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...


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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

Berenwyr snaps out of his trance, Damned Ponies, at least they could have made things interesting...

He smiles at Teirist, Well, your manners are certainly improving! and sends the golden torches of his spell to illuminate the darkened chamber.


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

Tierist nods in agreement with Berenwyr.

"Thank you good and kind elf. Now, if you'll let me search a bit for traps and such, that will protect you and the others. I thank you again, for the use of your lights."

Well we know there is no monsters...so we need treasure rolls? Oh bother, these tables make my head spin.


male

We should roll for contents Table V. B., and ignore any results that includes the word "monster" if it is a "monster and treasure" then only the treasure is present, okay. If you make a roll, I will update as soon as I can


Recovering Drunkard/ 5th Level Nacho Proficienato / Muchacho's MMA 2 | HP 59/59 +0/0 Temp | AC19 T11 FF16 | CMB+5 CMD +16 | Melee +7 Rng +6 | Dorn +8 | Channeling 5/5
Stats:
| F+8 R+2 W+8 | Init.+1 Perc.+9 In2ish +13 | Appraise +7 | Bluff +6 | Heal +10 | Know. Religion +10 Dungeon +3 | SpellCraft +10 | Intimidate +7

Engrossed by the droll conversation unfolding before him and spectacle of the dwarf and monk, Ballar leans against the wall, pulls out his waterskin and begins to drink, Ah, entertainment!


male

Day 2; Turn 70/130 (Current Turn/Turn of the Clock) turn 1 of 6

As Berenwyr moves back into the hallway, at Teirist’s insistence, he waggles his fingers summoning the small floating lights of his spell to follow him. He sends the lights ahead of him into the chamber beyond. The Chamber appears to be empty, but there are four small alcoves on each of the two walls north and south, grouped near the center of the room. Each alcove is a sort of built in book case like structure with four shelves. The shelves are a few feet apart and the top shelf is eleven feet above the floor. On the top shelf in each alcove is a small coffer (for eight coffers in all). Each coffer is about one foot long, eight inches wide and six inches tall.

The lights also reveal a narrow passageway, only five feet wide going west out of the chamber in the center of the west wall.


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, the chamber doesn't have a door, right? I suspect I need to examine everything for traps and such. How do you want to handle that?

Trap checking doorway: 1d20 + 10 ⇒ (18) + 10 = 28


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

Oooh! Coffers! Looks like some other treasures wait in store for us!

Berenwyr sends his lights to the four corners of the room, illuminating as much as he can. See anything Teirist?


male

Chambers, not rooms, may have exits that are not doors, and are just openings (usually flanked by columns) in the walls, making them not idea places to rest for extended periods of time. A Room will only have Doors as exits (and entrances for that matter!) and are easier to defend, by spiking doors shut. There are no traps indicated in this Chamber, so we don't have to ask for perception checks to find them.


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

Teirist moves into the chamber looking at each of the coffers as the light illuminates it. After satisfying himself that there are no traps set in the room, he beckons the rest in and begins examining the first coffer, by climbing up a bit to get a look at it. Checking to see if the coffer might have a trap around it. If not, he pulls the coffer off the shelf and hands it down to one of the others.

My assumption is coffers are locked/trapped or at least a chance of each or both, correct?

"I have not examined the coffer itself, so don't just rush to open it."

Following the same procedure for each of the 8 coffers until all are down and easier to examine.

Let me know what rolls you want/need


male

The coffers are each sealed with a small, common lock.

The DC is 20 to open them, and if you have the right tools, you can take "20" and open them easily. It only takes a few rounds to open each one, and you finish in just a few minutes

Each coffer contains a few gold coins, and a few small "pamphlets.” The pamphlets are all signed, championship programs from various sporting events of the last thirty years. Together these pamphlets and coins are worth at least 3000 gold pieces (the coins, made of gold and some of silver, are championship coins, probably used to determine if one side was allowed to begin the game in possession of certain weapons before the ball was tossed).

