DUNGEONATORS! Season 1 (Inactive)

Game Master W Canepa

Welcome, Dungeonators and Dungeonatrixes, to your chance at freedom and glory in The Dungeon Arena!

Dungeon World, a massive complex in the Astral Plane formed by a mad minotaur lich-god countless eons ago, is where adventurers, slaves, debtors,


201 to 228 of 228 << first < prev | 1 | 2 | 3 | 4 | 5 | next > last >>

Giving Jun Yu and Mandra another hour to post, then updating. Tried to wait until Monday, in case it was the weekend bogging folks down.


Jack cannot make out Tolruk’s words, so he takes a step further onto the platform, pulling a vial out of his handy haversack and fiddling with it along with a crossbow bolt.

Braegan jogs up the steps and onto the center of the platform, straining with eyes and ears for the remaining animal, but unable to locate it. He then offers a potion to Ebenadar. "Um… Ebenadar, right? Come have some healin' while we wait fer the manticore."

Braegan:
You don't see any manticore, but the ship is burning entirely too fast. It also seems as if some of the flames are moving on their own, as if they are alive, and burning the ship faster...

Ebe gives a wide smile at Braegan, accepts the potion, and tosses it down his throat.

Crugonk looks around, seeing the flaming ship and the dead lions on the platform. "Yeah, really a safe place that." No sign of the Manticore nor of the lady that was supposed to lead them, "Chances are she sunk with the ship." Crugonk repositions himself, then shouts for Jhock 
"Jhock! Where's the F#@[]#g Manticore?"

Jhock looks around, trying to see said manticore, his hands squeezing the shaft of his Scythe. He yells back at Crugonk. "Don't see it!" He then waits, his eyes glaring at the flaming ship, as if it's giving off a wave of ill fate to come, perhaps.

Jhock:
You don't see any manticore, but the spikes originated from the prow of the boat. Also, the ship is burning entirely too fast. It also seems as if some of the flames are moving on their own, as if they are alive, and burning the ship faster...

As soon as Jhock replies and his eyes scan the spreading inferno, he sees a volley of spikes fly at him.

secret rolls:
4 spikes vs Jhock’s flat-footed AC (15): 1d20 + 8 ⇒ (20) + 8 = 28; damage 1d6 + 5 ⇒ (4) + 5 = 9, 1d20 + 8 ⇒ (4) + 8 = 12; damage 1d6 + 5 ⇒ (5) + 5 = 10, 1d20 + 8 ⇒ (1) + 8 = 9; damage 1d6 + 5 ⇒ (2) + 5 = 7, 1d20 + 8 ⇒ (18) + 8 = 26; damage 1d6 + 5 ⇒ (1) + 5 = 6

One spike misses, one glances off Jhock's scythe, and two land home. One of the spikes embeds itself deep in Jhock's lower ribs. Jhock takes 25 damage. A crit for 19, and a normal hit for 6.

The crowd roars at the return of the invisible predator!

Mandra and Khan take up defensive positions near Crugonk, waiting for the invisible quarry to make itself known.

Thinky flies southward over Crugonk and company, and shouts down, ”You be looking like you could use aerial support if spiky kitty shows up, yes?” She laughs wickedly.

Karl quickly sticks his wand in his belt and picks up his shortswords before setting up in a sprinter's stance, preparing to leap over the deadly spike trap.

Realizing his disadvantageous position, and lamenting his ineffective healing potions, Jun Yu darts for cover behind the ruins to the south and downs another potion. 1d8 + 1 ⇒ (4) + 1 = 5

Twang quickly moves to the platform now that the way is mostly clear.
Had to alter your course, as you didn’t factor in the hindering terrain of the water. I had you go up and over from the south, instead, as it got you further on the platform.

Holding his spot at the top of the pillar and glancing out over the battlefield, Vidor says, "I think that is to be going well, no. It seems to me we are winning this little fun."

Ezendra sprints from the north, and head up the platform. ”Miss me, boys?” She slaps Tolruk on the back and smiles. ”We’re going to have to kill the kitty before we can get to the release mechanism, old friend.”

”Blasted!” Tolruk replies.

Dark Arrow looks puzzeled and chimes in, ”I don’t get it… don’t we win if we kill the manticore?”

”No, runt,” Tolruk reprimands, ”It’s a trapped arena. The longer we take to hit the release, the more traps show up. Every few seconds a new one gets added.”

Tolruk and Dark Arrow holding actions.

Cowboy climbs over the rubble and hauls himself up on the southeastern ledge of the platform.

