B4: The Lost City by Tom Moldvay (Inactive)

Game Master Branding Opportunity

Loot Sheet


1,151 to 1,200 of 1,205 << first < prev | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | next > last >>

Male Human Cleric 1 Initiative +8 AC 12 Hp 12/12 Fort +3 Ref +2 Will +5 Perception +3

Loges guides the horse up until the ladder. The wizard helps unload. He then uses his magic to "brush" the horse before thanking it and dismissing it.

Once back at camp, Loges helps where he is able.

Yes, a good meal and some rest before venturing back in.

Considering that we are in a desert; I assume that we sleep during the hot afternoons and explore at night? Loges will prepare his spells after 8 hours rest.


Male Human (Mwangi-Mauxi) Fighter, HP: 16/16, Non Lethal: 0, AC: 20(18+2), FF: 18(16+2), Touch: 14(12+2), Fort +4, Ref +2, Will +3

"Maybe the urns are some kind of a place to put offerings, to send to the afterlife... or a vault somewhere."


Init +4; Perception +5; AC 16; HP 7/8 ; Fort 0 Ref +5 Will 0

Tollo pulls up his hood to cover his freshly cut head from the sun.

"Whatever they were meant for- they'll fetch a pretty penny once we're outta here. Gotta think about the future, that's what my cousin Yollo always said..."


Discord Chat, Map
Horek Varshot wrote:
Horek is glad to be outside again, beneath the sky and with fresh air to breathe deep. Still curious about the urns, the half-orc continues to experiment, finding small insects to drop in them to see if they remain alive after being teleported from one urn to another, and wondering where the contents of the 'disappearing' urn might end up, speculating aloud that perhaps there is a room somewhere beneath the pyramid where they end up - though for what purpose he cannot imagine.

Horek drops the insects into the four urns and notices that they seem to be unchanged by their journey through three of the vessels; what happens to the insect dropped in the fourth urn remains a mystery.

Horek Varshot wrote:
With playtime over, Horek suggests they spend the rest of the day hunting for local game and preparing the carcasses of those already slain and those they hope to take in order to bolster their food supply. As usual, he avoids the pool with the ooze that lurks within.

Horek wanders off to do some hunting, but manages not to catch anything, although he does get a better understanding of the layout of the abandoned city.

Would you like to follow Loges' advice and stay in the tent while the sun is still high or in the sky, or do you want to head back into the pyramid. If so, where do you want to go?


Dwarf Cleric 1 | HP 11/11 | AC 16 : TAC 10 : FAC 16 | Fort +5 : Reflex +0 : Will +5 (+2 vs. poison, spells, & SLAs) | Perc. +8/+10 (darkv. 60') : S.M. +7 | Init +0 : Move 30' | ST +2 DX +0 CN +3 IN +2 WI +3 CH +0 | K (arcana) +7 : K (religion) +6 : Spellcraft +6 | Warhammer +2, 1d8+2 : Sling +0, 1d4+2 : Hand of the Acolyte +3, 1d8+2
resources:
Channel 1d6 2/3 : Hand of the Acolyte 5/6 : Agile Feet 6/6 : Spells (1st) 2/3
Buffs: none Conditions: none

"Before we decide what to do next, is anyone injured?"

I am good to continue.


Human Ranger (Skirmisher) 7 | Init: +2 | Per: +11 | Fort: +9, Reflex: +8, Will: +6 | HP: 74 (of 74) | AC: 21, FF AC: 19, Touch AC: 12 | CMD: 23 | Special Notes: None | Animal Companion: 'Whisper' - Large Wolf (6 HD) | Init: +2 | Per: +6 | Fort: +10, Reflex: +7 (Evasion), Will: +5 | HP: 63 (of 63) | AC: 19, FF AC: 17, Touch AC: 11 | CMD: 23 (27 vs Trip) | Special Notes: None

Thinking we were going to rest first, right? To gain HP and spells back? Horek is only down 3 HP, but at 1st level those three points can mean everything. If everyone else is OK with heading straight back in though, we can do that.


