Into the Sunken City (DCC)

Game Master Branding Opportunity

A desperate jaunt into the Sunken City by Purple Sorcerer Games for the Dungeon Crawl Classics RPG.


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Alwic 3/3 hp, AC 10, F +0, R +0, W +3 | Alwyn 4/4 hp, AC 11, F +0, R +0, W +3 | Boric 2/2 hp, AC 09, F -1, R -1, W +2 | Seri 4/4 hp, AC 12, F +0, R +2, W +1

Scanning the open chamber, Alwic comes to an abrupt halt, his expression freezing in shock.

"Ummm… I think we really don’t want to be here," he mutters, staring wide‑eyed at the cluster of eggs.

"Gabi… maybe come back. Let’s try the other tunnel," Alwyn urges, already guiding the others toward the alternate exit.

Seri snatches up the lantern as they retreat, its light bobbing behind them.


Discord Chat

Outside the Arena

The Light Touch wrote:

"Gabi… maybe come back. Let’s try the other tunnel," Alwyn urges, already guiding the others toward the alternate exit.

Seri snatches up the lantern as they retreat, its light bobbing behind them.

Just to be clear, the "other tunnel" is on the opposite side of the chamber with the eggs, which means you have to cross through it to get there. Gabi is moving around the edge of the room, but unless you want to go back the way you came, you have to move through the room somehow to get to the other exit.


Alwic 3/3 hp, AC 10, F +0, R +0, W +3 | Alwyn 4/4 hp, AC 11, F +0, R +0, W +3 | Boric 2/2 hp, AC 09, F -1, R -1, W +2 | Seri 4/4 hp, AC 12, F +0, R +2, W +1

[ooc]Ah..ok. Sorry about that. OK, then they will try to move swiftly, but safely through the chamber. HAHA....oh to be a new adventurer!! lol


Discord Chat

Outside the Arena

The group moves with all available speed, but is not especially quiet, especially when Gabi trips over one of the egg-like structures on the floor. This is immediately followed by a cacophony of high-pitched screeches coming from above and the beating of many wings.

Everyone outside the Arena roll initiative, please.


Discord Chat

Inside the Arena

The group now assembled on the floor of the arena wonder how to approach the next obstacle: a circular barrier of spikes surrounding the innermost, bowl-shaped center of the arena with the sparking pit at the center.

The spiky barrier is four feet in height and nearly as wide. As if that weren't bad enough, smaller, sharper-looking spikes come shooting out of many of the sharp ends of the barrier about 6 inches and immediately begin to retract.

Anyone loitering within range of the stabbing spikes suffers an attack from them (which I roll). You can try moving through the barrier (that will require a DC 10 Reflex save) or time it just right to move through (that would be an DC 10 Int check), or perhaps you can come up with a better idea? If you do not succeed in any skill or attribute check, you do not make it across the spiked barrier and can try again (if the PC is still alive).

Meanwhile in the stands, the ghosts of long-dead audience members come to their feet and behind to howl with excitement. Well, it would sound like howling, but because they are ghosts it sounds like it is coming from a long way away.


Afrotude 2/3 hp, AC 14, F +1, R +0, W -1 | Gabi 4/5 hp, AC 10, F +1, R +0, W +1 | Hamood 2/2 hp, AC 10, F +0, R +0, W +1

Gabi Initiative: 1d20 ⇒ 3

---

Inside the arena.

"I really don't see any reason to go near the pit full of electricity and spikes. Maybe there is something to these symbols on the ground."

Afrotude goes over to one of the Madazkan-Tree symbols on the floor and stands on it to see if anything happens.

Afterwards, she takes the shovel she recovered from Claude's body and tries to dig around the symbol on the floor to see how hard the ground might be.


Garrick Stonehand: Entitled, spoiled. Elira Nettles: Quiet, watchful, and suspicious. Bram Underbough : Stubborn, practical, and loyal. Mara Fenwick: Curious and unsettlingly cheerful.
Peach Pit wrote:

Afrotude goes over to one of the Madazkan-Tree symbols on the floor and stands on it to see if anything happens.

Afterwards, she takes the shovel she recovered from Claude's body and tries to dig around the symbol on the floor to see how hard the ground might be.

For some reason I was under the impression the symbolds were close to the lip of that sparking pit, and to get there we would have to get past this spiky barrier.

