Welcome to Gaia! ::

๐Ÿœ PhแปŸx Street Cafe ๐ŸฆŠ

Back to Guilds

PhแปŸ, Foxes and Magic! 

Tags: Foxes, Kitsune, Noodles, Food, Cooking 

Reply ๐ŸŽฒ๐Ÿ‰โš”๏ธ D&D Event!
[D&D] Dungeon Crawl Goto Page: 1 2 3 ... 4 ... 15 16 17 18 [>] [>>] [»|]

Quick Reply

Enter both words below, separated by a space:

Can't read the text? Click here

Submit

Phoxy Chef
Vice Captain

PostPosted: Thu Sep 04, 2025 10:18 pm


Ho there, Adventurer!

User Image - Blocked by "Display Image" Settings. Click to show.
(Please note the shadows on the map above do not necessarily reflect what you will find in the areas below...)

A new door has appeared at the Cafe, and upon inspection by the chefs, has been determined to be...slightly dangerous.
Reports of strange monsters and humanoids has been enough for the cafe to hire Masters of Dungeon-clearing (Known as Dungeon Masters) to assess the threat level.
The Dungeon Masters have declared the door a no-go zone...except for those who wish to try their hand at clearing the dungeon and keeping the cafe from being overrun by monsters!

Upon submitting their non-refundable entry fee of 500 platinum (to be sent to Phoxy Chef), Adventurers agree that they will not take legal action against the Dungeon Masters for any sort of injury, dismemberment, or death.
(You do not need to wait for trade to be accepted to start playing!)

Ahem. Anyhow, get out there and clear this dungeon!

Opens: October 2 @ 10:00am MST
Closes: When all prizes have been found!

You may participate and enter the Dungeon at any time - there is no sign-up cut-off! But you MUST submit your 500 Platinum to enter!


  • All players begin at the entrance, regardless of when they start the dungeon!
  • THREE Times per day, a player may choose ONE direction to travel in and post the form below.
    This means you get three total movements per day, regardless of how many posts you make.
  • A player may choose the search action THREE Times per day. (Total; not per location.)
  • You may make THREE movements per post.
  • You may also make THREE searches per post.
  • If you wish to forgo movement and just search one room the entire time, you can certainly do so (but where's the fun in that?)
    The movement and search limit may be adjusted as people move through the Dungeon!
  • In your movement post, should you decide to search, please roll 2d20!
    Your first rolled number determines if you find something in the room or not!
    Your 2nd number determines if you're able to defeat what you found!
    Please refer to the post after this for what your rolled number means!
  • Should you roll a success for your 2nd roll, please proceed to the Reward Claim thread!
  • We will give you an opportunity to keep that which you have caught or not.
    You may pass on a revealed prize a total of three times. After your 3rd pass, you may not pass again.
  • There are at least 2 prizes to be won in each zone!

  • Rollover is at midnight MST. Any posts made after Midnight MST will be considered as the Next-day.
  • Players should track their own progress in the map included below.
  • Direction/search posts must be accompanied by at least 2 sentences of Roleplay.
  • You may Roleplay as either one of your phoxes or yourself.
  • Once you capture and decide to keep a prize, you may re-enter from the entrance (And submit a secondary 500p fee) to try and capture and keep a second!
  • You may potentially win 2 prizes from this game. Phox prizes WILL count individually towards your 2 win limit, but other prizes will not! Dungeon Crawl Prizes are Separate from Event Prize Wins!
    Winning Item Shop tickets have no limit!
  • Staff MAY Participate, but may not win anything they themselves have colored!
    HOWEVER. Since staff know where everything is, they have a handicap of only being able to search ONCE TWICE per day.
  • The game ends when the Dungeon is emptied.
  • WARNING: This game may include prompts that contain textual descriptions of gore, spiders, maggots, body horror, et cetera.
  • If there are ANY questions, please reach out to staff!
PostPosted: Mon Sep 29, 2025 7:06 pm


User Image - Blocked by "Display Image" Settings. Click to show.
(Click for a larger image!)
The little white boxes between the walls are 'doors' you may pass through!
If there is no door, you may not enter through that room.
Example; I am in room 3. I can proceed into Room 5, but I cannot go into rooms 4 or 10, as there is no door there.


If you are searching, roll 2d20 (two 20-sided Dice) per search.
On Dice #1;
If you roll between 1 and 10, you do not find anything.
If you roll between 11 and 20, you've encountered an enemy!
On Dice #2;
If you roll between 1 and 14, you fail the encounter and do not find any loot.
If you roll between 15 and 20, you win the encounter and find some loot!

If you are searching 3 times in one post, roll 6d20.
An example below!
User Image - Blocked by "Display Image" Settings. Click to show.