One of the coffers contains an expensive looking scroll tube, made from polished rings of ivory and silver. It is sealed, the cap is in place, but it looks harmless. When it is opened the remains of a large sandwich wrapper can be seen stuffed inside.


Human Rogue 6 | HP: 35/51 | AC: 23, T: 16, FF: 18 | Fort: +5, Ref: +11, Will: +4 | Melee: +6/+9, Ranged: +9 | CMB: +6, CMD: 21 | Init: +7, Perception: +10/+2 vs surprise/+3 vs traps <trap spotter> | MF [x] | SP 2/9 | Speed: 30ft

Jim averts his eyes while Teirist satisfies himself.

-Posted with Wayfinder


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

I have the masterwork "butchers" tools. um...thieves tools even.


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

Berenwyr examines the scroll tube and the sandwich wrapper contained within, casting read magic on the off chance it is a cleverly disguised scroll.


Male Dwarf HP 45/45 AC 18 FF 17 T 11 F +8 R +3 W +4 CMD 17 Init +1

Durgen hefts his large hammer, "I have an opener if we need one"


Male Dwarf Fighter/3 | HP 39 | AC 19 | Tch 11 | Fl 18 | Init +1 (+3) | Fort +5 | Ref +2 | Will +2 | CMD 17

Byron pops his head around the doorway. He's still angry, but the smell of gold and silver has piqued his curiosity.

"Well, this might make a start. What have we got here?"

He waddles over to Teirist and peers over his shoulder (not an easy thing for a dwarf to do!) as he works. He is obviously not too worried about how irritating he is being as he breathes heavily in Teirist's ear.


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

Teirist stops what he is doing and sighs.

"Byron, do I look over your shoulder when you are flinging a mannequin against the wall? No, then back up, so I can do my job. Please."


male

Ahem, don't overlook the extra experience you all just got!

Berenwyr's head swims in arcane mysteries and power as he realized the used sandwich wrapper was, at one time a Scroll containing a very powerful spell.


Human Rogue 6 | HP: 35/51 | AC: 23, T: 16, FF: 18 | Fort: +5, Ref: +11, Will: +4 | Melee: +6/+9, Ranged: +9 | CMB: +6, CMD: 21 | Init: +7, Perception: +10/+2 vs surprise/+3 vs traps <trap spotter> | MF [x] | SP 2/9 | Speed: 30ft

"Is Berenwyr picking up trash again? You know he once tried to talk me into carrying his barely-used toothpick collection."

-Posted with Wayfinder


Recovering Drunkard/ 5th Level Nacho Proficienato / Muchacho's MMA 2 | HP 59/59 +0/0 Temp | AC19 T11 FF16 | CMB+5 CMD +16 | Melee +7 Rng +6 | Dorn +8 | Channeling 5/5
Stats:
| F+8 R+2 W+8 | Init.+1 Perc.+9 In2ish +13 | Appraise +7 | Bluff +6 | Heal +10 | Know. Religion +10 Dungeon +3 | SpellCraft +10 | Intimidate +7

Ballar puts his waterskin away and watches the butcher get to work. As the smell of gold fills the air a faint digital buzzing noise can be heard coming from one of Ballar's pockets. Oh, pardon me. That's me. The dwarf reaches into his pocket and pulls out what looks like a late 90's digital calculator watch, the word Casio clearly inscribed across the top. Ballar looks at the analog reader then pushes one of the buttons on the side. Oh, seems I've leveled up! Putting the watch back the cleric sighs and pulls out an old leather bound book with the words RAW 6th ed. embossed in gold writing across the top. Humming, Ballar flips open the book and begins to read.

Will start leveling up...


