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Tanaric
2009-11-19, 09:18 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 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||D|||
[/table]

There is a door at A-1, west side.

DM notes:2, 1, 9

Gpope
2009-11-19, 09:43 PM
Huzzah!

Drake the Second searches the door (take 10, +11 for 21.) In fact, he'll go ahead and search every square of the room just for the heck of it.

Afterwords, Drake goes ahead and pokes the door from a distance with his 10' pole, just to be on the safe side, then opens it.

Tanaric
2009-11-19, 09:44 PM
You find a web of concealed copper wires on the door.

Poking them causes the usual reaction.

Does Drake 2.0 have darkvision?

Gpope
2009-11-19, 09:45 PM
Before he leaves the room Drake casts Mage Armor on himself (beguiler slot, 15 AC now), then opens the door and steps into the corridor beyond. Draconic Senses grants darkvision 60' (and blindsense 20', although that probably won't be relevant yet) so he forgoes any light source.

Tanaric
2009-11-19, 09:47 PM
Opening the door reveals a hall that runs to the north for ten feet before turning east, and to the south for forty feet before turning east.

Gpope
2009-11-19, 09:52 PM
Drake heads north and then east, searching the path as he goes (taking 10 for 21). He'll continue following the corridor, searching for and bypassing any traps he can find, until he either finds a fork, a dead end, or runs into a trap he didn't see.

(Not poking anything yet, if +11 search isn't good enough I'm willing to accept the first trap I run into as a hubris tax.)

Tanaric
2009-11-19, 10:05 PM
You find a tripwire five feet north of the door.

At the bend, you see that the hall continues to the east for thirty feet before turning south. There is a short (five foot) hall ten feet down on the north side, ending in a door.

Gpope
2009-11-19, 10:09 PM
Drake takes 10 searching the door. If the customary copper wires are there he will deploy Ye Stick of Poking, then listens at the door (take 10 for Listen of 17.)

Tanaric
2009-11-19, 10:09 PM
Which languages does Drake speak?

Gpope
2009-11-19, 10:11 PM
Common, Draconic, Dwarvish.

Tanaric
2009-11-19, 10:14 PM
You hear muffled speech in a language you don't understand.

Gpope
2009-11-19, 10:14 PM
Since apparently the search didn't find anything, Drake goes ahead and opens the door.

[roll0] if needed

Tanaric
2009-11-19, 10:19 PM
Opening the door reveals the following room:{table]|A_|B_|C_|D_|E_|F_|G_
1|||||||
2|||||1||
3|||||||
4|||||||
5|||||||
6|2|||3|||
7|||||||
[/table]

There is a door at B-7 which you are standing just outside of, another at A-5, and a third at G-4.

There are three elves in the room. Two (2,3) are holding longswords, while the third (1) is holding a longbow. All are wearing studded leather armor, with bucklers strapped to an arm. Roll initiative.

[roll0]
[roll1]
[roll2]

Gpope
2009-11-19, 10:21 PM
Here's hoping this goes better than my first roll. Those three rolls are like... just random rolls that have nothing to do with enemy initiative, right? [roll0]

Gpope
2009-11-19, 10:22 PM
Oh god. Calling it now: double natural 20 with longbow.

Tanaric
2009-11-19, 10:24 PM
Absolutely...not.

Elf 1 pegs you with an arrow - [roll0] vs flatfooted for [roll1]

Elf 3 moves to C-7 and attempts to prove Elven supremacy, slashing you for [roll2] vs flatfooted. Damage: [roll3]

Elf 2 moves to A-7 and does the exact same thing, because I'm tired and can't thing of anything special to say about it. [roll4] [roll5]

Gpope
2009-11-19, 10:35 PM
That's 3 hits for 15 damage. Drake's down to 3 HP.

On the bright side, this probably means I won't have to worry about dying to Color Spray again!

Drake takes a 5' step back and casts Obscuring Mist. Bear in mind he has blindsense 20' (at least for the next three seconds or so.)

Tanaric
2009-11-19, 10:37 PM
An arrow flies into the square where the archer saw you last, though he's firing blind due to the mist.

[roll0] vs flatfooted, for [roll1]

Misschance: [roll2] Miss low.

Your turn.

Edit: Right, blindsense. You know that the other two elves are in the same squares as they were before.

Gpope
2009-11-19, 10:43 PM
Drake takes a 5' step west (this should put him in the north corner of the first hallway he stepped into, right?), pulls out a potion of lesser vigor and chugs it.

