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Tanaric
2009-11-19, 09:29 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||E|||
3|||||
[/table]

There is a door at D-3, east side. Unless otherwise mentioned, all doors are sliding metal.

DM notes:1, 6, 14

Yukitsu
2009-11-20, 12:47 PM
I will move to the door and take 10 on a search check for a 20. I have trapfinding.

Tavar
2009-11-20, 02:12 PM
You find nothing.

Yukitsu
2009-11-20, 02:18 PM
I'll put my ear to the door, and if I hear nothing, I will move through.

[roll0]
Edit: Should have been +6, for a 24.

Tavar
2009-11-20, 02:20 PM
As you touch the door, electric flairs. Take 1 electric damage. You now notice the burnt out copper wires on the door. You hear nothing.

Yukitsu
2009-11-20, 02:21 PM
It's over a search DC 20? :smallconfused:

I'll open the door and go through.

Tavar
2009-11-20, 02:26 PM
Yep. Opening the door, you see that it leads to a North-south corridor running. It goes 20ft to the north, then turns west, and goes 40ft to the south before turning east.

Yukitsu
2009-11-20, 02:28 PM
I'll advance, looking for traps as I go, though evidently, that won't help. :smallconfused: Take 10 is a 20. I'll glimpse around the west corner when I get there.

Secret doors is reflexive, and also 20.

Tavar
2009-11-20, 02:35 PM
Just to be clear, cause I realize it might not be, the corridor goes both north and south. It goes 40ft to the south before turning east. It goes 20ft to the north, then turns west. 5ft north of the doorway, you find a tripwire. After reaching the turn, you see that the hallway goes 40ft before there's an option to go south. 10ft beyond the southern corridor is a northern one, and 10ft beyond that the entire hallway turns north.

Yukitsu
2009-11-20, 02:37 PM
For ease sake, assume I am hugging the left wall, though not physically touching it. Ergo, North, West, south so far. This pattern continues if there is nothing like doors in the South hall after the west turn.

Also, I take a piece of chalk and begin sketching a hallway map on a blanket. Going in circles would be dumb.

Tavar
2009-11-20, 02:56 PM
okay. So, any decisions about where you're going to go?

Yukitsu
2009-11-20, 02:58 PM
North, then West, then South, starting from the first room.

If a path turns left, I'll take it is the rule of thumb.

Tavar
2009-11-20, 03:09 PM
90ft down, you come across a branch to the west, but only 10ft after that is a branch to the east. Going that way, you go 10ft, then turn north, then you have a choice: 20ft ahead is an option to go east. 20ft beyond that is another option to go east.

Yukitsu
2009-11-20, 03:11 PM
I'll use the further option.

Tavar
2009-11-20, 03:13 PM
You go 10ft, and find a door on the north side of the hall. It has a web of what look like tripwires across it.

Yukitsu
2009-11-20, 03:17 PM
I'll take 20 on a search for a 30.

While I'm at that, can I tell what the trip wires are attached to?

After that, I'll rest my sword on the ground, then let it fall onto a part of the door with no wires. If it's electrocuted, it should ground it.

After that, I'll put my ear to the door and listen. I take 20 for a 26.

Tavar
2009-11-20, 03:21 PM
The wires go to something on the other side of the door. Nothing happens with the sword. Resing your head will require you to move the wires. On the other hand, just using that check straight, you don't hear anything.

Yukitsu
2009-11-20, 03:24 PM
I will try to cut the wire while holding the ends, and tie them onto the ladder using strands of rope without letting them get looser or tighter.

Tavar
2009-11-20, 03:30 PM
Okay. I'll allow it.

Yukitsu
2009-11-20, 03:32 PM
What's the ground made of around here?

If it's soft enough, I'm going to drive climbing pitons into the ground using weight, and tie off all the wires to the pitons to get them out of the way. If there are any perfect cracks, I can do the same with them instead of soft ground.

Alternatively, if the ladder is sufficient, I'll just open the door, readied action standard to blow someone away.

Tavar
2009-11-20, 03:48 PM
okay. Opening the door, you see the following:
map (http://www.celestine-empire.net/battlegrid/DM.php?sessionID=room)
Take your standard action, then roll.
Inititive[roll0]

Yukitsu
2009-11-20, 03:51 PM
A tiny glob of acid shoots off (acid orb, the revenge of the cantrip). Fired at that closest bogey.

attack
[roll0]
Damage
[roll1]
initiative
[roll2]

Yukitsu
2009-11-20, 03:52 PM
Well damn. I win initiative though, so I'll fire another cantrip off, then move back 30 feet.

attack
[roll0]
damage
[roll1]

Max damage again! Go cantrips!

Ranged touch vs. flat footed.

Tavar
2009-11-20, 03:59 PM
The second one hits, causing the skeleton to crumble. The skeletons follow you into the hallway, stopping short to stap at you with their spears

[roll0]
[roll1]

Yukitsu
2009-11-20, 04:01 PM
That'd be a miss. I'll 5 step back and pummel the one that attacked with a magic missile.

[roll0]

I'm liking my damage rolls, but will cease doing so when I roll 7 damage on 7d6. :smalltongue:

Tavar
2009-11-20, 04:06 PM
The last one charges you:
[roll0]
[roll1]

Yukitsu
2009-11-20, 04:08 PM
I 5 step back and fling acid in his face.

Attack
[roll0]
Damage
[roll1]

Yukitsu
2009-11-20, 04:12 PM
That's that.

I loot the bodies, add their gear to my ramshackle pile of crap, and search for traps as I move towards those recessed areas with the chest. I'll use a grapple to latch onto something, check it for traps, then drag it to the door from the doorway.

Tavar
2009-11-20, 04:29 PM
Note that it's in a pit: you can't get it to the door, but you can get it to the edge of the pit. Each skeleton has a longspear.

Yukitsu
2009-11-20, 04:32 PM
Too heavy to pull up huh? OK, I'll check the pit for traps, taking 20 (for a 30). In theory that will get both the chest and the pit, so that makes things a bit faster. Either way, after checking for traps, I push the ladder down and try to open the chest.

Tavar
2009-11-20, 05:22 PM
Inside the chest is 250gp, an everburing torch(you lucky dog), 2 chunks of amber, 3 tiger's eyes.

Yukitsu
2009-11-20, 05:24 PM
I'll bundle that all up, and check the rest of the room for traps, secret doors and treasure. I expect I'll find nothing, so I'll go out and swing down the hallway I skipped. (Taking 10 on those searches for a 20.)

I forgot as well, but I need to know how much EXP I've accumulated from traps and skeles.

Tavar
2009-11-20, 05:27 PM
150 xp for the skeletons.

Turning down the new hallway, you find it's a dead end, but looking at the wall there's something...off about it.

