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Tanaric
2009-11-08, 08:39 PM
The air surrounding you fairly hums with the residue of magic, an aftereffect of the spell that brought you to this place. A quick glance reveals that you are in a fairly spacious room, devoid of any life save for yourself. The sound of dripping water can be heard faintly, and the stone walls are slick with moisture. In complete defiance of logic, two torches are already lit, one hanging by each of the doors presumably leading out of the room.

Map:{table]|A_|B_|C_|D_|E_|F_|G_
1||||||||
2||||||||
3||||||||
4|||V|||||
5||||||||
6||||||||[/table]

There is a door at G-3, and another at F-6.

DM notes:3, 8, 11

Bayar
2009-11-09, 12:20 AM
. . .

Wielding his spiked chain, Valve will get a candle from his backpack, light it with one of the torches available, then put it on his head.

He will then proceed to search for traps at both doors, taking 20 for a 27. Also, take 20 on a listen check.

Tanaric
2009-11-09, 12:37 AM
Both doors are thoroughly laced with concealed copper wires, which presumably carry a current of some sort. You hear nothing.

Bayar
2009-11-09, 01:25 AM
Taking out his tools from his pack, Valve attempts to disarm the G 3 trap.

[roll0]

Tanaric
2009-11-09, 01:28 AM
You successfully divert the current away from the wires. Care to try the doorknob?

Bayar
2009-11-09, 01:32 AM
Take 20 search on the untraped door for 27.

Tanaric
2009-11-09, 01:35 AM
You find nothing but the disabled wires. Incidentally, you realize that the trap will automatically reset after a while, if that's of any importance to you.

Bayar
2009-11-09, 01:40 AM
Open door. Take 20 on listen checks.

Tanaric
2009-11-09, 01:42 AM
Opening the door reveals a hallway running north and south. It's impossible to tell how far with only the feeble light of your candle, though. You still hear nothing.

Bayar
2009-11-09, 01:48 AM
Go down the south corridor, looking for traps along the way. Pls roll for me as i am on mobile phone.

Tanaric
2009-11-09, 01:49 AM
A couple search checks:[roll0]
[roll1]
[roll2]

Let's see how that went first.

Your leg snaps a tripwire that you failed to notice on the first square south of the door. A loud rumbling, like that of stone grinding against stone, fills the air for perhaps a full minute before fading away. Nothing else happens.

Continue on, or?

Bayar
2009-11-09, 01:56 AM
Continue on 30 ft then take 20 on listen.

Tanaric
2009-11-09, 12:36 PM
Ten feet from the first door, the corridor sprouts a second, east-running hall. By the light of your candle, you can make out that there is a pit in the eastern hall, though you can't make out how far it extends.

If you continue south as far as you're able:The corridor takes a sharp eastern bend twenty feet after the first door you left. There is a door on the south face, directly in your path. You hear the sound of soft talking, but can't make out words.

Bayar
2009-11-09, 02:14 PM
Valve will continue down the path southwards as much as possible. He still keeps an eye for possible traps.

Search Check just in case: [roll0]

Can the door be reached ? Or is the pit in the way ?

Tanaric
2009-11-09, 02:15 PM
The door can be reached just fine. The pit is in the eastern hallway, not blocking your movement south.

You find no traps.

Bayar
2009-11-09, 02:18 PM
Valve will take 20 on a listen check while staying near the door. Then he will search for traps on the door.

[roll0]

He still has his Spiked chain in hand.

Tanaric
2009-11-09, 02:23 PM
You hear the soft murmurs of talking, though you can't make out the words.

You find no traps.

Bayar
2009-11-09, 02:27 PM
Put thieves tools back in pack.

Open door slowly, spiked chain ready to attack anything that acts hostile towards Valve. (charge, move to attack)

Dont want to hurt anyone !

Tanaric
2009-11-09, 02:45 PM
Opening the door reveals the following room:{table]|A_|B_|C_|D_|E_|F_
1|||||||
2|||||||
3||||1|||
4||2|||||
5|||||||
[/table]

There is a door at B-1 (which you are standing just outside of), another at A-4, and a third at F-5, on the south side of the room.

