PDA

View Full Version : The Endless Dungeon - Demetrius



Tyndmyr
2009-11-02, 11:45 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.

Claudius Maximus
2009-11-02, 11:52 PM
Demetrius rises, bars the north and east doors, and cracks open the south door, peering into the next room.

[roll0]
[roll1]

Edit: If it is not assumed to be the case, he dons armor, shapes soulmelds, and otherwise reaches the state of the character sheet before opening the door.

Edit 2: And he takes the torch with him, in his buckler hand.

Tyndmyr
2009-11-03, 01:03 AM
Once you open the door, you see a short, narrow, unlit, hallway, five feet in width, and twenty in length. Just over halfway down, a door leads to the left, while at the end, another door leads straight ahead.

Claudius Maximus
2009-11-03, 02:27 PM
Demetrius goes down the hallway carefully and quietly, and listens at the left door.

[roll0]
[roll1] The -5 is from the door. I forgot that it's supposed to be a DC increase, instead of a check penalty.

If he hears nothing, he opens it and peek in.

[roll2]

Tyndmyr
2009-11-03, 10:13 PM
In a particularily messy 15ft by 15ft room, you see two zombie kobolds feasting on the remains of one of their brethren. They are engrossed in their meal, and thus, you have the element of surprise.

Claudius Maximus
2009-11-03, 10:29 PM
Demetrius opens the door, confident that the kobold zombies pose no threat to him. He declares his Midnight Dodge on whichever of them is closer, or on the northernmost in case they are equidistant.

If that's the surprise round, so be it, but otherwise he either 5-steps and attacks, or partial charges if that's possible and/or what he needs to hit them. The attack would be against the closer one.

[roll0]

If he can attack this round:
[roll1] Add 2 if it's a charge.
[roll2]

Edit: Natural one. :smallsigh:

Tyndmyr
2009-11-03, 11:52 PM
You do indeed get to attack, declaring dodge being a free action, I believe.

Unfortunately, it doesn't seem to bother them in the slightest. Did get their attention, though, and both zombies attempt to turn you into a Manwich.

Spear Attacks:
[roll0]
[roll1]

Damage, if either hits:
[roll2]
[roll3]

Claudius Maximus
2009-11-03, 11:56 PM
If he charged, one hits. If not, both miss. In any case he takes no damage.

Demetrius attacks the kobold he has not declared dodge on.

[roll0]
[roll1]

Tyndmyr
2009-11-04, 01:29 AM
No charge, due to insufficient room, but your swing puts a bit of damage on one.

Being a bit short on brains, the zombies use the same basic tactic of "stab it till it dies".

Spear Attacks:
[roll0]
[roll1]

Damage, if either hits:
[roll2]
[roll3]

Claudius Maximus
2009-11-04, 09:15 AM
Let's go with the first one you roll for being my dodge target.

In that case, the second zombie hits Demetrius, but there is no damage.

He attacks the one he already hit:

[roll0]
[roll1]

This is a longsword, by the way.

Tyndmyr
2009-11-09, 10:38 PM
Down he goes, leaving only one left to stab at you.

[roll0]
Dmg:[roll1]

Claudius Maximus
2009-11-09, 11:20 PM
It misses, thanks to Midnight Dodge.

Demetrius attacks it back.

[roll0]
[roll1]

Thelas
2009-11-11, 07:09 AM
It misses, thanks to AC.
It attacks right back.
[roll0]
[roll1]

Your move.
(if you didn't know, I'm now helping DM)

Claudius Maximus
2009-11-11, 06:18 PM
Neat. Welcome, Thelas.

No damage is sustained.

[roll0]
[roll1]

It is slashing damage, remember.

Edit: Drat.

Do you mind if I roll several attacks next time? There are really no other options either of us are going to take, as far as I can see. I think it would also make things faster for you. Still, I will wait and roll if that is what you would like.

Thelas
2009-11-11, 06:32 PM
Sure, roll... let's say 5.

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

Claudius Maximus
2009-11-11, 08:03 PM
No effect on Demetrius.

His attacks:

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

Thelas
2009-11-11, 08:18 PM
Roll 1 wounds it, roll 3 destroys it.

+300 xp
+400 cp.

Now what?

Claudius Maximus
2009-11-11, 08:32 PM
Demetrius searches the room. I will roll once for each square. If the room is 15x15, that's nine checks. Start with the northeast, moving south. When a new row is started, it begins in the north.

[roll0]
[roll1]
[roll2]
[roll3]
[roll4]
[roll5]
[roll6]
[roll7]
[roll8]

What, if anything, does he find?

Thelas
2009-11-12, 06:49 AM
You find stone, of the dwarvencraft variety.
You're standing on it.

