Its "A" Dungeon, the Three-ening (Inactive)

Game Master Terquem

Its "A" Dungeon, fun for the whole family!


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HP 9 / AC 20, T 14, FF 16 / Fort +2, Ref +4, Will +0 / Init +4 / Perception +1 Appearance

Surtessh walks over and helps to push on the door.

Take 10 for a 12, add 2 to your next attempt. Probably have to take 20 and still need another person to assist you.


male

you really can't take "10" or "20" on the helping someone else aspect of this effort, but I don't want to get hung up here, so I'm going to rule that Surtessh and Godwin, together open the Door

Godwin and Surtessh brace themselves against the heavy stone door and shove, pushing it open. Then when both of them step away from the door way, in order to make room for every one to pass through, they notice that every time they take a step, their shoes squeak loudly.

Once the door is open it reveals a 10' wide passageway that is a flight of stone stairs going down, down, down...

Will you brave the lower levels of Its "A" Dungeon?

Or leave this room and try a different way?


Olwyn casts detect magic down the stairwell, leans in for a better look so the ioun torch will light up more of it
Perception: 1d20 + 9 ⇒ (17) + 9 = 26


HP 46/46 | AC 17 (T 14, FF 13 ) | CMD 16 | F +3 | R +6 | W +4 | Init +3 | Per +8 |

"Alright. We've gone this far. Might as well see where it leads."

Yurian starts down the steps slowly, scanning with his eyes searching for traps, and pushing each step with his pole well before getting to it with his feet.

Perception: 1d20 + 8 + 1 ⇒ (17) + 8 + 1 = 26 +2 if it involves stonework.


HP 9 / AC 20, T 14, FF 16 / Fort +2, Ref +4, Will +0 / Init +4 / Perception +1 Appearance

Surtessh removes his shoes to see if the squeaking noise goes away. If it does not, he will follow the others at the back of the group, muttering angrily.


Male Human Fighter 1

Godwin takes his sword and shield again and he follows Yurian.

Could I have taken 20 on that strenght check?


male

Godwin - Yes, but you would have a 24, and need a 28, so you would need help.

Need a show of hands for everyone going down the stairs, please.


HP 46/46 | AC 17 (T 14, FF 13 ) | CMD 16 | F +3 | R +6 | W +4 | Init +3 | Per +8 |

*Hand raised*


Female Aasimar Paladin (Warrior of the Holy Light)/1

*Hand Raised*
Sorry about not being there for the door, last night was a tad hectic but I'm back now.


*Hand Raised*
(But following behind the others)


HP 9 / AC 20, T 14, FF 16 / Fort +2, Ref +4, Will +0 / Init +4 / Perception +1 Appearance

Did the squeaking noise go away when I took my shoes off?

Surtessh follows the others down the steps.


Female Human Oracle 1

"Well it seems we will be going further into the dungeon.. Is everyone ready?" she looks at the others as she readies her Mace.


Male Human Fighter 1

Godwin raises his sword and shield "Yes I'm ready"


male

Surtessh - no the squeaking seems to be coming from YOU!

Godwin - you be squeaking too mon.

Okay everyone is going down to Level # 3, dun dun dun...

But first there is a 1 in 12 chance it is a trick stair (if it is, your rogue trap spotter might notice it before it activates.

Trick Stairs(?): 1d12 ⇒ 8

It is not a trick stair

Now someone roll a d20, Table I, Periodic Check and we'll see what we discover at the bottom of the stairs.


HP 46/46 | AC 17 (T 14, FF 13 ) | CMD 16 | F +3 | R +6 | W +4 | Init +3 | Per +8 |

1d20 ⇒ 8


male

Turn 2

My mistake, we should all try to remember to make the Dungeon Creation rolls in the Discussion thread, M'kay

When you reach the bottom of the stairs, you discover a 10' wide passageway going straight ahead for 60' (you are facing E).

This is the end of Turn 2 (at the end of Turn 3, there will be a chance for a Wandering Monster Encounter).

Turn 3 ends when you explore to the end of the 60' long passageway.

Another player can go to the Discussion thread, roll a d6, for a chance for a WME, and a d20 to determine what comes next in the Dungeon


male

Turn 3 ends with the group discovering a dead end at the end of the sixty foot long passageway at the bottom of the stairs.

Oh, well. Back to Level 1

Rou hustle back up to the Room on level one, and must decide on a different way to go.

Here is the map, to remind you of your options

Back to level 1


HP 46/46 | AC 17 (T 14, FF 13 ) | CMD 16 | F +3 | R +6 | W +4 | Init +3 | Per +8 |

"Who builds a dungeon with stairs and hallways to nowhere? I say we go back to the main hall and keep going east. No point in following that other crew. Unless they've bit it too, they'll have taken all the good loot in that direction."

Voting for the hall at JK23


"Good point. Let's follow the short one."


HP 9 / AC 20, T 14, FF 16 / Fort +2, Ref +4, Will +0 / Init +4 / Perception +1 Appearance

Surtessh nods and continues to follow the others.


