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Tanaric
2009-11-10, 08:54 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, 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, four torches are already lit and resting in brackets, one by each of the doors.

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

There is a door at A-4, another at B-5, another at D-5, and a fourth at F-1.

DM notes:4, 13, 15

Justyn
2009-11-10, 09:40 PM
Xen walks up to the door at F-1 and begins to search it.



HP:10
AC:15

Maneuvers readied:

Blistering Flourish
Burning Blade
Distracting Ember
Moment of Perfect Clarity
Sapphire Nightmare Blade



Taking twenty to find if there is anything to be found about the door. I should find anything with a DC less than 25. (20+5)

Tanaric
2009-11-10, 09:51 PM
You find that the door is spiderwebbed with concealed copper wires, all of which carry a current of some sort.

Justyn
2009-11-10, 09:58 PM
Xen mumbles something to himself as he gets out his tools and gets to work disarming the wires.

nevermind

Tanaric
2009-11-10, 10:00 PM
You can't take 20 on disable device checks, since failing by enough results in the trap springing.

See here. (http://www.d20srd.org/srd/skills/usingSkills.htm)

Justyn
2009-11-10, 10:05 PM
You can't take 20 on disable device checks, since failing by enough results in the trap springing.

See here. (http://www.d20srd.org/srd/skills/usingSkills.htm)

Whoops, it's been a while since I last played D&D, so I'm a little rusty. Mind if go to check on the other doors instead then?

Scratching his head, Xen decides to try his luck with the other doors before picking his path.


HP:10
AC:15
Maneuvers readied:

Blistering Flourish
Burning Blade
Distracting Ember
Moment of Perfect Clarity
Sapphire Nightmare Blade



Moving to the door at D-5 and taking 20 Searching that one.

Tanaric
2009-11-10, 10:15 PM
A very careful search reveals that the other doors are trapped in an identical manner.

Saving you some time here.

Justyn
2009-11-10, 10:27 PM
A very careful search reveals that the other doors are trapped in an identical manner.

Saving you some time here.

Xen gets to work disarming the wires on the door at F-1

I'll take 10, so I'll succeed if the DC is 15 or less.

Tanaric
2009-11-10, 10:32 PM
The web of wires proves too complex, you make a mistake in disabling it. With a sharp crack, a current of bright blue energy runs the length of each wire, leaping to your hands and running up your arms, 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.

You failed by at least 5, which triggered the trap.

Justyn
2009-11-10, 10:36 PM
... What are the doors made of?

Also, does the trap reset itself, or do I still have to disarm it?

Tanaric
2009-11-10, 10:44 PM
The doors are sliding metal doors.

The trap will reset itself after a while, from what you can tell. It's not currently dangerous. It will remain obvious now, due to the scorching of the door.

Justyn
2009-11-10, 10:48 PM
The doors are sliding metal doors.

The trap will reset itself after a while, from what you can tell. It's not currently dangerous. It will remain obvious now, due to the scorching of the door.

Okay, Xen puts away his tools, draws his sword and opens the door.

Tanaric
2009-11-10, 10:50 PM
Opening the door reveals a short (five foot) corridor, ending in another door.

Also, opening the door snaps the wires, rendering the trap useless.

Justyn
2009-11-10, 10:53 PM
Opening the door reveals a short (five foot) corridor, ending in another door.

Xen starts searching for traps or anything else in the corridor. If he doesn't find any, he searches the door for anything.

Tanaric
2009-11-10, 10:55 PM
You find a tripwire laid in front of the door.

Justyn
2009-11-10, 10:56 PM
You find a tripwire laid in front of the door.

How far away from the door and the floor is it?

Tanaric
2009-11-10, 10:58 PM
It's laid across the doorway, clearly designed to catch on the feet of anyone who didn't know it was there. You can step over it easily now that you've seen it.

Justyn
2009-11-10, 11:06 PM
Keeping the tripwire in mind, Xen searches the door itself for any traps.

(OOC:Taking 20 here too.)

Tanaric
2009-11-10, 11:08 PM
Just an ordinary sliding metal door.

Justyn
2009-11-10, 11:09 PM
Xen slides open the door, but does not go through yet.

Tanaric
2009-11-10, 11:14 PM
Spot check.

Justyn
2009-11-10, 11:17 PM
I'm typing this because of the character minimum.

[roll0]

Tanaric
2009-11-10, 11:29 PM
Opening the door reveals the following room:{table]|A_|B_|C_|D_
1||||
2|2|||
3||||
4||1||
5||||
6||||
7||||
[/table]

You see what appears at first glance to be two attractive humans sitting around a fire. However, upon closer examination, 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.

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.

They see you at the same time you see them.

There is a door at A-7, south side, which you are just outside of, and another at D-6.

Justyn
2009-11-10, 11:35 PM
Do they appear hostile?

Tanaric
2009-11-10, 11:38 PM
The one with the teeth appears more hostile than the elf, but both are holding their weapons at the ready.

Justyn
2009-11-10, 11:44 PM
Is it fair to say that anything I encounter here would try to kill me? Or can some of the stuff be negotiated with?

Tanaric
2009-11-10, 11:50 PM
Kill you or mug you, most likely.

Possibly eat your eyes, depending on the encounter in question.

Justyn
2009-11-11, 12:12 AM
Kill you or mug you, most likely.

Possibly eat your eyes, depending on the encounter in question.

After a quick prayer and a deep breath Xen adopts the Stance of Clarity. Then, six seconds later, he steps over the tripwire and bursts forward, inacting several of his maneuvers to take out his first opponent in one strike.

HP:9/10
AC:15
Stance: Stance of Clarity
Maneuvers readied:
Blistering Flourish
Burning Blade
Distracting Ember
Moment of Perfect Clarity
Sapphire Nightmare Blade

Moving to space B-5, and then attacking humanoid number one, and using Burning Blade to boost.

[roll0]
[roll1]
[roll2]
[roll3]
[roll4]

Tanaric
2009-11-11, 12:18 AM
[roll0]
[roll1]

Which creature was Stance of Clarity activated against, by the way?

Justyn
2009-11-11, 12:24 AM
[roll0]
[roll1]

Which creature was Stance of Clarity activated against, by the way?

Nothing at the moment; but it's like dodge.

Tanaric
2009-11-11, 12:29 AM
Not exactly. It says that you must choose a foe at the start of each of your turns, not that you may.

Justyn
2009-11-11, 12:34 AM
Not exactly. It says that you must choose a foe at the start of each of your turns, not that you may.

Oh, in that case, human 2.

Tanaric
2009-11-11, 12:38 AM
Human 2 mutters something in a convoluted language, and mist abruptly fills the room, obscuring all vision beyond five feet.

Spot and listen checks each turn.

Justyn
2009-11-11, 12:44 AM
[roll0]
[roll1]

And what happened to the guy I just did twenty damage to?

