Dr Lucky

JRR Tolkien's page

1,536 posts. Alias of Tin Foil Yamakah.


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What in the name of bilbo baggins is going on here, I have a 50th level character and a monkey... Oh my and good old abe lincoln

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Seems late to get that ability, I would have guessed that came online at first level

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Bashy's favored weapon is an adamantium wand of CLW

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Quote:
So what level are we? 5th? 6th?

Level?...Oh somewhere around 8 or 9 wasn't it

Also have you read the entire adventure and know what is going on and if so could you tell me?

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Only the bleached one would know....

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Schism wrote:


Vampire? Where?

Draws wooden stake.

I swear I saw a....Don't get old kids

Nasty wrote:
I am here ... and I am hungry too any trolls or pudding left? I really like pudding especially black and white together oh and blood pudding.

There is plenty of troll and extra smushy pudding. ..ooh the troll meat regenerates so theoretically you'll be less hungry.

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Trolls...oh yes the trolls. let's just say that the trolls and puddings are defeated, that is quite the nasty encounter.

Me wrote:
You find 4 hatches, surrounding the large snake sculpture in the middle of the room. Each is about 3' in diameter and is removed by pulling it completely out of the floor with a rearing snakehead "handle"(somewhat like the lid of a jack-o-lantern). Let's call them A,B,C,D. None are trapped

I believe you all came down hatch D. there were 3 other hatches up top as well as a door on the eastern wall down here.

Who turned Alyssa schism into a vampire

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Don't you try and rush me you damn whippersnappers, now who do I have at the table and where the hell did i leave off

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2 people marked this as a favorite.

Fare thee well Jenny, you will always have a place at my table

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I just discovered that the fine creator of this lovely game has taken a break due to some family tragedy. I wish you peace and healing. You will be sorely missed.

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Troll Reflex: 1d20 + 3 ⇒ (10) + 3 = 13....Aaaah it burns

Puddin Reflex: 1d20 - 2 ⇒ (6) - 2 = 4...Gurgle, gurgle burn

Schism manages to finish off 3 of the badly damaged trolls or 3 puddins whatever you want

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Schism wrote:

Question: Are the trolls hitting with multiple poles, or are there 8 trolls?

If just 3 trolls, I would think the puddin would be released on the first successful hit. Any later hits would just be for regular damage.

There are in fact 8 trolls

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Of course it's a touch attack, this is first edition man. Count your blessings you have not died in horrible and completely unfair way at least three times!...Kids these days Uhhh.

Keep in mind that this "campaign" is in the forum game section not the actual PBP section. The purpose(at least for me) is to read snarky comments and laugh a little along with revisiting some of my old mods.

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Just as TAK and his floral smelling mechanicals make it down You attacked by the now visible extremely large trolls. Each troll is armed with a 10-foot-long pole topped with an opaque glass ball three feet in diameter.

Nasty Troll Pole Touch Attack: 1d20 + 13 ⇒ (4) + 13 = 17 Damage: 1d8 + 8 ⇒ (8) + 8 = 16
Troll Pole Touch Attack: 1d20 + 13 ⇒ (18) + 13 = 31 Damage: 1d8 + 8 ⇒ (8) + 8 = 16
Troll Pole Touch Attack: 1d20 + 13 ⇒ (6) + 13 = 19 Damage: 1d8 + 8 ⇒ (3) + 8 = 11
Schism
Troll Pole Touch Attack: 1d20 + 13 ⇒ (4) + 13 = 17 Damage: 1d8 + 8 ⇒ (4) + 8 = 12
Troll Pole Touch Attack: 1d20 + 13 ⇒ (2) + 13 = 15 Damage: 1d8 + 8 ⇒ (4) + 8 = 12
Troll Pole Touch Attack: 1d20 + 13 ⇒ (7) + 13 = 20 Damage: 1d8 + 8 ⇒ (5) + 8 = 13
TAK
Troll Pole Touch Attack: 1d20 + 13 ⇒ (6) + 13 = 19 Damage: 1d8 + 8 ⇒ (8) + 8 = 16
Troll Pole Touch Attack: 1d20 + 13 ⇒ (18) + 13 = 31 Damage: 1d8 + 8 ⇒ (4) + 8 = 12

Inside the glass ball is a small black pudding(and not those pathetic pathfinder ones) that score an automatic hit.

