| Generic Dungeon Master |
Day 5, Tuesday morning, approximately 8:10 am (turn 53, turn 6 of 6) It is morning, the eighteenth day of Mergunum, the last month of the twelve calendar year. Location – inside the Palace of the Vampire Queen. The Dungeon is in Darkness and there is Heavy Fog but Namfoodle carries a Torch (turn 48/5, A second torch is lit on turn 52/1). Current location – Northern Most East/West Passageway, the Pit trap
Working together , Flint, Myna and Morgrym managed to bring two long plnks back to the intersection of the passageways. It is a simple task to place them across the corner of the pit, and together they create a path about two feet wide.
Each member of the Party receives 25 experience points for overcoming the obstacle
The party is together again, in a ten foot wide passageway that goes to the south.
WME?: 1d12 ⇒ 6
| Kayne Aetherax |
Kayne's eyes do the not-quite-smile crease again. "There, was that so hard?" He takes Alighieri's lead and walks across the planks. "Now we can continue, and you lot won't die the first time you run into an arcane trap."
| Flint of Iron |
I've got my own torches actually, I just can't druid magic them like Namfoodle can.
With the torch he had used to find the planks no longer as necessary with the party back together, Flint's shield arm itches. "Someone want this, or should I just put it out?"
He waves the torch in Kayne's general direction. If no one takes it he'll just drop it down the pit and he arm his shield.
"Mm, arcane traps. Sounds exciting." he yawns, bored.
| Myna |
"Well lets keep moving!", Myna says and walks down the passageway, keeping his eyes peeled for anything out of the ordinary!
Perception: 1d20 + 5 ⇒ (16) + 5 = 21
| Generic Dungeon Master |
Day 5, Tuesday morning, approximately 8:10 am (turn 53, turn 6 of 6) It is morning, the eighteenth day of Mergunum, the last month of the twelve calendar year. Location – inside the Palace of the Vampire Queen. The Dungeon is in Darkness and there is Heavy Fog but Namfoodle carries a Torch (turn 48/5, A second torch is lit on turn 52/1). Current location – Northern Most East/West Passageway, the Pit trap
The narrowness of the passageway results in the torch causing the fog to burn off much quicker here than in the larger passageways, and soon, Myna can almost see thirty feet ahead of him.
Ahead of the group, to the south, just a short distance beyond the room where the planks were found, is a single wooden door on the left, followed almost immediately by a pair of double doors on the right, and then another pair of double doors on the left only fifteen feet past the single door.
The single door is peculiar, and seems out of place. First it is a strong, solid looking wooden door, probably made of thick oak beams, bound with strips of iron. There have been no other wooden doors so far in this place. The door has a large ring for a handle, and bolt near the top third of the door is slid into the stone beside the door and a heavy pad lock holds the bolt in the locked position.
| Flint of Iron |
Flint hums thoughtfully to himself. "I like that little door. It's different. Let's kick it in and see if those are gobbo prints!"
He'll get into position near the door if the others approve, and wait to proceed, violently, into the room.
Current exp: 120/300. Gettin' closer!
| Generic Dungeon Master |
Day 5, Tuesday morning, approximately 8:10 am (turn 53, turn 6 of 6) It is morning, the eighteenth day of Mergunum, the last month of the twelve calendar year. Location – inside the Palace of the Vampire Queen. The Dungeon is in Darkness and there is Heavy Fog but Namfoodle carries a Torch (turn 48/5, A second torch is lit on turn 52/1). Current location – South of the Pit Trap
Will someone try open the small Heavy Wooden Door?
| Kayne Aetherax |
Kayne rolls his eyes at the continued antics of the halfling, but leads his mule forward through the dark with the rest of the group. At the door, he draws his rapier after patting Alighieri's side and getting in position behind the others. "Gobbo prints, how remarkably keen of you, Flint."
| Generic Dungeon Master |
blah blah blah
The single door is peculiar, and seems out of place. First it is a strong, solid looking wooden door, probably made of thick oak beams, bound with strips of iron. There have been no other wooden doors so far in this place. The door has a large ring for a handle, and bolt near the top third of the door is slid into the stone beside the door and a heavy pad lock holds the bolt in the locked position.
