Tomb of Xagyg: Solo Dungeon & Dragons Adventure
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Mord, on Cosmic Horror wrote:Today if I say to the man on the street, "Did you know that the world you live in is a fragile veneer of normality over an uncaring universe, that we could all die at any moment at the whim of beings unknown to us for reasons having nothing to do with ourselves, and that as far as the rest of the universe is concerned, nothing anyone ever did with their life has ever mattered?" his response, if any, will be "Yes, of course; now if you'll excuse me, I need to retweet Sonic the Hedgehog." What do you even do with that?
JigokuBosatsu wrote:"In Hell, The Revolution Will Not Be Affordable"
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Margo steps into the room...and feels the floor give way beneath her. Before she can react, she is falling down a pit. Some part of her brain does a quick calculation and decides the pit is about ten feet deep. The last thing she sees before it goes through her skull are the ancient, cobwebbed spikes at the bottom.
[edit] Margo the Medium has died. Time to roll up a new adventurer!
[edit] Margo the Medium has died. Time to roll up a new adventurer!
Last edited by Ancient History on Fri May 10, 2019 3:22 am, edited 1 time in total.
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New Character: Gorman the Dwarf, 3rd-level Fighting Man (Swordsman)
Gorman had followed the wide-arsed wizard as she huffed and puffed her way to the legendary tomb of Xagyg, and now as he stood before the steps leading down into darkness, he could almost smell the treasure waiting down there...and something else...something that made his beard bristle...Goblins...
Code: Select all
HP: 16/16
AC: 3
XP: 4,136
Next Level: 8,000
Alignment: Lawful Neutral
Attributes:
STR: 15 (+1)
INT: 12
WIS: 14 (+1)
DEX: 8 (-1)
CON: 16 (+2)
CHA: 8 (-1)
Saves:
Death Ray or Poison: 10
Magical Wands: 10
Paralysis or Turn to Stone: 11
Dragon Breath:13
Rods, Staves, or Spells: 13
To Hit Table:
AC: 9 8 7 6 5 4 3 2 1 0
Roll: 9 10 11 12 13 14 15 16 17 18
Languages: Common, Alignment
Optional Appearance: Male, Mature, Elaborate Attire, Scrawny
Equipment:
* Plate Armor
* Shield
* Sword
* Dagger (x2)
* Short bow
* Quiver of 20 Arrows
* 11 Torches
* Backpack
* Waterskin (x2)
* 10 Days of Iron Rations
* 50' Rope
* Small Sack
* 10' Pole
* unidentified potion (labeled with plant)
* unidentified potion (labeled with lightning bolt)
* unidentified scroll
* 100 pp
* 2,033 gp
* 3000 sp
* 4 gems (3 x 100 gp, 1 x 500 gp)
Last edited by Ancient History on Tue Jun 25, 2019 8:47 pm, edited 11 times in total.
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Stick to the pattern - down one day's iron rations, light torch, pray to Chaugnar Faugn, and go looking for goblins.
Starting with the late Morgan's route since we know there are goblins that way.
Starting with the late Morgan's route since we know there are goblins that way.
Kaelik wrote:Because powerful men get away with terrible shit, and even the public domain ones get ignored, and then, when the floodgates open, it turns out there was a goddam flood behind it.
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At the Dungeon Entrance
Wiping the crumbs of his iron rations from his beard, Gorman mutters a prayer to the elephant-headed god of the hills to allow him to destroy his enemies. Torch held high, he descends.
Room 1
Sunlight from above illuminates the room, though the corners are dark. It is square, 20 feet long by 20 feet wide, and tall enough to stand in comfortably. there are four exits: one on the wall to the right (East), and three set in the wall straight ahead (North). The room is empty.
Following some instinct, Gorman takes the left-most door to the north.
Room 2
The door opens to a larger room - still square, but 40 feet on each side. Holding the flickering torch high, Gorman can see four exits - one on the opposite wall (North), one on the left wall (West), one on the right wall (East), and another door on the same wall (South).
Near the southern door are two corpses of Men, who have died by violence only a day or so ago, their armor and weapons stripped from them. The stench of death is is heavy in the confined space...but the strench of Goblins is stronger.
Stepping over the bodies, Gorman opens the door to the south.
Room 3
The light illuminates a smaller chamber, 10 feet square, with a single door opposite...but it is not empty. Three creatures squat on the ground, tossing knucklebones, mannish weapons and armor piled around them. Six beady eyes turn toward the flickering light of Morgan's torch, revealing heavy sloping brows, pointed ears, dark greenish skin marked with ritual scars, and greasy hair...they stand no taller than beardless youths, but their hands grasp at wicked-looking swords...
Goblins.
They attack without a word, but Gorman is ready, sword in his hand in an instant...and for a tense few minutes, there is only the clash of battle [intense rolling of dice], until the final goblin falls dead at his feet. Many times during the skirmish did Gorman's plate armor save his life, though he will still bear scars from this encounter [-3 hp].
Wiping the crumbs of his iron rations from his beard, Gorman mutters a prayer to the elephant-headed god of the hills to allow him to destroy his enemies. Torch held high, he descends.
Room 1
Sunlight from above illuminates the room, though the corners are dark. It is square, 20 feet long by 20 feet wide, and tall enough to stand in comfortably. there are four exits: one on the wall to the right (East), and three set in the wall straight ahead (North). The room is empty.
