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


301 to 350 of 812 << first < prev | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | next > last >>

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

Zzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzz.


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

Init: 1d20 + 4 ⇒ (18) + 4 = 22


Seeing something approaching, The Gretch leaps to his feet with a sudden hiss.

Initiative: 1d20 + 9 ⇒ (6) + 9 = 15


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

Initiative: 1d20 + 5 ⇒ (8) + 5 = 13
Slinking into the shadows
Stealth: 1d20 + 19 ⇒ (13) + 19 = 32

Ah, The Gretch, Alertness is a +2 bonus to Perception and Sense Motive checks, Improved Initiative is the feat that adds +4 to initiative.


The greensting scorpion grants a +4 initiative bonus & alertness. The Gretch would be +13 initiative if he took Improved Initiative.


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

Cool, you should do that.


male

T urn 66; 4 of 6 (Day 3, consecutive Turn Count = 235, time 5:10 am)
Round 1

Initiative Order:

Eckowo – 22
The Gretch – 15
Harrienys – 13
SEE – 1

Eckowo cannot shake a feeling of danger, but he cannot pinpoint what it is that is making him feel this way. He gets to his feet at about the same time that The Gretch also stands. The Gretch is sure he sees something moving. Harrienys blends into the shadows as he feels something dangerous is approaching.

You can take actions in ititiative order, but for this round Eckowo and Harrienys do not “see” the attacker and treat it as an invisible opponent.


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

Seeing as the cleric did not wake up with the others, Eckowo goes and gives him a mild kick. "Get up. There's something here."


The Gretch sees it, it is over there., The Gretch says as a pale blue beam of light lances from his hand towards the approaching foe.

Ray of Frost

Touch Attack: 1d20 + 4 ⇒ (20) + 4 = 24
Damage: 1d3 ⇒ 1

Sadly, elementals are not affected by critical hits.

Knowledge: Planes: 1d20 + 9 ⇒ (13) + 9 = 22


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

Wait, what now? We being attacked? I will stand up as my move action when it is my turn, just let me know when I can go after being awakened.

Perception: 1d20 + 2 ⇒ (19) + 2 = 21


male

Oh, poor misguided The Gretch, you've been playing D&D 3.5 far too much haven't you? That rule was changed in Pathfinder and Elementals are in fact subjected to critical hits, being flanked, and sneak attack damage


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

Nope. Elementals kept that resistance and so did oozes. http://www.d20pfsrd.com/bestiary/monster-listings/outsiders/elemental


male

Turn 66; 4 of 6 (Day 3, consecutive Turn Count = 235, time 5:10 am)
Round 1

Initiative Order:

Eckowo – 22
The Gretch – 15
Harrienys – 13
SEE – 1

Eckowo kicks the sleeping cleric, waking him, and as Izabek rouses his eyes fall directly on a mound of the floor that is moving toward Harrienys.

Izabek can roll an Initiative Check, and will go on that count in Round 2

The Gretch:
You clearly can see that this is an angry, small Earth Elemental

The Gretch releases a bolt of freezing energy toward the elemental and the ray strikes the small mound causing it to pause, briefly, before it rises up out of the ground. It now resembles a tiny reptilian creature made from hard packed dirt, and it is moving toward Harrienys.

GM Notes:
SEE has taken 1 point of 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

Initiative: 1d20 + 2 ⇒ (17) + 2 = 19

Huh, wha? Hey, what is that thing? Why didn't you say something!


It is an elemental

The Gretch was not snoring


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

Now that the stone lizard is visible, Eckowo does the thing he does and charges at it, horns first.

