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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Male Elf Sneaky Bastard 7 (knife master) init+10; Perception +14; F+4, R+12, W+4; melee +11( twf) dam 1d4+7 Sneak 4d8, 55 HP Max cmb 5 cmd 20

Niversal chuckles and inspects the room for traps
trap: 1d20 + 13 ⇒ (16) + 13 = 29

Now (if its secret and if its safe) (he'll run you fool run) over to the door and check it too

its a trap?: 1d20 + 13 ⇒ (19) + 13 = 32

If its not locked (and smells like the right way to go) he will open the door and peer through the other side (drums... drums in the deep?)


male

As Niversal moves slowly through this room he can tell it has been abandoned for a very long time. His feet occasionally stir up a cloud of dust, but there are no smells. Once he reaches the door he sees that it is ajar, slightly, with nothing but darkness visible through the crack where the door is partially opened. He can find no sign of traps, and the door pulls open easily though it makes an awful groan as it moves.

The door opens in a corner of a hallway, going to the north some thirty feet before it is too dark to see much more and the other direction is east, and almost directly across from this door is another door in the wall just a few feet to the south on the west wall of the hallway.

Updating the map tonight, it seems obvious that the eastern going hallway connects to the hallway that left the furniture storage room going south


Male Elf Sneaky Bastard 7 (knife master) init+10; Perception +14; F+4, R+12, W+4; melee +11( twf) dam 1d4+7 Sneak 4d8, 55 HP Max cmb 5 cmd 20

Niversal reports back what he has found and takes the road we havr yet to travel


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

Following along behind the roguish elf, Ballar hums a quiet tune to himself to bide the 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

Keryth watches as Niversal checks the door across the hall.


male

Niversal approaches the door across the hall and can immediately see that the door is barred from this side. He can lift the bar easily, if he wants to unlock this door.


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

Barr'd from tha outside, eh? Am guess'n what ever's on tha other side ain't social'ble. Ballar readies his war axe in case Nivers decides to unlock the door without checking it twice.


Male Elf Sneaky Bastard 7 (knife master) init+10; Perception +14; F+4, R+12, W+4; melee +11( twf) dam 1d4+7 Sneak 4d8, 55 HP Max cmb 5 cmd 20

Niversal inspects for traps on the door

not my pretty face: 1d20 + 13 ⇒ (12) + 13 = 25

Ans if there is nothing removes the bar and opens the door


male

When Niversal opens the door, he is stuck by a terrible stench of decay and death

everyone within 10 feet of the door must make a Fortitude Save, DC 15, or be sickened for d4+1 rounds

And he is confronted by a group of ghouls, wearing chainmail shirts…
Initiative: 1d20 + 2 ⇒ (16) + 2 = 18

The party has surprised the Ghouls, you may each take one action before combat rounds begin

DM Notes:
Ghouls (3), AC 14, t 12, ff 12 | hp 13, f +2, r +2, w +5, channel resistance +2 | sp 30, bite +3 (d6+1 +disease +paralysis) and 2 claws +3 (d6+1 + paralysis) | paralysis d4+1 rounds, DC 13 | CMB +2, CMD 14 | Ghast, same now with added stench and elf paralysis, DC 15, fortitude


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'm sure Keryth isn't within 10' but here is a roll in case... fort save: 1d20 + 3 ⇒ (14) + 3 = 17

When the door is opened and the stench released, Keryth covers his nose and mouth while backpedaling into a position where he can see better. (MA to ??)

Can we get a map update? Not sure what, if anything, Keryth can see to target spells.


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

Sometimes, but not very often, consuming expired nachos results in some unpleasant reactions. The exotic mushroom flavors favored by many dwarves are particularly bad and one should always adhere to the date written on the bag.
Standing stoically in the hallway, Ballar mulls the question of, "Just how fresh were those nachos?" over in his mind as a thick stream of sick erupts from the dwarf's mouth. Eyebrows furled and the skin of his forehead scrunched, he is sure his nachos are fresh so maybe it was Barbaralee's beer. Or a combination of the two? Divine brews, especially those created in alternate worlds such as the one he is currently in, can sometimes not sit well with foreigners. Perhaps tha wizard was right ta no'trust tha room?
But the mystery will have to wait. Seeing the undead, Ballar uses his free hand to raise his cup in a toast to the god of drunkeness. Cracking the lid open, a frothy burst of Cayden's finest spews forth and washes over the filth emanating from the ghouls in the next room. And for good measure, Ballar follows this up with another jet of partially digested nachos and beer.
A quick check of manliness: 1d20 + 7 ⇒ (6) + 7 = 13
How much lunch is coming up?: 1d4 + 1 ⇒ (1) + 1 = 2
Initiative: 1d20 + 1 ⇒ (17) + 1 = 18
Channel Positive Energy: 3d6 ⇒ (4, 5, 3) = 12

