Dragon's Delve PbP

Game Master Shalm


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Female Human Cleric

Aleithea cries out in pain when the cat tears apart most of her left side. While pinned beneath the monster, and with few options presenting themselves, she sighs heavily. There appears to be but one option.

She takes a deep breath and angrily swings her morningstar at the feline's gaping maw.

Oh, please...Oh, please...Oh, please hit!

Morningstar Attack: 1d20 - 1 ⇒ (5) - 1 = 4
Damage: 1d8 + 1 ⇒ (7) + 1 = 8


Aleithea flails wildly, trying desperately to hit the cat, but barely has enough space to swing the morningstar, which misses badly.


HP 18/18

"Die, you foul beast!" yells Hawkwing as he raises his sword and brings it down toward the cat.

Attack: 1d20 + 4 ⇒ (6) + 4 = 10
Damage: 1d8 + 3 ⇒ (2) + 3 = 5

Hawkwing's sword swings wildly, and the cat deftly moves out of the way.


The great cat notices Hawkwing after narrowly dodging his sword. He drops Aleithea from his mouth and lunges toward fighter. Maqej also finds himself in the way of a claw.

GM only:
Bite: 1d20 + 7 ⇒ (5) + 7 = 121d8 + 5 ⇒ (8) + 5 = 131d20 + 13 ⇒ (5) + 13 = 18
Claw (Ar): 1d20 + 7 ⇒ (12) + 7 = 191d4 + 5 ⇒ (4) + 5 = 9
Claw (Ma): 1d20 + 7 ⇒ (17) + 7 = 241d4 + 5 ⇒ (1) + 5 = 6

The cat's teeth and claw clang into Hawkwing's armor, but don't seem to be able to pierce it. But the final claw slashes out towards Maqej, who doesn't dodge in time.

Maqej takes 6 damage.

Round 2
Feline
>>Thom
Timur
Nya
Maqej
Aleithea
Hawkwing


Male Human Bard/1 (Arcane Deulist)

Seems like we need some inspiration
Thom begins bolstering the groups resolve with tales of heroics while also preparing another dagger for action.

HP:10/10
Free Action: 5ft step to 44AA
Move Action: Draw a 2nd dagger
Std Action: Begin Inspire Courage+1 (audible components)

Everyone who can hear me (which should be everyone right now) gains a +1 bonus on saves against charm and fear effects. More importantly you also get a +1 on all attack and damage rolls. Make sure to add it to your stuff


Male Drow Alchemist/1

Slightly off tune and largely off key, Timur joins in his own version of Thom's song,
'There once was a bomb form Madrid,
Who had a wife and three kids,
But then one day,
When a cat came to play,
The brave, small bomb blew his lid.'

HP:9/9
Std Act:Throw bomb (3 pf 6)
1d20 + 7 ⇒ (12) + 7 = 191d6 + 8 ⇒ (6) + 8 = 14
Move Act:Cower


Inspired more by his own clever lyrics than Thom's tale, Timur lobs another bomb at the cat, this time connecting directly with his face. Fire explodes all around, and the cat hisses in rage, confused as to wear the bomb came from. Charred fur all around the cat reveal it to be in bad shape, close to death.

GM only:
Feline: HP 6/32

Round 2
Feline
Thom
Timur
>>Nya
Maqej
Aleithea
Hawkwing

Shadow Lodge

Female Kitsune Rogue/1

Nya repeats her previous attack hoping for similar results.

HP: 10/10

Crossbow: 1d20 + 5 ⇒ (6) + 5 = 111d6 + 1 ⇒ (4) + 1 = 5


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Nya's crossbow bolt whizzes past her target and sticks into the southern door with a thunk that goes unnoticed by the cat.

Round 2
Feline
Thom
Timur
Nya
>>Maqej
Aleithea
Hawkwing

Updated Map


Male Ifrit Sorcer - Elemental (Fire) Bloodline - 1

HP = 5/11

"Man, I really wanna kill this thing!" exclaims Maqej as he takes a small step back and points at the feline.