Tolruk barks again at Vidor, ”You going to flip that switch now that everyone’s clear?!”

Guttersnipe chugs another potion and heads to the northern side of the platform

The crowd starts to murmur at the momentary lull in bloodshed. However, as the burning ship creaks and cracks, masts breaking and flames spreading, the cheers start up again.

End of Round 8 Map.

Round 9!

Update Wednesday night.


Round 9; Initiative 21:
As the spikes are launched, Braegan pulls his bow up, fletchings to cheek. His eyes focus on the area from which the spikes originated, his body frozen in place -- ready to release the arrow. As he watches and waits, he murmurs to those around him, "The flames on that ship don't look right. Burnin' too fast. Like they're alive and movin' on their own."

Ready an action to fire an arrow the next time those spikes are shot at someone.
Shortbow 1d20 + 8 ⇒ (16) + 8 = 24
---> Miss Chance 1d100 ⇒ 97
---> damage 1d6 + 3 ⇒ (2) + 3 = 5.
.
Then Perception to continue searching for the Manticore - 1d20 + 15 ⇒ (11) + 15 = 26.
.
Full AC/HP.


HP 17/17, AC 18/ 14/ 14, Fort +5, Ref +4, Will +1, CMD 17(18) Damphir Cad 2

Round 9. initiative 24.

Feeling a little crowded on the platform Jack moves along to it's southern end, loading his bolt to Jacelyn and scanning for a target.

Perception to find the Manticore. 1d20 + 7 ⇒ (20) + 7 = 27
Move to W 30
Rady action to shoot the manticore if I spot it 1d20 + 11 ⇒ (9) + 11 = 20 for 1d10 + 1 ⇒ (10) + 1 = 11 and a DC 11 fort save or take 1d2 ⇒ 1 con damage


secret rolls:
1d20 + 8 ⇒ (13) + 8 = 21

Jhock:
Thanks for catching that. Just rolled the confirmation. You still take the damage.


Male Half-Orc Cavalier (Beastrider) 5

Round 9, Initiative 16c

Speaking to Mandra, Thinky, Jun Yu

Spoiler:

To Mandra that's near him "I'm glad you pinned that lion for me to charge, just make sure your kitty doesn't get in the way."

"Shouting at Thinky: "If you can point to me that damn beast you are more than welcome, got any mojo to make it visible or at least trackable?"

Then moves Murak to near the injured monk CC13-DD14 "You are lucky you can jump that high." he mocks him, recalling their previous conversation "Still got some fight in you left?"

He then consumes another of his potions 1d8 + 1 ⇒ (7) + 1 = 8

Did Crugonk see Jhok get hit by that critical?
Perception check 1d20 + 3 ⇒ (18) + 3 = 21


Crugonk:
Yes, you saw it.


Male Human (Varisian) 2 Wizard Illusionist

RD9:

Seein no reason to open himself up to being spiked by an invisible foe, Vidor attampts to fade into the background as the chaos continues to increase around him. "Bregean, I'll be there when it is you are needing me!", he calls out behind the barbarian.

Stealth 1d20 + 13 ⇒ (14) + 13 = 27


Male Halfling Monk 5 (Maneuver Master)

Round 9 Init:15 AC:24 HP:47/50 Ki:2/5[/b]

Spoiler:
Ebenadar takes a defensive position behind one of the pillars, trying to remain out of sight the best he can while scanning for sight of an enemy.

1d20 + 9 ⇒ (4) + 9 = 13 - stealth
1d20 + 13 ⇒ (9) + 13 = 22 - perception


Still standing still -- arrow to cheek -- Braegan speaks to anyone listening, "Anyone got any ways of killin' that thing's invisibility? Heck, anyone got any rope?"


Male Halfling Monk 5 (Maneuver Master)

"Aye, I got rope."


There's a wicked gleam in Braegan's eye, "Tie it to my arrow?"


Male Half-elf Rogue (Thug) 5

HP: 40/50, Nonlethal: 2
Round 9, Initiative 14a

Karl:

Ah! That's better! Always one for following the crowd, Karl takes off for the platform, leaping over the lion's corpse and the spike trap.


Acrobatics to jump the spike trap 1d20 + 10 ⇒ (15) + 10 = 25
I'm unclear as to exactly what is difficult terrain and what isn't, but Karl will try to make it as close to the stairs to the central platform as he can with a double move. I think he makes it just past Ezendra, but I'm not sure.