Claudius Maximus
2009-11-12, 02:34 PM
Demetrius sets up his bedroll in the northern corner, away from the door, picks up all the CP, and leaves the room. He goes south, taking the straight door described in post 3. He creeps up to it, and listens for anything unusual:

[roll0]
[roll1] The door should increase the DC.

If he hears nothing, he peeks in:
[roll2]

Tyndmyr
2009-11-13, 03:35 AM
Definitely nothing heard.

You peek inside the door. In the center of a 15ft square dark room, an lone kobold is standing, wearing nothing but a floppy cloth hat, which bears the word "Sorrc" on it. You also note another wooden door in the center of the east wall.
He notices you about the same time you notice him.

Init:[roll0]

Claudius Maximus
2009-11-13, 09:30 AM
[roll0]

Since I win ties, I go first.

Demetrius invests in Cobalt Charge and charges his foe.

[roll1]
[roll2]

Thelas
2009-11-13, 06:10 PM
That'll miss.
He 5-foots away and casts magic missile.
[roll0]

Your move.

Claudius Maximus
2009-11-13, 06:46 PM
5-step and attack. I'm trying to push him into a corner, or at least a wall, if it is possible.

[roll0]
[roll1]

Claudius Maximus
2009-11-13, 06:47 PM
That would be a critical threat.

[roll0]

Aww...

Tyndmyr
2009-11-14, 11:02 PM
It's enough to go through his rather mediocre hit die. He drops, resulting in you gaining 300 xp, and the following loot.

20 gold pieces.
Masterwork Heavy Flail.
One(1) floppy hat.

Claudius Maximus
2009-11-15, 01:28 AM
Demetrius dons the floppy hat, after ensuring that it is clean. How much does it weigh? He also picks up the gold and the heavy flail.

He then goes to the door and repeats the door process.

[roll0]
[roll1]
[roll2]

So he's loud, deaf and blind.

Tyndmyr
2009-11-15, 01:33 AM
Negligible weight. It's cleanish. As clean as can be expected from a dead kobold in a dungeon.

You hear movement on the other side of the door before opening it, then you look inside a 15ft by 15ft room, with two Orcs inside(S1, Q6). There is a door on the far side. Somehow, they dont look surprised to see you.

Init:
[roll0]
[roll1]

Claudius Maximus
2009-11-15, 11:56 AM
[roll0]

I don't have a map or anything, so those coordinates don't mean much to me. What are their relative positions to Demetrius?

The larger modifier wins, so Demetrius goes first. I'll wait for that information though.

Thelas
2009-11-16, 11:12 AM
Looking at the map, those numbers are wrong, so...

From the square in front of the door you opened, there's one orc up one and right one, and one down one and right three. (You're facing right.)

Claudius Maximus
2009-11-16, 06:17 PM
Demetrius charges the nearer Orc.

[roll0]
[roll1]

If that's not possible, tell me. I don't know how doors would interfere with the line required for a charge.

Tyndmyr
2009-11-19, 12:36 AM
Too close, but it doesn't matter much, as you hit him even without the +2, so he goes down hard.

On the map note:
http://travislerol.com/D&D/BigSWQuadrant.jpg


Now, on to the stabby. The surviving orc moves up to you and attempts to hack you in half with his falchion.

Atk:[roll0]
Dmg:[roll1]

Claudius Maximus
2009-11-19, 10:32 AM
Miss.

Demetrius declares his dodge on the remaining Orc, then takes a swing at him.

[roll0]
[roll1]

I just realized my attack bonus should have been +5 this whole time. :smallsigh:

Tyndmyr
2009-11-21, 02:47 AM
Heh, I've done that before.

You drop him with ease, netting you +300 Xp for the encounter.

Loot: 800 SP.

Claudius Maximus
2009-11-21, 11:13 AM
So the room with the Kobold zombies had another door? Demetrius would not have set up his bedroll there if I had known that, but I could live with leaving it there.

Demetrius creeps up to the east door of the current room.

[roll0]
[roll1]

He peeks in unless he hears something that sounds extremely dangerous.
[roll2]
[roll3]

Tyndmyr
2009-11-24, 12:19 AM
Looking quickly inside room P7, you see a grand hall with high, arched ceilings. It's twenty by twenty feet in size, but the ceiling appears to be a solid forty feet high, and decorated with dwarfish stonecarvings. Unfortunately, the room also appears to have four orcs relaxing in the center(Q8, Q9, R8, R9). All are carrying falchions, but the furthest one(R9) appears to have a torch crudely fastened to the haft of his falchion, casting a dim, flickering light over the scene.

One of the orcs appears to have noticed you peering into the room, and jumps to his feet with a shout.

His init: [roll0]

You have surprise vs the other orcs.

