Its "A" Dungeon
(Inactive)
Game Master
Terquem
Thrown through, okay more like stepped through, a mysterious portal the adventurers find themselves on another world looking for a way back home, or a good taco stand, whichever comes first...
Elf Wizard (Conjuration) 4/ Hp: 32/32 Init: +5; Perception +11(+13); AC 13(17)/13/10(14); F+2, R+4, W+5; CMD: 16
male
You have discovered a Chamber (or possibly more than one Chamber)
Roll d20, Table I. B. to determine the number and location of the Chamber(s) discovered, and then we will go to Table V. for each chamber and determine the Size (d20); Table V. B. (d20) for contents; and Table V. C. for number and location of possible exits.
Okay?
Male Elf "Butcher" 4 | HP 35/35 | AC 18 | T 14 | FF 14 | CMD 19 | Fort +2 | Ref +8 | Will +2 | Init +4 | Perc +10 | Sense Motive +7
So 4 rolls?
1d20 ⇒ 14
1d20 ⇒ 4
1d20 ⇒ 13
1d20 ⇒ 15
male
14 - there is one chamber, and it is on the left (so to the south)
4- it is a 20' x 30' chamber
13 - it has a monster (we need 2 d20's and a d100)
15 - there are two exits from the Chamber, but we will worry about where and what those are after we deal with the monster.
Elf Wizard (Conjuration) 4/ Hp: 32/32 Init: +5; Perception +11(+13); AC 13(17)/13/10(14); F+2, R+4, W+5; CMD: 16
1d20 ⇒ 4
1d20 ⇒ 7
1d100 ⇒ 89
male
4 - CR= APL -1 (so it is a CR 1 encounter)
7 - Table VII.A. 1.
89 - ...a group of undead.
(there will be six kobold skeletons!)
they are not trying to hide.
Elf Wizard (Conjuration) 4/ Hp: 32/32 Init: +5; Perception +11(+13); AC 13(17)/13/10(14); F+2, R+4, W+5; CMD: 16
Hopefully Jerrica just blasts them all with a channel energy.
Female Human Rogue (Unchained) 4; HP: 27/27; AC: 18, FF: 13, T: 15; F: +2, R: +8, W: +2; Init: +4; Perception: +8
I have returned! *thunderous kabooms and horses whinnying*
male
Your Initiative rolls are
Berenwyr – 24
Jerrica – 12
Teirist – 10
Victor – (-1,345,671) or 2
You seem to have not attracted the attention of the monsters and can take one action ( a surprise round) but you must move into the opening to the Chamber before you attack (to have a line of sight, line of effect).
Skeletal initiative: 1d20 + 6 ⇒ (11) + 6 = 17
Male Human Fighter (Phalanx Soldier) 2
It is pretty crazy how awful my initiatives have been. At least I do some damage when I finally get to go. I will just say I am giving them a chance to crap themselves before I arrive.
male
Okay, all the surprise round actions are complete.
It is Round 1, and as I know I will be updating the map tonight, let me determine the location and types of exits we identified
Exit #1 is
Type of Exit: 1d20 ⇒ 15
Location of Exit: 1d20 ⇒ 12
Exit #2 is
Type of Exit: 1d20 ⇒ 15
Location of Exit: 1d20 ⇒ 6
Exit #1 is a passage on the left (west)wall, and it is...
Width: 1d20 ⇒ 6...10' wide
Exit #2 is a passage on the opposite (south) wall and it is...
Width: 1d20 ⇒ 9...also 10'wide
Berenwyr will go, and then the Skeletons will attack.
male
sent a pm off to Victor. We'll give him a few hours today, and then if he isn't back, we will skip him and go to round 2
Male Elf "Butcher" 4 | HP 35/35 | AC 18 | T 14 | FF 14 | CMD 19 | Fort +2 | Ref +8 | Will +2 | Init +4 | Perc +10 | Sense Motive +7
Okay how to do I speak in another language on the board?
Elf Wizard (Conjuration) 4/ Hp: 32/32 Init: +5; Perception +11(+13); AC 13(17)/13/10(14); F+2, R+4, W+5; CMD: 16
I use google translate, then I just copy and paste. Hebrew makes for a cool looking draconic.
Male Elf "Butcher" 4 | HP 35/35 | AC 18 | T 14 | FF 14 | CMD 19 | Fort +2 | Ref +8 | Will +2 | Init +4 | Perc +10 | Sense Motive +7
Ah cool, thanks. I was wondering how you got the other to show up.
Male Human Fighter (Phalanx Soldier) 2
Female Human Rogue (Unchained) 4; HP: 27/27; AC: 18, FF: 13, T: 15; F: +2, R: +8, W: +2; Init: +4; Perception: +8
Anyone know our current xp total? I think I've lost track.
male
We had experience for a rawr-a-dile, two grindylows, and now six skeletons. I'll go back over the thread and see if i can find all the awards.
