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

You stand at the top of a flight of stairs, made of cut and fitted stones that descend directly down into the ground below the city of Du’Orbna. Around you is a spacious, roofed area surrounded by decorated columns, and beyond that the desolated part of the city known as “Its Square”. This is the entrance to Its “A” Dungeon. You have been given instructions to find a party of adventurers who have entered the dungeon, and ask them to leave.

The steps are a full ten feet wide and descend, with an easy decline, to a depth of forty feet below the ground. At the bottom of the stairs it is DARK, no light from above penetrates to the chamber at the bottom of the stairs. BUT, as all of you have Dark Vision, this doesn’t seem to be a problem.

Darkvision:
However, I am going to rule that beyond 60 feet,using only Darkvision, you cannot see anything. If you are, in fact, using a light source, this will create shadowy illumination out to a distance that is twice the area of normal light created by your light source

Go to the discussion thread if you need to, but before you reach the bottom of the stairs, and I describe the area where you begin to construct the Dungeon, you should establish a marching order, or general standing around arraignment, and address the following questions. What do you have in each of your hands? What do you have on your back or over your shoulders, and any other pertinent information you think I should know, and then I will set the first scene and ask for the first decision.


Peering into the darkness, the foul smelling bundle of fetid rags known only as The Gretch gestures impatiently towards the entrance. Waving a hand covered in moldy bandages, he seems to encourage his companions to enter in before him.

Random Info:

Hands: light crossbow.
Back: masterwork backpack, holds majority of gear.
Familiar: stays in traveling case unless otherwise specified.
Scrolls: in scroll case (waterproof)


NPC: Sakhalyph-vampire sorcerer/ cleric 20/20

Hi! Okay, so here's the thing. That post should have been in the discussion thread, but hey, no worries, right. You're associates should post there, get ready and all, then we'll get started


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

Dotting for tracking purposes.


male

Assume you enter from the south (S) and are facing north (N). I will use capital letters for compass directions when describing the Dungeon

At the bottom of the stairs is a chamber. It is 30’ by 30’ (square) and you enter through a 10’ wide opening in the center of the S wall. Looking ahead of you, you see a cluttered room, with shelves set on the walls, in the corners about four feet from the ground. On the shelves are, what appear to be, broken jars, small buckets, sticks, and pieces of cloth. There is a broken glass bottle on the floor in the NW corner.

The chamber is constructed from close fitting, large, grey and brown stones. The ceiling is fifteen feet from the floor.

The chamber has a total of four exits. Each exit is a 10’ opening (10’ wide by 10’ high) and has a casing, or “frame” like arch setting it apart from the walls to either side of it. The exit in the south wall is the flight of stairs you have just descended. There are openings in the N, W, and E walls. The passageway beyond each opening looks to be level, made of similar stones, and is 10’ feet wide.

You can see down the lengths of the passageways, and can see that there are chambers, identical in size and shape to this one, to the W and E, after 20’ of passageway, but the passageway that goes north continues on beyond the range of your Darkvision.

to begin, someone should go to the Discussion thread and roll a d6, and if the roll is a "1" there is a Wandering Monster Encounter IN THIS ROOM! if not, roll a second d6, with a 1 or 2 meaning you decide to go W (left), 3 or 4 means you go N, and 5 or 6 means you go E (right). You can examine the room for traps (you cannot take 20 here) or search for valuables.


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

Izabek will search the shelves for anything useful.


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

Quick search for traps 1d20 + 7 ⇒ (5) + 7 = 12
Also stealthing 1d20 + 19 ⇒ (19) + 19 = 38


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

Eckowo's not known for his amazing spotting skills, but he looks around for any obvious loot while he waits for someone to choose a direction.

Perception: 1d20 + 2 ⇒ (3) + 2 = 5


Shuffling through the ruins of the entrance room, The Gretch feels drawn towards the northern corridor, as if sensing his destiny lies in that direction.

Silently slipping from point-to-point, The Gretch begins moving in that direction. As he progresses, The Gretch's beady eyes carefully survey the area before him.

The Gretch will always lead with perception

Stealth: 1d20 + 11 ⇒ (5) + 11 = 16
Perception: 1d20 + 11 ⇒ (20) + 11 = 31
Intuition: 1d20 + 3 ⇒ (13) + 3 = 16


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

I'll keep pace with The Gretch, still stealthing.

