2_________DF________2 (Inactive)

Game Master Brian Minhinnick


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This is the moment you've been waiting for. You and your companions have just been teleported into the first dungeon for the premier episode of Dungeon Flag.

Your new patrons and their customers are watching with much anticipation to see who will survive, and who will thrive in the game of Dungeon Flag!

You find yourselves in what is clearly a constructed place. The walls of the arena are seemingly cut from one giant stone block. The floors, walls, and ceiling are all perfectly smooth, showing no joints. The ceilings are fifteen feet tall.

The initial room you find yourselves in is a 50'x90' rectangle, with a brightly glowing orb set into the ceiling for light. There is an open stone archway on the eastern end of the room.

Map

What do you do?


Avatar
Vitals:
HP: 27/27 | AC: 21; T: 21; FF: 17; CMD: 15 (+5 vs grapple) | Fort: + 4; Ref: +7; Will: +8 | Init: +4; Perc: 21; Stealth: 25

The darkly-clad ratfolk immediately sets about increasing his survivability and casts a spell (mage armor). "Is everyone ready? Let's get this done!"


Male Dhampir
VITALS:
AC: 21, T: 11, FF: 20; HP: 28/28; F9, R:8, W:7;(+2 vs Enchant) CMD 18; CMB +6; Init: +4 ; Perc:-1
Anti-Paladin 3
Skills:
Bluff +11, Handle Animal +11, Intimidate +11, Sense Motive +5 

I agree. Take point, ill be the rear guard as he gets ready. That flag and the prize will be theirs


Human Sorcerer 9 HP: 52/56 | AC:20 T: 16 FF: 12 | Fort: +8 | Ref: +9 | Will: +10 | Perception: +18 Initiative: +5

Casts Mage Armor as well. I guess I am in the middle.
I will be 15 feet behind Zinkov.


Avatar
Vitals:
HP: 27/27 | AC: 21; T: 21; FF: 17; CMD: 15 (+5 vs grapple) | Fort: + 4; Ref: +7; Will: +8 | Init: +4; Perc: 21; Stealth: 25

So, the marching order is Me ... 15ft ... William ... 15ft ... Zinkov. Is that correct?

Skivven nods to his teammates and begins cautiously making his way into the dungeon. I'll be taking10 on Perception/Stealth for the time-being and will let you know when that changes.


The next chamber is long and rectangular, of the same construction as the first room. It lacks a light in the ceiling, but that makes no difference for this team. Skivven leads the way across the chamber and about halfway down comes into sight of another doorway.

Map


Human Sorcerer 9 HP: 52/56 | AC:20 T: 16 FF: 12 | Fort: +8 | Ref: +9 | Will: +10 | Perception: +18 Initiative: +5

I would like to roll perception and stealth when I enter each room.

perception: 1d20 + 4 ⇒ (19) + 4 = 23

stealth: 1d20 + 9 ⇒ (12) + 9 = 21


Noted. Stealth makes you quiet, but won't hide you unless you have cover or concealment. Just a heads up, because a lot of DMs don't run it like it's supposed to be run. So even if you roll a 500 on your stealth check, if you're standing in the middle of a room and someone walks in and has line of sight to you, they automatically see you.


Human Sorcerer 9 HP: 52/56 | AC:20 T: 16 FF: 12 | Fort: +8 | Ref: +9 | Will: +10 | Perception: +18 Initiative: +5

If we walk into a room with low light or darkness wouldn't that count as concealment? I am not looking to sneak attack or anything, I am just looking to not die.


A dark room would from people who don't have darkvision, yes. Same goes for low-light and low-light vision. I'm not trying to tell you not to stealth, I'm just pointing out its limitations so there are no unexpected rulings later (^_^).


Human Sorcerer 9 HP: 52/56 | AC:20 T: 16 FF: 12 | Fort: +8 | Ref: +9 | Will: +10 | Perception: +18 Initiative: +5

I completely agree.


