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...


2,251 to 2,300 of 3,582 << first < prev | 41 | 42 | 43 | 44 | 45 | 46 | 47 | 48 | 49 | 50 | 51 | next > last >>

male

Looks good, I'll give it a try next time!


Male Elven 7th level Conjurer (Spellbinder) Wizard Init +2 Perception +17 AC: 12 (Tch: 12 Flat: 10) Fort +3 Ref +4 Will +6 (+2 vs Enchantments) CMD 16/14 Fl Intuition +8 Spellcraft +15

Couple of quick questions. Which bugbear is the remaining bugbear in the Init order? Keryth should be just ahead of him due to the readied action. Also, why do you have Keryth listed as taking 19 damage? He has only taken the 11 from the burning hands as far as I know.


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

Sniffing the air, Bah! Som'thin 'burn'n?
Doing Acid causes Damage: 1d3 ⇒ 3


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, quite dissatisfied that the fire-tossing bugbear is still gleefully bouncing about, attempts to remedy the situation with punching.
Unarmed Strike: 1d20 + 7 ⇒ (15) + 7 = 22, Damage: 1d8 + 1 ⇒ (6) + 1 = 7


M Human Ranger 4 | HP: 45/46 | AC: 17, T: 13, FF: 14 | Fort: +6, Ref: +7, Will: +3 | Melee: +6, Ranged: +7 | BAB: +4, CMB: +6, CMD: 19 | Init: +5, Intuition: +2, Perception: +10

Billy watches coolly as the group gangs up on the sorcbear, circling counterwise to find an open shot and with arrow nocked in case he's still standing. "Hey, Fluffy! You smell any more of these bugbear things hiding in the room?"

Circle around to avoid sorcbear having cover. Ready one shot for if sorcbear is still standing after everyone's attack. In case Fluffy wants to take the time to sniff things out, here comes three checks (not sure which one to use)

Intuition: 1d20 + 2 ⇒ (13) + 2 = 15
Perception: 1d20 - 5 ⇒ (1) - 5 = -4
Survival: 1d20 + 1 ⇒ (19) + 1 = 20


Male Elven 7th level Conjurer (Spellbinder) Wizard Init +2 Perception +17 AC: 12 (Tch: 12 Flat: 10) Fort +3 Ref +4 Will +6 (+2 vs Enchantments) CMD 16/14 Fl Intuition +8 Spellcraft +15

Round 3 Init 6
Keryth smiles as his acid dart disrupts his spell casting opponent's own spell. Sticking with the tactic, Keryth readies another acid dart.(readied action to cast acid dart at spellcaster bugbear when he attempts to cast a spell, using 5' step if necessary)

acid dart (vs touch ac): 1d20 + 4 ⇒ (20) + 4 = 24
damage: 1d6 + 2 ⇒ (4) + 2 = 6
critical threat: 1d20 + 4 ⇒ (8) + 4 = 12
critical damage: 1d6 + 2 ⇒ (3) + 2 = 5

Status & Effects
AC: 12 HP: 21 of 32


male

Day 6, turn 74 (approximate time of day, 12:10 pm) (turn 2 of 6)

round 3…end

Unable to vanish, the sorcerbear stands dumbfounded when he realizes there are several angry armed men coming toward him, and one large cat!

Ballar hit the sorcerbear with a glob of robe jelly, and then Teirist lands a cutting blow. The sorcerbear staggers but does not fall. Keryth lifts his hands and takes aim, waiting for the right moment, but Jim dances in, Iflail spinning madly, and knocks ythe sorcerbear into next week. The blow strikes the Bugbear Sorcerer so hard, small birds momentarily appear above his head, and the n the sorcerbear topples backward to the ground, dead.

Battle is over. Going to the discussion thread to award XP now


M Human Ranger 4 | HP: 45/46 | AC: 17, T: 13, FF: 14 | Fort: +6, Ref: +7, Will: +3 | Melee: +6, Ranged: +7 | BAB: +4, CMB: +6, CMD: 19 | Init: +5, Intuition: +2, Perception: +10

Billy takes a moment and waits for Fluffy to sniff out any more magickery bugbears. Once certain they're done for now, the ranger squats and digs out 3 arrows from a spare quiver in the backpack to refill the regular arrow quiver he's been using. He most meticulously fluffs the arrows, to make sure they won't stick to each other and mar his future awesome arrow shooting performances.

Satisfied, he looks to the party, and makes an insightful observation. "Ooh, some of you got burned!"