Tanaric
2009-11-19, 10:44 PM
Correct. You hear the door slide shut.

Gpope
2009-11-19, 10:50 PM
Drake sits in the corner for 6 rounds taking full defense. Assuming the elves don't come out and jump him, he'll spend the 7th round casting Shield (AC 19, 17 flat-footed) and moving back up to the door.

Tanaric
2009-11-19, 10:52 PM
Nothing stops you.

What next?

Gpope
2009-11-19, 10:54 PM
Open the door again (obscuring mist should still be in effect). Is this still considered one running combat, or are we doing initiative & flat-footedness again?

Tanaric
2009-11-19, 10:56 PM
The encounter is still going for the purposes of the initiative count.

Your blindsense doesn't reveal anything.

Gpope
2009-11-19, 11:04 PM
Opening the door was a move action, so Drake will take a 5 foot step to B7 and take total defense (23 AC, but still 17 flat-footed.) If I'm counting right Obscuring Mist wears off at the end of this round.

Tanaric
2009-11-19, 11:14 PM
It wears off right before the start of your next round.

Which is when you get pegged by three arrows, one from each of the elves holding readied actions on the far side of the room, at A-B-C-1.

[roll0][roll1][roll2]
[roll3] [roll4] [roll5]

Or not.

Gpope
2009-11-19, 11:20 PM
Well, that was nice of them to line up! Drake moves to A-4 and burns a level 1 sorcerer slot to use Draconic Breath, spraying a 30' cone of fire on the elves. DC 13 Reflex for half.

[roll0]
[roll1]
[roll2]

Tanaric
2009-11-19, 11:23 PM
[roll0]
[roll1]
[roll2]

Checking...

Tanaric
2009-11-19, 11:24 PM
C-1 goes down. The other two remain standing, but look weak.

They each pop off another arrow at you, then fall over unconscious.

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

Gpope
2009-11-19, 11:27 PM
No hits due to shield, so Drake's safe and will coup de grace the dying elves then commence looting. While he's at it, Drake also does a take 10 search on the other two doors.

Tanaric
2009-11-19, 11:30 PM
150 xp and three sets of the following: studded leather armor, longbow, longsword, buckler, along with 55 arrows, 40 gp and 20 sp.

Nothing of note on the doors.

Gpope
2009-11-19, 11:33 PM
Drake pockets the coins and goes to open the door at A-5 and takes a look outside. If there's nothing prompting immediate action (i.e. more enemies), he'll go open G-4 and take a look out that door too.

Tanaric
2009-11-20, 01:56 PM
Opening the A-5 door reveals a hall running to the north and south. To the south, it runs for ten feet before ending in a blank wall. To the north, it runs for forty feet before turning east. Thirty feet to the north, it splits east.

Opening the G-4 door reveals a hall that runs to the north and south. To the south, it runs for fifteen feet before turning east. There is a door on the south face of the bend. To the north, it runs for twenty-five feet before turning west.

Gpope
2009-11-20, 02:12 PM
(Drake continues to use a standard hallway-travel procedure of take 10 for a search of 21, sticking with visual searching for now)

Drake exits through the west door and heads to the dead end, taking 20 to search it (31) and poking all walls if nothing turns up.

Assuming everything's normal and solid:
Drake will head back through the room to the east side and go search and listen (17) at the door in the south bend.

Tanaric
2009-11-20, 04:08 PM
The wall is just a normal wall as far as you can tell.

You don't hear anything special, but you do see a tripwire outside the door.

Gpope
2009-11-20, 04:10 PM
Drake hesitates, considering what happened the last time he opened a door unprepared. But screw it! Drake throws open the door.

[roll0]
and if needed [roll1]

Tanaric
2009-11-20, 04:14 PM
Opening the door reveals the following room:{table]|A_|B_|C_|D_
1||||
2||-|-|
3|||1|[/table]

There is a door at A-1, north side, which you are standing just outside of, and another at D-1, east side. There is a man, seemingly human except for his glowing blue eyes, seated in C-3 behind a table in B-2/C-2. He is wearing dark red robes that appear to be made of silk, and there is a worked silver and gold diadem atop his head. He looks up from a roll of parchment on his desk when you open the door, raising an eyebrow.

Boy, this looks familiar.

Initiative: [roll0]

Tanaric
2009-11-20, 04:15 PM
He pops you with a spell before you can react, and you take [roll0] force damage, and have a -4 penalty to strength until further notice.