Ballar is Sickened: He takes a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks. | Surprise round action used to Channel with a DC 14


Male Elf Sneaky Bastard 7 (knife master) init+10; Perception +14; F+4, R+12, W+4; melee +11( twf) dam 1d4+7 Sneak 4d8, 55 HP Max cmb 5 cmd 20

Gods above the stink: 1d20 + 4 ⇒ (11) + 4 = 15
If he failed how much he barfs: 1d4 + 1 ⇒ (1) + 1 = 2

Niversal calls out he sees three plus something else and stabs the ghoul who is highlighted yellow then taking a five foot step back after

stab da bastage: 1d20 + 9 ⇒ (19) + 9 = 28
if it gets hurt we can kill it: 1d4 + 7 ⇒ (3) + 7 = 10
sneak attack: 3d8 ⇒ (1, 6, 2) = 9
crit confirm: 1d20 + 9 ⇒ (20) + 9 = 29
gizzards removed: 1d4 + 7 ⇒ (2) + 7 = 9


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

Ballar, the red ghoul and the ghast have total cover from your current position (M,-13), meaning the channel burst will not affect them. I politely suggest you step 5' south (to N,-13) before channeling. :)

Keryth isn't sure which smells worse, the ghouls, or Ballar's recently emptied stomach contents. The smell emanating from the regurgitated nachos, mixed with beer, ensures that Keryth will never, ever, try the dwarf's signature snack in the future.

You can move Keryth to L,-12 for his surprise round move.

init roll: 1d20 + 2 ⇒ (1) + 2 = 3 And that is totally fine with me. :)


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

Thanks! Retcon 5ft step to N-13, vomits, channels then chucks again.


Tamagotchi Trainer 7| HP 48/48 | AC13(17) T11(15) FF12(16) | Fort +6, Ref +6, Will +9 | CMB +4 Rng +4 | Not in the face +7 | Perception +11
Kamastra:
HP 84/84|| AC26 T12 FF23 | Fort +12, Ref +10, Will +7 || CMB +14 || Perception +10 (scent 30’)

Initiative: 1d20 + 7 ⇒ (7) + 7 = 14
Sicken DC15: 1d20 + 7 ⇒ (13) + 7 = 20

"Ugh"


Male Elf Sneaky Bastard 7 (knife master) init+10; Perception +14; F+4, R+12, W+4; melee +11( twf) dam 1d4+7 Sneak 4d8, 55 HP Max cmb 5 cmd 20

Init: 1d20 + 10 ⇒ (18) + 10 = 28


male

The ghoul stabbed by Niversal, lets out a soft, almost sincere,

hey,

and then notices the amount of damage the stab caused, and collapses in a heap


Male Elf Sneaky Bastard 7 (knife master) init+10; Perception +14; F+4, R+12, W+4; melee +11( twf) dam 1d4+7 Sneak 4d8, 55 HP Max cmb 5 cmd 20

because Ballar retconed a five ft step I cannot step into the same square so will stay where I was, take a full attack on the flat footed red guy and then five foot past the door diagnally down

Niversal grips his daggers realizing these fellows were surprised and he has the jump on them.. a first for him, and he grins gleefully and starts dicing the next guy in line (poor red shirt).

attack one: 1d20 + 9 ⇒ (18) + 9 = 27

attack two: 1d20 + 9 ⇒ (15) + 9 = 24

damage one: 1d4 + 7 ⇒ (2) + 7 = 9

damage two: 1d4 + 7 ⇒ (1) + 7 = 8

sneak atk dmg one: 3d8 ⇒ (3, 5, 2) = 10
sneak atk damage two: 3d8 ⇒ (4, 6, 8) = 18


male

Initiative Order:
Niversal – 28
Ghouls and Ghast = 18
Balar = 18
Zaehyra - 14
Keryth – 3

Surprise!

When the door opens, a group of decidedly dead, yet standing upright corpses is surprised. Niversal, standing by the door, stabs out in a reflex action that drops one of the indeed where it stands (yel), while Balar, getting a wife of something that smells awful, maks a decidedly un-cleric like sound

*hurk*

And then manages to summon a burst of positive energy.