@GMBrOp, are there any debris in the arena proper, or even corpses or skeletons (apologies if you already offered that detail before and I missed it :/)


Alwic 3/3 hp, AC 10, F +0, R +0, W +3 | Alwyn 4/4 hp, AC 11, F +0, R +0, W +3 | Boric 2/2 hp, AC 09, F -1, R -1, W +2 | Seri 4/4 hp, AC 12, F +0, R +2, W +1

Alwic - 1d20 ⇒ 10
Alwyn - 1d20 ⇒ 4
Boric - 1d20 - 1 ⇒ (17) - 1 = 16
Seri - 1d20 + 2 ⇒ (3) + 2 = 5


Larry 2/2 hp AC10 R0F0W-1 | Daryl 4/4 AC10R0F0W1 | ODaryl HP1/1 AC9 R-1F-1W-1 | Frank HP 3/3 AC10 F0F0W0

I'll yell at the others to pull a lever if ya want. Larry says.


Afrotude 2/3 hp, AC 14, F +1, R +0, W -1 | Gabi 4/5 hp, AC 10, F +1, R +0, W +1 | Hamood 2/2 hp, AC 10, F +0, R +0, W +1

Afrotude says, "Some of you may find this unsavory, but I'll do whatever it takes to survive."

Afrotude picks up Claude's corpse and holding it in front of her, she charges forward and impales the body on some of the stabbing spears.


Larry 2/2 hp AC10 R0F0W-1 | Daryl 4/4 AC10R0F0W1 | ODaryl HP1/1 AC9 R-1F-1W-1 | Frank HP 3/3 AC10 F0F0W0

Larry uses one of the swords they found to try to jam a blade.


Discord Chat
Last in Line wrote:

For some reason I

as under the impression the symbolds were close to the lip of that sparking pit, and to get there we would have to get past this spiky barrier.

That is correct. You need to get past the spiky barrier in order to interact with the symbols on the ground. These four symbols surround an actual hole in the center of the arena that goes down (as many holes do). The top of the hole is currently covered with a lightning shield just like the exits to the area. There does not seem to be any other way out of the arena at the moment.

Last in Line wrote:
@GMBrOp, are there any debris in the arena proper, or even corpses or skeletons (apologies if you already offered that detail before and I missed it :/)

There is lots of debris around, including skeletons. These include things like broken wood, broken shields and weapons, and debris from the surrounding swamp that has been brought in here, possibly by animals.. What in particular are you looking for?


Discord Chat
The Light Touch wrote:

Alwic - 1d20

Alwyn - 1d20
Boric - 1d20-1
Seri - 1d20+2

Are these Reflex saves to get past the spiked barrier? If so, Alwic and Boric succeed and manage to dodge past the spikes into the center of the arena (with the lightning pit). Alwys and Seri are not quick enough and take an attack from the spiked barrier: Spike Att on Alwys vs. AC: 1d20 ⇒ 4; Damage if hit: 1d4 ⇒ 2; Spike Att on Seri vs. AC: 1d20 ⇒ 9; Damage if hit: 1d4 ⇒ 2. If they survived that, they can try again.


Discord Chat
Peach Pit wrote:

Afrotude says, "Some of you may find this unsavory, but I'll do whatever it takes to survive."

Afrotude picks up Claude's corpse and holding it in front of her, she charges forward and impales the body on some of the stabbing spears.

That will give you a +2 on the DC 10 Reflex save to avoid being attacked by the spiked barrier.


Discord Chat
Phillip Gastone wrote:
Larry uses one of the swords they found to try to jam a blade.

That will also give you a +2 on the DC 10 Reflex save to bypass the spiked barrier, but will cost you the sword (which stays stuck). You can try to retrieve it, but that will require another DC 10 Reflex save.


Larry 2/2 hp AC10 R0F0W-1 | Daryl 4/4 AC10R0F0W1 | ODaryl HP1/1 AC9 R-1F-1W-1 | Frank HP 3/3 AC10 F0F0W0

Reflex: 1d20 + 2 ⇒ (19) + 2 = 21 Daryl will take the plunge


Afrotude 2/3 hp, AC 14, F +1, R +0, W -1 | Gabi 4/5 hp, AC 10, F +1, R +0, W +1 | Hamood 2/2 hp, AC 10, F +0, R +0, W +1

Afrotude Reflex

Reflex: 1d20 + 2 ⇒ (4) + 2 = 6

Nope


Garrick Stonehand: Entitled, spoiled. Elira Nettles: Quiet, watchful, and suspicious. Bram Underbough : Stubborn, practical, and loyal. Mara Fenwick: Curious and unsettlingly cheerful.
GM BrOp wrote:
Last in Line wrote:
@GMBrOp, are there any debris in the arena proper, or even corpses or skeletons (apologies if you already offered that detail before and I missed it :/)
There is lots of debris around, including skeletons. These include things like broken wood, broken shields and weapons, and debris from the surrounding swamp that has been brought in here, possibly by animals.. What in particular are you looking for?