Gpope
2009-11-20, 04:21 PM
"Hey!" Drake burns another sorcerer slot for a breath attack: [roll0], DC 13 Reflex for half. If that fails to drop the spellcaster Drake moves to B-1 and tries to hop up to C-2 ([roll1].)

(Clearly I should've saved Yakkety Sax for Drake II, it would be extremely apropos given his rolls.)

Tanaric
2009-11-20, 04:25 PM
Reflex: [roll0]

It doesn't drop him, and you smash your chin into the desk.

He responds by casting another spell, which creates a loud snap right next to your ear, dealing 1 sonic damage. Will save.

Gpope
2009-11-20, 04:29 PM
Will save: [roll0]

Tanaric
2009-11-20, 04:31 PM
You're deafened for one round.

Gpope
2009-11-20, 04:38 PM
"OW. SCREW YOU, THAT HURTS." Drake burns a level 1 beguiler slot for another draconic breath. [roll0], DC 13 again. He also circles around to B-3 just in case.

Tanaric
2009-11-20, 04:38 PM
He passes out regardless of his save.

Gpope
2009-11-20, 04:42 PM
Drake takes out his morningstar and pulps the guy's skull for good measure (after removing the diadem, of course), then takes 10 searching the corpse and the east door.

Tanaric
2009-11-20, 04:44 PM
The robe and some crumpled parchment is all you find.

Door's clean.

Gpope
2009-11-20, 04:47 PM
Drake gives the desk the once-over too and takes a look inside any unlocked drawers he can find while waiting for the strength penalty to wear off.

Once it's gone, he'll open the east door and take a look outside.

Tanaric
2009-11-20, 04:50 PM
Four pieces of parchment, twelve inkpens, two jars of ink.

Opening the door reveals a north-south hall. To the north, it runs for five feet before turning east. To the south, it runs for five feet before turning east.

Gpope
2009-11-20, 04:53 PM
This kind of looks like a cul-de-sac, so Drake will take a look up both bends.

(Incidentally, the previous room was described as being a door in the south wall of a bend heading east. How far did the tunnel extend down the bend?)

Tanaric
2009-11-20, 04:55 PM
It's on the south face of the bend. I.e., right in the corner where it turns.

The north hall turns out to run east for thirty feet before teeing to the north and south.

The south hall turns out to run ten feet before turning south.

Edit: Misread that. One moment.

The hall that had the door leading to this room ran east for another ten feet from the door before turning north.

Gpope
2009-11-20, 05:00 PM
Gotcha.

From the door he just left, Drake will take the north branch and search his way eastward to the T intersection, then turn north there too and continue down the corridor that way.

Tanaric
2009-11-20, 06:19 PM
At the intersection, the hall runs north for fifty feet before turning east, and south further than you can see. To the south, the hall splits west after twenty feet, and east after thirty.

Gpope
2009-11-20, 06:25 PM
Drake follows the tunnel all the way north and east, still searching.

Tanaric
2009-11-20, 06:44 PM
You find another tripwire halfway up the hall.

At the bend, the hall continues east for fifty feet before turning south.

Gpope
2009-11-20, 06:52 PM
"Follow that corridor!" Drake shouts for no particular reason. Then he does exactly that.

(Keep going until Drake reaches a dead end, intersection, or gets nailed by something that 21 search didn't find.)

Tanaric
2009-11-20, 06:55 PM
Drake charges east, then south for twenty feet, then east for ten feet, then south for twenty feet, then west for ten feet, then north for ten feet, whereupon he sees a hall that runs to the west for twenty feet before turning south. There is a door on the north face of the bend.

You stepped over some more tripwires on the way, by the by.

Gpope
2009-11-20, 06:57 PM
Drake listens at the door (take 10 for 17 again.)

Tanaric
2009-11-20, 07:33 PM
You don't hear anything.

Gpope
2009-11-20, 07:34 PM
Drake skips that door for now and heads southwards, again searching down the corridor wherever it goes until he comes to a junction or dead end.

Tanaric
2009-11-20, 07:53 PM
The hall continues south for ten feet before turning east. You notice that the wall on the west face of the bend seems odd.

Gpope
2009-11-20, 07:56 PM
You mean the west face of the bend at the south end?

At any rate, Drake investigates the new bend to the east to see how far it goes, then uses Ye Stick of Poking to give the funny-looking wall a serious tapping.

Tanaric
2009-11-20, 07:59 PM
Sorry, yes. Ten feet east before turning south again.

