GM WhtKnt's World's Largest Dungeon (Inactive)

Game Master WhtKnt

The World's Largest Dungeon beckons. Do you have what it takes to complete it?

Agromite Monshoon: HP 11/11; AC 16/14/13; F+2 R+5 W+2; Init +3
Klevum Athknees: HP 15/15; AC 18/11/17; F+5 R+1 W+5 (+2 vs. poison and spells); Init +1
Grumthar: HP 8/8; AC 11/11/10; F+2 R+1 W+2; Init +3
Jamadar: HP 8/8; AC 18/13/15; F+0 R+7 W+2; Init +5
Shae Oakenshield: HP 14/14; AC 17/12/15; F+5 R+2 W+5; Init +2

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Male Dwarf Inquisitor/1 HP 15 AC 18 Touch 11, FF 17 Fort +5 Ref +1 Will +5 Init +1 CMB +3 CMD 14

Steps up to the man, Here let me he says in a gruff tone and casts a spell on the box.

Cast Detect Magic

Dark Archive

Maps: Car. Crown || Skull & Shackles

Klevum:
The box does not radiate magic, sadly, but you do feel a tug when you pass before the cold forge and again when you sweep a section of tables and stools.


Dwarf Warpriest 7 | HP 54/54 | AC 22 T 14 FF 18 | F+8 R+7 W+9 | CMB+6 CMD 20 | Speed 20ft Init +4 Perc +10
Spells:
Powers:
Blessings (6/6), Fervor (6/6), Sacred Weapon (7/7), Sacred Armor (7/7)

Shae cautiously follows the rest into the room. "Be careful. We've already tripped one trap here."

Perception: 1d20 + 3 ⇒ (10) + 3 = 13


Male Dwarf Inquisitor/1 HP 15 AC 18 Touch 11, FF 17 Fort +5 Ref +1 Will +5 Init +1 CMB +3 CMD 14

Looks around, Well box doesn't seem to do anything, but the forge and tables seem to He studies both for a period of time.

Take 3 rounds on the cold forge and tables and stools with Detect Magic

Dark Archive

Maps: Car. Crown || Skull & Shackles

Klevum:
From the forge, you feel faint magic of the evocation school, From the stool, you sense faint magic, also from the evocation school.


Male Dwarf Inquisitor/1 HP 15 AC 18 Touch 11, FF 17 Fort +5 Ref +1 Will +5 Init +1 CMB +3 CMD 14

I'm no arcanist but the forge and table are showing evocation magic. He looks around for Grumthar and gestures to him Take a look?


Male Half-Orc Sorcerer (Deep Earth) 1 || HP 8/8 || AC 11/Tch 11/FF 10 (MA 15/11/14) || F+2 R+1 W+2 || CMB +2 CMD 13/FF 12 || Init +3 || Perception +0, darkvision (60 ft.)
Abilities:
Tremor (CMB +5, 6 of 7/day) (Sp) || Orc Ferocity (1/day)
Active:
Dancing Lights
Spells Remaining:
1st (2 of 4/day) (DC:15) — Magic Missile, Mage Armor || 0th (at will) (DC:14) — Acid Splash, Dancing Lights, Detect Magic, Spark

Grumthar will cast Detect Magic and study the item for a bit to attempt to discern what is going on.

Spellcraft:

Spellcraft: 1d20 + 5 ⇒ (4) + 5 = 9

"Hrmm, I am having difficulty identifying its properties. Unfortunately, I am no dedicated student to the arcane. The magic just seems to flow naturally through me," Grumthar shrugs, "perhaps Jamadar can take a look".


Dwarf Warpriest 7 | HP 54/54 | AC 22 T 14 FF 18 | F+8 R+7 W+9 | CMB+6 CMD 20 | Speed 20ft Init +4 Perc +10
Spells:
Powers:
Blessings (6/6), Fervor (6/6), Sacred Weapon (7/7), Sacred Armor (7/7)

Shae clears his throat waiting to see if the spell casters can tell anything else about the table.


Male Elf Magus (Bladebound Spiderhawk) 1: HP 8/8; AC 18/13/15; CMD 15; Init +5; Per +7 (darkvision); F+0/R+7/W+2; Spells 1: 2/2

Jamadar takes a look as well.

