Eckowo |
"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.
Tricksi |
Tricksi rolls her eyes at the hesitation at the door and pulls it open.
Terquem |
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
Dasilane |
*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.
Terquem |
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.
Terquem |
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
Tricksi |
Tricksi will sneak forwards and examine the crates.
Sneak: 1d20 + 20 ⇒ (1) + 20 = 21
Perception: 1d20 + 7 ⇒ (9) + 7 = 16 (+8 vs traps)
Terquem |
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
Tricksi |
Tricksi rolls out the way of the of electrical surge, her hair raising at it's closeness.
Tricksi |
"Oooh, it's so cuute!!! Tricksi cackles madly.
Terquem |
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
Tricksi |
Yup... Charge into the next room.
Terquem |
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?
Terquem |
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.
Terquem |
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.
Eckowo |
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."
Terquem |
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
Terquem |
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.