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 sniffs the rancid air of burnt bear flesh then stretches the mask from his cloak over his nose, This must be one o'tha lich's lock'r rooms.
Taking out his water skin of blessed water he pops off the top and hands it to the pale wizard, Take a swig o'tha friend, it'll clear up those blemishes in no time.
Stepping over to Jim, the dwarf retrieves a wand from one of his pockets. Folding his arms and tapping a finger on the wand Ballar looks at the monk, trying to decide if he needs to use a charge of his wand. Looks like ya could use some o'those waters too Jim.
As Ballar waits to see how the bubbly waters fare on his comrades, the dwarf squats down to give Fluffy a good scratch under the chin.

Gives a dose of healing water (4 ounces) to Keryth to heal 3d4 hit points - go ahead and roll it |


Male Elven 7th level Conjurer (Spellbinder) Wizard Init +2 Perception +17 AC: 12 (Tch: 12 Flat: 10) Fort +3 Ref +4 Will +6 (+2 vs Enchantments) CMD 16/14 Fl Intuition +8 Spellcraft +15

Keryth takes the water and gives it a sniff. I don't suppose it is Perrier by any chance? Shrugging his shoulders he takes a drink. I guess we are roughing it hmmmm?

3d4 ⇒ (2, 2, 2) = 6

HP 27 of 32


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

"I got this. I just need some of this bubbly sports drink." Jim says as he starts chugging his waterskin.
1 dose: 3d4 ⇒ (4, 4, 4) = 12 Well... okay then.


Male Elven 7th level Conjurer (Spellbinder) Wizard Init +2 Perception +17 AC: 12 (Tch: 12 Flat: 10) Fort +3 Ref +4 Will +6 (+2 vs Enchantments) CMD 16/14 Fl Intuition +8 Spellcraft +15

Keryth looks over at Jim. Seems you got the Perrier.

Wiping his mouth, Keryth comments to Billy, I don't understand how you escaped the fire. You were standing right where the flames should have gotten you too. Keryth squints his eyes at Billy, trying to determine if something strange is afoot.


M Human Ranger 4 | HP: 45/46 | AC: 17, T: 13, FF: 14 | Fort: +6, Ref: +7, Will: +3 | Melee: +6, Ranged: +7 | BAB: +4, CMB: +6, CMD: 19 | Init: +5, Intuition: +2, Perception: +10

Billy looks back at the elf wizard innocently. "Why, the bearguy must have noticed my dash and charm and selectively avoided marring me."

You've got me going all Sun Tzu and drawing burning hands boxes. I think he misses me, or he'd have to miss some of you and get the one who tried to attack me.

Ooh, if he had taken 5' south, I think he could've included me too with a westward blast! Good think it was a sorcbear and not a wizbear. All charm, no brains.


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

"Huh. I hadn't thought of that. I guess you might be all those things in the eyes of a bugbear." Jim shrugs.


Male Elven 7th level Conjurer (Spellbinder) Wizard Init +2 Perception +17 AC: 12 (Tch: 12 Flat: 10) Fort +3 Ref +4 Will +6 (+2 vs Enchantments) CMD 16/14 Fl Intuition +8 Spellcraft +15

Keryth shoots Jim an approving smirk.


M Human Ranger 4 | HP: 45/46 | AC: 17, T: 13, FF: 14 | Fort: +6, Ref: +7, Will: +3 | Melee: +6, Ranged: +7 | BAB: +4, CMB: +6, CMD: 19 | Init: +5, Intuition: +2, Perception: +10

Billy puffs up at Jim's compliment. "That's right! I am all those things in the eyes...HEY!" The beaming look turns to a frown as the ranger worked out what the monkman said. He gives the sorcbear body a kick, and then realizes no one has checked the bodies yet.

So he does. Check the bodies of the recently deceased, that is.


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 calmly wipes the blood off his blades on the dead bugbear and then searches the rest of the room, since the ranger is apparently into molesting the dead.


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

Turning to the wizard, Ballar matter of factly states, Tis a bubbly mixture o'pres-tine spring wat'r en-fus'd with tha heal'n en'rgies o'Cayden. Holding the wand threateningly the dwarf continues, Tha encan-tacion is like'nd ta ya favorite ale. Ya do like ale, don't ya? Ballar pokes the tip of the wand on the wizard's chest.

CWL's Fantastic Wand of Spiritual Heal: 1d8 + 1 ⇒ (5) + 1 = 6

Heal's Keryth spending one charge: 39/50 left


Male Elven 7th level Conjurer (Spellbinder) Wizard Init +2 Perception +17 AC: 12 (Tch: 12 Flat: 10) Fort +3 Ref +4 Will +6 (+2 vs Enchantments) CMD 16/14 Fl Intuition +8 Spellcraft +15

Keryth furrows his brow as he tries to figure out what Ballar is saying through his thick accent. After a moment to sort it out he replies, I prefer wine actually...