Dwarf Cleric 1 | HP 11/11 | AC 16 : TAC 10 : FAC 16 | Fort +5 : Reflex +0 : Will +5 (+2 vs. poison, spells, & SLAs) | Perc. +8/+10 (darkv. 60') : S.M. +7 | Init +0 : Move 30' | ST +2 DX +0 CN +3 IN +2 WI +3 CH +0 | K (arcana) +7 : K (religion) +6 : Spellcraft +6 | Warhammer +2, 1d8+2 : Sling +0, 1d4+2 : Hand of the Acolyte +3, 1d8+2
resources:
Channel 1d6 2/3 : Hand of the Acolyte 5/6 : Agile Feet 6/6 : Spells (1st) 2/3
Buffs: none Conditions: none

"Ah, buck up, laddie. It's not so bad, is it?"

Bolgar pulls out his symbol and a warm wash of energy pours over everyone. Injuries are healed, and palms become itchy.

Channel Energy: 1d6 ⇒ 5

"Tha' should do ye for a while."

I have 2 channels left.


Human Ranger (Skirmisher) 7 | Init: +2 | Per: +11 | Fort: +9, Reflex: +8, Will: +6 | HP: 74 (of 74) | AC: 21, FF AC: 19, Touch AC: 12 | CMD: 23 | Special Notes: None | Animal Companion: 'Whisper' - Large Wolf (6 HD) | Init: +2 | Per: +6 | Fort: +10, Reflex: +7 (Evasion), Will: +5 | HP: 63 (of 63) | AC: 19, FF AC: 17, Touch AC: 11 | CMD: 23 (27 vs Trip) | Special Notes: None

Horek grins at Bolgar as his wounds heal instantly. "Much better. Let's go."

Let's do this! Head back down to the dwarf jester sarcophagus and try that door? Or investigate the other hallway outside the room with the ramp?


Male Human Cleric 1 Initiative +8 AC 12 Hp 12/12 Fort +3 Ref +2 Will +5 Perception +3

Loges stays in camp. The wizard seems spent.


Discord Chat, Map

The group spends an uneventful day and night in the desert, although its reasons are getting low, even if it never find out of water thanks to the clerics' orisins.


Human Ranger (Skirmisher) 7 | Init: +2 | Per: +11 | Fort: +9, Reflex: +8, Will: +6 | HP: 74 (of 74) | AC: 21, FF AC: 19, Touch AC: 12 | CMD: 23 | Special Notes: None | Animal Companion: 'Whisper' - Large Wolf (6 HD) | Init: +2 | Per: +6 | Fort: +10, Reflex: +7 (Evasion), Will: +5 | HP: 63 (of 63) | AC: 19, FF AC: 17, Touch AC: 11 | CMD: 23 (27 vs Trip) | Special Notes: None

Horek considers the state of their rations and makes a suggestion to the others that they spend the early and middle hours of the day hunting and preparing any food they find, then explore the pyramid later, when the sun is high and the cooler interior of the stone building will provide relief.

I'm thinking we all make Survival checks to gather food, with one character with a decent modifier taking 'lead' and those with no modifiers or negatives offering assistance in 'aid another' checks. Figure we can spend the morning hours doing that with a few hours at mid-day cleaning and prepping any animals we bring down or fruits gathered and then explore the pyramid in the mid-afternoon and early evening. Since combat is likely, and we will probably need rest after a handful of encounters, we will probably only be in the pyramid for three or four hours anyway. What do you all think?


Male Human Cleric 1 Initiative +8 AC 12 Hp 12/12 Fort +3 Ref +2 Will +5 Perception +3

Survival aid another: 1d20 + 1 ⇒ (3) + 1 = 4

Fitting, actually!

Well rested and unbearably excited for the day's exploration, Loges studies his spellbook before venturing out of the tent.
Having cleaned and colored his garments and self with his magic, the wizard appears before the group. His robes are a multitude of greens, Brown's, and tans. His skin seems to follow the same motif as his robes, except his face has only a thick black line just under each eye.

