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Tanaric
2009-11-19, 09:15 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, 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, two torches are already lit and resting in brackets, one by each of the doors.

Map:{table]|A_|B_|C_|D_
1|||||
2|||||
3|||||
4||G|||
5|||||
6|||||
7|||||
[/table]

There is a door at A-1, north side, and another at D-4.

DM notes:5, 11, 4

Tyndmyr
2009-11-19, 11:58 PM
Guess-Talt slowly gets to his feet, then listens for anything out of the ordinary.

Listen check: [roll0]

Unless something of note is heard, he then ties his sack o'gear to his belt with his rope, leaving 15ft of slack in between. He'll drag this behind him as he goes.

The greatclub is removed from sack, so as to be ready to use if something horrible comes through the door, and the 10-ft ladder is also removed.

Once his preparations are complete, he 5ft adjusts to the 5-row(should be B-5), and uses the ladder to poke cautiously at the D-4 door.

Tanaric
2009-11-20, 12:05 AM
Poking the door causes a web of concealed copper wires to flare to life in a flash of brilliant blue energy. Having nowhere better to go, it dissipates harmlessly into the air, leaving behind a very scorched door covered with burnt wires.

Tyndmyr
2009-11-20, 12:12 AM
Guess-Talt takes a moment to cast Mage Armor on himself, just in case, and poke the door a second time to see if it happens again.

If it does not, he will then swap the ladder for his weapon, and cautiously open the door a crack to peer through.

Spells:

Sorc:
0: none cast today.
1: one cast today.

Current effects:
Mage Armor(+4AC, 1 hr remaining)

Tanaric
2009-11-20, 12:14 AM
Nothing happens when you poke the door again.

You'll need a light source to see anything other than the fact that the hall goes east.

Tyndmyr
2009-11-20, 12:46 AM
Not trusting the torches on the wall, Guess removes one from his pack and lights it up.

Tanaric
2009-11-20, 12:53 AM
The hall continues east for ten feet before turning north.

Tyndmyr
2009-11-20, 01:29 AM
Guess lays down the ladder on the ground, covering the 10 feet of hallway, then picks up his club and walks on top of the ladder slowly, keeping an eye out for anything dangerous.

Reactive spot:[roll0]
Reactive listen:[roll1]

Tanaric
2009-11-20, 12:44 PM
Interesting approach. Unfortunately for you, a ladder weighs enough to snap the tripwire laid five feet in front of the door.

The sound of stone grinding on stone fills the air as soon as you lay the ladder down.

Tyndmyr
2009-11-20, 03:14 PM
From here, can I see what sort of trap I triggered with the above spot roll?

Tanaric
2009-11-20, 03:55 PM
You don't see anything special. You continue to hear rumbling for about a minute before it fades away.

Tyndmyr
2009-11-20, 04:02 PM
Guess shrugs, then slowly, carefully walks down the ladder, and peers around the corner.

Tanaric
2009-11-20, 04:17 PM
It runs north for ten feet before turning east.

Tyndmyr
2009-11-20, 05:00 PM
Guess prods the ground firmly with his club in the corner square, then, if nothing happens, steps off the ladder. He then reels in his bag o' stuff to his current location.

Assuming nothing happened to this point, he then lifts up his ladder, and places it in the hallway to the north.

Tanaric
2009-11-20, 05:19 PM
Kay.

And what now? Walk along it?

Tyndmyr
2009-11-20, 06:33 PM
You got it!

Tanaric
2009-11-20, 06:34 PM
The hall goes east for forty feet before turning north again.

Tyndmyr
2009-11-20, 06:39 PM
Rinse and repeat every ten feet unless something happens.

Reactive spot: [roll0]
Reactive listen: [roll1]

Edit: Listen is supposed to be +8.

Tanaric
2009-11-20, 06:40 PM
At the bend, the hall continues north for ten feet before turning east.

Because non-twisty passages are no fun.

Tyndmyr
2009-11-20, 06:48 PM
Round every twist, I do the same, unless I see something out of the ordinary.

Tanaric
2009-11-20, 06:50 PM
The hall continues east for twenty feet before turning north. After ten feet, it splits south.

I figure a decision is out of the ordinary. :smallwink:

Tyndmyr
2009-11-20, 06:55 PM
Indeed. I peer down the northern hallway, and if nothing unusual presents itself, take that option.