Spellcraft: 1d20 + 8 ⇒ (13) + 8 = 21

Dark Archive

Maps: Car. Crown || Skull & Shackles

Jamadar:
With some concentration, you realize that the magic comes not from the forge and the stool, but rather, from something else that is present there.


Male Elf Magus (Bladebound Spiderhawk) 1: HP 8/8; AC 18/13/15; CMD 15; Init +5; Per +7 (darkvision); F+0/R+7/W+2; Spells 1: 2/2

Jamadar informs the rest of the group and searches the area carefully. will take 20 for 27 perception if allowed, if not roll is below

Perception: 1d20 + 7 ⇒ (5) + 7 = 12

Dark Archive

Maps: Car. Crown || Skull & Shackles

You can take 20.

In the cold forge, you find a mechanism that is attached to a punching dagger, designed such that, if not disarmed, it will attack the person trying to get around it (a trap, in other words).

You find nothing unusual about the stool.


Male Elf Magus (Bladebound Spiderhawk) 1: HP 8/8; AC 18/13/15; CMD 15; Init +5; Per +7 (darkvision); F+0/R+7/W+2; Spells 1: 2/2

Jamadar tries to disarm the blade at an angle so he is not in line of the blades trajectory.

disable device: 1d20 + 10 ⇒ (16) + 10 = 26

He also alerts the others to how the magical source is hidden and not actually from the stool or forge.


Male Dwarf Inquisitor/1 HP 15 AC 18 Touch 11, FF 17 Fort +5 Ref +1 Will +5 Init +1 CMB +3 CMD 14

Looks around with his darkvision and searches for magic.

detect magic

Dark Archive

Maps: Car. Crown || Skull & Shackles

Klevum Perception (Take 20): 20 + 7 = 27

As Jamadar disarms the trap in the forge, Klevum checks the area around the stool once more.

With a click, the trap is disarmed and Jamadar is able to remove an ivory scroll tube containing three scrolls (magic missile[/], [i]cat's grace, and flaming sphere). Meanwhile, Klevum discovers (with the aid of the detect magic) that a leg of the stool is hollow and contains a slender piece of wood, tapering at one end. It is magical, but he is unable to discern what type of magic emanates from it, or anything more about it.


Dwarf Warpriest 7 | HP 54/54 | AC 22 T 14 FF 18 | F+8 R+7 W+9 | CMB+6 CMD 20 | Speed 20ft Init +4 Perc +10
Spells:
Powers:
Blessings (6/6), Fervor (6/6), Sacred Weapon (7/7), Sacred Armor (7/7)

Shae smiles with an approving nod. "Seems we have found a little stash. Too bad it's nothing that I can use. Maybe one of you arcane types can use them," he says glancing at Jamadar and Grumthar. While they inspect the items, he walks around the perimeter of the room to see if there are any other ways out of the room.

Perception (S): 1d20 + 3 ⇒ (15) + 3 = 18 +2 for stonework
Perception (W): 1d20 + 3 ⇒ (14) + 3 = 17 +2 for stonework
Perception (N): 1d20 + 3 ⇒ (19) + 3 = 22 +2 for stonework
Perception (E): 1d20 + 3 ⇒ (17) + 3 = 20 +2 for stonework


Male Elf Magus (Bladebound Spiderhawk) 1: HP 8/8; AC 18/13/15; CMD 15; Init +5; Per +7 (darkvision); F+0/R+7/W+2; Spells 1: 2/2

Jamadar takes a look at the wand shaped object before passing it to Grumthar to look at.

spellcraft identify attempt: 1d20 + 8 ⇒ (3) + 8 = 11

He holds onto the cats grace scroll and offers the other two to Grumthar.

After that is settled he helps to search the exit for another trap

perception: 1d20 + 7 ⇒ (5) + 7 = 12


Male Human (Ulfen) Barbarian (unchained, invulnerable rager) 1

Becoming a little worried about this talk of traps and magic, Bollux gingerly places the box he found on one of the tables and eyes it closely for any traps.