Perception: 1d20 + 6 ⇒ (10) + 6 = 16 (+1 more if there's a trap)
Intuition: 1d20 + 6 ⇒ (1) + 6 = 7


male

Whoa, there you rascally Monsters!

My mistake on the assumption that everyone had Darkvision. This will change things, significantly. Do I understand correctly that The Gretch and Eckowo are the only ones with Darkvision?

Herrienys and Izabek cannot see anything (and cannot search, with their eyes, for anything). There is no light at the bottom of the stairs, and the light from above does not extend to this area. The party cannot move on without a light source.

The Gretch and Eckowo look around the room and only see worthless junk, and do not see any signs of hidden traps. The group decides to head off to the right (the East), but with two members of the group groping around in the dark, they cannot proceed.

once you decide what the light source will be, and who will carry it, I will tell you what can be seen from that monster’s position. Also, Thanks Bobson for some excellent clarification on Perception and Searching for Traps but let me make it clear that the movement for this adventure is not based upon how far you can move in a round of combat. It is fixed at 60 feet of exploration and map making in a ten minute Turn, and please try and remember that the party MUST take a ten minute turn to rest after five turns of exploring. Check the campaign info section for some very brief rules.


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

I would suggest that Izabek illuminate his holy symbol to act as our primary light source.


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

I brought light, but only because it was part of the kit and I believe in being prepared. If you want my torches, you can have them, but if I'm carrying one, then I'm going to throw it at the first other monster I see, and you're going to be blind.


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

Seeing that I do not have the ability to cast Light I guess we must use torches, unless I'm permitted to drop Bleed for Light. Sorry, I took the assumption that the mage was the one that has the Light cantrip (thats the 4e guy in me).


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

You're a cleric, you can just prep light can't you?


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 can, but I do not know how strict the GM is going to be. I didn't have that on my initial stat block. I'll drop Bleed and prep Light since it seems no one else seems to be able or willing to do so.


The Gretch can memorize light tomorrow. The Gretch did not realize others could not see.

The Gretch is always willing to make others glow. Perhaps others not notice The Gretch and focus on glowing others.

For today, the others can use a torch.


The Gretch will carry the light today. Tomorrow, the bird carries the light.

I will put my crossbow away and carry the torch


male

The Gretch is carrying a torch. The torch sheds Normal Light in a 20’ radius, and there is Dim Light 20’ beyond that.

The passageway going to the E is 20’ long. The passageway is not clear, there are dried leaves on the ground and they are too numerous to avoid stepping on, and they make a distinct sound when they are stepped on. If the Gretch stands at the beginning of this passageway, the light extends to the end of the passageway, and in the Dim Light beyond can be seen another chamber. Cautiously moving down the passageway none of you notice anything that resembles a trap. You come to a 30’ by 30’ chamber. This chamber also has shelves on the walls similar to the first chamber. At first it appears that the shelves are empty, but in the SE corner you see a small brass oil lamp. The lamp is not lighted. There are three possible exits from this room, two passageways and one door.

There is a passageway in the center of the E wall, directly across from the passageway that you entered, and there is another 10’ wide passage in the S wall, but it is not in the center of the wall. The passage that exits to the S from this chamber is in the left 10 section of the S wall.

There is a Door.

The door is in the N wall, and is in the Left Space of the center 10’ wall section

A Space, is defined as a five foot (5’) wide portion of a wall section. A Section is a ten foot (10’) wide portion of a wall. To establish what kind of Door it is, go to the Discussion Thread and roll d20. Once the type of door is established, we will check to see if it is Locked and/or trapped. A Door that is not locked is always stuck, and requires a Strength Check to open. Once opened, a door, if left unsecured (spiked or otherwise blocked), will automatically close in one turn and be stuck again if it is revisited.


The Gretch peers cautiously down the East corridor, cringing as the dead leaves crunch underfoot. As he slowly creeps forward he pauses, invoking a minor spell before continuing forward.

Maintaining a detect magic while moving

Perception: 1d20 + 11 ⇒ (17) + 11 = 28
Intuition: 1d20 + 3 ⇒ (7) + 3 = 10


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 follow the group with The Gretch, intent on trying to keep as silent as possible through these impossible leaves.


male

I apologize for not being clear, but North would be at the top of the map, your group entered from the bottom, from the south, so East would be to the right, otherwise the map is great!

