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Tanaric
2009-11-14, 04:22 PM
The air surrounding you fairly hums with the residue of magic, an aftereffect of the spell that brought you to this place. A quick glance reveals that you are in a cramped, rectangular room, devoid of any life save for yourself. The sound of dripping water can be heard faintly, and the stone walls are slick with moisture. In complete defiance of logic, a torch is already lit, resting in a bracket by the sole door visible in the room.

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

There is a door at D-3, east side. Unless otherwise mentioned, all doors are sliding metal.

DM notes:1, 11, 5

memnarch
2009-11-14, 07:24 PM
Xaradiss takes out a 10ft pole and invokes Spiderwalk.
He then takes 20 searching C2, C3, D2, and D3 for traps.

Tavar
2009-11-14, 09:01 PM
How are you searching? IE, just looking, pushing lightly with the pole, etc?

memnarch
2009-11-14, 11:17 PM
Looking and very slightly pushing with the pole.

Tavar
2009-11-15, 12:03 AM
When you touch the door, sparks fly, an you realize that there is a web of copper wires on said door. After operating, though, they appear to be burnt out.

memnarch
2009-11-15, 12:04 AM
When did I touch the door? :smallconfused:

Tavar
2009-11-15, 12:09 AM
Sorry, I thought that you did that when you searched the square: didn't take damage, though, because you used the pole.

memnarch
2009-11-15, 03:08 AM
Oh, well in that case, the door got checked too by poking it. :smalltongue:

Listen check at the door [roll0]. Mule follows behind Xaradiss.

Tavar
2009-11-15, 04:08 PM
You hear nothing that you couldn't hear before.

memnarch
2009-11-15, 06:51 PM
Xanian searches the torch for traps [roll0] and if he finds none, he'll try to carefully take it out of the bracket.

(I'm assuming this is a basic removable torch goes in here)

Tavar
2009-11-15, 10:20 PM
It is. you now have a torch.

memnarch
2009-11-15, 10:22 PM
Xaradiss carefully opens the door and looks through.

Tavar
2009-11-15, 10:31 PM
You see a hallway that goes both north and south.

Should I assume that you search everything before moving, or only when you tell me that you do?

memnarch
2009-11-15, 10:36 PM
Search everything before moving; I don't think there's a known reason for me to hurry right now so take 20 searching each square for now, until a trap is found.

Tanaric
2009-11-15, 11:01 PM
Bear in mind that torches only burn for 2 hours, and taking 20 is two minutes per square. Something to remember.

memnarch
2009-11-15, 11:11 PM
Well then, could I have a map first before deciding what to do?


Edit; I'd also like to know how high the rooms are as well when I go into a new one.

Tavar
2009-11-15, 11:31 PM
You ask, I provide.
http://i189.photobucket.com/albums/z77/Ilavator/MersMap.jpg

Tanaric
2009-11-15, 11:33 PM
I don't think I specified this for Tavar. All rooms are assumed to be as tall as their longest dimensions. Halls are 15 ft tall.

memnarch
2009-11-15, 11:53 PM
OOC:Whoa. That's a long hallway. No grid?


Xaradiss makes a quick look up and down the hallway to see if there is anything interesting of note (more torches, monsters, people, stuff like that) [roll0] (if needed)

Tavar
2009-11-16, 12:15 AM
It's not to scale. the Northern portion is only 20ft long before the turn, and the southern portion is 40 ft long before it's turn. You don't see anything.

memnarch
2009-11-16, 12:48 AM
Ok, using my ten-foot pole, I search the squares going ahead of me towards the south, starting from the doorway. (need a description of how?)

If When I find a trap (wire/pressure plate/etc), am I going to need to use a Handle Animal to try and get the mule to step over/around the trap, or straight up disable it?

Tavar
2009-11-16, 01:05 AM
You find a wire soon after moving south, but avoid it without incident, and at the end the hallway turns east. Would you like me to skip the minutia(IE, only talk when you have a choice of routes, a door, or similar occurrence?)

memnarch
2009-11-16, 01:24 AM
So that would be assuming I'm always trap checking or something? What would it be skipping exactly? :smallconfused:
Also, is the only light source my torch and how far would my elven low-light vision see then?


