PDA

View Full Version : Neverending Dungeon - Nar



Tanaric
2009-11-08, 09:21 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, three torches are already lit, one hanging by each of the doors presumably leading out of the room.

Map:{table]|A_|B_|C_|D_|E_
1||||||||
2||||||||
3||||||||
4|||N|||||
5||||||||
6||||||||
7||||||||[/table]

There is a door at B-1, another at A-5, and a third at E-7.

DM notes:6, 6, 20

Hyperion
2009-11-08, 09:31 PM
Nar the dread knight looks around and moves toward the door(A-5) and proceeds to open it. He wonders what awaits him behind this door. Monsters? traps? he came to test his skills and this should prove interesting.

Tanaric
2009-11-08, 10:02 PM
As you lay your hand on the door, several hundred lines of crackling blue energy appear, surrounding the door and much of the adjacent wall in a spiderweb pattern. The energy leaps from the door to your hand, giving you quite a shock.

The previously hidden copper wires are now visible as thin black marks on the door, which they have charred quite thoroughly. The door squeaks as you push it open, not revealing much. What little you can see seems to be a narrow, unlit hallway leading off to the south, but your eyes can't make out more than a few yards of it.

You take 1 point of electric damage.

Hyperion
2009-11-08, 10:40 PM
Nar looks around, the electrical shock announced already the kind of place that he had been put into. He puts his hand on his chest, giving himself some negative energy from his charnel touch. He then proceeds to lit up his lamp. Some illumination might help see further down that hall.


Heal for 1 point of damage from charnel touch.

Tanaric
2009-11-08, 10:44 PM
The corridor continues as far south as your lantern's light allows you to see.

Hyperion
2009-11-08, 11:03 PM
Nar goes down the hall looking around occasionally. Wondering where this hall leads to.

Tanaric
2009-11-08, 11:15 PM
You walk down the hall, blissfully unaware of the tripwire in your path. Your leg snaps the hair-thin wire with ease. A rumbling groan can be made out to the south, like stones rubbing roughly against other stones.

At the same point that you snap the tripwire, you see the end of the corridor, thirty feet away. It veers off to the east at a sharp angle.

Hyperion
2009-11-09, 09:00 AM
Nar begin running to the apparent only way ahead to the east and wonders how fast those rocks are going to be moving.

Tanaric
2009-11-09, 01:15 PM
The sound of grinding rocks fades away as you run south. The corridor takes a sharp eastern bend, then continues for another twenty feet before turning north.

Hyperion
2009-11-09, 03:25 PM
Keep following the corridor and turns north wondering what await him further into that place.

Tanaric
2009-11-09, 03:26 PM
Five feet away from the northern bend, there is a door on the north side of the hall. The sound of a heated argument can be heard on the other side.

Hyperion
2009-11-09, 03:59 PM
Nar moves closer to the door and listen to the argument.

rolls
Listen=
[roll0]
Move silently=
[roll1]

Tanaric
2009-11-09, 04:03 PM
You don't understand the language being shouted.

Hyperion
2009-11-09, 04:07 PM
Nar opens the door then, at least try to, hoping to get the jump on whoever is behind the door.

Tanaric
2009-11-09, 04:11 PM
Opening the door reveals the following room:{table]|A_|B_|C_|D_|E_|F_
1||1|||||
2||||2|||
3|||||||
[/table]

Accidentally edited this out. :smallfrown:

Hyperion
2009-11-09, 04:18 PM
Nar's Looking inside the room:

spot=
[roll0]

Tanaric
2009-11-09, 04:22 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. His face is currently twisted in outrage, and he is gesturing emphatically at human 2.

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 at the elf, a chilling expression that never reaches his eyes.

You have a surprise round.

Hyperion
2009-11-09, 04:38 PM
According to what you said I am right out of D3 so #2 is right next to me.

Initiative=
[roll0]

Nar slashes the human right in front of him, having no time for petty argument and finding out what they were talking about.

[roll1]

Tanaric
2009-11-09, 04:41 PM
That's a miss.

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

Hyperion
2009-11-09, 04:45 PM
alright waiting on their actions with my initiative putting me at the low end.

Tanaric
2009-11-09, 04:46 PM
Mr. Toothy stands up and 5-ft steps away from you to E-1. A moment later, mist fills the room, obscuring all vision more than five feet away. You hear the sound of shuffling from the general direction of the elf.

Hyperion
2009-11-09, 04:53 PM
Nar casts Bane., then move 5 ft. forward inside of the room.


Will Save dc versus fear of 14.

Tanaric
2009-11-09, 04:59 PM
[roll0]
[roll1]

You see nothing but mist.

Hyperion
2009-11-09, 05:08 PM
He moves 10 ft. forward and if he can see a silhouette 5 ft from him, he will attack, if not just ready action to attack, if he can see anybody in melee range.

In case of if attack occurs this round:

[roll0]
[roll1]

Tanaric
2009-11-09, 05:10 PM
Spot check, please.