Gore (Charge, Power Attack): 1d20 + 6 ⇒ (5) + 6 = 11
Damage: 1d6 + 6 ⇒ (6) + 6 = 12

And another miss. Eckowo's dice really suck.


male

Turn 66; 4 of 6 (Day 3, consecutive Turn Count = 235, time 5:10 am)
Round 1

Initiative Order:

Eckowo – 22
The Gretch – 15
Harrienys – 13
SEE – 1

The small Earth Elemental rushes at Harrienys and attacks him while he tries to figure out what everyone is talking about
Melee Slam Attack: 1d20 + 6 ⇒ (13) + 6 = 19
Damage if Successful: 1d6 + 4 ⇒ (1) + 4 = 5
End of round 1


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

On its turn, where is it in relation to me? Does it provoke from moving away? Can I easily move to flank it? I don't know where it was when I decided to charge it.


male

still bogged down trying to rebuild my token libraries, I hope a map will be ready by Friday


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 assume my Init of 19 will now come into play?


male

Yes it is the start of round 2.


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

When Izabek can make his action he will move up to F14 and attack with his weapon.

Attack: 1d20 + 2 ⇒ (19) + 2 = 21
Damage: 1d8 + 2 ⇒ (8) + 2 = 10
Crit Threat: 1d20 + 2 ⇒ (1) + 2 = 3
Crit Damage: 2d8 + 2 ⇒ (8, 3) + 2 = 13


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

Yay map! I'd move to flank, except Harrienys' arms are too short. :p

Dropping his shield, Eckowo unleashes his full arsenal of natural weapons on the stone figure.

With power attack:
Claw 1 (B/S): 1d20 + 4 ⇒ (3) + 4 = 7 Damage: 1d4 + 6 ⇒ (4) + 6 = 10
Claw 2 (B/S): 1d20 + 4 ⇒ (6) + 4 = 10 Damage: 1d4 + 6 ⇒ (3) + 6 = 9
Bite (B/S/P): 1d20 + 4 ⇒ (16) + 4 = 20 Damage: 1d3 + 6 ⇒ (3) + 6 = 9
Gore (P): 1d20 + 4 ⇒ (16) + 4 = 20 Damage: 1d6 + 6 ⇒ (2) + 6 = 8
Talons (S): 1d20 + 4 ⇒ (19) + 4 = 23 Damage: 1d4 + 6 ⇒ (3) + 6 = 9


Shifting rapidly from foot to foot, The Gretch attempt to strike the elemental with another Ray of Frost

Attack: 1d20 + 4 - 8 ⇒ (14) + 4 - 8 = 10
Damage: 1d3 ⇒ 3


male

Turn 66; 4 of 6 (Day 3, consecutive Turn Count = 235, time 5:10 am)
End of round 2, end of combat

The sudden onslaught of several attacks at once overcomes the Small Earth Elemental. A blow from Izabek's weapon, a bite from the massive jaws of Eckowo, and another bolt of cold magical energy are all it takes and it breaks apart into a thousand pebbles scattering across the floor.

The party is relieved that they could deal with the wandering monster so quickly, but then they realize that they did not get very much rest.

you rested enough to reset the 1 turn in 6 counter, but not long enough to recover hit points or spells. YOU DO however, level up. Each character now has 1300 experience points and is level 2. You can roll for new hit points in the discussion thread, and then decide what you will do next.


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

"Well, that got the blood moving again," Eckowo says as he flexes and swings his arms. "Where to next?"


The Gretch thinks we should find someplace we can secure. The Gretch needs to rest.


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

Yeah, just keep the snoring down this time so we can all get some rest.


male

A secure place to rest isn't going to find you


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

Eckowo grunts as he peers back through the portcullis the monsters just came through. "I'll bet we could secure that room. Better than a hallway, anyway."


The Gretch Agrees

Open the portcullis and we can check out the other side.


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

With a sigh, Eckowo picks up Harrienys and the two apply their muscles to the task of reopening the portcullus. "Next time, we spike it open behind us."

Taking 20, +4 strengthm +2 from Harrienys's aid another, which he can take 10 on.

Also, to be clear, I'm not spiking it this time


male

Day 3, 235/32 (Current Turn/Turn of the Clock, time 5:10 am) Turn 1 of 6

Eckowo gets just the right amount of “help” from Harrienys and holds open the portcullis for the others. Once everyone is through, he steps back into the previous passageway and lets the portcullis close.

