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 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 go last, allowing the others to go first.


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

I will go first, allowing the others to go last.

;)


The Gretch is the it in the middle


NPC: Sakhalyph-vampire sorcerer/ cleric 20/20

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

Just as the monsters begin filling into the narrow corridor a loud whistle is heard, long and shrill

twwwwweeeeeeeeeeet!

And Its favorite Dungeon Minion appears in a cloud of smoke, she is dresses in a tight fitting black and white stripped top, cropped at her midriff, black short shorts, and knee high black socks with white tops.
She holds aloft one hand, palm facing the party and yells

”Substitution”

And a white chalk line appears in front of her and standing on the other side of the line is a young, black skinned monster that is jumping up and down, tipping his head to the side back and forth and shaking his hands as he warms up.

Its Dungeon minion points at Harrienys, and the little rogue jogs away from the party. The minute he crosses the line the Strix creature hustles forward to join the party.

Harrienys disappears and Its Dungeon Minion lowers her hands and bends forward, revealing her ample form, and then waves her hands, palms forward and close to the ground toward the party as if to say, “play on”. And she gives a short blast of the whistle

tweet!


M Strix Rogue 2 HP: 19/19 AC: 17, F:1 R:3 W:0 CMD: 16 Perc:+7

A crouched, winged figure bounds out of the shadows, grinning foolishly with a mouth full of white teeth.

"Oh, I hate to see her leave but I love to watch her go, huh? Alright. So here we go, here we go. What's happening? Fill me in fellas! Who we killin'?"

If the personality is too much or too annoying, I can tone it down. I just thought it'd be humorous.


male

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

When the strange winged humanoid has finished introducing himself, two other strangers enter the room, an imposing human and a small cadaverous creature. They carry documents, simple maps to this location and instructions informing them that they have been transferred from the warehouse, where they were previously employed packaging and shipping out copies of "My Life and Times, the Story of It’Dupree MonStropidious, once the lowest girl in the chorus line now the woman who sets the stage for all the most wonderful adventures in the world, and you can too!” the best selling self help and cookbook on the market, to duty as support staff in Its “A” Dungeon tasked with removing unauthorized visitors.


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

Eckowo just stands there, blinking. "Uh, what was that?"

Welcome aboard. How much filling in do you need OOC, if any?


Male Strill Ftr 1, Monk 1 HP-20 AC-20, Tch-17, FF-11, CMD-19, F+6, R+6, W+3, Perception +9

Devon eyes the group coolly.

Apparently there are uninvited visitors here. Lead the way and I shall "persuade" them to leave.

I have read some of the gameplay so far and I think I'm up to speed. My character is a frontline fighter type Dex-based.


HP: 15/15 AC: 19, F:1 R:2 W:5 CMD: 11 Perc:+9 Deathling Death Mage 2

The small, foul creature you see before you closely resembles a smoky-grey undead goblin. Red eyes, razor-sharp teeth, big head and ears. He has what appears to be a finger in his mouth that he is toying with much like one would use a toothpick.

"Hey!"

i still need to read the gameplay. Slugg is a death mage. lots of necromancy and debuffs, wears light armor.


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

Welcome aboard!


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The Gretch wishes you luck finding unwanted guests in this place.

The Gretch has yet to manage even finding the bathroom.

The Gretch recommends not standing there.


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, The Gretch is correct. Let's move. Izabek points at the door and the narrow passageway beyond. After you.


HP: 15/15 AC: 19, F:1 R:2 W:5 CMD: 11 Perc:+9 Deathling Death Mage 2

"Eh, I've eaten worse."

Grand Lodge

M Strix Rogue 2 HP: 19/19 AC: 17, F:1 R:3 W:0 CMD: 16 Perc:+7

Gronx heads out in the indicated direction, checking the path closely as he goes.

"I got this. I got this!"

perception for traps: 1d20 + 8 ⇒ (19) + 8 = 27


male

Day 3, 284/81 (Current Turn/Turn of the Clock, time 1:10 pm) Turn 2 of 6

There is a bit of shuffling as the party decides what order they will proceed down the passageway, and while Devon and Izabek consult with the rest of the group on the nature of the lighting that will be used*
The passageway feels almost claustrophobic in comparison to the types of passageways you’ve encountered before, and continues on south for another 60 feet.

*Devon and Izabek do not have Darkvision. The party will need to carry some light

You all move cautiously, each step is made with care, while eyes, ears, and other senses stay alert for changes that might suggest a trap.

Time for a roll on the Periodic Check Table I. go to the discussion thread and throw a d20


male

Day 3, 285/82 (Current Turn/Turn of the Clock, time 1:30 pm) Turn 3 of 6

The passageway continues on, dull and uninteresting for another 60 feet, but wait did you hear something?

