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Tanaric
2009-11-08, 10:22 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||W|||
[/table]

There is a door at A-1.

DM notes:2, 15, 3

HCL
2009-11-09, 06:33 AM
Prepare soulmelds, equpiment, get psionically focused, and get all my other abilities for use, equip my glaive and lock it into the left hand of my gauntlets.

Open the door in A1 and peek through all stealthy like
Hide[roll0]
MS[roll1]

Tanaric
2009-11-09, 01:12 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.

You take 1 point of electric damage.

HCL
2009-11-09, 05:22 PM
Not going to cry over 1 point of damage, though I should get more cautious. Continue with my actions.

Tanaric
2009-11-09, 05:24 PM
Opening the door reveals an unlit corridor that runs north and south. Without light it's impossible to tell how far.

HCL
2009-11-09, 05:31 PM
Does the psicrystal sense anything of interest? Bear in mind it automatically knows of anything within 40 feet and it can relay it to me telepathically, though it does not fix concealment.

Otherwise I take the torch off the wall (in right hand, glaive still locked into left) and tell my psicrystal to grow legs and walk next to me on the right. We proceed down the corridor slowly, moving quietly and cautiously.

My rolls:
MS[roll0]
Spot[roll1]
Listen[roll2]

Crystal:
MS[roll3]
Spot[roll4]
Listen[roll5]

Hmmm, note to self: taking 10 might be intelligent in the future.

Tanaric
2009-11-09, 05:38 PM
Taking the torch outside reveals that the corridor continues to the north for 10 feet before turning east, and to the south 40 feet before turning east.

Which way did you want to go?

Also, the hall is only five feet wide. Your crystal has to be in the same square as you, not beside you.

HCL
2009-11-09, 05:40 PM
Thats fine, I just have it be in my square, its diminutive after all. Can I get a picture of this new corridor, I don't fully understand it (I thought I came north through the door so how could it go south?)

I will also search [roll0]
Crystal's search [roll1]

Going to the north --> East corridor

Tanaric
2009-11-09, 05:46 PM
Ah, sorry. The first map was bad. It should have said that the door was on the west wall. The hall is directly outside of that door, running north and south. Does that make it clearer?

Tanaric
2009-11-09, 05:48 PM
Your search reveals nothing. However, you trip over a tripwire five feet to the north of the door you just exited. The sound of stone grinding on stone can be heard for perhaps a minute before fading away.

HCL
2009-11-09, 05:54 PM
Continue on, however I will partially open my backpack and the crystal will be in there peeking out (well it does not have eyes so sensoring out) so he gets cover.

Tanaric
2009-11-09, 05:57 PM
Fifteen feet after the eastward bend, the corridor splits off into a short (five foot) corridor that ends in a metal sliding door. It also continues to the east for another twenty feet before turning south.

HCL
2009-11-09, 06:03 PM
I put down the torch (the crystal can hold it in his feet so it doesn't get put out) and use the 10 foot pole (so I don't smoke my weapon) around the door (I'll take 20). Then put the doohicky back and grab the torch. Then crack it open and look through it, quietly and stealthy like.

Hide[roll0]
MS[roll1]

Tanaric
2009-11-09, 06:05 PM
Poking the door causes a reaction almost identical to the first door you opened, except that this time the energy disperses harmlessly into the air. Listen check, please.

HCL
2009-11-09, 06:08 PM
[roll0] Mine
[roll1] Crystal's

Tanaric
2009-11-09, 06:09 PM
You barely make out the sound of alarmed shouts from the other side of the door.

HCL
2009-11-09, 06:11 PM
We don't see/detect anything? Manifest force screen, and open the thing all the way.

Tanaric
2009-11-09, 06:12 PM
The shouts came before you tried to open the door, likely a result of you poking the metal door repeatedly to discharge the trap. If you still want to open it, just say so.

HCL
2009-11-09, 06:13 PM
Yessir I will open the door

Tanaric
2009-11-09, 06:18 PM
Opening the door reveals the following room:{table]|A_|B_|C_|D_|E_|F_|G_
1|||||||
2|||||1||
3|||||||
4|||||||
5|||||||
6|2|||3|||
7|||||||
[/table]

There is a door at B-7 which you are standing just outside of, another at A-5, and a third at G-4.

There are three elves in the room. Two (2,3) are holding longswords, while the third (1) is holding a longbow. The one with a longbow has a readied action to pelt you with an arrow as soon as you open the door.

Attack vs flatfooted AC: [roll0]
Damage: [roll1]

Roll initiative.