Was considering the possibilities - jamming the device, or making a ramp/ladder to climb over. Or use corpses to 'pad' against the spikes. Stuff like that.


Alwic 3/3 hp, AC 10, F +0, R +0, W +3 | Alwyn 4/4 hp, AC 11, F +0, R +0, W +3 | Boric 2/2 hp, AC 09, F -1, R -1, W +2 | Seri 4/4 hp, AC 12, F +0, R +2, W +1

Sorry, last I saw we were rolling for initiative. We are in the water in the cave with all the eggs?


Discord Chat

Outside the Arena

The Light Touch wrote:
Sorry, last I saw we were rolling for initiative. We are in the water in the cave with all the eggs?

Yes, sorry, Light Touch. I got confused about where everyone is.

Creature Initiative: 1d20 ⇒ 6

Initiative order: Boric, Alwic, Creatures, Seri, Alwyn, Gabi

The group makes a dash across the uneven cavern, but some have an easier time of it than others. While Boric and Alwic are able to sidestep all of the egg-like obstacles, Seri, Alwyn, and Gabi get tripped up, or slide in the slime that covers the floor in patches. Out of the darkness from above, winged shapes the size of shepherd dogs with large, milky-white eyes and sharp teeth come diving towards everyone.

Boric and Alwic make it across the chamber and into the opposite tunnel before the creatures reach them. This gives each side a bit of cover from the other (signified by a -2 negative attack modifiers against each other). Seri, Alwys, and Gabi do not receive this modifier. Since Boric and Alwic beat the Creatures' initiative, they may make an attack before I roll the Creatures' attack; if they hit and kill the creatures, the Creatures' attacks won't hit. Everyone can use their action to either attack, or trade it in for a second move farther down the tunnel on the far side. Sorry, I know that's a bit complicated. Let me know if you have questions. In any case, Boric and Alwic can make an attack first.


Discord Chat

Inside the Arena

Phillip Gastone wrote:
[dice=Reflex]1d20+2 Daryl will take the plunge

Daryl safely dodges through the spiked barrier, making it into the center of the arena. Here he finds a circular pit covered by a lightning screen. At the four compass points surrounding the pit are small separate plates shaped like twisting trees. The lightning field makes it impossible to see what is in the pit.


Discord Chat

Inside the Arena

Peach Pit wrote:

Afrotude Reflex

Nope

Barbed spike attack: 1d20 + 0 ⇒ (11) + 0 = 11, Damage: 1d4 ⇒ 4

If I am reading your stat block correctly, this does not hit Afrotude. Afrotude does not make it through the spiked barrier, but may try again.


Afrotude 2/3 hp, AC 14, F +1, R +0, W -1 | Gabi 4/5 hp, AC 10, F +1, R +0, W +1 | Hamood 2/2 hp, AC 10, F +0, R +0, W +1

The spike bounces off of Afrotude's newly salvaged armor and she is grateful that she had the mind to put it on. Then she runs at the spikes again.

Acrobatics: 1d20 ⇒ 18


Alwic 3/3 hp, AC 10, F +0, R +0, W +3 | Alwyn 4/4 hp, AC 11, F +0, R +0, W +3 | Boric 2/2 hp, AC 09, F -1, R -1, W +2 | Seri 4/4 hp, AC 12, F +0, R +2, W +1

Boric and Alwic struggle to keep the winged abominations at bay, striking from the dubious refuge of the tunnel mouth—Boric’s sling whirring through the stale air while Alwic lashes out with his staff at anything that dares swoop too near. Their blows feel pitifully small against the chittering things that flit just beyond the lantern‑light.

Alwic Attack (staff): 1d20 + 0 ⇒ (20) + 0 = 20 (OMG!!)
Damage: 1d4 ⇒ 4

Boric Attack (SLing): 1d20 - 1 ⇒ (15) - 1 = 14
Damage: 1d4 + 3 ⇒ (3) + 3 = 6

Meanwhile, Alwyn and Seri weave and stagger beneath the creatures’ erratic dives, their frantic dash toward the tunnel’s shadowed safety becoming a desperate ballet of near‑misses and whispered prayers. The darkness ahead promises shelter… or merely a different flavour of doom.