Yukitsu
2009-11-20, 05:28 PM
I take 20 to see if it's a trap or if I can find a switch somewhere, then if it isn't, poke it with the ladder.

Tavar
2009-11-20, 05:32 PM
It's not a trap. When poked, it crumbles, revealing a room.The entire floor is made of tiles that shift through all the colors of the rainbow. In the center is a raised stone square with a chest on it.

Yukitsu
2009-11-20, 05:33 PM
I'll toss my grapple until it latches onto something on the chest, or, if I accidently latch it onto the pedestal, I'll tighten it, then tie it down with pitons and the weight of my gear.

Actually, how far is the stone section?

Tavar
2009-11-20, 05:36 PM
20ft away, 5 ft up, so we'll go with 25ft. After it latches on, what do you do?

Yukitsu
2009-11-20, 05:38 PM
20ft away, 5 ft up, so we'll go with 25ft. After it latches on, what do you do?

If it's onto the chest, I'll toss pieces of chalk all across the floor and see what happens to them. If nothing, then I'll drag the chest towards myself from as far back as I can.


If it's attached to the pedestal, I'll tie rope around my waist and to the cord. That way I don't have to make real climb checks to make it across, because failing means my safety line will catch me. When I'm across, I'll check for traps and open the chest.

Tavar
2009-11-20, 05:46 PM
Nothing happened, and you get the chest over to yourself. It's full of straw.

Yukitsu
2009-11-20, 05:49 PM
:smallfrown:

I'll check carefully through the straw, (search take 20 for a 30) and when I don't find anything, I'll stand atop the chest to see if there is anything past the pedastal.

Tavar
2009-11-20, 06:09 PM
nope and nope

Yukitsu
2009-11-20, 06:11 PM
Out of spite, I'm taking the straw, and will sleep on it at night. :smalltongue:

I'll head back out, and again, follow the left wall.

Yukitsu
2009-11-21, 12:15 PM
Hey DM, how long will you be on for? I'll be on for another 2 hours, then I have a sucky sucky saturday class. I won't be back on for 5 hours after I leave.

Tavar
2009-11-21, 12:48 PM
I'll be here for awhile. And let's see. You find another hallway, and in following it, you reach a door at it's end. At the same point, there's also an option to go north.

Yukitsu
2009-11-21, 12:53 PM
I'll take 20 on the door, search check. That's a 30 with trapfinding. I'll then lean my sword on it without touching it. If there are no traps, I'll open the door with a readied action.

Edit: I'm in the West hallway mentioned in post 13, right? I have a graph paper map, and that's where I think I should be.

Tavar
2009-11-21, 01:01 PM
Yep. If you want to know, the 60ft long, and has a door on the western wall at that point. At the same time, the hallway turns north for 10ft, then turns west again.

You find nothing on the door. Opening it reveals a 15ft long by 10ft high room, with the door in the upper right hand corner. In the lower left is a man with glowing blue eyes and a gold and silver diadem, reading a scroll. As you open the door, he quirks an eyebrow at you.

Int:[roll0]

Yukitsu
2009-11-21, 01:05 PM
Did he have a readied action as well, or should I put out that?

Also, if he has any active, visible spell effects, I'll spellcraft them. (Like say, shield)

Anyway, initiative
[roll0]

Spellcraft
[roll1]

If he has a shield spell up, I'll use an acid splash.
attack
[roll2]
damage
[roll3]

If he doesn't, I'll use magic missile
damage
[roll4]

Yukitsu
2009-11-21, 01:06 PM
That is the most hilareous opposed initiatives I've seen in a long while. :smallwink: What a waste of a 20. :smalltongue: Same with the spellcraft. And the magic missile damage.

Tavar
2009-11-21, 01:14 PM
Well, congrats, He's dead. You can take the diadem(50gp), and the scroll, if you wish. There's nothing else.

Yukitsu
2009-11-21, 01:16 PM
I need to know which spell I scratched and EXP. I'll take all the items though and head down that north passage.

Edit: If he had a spell book on him, and a spell component pouch, I'm taking those.

Tavar
2009-11-21, 01:22 PM
You going to check the scroll? You used MM, and get 150xp. Yes spell component, no spellbook.

Skipping to the next choice, then.
After going north fro 10ft, you go west for 20ft, then north for 80ft, then east for 20ft, then south for 70ft, then east for 60 or 70ft. Both those points have the option to go north, but both lead to the same place in the end. Each one is 20ft long, and at the top you go west. Assuming you used the one 60ft in, you go west for 20ft, north for 20ft, and then eat for 20ft. There is a door in front of you, and the hallway also turns north. 40ft up is a 4 way intersection.

Yukitsu
2009-11-21, 01:23 PM
For my map, please tell me hallways that I'm not going down that I see.

Also, I'll take the left fork in the 4 way.

According to my map, this 4 way is the hallway I saw earlier correct?

Tanaric
2009-11-21, 01:24 PM
Well if I knew you were going to do that Tavar, I'd have given you the straight forward dungeon. :smalltongue:

Half the fun is confusing people without graph paper.

Yukitsu
2009-11-21, 01:28 PM
Well if I knew you were going to do that Tavar, I'd have given you the straight forward dungeon. :smalltongue:

Half the fun is confusing people without graph paper.

He knows I have a graph paper map though. :smallbiggrin:

Tavar
2009-11-21, 01:29 PM
But it takes freaking forever. Seriously, if you want I'll stop giving exact distances, but I won't stop skipping the simple changes of direction. It doesn't add anything, and just leads to longer times.

I tell you every hallway you can see. I'll I'm doing is skipping the trivial things(the hallway turns east. Do you follow?)

Tanaric
2009-11-21, 01:30 PM
It was a joke. You can do it however you want, since it leads to the same results anyhow.

Yukitsu
2009-11-21, 01:35 PM
But it takes freaking forever. Seriously, if you want I'll stop giving exact distances, but I won't stop skipping the simple changes of direction. It doesn't add anything, and just leads to longer times.

I tell you every hallway you can see. I'll I'm doing is skipping the trivial things(the hallway turns east. Do you follow?)

Thank god, I was thinking there were more branches.

I'll continue following the left hand rule, and will note on my blanket map the room I missed. I was heading north before I hit the four way, and will thus head west. I believe it turns to the north from there, correct?

Tavar
2009-11-21, 01:40 PM
Huh? I haven't told you anything about the intersection. That whole thing that I wrote, that's what leads up to the intersection. You travel 20ft down that intersection, and realize that the southern wall at that point isn't quite right.

Yukitsu
2009-11-21, 01:42 PM
I'll check it for traps, and secret switches, and if that doesn't work, I'll lean a ladder against it then kick the ladder. I'm holding my bow and arrow.

