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Tanaric
2009-11-08, 09:33 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 cramped, rectangular 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, a torch is already lit, resting in a bracket by the sole door visible in the room.

Map:{table]|A_|B_|C_|D_
1|||||
2||N|||
[/table]

There is a door at A-1.

DM notes:2, 16, 17

Draken
2009-11-08, 09:44 PM
Nightmare looks at the door, silently hovering to the side.

After a crackle of blue energy flares from his feet to his neck, Nightmare opens the visor of his helmet, and with his mouth open wide, releases a gout of corrosive bile at the door.

Move Action: Fly from B2 to A2.

Swift Action: Shift two points of essentia from Airstep Sandals to Acidic Spittle.

Standard Action: Spit at door for [roll0] acid damage.

OOC: I believe attack rolls here are pointless, a stationary object tends to have a touch AC of 5, which I would only miss on a natural 1, because Natural ones always miss. Plus there is no issue of time and this action would be repeated each round until the door gives in.

Plus. If not for the little movement, I could declare coup de graces, I believe. Sure, they wouldn't deal critical damage and wouldn't force saves on the door, but they would still automaticaly hit.

Tanaric
2009-11-08, 10:05 PM
The door melts to slag. If inanimate objects could do so, it might look at you sadly, a questioning look on its face.

You can't see much beyond the remains of the door, save for a few yards of a narrow, unlit corridor that runs north and south.

Draken
2009-11-08, 10:12 PM
After another crackle of energy, Nightmare hovers to the door, taking the torch from the bracket and proceeding down the corridor.

Change essentia back to the airstep sandals.

Take torch.

Move down the corridor, hovering a few inches from the floor as possible (fly 30 feet once per round, must end movement touching ground)

Tanaric
2009-11-08, 10:18 PM
Which way were you moving down the corridor?

Draken
2009-11-08, 10:19 PM
Hmm...

[roll0]

1. North.
2. South.

South it is.

Tanaric
2009-11-08, 10:27 PM
The corridor continues south for fifty feet before taking a sharp turn east and continuing in that direction as far as you can see. There is a door on the north side of the corridor, twenty feet away from the bend.

Draken
2009-11-08, 10:41 PM
Nightmare makes a harsh sound through his helm, before turning back towards the north, stopping 30 feet away from the door and starting to melt it down with his spit.

Tanaric
2009-11-08, 10:42 PM
Ah, sorry, didn't explain that very well. There's a door on the north side of the eastbound corridor. Nothing stopped you from going as far south as the bend.

Draken
2009-11-08, 10:54 PM
Ah. Right.

Any chances of a poorly drawn mspaint map of the explored areas?

Anyway, no need to change much of the action, Nightmare hovers up to a fair distance away from the door and starts melting it with acid.

Tanaric
2009-11-08, 11:10 PM
This door, too, melts into a puddle of bubbling metal bits and disintegrated wood. This time, however, a screech accompanies your efforts at architectural mutilation, followed shortly after by a loud chittering.

A moment later, a small, bewinged creature, covered head to foot with leathery skin and sprouting a pair a short horns flaps out into the corridor. A tiny, vaguely squirrel-like creature runs out right behind the winged creature, its fur a raven black, its eyes a malevolent red.

Initiative time.

Init (squirrel): [roll0]
Init (winged): [roll1]

Map: {table]|A_|B_|C_|D_|E_|F_|G_|H_|I_|J_
1||-|-|-|-|-|-|-|-|-|-
2||-|-|-|-|-|-|-|-|-|-
3||-|-|-|-|-|-|-|-|-|-
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10|N||||w/s||||||[/table]

There is a door at E-10, right behind the two creatures. The squirrel-like one is on the ground, the winged one flying five feet above it.

Draken
2009-11-08, 11:29 PM
(First things first, Initiative.)

[roll0]

Wow. That is lame.

Tanaric
2009-11-08, 11:36 PM
Best to get those 1s out of the way early, ne? :smalltongue:

The winged creature lets out another screech and flaps its way toward you, flying just over your head. It attacks you once as it flies past, a quick slash with one of the claws on its wingtips, before continuing up the corridor you came down from.

Attack: [roll0]
Damage: [roll1]

The squirrel then darts forward toward you. Suddenly, your torch flickers and dims, all but extinguished by some sort of supernatural darkness.

Fort save DC 13.

Edit: Updated map:{table]|A_|B_|C_|D_|E_|F_|G_|H_|I_|J_
1||-|-|-|-|-|-|-|-|-|-
2||-|-|-|-|-|-|-|-|-|-
3||-|-|-|-|-|-|-|-|-|-
4||-|-|-|-|-|-|-|-|-|-
5||-|-|-|-|-|-|-|-|-|-
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7|w|-|-|-|-|-|-|-|-|-|-
8||-|-|-|-|-|-|-|-|-|-
9||-|-|-|-|-|-|-|-|-|-
10|N|||s|||||||[/table]

Draken
2009-11-08, 11:50 PM
(That attack missed)

Fortitude Save:
[roll0]

Nightmare looks at the squirrel, energy cracks from his boots to his neck, and he releases a jet of acid at the creature.

