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

"I gots potions, err... do potions work on him?" Tricksi looks at the Dhampir, not sure if her cure potion will hurt or heal him?


Vitals:
HP: 12/16 | AC: 17; T: 13; FF: 14; CMD: 13 | Fort: + 2 (+2 vs. disease); Ref: +5; Will: +4 (+2 vs. mind-affecting) | Init: +3; Intuition: +7; Perc: +0
Spells, Etc:
Detect Undead 3/3 | Death's Touch 5/7 | Inspire Courage 4/8 | Bard Level One 2/2 | Oracle Level One 1/4
Dhampir Bard 1 / Bones Oracle 1

AAAAAAAAAAHHHHHHHHH!!!!!!!!!!


male

I don’t believe there is a specific restriction on the use of potions of Cure Light Wounds, but I could be wrong. And, what was that all about?


Vitals:
HP: 12/16 | AC: 17; T: 13; FF: 14; CMD: 13 | Fort: + 2 (+2 vs. disease); Ref: +5; Will: +4 (+2 vs. mind-affecting) | Init: +3; Intuition: +7; Perc: +0
Spells, Etc:
Detect Undead 3/3 | Death's Touch 5/7 | Inspire Courage 4/8 | Bard Level One 2/2 | Oracle Level One 1/4
Dhampir Bard 1 / Bones Oracle 1

Dhampirs have negative energy affinity, so that CLW potion will kill me.


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

she's not actually feeding it to him, she's seen undead hurt by clerical healing before, so she's asking the group if you're undead or not


male

Ah, well as all the characters for this adventure are supposed to be monsters, and evil, I will allow Tricksi, if she agrees, to substitue one Cause Light Wound Potion for one of the two she carries


Vitals:
HP: 12/16 | AC: 17; T: 13; FF: 14; CMD: 13 | Fort: + 2 (+2 vs. disease); Ref: +5; Will: +4 (+2 vs. mind-affecting) | Init: +3; Intuition: +7; Perc: +0
Spells, Etc:
Detect Undead 3/3 | Death's Touch 5/7 | Inspire Courage 4/8 | Bard Level One 2/2 | Oracle Level One 1/4
Dhampir Bard 1 / Bones Oracle 1

Really, as long as I get brought back to positive HP, I can self-heal with the "Death's Touch" Oracle Revelation.


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

Does Izabek have any channelling left?


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

I can channel twice a day and I have yet to do so. If I survive I'll see what I can do.

Reflex!: 1d20 + 2 ⇒ (16) + 2 = 18 Whew! I'm at 2/14 HP now!

Damn goblin! Be careful or I'll let the barbarian eat you ALIVE!

Channel Negative Energy (twice): 1d6 + 1d6 ⇒ (6) + (4) = 10

OK, we need rest. I need rest, or we will surely die. This place is barren of useful items to our cause.

I am out of spells and channeling and I have absolutely nothing in magical gear to help.


male

we need Eckowo and Slugg to join us in the firey mehem, then you can elect to open the Metal Door, the trap does not reset, and roll d20 to determine what is on the other side. Oh, and could everyone please check to make sure your HP are current, after the damage and healing and such. Those that survive receive, 500 experience points!


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

Did some research and we do still have a Wand of CLW (CL 3) that has 3 charges from a long time ago. Once we see where everyone is at we should go ahead and use those up now. We had a potion or two but they were either used or one of the now missing PCs took them.


Vitals:
HP: 12/16 | AC: 17; T: 13; FF: 14; CMD: 13 | Fort: + 2 (+2 vs. disease); Ref: +5; Will: +4 (+2 vs. mind-affecting) | Init: +3; Intuition: +7; Perc: +0
Spells, Etc:
Detect Undead 3/3 | Death's Touch 5/7 | Inspire Courage 4/8 | Bard Level One 2/2 | Oracle Level One 1/4
Dhampir Bard 1 / Bones Oracle 1

Dasilane wakes up from a lovely dream about roasting marshmallows. Then he realizes that he's the one that got roasted. "Thank you, my feathered friend. Let me fix some of that nasty scorching."

CLW: 1d8 + 1 ⇒ (3) + 1 = 4

He then touches himself with hands glowing with dark, evil energy.
Death's Touch: 1d6 ⇒ 6
Death's Touch: 1d6 ⇒ 3

I have a few rounds of Bardic Performance and two nonhealing spells remaining.


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

I brought to potions of CLW with me, Tricksi will allow someone to take them as a peace offering...

Also I assume I'm starting at 2000XP?


male

We are using the fast progression table, so you would start with 1300 experience points. Above I offered you an opportunity to trade one Cure Light Wounds potion for one Cause Light Wounds potion, at your descretion. You just earned 500 experience points and are on your way to level 3, at 3,300 points


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

I do not see where we are on total XP but I think have at the least 2425 XP (well, Eck and I do anyway). Is that what you have? From what I saw we've now earned 1125 XP during this level.