Tanaric
2009-11-11, 12:49 AM
The short version of it: he exploded.

Where are you moving to on your turn?

Justyn
2009-11-11, 12:53 AM
The short version of it: he exploded. :smallbiggrin:


Where are you moving to on your turn?

Xen will move to A-3, and I'll decide what I do there based on whether he has moved from there or not. However, Xen is going to try and be a bit stealthy, and make a Move Silently check. [roll0]

Tanaric
2009-11-11, 01:01 AM
You don't see anything besides mist.

Justyn
2009-11-11, 01:05 AM
I don't suppose I can move some more?

Tanaric
2009-11-11, 01:11 AM
Unless you're really that slow, go ahead. I can't keep track of all the sheets. :smalltongue:

Justyn
2009-11-11, 01:16 AM
First, Xen moves to B-2; if doesn't see the other one, he will move to C-2; if he doesn't see him there, he will move to C-3.

Tanaric
2009-11-11, 01:22 AM
Nothing.

Another spot check.

Justyn
2009-11-11, 01:23 AM
Nothing.

Another spot check.

[roll0]
[roll1]

Also put in a Listen check in case you would need one of those.

Tanaric
2009-11-11, 01:27 AM
You hear movement to the northwest. A moment later, flashing colors fill your vision.

Will save.

Justyn
2009-11-11, 01:36 AM
HP:9/10
AC:15
Stance: Stance of Clarity
Maneuvers readied:
Blistering Flourish
Burning Blade
Distracting Ember
Moment of Perfect Clarity
Sapphire Nightmare Blade

Using Moment of Perfect Clarity to use a Concentration Check in place of a Will save; it also means that if I roll a natural 1, it isn't a automatic failure.

[roll0]

Tanaric
2009-11-11, 01:37 AM
Moment of perfect mind is an immediate action. He caught you flatfooted, there. :smallfrown:

Justyn
2009-11-11, 01:41 AM
Alright then.

[roll0]

Tanaric
2009-11-11, 01:49 AM
Mr. Toothy appears in B-2 after casting his spell. He looks upset that it didn't work.

Justyn
2009-11-11, 02:18 AM
Mr. Toothy appears in B-2 after casting his spell. He looks upset that it didn't work.

Xen spins on his heel and thrusts his blade out at his opponent.

HP:9/10
AC:15
Stance: Stance of Clarity
Maneuvers readied:
Blistering Flourish
Burning Blade
Distracting Ember
Moment of Perfect Clarity
Sapphire Nightmare Blade

Using Sapphire Nightmare Blade.

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

Tanaric
2009-11-11, 02:24 AM
Need a normal attack roll from you for SNB.

Justyn
2009-11-11, 02:26 AM
Need a normal attack roll from you for SNB.

Okay, here you go.

[roll0]

Tanaric
2009-11-11, 02:30 AM
Your attack hits, but neither sneak attack nor SNB's bonus damage apply.

Spot check.

Justyn
2009-11-11, 02:36 AM
Your attack hits, but neither sneak attack nor SNB's bonus damage apply.

Spot check.

And a listen check too, just in case.

[roll0]
[roll1]

Tanaric
2009-11-11, 11:42 AM
You see Mr. Toothy try to conceal himself in the mist, but he fails. He casts a spell in your direction, which provokes an AoO.

If you fail to kill him:Will save.

Justyn
2009-11-11, 04:00 PM
You see Mr. Toothy try to conceal himself in the mist, but he fails. He casts a spell in your direction, which provokes an AoO.

If you fail to kill him:Will save.

Using the Attack of Opportunity.
Xen uses Moment of Perfect Clarity if he isn't flat footed, or just the will save if he is.
[roll0]
[roll1]
And then,
[roll2]
and just in case.
[roll3]

Tanaric
2009-11-11, 07:28 PM
You AoO misses, but you manage to ignore the effects of the blinding colors that flash across your vision.

Justyn
2009-11-11, 08:12 PM
You AoO misses, but you manage to ignore the effects of the blinding colors that flash across your vision.

Xen inhales deeply through his nose, and then blows through his mouth, the breath catches flame and travels behind Xen's opponent, growing larger rapidly. Soon, it stands behind the needle toothed man, a bonfire with arms and eyes of flame. Then, when his opponent is distracted, Xen goes in for the kill.

HP:9/10
AC:15
Stance: Stance of Clarity
Maneuvers readied:
Blistering Flourish
Burning Blade
Distracting Ember
Moment of Perfect Clarity
Sapphire Nightmare Blade

Using Distracting Ember to set up a flank, so not only do I get a +2 to hit, I get my sneak attack damage to boot.

[roll0]
[roll1]
[roll2]

Justyn
2009-11-11, 08:15 PM
attack - (1d20+5)[25]

Rolling again to confirm the critical hit:
[roll0]

[roll1]

[roll2]

Tanaric
2009-11-11, 08:38 PM
He also explodes.

Loot list coming shortly.

Justyn
2009-11-11, 09:02 PM
OOC: I'm drawing my own map IRL, and just to check; the first room was 35-25 feet, and that the door at F-1 was going "north"?

Tanaric
2009-11-11, 09:06 PM
You find the following loot on the bodies: a set of nice studded leather armor, a set of less nice studded leather armor, a light crossbow, a longbow, a longsword, a rapier, twenty arrows, ten crossbow bolts, 27 gp, 120 sp, and a gem of indeterminate worth.

Let me double-check what I said vs. the map and I'll get back to you on the question. That seems correct.

Mistake noticed. One moment.

I copied the wrong room for you for this encounter. The encounter was correct, but the dimensions were wrong. It should have been this:{table]|A_|B_|C_|D_|E_|F_|G_
1|||||||
2|||||||
3|||||||
4|||||||
5|||||||
[/table]

With a door at E-5 that you came in, and one other at E-1. Sorry. Must have been frazzled when I copied the stuff.

To clarify: your starting room was correct, but the one with the elf and Mr. Toothy was not.

Justyn
2009-11-11, 09:34 PM
Xen goes back to the first room, making sure to avoid the tripwire, and brings it back into the second room, while again making sure he and the donkey avoid the tripwire. Then, he sits next to the fire and starts examining his loot.


Mostly just checking if anything is masterwork or not, and to get a rough estiment on that gem. Also, you forgot the buckler that the elf had.
[roll0]
[roll1]
[roll2]
[roll3]
[roll4]
[roll5]
[roll6]
[roll7]
[roll8]
[roll9]

Tanaric
2009-11-11, 09:38 PM
I presume those are untrained Appraise checks?

Justyn
2009-11-11, 09:40 PM
I presume those are untrained Appraise checks?

Yes they are. And I failed most of them, not that my character would know.

Tanaric
2009-11-11, 09:43 PM
You appraise the buckler, longsword, and rapier at standard market value. You think the gem is worth about 600 gp.

