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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Grand Lodge

You would be correct :) that is game set and match to the monsters lol. I will post list list of loot on my lunch break in 4 or so hours or Terq can try and sort everything out if he wants to :)


male

I think we can wait, Thank you so much for taking the time to do this for me, I thought it added a real competitive element to the game. Really nice of you. We'll use the time for the Gretch and Harrienys to figure out what to do about their unconcious friends.


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

I'll try and stabilize Izabek, assuming he's still alive and hasn't done so already.
Heal: 1d20 + 2 ⇒ (16) + 2 = 18
Besides that I can't really do anything without healing potions, which I'm really hoping are in the heroes inventory >.>


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 was about to roll to stabilize but it seems I do not need to. IIRC I am out of healing, or have we figured that out yet?

Grand Lodge

Terq if you ever need help like this again drop me a message and I will be happy to help out :) now if you could just deactivate my guys from this game cause my "game" page is getting kinda crowded that would be much obliged :)

+1 Shortbow (+1 STR)
Long sword
Chain shirt
Heavy steel shield (8gp)
Tanglefoot bag (50gp)
Potion CLW (50gp)
2 arrows (1gp)
Silver light mace (25gp)

66 gold

Morningstar
Banded mail
Wand of cure light 3 charges
Potion CLW (50gp)
Scroll Bear Endurance(150gp)
Potion Enlarge Person (50gp)
Heavy Steel Shield (8gp)
42gp

+1 small crossbow
Chain Shirt (100gp)
Small (35gp)
Climber's Kit (50gp)
Gauntlet (2gp)
Tanglefoot Bag (50gp)
Alchemist Fire (20g)

1gp


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

Yay! Potions! I feed one to Izabek.
1d8 + 1 ⇒ (3) + 1 = 4
I have no idea what Izabek's health is at...


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

I've got a CLW potion on me, in my belt pouch.
...
Two, if Terquem will let me swap out the Enlarge Person potion that The Gretch just rightly pointed out I can't benefit from. Oops.


male

Yes, that's a simple mistake. Swap it out for CLW


This place is not for you human

Touch Attack: 1d20 + 4 ⇒ (15) + 4 = 19
Damage: 1d3 ⇒ 1

Ray of Frost

After the fighter falls, The Gretch pulls a tattered sheet of parchment from within his robes and incants the spells inscribed upon it over each of his companions. As he utters the final words over Eckowo, the parchments spontaneously combusts, crumbling to ashes and a foul smelling cloud of brimstone.

Infernal healing on Eckowo and Izabek. That taps me out of heal scrolls until I can scribe more.


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 was at -3 before the Infernal Healing.


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

Infernal Healing heals for 10 over the course of a minute


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

Excellent, then I am back up to 7. As far as the loot, how should we go about that? I will ask, what is a Tanglefoot Bag?


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

A tanglefoot bag requires a touch attack to hit with, automatically entangles the target and has a DC 15 reflex save to avoid being stuck to the floor. I would suggest the wizard carry them as they can complement his spellcasting. I can't use any of the gear, but I'd like a potion of CLW. Depending on whether we rest or not right now we should use the CLW wand for initial healing before the potions.


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

Again, I'm a PF noob. As a cleric I can use that wand of CLW or only the wizard types?


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

Until we've gotten a few more ranks of Use Magic Device you're the only one who can use the wand. But we need to decide whether we're resting after that last battle or not. Thoughts?


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

We might want to consider doing so, that last battle really did a number on us.


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

Woot, I'm awake. Sorry about disappearing - I moved this weekend, and just got my computer set back up late last night, then spent most of the day unpacking. Current health is 4/13. The only loot I'm interested in is the shield.

As the infernal energies course through his body, Eckowo finally awakes. Once he does he jumps right back up with a growl, claws reaching, and he whirls around looking for a threat.

Only once he's spotted the adventurer's corpses does he calm back down and (mistakenly) thank Izabek. He then goes over to the corpses and kicks them over a few times, to see if they have any other loot on them.


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

I check the doors for traps and locks, being very careful not to touch them :P.
Perception on the north door 1d20 + 6 ⇒ (6) + 6 = 12
Perception on the east door 1d20 + 6 ⇒ (2) + 6 = 8
Also, could someone heal me?
Well, that wasn't as effective as I'd hoped


Carefully inventorying the loot from the deceased adventuring party, The Gretch uses a few pitons from the climbers kit to spike all three doors closed.