Tavar
2009-11-21, 01:46 PM
Once you lean the ladder against it, the door crumbles, revealing 4 dwarven warriors. But not the good kind. You realize that these are from Clan Baby-eaters, and they look ready for a fight.
[roll0]

The room is a 30ft long(n-s) and 15 ft wide(e-w). The Door is in the upper left.
Y
_ _ _
_ _ _
D D D
D _ _
_ _ _
_ _ _

Yukitsu
2009-11-21, 01:49 PM
[roll0] is my initiative.

Well crap.

Also, can you upload a map for me? I'm getting intersecions at places where there shouldn't be.

Tavar
2009-11-21, 01:56 PM
Well, here's one that's not to scale. If Tanaric has a blank copy of the original map, I might be able to get one that's to scale.
http://i189.photobucket.com/albums/z77/Ilavator/Douglasmap.jpg

In any case, the first dwarf charges you, and at least one other moves to attack. All are crowding around the doorway.
Charge:[roll0]
[roll1]

Normal attack, with bonus from cover.[roll2]
[roll3]

Yukitsu
2009-11-21, 02:03 PM
I will withdraw down the corridor, getting 60 feet down.

Tavar
2009-11-21, 02:05 PM
The dwarves follow you, moving to within 20ft of you. You notice that the rear ranks have switched to shortbows.

Yukitsu
2009-11-21, 02:07 PM
I'll move behind partial cover at the bend in the hallway and snipe at one with my longbow.
attack
[roll0]
damage
[roll1]

As a free action, I'll fall prone.

Edit: The bend I came from at the 4 way.

Gotta go to class now. I'll be back on soon.

Tavar
2009-11-21, 02:13 PM
The first dwarf charges you. [roll0]
[roll1](3 is natural, 2 is from charge, 4 is from you being prone).

The others move up, stowing their bows and getting out their hammers.

Edit: and I think that takes you to the negatives, which means you're dead.

Yukitsu
2009-11-21, 02:54 PM
Can't charge with a bow. :smalltongue: So unless you meant to say 3 get bows, and 1 doesn't, then I'm fine. Also, I moved a total of 90 feet. A move and charge nets them 80.

Didn't notice that it was the backers that got bows, but still out of range for his charge.

Also can't charge people in cover. :smalltongue:

Tavar
2009-11-21, 02:59 PM
Wait, can we go over what happened again, then?

You go to the intersection and turn south. This has you ending up right outside the doorway. The dwarves follow you, ending up 20ft away from you at the end of their turn. You move behind a corner, fire, and drop down. This can only be a 5 ft step if done in that order, because otherwise you wouldn't have line of sight. You're still within range, so a dwarf charges.

Edit: if he can't charge, he just moves up to you normally and does it.

Yukitsu
2009-11-21, 03:01 PM
I didn't know the hallway was so short. If I don't have to move 30 feet to get to cover, I'll shoot one, then move down the bend. I'm in a hurry and can't check my maps, as I'm not at home.

What I assumed, I meet dwarves and get hit, then flee east.

I then flee east to the 4way 30 feet, and go to cover. That's what I attempted to do, as at the time, I couldn't use my maps.

Tavar
2009-11-21, 03:11 PM
Well...okay, I think I understand your intention. You attack and damage stand. You then moved west down the hallway 25ft(just beyond the corner). Do you want to remain standing, or prone?

Yukitsu
2009-11-21, 03:12 PM
Since I moved fully down the hall, I'll stay standing. They likely can't move far enough to shoot me, (en masse) I think.

Tavar
2009-11-21, 03:21 PM
Nope, but you move, but you can't attack them, either. And actually, you probably moved a full 30ft, all things considered.

Yukitsu
2009-11-21, 03:22 PM
I'll remain crouched behind the next bend with a readied action to blow one away. That south/east junction.

Tavar
2009-11-21, 03:25 PM
That'll take a move action, just so you know. In any case, they come around the corner. Make your attack.

Yukitsu
2009-11-21, 03:27 PM
acid splash
Ranged touch attack
[roll0]
damage
[roll1]

Hoping it's that first guy.

Edit: Well crap. Out of cantrips.

Tavar
2009-11-21, 03:31 PM
Then he attacks, though you do have cover from the wall.
[roll0]
[roll1]

i believe that hits, so what, GG?

Yukitsu
2009-11-21, 03:32 PM
Oh wait, yes it does. I figured you were using the same roll as last time.

Tavar
2009-11-21, 03:33 PM
What do you mean, whew? He hit, didn't he?

Yukitsu
2009-11-21, 03:36 PM
One saving grace from the SRD.

Defender is…
Behind cover +4 +4
:smallbiggrin:

Not 2, so that missed.

Tavar
2009-11-21, 03:38 PM
Right. They get +3 to attack normally, but because of cover I droped it down to -1.

Yukitsu
2009-11-21, 03:39 PM
His ranged attack is only +1. If I didn't have line of sight, he would have been farther than 20 away.

Remember, mine was a readied action after they turned the corner, so he already moved on his initiative.

Tavar
2009-11-21, 03:40 PM
He moves to melee range. You attack. You miss. He attacks with melee.

Yukitsu
2009-11-21, 03:42 PM
I should be too far. I was at the south to east bend looking north. If he came around the corner, he had to move down 20 south and move into the hallway.

This is why I hate tactical movement in PbP. It's hard to convey what you're doing.

Tavar
2009-11-21, 03:47 PM
You're right that he doesn't get to you're hallway. You're around the corner, which is why you have cover. He makes that within 20ft. If you're farther back, then you don't get the attack because you never have line of sight.

Yukitsu
2009-11-21, 03:51 PM
Let me check the map, because he must have gotten more than one round. Did you skip any as they moved down the hallways?

If you did, I had time to instead lay a trap using earthbound spell, and run down the hall. Note I can't do that normally, because it's a full round action to do.

Yes, with the moves done, and from the numbers I have, he'd have to either double move, or take 2 rounds to get to that position.

Tavar
2009-11-21, 03:56 PM
Okay, here's how it worked:
You moved away from the room with the dwarves and down to the door that you never opened. That's part 1. The Dwarves then followed, leaving only 20ft between you and them. You shot them, then retreated 30ft to the west and south. They followed, closing the gap to 10ft. You then moved 15ft, just around the next corner, and readied an action to attack them. They then moved up and attacked. Is that right?

Yukitsu
2009-11-21, 03:58 PM
No, as that last move had to be 20 feet from one corner to the other, as it's a 20 foot long hallway. There should be 30 feet, not 20.

Tavar
2009-11-21, 04:02 PM
but they aren't going corner to corner. They're going far enough so that they can attack you, which they can do sooner, just accepting that you'll have cover.