Two seemingly human figures are seated around a small campfire in the room. Spot checks, please.

Bayar
2009-11-09, 02:50 PM
Spot check: [roll0]

Tanaric
2009-11-09, 03:00 PM
You realize that human 1 is actually an elf. A headband is wrapped around his ears, concealing his most distinguishing racial trait, but his delicate features give away his origins. He is wearing leather armor studded with metal, and is carrying a longsword and a buckler, with a longbow across his back. He smiles at you, as though at an inside joke.

Human 2 seems to be only a very attractive human, until you realize that you can see a row of needlelike teeth through the veil across his mouth. He too is wearing studded leather armor, and is carrying a rapier loosely in one hand, with a light crossbow hanging from his belt. He smiles too, a chilling expression that never reaches his eyes.

Both stand, but neither move to attack you.

I presume you were going to roll diplomacy or something?

Bayar
2009-11-09, 03:06 PM
I'm confused, I dont know how I arrived here, and dont want to harm no one.

Diplomacy: [roll0]

Tanaric
2009-11-09, 03:10 PM
Neither seems swayed by your attempt at making peace.

Initiative time.

Elf: [roll0]
Mr. Toothy: [roll1]

Bayar
2009-11-09, 03:14 PM
Initiative: [roll0]

Bayar
2009-11-09, 03:20 PM
You dont like ? Why dont you like me ? WHY ??? :furious:

Valve attempts to charge toothy.

Attack: [roll0]
Damage: [roll1]

Tanaric
2009-11-09, 03:24 PM
Hit and a kill.

The elf doesn't seem at all bothered by his companion's death. He calmly steps toward you and attacks.

Attack: [roll0]
Damage: [roll1]

Bayar
2009-11-09, 03:31 PM
Was that a 5ft step ? I will assume it was.

Valve KILL !!! :furious:

[roll0]
[roll1]

Tanaric
2009-11-09, 03:41 PM
Valve miss!

Yes, it was a 5-ft step.

The elf attacks you again, unnaturally calm even for one of his race.

Attack: [roll0]
Damage: [roll1]

Bayar
2009-11-09, 03:54 PM
Structural damage detected. Countermesure activated.

5 ft step into A3 (I assume the wall is the map border).

Initiate trip attempt. You must construct aditional pylons !

[roll0] VS touch AC

Bayar
2009-11-09, 03:55 PM
Strenght check (forgot): [roll0]

Tanaric
2009-11-09, 04:01 PM
The wall is indeed the map border unless specified otherwise. The elf cannot beat your opposed strength, and goes prone.

On his turn, he rises, provoking an AoO, then 5-fts toward you and attacks again if he's still alive.

Attack: [roll0]
Damage: [roll1]

Bayar
2009-11-09, 04:04 PM
I see you.

[roll0]
[roll1]

Are you still there ?

Tanaric
2009-11-09, 04:07 PM
He's quite dead.

That's 150 xp for you, along with the following loot:

A nice set of studded leather armor, a rapier, a light crossbow, ten crossbow bolts, a less-nice set of studded leather armor, a longsword, a longbow, twenty arrows, 78 gp, 390 sp, and a gemstone of indeterminate worth.

Bayar
2009-11-09, 04:15 PM
First, close the door I came in.

Loot everything. Put in backpack. Will take the elf's headband and put it across my wrist as a trophy.

They I decapitate them both.

Tie their heads to my waist.

After than, I check the Door at F5 for traps.

[roll0]

Tanaric
2009-11-09, 04:18 PM
You find no traps on the door, but you might have been distracted by admiring your new trophies.

Bayar
2009-11-09, 04:36 PM
Valve will drop a pair of Holly and Mistletoe near the mutilated bodies. Then he will grab his now heavy backpack in his left hand, while grasping his spiked shield in the right hand.

(HP: 8/13 ; backpack held in left hand, free action to drop ; Spiked chain held in right hand, free action to grasp it with two hands)

He will proceed to open the door in F5.

Tanaric
2009-11-09, 04:50 PM
Opening the door reveals a hallway that runs south and west, but the feeble glow of your candle reveals nothing more.