Are we going hunting, or what!


Max HP: 12; Current HP: 12; AC: 15 (touch 9, ff 15); CMD: 14; F/R/W: +3/+1/+1 (+2 vs charms, compulsions, and emotion effects);

”Why did you make them green? This is a desert,” Timbur points out.


Human Ranger (Skirmisher) 7 | Init: +2 | Per: +11 | Fort: +9, Reflex: +8, Will: +6 | HP: 74 (of 74) | AC: 21, FF AC: 19, Touch AC: 12 | CMD: 23 | Special Notes: None | Animal Companion: 'Whisper' - Large Wolf (6 HD) | Init: +2 | Per: +6 | Fort: +10, Reflex: +7 (Evasion), Will: +5 | HP: 63 (of 63) | AC: 19, FF AC: 17, Touch AC: 11 | CMD: 23 (27 vs Trip) | Special Notes: None

Horek leads a hunt for food, hoping to have better luck than the day before.

Survival Check DRR: 1d20 + 5 ⇒ (7) + 5 = 12


Dwarf Cleric 1 | HP 11/11 | AC 16 : TAC 10 : FAC 16 | Fort +5 : Reflex +0 : Will +5 (+2 vs. poison, spells, & SLAs) | Perc. +8/+10 (darkv. 60') : S.M. +7 | Init +0 : Move 30' | ST +2 DX +0 CN +3 IN +2 WI +3 CH +0 | K (arcana) +7 : K (religion) +6 : Spellcraft +6 | Warhammer +2, 1d8+2 : Sling +0, 1d4+2 : Hand of the Acolyte +3, 1d8+2
resources:
Channel 1d6 2/3 : Hand of the Acolyte 5/6 : Agile Feet 6/6 : Spells (1st) 2/3
Buffs: none Conditions: none

Survival Aid (untrained): 1d20 + 3 ⇒ (13) + 3 = 16

"It's easiest to find food where there is shade, or near water. If the vegetation is green, that's a good sign."


Male Human Cleric 1 Initiative +8 AC 12 Hp 12/12 Fort +3 Ref +2 Will +5 Perception +3

Loges' enthusiasm is only shadowed by his lack of nature knowledge....


Init +4; Perception +5; AC 16; HP 7/8 ; Fort 0 Ref +5 Will 0

Survival (untrained): 1d20 - 1 ⇒ (16) - 1 = 15

Tollo doesn't know the first thing about seeking out prey, but he does know how to be quiet and shoot his crossbow at anything that looks edible.


Dwarf Cleric 1 | HP 11/11 | AC 16 : TAC 10 : FAC 16 | Fort +5 : Reflex +0 : Will +5 (+2 vs. poison, spells, & SLAs) | Perc. +8/+10 (darkv. 60') : S.M. +7 | Init +0 : Move 30' | ST +2 DX +0 CN +3 IN +2 WI +3 CH +0 | K (arcana) +7 : K (religion) +6 : Spellcraft +6 | Warhammer +2, 1d8+2 : Sling +0, 1d4+2 : Hand of the Acolyte +3, 1d8+2
resources:
Channel 1d6 2/3 : Hand of the Acolyte 5/6 : Agile Feet 6/6 : Spells (1st) 2/3
Buffs: none Conditions: none

"Good shot, Tollo! That cactus has a pulpy interior that is quite nutritious."


Init +4; Perception +5; AC 16; HP 7/8 ; Fort 0 Ref +5 Will 0

Tollo winds his crossbow, a sour look on his face.

"I meant to get the buzzard, but I guess the cactus will do."


Male Human (Mwangi-Mauxi) Fighter, HP: 16/16, Non Lethal: 0, AC: 20(18+2), FF: 18(16+2), Touch: 14(12+2), Fort +4, Ref +2, Will +3

"Maybe we should ask if we can eat the holy bees... or would that start a holy war against us?"


