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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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 perceives Jim looking for secret treasures to "share" with the group, while looking for more treasures of his own. To "share" with the group, of course.

Perception: 1d20 + 10 ⇒ (11) + 10 = 21
Perception: 1d20 + 10 ⇒ (18) + 10 = 28
Perception: 1d20 + 10 ⇒ (13) + 10 = 23

Meanwhile, Fluffy just chills, and watches the weird human behavior while secretly wishing for more nachos.

Intuition: 1d20 + 2 ⇒ (11) + 2 = 13
Intuition: 1d20 + 2 ⇒ (20) + 2 = 22
Intuition: 1d20 + 2 ⇒ (4) + 2 = 6


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

Seeing Jim using the force, Ballar reaches out with his feelings, Is thar any treasure ta "share" wit tha others nearby?. Sensing nothing, the cleric shakes his head. Tapping the dorn at his side he thinks, Hmph, tha monk's hokey Taichi religion's no match forra good piece o'bash'n metal a'yar side, and tries to feel better about himself.

Intuition: 1d20 + 10 ⇒ (5) + 10 = 15


male

Day 6, afternoon (approximate time of day, 1:10 pm) (turn80, 2 of 6)

The group waits, while Teirist creeps forward to peer around the column, only to see that the chamber beyond is empty. He stands, shrugs his shoulders and rejoins the others, some of whom where feeling sure that there was going to be treasure in that chamber…

Meanwhile, Jim wanders into the shadows of the dead end, and folds his arms while he wonders if this is really a dead end after all

Well, is it?: 1d20 ⇒ 19

After a moment of inner contemplation, Jim is certain that it is, in fact, a dead end.

Potion Count Down Clock:

17 turns remain – Jim, Teirist, and Ballar have filled water skins, Ballar has used 5 doses, Jim has used 5 as well. Teirist has used one. Each water skill holds 8 doses in all

will you enter the chamber and examine it for exits, or proceed to the north?


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 know, I think that's really a dead end. Very disappointing. I was hoping we could leave the elf behind. Speaking of, Teirist, what did you find?"


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

"Unfortunately, the chamber is empty as Ballar's nacho supply. I suppose there might be doors." Teirist says.


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

"Doors! I love doors. Except the big heavy ones. Yeah, let's open them." Jim takes the lead in checking for doors with his IFlail at the ready.
Intuition (do these seem more like walls or doors?): 1d20 + 9 ⇒ (11) + 9 = 20

-Posted with Wayfinder


male

When someone is willing, to enter the chamber, go ahead and go to the discussion thread and roll on table V.C. "Chamber or Room Number of Exits"


male

Day 6, afternoon (approximate time of day, 1:20 pm) (turn81, 3 of 6) The Dungeon is in Darkness, Ballar is carrying a lantern

Jim enters the chamber and discovers a passageway, fifteen feet wide leaving the chamber going south.

Potion Count Down Clock:

16 turns remain – Jim, Teirist, and Ballar have filled water skins, Ballar has used 5 doses, Jim has used 5 as well. Teirist has used one. Each water skill holds 8 doses in all


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

"Well, let's go that way then, shall we?" Jim suggests with brilliant insight.


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

Trying to put a tape measure away, Ballar looks up and shrugs his agreement. Yeah, sure. Sounds good.


male

Day 6, afternoon (approximate time of day, 1:30 pm) (turn21, 4 of 6) The Dungeon is in Darkness, Ballar is carrying a lantern

The Passageway Jim Follows continues, with no noticeable changes for 60 feet after the initial 30 feet he discovered...

