Its "A" Dungeon, Too! (Inactive)

Game Master Terquem

Can these Monsters find and remove a group of unauthorized Adventurers from Its "A" Dungeon? Appendix "A" | Current Map


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male

I can't really see why Eckowo would pack around two and a half extra sets of armor (when he could be carrying treasure!) so unless there is some complaint, this is a list of the things left behind (for other adventurers to find).

Long sword (medium)
2 arrows
Chain shirt (medium)
Climber's Kit*
Gauntlet
Morningstar (medium)
Banded mail (medium)
Chain Shirt (Small)

*I suppose you can claim the Climber's Kit, if you want to, otherwise, it gets left behind.


M Shiftling Rogue (Scout) 1 AC 20 | TAC 17 | FFAC 15 | F +0 | R +7 | W +2| HP 8/8

Claiming the Climber's Kit, those pitons are useful for spiking doors and I don't have rope.


male

Okay, got that. After the rest, The Gretch and Izabek can prepare spells for the day, and everyone should adjust their HP accordingly (did you read above that you all healed a number of HPs equal to your level plus your con bonus?)

A stone Door requires a good Strength Check to open (if it isn't locked).


HP 15/23 | AC 20/T12/F18 | Fort +4 | Ref +2 | Will +1 (+2 vs illusion)

I'll take the long sword, the morningstar, and the arrows, because why leave behind weapons? Even if Eckowo disdains them, there's always the possibility of oozes...

I will also take the banded mail, because if I pick up enough stuff to become heavily encumbered, I'll want to switch to the heavy armor.

Finally, I'll claim the shortbow from The Gretch, so that I have a ranged weapon. Assuming he gives it up.


M Shiftling Rogue (Scout) 1 AC 20 | TAC 17 | FFAC 15 | F +0 | R +7 | W +2| HP 8/8

1d20 ⇒ 18


You can have the shortbow.

I was claiming high value items for the possibility of resale later on.


male

Your party has discovered another Room!
Room Size?: 1d20 ⇒ 8

A 30' x 30' room
Room Contents?: 1d20 ⇒ 13

A Monster!

If a player would like to roll some creation here, I also need to determine if there are exits from the room ( roll a d20, and we need to establish the CR of this encounter (d20) as well as what type of monster it is (d100) please not another NPC encounter, please


HP 15/23 | AC 20/T12/F18 | Fort +4 | Ref +2 | Will +1 (+2 vs illusion)

Exits: 1d20 ⇒ 16
CR: 1d20 ⇒ 11
Monster Type: 1d100 ⇒ 2


M Shiftling Rogue (Scout) 1 AC 20 | TAC 17 | FFAC 15 | F +0 | R +7 | W +2| HP 8/8

Oh idk, we got a lot of nice loot out of that last encounter, even if we did almost all die :P.


male

Your party has encountered a CR 1, Aberration - single (that means only one monster)

There are two doors that exit from this room (in addition to the one you entered) so lets find out where they are, and later, after you defeat the monster, we'll find out what kinds of doors they are, if they are locked or trapped, okay?

Location of Door #2: 1d20 ⇒ 5

This door is on the opposite wall (it will be marked in green until we determine what kind of door it is)

Location of Door #3: 1d20 ⇒ 16

this door is on the right wall


male

Does everyone see the map? You can now use grid references to position your characters.

When this encounter is over, I will be awarding experience


Male Tengu Cleric [3] | HP 19 | AC: 17, FF(15), T(12)| F+4 R+3 W+8 | CMB +4 CMD 16, FFCMD 14 | Init +2 | Perc +8

Yes I do, it'll work. I had no reason to move since I have a 30' range (assuming squares are 5').


male

just a minor complaint. I don't have to do maps, I can wing it (and a lot of the time I prefer to just do that) but if i am going to make maps because players really want to know if they can get that flanking bonus and all that other stuff, I would appreciate it of you use them. So when you move, give me a reference as to where you move from to where you move to. If you cannot see the map, let me know and I will try to fix it for you.

Harrienys - if you need to move 5 feet "away" from the snake to make your attack, for some reason, then does that mean you started next to him? if you did, you need to make a fortitude save or be sickened (it isn't going to change that attack roll, which was awesome, just want to be sure.


male

The Goblin-Snake has moved to C20. and if no one moved from the positions that they were in on the map when the battle began (and I think Harrienys wanted to move "somewhere" but I'm not sure where) then The Gretch and Eckowo need to make Fortitude saves, and the Doorway is now blocked and no one can enter the room.