I think someone should take another look at this before opening it. I would hate for anyone to be blown up due to carelessness again.

Perception: 1d20 + 3 ⇒ (7) + 3 = 10


Male Elf Magus (Bladebound Spiderhawk) 1: HP 8/8; AC 18/13/15; CMD 15; Init +5; Per +7 (darkvision); F+0/R+7/W+2; Spells 1: 2/2

Jamadar wordlessly takes the box and gives it a look over.

Perception: 1d20 + 7 ⇒ (17) + 7 = 24

Dark Archive

Maps: Car. Crown || Skull & Shackles

Sure enough, Jamadar finds another trap on the box, a blade designed to slice across a hand opening it. The blade is discolored.

Grumthar takes a long hard look at the slender stick. "Sorry," he says, "I can't make anything more of it, but it appears to be a wand of some sort. Perhaps an identify spell..."

Spellcraft: 1d20 + 5 ⇒ (3) + 5 = 8


Male Half-Orc Sorcerer (Deep Earth) 1 || HP 8/8 || AC 11/Tch 11/FF 10 (MA 15/11/14) || F+2 R+1 W+2 || CMB +2 CMD 13/FF 12 || Init +3 || Perception +0, darkvision (60 ft.)
Abilities:
Tremor (CMB +5, 6 of 7/day) (Sp) || Orc Ferocity (1/day)
Active:
Dancing Lights
Spells Remaining:
1st (2 of 4/day) (DC:15) — Magic Missile, Mage Armor || 0th (at will) (DC:14) — Acid Splash, Dancing Lights, Detect Magic, Spark

Grumthar gives an apologetic shrug to Jamadar, "with some more effort, we should be able to figure out what this thing is; I can hold onto it for now I suppose."


Male Elf Magus (Bladebound Spiderhawk) 1: HP 8/8; AC 18/13/15; CMD 15; Init +5; Per +7 (darkvision); F+0/R+7/W+2; Spells 1: 2/2

Jamadar looks at the box. "This one has a concealed blade, but it looks discolored. I suspect poison. I do not wish to risk getting poisoned so it may be best to break the box at a distance."


Male Human (Ulfen) Barbarian (unchained, invulnerable rager) 1

"OK"

Following Jamadar's expert advice, Bollux pulls out his warhammer and tries to smash open the metal box.

Warhammer: 1d20 + 3 ⇒ (16) + 3 = 191d8 + 2 ⇒ (5) + 2 = 7

Dark Archive

Maps: Car. Crown || Skull & Shackles

Easily done. The box dents under the warhammer's blow, but all that is inside are a few pebbles.


Male Elf Magus (Bladebound Spiderhawk) 1: HP 8/8; AC 18/13/15; CMD 15; Init +5; Per +7 (darkvision); F+0/R+7/W+2; Spells 1: 2/2

Jamadar shrugs as it was obviously just a trap for the greedy and continues to the next exit.
think shae was looking too rolls are above

Dark Archive

Maps: Car. Crown || Skull & Shackles

The group continues, exiting the room via the south door and then going south again, before being forced to trek west a short distance. Another door to the south finally opens into an easterly passage and the party continues on it's way. You pass a four-way intersection, spotting a door going east to the north and to the east. After a moment's deliberation, you decide to try the northmost door first. This is where you find yourselves, standing outside the northmost eastern door.


Male Elf Magus (Bladebound Spiderhawk) 1: HP 8/8; AC 18/13/15; CMD 15; Init +5; Per +7 (darkvision); F+0/R+7/W+2; Spells 1: 2/2

Hmm didn't see the new post sorry

Jamadar works at checking the door, and if clear of traps, greases the hinges with a few drops of oil before allowing Klevum or Shae to lead the way. He opens the door and sidles up against the inside wall quietly, if no obvious threat.

Perception: 1d20 + 7 ⇒ (8) + 7 = 15

Perception: 1d20 + 7 ⇒ (14) + 7 = 21

SStealth: 1d20 + 8 ⇒ (2) + 8 = 10

Dark Archive

Maps: Car. Crown || Skull & Shackles

In his initial examination of the door, Jamadar finds a hidden switch that seems to do nothing. On closer inspection, however, he finds that the switch locks in place a blade that is designed to come sweeping across the doorway when the door is opened. Satisfied that there are no other traps, he flips the switch, opens the doorway and slips across the threshold.

