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Tanaric
2009-11-08, 11:31 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||I|||
3|||||
[/table]

There is a door at D-3.

DM notes:1, 17, 18

Sallera
2009-11-09, 12:24 AM
Irrit will first cast Magic Stone on the bullet loaded in her sling and two others, then, taking 10 for 13, order the dog to Stay in A1. She will then stand well back in D1 and shove (or pull) open the door with her poleaxe.

Tanaric
2009-11-09, 12:27 AM
The door is actually a sliding metal door, which turns out to have been thoroughly spiderwebbed with concealed copper wires. As the touch of your weapon, the copper wires crackle with a bright blue energy. Having nowhere better to go, the energy discharges harmlessly into the air, leaving a well-scorched door behind.

Sallera
2009-11-09, 12:34 AM
"... I'm not touching that."

Use Mage Hand to open the door.

Tanaric
2009-11-09, 12:36 AM
The door slides open with no further surprises, revealing an unlit corridor running to the north and south, presumably further than you can see.

Sallera
2009-11-09, 12:40 AM
Fill and light the hooded lantern, then, and hang it from my belt. Move down the corridor until I find something interesting, holding the poleaxe in one hand and carrying the sack in the other. :smalltongue:

MS: [roll0]
Spot: [roll1]
Listen: [roll2]
... on second thought, I don't know why I'm rolling spot and listen.

Tanaric
2009-11-09, 12:42 AM
Which way would you like to move down the hallway, o' intrepid explorer?

Edit: Doesn't matter. You see something of note as soon as you step outside. The hallway extends to the north twenty feet before taking a sharp westward bend, and south 40 feet before taking a sharp eastward bend.

Forgot the range on lanterns. :smallredface:

Sallera
2009-11-09, 01:04 AM
Ah. Right. Door on that side. Anyway, let's go north.

Edit: Oh, and tell the dog to follow me.

Tanaric
2009-11-09, 01:05 AM
Feel like making any checks in particular?

Yes, I will make you search every square inch of otherwise featurless hallways if I can. It's the only entertainment the monsters get.

Sallera
2009-11-09, 01:08 AM
Well, even if there are traps on the floor, chances are I'm not going to find them.
MS: [roll0]
Hide: [roll1]

... dog's going to ruin my attempts at stealth, too. I don't know, what kind of checks were you expecting? :smalltongue:

Tanaric
2009-11-09, 01:10 AM
A search check or two. No matter.

Your foot snags a tripwire on the first square north of the door you exited. You hear the sound of grinding stone, seemingly all around you. It lasts perhaps a minute before fading away, leaving you with a shaken dog but nothing more unfortunate.

Continue on, or...?

Sallera
2009-11-09, 10:16 AM
Oh, very well. I'm sure my +1 search mod will be very helpful.

Search the hallway up to the corner.

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

Tanaric
2009-11-09, 12:28 PM
You neither find nor set off any more traps on your way to the corner. Upon reaching it, you can barely make out that it continues west for forty feet before splitting off into another corridor that runs south. Ten feet further from that split, there is another corridor running north, and a second north-running corridor another ten feet later, all connected to the hall you're in. You can't make out any other details in your current position.

Sallera
2009-11-09, 12:49 PM
Hum. Continue on to the first north-turning hall, unless I see something hostile in the southern corridor.

Presume I'm searching each square once, but since I'm not like to find anything by taking 10, just use these if I actually end up searching squares with something in them.
[roll0]
[roll1]

Tanaric
2009-11-09, 01:09 PM
You find nothing, and set off no new traps on your way.

The corridor continues north for thirty feet before taking a westward bend.

Sallera
2009-11-09, 01:26 PM
Follow it until I find something interesting, then.

[roll0]

Tanaric
2009-11-09, 01:30 PM
You find another tripwire fifteen feet up the corridor. Shouldn't be too hard to step over it if you like.

Sallera
2009-11-09, 01:34 PM
Will do so, then, and continue on.

Edit: Oh, I'll also toss the dog over. :smalltongue:

[roll0]

Tanaric
2009-11-09, 01:42 PM
Did you toss the dog over first, or carry it over? :smalltongue:

Sallera
2009-11-09, 01:46 PM
Toss it over first. Damn thing's probably bigger than I am, I'm not sure I could carry it over. :smalltongue:

Tanaric
2009-11-09, 02:10 PM
[roll0]

Whitetext.

Tanaric
2009-11-09, 02:11 PM
Four darts shoot out of the walls in an attempt to pincushion your companion.

Attack 1: [roll0]

Attack 2: [roll1]

Attack 3: [roll2]

Attack 4: [roll3]

Which, if any, of those hit?

Ack, poor beastie.

Sallera
2009-11-09, 02:12 PM
All of them.

Tanaric
2009-11-09, 02:13 PM
[roll0][roll1][roll2][roll3]

Edit: That's damage, if it wasn't immediately obvious.

Sallera
2009-11-09, 02:19 PM
*sigh* Poor stupid dog. ... I'm contemplating whether he's worth reviving. On one hand, can't rest without him. On the other, he's at -8, and it'll take at least two first-level slots to bring him back, unless I'm very lucky.

... step over the tripwire. Cure Minor Wounds. And shove him in the sack (well, partially, anyway). The stats say a fairly small dog, and it's a big sack, so it'll probably sort-of-fit.

Moving on... [roll0]

Tanaric
2009-11-09, 02:22 PM
Just be glad I didn't roll poisoned ones. :smallwink:

You continue to the westward bend, which extends another ten feet before turning south.

(As an aside, you got the twistiest map available. I almost feel sorry for you. :smalltongue:)

Sallera
2009-11-09, 02:29 PM
Oh joy, a loop. Hmm. Well, safer to go back (unless I can see another passage in that second south one?). I'll toss the sack on the trigger area (presuming that's a pressure plate) just to make sure it doesn't auto-reset, then step over the presumably-fake-but-not-testing-that tripwire and head back to the intersection. Does it continue further west? If so, I'll head that way, elsewise I'll backtrack and take the southern passage.