The wall crumbles at your touch, revealing the following room:{table]|A_|B_|C_|D_
1||||
2||||
3||||
4||||
5||||
6|x|||[/table]

There is a "door" at D-2, and a very ornate chest replete with gilded, platinum-filligreed, gem-studded locks at A-6.

Gpope
2009-11-20, 08:04 PM
"Very unsuspicious!" Drake leans in close and searches the hell out of the first square (D-2), taking 20 for a search of 31. If everything looks safe, he'll poke it just to be sure before moving in. He'll continue searching in this manner in a straight line southwest (towards A-5) until he finds something dangerous.

Tanaric
2009-11-20, 08:05 PM
There's a tripwire in the first square you searched.

Gpope
2009-11-20, 08:09 PM
Drake steps over the tripwire. Assuming he doesn't set something else off in doing so, he resumes his search towards the chest.

Tanaric
2009-11-20, 08:09 PM
You find a tripwire in every square you mentioned.

Gpope
2009-11-20, 08:13 PM
Still ignoring the tripwires, Drake proceeds to look over the chest itself (take 20 again.)

Tanaric
2009-11-20, 08:13 PM
Looks normal, if excessively fancy for the surroundings.

Gpope
2009-11-20, 08:15 PM
"Hmm. This feels strangely familiar for no logical reason at all!" Drake remarks. He takes a moment to do a quick scan of all the surrounding squares he hasn't searched yet (just take 10 on each for 21, see if that finds anything.)

Tanaric
2009-11-20, 08:16 PM
Tripwires. Lots of them.

Gpope
2009-11-20, 08:20 PM
Drake will try searching the rest of the room to see if there are any differences visible. Taking 10, not enough time to take 20 everywhere.

Tanaric
2009-11-20, 08:22 PM
The only difference you see is that there's no tripwire in D-6.

Gpope
2009-11-20, 08:24 PM
Hmm, I think I see where this might be going. Take 20 searching D-6, then.

Tanaric
2009-11-20, 08:25 PM
Nothing that you didn't see before.

Gpope
2009-11-20, 08:26 PM
"Hmm, now I'm curious." Drake retrieves a sack and tries draping it on top of the chest.

Tanaric
2009-11-20, 08:30 PM
It disappears with an audible pop as soon as the sack touches it.

Gpope
2009-11-20, 08:37 PM
Did the sack stay behind?

Tanaric
2009-11-20, 08:38 PM
Yes. Whitetext.

Gpope
2009-11-20, 08:41 PM
Aw, I was hoping that would work. But there's only one other point of interest in this room, so...

Drake picks up the sack and lobs it into D-6.

Tanaric
2009-11-20, 08:47 PM
It comes to rest over a chest-shaped invisible object.

Gpope
2009-11-20, 08:48 PM
"That was easier than I thought. I figured the chest had teleported to another room, behind another secret door or something. I mean, hypothetically. In an alternate dimension of some kind. Because this is clearly the first time I have ever encountered a tripwire-filled room with an ornate vanishing chest."

Drake feels around at around lid-ish height and tries to open the chest-shaped object.

Tanaric
2009-11-20, 09:23 PM
You couldn't say for sure, but the absence of locks on this chest leads you to believe it's not the same one that just disappeared.

Opening the chest reveals a single potion nestled in amongst 25 pp and 1,280 sp.

Mind the coin weight if you go lugging it around. :smallwink:

Gpope
2009-11-20, 09:28 PM
I kind of figured the lock was just for show. Who needs a lock on their magic vanishing chest, really?

Spellcraft on the potion to try to ID it: [roll0]. If that doesn't work, cast a beguiler Detect Magic and at least see what school it's in.

Tanaric
2009-11-20, 09:28 PM
One aura, faint, illusion.

Gpope
2009-11-20, 09:31 PM
Okay, Drake bags up the loose coins in the sack he has handy (carried in hand for easy ditching) and stows the mystery potion in his backpack, then heads back out to the corridor. There was a hallway going a short ways east then turning south, so he'll follow that a bit.

Tanaric
2009-11-20, 09:41 PM
East ten feet, south ten feet, east twenty feet, south thirty feet, west ten feet before turning south, door on north side of bend.

I'm not even bothering to check notes for tripwires anymore, unless you have an objection?

Gpope
2009-11-20, 09:44 PM
Not really. If I ever feel like playing with the tripwires I figure I can just ask then.

Drake takes a look at what's south of the bend and listens at the door (take 10 for 17 as usual.)