No sooner than he steps across the threshold, however, there is a bright flash and a crackle of electricity. The entire door frame is electrified, designed to get whoever steps across first!

Lightning: 4d6 ⇒ (4, 2, 2, 6) = 14 electricity damage (DC 14 Reflex save for half)

Once the second trap has been abated, you can see that this large room is home to a number of weapons mounted on the wall. From polearms to swords, from axes to bows, the collection seems to be missing nothing. In addition to the weapons, a number of suits of armor hang about the room.


Male Elf Magus (Bladebound Spiderhawk) 1: HP 8/8; AC 18/13/15; CMD 15; Init +5; Per +7 (darkvision); F+0/R+7/W+2; Spells 1: 2/2

Reflex: 1d20 + 7 ⇒ (2) + 7 = 9

lol of course. -6 hp

Jamadar groans in surprise at the lightning, half turning back before collapsing into unconsciousness.


Dwarf Warpriest 7 | HP 54/54 | AC 22 T 14 FF 18 | F+8 R+7 W+9 | CMB+6 CMD 20 | Speed 20ft Init +4 Perc +10
Spells:
Powers:
Blessings (6/6), Fervor (6/6), Sacred Weapon (7/7), Sacred Armor (7/7)

Shae instictively pulls turns his head and closes his eyes at the sight of the flash. Upon hearing the crackle and Jamadar's groan, he turns to see him slumped on the floor. He pulls him out of the doorway in order to treat him. First, he calls on Bolka to bring Jamadar back to consciousness.

Rebuke death: 1d4 ⇒ 1
Rebuke death: 1d4 ⇒ 1
Rebuke death: 1d4 ⇒ 2

He takes a deep breath, frustrated that he is not helping his companion much before trying again.

Rebuke death: 1d4 ⇒ 4

Once conscious, he casts a spell.

CLW: 1d8 + 1 ⇒ (1) + 1 = 2 ffs, the rng really hates me! 5 rolls to heal 10 hp.


Male Elf Magus (Bladebound Spiderhawk) 1: HP 8/8; AC 18/13/15; CMD 15; Init +5; Per +7 (darkvision); F+0/R+7/W+2; Spells 1: 2/2

Jamadar rouses slightly and thanks the healer, still quiet fried by the shock 4/8hp... Lol dice roller having fun with us.


Male Half-Orc Sorcerer (Deep Earth) 1 || HP 8/8 || AC 11/Tch 11/FF 10 (MA 15/11/14) || F+2 R+1 W+2 || CMB +2 CMD 13/FF 12 || Init +3 || Perception +0, darkvision (60 ft.)
Abilities:
Tremor (CMB +5, 6 of 7/day) (Sp) || Orc Ferocity (1/day)
Active:
Dancing Lights
Spells Remaining:
1st (2 of 4/day) (DC:15) — Magic Missile, Mage Armor || 0th (at will) (DC:14) — Acid Splash, Dancing Lights, Detect Magic, Spark

4d6, yeoooowch!

Grumthar is shocked to attention at the crackle of energy and Jamadar's crumble to the ground. He rushes over to assist Shae in making sure Jamadar is alive. Shae is healing him up, so he must be still alive.

Grumthar cautiously steps into the room, ready to fling a spell at a moment's notice.

Dark Archive

Maps: Car. Crown || Skull & Shackles
WhtKnt wrote:
...this large room is home to a number of weapons mounted on the wall. From polearms to swords, from axes to bows, the collection seems to be missing nothing. In addition to the weapons, a number of suits of armor hang about the room.


Male Half-Orc Sorcerer (Deep Earth) 1 || HP 8/8 || AC 11/Tch 11/FF 10 (MA 15/11/14) || F+2 R+1 W+2 || CMB +2 CMD 13/FF 12 || Init +3 || Perception +0, darkvision (60 ft.)
Abilities:
Tremor (CMB +5, 6 of 7/day) (Sp) || Orc Ferocity (1/day)
Active:
Dancing Lights
Spells Remaining:
1st (2 of 4/day) (DC:15) — Magic Missile, Mage Armor || 0th (at will) (DC:14) — Acid Splash, Dancing Lights, Detect Magic, Spark

Grumthar's heavy eyes brighten as has surveys the weapons and armor adorning the room, "Well friends, it looks like we have our bargaining power with the orcs, at least if they are inclined to bargain. Anyone need something?"

