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Tanaric
2009-11-23, 11:59 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|||M|||||
5||||||||
6||||||||
7||||||||[/table]

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

DM notes:6, 3, 19

Thefurmonger
2009-11-24, 12:09 PM
With my 10' pole in hand I search the door at B1 Taking 20 for a 24.

if I dont find anything i open the door.

Thefurmonger
2009-11-24, 12:14 PM
Its worth pointing out that I am going by darkvision here.

*Edit* Also a reminder that I have constant see Invisable up from the DFA Invocation.

Thefurmonger
2009-11-24, 12:55 PM
Now that I think about it, all buffs must be done IN the dungeon. so I will take a action to activate See the Unseen before leaving the room.

Tanaric
2009-11-24, 01:01 PM
You don't see anything on the door.

That changes as soon as you try to open it, however.

As you lay your hand on the door, several hundred lines of crackling blue energy appear, surrounding the door and much of the adjacent wall in a spiderweb pattern. The energy leaps from the door to your hand, giving you quite a shock.

The previously hidden copper wires are now visible as thin black marks on the door, which they have charred quite thoroughly.

You take 1 point of electric damage.

Thefurmonger
2009-11-24, 01:03 PM
hrm, ok activate See the unseen, then use Charnal touch to heal the 1 pt. after that I open the door and step into a brave new world.

Thefurmonger
2009-11-24, 01:04 PM
BTW what is the door made of and how thick is it, also sliding or swinging?

Tanaric
2009-11-24, 01:05 PM
Metal, several inches thick, sliding, well fitted tracks, no handles. Unless otherwise noted, all doors will be of this make.

Thefurmonger
2009-11-24, 01:07 PM
Kk, then i step out into the hall

Tanaric
2009-11-24, 01:52 PM
The hall runs north for twenty feet before turning west. There is a door on the east face of the bend.

Thefurmonger
2009-11-24, 01:56 PM
Kk I will be sliding my 10' Pole along the ground in front of me, IF I can do it I would also like to exert pressure on each bit of floor from 10' away, if not then make it 5' away.

Provided I dont find anything i will walk to the bend, look down the west hall and then take 20 searching the door to the east at the bend.

Tanaric
2009-11-24, 02:50 PM
You find a tripwire five feet north of the door. You can step over it easily now that you've found it.

Thefurmonger
2009-11-24, 02:59 PM
I will do so, and step over any others i find along the way.

I continue with my previously posted actions

Thefurmonger
2009-11-24, 04:13 PM
BTW, I know it sounds like a blatent suck up but I wanted to thank you Tanaric for all the work you put into this, It's really appreciated.

Tanaric
2009-11-24, 05:32 PM
The hall continues west for ten feet before turning north. You don't find anything special on the door.

Thefurmonger
2009-11-24, 06:52 PM
Listen at the door [roll0]

If I dont hear anything..... Screw it, even if i do hear something I open the door.


Init if needed [roll1]

Tanaric
2009-11-25, 11:48 AM
Spot check.

Thefurmonger
2009-11-25, 11:49 AM
[roll0]

And more typing so its long enough......

Tanaric
2009-11-25, 02:05 PM
Opening the door reveals the following room:{table]|A_|B_
1|1|
2||2
3||[/table]

There is a door at A-3, west side, which you are just outside of.

Two humanoid creatures are inside the room. At first glance, both appear human. However, you realize that human 1 is actually an elf. A headband is wrapped around his ears, concealing his most distinguishing racial trait, but his delicate features give away his origins. He is wearing leather armor studded with metal, and is carrying a longsword and a buckler, with a longbow across his back. He smiles at you, as though at an inside joke.

Human 2 seems to be only a very attractive human, until you realize that you can see a row of needlelike teeth through the veil across his mouth. He too is wearing studded leather armor, and is carrying a rapier loosely in one hand, with a light crossbow hanging from his belt. He smiles too, a chilling expression that never reaches his eyes.

Initiative: [roll0] [roll1]

The one with the teeth murmurs a few words, and mist fills the room, obscuring all sight beyond five feet away. Spot checks every round you're in the mist.

Thefurmonger
2009-11-25, 03:00 PM
5' step to A3

Maximised DFA Breath (Cone 15') I should be able to hit the squares both were in when I first saw them.

Damage 6 Fire. Save DC 16 for half.

Spot [roll0]

End Turn

Thefurmonger
2009-11-25, 03:02 PM
Also I can now not use my DFA Breath for 4 rounds

Tanaric
2009-11-25, 04:30 PM
[roll0] [roll1] Whitetext.

You burn away the mist, revealing an unconscious and scorched elf, and a less scorched Mr. Toothy. Mr. Toothy steps back, and waves of flashing color wash over you. Will save.

Thefurmonger
2009-11-25, 04:34 PM
[roll0]

Please, o please, o please work......

Thefurmonger
2009-11-25, 04:36 PM
CRAP!!!!! Not one roll over a damn 6......

*Edit* who would have thought Mr. Toothey had more hp then the elf

Tanaric
2009-11-25, 04:36 PM
You're unconscious for a while.

