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Tanaric
2009-11-15, 05:18 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 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, two torches are already lit, one hanging by each of the doors presumably leading out of the room.

Map:{table]|A_|B_|C_|D_|E_|F_|G_
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6||||||||[/table]

There is a door at G-3, and another at F-6.

DM notes:3, 20, 12

Demons_eye
2009-11-15, 05:35 PM
The Burly man wakes as he looks around he slowly searches the area waiting for an enemy to jump out. He spins his blade in his hand as he heads for one of the torches (If there is a left one he goes there) and moves ever vigilant.

Tanaric
2009-11-16, 02:31 PM
There's a torch by each of the doors in the room. One on the east side (G-3), another at the south (F-6).

Which one did you want?

Demons_eye
2009-11-16, 03:22 PM
G-3 would be nice

Tanaric
2009-11-16, 03:42 PM
There's nothing immediately obviously wrong with the torch. It seems to be completely ordinary as far as you can tell, as does the door.

Then again, you haven't done a detailed search yet.

Demons_eye
2009-11-16, 04:01 PM
Curser is that cocky and will go with out search checks for now

Tanaric
2009-11-16, 04:12 PM
Okay. Are you taking the torch or opening the door at G-3, or did you just want a look?

Demons_eye
2009-11-16, 04:20 PM
Grab the torch and move on

Tanaric
2009-11-17, 10:57 PM
As you lay your hand on the door, several hundred lines of crackling blue energy appear, surrounding the door and much of the adjacent wall in a spiderweb pattern. The energy leaps from the door to your hand, giving you quite a shock.

The previously hidden copper wires are now visible as thin black marks on the door, which they have charred quite thoroughly.

You take 1 point of electric damage.

Demons_eye
2009-11-18, 03:02 PM
"Trouble some." Curser says He walks over to the other door and inspcets it before trying to open it.

OoC: Taking 20

Tanaric
2009-11-18, 07:44 PM
Do you have trapfinding?

Demons_eye
2009-11-18, 07:51 PM
Nope I do not as far as I know

Tanaric
2009-11-19, 05:40 PM
You don't find anything.

Demons_eye
2009-11-19, 05:42 PM
I head on into the most likely trapped door.

Tanaric
2009-11-20, 01:08 PM
Quite so.

As you lay your hand on the door, several hundred lines of crackling blue energy appear, surrounding the door and much of the adjacent wall in a spiderweb pattern. The energy leaps from the door to your hand, giving you quite a shock.

The previously hidden copper wires are now visible as thin black marks on the door, which they have charred quite thoroughly.

You take 1 point of electric damage.

Demons_eye
2009-11-20, 03:13 PM
"What to do what to do...?"Curser think to himself. He thinks for a bit befor tring the old fashion way of "slash it with the slashy end"

Tanaric
2009-11-20, 06:47 PM
Kay.

The wires fall away. :smalltongue:

Demons_eye
2009-11-20, 07:20 PM
He walk into the door and looks at whats there.


OoC: Hmmm That was too easy.

Tanaric
2009-11-21, 01:06 PM
Opening the door reveals a hall running to the north and south. To the north, it runs for thirty feet before teeing to the east and west. To the south, it runs for twenty feet before turning east.

Fifteen feet to the north, there is a door on the east side of the hall.

Ten feet to the south, the hall splits east.

Demons_eye
2009-11-21, 01:13 PM
Curser will venture to the door 15 feet north

Tanaric
2009-11-22, 08:26 PM
Five feet to the north of the door you left, you trip over a tripwire. The sound of stone grinding on stone fills the air.

Demons_eye
2009-11-22, 08:56 PM
Curser looks around and jumps back outside the door

Tanaric
2009-11-23, 01:35 PM
You don't see anything special. The sound continues for perhaps a minute before fading away.

Demons_eye
2009-11-23, 03:03 PM
Curser goes back in but this time he lifts his feet when he coems to the trip wire.

Tanaric
2009-11-23, 05:59 PM
'kay. What next?

Demons_eye
2009-11-23, 06:01 PM
Good question! He searches the room and failing to find some thing he leaves and continues down the hall

Tanaric
2009-11-24, 10:44 AM
Opening the door reveals the following room:{table]|A_|B_|C_|D_
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There is a door at A-3, which you are standing just outside of, another at D-1 on the north side, and a third at D-7, on the south side. There is a humanoid figure at C-5, wearing a chain shirt and holding a longsword. He is standing next to what seems to be a large reptile with bright green scales and a forked tongue that flickers in and out of its gaping maw.

Demons_eye
2009-11-24, 05:38 PM
"Hmmm" Curser hums " Might you be a friend?"

[roll0] Init if needed

Tanaric
2009-11-25, 11:40 AM
The man shakes his head vehemently and gestures for you to leave.

Demons_eye
2009-11-25, 12:18 PM
"Shall we dance then?" Curser asks as he charges the man using his curse ability one the lizard and his battle curse on the man.


Using curse for a will save DC 14 and giving up a 0 level spell for Battle curse for DC 12; -2 penalty on attack rolls, saying throws, ability checks, skill checks, and weapon damage rolls for 1 hour/minute

Battle curse only if I hit

[roll0] Attack
[roll1] Damage

Demons_eye
2009-11-25, 12:19 PM
Cirt!

[roll0] Attack to confirm
[roll1] Damage

Tanaric
2009-11-25, 12:21 PM
First things first, initiative: [roll0] [roll1]

Blinding colors wash over you. Make a will save.

Demons_eye
2009-11-25, 12:24 PM
:smallconfused: I roll init before and though I was acting on my turn. Would have been nice to know that thank you but it looks as if I am dead.

[roll0]

Tanaric
2009-11-25, 12:26 PM
You pass. You also notice that the reptile has disappeared. Does that change anything you would have done?

Demons_eye
2009-11-25, 12:27 PM
NoWhite space

Tanaric
2009-11-29, 04:01 PM
Your hit renders the man unconscious. Assuming you CDG him, that's 150 xp, the gear mentioned on his body, and 36 gp, 20 sp.

Demons_eye
2009-12-02, 02:58 PM
I will do that then take the body after looting it and throw it at the door (D-1) to see if any traps start up. If not I will open the door.

Tanaric
2009-12-03, 12:13 PM
Nothing happens when you throw the body.

Opening the door reveals a hall running to the north and west. To the north, it runs for forty feet before turning west. There is a door on the west side of the hall after ten feet.

To the west, it runs for thirty feet before turning south. After ten feet, there is a door on the north side of the hall, and it splits south after twenty.

Demons_eye
2009-12-07, 09:27 PM
Curser will head north and take the door.

Tanaric
2009-12-08, 06:56 PM
Opening the door reveals the following room:{table]|A_|B_|C_|D_|E_|F_|G_
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[/table]

There is a door at G-5, which you are just outside of, another at F-1, another at F-6, and another at A-5.

There is a chest in the middle of the floor, a statue in the far corner, and a row of vases on stands along the southern wall.