Its "A" Dungeon, Too: The Second Chance (Inactive)

Game Master Terquem

Skarda's Mirror

*Management accepts no responsibility for malfunctioning Portals, ATMs, or Minions, no refunds, no returns


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male

Things have been rough for a while now. Work is difficult to find, even for experienced monsters, and the oncoming election has put most regular employers in a pensive mood. No one is certain how things will go after the city’s new council, mayor, comptroller, treasurer, and director of Parks and Recreation are elected (many are certain that Luanne Fallopwell will be elected to supervise the Parks and Recreation department, and if this is true it could mean a significant upturn in the city’s future as she has promised to restructure the Dungeon Permit Application and License Schedules and the Green Fees at the city’s nine award winning public Golfing Clubs).

But even in these times a hard working, serious minded monster can find employment through one of a few Temporary Hiring Agencies sponsored by one of It’Dupree’s many Licensed Hotel, Coffee Shop, Snow Cone Shack, or Adventurer Intervention and Relocation companies.

Getting the job was as easy as making sure you showed up every morning when the postings were listed on the door, and naturally eating, or otherwise chasing off any other job seekers that day.

Day 6, Turn 73 (approximate time of day, 11:50 am) turn 1 of 6

You are not sure exactly what the delay was, but for some unexplained reason you were hired six days ago, but told to report to Its “A” Dungeon today, just before noon.

Obviously you were not the only monster hired for the job, as you find that there are four other monsters standing here holding a similar document to the one you were given with instructions on where to go and what to do.

Where to go? It’s “A” Dungeon Entrance, naturally

What to do? Find a group of “Adventurers” (you know the type, good aligned, treasure seeking, overly confident types) who entered the Dungeon without obtaining the necessary permits, licenses, or maps, and having not paid the appropriate fees*

*It has been a topic of the local tabloids for a few years now that many “Adventurers” think it is perfectly acceptable to challenge It’Dupree’s infamous “A” Dungeon without going through the tedious process of applying for a permit (usually at inflated fees), obtaining a license (that includes signing away several profitable discoveries), acquiring maps (often that are highly suspect), or ever paying the necessary fees (the fees themselves have come under scrutiny in several years as it has been reported that the Dungeon Minions are overpaid and are often seen wearing high end uniforms and outfits selected from the most prestigious catalogs).

But, here you are, all of you.

Ready to get to work?

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.

Chance for a WME as you enter?: 1d6 ⇒ 2

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, even darker than the perpetual shadowy conditions that hang over the city at all times.

Fortunately, all of you have Darkvision

At the bottom of the stairs there is a small Chamber. It is thirty feet square. You entered this Chamber from the south, and the north, east, and west walls all have ten foot wide openings, flanked by simple, and small, columns. These openings lead to Passageways that are not long, and you can see within the range of your vision some of what lies within this Dungeon beyond this first Chamber.

But first you take in the surroundings. This small Chamber is lined with a single wooden shelf, placed four feet from the floor, and supported on metal brackets on the underside. The shelf goes all the way around the room, except where the columns and Passageways in the center of the walls are located. The shelf is virtually littered with clutter, broken bottles, small buckets, tools, dining wear, small boxes with no lids, and shards of materials that you cannot even come close to identifying what they came from (most are ceramic, glass, or wood, but a few shards are actually broken, twisted pieces of metal).

The floor here is swept clean, in a sort of mockingly bizarre contrast to the mess that is the shelf.

To the north the Passageway extends well beyond the range of your Darkvision, straight and unchanging. To the east the Passageway extends only twenty feet and then appears to open into another Chamber and at the very limit of your vision looking that direction you think you can see another Passageway leaving that Chamber. To the west, it is the same as the east, twenty feet of Passageway, a Chamber, and then perhaps another Passageway.

As you enter the central, initial Chamber of Its “A” Dungeon, something troubling seems afoot. A Wandering Monster is nearby

How Far Away is this Wandering Monster: 1d6 + 4 ⇒ (4) + 4 = 8 x 10 feet

What direction is it coming from?: 1d4 ⇒ 1
1- North
2- East
3- West
4- South

Normally these rolls would be made in the Discussion thread, but as it turned out there was a WME right here at the start I decided to put the rolls here – now, would one of you like to go to the Discussion thread and roll for, Monster CR (d20), Monster Table to use (d20), and Monster Type (d100)?

