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Dungeon Game of Death thread volume 1

GOOD TURN 2.01

LEVEL 1 MAP HAS CHANGED

Players: Praga, Dabbil, Jorachim

The elven scouts and Praga continue to scout while Dabbil and others continue to cast buff spells on themselves. On round 100,
Reality changes, as it seems the prime material plane goes out of
sync with the rest of the universe for a split second.

Some see the vast clockwork halls of Mechanus, while others see the absolute depths of the Abyss, and a few damned souls see both of them converging with each other and with this reality. All of this happens in a fraction of a second, like the remembrance of a dream.

Mialee, Jorachim's elven scout pauses for a second as this happens. She reexamines her position and determines nothing happened immediately around her. Without warning, a spectral hand reaches up from below the floor and touches her. (roll 19, result hit, damage: death due to energy drain) Mialee screams, unable to resist the negative energy invading her. She collapses to the floor. A spirit rises from the floor, crackling with the energy that it has consumed.

Praga Khan and Soveliss pause, as they hear the screams of their friend. Their positions are shown on the map. JE2 is Soveliss.

IT IS NOW ROUND 100

RESULT:
Magical Vestments on Serena's armor & shield
Joachim's armor & shield
Sir Alex's shield
Lorac's armor & shield
Praga's armor
DW01's armor & shield
Spell Immunity on Dabbil
Stoneskin on Dabbil
Mage Armor on Caldour
Barkskin on Caldour
Stoneskin on Horacio
Horacio polymorphed into Annis Hag
Mage Armor, Spell Immunity Barkskin and Stoneskin on DE01
Mage Armor and Stoneskin on DE02
Mage Armor on DE03
Protection from Arrows and Mage Armor on DE04, 05
Barkskin, Protection from Arrows and Mage Armor on DE06-08
Protection from Arrows on DE09-43

DE01, DE02
Ignite sunrod
Drink potion of Charisma +2, +5 CHR


DE03-DE08
Ignite sunrod
Drink potion of Charisma +3, +3, +4, +5, +2, +4 CHR
Drink potion of Heroism

DE09-DE43
Ignite sunrod
Drink potion of Charisma, +4 4 3 5 2 3 2 3 4 5 4 4 5 5 3 5 2 3 3 5 4 3 2 5 4 5 2 4 2 4 4 2 2 3 4 CHR respectively

DW01
Drink potion of Endurance +4 CON

DW02
Drink potion of Bull's Strength +2 STR
Drink potion of Endurance +3 CON

DW06-DW30
Drink potion of Cat's Grace +4 4 4 5 5 5 4 5 5 3 2 5 2 2 4 3 3 2 3 2 3 5 3 DEX respectively

Endure Elements: Acid on Alexander
Endure Elements: Cold on Alexander
Spell Immunity on Alexander
Casts Protection from Elements: Fire on Alexander
Alexander takes the scroll of Divination and begins to cast the
spell.


GAME MECHANIC NOTE:
Every 100 rounds, a monster(s) will be teleported somewhere in the dungeon. I will use the DMG random encounter table to choose monsters (the level 1-10 dungeon level tables). This is a side effect of the Lich's ritual. It can not be stopped short of a wish spell. Monsters will not automatically be IDed by me.

These monsters are NOT automatically on the side of team evil! In fact BOTH sides may recruit certain monsters depending on their diplomatic skills. Note that these monsters are NOT considered to be summoned/conjured for the purposes of spells.
 
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The shifting of reality nobody could miss. After, there followed a scream that interrupted Dabbil's discussion with a group of his fellows. "That sounded like an elven lass!" While he quickly took count of the maidens in his charge, there followed an otherworldly moaning and damp chill emanating from the dungeon. "Our companions are in trouble! Quickly lads, gather round and steel your resolve. We're going in to rescue them. Aaron, run and tell the other team members, ask who will join. Don't bother the priests, though. They're doing something religious." Speaking to Mr. Boots, "How about you, old boy? Are you ready to fight evil?" Mr. Boots curls his lips and backs away from the entrance. Hmm, thinks Dabbil to himself, this must surely be something terrible to shy away loyal Mr. Boots. No matter. Deeds need doing, and now is the time to do them.