Red_Ghoul, Channel Resistance, now with more resistance: 1d20 + 5 + 2 ⇒ (7) + 5 + 2 = 14
Org_Ghoul, Channel Resistance, now with more resistance: 1d20 + 5 + 2 ⇒ (18) + 5 + 2 = 25
Ghast, Channel Resistance, now with more resistance: 1d20 + 5 + 2 ⇒ (16) + 5 + 2 = 23

The undead are blasted by the energy, but it does not slow them down.

round 1…

Niversal, seeing the effectiveness of one attack, makes two quick slices into the ghoul on the left.

This ghoul, still somewhat startled by the attack on his associate, points, and also lets out a soft,

Heeeeey,

And then collapses to the floor in pieces.

The last remaining monsters attack Niversal
Org_Ghoul, Bite that elf!: 1d20 + 3 ⇒ (13) + 3 = 16
Org_Ghoul, Claw that elf!: 1d20 + 3 ⇒ (2) + 3 = 5
Org_Ghoul, Claw that elf!: 1d20 + 3 ⇒ (2) + 3 = 5
Ghast, Bite that elf!: 1d20 + 3 ⇒ (8) + 3 = 11
Ghast, Claw that elf!: 1d20 + 3 ⇒ (16) + 3 = 19
Ghast, Claw that elf!: 1d20 + 3 ⇒ (2) + 3 = 5

Teeth and claws rake harmlessly against Niversal’s armor

Ballar, Zaehyra, and Keryth are up to conclude round 1, then Niversal is up again

Damage tracker:
Surprise
Ballar, - Sickened, through round 2
Yel_Ghoul – Dead, yet again
Red_Ghoul – takes 6 damage (7)
Org_Ghoul – takes 6 damage (7)
Ghast – takes 6 damage (7)
Round 1
Red_Ghoul – dead, in pieces

DM Notes:
Ghouls (3), AC 14, t 12, ff 12 | hp 13, f +2, r +2, w +5, channel resistance +2 | sp 30, bite +3 (d6+1 +disease +paralysis) and 2 claws +3 (d6+1 + paralysis) | paralysis d4+1 rounds, DC 13 | CMB +2, CMD 14 | Ghast, same now with added stench and elf paralysis, DC 15, fortitude


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

Round 1 Init 18

Terq wrote:
while Balar, getting a wife of something that smells awful,

Feeling like he's just woken with a huge bender, found a tattoo he doesn't remember getting and a wedding ring he doesn't remember agreeing to, Ballar lets another one rip. Hoping Cayden will smile upon him, the dwarf sneaks back a bit to give Niversal some room, and himself a little more time to get his bearings.

Channeling it that way!: 3d6 ⇒ (3, 4, 3) = 10

Ballar is Sickened: He takes a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks. | SA Channeling again with a DC 14 | 5ft. step to M-13 (He was at N-13, this way you don't have to update the map that much)


Tamagotchi Trainer 7| HP 48/48 | AC13(17) T11(15) FF12(16) | Fort +6, Ref +6, Will +9 | CMB +4 Rng +4 | Not in the face +7 | Perception +11
Kamastra:
HP 84/84|| AC26 T12 FF23 | Fort +12, Ref +10, Will +7 || CMB +14 || Perception +10 (scent 30’)

"Perhaps some extra speed might help in these tight quarters?" Zae says before casting Haste on the party and backing up behind her large kitty Kamastra.

Haste: +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. +1 extra attack on a full attack action


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 watches to see what happens next. (delay)


Male Elf Sneaky Bastard 7 (knife master) init+10; Perception +14; F+4, R+12, W+4; melee +11( twf) dam 1d4+7 Sneak 4d8, 55 HP Max cmb 5 cmd 20

Niversal savagely attacks the ghoul before him:

attack: 1d20 + 9 ⇒ (10) + 9 = 19
attack: 1d20 + 9 ⇒ (3) + 9 = 12
Haste
attack: 1d20 + 9 ⇒ (14) + 9 = 23

damage: 1d4 + 7 ⇒ (2) + 7 = 9
damage: 1d4 + 7 ⇒ (3) + 7 = 10
damage: 1d4 + 7 ⇒ (2) + 7 = 9

some help in here?


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

You seem to be doing just fine. What sort of assistance do you require?


