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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Retired to Triaxius

crap, I will need to find a better weapon else where

Disappointed that the orcs had no weapons he joins Grumthar and Jamadar at the door. Seeing Jamadar motion him to door he smiles a toothy grin at Jamadar and says

”Time to go through die verdammte Tür, Ja”

And he steps into the doorway, club held in both hands, glaring with murderous intent, keep a keen eye out for something to swing at.

perception: 1d20 + 4 ⇒ (13) + 4 = 17

Dark Archive

Maps: Car. Crown || Forge of Heroes || Skull & Shackles

You see an open doorway to your left. The body of an orc, his arm outstretched toward the door you have just come from, lies slumped near the middle of this room. A lone spear, it's shaft broken, lays in one of the corners.


Retired to Triaxius

crap, I find a weapon and it’s broken, just my luck

Seeing the dead orc he declares

” das verdammte Ork ist tot. is dead, his veapon is useless, however there iz another doorway, Wir werden untersuchen, I mean to zay shall vee examine it?"

Einar, quickly goes and checks the body then he begins to explore the room, ending at the doorway to the left,
perception: 1d20 + 4 ⇒ (13) + 4 = 17

Dark Archive

Maps: Car. Crown || Forge of Heroes || Skull & Shackles

An examination of the body reveals several holes in the orc's neck, arms, and legs. Each hole is flanked by eight smaller, rough punctures near it. The larger holes are roughly an inch in diameter and it is apparent that the orc has been drained nearly completely of blood.

Knowledge (arcana) (DC 15):
The markings are consistent with an attack by stirges, vicious, blood-drinking swamp pests that prey on wild animals, livestock, and unwary travelers. While weak individually, swarms of the creatures are capable of draining a man dry in minutes, leaving only a desiccated husk in their wake.

Knowledge (arcana) (DC 20):
Read spoiler above AND you would know that due to their contact with the blood of numerous creatures, stirges are harbingers of disease.


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

Once the majority of the party is through the door, Grumthar will go as well.

Assuming all is still well by that point, Grumthar will inspect the dead orc.

Knowledge(Arcana): 1d20 + 5 ⇒ (11) + 5 = 16
Otherwise, here is my roll once I can inspect the dead orc.


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 touches the wall near the doorway, leaving another mark of an upward facing arrow, and a downward facing one on the other side (arcane mark).

He tells Einar to be careful of the corpse, still concerned about infection.

Arcana: 1d20 + 8 ⇒ (6) + 8 = 14

DM if you want, unless there is combat or urgency, we can say I do this everytime or I can write it out. But basically he puts an up arrow if they went through a doorwar (looks like an arrow from a bow), arrow pointing down on the side they came out of, and if they go back out of a door they came in he turns it clockwise to point left. The up arrow on the other side turned clockwise to point to the right if they go back through it. He does it so he can retrace his steps, and handy if they end up lost or teleported and run into a previous location.


M Gnome Rogue Trapsmith 1

Agromite shoulders his way forward to help examine the body.

"You guys are going to end up like this if you keep bulling forward like this. Rumors are that this place is filled with TRAPS......."

Letting his words (hopefully) sink in, the gnome makes his way over to the newly revealed door and begins checking it.

Perception: 1d20 + 8 ⇒ (17) + 8 = 25 another +1 to find traps


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 assists Agromite in looking for traps.

aid perception: 1d20 + 7 ⇒ (10) + 7 = 17 +2 bonus


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

Two trapfinders. We'll live forever! :)


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 follows the others into the room. "I wonder if this one was with the others? Can anyone tell what did this to him? We better be on our guard so we don't end up the same way," he says as he grips his battleaxe tighter.


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 steps into the room after Shae and looks over the fallen orc.

"Be vigilant friends, as these are the marks of a stirge attack. Vicious mosquito-like magical beasties as big as melon; they will suck the life from you, leaving your body as a dried up shell. We had to deal with them in our clan caves occasionally, and I recall others being left like this and as the orcs in the other room."

With luck, they have engorged themselves already and will leave us alone.

While the room is getting searched, Grumthar looks specifically around up high for any sign of a stirge nest (or whatever they rest in).

Perception: 1d20 + 0 ⇒ (1) + 0 = 1


Retired to Triaxius

While everyone else is inspecting the room or the corpse Einar picks up the broken spear head and inspects the quality of work

hmmm, wouldn't be to bad if it was not broken, maybe we will find the cowardly orcs weapons in one piece

as he tosses the broken spear away and heads to the door and asks

"are ve going to stay hier und have a funeral für die verdammt Ork, or are ve going further into das Höhle?"

standing near the door and Agromite, taking hold of the ioun stone and offering it to the trapsmith he asks

"sind Sie fertig Inspektion der Tür kleiner Gnom? Entschuldigung, excuse, are ve ready to go now? Wird es helfen, vill it help if I give you den Stein, zee stone?

