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Tyndmyr
2009-11-01, 08:06 PM
http://travislerol.com/D&D/Starting.jpg

You awaken in the center of a 10ft by 15ft room with stone walls, ceilings, and floors. A torch is burning on the wall behind you, while the other three walls have closed, metal doors with brackets allowing you to bar them from the inside. Unfortunately, only two metal rods are lying on the floor.

The Dark Fiddler
2009-11-01, 08:24 PM
"Uh... my head..."

Cleric walks up to the center door, and examines it for anyway to see what lays beyond.

Tyndmyr
2009-11-01, 08:42 PM
It's a solid metal door, but the hinges appear to be well maintained, so hopefully it won't squeek if you peek past it.

The Dark Fiddler
2009-11-01, 08:44 PM
As a precaution, Cleric bars the doors at I1 and K1, and goes to peek past the door at J2.

If needed, a "Move" Silently check:

[roll0]

Tyndmyr
2009-11-01, 08:45 PM
You peer down a long, gloomy, empty hallway, with half a dozen mouldering wooden doors, all alike, along it's length.

http://travislerol.com/D&D/CenterDoor.jpg

The Dark Fiddler
2009-11-01, 08:53 PM
Cleric removes the bar from the door at I1, puts it at J2, and attempts to peer through the door at I1.

Tyndmyr
2009-11-01, 08:55 PM
Roll hide and move silently. =)

The Dark Fiddler
2009-11-01, 08:58 PM
[roll0]
[roll1]

Fun fact: I forgot my AC penalty on my last check. Good thing it didn't matter.

Another fun fact: I had to delete and repost this because the rolls were coded wrong.

Tyndmyr
2009-11-01, 09:08 PM
You peer into a 10ft wide room, 30 ft long, with another wooden door on the far side. In the room is four kobolds(F1, E1, E2, C2). A small fire is flickering on the floor(D2). Unfortunately, one of the Kobolds looks like he heard something, as he's standing up and glancing around.

http://travislerol.com/D&D/NorthCenterDoors.jpg

The Dark Fiddler
2009-11-01, 09:12 PM
Cleric decides that an empty hallway is better than a group of Kobolds, and goes back to J2 to re-bar door I1. However, he also draws his Morning Star, in case it is needed.

Move Silently, if needed:
[roll0]

Tyndmyr
2009-11-01, 09:16 PM
All four kobolds hear you this time, and scamper to their feet, and head for the door.

Hmm, how to resolve the one kobold getting through while you try to bar it...opposed strength check?

[roll0]

The Dark Fiddler
2009-11-01, 09:18 PM
Strength check, alrighty.

I think I have a chance here, unlike my Hide and Move Silently checks. :smalltongue:

Str: [roll0]

Tyndmyr
2009-11-01, 09:21 PM
The repeated slams of kobolds are no match for a barred metal door, and you get the rod in just in time.

The Dark Fiddler
2009-11-01, 09:23 PM
Cleric hurries into the unbarred door, and stops to ponder whether to take the left or the right doorway. It takes only a few seconds, and he decides to forgo stealthiness for the element of surprise, and charges through the doorway on the right.

Tyndmyr
2009-11-01, 10:07 PM
You charge into a ten by ten room with an orc guarding a chest. Unfortunately, he's heard some odd noises, so neither of you surprise the other.

Init: [roll0]

The Dark Fiddler
2009-11-01, 10:15 PM
Initiative roll: [roll0]

When Cleric's turn comes, he charges at the Orc in a panic. (Not literal charge though).

Attack Roll: [roll1] (+1 vs Orc)
Damage: [roll2]

Crit Confirm if needed: [roll3]

Edit: AC 13 (Touch 9, FF 14), HP 14

Also, I'm off to bed for tonight. Can't wait to pick this back up.

Tyndmyr
2009-11-01, 10:22 PM
The critical strike lops the orc's head off his shoulders, ending the fight in a single blow.

+150XP

On the orcs body, you find the following loot:
6000 copper pieces
A sapphire pendant on a silver chain(value 1600 GP)
Masterwork Half-Plate.

The Dark Fiddler
2009-11-02, 05:49 AM
I'd hate to give up this, but I rolled a 15 on my attack roll, and got a 19 after the +4.

If you still want to keep it, I'm ok with that. :smallamused:

Tyndmyr
2009-11-02, 10:21 AM
All you needed was a thirteen, so you're good either way. =)

The Dark Fiddler
2009-11-02, 03:03 PM
Cleric puts the pendant around his neck, under his Holy Symbol. He switches his armor with the Orc's, and puts all the copper pieces into his pack.

He opens the treasure chest.

Tyndmyr
2009-11-02, 04:36 PM
In the chest he finds: 10 Plat

The Dark Fiddler
2009-11-02, 04:41 PM
Clerics smiles at his luck, and replaces the Platinum with all of his Copper, deciding that the trade is more than fair enough for him.

He crosses to the door on the opposite side of the hall and peers in.

MS: [roll0]
Hide: [roll1]

I love my MS and Hide checks. :smalltongue:

Tyndmyr
2009-11-02, 11:15 PM
Heh, the disadvantages of armor.

At the end of a gloomy, unlit, 30ft hallway, in front of the third and last door, you see a badger, whom you've just awoken, and who is trundling torward you furiously.

Init:[roll0]


http://travislerol.com/D&D/DeckTheHalls.jpg

The Dark Fiddler
2009-11-03, 05:46 AM
[roll0] - Initiative

Cleric charges at the Badger if he goes first.

[roll1] - Attack Roll
[roll2] - Damage
[roll3] - Possible Crit Confirm

If Cleric doesn't go first, he charges if possible. If not, he simply walks up and smashes the badger with his Morning Star, his attack roll is 2 lower than the rolled attack.