You MUST give us at LEAST 2 sentences of Roleplay as either yourself or a phox you own! If you do not, your post is void.
You MAY edit in RP after you've rolled but it MUST be before rollover!

List of potential prizes still available in each room!

Room 1
Empty Except For Tickets

Room 2
Prize 1
Prize 2

Room 3
Prize 1
Prize 2

Room 4
Prize 1
Prize 2

Room 5
Prize 1
Prize 2

Room 6
Tickets
Phox

Room 7
Empty Except For Tickets

Room 8
Prize 1
Prize 2

Room 9
Prize 1
Prize 2

Room 10
Prize 1
Prize 2

Room 11
Prize 1
Prize 2

Room 12
Empty Except For Tickets

Room 13
Prize 1
Prize 2

Room 14
Prize 1
Prize 2

Room 15
Empty Except For Tickets

Room 16
Prize 1
Prize 2

Room 17
Prize 1
Phox

Room 18
Prize 1
Prize 2

Room 19
Empty Except For Tickets

Room 20
Prize 1
Prize 2

Room C1
Prize 1
Prize 2

Room C2
Prize 1
Prize 2

Room C3
Prize 1
Prize 2

Room C4
Empty Except For Tickets

Room C5
Prize 1
Prize 2

Room C6
Empty Except For Tickets


[quote][b]Current Location:[/b] your location; please put the number (or letter+number) you are currently in!
[b]Direction:[/b] please put the room numbers (Or letter+numbers) of where you are moving to
[b]Search #1 Numbers:[/b]
[b]Search #2 Numbers:[/b]
[b]Search #3 Numbers:[/b]
[b]Search #4 Numbers:[/b][/quote]

At least 2 Sentences of RP Here

Phoxy Chef
Vice Captain


Phoxy Chef
Vice Captain

PostPosted: Mon Sep 29, 2025 7:06 pm


Room Prompts

As we require participants to Roleplay in each post, we are providing you with room descriptions to potentially react to!


Room 1
The door is made of steel, it has a bone handle and the door has been colored in with a white chalk. This room has a square marble tile floor. The floors and bottom few feet of the walls of this room are covered in a green-black paste. The ceiling is a coffered (flat ceiling with sunken rectangular recessed panels) and with three spots of broken quarts aligned with the entryway, each is about a handspan across and protrudes only a few inches into the room.

A hand sized circle has been chalked high upon one wall. This room is unusually clean, showing no signs of debris, dirt or dust.

The air in the room is clear, with smoke covering the ceiling. The room smells acrid. A loud clashing noise can be heard.


Room 2
The door is made of redwood planks with iron bands, it has a iron bolt on the inside and the inside of the door has a large sheet of steel attached to it and polished like a mirror. This room has a square marble tile floor. The floor is plain and bare. The ceiling is a flat trayed ceiling (concentric tiered recesses) and with five broken glass orbs fixed with iron equally about the room.

Faded symbols are sketched upon the walls here. Upon inspection it can be seen that there are symbols of good deities drawn with a white paint while the symbols of several evil deities are drawn in black. The room appears empty.

The air in the room is smoky. The room smells metallic. A soft grumbling noise can be heard.


Room 3
The door is made of quartzite, it has a turning handle with no lock and multiple layers of undecipherable graffiti covers the door. This room has a colored ceramic tile floor. The floor is plain and bare. The ceiling is a flat and with what appears to be a ladder carved across the length of the celling.

Mud stucco has been applied to the walls making them smooth except where it has cracked and fallen off. Five ruined crates lay scattered in one corner. They have been ransacked, but appear to have once held bottles of alcohol.

The air in the room is misty and cold. The room smells sulfurous. A faint coughing noise can be heard.


Room 4
The door is made of adamantine, it has a double-sided iron bolt and a shuttered horizontal firing port is at waist level. This room has a black granite tile floor. The floors and bottom few feet of the walls of this room are covered in a green-black paste. The ceiling is a barrel vaulted with ribs (regular rounded ribs support this barrel vault ceiling) and is full of relief carvings of weapons and war machines.

The walls of this room are smooth and regular, showing ancient dwarven craftsmanship. The remains of half a dozen smashed ceramic jars are scattered across the floor.

The air in the room is foggy. The room smells salty and wet. A loud slamming noise can be heard.


Room 5
The door is made of basalt, it has a turning handle with no lock and is a split double door that is hinged on both sides and latched in the middle. This room has a square marble tile floor. Almost two inches of fine silt covers the floor of this room. The ceiling is a barrel vaulted with ribs (regular rounded ribs support this barrel vault ceiling) and with several concentric circles carved in relief.