[roll0]
[roll1]

Tanaric
2009-11-09, 02:36 PM
If you head over to the southern bend of your current corridor:The corridor's south bend continues for thirty feet from your position before turning east. There is a west-running hall joining with the south-running hall twenty feet from your current position.

Maps are available if this is too confusing, by the way.

If you go back and toss your poor pooch on the trap area:Nothing happens. Once you get back into the main hall, you see that it does indeed continue west for another ten feet before taking a northern bend.

Sallera
2009-11-09, 02:39 PM
Ah, so it's not quite a loop. I'll head down the second south hall and take that west bend then.

[roll0]

Tanaric
2009-11-09, 02:50 PM
Fifteen feet into the westward hall, you find yourself in the middle of large intersection. To the north, a hall runs thirty feet before turning east.

To the south, a hall runs forty feet before turning west. There is a door on the east side of this bend.

To the west, the hall continues for fifty feet before turning north.

Sallera
2009-11-09, 02:51 PM
North we go. [roll0]

Tanaric
2009-11-09, 03:06 PM
Nothing impedes your little expedition to the north, and you reach the eastern bend with no problems. The hall continues to the east for another thirty feet before taking a bend to the south.

Sallera
2009-11-09, 03:31 PM
I'll follow it, then.

[roll0]

Tanaric
2009-11-09, 03:37 PM
Following the hall to the southern bend:The hall continues to the south for thirty more feet before turning east. If you want to stop at any point, just don't open the next spoiler in the sequence.

Following the hall to the eastern bend:Nothing happens. The hall continues for another fifty feet before turning north. There is a door on the eastern side of the north bend.

Following the eastern bend:You trip on another tripwire thirty feet down the hallway. The sound of grinding stones can be heard again, lasting for a minute before fading away.

Sallera
2009-11-09, 03:43 PM
Self-rearranging dungeon?

At any rate, let's search that door, taking 20, and if there aren't any traps, open it.

Tanaric
2009-11-09, 03:48 PM
Could be. Wouldn't that be a blast to try to map out? :smallwink:

You find no traps on the door.

Opening the door reveals the following room:{table]|A_|B_|C_
1|||||
2|||||
3|||||
4|3||2||
5|||1||
[/table]

There is a door at A-1, on the west side of the map, which you are just outside of.

There are three elves in the room, seated around a small fire which gives the room shadowy illumination. All three are wearing studded leather armor and carrying bucklers strapped to their arms, as though they expected trouble. They stand upon seeing you, two (2, 3) drawing longswords, while the third (1) draws a longbow.

Roll initiative.

Elf1: [roll0]
Elf2: [roll1]
Elf3: [roll2]

Sallera
2009-11-09, 03:52 PM
Init: [roll0]

Tanaric
2009-11-09, 03:56 PM
Elf 1 fires an arrow at you, before the other two move up to A-1 and A-2 and take swings at you with their swords.

Bow: [roll0]
Damage: [roll1]

Sword (A-1): [roll2]
Damage: [roll3]

Sword: (A-2): [roll4]
Damage: [roll5]

You have cover from the A-2 attack.

Tanaric
2009-11-09, 03:58 PM
Crit confirm on A-1:

[roll0]
Damage: [roll1]

Sallera
2009-11-09, 04:03 PM
FF means that confirms. Ow. If only I'd opened the door with the poleaxe so I had both hands on it...

Well, naught for it. 5ft step to Y0, cast CLW for [roll0]. Shift poleaxe to both hands.

Tanaric
2009-11-09, 04:04 PM
The elves don't follow you out of the room, but those you can see tense as if preparing to do something else.

Sallera
2009-11-09, 04:08 PM
Hmm. Bother. Well, they can't both 5ft step inside my reach.

5ft step to Y1.
Steel Wind both elves.
Attack 1: [roll0]
Damage: [roll1]
Attack 2: [roll2] (against the one with cover if they don't move)
Damage: [roll3]

Tanaric
2009-11-09, 04:14 PM
Neither moves in reaction to your attack, and you make an elven shishkabob out of the one standing in A-1.

On their turns, elf 1 moves to C-1 and fires an arrow at you, while elf 2 moves to C-2 and readies an action.

Bow: [roll0]
Damage: [roll1]

Sallera
2009-11-09, 04:16 PM
Hmm, well, that's game, dropping me to exactly -1. Curse that elven luck on damage rolls... :smalltongue:

Tanaric
2009-11-09, 04:17 PM
:smallsigh:

I don't want to redo all that walking through corridors. Feel free to restart (this once) right outside that room if you like.

Sallera
2009-11-09, 04:18 PM
Alrighty. Init: [roll0]

Tanaric
2009-11-09, 04:20 PM
Same deal as before.

Bow: [roll0]
Damage: [roll1]

Sword (A-1): [roll2]
Damage: [roll3]

Sword (A-2, you have cover): [roll4]
Damage: [roll5]

Sallera
2009-11-09, 04:21 PM
5ft step to Z1 Y1, Steel Wind.
A1: [roll0]
Damage: [roll1]
A2, cover: [roll2]
Damage: [roll3]

Tanaric
2009-11-09, 04:24 PM
Both attacks miss. The elves step away from the door (to B-1 and B-2) and glare at you, tensing as they ready actions. The elf with the bow presumably stays where he is, though you can't really see that.

Sallera
2009-11-09, 04:27 PM
5ft step to Z1, Sapphire Nightmare Blade at the elf in B1.

Concentration, DCAC: [roll0]
Attack: [roll1] (FF if conc, else -2)
Damage: [roll2] + [roll3] if conc

Tanaric
2009-11-09, 04:30 PM
Miss.

The elf in B-1 shouts something at you in a language you don't understand, then rushes forward and shuts the door in your face.