He waves the SCUM banner overhead before handing it to Frederick, telling him to stay behind and keep the banner flying, then leads the troops into the toothy maw.
 

GOOD TURN 2.02

ROUND 100 ACTION AND START OF ROUND 101:

Praga Khan and Soveliss flee, Praga back to the entrance of the dungeon slowly and silently, while Soveliss runs directly away from the spectre. Soveliss spots a staircase leading down as he retreats further in the dungeon.

Dabbil's forces pour into the dungeon, bearing sunrods to light their way. They are greeted by Soveliss's screams.

The spectre flew right by Praga but fails to notice him (roll 20 result: not detected) and insteads zeroes in on Soveliss's footsteps. (Roll 18 result: footsteps heard as Soveliss moved too fast to keep quiet)

Soveliss screams in terror as a spectral hand reaches down from the ceiling. Soveliss tries to duck it but is touched by the unnatural spirit. Soveliss collapses on the floor, his soul tainted by the negative energy. (roll 17 result hit damage: death due to energy drain)
 



<Malgor cackles wildly at the sounds of death upstairs>

"One should not enter the lair of an archlich unprepared to face the damned! You're doomed, Doomed, DOOOMED! MUHAHAHAHAHAHAHAHAHA!"

Evil is fun:D
 

TURN 2.03

The stiff hits the fan....

rounds 101-104
A woeful moan permeates the air as a pale shape moves through the walls of the dungeon. The moan gives way to a chuckle, then a giggle, then a loud cackle as the spirit makes his way for the great hall. His voice echoes down the halls to be heard clearly: "I lay claim to this abode. Surrender now, as your souls are already forfeit. There is no hope for you. Any of you." More of that sinister laughter bounces off the walls...

Dabbil, Caldour and Dabbil's followers cautiously advance down the length of the Great Hall. While they do this, Mialee's spirit completes its transformation as a spectre. She flies to watch the entrance to the dungeon as per her master’s telepathic instructions.

The master spectre moves to the southern end of the great hall, hiding in the ceiling. It decides to ambush the back ranks of the group and then retreat back into the stone.

As this is going on, Castor Troy, a muscled black scaled lizardman, emerges from the second floor entrance and immediately bolts towards the great hall. He has decided that a lightning raid on the advancing heroes will break their spirits. When he sees Soveliss's corpse, he decides to take the longer western route to the great hall instead of possibly getting closer to a spectre. He hears the rustle of the crowd at the great hall and drinks a potion of haste. He then waits for someone to round the corner.

Round 105

Surprise round:
The master spectre lunges forth from the ceiling, passing his hand through the head of DE39, (roll 14 result hit and death from energy drain).. Despite the speed of the attack, a number of Dabbil's followers spot the spectre before it retreats back into the ceiling (Spot DC 15: Result: DE02, DE03, and 17 followers from DE09-43 spot the spectre) and immediately attack with their wands of magic missile (Use Magic Device DC 20: Result: DE02, DE03, and 11 followers from DE09-43 succeed). 13 magic missiles rip through the spectre, inflicting 38 points of damage. Caldour’s shot is blocked by the crowd. Dabbil feels he does have a clear and looses an arrow at the spectre but misjudges his shot and hits the ceiling instead. (roll 24 concealment 41% result miss) The spectre returns to the safety of the ceiling.

Castor Troy hears the commotion and moves forward to peek around the corner. He smiles to himself, and plucks a fang from his mouth.

Normal round:
Initiative order:
Castor Troy 19
Dabbil 12
Caldour 19
DE02 17
DE03 24
DE04 8
DE05 14
DE09-43 15
Praga Khan 13
Spectre 14
Mialee 9


The round begins with DE03 simply waiting for something to happen. Castor Troy then leans around the corner and throws his fang at Dabbil. It lands at Dabbil’s feet and detonates into a fireball, bathing the party in unnatural flames. (Reflex save DC 14 for half damage: Dabbil reflex save: 29 result 14 damage, Caldour reflex save: 24 result 12 damage, DE04 reflex save 8 result 25 damage, DE05 reflex save 15, damage 10, DE02 reflex save 22 damage 12, 12 followers from 23 out of DE09-43 make the save, damage 7, 9, 10, 11, 8, 11, 5, 7, 9, 15, 6, 11, 27, 22, 13, 30, 23, 17, 21, 25, 18, 19, 12) DE04, DE11, DE12, DE13, DE14, DE15, DE19, and DE20 instantly die from the spell and several others drop to the ground dying.