Time to check for a Wandering Monster

WME?: 1d6 ⇒ 3

No, all is quiet.


Following the others, The Gretch casts light on Eckowo. Once the issue of illumination has been resolved, The Gretch gets his crossbow out and notches a bolt.

Silly things, not able to see in The Dark, The Gretch tired of carrying stupid torch.


male

Day 3, 287/84 (Current Turn/Turn of the Clock, time 1:50 pm) Turn 5 of 6

After continuing on southward another 120 feet, something appears ahead of the party. It might be one or more doors.

Once again I will remind the party that one turn in six must be spent taking a break, resting for a few minutes, maybe having a drink or a snack. The party has discovered one or more doors in the next 30 feet of passageway ahead of them.


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 complains too much. The tone of the tengu's voice reflects the frustration of having to listen to The Gretch's opinions. Izabek then gets his sling out and arms it.


male

Day 3, 287/84 (Current Turn/Turn of the Clock, time 1:50 pm) Turn 5 of 6

Approaching slowly, the party finds a single standard sized door on the east wall, and a Large, Double Door on the west wall. What kinds of doors are they?


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

Can one of you newbies unlock this wooden door? I grow tired of having to break them down.

Grand Lodge

M Strix Rogue 2 HP: 19/19 AC: 17, F:1 R:3 W:0 CMD: 16 Perc:+7

[b]"Me! Me! I got this!"[/dice]

trapfind on door: 1d20 + 8 ⇒ (4) + 8 = 12
disable to disable trap if any or open door: 1d20 + 8 ⇒ (1) + 8 = 9


male

The Strix pushes through the party, working up through the narrow corridor, and studies the door for a moment. Finding no evidence of a trap, he begins working on the lock, but as time passes he only becomes frustrated by the complexity of the device, all the while, mumbling to himself, "no, no, I got this, I got this, don't help, don't help me"

Grand Lodge

M Strix Rogue 2 HP: 19/19 AC: 17, F:1 R:3 W:0 CMD: 16 Perc:+7

disable to open, if I can try again: 1d20 + 8 ⇒ (2) + 8 = 10


The Gretch casually inspects the double doors, without touching them, as Gronx fiddles with the lock.

Perception: 1d20 + 12 ⇒ (3) + 12 = 15

And, apparently, the dice hate everybody


HP: 15/15 AC: 19, F:1 R:2 W:5 CMD: 11 Perc:+9 Deathling Death Mage 2

"I got nothing. I dont know locksmith spirits."


Male Strill Ftr 1, Monk 1 HP-20 AC-20, Tch-17, FF-11, CMD-19, F+6, R+6, W+3, Perception +9

Devon leans against the wall and casually inspects his nails.

Perhaps you should try the keyhole under the handle?

He then begins idly tapping his blade against the floor.

gotta hate those 1s and 2s :)


male

As members of the party squeeze past one another to get a look at the massive doors on the east wall, it becomes immediately apparent that it is no door at all!

Standing side by side are two enormous portculliseseses (what’s the plural of Portcullis anyway?).

Made of thick wooden beams each gate is five feet wide and eight feet tall. The two look as though they can be lifted independently, and there is no sign of a locked chain holding them down to the floor.

You can peer through the portcullis and see what lies beyond, roll on Table II. C.


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

Eckowo grumbles at the sight of the portcullises. "If we get to the other side, we are not going to just turn right back around again." The newcomers have no idea what he's referring to, but it clearly happened before they were delivered.


HP: 15/15 AC: 19, F:1 R:2 W:5 CMD: 11 Perc:+9 Deathling Death Mage 2

as a small creature can i fit through?


The Gretch votes on going through the Porticullis

The Gretch will guard the rear


male

Day 3, 287/84 (Current Turn/Turn of the Clock, time 1:50 pm) Turn 5 of 6

A small creature cannot fit through the bars of the portcullis

Unable, at first, to open the lock on the Simple Wooden Door, Gronx lets out a sigh, and then, with a deep breath, and holding his tongue in just the right way taking 20 he finally unlocks the door.

With the door unlock, the party moves a few feet up and down the passageway, examining the large Portcullis, when the Gretch suggests going through the Portcullis, everyone gathers near it and several members of the party are about to take a firm hold on the bottom of the portcullis to lift it when Eckowo suddenly gets a bad feeling about the whole situation.

Finished with the lock on the Simple Wooden Door, and not being the strongest person in the party, Gronx lets his eyes wander over the enormous frame of the portcullis when,

Gronx:
You see that the Portcullis is trapped! You spot several push rods lightly resting on the upper most cross bars of the portcullis and if it is raised, something terrible is bound to happen. You might be able to disarm the trap, but it looks very complicated.