Claudius Maximus
2009-11-24, 03:25 PM
Looking back, would a 14 have hit the Kobold Sorcerer? If so, Demetrius would have killed him and would be up 5 hp. I understand if you don't want to do retcons though. I ask because 5 hp would be pretty nice to have vs. a room full of orcs.

At any rate: [roll0]

Demetrius attacks the orc that noticed him. If he's in column 9, it's a charge.

[roll1] Add another 3 if it's a charge.
[roll2] It should have been +5 this whole time, too. Add another 1 if it's a charge.

Tyndmyr
2009-11-26, 10:36 AM
You're right, he didn't have time to get his mage armor up, he would have gotten hit right off. You've got those 5hp.

Not a charge, but it doesn't really matter, as he dies regardless. He was the guy closest to you.

Init for the other three:
[roll0]
[roll1]
[roll2]

Tyndmyr
2009-11-26, 10:38 AM
The two that go before you(since you win the tie) 5 ft adjust to get in range, and both take swings.

Falchion #1: [roll0]
Dmg:[roll1]

Falchion #2: [roll2]
Dmg:[roll3]

Claudius Maximus
2009-11-26, 12:04 PM
First one hits; Demetrius takes 2.

Demetrius attacks the orc who hit him.

[roll0]
[roll1]

Demetrius takes whatever 5-step is necessary to not get flanked, preferably by moving back towards or through the door to gain cover.

He declares his dodge on one of the orcs. If any of them can charge him, it's that one. Otherwise, it's the first one you roll for.

Tyndmyr
2009-11-27, 05:46 PM
None can charge, due to the closest two having only a 5ft gap, and the furthest not having a direct path to you. You're currently standing in the door, which limits the orcs that can attack you at once to two. Even better, it gives you a +4 AC to the orc off to the side, due to the difficulty of attacking you in the tight space.

Both of them 5ft adjust to you, so no AoOs.

Falchion: [roll0] -Orc directly in front of you. You have +1AC due to dodge.
[roll1]

Falchion: [roll2] -Orc off to the side. You have +4 AC due to concealment.
[roll3]

The remaining orc is directly behind the orc in front of you.

Claudius Maximus
2009-11-27, 06:00 PM
Both miss.

Demetrius attacks the orc in front of him.

[roll0]
[roll1]

If he misses, he declares his dodge on him. If this orc goes down, Demetrius declares is dodge on the first remaining orc you roll for.

Claudius Maximus
2009-11-27, 06:01 PM
That's a threat.

[roll0]
[roll1]

Thelas
2009-11-28, 04:47 PM
The second orc will move into the slain one's place, as the third moves into the second's.

(Dodge): [roll0] [roll1]
(Concealment): [roll2] [roll3]

Claudius Maximus
2009-11-28, 05:27 PM
Both miss.

Demetrius attacks the one with no cover.

[roll0]
[roll1]

If he kills it, Demetrius changes his dodge target to the remaining orc. Otherwise his dodge target remains unchanged.

Edit: The damage was enterred incorrectly. It should be 1d8+5, for a total of 6.

Tyndmyr
2009-11-28, 06:26 PM
He drops, stone dead. The remaining orc 5ft adjusts in front of youtakes his shot.

[roll0]
Dmg: [roll1]

Edit: Removed extra rolls due to accidentally not realizing orc #2 was dead yet.

Claudius Maximus
2009-11-28, 07:18 PM
Hits, but Demetrius's DR negates it.

Demetrius fights back.

[roll0]
[roll1]

Demetrius once again declares his dodge on this orc.

Tyndmyr
2009-12-03, 11:44 PM
He drops as well. +900 XP(assuming you're still 1st level), and 100GP loot found on the bodies.

Claudius Maximus
2009-12-04, 12:09 AM
Demetrius is still 1st level, but this is enough to put him into level 2. Tell me if xp is reduced by this fact. Are we going with the method of gaining everything immediately, but resting for new spells and soulmelds and such to be applied?

Thelas
2009-12-04, 07:31 AM
No, you get the full 900, barring Tyndmyr overruling this.

And yes, you gain everything immediately but must rest for new spells/etc.

Claudius Maximus
2009-12-04, 10:09 AM
I choose to take the average for hp. Demetrius uses his newfound essentia to heal himself of 2 hp, bringing him to full.

Demetrius backtracks to the kobold zombie room (MNO/3-5, as far as I can tell), and checks out the eastern door there.

[roll0]
[roll1]
[roll2]
[roll3]

Thelas
2009-12-04, 04:22 PM
Don't read this unless you're actually entering...

DMs-
[roll0]
As you enter the room, you see a goblin.
And two more, as well.

The room extends K5-L7 plus M6-O7.

You're in N5, goblins are in M6, M7, N6.

Claudius Maximus
2009-12-04, 06:14 PM
I figure that with a listen check of 1 Demetrius doesn't think there's anything behind it, so he opens the door.

