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Tyndmyr
2009-11-18, 12:33 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.

TheStillWind
2009-11-18, 12:45 PM
Beguilatron, as silently as possible, picks up the metal bars and barricades the north and south doors. He then readies his bow and opens the east door.


MS
[roll0]
HIDE
[roll1]

Tyndmyr
2009-11-21, 02:01 AM
You peer down a long, gloomy, empty hallway, with half a dozen mouldering wooden doors, all alike, along it's length.

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

TheStillWind
2009-11-22, 11:24 PM
Beguilatron will step lightly to the first door and open it.


MS
[roll0]
HIDE
[roll1]

Tyndmyr
2009-11-24, 12:33 AM
You see a 10ft by 10ft room, with an Orc(L3) Guarding a chest(L4). He appears to have no idea that you're here.

TheStillWind
2009-11-24, 02:12 AM
Beguilatron casts charm person on the orc.

DC 14 Will to resist

If the orc looks entranced, he will say, "Hello, Friend, I haven't seen you in so long I hardly remember your face."

Tyndmyr
2009-11-26, 09:52 AM
Will save? What's that?

[roll0]

"Huh? Grug happy see you too! Hug!"

TheStillWind
2009-11-26, 10:07 AM
I'm assuming there are no more doors in this room.

"Well, Grug, why don't we find some nice shinnies together. Get you stuff from your chest and lead the way. You were always tougher than me. O and lets play the quiet game too."

Beguilatron will motion to the next door on the right down the hallway at J

Tyndmyr
2009-11-27, 05:26 PM
"Grug not know what in chest. Grug supposed to guard chest until boss-orc come back."

OOC: Opposed charisma check to determine if you can convince him to leave his post. Unfortunately for Grug, he's got a 6 Cha.

Cha: [roll0]

TheStillWind
2009-11-27, 05:54 PM
so do I

[ROLL]1d20-2[ROLL]

TheStillWind
2009-11-27, 05:55 PM
try again


[roll0]

Tyndmyr
2009-11-28, 12:47 PM
"Well...grug do want shinies...", he says as he kicks the box, knocking it loose of it's mounting. "Wait. Grug bring box with. Grug guard box AND get shiny!"

OOC: looks like you've got a pet orc for an hour.

Grug happily accompanys you to the next door to the right, and kicks it in. It's an L shaped room, curving to the right, and is currently empty. It has one door to the west, and two to the east.

TheStillWind
2009-11-28, 08:11 PM
OOC: :smallcool: That is the plan. Could you tell me the duration as it expires 50% and just before the end.

I will check all three doors for traps and try to disable them.

Search
[roll0]
[roll1]
[roll2]

Disable Device
[roll3]
[roll4]
[roll5]


After that I will ready my bow and motion to grug
"Get ready grug"

I will move to a position as far away from the west door as possible and point to the west door.
"Open it up, grug, I'll cover you"

Tyndmyr
2009-12-03, 01:03 PM
He opens the door to a particularily messy room, 15 ft square, with two kobold zombies in the center, feasting upon a kobold corpse. They look up in surprise as the orc kicks the door in.

You have surprise, but I'll roll init for both zombies to keep things quick:
[roll0]
[roll1]

TheStillWind
2009-12-03, 04:45 PM
Surprise


Attack with bow: the zombie further away from grug
[roll0]
Crit confirm
[roll1]
Damage
[roll2]
Crit
[roll3]




my initiative
[roll4]

My turn


Standard-Attack with bow: the same zombie if it isn't dead yet
Apply penalty if i am attacking into melee
[roll5]
Crit confirm
[roll6]
Damage
[roll7]
Crit
[roll8]




I am assuming grug is a standard 1st level warrior, if not adjust as needed.
Grugs surpise

Free- Drop chest

Ready Attack if a zombie engages
[roll9]
Crit confirm
[roll10]
Damage
[roll11]
Crit
[roll12]



Grug's initiative
[roll13]

Grug's turn


Move- Engage Zombie if not already in melee

Standard- Attack with Falchion
[roll14]
Crit confirm
[roll15]
Damage
[roll16]
Crit
[roll17]

TheStillWind
2009-12-03, 04:47 PM
Is that because I previewed the post?

Surprise


Attack with bow: the zombie further away from grug
[roll0]
Crit confirm
[roll1]
Damage
[roll2]
Crit
[roll3]




my initiative
[roll4]

My turn


Standard-Attack with bow: the same zombie if it isn't dead yet
Apply penalty if i am attacking into melee
[roll5]
Crit confirm
[roll6]
Damage
[roll7]
Crit
[roll8]




I am assuming grug is a standard 1st level warrior, if not adjust as needed.
Grugs surpise

Free- Drop chest

Ready Attack if a zombie engages
[roll9]
Crit confirm
[roll10]
Damage
[roll11]
Crit
[roll12]



Grug's initiative
[roll13]

Grug's turn


Move- Engage Zombie if not already in melee

Standard- Attack with Falchion
[roll14]
Crit confirm
[roll15]
Damage
[roll16]
Crit
[roll17]





Edit: Grug rolled a critical on a monster that is immune ugh.

Tyndmyr
2009-12-09, 01:52 AM
A zombie comes after each of you(not knowing precisely where you are, I'll assume they can 5ft adjust to you. If they can charge instead, they will). Grug brutally kills his in two blows, but both zombies get a stab in first.

Spear vs you: [roll0]
Atk: [roll1]

Spear vs Grug: [roll2]
Atk: [roll3]

Grug wins out over his opponent, but he's down to a single hp.

TheStillWind
2009-12-09, 11:36 PM
Current HP 11/11

Beguilatron will move 5ft adjust to a safe distance away from the zombie and fire his bow.