Several sheets of parchment have been pasted to one wall. The ink is faded, but it appears to be an adventurer's journal, but other than some first names and list of food stuffs, nothing else can be made out. Five ruined crates lay scattered in one corner. They have been ransacked, but appear to have once held bottles of alcohol.

The air in the room is clear, with smoke covering the ceiling. The room smells of Chlorine. A loud chanting noise can be heard.


Room 6
The door is made of pinewood planks, it has a no handle and is a split double door that is hinged on both sides and latched in the middle. This room has a smoothly hewn natural stone floor that have been polished smooth. A five-foot circle of white marble is centered in the floor of this room. It is flush with the rest of the floor and shows no signs of stains or wear. The ceiling is a faceted (ceiling is broken into flat facets similar to a dome) and that looks like it was once plastered smooth and painted. Only small sections of plaster remain with the paints faded to obscurity.

The walls of this room are extremely smooth, as if polished. The floor looks like it once was as smooth, but extensive wear has roughened it enough that it is not slippery. In the center of the room is a humanoid skull that has been mounted on a broken spear shaft that has been stuck in the floor.

The air in the room is clear, with smoke covering the ceiling. The room smells metallic. A soft chiming noise can be heard.


Room 7
The door is made of slate, it has a leather throng handle and on the inside of the door a chalk arrow points to the lower hinge. This room has an irregular flagstone tile floor. A large "X" about 4 feet across and painted with dark stain or blood is in the center of the room. The ceiling is a domed (entire ceiling is gently rounded) and covered with large blotches of yellow-white lichen.

Though faded, the walls of this room were long ago whitewashed and still are noticeable lighter than surrounding corridors. Just inside the door sits a skeleton on a chair, it holds a rusted sword in it's hand and wears rotted leather armor.

The air in the room is clear and windy. The room smells sulfurous. A loud clashing noise can be heard.


Room 8
The door is made of bronze, it has a double-sided wooden bolt and this door appears to once have been elaborately engraved and decorated, many gouges and missing sockets show that it has been completely vandalized. This room has a roughly hewn stone floor that has small gravel and dirt strewn around. A light smatter of small rounded stones about the size of pebbles are scattered about this room. The ceiling is a barrel vaulted (a semi-circular ceiling running in a single direction) and has several long black scorch marks across it. Occasionally arcs of blue lightning jump down them, causing a tingling sensation if touched, but otherwise no harm.

Five interlocking circles are painted upon one wall. Each circle is a different color; red, green, blue, black, and white. A small hole is dug in one corner, it has been used as a latrine and shows recent use.

The air in the room is steamy. The room smells acrid. A loud chanting noise can be heard.


Room 9
The door is made of quartzite, it has a wood bolt on the inside and a hand-sized circle with an inscribed "x" has been chalked on the outside of the door. This room has worked stones that have been cut and fitted into flagstones to make a fairly even floor. A series of footprints about an inch deep track across the room. They appear to be human sized and shaped like a pair of boots. The ceiling is a cathedral vaulted (multi-domed) and is carved with a crude map that is easily recognizable as the region outside of the dungeon.

Mud stucco has been applied to the walls making them smooth except where it has cracked and fallen off. The room appears empty.

The air in the room is smoky. The room smells of Chlorine. A loud creaking noise can be heard.


Room 10
The door is made of brass, it has a carved wooden handle and a rotted leather cuirass is nailed to the door. This room has stone blocks that have been fitted together into tiles for the floor. A series of footprints about an inch deep track across the room. They appear to be phox sized and shaped as such. The ceiling is a domed (entire ceiling is gently rounded) and appears to have once been tiled in a mosaic, but all of the precious stones have been picked from the ceiling.

Phox shaped and sized recess are formed upon one wall. Scratched in one wall is the word "worchester".

The air in the room is clear and warm. The room smells of Chlorine. A faint creaking noise can be heard.


Room 11
The door is made of oaken planks with iron bands, it has a turning handle with no lock and is painted with a wide horizontal stripe of bright yellow. This room has a black granite tile floor. Several deep scrapes in the floor lead away from the room's entrance. The ceiling is a barrel vaulted with ribs (regular rounded ribs support this barrel vault ceiling) and with an eight-foot diameter semi-circle in the center with a foot-long broken chain hanging down from a hook in the center.

Phox shaped and sized recess are formed upon one wall. The entire room smells of wildflowers as if you were standing in a large meadow at the height of spring.

The air in the room is clear and warm. The room smells pleasant. A faint clicking noise can be heard.


Room 12
The door is made of leather over a wooden frame, it has a shaped iron handle and is warped and bent which makes it difficult to open or close. This room has a roughly hewn stone floor that has small gravel and dirt strewn around. Recent chalk marks along the floor seem to sketch out a random path across the floor using arrows. The ceiling is a flat ceiling with coved edges and with an uneven crack about 3 feet long allows a trickle of water to come splashing down into the middle of the room. The water forms a small pool before slowly running towards the wall and seeping into the floor.