[roll0]

Do the map numbers start at 0 or 1? At any rate Demetrius attacks the nearest Goblin as soon as he goes, declaring his dodge on it unless he kills it, in which case he declares it on the next nearest one.

[roll1]
[roll2]

Claudius Maximus
2009-12-04, 06:16 PM
That should have been a d8 instead of a d20 for damage, sorry.

[roll0]

I just realized that my original attack and damage were correct after all. The corrections I made to them were based on an earlier idea that I never went with, and were thus in error. I'll have to change it back, since changing to accommodate the false values results in a retroactively dead character.

As far as I can tell, the only change this entails is that the Kobold Sorcerer does get off that magic missile, and that the above attack and damage rolls should be reduced by one each (to 18 and 11, respectively). Thankfully, all my other rolls were either really high or really low, so as far as I can tell we don't have to redo any combats or overturn any other rounds. I apologize for these errors, and I swear I'm not trying to cheat.

Tyndmyr
2009-12-07, 11:16 PM
No prob, just make the appropriate changes.

Thelas is correct, leveling doesn't reduce the xp reward(unless you kill something that would be big enough to make you level twice, as per the rules for this).

Being a goblin, he dies horribly either way.

His two friends try to crush you, 5ft adjusting torward you if necessary. First roll is the one you declared dodge against.

Morningstar: [roll0]
Dmg: [roll1]

Morningstar: [roll2]
Dmg: [roll3]

Claudius Maximus
2009-12-07, 11:42 PM
Boy are those some bad rolls.

Demetrius fights back, attacking his dodge target.

[roll0]
[roll1]

If he kills it, he changes his dodge target to the remaining goblin.

Demetrius then 5-steps to the doorway, attempting to gain cover against one of his foes.

Edit: Actually, I think it was like that already. At any rate, let's say it's the non-dodge target whom he has cover against, if he indeed has cover from the door.

Tyndmyr
2009-12-11, 02:23 AM
If you fight through a door, you can always take the +4AC against whichever target is offset from you. The 10 misses unfortunately, but hey, it's only goblins, right? What's the worst that could happen?


morning star -Offset from door, +4 AC
Atk:[roll0]
Dmg: [roll1]


morning star -Declared dodge against, +1 AC
Atk:[roll2]
Dmg: [roll3]

Claudius Maximus
2009-12-11, 12:08 PM
Demetrius attacks the dodge target. Changes it to the other guy if he kills him.

[roll0]
[roll1]

Thelas
2009-12-11, 01:46 PM
Dodge: [roll0] [roll1]
Cover: [roll2] [roll3]

Claudius Maximus
2009-12-11, 03:22 PM
Battle of the low rolls, huh?

Same story as above:
[roll0]
[roll1]

Thelas
2009-12-11, 03:27 PM
Splat.
(This is your dodge, but no more cover!)
[roll0] [roll1]

Claudius Maximus
2009-12-11, 05:40 PM
Demetrius keeps his dodge on the remaining goblin.

[roll0]
[roll1]

Claudius Maximus
2009-12-11, 05:41 PM
That's a threat.

[roll0]
[roll1]

Tyndmyr
2009-12-14, 11:35 PM
That's definitely a killshot there. As goblin parts spray over the room, creating a scenic green mist, you gain 450 xp, and in your subsequent looting, you find 110 platinum pieces, a banded agate gem worth 13 GP, a bloodstone worth 70 GP, and coral worth 130 GP.

Damn rich goblins.

Claudius Maximus
2009-12-15, 12:07 AM
High rolls, huh?

Demetrius picks all that stuff up, and stashes it.

Are there any doors, other than the one in J5?

Regardless, Demetrius picks up his dropped bedroll, backtracks and opens the door in J2, without barring the south door in the beginning room.

Tyndmyr
2009-12-15, 12:20 AM
Let me give you a map, actually.

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

Upon opening the door into J5, you peer down a long, gloomy, empty hallway, with half a dozen mouldering wooden doors, all alike, along it's length.

Claudius Maximus
2009-12-15, 12:08 PM
Doesn't look like you have the red guy at the right position.

Demetrius should be in J2, since I really didn't like the possibility of being flanked at J5. Luckily, it seems the hallway is deserted.

Regardless of which door Demetrius enters from, he checks out the 10x10 room in K3-L4. If there's nothing there, he moves to J8 and opens the south door.

Tyndmyr
2009-12-21, 12:25 AM
Ah, yeah, sorry. I tend to reuse maps a lot, so the position isn't always perfect.

As for the room...

You see a 10ft by 10ft room, with an Orc(L3) Guarding a chest(L4). You have surprise.

Claudius Maximus
2009-12-21, 10:48 AM
A classic.

Demetrius declares his dodge on the Orc, and then tries to murderize it.