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

Those toothpicks were valuable spell components Berenwyr retorts indignantly. And besides, everything in this dungeon is treasure Jim! Everything! Do you realize the street value of this sandwich wrapper?!?! And don't even get me started on the porno we found a while back. I'm holding on to that for my private collection. Vintage erotica like that, well, let's just say that the production values have declined enormously in the past hundred years or so... Berenwyr licks his lips, and wipes a bit of sweat off his brow before turning back to the wrapper and mumbling Oh yeah baby, show me those sweet, nasty, mystic auras...


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

Teirest gathers the coins and stuffs them in a sack he has in his pack. Stowing the sack in his pack he looks around at his companions.

"Well gents and Berenwyr...where to next?"


Recovering Drunkard/ 5th Level Nacho Proficienato / Muchacho's MMA 2 | HP 59/59 +0/0 Temp | AC19 T11 FF16 | CMB+5 CMD +16 | Melee +7 Rng +6 | Dorn +8 | Channeling 5/5
Stats:
| F+8 R+2 W+8 | Init.+1 Perc.+9 In2ish +13 | Appraise +7 | Bluff +6 | Heal +10 | Know. Religion +10 Dungeon +3 | SpellCraft +10 | Intimidate +7

Ballar puts away his book and looks suspiciously at Teirest packing away all the items. Tha bag looks heavy, duya wan some help?

Clapping his hands together and rubbing them enthusiastically, Hav'n just arrived, I wouldn't mind head'n topside. I've got a feel'n I'm gonna be spend'n a'lot o'time in these dungeons, might as well get'ta know tha locals!


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

Teirist shakes his head. "No, its fine. Topside would be fine, they serve a decent meal up at the inn and I have some extra coin up there, might get a few things upgraded. Oh and if you are worried that I might run off with all the loot, don't worry. I won't. You've got my word on it. Or my name isn't Thaddius Grumpot."

With that Tierest moves toward the entryway to lead the others back toward the entrance to the dungeon.


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

As Teirist moves past Ballar he snaps his finger and then roots around in his backpack. Pulling out a wand he hands it to Ballar.

"Oh before I forget, this might be better in your hands, its the party's wand, I just liberated it from the last cleric before they were whisked away. Um...I know that has limited charges."

He turns the wand over looking for some sort of counter.


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

Berenwyr follows along, still engrossed in his used sandwich wrapper.


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

Finally seeing the counter, he points it out to Ballar.

"40 left."

Teirist pokes Berenwyr and motions for the lights to be moved back toward the entry.

"I should warn you, we are probably going to come to a hallway that rolls and is quite dangerous. Hopefully the cleaning crew hasn't been by."


Recovering Drunkard/ 5th Level Nacho Proficienato / Muchacho's MMA 2 | HP 59/59 +0/0 Temp | AC19 T11 FF16 | CMB+5 CMD +16 | Melee +7 Rng +6 | Dorn +8 | Channeling 5/5
Stats:
| F+8 R+2 W+8 | Init.+1 Perc.+9 In2ish +13 | Appraise +7 | Bluff +6 | Heal +10 | Know. Religion +10 Dungeon +3 | SpellCraft +10 | Intimidate +7

Ta. Ballar takes the wand and inspects the counter, An I suppose tha adapter's miss'n? He turns the wand to look at the bottom, Those bloody craft'rs, always putt'n limited charges in their wands, than expect ya to buy a new one when tha power runs out. Yeh, just as I thought, he points to the fine print along the sides of the counter, Sams-sang... He puts the wand carefully into a side pocket. Promise ta take good care of it.

You lot go on an check it out. Tha wizard and I'll be right behind ya. Ballar whispers to Berenwyr, How many tries do ya recon it'll take 'im?


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

Tierist stops.

"Secrets are fine, but I need the wizard to light the way. So you two whisper later. Berenwyr, lights forward, if you would, please."


Male Dwarf HP 45/45 AC 18 FF 17 T 11 F +8 R +3 W +4 CMD 17 Init +1

"The dwarves back home have invented docking stations to recharge those wands. Unfortunately though, they only fit certain wands and the wands have to be totally white. Not quite sure why."