Male Elf "Butcher" 4 | HP 35/35 | AC 18 | T 14 | FF 14 | CMD 19 | Fort +2 | Ref +8 | Will +2 | Init +4 | Perc +10 | Sense Motive +7
575 XP.
200 for the Rawr-a-dile, 200 for goblin snakes, 100 for grindlow and 75 for the skellies.
Female Human Rogue (Unchained) 4; HP: 27/27; AC: 18, FF: 13, T: 15; F: +2, R: +8, W: +2; Init: +4; Perception: +8
And we're on the fast track, so 1875 xp it looks like.
Elf Wizard (Conjuration) 4/ Hp: 32/32 Init: +5; Perception +11(+13); AC 13(17)/13/10(14); F+2, R+4, W+5; CMD: 16
And we need 3300 to hit level 3, so 1425 left to go.
Elf Wizard (Conjuration) 4/ Hp: 32/32 Init: +5; Perception +11(+13); AC 13(17)/13/10(14); F+2, R+4, W+5; CMD: 16
periodic check 1: 1d20 ⇒ 3
periodic check 2: 1d20 ⇒ 10
Elf Wizard (Conjuration) 4/ Hp: 32/32 Init: +5; Perception +11(+13); AC 13(17)/13/10(14); F+2, R+4, W+5; CMD: 16
# of doors: 1d20 ⇒ 15
door #1 type: 1d20 ⇒ 2
locked?: 1d20 ⇒ 13
trapped?: 1d20 ⇒ 12
male
There are 2 Doors!
#1 will be on the left (on your left, so on the east wall)
and I think I'll throw out a variant Door size roll (this is optional in my version of Appendix A, and I think I'll use it every now and then)
Non Standard Door Size?: 1d20 ⇒ 1
It is a Small Door! This door is only 5’ tall and only 2’ wide, medium sized characters will have to squeeze to pass through it. Otherwise, it is a Simple Wooden Door.
Male Elf "Butcher" 4 | HP 35/35 | AC 18 | T 14 | FF 14 | CMD 19 | Fort +2 | Ref +8 | Will +2 | Init +4 | Perc +10 | Sense Motive +7
Well do we want to consider turn 6 as the rest period and stop right here?
Elf Wizard (Conjuration) 4/ Hp: 32/32 Init: +5; Perception +11(+13); AC 13(17)/13/10(14); F+2, R+4, W+5; CMD: 16
Is the door open or closed?
Elf Wizard (Conjuration) 4/ Hp: 32/32 Init: +5; Perception +11(+13); AC 13(17)/13/10(14); F+2, R+4, W+5; CMD: 16
door #2 type: 1d20 ⇒ 9
locked?: 1d20 ⇒ 7
trapped?: 1d20 ⇒ 17
male
All doors are closed when discovered
Doors, when examined can proved to be locked and/or trapped
Any door that is not locked is Stuck (requires a strength check to force open, the DC is set by the PRD table of Door Types from the Game Mastery Guide)
A stuck Door may be trapped
Once opened, if not kept open by the placement of a sufficient physical object 9such as a climbing spike) all doors will close on their own after one turn.
Door #2 is a Good Wooden Door
Male Elf "Butcher" 4 | HP 35/35 | AC 18 | T 14 | FF 14 | CMD 19 | Fort +2 | Ref +8 | Will +2 | Init +4 | Perc +10 | Sense Motive +7
And this is my first 6 turn ---turn. But we have to rest one turn out of 6, so we don't want to open a door and have a monster be on the other side when we need to rest, but while resting we can have a WME correct?
I say we rest here or go back to the rawr-a-dile room, since there's that water and then there's the butcher room..heh.
male
At the end of turn 6, there will be a check for a WME
Elf Wizard (Conjuration) 4/ Hp: 32/32 Init: +5; Perception +11(+13); AC 13(17)/13/10(14); F+2, R+4, W+5; CMD: 16
lock difficulty: 1d20 ⇒ 19
Male Elf "Butcher" 4 | HP 35/35 | AC 18 | T 14 | FF 14 | CMD 19 | Fort +2 | Ref +8 | Will +2 | Init +4 | Perc +10 | Sense Motive +7
Okay so I went back through the gameplay thread to make sure we aren't missing loots.
Yeah, no loots at all, except we never found out if the rawr-a-dile had loot, my guess is no. No pockets.
So currently we are looking at 575 XP and no loot.
male
Well all I can say is...roll better :)
whoa, boy that's a tricky lock (the DC on that baby is 28!)