Casting Detect Magic, The Gretch will carefully separate out the items of interest.

The Gretch, will quickly file the scroll in his scroll box, with both tanglefoot bags and the alchemist fire being stashed in easily accessible locations within The Gretch's foul robes.

The potion of Enlarge Person and the climber's kit will go in The Gretch's backpack along the gold and the silver hammer, the enchanted shortbow and crossbow.

Waste not, want not, say The Gretch.

We never know what we will need, or when. What we do need is rest. The Gretch needs to refresh his magic.


male

Harrienys does not find any obvious traps on the doors, and once they are secured with spikes, you all feel reasonable sure you can rest here.

How long will you rest? Is eight hours (48 turns) long enough?


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

Depends on how long it's been since the casters prepared spells, they can only do so once every 24 hours.


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

One would assume that before first entering the dungeon, they'd prepare them far enough in advance that the first rest can be cut short. On the other hand, we are 1st level, not seasoned adventurers, so it might not be the case.

Eckowo hefts the shield and tries it on. Then he tries a few swings with it. "It'll do," he grunts. He drops his backpack down to the ground, leans the shield on it, and begins riffling through it to produce a bedroll and some rations, which he begins to gnaw on.


male

Let’s say that the group rests for 48 turns, and is able to prepare spells. We’ll start keeping track of 24 hour periods required from this point on. I won’t roll for random encounters. Each character regains their level plus their Con Bonus in Hit Points after resting. Then you can choose a Door and start exploring again. I am setting you guys one full day ahead of the next party that entered the Dungeon, so there is no possibility of being jumped by them. BUT, I do need to be clear about what gear you are leaving behind in this room, as it will be there for others to find.


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

I'm pretty sure we're not leaving anything behind. Anything people aren't using I'm assuming is being strapped to the fighter.


male

You have two stone doors in the room that you can leave by, or go back the way you came what will it be? (oh and you have not searched these doors for traps or locks).


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

I say we go north. After Eckowo opens the door I'll take the lead stealthed.


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

Didn't Harrienys search them before we rested? Also, still at 7/13 after resting, so I could use a CLW to start the day.


male

Turn 51

Ah yes, he did, and he found no sign of traps or locks on either door.

from the PRD, a Stone Door requires a Strength Check of 28 to open - it is probably going to take all of you acting together to push open the Door on the north wall, and let's just say you do that. Someone can go to the Discussion thread and roll a d20, Table II. C. to determine what you discover is on the other side of the door


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

I'm also going to need healing before we go on.
Stealth: 1d20 + 19 ⇒ (12) + 19 = 31


Should The Gretch heal, or should the bird? The Gretch's spells work very slowly for use in combat.


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

The Gretch. I will keep mine for combat.


male

please take a moment to get done with any healing you wanted to be done with before we move into this encounter

When you open the heavy Stone Door you see a strange monster in front of you. A grey, lip-less goblin head with serpent fangs sits atop the sinuous black body of a greasy-scaled snake.

Initiative for Goblin Snake: 1d20 + 2 ⇒ (17) + 2 = 19

Map For Encounter with Goblin Snake


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

Initiative: 1d20 + 2 ⇒ (4) + 2 = 6

I will try Lightning Arc again.

Lightning Arc, touch attack: 1d20 + 2 ⇒ (9) + 2 = 11
Damage: 1d6 ⇒ 1

I did say "try".


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

I'm just going to assume The Gretch drops an Infernal Healing on me and Eckowo

Initiative: 1d20 + 5 ⇒ (19) + 5 = 24
I'll snipe with a starknife from behind the cover of the door
Attack roll against FFAC: 1d20 + 7 ⇒ (5) + 7 = 12
Damage: 1d2 + 1d6 + 1 ⇒ (1) + (2) + 1 = 4
Stealth: 1d20 + 9 ⇒ (11) + 9 = 20


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

Assuming the same thing...

Eckowo's tactics, as usual, are anything but subtle. He charges up to A20 and attempts to gore the snake-thing.