Following some instinct, Gorman takes the left-most door to the north.
Room 2
The door opens to a larger room - still square, but 40 feet on each side. Holding the flickering torch high, Gorman can see four exits - one on the opposite wall (North), one on the left wall (West), one on the right wall (East), and another door on the same wall (South).
Near the southern door are two corpses of Men, who have died by violence only a day or so ago, their armor and weapons stripped from them. The stench of death is is heavy in the confined space...but the strench of Goblins is stronger.
Stepping over the bodies, Gorman opens the door to the south.
Room 3
The light illuminates a smaller chamber, 10 feet square, with a single door opposite...but it is not empty. Three creatures squat on the ground, tossing knucklebones, mannish weapons and armor piled around them. Six beady eyes turn toward the flickering light of Morgan's torch, revealing heavy sloping brows, pointed ears, dark greenish skin marked with ritual scars, and greasy hair...they stand no taller than beardless youths, but their hands grasp at wicked-looking swords...
Goblins.
They attack without a word, but Gorman is ready, sword in his hand in an instant...and for a tense few minutes, there is only the clash of battle [intense rolling of dice], until the final goblin falls dead at his feet. Many times during the skirmish did Gorman's plate armor save his life, though he will still bear scars from this encounter [-3 hp].
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Using scraps of Morgan's elaborate clothing as makeshift protective gloves, search the goblins, and stash anything of value before entering the next room.
Now I'm forced to wonder if we'll complete the module before I run out of Mythos creatures for each new character to worship.
Now I'm forced to wonder if we'll complete the module before I run out of Mythos creatures for each new character to worship.
Last edited by Omegonthesane on Fri May 10, 2019 10:02 am, edited 1 time in total.
Kaelik wrote:Because powerful men get away with terrible shit, and even the public domain ones get ignored, and then, when the floodgates open, it turns out there was a goddam flood behind it.
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Proceed.
Are dwarves inherently proficient with bows to the point that it'd be worth taking Morgan's?
Are dwarves inherently proficient with bows to the point that it'd be worth taking Morgan's?
Kaelik wrote:Because powerful men get away with terrible shit, and even the public domain ones get ignored, and then, when the floodgates open, it turns out there was a goddam flood behind it.
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Yes and already factored in.Thaluikhain wrote:Do we get XP for picking up loot from dead adventurers?
The door opens to reveal a 40 foot by 40 foot room. There are three exits: a door on the opposite wall (South) and two doors on the right wall (West). More important, at the moment, is the three large Orcs, each with a shaven head, a white skull painted over their left eyes. They sneer at Gorman, drawing their black, serrated scimitars, prepared for battle.
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They don't look friendly.
Position ourselves so only one orc can attack us through the doorway at a time, I'd say shoot one with Morgan's bow but I'm pretty sure they can cross 40 feet and stab us in a round and then AoO equivalent if we swap back to sword.
Position ourselves so only one orc can attack us through the doorway at a time, I'd say shoot one with Morgan's bow but I'm pretty sure they can cross 40 feet and stab us in a round and then AoO equivalent if we swap back to sword.
Kaelik wrote:Because powerful men get away with terrible shit, and even the public domain ones get ignored, and then, when the floodgates open, it turns out there was a goddam flood behind it.
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We could pray to Unicron next time.Omegonthesane wrote:Now I'm forced to wonder if we'll complete the module before I run out of Mythos creatures for each new character to worship.
Also, I'm very glad we're keeping the M, G, R, and O streak alive, and as an anagram, no less!
Is this wretched demi-bee
Half asleep upon my knee
Some freak from a menagerie?
No! It's Eric, the half a bee
Half asleep upon my knee
Some freak from a menagerie?
No! It's Eric, the half a bee
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Defend the doorway. Preferably in a stereotypically scottish manner.
Strictly speaking, each character in the Mythos is a creature, so they could worship random old men that warn of something suspicious going on.Omegonthesane wrote:Now I'm forced to wonder if we'll complete the module before I run out of Mythos creatures for each new character to worship.
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The Battle of Room 6
Lucky strikes by the Skull-Eye Orcs take their toll on Gorman, their heavy swords cutting in those few places where the plate armor does not cover. Gorman knows nothing of Orc religion, but if their gods are as strange and terrible as his own, then the Orcs go to them empty-handed, selling their lives dearly but with only a bit of dwarf blood on their blades to show for it. (-4 hp)
Lucky strikes by the Skull-Eye Orcs take their toll on Gorman, their heavy swords cutting in those few places where the plate armor does not cover. Gorman knows nothing of Orc religion, but if their gods are as strange and terrible as his own, then the Orcs go to them empty-handed, selling their lives dearly but with only a bit of dwarf blood on their blades to show for it. (-4 hp)
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Does resting get us HP back? 'cause this seems like a good time to sleep and hope no one catches us.
Kaelik wrote:Because powerful men get away with terrible shit, and even the public domain ones get ignored, and then, when the floodgates open, it turns out there was a goddam flood behind it.
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White Box Rules wrote: HEALING WOUNDS:
As noted previously, energy levels can only be regained by fresh experience, but common wounds can be healed with the passage of time (or the use of magics already explained). On the first day of complete rest no hit points will be regained, but every other day thereafter one hit point will be regained until the character is completely healed. This can take a long time.