Male Elf Sneaky Bastard 7 (knife master) init+10; Perception +14; F+4, R+12, W+4; melee +11( twf) dam 1d4+7 Sneak 4d8, 55 HP Max cmb 5 cmd 20

shoot something with some magic why dont you Niversal says as his daggers weave their dance of death.


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 at his watch, then with a wink adds, Sorry lad, not my turn yet.
We're waiting on Terq to resolve the remaining undead's actions, they are up next in the init.


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

He still has to resolve Ballar's last channel and Niversal's latest attacks, and then, should anything still be standing, the ghouls/ghasts.

Seeing as how I can only see my own "team" at the moment, I don't think that is appropriate.

Checking his nails he adds dryly, If you truly insist, I could throw some acid at you. Make the fight seem a little dangerous at least. :P


male

Initiative Order:
Niversal – 28
Ghouls and Ghast = 18
Balar = 18
Zaehyra - 14
Keryth – 3

Round 1, wrap up

Balar holds down as best he can the belly full of nachos and beer that are churning in side of him, and by best as he can I mean

He doesn’t

Yet as he hold his stomach with one hand, with the other he holds aloft the holy stein of frothy exuberance, and channels another burst of energy from the positive material plane, the bane of all things that originate on the negative material plane

Will save, Org_Ghoul, Channel resistance +2: 1d20 + 5 + 2 ⇒ (3) + 5 + 2 = 10
Will save, Ghast, Channel resistance +2: 1d20 + 5 + 2 ⇒ (12) + 5 + 2 = 19

The last remaining ghoul raises a hand to point at the remains of the other ghouls and as the word “hey” forms on his lips, he is obliterated by the burst of energy

Zaehyra speaks a few arcane words and with a simple gesture, time seems to slow down all around them. Niversal feels a surge build within him and he stabs at the ghast with blinding speed

Two large holes appear in the ghast, and he raises his shoulders and says

"aw, come on,"

and then collapses to the floor

Damage tracker:

Surprise
Ballar, - Sickened, through round 2
Yel_Ghoul – Dead, yet again
Red_Ghoul – takes 6 damage (7)
Org_Ghoul – takes 6 damage (7)
Ghast – takes 6 damage (7)
Round 1
Red_Ghoul – dead, in pieces
Org_Ghoul – takes 10 damage – destroyed
Ghast – takes 19 damage and is destroyed


Male Elf Sneaky Bastard 7 (knife master) init+10; Perception +14; F+4, R+12, W+4; melee +11( twf) dam 1d4+7 Sneak 4d8, 55 HP Max cmb 5 cmd 20

Niversal looks around at the chopped up dead things and back at the Ballar hoping he doesn't continue being sick and he will take a detailed search of the room (take 20)

thanks for the vote of confidence Keryth.


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

You're welcome.


Tamagotchi Trainer 7| HP 48/48 | AC13(17) T11(15) FF12(16) | Fort +6, Ref +6, Will +9 | CMB +4 Rng +4 | Not in the face +7 | Perception +11
Kamastra:
HP 84/84|| AC26 T12 FF23 | Fort +12, Ref +10, Will +7 || CMB +14 || Perception +10 (scent 30’)

"Count me impressed."


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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

With the last of the expired nachos expelled of his system, or whatever it was that was bothering him, Ballar calls upon his cloak's magical qualities to help tidy up.
Presti-digi-tacion! Pointing a finger at the obvious mounds of sick upon the floor an invisible force 'erases' it - or something like that. For all Ballar knows it has been instantly teleported away to some distant mystical landfill*. Whatever the case, the dwarf humms quietly as he goes about his business.

*Meanwhile in an especially foul corner of hell (probably on the 3rd plane), a moist pile of retched nachos spontaneously appears over the heads of souls damned there for their lives of gluttony. As the spew falls a chorus of moans fills the air as gravity takes hold sending the mixture hurtling their way, Ewhhhh!


male

Once the undead are returned to the proper pre undead, actually dead, state, Niversal examines the room with a quick eye.

There is a set of wooden stairs in the northwest corner of the room going up into darkness. In the southwest corner their appears to be a pile of things that look like pieces of armor, a pair of shields, and some coins of gold and silver in a small pile.

All of the ghouls wear simple robes, but the ghast is wearing leather armor over what was once a fine silk shirt and heavy cotton pants, which are now threadbare. The ghast wears a belt, and it holds three good sized throwing darts.