Yukitsu
2009-11-21, 04:07 PM
But that's still a 10 foot gap, meaning they're out of range, as they can only threaten adjascent squares. Even with corners, I'm not in an adjascent square. Unless we're using a hex system, but it looks like the tactical maps are squares.

Edit: And going on squares, with a 10 foot gap, even with corners, he's not in range. 10 feet means there are two empty squares between us.

Yukitsu
2009-11-21, 04:15 PM
This is likely frustrating for both of us. I'm probably coming off as whiny and desperate, but at the same time, after that first round confusion I was fairly careful to remain well out of their melee range, checking hallway lengths etc.

Because getting killed by confusion is the worst way to go. :smallfrown:

Tavar
2009-11-21, 05:00 PM
No, counting corners you're right next to him. Here, let me draw a diagram.


D |
_ Y

D=dwarf,
Y=you
_=end of the hallway.

Yukitsu
2009-11-21, 06:33 PM
No, counting corners you're right next to him. Here, let me draw a diagram.


D |
_ Y

D=dwarf,
Y=you
_=end of the hallway.


That's only 5 feet away though, as there is only 1 5 foot square between us. You've been counting feet of empty space between us. A ten foot gap looks like this:

D]
..]
_Y

He'd have to move one square forward to be in melee range.

I know you haven't been counting base to base as 5 feet, which some people do, because when I moved 60, they moved 40 and there was a 20 foot gap between, not 25.

Tavar
2009-11-21, 06:38 PM
60-40=20, right? Or am I worse at math than I thought?

Yukitsu
2009-11-21, 06:40 PM
Sometimes people say that when you are in melee range, without reach, you are 5 feet apart, which means we'd be 25 feet apart after movement. In this instance, you're using the distance inbetween us, so how many feet inbetween. Therefore, with a 10 foot gap, even with the corner, I'm not in melee range.

If you had treated melee range as 5 feet instead of 0 feet away, we would be 15 feet apart, but he could attack me around a corner at 10 feet.

Tavar
2009-11-21, 06:41 PM
Ah. No, I'm counting base to base. If he's 10ft away, he has to move 10ft before he could use a melee attack to hit you.

Yukitsu
2009-11-21, 06:42 PM
Correct. He can attack around a corner at 5 feet away, because at 5 we're corner to corner, but at 10 feet away, he's not touching the corner.

Edit: I'm probably boned anyway, but I don't really want to die to a math error.

Tavar
2009-11-21, 06:44 PM
Right. But he is only 5ft away, so he can attack you.

Yukitsu
2009-11-21, 06:45 PM
What? He's supposed to be 10. 60, 40 for a 20 difference.

30 40 for a 10 difference.

20 20 for a 10 difference.

To get from a corner to the next corner in 20 foot long halls, I need to move 20 feet, not 15.

And if they were that close, I could have cast at one, as he'd be in my line of sight, and then move away the full 30.

Tavar
2009-11-21, 07:41 PM
Wait, you're 20ft away? I thought I said above that you you moved 15?

Yukitsu
2009-11-21, 07:42 PM
No. :smallconfused: I said I moved 20, because that's how far I have to go to get from one corner to another. If they were that close, I would have had line of sight at the start of my turn around the corner, and could have shot him and then moved a full 30 feet.

Yukitsu
2009-11-21, 07:55 PM
Why don't we simply start again with a clearer map after their initial charge? We could preserve each of our rolls in order as they occured, which means their next attack misses and the one after that hits, unless their second attack is a ranged one when I'm in cover. It may be better than arguing, as I know the initial numbers were confusing me. As it is, it's not entirely fair to me in that some things are not entirely clear, and it would also not be fair to the dwarves for a complete re-do, as they had some nice rolls along the way.

Especially since, at home with my graph paper, I've noted that pretty much everything up to round 3 is somewhat wrong to very wrong.

Tavar
2009-11-21, 08:34 PM
Wait, here's a map:
http://i189.photobucket.com/albums/z77/Ilavator/d1f1.jpg

Can you see tell me where you are?

Yukitsu
2009-11-21, 08:41 PM
I believe I was 1 above that arrow 2 on the right, and 4 to the left.

And I see why I'm getting mixed up. Each hallway is 5 feet longer than advertized by my means of counting.

Tavar
2009-11-21, 08:44 PM
Always a problem. Do we just want to start the combat over?

Yukitsu
2009-11-21, 08:45 PM
Always a problem. Do we just want to start the combat over?

Yes please. If you wish, we can keep the rolls and the succesful charge, as well as initiatives, as they had nothing to do with the mix up.

Yukitsu
2009-11-21, 08:51 PM
OK, withdrawing 12 squares gets me to the bottom after that bend heading south.

Tavar
2009-11-21, 09:19 PM
They follow, each moving 8 squares towards you. This puts the lead in the same row as the 2.

Yukitsu
2009-11-21, 10:00 PM
I'll use magic missile on the lead dwarf and move around to the next corner, pearing around the edge.

Also, the map just got dead linked. I'll try to remember where everything was, but don't count on it too much.

Yukitsu
2009-11-21, 10:02 PM
Rolls. Durr.

damage
[roll0]

OK, I got the image to work and saved it to my harddrive. I moved 5 squares.

Tavar
2009-11-21, 10:07 PM
Lead dwarf dies. The next in line continues to move forward, dropping his bow and pulling out his waraxe. He moves next to you, but unable to attack.

Yukitsu
2009-11-21, 10:09 PM
Please count again, starting one back to take lead dwarf into account. I believe he should be 2 squares east, one square north of me if he moved 8 squares.

Tavar
2009-11-21, 10:12 PM
Ah, you're right. I didn't see your post concerning how many spaces you moved. Well, you're turn, in any case.

Yukitsu
2009-11-21, 10:14 PM
I'll shoot another magic missile down the hallway at the lead dwarf.

Damage
[roll0]

I'll move 6 squares and get to the block before the 3 way intersection.

Tavar
2009-11-21, 10:20 PM
It dies. You hear movement. Your move.

Yukitsu
2009-11-21, 10:22 PM
If they don't get to visual range, I will move around to the corner at the end of the hall and ready an action. That's 4 squares of movement, and I should be beyond their ability to move next to me.

Tavar
2009-11-21, 10:28 PM
You see them, use your readied action.

Yukitsu
2009-11-21, 10:29 PM
Last level 1.

damage
[roll0]

Edit: Lucky number 7. :smallconfused:

Tavar
2009-11-21, 10:34 PM
it drops him. the last one is only 1 square away from you.

Yukitsu
2009-11-21, 10:36 PM
I flee 12 squares, past the lower T junction, and one square above the bend at the end of the westward path, peering around cover.

This is 3 south, 8 west, 1 north.

