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Tanaric
2009-11-23, 11:50 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 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, three torches are already lit, one hanging by each of the doors presumably leading out of the room.

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

There is a door at B-1, another at A-5, and a third at E-7.

DM notes:6, 1, 12

memnarch
2009-11-24, 12:45 AM
First things first. I take out a piece of chalk and take the time to create a seal to call and bind Amon to myself. [roll0] DC 20 to not have him influence me. (like I'm going to try and talk with enemies now)

Grow ram horns from head.
Gain Darkvision 60ft.
Gain Fire Breath; 10ft line of fire, 1d6 damage reflex half
Ram Attack; ram horn natural attack, 1d6 damage, charge for extra 1d8.

I take out the the 10ft pole and use the same method for trap checking as the last attempt with you to move toward the door at A5.


End of the pole rests on the ground about 9 feet out ahead and is slowly pushed forward and held so that I notice if it meets resistance from a tripwire.
If no wire is found, then I'll push down as hard as I can in that same square with the pole to check for a pressure plate.
Repeat method for moving until destination is reached.

Five feet from the door I'll poke it with my 10ft pole.

Tanaric
2009-11-24, 10:46 AM
Poking the door causes it to release a flare of brilliant blue energy, which disperses harmlessly into the air.

memnarch
2009-11-24, 02:27 PM
I then open the door.

Tanaric
2009-11-24, 04:12 PM
Opening the door reveals a hall running to the north and south.

To the north, it runs for five feet before ending in a blank wall. To the south, it runs for fifty-five feet before turning east.

memnarch
2009-11-24, 04:23 PM
I'll trap test the floor in the same fashion to the north, then poke the blank wall from in the doorway.

Tanaric
2009-11-24, 04:27 PM
No traps detected to the north, and the wall seems solid.

memnarch
2009-11-24, 04:33 PM
I take the barrel from the mule and roll it towards that wall.

Tanaric
2009-11-24, 06:33 PM
It hits the wall.

memnarch
2009-11-24, 07:06 PM
*sigh*

I go and retrieve the barrel and then go, trap checking as I go, towards the intersection where it turns east.

Tanaric
2009-11-25, 11:52 AM
You find a tripwire five feet to the south of the door. If this is going to be the standard movement pattern, I'm just going to forgo mention of tripwires, as constantly referencing a map is a pain.

At the bend, the hall goes east for twenty feet before turning north. It then goes north for twenty feet before turning east. You can barely make out that there is a door on the north side of the second east-running hall.

memnarch
2009-11-25, 01:11 PM
Going to be using the same method everywhere yes.

I'll go the the door you say I can barely make out. I then carefully prod it with the 10 ft pole.

Tanaric
2009-11-29, 04:05 PM
Nothing happens. From your new position you see that the hall continues east for another forty-five feet from the door before turning south.

memnarch
2009-11-29, 05:49 PM
I move down the hallway to the end. (remember, always checking for traps as I go)

Tanaric
2009-11-30, 01:25 AM
It goes south for twenty feet before turning east.

memnarch
2009-11-30, 01:38 AM
Continues on down the single path hallway. (Elf, so auto-search if passing a hidden door. +3 modifier)

Tanaric
2009-11-30, 01:58 PM
[roll0] [roll1] [roll2] [roll3] [roll4] [roll5]

Tanaric
2009-11-30, 02:01 PM
It continues east for twenty feet before turning north. It continues north out of sight, or splits east after twenty feet.

memnarch
2009-11-30, 02:16 PM
I'll take the route east.

Tanaric
2009-11-30, 03:09 PM
It goes east for ten feet before turning north. There is a door on the east face of the bend.

memnarch
2009-11-30, 03:18 PM
I go to the door and poke it with the 10 ft pole.

Tanaric
2009-11-30, 07:28 PM
Nothing happens. Assuming you open the door:Opening the door reveals the following room:{table]|A_|B_|C_|D_|E_
1|||||
2|||||
3|||A||
4|||||
5|||||[/table]

There is a door at A-1, west side, which you are just outside of, and another at E-1, east side.