The darts appear as if they are brand new. The fletching are made from yellow and red feathers that look unusually bright.


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 steps into the room and spying only martial equipment and coins becomes instantly disinterested.

Shall we continue clearing this floor before moving either up or down?


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

A refreshed looking Ballar pops his head in for a peek. He gives Niversal a pat on the back for his knife skills adding, Atta boy! Less gath'r it up an press on lad.
Eyeing the armor, Ballar casually considers anything that may be in his size, adding their pros and cons to that of his own before eventually deciding he's probably better off sticking to his own kit. Besides, getting the smell out of those pieces seems like too much trouble for their worth. Sucking air through his teeth (do they look whiter?) the dwarf contemplates picking up a shield but then he's never really felt comfortable lugging those things around.
Compared to the other items, the shiny darts stand out. Since the wizard was unwilling to waste time to take one of those special looks of his, Ballar crosses his eyes and opens himself up to a trickle of Cayden's home brew. With his god's influence swirling around in his eyes, Ballar peers at the darts to see if they might be touched by the arcane.

Casts Detect magic | Ready to move on Nivers!


Male Elf Sneaky Bastard 7 (knife master) init+10; Perception +14; F+4, R+12, W+4; melee +11( twf) dam 1d4+7 Sneak 4d8, 55 HP Max cmb 5 cmd 20

Anything of fine or magical craftsmanship Niversal will pick up and store. Then Niversal nods and says anything left to see on this floor ?


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

If you are going to detect magic on the lawn darts you might as well do everything in the room. You never know.

I believe there is a hallway yet unexplored.


male

Ballar crosses, no squints, no, rolls, okay

Rolls his squinted, crossed eyes, takes a sip, and studies the objects in the room.

Ballar:
The darts, one of the shields, and a flask, which had been concealed under a pieces of armor, give off magic auras. To save time, the Darts are +1 darts, the Shield is a +1 light, wooden shield (made from rare Black Oak), and the potion is, well, that one you will have to try to find out what it does.

He discovers that the armor is masterwork Plate Mail, sized for a dwarf. One of the shields is a light wooden shield, and the other is a heavy wooden shield.


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

Remembering Niversal's appreciation for all things magical he tosses the dart at the sneak, followed quickly by the Black Oak shield (I hope I interpreted that correctly: Black Oak Shield +1, right?). Giggling he adds, Oi Nivers! Think ya'll find tha dart flies bett'r than most(+1). An tha there's a rare Black Oak. It'll be good fa hidd'n behind! (+1) Ballar pockets the potion for later investigation, Keryth is wanting to press on.
Before tossing the armor at the elf, Ballar pauses. Not because it would be too noisy. No, something else nags at his dwarven brain...
Terq, can you expand on the armor a bit? Is it MWK breast plate, MWK Half-plate or MWK Full Plate?


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

Dwarf-sized castle forged plate armor. Mage touched black oak shield. Magical elixir. Beer dispensing statue. Seems ~someone~ has all the ~luck~.

You already have detect magic going, you just need to roll the spellcraft check to identify the potion. No reason to wait.


Male Elf Sneaky Bastard 7 (knife master) init+10; Perception +14; F+4, R+12, W+4; melee +11( twf) dam 1d4+7 Sneak 4d8, 55 HP Max cmb 5 cmd 20

Niversal will catch the darts but toss back the shield saying dont use those, and dont even think about tossing that armor, it stinks of dwarf from here


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

Dwarf sized is still medium sized.
Ballar gives the armor a whiff before jerking his head back from the stench left from the now dead undead, If thas what ya call it, ya gonna need ya head examin'd. Dwarf's smell o'ale! Just to be sure, Ballar lifts and arm and sniffs. Satisfied his odor is how he says it is, perhaps with a hint of fungus, he reaches into his pack and hauls out a sack, intending on stuffing the pieces inside. Well, if we ain't gonna use it, might as well take it ta sell. Arranging the half-plate into a more compact form, Ballar cinches the sack shut and ties it to the outside of his pack. The shield he secures to the other side, just in case.
Once outside of the chamber, Ballar turns his attention to the potion. Gently shaking the vial to view it's contents then uncorking it to administer the smell test the dwarf tries to match what he sees to anything he can recall of the many references he's read over the years.
Spellcraft check: 1d20 + 10 ⇒ (13) + 10 = 23

We could just leave the armor here to retrieve later, but there is no guarantee we will be passing back this way.