Hallit:
are you done inspecting the doorway little gnome?


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 makes a face, "I despise mosquitoes."

He then looks around this chamber as Grumthar is doing, for a nest. Afterwards he will peek into the room they came from to check if the orcs are indeed not doing anything untoward, and that there is no lair in the ceiling of the other hallway.

Perception: 1d20 + 7 ⇒ (20) + 7 = 27


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)

After the room has been searched and it is determined there is no nest, Shae moves up to get ready to enter the northern door.

Dark Archive

Maps: Car. Crown || Forge of Heroes || Skull & Shackles

Jamadar:
You see nothing on the ceiling and the orcs merely watch you cautiously.

An open door on the opposite wall appears to be the only other way in or out of this otherwise empty room.


M Gnome Rogue Trapsmith 1

if the search reveals nothing of interest.....

Agromite looks up at the tall human and gives a grin. "Keep the 'torch for the moment, Einar my friend. Let's start seeing what there is to see around here....."

The gnome slips quietly through the open doorway and stealthily moves to the left, staying close to the wall as he gets a better sense of his new surroundings.

Stealth: 1d20 + 11 ⇒ (5) + 11 = 16
Perception: 1d20 + 8 ⇒ (19) + 8 = 27 28 vs traps


Retired to Triaxius

the door has been open the whole time, if anyone is in here, they know were coming

Einar, placing the ioun stone back in it's orbit around his head, he steps through the door club in hand, standing in the doorway, quickly taking in all the ioun stone illuminates.

perception: 1d20 + 4 ⇒ (6) + 4 = 10

I need to remember to take 10's or 20's with the GM's that allow it, a 10 is ridiculous!


Male Azta-Blooded Aasimar Efreeti Bloodline Sorcerer 1: Spd:30, Init:3, AC:15, FF:12, T:13, (5 cold, electric and acid resistance) Fort:3, Ref:3, Will:2, HP:10/10

I examine the dead orc to what he has on him

Dark Archive

Maps: Car. Crown || Forge of Heroes || Skull & Shackles

The orc wears studded leather armor and has nothing else of interest.


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

Since everything is going smoothly, and he has found nothing so far, he will check the passage/door farther south from where they came in. Jamadar checks the area and doorway for any potential traps, listening as well for any noises on the other side.


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

"I'm going to keep an eye on Jamadar. Holler if something happens in the room Agro is in."

Grumthar steps back out into the main room and watches how things are going with Jamadar.


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

Forgot to roll stealth, and perception for listening at the door after checking it
Perception: 1d20 + 7 ⇒ (5) + 7 = 12
Stealth: 1d20 + 8 ⇒ (1) + 8 = 9


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

After checking it out Jamadar returns to the room with the others and waits to see what they find beyond the door.

Dark Archive

Maps: Car. Crown || Forge of Heroes || Skull & Shackles

Jamadar:
The heavy smell of stale air greets you as you open the door to this large room. Bits of dried grass as well as larger hunks lay all over the floor as if a tornado recently tore through a meadow.

As Agromite begins to enter the room, he spots movement near the ceiling. In the next instant, Einar sees only darkness from his vantage point.

Agromite:
As this creature falls from the cavern roof, it opens like a hideous octopus, its thin, hook-lined tentacles connected by a fleshy web. It dives for you, narrowly missing your arm, landing on the nearby wall with a wet *SLOMPH* sound.

Agromite Initiative: 1d20 + 3 ⇒ (10) + 3 = 13
Creature Initiative: 1d20 + 6 ⇒ (6) + 6 = 12
Creature vs. Agromite: 1d20 + 3 ⇒ (4) + 3 = 7

GM Screen:
Stealth: 1d20 + 10 ⇒ (18) + 10 = 28


M Gnome Rogue Trapsmith 1

"What the- !!" the gnome lets out a shout as he dodges to the side.

Knowledge (Dungeoneering): 1d20 + 7 ⇒ (7) + 7 = 14

Reacting on instinct, Agromite slashes out before attempting to put some distance between himself and the creature.

Attack, Shortsword: 1d20 + 4 ⇒ (10) + 4 = 14 assuming Im still adjacent/threatening.
Damage: 1d4 + 0 ⇒ (2) + 0 = 2
[ooc]Not sure its exact location on the map, but take a 5' step, moving away from the door (NW?) in the hopes of setting up a flank at some point


Retired to Triaxius

did Einar see the attack? Agromite was standing within the lighted area

Dark Archive

Maps: Car. Crown || Forge of Heroes || Skull & Shackles

Yes, you can see the attack, though the light here is considerably dimmed (20% miss chance for those without darkvision).