Obviously there were one or more "other" monsters hired to do the job, but you aren't going to let these clowns (gee I hope they aren't actual clowns, those are scary)steal your one shot at a steady job, and possible health benefits with paid vacation days, are you?


Male Dark Contemplative Wizard (shadow illusionist) 4

Praink looks around, trying to discern what is up.

Perception: 1d20 + 13 ⇒ (14) + 13 = 27

Also worth noting that have detect magic up as a constant spell-like ability.


Baconling Rogue(VO) 5 HP45/45 AC20/20/15 (Uncanny dodge) Init:+5 Perception:+17 (+20 for traps) Disable:+14(+17 traps) Lowlight/Darkvision(sunblind), Fort:+4Ref+9Will+2(Plant immunites, Electricity immunity)

Tofutee looks at her companions for a scant few moments. "I wonder if It'Dupree has a hat she just draws from for groups on Adventurer removal teams..." The pale Female? grouses as she begins to descend the stairs. "I hope all of you can see down here, it will make us less likely to get eaten if we don't light torches."
She ticks her head to the side and sighs
"Right, those manners things. I'm Tofutee, formerly of the Reclamation office. I'm good at noticing things, avoiding being seen and opening the really rusty treasure chests. Least I think thats how a normal introduction is supposed to be done" the oddly hued skin states as she scans the area for the traps and tricks that the dungeon was so famous for.
Percpetion: 1d20 + 9 ⇒ (17) + 9 = 26+1 if noticing a trap


Female Dew Elemental Cleric 4

"Hm. I can see. Mostly. Kind of. But I still have the glowy spell memorized in the name of the watery one! You'd be surprised how many monsters you could lure away from your delic... from your beverage stand by throwing something shiny."

She looks to each of the others, then shrugs.

Intuition: 1d20 + 7 ⇒ (1) + 7 = 8

Misty is looking back up from where they came, completely oblivious to anything of importance. "If any of you get thirsty, I can make water too. As much water as I like. Do you think anyone would mind if I just flooded one of the hallways for a few hours? That'd flush out any adventurers, I'm sure."


Male Undead Arcanist 7 | AC 16 T 12 FF 14 | HP 79/79 | F +7 R +4 W +5 | Init +2 | Perc +7

The smell of ale permeates the room before Bud makes his appearance. He has a look around and chimes in obliviously with, "Maybe we can lure these adventurers in with free ale. Never knew an adventurer to turn down ale."

Perception: 1d20 + 7 ⇒ (2) + 7 = 9


Minotaur Fighter 4 | HP 44 | AC 23 T 13 FF 20 | F 6 R 4 W 1 | CMB +8 CMD 21 | Init 5 | Rage 6 rounds/day

Larg shoulders his way in, pushing to the front, grunting

We can just as easily crush their skulls. Distraction and lures are coward's tactics


Female Dew Elemental Cleric 4

"Says the guy whose entire race walks around in circles for a living... Misty muttered under her breath, being perfectly comfortable with 'bringing up the rear'.


Baconling Rogue(VO) 5 HP45/45 AC20/20/15 (Uncanny dodge) Init:+5 Perception:+17 (+20 for traps) Disable:+14(+17 traps) Lowlight/Darkvision(sunblind), Fort:+4Ref+9Will+2(Plant immunites, Electricity immunity)

"Flooding the tunnels would be a very bad idea, well except for the portions of the dungeon that have been pre-flooded for the sunken ruin experience. Those are already flooded though, flooding other places would mean the monsters in the flooded areas would move. Then you end up with creatures out of their environments and large dog to elephant sized spiders eating townsfolk. Least thats what smitty told me about changing the environments down there. More swearing when he said it though" the pale female states as she gets out of the way of the cow man. Well I guess he is a qualified trap spotter then. Sure is big though, wonder how many 'lings he'd make. Perhaps I'll find out if he isnt very good at his job.
"Beer would likely get us some adventurers if they are close though we might need elven wenches or scantily dressed half orc cabana boys depending on what type of adventurers they are. And hope it didnt attract more monsters than adventurers. Plus you smell like a brewery so they might just try to drink you instead. Are you sure you are ok to come down here?"
She states silently glad for the overpowering smell of alcohol, though were one to pay attention or get close to the pale female they would detect the aroma of freshly cooked bacon.


male

Day 6, Turn 73 (approximate time of day, 11:50 am) turn 1 of 6

As the group casually examines the chamber, trying to get a feel for what their next move should be, something scuttles about in the dark that they are unaware of…

Tofutee + Praink:
You see something moving very slowly come within the range of your Darkvision, sixty feet to the north out of the starting chamber, looking down the passageway. You aren’t sure you know what it is, but it is human in shape and size, and creeping along near the west wall, coming toward you.

