PDA

View Full Version : Neverending Dungeon - Daibhid



Tanaric
2009-11-24, 12:10 AM
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, two torches are already lit, one hanging by each of the doors presumably leading out of the room.

Map:{table]|A_|B_|C_|D_|E_|F_|G_
1||||||||
2||||||||
3||||||||
4|||D|||||
5||||||||
6||||||||[/table]

There is a door at G-3, and another at F-6.

DM notes:3, 3, 6

pirateking89
2009-11-24, 12:37 AM
Daibhid examines each of the doors and the room in general very carefully.
Search Door G [roll0]
Search Door F [roll1]
Search room [roll2]

Character sheet posted for easy access

http://www.myth-weavers.com/sheetview.php?sheetid=166056

Tanaric
2009-11-24, 12:55 AM
You don't notice anything odd about the doors. The wall at F-1 looks a bit odd to you.

pirateking89
2009-11-24, 01:07 AM
Daibhid first spends some time examining the wall where he believed something was off.
(Take 20 search for total of 27)

After that, he prods each of the doors with his collapsible pole, hoping to coerce them into opening.

Tanaric
2009-11-24, 01:15 AM
The wall still looks off to you, as though the stonework isn't very stable.

Both doors release flashes of bright blue light as the electrical traps on them are discharged by your poking.

pirateking89
2009-11-24, 01:18 AM
Surprised at the success of his first experiments, Daibhid tries to shove at the weak spot with his pole.

Strength check
[roll0]

Tanaric
2009-11-24, 01:22 AM
It crumbles at your touch, revealing a hall that runs to the north for twenty feet before turning east.

pirateking89
2009-11-24, 01:31 AM
Using one of his pouches of flour, Daibhid douses both of the torches, letting the dungeon fall into a deep gloom and letting his (90 ft.) darkvision take over.

With that done, he collapses and puts his pole into his belt, then draws his axe and starts off down the corridor, scanning constantly for traps.

Search Checks:
[roll0]
[roll1]
[roll2]
[roll3]
[roll4]

Listen Check:
[roll5]

Tanaric
2009-11-24, 12:40 PM
At the bend, the hall continues to the east for thirty feet before turning north. After ten feet, it splits south. After twenty feet, there is a door on the north side of the hall. At the bend north, there is a door on the south face of the hall.

pirateking89
2009-11-24, 01:17 PM
Daibhid slowly approaches the off-shoot passage and looks down it, first trying to identify immediate threats, then looking for any doors or traps.

search
[roll0]

Tanaric
2009-11-24, 01:55 PM
The hall continues south for fifty feet before turning east. After fifteen feet, there is a door on the east side of the hall. After thirty feet, there is a door on the west side of the hall. After forty feet, it splits east. There is another door on the south face of the bend.

pirateking89
2009-11-24, 02:07 PM
Daibhid locks the layout of the area into his memory and then walks to the door on the north wall, listening at it before prodding it quietly with his collapsible pole.

Listen: [roll0]

Tanaric
2009-11-24, 03:02 PM
You don't hear anything. Poking it does nothing.

pirateking89
2009-11-24, 03:33 PM
Content that he won't die immediately upon entry, Daibhid collapses his pole and shoves it into his belt, then readies his axe and shield before sliding the door open and stepping inside.

Tanaric
2009-11-25, 11:36 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-5, another at F-1, another at F-6, which you are just outside of and another at A-5.

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.

pirateking89
2009-11-25, 12:38 PM
Daibhid flicks out his collapsible pole and uses it to strike the ground 10 feet in front of him, trying to find any pressure plates without setting them off. At the same time he's searching each step carefully, trying to avoid any traps. First, he walks level with the chest (F3), then walks directly towards it.

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

At this point he searches the chest carefully for traps, taking several minutes to do so.
Take 20 for a total of 27.

Tanaric
2009-11-25, 01:26 PM
You find a tripwire on every square of your path.

The chest lid seems to have something pushing up on it from the inside.

pirateking89
2009-11-25, 03:11 PM
Taking the time necessary and picking the lock (if present) (take 20 for 26 Open Lock), Daibhid then hooks his grappling hook into the top of the chest and steps 15 feet behind it before hauling the top open.

Tanaric
2009-11-25, 04:43 PM
The chest lid opens easily - too easily, in fact. You see that there was a pressure plate pushing against the lid. A moment later, you hear a crash as the vases tip forward onto the floor, releasing a small snake each into the squares in front of their original locations.

Roll initiative.

[roll0]
[roll1]
[roll2]

pirateking89
2009-11-25, 05:08 PM
"God damned fake treasure!"

Initiative: [roll0]

Tanaric
2009-11-25, 07:57 PM
15 feet puts you at F-6 on your cleared path, I believe.

The snakes move to G-6, F-5, and E-6, and attempt to bite you.

Bites vs flatfooted: [roll0] [roll1] [roll2]

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

pirateking89
2009-11-25, 08:45 PM
All three hit. Assuming fort saves are vs. poison, so I'm adding in the +3 racial. Subtract it if I'm mistaken.