Tanaric
2009-11-20, 06:57 PM
As you pass the southern split, you see that it continues for thirty feet before turning east. It splits west after twenty feet.

At the northern bend, you see that the hall continues for thirty feet before turning west.

Tyndmyr
2009-11-20, 07:00 PM
Head along the northern way, then west, etc. If any further splits appear, unless the halls look different in nature, I'll take the one to the left.

Tanaric
2009-11-20, 07:06 PM
Fifteen feet to the north, your ladder snaps another tripwire. You hear the sound of stone grinding on stone again, slightly louder than before.

Tyndmyr
2009-11-20, 07:23 PM
Mmm, interesting. I wait until it stops, then continue onward.

Tanaric
2009-11-20, 07:34 PM
At the bend, the hall continues west for ten feet before turning south. It continues south for twenty feet before turning west. It goes west for ten feet before turning north. The hall continues north for thirty-five feet before ending in a door. The hall splits west after twenty feet, and east after thirty.

Tyndmyr
2009-11-20, 11:23 PM
A door, eh? Lets check out the door. I prod the door from 10 feet away with the ladder, and if nothing happens, go up to it and search the door for traps.

Search: [roll0]

If I find nothing, I will then carefully open the door a crack, then peer through.

Tanaric
2009-11-21, 12:45 AM
As you pass the western split, you see that it continues beyond the range of your torch light. It splits south after thirty feet.

As you pass the eastern split, you see that it continues for twenty feet before turning north.

Nothing happens when you poke the door.

Opening the door reveals the following room:{table]|A_|B_|C_|D_|E_|F_|G_
1|||||||s
2|v||||||
3|v|||x|||
4|v||||||
5|||||||
6|||||||
7|||||||[/table]

There is a door at E-7, which you are just outside of, and another at E-1.

There is a row of vases along one side of the wall, a statue in the far corner, and a chest near the center of the room.

Tyndmyr
2009-11-21, 01:00 AM
I'll use the ladder to go to the statue, however, I'll be searching the floor in front of me for traps before each hop. I should specify that I'm travelling along the south, then east wall in doing so.

Search: [roll0]

Assuming the lack of any traps, I will then use 50ft of rope to tie the ladder in front of the statue, and tie the statue up as much as is reasonably possible.

Use rope: [roll1]

I'll then go search the chest for traps:
Search: [roll2]

Tanaric
2009-11-21, 01:01 AM
Ffft!

A dart flies through the air as you snap a tripwire in the first square with your ladder.

Want to continue?

Edit: Technically, you actually snapped two with that ladder placement. So two darts.

Tyndmyr
2009-11-21, 01:29 AM
Well, if they didn't hit me, sure, though of course, I make a mental note of the locations of the tripwires, and where the darts came from, so as not to stumble across them later.

Tanaric
2009-11-21, 01:30 AM
I figured you were laying down the ladder ahead of you, before you entered the door. Yea or nay?

Tyndmyr
2009-11-21, 01:36 AM
Oh, definitely. I'll be doing that until the point where I tie the ladder to the statue.

Tanaric
2009-11-21, 01:38 AM
I meant that you put it on those squares before entering the room. You'll be shot in the face if you're in the way in the future. :smalltongue:

As an aside, have you considered probing for wires first?

Tyndmyr
2009-11-21, 01:41 AM
I have, but figured that setting them off isn't that big of a deal, provided it happens in front of me. It has the bonus of making anything non-resettable not dangerous in the future.

Im sure I'll regret this the first time I hit an AoE trap, but hey, it'll work great until then. I will, however, check like a paranoid psycho when the ladder is not available.

As for using the ladder before entering the room, yup. Moving before putting it down is needlessly risky.

Tanaric
2009-11-21, 01:43 AM
Oookay... as you slap the ladder down again, you snap two more wires. You're in the path of one of the darts.

[roll0] vs flatfooted AC, for [roll1]

Tyndmyr
2009-11-21, 02:03 AM
Thanks to mage armor, it bounces off harmlessly. Still, Guess isn't thrilled with this, so after this 10ft move, he picks up the ladder, and starts taking 20 searching each area, assuming that each has a tripwire in this room.

Tanaric
2009-11-21, 02:12 AM
What's your search pattern?

Tyndmyr
2009-11-21, 02:44 AM
Well, being a halfling, I don't have to cover a lot of height. I'll check for trip wires first, then floor panels, then look at the wall for anything visibly dangerous. Obviously, I'll avoid any of these that I see.