Justyn
2009-11-11, 09:45 PM
Do I get any Experience?

Tanaric
2009-11-11, 09:46 PM
Doh. Yes. 150 xp.

Justyn
2009-11-11, 09:53 PM
Mind if I ask what kind of gem it is?

Xen packs away all of his loot in his ass's packs, though he keeps the gem on his person.

Next, Xen gets to work searching the room and the door for anything suspicious.

Taking 20 on all relevant checks.

Justyn
2009-11-11, 11:21 PM
Just in case I was a little too subtle: I'm Searching the entire room for anything, and taking 20 to do it.

Tanaric
2009-11-11, 11:27 PM
We'll cautiously call the gem a violet garnet, since I can't rummage around for my DMG to check if that's near the appropriate value or not.

You find nothing of any interest.

Justyn
2009-11-11, 11:32 PM
After not finding anything, Xen gets to work searching the door.

Tanaric
2009-11-11, 11:33 PM
I included the door in your search to save time. It's just a door.

Justyn
2009-11-11, 11:34 PM
Xen opens the door a crack and peeks through.

Tanaric
2009-11-11, 11:36 PM
Opening the door reveals a hall that extends to the north for fifteen feet before turning west.

Justyn
2009-11-11, 11:43 PM
Just to check: it goes for three five foot spaces, and then turns, right?

Xen opens the door the rest of the way, but goes on at a slow pace as he is checking for traps

Searching before I move, and taking 20 for each check.

Tanaric
2009-11-11, 11:47 PM
There are three five foot squares north. It then turns, putting a five foot square to the west of the furthest north square.

You find a tripwire outside of the door.

Justyn
2009-11-11, 11:55 PM
"Another one?" Xen says to himself as he stepped over it. He continued on, and made sure to keep an eye out for traps, and made sure to peek around the corner before completely turning around it.

Tanaric
2009-11-11, 11:58 PM
The hall continues to the west beyond the range of your torch light.

Justyn
2009-11-11, 11:59 PM
Xen continues on, but doesn't stop carefully checking for traps.

Tanaric
2009-11-12, 12:09 AM
The hall continues for seventy feet from the bend before turning south.

You spent thirty-four minutes searching the hall, by the way. Your torch is probably about to go out by now.

Justyn
2009-11-12, 12:16 AM
The hall continues for seventy feet from the bend before turning south.

You spent thirty-four minutes searching the hall, by the way. Your torch is probably about to go out by now.

Seventy feet from the wall or from the turn; how many spaces?

Tanaric
2009-11-12, 12:22 AM
Unless otherwise specified, all spaces are measured starting at the square next to the bend. So you're in the bend, and it's seventy feet from there to the next bend.

14 squares.

If this isn't clear, I can whip up a quick map to show you what I mean.

Justyn
2009-11-12, 12:26 AM
I have sunrods for when the torch runs out; and those last for six hours each.

Xen peeks around the corner before turning.


If this isn't clear, I can whip up a quick map to show you what I mean. I don't think that that is necessary at the moment, but it would be useful if I make a mistake.

Tanaric
2009-11-12, 12:34 AM
The hall continues to the south for ten feet before turning east. There is a door on the south side of the bend.

Justyn
2009-11-12, 12:55 AM
Xen carefully continues for the remaining dstance before checking the door.

Guess what I'm doing! That's right, taking twenty on the Search roll.

Tanaric
2009-11-12, 01:02 AM
Nothing special.

Your torch goes out now, to save me trouble calculating it later. :smallwink:

Edit: You see that the hall continues to the east ten feet before turning south, though.

Justyn
2009-11-12, 01:12 AM
Nothing special.

Your torch goes out now, to save me trouble calculating it later. :smallwink:

Edit: You see that the hall continues to the east ten feet before turning south, though.

Xen reaches back and pulls out one of the sunrods from his backpack, and then smacks it against the wall to get it glowing, then starts searching the door.

Tanaric
2009-11-12, 01:13 AM
You find nothing on the door.

Justyn
2009-11-12, 01:18 AM
You find nothing on the door.

Okay, just to make sure, I'll do a search check and take twenty on it.

Tanaric
2009-11-12, 01:20 AM
I counted you as taking twenty the first time, since you didn't roll.

Justyn
2009-11-12, 01:22 AM
I counted you as taking twenty the first time, since you didn't roll.

Okay, just had to be sure.

Xen opens the door a crack and peeks through.

Tanaric
2009-11-12, 01:32 AM
Opening the door reveals the following room:{table]|A_|B_|C_|D_|E_|F_
1||||||
2||||||
3||||||
4||||||/
5|||||/|1
6||||||
[/table]


You see a man seated behind a desk. He appears to be human, aside from his glowing blue eyes. He is wearing red robes of what appear to be silk, along with a gold and silver diadem. He looks up from a scroll on the desk as you open the door, quirking an eyebrow.

There is a door at F-1, north side, which you are just outside of, another at B-1, and another at A-6, west side.

The room seems to be lit by a glowing orb on the man's desk.

Tanaric
2009-11-12, 01:35 AM
Forgot something.

[roll0]

Continue.

Justyn
2009-11-12, 01:37 AM
Opening the door reveals the following room:{table]|A_|B_|C_|D_|E_|F_
1||||||
2||||||
3||||||
4||||||/
5|||||/|1
6||||||
[/table]


You see a man seated behind a desk. He appears to be human, aside from his glowing blue eyes. He is wearing red robes of what appear to be silk, along with a gold and silver diadem. He looks up from a scroll on the desk as you open the door, quirking an eyebrow.

There is a door at F-1, north side, which you are just outside of, another at B-1, and another at A-6, west side.

The room seems to be lit by a glowing orb on the man's desk.

I'm assuming that this is the magical Kwik-E-Mart?

Tanaric
2009-11-12, 01:39 AM
Nope. The magic mart will be very obvious. This is a man with glowing blue eyes behind a desk.

Justyn
2009-11-12, 01:58 AM
Nope. The magic mart will be very obvious. This is a man with glowing blue eyes behind a desk.

Xen opens the door the rest of the way before popping his head in.

"Uh, hi there, sorry to intrude. Do you mind if I come in?"

Tanaric
2009-11-12, 02:04 AM
The man stands, slipping the parchment into a pocket of his robes.

"Certainly not!" he says, smiling widely. "You must be here to sign up."

Justyn
2009-11-12, 02:10 AM
"Certainly not!" he says, smiling widely. "You must be here to sign up."

"Er... actually, I have no idea why or how I got here; besides through those trapped doors. And sign up for what?"

Tanaric
2009-11-12, 01:49 PM
The man looks at you curiously. "This... wasn't already explained? I was certain that all new additions were informed of the policies...

Well, never mind, never mind. Come over and we'll get your name on the roster."

Spot check.

Justyn
2009-11-12, 02:10 PM
The man looks at you curiously. "This... wasn't already explained? I was certain that all new additions were informed of the policies...