Elf1: [roll2]
Elf2: [roll3]
Elf3: [roll4]

HCL
2009-11-09, 06:23 PM
Initiativeative [roll0]

Tanaric
2009-11-09, 06:25 PM
Reroll tie: [roll0]

HCL
2009-11-09, 06:25 PM
Got my natural 1 out of the way. Reroll since the other elf also has a 2 and the same dex modifier [roll0]

Tanaric
2009-11-09, 06:29 PM
Elf 3 moves to B-7 and attacks you, catching you flatfooted.

[roll0]
Damage: [roll1]

Elf 2 moves to A-7 and does the same, though you have cover from his attack.

[roll2]
Damage: [roll3]

Tanaric
2009-11-09, 06:31 PM
Crit confirm: [roll0]
Damage: [roll1]

HCL
2009-11-09, 06:33 PM
Elf 2 is an annoying little **** who scores natural 20s and crits people when they don't have their immediate actions usable to negate their attack. He will die first assuming I survive this crit

HCL
2009-11-09, 06:35 PM
Yep, I am good, sitting at 7 health. Well since he has cover I guess I will stick with Elf 3. 5 foot step back and whack him with my glaive.

[roll0]

HCL
2009-11-09, 06:36 PM
Normal damage [roll0]
Crit confirm [roll1]

Assuming that drops elf 3 Activate Stance of clarity, +2 AC against Elf 1 -2 against elf 2 (phrased it wrong)
End turn

Tanaric
2009-11-09, 06:40 PM
Elf 3 dies with a very un-elven shriek. Elf 1 attempts to pincushion you.

Attack: [roll0]
Damage: [roll1]

Elf 2 then moves to E-4 and readies an action.

Tanaric
2009-11-09, 06:41 PM
Crit confirm... again...

[roll0]
Damage: [roll1]

HCL
2009-11-09, 06:54 PM
2 PP to negate that

Move to D2, attack with spiked gauntlets, initiating saphire nightmare blade and expending psionic focus to take 15, which comes to a 24 on the concentration check

Attack vs FF AC[roll0]

HCL
2009-11-09, 06:56 PM
Pretty confident that hit so damage
[roll0]
[roll1]

In any case shift my stance of clarity to provide +2 AC on the elf in E4 and end turn.

Tanaric
2009-11-09, 06:58 PM
Elf's readied action was to move next to you if you got near the other elf. He moves adjacent to you when you're two squares away from the elf with the bow. You'll provoke an AoO if you want to continue with the punching.

HCL
2009-11-09, 07:01 PM
Doesn't his own movement within 10 feet of me provoke an Aoo? he couldn't have readied to 5' step since he moved before he readied the action

I continue the action, taking the aoo to slice him on the way over

[roll0]

and failing, he can take his Aoo, I switch my AC bonus from my stance to him as I see him move.

Tanaric
2009-11-09, 07:03 PM
Yes, it would. Miss, though.

AoO: [roll0]
Damage: [roll1]

Tanaric
2009-11-09, 07:04 PM
The elf with the bow dies as you punch his face in. The one with the longsword drops it, draws his own bow, and shoots you.

[roll0]
[roll1]

HCL
2009-11-09, 07:05 PM
Yep, I end my turn after punching elf 1 (or if elf 2 moves into the way to block me I punch him instead)

I think elf 1 goes down so elf 2's turn

HCL
2009-11-09, 07:06 PM
Ah ok you took his turn, a 13 is a miss. My turn: attack (I assume he is still adjacent to me)

[roll0]

Swift after this attack to recover all maneuvers

HCL
2009-11-09, 07:07 PM
Punch Damage [roll0]

End turn

Tanaric
2009-11-09, 07:08 PM
He wasn't within AoO range, but definitely reachable with a move action.

Your minimum damage is enough to set him bleeding on the floor.

HCL
2009-11-09, 07:11 PM
CDG them all.

Going to regain psionic focus (take 20 if need be) and search the room taking 20 (both me and my crystal have a +2 modifier).

What do I collect and does anything interesting happen in the meantime?

Stats:
4/7 pp
7/13 hp

Tanaric
2009-11-09, 07:13 PM
You gain 150 xp, and find the following:

Three sets of each: studded leather armor, longbow, longsword, buckler. Also, 57 arrows, 19 gp, 520 sp.

Mind that each 50 coins weigh one pound.

You find no traps.

HCL
2009-11-09, 07:28 PM
Put the stuff in a sack, tie a rope to it and hold it in my right hand, dragging it along the ground. I assume that the torch is out or close to out so I'll light my lantern and tie it to my belt. I will poke around the A5 door with the 10 foot pole, then put it back in the backpack and go through.

Hide [roll0]
MS[roll1]
Spot[roll2]
Listen[roll3]

Tanaric
2009-11-09, 07:36 PM
Nothing happens with the door. It opens without so much as a squeak, revealing a corridor that runs forty feet to the north before turning east, and ten feet to the south, ending in a blank wall. There is an east-running hallway connected this one, thirty feet away from the door.