I believe he moves through a threatened square to do so. If he survives, you don't see what the other elves do.

Sallera
2009-11-09, 04:32 PM
AoO: [roll0]
Damage: [roll1]

Tanaric
2009-11-09, 04:32 PM
Dead.

The elf in B-2 takes over for his companion, moving and slamming the door shut.

Sallera
2009-11-09, 04:34 PM
AoO (again): [roll0]
Damage: [roll1]

Tanaric
2009-11-09, 04:35 PM
The door slams in your face. You hear the sound of soft weeping, quickly stifled, from inside the room.

Sallera
2009-11-09, 04:35 PM
Open the door, 5ft step back to Y1, recover maneuvers and attack.
Attack: [roll0]
Damage: [roll1]

Tanaric
2009-11-09, 04:40 PM
The elf with a bow has a readied action to attack you when you open the door.

Attack: [roll0]
Damage: [roll1]

You impale the other elf.

The one with the bow shoots you again on his turn.

Attack: [roll2]
Damage: [roll3]

Sallera
2009-11-09, 04:43 PM
Where is bow-elf?

Tanaric
2009-11-09, 04:43 PM
Same square as before - C-5.

Sallera
2009-11-09, 04:46 PM
Ah, good, cover then, so those miss. Move to B3 and Sapphire Nightmare Blade.
Con: [roll0]
Attack: [roll1] (-2?)
Damage: [roll2] (+ [roll3]?)

Tanaric
2009-11-09, 04:48 PM
The attack hits, and you add a third elf's blood to your spit.

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

Three sets of the following: studded leather armor, longsword, longbow, buckler. There are also 57 arrows, 94 gold pieces and 300 silver pieces, and a gemstone of indeterminate worth.

Sallera
2009-11-09, 04:52 PM
Coins go in the sack, gem goes in my pocket, the rest can stay here. Continuing north...

[roll0]

Tanaric
2009-11-09, 04:56 PM
The northern hallway continues for another 40 feet. There is a door on the west side of the hall, twenty feet from the door to the room with the elves. Ten feet past that, the hall splits off with a path to the east. Another ten feet past that is a bend to the east.

Sallera
2009-11-09, 04:58 PM
Take 20 on searching the door, then shove it open with the poleaxe if I can (and if it's not trapped, naturally).

Tanaric
2009-11-09, 05:01 PM
There is a tripwire in front of the door.

Sallera
2009-11-09, 05:03 PM
Hmm... well, let's shove open the door anyway. We'll just have to keep that in mind...

Tanaric
2009-11-09, 05:05 PM
The door opens to reveal a room cloaked entirely in shadows, which your lantern's light cannot penetrate. The sound of chittering can be heard inside.

Listen check, please.

Sallera
2009-11-09, 05:06 PM
Listen: [roll0]

Tanaric
2009-11-09, 05:09 PM
You realize that the chittering is coming from three distinct sources.

Sallera
2009-11-09, 05:12 PM
This is just shadowy illumination from darkness or etc, right?

Shield of Faith on self, then step over the wire, inside, and if I can't see any enemies, also one square to the north.
Spot: [roll0] Oh, that's helpful.

Tanaric
2009-11-09, 05:15 PM
It's exactly like the spell darkness, except for one thing.

DC 13 fort save please.

Edit: Oh, I suppose you probably want a map. :smalltongue:

{table]|A_|B_|C_|D_
1|||||
2|||||
3|||||
[/table]

There is a door at D-1, which you just entered.

Sallera
2009-11-09, 05:16 PM
Fort: [roll0]

Tanaric
2009-11-09, 05:17 PM
You take [roll0] damage, and 1 strength damage. Where did you step into the room at?

Sallera
2009-11-09, 05:22 PM
Stepped into the room at D1, if I still can't see whatever chill-touched me, then moved to D2.

Tanaric
2009-11-09, 05:25 PM
You see nothing. You still hear chittering.

Make a spot check every turn.

Sallera
2009-11-09, 05:29 PM
CLW: [roll0]
Spot: [roll1]
Active Spot, if that fails: [roll2]

Tanaric
2009-11-09, 05:29 PM
You see nothing. It's your turn again.

Sallera
2009-11-09, 05:31 PM
I take it my 'enemies' aren't particularly aggressive.
Spot: [roll0]
Active Spot: [roll1]
Active Spot: [roll2]
I'll stop that if I actually manage to see something by some miracle.

...impressive.

Tanaric
2009-11-09, 05:31 PM
Not really, no.

Your turn again.

Listen checks might be a good idea too, o' blind one.

Sallera
2009-11-09, 05:33 PM
Room of time-wasting?
[roll0]
[roll1]
[roll2]

Sallera
2009-11-09, 05:34 PM
Listen, then: [roll0]

Tanaric
2009-11-09, 05:35 PM
Blind and deaf. Huh.

You see nothing and hear nothing but the chittering, which you can't get a clear direction on.

Sallera
2009-11-09, 05:39 PM
*sigh* I figured Inattentive would be mostly offset by the enemies coming to me. Didn't expect situations where they just sit there and laugh at me. :smalltongue:
Spot: [roll0]
Listen: [roll1]
Active Spot: [roll2]
Active Listen: [roll3]

Tanaric
2009-11-09, 05:42 PM
You hear chittering from the west, the west-northwest, and the west-southwest. This is before you take any active checks.

Edit: Oh, yes. The sounds are coming from above your head level.

Sallera
2009-11-09, 05:47 PM
Hmm. 5ft to C2 and Steel Wind at A1+5 and A2+5.
Attack A1: [roll0]
Damage: [roll1]
Attack A2: [roll2]
Damage: [roll3]

Tanaric
2009-11-09, 05:49 PM
[roll0]
[roll1]

What looks to be a black-furred squirrel with red eyes drops dead on the floor in A-2. The chittering stops.