Tavar
2009-11-21, 10:37 PM
He follows as best he's able to.

Yukitsu
2009-11-21, 10:40 PM
I'll fire an arrow at him then move North 6 squares.

attack
[roll0]

damage
[roll1]

Tavar
2009-11-21, 10:41 PM
He follows as best he can, dropping the distance down to 5 squares,

Yukitsu
2009-11-21, 10:44 PM
I'll shoot at him, then move away, getting 9 squares between us, and am 1 away from the bend in the road.

attack
[roll0]

damage
[roll1]

Tavar
2009-11-21, 10:46 PM
He follows, but only 20feet. Then he fires a shot of his own.
[roll0]
[roll1]

Yukitsu
2009-11-21, 10:48 PM
So he's 5 squares away now.

I move behind the cover nearby, and due to the diagonals rule, I count as skirmishing for this shot.

attack
[roll0]
damage
[roll1] And [roll2]

Yukitsu
2009-11-21, 10:50 PM
Just in case I couldn't skirmish because I'm tired:

critical confirmation:
[roll0]

Yukitsu
2009-11-21, 10:51 PM
Just in case this is a boss monster, and the triple 20s rule is in effect.

[roll0]

Tavar
2009-11-21, 10:53 PM
And he's dead. Congrats. You get 150xp. Also, each dwarf had a shortbow, 20 arrows, a dwarven longbow, scalemail, and a heavy steel shield. There is also 600 gp in the room.

Yukitsu
2009-11-21, 10:53 PM
Redo of above.

[roll0]

Tavar
2009-11-21, 10:59 PM
I don't think the triple crit is in effect, but nice job on the damage. I thought I almost had you there.

Yukitsu
2009-11-21, 11:04 PM
What's a dwarven longbow? :smallconfused:

Anyway, I collect that all up, and head to the starting room.

I'll trip the door by tipping my sword onto it (without touching it), brace the door with the ladders, fasten it down with pitons and tie it's handle with rope to pitons pounded into the ground. Then I heap all my gear in front of it.

After that, I'm going to try to ID that scroll I found.

spellcraft
[roll0]

vs. DC 25+spell level. :smallfrown:

After that, I'm hunkering down and getting some rest with extended care.

[roll1]

Edit: I subtracted a found arrow, as he shot me with one. I'm assuming one had 19 left.

Tavar
2009-11-21, 11:10 PM
Sorry, Waraxes. And you don't know what the scroll is.

Yukitsu
2009-11-21, 11:13 PM
Assuming I've rested enough to get my spell back, I'll tap the door, and head towards that southwesterly room that I haven't checked yet (the one I fought the dwarves nearby). After I set off the door's electricity, assuming it reset, I'll listen down the hall before I set out.

Yukitsu
2009-11-22, 12:06 AM
Crap, one last thing before I leave. I appraise all of the gems that I have (2 amber, 3 tigereyes.)

amber
[roll0]

Tigereyes
[roll1]

Yukitsu
2009-11-22, 03:49 PM
Well, I got a new modem, because my internet kept cutting in and out on me. I should be on more consistently than I was yesterday at any rate. :smallsigh:

Tavar
2009-11-22, 03:58 PM
Cool. Sorry I'm not updating, but I'm waiting on a few answers from the primary DM.

Yukitsu
2009-11-22, 03:58 PM
No problem, though I think he went on vacation for a couple of days.

Tavar
2009-11-22, 08:16 PM
Okay, got my answer: if you choose to sleep, there will be assassins. Do you wish to continue? Y/N

Tanaric
2009-11-22, 08:20 PM
For the record, there are no handles on these doors. They're essentially metal sheets set into well-fitted tracks, with slight indents serving as "handles", but nothing more. Applying much pressure (i.e., trying to brace the door) will cause the braced object to slip out. It's easy enough to bar it open, but nigh impossible to keep them closed.

This is an endurance run as much as anything, and attempts at 15 minute adventuring days will cause the aforementioned assassins to make short work of you unless you hear them coming with your sleep penalty.

Yukitsu
2009-11-22, 09:31 PM
Okay, got my answer: if you choose to sleep, there will be assassins. Do you wish to continue? Y/N

I guess I'll say no, however, I've run through about the expected alotment of encounters one can expect to run into in a day, so all I can say is, I hope the bloody exit is within sight.

Since I'll be killed off if I don't move, but am tapped on pretty much everything, I'll go to the door I've indicated, check it for traps on a take 20, and set up cover using the ladders, armour and rope. While I'm huddled behind it with my bow, I'll push the door in with the shovel, which I'll have propped up on the ladder using my foot, readied action, shoot someone.

Tavar
2009-11-22, 09:32 PM
Huh? You've gone through 2 encounters, unless my math is off...

Yukitsu
2009-11-22, 09:33 PM
Skeletons, wizard, two sets of dwarves at once.

Tavar
2009-11-22, 09:39 PM
Hmmm...guess I was forgetting something. Though I believe that you aren't calculating the dwarves correctly. So, what are you going to do?

Yukitsu
2009-11-22, 09:42 PM
Since I'll be killed off if I don't move, but am tapped on pretty much everything, I'll go to the door I've indicated, check it for traps on a take 20, and set up cover using the ladders, armour and rope. While I'm huddled behind it with my bow, I'll push the door in with the shovel, which I'll have propped up on the ladder using my foot, readied action, shoot someone.

The door I'm refering to is the one by the bent hall where I was fighting the dwarves.

And it's two CR 1/2 for a CR 1 encounter, so two CR 1 encounters.

Tanaric
2009-11-22, 09:44 PM
CR is irrelevant for the purposes of xp gain here. You get a flat amount whenever Tavar tells you you've finished an encounter.

Yukitsu
2009-11-22, 09:49 PM
I know, which is why I haven't been questioning the EXP. However, for resource expendature, I'm at the point where I'm expected to be in deep trouble, and as such, I'm pointing out that I'm in deep trouble.

Yukitsu
2009-11-22, 10:56 PM
You there? :smallconfused: I'm really hoping this next room is empty. :smalltongue:

Tavar
2009-11-22, 10:58 PM
Ah, missed that you were doing something.
Tapping on the door reveals nothing.
[roll0]
[roll1]

Yukitsu
2009-11-22, 10:59 PM
I kick hard enough that the door swings open. I'll keep the same readied action.

Tavar
2009-11-22, 11:03 PM
Okay.
Arrow attack vs your FF ac, likely misses.
[roll0]
[roll1]

You see a 20f(e/w) by 15 ft(n/s) room. 15ft in front of you is a humanoid, and right below him is another. In the center of the room is a fire. Spot check.
Ini[roll2]
[roll3]

Yukitsu
2009-11-22, 11:06 PM
readied action will be firing at the person who has not yet shot, because they should be flat footed.

attack
[roll0]
damage
[roll1]

Initiative
[roll2]

Spot check
[roll3]

Yukitsu
2009-11-22, 11:07 PM
I have higher dex, so I'll go first.