5-foot step back to AB49.
Cast Elemental Ray. Ranged touch attack. Fire damage. 1d20 + 2 + 1 ⇒ (7) + 2 + 1 = 101d6 + 1 + 1 ⇒ (6) + 1 + 1 = 8


Maqej's ray, like others' attacks before him, shoots off wildly and blasts into the dungeon ceiling, knocking rocks loose.

Round 2
Feline
Thom
Timur
Nya
Maqej
>>Aleithea
Hawkwing

Upadated Map


Female Human Cleric

Aleithea, no longer impeded by the cat's enormous form, rises to her feat and swings violently, realizing victory is within reach.

Move action to stand.

Standard action to attack with morningstar.

1d20 + 2 ⇒ (6) + 2 = 8
1d8 + 2 ⇒ (2) + 2 = 4


Aleithea's swing misses the cat badly, further confirming that her and her party seem completely incapable of dealing damage and raising the question of why they are in a dungeon in the first place.

Technically standing would provoke an attack of opportunity, but also technically being released from a grapple doesn't make you prone, so we'll just go with it.


"Stay back, I'll bring it down!" yells Hawkwing, moving back to better protect his allies. He swings his sword, slicing through the flesh of the giant feline, which lets out a pained moan as it falls to the dungeon floor, it's life flooding away.

Free: Five-foot step to AA48
Standard: Attack the stupid, big cat 1d20 + 5 ⇒ (17) + 5 = 221d8 + 4 ⇒ (6) + 4 = 10

"Victory!" yells Hawkwing as he thrusts his blade into the cat one last time.

End Initiative. That wasn't the most deadly thing on this floor, but it certainly wasn't the least.


Feel free to now peruse the room at your leisure, assuming nothing else springs and attacks. Remember, if you want to search/study something specific, make a Perception roll for that. If you want to search the room as a whole, it takes a little longer, and you can make a Perception roll for that—this is more for finding secret doors and the like, whereas studying specific things can give you clues and such.


Male Human Bard/1 (Arcane Deulist)

"Hopefully this is more indicative of 'great things from small beginnings' rather than an early grave. Overcoming adversity always looks good in an epic." Thom says as he goes over to examine the fallen feline.

Knowledge Nature 1d20 + 4 ⇒ (10) + 4 = 14


Thom:
You are quite sure that you are looking at a mountain lion, but it is much larger than any you've ever seen or heard of.


Male Human Bard/1 (Arcane Deulist)

"Ah it was a mountain lion. Quite a bit larger than your standard mountain lion though."

It's too bad zoos don't exist in this reality. If they did, we probably would have been able to recognize a mountain lion when we saw it, even if it was a large one.

Shadow Lodge

Female Kitsune Rogue/1

Can we get an assessment of each others HP out of total HP at this point? Seems as though some healing is in order.

"That was one hell of a welcome... Nice kill."

Nya will take a glance at the ceiling,
Perception:1d20 + 3 ⇒ (13) + 3 = 16

check the frescos to see if any are lose or seem peculiar,
Perception:1d20 + 3 ⇒ (12) + 3 = 15

glance down the hall to the west,
Perception:1d20 + 3 ⇒ (3) + 3 = 6

check the door for traps,
Perception:1d20 + 4 ⇒ (20) + 4 = 24

and glance down the hall to the east
Perception:1d20 + 3 ⇒ (1) + 3 = 4

Shadow Lodge

Female Kitsune Rogue/1

***First, I want to check the lion if it looks like it's got anything valuable.

Perception:1d20 + 3 ⇒ (17) + 3 = 20


Male Human Bard/1 (Arcane Deulist)

I am fine on HP and can cast cure light wounds once if needed by someone


Male Drow Alchemist/1

'Oh, it's dead...oh...gone to join Reginald...poor, poor Reginald,' Timur opines sadly. Turning the the rest of the party, Timur begins wildly hurling accusations, 'Alright, which one of you summoned the lion? You knew that I, I, I am allergic, especially to its claws. Luckily I survived that one unharmed. It takes more than a cat to steal Timur Lenk's life, although I have no intention of finding out how much more. I'll forgive you all this time, but next time that cat will suffer serious consequences.'