HCL
2009-11-09, 07:40 PM
I'll poke around the blank wall to the south, if nothing happens I will take the EDIT: West? You said it was east running which confused me.

Tanaric
2009-11-09, 07:49 PM
Both off-shoots of the north hallway go to the east.

Nothing happens when you poke the wall.

HCL
2009-11-09, 08:01 PM
Alright ill take the first east path

Tanaric
2009-11-09, 08:17 PM
The path continues for another ten feet before turning to the north.

If you take the north turn:You trip over a tripwire. You hear the sound of stone rubbing against stone for perhaps a minute.

HCL
2009-11-09, 08:20 PM
Yeah I guess I will continue taking that path to the north.

Tanaric
2009-11-09, 08:27 PM
See the above spoiler. After that, the path continues north for ten feet before teeing into an east/west split.

HCL
2009-11-09, 08:35 PM
I Head west

Tanaric
2009-11-09, 08:35 PM
Goes west for ten feet before turning south.

HCL
2009-11-09, 08:55 PM
Man this is a lot of walking around. I think I will sit down and trance for four hours. I don't think there is a penalty for trancing in armor since I am not sleeping.

My psicrystal can wake me up if anything important happens

Tanaric
2009-11-09, 08:59 PM
Sooner rather than later, your psicrystal wakes you up. It relays to you that it has detected something at the edge of its senses.

HCL
2009-11-09, 09:01 PM
Stand up and take a look around. If I don't see anything I will go back and check the corridor behind me, if nothing is there I will continue forward.

Tanaric
2009-11-09, 09:04 PM
Spot check, please.

HCL
2009-11-09, 09:07 PM
[roll0]
crystal [roll1]

Tanaric
2009-11-09, 09:09 PM
You see nothing. The crystal relays to you that it sees three forms on the walls forty feet away.

HCL
2009-11-09, 09:12 PM
Partial move 20 feet closer (my lantern should still be on since I turned it on just a few minutes before I attempted to trance) and take another look

[roll0]

Tanaric
2009-11-09, 09:20 PM
You see what appears to be three large squirrels hanging onto the walls. Their fur is pitch black, and their eyes are a malevolent red.

Map:{table]|A_|B_|C_|D_
1|R|||
2|||-|
3||||
4||-|-|-
5||-|-|-
6||-|-|-
7||-|-|-
8||-|-|-
9||-|-|-
10|sss|-|-|-

[/table]

Two of the squirrels are on the western wall, at +5 and +10 elevation, while the third is over the door to the room that had the elves, at +15 elevation.

Roll initiative.

[roll0]
[roll1]
[roll2]

HCL
2009-11-09, 09:21 PM
Can I finish that previous action by readying an action to attack if they come in range? Otherwise

[roll0]

Tanaric
2009-11-09, 09:28 PM
Nope, encounter starts as soon as you see them.

An area of shadowy darkness suddenly fills the squares surrounding you and the squirrels, dimming your lantern into uselessness. Everything from your square to the squirrel's end of the hallway is shadowy darkness (20% concealment). The squirrel then disappears from your sight, though you hear chittering.

The second squirrel also disappears. More chittering.

HCL
2009-11-09, 09:41 PM
Manifest Force Screen, move 10 feet forward

Not sure exactly how sighted works, if me and the crystal need to make spot/listen checks or if it just knows where the squirrels are. In any case, the crystal tells me their locations as it perceives them.

my spot [roll0]
my listen [roll1]
crystal's spot[roll2]
crystal's listen[roll3]

Tanaric
2009-11-09, 09:44 PM
Ah, forgot something.

Fort save, please.

HCL
2009-11-09, 09:50 PM
Burn a pp for +4
[roll0]

hopefully I won't be making these repeatedly, am now at 3/7 pp

Tanaric
2009-11-09, 09:52 PM
Nothing happens to you.

Your psicrystal tells you that it sees the squirrels in the same squares they were at before.

The one that hadn't disappeared from your sight before does so, right after you feel the urge to make another fort save. Your psicrystal tells you that it too is in the same square it was before.

HCL
2009-11-09, 09:55 PM
Not sure how to fight something with an AoE save or suck that triggers by standing next to me

burn another pp [roll0]

charge one of the squirrels on the wall
[roll1]

2/7 pp

Specifically I will run 10 feet forward, defender rolls concealment

Tanaric
2009-11-09, 10:01 PM
[roll0] Miss on 1. You know where they are, but can't see them.

There's no need for another fort save after that one, by the way.

Tanaric
2009-11-09, 10:02 PM
On the failed fort save, you take [roll0] damage and 1 strength damage.