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

ref: 1d20 + 2 ⇒ (5) + 2 = 7

At -5 and dying


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

No offence to Dasilane, but I think bringing around a Cause Light Wounds potion for the one (semi) undead guy isn't worth it. Especially when there's a negative channeller around.


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

Oof, lots of posts today. My XP record shows 1925 2425 xp total, but I might have missed one - see the discussion thread.

Reflex: 1d20 + 1 ⇒ (13) + 1 = 14

Eckowo drops flat as the wave of fire blasts down the hallway, but unfortunately, he's just a moment too late and he takes the full brunt of it before he hits the ground.

3/23 hp now. I've got two CLW potions, which people are welcome to as needed.

"Gah, bring back Gronx or Harrienys..."


Vitals:
HP: 12/16 | AC: 17; T: 13; FF: 14; CMD: 13 | Fort: + 2 (+2 vs. disease); Ref: +5; Will: +4 (+2 vs. mind-affecting) | Init: +3; Intuition: +7; Perc: +0
Spells, Etc:
Detect Undead 3/3 | Death's Touch 5/7 | Inspire Courage 4/8 | Bard Level One 2/2 | Oracle Level One 1/4
Dhampir Bard 1 / Bones Oracle 1

@Tricksi: I completely agree. :-)

"I can provide healing, but only if we rest for a while. My magic needs time to recharge. "


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

Are we retreating to rest?


Vitals:
HP: 12/16 | AC: 17; T: 13; FF: 14; CMD: 13 | Fort: + 2 (+2 vs. disease); Ref: +5; Will: +4 (+2 vs. mind-affecting) | Init: +3; Intuition: +7; Perc: +0
Spells, Etc:
Detect Undead 3/3 | Death's Touch 5/7 | Inspire Courage 4/8 | Bard Level One 2/2 | Oracle Level One 1/4
Dhampir Bard 1 / Bones Oracle 1

Izabek and I vote 'yes', but someone should probably save Slugg first. I spent my last CLW on fixing up the Cleric. ;-)


Male Draegloth | Barbarian (2)| 12/28 (32/32) | AC: 17(15) | Init +4 | Percep 5, Intuition 7 F:5 R:1 W:1 CMD: 18

Ixat pulls out a potion and feeds it to the dying creature.

CLW: 1d8 + 1 ⇒ (4) + 1 = 5


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 get that wand out and tap himself, Slugg and Eckowo.

Izabek: 1d8 + 3 ⇒ (4) + 3 = 7
Slugg: 1d8 + 3 ⇒ (8) + 3 = 11
Eckowo: 1d8 + 3 ⇒ (7) + 3 = 10

And the wand is completely discharged now.


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

Slugg stands up again. "I hate traps, nothing to eat from them."


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

Rest it is then, Tricksi just got here, so she can keep watch.


Male Draegloth | Barbarian (2)| 12/28 (32/32) | AC: 17(15) | Init +4 | Percep 5, Intuition 7 F:5 R:1 W:1 CMD: 18

Ixat grunts as he lies on the cold dungeon floor, but doesn't seem bothered by the uncomfortable resting conditions.


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

Slugg will also curl up in a little ball in thr darkest corner he can find.


male

Day 3, 295/92 (Current Turn/Turn of the Clock, time 3:10 pm) Turn 4 of 6

Unwilling to risk opening the metal Door, the party begins to settle down in the dead end passageway and try to rest.

two turns go buy and nothing happens, then we check for a WME
WME?: 1d6 ⇒ 1

but their rest is interupted when a monster decides to check out the smell of burnt Anhkog

it is now the beginning of turn 298, (Current Turn/Turn of the Clock, time 3:30 pm)Turn 1 of 6


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

Tricksi keeps watch, her beady red eyes scanning the darkness as she hides herself behind the corpse.
Stealth: 1d20 + 20 ⇒ (9) + 20 = 29


Vitals:
HP: 12/16 | AC: 17; T: 13; FF: 14; CMD: 13 | Fort: + 2 (+2 vs. disease); Ref: +5; Will: +4 (+2 vs. mind-affecting) | Init: +3; Intuition: +7; Perc: +0
Spells, Etc:
Detect Undead 3/3 | Death's Touch 5/7 | Inspire Courage 4/8 | Bard Level One 2/2 | Oracle Level One 1/4
Dhampir Bard 1 / Bones Oracle 1

Fort: 1d20 + 2 ⇒ (4) + 2 = 6

"ZZZZZZZZZZZZ"