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

"Next you are going to tell me those white wands are better than other wands. And that every year a new wand model comes out and people line up to buy them."


Male Dwarf HP 45/45 AC 18 FF 17 T 11 F +8 R +3 W +4 CMD 17 Init +1

"Aye! Now you are thinking like a dwarf. The new models are just like the old ones, but we change the model number and then maybe add a minor change. Like this year's model you can buy one that can cast its spell from either end. Like a healing wand there you can heal someone else or heal 'yourselfie'."

"Of course there is a side effect of that. It gives women duck lips. It has been quite the epidemic!"


Recovering Drunkard/ 5th Level Nacho Proficienato / Muchacho's MMA 2 | HP 59/59 +0/0 Temp | AC19 T11 FF16 | CMB+5 CMD +16 | Melee +7 Rng +6 | Dorn +8 | Channeling 5/5
Stats:
| F+8 R+2 W+8 | Init.+1 Perc.+9 In2ish +13 | Appraise +7 | Bluff +6 | Heal +10 | Know. Religion +10 Dungeon +3 | SpellCraft +10 | Intimidate +7

Oi! 'Ang on a minute! Ballar runs back to retrieve the dwarf mannequin. He rejoins the group dragging Groundpounder unceremoniously behind him, We can use Geoff 'ere ta check if tha roll'n hallway's active. Smiling maliciously he adds, Byron, ya feel like throw'im again?


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

Berenwyr looks down at Ballar, then looks up, then looks thoughtful, then taps the side of his nose with his finger, then briefly itches his rump. He's actually pretty good at disarming traps, for a butcher at least. The problem is he hardly ever sees them in time. I usually have to point them out to him...

With a flick of his fingers, Berenwyr sends his dancing lights ahead to light the way.

At any rate, the whole idea of a rechargeable wand is preposterous. What would you recharge it with? I mean, do you have some under-aged, half-starved caster chained to a wall in some dank sweatshop in a country that most people don't even remember exists half the time? Hmmm, actually, that might work pretty well... Distract people with the presentation and never let them see the horrible truth behind it...


Male Dwarf Fighter/3 | HP 39 | AC 19 | Tch 11 | Fl 18 | Init +1 (+3) | Fort +5 | Ref +2 | Will +2 | CMD 17

Byron looks at Berenwyr with a concerned expression on his face, before turning to Ballar.

"It matters not what we do with the fool's manikin, but I suppose that it will be good practice for when we find Groundpounder himself."

Byron hefts his pack onto his shoulder, secures his weapons, and sets his nose to the exit. "To the surface, then!"


male

Okay, first obstacle is a door that is stuck shut, with a Strength Check of 28 needed to open it, oh and it is trapped, remember, and it was a CR5 trap that Teirist disarmed a while ago, but it has reset, so the DC to disarm it again is 23 (you cannot take 20 on this one) . Then it is through the room where you fought the spiders, through a secret door (not locked, stuck, or trapped) then 135 feet to the west to the carnival of terror, which is also reset. You can attempt to disable the trap, the DC is 21 and you can take 20 on this one, by staying off the rolling section and trying to jam it closed. Then it is 90 feet to the mighty portcullis. This is a metal Portcullis and requires a Strength check of 25 to lift. Then passed a pair of rooms (north and south, by the way the map needs fixing, the south room has a nasty spear trapped door that leads to stairs going down to level 4!). Then it is 570 feet of clear walking to the top of the stairs and the outside of the dungeon.


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

Hmmm, that manikin should actually be quite useful then. We can use it to set off traps and get through before they reset. At least, I think we can. Berenwyr shrugs and does his best Zoolander "Le Tigre" impression.


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

Teirist leads the group back through the rooms they've explored. When they come to the door that is once again stuck shut and Tierist sees on his map a note that the door is trapped. Removing his armor and handing the pack to Victor..whom he realizes isn't there anymore, he sets the pack on the ground, pulls out his tools and sets to work on the lock. Requesting Jim to come over and make sure he's not messing up too much.