Larry 2/2 hp AC10 R0F0W-1 | Daryl 4/4 AC10R0F0W1 | ODaryl HP1/1 AC9 R-1F-1W-1 | Frank HP 3/3 AC10 F0F0W0

Daryl shouts back t the others.

There are some metal circles around the pit that look like twisty trees!


Garrick Stonehand: Entitled, spoiled. Elira Nettles: Quiet, watchful, and suspicious. Bram Underbough : Stubborn, practical, and loyal. Mara Fenwick: Curious and unsettlingly cheerful.

Bram’s eyes dart across the arena floor - he crouches low, grabbing at the scattered debris - splintered wood, cracked shields, a half-rotted length of timber - and begins dragging it toward the spiked barrier - “Pile it here! Give us something between us and those damned spikes!”

Mara doesn’t hesitate. With a grin that borders on manic, she darts in to help, kicking bones and broken planks into place, stamping them down into the gaps between the stabbing spikes - “Oh, I love this part,” she mutters, eyes gleaming.

Elira hangs back just long enough to size the distance, then swings her grappling hook in a tight arc before casting it toward the far side of the barrier, aiming to catch on the ironwork beyond. She gives it a sharp yank, testing the hold, then braces and pulls the line taut - “Rope’s set! Use it - steady yourselves!”

“About time,” Garrick snaps, though there’s a flicker of unease beneath the bluster. He grabs hold of the rope with one hand, clutching his sword in the other, and steps up onto the makeshift pile, using the line to steady himself as he watches for an opening in the rhythm of the spikes - “Right then - if this is what it wants…”

Bram nods sharply, already moving - one hand sliding along the rope as he picks his way over the unstable debris, trying to time his steps between the stabbing spikes.

Behind him, Mara follows with reckless enthusiasm, using the piled wreckage as footing and trusting speed over caution as she makes her dash.

Elira keeps the rope taut, then commits last - hand over hand, stepping carefully onto the debris while watching the spike rhythm, using the line to steady herself as she crosses.

Just fluff post- I'll roll the saves.

Garrick Ref: 1d20 - 4 - 1 ⇒ (17) - 4 - 1 = 12
Elira Ref: 1d20 ⇒ 9
Bram Ref: 1d20 - 1 ⇒ (13) - 1 = 12
Mara Ref: 1d20 + 2 ⇒ (9) + 2 = 11

Did not add any +2 to saves, will let you adjudicate GM BrOp.


Discord Chat

Inside the Arena

Peach Pit wrote:
The spike bounces off of Afrotude's newly salvaged armor and she is grateful that she had the mind to put it on. Then she runs at the spikes again.

Afrotude makes is through the spiked barrier with only a few minor scratches to her new armor.

Last in Line wrote:
Did not add any +2 to saves, will let you adjudicate GM BrOp.

Garrick, Elira, Bram, and Mara all manage to get past the spiked barrier and into the center of the arena where they face the lightning-covered pit surrounded by the four symbols of twisted trees.


Discord Chat

Outsider the Arena

The Light Touch wrote:
Boric and Alwic struggle to keep the winged abominations at bay, striking from the dubious refuge of the tunnel mouth—Boric’s sling whirring through the stale air while Alwic lashes out with his staff at anything that dares swoop too near. Their blows feel pitifully small against the chittering things that flit just beyond the lantern‑light.

Crit Table 1: 1d4 ⇒ 2, extra damage: 1d4 ⇒ 4

Despite the awkwardness of fighting in the mouth of the tunnel, Alwic stabs his spear at the nearest abomination. It impales the creature through its white, bulbous eye, sending vitreous humor splashing everywhere. It immediately goes limp and is stuck on the end of the staff like a festival decoration.
(Critical hit, Creature is dead. No attack on Alwic this round.)

Boric is almost as lucky as his companion, connecting with a creature's head in mid-air. It crashes into the wall next to him and drops to the floor.
(Creature hit and is dead. No attack on Boric this round.)

