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 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 will help check the door for any obvious traps. Perception: 1d20 + 7 ⇒ (7) + 7 = 14
Disable device if needed for trap or lock: 1d20 + 10 ⇒ (6) + 10 = 16

Assuming they both find nothing, he greases the hinges with a few drops of oil from his flask and then opens it as quietly as possible.


M Gnome Rogue Trapsmith 1

The gnome walks up to the door and cracks his knuckles, cringing at how loud the sound is in the still corridor. He works beside the elf to make sure the door is not trapped before the group opens it.

Perception vs Traps: 1d20 + 9 ⇒ (2) + 9 = 11
Disable if needed: 1d20 + 12 ⇒ (2) + 12 = 14 thanks, diceroller, I love you too...


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

lol


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

Ha!


Retired to Triaxius

Einar waits with baited breath, eyes wide, club in hand as the two fey open the door. "maybe this room will have a worthy foe, hopefully I will find a worthwhile weapon instead of this stupid tree-root club."

Dark Archive

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

Beyond the portal is a huge room, so large, in fact, that you cannot see walls beyond the one on which you entered. The room is deathly quiet.


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

"Shall I send the dancing lights in and see what happens?", Grumthar whispers hoarsely. "Big rooms breed big trouble in places like this."

As exciting as this new adventure is, Grumthar cannot help but feel sorrow at the thought of possibly never leaving this place; especially since it means no more apricot doe filet with spiced potatoes from the Thirsty Ogre tavern.


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

"Master Einar, it just occurred to me that a warrior of your stature could benefit from a more fitting weapon than a tree branch. Would you like to borrow my morningstar until you find a more suitable weapon? I should be fine with my magic and my dagger for the time being."


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)

Peering into the darkness, Shae is surprised that he can't see the other side of the room. He nods his head in approval of the sorcerer's idea. "Yes, hopefully that will draw out any creatures that are hiding in this large room."


Retired to Triaxius

Einar looks suspiciously at Grumthar at first, then he nods his head and reaching the club out to Grumthar he says "Da I vould like to use your Godendag the good part is at 51 seconds handing the club to Grumthar he accepts the Morningstar and swinging It a couple of times he smiles "I vill return zis fine weapon when ve find others, da." he then watches with anticipation as Grumthar sends his dancing lights into the darkness.


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 nods approvingly as Einar gives the weapon a few mighty swings. I'm sure he's going to need it more than I...

With the approval of the healer and the damage soaker, Grumthar sends his dancing lights forth about 30' into the room.
As usual for Grumthar, this is the "roughly humanoid" shapped version of dancing lights

"Let's quite down and see if we can hear anything stir as I move the light about."

Does this improve our ability to see into the room at all? Do we here anything move about?

Perception: 1d20 ⇒ 5

Dark Archive

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

In the dim circle at the periphery of the dancing lights, you can make out the walls of this chamber, about 60 feet apart. In each corner of the chamber stands a great pillar of stone. Nothing moves in the dead silence.


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

Wow, did I just cast mythic dancing lights? I can see the whole dungeon level now. Whtknt, I think you disabled some fog of war and light level settings. ;-)

"We should make a tactical entry. Einar, Agro, Jamadar, Shae, myself, then Glade all move in ready to fight. Only go about 15' in or so in case we need to back out quick...", Grumthar whispers to the gang.


Retired to Triaxius

Einar smiled, "Da, tactical" gripping the Morningstar two handed, he walks slowly into the room so others can keep up. Keeping a keen eye out as the ioun stone spins around his head.

he will take 10 (14) on perception


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 and pastes an arcane mark arrow on the doorway before they enter.

He grabs his bow and follows Einar, ready to shoot.

Perception: 1d20 + 7 ⇒ (7) + 7 = 14

Dark Archive

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

Hmmm. Don't think so. Everything looks to be intact. I dunno what is going 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

Haven't been able to check map travelling but will let you know if gives problems on this end


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

Yeah, I logged back in this morning and everything was back to normal. Must have been some glitch in Roll20.

Dark Archive

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

Well, at least you got to see how big it is, and this is section A (of A through P).


M Gnome Rogue Trapsmith 1

More than happy to let the oversized human take point this time, Agromite follows two steps behind and to Einar's left.

also traveling and cant check map, sounds like we're in for some fun...


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

Heh, well I have played through WLD about 8 or 9 years ago. So I have already some idea. I don't remember a lot of details save for a couple of memorable encounters, including the one that led to a TPK. We moved on after that to a Star Wars campaign.

Grumthar times his move with the others and enters in, ready to let a magic missile loose at the first sign of trouble.

Dark Archive

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

Inside the room, everything is even quieter than outside. You can't even heard yourselves breathe.

No verbal communication is possible while in this 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

Jamadar steps outside the doorway and casts detect magic, then walks back inside to try to locate anything unusual, or the source of the silence.

Dark Archive

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

Jamadar:
The pillars in the corners of the room radiate illusion magic.


Retired to Triaxius

Empty, no treasure, no enemies not even any traps yet.Looking around the room, slightly disappointed, Einar asks the team "Sollen wir gehen nach links oder nach rechts..." pausing for a moment "Shall ve go to zee left or to zee right or strait across zee 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 looks at Einar inquiringly while he continues to talk and no one can hear what he is saying. "No . one . can . hear . you . , Grumthar mouths slowly.

He then turns to Jamadar and shrugs. Pointing at his eyes and then around the room, Grumthar motions for the party to search around.

Perception(Search): 1d20 + 0 ⇒ (14) + 0 = 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

Jamadar signals, pointing to the pillars. He creeps along one wall to the nearest pillar to examine it.

Perception: 1d20 + 7 ⇒ (4) + 7 = 11

If he doesn't find anything on that crappy roll he will try again to find aa switch or plate or writing before giving up.