Phox shaped and sized recess are formed upon one wall. In the center of the room is a phox skull that has been mounted on a broken spear shaft that has been stuck in the floor.

The air in the room is clear but cold. The room smells dank or moldy. A faint clashing noise can be heard.


Room 13
The door is made of steel, it has a iron bolt on the inside and a string of crude bells is hanging from near the top of the door. This room has clay bricks that have been laid down to form a solid floor. The floor of this room is cracked and uneven, like a brick that has been shattered and crudely put back together. Finger width cracks run throughout the room, making you wonder if the floor is stable. The ceiling is a flat ceiling with coved edges and hanging loosely along the ceiling is a tattered rope net.

A section of wall about three feet across and four feet high has been crudely dug out as if someone had begun a mining excavation. Several fist sized stones sit in the middle of the room, each appears to have been roughly carved into a rotund humanoid.

The air in the room is clear, with mist covering the floor. The room smells salty and wet. A loud chanting noise can be heard.


Room 14
The door is made of wired together bones, it has a wood bolt on the inside and a floral motif has been carved into this door. This room has a roughly hewn stone floor that has small gravel and dirt strewn around. A five-foot circle of white marble is centered in the floor of this room. It is flush with the rest of the floor and shows no signs of stains or wear. The ceiling is a faceted (ceiling is broken into flat facets similar to a dome) and has many coffers, each is carved into different geometric patterns like Celtic knots, mazes, and strapwork ornaments.

Etched in ash and burnt stone on the far wall is the silhouette of a large humanoid, perhaps an ogre or troll given its large form and hunched stature. Two stone bowls covered in a dark mold, both broken, sit in one corner of the room

The air in the room is misty and cold. The room smells metallic. A loud hissing noise can be heard.


Room 15
The door is made of marble, it has a carved wooden knob and "c** n" is written with blood in common. This room has clay bricks that have been laid down to form a solid floor. A small spout of water about 3 inches high bubble up in one corner of the room. The water runs slowly along the wall before it seeps into the ground. The ceiling is a cathedral vaulted (multi-domed) and with several sheets of stained parchment stuck to the ceiling. Upon investigation, the ink on them is smeared beyond recognition.

A spring of fresh water spurts from a copper tube hammered into one wall. It forms a puddle on the floor. The body of a phox, dead for several weeks, lies upon the floor, it's head crushed in and it's body stripped of everything.

The air in the room is smoky. The room smells of blood. A loud snarling noise can be heard.


Room 16
The door is made of opaque brown glass, it has a bone handle and a dragon is carved in relief above the door. This room has a smoothly hewn natural stone floor that have been polished smooth. The floor of this room has a squared spiral pattern carved about one inch deep and a foot wide. Dirt and small stones have collected in the edges and many of the edges are nicked and cracked. The ceiling is a flat and is covered with an old fresco, the paint is old and faded and appears impossible to make out. A close investigation reveals it is scenes from dwarven legends.

Scorched into the wall is the silhouette outline of a five-foot-high figure that is holding a sword, shield and wearing a knight's helmet. The air of this room is filled with wood smoke that gently drifts out the entrance you came in.

The air in the room is clear, with mist covering the floor. The room smells smoky. A faint bellowing noise can be heard.


Room 17
The door is made of bronze, it has a no handle and is covered with flicking magical flames on the outside. They give off the light of a torch, but are cool to the touch. This room has worked stones that have been cut and fitted into flagstones to make a fairly even floor. The floor of this room is a mottled of red, tan and black granite. The ceiling is a groin vaulted (semi-circular ceiling runs in both primary directions) and appears broken and cracked. The cracks are from the width or a hair to that of a fist, but don't go more than an arm's length deep.

Sketches of an elf colored in black adorn the walls. All the sketches seem to be of the same elf, as they all have a scar upon the left cheek. A pair of blue glowing eyes float near the ceiling.

The air in the room is clear but cold. The room smells smoky. A faint chiming noise can be heard.


Room 18
The door is made of redwood planks with iron bands, it has a double-sided iron bolt with keyed lock and a tree is carved in relief on this door. This room has a hard-packed dirt floor. The floor of this room has a channel or groove cut into it. It is about a hand's width wide and runs directly at the entryway. It appears to be several feet deep, and the glint of what might be metal can be seen deep within it. The ceiling is a hipped (flat panels gently sloping up to common seems/joints) and covered with large blotches of yellow-white lichen.

The walls of this room were once painted blue. The paint has faded and flaked, but still predominates. The rotted and dried remains of three phoxes lie strewn in the room. Only scraps of cloth remain, everything else having been looted.