The Light Touch wrote:

Meanwhile, Alwyn and Seri weave and stagger beneath the creatures’ erratic dives, their frantic dash toward the tunnel’s shadowed safety becoming a desperate ballet of near‑misses and whispered prayers. The darkness ahead promises shelter… or merely a different flavour of doom.

attack on Alwyn: 1d20 ⇒ 8, damage: 1d4 ⇒ 4

attack on Seri: 1d20 ⇒ 6, damage: 1d4 ⇒ 3

The abominations dive at both Alwyn and Seri, snapping at them with their mouth full of small, sharp teeth, but both hold them off long enough to reach the entrance tunnel where Alwic and Boric are standing.

attack on Gabi: 1d20 ⇒ 18, damage: 1d4 ⇒ 1

Gabi is not so lucky, as one of the creatures lands on her back and begins biting at her shoulder, inflicting a painful wound.


Afrotude 2/3 hp, AC 14, F +1, R +0, W -1 | Gabi 4/5 hp, AC 10, F +1, R +0, W +1 | Hamood 2/2 hp, AC 10, F +0, R +0, W +1

Attack: 1d20 + 1 ⇒ (15) + 1 = 16 However much damage

Gabi turns her back towards a sharp stalagmite or jagged edge on the wall and slams her back against it to crush or impale the creature biting her. Then she flees towards the tunnel where the others are.


Alwic 3/3 hp, AC 10, F +0, R +0, W +3 | Alwyn 4/4 hp, AC 11, F +0, R +0, W +3 | Boric 2/2 hp, AC 09, F -1, R -1, W +2 | Seri 4/4 hp, AC 12, F +0, R +2, W +1

All four of the "Light Touch" call out to Gabi, encouraging her to get to the tunnel. Both Seri and Alwyn have their knives out now, ready to slash anything coming into the area to harm them. Alwic waves the dead creature on the end of his staff like a warning to all the others to stay away, as Boric readies another stone in his sling.


Afrotude 2/3 hp, AC 14, F +1, R +0, W -1 | Gabi 4/5 hp, AC 10, F +1, R +0, W +1 | Hamood 2/2 hp, AC 10, F +0, R +0, W +1

Now that Afrotude is up on the column with the symbols, she goes to the nearest one and drops her 10 lb. rock on it. if nothing happens, she stands on it and jumps once to test for any reaction.


Garrick Stonehand: Entitled, spoiled. Elira Nettles: Quiet, watchful, and suspicious. Bram Underbough : Stubborn, practical, and loyal. Mara Fenwick: Curious and unsettlingly cheerful.

Wohooo! Made it across!

Garrick takes a second look at the rod - it had a similar symbol at the handle or tip right? He tries to see if it fits on the floor symbols somehow, if there is an indentation or crevice, like a key would fit a lock or something along those lines.


Larry 2/2 hp AC10 R0F0W-1 | Daryl 4/4 AC10R0F0W1 | ODaryl HP1/1 AC9 R-1F-1W-1 | Frank HP 3/3 AC10 F0F0W0

Daryl says that they no doubt have something to do with the levers they found


Discord Chat

Outside the Arena

Initiative order: Boric, Alwic, Creatures, Seri, Alwyn, Gabi

Peach Pit wrote:

However much damage

Gabi turns her back towards a sharp stalagmite or jagged edge on the wall and slams her back against it to crush or impale the creature biting her. Then she flees towards the tunnel where the others are.

Unarmed attack: 1d3 + 1 ⇒ (2) + 1 = 3

With her considerable strength, Gabi is able to crush the monstrosity against the stalagmite with a bone-crunching noise. It drops lifelessly to the ground as she runs towards the others.

Seri and Alwyn followed by Boric and Alwic can still make an attack (at -2 due to the awkward positioning in the tunnel leading out of the chamber), or you could just run away. More creatures keep dropping out of the darkness near the ceiling (on their initiative), and they might not follow you down the tunnel (then again, they might).


Discord Chat

Inside the Arena

Last in Line wrote:
Garrick takes a second look at the rod - it had a similar symbol at the handle or tip right? He tries to see if it fits on the floor symbols somehow, if there is an indentation or crevice, like a key would fit a lock or something along those lines.

Garrick examines the symbol on the floor and his rod and they indeed look like they are very similar, but not perfectly identical. He looks for any sort of indentation or lock in and around the symbols on the ground, but sees nothing.

Peach Pit wrote:
Now that Afrotude is up on the column with the symbols, she goes to the nearest one and drops her 10 lb. rock on it.

As soon as Afrotude drops the rock on the symbol it immediately depresses a few inches and the lighting screen covering the pit disappears. The pit itself remains unnaturally black, however; natural sunlight seems to not reach into it.