I'll continue navigating to the statue by hugging the south, then east walls.

Tanaric
2009-11-21, 02:46 AM
Sorry, I should have been more clear: how are you going about this search? Visual only?

Tyndmyr
2009-11-21, 03:11 AM
Yup. Touching things is bad. Also, there will be nothing silly like getting closer to traps to view them in detail. Im happy avoiding things, and living in blissful ignorance about their little details.

Tanaric
2009-11-21, 03:16 AM
It's only fair to warn you that tripwires have a search DC of 20, then.

Tyndmyr
2009-11-21, 03:23 AM
*looks at negative search modifier*

Huh, I'd like to amend my plan, then. I'll stick with the ladder method. Otherwise, same movement plan.

Tanaric
2009-11-21, 01:22 PM
Okay. You ladder snaps two more tripwires to the north (in the G-5-6 squares, by my reckoning). You in the range of one of the darts.

[roll0] [roll1]

Tyndmyr
2009-11-21, 02:32 PM
Ouch, that stings a bit. Oh well, when you don't have trapsense, some things have to be done the hard way. Continuing on up north, using the same tactic.

Tanaric
2009-11-22, 08:32 PM
More tripwires in the G-3-4 squares, this time. You're in range of one of the darts again.

[roll0] [roll1]

Tyndmyr
2009-11-23, 06:48 PM
Yay for mage armor.

After using the ladder on G-2, G-1, search check on the statue, taking twenty(19).

If no traps found on it, use rope check check on the statue(note, only 30 feet of rope used, because the other 20 feet is being used to link my bag 15ft behind me.

Use Rope: [roll0]

Tanaric
2009-11-23, 06:51 PM
Another dart, yay. [roll0] for [roll1]

A close examination reveals that the statue is marble beneath all the dust, and although presumably valuable, is very, very heavy. You notice a small flask tucked away behind the base.

And what exactly are you trying to do with the rope?

Tyndmyr
2009-11-24, 01:12 PM
I was going to tie it up, on the assumption that it was either trapped or going to come alive. Im tying it so that it wont be able to move much if it does(Never mind the ladder on it though...thats overkill).

I will now drink a potion of CLW: [roll0], then attempt to carefully pull out the flask using an unlit torch as a stick.

Tanaric
2009-11-24, 01:27 PM
'Kay. You do so. What now?

Tyndmyr
2009-11-24, 03:59 PM
If I can't identify it by looking at it, I cast detect poison at the flask. Assuming it's not poisonous, I add it to the bag. DC 20 wis check to determine exact type if poison: [roll0]

I then ladder my way down to G-3, then directly left to the statue. Once there, I take twenty(19) searching the statue for traps or loot.

Tanaric
2009-11-24, 04:07 PM
It's not poisonous.

Also, statue? You mean chest, I presume?

If so, you snap two more wires on your way there. You're in the path of one of them (again). [roll0] for [roll1]

Tyndmyr
2009-11-24, 04:15 PM
Sorry, chest indeed.

If no traps are found, I open the chest with my club, taking care not to stand in front of it.

Edit: Ouch. Thank goodness I had a fair amount of hp on this build.

Tanaric
2009-11-24, 04:22 PM
The chest lid lifts easily - too easily, in fact. Too late you realize that there was a pressure plate under the lid of the chest, which has a false bottom.

The sound of three breaking vases wrests your attention away from the chest. All of the vases have been tipped forward, releasing a small snake each into the squares in front of their original locations. Roll initiative.

[roll0]
[roll1]
[roll2]

Tyndmyr
2009-11-24, 05:21 PM
Curses...I knew it was a trap of some sort...

Init: [roll0]

Tyndmyr
2009-11-24, 05:25 PM
Can't complain about that roll.

I five ft step back to E3, and begin casting sleep.

Tanaric
2009-11-24, 05:29 PM
The snakes advance to E-2, F-2, and E-4, and bite you.

[roll0]
[roll1]
[roll2]

If any hit, take 1 damage and make a fort save.

Tyndmyr
2009-11-24, 05:32 PM
Phew. Was counting on that.

I presume I can't take an AoO while concentrating, so sleep goes off. DC14 will for each. I'll resume turn once I know which is snoozing.