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

fort: 1d20 + 1 ⇒ (8) + 1 = 9
init: 1d20 + 1 ⇒ (9) + 1 = 10


male

Day 3, 298/95 (Current Turn/Turn of the Clock, time 3:10 pm) Turn 1 of 6

Fortitude Save Ixat: 1d20 + 5 ⇒ (2) + 5 = 7

Fortitude Save Eckowo: 1d20 + 4 ⇒ (19) + 4 = 23
Initiative Eckowo: 1d20 + 4 ⇒ (1) + 4 = 5

Initiative Order:
Izabek – 18
Tricksi – 13
Eckowo - 5
Slugg – Sleeping
Ixat - sleeping
Dasilane – sleeping

Surprise Round

Only Tricksi is aware of the Zombies at this time

Tricksi, being alert, sees a pack of Zombies headed her way

she can take one standard, or move action, and can shout out a warning if she wants to. If she does, each sleeping character can roll d3, and an Initiative roll, then they can act normally on that initiative count on the round that they rolled (1, 2, or 3)

The dead Anhkeg is difficult terrain

DM Notes:
Zombies | AC 12, t 10, ff 12 | hp 12 | will +3 | slam +4, d6+4 |DR 5/slashing


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

I made my Fort save to be awake, should I be aware also? I think it was posted in the Discussion thread though.


Male Draegloth | Barbarian (2)| 12/28 (32/32) | AC: 17(15) | Init +4 | Percep 5, Intuition 7 F:5 R:1 W:1 CMD: 18

Fort: 1d20 + 5 ⇒ (16) + 5 = 21
Init: 1d20 + 4 ⇒ (13) + 4 = 17

Still weary from his fight before, Ixat decides to drink a potion of healing before attempting to slaughter the newcomers.

CLW: 1d8 + 1 ⇒ (1) + 1 = 2


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

Too many... too many.
deciding having assistance is better than stealth Tricksi shouts a warning to the others.
"Zombies incoming!!!"
Not entirely clear if I can see zombies from were I am, either shoot one, or ready action to shoot one as soon as it steps into view.

Attack: 1d20 + 7 ⇒ (14) + 7 = 21
Damage: 1d6 + 1d6 ⇒ (4) + (4) = 8 (if the zombies aren't flat-footed, just knock off the second d6)


male

Sorry, Ixat, but I made your fortitude save for you in my post, and you are asleep, but don't worry, it won't delay you, much. Izabek is awake, but until Tricksi yells her warning, they are out of sight, and around the corner so he doesn't know they are coming. The Zombies have no chance to spot the hiding Tricksi, so they are Flat Footed to her attack, however, the do benefit from DR, so the shot isn't as effective as she hoped


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

Eckowo awakens with a grunt at the sound of the goblin's shouts. He jumps to his feet and spits. "Undead taste terrible." Nevertheless, he moves forward to stand in their way.


male

Day 3, 295/92 (Current Turn/Turn of the Clock, time 3:10 pm) Turn 4 of 6
Zombie Initiative: 1d20 ⇒ 16

Initiative Order:
Izabek – 18
Ixat - 17 (waiting on d3)
ZOMBIES - 16
Tricksi – 13
Eckowo - 5
Slugg – roll a d3, then roll initiative
Dasilane – roll a d3, then roll initiative

In the Surprise Round, Tricksi shouts a warning and readies her crossbow!

Round 1

Izabeck will go first, then Tricksi will shoot the lead Zombie, her attack HITS! But it seems to her that it doesn’t slow the thing down very much. Eckowo will go next then each of the rest of you wake up this round, roll a d3, if you roll a 1 you can go this round, roll your initiative, if you roll a 2 or 3, you cannot act until that round.Ixat I’ll take the 17 as your initiative, but you still need to roll a d3, if you roll a 1, you leap up and act right away.

Tricksi’s shout wakes everyone, even though some are slow to get to their feet.

It looks as if the Zombies will have a slow time crossing the remains of the Ahnkeg, so perhaps there is time to get a plan of action together.

Damage tracker:
Zombie Yellow – takes 3 points of damage

DM Notes:
Zombies | AC 12, t 10, ff 12 | hp 12 | will +3 | slam +4, d6+4 |DR 5/slashing


Vitals:
HP: 12/16 | AC: 17; T: 13; FF: 14; CMD: 13 | Fort: + 2 (+2 vs. disease); Ref: +5; Will: +4 (+2 vs. mind-affecting) | Init: +3; Intuition: +7; Perc: +0
Spells, Etc:
Detect Undead 3/3 | Death's Touch 5/7 | Inspire Courage 4/8 | Bard Level One 2/2 | Oracle Level One 1/4
Dhampir Bard 1 / Bones Oracle 1

1d3 ⇒ 1
Initiative: 1d20 + 3 ⇒ (5) + 3 = 8

I'll wait to post actions until my turn.


Male Draegloth | Barbarian (2)| 12/28 (32/32) | AC: 17(15) | Init +4 | Percep 5, Intuition 7 F:5 R:1 W:1 CMD: 18

Sorry about that, didn't see I needed to roll a d3.