Sallera
2009-11-09, 05:52 PM
Dungeon-dwelling squirrels? This place just gets weirder the more I find... :smalltongue:

*sigh* Don't know why I'm still in this room. Probably because I don't trust these things any more than the elves.
Spot: [roll0]
Listen: [roll1]

Tanaric
2009-11-09, 05:54 PM
Nothing.

Nothing, that is, until two more black-furred squirrels appear next to you, one to the north and the other to the south. They both try to bite you, catching you flatfooted.

Bite 1: [roll0]
Bite 2: [roll1]

If either hits, you take 1 damage.

Sallera
2009-11-09, 06:03 PM
5ft to B3 and Sapphire Nightmare the squirrel in C1.
Con: [roll0]
Attack: [roll1] (-2?)
Damage: [roll2] (+ [roll3]?)
Conceal: [roll4] (miss on 1)

Tanaric
2009-11-09, 06:03 PM
Miss. Both squirrels disappear from your sight again.

Sallera
2009-11-09, 06:06 PM
Wait... squirrels with the Dark template? Brilliant. :smallbiggrin:

Shift poleaxe to one hand and ready an action to punch the next squirrel that appears.
Spot: [roll0]
Listen: [roll1]

Tanaric
2009-11-09, 06:08 PM
Nope, they're a real monster all their own. :smalltongue: I found them while flipping randomly through a book.

The squirrels appear on the walls to either side of you and attempt to bite you, catching you flatfooted again.

Bite1: [roll0]
Bite2: [roll1]

Tanaric
2009-11-09, 06:10 PM
Oh, wait, they're tiny, so they've actually been moving into your space to do this. Not that it matters, since you can't see them anyway until they attack.

Sallera
2009-11-09, 06:16 PM
Well, both miss anyway.

AoO: [roll0]
Damage: [roll1]
Conceal: [roll2], miss on 1
5ft step to C2, poleaxe the one in A1.
Attack: [roll3]
Damage: [roll4]
Conceal: [roll5], miss on 1

Tanaric
2009-11-09, 06:20 PM
Miss, miss.

Both disappear, only to reappear in your square, biting you.

[roll0]
[roll1]

Sallera
2009-11-09, 06:23 PM
Where do they end up? I'll 5ft somewhere to B3 and attack the one on the other side, presuming they're keeping up their flanking, just need to know where...
Attack: [roll0]
Damage: [roll1]
Conceal: [roll2]

Tanaric
2009-11-09, 06:24 PM
D-2 and B-2.

Tanaric
2009-11-09, 06:34 PM
The squirrels disappear from sight again.

Your turn.

Sallera
2009-11-09, 06:38 PM
Shift grip, ready an action to punch one.

Tanaric
2009-11-09, 06:47 PM
They appear, as usual, and bite you.

[roll0]
[roll1]

They end up in the same locations as before.

Tanaric
2009-11-09, 06:48 PM
Crit confirm for TWO WHOLE DAMAGE!

[roll0]

Sallera
2009-11-09, 06:50 PM
Readied attack: [roll0]
Damage: [roll1]
Conceal: [roll2]

5ft step to C2, shift grip, poleaxe.
Attack: [roll3]
Damage: [roll4]
Conceal: [roll5]

Tanaric
2009-11-09, 06:53 PM
Miss, miss. Both squirrels disappear again. :smallsigh:

Your turn.

Sallera
2009-11-09, 06:53 PM
Shift grip, ready an action to punch one, etc.

Tanaric
2009-11-09, 06:55 PM
They appear in your square, biting, etc.

[roll0]
[roll1]

Tanaric
2009-11-09, 06:56 PM
Wow, that second squirrel is on a roll. :smalltongue:

Confirm: [roll0]

Sallera
2009-11-09, 06:57 PM
I'm being nom'd to death. <<;;

Readied: [roll0]
Damage: [roll1]
Conceal: [roll2]

5ft to B3.
Poleaxe: [roll3]
Damage: [roll4]
Conceal: [roll5]

Tanaric
2009-11-09, 06:59 PM
I suppose it doesn't matter which squirrel you were attacking there. It died.

The other one disappears from sight.

Sallera
2009-11-09, 07:02 PM
Shift grip, ready attack.

Tanaric
2009-11-09, 07:06 PM
Appears, bites, etc.

[roll0]

Sallera
2009-11-09, 07:08 PM
Readied: [roll0]
Damage: [roll1]
Conceal: [roll2]

5ft step... somewhere away.
Poleaxe: [roll3]
Damage: [roll4]
Conceal: [roll5]

Tanaric
2009-11-09, 07:10 PM
Dead squirrel.

150 xp, and in a corner of the room you find what appears to be a solid orb of shadows, about the size of a thumbnail.

Sallera
2009-11-09, 07:16 PM
Interesting. CMW myself twice, then onward. Anything happen when I take the orb with me?

[roll0]

Tanaric
2009-11-09, 07:20 PM
Nothing happens when you take the orb.

Do you do anything special when you leave the room?

Sallera
2009-11-09, 07:22 PM
Like stepping over the tripwire? Yes. :smalltongue:

Tanaric
2009-11-09, 07:24 PM
Just making sure you were paying attention. :smallwink:

As stated, the hall continues north for another twenty feet from the door you just exited, before turning east. There is an east-running hall ten feet from the door.

Sallera
2009-11-09, 07:28 PM
May as well stick with the pattern. I'll take the first east hall.

[roll0]

Tanaric
2009-11-09, 07:31 PM
It continues for ten feet before turning south.

Sallera
2009-11-09, 07:35 PM
Following it... [roll0]

Tanaric
2009-11-09, 07:52 PM
The south bend continues for twenty feet before turning east. You can barely make out the fact that there is a pit after the east turn, but you can't see how wide it is.