Male Goblin Fighter 5

Round 9:
Twang tries to spot the invisible enemy and find a spot where he can possibly hide. If there is no spot he can move to on the platform that will allow him to hide, he'll just keep looking for the creature.

Perception 1d20 + 2 ⇒ (3) + 2 = 5
Stealth if possible 1d20 + 17 ⇒ (4) + 17 = 21


Post coming tonight around 11pm/12am EST.


PC Intiative:
*B Jack Cross 24
*C Mandra the Shredder and Khan 22
*B Braegan Longclaw 21
*C Jhock "The Reaper" 17a
*C Crugonk "the Beaster" and Murak 16c
*C Ebenadar 15
*C Dumb Karl 14a
*C Jun Yu of the Black Serpent 12
*C Twang Slugbitter 10
*B Vidor Varkony 7a

If my writing round descriptions slightly out of initiative order bothers you guys, let me know and I'll not do that. I just sometimes find it flows better, narratively, this way.

The four spikes land home all over Jhock's giant frame. Jhock takes 31 damage.

Feeling a little crowded on the platform Jack moves along to it's southern end, loading his bolt to Jacelyn and scanning for a target.

As the spikes are launched, Braegan pulls his bow up, fletching to cheek. His eyes focus on the area from which the spikes originated, his body frozen in place -- ready to release the arrow. As he watches and waits, he murmurs to those around him, "The flames on that ship don't look right. Burnin' too fast. Like they're alive and movin' on their own."

Jhock holds his ground, scythe ready, waiting for the manticore to make itself known.

Crugonk speaks to Mandra that's near him "I'm glad you pinned that lion for me to charge, just make sure your kitty doesn't get in the way." Mandra heads up near Jhock, to get out of the way and better face her foe if it decides to show itself.

secret rolls:
1d20 + 8 ⇒ (8) + 8 = 16; 2d6 + 2 ⇒ (2, 3) + 2 = 7

As Mandra heads north, she narrowly escapes a spinning steel saw blade that bursts from the ground to take a swipe at her, before resetting. The crowd cheers.

Crugonk then shouts at Thinky, "If you can point to me that damn beast you are more than welcome, got any mojo to make it visible or at least trackable?"

”Sadly not, knight. Naught I can do but wait for it.” Thinky stays hovering where she is.
There is a murmur of discontent amid the crowd at the lack of action.

Crugonk then moves Murak to near the injured monk "You are lucky you can jump that high," he mocks him, recalling their previous conversation "Still got some fight in you left?"

Ebenadar takes a defensive position behind one of the pillars, trying to remain out of sight the best he can while scanning for sight of an enemy, but cannot find one.

Ah! That's better! Always one for following the crowd, Karl takes off for the platform, trying to leap over the lion's corpse and the spike trap.

Karl’s Ref Save:
1d20 + 7 + 2 ⇒ (4) + 7 + 2 = 13 +2 for being aware of the trap.

Unfortunately he doesn't quite clear the trap, with the cramped quarters, and fails to jump out of the way as the trap skewers him. Damage: 4d8 ⇒ (3, 8, 3, 4) = 18

If he survives the damage,he manages to make it up to the platform and pull himself up, his boots soaking wet.

Jun Yu races for the platform to join the rest of the group.

Twang still cannot locate the manticore, and disappears behind a pillar.

Seeing no reason to open himself up to being spiked by an invisible foe, Vidor fades into the background as the chaos continues to increase around him. "Braegan, I'll be there when it is you are needing me!" he calls out behind the barbarian.
Still standing still -- arrow to cheek -- Braegan speaks to anyone listening, "Anyone got any ways of killin' that thing's invisibility? Heck, anyone got any rope?"
Ebenadar replies, "Aye, I got rope."

There's a wicked gleam in Braegan's eye, "Tie it to my arrow?"

Tolruk shouts in fury, ”Why the blazing hells won’t anyone throw the gods forsaken levers???” He kicks Dark Arrow, and urges him to do it. Tolruk then speaks to Braegan, ”Are you an idiot? You can’t fire rope with an arrow! It’s too damned heavy!”

Dark Arrow goes over and starts to pull the switches, but the first one is stuck. With great effort he manages to flip it, and you all hear a deep, droning hum from underneath the platform.

Ezendra starts climbing up one of the tall pillars, joining Zayle for aerial superiority. Guttersnipe opts to do the same.

Ezendra yells down, ”If we can get it in the water, it’ll leave an impression, and footprints once it leaves the water!”