Hyperion
2009-11-09, 05:11 PM
spot check
[roll0]

Tanaric
2009-11-09, 05:13 PM
You see Mr. Toothy in E-1. It looks like he was trying to hide from you. The mist still grants him concealment, so it's up to you whether you attack or not.

Hyperion
2009-11-09, 05:14 PM
I'll attack him. Suppose I don't need to do another attack roll.

Tanaric
2009-11-09, 05:19 PM
The attack misses.

Mr. Toothy glares at you, then slinks off into the mist somewhere.

Another spot check, please.

Hyperion
2009-11-09, 05:32 PM
Nar glares back at the escaping human.
spot
[roll0]

Tanaric
2009-11-09, 05:34 PM
You see nothing, until an elf appears out of the mist at C-2 and attacks you with his longsword, catching you flatfooted.

Attack: [roll0]
Damage: [roll1]
Concealment (miss on 1-20): [roll2]

Hyperion
2009-11-09, 05:37 PM
He turns back looking at the elf and slashes at him.

[roll0]
[roll1]
Miss chance 20% (1-20): [roll2]

Tanaric
2009-11-09, 05:41 PM
Dead elf.

Will save, please.

Hyperion
2009-11-09, 05:41 PM
Will Save
[roll0]

Tanaric
2009-11-09, 05:43 PM
You take [roll0] nonlethal damage, and Mr. Toothy appears next to you in the mist.

Hyperion
2009-11-09, 05:49 PM
He turns around looking at him and grins then swings his scythe again.

[roll0]
[roll1]
Miss chance (1-20): [roll2]

Tanaric
2009-11-09, 05:51 PM
Miss.

Spot check again.

Hyperion
2009-11-09, 05:55 PM
Nar looks around.

Spot check
[roll0]

Tanaric
2009-11-09, 05:58 PM
You see nothing.

Mr. Toothy appears next to you again, attacking you with his rapier and catching you flatfooted.

Attack: [roll0]
Damage: [roll1]

Hyperion
2009-11-09, 06:14 PM
He looks at the human feeble attempts to hit him. He slashes again.

[roll0]
[roll1]
miss chance (1-20): [roll2]

Tanaric
2009-11-09, 06:26 PM
Same deal as before. Spot check please.

Hyperion
2009-11-09, 06:29 PM
spot check
[roll0]

Tanaric
2009-11-09, 06:32 PM
You see Mr. Toothy appear in the mist beside you again. He tries stabbing you with his rapier again, though he doesn't catch you flatfooted this time.

[roll0]
Damage: [roll1]

Hyperion
2009-11-09, 06:40 PM
Nar is annoyed by the human dancing around him.

[roll0]
[roll1]
Miss chance: [roll2]

Tanaric
2009-11-09, 06:45 PM
And he's dead.

After a half a minute or so, the mist clears.

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

One set of nice studded leather, one set of less-nice studded leather, one longsword, one longbow, one rapier, one buckler, one light crossbow, twenty arrows, ten crossbow bolts, 12 gp and 460 sp.

Keep in mind that every 50 coins weigh one pound.

Hyperion
2009-11-09, 06:57 PM
Nar observes the loot, picks up all the coin, as they would serve for later on. Among the equipment, he picks up the longsword, the longbow with the arrows and the buckler then the nice looking set of studded leather. The rest wouldn't serve him for the moment.

He takes advantage of this break to heal the 2 non lethal damage with his charnel touch. Then proceeds toward the door at e-1.

current weight total 100.6, so still in the light load range, so no encumbrance.

Tanaric
2009-11-09, 07:02 PM
Nothing bars your way to the door. Did you want to touch it?

Hyperion
2009-11-09, 07:07 PM
Yeah, let's do this. Nar opens the door confidently.

Tanaric
2009-11-09, 07:18 PM
Zap! You get another shock of electric damage identical to the first trap you set off.

If you open the door:You see a hallway that runs to the north and east.

To the east, the hall runs for 20 feet away from the door you left, ending in a northern bend. There is a north-running hall 10 feet from the door you left. There is a five-foot wide pit 15 feet from the door you left. On the east face of the northern bend, there is another door.

To the north, the hall runs for another 20 feet before taking a bend to the east. There is a door on the west side of the hall, five feet from the door you left.

Hyperion
2009-11-09, 07:22 PM
Nar heals up again with his charnel touch from the zap. Getting a bit used to getting shock by lightning at this rate.
He looks at the door not too far from him, this might be worth his time to explore it. He opens the door on the west.

Tanaric
2009-11-09, 07:25 PM
Zap! Another jolt of electricity.

It opens into the room you started in.

Hyperion
2009-11-09, 07:31 PM
Nar touches his hand again with a charnel touch, then proceeds north until he reaches a door or something stopping his progress. He observes the hall for any possible tripwire like last time.