Sallera
2009-11-09, 07:53 PM
Well, let's go take a look then. [roll0]

Tanaric
2009-11-09, 07:55 PM
The pit is five feet wide. Across it, the hall turns toward the north.

Sallera
2009-11-09, 08:44 PM
I knew I should have taken Leap of the Heavens...

Well, I suppose we'll just have to do this the hard way. Toss the sack across, sheath poleaxe, and pull out the grappling hook.

Use Rope: [roll0], DC12
Extra rolls, just in case: [roll1], [roll2], [roll3]

Provided that works, swing the 5ft down and climb up the other side.

Excellent. Provided tossing the sack didn't trigger any more traps, continue on.

Tanaric
2009-11-09, 08:47 PM
You make Tarzan proud, and swiiiiing your way to pit-crossing.

The hall goes north for thirty feet before turning west.

Sallera
2009-11-09, 08:50 PM
It is a silly place. Continue on.

[roll0]

Tanaric
2009-11-09, 08:51 PM
[roll0] Whitetext.

Tanaric
2009-11-09, 08:52 PM
Fifteen feet up the hall, you spring another dart trap. Three darts fly out of the adjacent walls, attempting to use you as a dartboard.

[roll0]
[roll1]
[roll2]

Which, if any, hit?

Sallera
2009-11-09, 09:01 PM
:smallfrown: Nat 20 a search and it's something I can't find.

Assuming it's against flatfooted, those all hit. Elsewise, only two.

Tanaric
2009-11-09, 09:02 PM
[roll0][roll1]

Search DC 21, and I don't think you have trapfinding. :smalltongue:

Sallera
2009-11-09, 09:03 PM
Ow. Guess I'll have to use my last CLW, lest the next lucky squirrel knock me out. [roll0]

And moving on. [roll1]

Tanaric
2009-11-09, 09:12 PM
The hall continues west for twenty feet, before turning south into the hallway you came from.

Sallera
2009-11-09, 09:17 PM
Ah, I guess that's it for this side. Well, unless it's rearranged itself, of course. Presuming it hasn't, head allll the way back to the large intersection, and then west.

[roll0]

Tanaric
2009-11-09, 09:23 PM
Twenty feet down the western hallway, you find a tripwire. It is laid in a manner similar to the one you found in front of the room containing the squirrels, though you don't see a door.

Sallera
2009-11-09, 09:28 PM
Well, nothing I can do with it, I suppose. Step over and continue on. [roll0].

Tanaric
2009-11-09, 09:31 PM
The hallway continues for thirty feet beyond the tripwire, before turning north.

If you follow the northern bend:It continues north for 30 feet before turning east. 15 feet down the hall, you trip over yet another tripwire. Stones grinding, etc.

If you continue east:The hall continues for forty feet before turning north. Thirty feet down the hall is a door, on the south side.

Sallera
2009-11-09, 09:36 PM
Ooh, a door. I think I'll use my last CMW before taking 20 searching the door and shoving it open with the poleaxe.

Tanaric
2009-11-09, 09:40 PM
There is a tripwire outside the door.

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

There is a door at D-1, which you are standing just outside of. There is an elaborately gilded chest, locks and latches studded with sparkling gemstones, at F-4.

Sallera
2009-11-09, 09:50 PM
Oh, this ought to be good.
Spot: [roll0], [roll1]
Listen: [roll2], [roll3]

Those failing to detect anything, step over the tripwire and take 20 searching every square on the path from the door to the chest, and then the chest itself. Provided I haven't fallen in a pit or been jumped by a spider or somesuch somewhere along the way, of course. :smalltongue:

Tanaric
2009-11-09, 09:53 PM
You find a tripwire on every square between you and the chest.

Do you touch the chest while searching it?

Sallera
2009-11-09, 09:57 PM
Hmm... after finding that many trap triggers in the room, I'd say probably not. :smalltongue:

Tanaric
2009-11-09, 09:58 PM
Nothing special happens. You have a chest in front of you and a maze of tripwires behind.

Sallera
2009-11-09, 10:01 PM
Carefully step back about ten feet, stepping over the tripwires, and poke the chest with my poleaxe.

Tanaric
2009-11-09, 10:03 PM
The chest disappears.

Sallera
2009-11-09, 10:08 PM
Which way does the door open? And is there a tripwire in the square the chest was in (take 20 if I haven't already searched that square)?

Tanaric
2009-11-09, 10:08 PM
The door is a sliding door. There is no tripwire in that square.

Sallera
2009-11-09, 10:15 PM
In that case... walking (very carefully) back to the door with two pints of oil, I'll shut the door, perch one vial on the doorknob so that it will fall and shatter if the door opens, and pour the other over D1 from D2. I'll then make my way back to F4, spread out my bedroll, blow out the lantern, and take a nap, hoping fervently that if there are any pit traps, they're not under my bed. :smalltongue:

Tanaric
2009-11-09, 10:17 PM
[roll0] Whitetext.

Make a listen check with the appropriate sleeping penalty.

Sallera
2009-11-09, 10:19 PM
[roll0] My listen check being what it is, I was honestly hoping more that the grease and traps would do something. Provided, of course, that there are any traps, and those weren't just fakes.

Tanaric
2009-11-09, 10:19 PM
Oh, they did something. Make... let's see... four more listen checks. Possibly pray.

Sallera
2009-11-09, 10:21 PM
Oh dear. *prays the DC is only 0*
[roll0]
[roll1]
[roll2]
[roll3]

Tanaric
2009-11-09, 10:24 PM
The DC was 0. You wake up to the sound of someone cursing in a language you don't speak.

Sallera
2009-11-09, 10:26 PM
Move to stand, move to draw flint and steel.
Listen: [roll0]

Tanaric
2009-11-09, 10:29 PM
The sound came from the northwest of you. Close.

Out of curiosity, does a [roll0] hit your flatfooted AC?

Sallera
2009-11-09, 10:30 PM
Aye, that it does.