Male Tengu Cleric [3] | HP 19 | AC: 17, FF(15), T(12)| F+4 R+3 W+8 | CMB +4 CMD 16, FFCMD 14 | Init +2 | Perc +8

Ah, my apologies, I used the map and saw he was still in the middle of the room. I've amended my most recent game play post.


M Shiftling Rogue (Scout) 1 AC 20 | TAC 17 | FFAC 15 | F +0 | R +7 | W +2| HP 8/8

I don't believe I started next to the snake since I'm in the back of the group on the map, 5 foot stepping away from noxious melee monsters is just generally a good idea. I'll start using coordinates from now on, I'm at F21.


male

What kind of Door is Door #2?: 1d20 ⇒ 2
Is it Locked?: 1d20 ⇒ 11
Is it Trapped?: 1d20 ⇒ 7
Door #2 (on the North wall)is a simple wooden door
What kind of Door is Door #3?: 1d20 ⇒ 4
Is it Locked?: 1d20 ⇒ 14
Is it Trapped?: 1d20 ⇒ 6
Door #3 (on the East wall)is also a simple wooden door


male

What kind of trap might there be?: 1d20 ⇒ 7


male

A green door, is a wooden door, a yellow (orange?) door is a Stone door, and a blue door (we haven't found one of those yet) is a metal door. I have put a permanent link to the current map in the campaign description, so it will always be right at the top of the page in the Game Thread.


male

What is beyond the East Door?: 1d20 ⇒ 6

A Passageway perpendicular to the door extending 30' straight ahead.

How wide is this Passage?: 1d20 ⇒ 16

It is a 15' wide passageway


Male Tengu Cleric [3] | HP 19 | AC: 17, FF(15), T(12)| F+4 R+3 W+8 | CMB +4 CMD 16, FFCMD 14 | Init +2 | Perc +8

1d20 ⇒ 14 for Periodic Check as instructed.


male

You've discovered a New Passage

What is the New Passage?: 1d20 ⇒ 10

it is a turn

What Direction does it turn?: 1d20 ⇒ 1

It turns left, (North) and continues 60 feet

How wide is the new Passage?: 1d20 ⇒ 20

and becomes 20' wide


Periodic Check: 1d20 ⇒ 4


M Shiftling Rogue (Scout) 1 AC 20 | TAC 17 | FFAC 15 | F +0 | R +7 | W +2| HP 8/8

Periodic Check: 1d20 ⇒ 8


Periodic Check: 1d20 ⇒ 3

The Gretch wishes he brought his Yoyo. This would be the perfect place to practice.


male

Its another 60 ' to the north


M Shiftling Rogue (Scout) 1 AC 20 | TAC 17 | FFAC 15 | F +0 | R +7 | W +2| HP 8/8

Periodic Check 1d20 ⇒ 11


male

omg omg omg, finally.

It's a Door (or more than one)

Can I get a d20 to determine the number and location of the Door you've found, then we'll roll to determine the kinds of Doors they are, if they are locked and/or trapped.


M Shiftling Rogue (Scout) 1 AC 20 | TAC 17 | FFAC 15 | F +0 | R +7 | W +2| HP 8/8

I can't just post the dice roll, it isn't letting me
1d20 ⇒ 7


HP 15/23 | AC 20/T12/F18 | Fort +4 | Ref +2 | Will +1 (+2 vs illusion)

Door existence check: 1d20 ⇒ 19


male

It's been a while since Eckowo had a shoot at this so I'm going to use his roll, okay?

a 19, is Two doors (one on the right and one on the left) and the passageway continues ahead 30'.

So let's let someone roll 3 d20 for each door (type, locked, and trapped)

Call them Door #1 (right) and Door #2 (left)


Male Tengu Cleric [3] | HP 19 | AC: 17, FF(15), T(12)| F+4 R+3 W+8 | CMB +4 CMD 16, FFCMD 14 | Init +2 | Perc +8

I'll do door #1.