Dwarf Cleric 1 | HP 11/11 | AC 16 : TAC 10 : FAC 16 | Fort +5 : Reflex +0 : Will +5 (+2 vs. poison, spells, & SLAs) | Perc. +8/+10 (darkv. 60') : S.M. +7 | Init +0 : Move 30' | ST +2 DX +0 CN +3 IN +2 WI +3 CH +0 | K (arcana) +7 : K (religion) +6 : Spellcraft +6 | Warhammer +2, 1d8+2 : Sling +0, 1d4+2 : Hand of the Acolyte +3, 1d8+2
resources:
Channel 1d6 2/3 : Hand of the Acolyte 5/6 : Agile Feet 6/6 : Spells (1st) 2/3
Buffs: none Conditions: none

"I suppose it's too late to offer to take the bees out for 'burial.'" Bolgar chuckles.


Discord Chat, Map

The group does its best to track down game in the heat of the morning sun, and comes up with a few lizards and a buzzards. Not much by their normal standards, but in the desert all is welcome.

The day passes without much else to report. You see the occasional scavengers in the distance as evening approaches, but they seem too afraid to approach within bowshot.

Finally the sun dips below the western mountains and it rapidly starts cooling. Time to reenter the pyramid.

You've rested a full day now, so the casters get their spells back and everyone gets an hp if they still need one. Where do you want to return in the pyramid? Options include the corridor with the buttons, the rest of Tier 3, or into Tier 4 (Tier 1 being the entrance chamber, and Tier 2 where you encountered the Warriors of Madarua, or down to Tier 4 where you found the jester's tomb).


Male Human Cleric 1 Initiative +8 AC 12 Hp 12/12 Fort +3 Ref +2 Will +5 Perception +3

Loges awakens refreshed and ready to explore!
After memorizing his few spells, the young wizard joins his new friends.

So, we haven't quite figured out those buttons. I suggest that we continue to explore to find more clues. It seems that we have more to uncover on that level.

Finish Tier 3 until we figure out those buttons better?


Male Human (Mwangi-Mauxi) Fighter, HP: 16/16, Non Lethal: 0, AC: 20(18+2), FF: 18(16+2), Touch: 14(12+2), Fort +4, Ref +2, Will +3

Zuberri nods "I agree, I'm not banking on discovering what the buttons mean any time soon with what we have got."


Init +4; Perception +5; AC 16; HP 7/8 ; Fort 0 Ref +5 Will 0

Tollo shrugs.
"Beats dying of exposure. Let's go- we gotta keep an eye out for another bee to steal, right? Or do we want to let the Gormites hold their grudge?"


Discord Chat, Map

I'll have you continue exploring Tier 3 then; at least that's what I gather the consensus is.

The group gathers its belongings and once again bids farewell to Abdul and Zaaid and heads back into the pyramid of Cynidicea.

In the central room of Tier 2, you find three members of the Brotherhood of Gorm camped out, their weapons at the ready. Given that all of them wear the same masks of Gorm (depicted as a long-haired, stern looking man), it is hard to tell whether you have encountered these individuals before.

One of the Brothers holds up their hands in greeting as you descend the rickety ladder from Tier 1.

"Greetings, Outlanders. We have be stationed here to find out how your quest to recover the Holy Bzzts goes? Our leader, Kanadius, is eager for news, as he is greatly saddened by their loss. Have you been able to restore your honor and come into the good graces of Gorm again?"


Male Human Cleric 1 Initiative +8 AC 12 Hp 12/12 Fort +3 Ref +2 Will +5 Perception +3

Loges steps up to the Gormites; a smile on his youthful face.

Oh, honored Gormites, we, the most unworthy, have yet to encounter these wondrous of holy Bzzts. Our labors have not been in vain: We have discovered that there are more places to search. So, hold out hope for the returning of the most holy Bzzts.