*SIGH*
Day 5, Tuesday morning, approximately 8:10 am (turn 53, turn 6 of 6) It is morning, the eighteenth day of Mergunum, the last month of the twelve calendar year. Location – inside the Palace of the Vampire Queen. The Dungeon is in Darkness and there is Heavy Fog but Namfoodle carries a Torch (turn 48/5, A second torch is lit on turn 52/1). Current location – South of the Pit Trap
Morgrym kicks the door open with a loud sound of wood cracking and splintering and the bolt at the top of the door breaks free of the door.
On the other side of the door is an empty room, with a muddy floor. Dwarven boot prints lead from the door toward the far wall of the room
You know I'd like to have some fun too, and if the game is so crappy that no one can take the time to read my posts, maybe we should rethink the whole thing?
| Flint of Iron |
Ah! Missed those details. I gotta point out, though, that kicking in a locked door is a valid tactic even though I honestly missed the lock. Even though there is a rogue in the party, both Flint and Morgrym seem impulsive enough to have done this even without missing the detail. I'll try to go back over the posts in the future, but no need to get stressed out. This campaign is moving slowly enough that it is easy to forget details by the time we're ready to act.
GM: You can skip that second torch in the day recap. No one took it from Flint, so he just left it behind to so he could use his shield arm again. If Namfoodle has ditches as well, we might need to arrange for another torch carrier, or even find replacements for him, Jade, and Amon.
Flint Hmmmmmms at the foot prints, and checks to make sure they are walking FORWARD away from the door or in reverse, as if someone had left through the door. He'll also look around to see where the mud seems to be coming from; tracked in from boots or some larger source.
"Dwarf prints! I hope this is the maintenance team!" Flint whispers eagerly as he is now able to recognize the prints via the mud.
| Myna |
Myna shakes his head at the impulsive dwarf and mutters under his breath.
Walking into the room, he scans the area for anything out of the ordinary. He approaches the door on the far side and examines it before the dwarf can destroy it too.
Perception: 1d20 + 5 ⇒ (13) + 5 = 18
| Generic Dungeon Master |
Flint and Myna approach the far wall, noticing that it is slightly out of the ordinary, and there is in fact a poorly concealed secret door built into the wall, A flimsy wooden door painted to look like stone.
Myna stares at if for a moment, looking for signs such as gouges in the floor or walls, or scuff or burns indicating some kind of trap, but there is nothing to indicate a trap is here.
The fake wall simply looks as if it needs to be pushed to the side to open.
| Morgrym Rumnaheim |
Of course there are dwarven footprints, ya daft fool. I've been walking all over this damned dungeon in search of a princess, I don't even know exists. Meanwhile Morgrym is walking right where the other footprints are.
| Generic Dungeon Master |
Day 5, Tuesday morning, approximately 8:10 am (turn 53, turn 6 of 6) It is morning, the eighteenth day of Mergunum, the last month of the twelve calendar year. Location – inside the Palace of the Vampire Queen. The Dungeon is in Darkness and there is Heavy Fog but Namfoodle carries a Torch (turn 48/6,)Current location –Room 24/25
Myna slides the secret door open, and steps back quickly, just in case.
Beyond the secret door there is a narrow room, only fifteen feet wide, but it is deep, going back away from the door twenty five feet. There are two objects of interest in the room
First, near the middle of the room, toward the north wall there is something on the floor that looks like many short pieces of black iron rod linked end to end, in a disorganized pile.
Second, against the far wall is a small chest, approximately two feet wide, and about a foot and a half tall. With a flat lid, no latches or locks are visable.
| Myna |
Myna slowly edges into the narrow room and checks out the pile of metal rods.
Perception: 1d20 + 5 ⇒ (20) + 5 = 25
Investigation:1d20 + 5 ⇒ (13) + 5 = 18
Not sure which one I should in this situation
| Generic Dungeon Master |
A perception Check is not required, nothing is hidden here (regarding the first object), and the design and configuration of this object is obvious upon close examination. What its purpose is, however, requires some deduction and thought.
| Flint of Iron |
Investigate: 1d20 ⇒ 17
Taking the strange room in, Flint considers the rods.