Xaradiss takes a look down the eastern tunnel. [roll0]

Tavar
2009-11-16, 01:28 AM
Ah, forgot the LLV. I think it'd allow you to see 120 ft total.

Yeah, and I'd skip the stuff where I describe each and every turn. For instance, this for this next part, the tunnel runs east 20 ft, then turns north, and there are several more turns before it's done.

memnarch
2009-11-16, 01:33 AM
And that is all in a straight line, no branches, assuming no hidden door are found by passing near them, and trap checking on the way there?

Tavar
2009-11-16, 01:38 AM
Yes. Branches count as a decisions point, as long as they actually serve a purpose(IE, if both lead to the same spot, I just tell you that.)

memnarch
2009-11-16, 01:42 AM
Alright then, sound ok to me. Will speed the game up and will be less text heavy. (I think).

Did he see anything in the tunnel?

Tavar
2009-11-16, 01:44 AM
No, and going all the way down, all you find is a dart trap and a dead end.


Thank god I don't have to type all of the stuff that would normally go into that.

memnarch
2009-11-16, 01:56 AM
:P

Well, I guess that means Xaradiss returns to the first room's door and goes north from there. Same method.

Tavar
2009-11-16, 02:04 AM
Choice time. Once the hallway goes all the way past your starting room and turns east, you have 3 options: go south after 40 ft, go north after 50 ft, or go north after 60 ft.

memnarch
2009-11-16, 02:10 AM
Still checking for traps with the ten foot pole right?

Also, aren't the last two options the same?

Tavar
2009-11-16, 02:13 AM
Yep. Well, you did find a tripwire just above the starting door. Nothing else, though. And the third option should be 10ft further down, sorry.

memnarch
2009-11-16, 02:30 AM
Xaradiss looks down the closest hallway first to see if there are any doors visible from where he is.

Tavar
2009-11-16, 02:33 AM
Nope, but he does see that the hallway eventually branches east and west.

If you look at the other hallways, you realize that the two north running ones form a loop, but the further one does have another hallway that connects to it, running west.

memnarch
2009-11-16, 02:35 AM
I'll head down the south passage. (still trap checking with the ten-foot pole)

Tavar
2009-11-16, 02:43 AM
The western passage way ends in a door, and the option to go north. The Eastern passage turns, so you can't see the end.

memnarch
2009-11-16, 02:48 AM
Xaradiss goes to the door (tfptc) and takes 20 searching without touching the door in any form. (tenfootpoletrapchecking)

Tavar
2009-11-16, 01:49 PM
There's nothing there. Also, if you care, the halway that goes north only does so for 10 feet before turning west.

memnarch
2009-11-16, 03:24 PM
Xaradiss quietly opens the door and looks in.

If a move silently can be used on opening the door;
[roll0]

Tavar
2009-11-16, 03:30 PM
As you open the door, you see a room that's 15 ft wide(east to west) and 10ft long(north to south). The door is on the upper right, and in the lower left you see a man wearing red silk robes, with a gold and silver diadem on his head, with glowing blue eyes. As you enter, he quirks an eyebrow at you.


Please, just do initiative.
[roll0]

memnarch
2009-11-16, 04:25 PM
Huh? :smallconfused:

Tavar
2009-11-16, 04:27 PM
Don't try and roleplay with him. Please. I don't have any material. It's easier this way.

Tanaric
2009-11-16, 04:30 PM
Yeah, everyone roleplays with this guy for some reason. There's no benefit, and it just makes Tavar ask me for answers that I have to make up on the spot.

If you can see it here, kill it. :smalltongue:

Tavar
2009-11-16, 04:32 PM
Really, the eyebrow is the disarming part. If he didn't do that, he would just be another xp bag, instead of a actual possible NPC.

memnarch
2009-11-16, 04:40 PM
Ok fine. Do I still get a surprise attack on him for theoretically chatting with him first?