Sir Snarl holds his ground, scanning for the manticore but not being able to spot it. ”C’mon, beast, show yourself!”

Cowboy stands in an alert and calm stance as he waits for battle to come to him.

Spikes fly from the blazing ship’s prow, again targeting Jhock.

secret rolls:

Spike 1 1d20 + 10 ⇒ (13) + 10 = 23; damage 1d6 + 5 ⇒ (1) + 5 = 6
Spike 2 1d20 + 10 ⇒ (11) + 10 = 21; damage 1d6 + 5 ⇒ (5) + 5 = 10
Spike 3 1d20 + 10 ⇒ (9) + 10 = 19; damage 1d6 + 5 ⇒ (2) + 5 = 7
Spike 4 1d20 + 10 ⇒ (20) + 10 = 30; damage 1d6 + 5 ⇒ (3) + 5 = 8
-->Spike 4 confirmation: 1d20 + 10 ⇒ (1) + 10 = 11; damage 1d6 + 5 ⇒ (6) + 5 = 11

Four spikes find their mark in Jhock's giant frame. Jhock takes 31 damage.

Jack and Braegan cannot determine where the spikes originated from, as the blazing ship and smoke, debris, and distance are too much. The flames look like they are growing more animated, however…

The ship is a blazing inferno, and nearly the entire ship is now ablaze. A fierce howl of fury emanates from the manticore as the flames get closer. Has it been injured further…?

End of Round 9 Map.

ROUND 10!

All that and it only took about a minute.


Male Goblin Fighter 5

Round 10:
Twang peers out from his hiding place at the general vicinity where the spikes are being fired from. He notches an arrow and waits for the creature to fire again, planning to shoot an arrow of his own at the spot where he sees the spikes originate from.

One shot with cold iron arrow, deadly aim 1d20 + 14 ⇒ (17) + 14 = 31
Damage 1d6 + 8 ⇒ (5) + 8 = 13
Miss chance if still invisible, high is good as is normal in d20 1d100 ⇒ 61
-2 to hit if more than 110 feet away


Male Human (Varisian) 2 Wizard Illusionist

Round 10:
Scratching his chin for a moment the gypsy tries to put things in prospective. [i]"There is no chance this predator is going to give up so easily. Too many men with strong weapons. What we need is some bait to be catching this beast. But who would want to be doing such a strange thing as this? AH-HA! I have just the idea . Vidor, you should have been a mage with such intelligence!"[i] Moving from his place of concealment, Vidor moves quikly to the man nearest him and attempts to latch the teeth agaist his weapon"by accident. Feigning confusion he says, "Hey,what are you doing!?! Let go of my dagger." In an attempt to "free" his blade, the duelist cranks hard levering the teeth against teh opposing weapon.

Move to nearest NPC that is not the minotaur, lol
Bluff to make disarm seem accidental 1d20 + 8 ⇒ (12) + 8 = 20
Disarm 1d20 + 14 ⇒ (3) + 14 = 17


Those of you making Perception checks to pinpoint the invisible creature: it's safe to assume it's probably in 10/11/L/M this round, as there's no other fire-free squares on the boat. However, look up Invisibility under special abilities. Everyone is at -20 Perception to see the creature, and an additional -1/10 ft of distance. With all the smoke and fire, it's also getting a circumstance bonus to Stealth. It's unlikely it can stay on the ship for much longer, though.


HP 17/17, AC 18/ 14/ 14, Fort +5, Ref +4, Will +1, CMD 17(18) Damphir Cad 2

Round 10

Jack stares at the gathering group ontop of the ruins, looking from one to the next trying to see if anyone's got a plan or is willing to take the lead. Himself coming up blank he just shrugs and hunkers down, waiting for a sign, any sign, of what to do next.

Glancing over at the burning wreckage he sees the prow untouched by flames, it would be logical to assume the manicore was there, but Jack didn't feel up to wasting his poisoned arrow on on a maybe so he waited.

Jack will maintain his action from last round, ready to shot the manicore if he spots it.
Attack 1d20 + 11 ⇒ (5) + 11 = 16 for 1d10 + 1 ⇒ (2) + 1 = 3 and a DC 11 fort save or 1d2 ⇒ 1 con damage.


Male Half-Orc Barbarian 5 (Invulnerable Rager)

Jhock grunts as he's spiked again, growling a little under his breath, and backs away from the ship, then pulls out a potion, getting ready to drink it.

Moves down to y-11 and x-12, pulling out a pot of mod wounds for next wound. Stupid losing complete access to the web!