Action?: 1d3 ⇒ 1


male

Tricksi's shout is loud enough to wake the dead, and it seems her new found friends are leaping up at her cry.

Both Dasilane and Ixat can act in this round, Ixat now, and Dasilane after the Zombies


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

Round 1

Izabek will move 20' to E12 and ready an attack with his sling once the first enemy rounds that corner into view!

Sling!: 1d20 + 3 ⇒ (12) + 3 = 15 for Blunt Damage: 1d4 + 3 ⇒ (4) + 3 = 7


Male Draegloth | Barbarian (2)| 12/28 (32/32) | AC: 17(15) | Init +4 | Percep 5, Intuition 7 F:5 R:1 W:1 CMD: 18

Ixat lets his rage fill him before moving down the corridor next to Tricksi and readies an attack to hit the first zombie that walks in range of his bardiche.

Raging, readying an attack. He will take his readied attack before his AoO, saving the AoO for either the first zombie if he misses, or the second if it doesn't.


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

wake: 1d3 ⇒ 1

Slugg stands and draws his Kama


male

Day 3, 295/92 (Current Turn/Turn of the Clock, time 3:10 pm) Turn 4 of 6

Initiative Order:
ZOMBIES – 16
Izabek – 16
Ixat – 16
Tricksi – 13
Dasilane – 8
Eckowo - 5
Slugg – up, but needs to roll Initiative!

Round 1

Tricksi’s crossbow bolt is the first thing to hit, and the party, at first, isn’t sure what she is shooting at. Her scream gets everyone on their feet in a hurry. Izabek dares to close the distance and loads a stone in his sling, ready, ready. Ixat charges down the passageway, and stops just before the corner, waiting, his hands tightening on the haft of his weapon.

Then a fetid rotting corpse of a hulking former human man comes lumbering around the corner, struggling to climb over the fallen giant insect.

Izabek and Ixat, now go after the Zombies in Initiative Order!

A rock flies past Ixat’s head and cracks into the face of the zombie but the thing does not slow down.

Ixat can take a ready attack now

I will try to update the map tonight

The Zombies keep pressing forward, almost pilling up against the dead giant insect as the climb over…

the rest of the party can take actions, and that will end round 1

Damage tracker:
Zombie Yellow – takes 5 points of damage

DM Notes:
Zombies | AC 12, t 10, ff 12 | hp 12 | will +3 | slam +4, d6+4 |DR 5/slashing


Vitals:
HP: 12/16 | AC: 17; T: 13; FF: 14; CMD: 13 | Fort: + 2 (+2 vs. disease); Ref: +5; Will: +4 (+2 vs. mind-affecting) | Init: +3; Intuition: +7; Perc: +0
Spells, Etc:
Detect Undead 3/3 | Death's Touch 5/7 | Inspire Courage 4/8 | Bard Level One 2/2 | Oracle Level One 1/4
Dhampir Bard 1 / Bones Oracle 1

Jolting awake at Trixi's shout, Dasilane quickly notices the Zombies. "I didn't realize we were having a family reunion. Of course, I always hated my family.... Aim for the brains!"

Starting inspire courage, so +1 hit/damage for everyone. :-)


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

I can go? Or did I already go? I thought I already went.


male

Yes I think you already went, in round 1, and at this point, Initiative is a bit moot, since it is all the Zombies, then all the Player Characters, kind of like old school, ah, memories, we'll get to round 2, soon


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

Eckowo charges forward at the zombies, claws out instead of bringing his head near the rotting flesh.

Claw (w/Power Attack): 1d20 + 5 + 2 - 1 + 1 ⇒ (11) + 5 + 2 - 1 + 1 = 18
Damage (B/S): 1d4 + 3 + 2 + 1 ⇒ (1) + 3 + 2 + 1 = 7


male

Day 3, 295/92 (Current Turn/Turn of the Clock, time 3:10 pm) Turn 4 of 6

Initiative Order:
ZOMBIES – 16
Izabek – 16
Ixat – 16
Tricksi – 13
Dasilane – 8
Eckowo - 5
Slugg – up, but needs to roll Initiative!

Round 1 is still ongoing, Tricksi and Ixat may make attacks

Dasilane, groggy from a poor nap but quick to realize the danger, lifts everyone’s spirits with words of encouragement…

While Eckowo charges down the Passageway filled with inspiration.

Although there is no reasonable explanation for it, a faint sound is heard

*SNIKT*

As Eckowo severs the lead Zombie’s head with his , ahem, *claws*

Damage tracker:
Zombie Yellow – dead, well deader

DM Notes:
Zombies | AC 12, t 10, ff 12 | hp 12 | will +3 | slam +4, d6+4 |DR 5/slashing

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