The air in the room is clear, with smoke covering the ceiling. The room smells dank or moldy. A loud clicking noise can be heard.


Room 19
The door is made of mithril, it has a turning handle with keyed lock and is painted with a fresh blue paint. This room has an irregular flagstone tile floor. Small pools of steaming water bubble up from the stone in a handful of places throughout this room. The steam makes the room warm and humid. The ceiling is a coffered (flat ceiling with sunken rectangular recessed panels) and appears to have once been tiled in a mosaic, but all of the precious stones have been picked from the ceiling.

Eight arcane warding runes are etched into the wall on each side of the doorway you just came through. They indicate the door was warded by fire, but are no longer active. The rotted and dried remains of three phoxes lie strewn in the room. Only scraps of cloth remain, everything else having been looted.

The air in the room is clear and damp. The room smells of moss. A loud banging noise can be heard.


Room 20
The door is made of oaken planks with iron bands, it has a turning handle with keyed lock and four large scratch marks run parallel down the outside of this door. This room has stone blocks that have been fitted together into tiles for the floor. A large "X" about 4 feet across and painted with dark stain or blood is in the center of the room. The ceiling is a coffered (flat ceiling with sunken rectangular recessed panels) and a large sack hanging from a hook. Investigation reveals that the sack holds several dozen dead rats that have been dead for about a week.

Half a dozen storage nooks about a foot square and half that deep are carved into the walls around this room. The body of a phox, dead for several weeks, lies upon the floor, it's head crushed in and it's body stripped of everything.

The air in the room is clear and warm. The room smells salty and wet. A faint drumming noise can be heard.


Room C1
The door is made of fir planks, it has a leather throng handle and a tin horn that has been hammered flat has been nailed to the outside of this door. This room has a colored ceramic tile floor. Hundreds of large runes are carved into the floor. Investigation reveals no known meaning or language. The ceiling is a flat with wooden planks reinforced with regular wooden beams and appears broken and cracked. The cracks are from the width or a hair to that of a fist, but don't go more than an arm's length deep.

Hundreds of fist sized circles of mud line the bottom of the walls. Investigation shows that they are holes that have been filled with stone and mud. A broken lantern lies in one corner.

The air in the room is steamy. The room smells earthy. A loud coughing noise can be heard.


Room C2
The door is made of iron, it has a double-sided wooden bolt with keyed lock and a red hand print is painted in the center. This room has a roughly hewn stone floor that has small gravel and dirt strewn around. Small pools of steaming water bubble up from the stone in a handful of places throughout this room. The steam makes the room warm and humid. The ceiling is a groin vaulted (semi-circular ceiling runs in both primary directions) and is not regular or smooth, but seems to be made up of parallel fins or vanes that hang vertically. Inspection reveals them to be a hard but brittle rock.

A hand sized circle has been chalked high upon one wall. A length of thin rope with a dead rat tied to it every few feet lies discarded on the floor.

The air in the room is foggy. The room smells metallic. A faint hissing noise can be heard.


Room C3
The door is made of sandstone, it has a turning handle with keyed lock and a small humanoid skull is spiked to the outside of the door. This room has an irregular flagstone tile floor. Several feet from the entryway are a group of almost a dozen steel shafted spears protruding up from the floor. They are angled towards the door and appear stained with old blood. Many are bent and several seem to be missing. The ceiling is a hipped (flat panels gently sloping up to common seems/joints) and with three spots of broken quarts aligned with the entryway, each is about a handspan across and protrudes only a few inches into the room.

Arcs and irregular lines are melted into the stone throughout this room; on the walls, floors and ceiling. Most seem to be about 10 to 20 feet long and about as wide as a finger. They are only a fingernails width deep, but the melted stone is wavy and irregular, as if melted and cooled very quickly. A freshly bloodied and torn tunic lies on the floor.

The air in the room is hazy and humid. The room smells stale. A loud clicking noise can be heard.


Room C4
The door is made of sandstone, it has a iron bolt on the inside and three finger sized holes have been cleanly bored through this door near the top edge of this door. This room has a roughly hewn stone floor that has small gravel and dirt strewn around. A section of the floor about ten feet across and shaped like a hex is a smooth blue stone that gives off a faint glow. Several places around the edge show signs of damage. The ceiling is a barrel vaulted (a semi-circular ceiling running in a single direction) and with a pair of painted circles about an arm's span in diameter just inside the entryway.

Crudely sketched upon the wall in charcoal is a lake with a large carnivorous fish in the middle. Five bodies lay fallen in a pile near one corner. They appear to have died in the last hour and have been thoroughly looted except for their armor.

The air in the room is steamy. The room smells metallic. A faint purring noise can be heard.