HCL
2009-11-09, 10:05 PM
negate it for 1 pp, soak the 1 str damage (is that serious damage or a penalty?)

1/7 pp

that str penalty takes me down to a +16 attack on that last roll, if that hits

[roll0]

Tanaric
2009-11-09, 10:05 PM
That's strength damage.

Your attack hits, and a squirrel body falls to the ground in two pieces.

Tanaric
2009-11-09, 10:06 PM
Any chittering you heard stops. Your psicrystal informs you that it has lost "sight" of the squirrels.

HCL
2009-11-09, 10:11 PM
Does the darkness still remain? If so I will move back and try to go back to trancing.

Tanaric
2009-11-09, 10:11 PM
The darkness is still there.

Are you sure you want to go to sleep(ish)?

HCL
2009-11-09, 10:13 PM
I really don't want to adventure with 17 strength, thats -1 attack and -2 damage

but at the same time I should really try to get my 4 encounters per day, regardless of elfs who roll natural 20s and rolling 3s on my saving throws.

IDK I will try to follow the squirrels, go west if possible

Tanaric
2009-11-09, 10:15 PM
Your psicrystal tells you that it doesn't know which way the squirrels went. They disappeared from its range of sense without moving.

HCL
2009-11-09, 10:16 PM
teleporting save or suck squirrels with concealment. some ranks in knowledge might be wise.

I'll head west, or left if there is no west.

Tanaric
2009-11-09, 10:23 PM
You're currently ten feet north of the door leading to the room that had the elves. The corridor runs north and south. South ends in the solid wall, while north has the eastward bend and east-running hall.

HCL
2009-11-09, 10:27 PM
I don't know if this was the door I came through or not, but I will poke around the door with a 10 foot pole before I go through.

Once I am safely in the room and have ascertained that there are no new monsties inside, I will put the body of an elf against each of the three doors to block it, put out my lantern, and trance.

Tanaric
2009-11-09, 10:33 PM
That was the door. Clever use of bodies, by the way. You hear chittering for a while, but it fades away. Take 50 xp.

HCL
2009-11-09, 10:36 PM
neato

once I am done trancing I give the elves a pat on the back and have some breakfast and light the lantern, is the STR damage gone or will it last the whole 24 hours (is there a clock in here?)

HP 9/13
PP 7/7

go back through the west door and retrace my steps to the area where I found those squirrels. They need to be sliced some more.

Tanaric
2009-11-09, 10:40 PM
The ability damage is still around. The squirrels are nowhere to be found.

HCL
2009-11-09, 10:44 PM
Alright, I will go back to the hall that went north and take the second path to the east instead of the first.

Tanaric
2009-11-09, 10:45 PM
The hall continues to the east for twenty feet before taking a southern bend. Ten feet before the bend there is another hallway leading to the south.

HCL
2009-11-09, 10:47 PM
I'll peek around the corner and take the first path to the south

Hide[roll0]
MS[roll1]
Listen[roll2]
Spot[roll3]
Search[roll4]

Crystal's Listen[roll5]
Spot [roll6]

Tanaric
2009-11-09, 10:54 PM
The path continues south for ten feet before turning west.

HCL
2009-11-09, 10:57 PM
I'll keep following it.

Tanaric
2009-11-09, 10:57 PM
It goes out into the hallway leading north/south, containing the door to the room with the elves. (Psst, that path is a loop. It just goes around in a square.)

HCL
2009-11-09, 11:02 PM
Alright, is that the northeast door from the elf room? Were those actually elves btw or changelings? You mentioned an "unelven shriek" which confuses me.

I'll go back and take the second path to the south

Tanaric
2009-11-09, 11:07 PM
Sorry about the confusion. They were elves. It was a joke about the term "unladylike", since elves are delicate and whatnot.

Here's a map of what you've explored thus far, and a marker of where you were after coming out of the loop:http://img17.imageshack.us/img17/6102/hclj.jpg

You're currently at the bottom of the second southern bend on the north side, four squares east of the marker on that map.

HCL
2009-11-09, 11:31 PM
Alright, heading east

Tanaric
2009-11-09, 11:34 PM
You trip over a tripwire ten feet down the hallway. You hear the sound of stone grinding against stone for a minute before it fades away.

If you continue east:You reach the next bend without trouble. It goes south for forty feet, ending in an eastward bend. There is a door on the west side of the hall, twenty-five feet away, and another on the southern side at the eastern bend.

HCL
2009-11-10, 08:28 AM
Keep going, poke at the west door a little before I go through, MSing and hiding

Tanaric
2009-11-10, 02:55 PM
The door doesn't open. It seems to be blocked by something.

HCL
2009-11-10, 03:19 PM
In that case I will give the door on the southern side in the eastern bend a good poking and go through

Tanaric
2009-11-10, 09:20 PM
Nothing happens when you poke the door, aside from making a lot of noise.