Nasty Puddin: 3d8 ⇒ (7, 7, 2) = 16
Puddin: 3d8 ⇒ (8, 7, 3) = 18
Puddin: 3d8 ⇒ (7, 8, 1) = 16

Schism
Puddin: 3d8 ⇒ (2, 1, 3) = 6
Puddin: 3d8 ⇒ (4, 3, 4) = 11
Puddin: 3d8 ⇒ (3, 1, 5) = 9

TAK
Puddin: 3d8 ⇒ (6, 6, 5) = 17
Puddin: 3d8 ⇒ (7, 5, 7) = 19

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Schism you make your way down without any issues

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Nasty as you climb down the ladder, a horrible stench grows thick. Ok maybe not for you. The room at the bottom of the shaft is large, and there are two wooden doors on the eastern wall. The doors are bound in black iron, and the doorways themselves are carved in a manner to resemble...you guessed it entwined serpents.

The bottom of the ladder touches down in the middle of a raised section of floor, with the north, west and south sections of the room three feet lower than this central,raised area. A few steps connect the two levels. A dented helmet, a broken dagger, and a few other bits of equipment are scattered about the floor

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Schism wrote:

Sticks head into Hatch D.

Can I see anything at the bottom?

Nope just a long shaft

Schism wrote:

Does the lever stay in place when I take my hand off it?

Is there another lever inside the hatch?

Yeah the lever is attached to the hatch opening. No other lever is inside

Jenny wrote:
I turn back into human form and look down into room A.

The floor of this circular chamber is covered in bones, bone fragments, and skulls. Upon closer examination, you see that all of them have been severely gnawed upon, and some appear very old. The curved wall has twenty crude drawings of leering, horrific faces around the perimeter that seem to mock you as you glance about. The drawings are chiseled into the stone and painted over with blood that is now discolored and flaking

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Hatch B opens at the top of an eight-foot diameter shaft with a metal ladder at the center running from top to bottom, which lies 100 feet below.

Hatch C opens to a square shaft, eight foot to a side, extends down from this hatch, with a metal ladder running down one side. The shaft is about 80 feet long.

Hatch D opens to a 10 foot diameter shaft with you guessed it a ladder running down it's approximately 100-foot length

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Below the opening, there is a six-foot drop down to a room.

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Nasty: Sadly there is nothing edible in here unless you like obsidian

Schism: You find 4 hatches, surrounding the large snake sculpture in the middle of the room. Each is about 3' in diameter and is removed by pulling it completely out of the floor with a rearing snakehead "handle"(somewhat like the lid of a jack-o-lantern). Let's call them A,B,C,D. None are trapped

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The floors and walls here have very convincingly been carved from the natural black stone so that they appear to be constructed of writhing, intertwining snakes of all types and sizes. In a few places, the snakes rise up as though preparing to strike. Furthermore, the closer you look, the more you see the horrible carved visages of humans being overwhelmed by the serpents, with faces and the occasional grasping hand all that is visible in the mass of snakes. After getting used to this unsettling form of decor, you can see that the area is basically an octagonal room, and the room's center is burdened with a huge serpents head made of stone, 30' in length and 15' high. The dark green paint that colors it remains, although it shows signs of aging

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Your descent into the top of the structure is long and physically tiring. When you finally see the bottom of the chain ladder, the floor below seems uneven and maybe even moving. The closer you get the more it becomes apparent that the entire floor below you is covered with writhing ,black-skinned snakes.

*Waits for Indiana Jones commentary*

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As you traverse down you realize you are inside a giant stalactite!!! inside of a huge cavern. The cavern itself is 1000 feet wide, 500' feet tall and almost half a mile long.

From the bottom stair you emerge onto a balcony-like overhang on the side of the stalactite . Below, you can see a huge stalagmite that juts out of the mist that perpetually shrouds the floor of the cavern. The top of the stalagmite is open, rather than coming to a point and appears much like Nasty's gaping maw filled with hungry darkness inside.

From your Balcony, a bridge made out of chain runs across to another huge stalactite, this one almost directly over the open stalagmite below. A chain ladder drops down from there straight into the maw.

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The path leads through a series of passages and finally to a 30-foot diameter pit. The pit has a spiraling staircase carved into it's sides

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grumble grumble...Damn kids went and messed with the website...grumble grumble.

After a search of the apparently empty room you all fins a secret passage...

