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View Full Version : The Endless Dungeon - Heth the Stampede



Tyndmyr
2009-11-11, 01:08 AM
http://travislerol.com/D&D/Starting.jpg

You awaken in the center of a 10ft by 15ft room with stone walls, ceilings, and floors. A torch is burning on the wall behind you, while the other three walls have closed, metal doors with brackets allowing you to bar them from the inside. Unfortunately, only two metal rods are lying on the floor.

Corsair420
2009-11-11, 01:34 AM
I'll grab the torch off the wall, I examine the doors, do i notice if any of the doors have been opened recently?, if yes then I open that door and look through. if not I open the door to the south and look through

Tyndmyr
2009-11-13, 02:48 AM
So far as you can tell, none of the doors show any signs of being opened recently...but their smooth metal surface wouldn't likely leave any visible signs anyhow if they were used.

Once you open the door, you see a short, narrow, unlit, hallway, five feet in width, and twenty in length. Just over halfway down, a door leads to the left, while at the end, another door leads straight ahead.

Corsair420
2009-11-13, 02:55 AM
ok, i use one of my pieces of chalk to make a small mark on the door then repocket the chalk and move down the hallway to door halfway down, and put my ear to it to listen and try to here something on the other side

Listen- [roll0]

Tyndmyr
2009-11-13, 03:28 AM
You hear something scraping against something else, indistinctly. Definitely something moving on the other side of this door.

Corsair420
2009-11-13, 11:50 AM
I mark the door with chalk again as to know which path i've taken, and then I ready my large greatsword, then as quietly as I can I open the door enough to hopefully get a look inside before I go charging in, but I prepare to do just that(charge) if i'm spotted by an enemy

Tyndmyr
2009-11-14, 11:07 PM
Since you're doing it stealthily, roll a move silently check, and we'll see what happens. =)

Corsair420
2009-11-15, 03:28 AM
don't see why i need to roll a move silently, the door is the one moving but ok

MS: [roll0]

Tyndmyr
2009-11-15, 03:36 PM
Doors have a lack of skills. =) Due to remarkably poor listen checks on the part of the zombies, you're good.

In a particularily messy 15ft by 15ft room, you see two zombie kobolds feasting on the remains of one of their brethren. There is a door on the far side of the room.

Corsair420
2009-11-15, 08:02 PM
how far away are they? i need 10 feet to charge if they are 5 feet away, i'll take a 5 foot step back and then charge, if it's 10 or more i'll charge

hustlertwo
2009-11-15, 08:04 PM
You can't 5 foot step and then move.

Corsair420
2009-11-15, 08:05 PM
true but we haven't rolled initiative yet so i'm still free to move before fighting

Tyndmyr
2009-11-18, 01:18 AM
I should have probably been more clear with regards to the fact that you have surprise. You get a surprise round before init is rolled, but yeah, you can't combo a 5ft adjust with a move.

You can, oddly enough, normally combo 5ft adjusts with move actions, just not with actual movement. Kinda a wierd 3.5 detail.

In this particular case, you can treat them as being in n4 and m4. Too close for a charge action, but close enough to 5ft adjust and stab.

Corsair420
2009-11-18, 01:49 AM
if you wouldn't mind updating the map if you could, i have no clue what m4 or n4 are

Tyndmyr
2009-11-18, 02:10 AM
Sure, you're the red guy.

http://travislerol.com/D&D/SWBit.jpg

Corsair420
2009-11-18, 11:10 AM
ok, i'll take a 5 foot step in to N3 and swing my mighty blade

Surprise round:
Attack:[roll0]
Damage: [roll1]

Initiative: [roll2]

Tyndmyr
2009-11-20, 02:10 AM
That drops him.

Init for his comrade: [roll0]

No dex modifier on the zombie, so I presume you go first.

Corsair420
2009-11-20, 02:15 AM
indeed

attack the other
attack:[roll0]
damage: [roll1]

Tyndmyr
2009-11-20, 02:31 AM
That'll drop him too. Excellent damage there.

+300 XP

Loot on bodies:
70GP

Corsair420
2009-11-20, 02:39 AM
+6 str +1 bab +1 WF - 2 monkey grip = +6

anything in the room to loot? if so then i'll go from there, if not i'll move back out the door and continue south after marking the door with chalk, open the door slowly again

move silently:[roll0]

Tyndmyr
2009-11-21, 02:35 AM
Yeah, I edited it out after I realized I missed weapon focus in a coupla minutes. You're quick.