Opening the door reveals the following room:{table]|A_|B_|C_|D_
1||||
2||-|-|
3|||1|[/table]

There is a door at A-1, north side, which you are standing just outside of, and another at D-1, east side. There is a man, seemingly human except for his glowing blue eyes, seated in C-3 behind a table in B-2/C-2. He is wearing dark red robes that appear to be made of silk, and there is a worked silver and gold diadem atop his head. He looks up from a roll of parchment on his desk when you open the door, raising an eyebrow.

HCL
2009-11-11, 06:39 AM
Hostile people pwn me they don't raise eyebrows. Let my glaive down so I don't seem like I am threatening him.

"Hello fellow humanoid, I am Reach, The Man-Toss. Do you speak Common, Draconic, or Dwarf by any chance?" (pronouncing Draconic in Draconic, and Dwarf in Dwarf)

Diplomacy [roll0]

Tanaric
2009-11-11, 11:43 AM
[roll0]

He seems surprised to meet someone who doesn't want to kill him right off the bat, but he responds to your greeting by telling you that he speaks Common and Draconic.

He stands, sliding the parchment into a pocket of his robes as he does so, and gives you a cursory examination.

"What are you doing in this place?" he asks.

HCL
2009-11-11, 05:58 PM
"I believe that I was sent here by some sort of spell. And you?"

Tanaric
2009-11-11, 06:06 PM
The man raises an eyebrow again, as though the answer should be obvious. "I am the record keeper, of course. You must be here to submit your name for the roster?"

HCL
2009-11-11, 06:14 PM
"A roster? Absolutely. What kind of roster? Am I the first?"

Tanaric
2009-11-11, 06:19 PM
The man's eyebrow quirks for a third time. It seems to be a habit of his.

"Those in service to the Master, of course. Weren't you informed of this already?"

HCL
2009-11-11, 06:23 PM
Nope, but I definitely want to be on a roster. Especially if I am first.

Tanaric
2009-11-11, 06:25 PM
Are you bluffing here?

HCL
2009-11-11, 06:28 PM
Nope. Reach wants to be the first.

Tanaric
2009-11-11, 06:29 PM
The man chuckles. "Oh, my, no. You're not the first at all. I wasn't even the first. I replaced the one who was."

HCL
2009-11-11, 06:32 PM
Thats fine. So once I am on this roster what do I do?

Tanaric
2009-11-11, 06:35 PM
"You serve the Master as best you are able. If you are very good at what you do, you might be allowed to serve closer to him; a great honor, certainly."

HCL
2009-11-11, 06:35 PM
And exactly how do I serve him and when do I start?

Tanaric
2009-11-11, 06:39 PM
The man appears taken aback by your forwardness. "Most... are not so easy to convince, I admit," he says. "How you would serve depends on what you can do best. You would start immediately, of course."

HCL
2009-11-11, 06:57 PM
I am good at beating things up, taking hits, and making saving throws. Oh, and I don't have to eat or drink if I don't want to.

Tanaric
2009-11-11, 07:58 PM
"That... sounds like you would make a very good sentry," the man says. He gestures for you to come toward the desk, then whips out a fresh piece of parchment and begins scribbling rapidly.

You notice that the ink he's using is a bright, glossy red, and that he never dips the pen he's using into a vial of ink. You can't read the words he's writing.

"I must say, you certainly make this easier than most. Sign here, here, and here, please."

He underlines three sections of the page, then places the pen on the parchment and waits.

HCL
2009-11-11, 08:00 PM
"Does that mean I have to stay here forever and not go outside? I want to level up! Can you give me some information about the layout of this facility?"

Tanaric
2009-11-11, 08:43 PM
The man looks at you curiously.

""Level up? But the Master resides lower in this place. It is much more of an honor to go down a level." (http://www.giantitp.com/comics/oots0012.html)

HCL
2009-11-11, 09:03 PM
"Alright, I am going to need more information in the near future, or I am going to have to just move along. In order: What exactly does being a 'sentry' entail, what happens if I sign the roster, and can I get a map of this floor?"

Tanaric
2009-11-11, 09:21 PM
"The Master explains such things - or rather, appoints his underlings to do it for him. Myself, I am only concerned with the rosters, and those who are on them. Now sign."

His blue eyes flash brighter for a moment before settling back to their normal dull glow.

HCL
2009-11-11, 09:24 PM
"I can't seriously sign a contract when I do not fully understand the terms. If you can't give me a run down I will have to move on."

Tanaric
2009-11-11, 09:29 PM
"You seem to be suffering from the delusion that you were being offered a choice. Everyone serves the Master in the end. Some just require more persuasion than others."