Seemingly happy with the apologies he's imagined receiving from the party, Timur joins Nya in examining the frescos, naming each horse either sunshine or buttercup depending on the appearance of their tails. Ironically, none of the flying horse are christened sunshine.

perception 1d20 + 6 ⇒ (5) + 6 = 11


"I took a hit myself, and I believe the Cleric and Sorcerer did as well," Hawkwing says in an authoritative voice.

"My good lady cleric, might you be able to heal all of us at once? That seems like it might be the most efficient."


Nya, Timur:
You do not notice anything of note, besides that when Nya checks the door to the south, it is neither trapped nor locked, but seems to be stuck.

GM only:
Th Perception: 1d20 + 4 ⇒ (20) + 4 = 24
Ny Perception: 1d20 + 3 ⇒ (10) + 3 = 13
Al Perception: 1d20 + 3 ⇒ (9) + 3 = 12
Hw Perception: 1d20 ⇒ 3
Ti Perception: 1d20 + 6 ⇒ (20) + 6 = 26
Ma Perception: 1d20 + 1 ⇒ (14) + 1 = 15

Thom:
As you look around the room, you notice what seems to be a secret trap door beneath your feet (Y45).


Male Human Bard/1 (Arcane Deulist)

"There seems to be a secret trap door here, so there's another option for us to consider as far as our next move." Thom announces as he taps the ground with his foot.

trap door located at Y45

Thom puts some distance between himself and the spot where he just indicated was a trap door and mutters something while pointing.

Move to 48Z
Cast Open/Close to try to open the trap door

Shadow Lodge

Female Kitsune Rogue/1

"A trap door. It's a least worth a look. Maybe I should try to disable the trap first?"

I'm hoping there are items under the door and not a staircase. The dungeon gets more treacherous the deeper you go, and I don't think we're quite ready for the next level.

Also, we should think about each others strengths more. Instead of just campaigning on our own. If someone else in the party has a character that can do something well, we should use them so we don't all die.

If I can check for traps first, do the following. If I can't, I'm staying where I am (right behind Timur) in case something is triggered.

If I need to check for traps to disable (I'm not sure if trap door implies secret or booby-trapped):
Perception (find traps):
1d20 + 4 ⇒ (11) + 4 = 15
*Note if I can just take 20 on this one, I'll do that.

Disable device: 1d20 + 7 ⇒ (18) + 7 = 25
Apparently, if I only miss by 4, I can try again.

Shadow Lodge

Female Kitsune Rogue/1

"By the way, this door is stuck. Artur, you wanna see if you can open it?"


Nya checks the door in the floor for traps, but finds none. At Thom's command, the door creaks open, revealing a narrow spiral staircase.

Knowledge (dungeoneering) DC 10 (can be made untrained):
The staircase only leads about 10 feet down, so it looks like this room is still technically on this floor of the dungeon—the next level will be much deeper than that.


Hawkwing walks over to the south door and pushes on it lightly.

"It doesn't seem like it will be too much trouble to open, m'lad...m'fox...miss. I'll open it if we decide to go that way."

Knowledge (dungeoneering): 1d20 + 4 ⇒ (7) + 4 = 11

Hawkwing walks back over and peers down through the trap door.

"I don't believe the room underneath the trap door would be too dangerous. It only leads 10 feet down, and the next level of the dungeon would be much farther down than that."


Male Human Bard/1 (Arcane Deulist)

"Secret trap door that probably won't get us killed sounds like a good place to try next. Nya if you would be so kind as to lead the way."

Shadow Lodge

Female Kitsune Rogue/1

"Of course." Nya responds as she skips to the front of the line. Once everyone is ready, she cautiously descends the staircase.