Knowledge (arcana) (DC 15):
This is a darkmantle, a predatory creature that drops from the ceiling onto unwary prey beneath. They can fly (poorly) and can generate a field of darkness around themselves.


Retired to Triaxius

hearing a wet *SLOMPH* sound and Agromite blurting out as he moves away quickly, Einar squints into the soupy darkness and just makes out a tentacle creature hanging on the wall, must not let our little trap finder get killed he wades into the murk, raising his club and yelling out in die Hölle Kreatur as he swings into the darkness, hoping to splatter the beast.

As Einar steps into the darkness, he looses his focus on the beast for a moment and as he swings his devastating blow hoping to feel the beast crushed below his knotted wooden club he feels and hears the club strike the wall instead of the creature. Verdammt!

5ft. step, power attack with club, 0-20% miss chance, 21%-100% sees creature

miss chance: 1d100 ⇒ 1 a 1? how do you roll a 1 out of 100?
attack: 1d20 + 4 ⇒ (19) + 4 = 23 for damage: 1d6 + 9 ⇒ (1) + 9 = 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 moves close enough to be able to see the problem in the next room. I assume rest of us should roll init after hearing both call out?

Init: 1d20 + 5 ⇒ (17) + 5 = 22
When able: Arcana: 1d20 + 8 ⇒ (1) + 8 = 9

Jamadar draws his rapier and waits for an opportunity to see and act in the darkened chaos, though his darkvision helps pierce the shadows of the interior. Just in case, he also alerts the others, though he is sure they heard the commotion. "Ware!" he whispers harshly, "They found something not as friendly as the orcs, it seems..."


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

WhtKnt: Should the rest of us roll our own init, or are you going to get us in the mix all at once?

Knowledge(Arcana): 1d20 + 5 ⇒ (6) + 5 = 11 Whenever Grumthar can assess what is going on.


Male Azta-Blooded Aasimar Efreeti Bloodline Sorcerer 1: Spd:30, Init:3, AC:15, FF:12, T:13, (5 cold, electric and acid resistance) Fort:3, Ref:3, Will:2, HP:10/10

I follow Jamar assuming his position on the map is updated, I don't know

and while doing so, I pull out a sunrod, strap it to my arm and activate it. tired of having limited vision because I don't have my own light source. I'll have my own light source and my characters vision updated for eight game hours.

Dark Archive

Maps: Car. Crown || Forge of Heroes || Skull & Shackles

Initiative
Einar
Jamadar
Agromite
Creature
Glade Wolf
Shae
Grumthar

Einar swings and succeeds only in taking a large chip out of the wall. Agromite also swings futilely at the creature, which easily dodges the gnome's attack.

Jamadar, you still have an action coming.

Einar Init: 1d20 + 2 ⇒ (15) + 2 = 17
Glade Wolf Init: 1d20 + 5 ⇒ (7) + 5 = 12
Grumthar Init: 1d20 + 3 ⇒ (1) + 3 = 4
Jamadar Init: 1d20 + 5 ⇒ (11) + 5 = 16
Shae Init: 1d20 + 2 ⇒ (7) + 2 = 9


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

Can't see anything on the map for some reason, tried for a while.If I am able to get into flank with a move action please add +2 attack.

Jamadar focuses on his rapier, magic coursing into it as he steps forward and thrusts at the creature with the blade.

Attack: 1d20 + 6 ⇒ (16) + 6 = 22
Damage: 1d6 + 1 ⇒ (6) + 1 = 7

swift action - arcane enhancement of +1 to rapier for 1 minute. move action - close or flank if possible. std action - attack.


Male Azta-Blooded Aasimar Efreeti Bloodline Sorcerer 1: Spd:30, Init:3, AC:15, FF:12, T:13, (5 cold, electric and acid resistance) Fort:3, Ref:3, Will:2, HP:10/10

I fire at the gnome with my bow using a durable arrow hit: 4 - 4 - 4 + 1 + 1d20 ⇒ 4 - 4 - 4 + 1 + (4) = 1 firing into melee, cover penalty and point blank shot but can't get a clear shot and shoots the back wall out of nervousness I'll recover that later
dmg: 1d8 + 1 ⇒ (2) + 1 = 3


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

At his opportunity, Grumthar will get into position to see the creature and assess:

Creature engaged in melee:

Cast Magic Missile
Dmg: 1d4 + 1 ⇒ (2) + 1 = 3 pts of Force Damage

Creature NOT engaged in melee:

Cast Acid Splash
Hit: 1d20 + 1 ⇒ (16) + 1 = 17 Ranged Touch w/ ray
Dmg: 1d3 ⇒ 1 pts of Acid Damage

Grumthar will also move his Dancing Lights up as close to the door we came through as possible.