There is a suit of banded mail propped up in the center of the room, a longsword held in its rusted gauntlets.

memnarch
2009-11-30, 07:43 PM
Nothing would mean I'd try to open the door silently.

I take the barrel of the mule and throw/roll it at the armor.

Tanaric
2009-12-01, 07:15 PM
Well, are you rolling it or throwing it?

memnarch
2009-12-01, 07:24 PM
Roll I guess. :P

I don't think it matters that much though...

Tanaric
2009-12-02, 12:56 PM
It makes a difference.

The floor in B-2 falls out under the weight of the barrel.

memnarch
2009-12-02, 01:38 PM
Oh. Right. There are pit falls. :smallredface:


I'll go over and look down the pit on the same path that the barrel took. What's down there and how far down is it?

Tanaric
2009-12-02, 01:39 PM
Your barrel is down there at the bottom of a 20 ft drop. Nothing else.

memnarch
2009-12-02, 01:49 PM
I'll use a 10 ft pole to push hard on the tiles around me to check for more traps.

Tanaric
2009-12-02, 01:53 PM
The floor in B-1 and A-2 falls out.

memnarch
2009-12-02, 02:08 PM
O_O

I'll test A3, B3, C1, and C2 as well. Then I'll look down the holes to see if they are connected.

Tanaric
2009-12-03, 12:08 PM
A-3 falls out, B-3 falls out, C-1 seems solid, C-2 falls out.

There seems to be very thin walls between each of the pits.

memnarch
2009-12-03, 03:56 PM
Good grief.


I'll take out my rope+grappling hook and take 20 to attach it to the armor and pull it back over the hole with the barrel at the bottom.

Tanaric
2009-12-04, 01:39 PM
'kay. You do so. What next?

memnarch
2009-12-04, 02:11 PM
I'll try to do the same with the barrel at the bottom of the hole, after taking 20 to tie on the extra rope to make it long enough. Put the armor and barrel on the mule, then go back into the hallway and go north.

Tanaric
2009-12-04, 08:55 PM
The hall continues north for ten feet, then east for thirty feet before turning south. It runs south for twenty feet before turning east. There is a door on the west side of the hall, ten feet down.

memnarch
2009-12-04, 10:37 PM
I'll poke the door with the ten foot pole 5ft away.

memnarch
2009-12-06, 06:31 PM
What happens?

Tanaric
2009-12-06, 06:34 PM
I'll tell you as soon as I get back to the computer with my notes on it. :smalltongue:

memnarch
2009-12-06, 06:35 PM
Ah, understandable.

Tanaric
2009-12-06, 10:04 PM
Thunk.

It sounds like a door and it feels like a door. Nothing else.

memnarch
2009-12-06, 10:07 PM
Nothing for it; I'll try to quietly open the door. [roll0]

Edit; also, how much of a crack would I need to summon a swarm (the invocation) into another room?

Tanaric
2009-12-06, 10:14 PM
The door opens into the east side of the room you just left.

Opening a door is an either/or thing, by my understanding. Either it's in your way, blocking LoS/LoE (closed) or you took a move action to manipulate it (open).

memnarch
2009-12-06, 10:23 PM
Here again? :P


Ok, I'll keep going down the hallway then. (south)

I was wondering if I could partly open a door to either invoke summon swarm through the door or see if there is anything with the limited view I'd get. Probably too complex.

memnarch
2009-12-06, 10:55 PM
Just made a map; this correct? Green dot is me.
http://i46.tinypic.com/oh1jes.png

Tanaric
2009-12-06, 11:08 PM
Um, not quite. Close though.

http://img11.imageshack.us/img11/8469/memnarch.jpg

memnarch
2009-12-08, 01:22 AM
I'll go to the end of the hallway, then take a right (head south).

Tanaric
2009-12-08, 07:23 PM
As you pass the first split, you see that it goes south for ten feet before turning east. At the T split, you see that it continues south for ten feet before turning west, or else continues north beyond sight, splitting west after forty feet.

Does that change anything?

memnarch
2009-12-08, 07:27 PM
Nope. I'll go south and if goes west for 10 feet without doing anything else, then I'll turn around and go north to the new intersection when it splits west.