I move back and forth, aim at a guy that hasn't moved yet, and fire.

attack
[roll0]
damage
[roll1] And [roll2]

Tavar
2009-11-22, 11:08 PM
You miss. Also, you realize the one with the bow is an elf, and the one still sitting has long, pointed teeth behind it's veil. You're move.

Tavar
2009-11-22, 11:10 PM
The elf drops his bow and charges you.
[roll0]
[roll1]

The toothed one then stands, and casts a spell. Mist fills the area. Adjacent have concealment, more has total concealment.

Yukitsu
2009-11-22, 11:10 PM
I missed again, sorry about jumping the gun on that.

Tanaric
2009-11-22, 11:10 PM
For the record, Skirmish was errata'd so that it only triggers if you move ten feet away from your starting location. Moving back and forth doesn't trigger it.

Tavar
2009-11-22, 11:11 PM
No problem. Keeps things moving. You're move again, unless 15 beats your ac.

Yukitsu
2009-11-22, 11:11 PM
I have cover, and thus don't provoke.

I move back and forth, and fire an arrow at the elf from point blank range.

Attack
[roll0]
damage
[roll1] and [roll2]
Miss chance, if it applies to enemies directly adjascent. Low is a miss.
[roll3]

Tavar
2009-11-22, 11:13 PM
Miss. The Elf attacks again.
[roll0]
[roll1]


Also, make a will save.

Yukitsu
2009-11-22, 11:13 PM
For the record, Skirmish was errata'd so that it only triggers if you move ten feet away from your starting location. Moving back and forth doesn't trigger it.

Where is the errata for this? It is important to know, as that would slightly alter my actions prior.

I'll take your word for it, but am amending my barrier such that it's at an angle. I am therefore moving from one side of the door 10 feet to the other.

Tavar
2009-11-22, 11:14 PM
Forgot miss chance:[roll0]

Tavar
2009-11-22, 11:15 PM
Where is the errata for this? It is important to know, as that would slightly alter my actions prior.

I'll take your word for it, but am amending my barrier such that it's at an angle. I am therefore moving from one side of the door 10 feet to the other.

If you did that, you lose line of sight. The other option is to move backwards some number of feet.

Tanaric
2009-11-22, 11:16 PM
Complete Adventurer errata, first page.

Here's a quote, if you like:
The second sentence of the skirmish class feature should read as follows (new text indicated in red): She deals an extra 1d6 points of damage on all attacks she makes during any round in which she moves at least 10 feet away from where she was at the start of her turn. The extra damage applies only to attacks made after the scout has moved at least 10 feet. The skirmish ability cannot be used while mounted. This update should be made wherever the skirmish ability description is presented

Yukitsu
2009-11-22, 11:16 PM
[roll0]

Add 2 more for certain saves.

spellcraft
[roll1]

I'll move to the other side of the hallway and fire at the wizard if possible, and at the elf if not.

Attack
[roll2]
damage
[roll3] and [roll4]

Miss chance
[roll5]

Yukitsu
2009-11-22, 11:18 PM
If you did that, you lose line of sight. The other option is to move backwards some number of feet.

In theory, I can shoot around the corner at either square adjascent to the door using this method. I can't move backwards, because I'd lose cover.

Wow, this actually means I may need to use class retraining from PHBII when I next level.

Tavar
2009-11-22, 11:21 PM
There's only one square adjacent to the door, though. The hallway looks like this:
_ _|
_ _|

With the door at the lower right hand corner.

Yukitsu
2009-11-22, 11:24 PM
There's only one square adjacent to the door, though. The hallway looks like this:
_ _|
_ _|

With the door at the lower right hand corner.

It should look like this:

_] A]
_B /]

Moving from B to A using the rule that moving around corners counts as 10 feet, I can get to position A, use the wall for cover and fire into the room, but only at the elf that charged me.

This most recent round, I can move from A to B and fire at the caster.

Tavar
2009-11-22, 11:27 PM
Ah, well, you could if you could see him. Also, the elf goes into the hallway and attacks you again.
[roll0]
[roll1]

Might I ask, what's you're ac?

Tanaric
2009-11-22, 11:27 PM
Unless I've missed something here, no, you can't fire at the caster - at least, not without some good guesswork. You can't see him due to the mist.

Ninja'd. *slinks out to make plots for retribution*

Yukitsu
2009-11-22, 11:28 PM
Yes, I was unsure how the mist was set up, so if I can't then I'll shoot the elf.

In cover, it's AC of 20.

I get cover either from the wall or the barrier, but he didn't bull rush me, nor could he, if he wants to be in my square.

Tavar
2009-11-22, 11:32 PM
Well, you're not in cover now. The Elf 5ft stepped, so take 2 damage. The caster is in the doorway at the moment.

Edit. Ah, you set up some cover. Well, assuming it weights less than 300lbs, the elf pushes it back 5ft. He's now next to you, and the caster is in the doorway.

Also, will save vs dc 11 or dazed for one round. It's enchantment, mind effecting, and compultion.
You're move.

Yukitsu
2009-11-22, 11:35 PM
5 stepped where? You can't 5 step on barriers, and the only open spot is the other hall.

save
[roll0]

Fire back if I pass. Might as well use my cantrip. I have one left, as it was not used on the dwarves.

ranged touch
[roll1]
damage
[roll2]

He should also have cover against my shots, so his AC is 4 higher.

Tavar
2009-11-22, 11:37 PM
Just edited my post. He pushed that away, so I guess you take a 5ft step back before casting that? He's hit and dead. The Caster moves forward menacing you with his rapier, and casting a spell.
Will save vs dc 14.

Yukitsu
2009-11-22, 11:37 PM
If he pushed it back, don't apply the cover for him. I believe I hit and kill him.

Yukitsu
2009-11-22, 11:38 PM
save
[roll0] :smallfrown:

Spellcraft
[roll1]

It is disconcerting that his spell is 3 spell levels above his previous. Ah, silly me. Spell focus, in all odds.

Tavar
2009-11-22, 11:49 PM
My mistake, it's actually 13, and the one before was 12. In any case, you're unconcious, stunned and blinded for some time. Once you recover, you notice that all easily portable wealth is gone: you loose all gp and the diadem. You gain 75 xp, and the equipment of the elf: 1 longsword, one studded leather, one longbow, 20 arrows.

Yukitsu
2009-11-22, 11:51 PM
Spell slots back?

Tanaric
2009-11-22, 11:52 PM
You were knocked unconscious for less than a minute.