Disable Device: 1d20 + 13 ⇒ (3) + 13 = 16

for the love of the gods..


Human Rogue 6 | HP: 35/51 | AC: 23, T: 16, FF: 18 | Fort: +5, Ref: +11, Will: +4 | Melee: +6/+9, Ranged: +9 | CMB: +6, CMD: 21 | Init: +7, Perception: +10/+2 vs surprise/+3 vs traps <trap spotter> | MF [x] | SP 2/9 | Speed: 30ft

"Don't put your finger in that."
assist: 1d20 + 13 ⇒ (11) + 13 = 24

-Posted with Wayfinder


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

Teirist looks up at the last moment and hears a click. He winces.

"In my defense, the last time we were on the other side of the door. It didn't go boom, that's good."


Human Rogue 6 | HP: 35/51 | AC: 23, T: 16, FF: 18 | Fort: +5, Ref: +11, Will: +4 | Melee: +6/+9, Ranged: +9 | CMB: +6, CMD: 21 | Init: +7, Perception: +10/+2 vs surprise/+3 vs traps <trap spotter> | MF [x] | SP 2/9 | Speed: 30ft

"You do these things a lot. I bet it's more like this--"
disable device: 1d20 + 13 ⇒ (14) + 13 = 27

-Posted with Wayfinder


Human Rogue 6 | HP: 35/51 | AC: 23, T: 16, FF: 18 | Fort: +5, Ref: +11, Will: +4 | Melee: +6/+9, Ranged: +9 | CMB: +6, CMD: 21 | Init: +7, Perception: +10/+2 vs surprise/+3 vs traps <trap spotter> | MF [x] | SP 2/9 | Speed: 30ft

"You're a butcher too, right? I hope you're a good one." Jim says as he stares at the clogged cogs and sprung springs that are the result of his handiwork.

-Posted with Wayfinder


Recovering Drunkard/ 5th Level Nacho Proficienato / Muchacho's MMA 2 | HP 59/59 +0/0 Temp | AC19 T11 FF16 | CMB+5 CMD +16 | Melee +7 Rng +6 | Dorn +8 | Channeling 5/5
Stats:
| F+8 R+2 W+8 | Init.+1 Perc.+9 In2ish +13 | Appraise +7 | Bluff +6 | Heal +10 | Know. Religion +10 Dungeon +3 | SpellCraft +10 | Intimidate +7

Ballar watches the Butcher and Jim fiddling with cogs and springs then turns to the elf wizard, Suppose we can tell'em 'bout tha dummy later.


Human Rogue 6 | HP: 35/51 | AC: 23, T: 16, FF: 18 | Fort: +5, Ref: +11, Will: +4 | Melee: +6/+9, Ranged: +9 | CMB: +6, CMD: 21 | Init: +7, Perception: +10/+2 vs surprise/+3 vs traps <trap spotter> | MF [x] | SP 2/9 | Speed: 30ft

Overhearing Ballar, Jim retorts, "He already tried it."


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

So, is the door still stuck shut? Berenwyr shakes his head. It just seems so strange to me that after we go to all the trouble to force it open it becomes stuck again... Maybe the minions have a door-sticker union. Local Jammers 343 or something like that. Anyway, whoever's strongest should try to force it open with the crowbar, I think that's Byron. A few others can try to help, it'll probably take a while though.

Just take 20 on it I guess, +3 Str, +2 crowbar, +4 in aid anothers means we need to roll a 19 to open it anyway.


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

"I am thinking perhaps I should buy a supply of spikes, spike some of these doors open. It's odd that the trap reset.When we get up top, I'll check with a trapsmith and see if there's a why to stop that."