Tavar
2009-11-16, 04:42 PM
Uh, fine. I think I let the others do that. Go ahead, but remember to roll initiative.

memnarch
2009-11-16, 04:52 PM
[roll0] :smalltongue: Rather hard to get less than 3.

surprise round
Sneak Attack Eldrich Blast.
[roll1]
[roll2][roll3]
Round 1
[roll4]
[roll5][roll6]

Tavar
2009-11-16, 05:00 PM
ANNNNNDDDD.....he drops.
Good job. You find a scroll and a gold and silver diadem on the body, and 300 gp.

memnarch
2009-11-16, 07:28 PM
Slit the throat with a knife to make sure he's dead.

Appraise the silk robes he's wearing. [roll0]
Appraise the diadem. [roll1]
ID the scroll. [roll2]

XP amount?
And is there anything else in this room?

Tavar
2009-11-16, 08:23 PM
150 xp. I keep forgetting to tell the players that. The diadem is about 45-65 gp. The scroll is shield. The robes are normal scholar's robes. There's nothing else.

memnarch
2009-11-16, 08:45 PM
Hmmm.... Wonder why the guy was just standing there Xaradiss thinks.

He takes the robes from the dead guy, packs up all of his loot on the Mule (hence named Patsy) and heads back out into the hallway, ten foot pole in hand, trap checking once he is at a part where he hasn't been at before.

May I have a map please? It would help sort of the different descriptions of what halls are where, even if it's n2s.

Tavar
2009-11-16, 08:51 PM
http://i189.photobucket.com/albums/z77/Ilavator/Douglasmap.jpg
There it is. The blue dot is a door.

memnarch
2009-11-16, 08:58 PM
Am I the blue diamond in the lower left corner?

Tavar
2009-11-16, 09:00 PM
Yes, though, unless you want to play out several corridor changes without anything else happening, we can skip to the door (the blue dot).

memnarch
2009-11-16, 09:07 PM
Sounds like you want me to go to the door hm? :smallwink:

First, I'd like to see what the very top hallway looks like (doors, traps, etc), so past the door and on up. (trap checking)

Tavar
2009-11-16, 09:36 PM
The top hallway is actually a four way intersection. The hallway you're on continues for some time, then turns east. If you instead go east at the intersection, you come out at a north-south hallway, one that connects to the long hallway at the beginning with hallways that go south and north. The Northern ones make a loop.

If you go west, the hallway continues for some time, then turns north.

memnarch
2009-11-16, 09:42 PM
Let's try going west then north. (trap checking ten foot pole of course)

Tavar
2009-11-16, 09:47 PM
You turn north, then after some time, east. You now have a choice: open a door or continue on the path, which turns north. The door is on the southern wall.

memnarch
2009-11-16, 10:18 PM
I pause and listen at the door. [roll0]

Tavar
2009-11-16, 10:19 PM
You hear nothing.

memnarch
2009-11-16, 10:33 PM
Xaradiss searches the door with his ten-foot pole [roll0]. (assuming that taking 20 without triggering something is impossible)

Tavar
2009-11-16, 10:37 PM
You can take 20. In either case, you find nothing.

memnarch
2009-11-16, 10:45 PM
Xaradiss places the ten-foot pole down and takes out the scroll of shield. He then quietly opens the door before looking in. [roll0]

Tavar
2009-11-16, 10:48 PM
Opening the door, you see a elaborate(gilded, gem-studded, platinum-filligreed chest) chest in the lower right.

memnarch
2009-11-16, 11:21 PM
Ok, that's way too good to be true for a 1st level.


If that is all in the room, Xaradiss puts the scroll back and takes out the empty barrel and ties rope through the top and bottom (so I can pull the barrel back once it's triggered the trap(s).) and rolls it towards the chest.

Tavar
2009-11-16, 11:23 PM
The barrel only makes it 5 ft. At that point, it triggers a trip wire, and a dart embeds itself in the barrel.

memnarch
2009-11-16, 11:27 PM
Xaradiss sighs then pulls the barrel back and tries again. (tying more rope on first if needed to be able to go further)

Tavar
2009-11-16, 11:30 PM
This time, it makes it 10 feet before the same things happens.

memnarch
2009-11-16, 11:34 PM
How far away is it?