[roll0]
[roll1]

Thelas
2009-12-23, 01:32 PM
Murderizing succeeds.

XP + 150
Loot: Equipment only, but there is a chest.

What will you do?

Claudius Maximus
2009-12-23, 04:53 PM
For some strange reason, it never occurred to me that I could take their equipment. Demetrius takes the orc's javelin and falchion.

Demetrius takes a few minutes to inspect the chest for traps, taking 20 for a total of 20.

If he finds no traps, he opens it. If it is locked, he attempts to break it. Tell me if I need any rolls for that. I'm willing to spend another 20 rounds though.

Tyndmyr
2010-01-04, 12:06 AM
No locks, you manage to open it.

Inside, you find a large brass mug with Jade inlays, very finely made. Estimated value, 600 GP.

Claudius Maximus
2010-01-04, 02:53 PM
Neat.

Demetrius goes down the hallway. If there are any doors on the south side of the hallway that look like they lead to rooms he hasn't entered, he enters them, starting with whichever is encountered first (i.e. the most westerly of them).

If he has explored the whole bottom side, he opens the north door at J5.

Door procedure for the next door, whatever it may be:

[roll0]
[roll1]
[roll2]
[roll3]

Tyndmyr
2010-01-04, 08:03 PM
Well, you've already cleared the kobold zombies and sorcc...quite a bit in fact...here's a larger map, just so you can get your bearings.

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

You check out the doorway into K8: It's a 15ft wide, 10ft long room, with the only doorway leading back to the room with the dead goblin pair. It's also completely empty.

That takes care of doors along the southern side of the hall, leaving one at the far end and two going north. Starting at J5(you can reroll listen and such if you want, given that it's door #2)...

Claudius Maximus
2010-01-04, 09:44 PM
Looks like the dungeon is a bit bigger than I thought. I wanted to clean out the bottom side first, so instead of the door at J5, Demetrius checks out the door at O8, which I believe he has not yet opened. If that's an empty room, he checks out the door beyond it at O11.

[roll=Move Silently]1d20[roll]
[roll0]
[roll1]
[roll2]

If you'd accept rolling for that next door:
[roll=Move Silently]1d20[roll]
[roll3]
[roll4]
[roll5]

Thank you very much for the new map. Really helps put things in perspective.

Claudius Maximus
2010-01-04, 09:45 PM
Fixed rolls:

[roll0]

[roll1]

Tyndmyr
2010-01-04, 09:56 PM
Peering into room O8, you first hear, then sneakily spot without being seen, a dwarf in full platemail with a dwarven waraxe. His back is turned to you, and he's currently in square N9.

Claudius Maximus
2010-01-04, 11:14 PM
Demetrius declares his dodge on the dwarf, readies his longsword and shield, and readies an action to attack if he sees any axe-swingery coming his way.

He then addresses the dwarf, in Common: "Hey! Dwarf!"

If he sees the dwarf reaching for his weapon or otherwise preparing for a fight, he tries to cut in with a "Wait!" and back up 5 feet, but ultimately swings if the dwarf follows him and tries to attack.

If I need any diplomacy or charisma checks or anything, just tell me.

Tyndmyr
2010-01-05, 07:59 PM
His first action is indeed to spin around, raising his axe. He's got a holy symbol hanging around his neck, you can roll a knowledge: religion check to identify it if you like, and/or a diplomacy check to either convince him to do/not do something or raise his attitude toward you, if you like.

Claudius Maximus
2010-01-05, 10:01 PM
[roll0]

[roll1]

The Diplomacy check is to try to dissuade him from immediately attacking.

Thelas
2010-01-06, 10:33 AM
You're not quite sure what the symbol was, but it looks somewhat evil.
Initiative!
[roll0]

Claudius Maximus
2010-01-06, 11:33 AM
[roll0]

Looks like the dwarf wins. What happens with the readied action, and the declared dodge? Are they lost?

Tyndmyr
2010-01-07, 10:09 PM
Nope, the dwarf does in fact come after you with his axe, so that triggers your readied action.

Claudius Maximus
2010-01-09, 07:00 PM
[roll0]
[roll1]

Tyndmyr
2010-01-16, 09:32 PM
No joy.

Dwarven Waraxe: [roll0]
Dmg: [roll1]

Claudius Maximus
2010-01-16, 09:54 PM
Demetrius fights back, declaring his dodge on the dwarf again.

[roll0]
[roll1]

Tyndmyr
2010-01-16, 10:15 PM
Heavily damaged, the dwarf steps back 5ft, and casts CLW.

CLW: [roll0]

Claudius Maximus
2010-01-16, 11:18 PM
Demetrius presses the attack, once again declaring his dodge on the dwarf.

[roll0]
[roll1]

Tyndmyr
2010-01-17, 12:13 AM
Your blow glances off his armor, and he then five foot adjusts back once more, then casts again.