Nothing else visible in the room loot wise. So, on to the southernmost room, what you see as you open the door...

In the center of a 15ft square dark room, an lone kobold is standing, wearing nothing but a floppy cloth hat, which bears the word "Sorrc" on it. You also note another wooden door in the center of the east wall. He's apparently still unaware of you.

Corsair420
2009-11-21, 11:50 AM
you and your 15 foot rooms, how can I charge in those... can I move back before combat starts like I tried to do last time or do i just have to walk in and attack... either way that dude is getting cleaved.

if allowed to charge, charge and attack
Attack:
Damage:[roll]3d6+9
Powerful charge damage: 1d8

if no charge, move in and attack
Attack: [roll1]
Damage: [roll2]


Initiative: [roll3]

yea i'm pretty quick, i check the forums a lot because i don't have any irl campaigns and I need my D&D fix

Corsair420
2009-11-21, 11:51 AM
stupid confused board roller

Damage:[roll0]
Powerful charge damage: [roll1]

Corsair420
2009-11-21, 12:01 PM
also, because of the fact that i've gained XP here and not in the arena i had to make a 2nd sheet for heth so use this one for the endless dungeons here

http://www.coyotecode.net/profiler/view.php?id=7617

Tyndmyr
2009-11-23, 11:30 PM
When you're not detected due to stealth, you can in fact quietly step back before charging. After all, they're not going to attack until they detect you. That said, doing so does result in them getting a listen check in between turns.

When you have a surprise action only, you can never step back in addition to charging, as you only have a standard action.

In this case, you charge and miss. The kobold rolls init.

[roll0]

Looks like it's another round for you, with the kobold right next to you.

Corsair420
2009-11-23, 11:36 PM
again it's d&D being dumb i guess, if he doens't see me i dont' see why i can't step back to get charging distance first, but oh well

Init:[roll0]

Corsair420
2009-11-23, 11:38 PM
woot win init

Attack: [roll0]
damage: [roll1]

Tyndmyr
2009-11-24, 01:49 AM
again it's d&D being dumb i guess, if he doens't see me i dont' see why i can't step back to get charging distance first, but oh well


Circumstantial. You *can* step back and charge, but that's more actions than you get on one turn by default. So, you either use an interesting build to grant extra actions, or if you do it, they get to act between(generally by charging you, which is counterproductive).

The kobold steps back 5 feet, then casts a spell. You take [roll0] damage. He's against a wall now, though, so his mobility is limited.

Corsair420
2009-11-24, 10:11 AM
take a 5 foot step towards him and swing again

Attack: [roll0]
Damage: [roll1]

Tyndmyr
2009-11-26, 09:14 AM
He looks about, a bit worried by the proximity to the wall, then 5-ft steps diagonally to the right, which still leaves him trapped against a wall....but a wall with a door on it.

Then, he casts defensively for a level 1 spell. [roll0]

Failing miserably, he loses the spell. Your go.

Corsair420
2009-11-26, 11:07 AM
so since he failed do I get an AoO or not? i always get confused with the AoO rules, but i'll take a normal one until you let me know

I say as a free action:
"silly Kobold, trapped himself between a wall and a beast with a blade"

Then I swing

Attack: [roll0]
Damage: [roll1]

oh and i'll just say now that if I beat him, aside from teh normal corpse looting, I want to take his hat that says Sorrc

Corsair420
2009-11-26, 11:09 AM
I've come to find that rolling crit confirm on the same post that I make attack rolls always makes teh CC hit but my attacks never do so now I do them separatly

Crit confirm: [roll0]
Crit damage: [roll1]

Tyndmyr
2009-11-26, 11:11 AM
Bah, misread that 12 as 21...redoing stuffs

Corsair420
2009-11-26, 11:18 AM
sweet, ok, so i assume you loot me everything of any kind of value from the corpse so we don't have to spend posts searching corpses, so I'll look around the room once more see if I missed anything else(not searching just looking) and then I don my new hat

Might I get another map update please?

Tyndmyr
2009-11-26, 11:19 AM
He's going to cast again, and damn the concentration check this time, so take an AoO before it goes off.


Edit: Same loot when you do kill him, 90gold and floppy hat.

http://travislerol.com/D&D/BigSWQuadrant.jpg

Corsair420
2009-11-26, 11:22 AM
he had more then 21 HP?

Attack: [roll0]
damage: [roll1]

Tyndmyr
2009-11-26, 11:24 AM
Gah, not doing well this morning. When I glanced back at the post, the crit confirm was there, and I misread that as the attack. 21hp does indeed kill him, never mind my brain fart.