Dwarf Cleric 1 | HP 11/11 | AC 16 : TAC 10 : FAC 16 | Fort +5 : Reflex +0 : Will +5 (+2 vs. poison, spells, & SLAs) | Perc. +8/+10 (darkv. 60') : S.M. +7 | Init +0 : Move 30' | ST +2 DX +0 CN +3 IN +2 WI +3 CH +0 | K (arcana) +7 : K (religion) +6 : Spellcraft +6 | Warhammer +2, 1d8+2 : Sling +0, 1d4+2 : Hand of the Acolyte +3, 1d8+2
resources:
Channel 1d6 2/3 : Hand of the Acolyte 5/6 : Agile Feet 6/6 : Spells (1st) 2/3
Buffs: none Conditions: none

"If you could gie us some clue as te where such Bzzts could be found, tha' would help muchly."

"But while we are speaking to ye, do ye perhaps know anythin' about the wee buttons on the wall one floor daun? One seemed ta open the door, but then there wair eight more buttons, and we dinnae want ta press them withoot knowin' wh' they do."


Human Ranger (Skirmisher) 7 | Init: +2 | Per: +11 | Fort: +9, Reflex: +8, Will: +6 | HP: 74 (of 74) | AC: 21, FF AC: 19, Touch AC: 12 | CMD: 23 | Special Notes: None | Animal Companion: 'Whisper' - Large Wolf (6 HD) | Init: +2 | Per: +6 | Fort: +10, Reflex: +7 (Evasion), Will: +5 | HP: 63 (of 63) | AC: 19, FF AC: 17, Touch AC: 11 | CMD: 23 (27 vs Trip) | Special Notes: None

Horek watches the interaction, uncertain as to whether these Gormites are truly allies or not.


Male Human (Mwangi-Mauxi) Fighter, HP: 16/16, Non Lethal: 0, AC: 20(18+2), FF: 18(16+2), Touch: 14(12+2), Fort +4, Ref +2, Will +3

Zuberi stands ready in case the Gormites decide that the group has unwittingly made some kind of insult due to not know the cultural or spiritual significance of something in the room.


Discord Chat, Map

The Gormites shake their masked heads. "We know that there are more within the city, but where exactly we don't know. We sometimes trade with the Magi of Usamigaras for holy honey. They can be found on the level below us, but be careful, for they are not to be trusted."

Just to clarify, the local humans seem to consider the pyramid to be part of the "city" of Cynidicea. When referring just to the structures in the caverns below the pyramid, they refer to them as the "City Below".


Human Ranger (Skirmisher) 7 | Init: +2 | Per: +11 | Fort: +9, Reflex: +8, Will: +6 | HP: 74 (of 74) | AC: 21, FF AC: 19, Touch AC: 12 | CMD: 23 | Special Notes: None | Animal Companion: 'Whisper' - Large Wolf (6 HD) | Init: +2 | Per: +6 | Fort: +10, Reflex: +7 (Evasion), Will: +5 | HP: 63 (of 63) | AC: 19, FF AC: 17, Touch AC: 11 | CMD: 23 (27 vs Trip) | Special Notes: None

Horek shrugs at the others. "We should continue our exploration." He suggests, without detailing their plans in front of the Gormites. The half-orc doesn't particularly trust them any more than the masked cultists trust these Magi they trade with.

As they continue onward, Horek is for following their earlier route and using the one button they pushed to open the door, leaving the others alone, and assuming they find themeselves where they were before, investigating the hallway leading left after the second door - in the opposite direction of the room with the shifting floor that led down to the jester's tomb.


Male Human Cleric 1 Initiative +8 AC 12 Hp 12/12 Fort +3 Ref +2 Will +5 Perception +3

Loges bows walking backward, following Horek.


Dwarf Cleric 1 | HP 11/11 | AC 16 : TAC 10 : FAC 16 | Fort +5 : Reflex +0 : Will +5 (+2 vs. poison, spells, & SLAs) | Perc. +8/+10 (darkv. 60') : S.M. +7 | Init +0 : Move 30' | ST +2 DX +0 CN +3 IN +2 WI +3 CH +0 | K (arcana) +7 : K (religion) +6 : Spellcraft +6 | Warhammer +2, 1d8+2 : Sling +0, 1d4+2 : Hand of the Acolyte +3, 1d8+2
resources:
Channel 1d6 2/3 : Hand of the Acolyte 5/6 : Agile Feet 6/6 : Spells (1st) 2/3
Buffs: none Conditions: none

Bolgar follows Horek.

