|
Post by DM-Delfon on Jan 29, 2018 17:44:17 GMT -5
While you equip your boot, you narrow in in where the chittering is coming from. It is definitely coming from the room the ledge some 15ft to the west connects to. In this place there is no 'safe' route. You can climb down from the pillar you're on top of to the path below, then leap across the gap to land on the ledge, or come up with your own route. Up to you my friend, this area seems remarkably trap filled. Maps: Dungeon OverviewMaze
|
|
|
Post by Kosga on Jan 29, 2018 20:37:55 GMT -5
Now that I know where I need to go to end this god forsaken.....(pg13 issues) life. I am carefully sliding down the wall, upon reaching the bottom the first motion I shall take is to search the area for traps. I am not taking a single step on this floor till I believe that it is safe.
Just as soon as my patience wears thin (after a quick search). I am carefully headed west; where I shall examine the rock wall for the best possible route across. Then away I go. Thinking to myself if I fall right now that stupid......thing will have won! I cannot let that happen! I will make it across if it kills every living thing in this forsaken hole in the ground!
1d20+4 12+4 = 16 perception
1d20+3 13+3 = 16 Athletics for climbing across
|
|
|
Post by DM-Delfon on Jan 30, 2018 5:54:41 GMT -5
You scour the ground with your eyes, but you don't find anything that looks like a trap. Gingerly setting your first foot down your Dwarven senses flair up in warning, stone shouldn't give like that. While supporting yourself with the wall, you poke around with your foot, slowly adding more weight until a section of the floor gives way. The stonework had been hollowed out and replaced with something that looks just like the normal floor here. The splash of the trap material falling into the water below sends a brief shiver down your spine, that water has to be cold.
Once you can get to the wall, climbing across the gap is tough but you use your raw strength to hold tight when one of your booted feet slip. You're currently holding the wall, looking at the ledge that overhangs the water leading to the beast's lair. What now?
Rolled for you: Knuckles Stone Cunning (Perception): 17+4=21
|
|
|
Post by Kosga on Feb 7, 2018 20:47:50 GMT -5
With all of my might and agility I force myself across the gap and onto the wall across this gall darn forsaken....(rant here). "Huffing and puffing" I take a moment to catch my breath and notice that this floor is also unstable.
"How in the blazes does a spider type...(rant continues for a while) construct such nifty traps?" Is to bad that I am going to kill him for being a coward or.... thought trails off as I gingerly avoid the trap and move towards where I believe it's lair is. I shall have my short sword at the ready just in case.
1d20+3 12+4 = 16 Perception
1d20+4 20+4 = 24 Stone cunning (perception)
|
|
|
Post by DM-Delfon on Feb 8, 2018 22:45:54 GMT -5
Stepping out onto the ledge, you avoid the area that would normally have been where you would want to land if you had been jumping across that gap. Your Dwarven heritage saving you from a drop into the icy water below. Standing there basically naked, you hold the Halfling's blade before you as you hear a familiar chittering. The creature moves out along the back wall, chittering angrily toward you. The creature is clenching and unclenching it's hook clawed fists, seemingly ready for a fight. You can see the rest of your gear, and a bunch of other belongings scattered in the room too. The creature gnashes it's mandibles, and hunches itself down, bracing for a charge.
Roll Init. Ettercap: 12
|
|
|
Post by Kosga on Feb 12, 2018 9:17:45 GMT -5
I shall not give it the pleasure of having me charge across ground that is likely a big trap. I Shall carefully make my way along the wall towards it, remembering what I have noticed about the collapsing floors so far(the center is where the triggering mech is). If it is possible I would like to make it to the gear before combat but I am also not going to miss an opportunity to crush this.....
If I end up in melee range... 17+5 = 22 ATTACK 5+3 = 8 Damage
Bonus action off hand punch 11+5 = 16 Attack 1 damage
All while yelling "Now I will finally have my revenge upon you for everything you have put me through in the last 30 minutes! Prepare to be my lunch you filthy mangy flee ridden wart on the rectal surface of a troglodites posterior side!"
14+3 = 17 init.
1d20+4 11+4 = 15 Stone cunning
|
|
|
Post by DM-Delfon on Feb 14, 2018 5:57:29 GMT -5
Your world slows down as adrenaline floods your system, your eyes dart all over the lair looking for potential danger. You're mostly relying on your Dwarven heritage to alert you to keep you safe, and everything looks clear. While scanning for danger you do see a bunch of your gear piled here and there, some of it hanging from the ceiling by nearly invisible strands of spider silk. Circling into the room, you stick to the walls in case of pitfall traps. You and the creature meet in an epic battle of blade on claws, hacking and slashing like your very lives depend on it, because they do. As the creature closes you hack deeply across it's abdominal area, and it's claws rake across your chest leaving inconsequential scratches. You punch it in the eye, and it bites your wrist with it's mandibles. Although it broke the skin, your wrist bone prevented it from doing any real damage.
If you want any of your gear you will have to forgo an attack and battle the webbing instead. (think full round action)
Ettercap Bite: 10+4=14 (miss) Ettercap Claw: 9+4+13 (miss)
Ettercap HP: 35/44
|
|
|
Post by Kosga on Feb 20, 2018 9:02:33 GMT -5
Quickly I scan about to see where my great sword is in this mess of junk. I then proceed to maneuver my way so that I am next to it, or right under it if need be.
"Your lunch shall soon be a display piece for my mantle!" with this I continue to slash away at it's stomach.
11+5 = 16 attack 5+3 = 8 dam
6+5 = 11 offhand 1 dam.
Great sword damage(will activate rage as well. ) 2d6+3 5,4+3 = 12
|
|
|
Post by DM-Delfon on Feb 21, 2018 15:29:32 GMT -5
You scan the webbing until your eyes fall on your blade dangling from the ceiling by a tendril of spider silk. It's eyes dart to your blade and you swear it's mandibles smile as you shift your stance to make a go for it. You leap with arms extended, and the beast dodges forward snapping it's mandibles on your femoral artery. Burning pain floods your senses as your hand wraps around the hilt of your weapon. As you and the creature land, it jabs it's claw forward slamming into your face. Blood pours from your cheek, just below your eye. Another half inch higher and you would have lost an eye. Now armed with your sword, you swipe in a wide arc to put a little distance between you and your foe, then you step in and hack the thing's hip. Ettercap Bite: 20(nat)+4=24 (crit) Bite Damage: 2d8+2=6 Ettercap Claw: 20(nat)+4+22 (crit) Claw Damage: 4d4+2=10 Ettercap Bite: 8+4=12 (miss) Ettercap Claw: 13+4+17 (miss) Ettercap HP: 23/44 (Your off hand must have missed because your great sword requires two hands to use )
|
|
|
Post by Kosga on May 10, 2018 15:43:38 GMT -5
"DIEEEEEEEEEEEEEEEEEEEEEEEEEEEE, you stupid disgusting foul light blighted creature." Knuckles shouts as he swings his weapon for it's throat.
1d20+3 16+3 = 19 att
2d6+3 6,4+3 = 13 dam
(note am at 1 hp)
|
|
|
Post by DM-Delfon on May 10, 2018 16:54:19 GMT -5
You slash toward the creature's throat, but it throws up it's arms to deflect the blade. Nasty gashes pour blood from the deep wounds in it's forearms. It lunges forward, snapping it's mandibles close enough to your face that droplets of poison splatter on your cheek. It's maimed arms hack across your torso, but there is little strength in the strikes.
Ettercap Claw: 4+4=8 (miss) Ettercap Bite: 1+4=5 (miss)
|
|
|
Post by Kosga on May 15, 2018 5:09:59 GMT -5
"WHY aren't you dead yet? Will you just die already!" I exclaim as I swing the crippler(my swords new name) at the stupid disgusting foul light blighted creature's left leg.
1d20+3 11+3 = 14 att
2d6+3 3,6+3 = 12 dam
|
|
|
Post by DM-Delfon on May 16, 2018 6:05:16 GMT -5
To your surprise, you manage to catch the creature just behind the knee joint, and the lower half of it's leg topples to the floor. There is a moment where both you and the creature stare down at the severed limb, before the creature collapses as the shock of the trauma overcomes it's senses. After collapsing yourself and resting for a time, you take stock of your situation. You manage to find all of your gear, and a few pieces of this and that, mostly adventuring equipment (spend 12gp on non-combat gear) Additionally, you find two gems. A tiger's eye that you estimate being worth about 12gp, and a topaz that looks to be worth about 55gp. All in all, not a bad haul.
|
|
|
Post by Kosga on May 24, 2018 15:59:07 GMT -5
After taking stock in the situation, I walk back over to the corpse, kick it a couple of times before slicing it up a bit.(gotta make sure) "I'm glad you're dead! I'm very glad you're dead! I'm extremely glad you're dead! I'm very extremely glad you're dead!" Feeling a bit better about myself. I pause when a wickedly evil smile crosses my face. I cut off it's head. Once I have his head cleaned off I will take the time to clean it up some(Remove the fleshy parts etc. burn it if the supplies are avail) As I just want it's skull. "Did I tell you just how glad that I am knowing you're dead"? "Well let me explain."(starts back into a lengthy conversation with the decapitated, and semi destroyed corpse.) Then I set to gathering up all of the supplies that this thing had gathered. (sacks 67, 1 50 foot rope, a miners pick, portable ram, 1 lamp, hammer, bag of ball bearings(1000), 2 pouchs, 2 bed rolls, 10 flasks of oil, 1 set of common clothes and 5 ink pen's total 12 gp) Once I have my stuff all gathered, organized and ready to go, I collapse in a heap of exhaustion. So I set up the area to be the most defensive that I can; Restructuring where the web sheeting is etc to make good use of the natural traps here. Once I feel that there is nothing more I can do, I shall break out both sets of bedrolls. Might as well use both for a bit of extra comfort.
*at this point I am doing a bad idea. and taking a long rest in the dungeon. have 1hp no hd to spend on a short rest(did that already)and this place is filled with traps.*
Is there any part of the body that is usable for anything?
|
|
|
Post by DM-Delfon on May 26, 2018 7:58:30 GMT -5
(You manage to find 67 sacks, not 1000. Why would a sack merchant end up down here? Based on what you had to do to get here, the 10ft ladders wouldn't make sense either. Try adventurer supplies sir, not the exact supplies list for whatever you're planning. The kind of thing the various members of your party brought with them when they came down here.
You could attempt to extract the poison glands or the web glands from the corpse, as it does have both a poisonous attack and a web. It will require a medicine check with disadvantage since you don't understand Ettercap anatomy. Failure by 5 or more on the poison gland will mean poisoning yourself, where as failure on the web gland will lead to a really sticky situation.
The claws could also be severed, and made into a blade of some kind. A medicine check without disadvantage since you do understand both blades and fingers. Work your choices into your next post, include the order of your activities as well please)
Regardless of what you chose to do, this place is safe enough to sleep for today. Your full rest goes uneventfully.
|
|
|
Post by Kosga on May 30, 2018 19:38:28 GMT -5
In what I believe is the morning, I am gathering up all my new gear, and preparing to head out. But first I take a minute to grin vilely as I look at the corpse. As I walk up to it. "Did I ever tell you how glad I am that you're dead?" I say as I pick up the remains.(I left the poison alone)I proceed to hack apart it's hands and feet, those claws look like good daggers. After I am satisfied at my hack job(untrained medicine check)I toss the body over the edge of the cliff. "THAT'S HOW GLAD I AM THAT YOU ARE DEAD" I yell as the body falls to the water below.
Pick up the rest of my gear for traveling, and make my way back to the surface. I shall avoid all of the traps along the way, by whatever means that I can.(most likely by crawling along the tops of the walls.
1d20+3 14+3 = 17 athletics
1d20+2 13+2 = 15 Medicine
|
|
|
Post by DM-Delfon on Jun 3, 2018 5:29:52 GMT -5
(Well done Sir, 450exp for the Ettercap.)
You wake up at some point, but everything still hurts. So you scowl at the corpse laying a few feet away, and drift back to sleep. At some point you wake back up again, and the pain of your wounds is much more manageable. Once you're gear is settled, you set to your macabre work. First you break the fingers at their top joint, twisting the flesh to open up the joint. Then you slip the tip of your blade between the bones and drive it through, severing the clawed digit. You repeat the process with each of it's fingers, until a pile eight severed claws lays at your feet.
After you toss the body over the side and yell your final goodbye, your voice reverberates off the walls and echos come back to you from various directions. The area straight out from the cave must be vast. The echos also remind you that yelling in a place like this could be lethal, depending on what lurks around the next corner. With your filthy blood splattered gear collected, you backtrack your way to the surface.
Exiting the tunnels you feel the warmth of the noon day sun as it passes over the sinkhole, was it always that bright? When your eyes grow used to the excess light, you nod at the guards posted to keep whatever lurks in the tunnels from sneaking out of the caves... And then?
|
|
|
Post by Kosga on Jun 10, 2018 18:53:58 GMT -5
I am going to find the guard I yelled at earlier. Upon finding him, I whisper, "Guard"(<<insert 4 point font here.) I wait for him to notice the fact that I am not yelling, before continuing, "I think that we got off on the wrong end of the weapon earlier. In my travels I have come across something that I thought would be perfect upon your mantle. Please take this home with you tonight, and enjoy the trophy." Then I hand him the bag with the head in it. As I do I think about how glad I am that the creature is dead. "See you around. I have work to do."
I trundle off to the tavern, singing badly in my usual, extremely loud voice the whole way. Once there I get some lunch and a drink.
(1-1 = 0 perform)
|
|
|
Post by DM-Delfon on Jun 18, 2018 3:31:02 GMT -5
The guard sees you coming and adjusts his position to give himself a buffer in the form of a crate of supplies. When you don't yell, he seems surprised for a moment before taking your offered gift. "Uh, thanks." He manages. Looking into the bag, he drops the sack on the ground with a look of disgust on his face, "What in the hells is that thing?" He turns and kicks the bag over the side of the sinkhole, and rubs his hands on his tunic. He doesn't get a chance to respond before you begin your 'song,' at which point he covers his ears, and moves in the other direction. You get sour looks from many of those stationed here. In addition to the sour looks, you also hear a few choice words shouted over the noises coming out of your mouth. You reach the mess hall, and collect some food for yourself. The food here will keep you alive, but is nothing to write home about. (think army mess hall)
|
|
|
Post by Kosga on Jun 25, 2018 19:30:23 GMT -5
I wolf down all of the food stuff just as quickly as I can stuff it into my divine mouth. "Time for a new song!" I say as I stand up and head for the door.(am using that 0 total for all of my singing perform checks)
Cheerfully and quietly I head back to find the guard. I walk with him on his patrol for a couple minutes while I gather my thoughts. I speak loudly but not yelling. "I now know for sure that you have no concept of adventuring or trophy's. I shall explain briefly. I didn't give you that skull to insult you; I gave it to you for a trophy. The kind of item you keep upon your mantle for when you grow old and regale to your children and grandchildren with the story of how you almost got killed slaying this mighty beast. But nooooooo you had to go and throw it down the street into the gutter. I guess that will teach me to try and be nice to a guard! I am sorry that I tried to think of you. I am sorry that I tried to be considerate. I am sorry that you were extremely rude and malicious towards me. While I am glad that that thing is dead, it's corpse doesn't deserve to be treated by being thrown into the gutter. How dare you desecrate it's soul in such a manner. I suggest you get back there and pick it out of that gutter right away and give it a proper ending if you don't want it. Besides isn't there some rule about throwing your stuff upon the town streets and leaving it? I can see I was just wasting my time trying to be nice to you! Begone I have work to do!"
With that I turn away from him, then start singing in the loudest voice that I can muster; continuing till I arrive back at the great big pit. Where I shall descend back into the area that I was just slew that mightless beast.
|
|
|
Post by DM-Delfon on Jun 25, 2018 21:10:16 GMT -5
Several sets of eyes follow you out of the mess hall, some with looks of concern, others with bewilderment. Seems these men are not used to people randomly exclaiming their new found passion for melodic oration. The guard sighs when he sees you coming, "Not you again. Seriously, just leave me alone." He rolls his eyes and sighs again as you fall in beside him on his patrol. "Why would I lie to my future children and grand children about killing a beast I didn't kill? Wait, never mind. I didn't mean to encourage you by interacting. Please just go away." You can see him struggling to remain quiet as you go on, eventually snapping he says, "What gutter? We're not in town, there is no gutter. I threw your decapitated head into the sinkhole, if you want it back I suggest leaping in after it!" When you tell him to begone because you have work to do, he throws up his hands in defeat and walks away rubbing the bridge of his nose.
You arrive back at the sinkhole without too much trouble. A bunch of people yell at you to quit singing. A couple people suggesting that you throw yourself in the sinkhole, while one man suggests trying to swallow a sword. A dog that must belong to one of the guards howled along with the terrible noise you call singing for a while, until someone silenced it with a bone with a bit of meat on it. Now standing at the mouth of the cave, choose your destination & describe how you get there.
|
|
|
Post by Kosga on Jul 11, 2018 5:16:44 GMT -5
The first thing I do is to acquire a good sturdy mining pic. Then I head back to the pit. and.....
With a great sigh,"I am seeing this place way to soon." I semi yell. I am using extreme caution as I make for the first trap that so viciously assaulted me the other day. Upon arrival I am taking a long time to study it. I want to know how it is set off, how it rearms itself, where it is located inside the wall.
If I figure out where the trap is located I shall make a targeted dig to get to it. When I can't figure it out, I shall start digging at the spot of where the hole is that the dart flies out of. I shall dig till I am successful or I am too tired to continue today.
1d20-1 11-1 = 10(advantage roll. investigation) 1d20-1 7-1 = 6(normal roll)
|
|
|
Post by DM-Delfon on Jul 12, 2018 12:05:54 GMT -5
(Miner's pick, 2gp, 10lb. Why do you get advantage at detecting traps? The pitfall traps I agree, because they're stonework, but the dart traps not so much.)
You visit the quartermaster to acquire your mining pick. He has plenty of them neatly organized by weight and size in an open topped barrel. Two of your Gold Phoenixes are placed on the counter, one showing the image of a phoenix with wings spread rising from fire, and the other coin shows the face of Duke Eleazar Marmooth. It's oddly rare to see a local ruler on imperial coinage, let alone the current ruler's father. Once the quartermaster collects you coins, you're free to choose a pick from the barrel. With that done you head back to the sinkhole.
Once inside the sinkhole again, you move though the first corridor, a dimly lit sixty foot long tunnel that is roughly ten feet tall. By the end of the tunnel, the dim light from the surface is all but extinguished, and you face a twenty foot descent into a pitch black massive chamber shaped like a slanted rectangle. Crossing the chamber you ascend forty feet up the opposite wall into another roughly sixty foot tunnel. Finally you reach the Ettercap's hunting area, the wisps of broken spider silk still cling to the walls where you originally broke through the first web sheet.
You set to work trying to reverse engineer that first dart trap, but their doesn't seem to be any mechanical trigger that you can find without stepping into the area where it shot you before. You do manage to find the holes the darts spring from, in fact you find several holes that could potentially serve that purpose. After smashing the hell out of the wall with your pick for more than an hour, you find a hollow chamber with strands of spider silk pulled taut across openings, inside several of these holes are poisonous darts, primed and ready to fire out. A complicated collection of threads extend into the ceiling, and down into the floor out of sight, these must be connected to the mechanism somehow, but you have no idea how it works.
|
|
|
Post by Kosga on Jul 17, 2018 12:42:02 GMT -5
So this is how that thing trapped the area. I think as I pull out my dagger and violently cut the threads. While I am here I shall keep my eyes open for the source of the bolts and poison. I shall collect all of the darts that I possibly can while there.
(is this area a small corridor where there are other traps?)
1d20+2 17+2 = 19 perception
|
|
|
Post by DM-Delfon on Jul 19, 2018 12:25:35 GMT -5
Your dagger cuts through the treads without too much difficulty. The sticky webbing strands do stick to the blade, and anything used to wipe them off get sticky as well. Once the threads are cut, and the tension is released, some of the darts fall into the hollow space below, but most of them remain in the holes they were to be fired from. (2d6 darts found Minimum 5) You're aware of two more areas that contain dart firing traps, and if you spend an hour each you can collect another 2d6 per trapped area. DC 15 relevant skill check required, failure by 5 or more triggers a dart trap. You suspect that if you fully explored the area, you would also find more traps hidden about.
So what's the plan Mr Knuckles?
(Dear reader, if you would like a copy of the dungeon map just drop me a message.)
|
|
|
Post by Kosga on Jul 19, 2018 15:37:41 GMT -5
"Where is it???" I question in anger, as I gather up 8 bolts(poisoned?) Before I am finished here I am intent upon figuring out where the poison is and where it comes from. Then I shall extremely carefully move onto the next trap that I am aware of. Repeat the same hour long journey of self expression upon it.
|
|
|
Post by DM-Delfon on Jul 19, 2018 16:28:11 GMT -5
Over the next three hours you examine the trapped areas that you're aware of, and collect a bunch more darts. (not bolts) Each one is tipped with poison, but you find no source for the poison hidden within the walls.
(I did not catch your rolls Sir.)
|
|
|
Post by Kosga on Jul 26, 2018 15:07:44 GMT -5
(20 total bolts, 8+6+6)
With a sigh I continue to yell at the trap, "Why can't you be easier to figure out?! Stupid trap!!!" With that I destroy the whole mechanism.
A big broad smile upon my face as I leave the trap room I yell "Now it is time to thoroughly disinfect this area of your presence you dirty good for....." Carries on for many minutes as I start searching the whole area for additional traps. Keeping my guard up at all times that god forsaken creature was sorta devious about where they are. I will also cut apart any webbing that I find. I want this place to show no trace of that thing's presence.
|
|
|
Post by DM-Delfon on Aug 9, 2018 10:55:29 GMT -5
All in all you find fifteen web sheets blocking off passages in this maze of corridors, one of which was trapped. Additionally, five more sections of hallway are trapped thoroughly. Lastly, you locate a total of four pitfall traps, two of which you had found before. If you spend six hours you can mangle the walls and collect another 12d6 darts.
Game Mechanics: Dart Traps: I need 6 DC 15 checks. Failure triggers the dart trap, and the trap is not disarmed. So will require an additional check. Pit Fall: Traps I need 2 DC 15 Dexterity Saves with advantage. Failure here drops you into the river below...
For your next post just show me your rolls. We can RP the results after
|
|
|
Post by Kosga on Aug 9, 2018 12:49:10 GMT -5
6+3 = 9 Dex for first pitfall 17+3 = 20 Dex for first pitfall
15+3 = 18 Dex for second pitfall 1+3 = 4 Dex for second pitfall
14+4 = 18 first perception check 7+4 = 11 first fail 13+4 = 17 11+4 = 15 12+4 = 16 2+4 = 6 2nd fail.
5+4 = 9 first retry on the first fail, also a fail. 12+4 = 16 first retry on second failure.
16+4 = 20 second retry on the first fail.
12d6+0 3,1,2,6,3,4,2,2,3,4,4,4+0 = 38 new darts
(don't forget any xp for all of this lol)
|
|