Well, never mind, never mind. Come over and we'll get your name on the roster."

Spot check.

[roll0]
[roll1]

"Well I think it was; I mean, the guy I talked to wasn't exactly the clearest person to talk to. So would you mind if we were to go over things one last time, just to make sure that I'm clear on everything and that all of our ducks are in a row?"

Tanaric
2009-11-12, 03:25 PM
You notice that the ink on the man's parchment is red and glistening. You can't read the words on the parchment. You also see that there is a thin stream of blood dripping from one of his fingers.

The main quirks an eyebrow again. It seems to be a habit.

"You are here to serve the Master. I require that your name be on the records. Sign, please." He beckons you toward the desk and places a pen atop the parchment, clearly for your use.

Justyn
2009-11-12, 05:41 PM
Xen walked up to the desk and leaned his sword, point down, against it, and looked down at the parchment.

"Er... Do you have one in {INSERT NAME OF LANGUAGE CURRENTLY BEING SPOKEN HERE}? I have to insist on reading things before I sign them."

Tanaric
2009-11-12, 07:17 PM
The man looks at you quizzically. "Certainly not," he says, as though it were the most obvious thing in the world. "Though I could prepare a version for your perusal with just a vial or two of your blood."

Justyn
2009-11-12, 08:19 PM
The man looks at you quizzically. "Certainly not," he says, as though it were the most obvious thing in the world. "Though I could prepare a version for your perusal with just a vial or two of your blood."

"... Could you just sum it up for me then? I'm rather partial to my blood staying where it is, after all."

Justyn
2009-11-13, 02:44 AM
Bump; Did you forget me, or did you just not notice the last post? I understand though, what with all the other players.

Tanaric
2009-11-13, 02:45 AM
I confess to forgetting. It got lost somewhere in the mess of all the other subscribed threads. Sorry. I'll get to updating this in a minute.

Tanaric
2009-11-13, 02:48 AM
"Oh, it's just the standard fare, really," the man says. "The Master gives you food, lodging and protection, and in return you serve him to the best of your ability. Speaking of which, what are your abilities? You don't look like the standard sentry material the sc- ah, recruiters find."

Justyn
2009-11-13, 03:08 AM
OOC: Should I just kill this guy so I can move on? And if I did try and kill him, would I be able to?

Tanaric
2009-11-13, 03:16 AM
Everything you encounter is CR-appropriate if you fight it. How you go about surviving the dungeon is up to you.

Bear in mind that this is a hack and slash environment. The dungeon is designed for those with the "kill first, atone later" mindset, primarily.

Justyn
2009-11-14, 04:22 AM
GUH. I had one of those days, sorry.

"'What can I do?'"

Xen picks up his sword and looks at it for a moment before tossing it up into the air; it makes three flips before he catches it. Allowing the hand-and-a-half sword to slide into a more battle ready position in his hand, Xen speaks again.

"Allow me to demonstrate."

Xen bursts over the desk, his sword sheathed in flame.

The writing up there is just fluff; I should be at E-4, so I'll attack; if I'm not at E-4, or I just can't attack from there, I'm move to where I can attack, and do so.
HP:9/10
AC:15
Stance: none
Maneuvers readied:
Blistering Flourish
Burning Blade
Distracting Ember
Moment of Perfect Clarity
Sapphire Nightmare Blade


Screwed up my rolls, they are in the next post.

Justyn
2009-11-14, 04:23 AM
[roll0]
[roll1]
[roll2]
[roll3]
[roll4]

Justyn
2009-11-14, 04:25 AM
[roll0]

[roll1]
[roll2]

Justyn
2009-11-14, 07:15 PM
Just in case you hadn't noticed...

Tanaric
2009-11-14, 07:24 PM
I noticed. You were three spots up in my subscribed threads from the oldest. I get to them in order when possible.

I'll get to this as soon as I can.

Tanaric
2009-11-14, 07:31 PM
[roll0] Whitetext

Tanaric
2009-11-14, 07:33 PM
The man reacts first, and you feel a ball of force slam into your chest, dealing [roll0] damage. You also have a -4 strength penalty until further notice.

Do you want to keep your previous turn as stated?

Justyn
2009-11-14, 07:42 PM
The man reacts first, and you feel a ball of force slam into your chest, dealing [roll0] damage. You also have a -4 strength penalty until further notice.

Do you want to keep your previous turn as stated?

Yes. I rolled two natural twenties in a row, and I'm not going to spit in the RNG' faces by throwing that away.

Tanaric
2009-11-14, 07:44 PM
He dies in a glorious explosion of blood and gore.

150 xp, and you find the following loot on his body: his silk robe, his diadem, three pieces of crumpled paper, and four inkpens.

Justyn
2009-11-14, 08:06 PM
He dies in a glorious explosion of blood and gore.

150 xp, and you find the following loot on his body: his silk robe, his diadem, three pieces of crumpled paper, and four inkpens.

"Nobody owns me." Xen said as he sheathed his blade.

Gonna Search his desk, and take 20 doing it.

Tanaric
2009-11-14, 08:16 PM
There are four drawers, all locked. but one locked.

Edit: And you feel your strength return to your limbs midway through your search.

Justyn
2009-11-14, 08:31 PM
Xen searches the corpse for the keys to the drawers.

Guess what I'm taking.

Tanaric
2009-11-14, 08:33 PM
No keys on his person.

How odd.

Justyn
2009-11-14, 08:39 PM
After not finding any keys, Xen starts by slowly opening up the unlocked drawer.

Tanaric
2009-11-14, 08:41 PM
You find three sheets of parchment, two inkpens, and two vials of ink.

Justyn
2009-11-14, 08:53 PM
Xen takes the all of those out of the drawer, and then gets out his tools and starts picking the locks to the other drawers, making sure to check for anything first.

Taking twenty to search each locked drawer for traps, and then taking twenty to unlock them. I should get through if the DC is 26 or lower.

Tanaric
2009-11-14, 09:16 PM
Your tools open the locks easily enough, but the drawers stay closed.

Justyn
2009-11-14, 09:25 PM
Xen rubs his chin for a moment before going back and getting his crowbar from his ass, though he gives it a carrot to stop its braying.

Standing back where he was originally, Xen slaps the crowbar against his left palm, and gets to work on a more... direct method of opening the drawers.


I'd like to take twenty on the strength check to opening the drawers, but if that isn't viable, I'll just roll.

[roll0]
[roll1]
[roll2]

Tanaric
2009-11-15, 12:47 AM
Are the strength checks accounting for the +2 from the crowbar?

Justyn
2009-11-15, 12:55 AM
Are the strength checks accounting for the +2 from the crowbar?

Yes they are.

Tanaric
2009-11-15, 12:56 AM
You fail to open the drawers even by taking 20, then.