Recovering Drunkard/ 5th Level Nacho Proficienato / Muchacho's MMA 2 | HP 59/59 +0/0 Temp | AC19 T11 FF16 | CMB+5 CMD +16 | Melee +7 Rng +6 | Dorn +8 | Channeling 5/5
Stats:
| F+8 R+2 W+8 | Init.+1 Perc.+9 In2ish +13 | Appraise +7 | Bluff +6 | Heal +10 | Know. Religion +10 Dungeon +3 | SpellCraft +10 | Intimidate +7

I'm sure Local Jammers 343 'll be very pleased with all tha new spikes they'll be gett'n for Christmas. If they've unionized tha place we'll be in for'a hard time. Ballar lets Geoff fall to the floor, Best ta ask ya trapsmith 'bout some magical aids. We can't stop tha union, but we can speed things up with tha right gadgetry. Rummaging in his bags he pulls out a copy of Seerers Catalog and begins to flip through the pages rapidly.


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

Teirist scrubs his face with his hand.

"Unions...why does it have to be unions? I doubt we have enough power to fight a union. And of course a Lich would employ a union. Well nothing to do about it now, let's get this door open, unless there's a union for that too..."


male

Day 2; Turn 71/131 (Current Turn/Turn of the Clock) turn 2 of 6

There may be many different "employees" of It'Dupree, wandering about, but for your information, doors, if left alone after opening will gradually swing shut on their own (it takes about one turn) and then if they were stuck when you found them, they will be stuck again. I recommend spiking doors open, for quick escapes, and spiking them shut, for safe resting, and in this case I will roll randomly (with a spiked open door) to determine if something wanders by and removes the spike).

You manage to disarm the trap, and then with careful planning, overcome the obstacles that are behind you to safely reach the exit.

The total distance to travel is about 800 feet, more or less, and there are a few times where the party must stop to open doors or gates, and the rules I posted state that you can follow your map, out of the dungeon, at a pace that takes 1/6th as much time as exploring (so instead of 60 feet in 10 minutes, you can move 360 feet in 10 minutes). So, in about 30 minutes you find yourselves back in the city. Now along the way there is one chance for a WME (I’ll roll for it at the bottom of this post). When you are out of the dungeon you can visit the Inn, or shop, or rest, or whatever it is you want to do, and when you are ready we’ll start again at the entrance of the dungeon. When we start I’ll give you 4 options: 1) return to the pool where you can fill flasks with a healing elixir that has a limited duration of potency), 2) return to the chamber of Geoff’s Tomb, 3) Return to another area of the map where you found something to explore, but choose to go a different route, or 4) explore a new path from the starting area. If you chose 1 or 2 I will determine how many possible WME to roll for that might occur before you get to where you want to be.

Chance for WME?: 1d6 ⇒ 2

No encounters on the way out!

by the way, to figure the time of day, just remeber that turns are ten minutes long. There are 6 turns in an hour, 144 turns in a day. When you decide to go back into the dungeon, I will be changing the way I track time, as I think I may have found a better way to do it, I don't know, still learning


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 we need to sell our stuff, divide the loot, etc. Level up for spells and what have you that you might need. I'd suggest that when we return, we just start in "a" morning, so we have fresh "day", does that sound good? We really don't have much more than the football and the football coins and pamphlets. Some small trinkets from the Minotaur.


Recovering Drunkard/ 5th Level Nacho Proficienato / Muchacho's MMA 2 | HP 59/59 +0/0 Temp | AC19 T11 FF16 | CMB+5 CMD +16 | Melee +7 Rng +6 | Dorn +8 | Channeling 5/5
Stats:
| F+8 R+2 W+8 | Init.+1 Perc.+9 In2ish +13 | Appraise +7 | Bluff +6 | Heal +10 | Know. Religion +10 Dungeon +3 | SpellCraft +10 | Intimidate +7

Having lugged Geoff all the way to the entrance, Ballar drops the mannequin just inside the dungeon entrance, Don't go runn'n away now.
Outside, Ballar looks around, for the first time, at the sights and sounds of the city. Ummm, so where's everyone stay'n?

Don't forget the limited wish!

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