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

While dwarves and elves are both technically medium sized you can't honestly believe they wear the same tailored clothes. :)

And we aren't in Skyrim anymore Lydia. We don't have to pick up everything we come across. :P


Male Elf Sneaky Bastard 7 (knife master) init+10; Perception +14; F+4, R+12, W+4; melee +11( twf) dam 1d4+7 Sneak 4d8, 55 HP Max cmb 5 cmd 20

If no other takes the items Niversal will pack them, and then backtrack to the hallway that has yet to be transversed


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

Welcome to the party Sven! ;)


Male Elf Sneaky Bastard 7 (knife master) init+10; Perception +14; F+4, R+12, W+4; melee +11( twf) dam 1d4+7 Sneak 4d8, 55 HP Max cmb 5 cmd 20

we adding a player


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

Not that I am aware of. :)


male

Ballar takes a whiff of the small potion, looks, with one eye into the bottle, places his tongue on the top, and allows the liquid to merely touch his taster,

His head swims in mild concentration, and then he has a idea in his mind

Ballar:
This is a potion of Clairaudience/Clairvoyance, it’s exact duration is difficult to tell, but most likely it is several minutes

Meanwhile, Niversal moves back to the hallway and heads north to the corner, and carefully pokes his head around it to scope out the situation.

There is a door, on the right, immediately around the corner, and then another on the right some thirty feet further down, and then the passageway ends in a blank, solid wall.


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 watches as the two party hoarders pick up everything that isn't nailed down and try to find room for it all in their respective packs. As a full suit of half-plate armor, stuffed into a comically large sack, rattles and clangs as the carrier moves, the wizard wearily comments, Well, if no one cared to investigate an entire tower collapsing, I guess no one will care to seek out the clamor you will be making as you wander the halls and rooms.


Male Elf Sneaky Bastard 7 (knife master) init+10; Perception +14; F+4, R+12, W+4; melee +11( twf) dam 1d4+7 Sneak 4d8, 55 HP Max cmb 5 cmd 20

Niversal will make his way carefully checking first the hallway and then the first door on the right.
hello?: 1d20 + 13 ⇒ (16) + 13 = 29

is it me you're looking for: 1d20 + 13 ⇒ (3) + 13 = 16

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Its “A” Dungeon

Well, somebody’s got to do it.

I’m looking for four characters to enter the notorious “A” Dungeon of The Lich Baroness It’Dupree MonStropidious.

Its “A” Dungeon will be a randomly generated dungeon from the tables that originally occurred in the Appendix of the “Advanced Dungeons and Dragons” - Dungeon Master’s Guide.

Players may apply here. But be warned, the complete random nature of this adventure may be too much for the faint of heart.

I would like to see (and am restricting this game to the following – no exceptions)

---Four First level Characters---

One Fighter
One Cleric
One Magi User
One Rogue

(This is fixed at the beginning, but as the game progresses, changes may be introduced).

Allowable Races are

Dwarf
Half-Elf
Halfling
Human
Elf
Gnome
Half-orc

Characters will be generated using a 24 point buy system, no stat to be less than 12 after application of Racial Modifiers.

Starting Gold will be 300

You will be allowed One Trait

All Core rules will be used (3pp rules upon intense scrutiny and generous mockery before approval)

I will be tracking weight carried, encumbrance, rations, and other consumable resources.

Posting will be minimum requirements; encounter actions at one per day or less are acceptable, role playing exchanges may be higher.

I will review applications until one week from today.

(Unless the response is dismal, and in that case, well, it’s just a thread after all)

Thank you, and should you succeed, we may try Its “B” Dungeon.


Sounds interesting and off-the-wall, I may submit a half-elf cleric in a while.


I will also be introducing an amazingly annoying House Rule change to the way "Perception" is used. All details to be posted soon.


I believe I shall make me a fighter. Sounds fun. :D However, I assume you mean using the Pathfinder rules?

*Edit: What kind of background would you like? Any preferences on where to be from? :)


I will introduce the human fighter, Monsieur Pantalone d'Bashi. Take that, perception house rule. HA!


Uh, oh, two applicants for the Fighter, now I must decide. Arggg. Yes it is Pathfinder, no seriously, really, Pathfinder.


Heehee.


I say we roll for it.
1d20 ⇒ 11
Ha! Average!

prepares to roll a wizard instead


Grr, the site ated my cleric. Now I gotta start again.


This is the change I am making to Skills in this adventure.