Tanaric
2009-11-09, 10:32 PM
Take [roll0] damage, then.

Sallera
2009-11-09, 10:33 PM
Light the lantern, drop the flint and steel, and draw my poleaxe.

Tanaric
2009-11-09, 10:36 PM
Lighting the lantern reveals a white-haired, black-skinned elf male, wearing a chain shirt and holding a buckler strapped to the hand holding a rapier, while the other holds an unloaded hand crossbow. There is a dart sticking out of his neck. His boots seem to be covered in oil.

He cries out when you light the lantern, shutting his eyes tight. A moment later, your lantern light dims to almost nothing, and the entire room takes on shadowy illumination.

Edit: He's standing in E-2.

Sallera
2009-11-09, 10:44 PM
Sapphire Nightmare Blade.
Con: [roll0]
Attack: [roll1] (FF/-2?)
Damage: [roll2] (+ [roll3]?)

Tanaric
2009-11-09, 10:46 PM
Miss.

[roll0]

He stumbles toward you and snags another tripwire. A second dart catches him, but he doesn't fall.

Sallera
2009-11-09, 10:48 PM
Stick out my tongue at him, shift grip, recover maneuvers, and punch him.
Attack: [roll0]
Damage: [roll1]
Conceal: [roll2]

Tanaric
2009-11-09, 10:50 PM
He falls over. That's... 150 xp for you, I guess. Trap abuser. :smalltongue:

He has his listed gear, and 14 gp, 20 sp.

Sallera
2009-11-09, 11:02 PM
Trap abuser? I just wanted a peaceful night's rest... now he's gone and ruined the entryway. :smalltongue: Guess I'll take his coin and crossbow, though.

Hmm. I suppose that means there's no way I'm getting my spells and strength back without being CdG'd, is there? Especially now that all my traps are gone. :smallfrown: This is why I needed the guard dog... pity I used it as a dart repository.

Well, if there's no other choice, I suppose I must carry on. Pack up and make my way carefully back to the entrance, in case he missed any, and attempt to avoid slipping on the oil: [roll0].

And then continue on. [roll1]

Tanaric
2009-11-09, 11:03 PM
*holds tongue with great effort*

You're back out in the east/west hallway. Which way do you want to go?

Sallera
2009-11-09, 11:09 PM
Oh, that's nice. What, is there some sort of one-random-encounter-per-night rule? :smalltongue:

*sigh* I suppose I'll continue east and north, then. [roll0]

Tanaric
2009-11-09, 11:13 PM
After the bend, the path continues north for ten feet, before turning west. You trip on a tripwire five feet from the bend, and hear the usual stone grinding on stone noise.

If you go around the second bend:The hall continues for forty feet, ending in a staircase. You see a row of what can only be described as "vending machines", along the north side of the hall, all of which bear the words "Property of Giem's Trading Co.", along with various phrases denoting their wares.

Sallera
2009-11-09, 11:37 PM
Ah, it's the vending machines. Convenient. Suppose I'll purchase 4 scrolls of CLW, then. Can I sell loot here, or just buy things? If I can, I'll sell the hand crossbow, but either way, I suspect that going down to the next floor would prove rather suicidal at this point, so I'll head back to the intersection and start on the south branch.

[roll0]

Tanaric
2009-11-09, 11:40 PM
Upon closer inspection, you realize that the vending machines all flash "Insert Exact Change Only" in bright lights. There is a monetary exchange machine nestled amongst them, a permanent magic mouth touting its ability to "accurately match any and all foreign currencies or your coinage back" whenever you come within five feet of it.

Each vending machine has a slot to put coins in, an area to stuff objects into, and an area where objects come out.

Also, have you been keeping track of how much your coins weigh? :smalltongue:

Sallera
2009-11-09, 11:43 PM
Yes, I have, that's why they're all in the sack. Also why I spent all the silver. >>;;

So is that a yes to selling the hand crossbow?

Tanaric
2009-11-09, 11:44 PM
That's a yes.

You also note that there is a "Fast! Accurate! Mostly Free!" appraisal machine, if that's relevant to you.

Sallera
2009-11-09, 11:46 PM
Well, beats my own modifiers. I'll toss the gem in and take what I can get.

Tanaric
2009-11-09, 11:48 PM
The machine requests a gold piece for its services.

Sallera
2009-11-09, 11:51 PM
It can have one, then.

Tanaric
2009-11-09, 11:53 PM
It beeps. A minute later, it deposits your gem in the outbound area, and also proffers a receipt printed with the runes and numerals used by Common.

"Dp. Blu, Clr, Refrct 95%, Fr 80%, Clar 52%.

Approx. Value: 275 - 300 gp"

Sallera
2009-11-10, 12:00 AM
Nice. I'll keep it for now, as it's a lot lighter. Moving on to the south branch of the intersection, then; think that's the nearest place I haven't checked. [roll0]

Tanaric
2009-11-10, 12:02 AM
It extends to the south for forty feet before bending to the west. There is a door on the eastern face of the bend.

Sallera
2009-11-10, 12:08 AM
Standard Opening Procedure, then. Take 20 on search, use poleaxe if it's untrapped or tripwired.

Tanaric
2009-11-10, 12:10 AM
The door is not trapped. Spot check.

Edit: Standard Opening and Assault Procedure.

S.O.A.P is much better. :smallwink:

Sallera
2009-11-10, 12:25 AM
SOAP, then. :smalltongue:

[roll0]

Tanaric
2009-11-10, 12:28 AM
Opening the door reveals the following room: {table]|A_|B_|C_|D_
1||||
2|||1|
3||2||
[/table]

You see what appears to be two attractive humans sitting around a campfire. One is wearing a veil across his face, while the other is wearing a headband. Both are wearing studded leather armor, and one is carrying a longsword and buckler, while the other is holding a rapier.

Edit: There is a door at A-1, west side, which you are standing just outside of.

They both see you. Roll initiative.