Tanaric
2009-11-24, 05:34 PM
[roll0]
[roll1]
[roll2]

E-2 and E-4 are out.

Tyndmyr
2009-11-24, 05:38 PM
Excellent, than I'll attempt to club the alert one.

Greatclub attack: [roll0]
Dmg: [roll1]

Tanaric
2009-11-24, 05:40 PM
That's a miss.

F-2 wakes up E-2, which wakes up E-3. 5-ft steps and wakes up E-4.

E-4 tries to bite you. [roll0] 1 damage if it hits, plus a fort save.

Tyndmyr
2009-11-24, 05:50 PM
Still unbitten.

Once more, swing at E-4.

[roll0]
Dmg: [roll1]

Tyndmyr
2009-11-24, 05:51 PM
Crit confirm: [roll0]
Crit Dmg:[roll1]

Tanaric
2009-11-24, 05:53 PM
F-2 and E-2 bite you again.

[roll0] [roll1]

Tyndmyr
2009-11-24, 09:51 PM
Ouch, the 19 connects. Any hp damage with that?

Fort save: [roll0]

Tanaric
2009-11-24, 09:52 PM
The bite is 1d2-2, minimum 1. So 1 damage.

You pass the fort save.

Tyndmyr
2009-11-24, 09:52 PM
18 should be a pass, so rolling another attack(on the one that bit me, of course).

Greatclub:[roll]1d20+2[/rolll]
Dmg: [roll0]

Tyndmyr
2009-11-24, 09:53 PM
Bah. Can't type roll.

Atk Roll: [roll0]

Tanaric
2009-11-24, 09:55 PM
Animal abuse! :smallannoyed:

The last snake standing tries to bite you again. [roll0]

Tyndmyr
2009-11-24, 09:57 PM
Yeah, they're abusing me! Again w the biting.

Fort Save: [roll0]

Spells and Stats:

Sorc:
0: one cast today.
1: two cast today.

Current AC: 17
Current HP: 9(max of 17)

Current effects:
Mage Armor(+4AC, 1 hr remaining)

Tyndmyr
2009-11-24, 10:14 PM
Presuming that either passes, or the poison doesn't affect my attack roll(they're usually con), here goes my next attack.

Atk: [roll0]
Dmg: [roll1]

Tanaric
2009-11-24, 10:15 PM
Miss. Another bite. [roll0]

Tyndmyr
2009-11-24, 10:19 PM
Nother hit.

Fort Save: [roll0]

Swing back: [roll1]
Dmg: [roll2]

Spells and Stats:

Sorc:
0: one cast today.
1: two cast today.

Current AC: 17
Current HP: 8(max of 17)

Current effects:
Mage Armor(+4AC, 1 hr remaining)

Tanaric
2009-11-24, 10:21 PM
If this thing seriously bites you to death... :smalltongue:

[roll0]

Tyndmyr
2009-11-24, 10:25 PM
At this point, it's looking distinctly possible. =)

Atk: [roll0]
Dmg: [roll1]

Tanaric
2009-11-24, 10:26 PM
Bite, rinse, repeat. [roll0]

Tyndmyr
2009-11-24, 10:31 PM
Luck is turning, I can feel it.

Atk: [roll0]
Dmg: [roll1]

Tanaric
2009-11-24, 10:43 PM
Turning its back on you, that is. In shame.

[roll0]

Tyndmyr
2009-11-24, 10:45 PM
Noo...just when I needed it most.

Fort save: [roll0]

My attack: [roll1]
Dmg: [roll2]

Tanaric
2009-11-24, 10:47 PM
Okay, it's down.

Secondary fort saves coming your way by the time you finish CDGing the snakes.

Let's see if you survive first.

Tyndmyr
2009-11-24, 10:50 PM
My first action is to chug my last potion of CLW: [roll0]

One fort save each, eh? Lemme count.

Tyndmyr
2009-11-24, 10:52 PM
Four, looks like.

[roll0]
[roll1]
[roll2]
[roll3]


Spells and Stats:

Sorc:
0: one cast today.
1: two cast today.

Current AC: 17
Current HP: 13(max of 17)

Current effects:
Mage Armor(+4AC, 1 hr remaining)

Tanaric
2009-11-24, 10:54 PM
You take [roll0] con damage.

150 xp, no loot.

Tanaric
2009-11-24, 10:55 PM
*ahem*

As amusing as it would be to have a death attack like that on a normal viper... [roll1d6[/roll] con damage.

