 R+3 W+8 | CMB +4 CMD 16, FFCMD 14 | Init +2 | Perc +8

Perception: 1d20 + 8 ⇒ (7) + 8 = 15
Periodic Check: 1d20 ⇒ 10


male

Curious Stealth Check: 1d20 + 17 ⇒ (19) + 17 = 36


HP 15/23 | AC 20/T12/F18 | Fort +4 | Ref +2 | Will +1 (+2 vs illusion)

Intuition: 1d20 + 6 ⇒ (7) + 6 = 13


male

Day 6, Turn 44

The Party Darts through the Chamber, snatching up the three small boxes as they run through, and then they head to the north.

As they leave the Chamber, all of them feel as if that was too easy.

The Passageway heads north for 30 feet, and then there is a New Passageway.

The Party of Monsters find themselves in a “T” intersection. The Passageway continues to the north, but there is a fifteen foot wide opening on the left and another passageway goes to the west.


Male Tengu Cleric [3] | HP 19 | AC: 17, FF(15), T(12)| F+4 R+3 W+8 | CMB +4 CMD 16, FFCMD 14 | Init +2 | Perc +8

Izabek will take time to examine the intersection and make sure the party is safe. He will then have the rogue check out the boxes that they have pilfered.


HP 15/23 | AC 20/T12/F18 | Fort +4 | Ref +2 | Will +1 (+2 vs illusion)

"I'll keep watch here." the beast-man says, standing at the intersection. "Move back the way we came a bit before opening those things."


male

Day 6, Turn 44 (turn 4 of 6)

Tricksi, Izabek and Eckowo place the small boxes on the floor, ten feet south of the intersection, and Eckowo returns to the tee intersection and stands where he can keep an eye on each direction.

Tricksi examines the boxes and finds no traps or locks, the lids are simply held shut by a rotating latch.

Inside are hundreds of silver and copper coins, and a few dozen gold coins as well, and a few strange “silvery” colored coins that are slightly larger than a gold piece, but not as heavy.

The total weight of the coins is 50 pounds, and the contents of all three boxes can be transferred to a single large sack, with a capacity of about 2 cubic feet at least) and someone will have to put this in their back pack adding it to their load carried

As Eckowo is standing watch, he feels a slight charge of electricity that lifts the hair in his ears. It does not hurt the big beast, but it gets his attention, and when he looks down hew sees the small shocker lizard standing by his right leg.

The lizard is standing on its back legs, holding its front legs in a “begging” position. Its tongue is hanging out of its mouth and Eckowo could swear it is smiling.


Male Tengu Cleric [3] | HP 19 | AC: 17, FF(15), T(12)| F+4 R+3 W+8 | CMB +4 CMD 16, FFCMD 14 | Init +2 | Perc +8

Whatcha got there, a pet? Izabek laughs at the scene. Alright, so who can carry all this loot? I've got a bad back. Though I can carry at least some of it.


HP: 15/15 AC: 19, F:1 R:2 W:5 CMD: 11 Perc:+9 Deathling Death Mage 2

"Too heavy for me" Slugg states, testing its heft.


HP 15/23 | AC 20/T12/F18 | Fort +4 | Ref +2 | Will +1 (+2 vs illusion)

I think I can carry it and still be at a medium load, but I'll have to wait until tonight to check Hero Lab and confirm that. Even if it takes me to a heavy load, it won't matter very much - just -1 AC.

Eckowo eyes the lizard by his foot, then sighs and reaches into his pack for another ration to hand to it. "Is this what you want?" he mutters to it, before he somewhat sheepishly looks at Izabek and shrugs. "Maybe."


Male Tengu Cleric [3] | HP 19 | AC: 17, FF(15), T(12)| F+4 R+3 W+8 | CMB +4 CMD 16, FFCMD 14 | Init +2 | Perc +8

Seems like Eckowo will carry the loot.

Let's keep going north.

Check!: 1d20 ⇒ 4


male

Day 6, Turn 45 (turn 5 of 6)

The party dumps the treasure into sacks, and Eckowo places the sacks into his pack, and they set off to the north. They creep carefully along, unaware that they are being followed. The Passageway goes north for sixty feet with no important features.

it is time for a ten minute break, or you could press forward, either way someone should go to the Discussion thread to roll another Periodic Check


male

Day 6, Turn 47 (turn 1 of 6)

The group proceeds down the dark Passageway and comes within sight of two doors.

Ahead of them, a few feet still to go, they see a Strong Wooden Door on the left, and a Metal Portcullis on the Right. The Passageway continues on toward the north as far as they can see.

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