No, he isn't going to explain better. Yes, he'll probably attack you if you don't sign.

HCL
2009-11-11, 09:33 PM
Initiate charging minotaur, nonlethal damage. Opposed strength:

[roll0]

EDIT: I am not sure how far away from him I am, if I don't have room for a bull rush I will make a grapple attempt instead (add 1 to the result for a melee touch attack)

HCL
2009-11-11, 09:34 PM
Initiative: [roll0]

Tanaric
2009-11-11, 09:35 PM
[roll0] Whitetext.

There's a table between you and the man. Can't reach him with a charge.

HCL
2009-11-11, 09:42 PM
In which case I will hop up on the table and use that roll for a grapple attempt (vs flat footed touch AC? or touch anyway), add 1 since my BAB applies to that

[roll0] Grapple to get a pin

Tanaric
2009-11-11, 09:50 PM
DC 10 jump check to hop up on a waist-high table. We'll call the desk waist-high.

HCL
2009-11-11, 09:58 PM
[roll0] jump

Tanaric
2009-11-11, 10:26 PM
[roll0] opposed grapple.

He's pinned.

HCL
2009-11-11, 11:05 PM
[roll0] NL damage

"What are the tripwires doing, why do I hear grinding stone?"

Tanaric
2009-11-11, 11:07 PM
It's quite impossible for him to answer you, seeing as how he just passed out.

HCL
2009-11-12, 07:28 AM
I'll tear off a piece of his paper and leave him a note. "When I come back here, I want answers"

After that I will poke around the door at D1 with the glaive.

Tanaric
2009-11-12, 02:30 PM
You have a very interesting method of dealing with a hack and slash dungeon. :smallwink:

We'll call that a win. 150 xp and the gear mentioned on his body, if you care to take it.

Nothing happens when you poke the door.

HCL
2009-11-12, 03:28 PM
What is on his body? Just his robe and diadem thingy? If there is anything dangerous I should take away or useful like a map I will take that.

Otherwise head east through the door

hide[roll0]
ms[roll1]

Tanaric
2009-11-12, 06:32 PM
In addition to the mentioned loot, you find several pieces of crumpled parchment in his pockets. Attempting to read them reveals that they're in a language you can't read, and that the "ink" on them is still wet and glistening.

HCL
2009-11-12, 06:54 PM
Ah, I'll CDG him I guess, he is probably Lawful evil or worse. Not sure if those papers are scrolls so I guess I will put them in the sack I am dragging around.

Tanaric
2009-11-13, 03:52 PM
Opening the door reveals a hall that runs north and south for five feet each before turning east.

HCL
2009-11-13, 04:26 PM
I'll take the north-east path, hiding and moving silently. I will also run my glaive ahead of me just slightly off the ground so it will hit trip wires 10 feet in front of me before I do

hide[roll0]
ms[roll1]

Tanaric
2009-11-14, 04:42 PM
The hall continues to the east for thirty feet before teeing into a north/south split.

HCL
2009-11-14, 04:44 PM
Reach takes the north path

Tanaric
2009-11-14, 07:27 PM
It continues north beyond the range of your torch light.

HCL
2009-11-14, 08:38 PM
I'll keep walkin down it until something exciting happens. I think I will go slow and take 20 looking for trip wires and anything else worrying and going around it as I see it

Tanaric
2009-11-15, 07:31 PM
For the record, taking 20 every step will extinguish your lamp in 120 squares. I subtracted around 2 hours of oil for your first attempt at resting, leaving you with 4 from this point. Should be slightly less, but this gives us nice, even numbers.

Also, I forgot that you were carrying a lantern when I made my last post. At the split, you actually see that the hall continues north for fifty feet before turning east, and south farther than your light shows.

Twenty feet to the south, you can see that there is a west-running hall, and an east-running hall another ten feet beyond that.

In light of this, what do you want to do?

HCL
2009-11-15, 07:34 PM
take the west running hall

Tanaric
2009-11-17, 07:26 PM
The hall continues to the west for twenty feet before turning north. There is a door on the south side of the bend.

HCL
2009-11-17, 07:47 PM
I'll crack open the door and have the psicrystal look through while i hide nearby

hide[roll0]
ms[roll1]

crystal hide[roll2]
crystal ms[roll3]

hmmm those are the hide/ms mods as per the SRD but shouldn't the hide bonus be a bit bigger since it is diminutive?

HCL
2009-11-24, 08:43 PM
Are you away for a while or just swamped?

Tanaric
2009-12-01, 06:59 PM
Sorry about that. This disappeared from my subscription list entirely somehow.

Opening the door reveals the following room:{table]|A_|B_|C_|D_|E_
1|||||
2|||||
3|||||v
4|||x||v
5|||||v
6|||||
7|s||||[/table]

There is a door at E-1, north side, which you are just outside of.