DM Notes:
Ghoul, AC 14, t 12, ff 12 (+2 dex, +2 nat) | hp 13|f +2, r +2, w +5 |Channel Resistance +2 | Bite +3, d6+1, plus disease plus paralysis, 2 claws +3, d6+1 plus paralysis | paralysis, DC 13 (fort) d4+1 rounds | CMB +2, CMD 14


Female Dew Elemental Cleric 4

"All I'm saying is that this place could use a few more waterslides, right?" She digs through her pockets, and pulls out some gemstones, before looking back to Tofutee. "I have some money if you think hiring either of those would work. It'd save us a lot of time down here. And then I could probably get that promotion. Plus, I've always wondered about where one gets half orc cabana boys. And what Cabanas are. And what exactly wenches are for when you aren't dredging something out of the water." She talked quickly, despite the sheer -volume- of words... it wasn't overly of any value, it seemed.


Baconling Rogue(VO) 5 HP45/45 AC20/20/15 (Uncanny dodge) Init:+5 Perception:+17 (+20 for traps) Disable:+14(+17 traps) Lowlight/Darkvision(sunblind), Fort:+4Ref+9Will+2(Plant immunites, Electricity immunity)

Tofutee looks slightly confused "Well I'm pretty sure they are some sort of bait, like meal worms for fish. Its just you need much bigger bait for humans and halflings." She shrugs lightly looking to the north.
"Hey do any of you remember if we are supposed to have a sixth?"
Tofutee asks, slightly distracted.


Male Undead Arcanist 7 | AC 16 T 12 FF 14 | HP 79/79 | F +7 R +4 W +5 | Init +2 | Perc +7

Could have sworn I posted this morning

Bud looks around and then glares at Tofutee's insinuation of him being drunk. "I am perfectly fine to be down here. I haven't been drunk since I had to drink that vat of ale I fell into in order to get out."

Then to the room in general he says, "Bacon? Does anyone smell bacon? Mmmmm, that would go good with some eggs. I haven't eaten in.... a while."


Male Dark Contemplative Wizard (shadow illusionist) 4

"Attention! There is something down there that is watching us. It seems to be stealthily approaching. Allowing it to reach this location unopposed is clearly contraindicated. Who wishes to volunteer for scouting duty?"


Baconling Rogue(VO) 5 HP45/45 AC20/20/15 (Uncanny dodge) Init:+5 Perception:+17 (+20 for traps) Disable:+14(+17 traps) Lowlight/Darkvision(sunblind), Fort:+4Ref+9Will+2(Plant immunites, Electricity immunity)

Tofutee jumps slightly looking at Bud "Bacon? Nope! No bacon here. Must be somewhere else. Bet all that liquor all at once must have messed up your nose. Making you smell strange things in weir-" Tofutee stops and looks at Praink as he finishes sighing slightly voice dropping to a whisper
"Yes, and now I bet it knows we know. It's going to try and eat us now, Need some kind of signal for ambushes next time."

With the danger pointed out Tofutee looks at the rest of the group and sighs "Anyone know what that thing is? Should we squish it or ask directions?."

the DC to hear us converse is base DC 0. distance of 60ft means its a DC6 for the critter to realize its been discovered.


Female Dew Elemental Cleric 4

"What thing?" Misty looked in the general direction they were affecting.

Perception: 1d20 ⇒ 4

"I'd say we should try to talk to anything that's not an adventurer. You know. Anything that doesn't try to eat us before the talking option comes up."


Male Dark Contemplative Wizard (shadow illusionist) 4

Praink turns to Tofutee: "Irrelevant datum. Leave the thinking to me; you appear unsuited for that duty." Then he says to the creature, "Cease your approach towards these coordinates. Assuming you are here pursuant to relevant legislation, we have no quarrel with you. However, should you continue to approach, we will be forced to consider you hostile and engage."


