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Tyndmyr
2009-11-19, 12:48 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.

Havelock
2009-11-19, 06:28 AM
I put the bars on the north and south doors, I open the one to the east.

Tyndmyr
2009-11-21, 01:52 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

Havelock
2009-11-21, 03:41 PM
I search the first door on the right, I'll open it if I don't find anything.

[roll0]

Tyndmyr
2009-11-23, 06:56 PM
You see a 10ft by 10ft room, with an Orc(L3) Guarding a chest(L4). He apparently hasn't noticed you yet.

Havelock
2009-11-24, 04:19 AM
Init:
[roll0]
I Want to see the result before I make my next move.

Havelock
2009-11-24, 04:27 AM
Activate punishing stance, walk to K3, sapphire nightmare blade:

Concentration roll against AC: [roll0] (I guess it's flat-footed anyway, it will definately be so if this succeeds)
Attack roll: [roll1] (-2 if above rolls fails)
Potential Crit confirmation: [roll2]

Damage roll(s):
Regular damage: [roll3]
Crit: [roll4]
Stance: [roll5]
If concentration roll succeeds: [roll6]

Havelock
2009-11-24, 04:32 AM
I am going to assume that we have a dead orc on our hands now, heh.

Does the orc have anything of interest on him?

Search check on the chest: [roll0]

I'll open it if nothing is found.

Tyndmyr
2009-11-26, 10:23 AM
Oh, he's a very, very dead orc.

He's got 1000cp on him, as well as a blue quartz worth 11gp.

In the untrapped chest, you find 80 GP.

Havelock
2009-11-26, 12:15 PM
Back to the hallway, search Door at I5, open if nothing found:

Search:
[roll0]

Tyndmyr
2009-11-27, 05:48 PM
Nothing found.

At the end of a gloomy, unlit, 30ft hallway, in front of the third and last door, you see a badger, curled up and sleeping quite peacefully.

Havelock
2009-11-27, 09:33 PM
Move silently up to the Badger:
[roll0]

Assuming it doesn't wake up, Coupe de Grace (w/punishing stance for overkill):
Weapon damage: [roll1]
Stance damage: [roll2]

Basically, I sneak up on it, with a readied action to charge if it awakens, punishing stance active.

Iniative if neccesary: [roll3]
Attack roll: [roll4]
Pot. Critical confirmation: [roll5]
Regular damage: [roll6]
Pot: extra crit damage: [roll7]
Stance damage: [roll8]

Tyndmyr
2009-11-30, 11:02 PM
It is now an extremely dead badger.

+150xp

Havelock
2009-12-05, 07:30 PM
Did I get any XP for splitting that orc in two, btw?

I Search the first door in the corridor (relative to where I entered), on the right if on both sides, I open it if nothing is found:

[roll0]

A map update might be handy now, too.

Tyndmyr
2009-12-09, 01:32 AM
150 XP for the orc, sorry.

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

It's a bit cut off, but you're in the upper right room. It's 25 ft deep, going all the way up to A1.

The room is 15 ft wide, and 25 ft long, and is a bit damp and cold. It's quite gloomy and unlit(roll a spot check if you have a light source or darkvision).

Havelock
2009-12-09, 07:44 AM
Dwarf, spot:

[roll0]

Tyndmyr
2009-12-11, 03:02 AM
Excellent, darkvision solves many things.

You notice a patch of mold in C6, and a battered, wooden chest in A6.

Havelock
2009-12-18, 09:58 AM
I investigate the mold with the axe

Search:
[roll0]

Then we check the chest before opening:
Search:
[roll1]

Tyndmyr
2009-12-20, 10:01 PM
The axe not having reach, you have to approach to within 5" to do so. This unfortunately results in [roll0] non-lethal cold damage.

Edit: If this is sufficient to knock you out, you fall backwards, away from the mold, and recover normally, due to your caution in checking it out.

Havelock
2009-12-21, 03:23 AM
Knocked out? Me?

You say the funniest things, to the chest!