Bayar
2009-11-09, 04:54 PM
Valve searches the otherside of the door for traps. Take 10 for 17.

Tanaric
2009-11-09, 04:57 PM
You find nothing.

Bayar
2009-11-09, 05:04 PM
Then valve will just go westwards. After 10 ft, he will again make a search check for any traps.

[roll0]

Then he will continue to go westwards until anything interesting appears.

Tanaric
2009-11-09, 05:08 PM
The hall only extends west for 10 feet away from the door. After that, it bends south.

If you follow the southern bend:You trip over a tripwire five feet down the hall. The sound of grinding stones can be heard for perhaps a minute before fading away.

Bayar
2009-11-09, 05:10 PM
Valve will go southwards then.

Edit: You gotta be kidding me, again ?

Tanaric
2009-11-09, 05:11 PM
I kid you not. :smallwink:

Still going south after that?

Bayar
2009-11-09, 05:38 PM
Yeah, I guess.

Tanaric
2009-11-09, 05:52 PM
Fifteen feet after the tripwire, the hallway splits off to the west. It also continues south. You cannot tell how far either one extends.

Bayar
2009-11-10, 03:23 AM
At the juction, I take 20 to search for traps westwards and southwards.

Then, I go westwards, if there are no traps.

Also, a map would be good.

Tanaric
2009-11-10, 03:07 PM
No traps.

You've explored these sections of the map:http://img692.imageshack.us/img692/7770/bayar.jpg

Bayar
2009-11-10, 03:56 PM
Ok, I'll go eastwards then. Oh, and can you please give LOS to my match in round 74 ?

Tanaric
2009-11-10, 03:59 PM
You're currently at the west/south split at the bottom of the map. Which way did you want to go?

Bayar
2009-11-10, 04:06 PM
Westwards. Had my phone upside down.

Tanaric
2009-11-10, 09:22 PM
The hall goes west for twenty feet before turning north.

If you go north:The hall continues for twenty feet before it splits, heading north and west.

Bayar
2009-11-11, 12:31 AM
I take 20 on my search for traps and tripwires, then continue northwards.

Tanaric
2009-11-11, 11:25 AM
Ten feet from the split, you come across a door on the east side of the hallway.

Bayar
2009-11-11, 12:02 PM
*sigh* Search check: [roll0] (for traps or tripwires)

Take 20 on listen check.

Tanaric
2009-11-11, 12:08 PM
You find no traps.

You hear nothing out of the ordinary.

Bayar
2009-11-11, 12:09 PM
Open door.

Then request map complete with new room.

Tanaric
2009-11-11, 12:31 PM
The door opens into the room you just left, west side.

http://img10.imageshack.us/img10/7770/bayar.jpg

Bayar
2009-11-11, 02:31 PM
Damn. Go back, and west on the corridor.

Tanaric
2009-11-11, 08:32 PM
The west hall continues for sixty feet before turning north.

Have you considered getting a bigger light source?

Bayar
2009-11-12, 02:48 AM
Valve continues to walk down the west corridor.

OOC: Well, I have a Light Infusion, if I wanted to burn infusions already...

Bayar
2009-11-12, 02:08 PM
He then goes northwards.

Tanaric
2009-11-12, 03:06 PM
Ten feet from the northern bend, the hall splits off to the east in addition to continuing north.

Bayar
2009-11-12, 03:15 PM
Take 20 on checking for traps in north and east. Then go eastwards.

Tanaric
2009-11-12, 06:25 PM
You find no traps. The hall continues to the east for twenty feet before turning north.

If you go north:You step on a pressure plate at the bend.
[roll0] darts shoot out of the wall at you.

Rolls (as many as needed): [roll1][roll2][roll3][roll4]
[roll5][roll6][roll7][roll8]

Bayar
2009-11-12, 11:48 PM
Move eastwards then take 20 on search check for traps and tripwires northwards.

Tanaric
2009-11-12, 11:57 PM
You find a pressure plate at the bend.