The metal bowl everyone inside the center of the arena is standing on begins to spark as soon as she does this, lightning arcing across its surface.

Everyone inside the spiked barrier at the center of the arena must now make a DC 7 Fort save or take 1 HP of damage every round you are standing on the metal surface.


Afrotude 2/3 hp, AC 14, F +1, R +0, W -1 | Gabi 4/5 hp, AC 10, F +1, R +0, W +1 | Hamood 2/2 hp, AC 10, F +0, R +0, W +1

Hamood opens one eye and sees what's going on in the arena and decides to try to give the levers one more try.

If the lightning doesn't stop, Aftrotude tosses her rock into the pit and leaps in after it.

(If the lightning stops, she doesn't jump.)

Afrotude Fort DC 7: 1d20 + 1 ⇒ (6) + 1 = 7 (Whew. Close call.)


Larry 2/2 hp AC10 R0F0W-1 | Daryl 4/4 AC10R0F0W1 | ODaryl HP1/1 AC9 R-1F-1W-1 | Frank HP 3/3 AC10 F0F0W0

Daryl will stand on a symbol that is unoccupied while ODaryl tries a lever.

If the lighting doesnt stop, Daryl hops in with Afrotude

relex dc7: 1d20 ⇒ 9


Garrick Stonehand: Entitled, spoiled. Elira Nettles: Quiet, watchful, and suspicious. Bram Underbough : Stubborn, practical, and loyal. Mara Fenwick: Curious and unsettlingly cheerful.

None of the Last in Line hesitate for a second - they all jump into the blackness!

Let's GO! :D


Alwic 3/3 hp, AC 10, F +0, R +0, W +3 | Alwyn 4/4 hp, AC 11, F +0, R +0, W +3 | Boric 2/2 hp, AC 09, F -1, R -1, W +2 | Seri 4/4 hp, AC 12, F +0, R +2, W +1

Once Gabi is with the group, they move further into the tunnel, with Alwic and Seri protecting their retreat. They all hope that the creatures do not follow.

Once out of the way of danger, Alwyn will 3 candles and distribute them among the party as they move deeper into the underground labyrinth.


Discord Chat

Inside the Arena

With the energy field over the pit gone, everyone takes a leap of faith into the darkness. By jumping, you at least won't get shocked by the lightning coursing over the metal floor of the arena pit ... or so you hope. For a gut-churning moment, you fall through complete blackness, but you suddenly emerge into dim light before plunging into an icy pool of deep water. Clawing your way back to the surface, you discover that you are in a stone-lined pool in a small circular room, about 30-40' in diameter. A dim light seems to seep in from the walls themselves. Apparently there is some kind of dungeon beneath the arena.

Sputtering, you pull yourself from the pool. As you shake yourself dry, you're astounded to discover that the fall into the pool, rather than causing you harm, seems to have healed you in some way. All your injuries and pains have vanished, though you also feel a strange emptiness inside, somewhere deep down.

There is a single iron door that exists this room to the west; at least you think it's west. Things got turned around a bit in the fall.

Peach Pit, you're not sure how deep the pool is, but your stone is surely at the bottom of it. The water is murky and the light emanating from the walls is not bright enough to illuminate more than a foot down.


Discord Chat

Outside the Arena

The Light Touch wrote:

Once Gabi is with the group, they move into the tunnel, with Alwic and Seri protecting their retreat. They all hope that the creatures do not follow.

Once out of the way of danger, Alwyn will 3 candles and distribute them among the party as they move deeper into the underground labyrinth.

Alwic and Seri may make one more attack against the monstrosities vs AC 11 (with a -2 penalty due to the cramped conditions). They also get an attack against you, however, but after that they leave you alone as you rush down the natural cavern tunnel away from them.

Monstrosity attack vs. Alwic: 1d20 - 2 ⇒ (13) - 2 = 11, damage: 1d4 ⇒ 3

Monstrosity attack vs. Seri: 1d20 - 2 ⇒ (9) - 2 = 7, damage: 1d4 ⇒ 1

Moving farther down the tunnel with the three lit candles you notice the floor begins to slope down and become much wetter and the air becomes more humid; it feels like there is open water up ahead in the darkness, but you otherwise don't see or hear anything from that direction. From behind you, you can still hear the screeching of the winged monstrosities from the egg chamber, but the sound is fading away as walk away from it.

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