Male Elf "Butcher" 4 | HP 35/35 | AC 18 | T 14 | FF 14 | CMD 19 | Fort +2 | Ref +8 | Will +2 | Init +4 | Perc +10 | Sense Motive +7
What's skill do you use for pick lock or did I not pick the lockpick
Elf Wizard (Conjuration) 4/ Hp: 32/32 Init: +5; Perception +11(+13); AC 13(17)/13/10(14); F+2, R+4, W+5; CMD: 16
Male Elf "Butcher" 4 | HP 35/35 | AC 18 | T 14 | FF 14 | CMD 19 | Fort +2 | Ref +8 | Will +2 | Init +4 | Perc +10 | Sense Motive +7
Well heck, the only way I can unlock it, is to roll a 20. I only have +7 to Disable Device, so if there is no automatic success on a 20, I can't even unlock it.
male
Did you think to buy "Masterwork" Lock picking tools? I think they give you a +2 on the roll, and this is one of the things you can "Take 20" on :). Also, the other characters can help with this skill check by "Aiding Another" (if they are trained in this skill that is)basically they stand behind you and tell you exactly what you are doing wrong. Any character that rolls 10+ on the skill check, will grant you another +2 bonus.
Female Human Rogue (Unchained) 4; HP: 27/27; AC: 18, FF: 13, T: 15; F: +2, R: +8, W: +2; Init: +4; Perception: +8
Teirist was probably trying to be frugal.
Elf Wizard (Conjuration) 4/ Hp: 32/32 Init: +5; Perception +11(+13); AC 13(17)/13/10(14); F+2, R+4, W+5; CMD: 16
His disable device should be at least +9 (1 rank, 4 dex, 3 class, 1 trapfinding.) Maybe he's over encumbered or something...
Male Elf "Butcher" 4 | HP 35/35 | AC 18 | T 14 | FF 14 | CMD 19 | Fort +2 | Ref +8 | Will +2 | Init +4 | Perc +10 | Sense Motive +7
It's my encumbrance, apparently. Actually, I wasn't sure the masterwork tools were going to be allowed and all. I thought I thought of everything and you see I don't have a blunt weapon and other things, not like I do't have 1973 SP...plus gold and such. I have a crowbar and pitons and a bunch of stuff we've barely needed. /facepalm.
So yeah. And that's with just medium encumbrance.
Elf Wizard (Conjuration) 4/ Hp: 32/32 Init: +5; Perception +11(+13); AC 13(17)/13/10(14); F+2, R+4, W+5; CMD: 16
Maybe ask Terquem very nicely if you can retroactively take advantage of the lockbox at the inn to store your coinage, and then ask Victor very nicely if he'd help you carry a few things.
Male Elf "Butcher" 4 | HP 35/35 | AC 18 | T 14 | FF 14 | CMD 19 | Fort +2 | Ref +8 | Will +2 | Init +4 | Perc +10 | Sense Motive +7
My coins are stored in the inn. It's all the other crap I have. Crowbar should be enough to get me to Light Encumbrance.
Female Human Rogue (Unchained) 4; HP: 27/27; AC: 18, FF: 13, T: 15; F: +2, R: +8, W: +2; Init: +4; Perception: +8
I won't be opening the door, but I'll figure out what's behind it.
1d20 ⇒ 18
male
somehow that seems illogical, but what the hell!
Female Human Rogue (Unchained) 4; HP: 27/27; AC: 18, FF: 13, T: 15; F: +2, R: +8, W: +2; Init: +4; Perception: +8
Logic seemed to have taken the swan dive into an empty pool long ago.
Male Elf "Butcher" 4 | HP 35/35 | AC 18 | T 14 | FF 14 | CMD 19 | Fort +2 | Ref +8 | Will +2 | Init +4 | Perc +10 | Sense Motive +7
Yeah I might have to quit if we have to be all logical here.
Female Human Rogue (Unchained) 4; HP: 27/27; AC: 18, FF: 13, T: 15; F: +2, R: +8, W: +2; Init: +4; Perception: +8
Hahaha, please open the door, Teirist, before Berenwyr's bird decides to go home with me.
Male Elf "Butcher" 4 | HP 35/35 | AC 18 | T 14 | FF 14 | CMD 19 | Fort +2 | Ref +8 | Will +2 | Init +4 | Perc +10 | Sense Motive +7
Elf Wizard (Conjuration) 4/ Hp: 32/32 Init: +5; Perception +11(+13); AC 13(17)/13/10(14); F+2, R+4, W+5; CMD: 16
I'm just grateful I went with the familiar instead of the bonded object. Who knows what Jerrica would have done with a wizard's staff?
Elf Wizard (Conjuration) 4/ Hp: 32/32 Init: +5; Perception +11(+13); AC 13(17)/13/10(14); F+2, R+4, W+5; CMD: 16
Also, I thought you guys might get a kick out of this. It's based on the original random dungeon tables from the 1E dmg.
Dungeon Robber
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