Tyndmyr
2009-12-21, 07:55 AM
Inside the chest, you find 200 silver pieces. I presume you wait long enough for the nonlethal damage to vanish before venturing back.

Havelock
2009-12-21, 03:52 PM
Search door on E7, open it up if nothing found.

[roll0]

Thelas
2009-12-23, 01:38 PM
Nothing on the door, in the room:

Large, cavernous room stretching 20 feet by 25 feet, dark save for flickering torches, one on each of the short walls. Two battered wooden doors are visible on the far walls.
DMs

[roll0]

No monsters in here.

Havelock
2009-12-23, 02:59 PM
Search door on I8, open it up if nothing found.

[roll0]

Tyndmyr
2010-01-03, 02:56 PM
Nothing found

ou 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

In fact...it looks really familiar, as if you'd looked at it before, from the west end.

Havelock
2010-01-03, 05:32 PM
J10, same procedure:

Search:
[roll0]

Tyndmyr
2010-01-04, 12:12 AM
The doors safe.

You open the door to a narrow, long hallway travelling north/south, with a somewhat damp, moist feel to it. The hallway is dotted with tiny mushrooms that glow faintly green. It extends 20 feet past your door to the right(south), and 35 feet to the left. It appears to be empty, but you can see five doors, spaced roughly equally apart, all leading east.

Havelock
2010-01-04, 01:46 AM
Middle door:

Search:
[roll0]

open if nothing found.

Tyndmyr
2010-01-04, 08:57 PM
You notice that the door has three lines scratched faintly into it. No traps, though.

Upon opening the door, you see a 10ft by 10ft room, with a Krenshar inside(far corner, empty 5ft space between ya'll. It looks like a dead end room, with no other doors inside.

You have surprise.

Init: [roll0]

Havelock
2010-01-04, 10:30 PM
Init:
[roll0]

Havelock
2010-01-04, 10:38 PM
So surprise+act first, huzzah!

Punishing strike on, sapphire nightmare blade:
Concentration roll vs AC:
[roll0]

Attack roll, I guess he's flat-footed anyway, if above check failed, -2 on attack.
[roll1]
Damage: [roll2]
Stance damage: [roll3]
Manouver damage if concentration roll succeeds: [roll4]

Havelock
2010-01-04, 10:40 PM
I think he's dead, but just in case, round one:
Attack: [roll0]
Damage: [roll1]
+stance damage: [roll2]

deactivate punishing stance.

Tyndmyr
2010-01-05, 07:38 PM
He's flatfooted, and while the con check doesnt make it, 12 damage is sufficient to finish him instantly.

+300 XP.

No treasure on the body, unfortunately.

Havelock
2010-01-05, 07:49 PM
any doors?

Tyndmyr
2010-01-05, 07:55 PM
Just the one you used to enter, it's a dead end.

Havelock
2010-01-05, 08:15 PM
E9:

Search, etc:
[roll0]

Tyndmyr
2010-01-05, 08:39 PM
You've got a hallway going down the J row, and another up the 11 col. What path are you taking to E9?

Havelock
2010-01-05, 09:20 PM
Uhm, now I was just confused, I blame your map.

The door north of the middle door in the corridor I currently am in.

Tyndmyr
2010-01-05, 09:25 PM
Yeah, my mapping skills are pretty weak.

Door #2 it is(eastern corridor, going N/S along the 11 line).

You open the door, surprising a baboon(G13) with five feet of space between you. Your keen eyes also take in a door leading east on the far side, and a treasure chest made of stone(H13).

Havelock
2010-01-05, 09:39 PM
Iniative: [roll0]

Charge:

Attack [roll1]
Damage [roll2]

Tyndmyr
2010-01-05, 09:50 PM
You down it in a single deft blow, gaining 150 xp.

Searching the body, you find 20 Platinum Pieces(maxed money roll for CR 1/2, nice!)

Havelock
2010-01-06, 06:44 AM
Search the chest:
[roll0]

Then open if nothing suggests that I shouldn't.

Tyndmyr
2010-01-07, 10:24 PM
Nothing dangerous is visible.