DM Info:

Cast prot: good.

Claudius Maximus
2010-01-17, 12:19 AM
[roll0]

As Above. Demetrius is trying to force him into a corner if possible.

[roll1]
[roll2]

Tyndmyr
2010-01-17, 11:08 AM
Protection from Good.

I believe he's in the corner now, so he's in a bit of a pickle. Looks like it's axe time.

Dwarven Waraxe:[roll]1d20+3[/rroll]
Dmg:[roll0]

Tyndmyr
2010-01-17, 11:09 AM
Replacement attack roll, since I can't type:

[roll0]

Claudius Maximus
2010-01-17, 02:17 PM
Demetrius is Lawful Neutral, so the Protection From Good doesn't do much.

Demetrius presses the attack, declaring his dodge once again on the dwarf.

[roll0]
[roll1]

Claudius Maximus
2010-01-17, 02:21 PM
That's be a critical threat.

[roll0]
[roll1]

Tyndmyr
2010-01-17, 04:20 PM
Oh, you flatten him good.

+300 XP, and 700 SP found on the body.

Claudius Maximus
2010-01-17, 04:36 PM
Demetrius goes back to the first room, and removes the second bar. He bars the door at O8 with one of the recovered bars.

He picks up the SP, removes the Dwarf's Full Plate, and places the Full Plate, Heavy Flail, and Falchion in a corner. He sets up bedroll in another corner.

He then checks out the door at O11.

[roll0]
[roll1]
[roll2]
[roll3]

Tyndmyr
2010-01-17, 04:43 PM
As you step through the door, you see a 15ft by 15ft room with a wooden chest in the center, and two doors(other than the one you came through) are visible. One is in the east wall, and one is in the west(just south of the door you came through). A small candle in a rusty holder on the north wall illuminates the scene dimly.

Claudius Maximus
2010-01-17, 04:51 PM
Demetrius thoroughly searches the chest, taking 20 for a total of 20.

If he finds no traps, he attempts to open it.

If it is locked, he attempts to break it.

Tyndmyr
2010-01-17, 05:08 PM
It's trapped indeed. Appears to be a basic arrow trap triggered by opening the chest.

Claudius Maximus
2010-01-17, 05:18 PM
Is it possible to open it at an odd angle or something, to prevent if from hitting him? Like reaching over and opening it from behind or something?

If not, he'll destroy the chest, attacking from the untrapped side (if one exists).

If there's no way to interact with it that does not lead to being shot, he'll just open it and take the hit. He'll have declared his dodge on the trap if possible. I don't suppose he could get some kind of bonus from knowing from where the arrow will come? I imagine he could position his shield right in front of the hole or something.

Tyndmyr
2010-01-17, 08:35 PM
It's hard to calculate the precise trajectory due to just a hole in the wall, but you do get a +2 circumstance bonus due to knowing it's there, and of course, you can take a total defense action while opening it to further decrease the odds of injury.

Presuming you do that and prepare to dodge as well before opening, lets see what happens:

Basic Arrow Trap: [roll0]
Dmg:[roll1]

Looks like a miss. You find 80 Gp inside.

Claudius Maximus
2010-01-17, 10:19 PM
Neat.

Demetrius checks out the other west door:

[roll0]
[roll1]
[roll2]
[roll3]

Based on the map, I assume it leads to the 4-Orc Room. If it's blank, Demetrius closes the door and bars it, and checks out the east door:

[roll4]
[roll5]
[roll6]
[roll7]

Thelas
2010-01-22, 12:41 PM
Looking quickly inside room P7, you see a grand hall with high, arched ceilings. It's twenty by twenty feet in size, but the ceiling appears to be a solid forty feet high, and decorated with dwarfish stonecarvings. Unfortunately, the room also appears to have four orcs relaxing in the center(Q8, Q9, R8, R9). All are carrying falchions, but the furthest one(R9) appears to have a torch crudely fastened to the haft of his falchion, casting a dim, flickering light over the scene. Two doors are visible in the far wall, one on the north side, one on the south.

Initiative:
[roll0] Q8
[roll1] Q9
[roll2] R8
[roll3] R9

Claudius Maximus
2010-01-22, 04:34 PM
I have already fought four orcs in this room. Did you overlook that, or are there just more?

I couldn't blame you if this is a mistake. You clearly have to deal with a lot of instances, so mixups are inevitable.

If there really are more orcs:

[roll0]

Tyndmyr
2010-01-24, 11:18 AM
Er, four orc corpses then. =)

Yeah, they don't respawn, just entirely forgot you'd already cleared it. Thanks for the reminder.

Where to next?

Claudius Maximus
2010-01-24, 01:04 PM
The east door from the trapped chest room.

I already rolled for the door checks in post 102 (the second set of rolls).