Room C5
The door is made of iron, it has a double-sided iron bolt and splotches of dried red mud cling to the door. This room has a smoothly hewn natural stone floor. Small pools of steaming water bubble up from the stone in a handful of places throughout this room. The steam makes the room warm and humid. The ceiling is a cathedral vaulted (multi-domed) and is covered with an old fresco, the paint is old and faded and appears impossible to make out. A close investigation reveals it is scenes from dwarven legends.

Squares of alternating black and white marble are set into the walls around the room forming something like a decorative molding. The squares are about 4 inches square, and inspection where several are missing show that they are about a half inch thick. Five ruined crates lay scattered in one corner. They have been ransacked, but appear to have once held bottles of alcohol.

The air in the room is smoky. The room smells smoky. A quiet hooting noise can be heard.


Room C6
The door is made of marble, it has a bone handle and seven tally marks have been etched into the bottom of the door. This room has stone blocks that have been fitted together into tiles for the floor. There are numerous scorch marks and signs of fire along the floor of this room. The ceiling is a groin vaulted (semi-circular ceiling runs in both primary directions) and covered with a network of cracks that are no more than a finger's width wide.

Several sheets of parchment have been pasted to one wall. The ink is faded, but it appears to be an adventurer's journal, but other than some first names and list of food stuffs, nothing else can be made out. Just inside the door sits a skeleton on a chair, it holds a rusted sword in it's hand and wears rotted leather armor.

The air in the room is clear, with mist covering the floor. The room smells sulfurous. A soft squelching noise can be heard.
viatorai rolled 6 20-sided dice: 11, 7, 15, 4, 8, 7 Total: 52 (6-120)
PostPosted: Thu Oct 02, 2025 9:44 am


This is just to kick off the thread and not a "serious" search from me!

Quote:
Current Location: Room 1
Direction: Moving into room 2, then to room 3 and searching 3 times!
Search #1 Numbers: 11, 7
Search #2 Numbers: 15, 4
Search #3 Numbers: 8, 7


Being one of the few allowed into the Dungeon Domain was absolutely exciting for Ever, who had been itching to get their paws on some shiny things for their collection! Glimmer, for her part, flicked her tongue out...only to immediately shrink back in disgust.

While Ever wasn't as affected by the acrid smell, their serpeno certainly was! Despite the room itself looking clean, it didn't smell like it, and caused Ever to make a beeline for the next room. Surely it would be better?

As it turned out, the metallic smell was even worse! Glimmer was all but gagging in her own serpeno-y way, and as a result, Ever booked it even further to the room after that!

Strangely, the sulfer smell wasn't as bad as the others, thought it was strange to smell it in a room that was, for lack of a better term, caked in mud. At least Glimmer had stopped shrinking back, and now contentedly rested around Ever's neck.

Well, time to get searching! And search the crates they did, Ever being disappointed with how the empty alcohol crates were...well, empty. The rats they had to fight off were nothing serious, at least!

viatorai
Captain

Crystal Traveler

13,425 Points
  • Gender Swap 100
  • Team Jacob 100
  • Cat Fancier 100
MiddyGlow rolled 2 20-sided dice: 6, 6 Total: 12 (2-40)

MiddyGlow

Sparkly Fairy

PostPosted: Thu Oct 02, 2025 10:12 am


Quote:
Current Location: Start room 1
Direction: Moving into room 2, then room 3, search 1 time
Search #1 Numbers:
Search #2 Numbers:
Search #3 Numbers:


Aleyna had never been in the dungeon before, she had never really done anything before this was all new to her as she entered the dungeon and started exploring. She entered the first room after entering the steel door with its bone handle. The room was very strange so she moved to the next room. She heard a strange noise in the next room so she went past it as well. The next rooms door was very pretty so that was the room she had decided to search. She noticed another adventurer in the room and she nodded to them as she searched.
MiddyGlow rolled 4 20-sided dice: 8, 13, 3, 3 Total: 27 (4-80)
PostPosted: Thu Oct 02, 2025 10:21 am


Quote:
Current Location: Start room 1
Direction: Moving into room 5, search 2 times
Search #1 Numbers: 6, 6
Search #2 Numbers: 8, 13
Search #3 Numbers: 3, 3


Aleyna started searching room 5, but was not able to find anything, she had no luck her first day of searching, but there was always tomorrow. She sighed deeply she thought she could have gotten farther but traveling through a dungeon was really a lot harder than she had expected.

MiddyGlow
You would end at Room 5, as you already moved twice in your previous post!