Bayar
2009-11-13, 01:04 AM
Disarm trap ! [roll0]

If Valve is uncertain that he disarmed it properly, he will poke the plate with the spiked chain.

Tanaric
2009-11-13, 01:12 AM
Oh, that's... that's bad...

You fail by at least five, and the trap goes off. Let's see how bad it's gonna be for Valve...

[roll0]

Tanaric
2009-11-13, 01:14 AM
Four darts shoot out of the adjacent walls toward you.

Attacks vs flatfooted: [roll0][roll1][roll2][roll3]

Damage: [roll4][roll5][roll6][roll7]

Hey, at least you have DR, so it won't be too terrible. I hope.

Tanaric
2009-11-13, 01:15 AM
Crit confirm on dart 2.

[roll0]

Ffff. Forgot the damage roll. I rolled my own die to save space. Came up 2, for a total of 3 extra damage.

Bayar
2009-11-13, 01:33 AM
Another 5 damage for a total 10.

Hull failure imminent. Deploying nanobots.

Repair light damage infused in Valve: [roll0]

Bayar
2009-11-13, 01:52 AM
And again.

[roll0]

Edit: Is the trap still there ?

Tanaric
2009-11-13, 01:56 AM
You didn't disarm it properly. It discharged. Do you want to poke it again to see if it fires a second time?

Bayar
2009-11-13, 02:13 AM
Poke it from around the corner with my spiked chain.

My hp is now 10.

Tanaric
2009-11-13, 02:15 AM
The pressure plate depresses again. Nothing happens.

Bayar
2009-11-13, 02:31 AM
Ok. Going northwards now.

Tanaric
2009-11-13, 04:23 PM
The hall continues to the north for ten feet before turning west. There is a door on the eastern side of the bend.

Bayar
2009-11-13, 04:26 PM
Go slowly towards the door, watching for any tripwires or traps or pitfalls or any other wacked out stuff.

After Valve reaches the door: Take 20 on search check for traps, then for listen check. If there are no traps and no noise is heard, open the door, Spiked chain at the ready.

Tanaric
2009-11-13, 07:30 PM
There's a web of wires in front of the door. You can't step over these.

Bayar
2009-11-14, 02:26 AM
Web of wires. Disable device: [roll0]

Tanaric
2009-11-14, 07:10 PM
You manage to clip and splice the wires in such a way that they no longer impede your movement, and you avoid setting any of them off.

Bayar
2009-11-15, 06:01 AM
I'd be sweating like a troglodyte...if I was a meatbag.

Open the door slowly. Peer inside it. Map would be usefiul at this point.

Tanaric
2009-11-15, 07:46 PM
Opening the door reveals the following room:{table]|A_|B_|C_|D_|E_|F_
1||s||||
2||-|-|-|-|s
3|||s|||[/table]

There is a door at A-1, west side, which you are just outside of. There are three skeletons holding longspears inside the room, standing around a pit of yet indeterminable depth.

Roll initiative.

[roll0]
[roll1]
[roll2]

Bayar
2009-11-16, 10:13 AM
Initiative: [roll0]

Valve will move 15 feet backwards (back in the hallway) and ready an action to hit any skeletons that come outside the room.

Tanaric
2009-11-16, 02:22 PM
The skeletons shuffle up nearer the door (B-1 stays where it is, you hear the others move closer), but don't leave the room.

Bayar
2009-11-16, 04:36 PM
Meatless meatbags. You are no match for a superior being.

Get within 10 feet of the skeleton in the doorway.

Spiked shield chain attack: [roll0]
Damage: [roll1]

Edit: Dunno why I keep writing spiked shield :confused:

Tanaric
2009-11-17, 11:00 PM
Your chain smacks it hard, cracking off most of its ribs and chipping its clavicle. It responds by stabbing at you with its longspear.

[roll0]
[roll1]

Bayar
2009-11-18, 05:46 AM
Foolish bonepiles, I wield powers you cant even comprehend ! Witness my perfection !

Valve will attack the skeleton again:


2d4+4[/roll]

Bayar
2009-11-18, 05:50 AM
Messed up the damage dice, but it didnt matter since it was a miss (AC 15 I suppose).