1: [roll0]
2: [roll1]

Sallera
2009-11-10, 12:30 AM
Init: [roll0]

Tanaric
2009-11-10, 12:31 AM
The one with the veil stands up, and suddenly mist fills the room. Spot and listen checks are probably a good idea.

Sallera
2009-11-10, 12:45 AM
Spot: [roll0]
Listen: [roll1]

5ft step to A1, Steel Wind Mr. FF-2 AC and Veilhat's last known location.
C2: [roll2]
Damage: [roll3]
Conceal: [roll4]
B3: [roll5]
Damage: [roll6]
Conceal: [roll7]

Tanaric
2009-11-10, 12:47 AM
Whoosh, whoosh.

You heard the sound of movement to the south.

You see the human armed with a longsword appear in B-1 and attempt to slice you.

Attack: [roll0]
Damage: [roll1]

Sallera
2009-11-10, 12:49 AM
5ft step to Z1, recover maneuvers, attack B1.
Attack: [roll0]
Damage: [roll1]
Conceal: [roll2] - miss on 1

Tanaric
2009-11-10, 12:51 AM
Mr. Longsword 5-fts into the doorway and attacks you again.

[roll0]
[roll1]

This is followed by the sound of spellcasting, and BRIGHT FLASHING RAINBOW COLORS!

Will save.

Sallera
2009-11-10, 01:14 AM
Moment of Perfect Mind: [roll0]

Edit: Did Mr. Longsword get caught in that?

Tanaric
2009-11-10, 01:14 AM
You note that the guy with the longsword passes out in an amusingly dainty manner.

Sallera
2009-11-10, 01:16 AM
Right then. CdG Mr. Longsword, 5ft step to Z0.
Damage: [roll0]
Spot: [roll1]
Listen: [roll2]

Tanaric
2009-11-10, 01:18 AM
He dies in an explosion of gore.

Your turn again.

Sallera
2009-11-10, 01:21 AM
Recover maneuvers, 5ft to Z1, attack A2.
Attack: [roll0]
Damage: [roll1]
Conceal: [roll2]
Spot: [roll3]
Listen: [roll4]

Tanaric
2009-11-10, 01:22 AM
That's a miss.

Your turn again.

Sallera
2009-11-10, 01:23 AM
Well, nothing better to do, may as well try that one again.
Attack: [roll0]
Damage: [roll1]
Conceal: [roll2]
Spot: [roll3]
Listen: [roll4]

Tanaric
2009-11-10, 01:26 AM
Another miss. Your turn again.

Sallera
2009-11-10, 01:27 AM
Damn mist's going to go away eventually.... until then, swing and miss.
Attack: [roll0]
Damage: [roll1]
Conceal: [roll2]
Spot: [roll3]
Listen: [roll4]

Tanaric
2009-11-10, 01:28 AM
Rinse and repeat.

Sallera
2009-11-10, 01:34 AM
Pretty much. I'm sure the poor veilhat has moved away by now, but I'm not going chasing after it without at least a listen check.
Attack: [roll0]
Damage: [roll1]
Conceal: [roll2]
Spot: [roll3]
Listen: [roll4]

Tanaric
2009-11-10, 01:36 AM
Nada. Just mist.

Your turn.

Sallera
2009-11-10, 01:38 AM
Only... what, five more rounds?
Attack: [roll0]
Damage: [roll1]
Conceal: [roll2]
Spot: [roll3]
Listen: [roll4]

Tanaric
2009-11-10, 01:40 AM
Something like that. Just shout when you think the mist should be gone.

Sallera
2009-11-10, 01:42 AM
Attack: [roll0]
Damage: [roll1]
Conceal: [roll2]
Spot: [roll3]
Listen: [roll4]

Tanaric
2009-11-10, 01:43 AM
*hums nonchalantly*

Sallera
2009-11-10, 01:47 AM
Shall we just move ahead to when the mist falls, or is he actually there?
Attack: [roll0]
Damage: [roll1]
Conceal: [roll2]
Spot: [roll3]
Listen: [roll4]

Tanaric
2009-11-10, 01:49 AM
I did say to shout when you wanted it gone. :smallwink:

Your turn again.

Sallera
2009-11-10, 01:51 AM
Ah, well, if that last didn't hit, it seems he's not. Ready actions to move when the mist falls until it does.

Tanaric
2009-11-10, 01:53 AM
Mist falls. Where are you moving to? You can't see him from your position outside of the room.

Sallera
2009-11-10, 01:54 AM
If I can't see him, I'll just stay here.

Tanaric
2009-11-10, 01:55 AM
He moves into your LoS (where doesn't really matter) and fills your vision with blinding lights again.

Will save.

Sallera
2009-11-10, 01:58 AM
Psh. Why'd he wait so long? :smalltongue:

Moment of Perfect Mind: [roll0]

Tanaric
2009-11-10, 01:59 AM
It might have had something to do with the poleaxe flying through the air.

Sallera
2009-11-10, 02:00 AM
5ft step to A1; I presume he was 15ft away, wherever he was.
Sapphire Nightmare.
Con: [roll0]
Attack: [roll1] (Con>=AC?FF:-2)
Damage: [roll2] (Con>=AC?+[roll3]:)

Tanaric
2009-11-10, 02:01 AM
He was. That missed.

He movesedit: 5-ft steps away from you and tries to kill you with rainbows again.

Will save.

Sallera
2009-11-10, 02:04 AM
...crap. Not a Wizard, then, I take it.

[roll0]

...well, at least it didn't matter that I didn't have Moment available.

Tanaric
2009-11-10, 02:05 AM
Night night.

[roll0] [roll1]

Regardless of how long you're out, you awaken to find yourself robbed of any gold you had on your person.

Sallera
2009-11-10, 02:06 AM
I'm guessing they thought to check the dead dog sack, as well?