MiddyGlow

Sparkly Fairy

VinceShambles rolled 2 20-sided dice: 8, 14 Total: 22 (2-40)

VinceShambles

Blessed Shapeshifter

14,615 Points
  • Super Tipsy 200
  • Generous 100
  • Elocutionist 200
PostPosted: Thu Oct 02, 2025 10:51 am


Quote:
Current Location: 1
Direction: Moving into room 2, then room 3, then room 5. Searching room 5 once.
Search #1 Numbers:
Search #2 Numbers:
Search #3 Numbers:


Zesty would enter the dungeon, ready for an adventure, she wanted to find these so called Monsters she had heard about. Surely, they couldn't be that scary - just misunderstood, perhaps? Upon reaching room five..she noticed that the area was in disarray with broken crates laid about. She hears a loud disturbing noise in the room and looks for the source but has no luck.
VinceShambles rolled 4 20-sided dice: 18, 13, 1, 5 Total: 37 (4-80)
PostPosted: Thu Oct 02, 2025 10:59 am


Quote:
Current Location: 5
Direction: Moving into room 6, searching room six twice
Search #1 Numbers: 8, 14
Search #2 Numbers: 18, 13
Search #3 Numbers: 1, 5


Zesty would arrive to room six, noting that this room would much different from the previous chaotic room. This room was...smooth and comforting to the eye. She noticed the strange skeletal remains stuck in the center of the room and would head closer to examine it, was this a shrine of some sort, or maybe a final resting place?


VinceShambles
You would still be in room 5 since you already made your 3 movements in your previous post heart


Sorry for the mess up. I do feel the rules are more clear now with the clarification. I will strike this out in case it helps others later.


Quote:
Current Location: 5
Direction: Movement used up, staying in room 5
Search #1 Numbers: 8, 14
Search #2 Numbers: 18, 13
Search #3 Numbers: 1, 5


Zesty would continue to look around the disheveled room. Where was that noise coming from? She suddenly noticed a strange smell...which reminded her of a pool. Suddenly, she saw a flicker of a shadow. Was it her imagination? Surely not, but she lost sight of it just as fast.

VinceShambles

Blessed Shapeshifter

14,615 Points
  • Super Tipsy 200
  • Generous 100
  • Elocutionist 200
Milady Emerald rolled 6 20-sided dice: 5, 11, 18, 15, 3, 18 Total: 70 (6-120)

Milady Emerald

PostPosted: Thu Oct 02, 2025 4:19 pm


Quote:
Current Location: Room One
Direction: Room 13. searching twice, then into room 14 and searching
Search #1 Numbers: 5, 11
Search #2 Numbers: 18, 15
Search #3 Numbers:[ 3, 18/quote]

Playing as Requiem (in for certing)

Entering the first room Requiem glanced to the left, and right. He cocked his head as he realized he could see a faint glowing "something" on the doors. He stepped up to the one he'd first seen and peered at it. It took but a moment before the number "13" resolved itself in his sight. He mentally shook his head, deciding that he needed to spend less time reading, and more in the real world for his poor eyes.

Immediately he opened the steel door with the 13, and slipped inside before even noting anything of the first room, and closed the door behind him, looking as he did to see if anyone might have noticed. As he did this he saw the iron bolt on the inside of the door. " "But Iron โ€” Cold Iron โ€” shall be master of you all!" " He said joyfully and went on his back legs and slid the bolt home. It looked a bit old, but he thought it would hold. Grinning now that he'd secured his exit he turned to the room.

Taking his time he wandered the room, searching the floor and the intriguing cracks. In his books, they always found something hidden in the floor gaps, but he couldn't find anything because of the blasted mist!

Looking up he sprang into the net above heading towards the corner. A startled yelp sounded through out the room as he struggled. The net was a net! And it closed on him. He flailed in panic, the realized the yelp had come from him. It stopped him, as he stilled the net opened and dropped him into a heap on the cracked floor.

Not liking this room at all he left as quickly as he could without telling himself he ran, yet he did not notice the white sticks making up the door were bones...

Avoiding the marble circle, an obvious trap in his mind, the sounds of hissing drew his attention. He scoured the near walls looking for an air vent, or machine, or the apparently angry phelis.....finding nothing he sat. Clearly he needed to think this through.
MiddyGlow rolled 20 6-sided dice: 2, 5, 6, 3, 3, 1, 5, 2, 6, 3, 1, 6, 2, 5, 6, 3, 1, 2, 6, 5 Total: 73 (20-120)
PostPosted: Fri Oct 03, 2025 6:22 am


Void messed up those dice hard core

MiddyGlow

Sparkly Fairy

MiddyGlow rolled 6 20-sided dice: 13, 5, 10, 8, 16, 15 Total: 67 (6-120)

MiddyGlow

Sparkly Fairy

PostPosted: Fri Oct 03, 2025 6:24 am


Quote:
Current Location: Room 5
Direction: Going through room 6, going to room 7, searching 3 times
Search #1 Numbers: 13, 5
Search #2 Numbers: 10, 8
Search #3 Numbers: 16, 15