Grumthar rummages about looking for a morningstar to replace his old one.


Male Human (Ulfen) Barbarian (unchained, invulnerable rager) 1

Feeling vindicated about his mistrust of doors, Bollux hops into the room with Grumthar, wincing as he passes poor Jamadar. He looks about the room and gives a good hard look at the display of axes. He hefts some of them, looking for some that are well-balanced. He lifts a few others trying to find any that a light enough to be thrown across the room with any accuracy.

"This is indeed a great find, Grumthar. I have never seen the equal of such an armory; though I imagine our Dwarven friends have seen better," he says, motioning toward Shae and Klevum.

Dark Archive

Maps: Car. Crown || Skull & Shackles

There are indeed both axes and morningstars (you can find any weapons save exotics). All are well-made and balanced, but none are masterwork.


Male Elf Magus (Bladebound Spiderhawk) 1: HP 8/8; AC 18/13/15; CMD 15; Init +5; Per +7 (darkvision); F+0/R+7/W+2; Spells 1: 2/2

Jamadar rubs his wounds as he limps around, making sure the room and egress won't explode and kill them all.

Perception: 1d20 + 7 ⇒ (16) + 7 = 23
Perception: 1d20 + 7 ⇒ (15) + 7 = 22
Perception: 1d20 + 7 ⇒ (17) + 7 = 24


Dwarf Warpriest 7 | HP 54/54 | AC 22 T 14 FF 18 | F+8 R+7 W+9 | CMB+6 CMD 20 | Speed 20ft Init +4 Perc +10
Spells:
Powers:
Blessings (6/6), Fervor (6/6), Sacred Weapon (7/7), Sacred Armor (7/7)

Shae wanders around the room looking at the various equipment. He finds a light crossbow and a quiver of bolts that he takes. He then looks to see if he can find a heavy shield and a suit of armor that will fit him and give him better protection.

Would want breastplate, chain, or scale.

Dark Archive

Maps: Car. Crown || Skull & Shackles

Jamadar finds no exits from the room, and no other traps. Shae, you can find a nicely crafted dwarven-sized chain mail and a heavy shield.


Male Half-Orc Sorcerer (Deep Earth) 1 || HP 8/8 || AC 11/Tch 11/FF 10 (MA 15/11/14) || F+2 R+1 W+2 || CMB +2 CMD 13/FF 12 || Init +3 || Perception +0, darkvision (60 ft.)
Abilities:
Tremor (CMB +5, 6 of 7/day) (Sp) || Orc Ferocity (1/day)
Active:
Dancing Lights
Spells Remaining:
1st (2 of 4/day) (DC:15) — Magic Missile, Mage Armor || 0th (at will) (DC:14) — Acid Splash, Dancing Lights, Detect Magic, Spark

"How is everyone doing? Do we need to take rest here or shall we scout a bit more around these cursed halls?"


Male Dwarf Inquisitor/1 HP 15 AC 18 Touch 11, FF 17 Fort +5 Ref +1 Will +5 Init +1 CMB +3 CMD 14

Should probably scout as much as possible

Dark Archive

Maps: Car. Crown || Skull & Shackles

If everyone is re-equipped and ready to move on, I'll push things forward, or you can rest here in relative safety, you feel. The door can be locked and is the only entrance into the chamber that you have found.


Male Half-Orc Sorcerer (Deep Earth) 1 || HP 8/8 || AC 11/Tch 11/FF 10 (MA 15/11/14) || F+2 R+1 W+2 || CMB +2 CMD 13/FF 12 || Init +3 || Perception +0, darkvision (60 ft.)
Abilities:
Tremor (CMB +5, 6 of 7/day) (Sp) || Orc Ferocity (1/day)
Active:
Dancing Lights
Spells Remaining:
1st (2 of 4/day) (DC:15) — Magic Missile, Mage Armor || 0th (at will) (DC:14) — Acid Splash, Dancing Lights, Detect Magic, Spark

If everyone is re-equipped up and ready, I say we push on.