Tyndmyr
2010-02-02, 01:13 AM
Trapped chest room, trapped chest room. Hmm, which of the many....ah, arrow trap. East from there puts you at O14. You find nothing on the door, and hear nothing before entering.

In this 10ft(E-W) by 15ft(N-S) room, the floor is clearly lower, as you see the room is filled with murky water to nearly the level of the floor elsewhere. There is a door to the east in O-15. No visible opponents.

Claudius Maximus
2010-02-02, 02:16 AM
Demetrius breaks out his expandable pole, extends it to 12 feet in length, and pokes about, checking the depth of the water in all the squares he can reach, and generally looking for anything interesting.

[roll0]

If he finds no monsters, and if the water is shallow enough to wade through, Demetrius will jump in and wade to the opposite door.

If it looks deeper than that, he won't trust his -3 swim modifier, and leaves, closing the door. He would then go to the door in S10/S11.

Rolls for whichever door he ends up at:
[roll1]
[roll2]
[roll3]
[roll4]

Demons_eye
2010-02-14, 01:24 AM
You enter a 15 foot long(N-S), 10ft wide room with wood inlaid on the floors, walls and ceiling, looks like it was quite expensively furnished...at least, before the ravages of time molded and damaged everything in here beyond repair. There are three doors in this room, one leading north, one west, and one south. No life is visible inside.

Dm stuff, dont look

[roll0]

Claudius Maximus
2010-02-14, 01:49 AM
So did he get to the other side of the water, and this is the room through the door at O15? Demetrius puts the pole away etc., then checks out the south door:

[roll0]
[roll1]
[roll2]
[roll3]

Demons_eye
2010-02-14, 12:31 PM
You enter unheard to see a small earth elemental staring at you with its blank face.

Init: [roll0]

Claudius Maximus
2010-02-14, 12:59 PM
[roll0]

Demetrius will declare dodge and attack the elemental.

[roll1]
[roll2]

Demons_eye
2010-02-15, 05:47 PM
The earth elemental cracks as you attack lands and it cries in an eerie voice. It brings its fist up and brings it down on you while roaring.

[roll0] Attack
[roll1] Damage

Claudius Maximus
2010-02-15, 06:42 PM
Miss. Demetrius declares hid dodge and attacks again.

[roll0]
[roll1]

I plan on doing the same thing until it runs away or Demetrius is heavily wounded. If speeding things up a bit is okay with you, here are some rolls for the next few rounds:

[roll2]
[roll3]

[roll4]
[roll5]

[roll6]
[roll7]

Demons_eye
2010-02-15, 06:55 PM
The earth begin lashes out two mote times before your blade crushes him

[roll0] Attack
[roll1] Damage

[roll2] Attack
[roll3] Damage

Claudius Maximus
2010-02-15, 07:02 PM
The second attack hits. Damage noted.

What treasure, if any, and how much experience do I receive? Furthermore, what is the elemental's room like?

Demons_eye
2010-02-15, 07:46 PM
You earn 300 Exp and gain 400 silver

DM rolls don't peek

[roll0] Money

[roll1]
[roll2]
[roll3]
[roll4]


[roll5] Goods

[roll6] Gem
[roll7] Art


[roll8] Items

[roll9] Mundane item
[roll10] Minor



The room is 10 ft wide/tall hallway continues 20 feet to the east, and has doors leading both to the east and north. Square S16 has a small, rusty metal chest attached to the floor.

Claudius Maximus
2010-02-15, 07:56 PM
And Demetrius hits level 3. I choose average HP.

Demetrius searches the chest thoroughly, taking 20 for a total of 20.

Demons_eye
2010-02-15, 07:57 PM
You can find no* traps.

Claudius Maximus
2010-02-15, 08:01 PM
Stupid lack of trapfinding...

If the chest is not locked, Demetrius will open it. If it is locked, he will smash it until it's open (he can break the hardness of iron).

Demons_eye
2010-02-15, 08:04 PM
After a few swings of your blade you break open the lock but as you do a Scythe Blade pops out of no place and slices at you.

[roll0] Attack
[roll1] Damage

Claudius Maximus
2010-02-15, 08:07 PM
That hits if he's flat-footed, but can't break his DR, so no damage.

What are the contents of the chest?

Demons_eye
2010-02-15, 08:16 PM
600 silver, a large Diamond (400 GP), and Masterwork chain shirt

Claudius Maximus
2010-02-15, 08:25 PM
Demetrius swipes it all, and invests his new point of essentia to gain even more DR.

He then heads down the hallway, and checks out the east door.