Avatar
Vitals:
HP: 27/27 | AC: 21; T: 21; FF: 17; CMD: 15 (+5 vs grapple) | Fort: + 4; Ref: +7; Will: +8 | Init: +4; Perc: 21; Stealth: 25

Skivven looks back at his teammates and opens-and-closes his hands a few times before continuing his cautious advance. (still taking 10 on Perception/Stealth)

Trying to convey that there's a doorway up ahead. Not sure if it takes an understanding check or not. Also, I completely agree with that Stealth ruling. It's how I've always played it. After all, HIPS is one of the major perks of playing a Shadowdancer. :-)


Male Dhampir
VITALS:
AC: 21, T: 11, FF: 20; HP: 28/28; F9, R:8, W:7;(+2 vs Enchant) CMD 18; CMB +6; Init: +4 ; Perc:-1
Anti-Paladin 3
Skills:
Bluff +11, Handle Animal +11, Intimidate +11, Sense Motive +5 

Full plate, im not even going to try to make a check. then again, my stealth is only -3

Clanky Clanky: 1d20 - 3 ⇒ (17) - 3 = 14


Human Sorcerer 9 HP: 52/56 | AC:20 T: 16 FF: 12 | Fort: +8 | Ref: +9 | Will: +10 | Perception: +18 Initiative: +5

William walks cautiously forward following along.


Skivven perception: 1d20 + 9 ⇒ (16) + 9 = 25

Skivven moves up to the door and examines it, checking for traps. He finds it untrapped and unlocked, and opens it. This vast chamber is dark, and he cannot see all the way across it. The ratman leads his companions down along the eastern wall of the chamber until he comes into sight of an opening in the south wall, and a stout wooden door in the southwest corner of the room.

Map


Avatar
Vitals:
HP: 27/27 | AC: 21; T: 21; FF: 17; CMD: 15 (+5 vs grapple) | Fort: + 4; Ref: +7; Will: +8 | Init: +4; Perc: 21; Stealth: 25

Skivven carefully moves closer to the opening and examines it.

If there's nothing unusual there, I'll walk around until I can agitatedly judge the entire chamber and see all entrances/exits. Taking 10 on Perception/Stealth as usual.


Skivven takes a brief scouting mission around the chamber and returns to report a portcullis to the south, and three potential doors on the western wall of the room.

Map


Avatar
Vitals:
HP: 27/27 | AC: 21; T: 21; FF: 17; CMD: 15 (+5 vs grapple) | Fort: + 4; Ref: +7; Will: +8 | Init: +4; Perc: 21; Stealth: 25

"Four possibilities... Shall we put it to a vote? "


Human Sorcerer 9 HP: 52/56 | AC:20 T: 16 FF: 12 | Fort: +8 | Ref: +9 | Will: +10 | Perception: +18 Initiative: +5

Walks to the middle of the room and looks around. Then walks to the portcullis and casts detect magic.

Checking for magic guys.


William sees no magical auras when looking through the portcullis, or methods of opening it (other than brute strength) for that matter.


Male Dhampir
VITALS:
AC: 21, T: 11, FF: 20; HP: 28/28; F9, R:8, W:7;(+2 vs Enchant) CMD 18; CMB +6; Init: +4 ; Perc:-1
Anti-Paladin 3
Skills:
Bluff +11, Handle Animal +11, Intimidate +11, Sense Motive +5 

Then what? Lets just force the thing open


Human Sorcerer 9 HP: 52/56 | AC:20 T: 16 FF: 12 | Fort: +8 | Ref: +9 | Will: +10 | Perception: +18 Initiative: +5

Let me check the other potential doors.
William casts detect magic toward the remaining three doors.


William finds no magic on any of the other doors either. Returning to Zinkov's suggestion, he tries to lift the portcullis.

Zinkov's strength check: 1d20 + 3 ⇒ (13) + 3 = 16

It takes him a second, but the dhampir manages to lift the portcullis up.

Inside this lit chamber the trio find another portcullis with a further chamber beyond.

Map


Human Sorcerer 9 HP: 52/56 | AC:20 T: 16 FF: 12 | Fort: +8 | Ref: +9 | Will: +10 | Perception: +18 Initiative: +5

Well now what?

stealth: 1d20 + 9 ⇒ (4) + 9 = 13
perception: 1d20 + 4 ⇒ (3) + 4 = 7

Detect magic on the new portcullis.


