Yes, you are quite correct. I smell something foul too.
Alissa/Bear: But...It's orange and mint.
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OMG. IT'S LIKE WHEN YOU BRUSH YOUR TEETH AND THEN DRINK ORANGE JUICE. THIS DUNGEON IS ASSAULTING MY SENSES.
"What does brush your teeth mean?"
Other than the orc's bad breath, Does this scent ring any bells?
That is the smell of the teleportation mist.
AMS/Alissa: It is the smell of the teleportation mist and the smell of the orange doors themselves. Oh those tricky dungeon builders
"I like orange juice. Can I eat the door?"
Nasty: You can certainly try
Eat Door: 1d20 + 15 ⇒ (12) + 15 = 27
Swallow: 1d12 + 9 ⇒ (3) + 9 = 12
Nasty: Beyond the now eaten orange door you see a 5' long hallway that leads to a 15' long x 25' wide room. Foot long green glass stalagtites cover the ceiling of this room. A 5' diameter glass skull hovers about 3' off the ground near the south wall(10' in front of you). Just north of the skull is a pool of clear water, about 20' deep. The bottom of the pool is is filled with swords, daggers, sheilds, and a variety of other weapons and armor pieces all made of clear glass; there are also numerous gems, coins and jewelery pieces in the pool, also made of clear glass.
As you enter the room the skull babbles in a high, scratchy voice, Pay Me! Pay Me For entering my room!
"How do we pay you then?"
I am taking a closer look at the pool. Does it smell acidy or corrosivy or jellyy?
Jenny: The disembodied continues on with its rant Pay Me! Pay Me... When you say you are taking a closer look at the pool, does this mean you are moving near the pool?
Otherwise The pool has no smell from the 15'-20' distance you are currently standing from it.
Don't go in there. If we don't enter, we don't have to pay.
"Too late, I suspect."
I turn into a cube, and touch a pseudopod to the pool. What happens?
Jenny: As you probe the pool with a pseudopod...
The skull(which you are now behind) continues to face forward demanding payment. The pool has no smell.
Nasty takes out a fetish he has of human hair and bone and trys to hand it to the skull. As this is a currency amongst his tribes.
Nasty: As you pull out your currency the skull stops rambling. Do you do anything else?[/hint]
I drop something, let's see... a few copper pieces in the northwestup-most corner... into the pool. Let's see what it does.
"BLURRRRB..."
Jenny: As you drop the coins in the pool they transform into clear glass and a door appears on the north wall.
Nasty drops the fetish into the pool thinking it is the cost of the door he ate and moves towards the new door. (OOC: By the way what did the door taste like?)
Coolness.
I slurp up the entire contents of the pool and make it a little bubble inside me. You never know when you might need to vitrify something.
"BLPPPPPP..."
Nasty: The door tasted like orange and mint, you now have fresh breath for Fresh Breath: 1d10 + 5 ⇒ (9) + 5 = 14 minutes...oh the humanity.
Jenny: The pool was 20' deep and about 7' wide so you are no longer a cube but more a waterbed. But you do have a cool breath weapon
*Goes to the door that just appeared. Examines it.*
What does it look like?
Checks for Traps: 1d20 + 9 ⇒ (17) + 9 = 26
Okay, let's try the door. A little pseudopod action, then a bit of squeezing. Gelatinous square sausage seems to be a thing.
"Arghhhh what happened to the smell of my breath?"
Looks at all the magic with bemused amusement.
Alissa: This door is black and is trapped
Jenny: Are you trying to squeeze under the door? cause that's going to be difficult what with the pool of water you just swallowed
Nasty: The thick layer of plaque and bacteria on your teeth and tongue are starting to breakdown. Your breath is almost pleasant.
I was going to try and open it. Boom?
Jenny: Ah no problem, The door blows open revealing a 15' long hallway that turns west/left at the end
CAN I SMASH THE SKULL BEFORE WE GO?
AMH: You are free to do whatever you would like
I slither through the door, continuing down the corridor to give the others room after me.
Jenny: At the end of the 15' long hallway that heads north, the hallway continues 15' west/left and turns south. 10' down the west hallway, a hallway heads north.
Terriffic Jenny. You could have blown us all up.
Good thing you just absorbed the extra mass and was able to cushion the explosion.
Next time, let me try to disarm it first, don't want to lose you to frostbite.
*Follows Jenny thru the door.*
Hey Jenny, since you now have greater mass, I wonder what would happen when you turned human before you processed it all. Would you become tall, or would you become fat?
Nasty walks down the hallway north and then west and then follows it south to see what he can see.
How are you going to get past Jenny. She takes up the whole hall and then some right now.
Nasty: Your path takes you in an "n" shape which leads to an orange door that smells of mint. Just for fun why don't you roll and intelligence check.
As you are heading down the western part of this hallway, 20' down and on the northern wall you see that the hallway heads north for 40' to a "T" intersection.
Would you also roll a perception check.
Alissa: Jenny is looking like a king sized waterbed maybe 18" tall green and slimy.
Gelatinous bathtub goes west, to let the gang go north from there behind me.
"BORRRRRRBL..."
Perception: 1d20 + 7 ⇒ (9) + 7 = 16 (Or if blindsight works...)
Okay. I gotta tell them!
"BLUUUURB!!! BUUURBLRRR!!! ... BORRRRP!"
You say Timmy has fallen down the well?
Who is Timmy?
Sorry for my recent hiatus. I'm prepping for my first time GMing. Is there any advice y'all can give me?
I find that as long as you are gaming with friends, You will not have a problem. Is this a pathfinder game or something else?
I started a new campaign recently with 5 players and we are going to take turns DMing. It will be my first time DMing pathfinder.
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Know what you are doing. By that I mean know your story, NPCs and enemies as best you can. Also, you do not have to know all the rules, your players will know them as they apply to their PCs.
If they throw a monkey wrench into you plans, roll with it. Don't let them get you too far off track, try to steer them back on course.
Also, try to set a goal of how far you want to get in a session. Hi jinx and shinnanigans are fun distraction during a session, but don't let them last too long.
Finally, be prepared to spoon feed information to your players. Sometimes players don't care about the overall end goal, they are more interested in how what is happening now going to affect them immediate future, not something that may be needed several sessions later.
Good luck!
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