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[5E] Defending The Dungeon / Re: Part 1: A Warren in the Woods
« Last post by SchrodingersNinja on April 26, 2018, 01:53:04 AM »
Doppa swallows hard at this news, visibly worried at the prospect of a real test of his leadership.

Faking confidence as best as he can he shouts:
"To battle stations! Prepare to drive out the invaders!"

[roll initiative, and tell me where you want to start.]
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[5E] Defending The Dungeon / Re: Part 1: A Warren in the Woods
« Last post by BlazingFox on April 22, 2018, 09:44:55 AM »
Scampering in from outside Taklak hurries up to Doppa and the others, tugging nervously at his tattered black cloak.

"Hey, uh, boss, bossbossboss. I-I-I was outside setting up some traps, ya'know some little ones to try and pad our stores a bit, 'cause well human food ain't that bad but fresh is best. I saw a big fat rabbit and I thought...What, oh right point, get to the point, got it. I."

Wrapping his hands around his snout Taklak takes a breath and lets it out slowly.

"I heard someting bumbling through the woods, might be those adventurers. Or maybe just the hunting party, just thought you should know."
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[5E] Defending The Dungeon / Re: Part 1: A Warren in the Woods
« Last post by SchrodingersNinja on April 21, 2018, 09:43:18 PM »
Doppa responds to Crawl:
"Yes, we will use our cunning and our tunnels to outfight the-" his voice cracks, displaying his young age "-Mammals! Prepare yourselves, their belongings will be added to our hoard!"
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[5E] Defending The Dungeon / Re: The [Name to be determined] Clan
« Last post by SchrodingersNinja on April 21, 2018, 09:38:49 PM »

Added tunnel and moved pit trap. I know @Acetwinelf Was suggesting some more traps, but since nobody replied to his idea lets just move forward (I have kind of stalled this game enough).
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[5E] Defending The Dungeon / Re: The [Name to be determined] Clan
« Last post by Acetwinelf on April 19, 2018, 08:16:28 AM »
I noticed we seem to have only 7 traps if im not wrong
1 scythe trap
1 pit trap
1 crossbow trap
1 fire trap
1 sleep trap
1 poison needle trap
1 falling portcullis trap
Here is an idea to think on guys. What if we put some more traps at the entrance to the shrine and build the secret tunnel from U-24 to A-16 so if the sleeping room falls we can escape back to the chamber while the adventurers must walk through the entrance.
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[5E] Defending The Dungeon / Re: OOC Discussion
« Last post by Acetwinelf on April 19, 2018, 07:58:39 AM »
Gold for Feedka
Rolled 5d4 : 2, 4, 1, 3, 1, total 11

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[5E] Defending The Dungeon / Re: OOC Discussion
« Last post by rjbprime on April 19, 2018, 07:01:47 AM »
Rolling 5d4 gold for Packrat.

Rolled 5d4 : 2, 1, 2, 1, 1, total 7
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[5E] Defending The Dungeon / Re: The [Name to be determined] Clan
« Last post by Brave Sir Robin on April 18, 2018, 08:55:47 PM »
Yep, 8 hours:

Quote
Alarm
1st-level abjuration (ritual)

Casting Time: 1 minute

Range: 30 feet

Components: V, S, M (a tiny bell and a piece of fine silver wire)

Duration: 8 hours

You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that wonít set off the alarm. You also choose whether the alarm is mental or audible. A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping. An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.

Obviously all members of the clan will be exempt so that we don't set off the alarm.
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[5E] Defending The Dungeon / Re: The [Name to be determined] Clan
« Last post by SchrodingersNinja on April 18, 2018, 08:47:01 PM »
Sure. The duration is pretty long, right?
50
[5E] Defending The Dungeon / Re: The [Name to be determined] Clan
« Last post by Brave Sir Robin on April 18, 2018, 08:45:37 PM »
Definitely as rituals. He only has 2 spell slots and he's saving those for the fight!
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