"Right... let's see what else is on this level before we go back down there."


Male Human (Mwangi-Mauxi) Fighter, HP: 16/16, Non Lethal: 0, AC: 20(18+2), FF: 18(16+2), Touch: 14(12+2), Fort +4, Ref +2, Will +3

"I agree with Bolgar, I'd hate to miss some beetles."


Human Ranger (Skirmisher) 7 | Init: +2 | Per: +11 | Fort: +9, Reflex: +8, Will: +6 | HP: 74 (of 74) | AC: 21, FF AC: 19, Touch AC: 12 | CMD: 23 | Special Notes: None | Animal Companion: 'Whisper' - Large Wolf (6 HD) | Init: +2 | Per: +6 | Fort: +10, Reflex: +7 (Evasion), Will: +5 | HP: 63 (of 63) | AC: 19, FF AC: 17, Touch AC: 11 | CMD: 23 (27 vs Trip) | Special Notes: None

Horek chuckles at Zuberi's comment and retorts. "At least they cook up better than plants. If just barely."


Init +4; Perception +5; AC 16; HP 7/8 ; Fort 0 Ref +5 Will 0

Once back inside the pyramid, Tollo whispers to the others conspiratorially.

"So... are we gonna steal a bee for those guys? Maybe we steal a bee from one of the other groups- hopefully without being seen- and then we could, uh, present ourselves to the guys we burgled and offer to steal one for them in exchange for, you know, wealth to bring back to civilization. Or for help in getting outta here."


Male Human (Mwangi-Mauxi) Fighter, HP: 16/16, Non Lethal: 0, AC: 20(18+2), FF: 18(16+2), Touch: 14(12+2), Fort +4, Ref +2, Will +3

"That scheme would rely more on your stealth than my sword arm."


Male Human Cleric 1 Initiative +8 AC 12 Hp 12/12 Fort +3 Ref +2 Will +5 Perception +3

Loges walks along with the group.

Such mysteries here!


Init +4; Perception +5; AC 16; HP 7/8 ; Fort 0 Ref +5 Will 0
Zuberi Ogbonna wrote:
"That scheme would rely more on your stealth than my sword arm."

"If their security is as bad as the Gormianites, it might not. Just smash and grab, maybe throw a spare dog mask or something on the floor to throw 'em off."

"Regardless, we gotta find another bee first before we can work that out."


Max HP: 12; Current HP: 12; AC: 15 (touch 9, ff 15); CMD: 14; F/R/W: +3/+1/+1 (+2 vs charms, compulsions, and emotion effects);

”I thought we promised to get them a new bzzt. It wouldn’t be very nice to try to sell it to some other group. That would be dishonest!”


Dwarf Cleric 1 | HP 11/11 | AC 16 : TAC 10 : FAC 16 | Fort +5 : Reflex +0 : Will +5 (+2 vs. poison, spells, & SLAs) | Perc. +8/+10 (darkv. 60') : S.M. +7 | Init +0 : Move 30' | ST +2 DX +0 CN +3 IN +2 WI +3 CH +0 | K (arcana) +7 : K (religion) +6 : Spellcraft +6 | Warhammer +2, 1d8+2 : Sling +0, 1d4+2 : Hand of the Acolyte +3, 1d8+2
resources:
Channel 1d6 2/3 : Hand of the Acolyte 5/6 : Agile Feet 6/6 : Spells (1st) 2/3
Buffs: none Conditions: none

"This time, let's not let the keepers know that it was us that took it. But we have to figure out where to find one first."


Discord Chat, Map

The group leaves the Gormites, heading back down the stairs until they arrive at the door with the button next to it. The door is closed and inoperable until the button is once again pushed. Following a light grinding noise, the door opens again, revealing the straight corridor beyond it with the same door on the far side.