Measuring these tunnels, maybe?
"Hey, if I beat you to that chest, I'm opening it." Flint says thoughtfully to Myna. He gives one last look at the rods, before meandering toward the chest, in no real rush.
How long is each rod?
| Myna |
Myna shrugs and moves on to the chest as well. He examines the chest intently, looking for any sign of how to open it, and if it is trapped.
Investigation: 1d20 + 5 ⇒ (6) + 5 = 11
Perception (Traps): 1d20 + 5 + 1 ⇒ (16) + 5 + 1 = 22
| Generic Dungeon Master |
Each of the “links” or rods of the chain is about the length of Morgrym’s boot, or about ten inches.
| Kayne Aetherax |
Investigation: 1d20 + 4 ⇒ (10) + 4 = 14
Kayne leaves Alighieri in the outside room and moves in to investigate, crouching down next to the small rods and puzzling over them for some time. Must be a measure. He frowns as he picks up one rod, running his hand over the surface and measuring its weight. But for what? He drops the rod and stands, brushing dirt and dust from his thighs. "What have you ascertained about the nature of the chest?" he asks Myna.
| Generic Dungeon Master |
| Generic Dungeon Master |
Day 5, Tuesday morning, approximately 8:20 am (turn 54, turn 1 of 6) It is morning, the eighteenth day of Mergunum, the last month of the twelve calendar year. Location – inside the Palace of the Vampire Queen. The Dungeon is in Darkness and there is Heavy Fog but Namfoodle carries a Torch (turn 54/1 – second torch,)Current location –Room 24/25
As Namfoodle lights a second torch, Myna gently runs his fingers over the surface of the small box. He test each movable piece of the millwork, for resistance, and then, in a flurry of motion, his hands sliding, pressing, and shifting into place each small raised piece of wood, he quickly defeats the lock. There is a loud
*snap*
and the lid lifts open to reveal a small treasure
A Dagger, normal sized, but still a bit on the small side, with a jeweled scabbard rests upon a small collection of silver pieces.
| Myna |
Investigate: 1d20 + 5 ⇒ (12) + 5 = 17
Appraise: 1d20 + 2 ⇒ (1) + 2 = 3
Myna hands over the dagger and silver after but a cursory inspection. The box seems to hold further secrets.
"Well look here..there would seem to be a false bottom on this puzzle box. Lets take a look shall we!"
| Generic Dungeon Master |
Day 5, Tuesday morning, approximately 8:20 am (turn 54, turn 1 of 6) It is morning, the eighteenth day of Mergunum, the last month of the twelve calendar year. Location – inside the Palace of the Vampire Queen. The Dungeon is in Darkness and there is Heavy Fog but Namfoodle carries a Torch (turn 54/1 – second torch,)Current location –Room 24/25
Satisfied with his accomplishments, Myna triggers a hidden latch and opens a false bottom in the box
A dozen or more huge centipedes come scrambling out of the bottom of the box, spreading out all over the floor, they aggressively attack the heroes by attempting to climb up their legs and bite them with large poisonous manidibles
These are extremely large but naturally occurring centipedes, not any sort of Monstrous Centipede. They are about ten to twelve inches in length, have an AC of 5, and only 1 hit point.
The party is not surprised, but perhaps they are not quick enough to respond to the danger as it unfolds
Centipede Initiative: 1d10 ⇒ 3
party Initiative: 1d10 ⇒ 3
Each hero will suffer one bite attack, with a +2 to hit bonus, and then if bitten will take 1 point of damage and be subjected to a Poison Save, at the same time each hero can try to squash a single centipede, not on their body, with a normal to hit roll, or if you want to try to attack the bug attacking you, you must apply disadvantage to the roll, as you really aren’t certain how hard you have to hit yourself to knock one of the bugs off of you. Attacking a bug that is biting you cannot kill it, unless you are willing to take half the damage you roll, but it will dislodge one bug from attacking you. There are 15 centipedes in all
| Kayne Aetherax |
Kayne steps forward to examine the dagger, wondering if it holds any secrets.