The Simple Wooden Door is unlock and will open normally. If you want to open the door, roll a d20, to determine what you discover on the other side

Grand Lodge

M Strix Rogue 2 HP: 19/19 AC: 17, F:1 R:3 W:0 CMD: 16 Perc:+7

Gronx bounces excitedly. "Back! The portcullis is trapped! It looks pretty bad but I'm kind of good at this stuff, lucky for you."

disable device: 1d20 + 9 ⇒ (13) + 9 = 22


HP: 15/15 AC: 19, F:1 R:2 W:5 CMD: 11 Perc:+9 Deathling Death Mage 2

Slugg scurries a safe distance back.


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 backs up as well, not wanting to be collateral damage in case this guy screws it up.


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

Eckowo backs up as well. "Good eye."


This is why The Gretch volunteers to stand in the back


male

Day 3, 287/84 (Current Turn/Turn of the Clock, time 1:50 pm) Turn 5 of 6

It is almost comical, as the rest of the party jockeys for a safe position in the narrow passageway while Gronx climbs up the portcullis to access the trip mechanism of the trap.

He hangs on with one hand, Gronx, and moves from side to side mumbling to himself as he fidgets with the triggers. There is a loud snap, and an entire length of the ceiling drops a few inches right in front of the door and a narrow section of the stone wall above the portcullis shifts inward.

Gronx failed to disarm the trap, but his failure was by less than 5, the DC for this trap is 26. The trap is partially armed now, and it appears that the ceiling will slam downward and crush anyone standing in front of the portcullis if it goes off. He can try again, but a result of 21 or less will trigger this CR 6 trap.

Grand Lodge

M Strix Rogue 2 HP: 19/19 AC: 17, F:1 R:3 W:0 CMD: 16 Perc:+7

Gronx glances back at his new companions but only for a moment, before mumbling to himself, "Stupid, stupid. Gotta get it right!"

Go big or go home, right? Besides, he has evasion :P

disable: 1d20 + 9 ⇒ (13) + 9 = 22

Grand Lodge

M Strix Rogue 2 HP: 19/19 AC: 17, F:1 R:3 W:0 CMD: 16 Perc:+7

YES! Fortune favors the bold.


male

it is not disabled, you need a 26!, but it doesn't go off this time either, haha

The ceiling quivers. The party all, as one unit, glance at Gronx, then at the ceiling, then back at gronx.

Grand Lodge

M Strix Rogue 2 HP: 19/19 AC: 17, F:1 R:3 W:0 CMD: 16 Perc:+7

After diverting disaster, Gronx hops down from the gate. "Uhh...yeah...probably not going to be able to disarm that. Maybe we could trigger it remotely from out here?"

I'm guessing that would be a dungeoneering check

"Or maybe we just don't go this way, huh?"


Male Strill Ftr 1, Monk 1 HP-20 AC-20, Tch-17, FF-11, CMD-19, F+6, R+6, W+3, Perception +9

One try? Surely you have something else?


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

Hmm, perhaps we should go another way. I'd rather not have a ceiling fall on me.


HP: 15/15 AC: 19, F:1 R:2 W:5 CMD: 11 Perc:+9 Deathling Death Mage 2

"We should tie a heavy thing to a rope and throw it on the trap to set it off."


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

Eckowo points to the unlocked-then-ignored door. "Or we go that way."

Grand Lodge

M Strix Rogue 2 HP: 19/19 AC: 17, F:1 R:3 W:0 CMD: 16 Perc:+7

Gronx bounces and nods to Eckowo. "What he said!"


male

Day 3, 287/84 (Current Turn/Turn of the Clock, time 1:50 pm) Turn 5 of 6

Feeling trepidations, and not sure that it is worth the risk, Gronx abandons his efforts to defeat the Deadly Trap.

The party is now faced with a choice, continue on southward down this passageway, ignoring both doors, Open the Simple Wooden Door and discover what is beyond, or have some Fo…um, uh, brave hero try to lift the portcullis and allow everyone to pass through after the ceiling collapses and crushes him to death. (I don’t think the third option is a good one, no really, I don’t.)

Anyone can open the Simple Wooden Door, it is not trapped or stuck, just announce your intention to open it and then roll d20 to see what is beyond, or someone here can take the lead and announce the party is heading south, in that case roll a d20 on Table I. Periodic Check


HP: 15/15 AC: 19, F:1 R:2 W:5 CMD: 11 Perc:+9 Deathling Death Mage 2

Slugg, with growing curiosity, opens the simple wooden door.

1d20 ⇒ 8


male

There is a passageway on the other side of the door, extending 30' to the west.

How wide is this passageway?: 1d20 ⇒ 8

it is 10 feet wide

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