There is a chest in the center of the room, a row of vases along one wall, and a statue in the far corner.

HCL
2009-12-01, 09:53 PM
I'll take 20 (22) searching the room for anything suspicious, then open the chest

Tanaric
2009-12-02, 02:18 PM
You find a tripwire on the first square you search. You haven't done anything else yet at this point.

HCL
2009-12-02, 05:19 PM
Step over and continue. I am otherwise going to avoid tripwires as I find them.

Tanaric
2009-12-03, 04:40 PM
You find tripwires on every square between you and the chest. The chest lid seems a little loose to you.

HCL
2009-12-03, 07:42 PM
I'll take it to the edge of the room by the door where I came in and open it. My psicrystal is on my shoulder.

Tanaric
2009-12-04, 02:16 PM
Just to be clear, you're trying to either lift or drag the chest with you?

HCL
2009-12-04, 04:33 PM
I will examine it carefully (takin 20) before I do so

Tanaric
2009-12-04, 08:38 PM
It looks like a normal chest to you. The lid seems a little loose.

HCL
2009-12-04, 08:56 PM
I'll take it to the edge of the room and open it

Tanaric
2009-12-06, 05:59 PM
Moving the chest reveals a pressure plate. With a series of crashes, the vases tip forward and smash onto the floor, releasing a small snake each into the square in front of them.

Roll initiative. [roll0][roll1][roll2]

HCL
2009-12-06, 06:59 PM
Initiativeative [roll0]

Tanaric
2009-12-07, 08:13 PM
Two of the snakes move adjacent to you and attempt to bite you. [roll0] [roll]1d20+4[/roll[

If either hits, take 1 damage and make a fort save.

Tanaric
2009-12-07, 08:15 PM
Reroll: [roll0]

HCL
2009-12-07, 09:37 PM
Both are hits, am I flat footed or can I take my immediate action and attack of opportunity?

Tanaric
2009-12-07, 09:42 PM
You're flatfooted before you act for the first time, so that's a double no.

HCL
2009-12-07, 10:06 PM
soak 2 damage to put me down to 11

Fort a and B, I am taking con damage if I fail correct?

[roll0]
[roll1]

When I initiate charging minotaur do I need at least 10 feet of running before I hit them? If there are multiple enemies in a line can I attempt to get all of them?

Tanaric
2009-12-07, 10:08 PM
Yes, yes, and no, in that order.

HCL
2009-12-07, 10:19 PM
Hmmm, OK. I suppose it is impossible to charge here anyway with the trip wires, but how did the snakes do it? Isnt it difficult terrain?

I'll initiate sapphire nightmare blade on one snake, expending my psionic focus to take 15, the snake is flat footed
Attack [roll0] (add 1 more to this result if the str penalty wore off from before, not sure how long it has been)


my psicrystal moves over to simultaneously block the third snake from charging me and provide flanking is possible (not sure since crystals do not threaten)

Reminder to myself to put out my lantern after this, forgot abberrations have darkvision

HCL
2009-12-07, 10:20 PM
Small snakes have flat footed ACs of 14 so thats a hit

[roll0] damage
[roll1] bonus damage

Tanaric
2009-12-07, 10:25 PM
The snakes know where the tripwires are, and can thus move around them without triggering them. Until you find a tripwire, you don't know its exact placement and will trigger it if you step on a square with one in it.

You bring the snake down to negatives.

The last snake to act circles around its companions to bite at you, provoking an AoO for its movement.

If it survives: [roll0]

Regardless, the other snake bites at you again as well. [roll1]

And, as useful as darkvision might be in this case, do remember that it has certain limitations.

HCL
2009-12-08, 12:15 AM
Wow, you are rolling high again,

Aoo with glaive [roll0]

burn a pp for +4 on the fort save(s?), i'll check if i killed the snake already before I roll a second 1, currently at 9/13 hp

[roll1]

HCL
2009-12-08, 12:17 AM
No poison damage, damage against Snake on Aoo [roll0]

follow that up by smacking the final snake in the face with gauntlets

[roll1]

HCL
2009-12-08, 12:20 AM
[roll0] damage against final snake

Tanaric
2009-12-08, 07:11 PM
150 xp, no loot aside from some snake skins.

HCL
2009-12-08, 11:38 PM
Nothing in the chest? I guess I will continue on and take the next door, going slowly and checking for traps and anything else unusual, taking 20 and going around them

Tanaric
2009-12-10, 12:13 PM
You go north for ten feet, then west for ten feet before your next choice. The hall continues north for ten feet before turning east. After five feet, there is a door on the west side of the hall.