Peering into the room, The Gretch is sure that there is something “up” with the simple wooden door in the north wall. The door has several marks on its surface that resemble blows from an Axe.


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

Is it trapped? Perception 1d20 + 7 ⇒ (6) + 7 = 13
Is it locked? Perception 1d20 + 6 ⇒ (12) + 6 = 18
Is it still trapped? Disable Device 1d20 + 9 ⇒ (19) + 9 = 28
Is it still locked? Disable Device 1d20 + 9 ⇒ (3) + 9 = 12


male

Harrienys examines the door, carefully, and sees that it is locked. While searching for a trap, he unwillingly touches a part of the door that triggers the trap before he can find it.

A small panel in the ceiling opens, and a cage is lowered. A tiny imp in the cage examines the creature who has triggered the trap, and adjust a few levers and wheels within the cage. The cage retracts and an enormous Axe is lowered from the ceiling, adjusting itself mechanically until it is at the right height to strike at a Tiny creature.

Swinging Axe Trap, self-adjusting model AT1000: 1d20 + 10 ⇒ (17) + 10 = 27
*Swish* Damage if successful: 1d8 + 1 ⇒ (7) + 1 = 8

Once again, Harrienys, it would help me out a lot if you could update your Alias with pertinent information about your character, defensive and offensive statistics, skills, feats, you know character sheet stuff, the url link is not as handy as having that information right there on your alias when I want to look at it


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

It hits and reduces me to 0 HP, though what do you mean by "unwillingly"?


male

"not necessarily wanting" to trigger a trap, accidentily (maybe it was a poor choice of words). But you missed the perception roll, to find the trap, by more than 5, so, as a sort of GM "says so" I ruled you accidently touched something you were not supposed to touch.


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

Having learned from this mistake Harrienys will in the future make it a point to not touch anything he suspects may be trapped.

Edit: Also, alias updated


male

When Harrienys recovers, he will be "Jumpy" for the next ten hours. You will benefit from a +1 temporary modifier to Perception rolls to find traps, and a +1 temporary modifier to Reflex saves from any trap that allows a reflex save to avoid damage.


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

Izabek will cast CLW on the unlucky party member.

Healing HPs: 1d8 + 1 ⇒ (5) + 1 = 6


male

Is anyone else going to try the door? No? Really?

Okay there is a passageway going east, and one going south

You can roll a d6 (1-3 you choose east, 4-6 you choose south) or you can try that door in the north wall (hehehehe)


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 say we leave the door alone but the fighter type can try it if he wants. I'm not touching it.


The Gretch is not touching the door.

The Gretch votes for moving on.

What does The Gretch see looking South and East?


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

I'd suggest "unwittingly" instead of "unwillingly"

Eckowo is perfectly willing to take on the door and its guardian imp, but sees no reason to do so while there are other options available.

However, he does have an offer for the tiny one: "Since we know where the axe comes from, if you trigger it again, I can grab it and break it off. Then it won't bother you while you open that door."


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

"You don't trap a door that doesn't have shiny objects behind it, I'll give it another try."

I attempt to disarm the trap again, trusting Eckowo will break anything that tries to hurt me while doing so.

Disable Device: 1d20 + 9 ⇒ (13) + 9 = 22


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

I will stand off to the side of the axe's track, crowbar in one hand, readying to jump on it and break it as soon as it triggers.


male

The trap is successfully disabled. The small door in the ceiling opens, but the cage does not lower from it, instead, the imp sticks out his hand, and makes a gesture that you understand means that it expects you all to procreate with yourselves.

You can now try to open the door. A Strength Check is required, with a DC of 13.

As a player you cannot be certain that there is nothing dangerous that could happen from opening the door, so you cannot “Take 10” or “Take 20” to accomplish this.

If the door is opened, roll a d20 - Table IIc (Space beyond Door Is?), to determine what is on the other side. If you want to know what is beyond the range of your vision down the S or E passageway, you must move, somewhat, down those passageways, and for each of them, roll d20 - Table I (Periodic Check).


male

If the Door is opened, you have more choices

You can determine what direction you go by rolling a d6

1-2 you choose to explore what is beyond the door
3-4 you go south
5-6 you go east

\,,,/


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

Harrienys charges the door
Strength: 1d20 + 1 ⇒ (6) + 1 = 7


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

"One of you larger people may want to give this a shot."


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

Very well. I will try.

Strength: 1d20 + 2 ⇒ (19) + 2 = 21


male

Izabek opens the door, but what is on the other side?