Male Dhampir
VITALS:
AC: 21, T: 11, FF: 20; HP: 28/28; F9, R:8, W:7;(+2 vs Enchant) CMD 18; CMB +6; Init: +4 ; Perc:-1
Anti-Paladin 3
Skills:
Bluff +11, Handle Animal +11, Intimidate +11, Sense Motive +5 

"See anything there in front?" he whispers carefully


The new portcullis is not magical.

Zinkov moves forward after Skivven reports an empty chamber ahead. He tries to lift the portcullis.

Strength check: 1d20 + 3 ⇒ (4) + 3 = 7

He cannot get it on his first try.

Wanna keep tugging at it, or go back the other way? Each attempt is a round's worth of time.


Male Dhampir
VITALS:
AC: 21, T: 11, FF: 20; HP: 28/28; F9, R:8, W:7;(+2 vs Enchant) CMD 18; CMB +6; Init: +4 ; Perc:-1
Anti-Paladin 3
Skills:
Bluff +11, Handle Animal +11, Intimidate +11, Sense Motive +5 

Lift: 1d20 + 3 ⇒ (20) + 3 = 23

-Posted with Wayfinder


On his second try, Zinkov gets them through the portcullis. There is only one possible exit from the chamber, so Skivven goes to examine it.

Skivven perception: 1d20 + 9 ⇒ (15) + 9 = 24

He finds no traps on the door, so attempts to open it. Apparently, he wasn't quite observant enough.

Skivven will save: 1d20 + 6 ⇒ (13) + 6 = 19
Damage to Skivven: 1d8 + 1 ⇒ (7) + 1 = 8/2 = 4 negative energy damage

A black shock of energy leaps out of the door frame, into Skivven. The door frame glows briefly with shadowy sigils. Holding the door open behind him, Skivven peeks into the room to reveal a dead end chamber.

Map


Human Sorcerer 9 HP: 52/56 | AC:20 T: 16 FF: 12 | Fort: +8 | Ref: +9 | Will: +10 | Perception: +18 Initiative: +5

Checking the room for any hidden doors.

perception: 1d20 + 4 ⇒ (15) + 4 = 19


Human Sorcerer 9 HP: 52/56 | AC:20 T: 16 FF: 12 | Fort: +8 | Ref: +9 | Will: +10 | Perception: +18 Initiative: +5

I will also use a charge of my wand of infernal healing on Skivven.


Male Dhampir
VITALS:
AC: 21, T: 11, FF: 20; HP: 28/28; F9, R:8, W:7;(+2 vs Enchant) CMD 18; CMB +6; Init: +4 ; Perc:-1
Anti-Paladin 3
Skills:
Bluff +11, Handle Animal +11, Intimidate +11, Sense Motive +5 

" Should have been me" he grins


William sees no hidden doors in the chamber.

Skivven heal 1 HP for now. You'll heal more as we move forward.


Human Sorcerer 9 HP: 52/56 | AC:20 T: 16 FF: 12 | Fort: +8 | Ref: +9 | Will: +10 | Perception: +18 Initiative: +5

Well nothing in here. Lets back track two rooms and check out those other doors
perception on doors: 1d20 + 4 ⇒ (10) + 4 = 14


William doesn't see anything wrong with the doors, but the top door appears to be locked.


Skivven perception check: 1d20 + 9 ⇒ (5) + 9 = 14
Zinkov perception: 1d20 - 1 ⇒ (9) - 1 = 8

The other two-thirds of the team don't notice anything amiss with the locked door either.


Human Sorcerer 9 HP: 52/56 | AC:20 T: 16 FF: 12 | Fort: +8 | Ref: +9 | Will: +10 | Perception: +18 Initiative: +5

I will attempt to open the middle door.


Skivven disable device: 1d20 + 13 ⇒ (19) + 13 = 32

Skivven unlocks the door with little issue.