HP 32 of 32


male

Day 6, turn 74 (approximate time of day, 12:10 pm) (turn 2 of 6)

Teirist approaches the bags on the floor, and kneels beside them, prodding them gently with his weapon he turns them over once, then twice and when he is satisfied there are no hidden surprises he begins to look inside the sacks

There are four sacks and each weighs about seven to ten pounds. The sacks contain, gold, silver, electrum and platinum coins as well as a few small rubies, sapphires and emeralds. All together the treasure is probably worth close to two thousand gold pieces.

Meanwhile as Billy examines the bugbears, he finds a few copper and silver coins in a belt pouch on one of the bugbears (22 copper pieces and 9 silver pieces). While in a pocket of the sorcerbear’s robe he finds a long, very narrow metal tube sealed on one end by being folded and crimped while the other end has a cork stuffed in it. A message in common on the tube reads, “unidentified potion.”

Potion Countdown Clock:

22 turns remain – Jim, Teirist, and Ballar have filled water skins, Ballar has used 4 doses, Jim has used 4 as well. Each water skill holds 8 doses in all


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

Aye, well with a little tweak'n tha next batch'll be more to ya lik'n. In tha meantime, donna play with fire
Ballar steps over the metal tube and examines the contents.
Spell craft: 1d20 + 9 ⇒ (13) + 9 = 22


Male Elven 7th level Conjurer (Spellbinder) Wizard Init +2 Perception +17 AC: 12 (Tch: 12 Flat: 10) Fort +3 Ref +4 Will +6 (+2 vs Enchantments) CMD 16/14 Fl Intuition +8 Spellcraft +15

Very funny Ballar. And don't go changing things on my account.

As the contents of the sack are revealed Keryth raises an eyebrow at the electrum pieces. I haven't seen any of those in nearly two decades!

With nothing else of interest he looks expectantly at the others. Shall we carry on?


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 nods. "Been a long time for me too, odd, I thought they took them out of circulation. Surprised the Banking union allows them to remain in here." Teirist says as he flips an electrum piece over his fingers in a show of dexterity and sleight of hand.

"Yep, carry on, it's what we do." Handing the bags to Ballar to carry and noting where he stows them.


M Human Ranger 4 | HP: 45/46 | AC: 17, T: 13, FF: 14 | Fort: +6, Ref: +7, Will: +3 | Melee: +6, Ranged: +7 | BAB: +4, CMB: +6, CMD: 19 | Init: +5, Intuition: +2, Perception: +10

"Ooh, an electrum. You know, someone might pay more than actual coin value for such an antique coin." The ranger looks about and makes sure they did not overlook anything, and then hefts his backpack as he echoes the elves, "Carry on, carry on."


male

This chamber, and the other two chambers discovered here on the first foray on to the fifth level of the dungeon, have not been checked for number, type and location of exits, should you wish to stay here, or do you want to go back to the fourth level?


M Human Ranger 4 | HP: 45/46 | AC: 17, T: 13, FF: 14 | Fort: +6, Ref: +7, Will: +3 | Melee: +6, Ranged: +7 | BAB: +4, CMB: +6, CMD: 19 | Init: +5, Intuition: +2, Perception: +10

Billy only knows this level. He votes we check a few more chambers. How does the exit thing work exactly?


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

Taking out his tourist brochure for the Infamous "A" Dungeons of The Lich Baroness It’Dupree MonStropidious, Ballar reads, Enjoy our many in house activities such as: pool games, compete'n basketball an volleyball tournaments, improve ya golf swing, orr take dance classes. Orr, ya might pref'r a history lecture, play'n cards (Bridge is especially popular) or bingo, learning napkin-folding an'flower-arrang'n, bidd'n on items att'n art auction, play'n trivia, watch'n a cook'n demonstration or sipp'n wine at a wine-tast'n. Folding the brochurer back up, he adds, Well, we've done some o'tha things list'd...but thar's still a lot ta do. Let's at least 'ang 'round 'ere for tha wine tast'n, giving the wizard a nudge, eh Keryth!


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 at Ballar like he just grew a second and third head.

"When did we do any of those things?" he asks, still looking like Ballar lost what little is left of his mind.


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 remarks off-handedly while fiddling with his IFlail, "Probably while you were dancing with the bugbears. You sure do take your time with those things." He turns his IFlail this way and that, trying to find a grip that doesn't kill his reception.