Baconling Rogue(VO) 5 HP45/45 AC20/20/15 (Uncanny dodge) Init:+5 Perception:+17 (+20 for traps) Disable:+14(+17 traps) Lowlight/Darkvision(sunblind), Fort:+4Ref+9Will+2(Plant immunites, Electricity immunity)

Tofutee sighs and looks at her group, solidly ignoring the shrivel-y humanoid with an excessively large brain and his comments. Welp, Tax return here has given away all chances at stealth for us."
Turning her head back in the sneaky creatures direction she starts speaking again.
"Let me expl-" the pale woman stops midsentence and with a thought. "No let me sum up, I believe the shriveled one asked if you intend to eat us. If not, good. If so, please don't. The mini-taur will turn you into floor jam."
She nods in the aforementioned mini-taur's direction
"I think.."

and all we need now is the minitaur to be good at rhymes. Now where's my rapier.


Minotaur Fighter 4 | HP 44 | AC 23 T 13 FF 20 | F 6 R 4 W 1 | CMB +8 CMD 21 | Init 5 | Rage 6 rounds/day

No

He pulls out his sword and shield and flexes menacingly.

I'm far more into the mood for floor custard. Now leave, you bastard!

Intimidate: 1d20 + 5 ⇒ (10) + 5 = 15

Would you allow Intimidate with strength?


Female Dew Elemental Cleric 4

There's a feat for that! :) Intimidating prowess.


Minotaur Fighter 4 | HP 44 | AC 23 T 13 FF 20 | F 6 R 4 W 1 | CMB +8 CMD 21 | Init 5 | Rage 6 rounds/day

That allows for both str and cha to be added. I'm asking for a substitution. (not that it matters numbers wise). Considering the other ability shifts, str to intimidate makes sense. I'd also be willing to use my trait for that.


male

Day 6, Turn 73 (approximate time of day, 11:50 am) turn 1 of 6

The strange, scrawny creature stands bolt upright when it becomes obvious its movements have been detected. It bends its head sharply to the side, points at Praink and shouts in a sinister screech

I’ll swallow your soul!

And then it bends over at the hips and waist and sprints on all four limbs toward the party

Initiative: 1d20 + 2 ⇒ (3) + 2 = 5

Please establish your character's initiative, I'll try to build a map. Round one begins now!

BONUS EXPERIENCE POINT OFFER - 100 experience points for anyone who post the ONLY correct response(s) to the Ghouls threat in the next 24 hours. Post it in a Spoiler tag, and please don't cheat and look at other Character's Spoiler Posts!

DM Notes:
Ghoul, AC 14, t 12, ff 12 (+2 dex, +2 nat) | hp 13|f +2, r +2, w +5 |Channel Resistance +2 | Bite +3, d6+1, plus disease plus paralysis, 2 claws +3, d6+1 plus paralysis | paralysis, DC 13 (fort) d4+1 rounds | CMB +2, CMD 14


Female Dew Elemental Cleric 4

Spoiler:
know that if the tables were turned, I would show you no mercy? :p

"Hehe. I get it. Custard, cause milk... And cows. Good one.

Init: 1d20 + 3 ⇒ (10) + 3 = 13


Male Dark Contemplative Wizard (shadow illusionist) 4

Initiative: 1d20 + 3 ⇒ (11) + 3 = 14


Minotaur Fighter 4 | HP 44 | AC 23 T 13 FF 20 | F 6 R 4 W 1 | CMB +8 CMD 21 | Init 5 | Rage 6 rounds/day

Spoiler:
Swallow this. Blam!

Init: 1d20 + 4 ⇒ (11) + 4 = 15

-Posted with Wayfinder


Baconling Rogue(VO) 5 HP45/45 AC20/20/15 (Uncanny dodge) Init:+5 Perception:+17 (+20 for traps) Disable:+14(+17 traps) Lowlight/Darkvision(sunblind), Fort:+4Ref+9Will+2(Plant immunites, Electricity immunity)

:
"Swallow this" followed by shotgun.
Man now I want to decapitate this guy and carry around his head even more.

Initiative: 1d20 + 4 ⇒ (6) + 4 = 10
Looking in the liquid womans direction Tofutee nods.
"well he was just informing the creature to steer clear of the area. I wonder how many bad puns we re permitted down here."
And now to see the mini-taur demonstrate the proper method of floor custard creation.