Male Human Fighter 1

Godwin follows Yurian


male

Turn 4

The passageway going East off of the starting area extends straight for a total of 60 feet.

Time for another, Periodic Check, Table I, and hope you don't roll the dreaded "18"


male

Hmmmm, there seems to be a Door (or more than one?) ahead.

The passageway continues for 30 feet in the same direction.

let's find out how many doors there are, what kind of doors they are, and where they are


male

Turn 4

The passageway ends in a single, Good Wooden Door, right in the middle of the 10’ wall, and from the look of it, it is not trapped or locked, and that means it is most likely Stuck.

A Good Wooden Door, from the Pathfinder PRD, requires a Strength Check of 16 to open. I do not normally allow a “Take 20” to open a stuck door, unless players are willing to allow me to roll a d6 to establish how many tries it takes to achieve that result (you know, allowing the possibility of alerting whatever is on the other side to the attempts, thus negating any chance of surprise)


HP 46/46 | AC 17 (T 14, FF 13 ) | CMD 16 | F +3 | R +6 | W +4 | Init +3 | Per +8 |

"Damn stuck doors. Locks I can handle, but poor workmanship? That's just unacceptable."


"Ok muscly ones. Lets see what you got."

Olwyn casts Guidance on whoever makes the strength check giving them a +1 bonus to the roll.


Male Human Fighter 1

Godwin pushes at the door with all his might and the help from the Guidance spell.

Strenght Check: 1d20 + 4 + 1 ⇒ (1) + 4 + 1 = 6

The door is still stuck. "Can Somebody help me?"


HP 46/46 | AC 17 (T 14, FF 13 ) | CMD 16 | F +3 | R +6 | W +4 | Init +3 | Per +8 |

"Door. Open!"

Yurian stares at the door, giving it an intimidating glare.

"Sorry. Gave it my best shot, big guy."


Female Aasimar Paladin (Warrior of the Holy Light)/1

The, until now, fairly silent women steps up, flipping her hair just a little bit. Maybe I can help. Felicia sides up next to Godwin and gives the door a good hard shove.
Strength Check: 1d20 + 4 ⇒ (12) + 4 = 16


male

Or, Felicia approaches the door, gives Godwin a puzzled look, takes the handle of the door right below the word "pull" and opens the door...jk

The door is opened on the second attempt, and there is a room beyond.

let's go to the discussion thread and find out about this room


Female Human Oracle 1

"I wonder what we'll find down here... Does anyone know anything of the history of this dungeon?"


Male Human Fighter 1

"Thanks for your help" Godwin doesn't look very happy, he mutters something to himself.

Godwin enters the new room.

"I don't think I know anything about this place"

Godwin wonders if he ever heard anything about this place in the militia.
Profession Soldier: 1d20 + 5 ⇒ (4) + 5 = 9


male

Professional Soldiers Know:
That It Dupree, the designer and controller of the infamous “A” dungeon, originally envisioned the random nature of the Dungeon as a perfect training ground for soldiers in her own dark armies, and sent hundreds of different kinds of monsters into the dungeon to be trained. Unfortunately, the training coordinator (who was a sub contractor), misfiled thousands of training rosters under the heading “To be Burned” instead of the requested file heading of “to be tested by fire” and these training documents were destroyed, and now nobody is really sure how many monsters are still living in this dungeon, or where they might be found.


HP 46/46 | AC 17 (T 14, FF 13 ) | CMD 16 | F +3 | R +6 | W +4 | Init +3 | Per +8 |

Yurian moves through the room, checking the walls and floors for any sign of a secret passage that might explain this dead end room.

1d20 + 8 ⇒ (10) + 8 = 18
Add +2 if any unusual stonework is involved.


Olwyn decides to search along the walls for anything out of place.
Perception: 1d20 + 9 ⇒ (1) + 9 = 10.
She noticed we are in a dungeon.

That failing, she attempts Detect Magic.


male

Turn 5

Yurian finds a Secret Door, after only a minute or two of searching.

Secret Doors are never Locked, Trapped, or Stuck

The Secret Door is located Where is the Door?: 1d6 ⇒ 4
1-2 = North Wall
3-4 = East Wall
5-6 = South Wall

It is in the center of the East wall, opposite to the door that you came into this room.

This is the beginning of Turn 5. When Turn 5 is finished, the party must spend Turn 6 (one turn in six) "resting", doing nothing but eating a bit of rations, checking gear, discussing strategy, or catching up on gossip. Time for someone to go to the discussion thread and roll d20, Table II. C. Space beyond Door, to find out what will be on the other side when it is opened


HP 46/46 | AC 17 (T 14, FF 13 ) | CMD 16 | F +3 | R +6 | W +4 | Init +3 | Per +8 |

"'ere we are. Found it. Shall we take a go and see where it leads?"

Yurian opens the door and glances down to see what direction it might lead.