Appraise (Intelligence): 1d20 + 2 ⇒ (5) + 2 = 7
Investigation: 1d20 + 4 ⇒ (4) + 4 = 8
Although he doesn't find anything of interest at the moment, he looks up as Myna pops open the false bottom--then falls back with a surprised grunt as the centipedes come swarming out. He steps back again and holds out his gauntleted hand, and a swirling violet mist sprays out of the palm toward the floor, misting out over the centipedes.
Casting poison spray, which deals 1d10 poison damage to creatures in a 5-foot square. Not sure how many centipedes that might be able to affect, but worth a shot.
| Flint of Iron |
Flint's eyes shine when he spots the jeweled scabbard of the dagger, and then turn to horror and the insects begin to cover the floor.
Blisters!" he yelps as they begin to climb on him.
He begins stomping the ground, attempting to squash as many as he can while temporarily ignoring the ones climbing on him.
I forget if proficiency is added to my unarmed or not. Please add 2 to the result if it does.
attack: 1d20 + 1 ⇒ (9) + 1 = 10
Oooh, poison saves. Bring it up, DM! Stout Halfling traits, don't fail me now!
| Myna |
Myna stops short of dropping the box as the centipedes come tumbling out. He quickly stomps any of the creatures near him.
Attack: 1d20 + 3 ⇒ (7) + 3 = 10
Damage: 1d2 + 1 ⇒ (2) + 1 = 3
| Morgrym Rumnaheim |
Morgrym will attack with his hammer and then squash one with his boot.
dis. attack: 1d20 + 4 ⇒ (3) + 4 = 71d20 + 4 ⇒ (10) + 4 = 14
1d8 + 2 ⇒ (6) + 2 = 8
dis. attack: 1d20 + 2 ⇒ (1) + 2 = 31d20 + 2 ⇒ (14) + 2 = 16
1 + 2 = 3
| Generic Dungeon Master |
Day 5, Tuesday morning approximately 8:20 am (turn 54, turn 1 of 6) It is morning, the eighteenth day of Mergunum, the last month of the twelve calendar year. Location – inside the Palace of the Vampire Queen. The Dungeon is in Darkness and there is Heavy Fog but Namfoodle carries a Torch (turn 54/1 – second torch,)Current location –Room 24/25
Round 1…
A small swarm of very large insects spreads out across the room
Kayne – roll d4, this will be the number of centipedes killed by your spell
Bite Attack vs Flint: 1d20 + 2 ⇒ (5) + 2 = 7
Bite Attack vs Myna: 1d20 + 2 ⇒ (14) + 2 = 16
Bite Attack vs Morgrym: 1d20 + 2 ⇒ (18) + 2 = 20
Bite Attack vs Kayne: 1d20 + 2 ⇒ (19) + 2 = 21
As Flint jumps around, the centipede on him cannot find a fleshy part of him to bite, but Morgrym, Kayne and Myna are all bitten. Flint stops the floor and smashes a centipede into goo
Kayne, Morgrym, and Myna, each of you must make a Constitution Save, DC 10
Morgrym feels a pinch and smashes the bug on his leg with his hammer, then crushes another with his boot Your second attack does not have to be with Disadvantage, only when attacking yourself
Myna crushes a centipede under his boot as well.
Morgrym – 5 point of damage
Myna – 1 point of damage
Kayne – 1 point of Damage
Round 2
Centipede Initiative: 1d10 ⇒ 7
Party Initiative: 1d10 ⇒ 4
The party is quick to react to the spreading menace and acts first in round 2
| Kayne Aetherax |
Dead Bugs: 1d4 ⇒ 4
Constitution Save: 1d20 + 1 ⇒ (7) + 1 = 8
Kayne flicks back his robe in satisfaction, seeing a large number of the insects curl up dead from his attack, but he then lets out a muffled yelp as the centipede crawling up his leg bites the fleshy part of his thigh. He reaches down and slaps it with his gauntleted hand, wincing as he feels its poison spreading through his veins.