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Huh what, I'm not sleeping

The ring is a Ring of Telekinesis, the sword is a +2 with the charm person ability(non-intelligent)

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With the aid of TAK and AMH's mace you notice that in front of the throne and under some mineral crust is a sword and and on one of the not undead skeleton's fingers is a ring.

I could not bear to see this lovely thread sink any lower despite my disdain for what I think of the forum in general

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Dusts off copy of Isle of Dread

You all make it to the exit, where you discover a throne occupied by a grinning skeleton . Mineral-rich waters, falling from the ceiling for many years, has encrusted the skeleton and throne, hiding all but the most general of features.

I need a perception check

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Looks in, approves the thread

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Schism: You scurry along the ledge rather easily 1d6 ⇒ 1, as you are meandering along a mud pot erupts below you covering you in hot mud. It burns for 2d6 ⇒ (4, 2) = 6 pts of damage.

Jenny: What with the steam and stuff you see no other exits.

AMH: You can certainly reach out and smash a stalagmite. It crumbles in a satisfying cloud of sulphurus dust.

Quote:
S/TD

I made a funny on accident

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S/TD: You both saw nothing beyond what I described upthread a bit

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Well besides being really hot it has background notes of methane, carbon dioxide, salt, acid and other various tasty(for you) hydrocarbons

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Our group of heroes navigates the deadly boiling well and discovers the source of the heated water. The end of a "U" shaped hall opens up into a ledge overlooking a great cavern(350' long x 250' wide) The air is hot, steamy and foul with volcanic gases. The floor of the cavern is a field of bubbling mud pots, small geysers, hot springs and mineral crusts. The colors are rich reds, browns and yellows combined with blacks and greys. Terraces crusted with deposits from mineral springs extend from the sides of the cavern at several points. Stalactites hang from the ceiling, and merge with stalagmites in several places to form pillars from the roof to the floor. Occasional flares of ruddy light, combined with great bursts of steam from the depths of some hot springs will briefly illuminate small points in the room.

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There are no passages you have missed...unless you all don't pull something out of your arse in which case i'm sure one will appear

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Even with all your fancy-schmancy "options" you spoiled pathfinders can't handle a real 1E adventure... Kids these days

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It appears as though our group of brave adventurers are stumped by well of steaming water

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Tvashtri Abdul-Khasis wrote:
Lot's of dice rolls

You can surmise that the boiling water seems to be a natural occurrence as this area has volcanic activity.

You will notice through the steam that at the bottom of the well, there appears to be another passage...Strange

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The shaft descends 65' into what looks to be boiling water

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AMH wrote:
Is it all flooded?

The water pretty much all went down the circular stone shaft

TD wrote:
he said circular shaft of stone......

It was never a matter of if but when that would come out

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The lever raises the portcullis which leads to a hallway descending 65' deep. At the bottom of the hall is a circular shaft of stone that looks to go deeper into the earth

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Schism: The lever is on this side of the portcullis.

AMH: Sage advice indeed

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TD: There are no traps, it is just hard to open. At least your not burning

1d6 ⇒ 1...success

As the door is opened, the flaming water begins rushing out of the room sweeping everyone into a lowered portcullis causing 1d4 ⇒ 3 pts of damage. There is a lever on the eastern wall

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Will the door open: 1d6 ⇒ 6...Nope, but since you are underwater you will not burn or choke on smoke

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Jenny as you slide across the room you encounter a wire cleverly placed under the murky water(If only you had taken murksight).

Above the north door a spray of fine oil covers the room, it bursts into flame upon contact with the water doing 3 pts of damage/rd. In addition the door behind you slams shut as the room begins filling with smoke making it hard to breathe

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The door looks to be made of wood so yeah it's organic

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Hmmm...It appears as if our heroes are at a crossroads, Will our intrepid adventurers go forward to the door on the north wall or come up with some other cockamaney plan?

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As a Kender, you do not notice any traps. This door opens into a 15' x 15' room with a door on the north side. The water in here is five feet deep

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JRR wrote:
As you probe around the tunnels, you discover the rats lair. Inside are rags, some bones, a gnawed scroll and three metal potion bottles. You also discover an exit to a dry hall running 70' north and 40' south

You can also head up the hall filled with water that terminates at a door

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Ha!...You haters think you can do better.

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No it won't cure you at all just gift you with bad gas

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