Justyn
2009-11-15, 01:06 AM
You fail to open the drawers even by taking 20, then.

Would a sledgehammer work then? Without damaging anything that's in there?

Tanaric
2009-11-15, 01:07 AM
Only one way to find out.

Justyn
2009-11-15, 01:15 AM
Only one way to find out.

Right, I'll go with the sword option than.

Xen draws his sword and tries attacking the desk with the sword.

I'm going to hack it open with a sword, but I'm going to stop once it's open enough to get into.

[roll0]
[roll1]
[roll2]
[roll3]
[roll4]
[roll5]
[roll6]
[roll7]
[roll8]
[roll9]

Tanaric
2009-11-15, 01:18 AM
Are you aiming at any drawer in particular, or whichever one opens first?

Justyn
2009-11-15, 01:24 AM
Are you aiming at any drawer in particular, or whichever one opens first?

I'm trying to avoid damaging things that are in the drawers while at the same time trying to get in the drawers, so one at a time, but only as many rolls per drawer that are needed to get them open.

Tanaric
2009-11-15, 01:29 AM
[roll0]
[roll1]Whitetext.

Tanaric
2009-11-15, 01:30 AM
The first drawer opens after three swings, revealing approximately two hundred inkpens.

The second drawer opens after a further three four swings, revealing approximately twelve vials of ink, three of which are broken.

The third drawer looks pretty beat up, but you haven't opened it yet.

Justyn
2009-11-15, 01:40 AM
The first drawer opens after three swings, revealing approximately two hundred inkpens.

The second drawer opens after a further three swings, revealing approximately twelve vials of ink, three of which are broken.

The third drawer looks pretty beat up, but you haven't opened it yet.

"Well, I do believe I'm sensing a pattern here. Why, I might believe that this drawer might just have parchment in it! Meh, I'd rather have what I don't need than to need what I don't have." Xen takes a deep swig from his water jug and gets back to work.


[roll0]
[roll1]
[roll2]
[roll3]
[roll4]

Tanaric
2009-11-15, 01:42 AM
Aaaand... tada! Parchment!

Fifty pages, to be precise.

Justyn
2009-11-15, 01:52 AM
Aaaand... tada! Parchment!

Fifty pages, to be precise.

"Well, whaddya know?"

It takes Xen a few minutes, but he gets his donkey and himself to this room, avoiding the tripwire. And then packs away the parchment, ink, and pens. But he takes a few moments to try and identify the worth of the diadem and silk robes.

[roll0]
[roll1]

Tanaric
2009-11-15, 01:55 AM
You think the robe could sell for about 5gp, and the diadem ten times that.

Justyn
2009-11-15, 02:01 AM
You think the robe could sell for about 5gp, and the diadem ten times that.

Packing away the diadem and silk robes, he starts examining the other two doors for traps.

Do I even need to say that I'm taking twenty any more?

Tanaric
2009-11-15, 07:39 PM
You find a tripwire at the northwest door, and another at the southwest.

Justyn
2009-11-15, 07:46 PM
Xen notes the tripwires, and opens to both doors before deciding where to go.

Tanaric
2009-11-15, 08:25 PM
Opening the southern door reveals a hall that runs to the north and south. To the north, it runs for ten feet before ending in a blank wall. To the south, it runs for thirty feet before turning east.

Opening the northern door reveals a hall that runs ten feet to the north before turning west, and ten feet to the west before turning north. The entire area seems to be filled with vending machines.

Justyn
2009-11-15, 08:35 PM
Opening the southern door reveals a hall that runs to the north and south. To the north, it runs for ten feet before ending in a blank wall. To the south, it runs for thirty feet before turning east.

Opening the northern door reveals a hall that runs ten feet to the north before turning west, and ten feet to the west before turning north. The entire area seems to be filled with vending machines.

I'm assuming that this is the magic kwik-e-mart than? And just to make sure, can I use the machines, and then go back and clear out the rest of this floor? And can I hock some of my loot here?

Tanaric
2009-11-15, 08:36 PM
Yes, yes, and yes, in that order.

Justyn
2009-11-15, 08:43 PM
Yes, yes, and yes, in that order.

Do I get the full value from the stuff I hock, or only a percentage back?

Tanaric
2009-11-15, 08:44 PM
Normal sale price - 50% of what it costs you to buy it.

Justyn
2009-11-15, 08:49 PM
Will the machines give me what they are actually worth, or what I think they are worth?

Tanaric
2009-11-15, 08:50 PM
What they're actually worth. There's an identification machine if you're curious.

Justyn
2009-11-15, 08:52 PM
What they're actually worth. There's an identification machine if you're curious.

Is it free?

Tanaric
2009-11-15, 08:54 PM
The machine advertises its services as being "Fast! Accurate! Free*!"

Interdimensional Shipping and Handling Fee of one (1) gold piece is incurred for each transaction."

Justyn
2009-11-15, 08:57 PM
First things first, I'll send in the diadem and robes (along with the two gold pieces needed) to see if they're magical.

Tanaric
2009-11-15, 08:58 PM
They are not. The receipt the machine offers shows that your original estimates were correct.

Justyn
2009-11-15, 09:04 PM
"Heh. Guess father was right when he said I had a good eye."

Next, Xen sends the "nice" suit of studded leather in along with a gold piece (I almost forgot about this one.)

Tanaric
2009-11-15, 09:05 PM
Masterwork Studded Leather Armor.

Justyn
2009-11-15, 09:14 PM
Alright, I'll change into the masterwork armor, and then hock the following:


Two suits of studded leather armor
one rapier
one longsword
one longbow
one light crossbow
one buckler

That should amount to 87 gold, right?

Tanaric
2009-11-15, 09:17 PM
I believe that amounts to an even 100gp, minus the identification costs.

Justyn
2009-11-15, 09:19 PM
I believe that amounts to an even 100gp, minus the identification costs.

Is one or more of the other items masterwork? Because I was going on the assumption none of those items were masterwork.

Tanaric
2009-11-15, 09:21 PM
No? By my accounting, the sold items tally thusly:

Longbow: 37.5 gp
Rapier: 10 gp
Studded Leather x2: 25 gp
Longsword: 7.5 gp
Buckler: 7.5 gp
Light Crossbow: 12.5 gp

Justyn
2009-11-15, 09:26 PM
No? By my accounting, the sold items tally thusly:

Longbow: 37.5 gp
Rapier: 10 gp
Studded Leather x2: 25 gp
Longsword: 7.5 gp
Buckler: 7.5 gp
Light Crossbow: 12.5 gp

Oh! I forgot to count the crossbow, that's why!

Anyway, I'll take my now liquidated assets and pack them away, but not before exchanging 50 gold for a potion of Cure Light Wounds.

Tanaric
2009-11-15, 09:28 PM
After a bit of searching you find the potion machine. It spits it out your CLW potion like a soda can.

What next?