Tanaric
2009-12-09, 07:43 PM
When you step on the corner of the bend, two things happen. The first is that you see that it continues west for ten feet before turning north. The second, and perhaps more important, is that three darts shoot out of the wall near your head.

[roll0] vs flatfooted for [roll1]
[roll2] vs flatfooted for [roll3]
[roll4] vs flatfooted for [roll5]

memnarch
2009-12-09, 08:05 PM
The trapfinding with the 10ft pole didn't catch what set it off? Or was it the trapfinding method that set it off?

Either way, I look at the darts annoyed and pull them out. DR3/cold iron.


North to the new intersection when it splits west.

Tanaric
2009-12-10, 09:46 PM
At the split, the hall goes west for fifteen feet before ending in a door, or else goes north beyond sight, splitting west after forty feet.

memnarch
2009-12-11, 02:50 AM
I'll go to west to the door and tap on it with the 10ft pole.

Tanaric
2009-12-12, 01:39 PM
Nothing happens. Do you want to open it?

memnarch
2009-12-12, 02:21 PM
I'll open the door and invoke summon swarm on the opposite wall from the door, creating bats (http://www.dandwiki.com/wiki/SRD:Bat_Swarm) if I can before rolling Init.

If they go after me instead of any living enemies in the room, I stop concentrating on them and they stop existing.


If init has to be rolled first, then [roll0] and then summon swarm in the same area as the closest creature, covering more than one if possible (space is 10ft).

Tanaric
2009-12-14, 01:28 AM
Opening the door reveals the following room:{table]|A_|B_|C_|D_|E_|F_|G_
1|s||||||
2|||||||
3||||x|||
4|||||||
5|||||||
6||v|v|v|||
[/table]

There is a door at G-4, which you are just outside of, another at C-1, and another at G-1, north side.

There is a chest in the middle of the floor, a statue in the far corner, and a row of vases on stands along the southern wall.

memnarch
2009-12-14, 02:02 AM
OOC:Ah, here.


I'll place my barrel on the ground in G4 while I'm in the hallway.

Then I'll invoke Summon Swarm (spiders) in a-b*5-6 (standard) and roll the barrel at the chest by giving it a good push. (move)

Tanaric
2009-12-14, 04:20 PM
Mkay. It hits the chest. What next?

memnarch
2009-12-14, 06:53 PM
Hm, so much for trying to trigger it that way.

Cease concentration on the swarm. Test for traps in G4. Move into that square. take 20 to try and hook the Grapple_Hook+20ft_Rope to the chest.

Reinvoke the same swarm (bats) in the same spot, then pull the chest towards my square.


edit; how much/what kind of armor from the pit room is it?

Tanaric
2009-12-15, 07:18 PM
Oh, sorry. I thought I specified. Banded mail.

Does that change anything?

memnarch
2009-12-15, 07:54 PM
Nope; needed it for loot record keeping.

Tanaric
2009-12-16, 03:30 PM
As soon as you pull on the chest, you hear a series of three quick thuds, and the vases tip forward, shattering. Each one releases a small snake into the square in front of its original location.

Roll initiative.

[roll0]
[roll1]
[roll2]

memnarch
2009-12-16, 04:49 PM
[roll0]


Edit; Well, when it gets to my turn, free action to drop the rope, Concentrate on maintaining the swarm (which should move to try to damage/eat the snakes and me), 5ft step out into the hallway, then move action to shut the door.

Continue concentration on the swarm for 6 rounds.

Then open the door. (round 7 of combat)


I've got DR 3/cold iron, so I'm pretty sure I'm safe from the snake's poisonous attack. (tiny viper I'm pretty sure).



Sorry about the info dense post; I'm trying to make the most of the 1update/day.

Tanaric
2009-12-17, 11:52 PM
The snakes will be unable to damage you before you move out, nor can they harm the swarm. To not drag it out, you kill them. 150 xp.

memnarch
2009-12-18, 01:07 AM
Cool. I'll reopen the door, check for traps over to the statue, and prod it from 10ft away.