Tanaric
2009-11-20, 09:45 PM
The hall runs south for forty feet before ending in a door.

You don't hear anything.

Gpope
2009-11-20, 09:46 PM
Drake will check out the tunnel to the south and listen at that door too, then.

Tanaric
2009-11-20, 09:47 PM
You hear some soft murmurs in what you think is Draconic, though you can't make out the exact speech.

Gpope
2009-11-20, 09:51 PM
Drake decides to take the better part of valor and turns around. He heads all the way back to the big room where the elves were and goes through the west door, then follows that hallway north to the next bend (he should pass a branch heading eastward on the way.)

Tanaric
2009-11-20, 09:53 PM
You did indeed pass a branch. It goes east for ten feet before turning north.

At the bend, the hall runs east for twenty feet before turning south. Ten feet down, the hall splits south.

Gpope
2009-11-20, 09:55 PM
"Hrm, I think I see where this is going..."

Drake decides to check out the bend at the end of the hall, but he's probably not going to be interested in what's in that direction, so after taking a look he heads back to the hallway by the starting room and heads all the way to the south end.

Tanaric
2009-11-20, 10:02 PM
It goes south for ten feet before turning east.

Next up on your list, the hall continues east for forty feet before turning south. There is a door on the north side of the hall after twenty feet.

Gpope
2009-11-20, 10:04 PM
Drake listens at the door before checking out what's beyond the bend to the south. (If nothing noteworthy can be heard, go ahead and keep following the tunnel past the bend.)

Tanaric
2009-11-20, 10:05 PM
You hear chittering.

Gpope
2009-11-20, 10:09 PM
"I should probably be conserving my resources, but this I gotta see!"

Drake takes the precaution of chugging his other potion of lessor vigor and waiting seven rounds, so his HP is mostly full. Then he opens the door.

[roll0], [roll1]

Tanaric
2009-11-20, 10:20 PM
Opening the door reveals the following room:{table]|A_|B_|C_
1|s|s|s
2|||
3|||
4|||
5|||

[/table]

There is a door at C-5, south side, which you are standing just outside of. There are three black-furred, red-eyed squirrels on the back wall, two (A, C) at +5 elevation, while the other (B) is at +10.

Roll initiative.

[roll0]
[roll1]
[roll2]

Gpope
2009-11-20, 10:23 PM
Er... I already did, since I kind of figured this would be happening, but if you want to give me a reroll... [roll0]

vMeanie :smallfrown:v

Tanaric
2009-11-20, 10:24 PM
Oops, no, I don't want to give you a reroll. That's what I get for copy/paste.

Tanaric
2009-11-20, 10:25 PM
The room becomes blanketed in shadows that your darkvision doesn't pierce, and the squirrels (with the exception of the one in the A row) disappear from your vision.

Gpope
2009-11-20, 10:25 PM
Are any of them detectable with blindsense?

Tanaric
2009-11-20, 10:27 PM
Not from your current position, no.

Gpope
2009-11-20, 10:31 PM
Okay, Drake moves to C-4 and (barring any nasty interruptions) burns his last sorcerer slot for a cone of fire directed at the northwest corner, which should cover the north wall.

[roll0]
[roll1]
[roll2]

"Hey, I can take Draconic Breath for damage-dealing and crowd control, 2d6 is like 7+ damage on average which is plenty for CR 1ish mobs"... sigh.

Tanaric
2009-11-20, 10:33 PM
How high are you aiming?

Edit: Also, make two fort saves.

Gpope
2009-11-20, 10:36 PM
Dang, that is a... good question. Is blindsense picking any of them up yet?

Tanaric
2009-11-20, 10:37 PM
Original locations, near as you can tell.

Two fort saves, if you please.

Gpope
2009-11-20, 10:38 PM
Aiming 5' up, then.

[roll0]
[roll1]

(hey, I broke double digits on a saving throw! wow.)

Tanaric
2009-11-20, 10:39 PM
*cough*

You take [roll0] damage, and 2 strength damage.

Two burnt forms fall off the walls, and you feel the urge to make another fort save. Because it's so tempting and all.

Gpope
2009-11-20, 10:41 PM
Drake was at 9 HP coming out of the azurin fight, and has had 8 rounds of fast healing now, so that puts him at... 11 for now.

[roll0]

Tanaric
2009-11-20, 10:43 PM
Nothing happens. Blindsense says the squirrel moved up out of your range of sense.

Gpope
2009-11-20, 10:45 PM
Hmm. Drake will retreat to just outside the door. Does the darkness extend into the hallway?