Oh, and it should be noted that there's a money changer here, too.

Justyn
2009-11-15, 09:30 PM
After a bit of searching you find the potion machine. It spits it out your CLW potion like a soda can.

What next?

Oh, and it should be noted that there's a money changer here, too.

I was going to ask... Is it free though? (I kind of doubt it, but moneychangers don't always need to make money themselves, as long as they allow your costumers to use your other machines.)

Tanaric
2009-11-15, 09:35 PM
You put coins in, you get coins back. No fee.

Justyn
2009-11-15, 09:40 PM
You put coins in, you get coins back. No fee.

Alright, I'll exchange 100 silver pieces for 10 gold pieces. Then I'll exchange 50 gold pieces for 5 platinum pieces.

And then I'll backtrack a little, and start going down the path outside of the room that this was connected to, the one I entered the office from.

EDIT:Was I too obtuse there? Do you need me to clarify that?

Justyn
2009-11-15, 11:37 PM
I don't mean to be rule, but just in case you hadn't noticed...

Tanaric
2009-11-17, 07:58 PM
That path continues to the east for ten feet before turning south.

At the bend, you see that it continues south for thirty-five feet before ending in a door.

Justyn
2009-11-17, 08:20 PM
Xen continues warily, and makes sure to search the door at the end of the hall.

Tanaric
2009-11-18, 12:22 AM
Nothing stops your movement, and you find no traps on the door.

Justyn
2009-11-18, 12:26 AM
Nothing stops your movement, and you find no traps on the door.

Xen opens the door slightly and peeks through.

[roll0]

Tanaric
2009-11-18, 06:36 PM
Opening the door reveals the following room:{table]|A_|B_|C_|D_|E_|F_|G_
1|||||||
2|||||||
3|||||||
4||||A|||
5|||||||
6|||||||
7|||||||[/table]

There is a suit of banded mail in the middle of the room, a longsword held in the rusted gauntlets.

There is a door at B-1, which you are just outside of, another at D-1, another at A-4, and another at G-4.

Justyn
2009-11-18, 07:23 PM
First things first, Xen starts checking the two doors for traps.

Tanaric
2009-11-18, 07:27 PM
There's a total of four doors in the room. Which are you checking?

Justyn
2009-11-18, 08:08 PM
There's a total of four doors in the room. Which are you checking?

Odd, I though I wrote three... oh well. I'll check the three remaining doors.

Tanaric
2009-11-18, 08:12 PM
Which are you checking first, then?

Yes, it's relevant.

Justyn
2009-11-18, 08:18 PM
Which are you checking first, then?

Yes, it's relevant.

The one nearest to the door I entered from. The one at D-4, than the one G-4, then lastly the one at A-4. And I'm taking 20 just to make sure.

Tanaric
2009-11-18, 08:31 PM
The floor falls out under your feet as soon as you take a step to the east.

Reflex save.

Justyn
2009-11-18, 08:35 PM
The floor falls out under your feet as soon as you take a step to the east.

Reflex save.

Well, that'll show me for not searching EVERY SINGLE SPACE I ENTER.

[roll0]

Tanaric
2009-11-18, 08:35 PM
Splat. 20ft falling damage and a climb out.

Justyn
2009-11-18, 08:40 PM
[rollv=falling]2d6[rollv]

Justyn
2009-11-18, 08:41 PM
[roll=falling]2d6[roll]

Justyn
2009-11-18, 08:42 PM
2d6 Oh, come on!

Tanaric
2009-11-18, 08:43 PM
[roll0]

There you go. :smalltongue:

Justyn
2009-11-18, 08:44 PM
[roll0] Work dammit!

Justyn
2009-11-18, 08:50 PM
Well, either way, I'm glad I have that potion.

[roll0]

Justyn
2009-11-18, 08:53 PM
I hate the dice roller. :smallfurious: It gives me great rolls when I don't need them that much, and rolls piss when I do.

THAT is why I take ten whenever I can.

And I'm taking ten on the climb check. So, 12.

Tanaric
2009-11-18, 08:58 PM
Easy enough. You have a natural chimney and a corner to brace yourself against, for -15 on a DC of 20, total 5.

Which side are you climbing out on?

Justyn
2009-11-18, 09:06 PM
Easy enough. You have a natural chimney and a corner to brace yourself against, for -15 on a DC of 20, total 5.

Which side are you climbing out on?

To back where I was originally, the one space that I know for a fact is not trapped.

After that, I'm going back to the Kwik-e-Mart and exchanging that gem and my 5 platinum pieces to get seven more potions of Cure Light Wounds. After that, I'll come back to this room, and take 20 searching all of the spaces that I can move onto before moving onto any of them. So, I'll be taking 20 searching spaces A-1, A-2, B-2, and C-2.

Tanaric
2009-11-18, 09:10 PM
What's your search mod and do you have trapfinding? (It's very difficult to keep track of forty sheets at once. :smallsigh:)

Justyn
2009-11-18, 09:19 PM
What's your search mod and do you have trapfinding? (It's very difficult to keep track of forty sheets at once. :smallsigh:)

"+5" and "Yes" respectively.

Justyn
2009-11-19, 04:41 AM
You know what? I've going to avoid this room; the floor just booping disappearing? I just don't think that it's worth it.

So, after I get the potions, I'll drink one ([roll0]) and then go back to the first one (making sure to avoid the tripwires) and open all of the doors after touching them with one of my 5-foot poles.

Tanaric
2009-11-19, 06:31 PM
Clarification: By "first one" you mean the room you started in?

Justyn
2009-11-19, 06:42 PM
Clarification: By "first one" you mean the room you started in?

Yes, the first room.

Tanaric
2009-11-19, 07:32 PM
The door at A-4 opens to reveal a north-south corridor. The door at B-5 opens to reveal an south running corridor. The door at D-5 reveals an east-running corridor.

Which do you want to investigate first?

Justyn
2009-11-19, 07:50 PM
The door at A-4 opens to reveal a north-south corridor. The door at B-5 opens to reveal an south running corridor. The door at D-5 reveals an east-running corridor.

Which do you want to investigate first?

So I can map it out, how far do the hallways go? Or at least, how far can I see down the hallways from the doorways? To point it out so you don't have to look it up: he sunrods extend clearly for 30ft, and shadowy for 60ft.

Tanaric
2009-11-19, 09:42 PM
A-4 door: reveals a hall running to the north and south. To the north, it runs for forty feet before ending in a blank wall. To the south, it runs for fifty feet before turning west.

Twenty five feet to the north, there is a door on the west side of the hall.

Five feet to the south, there is a door on the west side of the hall.

Thirty feet to the south, the hall splits east.

Forty feet to the south, the hall splits east.

B-5 door: reveals a hall running to the south for twenty feet before turning west. There is a door on the east face of the bend.

D-5 door: reveals a hall running to the east for ten feet before ending in a blank wall.