Yukitsu
2009-11-22, 11:53 PM
Huh. Thought I'd died or something odd.

Anyway, I get my bearings and will see if that door is still open etc. I'll keep an arrow at the ready. I am really hoping the blasted exit isn't past that caster.

Tavar
2009-11-23, 12:06 AM
The doors open, and there's nothing but a cheerfully blazing fire.

Yukitsu
2009-11-23, 12:08 AM
I'll search the room, taking 10 everywhere. All 20s.

Next, I'm going to backtrack the other rooms I've been to, peering into them to see if the monsters have respawned. While I'm at it, I may as well search them all in case I missed anything.

Tavar
2009-11-23, 12:10 AM
You're searching all the rooms you've been to fully?

Yukitsu
2009-11-23, 12:11 AM
I forgot to search them thoroughly, and if I walked past a hidden exit, I will be pissed. Why? Because Krusty wants out! to quote the Simpsons. I don't want to get into more fights, and need to rest.

I particularly need to know if enemies returned though.

Tavar
2009-11-23, 12:14 AM
No respawns, but you notice that in the rainbow room there are what appear to be 2 false walls.

Yukitsu
2009-11-23, 12:16 AM
I'll blockade the one in the left of the room and make a listen check through it.

listen
[roll0]

Edit: Actually, I'll just take 20 for a 26.

Tavar
2009-11-23, 12:17 AM
Nada. What do you do?

Yukitsu
2009-11-23, 12:19 AM
I hide behind the barrier of ladders and crap, prop my spade up on all the junk, and use my food to sharply prod the wall. I have a readied action to shoot with my bow.

Foot. I meant foot.

Apparantly, my adventurer needs snacks after this room.

Tavar
2009-11-23, 12:21 AM
The wall collapses, revealing a hallway that goes 20ft to the east, then turns south. There is also a skeleton.
[roll0]

Tavar
2009-11-23, 12:22 AM
I believe this means I go first. The Skeleton stays where it is.

Yukitsu
2009-11-23, 12:23 AM
Well, I can't kill a skeleton at all, so I'm going to flee. I get off my readied shot anyway.

attack
[roll0]
damage
[roll1]

Yukitsu
2009-11-23, 12:24 AM
initiatives
[roll0]

If he's still not moving, then I'll start working on the other wall.

Tanaric
2009-11-23, 12:26 AM
You actually wouldn't be able to have a readied action to shoot something that was caused by you pushing down the wall.


You can ready a standard action, a move action, or a free action. To do so, specify the action you will take and the conditions under which you will take it. Then, any time before your next action, you may take the readied action in response to that condition.

If you pushed down the wall first, it was initiative time. If not, you took an action after readying.

Not that it matters in this case, but still.

Tavar
2009-11-23, 12:27 AM
The other wall is 10ft to the south. What do you want to do?

Yukitsu
2009-11-23, 12:28 AM
Guess I'll have to use complicated rope and lever crap then. Didn't know for sure that kicking at a shovel was an action.

Yukitsu
2009-11-23, 12:29 AM
In case there is agressive undead, I'll prepare some oil from my now superfluous lamp into fire bombs. Then I'll move all that barrier crap to the south wall and then knock it down. I'll not have a readied action until I can think of something that will knock it down for me.

Tavar
2009-11-23, 12:30 AM
You see pretty much the same thing, except this time the hallway turns to the north.

Yukitsu
2009-11-23, 12:36 AM
This had better not take more than 5 shots.

I take that straw I found and lay it in the first of the entranceways along with the hafts of all those spears I found, and 50 arrows. I then light this all on fire. Using it to light my oil bombs, I will hurl a bottle of oil at the skeleton standing at the second entranceway while standing behind the barrier. I have 5 prepped bottles.

attack
[roll0]
damage
[roll1]
Prep failure%
[roll2]

It fails to light. The skeleton is covered in oil. There round.

I reaaaaallly need that exit soon. :smallfrown:

Also, I'm glad skeletons are immune to crits anyway, as that critical oil kind of ticks me off.

Tavar
2009-11-23, 01:44 AM
Realizing that it's under attack, it moves toward you and tries to slash at you.
Attack, includes cover.[roll0]
[roll1]

Tanaric
2009-11-23, 01:57 AM
Tavar:Shouldn't that be -3 (+1 -4) and a d8 damage die for the longspear?

Not that it matters at all with the natural 1.

Tavar
2009-11-23, 02:04 AM
I thought these were standard skeletons, which have scimitars. you're right about the attack bonus, though.

Yukitsu
2009-11-23, 11:10 AM
I'll trow another oil

attack
[roll0]
damage
[roll1]
failure% (the lazy way)
[roll2]

Yukitsu
2009-11-23, 11:12 AM
Do to Tanaric's ruling, the oil covering it ignites.

damage
[roll0]

I'm going to move back 30 feet. It can't charge or move and attack me due to the barrier, though it can double move up to my position.

Tavar
2009-11-23, 12:03 PM
It does so. Just to let you know, you are now flush against the rear wall. You can leave the room through the door, which is 20ft up.

Yukitsu
2009-11-23, 12:04 PM
Let's hope it burns to death. I mean deather?

From the hit
[roll0]
From the oil on it
[roll1]

Secondary fire damage should kill it.

Tavar
2009-11-23, 12:07 PM
Yep. Okay, it's dead.

Yukitsu
2009-11-23, 12:09 PM
I'll stand behind the fire, wait until a new round and throw a firebomb at the other skeleton.

attack
[roll0]
damage
[roll1]
failure%
[roll2]

That's a success. I'll move back to the other wall.

Tavar
2009-11-23, 12:24 PM
Stand behind what fire?

Yukitsu
2009-11-23, 12:26 PM
Post 197


This had better not take more than 5 shots.

I take that straw I found and lay it in the first of the entranceways along with the hafts of all those spears I found, and 50 arrows. I then light this all on fire. Using it to light my oil bombs, I will hurl a bottle of oil at the skeleton standing at the second entranceway while standing behind the barrier. I have 5 prepped bottles.


I lit it in the first wall breach I made.

Also, I'm glad this forum tells people when the last edit was made.

Tavar
2009-11-23, 12:28 PM
Ah, okay. It hits. The skeleton attempts to move to you, but the fire prevents if from getting close enough to hit.

Yukitsu
2009-11-23, 12:31 PM
Secondary damage
[roll0]

It may try to go through the fire, as it's unintelligent, but I'm not sure.

Well, that's a kill anyway.

Tavar
2009-11-23, 12:35 PM
Yep, it's dead. Good job. You get 150 xp.

Yukitsu
2009-11-23, 12:37 PM
I'll check around for traps, treasure, and hopefully an exit. What were they wielding?