Repeat action if there's still squares between me and the chest until there aren't any more squares (walking onto cleared squares if I have to). Otherwise go to and search the chest without touching it. [roll0]

Tavar
2009-11-16, 11:36 PM
Eventually, you clear it. As you walk, you realize that almost every tile has tripwires on it(you can only really see the ones you are next to). Looking at the chest, it appears to be a normal, if ornate, chest.

memnarch
2009-11-16, 11:37 PM
Take 20, same method. (to make up for the nat 1 :smallfrown:)

Tavar
2009-11-16, 11:37 PM
Same result.

memnarch
2009-11-16, 11:41 PM
Taking that to mean no traps visible traps, I take the MWK thieves tool's and attempt to open it. (open lock or disable device?) Or more likely, teleport away. :P

Tavar
2009-11-16, 11:43 PM
Aww...you've peeked. That's no fun....:smallamused:

Well, you're correct. It teleports away when touched. What now?

memnarch
2009-11-16, 11:46 PM
Might as well go all the way back to the first door you tried railroading me into. :smalltongue: (the one called "the blue box is a door")

And yeah, I did, but I thought that I'd try to see if actually touching it did anything different.

Tavar
2009-11-16, 11:48 PM
Nope. There's a trick to it, but no one's figured it out yet. Personally, I think the DM might have higher than reasonable expectations.

In any case, sorry about the railroading, I really didn't mean it to come out like that. So, what do you do?

memnarch
2009-11-16, 11:53 PM
Since it's too late to matter, I'm gonna guess that all the traps in the room need to be set off first.

Listen at the door. [roll0]


Also, it's perfectly fine. I know that what I'm supposed to do is explore, but I'll eventually end up coming back to it anyway. Unless I'm dead of course. :smalltongue:

Tavar
2009-11-16, 11:54 PM
You can't hear anything unusual.

And, well, I'll tell you the secret later, if the DM lets me.

memnarch
2009-11-17, 12:47 AM
Xaradiss sets the 10 foot pole down and takes out the scroll of shield.

He then quietly opens the door. [roll0]


I think I'd prefer to guess, if Tanaric is willing to say.

Tanaric
2009-11-17, 12:50 AM
Too much has been given away by thread peeking already. Keep mum, as if it'll do any good once somebody eventually gets it.

memnarch
2009-11-17, 12:52 AM
Alrighty then. No guessing for me!

Tavar
2009-11-17, 12:43 PM
The room is 20 ft long(E-W) and 15 feet wide(N-S). There are what appear to be 2 humans standing around a campfire. One is only 10 ft from you, but the other is on the other side of the fire. Spot check.

Also, if you decide to attack, you get a surprise round.
Initiative if you decide to:[roll0]
[roll1]

memnarch
2009-11-17, 03:21 PM
Spot [roll0]

Tavar
2009-11-17, 03:25 PM
You don't see anything unusual. Are you going to roll initiative?

memnarch
2009-11-17, 04:26 PM
Can I tell if they know I'm here?

Tavar
2009-11-17, 04:28 PM
The door opening did make some noise, and at least one of them is now looking at you.

memnarch
2009-11-17, 07:40 PM
Well, nothing to really do but go for it. :\

Surprise sneak attack on the closest one.
[roll0]
[roll1][roll2]

[roll3]

Are there any other doors that I can see?

Tavar
2009-11-17, 07:57 PM
No other doors. You drop the closer one, but the more distant one realizes what is happening and casts a spell. The room suddenly is filled with mist. Things adjacent to you have concealment, farther away have total.

memnarch
2009-11-17, 08:09 PM
Dang. A pity the closer one wasn't needle-face. :smalltongue:

Nonaction. [roll0]

Tavar
2009-11-17, 08:19 PM
You're unsure of the spell. Any other actions, or are you done with your turn.

memnarch
2009-11-17, 08:21 PM
(probably Obscuring Mist anyway)...

[roll0]
[roll1] ?[roll2]?
Not sure how to roll for the concealment part....

Xaradiss then shuts the door quietly. [roll3]

Tavar
2009-11-17, 08:28 PM
You can't attack something you can't see. Make a listen check to pinpoint his location, and you don't get sneak attack. Concealment is 50%, so [roll0], 1 is a miss.

memnarch
2009-11-17, 08:29 PM
[roll0]

ten characters in the roll doesn't count for the length.


edit; a pity I rolled a 1 for damage.