After missing, Valve will take a 5ft step out of the skeletons threatened area.

next turn he will again take a 5ft step backwards so that the skeleton wont be able to reach him from the doorway. He will then start infusing his spiked chain with Personal Weapon Augmentation, choosing the Bane (undead) Special ability. This will take 1 minute, during which I assume the skeletons to just sit there and wait for Valve to come within reach.

Tanaric
2009-11-18, 07:48 PM
The skeleton steps into the doorway and pokes at you.

[roll0]
[roll1]

After that, you are correct. It does not follow you out.

Bayar
2009-11-19, 02:13 AM
After I finish casting my infusion, Valve will take a 5ft step towards the door and smash the skeleton with his undeadbane Spiked chain.

Attack: [roll0]
Damage: [roll1] + [roll2]

You are dead. Again.

Tanaric
2009-11-19, 06:25 PM
Quite so.

The other skeletons are still inside the room, 10ft from the doorway.

Bayar
2009-11-20, 05:14 AM
Valve will ready action to smash puny skeletons with chain when skeletons swarm at empty space in doorway :biggrin:

Tanaric
2009-11-20, 12:09 PM
You're 10 ft outside the door, right?

If so, they don't oblige you.

Bayar
2009-11-20, 05:20 PM
Then 5ft step near door and smash puny skeleton that is in doorway.

[roll0]
[roll1]+[roll2]

Tanaric
2009-11-20, 05:21 PM
A very good smash.

The other skeleton moves into range and stabs you.

[roll0] [roll1]

Tanaric
2009-11-20, 05:22 PM
Aaaand crit confirm: [roll0] [roll1]

Bayar
2009-11-21, 02:34 AM
Bloody hell, if I dont negate that crit, I am dead.

[roll0] on a 1, the crit damage is negated.

Edit: **** yes ! Thank you dice !

Only 4 damage taken :smallbiggrin:

Bayar
2009-11-21, 02:37 AM
We got a traitor in our midts. And what do we do with traitors ? We kill them dead !

[roll0]
[roll1] + [roll2]

Tanaric
2009-11-21, 02:49 AM
Yes we does. 150 xp and three longspears.

A close examination of the room will reveal that the pit is thirty five feet deep. There is a chest in the middle of the pit.

Bayar
2009-11-21, 10:06 AM
Ok. I take 20 to lock the door using either Disable device or open lock. That should make this room marginally safer.

Then I will attempt to rest. Because warforged do not sleep, I'll just assume that they remain aware of their surroundings when resting. (if you want to houserule it otherwise, please do before Valve actully attempts to rest)

Tanaric
2009-11-21, 12:40 PM
The doors are sliding metal sheets set into well-fitted tracks in the floor and ceiling. The only handles to speak of are slight indents where one can apply a little pressure to slide them, but any more causes something propped against them to slide off the door. It's possible to bar them open, but not closed.

Attempting to sleep will cause random assassins to appear with a vaguely defined desire to kill you.

Bayar
2009-11-21, 05:44 PM
Umm, so I am not allowed to rest ? Or what ?

I mean, someone might not be attracted to what appears a non-functional golem in the corner of the room...

Tanaric
2009-11-21, 05:47 PM
Pretty much, yeah. You could always go looking for the vending machines if you wanted to buy some potions of repair light damage.

Whether or not they have any logical reason for doing it, random assassins will find you if you try to rest.

Bayar
2009-11-21, 05:58 PM
Then how does one recover spells/levels up properly ?

Tanaric
2009-11-21, 06:05 PM
There's a resting area at the start of the next floor.

Bayar
2009-11-21, 06:07 PM
Bah. Then, if there are no more doors here, I will go back into the hallway and go westwards, taking 20 on searching for traps and tripwires.

Note: If I rest at the start of the next floor, can I go back to this floor afterwards ?

Tanaric
2009-11-21, 06:10 PM
There aren't any more doors, but there's still the chest I mentioned before, in the middle of the sunken pit.

If you go to the next level, you can't come back here. You can, however, access the magic mart on this level and stay around.