Perception: 1d20 + 7 ⇒ (1) + 7 = 8

This pillar has writing on it that says I need glasses..


Retired to Triaxius

Beginning to get annoyed that no one is answering, Einar turning his sees Grumthar mouthing something. "This one shared his weapon, he would not be intentionally annoying, there must be something magical going on." Seeing Jamadar signal and begin to move. Einar shrugs and smiles a carnivorous smile to Gruthar and follows Jamadar. As the near the pillar Einar looks at it carefully.

perception: 1d20 + 4 ⇒ (1) + 4 = 5 yep, it says glasses for everyone


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

If nothing happens, he will check each other pillar and look for exits.

Perception: 1d20 + 7 ⇒ (14) + 7 = 21


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

No one magically silences a room for no reason. Perhaps that reason has been lost throughout the years. I should retreat and check for magic as Jamadar has surely done.

Assuming nothing happens prior to this, Grumthar exits the room, casts Detect Magic, and returns back in to help focus his search.


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 and notices how quiet it got. When he sees the others' mouths moving but no sound coming out, he seems a little confused. Are they whispering? He sticks his little finger into his ear to make sure nothing is clogging it. Hmm, must be magic. Why would someone do that in a large empty room like this. There must be something here. Don't want to get separated in here. No one would be able to hear if you are getting attacked.

He moves over to help Jamadar search. Frequently looking around for the others and making sure nothing is sneaking up on them.

perception(1st): 1d20 + 3 ⇒ (19) + 3 = 22 I'm following him, so this should be on first pillar he searched (SE?). Not sure if he updated map and has moved onto next(SW).

perception(2nd): 1d20 + 3 ⇒ (2) + 3 = 5

Dark Archive

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

It's hard to see on the map, but there is a door on the wall directly opposite the way you came in.

Grumthar:
Detect magic reveals that all four pillars radiate illusion magic.

A thorough search of the room reveals nothing beyond what you see. There appear to be no hidden doors, switches, or panels in or around the pillars (at least that you can find)


Retired to Triaxius

"Nutzlos für nichts gut verdammt Zimmer" realizing his traveling companions cannot hear him, he points to the door on the opposite wall from where they came in. Heading to the door, he stops at the threshold and looks into the room.

he will take 10 (14) on perception


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 walks up to one of the pillars (the closest) and attempts to study it more carefully.
Perception: 1d20 + 0 ⇒ (8) + 0 = 8
Spellcraft: 1d20 + 5 ⇒ (8) + 5 = 13

If nothing is learned, Grumthar will touch a pillar.


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

If nothing occurs, Jamadar will shrug and motion the others to follow Einar to the other door.


M Gnome Rogue Trapsmith 1

Agromite is very impressed that his longshanks companions have finally learned to move around without sounding like the bards at an orcish wedding festival....until he realizes that there is unnaturally no sound at all.

He stays to the side of the impetuous warrior while others check the pillars around the room. The waiting is the worst.....

Dark Archive

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

Grumthar touches a pillar, but finds it solid and unyielding. The door seems to be an ordinary wooden door in the center of the west wall.

I'm working on something that, while not as visually stunning, may work better. Rather than display the entire dungeon, I will recreate small chunks of it and use those as the map.


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

Heh, sounds good whtknt. Thanks for your effort in pulling all this together.


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

Yeah thumbs up.

Jamadar nods for Einar to open the door, bow ready.


Retired to Triaxius

Einar smiles, grasping the Morningstar in one hand, he opens the door with the other stepping into the doorway, the ioun stone throwing light over the threshold. allowing him to carefully look into the room beyond.

perception: 1d20 + 4 ⇒ (6) + 4 = 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 follows through as well, ready to unleash an orb of acid if needed.


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 out of the room, glad to be out of the unnatural silence.

Dark Archive

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

The room beyond is even larger than the other, but at least sound travels in this one. You see the edge of a pillar to the north; presumably there are pillars in the other three corners as well. Nothing moves in the gloom.


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 don't have a good feeling about this. Should we scout or move slowly as a group?"

I like the map reduction!


Retired to Triaxius

another big empty room, it's good I'm a young man, this will take forever, at least we can hear each other turning to Grumthar, Einar waxes philosophical "Ver I am vrom experienced raiders Zay "Nie die Partei zu trennen" Many who grow very old svear by ziz! Zo let us stay togezer, Ya!" Einar points to the right with the moringstar, making a counter-clockwise pattern with his free hand.

Kellid:
"Never separate the party"


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 and follows Einar motioned path.

Perception: 1d20 + 7 ⇒ (5) + 7 = 12


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

Nodding approvingly, Grumthar follows the group.

perception: 1d20 ⇒ 6


Retired to Triaxius

Einar, moving in a counter clockwise fashion moves to the pillar in the north east corner and carefully looks at the pillar, then moving to the pillar in the north west corner he carefully looks at it, then moving toward the south west he notices the door, there is the door we will leave by after we look at all of these pillars, they do so look like the ones in the previous room continuing on to the south west corner he carefully inspects the pillar there then moving to the south east corner he carefully inspects the last pillar there. After he has looked at all three pillars he contemplates there similarities and differences.

Einar will take 20 (24) looking at each pillar, he has no knowledge checks so they will not be helpful, does he notice any similarities or differences between each of these and these as a group and the ones in the previous room as a group or individually?

Dark Archive

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

These pillars seem to be almost identical to those in the previous room, excepting, of course, that they are not enchanted with silence spells. As you pass by the door on the opposite wall, you hear the faint sound of running water.


M Gnome Rogue Trapsmith 1

Agromite, briefly missing the silence as his companions plod around the new chamber, positions himself near the doorway to be ready if any surprises come at them from the direction of the water.

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