Tanaric
2009-11-24, 10:56 PM
*incoherent grumbling*

[roll0]

Tyndmyr
2009-11-24, 11:02 PM
I drop to 9 con, and lose 5hp as a result of the ability dmg. 8 hp remaining.

I go back to the right wall, back to the statute, and reclaim my precious rope and ladder.

I then retrace my path along the right wall, then south wall, until arriving at the door in E-7, which I take 20 searching for traps(19). Does the door open inward or outward?

Tanaric
2009-11-24, 11:09 PM
You came through the door at E-7. :smalltongue: It didn't spontaneously develop traps.

Unless otherwise noted, all doors are well-fitted sliding metal, with no handles or the like.

Tyndmyr
2009-11-24, 11:13 PM
Ah, gotcha.

Then at E-1, I take 20 searching for traps, then, if none are found, I poke that door open with my club, while standing off to the side.

Tanaric
2009-11-25, 12:03 PM
That's another two tripwires snapped to get to the door from your already cleared path. You're in the way of one of the darts. [roll0] for [roll1]

The door isn't trapped. Opening it reveals that the hall runs for another twenty feet before teeing to the east and west.

Tyndmyr
2009-11-25, 12:56 PM
4hp remaining.

I ladder my way down the hallway, and take the left fork.

Tanaric
2009-11-25, 02:09 PM
At the split, you see that the hall goes east for twenty feet before turning south. To the west, the way you're headed, it continues for thirty feet before turning south. It goes south for ten feet before turning west again. It goes for twenty feet before turning south again. There is a door on the north side of this bend.

Tyndmyr
2009-11-25, 02:53 PM
Take 20(19) searching for traps, then pry the door open with mah club.

Tanaric
2009-11-25, 03:46 PM
Opening the door reveals the following room:{table]|A_|B_|C_
1|1||
2|||[/table]

There is a door at C-3, south side, which you are just outside of. There is a seemingly human man standing in the room, wearing chainmail, a red silk headband, a silver chain around his wrist, and something that seems a holy symbol at his neck. He is holding a spiked chain.

Roll initiative: [roll0]

Tyndmyr
2009-11-25, 04:02 PM
Init: [roll0]

Tyndmyr
2009-11-25, 04:05 PM
Huh. Im dry on first level spells, soo...I cast Sonic Snap on him(1 dmg, no save; DC 13 will save to avoid being deafened for a round), then take a move action back through the halls. The ladder gets left where it was.

Tanaric
2009-11-25, 04:44 PM
[roll0] Whitetext.

You hear the sound of a door sliding shut.

Tyndmyr
2009-11-25, 04:55 PM
Lovely. I slowly, cautiously walk back to the door.

If I find nobody on the way, and it's shut, I crack the door open a lil bit, and if I can see him, cast sonic snap on him again.

Tanaric
2009-11-25, 05:06 PM
He's inside the doorway, and has a readied action to smack you if you open the door.

So that'll be [roll0] vs flatfooted, for [roll1] + [roll2].

Tyndmyr
2009-11-25, 05:11 PM
Concealment bonus for only opening the door a crack?

Tanaric
2009-11-25, 05:16 PM
I don't think you can do that, technically. The door is either open or closed, depending on whether you've manipulated it or not.

Unless you know otherwise, of course.

Tyndmyr
2009-11-25, 05:31 PM
Hmm, possible interpretation of the sliding door. Swinging doors are harder, since an enemy can just shove through them on his way to you, but sliding doors could, at least in theory, be partially opened.

As for how that works with regards to the rules specifically, I'm not sure. The SRD doesn't specify either way, but all of it's rule specific stuff is aimed at hinged doors. It just mentions that sliding doors exist.

Im fine either way, if this guy ends up dead, I've another build idea.

Tanaric
2009-11-25, 08:12 PM
As far as I know, manipulating a door is a simple open/shut. Otherwise I'd have to get into varying degrees of cover depending on interpretation of how much "I open it a little ways" means and such, and nobody wants that.

Well, except Guess-Talt, but whatever. :smalltongue:

You take a spiked chain to the face unless I'm mistaken.

Tyndmyr
2009-11-25, 09:51 PM
Nifty, I'll roll up a newer, much more broken character then, and try again. =) Expect a sheet ooh, tomorrow or friday.