Perception is now, duh duh dun…an Intelligence based Skill.

Sense Motive as a skill is replaced by (and becomes a use of) a new Skill called

Duh, duh, dun…

Intuition which is a Wisdom based Skill.

You can use both these skills untrained.

Intuition is a Class Skill for all Divine Magic using classes and Fighters

Perception is a Class Skill for all Arcane Magic using classes and Rogues

Both Skills can be used to collect information about what the Characters are experiencing, and for the most part will reveal the same kinds of information, but you might get to that information in a different way depending on which skill you rely on. You can always choose to use both skills in any situation when you think you need to, but HERE IS the catch. You have to call one out before the other. So either you rely on Perception first, followed by Intuition, or Intuition first followed by Perception. A failure or success on the first can affect the second. So be careful of your choices.

Perception will tell your character what he/she can deduce based upon the “smarts” you have and what you see, hear, smell, touch, or tastes, it tells your character that what he/she perceives IS what it appears to be. It can even clue you in as to how “hurt” a monster is in a combat situation.

Intuition will tell your character what he/she feels is “up with” any particular situation based on your characters past experiences and a gut feeling that something IS NOT what it appears to be.

Any questions?

Remember, Sense Motive is now what you do with the Intuition Skill, so if you want to be able to Sense Motives, put a rank into Intuition.


1d20 ⇒ 14

I WEEEEEEN. I'm cool with whatever, dragon. :)

@Terquem - But I'm a fighter! I'm neither percepty, nor intuitivey! Baha!


You can create any background you like. The "A" Dungeon of It’Dupree is in the dark and scary city of

Du’Orbna

Which translates into common as “the city of nearly almost completely dead things except for a lot of people who seem okay with the idea of sharing a lot of real estate with mostly dead things that tend to move around at times causing terrible traffic problems”


K, I think I'll go with something simple and non-specific. ;)


Yay for non-specific!


Ok, here's Cat's crunch...going for quite silly with her fighting style, as that seems to be what's up. ;) I'll have to add rations and gear and stuff to it, but this is a basic outline. Writing my 'non-specific' background now. :D

*Edit - I can pick up a shield if we need more AC tanking, but I did want a hand free for throwing bottles and chairs and hedgehogs at people.


Just so you know, Monsieur Pantalone d'Bashi is crying.

Well.

He's in his room with the door closed listening to Taylor Swift with the volume up, so one assumes....


Do I see a group in need of a rogue? *evil grin*


Yes. Yes you do, Loup :D


Well, I shall be happy to oblige. I think a halfling is necessary.


Obviously. :D


A strange bunch we will be.


"I should think we were the least strange party of four ever to undertake a expedition of this kind on these boards, at least...." The wizard keeps talking, but nobody's listening.


Dang, we need a dwarf to complete the mix...


Quick, alert the cleric!


We can put a beard on Loup and call it even.


Dwarves, schmorves. They're good for their pockets, and not much else.

And even their pockets are gross...


They make excellent arm rests when you're just standing around.


Fair enough. Beard the halfling it is!


NOOOO!!!!!

And so the chase ensued, with three party members chasing after Darmo, fake beard in hand, as the scrappy thief tried his best to evade the forcible behairing...


"It won't hurt, Darmo. Well, it won't hurt much."


Looks like a party is ready. Get'em completed (all kidding aside, the game will be strange and silly, but I'm serious about the logistics, and probably that's the only thing I'll be serious about, but I want to make the logistics serious here, okay, I mean it now, really. Put that beard down!)


"It only weighs .02 pounds! It won't change his carry capacity!"


Remember to check your stats! no score below 12 AFTER racial modifiers.


"In fact, he can stash extra rations in it via crumbs!"


Oh, serious question now: Can we purchase items from Ultimate Equipment?


"I must be the strongest halfling rogue EVER!" Seriously, I've never made such a strong little fellow...

BTW, the stats currently in Darmo's profile aren't the ones for this game. I'll be posting in the new ones shortly.


"Beards make you stronger, true fact."


Yes, all official Pathfinder sources are allowed.


Alright, I'm updated!

"They also make you slower, and more apt to be dead--true fact! You want to make it out of here alive or not?"


I'm done!


In the interest of coordination, what sorts of things are people bringing, equipment-wise to help us on our way? I assume everyone will bring their own rations, and I see Jerrica has a bunch of general utility stuff...Shall I bring some splash weapons, or ... what? Since I probably have the highest carrying capacity.