When you wake up, you find that all of your coinage and easily identifiable valuables are gone. There's no sign of Mr. Toothy.

50 xp for the elf.

Thefurmonger
2009-11-25, 04:40 PM
Ok so did he take my sunrods or grappel hook?

Either way I curse users of colorspray everywhere and follow the hall to the north doing the same search as before

Any trip wires i find i will step over.

i follow the hall till a fork or a door.

Also is there any loot on the elf?

Thefurmonger
2009-11-25, 04:47 PM
Testing Sig for Status.

*Edit* Woot!

Tanaric
2009-11-25, 04:59 PM
Your sunrods and grappling hook are safe. The elf has his studded leather, longbow, longsword and twenty arrows. His coinpurse is empty.

Thefurmonger
2009-11-25, 05:00 PM
K i take the longbow and arrows, then continue on my way

Thefurmonger
2009-11-25, 06:52 PM
On second thought I take the longsword as well if he had a sheath. if not i leave it.

Tanaric
2009-11-25, 07:55 PM
There's no such thing as a normal sheath in D&D as far as I know. I seem to recall a magical item sheath that cast keen edge on a sword stored in it, though.

The hall continues west for ten feet, then north for fifty before turning east and running out of sight.

Thefurmonger
2009-11-25, 08:44 PM
follow it east in the same manner as before till it splits or i find a door.

Ok, I figured in order to stow it without cutting the crap out of myself i would need a sheath. if not then ill take it with me.

Tanaric
2009-11-29, 04:07 PM
The hall continues east for seventy feet before turning south. It goes south for ten feet before turning west. You're faced with a decision at this point. The hall continues west for twenty feet before splitting south, or else continues another twenty feet before turning south.

Thefurmonger
2009-11-29, 04:51 PM
Welcome back Hope you had a good Holiday.

I'll take the Second hall to the south.

Tanaric
2009-11-30, 01:12 AM
As you pass the first split, you see that it continues south for ten feet before turning east. At the bend, you see that the hall continues south for thirty feet before ending in a blank wall.

Thefurmonger
2009-11-30, 01:42 AM
I'll go to the dead end and In addition to my normal search routine I will also be Searching the walls for this streach on hall only.

Take 10 on the walls up to the end, Search 14

Then on the last 10 of hall (Last 2 squares) I'll take 20 on each, Search 24

Tanaric
2009-11-30, 02:12 PM
The walls seem completely normal to you.

Thefurmonger
2009-11-30, 02:29 PM
Ok, not that I think it matters but remember I can see invisiable stuff :)

Anyway I go back to the previous hall that went south then east, same procedure as before.

Tanaric
2009-11-30, 03:26 PM
It goes south for ten feet, then east for twenty, then south beyond sight. After forty feet, it splits west.

Thefurmonger
2009-11-30, 03:56 PM
I take the western split while softly humming to myself, same search as before.

Thefurmonger
2009-11-30, 03:57 PM
Also can I grab a map please? so I can make sure my mapping is lineing up to your story telling.

Tanaric
2009-12-01, 06:39 PM
I can't give you a map currently, since photoshop refuses to open on my computer right now. I'll get one when I'm able, though.

At the split, you see that the hall continues south for another thirty feet before turning west, or else runs west for twenty feet before turning north.

Thefurmonger
2009-12-01, 07:37 PM
West then North it is.

Same search as before.

Tanaric
2009-12-02, 01:30 PM
The hall goes north for twenty feet, then east for ten feet, then north for ten feet, then west for twenty feet before you have another decision. The hall runs south for fifty feet before turning west, or else splits west after forty feet.

Thefurmonger
2009-12-02, 01:33 PM
Ill take the split west after 40 feet.

Same search as before.

Tanaric
2009-12-03, 12:06 PM
The hall goes west for ten feet before turning south, where it runs for ten feet before turning east.

Thefurmonger
2009-12-03, 12:38 PM
If im right, then that hall just matched up with the long southward hall making a small circle......

Well poop.

Ok I head back to the hall that ran quite a bit south before turning west.

Should be the southernmost hall i have seen.

once there I head west in search of adventure.

Same search as before.

Tanaric
2009-12-04, 12:04 PM
The hall continues south another thirty feet from the split you just explored before turning west. It continues west for forty feet before turning south. It runs south for twenty feet before turning east. There is a door on the west side of the hall after fifteen feet, and another on the south face of the bend.

Thefurmonger
2009-12-04, 12:08 PM
Well if im right the West facing door goes to my starting room. i will take 20 on searching the door to the south at the bend for a 26

I will also Listen [roll0]

If I dont find/hear anything I open the door.

Thefurmonger
2009-12-04, 12:09 PM
man i'm glad I rarley need to roll in combat.........

Tanaric
2009-12-04, 03:07 PM
No traps.

Opening the door reveals the following room:{table]|A_|B_|C_|D_|E_|F_
1||||||
2||||||
3||||||K[/table]

There is a door at E-1, which you are just outside of, and another at D-3.

There is a kobold in the lower right corner of the room, wearing studded leather armor and holding a pair of kamas, with a buckler strapped to one arm and a shortsword hanging at its belt.