Human Ranger (Skirmisher) 7 | Init: +2 | Per: +11 | Fort: +9, Reflex: +8, Will: +6 | HP: 74 (of 74) | AC: 21, FF AC: 19, Touch AC: 12 | CMD: 23 | Special Notes: None | Animal Companion: 'Whisper' - Large Wolf (6 HD) | Init: +2 | Per: +6 | Fort: +10, Reflex: +7 (Evasion), Will: +5 | HP: 63 (of 63) | AC: 19, FF AC: 17, Touch AC: 11 | CMD: 23 (27 vs Trip) | Special Notes: None

Horek ventures into the corridor. "I think if we leave the buttons with those strange runes alone for now, the far door will open into the same corridor we saw before. I wonder if these buttons might somehow... change the position of this hallway to offer us other possibilities. But for the moment, I think we should see what lies beyond the corridor that leads to the left, beyond the far door." The half-orc suggests, gesturing toward the end of the hallway. If nobody objects, he pushes the same button that they did before to hopefully open the door without further incident.

If memory serves, we simply hit the button at the end of the hall and opened the door on the far side. We went right (it's on the map I made a rough sketch of, based on the distances given) and found that jester's tomb. Assuming it's the same choices as before, I suggest we go left instead and see what lies that way.


Male Human Cleric 1 Initiative +8 AC 12 Hp 12/12 Fort +3 Ref +2 Will +5 Perception +3

Loges nods in agreement. The wizard casts light on a candle.


Discord Chat, Map

You proceed according to Horek's plan, pushing the same button at the end of the hallway that you had pushed before and once again emerge in the familiar hallway you had previously been following. From there you turn left at the intersection (the right hallway leads to the room with the ramp going down to the Jester's tomb), which run for 30' before turning south and quickly ending in another door.

After a short search by Tollo and Loges, you open the door to the room beyond that is filled with shelves. Most of these are empty, but some contain old crates. The shelves are covered in dust and a vile-looking ochre fungus that grows in large, thick clusters.

The room seems to have no other exits.

DC 12 Knowledge (dungeoneering):
The fungus is known as yellow mold. It can release spores that can easily choke you, but can be killed by fire.


Init +4; Perception +5; AC 16; HP 7/8 ; Fort 0 Ref +5 Will 0

Knowledge-Dungeoneering: 1d20 + 5 ⇒ (10) + 5 = 15

Tollo immediately pulls his shirt up over his mouth and nose.

"Yellow mold! Don't breathe it in! We can kill it with fire if we have to, but I don't know if it's worth it..."


Male Human Cleric 1 Initiative +8 AC 12 Hp 12/12 Fort +3 Ref +2 Will +5 Perception +3

knowledge dungeoneering: 1d20 + 8 ⇒ (13) + 8 = 21

Loges peers into the room with Detect Magic.

Perhaps, a secret exits lies behind those selves. We may need to dispose of the fungus.


Init +4; Perception +5; AC 16; HP 7/8 ; Fort 0 Ref +5 Will 0

Tollo urges Loges forward.
”Alright! Let’s see some fireworks, some of that fan of flames magic right?”


Human Ranger (Skirmisher) 7 | Init: +2 | Per: +11 | Fort: +9, Reflex: +8, Will: +6 | HP: 74 (of 74) | AC: 21, FF AC: 19, Touch AC: 12 | CMD: 23 | Special Notes: None | Animal Companion: 'Whisper' - Large Wolf (6 HD) | Init: +2 | Per: +6 | Fort: +10, Reflex: +7 (Evasion), Will: +5 | HP: 63 (of 63) | AC: 19, FF AC: 17, Touch AC: 11 | CMD: 23 (27 vs Trip) | Special Notes: None

Horek takes a swift step back, moving his arm in front of his mouth to protect against breathing the stuff in. "I have no oil, but that might work well to get rid of the mold if anyone else does." The half-orc suggests in a muffled voice.

1,151 to 1,200 of 1,205 << first < prev | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / B4: The Lost City by Tom Moldvay Game Thread All Messageboards

Want to post a reply? Sign in.