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 scratches his head, Wha 'bout tha football game... we did tha, right? Then there were those puzzles.... He takes out his brochure again and disappears into a corner, mumbling to himself about what's been done and what's still left to be done.


Male Elven 7th level Conjurer (Spellbinder) Wizard Init +2 Perception +17 AC: 12 (Tch: 12 Flat: 10) Fort +3 Ref +4 Will +6 (+2 vs Enchantments) CMD 16/14 Fl Intuition +8 Spellcraft +15

Keryth does his best to avoid direct eye contact with Ballar, instead focusing his attention upon the two doors. Any preference as to which we open first?


M Human Ranger 4 | HP: 45/46 | AC: 17, T: 13, FF: 14 | Fort: +6, Ref: +7, Will: +3 | Melee: +6, Ranged: +7 | BAB: +4, CMB: +6, CMD: 19 | Init: +5, Intuition: +2, Perception: +10

Billy sighs in relief. "Glad I didn't miss the wine tasting. Did you see any recommendation boxes? I noticed you didn't mention any beer, ale and mead tasting in that brochure."

The dashing archer frowns at the elf wizard for interrupting such an important conversation as any involving alcoholic beverages. "Does it matter? I assume we'll open both anyway. That is so like an elf, being indecisive about little things like that."


Male Elven 7th level Conjurer (Spellbinder) Wizard Init +2 Perception +17 AC: 12 (Tch: 12 Flat: 10) Fort +3 Ref +4 Will +6 (+2 vs Enchantments) CMD 16/14 Fl Intuition +8 Spellcraft +15

I don't think you understand "interupt" or "indecisive". Please, explain to me how I interupt a "conversation" that wasn't happening until after I posed my question?

And it is funny you speak such slander while actively avoiding making the very decision you derided me for not making.

Gesturing at the two doors Keryth remarks icily, After you.


M Human Ranger 4 | HP: 45/46 | AC: 17, T: 13, FF: 14 | Fort: +6, Ref: +7, Will: +3 | Melee: +6, Ranged: +7 | BAB: +4, CMB: +6, CMD: 19 | Init: +5, Intuition: +2, Perception: +10

Billy shakes his head at the clearly incoherent ramblings of the elven wizard. "Please, allow me." He stands before the two doors, stares at them for a moment while muttering to himself, "een, mee, mine, mo...er...een, mee, mine..." The brilliant decision maker then straightens, and points to the door on the right. "This one first." He looks to the resident dwarf. "Are you our trap tripper?"


Male Elven 7th level Conjurer (Spellbinder) Wizard Init +2 Perception +17 AC: 12 (Tch: 12 Flat: 10) Fort +3 Ref +4 Will +6 (+2 vs Enchantments) CMD 16/14 Fl Intuition +8 Spellcraft +15

Oh no. You should do the honors after that remarkable display.


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 produces his business card that says,

Tierist Rolodiir
Trapsmith, Locksmith, Butcher
Proud member of Adventurer's Union #2483
Proud member of Butcher's Union #2
Proud member of the Traps and Locks Union #662

As he slips the card back into some unseen pocket he turns and examines the door on the left.

Hah!

Perception: 1d20 + 10 ⇒ (7) + 10 = 17 +2 to find a trap and Trapspotter would also apply


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 tries to discern any traps on the left door as well. "Our butcher gets pretty lax about traps. Sometimes I have to back him up for all of our sake."
Intuition: 1d20 + 9 ⇒ (14) + 9 = 23


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 glares at Jim.

"Excuse me, I've always found the trap, it's the disabling of the trap I sometimes mess up...Didn't I hear they have a bigger iFlail, so you got last year's model?"

Tierist hums.


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's eyes go wide and he looks down at his IFlail, suddenly realizing how fast it isn't. "Bu... wu... thu..." he stammers, trying to find some word that will comfort him.


male

Day 6, turn 74 (approximate time of day, 12:10 pm) (turn 2 of 6)

Examining the doors, Teirist and Jim both cannot find any evidence of traps on either door, however, the Good Wooden Door has an elaborate locking mechanism bolted to the frame

The DC to disable the lock of the Good Wooden Door is 33! Once disabled the door should open normally. The Strong Wooden Door does not appear to be locked or trapped, but is probably stuck and will require Strength to open (either a Take “20” and a roll of a d6 to see how long it takes, or a Strength Ability Check to try and kick it open in one go. A Strong Wooden Door requires a 23 on the Strength Check to open

Potion Count Down Clock:
22 turns remain – Jim, Teirist, and Ballar have filled water skins, Ballar has used 4 doses, Jim has used 4 as well. Each water skill holds 8 doses in all


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

Still looking at the brochure, Ballar seems oblivious to the door dilema. Prob'ly would ' ave been some good vintages...