Attack: 1d20 + 5 + 2 ⇒ (1) + 5 + 2 = 8

Unsubtle does not mean stupid, though. He has his new shield out, and covers himself with it after his attack misses. AC 18 this turn


Sorry for be quiet the last couple of days. The Gretch will have cast Infernal Healing on Eckowo and Harrienys. 10 HP back for each of you.

Initiative: 1d20 + 9 ⇒ (6) + 9 = 15

Seeing the goblin snake, The Gretch steps into the room, hugging the wall as he does so. Once more, a beam a blue energy darts from his outstretched finger, lancing towards his opponent.

Moving to C19, Ray of Frost

Touch Attack: 1d20 + 4 ⇒ (9) + 4 = 13
Damage: 1d3 ⇒ 3


male

Turn 51, round 1

Eckowo, I didn’t see an initiative from you, did I miss it?

From the shadows a tiny knife strikes the Goblin-Snake, and it howls in pain, then slithers forward to stand directly in front of Eckowo.

Before the big brute can charge into the room, the Goblin-Snake belches a toxic cloud filling the area all around it with a sickening fume.

Special Attack: Goblin breath, all within 5 feet of the Goblin-Snake, must succeed at a Fortitude Save, DC 13< or be sickened for d6 rounds[/dice]

Immediately after the Goblin-Snake belches, The Gretch hurls a silvery cold bolt at the creature, and it hisses as it snaps its head around from the pain.

Finally, from just beyond the door, Izabek hurls a dart of electrical energy at the thing, adding to its pain, as Eckowo tries to gore the slithering monster but it wiggles to the side just in time to avoid the brutal assault.

End of Round 1
The Initiative count is
Harrienys 24
Snake 19
The gretch 15
Izabek 6
Eckowo (?)

The Goblin-Snake has taken 8 Points of Damage


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

5 foot step away from the snake, sniping
Attack roll against FFAC: 1d20 + 7 ⇒ (20) + 7 = 27
Damage: 1d2 + 1d6 + 1 ⇒ (1) + (6) + 1 = 8
Stealth: 1d20 + 9 ⇒ (16) + 9 = 25
Critical confirmation: 1d20 + 7 ⇒ (3) + 7 = 10
Aww...


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

Amending my attack since I did not see the creature had moved up, I used the map and saw he was still in the middle of the room. However, I do see you said he slithered up. I'll stay where I am if I still have lie of sight.

I will shoot another bolt of lightning at this creature, if still alive.

Attack: 1d20 + 2 ⇒ (14) + 2 = 16
Damage: 1d6 ⇒ 5


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

Oops. No, I forgot to roll it. Initative: 1d20 + 4 ⇒ (12) + 4 = 16, which puts me after the snake. I'd have full attacked instead of charging if it were right next to me, but I'm not going to change it now.

Fort Save: 1d20 + 4 ⇒ (15) + 4 = 19


male

the Goblin-Snake will die from Harrienys' attack, but before I get to describing that, I would like to see The Gretch's Fortitude Save


Ahh. I was still looking at the creatures position in the middle of the room.

Fortitude: 1d20 + 3 ⇒ (6) + 3 = 9

Looks like I'm sickened


male

Sickened for how long?: 1d6 ⇒ 1 Rounds

gust keep it down, hurpppp


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

Anything else in this room?


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

I always find it strange that stench abilities dissipate on death. You'd think they'd get worse.


Poking his deceased opponent with his lit torch, The Gretch will quickly hurry away to inspect the other doors in the room, casting detect magic as he does so.

Perception: 1d20 + 9 ⇒ (8) + 9 = 17


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

Shouldn't someone have prepared light after our rest?


male

Turn 51

no mention of that was made, so we'll stick with the Torch for now

The gretch:
You scan the room but detect no magic Auras

You have a couple of Doors to investigate


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

Searching for traps, making sure not to touch anything.
Perception North Door: 1d20 + 7 ⇒ (12) + 7 = 19
Perception East Door: 1d20 + 7 ⇒ (16) + 7 = 23
What do the different colored lines on the map mean?


male

you are able to deduce that neither door is locked or trapped, so that means they are Stuck.

A simple wooden Door requires a Strength Check of 13 to open.

I do not normally allow characters to "Take 10" or "20" on an open door strength check unless they agree to let me roll a d6 to determine how many times they hit the door before it opens, and that means you might not be able to surprise anyone on the other side

check the discussion thread for some mappy goodness

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