Board games, a tent, the portable shower...oh wait. Some alchemist fire would be good.


If someone else wants to bring a tent, here's what Cat is currently carrying. XD Super-prepared warrior!

Combat Gear: Acid, Alchemical grease, Alchemist's fire (2), Heatstone, Oil (2), Smokestick, Sunrod;

Other Gear: Lamellar (leather) armor, Longsword, Backpack, masterwork (54 @ 53.7 lbs), Bedroll, Belt pouch (empty), Blanket, Block and tackle, Candle (3), Chalk, Compass, Flask, Flint and steel, Hooded lantern, Ink, black, Inkpen, Magnet, Marbles, Marked cards, Mug/tankard, Paper (3), Powder (3), Sewing needle, Signal whistle, Silk rope, Tindertwig (3), Trail rations (20), Waterskin, Whetstone, 26 GP, 3 SP, 6 CP


Crapedelic, you did say AFTER. Corrected.

MPdC is carrying: Combat Gear Potion of cure light wounds, Alchemist's fire (3), Oil (5); Other Gear Arrows (50), Longbow, Longsword, Ring, Backpack (empty), Bedroll, Grappling arrow, Grappling arrow, Hooded lantern, waterproof, Spell component pouch, Spellbook, Trail rations (4), Wandermeal (12), Waterskin

Lots of redundancy on light, (I also has Dancing Lights memorized) but otherwise, looks good.


Your ever-helpful halfling can only carry about 32 lb. of gear, and that's what I'm carrying right now! Armor, sword and sling, thieves' tools, and 20 days' rations for m'self. Can't carry much else--I don't even have a bedroll.


Well ... you can kip on the end of mine. If you ask nice!


You never realize how much stuff weighs you down until you keep track.


hehe, excellent. Thank you all for being so attentive!

Some of the rules

Time Time will be tracked in ten minute (in “world” time) intervals. The party can explore, and map, 60 feet of dungeon features in ten minutes. Activities such as examining a room, chamber, passage, or feature other than for the purpose of mapping will be assigned a time based on the level of scrutiny the characters put into the effort. Combat will be measured in rounds as normal. The party must take a ten minute “Turn” of no activity, every six turns (one in six turns), to rest. Long periods of rest, for spell recovery and healing, can be taken at the player’s discretion. A check will be made every three turns, for the possibility of a random encounter.

Encounters Encounters may occur as a random event, or as determined by the results of the Dungeon Generation Tables. When an Encounter is indicated, it will be determined if there is a potential for the party or the monsters, or both, to be surprised, based upon the event that triggered the encounter. An encounter that occurs in a passage or chamber will require an encounter distance determination and this determination may be made randomly or can be determined by the conditions of the area. Initiative will be determined after encounter distance and degree of surprise are established. I will reserve the right to establish Initiative for the characters in extreme or unorthodox situations.

The Dungeon I have revised, edited and modified, “Appendix A” of the Dungeon Master’s Guide (Advanced Dungeons and Dragons, First Edition copy, 1979) to be, in my opinion only, more compatible with the Pathfinder rules, to include such things as Door Types, Dungeon Features, Lock and trap Difficulty Classes, and more. There are Seven tables (I through VII), and most tables have sub tables, A-D. Table IV has been Reserved, that is it has been changed from its original purpose, and is held un defined for future use. Rolls for the creation of the Dungeon will be done, please, in the Discussion thread. Questions and Clarifications about the Dungeon should also be handled in the Discussion thread.

Exiting the Dungeon Your characters may exit the Dungeon at any time. The Dungeon will be mapped, by me, in AutoCad format, as it is created, and all features will be fixed once generated. The time it will take for your characters to exit, using the map they have created, will be one sixth the time it took to explore, but any features that require the characters attention to overcome (in the event you need to use Skills, or should you have left Monsters behind, in an escape) will need to be addressed as played game activity, otherwise, you can exit, without incident, to sell treasure, re equip, hire mercenaries, hirelings, or henchmen. (Exiting may be complicated by factors such as loss of a light source, injuries, or ailments.)
If I think of more rules they will be posted.

The wife and I are taking our youngest and his wife, they are both college students, aww isn’t that sweet, to Las Vegas for a Spring Break get away, and I will be out of town, and off line, mostly, until Saturday.


Wait are we rolling to make the Dungeon, or you? :)

Also, have fun!


Woo! Vegas! Haven't been in ages.

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