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 sets to disabling the lock. "I guess I'm getting this one."
T20 for 33?


M Human Ranger 4 | HP: 45/46 | AC: 17, T: 13, FF: 14 | Fort: +6, Ref: +7, Will: +3 | Melee: +6, Ranged: +7 | BAB: +4, CMB: +6, CMD: 19 | Init: +5, Intuition: +2, Perception: +10

Billy stands aside, and let the card carrying elf do his thing, while muttering to hiimself. "I wish I have an iFlail..."


male

poor, poor Jim...wait, no, poor, poor, everybody

Day 6, turn 74 (approximate time of day, 12:10 pm) (turn 2 of 6)

Jim goes to work on the lock. He hears
*click*

And then another
*Click*

And then
*SPRONG*

As the lock is easily defeated

There is a pause, a moment of silence, then faintly, from overhead comes the sound of several hundred small circular panels snapping open in the ceiling
*pop, pop, pop*

Followed by a distant roar, a rushing sound like a tumultuous water fall

*WHOOOOOSH*

And suddenly icy cold water comes spraying at tremendous velocity down upon everyone in the chamber

Frost Fang Trap, CR 7

Each character is subjected to the trap, a Reflex Save, DC 20, can be attempted for half damage – this will reoccur for two more rounds, as you are not trapped in the room, after the initial torrent, you can run for the exit

Damage from Icy Cold Sea Water with nasty bits of coral, sand, pieces of shells and other ouch inducing bits and pieces: 3d6 ⇒ (6, 2, 4) = 12


M Human Ranger 4 | HP: 45/46 | AC: 17, T: 13, FF: 14 | Fort: +6, Ref: +7, Will: +3 | Melee: +6, Ranged: +7 | BAB: +4, CMB: +6, CMD: 19 | Init: +5, Intuition: +2, Perception: +10

Ref(Billy): 1d20 + 7 ⇒ (14) + 7 = 21
Ref(Fluffy): 1d20 + 8 ⇒ (17) + 8 = 25

"Run for your lives! The dungeon is sinking!" Billy screams as he races out of the chamber.


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

Reflex: 1d20 + 8 ⇒ (1) + 8 = 9 Why do I keep doing this with Reflex saves?
"I thought you found the traps, Teirist!" Jim cries in protest as he gets frosted. He makes for the exit hastily in a poor mood.


Male Elven 7th level Conjurer (Spellbinder) Wizard Init +2 Perception +17 AC: 12 (Tch: 12 Flat: 10) Fort +3 Ref +4 Will +6 (+2 vs Enchantments) CMD 16/14 Fl Intuition +8 Spellcraft +15

reflex: 1d20 + 3 ⇒ (20) + 3 = 23 6 damage

Keryth is surprisingly quick to make for the exit as the deluge begins. Even then, he is soaked by the chilling water. Looking very much like a drowned cat, and twice as happy about it, he begins using his magical abilities to dry himself off. prestidigitation

Don't play with fire he says...


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

Reflex, Trap Sense: 1d20 + 8 + 1 ⇒ (1) + 8 + 1 = 10 Really? Really?

Teirist hears the trap go off but as he steps to the left to get out of the way, he realizes too late that Fluffy was already there and he trips over her, taking the full brunt of the rushing water, luckily for him, the water washes him out of the room.

HP 23/35


Male Elven 7th level Conjurer (Spellbinder) Wizard Init +2 Perception +17 AC: 12 (Tch: 12 Flat: 10) Fort +3 Ref +4 Will +6 (+2 vs Enchantments) CMD 16/14 Fl Intuition +8 Spellcraft +15

Getting shown up by the bookish wizard. Yikes. ;)


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

The sound of water causes the dwarf looks up. Ah, bloody hell! Tucking the brochure back into his vest pocket however was a mistake. Unable to multi-task, the dwarf is forced to dance about on one leg. He was doing fine and just about to the exit, until the spin. Tripping, Ballar lands hard on the floor as the deluge of water pushes him toward the exit.

REflex: 1d20 + 2 ⇒ (16) + 2 = 18 - At least I did better than that other guy :P

MA moves for the exit | HP 19/31

1 to 50 of 3,582 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Its "A" Dungeon - the Dungeon All Messageboards

Want to post a reply? Sign in.