Tanaric
2009-11-20, 10:49 PM
Nope. Whitetext.

Gpope
2009-11-20, 10:55 PM
Okay, Drake steps five feet to the side along the hallway and pulls out his two vials of acid, then sits and defends for up to three more rounds for his lesser vigor to finish up (14 HP), if he's uninterrupted.

(Oh yeah, I guess he'd better drop the bag o coins too, if he's going to hold both vials.)

Tanaric
2009-11-20, 10:57 PM
Probably wise.

Nothing happens.

Gpope
2009-11-20, 10:59 PM
Okay, with the vials in hand Drake walks back towards C-1, stopping if he picks anything up with blindsense.

Tanaric
2009-11-20, 11:00 PM
Entering the room requires you to make two more fort saves, first.

Once you get to C-1, if you continue:Another fort save! Yay! :smalltongue:

Gpope
2009-11-20, 11:02 PM
Drake disapproves of CR 1-ish monsters that spam multiple Fort saves per round at will. :smallannoyed:

[roll0]
[roll1]

Tanaric
2009-11-20, 11:04 PM
Technically it's one fort save for each time they used the ability, and you're subject to it again if you leave and re-enter the area.

That's another [roll0] damage and 1 strength damage on the second save.

Gpope
2009-11-20, 11:05 PM
So what's the extra one for making it to C-1? (Which Drake will be doing, unless blindsense picks something up first.)

[roll0]

Tanaric
2009-11-20, 11:07 PM
Another use of the ability, of course. :smallbiggrin:

Your blindsense was 20 ft range?

Gpope
2009-11-20, 11:08 PM
Yes, 20'.

If he's getting extra uses of the ability from me walking around on my turn this fails to make me any happier.

Tanaric
2009-11-20, 11:08 PM
He's not.

He's in B-1, +20 elevation.

Gpope
2009-11-20, 11:12 PM
Drake uses his standard action to throw an acid vial at the bugger. There is no possibility this tactic could backfire!, he thinks to himself.

[roll0]
[roll1], <50% misses

Wait, forgot the increment is 10' rather than 20'. Technically that's a 9, but I'm guessing it wouldn't have hit anyhow.

Tanaric
2009-11-20, 11:15 PM
The squirrel disappears from its spot at +20, and your blindsense tells you that it's in the square next to you, though you can't see it.

Gpope
2009-11-20, 11:15 PM
Any attacks from the squirrel? (i.e. how many dozen fort saves do I roll now?)

Tanaric
2009-11-20, 11:16 PM
None, no new fort saves.

Gpope
2009-11-20, 11:21 PM
Using acid vials is probably marginally less of a good idea against an adjacent opponent, so Drake stows the acid vial and casts Acid Splash instead.

[roll0]
[roll1], <50% misses
[roll2]

Tanaric
2009-11-20, 11:32 PM
Swing-anna-miss.

You become aware of the squirrel as it appears in your square, biting you and catching you flatfooted. [roll0]

If it hits, take 1 damage.

Gpope
2009-11-20, 11:36 PM
Flat-footed AC is 13, so safe for now.

Full attack on the squirrel:

[roll0], [roll1], [roll2]
[roll3], [roll4], [roll5]

Tanaric
2009-11-20, 11:39 PM
Your second claw catches the squirrel and takes it down to negatives.

Gpope
2009-11-20, 11:41 PM
Drake takes sadistic pleasure coup de gracing the squirrels with his bare claws.

When he's settled his sociopathy he decides to leave the dark room for the time being, and heads back out to the corridor to explore down the hallway south of the next bend.

Tanaric
2009-11-20, 11:42 PM
150 xp, and you find what looks to be a marble-sized orb of solid shadows in a corner of the room before you leave.

Gpope
2009-11-20, 11:47 PM
Drake pockets the orb, but he still plans on exploring the south bend of the hall.

oh yeah those were totally CR 1/2, way to go WotC

Tanaric
2009-11-20, 11:48 PM
They have 2hp. Now get your nose out of the monster manual before I smite you with nonstandard things. :smalltongue:

The south hall continues for ten feet before teeing to the east and west.

Gpope
2009-11-20, 11:50 PM
Drake checks out the tee intersection. If nothing of interest is immediately visible he'll search the way west.

Don't have whatever book those jerks are in, I'm just extrapolating from the experience rewards.

Tanaric
2009-11-20, 11:52 PM
Every encounter on this floor is 150 xp, regardless of actual CR total.