And Another periodic Check is now needed, as Balar's roll of a "4" keeps you moving south, into boring town

Potion Count Down Clock:

15 turns remain – Jim, Teirist, and Ballar have filled water skins, Ballar has used 5 doses, Jim has used 5 as well. Teirist has used one. Each water skill holds 8 doses in all


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 follows the group quietly as they wander the pitch black halls and chambers. Totally comfortable in the utter darkness, the wizard keeps a bit of a buffer between himself and Ballar with his lantern. As if to emphasize the point, he renews his own enveloping shadows once again.


male

Day 6, afternoon (approximate time of day, 1:30 pm) (turn82, 4 of 6) The Dungeon is in Darkness, Ballar is carrying a lantern

The group moves slowly to the south, carefully watching for signs of ambush, you can never know what to expect in Its “A” Dungeon, and soon comes to “T” intersection, where a yten foot wide passageway, on the right (going to the west) is discovered. A quick peak to the west reveals the passageway eventually returns, quite maze-like to the 20 foot wide passageway that was discovered sometime earlier

Well you can keep going south, and roll another Periodic check in that direction, or head west, and rejoin that passageway, and head north, for a while before a new periodic check is needed, or try going south from there

Potion Count Down Clock:

15 turns remain – Jim, Teirist, and Ballar have filled water skins, Ballar has used 5 doses, Jim has used 5 as well. Teirist has used one. 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

Yawning from the middle of the group, Ballar holds the lantern up in a zombie like fashion. He's beginning to wonder if the new wizard's fondness of darkness has something to do with the spellbinder's diet. Acting unappetizing seems like a good thing to do to pass the time as the monk decides which way to send the butcher.


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

"Well this is just very confusing. Ballar, stop that. You look like a zombie."
With that, Jim proposes "Let's leave all that behind and just keep going south. Objections?"


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

South works

Teirist shrugs.


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

"No objections here." The ranger tugs at his bowstring to make sure it's still properly taut as he waits to follow the south-seeking Jim.


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

No objections here either.


male

The map has been updated, showing the group, with Keryth slightly behind the others, at a three way intersection. You can roll another periodic check as soon as someone is available


male

Day 6, afternoon (approximate time of day, 1:50 pm) (turn84, 6 of 6) The
Dungeon is in Darkness, Ballar is carrying a lantern

The group keeps going south, at a slow pace, careful to examine the floor and ceiling, as well as the walls as they go, after another few dozen yards, it seems as if they are following the most boring passageway in this dungeon, when suddenly

*whoop, Whoop, weee-ahhh, weee-ahh, whoop whoop*

An incredible and bizarre noise begins to sound through the area

WME, now a 3 in 6 chance: 1d6 ⇒ 4

The party has triggered an impossible to shut down alarm system, that will sound for the next three hours (36 turns) increasing the chance of a WME to 3 in 6 for the next three WME checks, after this one


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

"Oh great. Now what. Thinking you can find how to shut this down with that keen dwarven sense of yours?" The ranger looks to Ballar, hoping he has the answer to this one.

"Wait, what is that strange thing up ahead? And who is laughing?" Billy peers ahead, wondering as he does if he's just imagining things with all that racket around him.

Perception: 1d20 + 10 ⇒ (8) + 10 = 18


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

"Teirist, did you step on an alarm-fish? I thought we talked about this."


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 yeah, bossy. But no, I didn't step on anything, other than floor." Tierist says, clearly annoyed that Jim thinks he's the boss.


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

Thas his department lad, Ballar points his thumb in Keryth's direction.
Ya know, thas reminds me of one o'them hop hipp'n numbers. The dwarf gives the lantern a spin, pulls the red hood and mask from his cloak over his head, crosses his arms gangsta style and walks to the beat.


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 have "keen dwarven senses", Keryth remarks sarcastically and then looks embarrassed enough for the both of them when Ballar begins "dancing". And dancing like that, he obviously has no sense either.


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

"Well, I guess we should keep going. Maybe we'll find a switch or something."


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

Strutting along with the group, the dwarf bobs his head to the beat.
Nah, no switch'll be found 'ere. Thas is magical. Ya gott'a be one o'them ta disable it. Ballar stops his routine to point once again to 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

"We could just leave, let the place reset as it does. Then come back, but there's not as much fun in that. Plus, we might miss something cool." Teirist says.


male

Day 6, afternoon (approximate time of day, 1:50 pm) (turn84, 6 of 6) The
Dungeon is in Darkness, Ballar is carrying a lantern

Triggering some kind of magical alarm that fills the dungeon with annoying sounds, the party seems to come to a stop, perplexed by this strange new phenomenon.