Minotaur Fighter 4 | HP 44 | AC 23 T 13 FF 20 | F 6 R 4 W 1 | CMB +8 CMD 21 | Init 5 | Rage 6 rounds/day

Charging Gore: 1d20 + 8 ⇒ (20) + 8 = 282d6 + 9 ⇒ (4, 2) + 9 = 15
Confirm: 1d20 + 8 ⇒ (14) + 8 = 222d6 + 9 ⇒ (4, 5) + 9 = 18
If still alive, impale: 1d20 + 7 ⇒ (3) + 7 = 10

Larg bows his head and charges at the ghoul, roaring the whole way, and makes good on that promise of floor custard as he solid buries his horns into it's flesh.


male

Yep, that battle is over! Good rolls Larg


male

Day 6, Turn 73 (approximate time of day, 11:50 am) turn 1 of 6

The strange creature comes at the party in jerky sprints, and suddenly Larg lowers his head and snorts. His legs pump once, twice, and then he runs head first at the creature impaling it on his horns and then smashing it into the ground until it is now nothing but a smear on the floor.


Baconling Rogue(VO) 5 HP45/45 AC20/20/15 (Uncanny dodge) Init:+5 Perception:+17 (+20 for traps) Disable:+14(+17 traps) Lowlight/Darkvision(sunblind), Fort:+4Ref+9Will+2(Plant immunites, Electricity immunity)

Tofutee coughs lightly "Well, your certainly deliver. I don't think I've seen that degree of floor custard creation in a long while. And previously it was wall press traps doing it. Any idea what that thing was?"
Tofutee looks at the rest of the group and shrugs
"Which way would an adventurer would go? I suppose we could just follow any fresh paths of carnage as we find them but I have no idea how long that could be."
Face quirked in annoyance she retrieves an spike studded iron rod from her backpack which swiftly folds out into an odd combination of a garden rake and a squeegee.
"Can't have that staining the flagstones. Now wheres the nearest drain...
She moves quickly toward the Mini-taur and the greasy smear.
"Oh and we should probably pick a path to go down, might find some luck going the direction the now custard monster came from. Perhaps he had loot. Would also be good to know what all of you do, well I don't think Mr. Horns needs to explain unless you also happen to be a world class chef or something."

Yeah, that was impressive you should keep doing that. We could sell Larg's homemade floor custard to the gelatinous cubes.
Tofutee has a Traveller's anytool. A fancy low level magic item that I love quite a lot. Does exactly what it says on the tin.


Male Dark Contemplative Wizard (shadow illusionist) 4

Praink begins clapping as he looks toeards Larg. "Well done, sir. Your demonstration of prowess was most heartening, seeing as I tend to rely on the abilities of my companions when it comes to dispatching foes."

Praink looks at Tofutee. "My primary function is thinking. Secondarily, I twist the shadows to my bidding and make people sense things that have perceptual, rather than ontological, existence."


Female Dew Elemental Cleric 4

Know(rel): 1d20 + 4 ⇒ (10) + 4 = 14

Misty slow-claps for the minotaur, clearly impresed... yet somehow, bored at the same time.

"Pretty sure it was a ghoul. And I'm pretty sure that is legitimately custard. I heal things. Except for drunks." She looks over to Bud. "He's on his own. The Watery Lady from which all things flow doesn't really like... alcohol. Or dead people. But you know how it is." She bounces for a few moments, making sloshing noises. "And I do other stuff. Like swim. I'm probably the best swimmer you'll ever meet. Unless you meet someone else who swims a lot, I guess. If anyone gets tired, I can also infuse them with the glory of the Dew.


Baconling Rogue(VO) 5 HP45/45 AC20/20/15 (Uncanny dodge) Init:+5 Perception:+17 (+20 for traps) Disable:+14(+17 traps) Lowlight/Darkvision(sunblind), Fort:+4Ref+9Will+2(Plant immunites, Electricity immunity)