To the west, the hall runs for forty feet before turning south. There is a door on the south side after thirty feet.

To the east, the hall runs for fifty feet before turning north.

Gpope
2009-11-20, 11:55 PM
Drake searches and listens at the door, but skips it for now regardless. He follows the hallway around the west bend and continues until he finds anything new.

Tanaric
2009-11-20, 11:58 PM
The hall continues south for thirty feet before turning east. It then continues beyond the range of your darkvision. It splits north after forty feet.

Gpope
2009-11-21, 12:00 AM
Drake takes a look up the split to the north, then continues on all the way down to the east.

Tanaric
2009-11-21, 12:24 AM
It runs north for ten feet before turning east.

The hall continues east for forty feet past the split before turning north.

Gpope
2009-11-21, 12:27 AM
At the junction Drake will go north and take a quick look down the eastern path, then he goes back to the main hall and heads all the way east to the bend.

Tanaric
2009-11-21, 12:28 AM
It goes east for twenty feet before turning north.

It goes north for twenty feet before turning west.

In that order.

Gpope
2009-11-21, 12:30 AM
This is looking suspiciously like a loop, but at the far east bend Drake will go ahead and head north and around to the west.

Tanaric
2009-11-21, 12:31 AM
You find a pressure plate in the corner before you turn the bend.

Gpope
2009-11-21, 12:33 AM
Scratch that, then. Drake heads back to the T-junction and heads up north, east, and north again to see what's around the next bend that way.

Tanaric
2009-11-21, 12:35 AM
A hall that runs to the same corner you just left.

Gpope
2009-11-21, 12:37 AM
"Yyyyyup. Let's see... where haven't I been?" Other than all the rooms because I am a wuss.

Drake traces his way back to the giant north/south hall a little bit east of the creepy azurin office, and heads all the way down the south path, checking the branches as he passes them.

Tanaric
2009-11-21, 12:41 AM
The western branch goes for twenty feet before turning north. There is a door on the south side of the bend.

The eastern branch goes for twenty feet before turning north.

The entire hall runs south for seventy feet from the point where you come out, ending with you on the far eastern side of the T south of the squirrel room.

Good enough to be coherent?

Gpope
2009-11-21, 12:44 AM
Quite good, thank you.

At the eastern branch Drake heads east and north and generally just follows that path wherever it goes.

Tanaric
2009-11-21, 12:51 AM
North for ten feet, east for ten feet, south for fifty before turning west. There's a door on the east face, five feet down.

Gpope
2009-11-21, 12:54 AM
Listen at the door, but otherwise skip it for now. Go all the way south and west and keep following.

Tanaric
2009-11-21, 12:56 AM
West ten feet, north thirty, west ten, south forty before turning east, with a door on the south face of the bend.

Gpope
2009-11-21, 12:57 AM
No noise at the previous door?

Again, take 10 listen at the new door, but continue following the path to the east.

Tanaric
2009-11-21, 12:59 AM
No, and no again. Things don't generally try to attract notice in a lethal dungeon.

It goes east for twenty-five feet before ending in a door. It splits south after ten feet.

Gpope
2009-11-21, 01:01 AM
Head down the south branch to wherever it leads.

(Don't worry, I'll move on to opening rooms and letting you kill me again soon...)

Tanaric
2009-11-21, 01:03 AM
Vending machines! Exits! Yay!

Now buy something and go back to dying please. :smallbiggrin:

Gpope
2009-11-21, 01:10 AM
Huzzah! I'm not sure how these work... identification is 1 gold each, right? Assuming that's correct, Drake will ID the mystery potion and the diadem, and sell the diadem off if it's non-magical.

Tanaric
2009-11-21, 01:11 AM
The diadem is nonmagical, and sells for 50 gp.

The potion is Invisibility.

That'll be 2 gp.

Gpope
2009-11-21, 01:18 AM
"Hrm... I'm going to need more loot."

Drake's got 25 platinum and 1280 silver from the chest, in addition to 20 loose gold he started with and 50 gold from the diadem (less 2 for identification costs.) He buys a potion of lesser restoration, a potion of lesser vigor, and two scrolls of shield, which should all come to 400 gold and leave him with 46g left if there are no additional surcharges.

Tanaric
2009-11-21, 01:22 AM
No surcharges.

Why not buy a paladin version and save some cash, though?

Gpope
2009-11-21, 01:28 AM
Oooh, didn't realize that spell list shenanigans were legitimate. Okay, make that a paladins' potion of lesser restoration--that saves 200g, right?