Ballar rolled the periodic check that resulted in the discovery of this new Trick, would someone else like to make the next Periodic check in the discussion thread?

Potion Count Down Clock:

13 turns remain – Jim, Teirist, and Ballar have filled water skins, Ballar has used 5 doses, Jim has used 5 as well. Teirist has used one. Each water skill holds 8 doses in all


male

Day 6, afternoon (approximate time of day, 2:00 pm) (turn 85, 1 of 6) The Dungeon is in Darkness, Ballar is carrying a lantern

Coming to a “t” intersection, where a ten foot wide passageway heads off to the west, the party stops for just a moment to decide which direction to try

Potion Count Down Clock:

12 turns remain – Jim, Teirist, and Ballar have filled water skins, Ballar has used 5 doses, Jim has used 5 as well. Teirist has used one. Each water skill holds 8 doses in all

Alarm Count Down Clock:
35 turns remain on the alarm


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

Perception, what's beyond the portcullis?: 1d20 + 4 ⇒ (3) + 4 = 7
Intuition: 1d20 + 10 ⇒ (5) + 10 = 15
Still enjoying the beat, Ballar is lost in the beat of the music and does not notice the large portcullis which has just appeared. However, he is quite content with the direction Jim is taking the party, Heyhey! Party on Jim!


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

*Taps microphone* Is thas thing on?


male

Day 6, afternoon (approximate time of day, 2:00 pm) (turn85, 1 of 6) The Dungeon is in Darkness, Ballar is carrying a lantern

After just a brief delay, to take a quick look in each direction, Jim decides that West is the better option and leads the group onward.

After a short march the party comes upon a wooden Portcullis. It is chained in the closed position with a heavy pad lock. This peculiar padlock appears to have two holes for two separate keys and will probably require some skill to defeat.

Meanwhile Ballar brings up the light and reveals what is beyond the Portcullis.

It is a room some twenty feet deep and possibly thirty feet wide.
Standing at attention in the room in a formal line are three warriors all dressed in heavy armor, carrying shields, and holding long swords with the point upward in front of their helmets.

Potion Count Down Clock:

12 turns remain – Jim, Teirist, and Ballar have filled water skins, Ballar has used 5 doses, Jim has used 5 as well. Teirist has used one. Each water skill holds 8 doses in all


male

An annoying buzz emanates from sources unknown, after Ballar taps the mic again, followed by a screech, and then the return of the alarm


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

"Hey look, fighters. I bet they're unemployed. Maybe we can give them a job. Think they'll work for cheap?" Jim suggests. "Teirist, why don't you poke your fingers in there and see if you can touch one."


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

'Ave heard o'places like this. Rent-a someth'n o'nother...like security fa guard'n stuff. Ballar looks around for a sign of some sort identifying the name of the establishment.
Is there a bell? Have a look 'round far a bell...


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

The ranger offers helpfully. "Isn't there some robe-wearing person around? Usually there's one wandering around taking orders. Might be behind the fighters, though. It's the robed folks' favorite position."


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

Says the guy whose primary weapon is a bow...


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 snickers, Heh, a bow...back o'tha group...
Perception, What are the fighters made of? Constructs?: 1d20 + 4 ⇒ (11) + 4 = 15
Intuition, Do they seem happy to see us?: 1d20 + 10 ⇒ (7) + 10 = 17


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, good one! Billy walked into that one :P

The dashing ranger opens his mouth to retort, and it stays gaping as no sound comes out of the poor tongue-tied man...


male

Day 6, afternoon (approximate time of day, 2:00 pm) (turn85, 1 of 6) The Dungeon is in Darkness, Ballar is carrying a lantern

Ballar:
Your gut feeling is that these are Skeletal Champions, they have that whole, unhappy, angry, undead vibe to them, and also, you see little points of red light where their eyes should be

Remember, the Portcullis is down, chained to the floor with a complicated looking, and possibly trapped, lock

Potion Count Down Clock:

12 turns remain – Jim, Teirist, and Ballar have filled water skins, Ballar has used 5 doses, Jim has used 5 as well. Teirist has used one. 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

Oi lads, I donna think those chaps 'ave representation. Do'ya see how thin they are? Noth'in ba skin an bone...well most'ly bone. An by tha looks on those mugs, they're none too 'appy wi'tha establishment. Noth'n worse than disgruntl'd employees, Ah should try'n cheer em up. Stepping to the front (BA24), the dwarf raises up his holy tankard. Flipping open the lid, Ballar makes a toast, Ta not mourn'n, but organiz'en! A wave of positive energy pours forth, filling most of the room and those around him.