Male Elf Magus (Bladebound Spiderhawk) 1: HP 8/8; AC 18/13/15; CMD 15; Init +5; Per +7 (darkvision); F+0/R+7/W+2; Spells 1: 2/2

We may want to rest first since I got charred, still down 4hp and shae used quite a bit of healing on me

Jamadar does not need armor, but he does look for more arrows, a spare rapier and any daggers, and for manacles or bear trap type useful objects. He takes any of those he can find.

Dark Archive

Maps: Car. Crown || Skull & Shackles

You can find plenty of arrows, a rapier, and a plethora of daggers, but no manacles or other such objects.


Dwarf Warpriest 7 | HP 54/54 | AC 22 T 14 FF 18 | F+8 R+7 W+9 | CMB+6 CMD 20 | Speed 20ft Init +4 Perc +10
Spells:
Powers:
Blessings (6/6), Fervor (6/6), Sacred Weapon (7/7), Sacred Armor (7/7)

Assuming there is only 1 suit of dwarf-sized chain mail ...

Shae smiles when he sees the suit of chain mail his size. Just as he starts to reach for it, he remembers their new found companion, Klevum, and calls him over. As he walks up, Shae sizes him up. "Look what I found," he says, pointing to the armor. "It looks like both of us could use this, but I imagine you could use it more. The armor you have on now would be an improvement over mine."

Shae dons his new armor and takes the heavy shield, leaving his old armor and shield in its place. He glances around the room again, making sure he didn't miss anything and then looks over his new equipment. He then says a prayer to Bolka and sends healing energy out to the group.

Channel energy: 1d6 ⇒ 2

He looks around the group to see how everyone is faring and then turns to Jamadar. "How are you feeling after that jolt? Do you feel you can continue now, or do you require more healing?'

fyi, I have 4 channels and 2 spells left so I think we can continue.


Male Elf Magus (Bladebound Spiderhawk) 1: HP 8/8; AC 18/13/15; CMD 15; Init +5; Per +7 (darkvision); F+0/R+7/W+2; Spells 1: 2/2

Jamadar nods, "Let's go."

Only 2hp down after that last channel so I can keep going.

Dark Archive

Maps: Car. Crown || Skull & Shackles

Unable to go further east, the group backtracks slightly and takes a turn to the south, coming upon a huge corridor. The length of this room extends beyond your light source. Here lies an orc corpse, there rests a dead kobold, and over there a dead octopus with three of its tentacles severed lies against the wall. In fact, corpses of a dozen different creatures litter the corridor.


Male Elf Magus (Bladebound Spiderhawk) 1: HP 8/8; AC 18/13/15; CMD 15; Init +5; Per +7 (darkvision); F+0/R+7/W+2; Spells 1: 2/2

Jamadar detects for magic before cautiously checking the hallway.

Stealth: 1d20 + 8 ⇒ (8) + 8 = 16

Will take 20 on perception if possible for 27, or 17 with take 10


Male Half-Orc Sorcerer (Deep Earth) 1 || HP 8/8 || AC 11/Tch 11/FF 10 (MA 15/11/14) || F+2 R+1 W+2 || CMB +2 CMD 13/FF 12 || Init +3 || Perception +0, darkvision (60 ft.)
Abilities:
Tremor (CMB +5, 6 of 7/day) (Sp) || Orc Ferocity (1/day)
Active:
Dancing Lights
Spells Remaining:
1st (2 of 4/day) (DC:15) — Magic Missile, Mage Armor || 0th (at will) (DC:14) — Acid Splash, Dancing Lights, Detect Magic, Spark

Grumthar gets into position just inside the room and readies an action to cast Magic Missile at the first sign of trouble.

Stealth: 1d20 + 1 ⇒ (5) + 1 = 6
Perception: 1d20 + 0 ⇒ (13) + 0 = 13

Does Grumthar's darkvision allow him to see anything interesting beyond the light source?

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