[roll0]
[roll1]
[roll2]
[roll3]

Demons_eye
2010-02-15, 08:39 PM
You open the door, surprising a baboon(G13) with five feet of space between you. Your keen eyes also take in a door leading east on the far side, and a treasure chest made of stone(H13)

I would like you to also note that you can place only 1 essentia into any thing. At level 6 you can put a max of 2 into anything and at level 12 and 18 you can put 3 and 4 respectfully. Read page 19 of magic of incarnum bottom right.

Edit: Ah you have Expanded Soulmeld Capacity but still thats only 2 I believe

Claudius Maximus
2010-02-15, 08:48 PM
Incarnates get an ability at level three that increases the essentia capacity of all their soulmelds by 1. I also have a feat that does that for a single soulmeld, so having 3 in Astral Vambraces should be legitimate. It's good that you're looking out for these things though.

[roll0]

Demetrius 5-steps and tries to slash at the baboon.

[roll1]
[roll2]

Rolls for the next few rounds, if necessary:

[roll3]
[roll4]

[roll5]
[roll6]

[roll7]
[roll8]

Demons_eye
2010-02-15, 08:56 PM
I wont bother rolling as the baboon could not over come Dr and you did kill it in one hit.

You find nothing on the baboon but in the chest you find 63 gold coins and a climber kit.

Claudius Maximus
2010-02-15, 09:00 PM
How much experience, if any, did he receive for the baboon?

Demetrius moves on to the north door back in that hallway.

[roll0]
[roll1]
[roll2]
[roll3]

Demons_eye
2010-02-15, 09:08 PM
Sorry, dont handle the ened of fights much so I allways forget exp. Congratz on your 300 exp

To get this stright the hall to the left is the hall you came from and north is also were you came from. The baboon was in the second room from the top.



http://i928.photobucket.com/albums/ad130/HolyDman/room1.jpg

Claudius Maximus
2010-02-15, 09:14 PM
Demetrius goes to the 3x3 room right north of the baboon room then. If I've already been there (I've become a bit disoriented, I'm afraid), he proceeds to the room east of that, which connects also to the baboon room, if I have this straight.

Demons_eye
2010-02-15, 09:24 PM
I was lost at this point too and just picked random rooms.

You can see a grand total of two doors leading south, one door leading east, and two doors leading west. An ornate collumn is visible in G17, to which a dead, husk of a kobold is bound with a pair of manacles. You also note the presence of three stirges in the air but they do not notice you.

Claudius Maximus
2010-02-15, 09:34 PM
Demetrius moves a point of essentia to his Incarnate Weapon and partial charges the nearest eligible target, then declares his dodge on one of the remaining Stirges.

[roll0]

[roll1]
[roll2]

Demons_eye
2010-02-15, 09:44 PM
The first stirge is not but a smear on your blade now but the two remaining stirges fly forward and attempt to attach to you.

Stirge #1 dodge opponent
[roll0] Touch attack

Stirge #2
[roll1] Touch attack

Claudius Maximus
2010-02-15, 09:47 PM
Both of them extremely succeed.

Demetrius attempts to cut one off:

[roll0]
[roll1]

Demons_eye
2010-02-15, 09:49 PM
You kill one other bug but the last sucks your blood with a sickening slurp.

[roll0] Con damage, if 4 it will detach and start to leave providing an AoO

Claudius Maximus
2010-02-15, 09:51 PM
Demetrius tries to hack this one off too:

[roll0]
[roll1]

Claudius Maximus
2010-02-15, 09:53 PM
His next round's attack/the AoO if it rolls 2 or more:

[roll0]
[roll1]

Demons_eye
2010-02-15, 09:55 PM
And...

[roll0]

It attempts to leave as you swat it in mid air.

Earning 400 Exp

Claudius Maximus
2010-02-15, 10:12 PM
I didn't realize until now how many important class features and feats Demetrius loses from con damage. He's not in good shape. Is it reasonable to assume that the essentia he gained from the feats he just lost and then spent on them are the points he lost? Otherwise he pretty much has all of his essentia spent on things that he no longer gains benefits from, and can't uninvest it.

Due to his poor shape, Demetrius looks for a room with one door in which to recuperate. He first checks out the door to the east.

[roll0]
[roll1]
[roll2]
[roll3]

Claudius Maximus
2010-02-16, 01:11 AM
I may have found an error in the previous combat. A Stirge has a reach of 0 feet, which necessitates that it enter the square of any creature it wishes to attack, which provokes an attack of opportunity from that creature. Demetrius, who was not flat-footed, would thus have been able to make an attack of opportunity against one of the Stirges attempting to attach to him.

If this little retcon is allowed, here's the attack of opportunity:

[roll0]
[roll1]

Demons_eye
2010-02-16, 06:29 PM
Yep, my bad, no con damage.

Claudius Maximus
2010-02-16, 06:49 PM
Rad. Demetrius still goes to the room to the east, in the upper right hand corner of the map you gave me.

The rolls are in #139.