Justyn
2009-11-19, 10:12 PM
Xen stands just outside the west-most door (A-4) with on hand balled in fist, and rubbing his chin with the other, his sunrod tucked into his belt "That door there," he pointed to the one south of him. "should lead right back into that statue room with the trapped floor.. I'll save that one for later. And that hallway there seems to lead right back into the wet room here... or is it that that door number three in this room leads to the hallway too?" He says to nobody in particular.

"Does it even matter? ...And who am I talking to anyway?"

-----

First things first, I'll check out the D-5 room. Turning the room upside down, but checking for traps before I enter it.

And just to check: the hallway that leads off of doors 3-4 (counting clockwise, and starting from the door at F-1) continues after the second branch, right?

Tanaric
2009-11-19, 10:17 PM
You make a fine mess out of the short hall, but find nothing.

I think that's correct, but my muddled brain doesn't completely grasp what you're saying.

Justyn
2009-11-19, 10:32 PM
Next, I'll carefully* move south down the north-south hall, and check out the two hallways before making any further decision.

Quick question: are the torches in the starting room still burning?

*guess what this means.

Tanaric
2009-11-19, 11:52 PM
The torches are still burning somehow. A wizard did it.

You find a tripwire five feet south of the door.

The first eastern hall runs ten feet before turning north.

The second runs ten feet before turning south.

Justyn
2009-11-20, 12:03 AM
And the one that goes to the west?

Tanaric
2009-11-20, 12:06 AM
Ten feet before turning north.

Justyn
2009-11-20, 12:08 AM
I'll go down the first hallway... first.

Tanaric
2009-11-20, 02:01 PM
I just realized that I forgot to mention that there is a door on the eastern face of the bend in the first hall.

Does that change anything?

Justyn
2009-11-20, 08:25 PM
Sorry for the delay, busy day!

Right now I'm just mapping out the hallways, so I won't be going in any doors, at least until I run out of hallways.

Justyn
2009-11-20, 11:02 PM
So, unless the hall has anything else in it besides the door and does anything else besides connect back to the wet room, I'll carefully go down the second eastern hallway.

Tanaric
2009-11-20, 11:06 PM
Sorry, missed this somehow. The first hall does indeed connect back to your starting room.

The second runs east for ten feet, then south for twenty feet before turning east again. There is a door on the east face, ten feet down, and another on the south face of the bend.

Justyn
2009-11-20, 11:11 PM
Sorry, missed this somehow. The first hall does indeed connect back to your starting room.

The second runs east for ten feet, then south for twenty feet before turning east again. There is a door on the east face, ten feet down, and another on the south face of the bend.

So, it goes east for ten feet, south for twenty feet, and then east for another ten feet before turning south again, right?

Anyway, I'll keep carefully following the hallway for now. But I will stop to inspect the door.

Tanaric
2009-11-20, 11:13 PM
Um, nope.

The second hall goes east for ten feet from the main north-south hall.

Then it turns south and goes twenty feet.

Then it turns east again.

Ten feet down the south turn, there's a door on the east side of the hall.

On the south side of the east turn, there's another door.

Better?

Justyn
2009-11-20, 11:16 PM
Um, nope.

The second hall goes east for ten feet from the main north-south hall.

Then it turns south and goes twenty feet.

Then it turns east again.

Ten feet down the south turn, there's a door on the east side of the hall.

On the south side of the east turn, there's another door.

Better?

I think I got it (I should really get a scanner for my room).

I'll keep moving along as described, but I will make sure to inspect both doors.

Tanaric
2009-11-20, 11:18 PM
Nothing special on either.

You see that the hall continues east for fifteen feet before ending in another door.

Justyn
2009-11-20, 11:24 PM
Nothing special on either.

You see that the hall continues east for fifteen feet before ending in another door.

I'll inspect the door, and then backtrack and follow the western hallway.

Tanaric
2009-11-20, 11:34 PM
It continues west for ten feet, then north for twenty, then west for thirty before turning north. There's a door on the south face of the hall after fifteen feet, and another after twenty-five.

Justyn
2009-11-20, 11:44 PM
It continues west for ten feet, then north for twenty, then west for thirty before turning north. There's a door on the south face of the hall after fifteen feet, and another after twenty-five.

Just to make sure, the doors are in the second east-west part of the hallway, right?

And I'll carefully continue on, but stop to check the doors. And I will try to listen through them if they are not trapped.

Justyn
2009-11-20, 11:46 PM
I forgot that Rolls can't be edited: I rolled an adjusted 3 (natural 2) on the first door, and an adjusted 15 (natural 14) on the second

Tanaric
2009-11-21, 12:22 AM
Yes they are, and you hear nothing.

The hall continues north for forty feet before turning west. There is a door on the east face of the hall, twenty five feet north.

Justyn
2009-11-21, 12:37 AM
Yes they are, and you hear nothing.

The hall continues north for forty feet before turning west. There is a door on the east face of the hall, twenty five feet north.

I'll inspect the door (take 20), and then move and then carefully follow the hallway.

Tanaric
2009-11-21, 12:50 AM
You don't see anything special. I've stopped noting tripwires, by the way, since you're taking 20 every square and will see them no matter what.

The hall continues west for twenty feet, south for ten, east for ten, south for twenty, then west for twenty before turning south. It splits north after ten feet.

Justyn
2009-11-21, 01:03 AM
You don't see anything special. I've stopped noting tripwires, by the way, since you're taking 20 every square and will see them no matter what.

The hall continues west for twenty feet, south for ten, east for ten, south for twenty, then west for twenty before turning south. It splits north after ten feet.

Uh, when I mapped that out, I noticed that that kind of conflicts with a description that you gave me of that hallway off of the office next to the magic mart. Can you post an image for me? (I'll scan and post my map too.)

Tanaric
2009-11-21, 01:05 AM
Can you just post your image and I'll see what's wrong? Blacking out areas on the map is a huge pain. :smallyuk:

Justyn
2009-11-21, 01:13 AM
Can you just post your image and I'll see what's wrong? Blacking out areas on the map is a huge pain. :smallyuk:

I said I would; I just don't have a scanner in my room.

Warning: big.
http://img69.imageshack.us/img69/9045/scan0008d.jpg

Tanaric
2009-11-21, 01:15 AM
Image Shack (www.imageshack.us) has a convenient resizing option. I use it when posting maps on the boards.

One moment while I check.

Edit: At a glance, you seem to be tacking on an extra five feet for every turn. When I say "turns north" or "bends south" or whatever, I mean that the next square goes in that direction. I don't count the square where you're standing when I calculate distance, so a hall with a total distance of fifteen feet from east to west will read as "ten feet to the east before X" if you're standing in the western square.

Justyn
2009-11-21, 01:30 AM
Image Shack (www.imageshack.us) has a convenient resizing option. I use it when posting maps on the boards.