DM:
I'm more curious to know if we can see the spikes when they're shot. Wouldn't we be able to at least see a handful of squares from which they probably originated? I mean, i'm assuming that the manticore has to be at the edge of the fire/smoke for him to have LoS to Jhock, so wouldn't we be able to generally know where he is?

If not, that's fine. It's just how i was thinking about it


It's safe to assume they originate from the squares that I mentioned above, on the prow of the ship, but none of your Perception checks are high enough to pinpoint that location, due to invisibility of the creature, distance penalties, and smoke/flames all over. So, yes, intuitively it makes sense it as at the prow of the ship, as mentioned above. Hence why I made the manticore howl at the encroachign flames, and other context clues to help you all out. No one has targeted a square yet, just made Perception checks and waited. Basically, either someone can take a wild shot at a square they think the manticore is in and hope for the best (50% miss chance), or they can keep waiting.


Male Halfling Monk 5 (Maneuver Master)

Round 10 Init:15 AC:24 HP:47/50 Ki:2/5

Spoiler:
Ebe takes the suggestion, shrugs and runs to the nearest lever, pulling it with all his might.


Wow. Chalk that up to an epic reading fail on my part. I even read that post but didn't realize you had given us a general area. Sorry about that, Announcer.

Round 10:
Only having a general idea where the creature is, Braegan picks a spot and looses his arrow. Even as it speeds away, he sheathes his bow. "I don't like this waitin'. 'Specially with those guys down there on their own. If that thing has any kind of smarts it'll be able to pick us apart with its invisibility. I say we split into teams of three or four and fan into that area, everyone watching everyone else's back."

Shoot the bow into L-11.
Shortbow 1d20 + 8 ⇒ (5) + 8 = 13.
---> Miss Chance 1d100 ⇒ 86
---> Damage 1d6 + 3 ⇒ (4) + 3 = 7.
.
5' step to S-29.


Init, 22, Round 10
Mandra narrowed her eyes at the boat trying to somehow spot the invisible creature, as she did so she noted a section of the boat that was not on fire quite yet and a quick and rather reckless plan began to form in her mind. If the Manticore was anywhere perhaps there was the best place for it to be with a quick look to Khan and an order to stay where he was Mandra charged at the wall closes to herself that was near the ship intending to scramble up it so that she could then reach the ship and perhaps the Manticore.
(If possible}
Once she was up on the wall Mandra would leap onto the boat itself digging her claws into the wood and scramble up it as well hoping that she had been correct in assuming where the Manticore might be.
Heading up the wall that is at N-9 and if I have any movement left after that moving onto and part of the ship that isn't on fire ll I'd prefer to end up at M-10

Perception: 1d20 + 10 ⇒ (11) + 10 = 21
Climb: 1d20 + 8 ⇒ (19) + 8 = 27
{If needed to get up onto the boat assuming I can) Climb: 1d20 + 8 ⇒ (19) + 8 = 27


Male Half-Orc Cavalier (Beastrider) 5

Round 10
Initiative 16c

Spoiler:

Crugonk on top of his horse sees all the other grouping at the ruins in the center. Then sees Jhock been hit out of nowhere again.
"Idiots, a ranged invisible opponent and they close ranks. Really a good move."
He awaits there, drinking another one of his potions.
Cure light wounds 1d8 + 1 ⇒ (2) + 1 = 3
If he is lucky the Manticore will start to hit on the big group and he could manage to pin her position.
Then he sees Jhock headed back to his position.
"Even better, if the beast walks this way it can choose between me, the floating target and the big ugly one, more chances to stay alive."
Then sees Mandra and thinks "What is that crazy woman doing? Well if she just volonteered for playing bait, that's fine to me."

And he gets ready to charge.


Male Half-elf Rogue (Thug) 5

HP: 22/50, Nonlethal: 2
Round 10, Initiative 14a

Karl:

Dripping with water and blood, Karl steps behind a pillar, dropping his swords and attempting to activate his wand of cure light wounds while his more tactically minded teammates work out a strategy.

Whew! Anyone else need freshening up?

[ooc]
5' step to O-28
Draw wand of CLW
Use wand of CLW on self
UMD: 1d20 + 15 ⇒ (19) + 15 = 34
if successful, heals 1d8 + 1 ⇒ (5) + 1 = 6

201 to 228 of 228 << first < prev | 1 | 2 | 3 | 4 | 5 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / DUNGEONATORS! Season 1 All Messageboards

Want to post a reply? Sign in.