Swift Action: Transfer 2 Essentia from Airstep Sandals to Acidic Spittle.
Standard Action: Use Acidic Spittle against the squirrel.

Attack: [roll1]
Damage: [roll2]

Tanaric
2009-11-08, 11:54 PM
You take [roll0] damage and 1 point of strength damage on the failed save.

The squirrel's body all but disintegrates from the acid, but the darkness remains.

The winged creature, seeing the effect the shadows had on you, wisely moves further up the corridor, then tenses as if prepared to do something else.

The darkness extends as far as A-9. The winged creature moved to A-2.

Draken
2009-11-09, 12:04 AM
Nightmare hovers out of the darkness, to A8, and fires against the winged thing.

Move: 10 feet. A8
Standard: Attack (30 feet reach).

Attack: [roll0]
Damage: [roll1]

Tanaric
2009-11-09, 12:07 AM
The winged creature's readied action triggers as soon as you move out of the darkness. It moves to A-7 before you fire off your acid spit (which will provoke an AoO if you still want to take that action).

Draken
2009-11-09, 12:14 AM
In response to the different situation, Nightmare instead attacks with his trident.

Standard: Attack: [roll0]
Damage: [roll1]

Tanaric
2009-11-09, 12:17 AM
Miss.

The creature flails wildly at you, going so far as to bite at your face with its oversized teeth.

Claw1: [roll0]
Claw2: [roll1]
Bite: [roll2]

Tanaric
2009-11-09, 12:18 AM
Claw damage: [roll0]

Draken
2009-11-09, 06:17 PM
Angry, nightmare ignores the risk and belches acid at the tiny creature

Attack: [roll]1d20+4[roll]
Damage: [roll0]

Potential critical confirmation: [roll1]

Draken
2009-11-09, 06:18 PM
Erm. Attack roll failure. Trying again.

[roll0]

Edit: Cursed post limiter ><

Draken
2009-11-09, 06:20 PM
Ok. Third time is... Something, forgot the saying.

[roll0]

Tanaric
2009-11-09, 06:22 PM
That's a dead flying monster. You receive 150 xp for your troubles. There's nothing of note on the flying creature, and you can't currently see the squirrel.

Draken
2009-11-09, 06:26 PM
Nightmare waits in place for a minute, waiting for the dark fog to fade.

Tanaric
2009-11-09, 06:27 PM
The darkness remains for the full minute you wait.

Draken
2009-11-09, 06:47 PM
Energy courses from Nightmare's neck to his boots, and he lifts slightly off the floor, hovering through the mist and hopefuly out of it on the other side.

Move 2 essentia to Airstep Sandals.

Move 25 feet to D-10.

Tanaric
2009-11-09, 06:49 PM
Fort save, please.

Draken
2009-11-09, 07:09 PM
Did I land outside of the fog?

Fort save: [roll0]

Total sufferings:

Damage taken: 4
Ability damage:
Str -1

Tanaric
2009-11-09, 07:12 PM
D-10 is the center of the shadows. You find what appears to be a solid orb of shadows near the dead squirrel's body.

Draken
2009-11-09, 07:17 PM
Nightmare pokes the orb with his trident.

Tanaric
2009-11-09, 07:19 PM
It rolls around like a marble, or like an acorn. Nothing else.

Draken
2009-11-09, 07:28 PM
(Doh)

Nightmare fetches the object.

Tanaric
2009-11-09, 07:33 PM
The hallway continues on for another 20 feet before turning south. There's still a door right next to you, open, revealing an empty room.

Draken
2009-11-09, 07:39 PM
Nightmares hovers into the door, checking inside.

(Just a basic untrained spot followed by an untrained seach check)

Spot: [roll0]
Search: [roll1]

Tanaric
2009-11-09, 07:46 PM
Nothing of note. If you continue inside the room, you'll leave the area of the darkness.

Draken
2009-11-09, 07:51 PM
Instead of going further into the room, Nightmare goes down the corridor, following it all the way to the end.

Tanaric
2009-11-09, 07:54 PM
After the southern bend, the corridor continues for ten feet before teeing into an east/west running hallway. To the west, it continues for forty feet before turning south. There is a door on the south face thirty feet from you. To the east, it extends further than your torch allows you to see.

Draken
2009-11-09, 08:07 PM
Nightmare takes the west path, and melts the door down with acid after transfering all essentia to the Dissolving Spittle.

Tanaric
2009-11-09, 08:11 PM
How far away from the door does he land?

Draken
2009-11-09, 08:23 PM
Maximum possible distance.

Tanaric
2009-11-09, 08:25 PM
That would be right at the east/west split. The door melts, but nothing else happens.