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

Izabek will ask the rogue to inspect the wooden door. If its safe and unlocked he'll then ask Eckowo to open it. If needed Izabek will help.

Aid Strength: 1d20 + 2 ⇒ (15) + 2 = 17


Treasure List Female Goblin Rogue 2
Stats:
AC19 | HP 8/13 | F+0 R+8 W+2 | +7Ranged / +3Melee | 2676xp

Tricksi scurries forwards and nodding at the others to step back out of harms reach she'll check for traps.

Perception: 1d20 + 8 ⇒ (1) + 8 = 9


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

Eckowo eyes the portcullus. "Those don't usually end well. The door will be better." He gives the rogue room to work, claws at the ready for whatever might happen.


male

Day 6, turn 48 (turn 2 of 6)

Tricksi finds no evidence of any locks or trap mechanisms on the Strong Wooden Door, and is hesitant to examine the metal Portcullis, having been told how dangerous the traps on these kinds of gates the monsters have encountered in the past.

It seems to that Strong Wooden Door is safe to try and open

You can Take 20, and open the Door automatically, in this case I will roll a d6 and this is the number of rounds it takes to force the door open, unless the roll is a “1” there is no chance for you to surprise the monsters on the other side of the door, if there are any. Or, you can try to open the door in one go, throwing all your strength into it, in this case one player makes the strength roll, applying all normal modifiers (do you have a crow bar?) and up to two other players roll assist rolls, which must be a roll of 10+, to give a +2 bonus to the first player’s roll for each of the other two rolls if they succeed!

I think all of you must be very busy, or have lost interest in the game. Remember YOU make the rolls that create the Dungeon, so if you aren't participating, neither am I


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 ask that Eckowo open the door. If he has a crowbar and wants to try to open it I will assist.

Strength: 1d20 + 2 ⇒ (3) + 2 = 5


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

Slugg will try to help if no one else steps up

STR: 1d20 - 1 ⇒ (18) - 1 = 17


male

Day 6, turn 48 (turn 2 of 6)

Eckowo positions himself close to the door, crouches, waits for the others to be ready, and then on the count of three they all lunge at the Strong Wooden Door

Attempts?: 1d6 ⇒ 3

Once, *Bash*, twice, *thump*, three times the monsters throw their bodies against the stubborn door and then it pops open with a *KerChunk*

Space beyond Door is d20?


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

1d20 ⇒ 5


male

Day 6, Turn 49 (turn 3 of 6)

Once the door is opened Slugg peers through the doorway. There is the typical five foot space that is the doorway, and after that the area opens into a wide Passageway heading off toward the east.

The Party can go East, North, South (back to an intersection where a New Passageway was discovered but not explored) or examine the metal Portcullis (roll to see what is on the other side if you decide to look through the gate)


male

Day 6, turn 49 (turn 3 of 6)

Looking east, the party sees a pair of columns on the right wall of the passageway indicating the entrance to a chamber lies ahead on the right, and the passageway continues on going east.


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 room here. Maybe we'll find evidence of the adventurer's inside.

I would have sworn I said to go east...


male

You did! That's how you found the chamber, however, one cleric does not a party of adventures make.

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