Disadvantage Attack: 1d20 ⇒ 2
Disadvantage Attack: 1d20 ⇒ 18
Alas, 2 it is.
| Morgrym Rumnaheim |
Constitution save: 1d20 + 3 ⇒ (12) + 3 = 15
Morgrym will continue his rampage on the bugs first smashing the ground with his hammer as if to split the floor, the second another stomp on the closest bug.
1d20 + 4 ⇒ (17) + 4 = 211d8 + 2 ⇒ (7) + 2 = 9
1d20 + 2 ⇒ (1) + 2 = 31 + 2 = 3
| Myna |
Con save: 1d20 + 2 ⇒ (20) + 2 = 22
Shrugging off the effects of the poison, Myna stomps on another of the creatures.
Attack-melee: 1d20 + 3 ⇒ (15) + 3 = 18
Damage: 1d2 + 1 ⇒ (2) + 1 = 3
| Flint of Iron |
Assuming he is able to...
Flint ignores the centipede on himself, and instead tries to squash the ones on his allies.
He goes for the first he sees (in this order, Flint, Myna, Kayne), and failing that, stomps on another on the ground.
attack: 1d20 + 1 ⇒ (2) + 1 = 3
Oh dear god... Well, if I get proficiency with unarmed, that's still just barely a hit.
| Generic Dungeon Master |
Day 5, Tuesday morning, approximately 8:20 am (turn 54, turn 1 of 6) It is morning, the eighteenth day of Mergunum, the last month of the twelve calendar year. Location – inside the Palace of the Vampire Queen. The Dungeon is in Darkness and there is Heavy Fog but Namfoodle carries a Torch (turn 54/1 – second torch,)Current location –Room 24/25
Kayne tries to knock the centipede off of him, but already he is feeling a bit sick
Kayne is Sickened
Bite Attack versus Kayne: 1d20 + 2 ⇒ (7) + 2 = 9
Myna ignores the bug attacking him and crushes another underfoot
Bite Attack versus Myna: 1d20 + 2 ⇒ (17) + 2 = 19
Myna is bitten again, and must make another Con Save, DC 10
Morgrym smashes another centipede, but a second one gets away from his stomping boot in a quick scurry, and scuttles up his pants leg to try to bite him
But
Flint also ignores the bug attacking him, and using his bare hand he slaps the bug that has just crawled up on Morgrym, smashing it.
Flints Unarmed Strike only does 1 damage, so Morgym does not take damage from the attack - You may drop your weapon, and use an unarmed attack to smash a centipede on your body without having to roll Disadvantage on the attack
Bite Attack versus Flint: 1d20 + 2 ⇒ (2) + 2 = 4
Morgrym – 5 point of damage
Myna – 2 point of damage
Kayne – 1 point of Damage
| Kayne Aetherax |
DM, I'm not sure what you mean by sickened, as I don't see that as a condition listed in 5E (at least not in the Appendix of the Player's Handbook). I'm guessing you mean Poisoned? Either way I'll roll with disadvantage.
Feeling ill from the pain of the centipede's bite, Kayne slaps at it again with his hand.
Attack: 1d20 + 2 ⇒ (4) + 2 = 6
Attack: 1d20 + 2 ⇒ (6) + 2 = 8
"Could someone"--slap--"please"--slap--"get this"--slap--"off of me?"
| Generic Dungeon Master |
Not at my PHB right now, I may have made a mistake in the condition, I'll be sure to check it tonight, also, I missed that Unarmed Strikes are Simple Weapons, everyone can do them, so if you are using your hand, you do not need to roll Disadvantaged Attacks, of course both of yours actually hit, they have AC 5 after all, so the bug goes flying off you, but does not die
Kayne swats one of the centipedes off of him and sends it flying across the room
There are a total of 4 centipedes remaining
Round 3
Centipede Initiative: 1d10 ⇒ 8
Party Initiative: 1d10 ⇒ 5
The party attacks first in round 3
| Myna |
Con save: 1d20 + 1 ⇒ (20) + 1 = 21
Feeling the sting of the creature on him, Myna swats at it with his hand, trying to squash it dead!
Attack-melee: 1d20 + 3 ⇒ (14) + 3 = 17
Damage: 1d2 + 1 ⇒ (2) + 1 = 3