Dark Archive

Maps: Car. Crown || Forge of Heroes || Skull & Shackles

Jamadar strikes the creature, which makes no noise, but does visibly retreat to the ceiling, only to dive again, this time for the elf! Once again, it misses it's target.

Party (except Grumthar) is up!

Creature vs. Jamadar: 1d20 + 3 ⇒ (3) + 3 = 6


Retired to Triaxius

I need to keep my focus on the creature. Seeing Jamadar strike the shrouded creature, Einar call out ” gut geschlagen, Jamadar” Then as the creature seems to jump from the wall to the ceiling and drop toward Jamadar Einar tries to not lose track of the beast as it misses Jamadar and drops to floor. When he hears the wet *SLOMPH* sound, Einar moves toward the sound and attacks the tentacle beast with his knotted club.

Move toward the beast, power attack with club, 0-20% miss chance, 21%-100% sees creature

miss chance: 1d100 ⇒ 70
attack: 1d20 + 4 ⇒ (4) + 4 = 8 for damage: 1d6 + 9 ⇒ (5) + 9 = 14


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

Is the retreating flavor text, and if not does it provoke an AOO for leaving threatened area?

Jamadar recoils at the attack, and proceeds to try to pierce the creature again with his rapier.

Attack: 1d20 + 6 ⇒ (10) + 6 = 16
Damage: 1d6 + 1 ⇒ (2) + 1 = 3

Dark Archive

Maps: Car. Crown || Forge of Heroes || Skull & Shackles

Just flavor, sorry.


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

I am totally good with the flavor, haha. Just making sure we didn't get a free stab at it since apparently only I am rolling above 10 with my measely 1d6+1 :)


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)

Hearing the sound of battle, Shae moves into the room ready for a fight. Seeing the creature and staying out of its reach, he circles around to the center of room and stands ready to attack the creature should it move near him.

Readied attack: 1d20 + 2 ⇒ (16) + 2 = 18
Damage: 1d8 + 2 ⇒ (2) + 2 = 4


M Gnome Rogue Trapsmith 1

Seeing the creature reposition for another attack, Agromite takes the opportunity to roll across the room in hopes of getting a tactical advantage. Once he gets into a flanking position he attempts to put that advantage to use as he strikes out at the creature. His tumbling puts his aim way off however and the strike does not even come close.

Acrobatics: 1d20 + 7 ⇒ (10) + 7 = 17 to avoid AOO when moving thru its current square
Attack, Flanking: 1d20 + 4 + 2 ⇒ (1) + 4 + 2 = 7
Damage, Precision: 1d4 + 0 + 1d6 + 1 ⇒ (3) + 0 + (3) + 1 = 7


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

just curious about why i moved but didn't get a spell off. was it a double move?

Dark Archive

Maps: Car. Crown || Forge of Heroes || Skull & Shackles

Uhm, because I forgot about the spell? Sorry.

Between Grumthar's spell and Agromite's attack, the creature falls to the ground, seemingly dead (it's hard to tell, but it is unmoving). A cursory probe with swords produces no reaction and you concede that it is, in fact, deceased.


Retired to Triaxius

Einar kicks the black lifeless, shapeless mass. can't believe I missed the thing then looking around the room he asks the team "are ve ready to continue into die Höhle?" as he proceeds to the doorway in the North-west corner.

perception: room: 1d20 + 4 ⇒ (3) + 4 = 7 blins as a bat


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

hah, no worries. i ticked off a 1st spell slot then.

"Hmm, i have no idea what it is, but hopefully it is tasty. At any rate, it is meat", Grumthar says wryly while pulling out his dagger an cutting out some fillets.

added a pound mystery meat to inventory


M Gnome Rogue Trapsmith 1

The gnome makes a face as the butchering begins. "I'm not exactly into 'finery'" Agromite says, "But....I'll leave that to you, I think."

With a shake of his head Agromite moves off to explore the area a little more.

Perception: 1d20 + 8 ⇒ (11) + 8 = 19 search the area, but do not leave the chamber.

Dark Archive

Maps: Car. Crown || Forge of Heroes || Skull & Shackles

The chamber proves otherwise empty. Peering through the open doorway into the next room, you discern for certain that the room is empty. There is an open door on the opposite wall that could be the only exit.


Retired to Triaxius

Einar turns to Agromite and asks "little gnome, vould you like to check zee room for traps before ve go on?"


Male Azta-Blooded Aasimar Efreeti Bloodline Sorcerer 1: Spd:30, Init:3, AC:15, FF:12, T:13, (5 cold, electric and acid resistance) Fort:3, Ref:3, Will:2, HP:10/10

Glade rushes in with his Sunrod still lit.

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