Aleyna was still searching but so far all she had found was a couple of creatures she tried to defeat them, but it was clear she wasn't strong enough yet, since she was a newbie. She sighed she wondered how long she would have to fight in order to get lucky enough to defeat one of these creatures.
viatorai rolled 6 20-sided dice: 8, 1, 6, 1, 19, 9 Total: 44 (6-120)
PostPosted: Fri Oct 03, 2025 9:19 am


Quote:
Current Location: Room 5
Direction: Movement 1 into Room 6, 2 into 7, 3 into 8
Search #1 Numbers: 8, 1
Search #2 Numbers: 6, 1
Search #3 Numbers: 19, 9

(Forgor I can only search once whoops~!)


Okay, things weren't looking too great. The sounds and smells were somewhat overwhelming, but Ever wasn't going to give up. No matter how gross it was...But, well, as they pushed the bronze door open and the chanting started, they almost wished they hadn't. It was so overwhelming to their senses that they almost backed out, if it weren't for Glimmer gently nuzzling them as encouragement.
At least nothing was jumping out!

viatorai
Captain

Crystal Traveler

13,425 Points
  • Gender Swap 100
  • Team Jacob 100
  • Cat Fancier 100
Revel1984 rolled 6 20-sided dice: 7, 12, 19, 13, 12, 15 Total: 78 (6-120)

Revel1984
Crew

Friendly Shapeshifter

16,200 Points
  • Demonic Associate 100
  • Rebel Spark 50
  • Friend of the Goat 100
PostPosted: Fri Oct 03, 2025 10:43 am


Quote:
Current Location: Room 1
Direction: Searching once in room 1 before moving to room 13 and searching twice.
Search #1 Numbers: 7, 12
Search #2 Numbers: 19, 13
Search #3 Numbers: 12, 15



Revel had a vague feeling of dรฉjร  vu as she walked through the door, she looked around the first room but found nothing except that weird chalk thing on the floor, so she moved into the next one. Here she found two creatures but she was royally trounced and didn't find a thing, in fact she had tried to run but tripped on one of the bricks and knocked herself out


(is a good job Revel knocked herself out, because Revel is sick and had a brainfart that staff can only search once, .. so note to self for tomorrow... one search)
VinceShambles rolled 6 20-sided dice: 16, 20, 12, 10, 5, 19 Total: 82 (6-120)
PostPosted: Fri Oct 03, 2025 12:50 pm


Quote:
Current Location: 5
Direction: Moving into room 6 and searching 3 times
Search #1 Numbers: 16, 20
Search #2 Numbers: 12, 10
Search #3 Numbers: 5, 19


Zesty would arrive to room six, noting that this room would much different from the previous chaotic room. This room was...smooth and comforting to the eye. She noticed the strange skeletal remains stuck in the center of the room and would head closer to examine it, was this a shrine of some sort, or maybe a final resting place? She would hear a chiming noise that sounded almost peaceful to her. Where was this noise coming from? She would search around the room, before finally locating the source of the sound. It was a "dangerous beast", and she would hurry over and tackle it to the ground, baring her shining teeth. "Trust me, you don't want a piece of this! Surrender now or meet your end!" She would yell out to the unfamiliar monster.

VinceShambles

Blessed Shapeshifter

14,615 Points
  • Super Tipsy 200
  • Generous 100
  • Elocutionist 200
Milady Emerald rolled 4 20-sided dice: 19, 9, 8, 17 Total: 53 (4-80)

Milady Emerald

PostPosted: Fri Oct 03, 2025 8:43 pm


Quote:
Current Location: Room 14
Direction: staying in room 14
Search #1 Numbers: 19, 9
Search #2 Numbers: 8, 17
Search #3 Numbers:


Requiem tried to think....but that blasted noise (no air pun intended) kept invading his brain. So he decided to poke around a bit more. He gave the center circle a wide berth, but explored some of the boxes with fancy patterns on top. He noted one was slightly open, and honed in on it. He began to slide the top aside when he realized the hissing had stopped. He paused and movement on his left tried to catch his eye....but he didn't let it! He turned and ran as fast as he could away, again through the odd white stick door.
Reply
๐ŸŽฒ๐Ÿ‰โš”๏ธ D&D Event!

Goto Page: 1 2 3 ... 4 ... 15 16 17 18 [>] [>>] [»|]
 
Manage Your Items
Other Stuff
Get GCash
Offers
Get Items
More Items
Where Everyone Hangs Out
Other Community Areas
Virtual Spaces
Fun Stuff
Gaia's Games
Mini-Games
Play with GCash
Play with Platinum