Type: 1d20 ⇒ 12
Locked: 1d20 ⇒ 4
Trapped: 1d20 ⇒ 9


M Shiftling Rogue (Scout) 1 AC 20 | TAC 17 | FFAC 15 | F +0 | R +7 | W +2| HP 8/8

Door #2
What type is it? 1d20 ⇒ 8
Is it locked? 1d20 ⇒ 12
Is it trapped? 1d20 ⇒ 14


male

What is the DC of the lock on Door #1?: 1d20 ⇒ 2

DC = 19


male

It really isn't all that important, but let's try to remember to use the Discussion thread for rolls that generate the dungeon (so that way I don't miss things, sorry)

Space beyond door is, Stairs!?
How wide are these stairs?: 1d20 ⇒ 1
they are only 5' wide 9as wide as the space the door occupies)

Where do these stairs go?: 1d20 ⇒ 7
the stairs go down one level, they go to Level 2 (that means they descend about 20 feet, and have a lengeth of about 30 linear feet.)


M Shiftling Rogue (Scout) 1 AC 20 | TAC 17 | FFAC 15 | F +0 | R +7 | W +2| HP 8/8

Periodic check on stuck room 1d20 ⇒ 12


male

Thanks for thinking ahead Harrienys! but it is actually not a Periodic check, it is a "Space beyond door is?" check from Table II, Table II. C. actually

and it is more stairs, ahahahahahaha

How wide are these stairs?: 1d20 ⇒ 15
Where do these stairs go?: 1d20 ⇒ 18

stairs that are 15' wide and go down two levels to Dungeon level 3, dun dun dun

You can make a Perception or Intuition check to see if you think these are trick stairs (remember one in twelve chance for trick stairs). The DC is 21


male

Can you all find a place on your alias to keep track of experience, and right now I am giving each character 300 experience points


HP 15/23 | AC 20/T12/F18 | Fort +4 | Ref +2 | Will +1 (+2 vs illusion)

Periodic check for level 3: 1d20 ⇒ 2


male

thanks for being patient with me. I was playing Skylanders all weekend and just goofing off in general

quick recap before I update the game

The party has decided to head to the thrird level, and is waiting to see what is at the bottom of the stairs

Now here is something new - one in twelve stairs are "trick stairs" the DC to spot or sense a trick stair is 20 +the Dungeon level where the stairs are found (so 21)

Is this a trick stair?: 1d12 ⇒ 8


I am heading out of town for a week. Not sure how often I'll be able to post.

Quote:
We need to go to the Discussion thread and roll a d20 to establish the CR, another d20 to determine which table we will use (there are five) and the a d100 to find out what kind of monster it is. Then we need a d6 +4 (x10) to determine how far away the monster is

CR: 1d20 ⇒ 3

Table: 1d20 ⇒ 18
Monster: 1d100 ⇒ 89
Distance: 1d6 + 4 ⇒ (4) + 4 = 8 *10 = 80


male

6/25/13
The CR = APL -1 (minimum CR is always 1)
We will use Table VIII. A. 2.
And the monster is, a group of undead!

the undead are 80 feet ahead, so not everyone can see them. They do not use stealth, so whoever has the greatest range of Darkvision will see them first

It is four Kobold Skeletons!

I will try to update the map tonight


Male Tengu Cleric [3] | HP 19 | AC: 17, FF(15), T(12)| F+4 R+3 W+8 | CMB +4 CMD 16, FFCMD 14 | Init +2 | Perc +8

OK, I only have low light vision so I assume I can not see them as of yet, correct?


male

no, you cannot and I need someone to remind me who is carrying the light source


male

I've updated the map showing four skeletons down the hall, using the grid references please tell me where you want your character to be before the battle begins


HP 15/23 | AC 20/T12/F18 | Fort +4 | Ref +2 | Will +1 (+2 vs illusion)

I'll be in row H, on as low a number as possible. H10 is the first square I could see them from (60' darkvision), so unless someone detects them first, that's where I'll be.


Male Tengu Cleric [3] | HP 19 | AC: 17, FF(15), T(12)| F+4 R+3 W+8 | CMB +4 CMD 16, FFCMD 14 | Init +2 | Perc +8

I will follow riht behind Eckowo, letting him lead the way.


I have been carrying a touch.

The Gretch is happy with his current position.


male

Izabek and Harrienys should roll initiative, and then we can begin round one of the combat with the Skeletal Kobolds.
If you are too busy, no worries, I'll roll for you before the end of this day, so the others can get going with the battle.


Male Tengu Cleric [3] | HP 19 | AC: 17, FF(15), T(12)| F+4 R+3 W+8 | CMB +4 CMD 16, FFCMD 14 | Init +2 | Perc +8

Whoops! In so many games the DM does it for the PCs, I simply forgot.

Init: 1d20 + 2 ⇒ (8) + 2 = 10

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