HCL
2009-12-10, 06:24 PM
I'll tap the door and area with my 10' pole and listen to it

Tanaric
2009-12-11, 08:05 PM
Sorry, neglected to mention that the door was open. Peeking inside the room, you see that it's the same door you exited the room with the contract guy from.

HCL
2009-12-12, 12:01 AM
I'll go back and grab the contract guy's loots, then take the north->east hall [roll0] hide [roll1] ms

Tanaric
2009-12-13, 07:39 PM
You go north for fifty feet, then east for fifty feet, then south for twenty feet, then east for ten feet, then south for twenty feet, then west for ten feet, then north for ten feet before your next choice.

The hall goes west for twenty feet before turning south. At the bend, there is a door on the north side.

HCL
2009-12-14, 05:38 PM
I do the standard poke and listen strategy with the north door, taking 20 on my search. Lantern was put out after the snakes fight btw

Hide[roll0]
MS[roll1]

Tanaric
2009-12-16, 02:42 PM
Opening the door reveals the following room:{table]|A_|B_|C_|D_
1||||
2||x|x|
3||x|x|
4||||[/table]

There is a door at D-4, south side, which you are just outside of, and another at A-4, west side.

There is a slightly elevated stone table in the middle of the room, with a large button on top of it. There might be more of note, but your darkvision doesn't allow you to distinguish it if so.

HCL
2009-12-16, 03:15 PM
Too bad I am not a dwarf

Take 20 searching the room for anything unusual

make an untrained knowledge check about what the button might do [roll0]

Tanaric
2009-12-16, 03:17 PM
There's nothing special except for the button.

Might I recommend lighting the lantern again?

HCL
2009-12-16, 03:21 PM
Sure Ill light the lantern

Tanaric
2009-12-16, 03:25 PM
The button has "PUSH ME" written on it in common.

Darkvision doesn't allow you to distinguish color, which is one of its limiting factors, by the way.

HCL
2009-12-16, 04:36 PM
Eh, what the hell, I'll be a tard and push the button

Tanaric
2009-12-16, 04:44 PM
...really?

The entire floor falls out. Take 20 feet of falling damage.

There's more once you figure out falling damage.

HCL
2009-12-16, 07:52 PM
[roll0] I think

2 pp to negate, currently at 4/7

anything interesting down here?

Otherwise I will take out my trusty rope and grappling hook. My psicrstal will aid other me with making the climb checks

Tanaric
2009-12-16, 07:59 PM
Oh yes. There's interesting things down here.

Namely, a swarm of spiders, on the northeast side of the "basement".

Roll initiative.

[roll0]

HCL
2009-12-16, 08:01 PM
haha, good thing the lantern is lit

[roll0]

HCL
2009-12-16, 08:04 PM
Not exactly clear on the rules of using oil as an improvised alchemists fire, but I believe I can do so. I'll manifest force screen jk they bypass armor on my first turn and take 5 foot steps around attacking with oil in subsequent turns

HCL
2009-12-16, 08:05 PM
Round 1: [roll0] first use of pouring fire on the spiders, targeting it on the spiders 10 feet away from me

fail, 1 damage to the spiders

im just going to roll all my attack rolls so let me know how many times they hit in the meantime and how many fort saves I need to make

HCL
2009-12-16, 08:09 PM
[roll0] right, thrown weapons are dex based...

1 damage to them again

HCL
2009-12-16, 08:10 PM
Round 3: [roll0] 1 dmg

HCL
2009-12-16, 08:12 PM
1 damage again that round

fail

HCL
2009-12-16, 08:13 PM
Round 4 [roll0] fail again, i think i can only hit it on nautral 20

HCL
2009-12-16, 08:15 PM
Round 5erson [roll0] 1 damage, I think by this point I am dead

HCL
2009-12-16, 08:16 PM
[roll0] Round 6 just 3 more health left or a good hit :P

HCL
2009-12-16, 08:18 PM
Pretty confident I am dead, however [roll0] only hit on natural 20

heres some fort saves, burning a pp every round to boost for first 4 rounds

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

HCL
2009-12-16, 08:19 PM
Round 8 [roll0] attack with acid
[roll1] fort save

Round 9 [roll2]
[roll3]

I think that kills it, or would kill it next round. I failed fort saves against poison on round 4, 5, and 9

HCL
2009-12-16, 08:22 PM
3 more fort saves for secondasry damage [roll0]
[roll1]
[roll2]

HCL
2009-12-16, 08:24 PM
1d3 more strength damage secondary so 4d3 total [roll0]

9 rounds of 1d6 hp damage [roll1] EDIT: Nope, that kills me

Restart from the button?

Tanaric
2009-12-18, 12:08 AM
If you like, sure.

HCL
2009-12-18, 09:15 AM
haha alright, I skip the button and go through the next door

(reminder to self to get a power that can hurt swarms next level)