One moment while I check.

Edit: At a glance, you seem to be tacking on an extra five feet for every turn. When I say "turns north" or "bends south" or whatever, I mean that the next square goes in that direction. I don't count the square where you're standing when I calculate distance, so a hall with a total distance of fifteen feet from east to west will read as "ten feet to the east before X" if you're standing in the western square.

I'll need a little while to redraw my map.

Justyn
2009-11-21, 02:44 AM
The hall continues west for twenty feet, south for ten, east for ten, south for twenty, then west for twenty before turning south. It splits north after ten feet.

Can you describe this agian? I'm not too sure how a north-south hall splits north. Or is it the east-west hall that split north before it turns south?

Tanaric
2009-11-21, 02:47 AM
The west bound hall splits north after ten feet. Descriptions of halls are their longest dimension that you can see, followed by distinguishing features along them (doors, offshoots, etc)

Justyn
2009-11-21, 03:22 AM
Okay, I'll check out both the north branch and the south turn.


Opening the southern door reveals a hall that runs to the north and south. To the north, it runs for ten feet before ending in a blank wall. To the south, it runs for thirty feet before turning east.

Do splits like that take the space directly in front of the door into account?

Tanaric
2009-11-21, 03:24 AM
No. Whitetext.

Update in the morning, bed now. :smalltongue:

Tanaric
2009-11-21, 01:23 PM
The north branch continues for ten feet before turning west.

The south branch continues for forty feet before turning east.

Justyn
2009-11-21, 05:57 PM
The north branch continues for ten feet before turning west.

The south branch continues for forty feet before turning east.

I'll carefully follow the south hallway.

Tanaric
2009-11-22, 08:52 PM
It continues east for twenty feet before turning south. It continues south for ten feet before turning west. There is a door on the east face of the bend.

Justyn
2009-11-22, 09:21 PM
It continues east for twenty feet before turning south. It continues south for ten feet before turning west. There is a door on the east face of the bend.

I'll exhaustingly Search the door (Taking 20), and then continue carefully following the hall.

Tanaric
2009-11-22, 09:24 PM
Nothing of note.

It continues west for twenty feet, then south for twenty feet, then east for twenty feet before ending in a door.

Justyn
2009-11-22, 09:57 PM
I'll take 20 searching the door, and then take 20 to listen at the door if I don't find anything. And just in case I can't take 20...

[roll0]

OOC: WOAH, did I really just spend half an hour running back and fourth in my bedroom? :smalleek:

Tanaric
2009-11-22, 10:25 PM
Apparently so.

You don't find or hear anything interesting.

Justyn
2009-11-22, 10:32 PM
Xen tucks his sunrod into his belt, and opens the door slowly with his sword held in one hand.

Justyn
2009-11-23, 12:17 AM
In case you need them:

[roll0]
[roll1]

Tanaric
2009-11-23, 05:54 PM
Opening the door reveals the following room:{table]|A_|B_|C_|D_|E_|F_
1||||||
2||||||
3||||||
4|||W|||
5||||||
6||||||
7||||||[/table]

There is a door at A-7, which you are just outside of, another at A-3, and another at F-1, east side. There is a single unarmed warforged in the center of the room, his body gleaming with adamantine plating.

Roll initiative.

[roll0]

Justyn
2009-11-23, 06:14 PM
[roll0]

Rolling, rolling, rolling down the river...

Justyn
2009-11-23, 06:15 PM
Forgot about this:

HP:10/10
AC:15
Stance: -
Maneuvers readied:
Blistering Flourish
Burning Blade
Distracting Ember
Moment of Perfect Clarity
Sapphire Nightmare Blade

Tanaric
2009-11-23, 06:16 PM
The Warforged charges to A-7 and tries to grapple you.

Attack vs flatfooted touch AC: [roll0]

If successful, opposed grapple: [roll1]

If fail, damage: [roll2]

Edit: Touch attack should be +5 from the charge, not that it matters.

Justyn
2009-11-23, 06:19 PM
The Warforged charges to A-7 and tries to grapple you.

Attack vs flatfooted touch AC: [roll0]

If successful, opposed grapple: [roll1]

If fail, damage: [roll2]

Edit: Touch attack should be +5 from the charge, not that it matters.

I have no idea what I'm supposed to do.

Tanaric
2009-11-23, 06:20 PM
Make an opposed grapple check. If you fail, take the damage indicated, and you're now grappling.

Justyn
2009-11-23, 06:27 PM
Make an opposed grapple check.

I believe I get an attack of opportunity first.

So:
[roll0]
[roll1]

[roll2]

Tanaric
2009-11-23, 06:31 PM
I can't access your character sheet, but I didn't remember you having combat reflexes. If you do, then yes.

Justyn
2009-11-23, 06:42 PM
I can't access your character sheet, but I didn't remember you having combat reflexes. If you do, then yes.

I just noticed that the only place it actually says that you can't make Attacks of Opportunity while flatfooted is Combat Reflexes. How odd. I could make an argument that because there is no actual rule saying that you can't, then you can.

Just to check, I won the opposed grapple check, so I can draw a dagger and attack with it right?

Tanaric
2009-11-23, 06:44 PM
You could try, but you'd be wrong. (http://www.d20srd.org/srd/combat/initiative.htm)

You can indeed draw a weapon and try to stab him. You're not actually grappling at this point.

Justyn
2009-11-23, 06:53 PM
You could try, but you'd be wrong. (http://www.d20srd.org/srd/combat/initiative.htm)

I was going by the printed book.


You can indeed draw a weapon and try to stab him.

Alright, I'll draw one of my daggers, and then attack and boost with Burning Blade.

So...
[roll0]

And as he doesn't have his dexterity bonus, I should get sneak attack damage.

[roll1]

[roll2]
[roll3]

Tanaric
2009-11-23, 06:57 PM
Why wouldn't he have his dexterity bonus? You're not grappling since you won the grapple check.

In any case, you miss, and he tries to grapple you again.

[roll0] vs touch AC.

Opposed grapple, if that hits: [roll1]

Damage, if you fail the grapple: [roll2]

Edit: Also, that quote can be found on page 137 of the PHB.

Anyhow, you're now grappling. Opposed grapple or Escape Artist check to escape.

Justyn
2009-11-23, 07:02 PM
Why wouldn't he have his dexterity bonus? You're not grappling since you won the grapple check.

In any case, you miss, and he tries to grapple you again.

[roll0] vs touch AC.

Opposed grapple, if that hits: [roll1]

Damage, if you fail the grapple: [roll2]

Edit: Also, that quote can be found on page 137 of the PHB.

I'll just get started on a new character; I'm not going to be able to win this against that kind of bonus. And the only reason I pulled the dagger was because I though I was stuck in the grapple.

Tanaric
2009-11-23, 07:02 PM
Feel free to redo your last turn if you like, then, since you weren't actually grappling.