Perception (finding traps): 1d20 + 4 ⇒ (3) + 4 = 7
Perception (general): 1d20 + 3 ⇒ (12) + 3 = 15
Stealth: 1d20 + 7 ⇒ (12) + 7 = 19


GM only:
Th Perception: 1d20 + 4 ⇒ (19) + 4 = 23
Ny Perception: 1d20 + 3 ⇒ (10) + 3 = 13
Al Perception: 1d20 + 3 ⇒ (8) + 3 = 11
Hw Perception: 1d20 ⇒ 13
Ti Perception: 1d20 + 6 ⇒ (3) + 6 = 9
Ma Perception: 1d20 + 1 ⇒ (18) + 1 = 19

You descend the narrow, spiraling staircase which reveals a cramped room with ceilings no more than 7 feet high. Other than a few, assorted barrels and lots of dust, nothing of interest seems to be found here. A wooden door stands to the west.

Thom:
Looking around, it seems as though nothing living has been here is many, many years. The dust seems to be undisturbed. Make me a Survival check, and any to whom you reveal this information can make one as well.


Male Drow Alchemist/1

"There's a trap. On the door. I, I, I can smell it. These barrels will be our coffins. And I, I, I'm taller than a barrel. They'll have to remove my legs. I've grown so attached to them over the years." Timur points out, gesticulating wildly towards the door, then towards a barrel, and finally in at least three other directions. With a shallow bow, Timur makes a request. "Nya, kindly go fix the matter before we all perish."


Male Human Bard/1 (Arcane Deulist)

Survival 1d20 + 0 ⇒ (9) + 0 = 9

Shadow Lodge

Female Kitsune Rogue/1

"Here goes nothing," Nya mentions as she heads toward the door. "Does anyone want to take a closer look at the barrels" and maybe hide behind them "while I do this?"

Perception (find traps): 1d20 + 4 ⇒ (14) + 4 = 18
Again, if I can take 20 on this, I'll do that. Can I take 20 since there is no hurry and technically no consequences until I try to disable the potential trap?

Disable Device: 1d20 + 7 ⇒ (3) + 7 = 10

What just happened with that survival check? ... It's making me uncomfortable.

Shadow Lodge

Female Kitsune Rogue/1

I hate this random number generator for dice rolls! We're all going to die.


Male Human Bard/1 (Arcane Deulist)

I was told something about the dust being undisturbed and it seems that nothing has been in this room for many years. I'm assuming I failed the check so thats all for now.


Female Human Cleric

Aleithea (hopefully prior to the descent down the creepy staircase) sends forth a burst of warm light from within her, fortifying those around her.

Channel Positive Energy: 1d6 ⇒ 4

Everyone is healed for the above number. I will assume that at some point I could have moved to be within 30 feet of everyone that needed healing.

Does everyone feel well enough to continue now, or is more magical healing in order?


"I'm still I bit injured, but I should be okay for now. I much appreciate the assistance," Hawkwing says, bowing.


Yes, you may take 20 when searching for traps as long as you don't have any time restrictions. In this case, however, you do not find any traps.

Nya, after assuring herself that the west door is not trapped, opens it, revealing a similar room filled with barrels and dust.

GM only:
Th Perception: 1d20 + 4 ⇒ (11) + 4 = 15
Ny Perception: 1d20 + 3 ⇒ (13) + 3 = 16
Al Perception: 1d20 + 3 ⇒ (8) + 3 = 11
Hw Perception: 1d20 ⇒ 1
Ti Perception: 1d20 + 6 ⇒ (10) + 6 = 16
Ma Perception: 1d20 + 1 ⇒ (20) + 1 = 21

Nya, Maqej, Timur:
You notice that the dust in this room, and in the other room, seems to be completely undisturbed, like nothing has been in this chamber in many, many years. Make me a survival check.


Male Drow Alchemist/1

GM:
survival:1d20 + 4 ⇒ (5) + 4 = 9


Maqej:
Also, underneath a barrel, you find a strange sigil, seemingly burned into the stone on the floor. Make a Knowledge (arcana) check if you have it, or ask for assistance. I know Thom has it.

Shadow Lodge

Female Kitsune Rogue/1

"Is anyone else a little creeped out by dusty this place is? It seems as though no one has been in these rooms in a very long time."

Survival: 1d20 - 1 ⇒ (14) - 1 = 13

So there's no door in this chamber?

Nya's going to start shifting some of the dust and barrels. If there's a purpose to this room, she going to find it. If not... bad GM! (I'm shaking my finger and have a very disapproving look.)