(Note: Dabbil may assign which of his followers receive what damage aside from those instantly slain by the blast).

Castor Troy almost instantly follows up by throwing a small ball of fuzz right after that in front of Dabbil. The ball shifts into a brown bear and attacks Dabbil. It hits with a single claw attack but fails to bear hug the polymorphed hag. (roll 30, 26, 20 result hit with 1 claw attack 11 damage minus 10 damage resistance from stoneskin grapple check failed).

Castor Troy finishes his round by moving back towards the entrance to level 2.

Caldour may act as though Castor Troy is in square ZK 3. Everyone else uses the current map.
Please send in your actions ASAP.
 
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TURN 2.03 addition

A small group of human warriors enter the dungeon following the main group of dabbil's followers. They do not attack the spectre. The map is updated to reveal this and their collective initative is 11

Dabbil becomes disoriented from the stress of being attacked. (Polymorph self Will Save Roll 11 result disoriented)
 

TURN 2.03 CONTINUED

Round 105 Caldour's actions

Caldour fires a volley of three arrows at Castor Troy as the lizardman
peeks around the corner. Unfortunately for Caldour, the first arrow
hits the wall a mere inch away from Troy's face. The second arrow
bounces off the lizardman's full plate but the third hits and hits
Troy. The arrow sizzles as it burns Troy's corrupted flesh. The lizardman
curses and retreats.

(Roll 33, 23, 36, result: miss, miss, hit damage 18)
 

TURN 2.03 CONTINUED

Praga Khan stands his ground and fires two arrows into the bear. (roll 30, 26, hit, hit total damage 17)

Dabbil drops his bow and draws his longsword. He moves down the hall where Castor Troy appeared from and casts Haste on himself. Now sped up, he casts light on his longswod. The bear takes a swipe at him as he passes but misses (roll 24 result miss)

The still standing followers quickly move to help their fellows. DE03 grabs a scroll from DE04 and casts a minor healing on DE04 (UMD roll 31 result: +6 hit points) DE02 also casts a spell from a scroll (UMD roll 27 result +3 hit points)

DE05 reads a scroll and heals himself (UMD roll 22 result +6 hit points)

The rest of the followers retreat back to the entrance of the dungeon, except for Jorachim's warrior who advance slowly. The original spectre flees to the safety of his followers.

END OF ROUND 105

ROUND 106

The brown bear rolls 16 initaitive

DE021 stabilizes. DE16, DE17, DE25, DE27, DE28, DE29, and DE31 each lose 1 hit point. DE30 dies from his injuries.

As the blood of the seven followers who were slain by the initial blast of the fireball seeps into the floor, necromantic runes carved in the walls begin to glow. Without warning, the seven corpses begin to move!

Several of the followers retreating notice the movement and decide to blast the corpses before they harm any of their wounded friends. (18 followers from DE09-43 attempt UMD roll at DC 20: result 8 succeed damage 4 magic missiles on 2 zombies 15 and 11 damage on zombie at ZE 5 and ZE 6 respectively, destroying the zombie at ZE 5) DE10 and DE24 pass out from their wounds aggravated by the stress of using the wands.

Soveliss rises as a spectre and follows the master spectre's command to wait near the entrance of the dungeon. Mialee simply waits for further instructions from the master spectre.

The zombies finally respond, and attack anything they can, from their prone positions. Two zombies are unable to affect Caldour (13, 15, result miss miss) The remaining zombies claw at several followers. Two are mauled, one is killed (roll 12, 5, 14, 13, result hit, miss, hit, hit damage 3 to DE 21, 7 to DE 29, 4 to DE31, DE29 is killed)

DE03 uses another scroll of cure light wounds on DE04 (UMD roll 30 result +7 hit points)

Castor Troy bolts for the entrance to level 2, running incredibly fast.

It is now round 106 Init 19, Caldour's action

(note: please drop enlarge spells and any other spell that has ended so far)
 
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Into the Woods

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