1d20 + 9 ⇒ (19) + 9 = 281d20 + 4 ⇒ (5) + 4 = 91d20 - 1 ⇒ (4) - 1 = 3

It's as William is going to open the door that Skivven hears it. Coming from behind the north-eastern corner door (the one above you guys) he hears two different voices say a single arcane sounding word each.


Male Dhampir
VITALS:
AC: 21, T: 11, FF: 20; HP: 28/28; F9, R:8, W:7;(+2 vs Enchant) CMD 18; CMB +6; Init: +4 ; Perc:-1
Anti-Paladin 3
Skills:
Bluff +11, Handle Animal +11, Intimidate +11, Sense Motive +5 

Zinkov readies his weapon. He doesnt like magic from a source he doesnt know

-Posted with Wayfinder


Avatar
Vitals:
HP: 27/27 | AC: 21; T: 21; FF: 17; CMD: 15 (+5 vs grapple) | Fort: + 4; Ref: +7; Will: +8 | Init: +4; Perc: 21; Stealth: 25

Skivven mutters in Ratfolk before vanishing from sight.

Swift: activate Kirin Style. Standard: cast vanish


Human Sorcerer 9 HP: 52/56 | AC:20 T: 16 FF: 12 | Fort: +8 | Ref: +9 | Will: +10 | Perception: +18 Initiative: +5

With a few mutters and a great glow a shield of force emerges in front of William.

Standard: Cast Shield


Okay those actions go off without anything happening. If you beat a DC 23 perception check you hear someone casting a spell while you guys are doing these buffs as well.

Go ahead and post another round of actions each.


Male Dhampir
VITALS:
AC: 21, T: 11, FF: 20; HP: 28/28; F9, R:8, W:7;(+2 vs Enchant) CMD 18; CMB +6; Init: +4 ; Perc:-1
Anti-Paladin 3
Skills:
Bluff +11, Handle Animal +11, Intimidate +11, Sense Motive +5 

"Lets move forward slowly" he whispers to the group

-Posted with Wayfinder


Move where exactly?


Male Dhampir
VITALS:
AC: 21, T: 11, FF: 20; HP: 28/28; F9, R:8, W:7;(+2 vs Enchant) CMD 18; CMB +6; Init: +4 ; Perc:-1
Anti-Paladin 3
Skills:
Bluff +11, Handle Animal +11, Intimidate +11, Sense Motive +5 

his suggestion is toward where we hear the sound from

-Posted with Wayfinder


K so the upper door. Does he actually move there?


Male Dhampir
VITALS:
AC: 21, T: 11, FF: 20; HP: 28/28; F9, R:8, W:7;(+2 vs Enchant) CMD 18; CMB +6; Init: +4 ; Perc:-1
Anti-Paladin 3
Skills:
Bluff +11, Handle Animal +11, Intimidate +11, Sense Motive +5 

if he gets a nod from others he will take point.

-Posted with Wayfinder


Human Sorcerer 9 HP: 52/56 | AC:20 T: 16 FF: 12 | Fort: +8 | Ref: +9 | Will: +10 | Perception: +18 Initiative: +5

William nods at Zinkov and slowly moves along 10 feet behind him.

stealth: 1d20 + 9 ⇒ (12) + 9 = 21
perception: 1d20 + 4 ⇒ (17) + 4 = 21


Need to know what Skivven is doing exactly. But if he doesn't post in 24 hours I'll DMPC him.

He's healed another two HP from the infernal healing. It has seven rounds left.


Avatar
Vitals:
HP: 27/27 | AC: 21; T: 21; FF: 17; CMD: 15 (+5 vs grapple) | Fort: + 4; Ref: +7; Will: +8 | Init: +4; Perc: 21; Stealth: 25

(Seeing as he's currently invisible....) Skivven whispers, "Zinkov, open the door." He'll then move to where he can see inside the room.

In case I don't see the next update in time, here's what I'm doing: Once he can see what's inside, he'll swift action identify the least-armored opponent (He passes the required DC on a 5 or higher unless it's an animal or outsider). He'll also ready an action to magic missile (2d4+3) the first person to cast a spell in an attempt to interrupt it.

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