Tavar
2009-11-17, 08:33 PM
You blast manages to hit something, but with the mist you can't be sure what it is. Suddenly, waves of color wash over you: make a will save.

memnarch
2009-11-17, 08:39 PM
Hm, apparently the metal door doesn't block spells.


[roll0]

Tavar
2009-11-17, 08:48 PM
Okay, he opens the door. In any case, you fail your save, and several round later, wake up. You notice that you're tools are missing, along with the scroll of shield and the Gold and silver diadem.

You get 75xp.

The elf had a longbow, a suit of studded leather, a longsword, and 20 arrows.

memnarch
2009-11-17, 09:02 PM
Hmmm. New things learned; Metal doors never close quietly or Mr. Toothy has blindsense, always have a melee weapon out, and one can move and open a door in the same round.


Just the MWK Thieves' tools? And did the door make a sound when it closed?

Tavar
2009-11-17, 09:04 PM
Wait
Crap. I messed up there. Ummm...do over.
The last round didn't happen, you have a shut door infront of you. You're move.

memnarch
2009-11-17, 09:14 PM
Xaradiss backs down the hallway about 20 feet and readies an action to blast the guy if he becomes visible from his(Xaradiss) position in the hallway.


It's ok, I'm not dead and still have my stuff. :smalltongue:

Although, I would wonder why he would have let me live after I offed his buddy.

Tavar
2009-11-17, 09:22 PM
Who said that they were friends?

In any case, nothing happens. Are you going to do anything?

memnarch
2009-11-17, 09:28 PM
Me and my 7 HP are going to keep doing this for a minute or so. Except in the first round, which is withdraw a dagger then ready an action to blast anything coming out of the room.

Your game as well? (http://www.giantitp.com/forums/showthread.php?t=131530)

Tavar
2009-11-17, 09:35 PM
Nothing happens. I guess this will be something of a waiting game...

memnarch
2009-11-17, 09:39 PM
So a minute has gone by with the same readied action. Xaradiss goes back to the door and readies an action to attack (eldrich blast) if the door is opened in his face.

Tavar
2009-11-17, 09:41 PM
Nothing happens.

memnarch
2009-11-17, 09:44 PM
Xaradiss opens the door and attacks the guy if he is still in there.

[roll0]
[roll1]

(assuming nothing else happens once the door is open)

Tavar
2009-11-17, 09:48 PM
Will save vs 14 when the door opens(readied action).

memnarch
2009-11-17, 10:38 PM
Figures. [roll0]

This is gonna hurt I'm pretty sure.

Edit; maybe not.

Tavar
2009-11-17, 10:41 PM
Your blast hits him sqaure in the chest, and he looks rather winded. He casts the mist spell again, and moves further into it.

memnarch
2009-11-17, 11:01 PM
[roll0]
[roll1]
[roll2]
[roll3]

Xaradiss thinks Screw this and quietly climbs up the inside of the room to the ceiling. (20ft off the floor) [roll4] Edit; Epic fail. :smallsigh:

Tavar
2009-11-17, 11:06 PM
You hear a slight scrap of a boot on the ground, and fire your blast, hitting the person again, dropping him this time.

Congrats. 300gp, 150xp. The elf has a longsword, studded leather, longbow, 20 arrow. the other had masterwork studded leather, rapier, light crossbow with 10 bolts, gaudy noble’s outfit.

memnarch
2009-11-17, 11:39 PM
Ok then. Any torches in this room or is there just the fire? If so, then I'll either make a torch or take one from the wall. The first one should be almost out.

Xaradiss changes into the MWK Studded Leather and strips the elf of his set of clothing too. (what kind is it?)


Then I guess I'll go back into the hallway, pick up the 10ft pole from the doorway and go back along the hallway trap checking as Xaradiss goes to the room with the vanishing chest. What are the options around there again?

Tavar
2009-11-17, 11:52 PM
There is a torch.

Ummm...not sure. I mean, you can search each square, just like any other room in the dungeon.

memnarch
2009-11-17, 11:57 PM
No, I mean what are the directions for the hallways around that spot. That's the furthest I went before turning around for the elf and needleface room.