Perception: 1d20 + 3 ⇒ (13) + 3 = 16


Male Ifrit Sorcer - Elemental (Fire) Bloodline - 1

Survival check:1d20 + 0 ⇒ (10) + 0 = 10

"Does anyone know anything about magic? I need you to come look at this sigil." Maqej says aloud to the group.

I need a Knowledge (arcana) check to identify it, and I am not trained in it.


Nya:
You're pretty sure that, judging by the dust, none of the current residents of the dungeon know that this room exists. You're quite sure that this would be an excellent place to sleep and keep gear where you would be safe. No, there's no other door in here. Just the two rooms and the trap door above.


Male Drow Alchemist/1

Timur perks up at the suggestion of magic.

"Magic? I, I, I've studied some. Under the stern, watchful gaze of my father, my, my, my young mind blossomed in the magical arts. Sadly, autumn came too soon."

Going over to join Maqej, Timur seems to notice him for the first time. "Your horns look quite magical. Would you mind if I, I, I rubbed them for...hmmm...luck?"

Timur leans to examine the sigil while extending his hand towards Maqej's organic crown.

knowledge(arcana) 1d20 + 6 + 10 ⇒ (17) + 6 + 10 = 33 (I didn't check the rule book, but I'm fairly confident I recall a +10 horn rubbing bonus. GM, feel free to adjust as needed.)

Shadow Lodge

Female Kitsune Rogue/1

"So it just occurred to me...I don't think anyone else in this dungeon knows that this room exists. We could safely sleep and keep gear here."


Male Human Bard/1 (Arcane Deulist)

Knowledge Arcana 1d20 + 4 ⇒ (5) + 4 = 9
Can I do this as aid another with Timur? If so do that please

"Assuming this sigil is benign enough, then yes it would be a good location to remember." Thom says as he moves over to examine the sigil indicated by Maqej


Even without the horn-rubbing bonus, Nick still got enough. And yes, you can try to aid another, but you need to hit a DC 10 to give him any bonus.

Timur:
You know that this is one of the twelve secret sigils, physical manifestations of the Dragon Prince's power in Dragon's Delve. The dragon prince is Metterak, one of the most famous wyrms in the world, who reportedly dwells at the bottom of Dragon's delve (and gave it its name). Finding and indentifying them will grant creatures power, usually having a draconic aspect of some kind. Each of the twelve sigils is more powerful than those that come before it, so the twelfth is the greatest of them.

This sigil, the first and weakest of all them, conveys power to a melee weapon if it is etched onto its surface. It allows the wielder to, as a free action, turn that weapon into a dragon bane weapon for 1d6+1 rounds. Once used, it disappears, but it can be re-etched, although no weapon can have it etched more than once and no wielder can have more than one weapon with the sigil upon it at a time.


Male Drow Alchemist/1

Timur, terrified, jerks back from the sigil. Neglecting to release Maqej's horns, he brings the efrit along for his retreat. "Matterak! He's here! He's here! The dragon prince of lore! The long-forgotten glistening wyrm! The wretched bastard born from the pits of hell! The diseased and cursed leviathan! Friends...We're surely friends now. We've all signed a death oath by entering here."

With excitement unbecoming of a man who's just declared his own death, Timur begins scattering belongings from his man purse, searching the rather shallow depths. He withdraws an old, rusted dagger and begins examining its edge. After determining the dagger meets his needs, he selects a rock from near his feet and begins striking the dagger. After a considerable time, he's created a sloppy approximation of the sigil at the base of the blade.

Waving dagger dangerously close to his companions' faces, Timur attempts further explanation, "Dragon bane! It's given the blade power. And there's more...Eleven more! Eleven more marks of power. Matterak has a weakness. Will we die here? It's likely, but we may be able to take the bastard with us."

A bit more coherent explanation of the sigil: if etched onto a melee weapon as a free action, it'll turn the weapon into a dragon bane weapon for 1d6+1 rounds. Once used, it disappears, but it can be re-etched, although no weapon can have it etched more than once and no wielder can have more than one weapon with the sigil upon it at a time.

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