Attack with bow
[roll0]
Crit confirm
[roll1]
Damage
[roll2]
Crit
[roll3]


Grug will attack the remaining zombie

Attack with falchion
[roll4]
Crit confirm
[roll5]
Damage
[roll6]
Crit
[roll7]

Tyndmyr
2009-12-11, 03:03 AM
Neither connects, but the zombie turns to attack Grug, him being a slightly more fearsome opponent, having just destroyed his comrade.

Spear vs Grug: [roll0]
Atk: [roll1]

TheStillWind
2009-12-11, 03:58 AM
Current HP 11/11

Beguilatron will 5ft adjust to 10ft away from the zombie and fire his bow.



Attack with bow
[roll0]
Crit confirm
[roll1]
Damage
[roll2]
Crit
[roll3]


Grug will attack the remaining zombie



Attack with falchion
[roll4]
Crit confirm
[roll5]
Damage
[roll6]
Crit
[roll7]

Thelas
2009-12-11, 11:21 AM
Beguilatron misses, but Grug impacts his zombie, severely wounding it before being stabbed in turn for [roll0][roll1].

TheStillWind
2009-12-11, 06:23 PM
Grug!!



Attack with bow
[roll0]
Crit confirm
[roll1]
Damage
[roll2]
Crit
[roll3]

Tyndmyr
2009-12-15, 12:05 AM
Unless you've somehow got slashing arrows, the zombie looks remarkably unbothered by your direct hit.

Zombie charge time.

Spear:
Atk:[roll0]
Dmg: [roll1]

TheStillWind
2009-12-20, 11:32 AM
Damn forgot about that.

OK I will make a break for the door leading back into the long hallway.

move 1/2 speed and tumble to avoid AOOs
Tumble
[roll0]

If i can make it out into the hallway I will use my other move action to close the door. If i cant make it in one move I will use my other move to exit and move west toward the starting room.

Tyndmyr
2009-12-20, 10:06 PM
You tumble out into the hallway safely and shut the door. Unfortunately, you can hear the zombie scraping at the other side(used his move to get to the door), and see no way to bar this door.

TheStillWind
2009-12-30, 04:14 PM
http://travislerol.com/D&D/CenterDoor.jpg[/QUOTE]





+I think I am currently in J5.
I will move 20 feet to I2 in the the first room. Drop my bow. Then unbar the north door.

Zombie should then open the door I guess. Doesn't matter really.

+Next round I will 5 foot step to J2 close the door and bar it

After that I will pick up my bow and prepare for the north room.

That Zombie was a catastrophe.
My kingdom for a slashing ranged weapon.

Tyndmyr
2010-01-04, 09:21 PM
Sounds good. You hear the kobold zombie slobbering at the door to the east, but you have no trouble barring the door in time.

Any checks before going north?

TheStillWind
2010-01-04, 10:25 PM
Question are the doors made of wood?

OK
Listen check
[roll0]

EDIT: I don't think that 3 is going to give me much info. So I will open the north door. Also never mind just saw the doors in this room are made of metal.

Tyndmyr
2010-01-05, 07:33 PM
The 3 does not in fact hear anything(yay -5 for listening through a closed door).

You throw open the doors to a 10ft wide room, 30 ft long, with another wooden door on the far side. In the room is four kobolds(F1, E1, E2, C2). A small fire is flickering on the floor(D2) You catch them by surprise.

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

TheStillWind
2010-01-06, 06:14 AM
mmmmm delicious living opponents


Surprise round

Cast sleep DC 14
I should be able to hit them all in the 10ft burst



Initiative
[roll0]

Tyndmyr
2010-01-16, 07:45 PM
Sleep being a full round action, it's unfortunately not usable in a surprise round. Now, if you manage to sneak up without being seen entirely, that's a different scenario, in which sleep is indeed awesome.

Init, from closest to furthest:
[roll0]
[roll1]
[roll2]
[roll3]

Edit: Yeah...you get a surprise round, then the only one of them who acts before you is a ways away from you...before you act again. This bodes ill for the kobolds.

TheStillWind
2010-01-18, 02:07 PM
AH didn't catch that ok then
Surprise round

free 5ft step to H2

Attack with bow on C2 kobold
[roll0]
Crit confirm
[roll1]
Damage
[roll2]
Crit
[roll3]


Round 1

Color spray DC 14 hitting a vertical cone G2, F1, F2, E1, E2
[roll4] [roll5]



EDIT:Yes 14 just enough to hit FF AC

Tyndmyr
2010-01-24, 11:04 AM
You skillfully snipe off the far kobold, then, before they can act, blast the rest with a color spray.

Saves from closest to furthest:
[roll0]
[roll1]
[roll2]

Tyndmyr
2010-01-24, 11:05 AM
The furthest one, entranced by the pretty colors, does nothing, while the lucky two next to you stab at the frightening newcomer with their spears.

Spear: [roll0]
Dmg: [roll1]

Spear: [roll2]
Dmg: [roll3]

Tyndmyr
2010-01-24, 11:07 AM
Crit confirm for spear #2.

Spear Crit confirm: [roll0]
Extra Dmg if confirmed: [roll1]

Edit: Nope, just the 1 damage from the regular hit.

TheStillWind
2010-01-25, 12:11 PM
Luckily my DR1/adamantium stops that

5ft step back color spray again DC 14 [roll0] [roll1]

Demons_eye
2010-02-13, 11:09 PM
Both kobold drop to there knees as color assaults their eyes and fall the ground unconscious.

[roll0] 'bold 1
[roll1] 'bold 2