Edit: With regards to the map, you're in the SW room.

Corsair420
2009-11-26, 11:28 AM
also you edited the post that had how much XP i got

Corsair420
2009-11-26, 11:29 AM
this time i'm gonna do something different, i'm going to just kick in the door to R4 and roar at whatever is in he room, dunno if I need an intimidate check or not

Tyndmyr
2009-11-26, 11:30 AM
+300xp.

Only one new door leading onward in this direction.

You can attempt to intimidate if you wish, yeah...entirely up to you.

Tyndmyr
2009-11-26, 11:32 AM
You enter a 15ft by 15ft room, with two Orcs inside(S1, Q6). There is a door on the far side. Unfortunately, they heard the hacking in the next room, so they're not surprised.

Init:
[roll0]
[roll1]

Corsair420
2009-11-26, 11:35 AM
init:[roll0]

Corsair420
2009-11-26, 11:40 AM
ok, i'll 5 foot step in and swing my sword

Attack: [roll0]
damage: [roll1]

my attack rolls have been sucking the last few days

Tyndmyr
2009-11-26, 11:42 AM
Missed. Both orcs grin fiendishly, and swing their falchions.

Orc1: [roll0]
Dmg: [roll1]

Orc2: [roll2]
Dmg: [roll3]

Corsair420
2009-11-26, 11:44 AM
swing again because I can

Attack: [roll0]
damage: [roll1]

Tyndmyr
2009-11-27, 05:31 PM
One orc crumples to the ground. Quite dead.

The remaining orc swings again.


Falchion: [roll0]
Dmg: [roll1]

Corsair420
2009-11-27, 07:33 PM
i'll swing at the other one now, cause i'm good like that

Free action to speak: "maybe you should invest some time into not sucking"

Attack: [roll0]
Damage: [roll1]

Tyndmyr
2009-11-28, 12:59 PM
Amusingly enough, while saying that, you connect, and completely kill him. Now, he'll never know the end of what you were saying.

XP: +300.
Loot: 110 GP, MW Comp shortbow(+1 str bonus; worth 450 gp)

Corsair420
2009-11-28, 02:25 PM
awesome i totally thought I missed

ok, so now that they are dead i'll move to Q6 and kick that door open since i'm not doing so well at the quiet thing the last few encounters

Tyndmyr
2009-12-01, 11:57 PM
Kicking in the door at Q6, you see a grand hall with high, arched ceilings. It's twenty by twenty feet in size, but the ceiling appears to be a solid forty feet high, and decorated with dwarfish stonecarvings. Unfortunately, the room also appears to have four orcs relaxing in the center(Q8, Q9, R8, R9). All are carrying falchions, but the furthest one(R9) appears to have a torch crudely fastened to the haft of his falchion, casting a dim, flickering light over the scene. Two doors are visible in the far wall, one on the north side, one on the south. You have surprise, but they've definitely seen you.

Init, in the order listed above:
[roll0]
[roll1]
[roll2]
[roll3]

Corsair420
2009-12-02, 12:24 AM
ok i have a plan here,first, init

Init: [roll0]

then as my standard action, i'll close the door back, then i'll do a move action to move back to Q4 so that when they open the door I can charge

Thelas
2009-12-06, 12:36 PM
6 seconds pass.

Tyndmyr

Orcs have moved to surround the doorway, and the three that can reach all have readied actions to spear; the fourth is delaying

Corsair420
2009-12-06, 12:45 PM
i'll make a bluff check and say loudly: "Screw this I wasn't paid enough to take on 4 orcs"

Bluff: [roll0] and then maintain my ready action to charge if the door is open and there is a target

Thelas
2009-12-06, 04:21 PM
DMs

Sense Motive: [roll0]
+3 because -2 WIS, +5 "The bluff is a little hard to believe or puts the target at some risk."
Specifically, fighting an enemy that might be bluffing.


6 seconds later...

Corsair420
2009-12-06, 04:43 PM
i'm going to maintain my ready action i won't be moving till I see something to charge

Tyndmyr
2009-12-09, 01:30 AM
Well, how long do you plan to wait? Nothing happens for a few rounds.