[roll0]

Tanaric
2009-11-09, 07:58 PM
The hall turns east fifteen feet from the door.

If you follow that:The hall goes east for forty more feet before turning north.

If you follow that:Spot check, please.

Hyperion
2009-11-09, 10:24 PM
He looks around and follows the hall.

Spot check
[roll0]

Tanaric
2009-11-10, 01:09 AM
You see three pairs of glowing red eyes on the walls down the hall, outside the range of your bright illumination.

Roll initiative.

[roll0]
[roll1]
[roll2]

Hyperion
2009-11-10, 03:19 AM
Initiative:
[roll0]

ooc: my next post will be tomorrow callin' it a night.

Tanaric
2009-11-10, 02:49 PM
You're currently at the bend of this hallway:{table]|A_|B_|C_|D_|E_|F_|G_
1|-|-|-|-|-|-|
2|-|-|-|-|-|-|
3|-|-|-|-|-|-|
4|-|-|-|-|-||
5|-|-|-|-|-|-|sss
5|-|-|-|-|-|-|
5|-|-|-|-|-|-|
5|-|-|-|-|-|-|
5|-|-|-|-|-|-|
5|||||||N
[/table]

The squirrels are on the walls, two of them on the east at +5 and +15 elevation, while the other is on the west at +10 elevation. You can see that the hallway splits off to the side five feet behind them, or else continues beyond the range of your light source.

One of the squirrels moves forward, and suddenly your torch sputters and dims, unable to penetrate the shadows that seem to have come out of nowehere. He, and one of his companions, then disappear. You hear chittering coming from down the hallway.

Fort save, please.

Edit: The one that moved was on the eastern wall at +15 elevation. The other that disappeared was the one on the west wall. You still see the one on the east wall at +5.

Hyperion
2009-11-10, 02:54 PM
Squirrels? lol
Fort Save=
[roll0]

Tanaric
2009-11-10, 02:56 PM
Nothing happens, except that the third squirrel also disappears from your vision. You continue to hear chittering, but without a listen check you can't narrow it down further.

Edit: Sorry, forgot to mention that they're a bit larger than normal squirrels (still Tiny sized), and have pitch black fur and red eyes.

Hyperion
2009-11-10, 03:01 PM
Nar attempts to listen and possibly pinpoint them.
[roll0]

Tanaric
2009-11-10, 03:08 PM
The chittering is coming from the east and west walls. Two of the sources are at approximately your head level, while the other is above your head level.

Hyperion
2009-11-10, 03:17 PM
Nar heads toward the east wall first to get close to the chittering and possibly attacks whatever come out of the dark.

Tanaric
2009-11-10, 03:19 PM
Fifteen feet down the hall, you realize that one of the chittering sounds is coming from the wall directly in front of and to the west of you. You can't see the squirrel, though. Nothing else happens.

Hyperion
2009-11-11, 11:14 AM
{ooc: sorry was considering the situation}

Nar looks around not able to see the squirrels and obviously those creatures aren't here to greet him. He puts his hand in the air .

"Nerull feed me their lives!"

Use 2 rebuke attempts to use profane lifeleech, 30 ft burst, it does 1d6 damage to all creatures [each rolled separately] in the burst and heal me for that amount of damage, no saves.

Tanaric
2009-11-11, 11:50 AM
[roll0]
[roll1]
[roll2]

Two squirrels fall off the walls, unconscious. Another one does too a moment later.

Fort save.

Hyperion
2009-11-11, 09:17 PM
Nar seems satisfied to see the unconscious squirrels.
fort save=
[roll0]

Tanaric
2009-11-12, 01:29 PM
Nothing else happens. The squirrels are still alive, though, just knocked out.

Hyperion
2009-11-12, 02:13 PM
Alright, Nar would take his time to coup de grace each of them before proceeding.
(unless you want me to roll for this).

Tanaric
2009-11-12, 03:26 PM
150 xp, and you find what seems to be an orb of solid shadows near one of the squirrels.

Hyperion
2009-11-12, 04:36 PM
I take the orb and proceed in the corridor forward.

Tanaric
2009-11-12, 06:46 PM
Was that north or west that you wanted to go?

Hyperion
2009-11-12, 08:00 PM
oops sorry I meant going North.

Tanaric
2009-11-13, 04:01 PM
The hall continues north from the split for forty feet before turning west.

If you follow that:The hall continues to the west for twenty feet before turning north.

If you follow that:The hall continues north for ten feet before teeing to the east and west.

Hyperion
2009-11-13, 04:08 PM
I'll keep going north then west and west again.

Tanaric
2009-11-14, 04:40 PM
At the split you see that the hall continues to the east for twenty feet before turning north, and west for twenty feet before turning south.

If you went west:You trip over a tripwire ten feet down the hall. The sound of stone grinding on stone can be heard for perhaps a minute before fading away.

If you continue on to the bend:You see that the hall continues south for thirty feet before ending in a blank wall.