Male Human Fighter 1

"Yurian i'm ready to go in that room"

Kolpo decides to follow Yurian with his shield ready afraid that someone or something would attack him.

"Do you know that some madman Dupree used this place to train his equally twisted armies? We could run into remains of those armies we have to be careful!"


Godwin Everlin wrote:

"Yurian i'm ready to go in that room"

Kolpo decides to follow Yurian with his shield ready afraid that someone or something would attack him.

"Do you know that some madman Dupree used this place to train his equally twisted armies? We could run into remains of those armies we have to be careful!"

"Well, good thing we have people carrying huge swords then."

Olwyn hefts her crossbow over her shoulder and follows behind the others.


HP 9 / AC 20, T 14, FF 16 / Fort +2, Ref +4, Will +0 / Init +4 / Perception +1 Appearance

"So we in a crazy ol' baldhead's playground? Bloodclot." Surtessh moves forward to indicate he's ready to move on.


HP 46/46 | AC 17 (T 14, FF 13 ) | CMD 16 | F +3 | R +6 | W +4 | Init +3 | Per +8 |

Yurian probes the area inside the secret passage with his pole before moving in, then proceeds in bodily, being ever wary for traps.

1d20 + 8 ⇒ (5) + 8 = 13


male

The party has found another room, but this room is empty, of monsters anyway. It is a room that is 20' wide from North to South, and 40' deep from East to West, and it is cluttered with wooden chairs, making it difficult to walk through (all squares have at least one wooden chair and some are stacked with several). A character can walk through the room, stepping from side to side to maneuver through the room, but it would be impossible to run through this room.

At the opposite end of the room there is a Good Wooden Door.


HP 9 / AC 20, T 14, FF 16 / Fort +2, Ref +4, Will +0 / Init +4 / Perception +1 Appearance

"Anodder empty room? Mon, dis place abandon'd. Les see if dis door magic too.." The lithe vishkanya shaman says, again spitting into his hand and smearing it across his eyes with an accompanying mutter. His eyes glow green as he examines the door for magic.

Casting detect magic again, concentrating for three rounds if I see any auras.


HP 46/46 | AC 17 (T 14, FF 13 ) | CMD 16 | F +3 | R +6 | W +4 | Init +3 | Per +8 |

Yurian makes his way across the room.

"This would be a great place to spring a trap; the kind you'd want to be able to get away from but couldn't, because of the chairs. Something like a fire, or a monster that wants to eat us. Let's make a path before we open it."

Yurian follows his own advice, lifting a chair (or attempting to, depending on how large and heavy they are) and stacking on another to the side. When the path is complete he moves to the door and checks it over thoroughly for signs that it is indeed trapped.

Perception: 1d20 + 1 + 8 ⇒ (19) + 1 + 8 = 28


male

Surtessh:
Looking around the room you cannot detect the presence of any Magic Auras

Yurian:
Examining the door you discover it has an elaborate lock (the DC is 28!) and a sinister but bizarre trap (the DC to disable the Trap is only 20). The trap trigger, built into the frame of the Door, will release “something” from panels all over the ceiling.


A killer GM with a killer smile.

"This is a complicated lock, but the trap looks manageable... not sure if that is part of the trick... I've heard of some people putting an obvious, easy trap on something so that you get overconfident and fail to look for the second, more devious one. Regardless, this one will drop something from out of the ceiling over whomever is standing before that door. I can try to disarm it, or we could try to spring it from a safe distance. What do you think?"

Feeling suspicious, Yurian will look over the door and the trap again, taking 20, to see if he can divine any more details about it, or find his suspected backup trap.

Perception Taking 20: 20 + 8 + 1 = 29
Not a real improvement, as he rolled really well before, but he has no way of knowing that. And fresh off a nearly life ending encounter with a trap that lost him a few important limbs, he's feeling a bit over cautious.


male

Turn 5

Examining the trap even closer, it becomes obvious to YURIAN (ahem) that the trapped ceiling will drop "something" in more locations than just over the person standing at the door, but he can find no other signs of a secondary trap.


Male Human Fighter 1

"Yurian is our trap expert, he can best decide what to do next"

Godwin holds his shield above Yurian and his own head to protect them against whatever might come from the ceiling.


HP 46/46 | AC 17 (T 14, FF 13 ) | CMD 16 | F +3 | R +6 | W +4 | Init +3 | Per +8 |

"Ok. Stand ready; if somethin' goes wrong, be ready for whatever comes out of those drop holes. Hmm. Looks like a pretty basic mechanism; should be no problem... Just a snip 'ere, and a blade jammed there... No problem."

Disable Device: 1d20 + 8 + 1 ⇒ (7) + 8 + 1 = 16


male

"oops? What do you mean oops?"

Multiple holes open in the ceiling, dropping heavy wooden chairs on the party.

Everyone is attacked by falling chairs (+12 melee attack, d6 damage) Yurian and Godwin receive an additional +1 Armor bonus to their AC for this attack.

I'll make the rolls later

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