Channel Positive Energy to improve the attitudes of the warrior's beyond the portcullis : 2d6 ⇒ (6, 1) = 7 -30ft radius from Ballar


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

Nice.


male

Day 6, afternoon (approximate time of day, 2:00 pm) (turn85, 1 of 6)The Dungeon is in Darkness, Ballar is carrying a lantern

Teirist – should I remove you from the list of players and characters now? I don’t want to bother you with needless updates

Save DC 13

Save versus attitude adjustment Red: 1d20 + 7 ⇒ (11) + 7 = 18
Save versus attitude adjustment Org: 1d20 + 7 ⇒ (16) + 7 = 23
Save versus attitude adjustment Yel: 1d20 + 7 ⇒ (12) + 7 = 19

Upon the burst of positive energy, the armored skeletons begin to jump around, and run to the far wall. Once they have moved, it is revealed that a small treasure chest was on the floor behind them

Damage tracker:
Red takes - 4 damage
Yellow takes - 4 damage
orange takes - 4 damage

Potion Count Down Clock:

12 turns remain – Jim, and Ballar have filled water skins, Ballar has used 5 doses, Jim has used 5 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

Hmmm, what do ya think lads, anoth'r toast? Ballar pats the solid iron ball of his Dorn Dergar, or just break in an'do thas tha old fashion'd way?

With only two bursts left, Ballar can't keep this up indefinitely...


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

Plus they're probably now out of range.

"Break down the door. These fellows need some inspiration!"
But we have no rogue... shall I try the locks?

-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 looks around for the famed Butcher of Many Nasty and Terrible Things, Seems yar up Jim. Looking at the wooden portcullis and the double barreled pad lock the dwarf offers, Less not tire ourselves on thas wee door if need be. Give tha lock a whirl Jim, A've gottya back. Standing behind Jim, Ballar holds his holy tankard at the ready to let off another burst in case those disgruntled employees decide to riot.

Picking the lock would be faster


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 looks over the portcullis, examining it for traps. Hmm... say Ballar, does this seem safe to you?"
Intuition: 1d20 + 9 ⇒ (13) + 9 = 22
Once Ballar checks it out.
Disable Device: 1d20 + 13 ⇒ (19) + 13 = 32


male

Day 6, afternoon (approximate time of day, 2:00 pm) (turn85, 1 of 6) The
Dungeon is in Darkness, Ballar is carrying a lantern

The lock seems safe to work on, to Jim anyway…

Ballar eyes the lock suspiciously…

Jim places a hand on the lock, and

*FWOOSH*

A jet of super red hot flame shoots down from the ceiling in the ten foot wide corridor adjacent to the door, filling it with fire

Flame O’Wrath-a-matic: 8d6 ⇒ (2, 2, 1, 1, 2, 5, 5, 4) = 22

A Reflex save, of 17, is allowed for half the damage.

The Skeletal Champions double over with laughter, slapping their armored knees, and making *huyk* *huyk* noises.

Whoops, EditedStanding there with a bit of smoke residue still clinging to him, Jim lets out a sigh, takes a moment to collect himself, and then easily defeats the lock

The DC for the lock, is 33 - so after triggering the trap, he can just take 20 on it

Potion Count Down Clock:

12 turns remain – Jim, Teirist, and Ballar have filled water skins, Ballar has used 5 doses, Jim has used 5 as well. Teirist has used one. 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

How big is the Flame O'Wrath-a-matic / Who needs to make saves other than Jim?
I don't think the map is current. Ballar is supposed to be behind Jim so depending on the area Ballar will likely need to roll.

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