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

Seeing enemies on the other side of the door, Harrienys will quickly duck out of sight.
Stealth: 1d20 + 19 ⇒ (19) + 19 = 38
Intuition: 1d20 + 6 ⇒ (11) + 6 = 17
Perception: 1d20 + 6 ⇒ (12) + 6 = 18
Initiative: 1d20 + 5 ⇒ (16) + 5 = 21


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

What's an intuition roll?
Perception: 1d20 + 2 ⇒ (18) + 2 = 20
Initative: 1d20 + 4 ⇒ (6) + 4 = 10


M Shiftling Rogue (Scout) 1 AC 20 | TAC 17 | FFAC 15 | F +0 | R +7 | W +2| HP 8/8
Eckowo wrote:
What's an intuition roll?

Look at the Campaign info tab. Perception is now Int based and Intuition replaces Sense Motive with slightly wider applications.


Perception: 1d20 + 11 ⇒ (5) + 11 = 16
Intuition: 1d30 + 3 ⇒ (8) + 3 = 11
Initiative: 1d20 + 9 ⇒ (8) + 9 = 17

Intuition replaces and expands upon sense motive

I guessed on the exact placement of the 20x20 room on the map and did not include any alternate exits. I can adjust it as necessary.


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

Huh. I managed to totally miss that. Thanks. I'm moving my 1 skill point from Perception to Intuition.

Intuition: 1d20 + 5 ⇒ (17) + 5 = 22
Perception: 1d20 - 1 ⇒ (13) - 1 = 12
Initative 10

Also:

Terquem wrote:


As a player you cannot be certain that there is nothing dangerous that could happen from opening the door, so you cannot “Take 10” or “Take 20” to accomplish this.

I'm perfectly OK with this, but I just want to make sure you realize that it is a house rule, and should be added to the house rules on the campaign tab (now that I realize they're there). By default, the ability to take 10 has nothing to do with whether or not something bad could happen, only on whether or not you are distracted when you attempt it. It's saying "I'm just going to try for a base hit, not swing for the bleachers and possibly miss." The ability to take 20, on the other hand, is blocked by the potential of something bad happening. It's the equivalent of taking 20 swings at the ball.

The two really have nothing at all in common, they're just poorly named.


male

You see a small band of what appear to be standard “adventurers”, the common sort who routinely enter Its “A” Dungeon looking for treasure, or sometimes just a good time.

You were given a brief description of the heroes you are supposed to be looking for and each of you considers, for a moment, if these are the ones -

Eckowo:
Your gut feeling is that this is not them, but one of them is a hafling, dressed like a common thief (you often have trouble telling the Halfling girls from the Halfling boys, so that isn’t helping you) and you want to trust your eyes.

The Gretch:
The hair on the back of your ears stands up, and you can’t shake the feeling that this is them, but your eyes tell you that there are only three of them, and one of these three is a dwarf (there was no mention of a Dwarf in your instructions) but maybe it isn’t a dwarf, maybe it’s just a fat Halfling, yeah, but wait that would mean that this group has two Halflings, better go with your instincts on this and ignore what your perception is telling you.

Harrienys:
It is pretty well obvious to you that this is not the group you are looking for, and your intuition tells you that your perception is right on the money

You see three people in this room. A Human, male, warrior looking type, he has a short bow in his hand, with an arrow notched but the string is loose and he is holding the bow at his side. He is wearing a chain shirt, and has a long sword in a scabbard on his left hip. The second one is a dwarf, female, wearing Banded Mail and carrying a mace in one hand and in the other hand she is carrying holding a small lantern. The third one is a Halfling, dressed in dark leather and rags. You cannot tell if it is a woman or a man. The Halfling holds a small crossbow.
A tense moment passes. Are they hostile? They do not attack, immediately, and they caught all of you flat footed for a moment. They’ve lost the advantage. Do you want to parley?


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

I'll sneak around behind them and take stock of the room, if someone else could distract them with conversation it would be helpful.

Perception: 1d20 + 6 ⇒ (10) + 6 = 16


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

Izabek will stand and wait to see if our fighter wants to make a move.


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

In general, the fighter's move is going to be charge at them, claws swinging, unless someone's already talking to them or has indicated that they want to. Subtle, he is not. On the other hand, The Gretch got a higher initative, so I'll wait to see what he does before attacking.

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