"Huh, so a caster... I think. Don't suppose you're one of those wizards that can turn wood into gold? That could be quite useful, I hope your shadow twisting can do more than puppet shows."
As the pale female goes about her course she walks over to the dungeon floor and begins scraping it free of Ghoul custard.
"So you can heal things and swim really good? that sounds quite helpful. Don't know if I want any dew-y glory if I don't know where it came from. Beyond the normal desire to maim and kill living things do those Ghouls have anything special they do? Might be good to know if we encounter more."
As she finished the simple task of directing pulverized ghoul parts to a drain she shakes the rake free of gore and folds it back into its previous shape.
"Horns is good at squishing things and I'm not sure what the alcohol smelling guy is good for, I don't think we should light torches around him though." Tofutee states as she looks up at the mini-taur.
"I'm Tofutee, formerly of Reclamations like I said earlier. I'm good with finding and dismantling traps, tricks and ambushes. Sneaking around said ambushes and have a pretty good knowledge of the dungeon itself."
Being closer to it than the other ones Tofutee looks to the entry way the Ghoul had come from.
"Any objections to just going this way?"
She asks, using her metal stick to gesture in the direction of the north passageway.

It should also be mentioned that Tofutee looks like a humanoid but is in fact a plant. I don't know if Terquem want to have a roll for such knowledge but I wouldn't contest any of you commenting on such a thing. The whole Plant, tastes like bacon thing could be amusing for her to attempt to hide for a while or we could just get it out into the open now. *shrug*


Male Undead Arcanist 7 | AC 16 T 12 FF 14 | HP 79/79 | F +7 R +4 W +5 | Init +2 | Perc +7

"I AM NOT A DRUNK! SOBER AS A CHURCH MOUSE! It's a side effect of drinking all that ale! I haven't had a good drunk on since I drank all that ale, seems I'm immune now. Don't even get a buzz." Bud says with some disappointment in his voice.

"As to what I can do I tinker around with magic. Today I've got a couple damaging spells, a protective spell and my "Make Me Feel Better" spell. So I don't need your help o bubbly one!" You know by the way he said the last that that was the spells name as far as Bud was concerend.

Without any irony Bud says, "Undead give me the creeps maybe we should try one of the other passages so we don't run into anymore. But I'll go down whichever you want. Maybe we killed all the undead down that way."


male

Day 6, Turn 74 (approximate time of day, 12:00 pm) turn 2 of 6

After a few moments of introductions, and when the grease stain that was a Ghoul has been swept aside, the party finds themselves casually drifting toward the north.

The Passageway is abut sixty feet long, and then thirty feet ahead there are two slender columns on either side of the passageway indicating that there is a Chamber directly ahead.

This Chamber was already found in previous versions, its size has been established, but its contents and if there are exits leading out of the Chamber still remain to be determined. Would someone like to roll for Contents, and then if you approach closer we'll check for possible exits.


Female Dew Elemental Cleric 4

"I guess this is the chamber where we set up camp then. You know. When we have time. Or maybe this is where all the merchants we rescue from certain death will show up later."


Baconling Rogue(VO) 5 HP45/45 AC20/20/15 (Uncanny dodge) Init:+5 Perception:+17 (+20 for traps) Disable:+14(+17 traps) Lowlight/Darkvision(sunblind), Fort:+4Ref+9Will+2(Plant immunites, Electricity immunity)

"Oh..Kay... completely sober, lets go with that." Tofutee states slowly at sober man that smelled like a brewery. "Why don't I just go ahead and see whats over there, so we don't encounter any more nasty walking abominations..."
Tofutee states backing up slightly before looking toward the northern area.
Mah, why did I have to get stuck with the weirdos? can't it be enough that I'm a fiberous gestalt of fungus, smell like bacon. Nope, nope gotta stick me with the toddler with a deformity that speaks like a tax form and the oblivious dead guy. Liquid woman and Mr.Horns seem nice enough though.
One can't help but the get the feeling the self elected scout is moving a bit faster than caution would dictate as she moves ahead of the group.
Tofutee would scan the area cautiously for traps triggers and other wonderful things of the like. Maintaining stealth. likely 30-40ish feet ahead of the group so her schneakiness is not schpoiled.
Perception: 1d20 + 9 ⇒ (5) + 9 = 14+1 if finding trap
Stealth: 1d20 + 14 ⇒ (20) + 14 = 34

EDIT: *sigh* it makes me sad to waste a 20. But tofutee would know nothing about the next room and would act like there was something there regardless of the formless spiritual mass which informs her decisions.


Female Dew Elemental Cleric 4

Misty turned around. "Has anyone seen the pale twitchy thing?" She turned around again, to see if she was just hiding behind her.