Roll initiative. [roll0]

Thefurmonger
2009-12-04, 03:52 PM
[roll0]
Please please please.

Thefurmonger
2009-12-04, 03:53 PM
Typical really.......

Tanaric
2009-12-04, 08:35 PM
The kobold moves up into the doorway (E-1), shadows twisting about him as he goes, obscuring his form. (20% concealment)

A small fire elemental winks in and out of existence behind you, just long enough to distract you while he attacks.

[roll0] vs flatfooted AC for [roll1] + [roll2]

If it hits, make a will save.

Thefurmonger
2009-12-05, 10:40 PM
Woot!!!! thank god he missed.

Ok I breathe a 15' Cone of Fire useing Entangling Exhalation,
[roll0] Ref DC 16 for half

If he takes ANY damage from it he is Entangled for [roll1] rounds. and will take a d6 more each of my turns for the duration.

More to come after the save.

Thefurmonger
2009-12-05, 10:41 PM
Really its almost funny after a while...

Tanaric
2009-12-06, 10:01 PM
The save is irrelevant, since he'll take 1 damage regardless.

You said you had more of your turn left?

Thefurmonger
2009-12-07, 02:20 AM
I wasnt sure if he had Evasion or some other way not to take it.

I move back down the hall i just came from. with 30' I should be able to make it just around the bend to the east.

Done.

Tanaric
2009-12-07, 09:03 PM
You hear the door slide shut.

Thefurmonger
2009-12-07, 09:29 PM
Ok I wait a round for him to take another [roll0] Then go back to the door and wait 10 rounds. God I hope his ready action is gone, I open the door.

If needed Init [roll1]

Tanaric
2009-12-08, 06:59 PM
You get smacked by a readied action when you open the door.

[roll0] vs flatfooted for [roll1] + [roll2]

If it hits, make a will save.

Thefurmonger
2009-12-08, 08:08 PM
Flat Footed?

Will Save [roll0]

Thefurmonger
2009-12-08, 09:17 PM
Not the Flat Footed matters anyway, 18 nails me regardless.

Tanaric
2009-12-09, 07:46 PM
Nothing happens except the damage. You're up.

Thefurmonger
2009-12-09, 09:23 PM
Entangling Exhalation Racial (Cold) [roll0] DC 16
Lasts [roll1] rounds.

He takes 1d6 per round.

I move back 20' down the hall

Tanaric
2009-12-10, 09:52 PM
He falls over onto the floor, unconscious, before you move.

Assuming you kill him in some new and amusing manner, or even the same one that knocked him out, that's 150 xp, the listed gear, and 55 gp.

Thefurmonger
2009-12-10, 09:57 PM
Woot!! CDG it is. and take his buckler and the gold.

I use charnal touch till im full.

I go north to the west door that i think leads back to the main room, set off the trap and open the door.

if it is the the main room I heal the 1 pt from the trap and go to the door all the way to the west.

touch the door, heal the 1 pt and open the door.

Tanaric
2009-12-12, 01:28 PM
Correct on all counts.

Opening the second western 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.

Thefurmonger
2009-12-12, 01:42 PM
Ill take 20 searching the dead end to the North for a total of 24

If I dont find anything I continue to the south and then east, same search as before.

*Edit* I cant tell you how glad I am to be done with that damn Kobald. that was the encounter I was dreading the most on lvl 1.

Tanaric
2009-12-13, 09:52 PM
The wall seems normal from a visual inspection. You find a tripwire five feet to the south of the door.

Do you want to continue on?

Thefurmonger
2009-12-13, 10:03 PM
Oh hell yes, step over it and any others I find on the way.

To make it go easier

I will turn LEFT any time I have the chance, Ill stop for any doors.

Tanaric
2009-12-14, 04:18 PM
You go south, then east for twenty feet, then north for twenty feet before your next choice.

The hall continues to the east for fifty feet before turning south. After five feet, there is a door on the north side of the hall.

Thefurmonger
2009-12-14, 05:37 PM
Alright, 2 things.

1. I am totally lost, No biggie, but when photoshop lets you I really could use a map.

2. Caution? who needs it? I open the door as I dont have trap finding anyway.

Init if needed. [roll0]

Tanaric
2009-12-15, 06:37 PM
It opens into the south side of the room that had the kobold of doom.

Thefurmonger
2009-12-15, 06:43 PM
heh, right, I had not noticed that that room had 2 doors........ wow Im an idiot...

Ok first I go back to the last deadend I came to right out the West door of the main room and take 20 for a 24 doing a full search of the area, I poke the walls and stuff.

If I am still just crazy and simply wasted 2 minutes poking a wall to no avail then i go back to the hall I was just in and continue East and then South (and anywhere else it leads) Till I find a Door. I go LEFT at any splits I come to

Tanaric
2009-12-17, 11:24 PM
You give the blank wall a thorough poking, but nothing happens.

You continue east from the door to the kobold's room for forty-five feet, then south for twenty feet, then east for twenty feet before faced with a decision your instructions did not provide an answer to.

Ahead of you, the hall goes north beyond sight. After twenty feet, it splits east.

Thefurmonger
2009-12-18, 01:55 AM
North it is.