Tavar
2009-11-18, 12:02 AM
oh, sorry. East, then north, then west again. Note that this route takes you out of this floor, and to the magic mart.

memnarch
2009-11-18, 12:12 AM
I can go to the magic mart and still go hunt around on the floor right?

Tavar
2009-11-18, 12:15 AM
Ummm...I'm not sure, but I think that's counter to the spirit of the game: once you leave the floor there's no going back.

Tanaric
2009-11-18, 12:17 AM
The magic mart is on the same floor. You can shop and return all you like.

Once you leave the floor, you leave it for good, though.

memnarch
2009-11-18, 12:27 AM
Alright then. Back to the last intersection where I can pick a direction to go. Could you tell me which directions I've come from/gone to from there?

Edit; hold on a bit.

memnarch
2009-11-18, 12:40 AM
{table]Sell off the|Buying price|Sell for?
Scholar's Robes (from the first guy)|5gp|2.5gp
Gaudy Robes from Needleface|?|?
Elf's clothes|?|?
Gold/silver diadem|45-65gp|22.5-32.5gp
Longsword|15gp|7.5gp
Two normal studded leathers (mine and elf's)|50gp|25gp
Rapier|20gp|10gp
Light crossbow and 10 bolts|36gp|18gp
Longbow and 20 arrows|76gp|38gp[/table]

Tavar
2009-11-18, 12:22 PM
The Gold/silver diadem sells for 50gp, the guady outfit is the noble's outfit, and sells for 37.5 gp, and the elves clothes are regular traveler's clothes, and sell for .5gp.

You have yet to go east or north. Just to speed this up a bit: east leads you to the hallway with the southern leading corridor and the 2 northern leading ones. The northern leading ones form a loop.

memnarch
2009-11-18, 01:42 PM
Sold! To the magic vending machine for 189gp!

Let's go north (trap checking with my trusty ten-foot pole)

Tavar
2009-11-18, 01:59 PM
You go north, east, south, and east again. You have a choice: there's a door infront of you, but the hallway turns north. You can see 1 door on your left, and 2 hallways on your right. You're choice.

memnarch
2009-11-18, 04:38 PM
I listen at the door without touching it. [roll0]

Edit; Epic fail. Taking 20 I guess.

Tavar
2009-11-18, 04:58 PM
You hear indistinct voices. Can't make out what they're saying, though.

memnarch
2009-11-18, 05:06 PM
[roll0] for traps.

Tavar
2009-11-18, 05:28 PM
You find nothing.

memnarch
2009-11-18, 05:40 PM
Xaradiss carefully pokes the door with the ten foot pole before setting it down on the ground.

Tavar
2009-11-18, 06:36 PM
Go on............

memnarch
2009-11-18, 10:02 PM
Sorry, I quietly open the door and look in (surprise round I hope).

memnarch
2009-11-18, 10:04 PM
Gah, forgot the roll [roll0]

Tavar
2009-11-18, 10:26 PM
You see three elves sitting around a fire. They haven't noticed you, yet.

memnarch
2009-11-18, 10:32 PM
Spot check possible while still being able to sneak attack them?

Tavar
2009-11-18, 10:33 PM
Sure. consider it a free action, as you technically should have one if you're entering a room.

memnarch
2009-11-18, 10:42 PM
[roll0] any ranged weapons noticed?

Tavar
2009-11-18, 10:53 PM
They each have a longbow and a longsword.

memnarch
2009-11-19, 12:19 AM
Xaradiss takes out the Scroll of Shield and then Sneak Attacks the closest elf.

[roll0]
[roll1][roll2]

[roll3]

Tavar
2009-11-19, 12:20 AM
initiative [roll0]

Tavar
2009-11-19, 12:21 AM
And it looks like I'll be going first.
Your attack drops the closest elf, but the others reply quickly, drawing their bows and fireing in one smooth motion.
[roll0]
[roll1]
[roll2]
[roll3]


And unless I'm mistaken, that's Good Game. I don't belive you have either cover or concealment, so the attacks hit, and you're down to -5.

memnarch
2009-11-19, 12:23 AM
Damn. Should have tried casting the scroll first. :smallyuk: