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Dungeon Game of Death thread volume 1

clockworkjoe

First Post
http://slangdesign.com/dungeon for background and maps

GOOD GUYS OPENING ACTIONS

PLAYER 1: DABBIL THE SECOND

Actions: Dabbil pulls out a wand and begins casting a simple enhancement spell on himself and his allies. After each person is enchanted with this spell, they move more nimbly. He then reads from a magical scroll, and polymorphs into an annis hag! He then reads another scroll, and causes his bow to glow brightly for a moment. He repeats this with another scroll, enchanting his arrows.

Dabbil then casts a simple protective spell over himself and Mr. Boots. Finally, Dabbil casts 4 more spells from scrolls, each spell enchanting Caldour's bow, rapier, warhammer, and short sword.

RESULTS:
+4 dex to Dabbil
+2 dex to Serena
+4 dex to Mr. Boots
+4, 3, 5, 3, 3, 4, 5, 5, 5, 3, 4, 2, 5 DEX to DE 1-8 and DW 1-5 respectively in
that order
+4 dex to Jorachim
+2 dex to Sir Alexander
+4, 2 dex to JE1, JE2
+4 dex to Caldour Canvadar
+5 dex to Delmarra Bladebite
+4 dex to Lorac
+3 dex to Horacio
+5 dex to Neville
+3 dex to JV
Mage armor on Dabbil
Mage armor on Mr. Boots

Dabbil polymorph to hag (annis)
STR to 25, DEX to 12, CON to 14
gains 2 claw attacks and 1 bite attack
+10 natural AC
Retains all equipment and is able to use it
Must make a DC 19 will save anytime a stressful situation (such as combat) is encountered. Failure results in a -2 to penalty to all attack rolls, saves, skill checks, and ability checks for the duration of the situation.

TURN 1.02

PLAYER: Delmarra

The dwarven mage Delmarra Bladebite begins by casting many spells from a stack of scrolls, drinking potions, and handing out potions to her friends.

RESULTS
Enlarge spell and +2 STR to: Lorac, Sir Alexander, Praga Khan, and Caldour.
+3 CON to Delmarra
+2 STR to Mr. Boots
+4 WIS to Delmarra
Mage armor on Delmarra
Magic circle vs evil on Delmarra, Lorac, Caldour, Praga, Mr. Boots
Stoneskin on Delmarra and Lorac
Pass out potions of Endurance to Lorac, Praga, Sir Alexander, and
Caldour
Pass out potions of Bull's Strength to Lorac, Praga, Sir Alexander, and Caldour
Pass out potions of Wisdom to Sir Alexander, Joachim, Serena, and Praga

GOOD TURN 1.03

PLAYER: JORACHIM


Jorachim starts by lighting a magical candle and praying. Two of his followers drink potions.

RESULTS:
2 Followers gain +10 to sneak and +10 to hide

GOOD TURN 1.04

PLAYER: CALDOUR, HORACIO & PRAGA


The two adventurers and mercenary simply wait for their spellcasting friends to finish casting spells and such.

RESULT:
Nothing!

END OF GOOD TURN 1
 
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evil turn 1

EVIL TURN 1

(Note: All locations of the evil players will be kept secret until a good player spots em. some information will be left out. Evil players can assume any action they want done that is not mentioned in this post suceeds unless I email them personally
otherwise.)

PLAYER: SCAR LIP

Scar lip begins by casting spells from scrolls and wands on his allies. His followers move around and many spells are cast.


RESULT
+5 STR to Nadira
Wall of Ice somewhere
+4 DEX to Scar Lip
Barkskin on Nadira
Fly on a follower
+3 WIS to Nadira
mage armor on scar lip
invisibility on a follower
+2 CHA to Scar Lip
barkskin on malgor
Resistance:cold on nemesis
+4 CON to Nadira
+2 CON to Nemesis
+3 CON to Malgor
+2 DEX to Nemesis
Barkskin on Hrothgar
Darkvision on Nemesis
+5 STR to Hrothgar
+5 CON to Hrothgar
+3 DEX to Hrothgar

EVIL TURN 1.01

PLAYER: MALGOR

Malgor casts several spells from wands, scrolls, and so forth.

RESULT:
+4 DEX to Malgor
Mage armor on Malgor


EVIL TURN 1.02

PLAYER:CASTOR TROY

Castor Troy drinks a few potions and waits.

RESULT:
+4 STR to Castor Troy
+2 DEX to Castor Troy
+5 CON to Castor Troy

EVIL TURN 1.03

PLAYER: Arrakk, Hrothgar, Nemesis

Hrothgar waits somewhere, smiling at the prospect of killing. Nemesis simply waits, feeling nothing in particular. Arrakk simply is.

RESULT:
Nothing

END OF EVIL TURN 1
 

GOOD TURN 2

PLAYERS:PRAGA, JORACHIM, DELMARRA

As Jorachim prays and the rest of the party waits, Delmarra pulls out a wand and summons a pair of xorns. She quickly instructs the creatures to scout the dungeon. As she does this a group of humans in scalemail use their tower shields to form a wall to seal off the entrance to the dungeon. The xorns enter the dungeon.

Sir begins casting spells from a stack of scrolls carried by a halfling in a chain shirt. Praga Khan and two elves in leather armor enter the dungeon. The instant they step into the dungeon, a disembodied voice with unholy and unnatural
power behind it booms throughout the dungeon. Everyone within a 1 mile radius of the dungeon hears it say this:

"I FEEL THE TAINT OF RIGHTOUS AND FOOLISH MORTALS IN MY ABODE. I SHALL BE AS GOD. YOUR EFFORTS ARE IN VAIN. WHEN THE RITUAL COMPLETES I SHALL ENSLAVE YOUR SOULS TO TORMENT YOU FOREVER FOR THIS ARROGANCE, THIS HUBRIS IN DEFYING ME. I SHALL ALSO REWARD MY TRUE AND LOYAL FOLLOWERS WITH DEVICES TO AID THEM IN THEIR DEFENSE OF MY HOME. FURTHERMORE ANY MORTAL THAT FALLS IN THIS DUNGEON WILL SERVE ME IN THEIR DEATH."

Instantly, a powerful magic item appears in each lieutenant's gear. Here are what they are:

Scar Lip: Staff of Healing (40 charges)
Arrakk: Eyes of Charming
Castor Troy: Demon armor
Nemesis: belt of displacement major
Malgor: rod of negation

In addition, a stone fountain appears next to Scar Lip. It is the legendary Well of Souls, a powerful relic of healing, eternally full of mystical healing water. Anyone who drinks it shall receive a maximized cure light wounds (9 hit points per round of drinking). It is heavy though, and hard to move.

This action triggered another reaction, this time in the adventurers. Each adventurer and the city hero hears a voice in their mind. It says this:

"The Lich speaks boldly but is in truth is far more terrified of you than you could possibly understand. You see, as each of you have proven in your actions that you are the true champions prophesied in the books of old, a spell has been placed on you. A special spell that can not be dispelled or stopped except by your death. You see, Asinius is a clever and powerful mage, and has protected himself by means of ancient rituals from our touch directly. But should a mortal call us, we can circumvent his protective spells and destroy him. All you must do is make your way into his personal sanctum. From there, our spell will be activated and you will become a gate for our host of heavenly warriors to enter your world and destroy the lich. If you die in the next 6 hours, you will be reincarnated within 10 minutes and given another chance. Good luck!"

Shaken, but not deterred, the scouts begin to explore the first level. While they do this, the xorns return to tell Delmarra that they could not find the second level to the dungeon directly below the first. They went as far as row U but did not sense
anything below the ground. They thought if there was a second level to this dungeon then it was built at any angle away from the first. The two elemental creatures then disappeared.

In a few minutes, the two elves and Praga have swept all the rooms east of the great hall on level 1. Nothing of note is in them. They are hidden and thus can not be seen on the map.

It is now round 60.

RESULT:
Delay poison on Jorachim, Dabbil, Serena, Horacio, Delmarra, Caldour,
Lorac, Neville
+2 CON to Mr. Boots
+3 CON to Jorachim
+2 CON to Horacio
+5 CON to Neville
+4 STR to Neville
+3 STR to Horacio
+2 STR to Jorachim
+4 STR to Dabbil
+3 WIS to Sir Alexander
 
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Re: evil turn 1

clockworkjoe said:
Hrothgar waits somewhere, smiling at the prospect of killing. Nemesis simply waits, feeling nothing in particular. Arrakk simply is.

I have to tell you, this little paragraph rather spooks me out. Good job.

When you say Resistance: Cold, do you mean the Resist Elements spell?
 


Dabbil polymorph to hag (annis)
STR to 25, DEX to 12, CON to 14
gains 2 claw attacks and 1 bite attack
I don't know if you know this already and the post just makes it look like you don't, but Polymorph doesn't grant the attack routine of the creature polymorphed into (in this case claw/claw/bite) but forces the caster to use normal rules for using more than two weapons.
Thought that I would clarify that, just in case.
 

The polymorphed creature acquires the physical and natural abilities of the creature it has been polymorphed into while retaining its own mind. Physical abilities include natural size and Strength, Dexterity, and Constitution scores. Natural abilities include armor, attack routines (claw, claw, and bite; swoop and rake; and constriction; but not petrification, breath weapons, energy drain, energy effects, etc.),

The spell description specifically says the creature gains the attack routine of the creature.

The spell does not grant the multiattack feat, thus Dabbil will have a hard time hitting with his natural weapons but he does have claws and a bite.
 
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That's the old version, there's an erratad version of Polymorph Other/ Polymorph Self in Tome and Blood and it does not grant the attack routines, just the attacks.
The polymorphed creature acquires physical and natural abilities of the creature it has been polymophed into while retaining its own mind. Physical abilities include natural size and Strenght, Dexterity, and Constitution scores. Natural abilites include armor, natural weapons (claws, bite, swoop and rake, and constriction; but not petrification, breath weapons, energy drain, energy effects, etc.). A body with extra limbs does not allow a character to make more attacks (or more advantageous two-weapon attacks) than normal
 

Don't get him started!

We already went through all this with Polymorph Self. I'm stuck with it the way it reads in the PHB, and also stuck with the disorientation.

Don't worry about me using claw/claw/bite. What are the odds that I would even want to?
 

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