Corsair420
2009-12-09, 01:34 AM
i'm waiting as long as i need to orcs aren't as smart as me if your using your inteligence then this is shenanigans

Corsair420
2009-12-09, 03:23 PM
so instead of trying to bluff them, and not knowing if they speak common i'm just going to yell a string of obscenities to see if I get a reaction. Nothing specific you can sue your imagination, dunno if I need to roll for anything or not

and maintain my ready action

Thelas
2009-12-09, 07:33 PM
Tyndmyr

What do you think now?
Thinking maybe have the orcs destroy the door? What are the doors in here made out of again?
Otherwise, assuming one rolled a 12 INT for common, say "Ah, we scared him off good"?

Tyndmyr
2009-12-11, 01:33 PM
Thelas:

Given the ridiculously crappy int on a standard orc warrior, they're pretty screwed when it comes to understanding other languages.

The orcs can certainly destroy the door if necessary, and probably will if this becomes a recurring event, but I'd say they wait for a few minutes after it gets quiet then trickle back to the starting locations, leaving one guy guarding the door for a while.

Of course, so long as they hear him out there, they'll stay readied.


Corsair:
No reaction that you can see.

Corsair420
2009-12-11, 02:11 PM
ok, in the interests of moving this along as opposed to my original plani'm going to move silently up to the door and then listen closely cuas ei want to know if someone is right on the other side of the door

MS:[roll0]
Listen:[roll1]

Tyndmyr
2009-12-14, 10:48 PM
Sounds to you like there's one guy on the other side of the door.

Gm Info:

The others have sauntered back to the center of the room now that he's sneaking.

Corsair420
2009-12-14, 10:53 PM
ok, i'm gonna kick in the door hoping it'll knock one of them out, or atleast down, and then how far away is the nearest one other then the one by the door?

Tyndmyr
2009-12-14, 11:47 PM
Mmm, go ahead and make a strength check, to see how violently the door flies open/apart.

As you re-enter the room, you see that three of the orcs have resumed their previous positions, but the one closest to the door is waiting for you by the entrance.

Corsair420
2009-12-15, 12:58 AM
I roar fiercely as I enter as well more for show then effect


Str check:[roll0]

then if I don't happen to do anything to the close one i'll hack at him with my sword

Attack:[roll1]
Dmg:[roll2]

Corsair420
2009-12-15, 01:00 AM
possible crit

confirm[roll0]
Dmg:[roll1]

Tyndmyr
2009-12-19, 01:50 PM
The orc looks a bit surprised at you bursting through the door. It shatters apart, and you manage to get your attack before he swings, cutting him down viciously.

The other orcs look up in shock at the intrusion, and start coming for you.

Init for remaining 3 orcs:
[roll0]
[roll1]
[roll2]

Corsair420
2009-12-19, 07:53 PM
so that attack counts as my surprise round right?

Init: [roll0]

Corsair420
2009-12-19, 07:55 PM
woot won init, ok i'm going to move towards the next closest orc and swing at him

attack:[roll0]
Damage: [roll1]

Tyndmyr
2009-12-20, 10:46 PM
Indeed it does count as a surprise round. Normally, he'd have gotten off his attack, but the bursting door caught him off guard.

Unfortunately, as you move into the room, your next swing misses.

In their urge to crowd around you, one of the other orcs provokes an AoO.


Atk w Falchion:[roll0]
Dmg: [roll1]

Atk w Falchion:[roll2]
Dmg: [roll3]


Atk w Falchion:[roll4] <--Ignore this one if you kill him with your AoO.
Dmg: [roll5]

Corsair420
2009-12-21, 12:27 PM
ok so i'll take my AoO when be reduced to 0 so...

Attack:[roll0]
Damage: [roll1]

and then as my 0 hp action i'll move, to P3, back 2 rooms and then to the corner and hope they don't follow

Tyndmyr
2010-01-03, 12:56 AM
Well, that drops him, and as your escape brings you out of LoS, nobody appears to follow you, at least not immediately.

Provided you survive the AoOs, that is.

Orc: [roll0]
Dmg: [roll1]

Orc: [roll2]
Dmg: [roll3]


If not hit, start making stabilization checks!

Corsair420
2010-01-03, 08:25 PM
so i'm still confused on stab i read phb and it said roll a % 10% means you stabalize so if i understand, i pick high or low, if i pick low and toll 1-10 i stab, if i pick high 91-100 stabs, if not i lose another hp if i'm wrong ...you may want to roll it for me, i'm roll 10d10... 10 stabalizes
[roll0]

Tyndmyr
2010-01-04, 12:07 AM
10% stabilization is correct.

Unfortunately, the dice are unhappy tonight, and no 10s came up. At least he managed to take a lot of orcs with him when he died.