You open the chest and...find a divine scroll of Cure Moderate Wounds. Handy!

Havelock
2010-01-07, 11:17 PM
With my non-existant UMD?

Moving on, northernmost door, routine search for nasties->open it up:

Search:
[roll0]

Tyndmyr
2010-01-07, 11:32 PM
The door in this room, or going back out into the hall?

Havelock
2010-01-08, 07:32 AM
in the corridor.

Tyndmyr
2010-01-16, 08:17 PM
As you cautiously open the battered door with a crude "1" scratched in it, you see a square room, 15 feet on each side before you. Two doors lead north(C12, C14), and a door leads east(E14). Of course, there's the door you're looking in from the west as well. Inside, you see two ghouls ambling about casually(C14, E14). Your keen eyes also note the existance of a rusted metal treasure chest secured to the eastern wall(D14).

The ghouls have noticed you, but you have surprise.

Havelock
2010-01-16, 09:15 PM
Initative:
[roll0]

I move to H11, that's all I can do in surprise round, yes?

I probably won iniative, but I'll delay for them to come after me in that case.

Tyndmyr
2010-01-16, 09:46 PM
Yeah, most likely.

Init:
[roll0]
[roll1]

Havelock
2010-01-16, 09:47 PM
I delay, their move?

Tyndmyr
2010-01-16, 09:50 PM
Ghoul #1 comes at you, trying to take a bite.

Bite: [roll0]
Dmg: [roll1] +paralysis save.

Ghoul #2 follows behind, but can't get into biting range.

Havelock
2010-01-16, 10:11 PM
How does the air taste?

Sapphire N. Blade:

Concentration roll vs AC:
[roll0] he's flat footed and I do extra damage if succeed, -2 on my attack roll if I don't.

Attack roll:
[roll1]
Damage:
[roll2]
[roll3]-from manouver, if succesful.

Havelock
2010-01-16, 10:16 PM
5 foot step further along the corridor, assuming it's corridor and no way for both of them to move in to attack me there.

Tyndmyr
2010-01-16, 11:01 PM
Maneuver not successful, but you still inflict a good bit of damage.

Ghoul #1 takes another swing at you, with #2 right behind him, hampered by the long, narrow corridor.

Bite: [roll0]
Dmg: [roll1] +DC 12 paralysis save.

Havelock
2010-01-16, 11:27 PM
Fortitude:
[roll0]

Havelock
2010-01-16, 11:29 PM
Not dead yet.

Attack, refreshing expended manouver, too:
[roll0]
Damage:
[roll1]

Tyndmyr
2010-01-16, 11:33 PM
Nearly dead...still up though. Once more from Ghoul #1.

Bite: [roll0]
Dmg:[roll1] +paralysis save

Edit: Ouch! He's really getting lucky.

Havelock
2010-01-16, 11:37 PM
more than standard HP on the bastard? (oh wait, 13HP)

Fortitude:
[roll0]

Havelock
2010-01-16, 11:40 PM
Not going all that well, attack:
[roll0]
Damage:
[roll1]

Tyndmyr
2010-01-17, 10:23 AM
That'll kill the near one, and the far one moves up to you over the body of his fellow(take an AoO if appropriate).

Bite: [roll0]
Dmg:[roll1] +sv vs paralysis.

Havelock
2010-01-17, 12:36 PM
miss, I do not believe that will trigger an AoO, but anyway:

Attack: [roll0]
Damage: [roll1]

Havelock
2010-01-17, 12:39 PM
Activate Punishing stance.
Sapphire N. Blade.

Concentration roll vs AC:
[roll0]
Attack roll: (flat-footed AC if above roll is successful, -2 if not)
[roll1]
Damage: [roll2]
Stance: [roll3]
If concentration roll is succesful: [roll4]

Havelock
2010-01-17, 12:53 PM
Can I ding now?

Tyndmyr
2010-01-17, 12:55 PM
Oh, it's a CR3 encounter, so ding away. +900 XP, 100 GP found on the bodies.