Tomb of Xagyg: Solo Dungeon & Dragons Adventure
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There isn't a defined win condition to this exercise is there - unless it's "when the dungeon loops back on itself" or some shit. Also we don't have enough days of iron rations to full heal, esp. as the first day counts for nothing.
Oh well. Since presumably packing it in, going upstairs, and drinking up our treasure isn't an option, we press on until the last 1 HP goes.
EDIT: Unless we can just go back upstairs and refresh on iron rations, presumably following a montage of finding the nearest town again.
Oh well. Since presumably packing it in, going upstairs, and drinking up our treasure isn't an option, we press on until the last 1 HP goes.
EDIT: Unless we can just go back upstairs and refresh on iron rations, presumably following a montage of finding the nearest town again.
Last edited by Omegonthesane on Sat May 11, 2019 1:01 pm, 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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Looting the Corpses
The orcs' bodies hold 6 gold pieces (+6 XP), plus two tightly-sealed and stoppered vials - one marked by the symbol of a green plant, the other marked by the symbol of a lightning bolt. there is also a leather scroll-case, obviously not of orc manufacture, which contains a roll of paper.
Morgan's body holds:
The orcs' bodies hold 6 gold pieces (+6 XP), plus two tightly-sealed and stoppered vials - one marked by the symbol of a green plant, the other marked by the symbol of a lightning bolt. there is also a leather scroll-case, obviously not of orc manufacture, which contains a roll of paper.
Morgan's body holds:
Of which you may take any of it.* Dagger
* Short bow
* Quiver of 20 Arrows
* 6 Torches
* Backpack
* Waterskin
* 6 days of Iron Rations
* 50' Rope
* Small Sack
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Take everything from the Orcs. Take the short bow, quiver (and its arrows), 50’ rope and small sack from Morgan. Also take a drink from his water skin and eat some of his rations.
Pseudo Stupidity wrote:This Applebees fucking sucks, much like all Applebees. I wanted to go to Femboy Hooters (communism).
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(Should probably roll a wilderness encounter, but whatevs.)
Gorman marches to a Dwarven mining camp two days away. After weighing his gold, they allow him to draw provisions and rest in the bunk house. He spends the days gambling and drinking with the off-duty miners. The Orcish and Goblin weapons disappear, but Gorman gets a lovely meerschaum pipe and a full pouch of tobacco. In a week, he is seven gold pieces lighter but fully healed. He arrives once more at the entrance to the dungeon.
Gorman marches to a Dwarven mining camp two days away. After weighing his gold, they allow him to draw provisions and rest in the bunk house. He spends the days gambling and drinking with the off-duty miners. The Orcish and Goblin weapons disappear, but Gorman gets a lovely meerschaum pipe and a full pouch of tobacco. In a week, he is seven gold pieces lighter but fully healed. He arrives once more at the entrance to the dungeon.
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Follow the stink of Morgan and go to what was the next room before we went surfacewards to rest.
Rolling a wilderness encounter between us and every "go back to surface and get your act together" trip would decrease character lifespans.
Rolling a wilderness encounter between us and every "go back to surface and get your act together" trip would decrease character lifespans.
Last edited by Omegonthesane on Sun May 12, 2019 5:39 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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At the Dungeon Entrance
Gorman strikes sparks. 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 his former path, 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 over a week or so ago, their armor and weapons stripped from them. The stench of death is is heavy in the confined space...and the rats have been at them. Bone already shows through where the meat has been gnawed away.
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. The corpses of the goblins are piled off to the side. The rats have been in among them too.
Room 6
You're getting used to the smell of death. 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). The corpses of the orcs are...strewn all over. The flesh has been stripped from the bones, and the bones themselves cracked open to suck out the marrow. Something bigger than rats was at work there...
Gorman strikes sparks. 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 his former path, 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 over a week or so ago, their armor and weapons stripped from them. The stench of death is is heavy in the confined space...and the rats have been at them. Bone already shows through where the meat has been gnawed away.
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. The corpses of the goblins are piled off to the side. The rats have been in among them too.
Room 6
You're getting used to the smell of death. 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). The corpses of the orcs are...strewn all over. The flesh has been stripped from the bones, and the bones themselves cracked open to suck out the marrow. Something bigger than rats was at work there...
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Room 7
Gorman opens the door - and the smell of death, rancid meat, and waste almost overpowers him. The room is only about 10 feet by 10 feet, filled with detritus, large holes visible around the edges, but with no other obvious entrance or exit...and fourteen beady eyes fasten on him.
It's a giant rat nest...and Gorman is pretty sure what ate the orcs...
Gorman opens the door - and the smell of death, rancid meat, and waste almost overpowers him. The room is only about 10 feet by 10 feet, filled with detritus, large holes visible around the edges, but with no other obvious entrance or exit...and fourteen beady eyes fasten on him.
It's a giant rat nest...and Gorman is pretty sure what ate the orcs...
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There is a scene of bloody carnage. Ancient Dwarven instincts come to the fore, and Gorman's sword hews and chops, stabs and splits open the dark furry bodies of the vermin. Their teeth break against his steel plate, their claws scrabbling for purchase, and vile blood splashes into his beard. The laughter of a mad god-child echoes in his ears until the final rat is slain, and Gorman halts, panting.I Hate White Box Rules wrote:INSECTS OR SMALL ANIMALS: These can be any of a huge variety of creatures such as wolves, centipedes, snakes and spiders. Any hit will kill the smaller ones, while larger beasts (such as wolves) will receive one Hit Die. Generally speaking they will be Armor Class 8.
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Loot the rat nest, not that I'm optimistic about the likely spoils.
Then take the southern door from the previous room.
Then take the southern door from the previous room.
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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