Tavar
2009-11-23, 12:37 PM
Each had a scimitar. Going back, you find a treasure chest.

Yukitsu
2009-11-23, 12:39 PM
Take 20 on traps for a 30. If I don't find any, I'll open it up.

Tavar
2009-11-23, 12:42 PM
You get 1 potion of lesser restoration, and 2 potions of cure light wounds.

Yukitsu
2009-11-23, 12:43 PM
I'll drink a cure potion.

[roll0]

After that, I will head back to where I found the dwarves, and continue down the hall past them.

Tavar
2009-11-23, 01:10 PM
You turn north for 20ft, then east for 30. Now, you have a choice: there's a door directly to your south, or you can continue down the hallway, turning north again in 10ft.

Yukitsu
2009-11-23, 01:12 PM
With my current pattern, I will head northwards.

Yukitsu
2009-11-23, 01:55 PM
I should probably note that I'm still searching (hitting 20) and that I'm still making my map.

Tavar
2009-11-23, 03:02 PM
You realize that to continue this way will leave this floor, going to the magic item shop. Note that while you can enter and leave as much as you want, once you leave and take a days rest you will be unable to return to this floor, and will then go to the second floor.

Yukitsu
2009-11-23, 03:15 PM
I'll sell my random junk:

Longsword, longbow, studded leather, small wooden shield: 64 GP selling price
scimitar x2 15
4 shortbows 60
4 scalemail 100
4 dwarven waraxes, 60 4 heavy steel shields 40

I have a total of 339 GP. I will buy 3 potions of vigor.

I'm going to go back to that room I bypassed, set up the barricade and so forth, and flip the door open.

Yukitsu
2009-11-23, 04:13 PM
*Bump*

I know you're out there DM. :smalltongue:

Tavar
2009-11-23, 04:16 PM
Sorry, missed your update.

You open the door to a 20ft n-s by 30ft e-w room. In the lower west corner, there is an elaborate, jeweled chest.

Yukitsu
2009-11-23, 04:22 PM
Huh, no enemies for once. I'll take 20 searching my way up to the chest.

Tavar
2009-11-23, 04:25 PM
At each step of the way, you find a tripwire. In fact, all the squares seem to have tripwires on them. You reach the chest, and for once find no tripwires or traps.

Yukitsu
2009-11-23, 04:28 PM
I'll take 20 searching the chest, and if it's not trapped, open it.

Tavar
2009-11-23, 04:30 PM
No traps, but as soon as you touch it, it vanishes with an audible pop.

Yukitsu
2009-11-23, 04:32 PM
:smallfrown:

I'll continue to search around the room, in case there's collapsable walls again or something.

Tavar
2009-11-23, 04:36 PM
You search all the squares, finding a tripwire in each of them, except the lower right hand corner. There, you find what appears to be an invisible, chest like object, under some form of invisibility.

Yukitsu
2009-11-23, 04:37 PM
:smallconfused:

Well OK, I'll go with that. I take 20 searching it for traps, and if I can, I'll open it.

Tavar
2009-11-23, 04:43 PM
It contains 60 pp, 37gp, a Darkwood Buckler(205), a masterwork morningstar( 308), and a potion of enlarge person(250)

Yukitsu
2009-11-23, 04:46 PM
Wow, I take it and leave. :smalleek:

Also, since I expected one more fight, I will go north at the 4 way stop, and see what's up there.

Tavar
2009-11-23, 04:50 PM
You go north for 30ft, then east for 30ft. The hallway then turns south, but the wall at the turn doesn't look right.

Yukitsu
2009-11-23, 04:51 PM
I'll set up my barrier there, listen carefully (listen 26 on a take 20) and then knock it over.

Tavar
2009-11-23, 05:00 PM
Roll initiative:[roll0]

Yukitsu
2009-11-23, 05:01 PM
[roll0]

What did I hear, if anything?

Tavar
2009-11-23, 05:07 PM
You hear a vague scuttling noise, though you're not sure what it is. When you knock the door down, however, it becomes easily apparent: a swarm of spiders. Sensing that the wall is down, it attacks.
You may make a AOO if you have a non-ranged weapon.
[roll0]
Fort save dc 11 or 1d3 str damage.

Yukitsu
2009-11-23, 05:08 PM
I don't.

Save
[roll0]

My action is to flee in terror from the blighters. I'll move 60 away.

Tavar
2009-11-23, 05:11 PM
They move 40 ft in the direction that you went.

Yukitsu
2009-11-23, 05:15 PM
They should be in line of sight. I throw an oil bomb at them, and continue fleeing 30 more feet.

attack
[roll0]
damage
[roll1]
failure%
[roll2]

Damage is 1.5ed if this works.

Nope. Major fail.

Yukitsu
2009-11-23, 05:23 PM
I can basically imagine where this sort of situation is heading, so let's speed it up a touch.

I'm going to double move next round after they pursue me. I throw another firebomb, then move away again the turn after that. I am moving towards that looped area, where I will run in a circle, then head back to the magic mart for oil.

attack
[roll0]
damage
[roll1]
Failure%
[roll2]

More major fail.

Tavar
2009-11-23, 05:35 PM
Tanaric:
Are PC's allowed to hide in the itemshop?

Yukitsu
2009-11-23, 05:37 PM
Tanaric:
Are PC's allowed to hide in the itemshop?

Don't plan on hiding. More like: "Dude, I need some alchemists fire, like yesterday! Hurry it up, they're coming!"

Woops, ****, I missed the name tag.

Tanaric
2009-11-23, 05:39 PM
The hall that the vending machines are in is part of the dungeon floor. So no.

Mindless vermin shouldn't be too hard to shake, though.

Tavar
2009-11-23, 05:44 PM
Yeah. As long as you can get more than 80ft away and loose line of sight, they'll be unable to follow. The problem is I'm not sure that you're going to be able to do it before you enter the shop.

Yukitsu
2009-11-23, 05:47 PM
I buy 6 alchemists fires, and will try to hunt down the little blighters. First, another cure light potion, and another save vs. poison.

save
[roll0]
damage
[roll1]

Potion
[roll2]

I'll head back to the room they came from, walking 30 then readying an action to throw a bottle at them.

I'm down to 7 strength.

Tavar
2009-11-23, 05:48 PM
You find them at the intersection. Oh, and remember the range increment.

Yukitsu
2009-11-23, 05:50 PM
I believe I'm at -4, correct?

attack
[roll0]
damage
[roll1]

Edit: forgot, I came from the north. That's an 11.

Tavar
2009-11-23, 06:03 PM
You miss, and the creatures surge towards you. reaching your position. Make a fort vs dc 11 or be nauseated.

Yukitsu
2009-11-23, 06:04 PM
Save
[roll0]

I'm nauseated. I'll move 30 feet downwards.