Baconling Rogue(VO) 5 HP45/45 AC20/20/15 (Uncanny dodge) Init:+5 Perception:+17 (+20 for traps) Disable:+14(+17 traps) Lowlight/Darkvision(sunblind), Fort:+4Ref+9Will+2(Plant immunites, Electricity immunity)

And so that party that never called each other by name was formed. That's actually amusing, give people excuses to come up with vaugely or obviously insulting nicknames.
Also, anyone who is on right now feel like making the rolls for Doors on the north room? If not I'll do it in a few hours.

One would turn around and think they heard a sound only to realize it was a mouse farting or something. Definitely not a sneaky tofu ninja preventing herself from sneezing at all.
Or look to the north as a bare stone hallway gives Tofu ninjas no place to hide unless they happen to be geckos.


Baconling Rogue(VO) 5 HP45/45 AC20/20/15 (Uncanny dodge) Init:+5 Perception:+17 (+20 for traps) Disable:+14(+17 traps) Lowlight/Darkvision(sunblind), Fort:+4Ref+9Will+2(Plant immunites, Electricity immunity)

think our group is one step backwards from the place we are stated to be on the map.
Tofutee pokes her head around the corner of the corridor at her new allies, not food sources must remember.
"Room is empty, three corridors leading in the cardinals off that way. Come look if you like."


Female Dew Elemental Cleric 4

"Oh, so that's where it went. Misty followed after, "I guess that means it's our dedicated sneak and trapspringer. Good to know. Seems strange though, I'd have thought we'd use the big guy to soak all the traps, as he's less likely to suffer from sudden deflation as a result. Oh well, maybe it's less squishy.. Or more squishy.. than it looks.


Male Undead Arcanist 7 | AC 16 T 12 FF 14 | HP 79/79 | F +7 R +4 W +5 | Init +2 | Perc +7

"Let's go have a look at these three holy corridors and see where they go."

Stealth: 1d20 + 2 ⇒ (4) + 2 = 6

Bud starts walking toward the room exit to the sound of squish, squish, squish with each step. He stops and takes off his boot and pours out about a half cup of ale from each.

He then starts down the corridor and calls back loudly, "Are you coming with me?" and then continues down to the intersection, obviously trying to be stealthy and failing miserably.


Female Dew Elemental Cleric 4

"We should let the trapspringer go alone a little! Misty called after him. "You know, stay spread out so only one of us dies?"


Male Undead Arcanist 7 | AC 16 T 12 FF 14 | HP 79/79 | F +7 R +4 W +5 | Init +2 | Perc +7

Bud gets to the intersection and stops and turns around.

"Good idea Misty. I'll wait here for him so he can check each. I don't want to die. I've come too close once already.", Bud yells backs to Misty as he tries to hide at the corner breathing heavily, almost as if he's forcing himself to breath.


Male Dark Contemplative Wizard (shadow illusionist) 4

"It seems prudent for us to maintain a close enough proximity so as to obviate the possibility of being isolated, yet separated enough to not be targeted all at once. The one who smells of bacon should lead first. Our custard-maker will follow at an interval of 15 ft. I will be a further 15 ft. behind the custard-maker. 15 ft. behind me will be he-who-is-absolutely-not-drunk. Bringing up the rear will be she-who-is-absolutely-not-drinkable."


Female Dew Elemental Cleric 4

"As your designated refresher, I don't think it's wise for me to be sixty or more feet from our trapspringer. They could get sprung again in the time it would take for me to refresh them.


Baconling Rogue(VO) 5 HP45/45 AC20/20/15 (Uncanny dodge) Init:+5 Perception:+17 (+20 for traps) Disable:+14(+17 traps) Lowlight/Darkvision(sunblind), Fort:+4Ref+9Will+2(Plant immunites, Electricity immunity)