You now stand at the end of a passageway with a portcullis on the north wall (where you’ve just come from), a Good Wooden Door on the south wall, and a metal Door on the west wall.

someone can go to the discussion thread and roll 2 d20 for each door to establish if they are locked or trapped, before you can begin to examine them


male

Day 3, 235/32 (Current Turn/Turn of the Clock, time 5:10 am) Turn 1 of 6

The Wooden Door on the south wall appears to be neither locked nor trapped

which means it is stuck and requires a strength check, DC 16, to open

The Metal door also appears to be neither locked nor trapped,

so it is also stuck and also requires a strength check to open, DC 28.

You can take 20 on a stuck door to force it open, and each character after the first who takes 10 will add +2 to that 20, and a crow bar adds another +2, so you can just about make it, if you have a crow bar, but I will roll a d6 and that will represent the number of tries it takes to open the door and if I don’t roll a 1, you cannot surprise a monster if one turns out to be on the other side.


The Gretch thinks we should open the wooden door.


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

"I thought you wanted to rest? We can secure the doors, and that portcullis is a pain to open. This is probably as safe as we can find for now."


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

Rest is what we need. We need to rest. Let's do what we must to camp down for a while.


male

Technically you are still in a passageway, and therefore subject to random wandering encounter probabilities. If the space beyond one of the two doors available to you is a Room, then you have an opportunity to spike the doors to that room shut, and rest. Rooms are only accessed by Doors, whereas Chambers and passageways are “open” and things can wander into them.


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

Eckowo shrugs his muscled shoulders. "Wood's as good as anything. Lets try it."

Waiting to make sure that everyone else is ready, he applies his crowbar into throwing the wooden door open suddenly - hoping for a nice empty room.

Taking 10, Str +4, Crowbar +2 = 16. It flies open on the first try.


male

Day 3, 235/32 (Current Turn/Turn of the Clock, time 5:10 am) Turn 1 of 6

Eckowo forces open the door to reveal an empty 10' by 10' room, which looks perfect for getting some much needed rest. A few spikes in the door between the door and the frame should make it very difficult for anyone wandering by to force open the door, even if they did suspect someone was inside.

The party can rest for eight hours without a wandering monster check


male

Day 3, 283/80 (Current Turn/Turn of the Clock, time 1:10 pm) Turn 1 of 6

The party rests, eats a good amount of their rations, and repacks or stows their balnkets, before checking the rest of their gear and deciding on the next course of action.


The Gretch is ready to test the next door.


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

Indeed, so am I. Which door are we trying next? This place is confusing.


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

"Doors, doors, doors. How are we supposed to find this invading adventuring party, with no map and no directions?" Eckowo looks at The Gretch and continues, "Can't you do some magic-thing to find them?"


The Gretch tried. This place interferes with The Gretch's magic.


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

To be honest I'm a bit lost as to where we are. I thought we had a map somewhere? I looked at the encounter map up there but it doesn't show much.


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

Lets try this metal door. Looks important. Izabek will try to open the door when the group is ready.

Strength: 1d20 + 1 ⇒ (4) + 1 = 5


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

"Let me," Eckowo grunts.

Strength+crowbar: 1d20 + 4 + 2 ⇒ (13) + 4 + 2 = 19


The Gretch will help

Assisting Eckowo

Assist: 1d20 ⇒ 16


male

Day 3, 283/80 (Current Turn/Turn of the Clock, time 1:10 pm) Turn 1 of 6

After several attempts, some grunting, cursing, and pleading with the gods, the door pops open. There is a passageway on the other side of the door. It is a narrow, dank smelling and low ceiling passageway that extends to the north only 5 feet for ending in a blank wall, but to the south it extends 30 feet, and possibly further.

The passageway is only 5 feet wide, and if you decide to explore it to the south you will need to go single file. Decide what your Marching Order will be if you choose this path

No word from our Rogue, and the recruitment has not generated a new one, yet. I’ll keep working on it. Thanks

301 to 350 of 812 << first < prev | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Its "A" Dungeon, Too! All Messageboards

Want to post a reply? Sign in.