Tanaric
2009-11-10, 02:07 AM
No. They quickly searched your person for coins and then ran off.

Edit: Where was the gemstone stored?

Sallera
2009-11-10, 02:10 AM
Ah. Well, in that case, 'all' they got was the gem.

On to that west branch... [roll0]

Edit: Pocket somewhere.

Tanaric
2009-11-10, 02:12 AM
You got 50 xp for that, along with the following loot: longsword, longbow, twenty arrows, buckler, studded leather armor.

Oh, and a closer look shows that the "human" was in fact a poorly disguised elf.

Tanaric
2009-11-10, 02:14 AM
The west path leads uneventfully to a southern bend, which extends for twenty feet before turning east.

Sallera
2009-11-10, 02:18 AM
Onward, then. [roll0]

Tanaric
2009-11-10, 02:20 AM
You trip over another tripwire fifteen feet down the southern corridor. Rumble rumble bumble bumble, clumsy oaf. :smalltongue:

The corridor extends to the east thirty feet before turning south. There is a south-running hallway twenty feet from the bend you're at.

Sallera
2009-11-10, 11:27 AM
First one. [roll0]

Tanaric
2009-11-10, 11:46 AM
[roll0] Whitetext.

Tanaric
2009-11-10, 11:47 AM
[roll0]
[roll1]
[roll2]

More darts halfway down the hall. Will update what you see after I finish the sheet checks.

Sallera
2009-11-10, 11:48 AM
Attack rolls, or do these ones just hit me?

Tanaric
2009-11-10, 11:48 AM
Doh. Forgot attack rolls.

[roll0]
[roll1]
[roll2]

Edit: Shh, you. I have a dozen unchecked sheets taking mental priority right now. :smalltongue:

Sallera
2009-11-10, 11:49 AM
CLW time. [roll0]

Your turn in our Round 69 match (http://www.giantitp.com/forums/showthread.php?t=129602&page=2), by the way, unless you're waiting on LoS.

Tanaric
2009-11-10, 02:33 PM
The hall ends in an east/west T. To the east, it extends ten feet before turning north. To the west, it extends thirty feet before turning north.

Sallera
2009-11-10, 02:35 PM
Check the east passage, if it's just an empty loop, go west. [roll0]

Tanaric
2009-11-10, 03:16 PM
The east hall does indeed seem to form a loop, and you don't see anything out of the ordinary in it.

Going west takes you to a northern bend, which continues beyond the range of your lantern light.

Sallera
2009-11-10, 03:29 PM
Well, let's move on, then. [roll0]

Tanaric
2009-11-10, 03:32 PM
The hall continues north for seventy feet before turning west.

If you follow the west bend: It continues west for twenty feet before turning south.

If you follow the south bend: The path goes south farther than your lantern light reveals. Spot check.

Sallera
2009-11-10, 03:33 PM
Spot: [roll0]

Tanaric
2009-11-10, 03:33 PM
You poke yourself in the eye and see nothing but your finger.

Sallera
2009-11-10, 03:36 PM
Typical, really. Continuing on... [roll0]

Tanaric
2009-11-10, 03:39 PM
The hall continues to the south for eighty feet before turning east.

If you follow the eastern bend:The hall continues to the east for twenty feet before turning south. Ten feet in, you trip over another tripwire, which results in the many-times-aforementioned grinding noises.

If you follow the southern bend:It continues to the south for ten feet before turning east. There is a door on the west face of the bend.

Sallera
2009-11-10, 04:11 PM
I haven't managed to avoid a single one of those, have I?

Well, either way, SOAP. :smalltongue:

Tanaric
2009-11-10, 04:28 PM
There is a tripwire outside the door.

Opening the door reveals the following room:{table]|A_|B_|C_
1|||
2|1|O|

[/table]

There is a door at C-1, east side. There is a man, seemingly human except for his glowing blue eyes, seated in A-2 behind a table in B-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 sees you at the same time you see him.

Roll initiative.

[roll0]

Sallera
2009-11-10, 04:36 PM
Init: [roll0]

Sallera
2009-11-10, 04:39 PM
Damn that table. >>;;

Move to step over the tripwire into C1, then attack.
Attack: [roll0]
Damage: [roll]1d10+1[roll]

Sallera
2009-11-10, 04:40 PM
*sigh* [roll0]

Tanaric
2009-11-10, 04:48 PM
He's dead.

100 xp and the following loot: a small pouch with strange materials inside, a dagger, a gold and silver diadem and 12 gp, 90 sp.

Sallera
2009-11-10, 04:53 PM
Coins and diadem go in the sack. Step back over the tripwire and carry on. [roll0]

Tanaric
2009-11-10, 04:55 PM
The hall continues to the east for sixty feet before teeing to the north and south.

Sallera
2009-11-10, 05:01 PM
South, then. [roll0]

Tanaric
2009-11-10, 05:07 PM
The hall continues to the south for ten feet before turning east.

If you head east:It continues for ten feet before turning north. You trip over a tripwire five feet along the hall.

If you continue north:The hall continues for forty feet before turning east. There is a short (5-ft) east-running hallway twenty feet down the hall.

On an unrelated note, how many wires have you tripped over so far?

Sallera
2009-11-10, 05:09 PM
I'll take the first one. [roll0]

Edit: I wasn't keeping track, but probably five or six.

Tanaric
2009-11-10, 05:10 PM
Could you do a quick tally, to save my sanity? :smalltongue:

Edit: The short hall ends in a blank wall.

Sallera
2009-11-10, 05:16 PM
Seven wires. I'll take 20 searching said blank wall, just in case there's a door, and if not, move on to the second bend. [roll0]

Tanaric
2009-11-10, 05:17 PM
You don't see a door, but you do note that the wall looks... off.

Sallera
2009-11-10, 05:21 PM
Hum. Consequence of tripwires, I take it? Well, I'll take 20 trying to shove it open in various directions, elsewise, no choice but to move on.