Edit: Cleric has AC 16, HP 14. If he charges, his AC drops to 14.

Tyndmyr
2009-11-03, 09:56 PM
You miss the badger, and he explodes in a frenzy of claws and teeth.

Claw attacks:
[roll0]
[roll1]

Bite Attack:
[roll2]

Tyndmyr
2009-11-03, 10:01 PM
Claw damage: [roll0]

The Dark Fiddler
2009-11-03, 10:06 PM
Cleric glares at the badger and smashes at it with his morning star.

[roll0] - attack
[roll1] - damage

[roll2] - crit confirm

AC: 16 HP: 13

Tyndmyr
2009-11-03, 11:26 PM
His beady little eyes stare angrily at you from his furry face, as he continues his efforts to claw your face off.

Claw attacks:
[roll0]
[roll1]

Bite Attack:
[roll2]

Tyndmyr
2009-11-03, 11:27 PM
Claw Damage: [roll0]

Cmon, death by badger! =)

The Dark Fiddler
2009-11-04, 06:27 AM
Oh nooo.... 1 damage....

Cleric, pretty pissed off at this point, smashes the badger again with his morning star, giving a mighty shout.

[roll0] attack roll
[roll1] damage

[roll2] crit confirm

AC: 16 HP: 12

Tyndmyr
2009-11-09, 08:59 PM
You took him down to 0, but unfortunately for you, injuring him sends him into a rage.

Claw attacks:
[roll0]
[roll1]

Bite Attack:
[roll2]

The Dark Fiddler
2009-11-09, 09:02 PM
[roll0] - Attack Roll
[roll1] - Damage
[roll2] - Crit Confirm

"I'm getting really annoyed now! Taste my Morning Star WRATH!"

Thelas
2009-11-11, 07:17 AM
If either previous claw hit, it does one damage.
And you finally killed a badger.
Why are you so proud of that?
XP: +150
Loot: sorry, but it's only a badger.

(if you didn't know, I'm now helping DM this)

The Dark Fiddler
2009-11-11, 12:36 PM
Cleric channels his prepared Virtue spell into a Cure Minor Wounds and casts it on himself. He glares at the corpse of the badger, and spits on it. He then travels to the end of the hallway and opens the door, too aggravated to bother with stealth.

Tyndmyr
2009-11-12, 01:19 AM
Mmm, what light/ability to see in dark do you have at the moment?

The Dark Fiddler
2009-11-12, 06:25 AM
Dwarven Darkvision to 60 ft.

Thelas
2009-11-12, 06:38 AM
You enter a 15ft by 15ft room, with six goblins inside(A3, A4, A5, B3, B5, C4). There is a door on C3.

Init:
[roll0]
[roll1]
[roll2]
[roll3]
[roll4]
[roll5]

(Please confirm this is the right room, because it seems like I'm giving you the wrong one)

The Dark Fiddler
2009-11-12, 03:28 PM
(It seems to be right. What bad luck.)

AC: 16 (Touch 9, Flatfooted, 16)
HP: 11

Cleric curses under his breath and swings his morning star at the nearest goblin.

[roll0] - Initiative
[roll1] - Attack Roll
[roll2] - Damage
[roll3] - Crit Confirm, if needed

Tyndmyr
2009-11-14, 11:16 PM
No joy, unfortunately. The one nearest to you takes a swipe with his morning star, while another four take the opportunity to hurl javelins at you.

Morning Star:
[roll0]

Javelins:
[roll1]
[roll2]
[roll3]
[roll4]


--Dmg--

Morning Star:
[roll5]

Javelins:
[roll6]
[roll7]
[roll8]
[roll9]

Tyndmyr
2009-11-14, 11:18 PM
Pretty lucky on damage, all things considered.

Confirming crit on one javelin:
[roll0]

Addtl Dmg if crit:
[roll1]

The Dark Fiddler
2009-11-15, 07:17 AM
(Gotta love it when crit confirms fail)

Cleric lets out a curse, and smashes the nearest goblin again.

[roll0] Attack Roll
[roll1] Crit Confirm
[roll2] Damage

AC 16 HP 9

Tyndmyr
2009-11-16, 12:03 AM
Once more, with feeling. And the gobbie who was low on init.

Morning Star:
[roll0]

Javelins:
[roll1]
[roll2]
[roll3]
[roll4]
[roll5]


--Dmg--

Morning Star:
[roll6]

Javelins:
[roll7]
[roll8]
[roll9]
[roll10]
[roll11]

The Dark Fiddler
2009-11-16, 03:02 PM
Cleric winces at the javelin that struck him, and attacks (and perhaps for the last time) the morning star Goblin, hell-bent on taking down one, at the very least.

[roll0] - Attack roll
[roll1] - Damage
[roll2] - Crit Confirm

AC 16 HP 5

Thelas
2009-11-16, 04:07 PM
Once more, with feeling.

[roll0][roll1]
[roll2][roll3]
[roll4][roll5]
[roll6][roll7]
[roll8][roll9]
[roll10][roll11]

The Dark Fiddler
2009-11-16, 04:22 PM
AC 16, HP 0

Cleric realizes that his death is nigh, and decides to give up after one last attack. He casts Inflict Light Wounds on the nearest Goblin.

[roll0] Touch Attack on nearest Goblin
[roll1] Damage

The stress of casting the spell causes Cleric to drop to -1 HP. He falls unconscious and is now dying.

Looks like it's time to roll up a new character.

Tyndmyr
2009-11-18, 02:11 AM
Fraid so. At least you took the green bastard with you.