Regardless, Drake drinks it to cure some of his strength damage [roll0], then heads back to the last intersection and goes west to the door at the bend. He'll use a scroll of Shield, then open the door.

Tanaric
2009-11-21, 01:33 AM
Paladin lesser resto potions aren't shenanigans. Trying to pull a stunt with master specialist touch range personal spells will cause the floor to fall out and the ceiling to come crashing down shortly after, though.

Opening the door reveals the following room:{table]|A_|B_
1||
2||
3|W|
4||[/table]

There is a single warforged inside, his body gleaming with adamantium plates. He holds no weapon.

There's a door at B-1, north side.

Roll initiative.

[roll0]

Gpope
2009-11-21, 01:35 AM
[roll0]

My last gaming group found them shenanigan-worthy enough :smallfrown:

Tanaric
2009-11-21, 01:49 AM
Oh! I thought that you got a 15. Doh.

The warforged charges and attempts to grapple you.

[roll0] vs flatfooted touch.

If successful, opposed grapple: [roll1]

Edit: That should be a +5 on the touch attack.

Gpope
2009-11-21, 01:53 AM
hahahahahahahahahahahaha Drake doesn't roll 15s

Touch attack hits, so [roll0]

Tanaric
2009-11-21, 01:57 AM
Take [roll0] nonlethal damage. And you're now grappling, obviously.

Edit: Somehow I remembered to include IUS bonuses, but forgot about it changing to lethal? I r smart.

Gpope
2009-11-21, 02:01 AM
Drake attempts to escape the grapple: [roll0]

I should probably just stop bothering with roll tags and just insert a 1 for all rolls

Tanaric
2009-11-21, 02:02 AM
Auto-lose.

Opposed grapple again: [roll0]

Tanaric
2009-11-21, 02:03 AM
Oh, right. Damage as he smushes the life out of the tiny little dragon man: [roll0]

Gpope
2009-11-21, 02:04 AM
Drake attempts to escape again: [roll0]

Tanaric
2009-11-21, 02:06 AM
Opposed grapple: [roll0]

Gpope
2009-11-21, 02:08 AM
For reference, how far does the hallway to the vending machine area extend?

Tanaric
2009-11-21, 02:09 AM
South? Twenty feet before turning east.

East? Forty feet before you hit a Teleportation Circle of sorts.

Gpope
2009-11-21, 02:13 AM
Since Drake's escape attempt seems to have succeeded, he'll escape to the east and risk an AoO by moving at full 30' speed down the south branch and east towards the exit.

Tanaric
2009-11-21, 02:15 AM
AoO grapple touch attack: [roll0]

Gpope
2009-11-21, 02:16 AM
Since that's going to call for an opposed grapple: [roll0]

Tanaric
2009-11-21, 02:17 AM
[roll0]

And [roll1] if you fail.

"Puny sack of flesh. Die! :smallfurious:"

Gpope
2009-11-21, 02:18 AM
"I regret... nothing! Except... everything... randomly... failing to work for me..."

Because of course the one time Drake rolls high, so does the grappler.

Sooo Drake is at 1 HP. I'm going to go out on a limb and assume there'll be another grapple attempt for the warforged's turn, so [roll0]

Tanaric
2009-11-21, 02:20 AM
Yes. Somehow I keep forgetting to roll these all in one post.

[roll0] [roll1]

Gpope
2009-11-21, 02:22 AM
I'm not dead yet? :smallconfused:

[roll0]

Tanaric
2009-11-21, 02:23 AM
Grapple: [roll0]

Grapple if you fail that: [roll1] for [roll2] if you fail again.

Gpope
2009-11-21, 02:26 AM
Drake squeezes out to the west this time, which should put him back at the bend with the door. This time he'll pass on the AoO, and 5' step to the north instead.

If the warforged succeeds on another touch attack to grapple: [roll0]

Tanaric
2009-11-21, 02:27 AM
Very nice.

The warforged steps out and tries to touch you again. [roll0]

Auto-pass grapple, for [roll1]

"Puny fleshsack. You are not worthy."

Cue Yakkety Sax?

Gpope
2009-11-21, 02:28 AM
*sniff* He died as he lived... rolling natural 1's.

Tanaric
2009-11-21, 02:42 AM
Is it time for Drake 3.0, the long lost cousin, or someone else?

Gpope
2009-11-21, 03:05 AM
I think I'll shelve the draconicness for now and see what else I can put together.