Tofutee looks nods and looks to the group. "Well from what I remember of adventuring stuff typically you want a scout and the rest of your group in close proximity to each other in case of ambush from behind. I'd say 15ft seems a bit close but I also don't much like the idea of getting attacked. Don't suppose any of the casty types have a spell to keep contact?
Staying spread out would lessen the risk of us all dying at the hands of a single things but would increase the chances someone gets ambushed and doesn't have time to give the rest of us warning. And then our job to clean up the adventurers mess becomes a cheezy horror play with a creepy guy in a mask and gardening shears."
Tofutee says, mind finally finished catching up with her mouth, one brow quirked when she realized she hadn't actually expressed an opinion.
But yeah, anyway. I'd say we ought to have the main group stick a manageable distance behind me so I can do my job but everyone else should stick together so you can help each other when tentacle monsters come out of the walls. I also very mush like the idea of being closer to the heal-y lady I don't much enjoy agonizing bodily harm.
Important words out of the way she takes a moment and says a few words over her back as she moves a little bit down the corridor to check it, though still in range to continue the conversation.
Also, I hope to be good enough at my job to not need to find out how squishy I am. I'm a female of my species, Oh and... I definitely don't have anything to do with B-Bacon. Nope, not at all. The pale female states, the last assertion slightly faster than the rest of them. Finished She concentrates on her task of sneaking about and not being eaten Lets hope I have more luck then my sister she shudders slightly Don't think i'll ever look at a lemon juicer the same

Cantrip in question would be message. Moving to the crossroads and triggering out various door /hallway checks.


Male Dark Contemplative Wizard (shadow illusionist) 4

"Spreading out over a larger area decreases the possiblity of magical attacks being able to affect all of us. However, your countervailing argument also has merit. Leaving you at the rear of the group seems to be a desideratum," he points at Misty's breastplate, "seeing as how you would be more protected against anything that might sneak up on us, but perhaps we could close the intervals to 5 or 10 ft. between each of us in the main body, with the trapspringer still 15 ft. in front of the custard-maker."

EDIT: "I can in fact keep three of us in contact with each other."


Female Dew Elemental Cleric 4

"Yeah, I'm happy being in the rear, just.. closer. Five feet between each of us seems good. It'll let us squeeze past each other, too, if the place gets too little. And it'll let me stay in range of the custard-maker, in case he needs refreshments. Is anyone thirsty, by the way?"


male

Day 6, Turn 75 (approximate time of day, 12:10 pm) turn 3 of 6

After discovering the large Chamber to be empty, devoid of anything interesting at all the group of monsters continues to become acquainted with one another with idle chit chat, while Tofutee, speaking in a loud whisper, sneaks ahead now and then to scout out possible new passageways to explore.

At the newly discovered Saint Louis Baseball Team arranged intersection, the group pauses for a moment and shuffles around somewhat until they are arranged in a marching order that is mutually agreeable, and Tofutee sneaks northward, discovering a Passageway on the right that branches off of the main north bound Passageway. She signals for the others to follow, and slowly, while updating the map as quickly as they can, the group begins moving to the new intersection.

That’s the end of Turn 3, no WME is indicated so Turn 4 begins now with new decisions to be made. You can explore for two more turns, and then you must take a “Ten Minute Break” a full turn when no new features can be identified. The assumption here is that even though you are brave, competent, and somewhat experienced “Monster(heroes)” exploring unknown Dungeons rumored to be filled with danger is taxing, and a bit draining on the mind and body, so one turn in every six must be spent doing nothing but checking to make sure you have your map up to date, stretching, checking your gear, and clearing your head. Monsters (characters) who do not rest for one turn in every six risk suffering penalties on Initiative die rolls

Day 6, Turn 76 (approximate time of day, 12:20 pm) turn 4 of 6


Baconling Rogue(VO) 5 HP45/45 AC20/20/15 (Uncanny dodge) Init:+5 Perception:+17 (+20 for traps) Disable:+14(+17 traps) Lowlight/Darkvision(sunblind), Fort:+4Ref+9Will+2(Plant immunites, Electricity immunity)

Tofutee returns to the main group, leaning up against one of the dungeon walls and keeping an eye on the north. she tries her best to ignore the trappings of the corridor So tacky... need to mark this one down for cube consumption and refurbishing. they might get to it in a decade or so.

"So more corridor north, there's another one shooting off to the west here. We could keep going north or we could take the turn here.
Kind of want to check the other two directions at that intersection. I'd bet the one going south head back to the main room but it would be good to know whats behind us."

Tofutee reaches behind her and retrieves a waterskin. "Don't think i'll need more water for a while but its good to know we don't have to worry about it later. Its something we can drink that won't turn us sixty feet tall or make us grow tails right? The 'trapspringer' then nods in the overly large headed one's direction. "If you can keep three of us in contact I guess the best option would be myself, liquid lady due to her being in the back and whoever is in the middle of the pack." she states doing her best to smooth her features when looking at the large headed caster. Please don't say that's you, please don't say that's you.

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