Daibhid winces as three pairs of fangs strike him, and he brings his axe crashing down on the neck of the first one, remembering from his studies that it moves less than other parts (spending inspiration point for +3 atk)

Fort saves:
[roll0]
[roll1]
[roll2]

Atk:
[roll3]
dmg:
[roll4]

Tanaric
2009-11-29, 04:09 PM
They're versus poison, yes. Your attack brings one of them down and bleeding, but the other two bite at you again.

[roll0] [roll1]

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

Tanaric
2009-11-29, 04:10 PM
A 20 and a 1 in one go. And people say my dice aren't random enough. :smalltongue:

Crit confirm for two whole damage!: [roll0]

pirateking89
2009-11-29, 05:03 PM
After shrugging off yet another of the bites thank to his time spent in the mines, Daibhid whirls his waraxe in another attack, chopping down at the second snake.

Fort save:
[roll0]

Attack
[roll1]
damage:
[roll2]

Tanaric
2009-11-29, 05:06 PM
Swing-anna-miss.

Double your bites, double your fun!: [roll0] [roll1]

pirateking89
2009-11-30, 01:05 AM
Daibhid attempts to use his waraxe to catch the snake's head against his armored greave, realising that that was the perfect moment to strike without harming himself. (Inspiration point)

Attack
[roll0]

Damage[roll1]

Tanaric
2009-11-30, 01:51 PM
Another one bites the dust.

One last bite: [roll0]

pirateking89
2009-11-30, 09:51 PM
Allowing the snake to strike vainly at his leather boot, Daibhid tries again to catch the snake in a swing of his axe.

[roll0]

Tanaric
2009-12-01, 07:29 PM
Another miss, another bite: [roll0]

pirateking89
2009-12-01, 08:01 PM
Growing tired of the back and forth, Daibhid swings again, trying to finish it with one mighty blow.

[roll0]

pirateking89
2009-12-01, 08:04 PM
Kinda Boring

I'm just gonna roll attacks until I hit. I can't think of any particularly enjoyable way to spice this up, so I'm just gonna roll attacks. You do what you need to from there and we can move on.
[roll0]
[roll1]
[roll2]
[roll3]
[roll4]
[roll5]

[roll6]

Tanaric
2009-12-02, 02:00 PM
The snake gets two bites off before you manage to hit it for [roll]1d10+3[/roll[] damage.

Bite 1: [roll0]

Bite 2: [roll1]

Tanaric
2009-12-02, 02:03 PM
Reroll your damage: [roll0]

Also, two more fort saves.

Tanaric
2009-12-02, 02:05 PM
Hm. So it's just staggered, and gets off one more bite before passing out: [roll0]

150 xp, no loot.

Edit: Well... those are some lucky bites right there. Three new fort saves, and you have a couple rounds before secondary saves are needed.

pirateking89
2009-12-02, 02:30 PM
Save 1: [roll0]
Save 2: [roll1]
Save 3: [roll2]

Daibhid will take a moment and thank St. Cuthbert for his survival, then uses the divine power to heal himself.

(OOC: giving up his doom spell (lvl 1) to spontaneously cast cure light wounds on himself [roll3])

Tanaric
2009-12-03, 12:09 PM
'kay. Going to do anything before the secondary saves hit in about twelve seconds, or do you want to roll them now?

pirateking89
2009-12-03, 01:16 PM
Daibhid finishes his prayers as he allows the poisons to seep from his body, He then takes some time to see if he can salvage anything useful from the vases or the chest.
Saves
[roll0]
[roll1]
[roll2]
[roll3]
[roll4]
[roll5]
[roll6]

Vase 1: [roll7]
Vase 2: [roll8]
Vase 3: [roll9]
Chest: [roll10]

Tanaric
2009-12-04, 12:48 PM
You pass all of the saves.

The chest and vase remains are worthless.

pirateking89
2009-12-04, 01:17 PM
After checking through the remains of the vases, Daibhid carefully picks his way over to the statue and checks it to see if he can find anything useful - gems for eyes, rare materials, etc.

Search
[roll0]

Tanaric
2009-12-04, 03:15 PM
You find a small flask tucked away behind the base of the statue.

pirateking89
2009-12-04, 09:19 PM
Daibhid takes the time to cast detect magic on the flask. If magical, he waits to determine anything else he can learn from it.

Tanaric
2009-12-06, 05:53 PM
Magical.

One aura, faint, conjuration.

pirateking89
2009-12-06, 11:31 PM
Daibhid tucks the flask into his belt and then walks to the door at G5.
He listens at the door to see if he can hear anything on the other side, then searches it for traps. If he finds nothing, he prods the door with his pole, then slides it open.

Search [roll0]
Listen [roll1]

Tanaric
2009-12-07, 12:49 AM
Opening the door reveals a hall running to the north and south. To the south, it runs for ten feet before turning west. To the north, it runs for thirty feet before turning west.

pirateking89
2009-12-07, 11:57 AM
Daibhid goes south out the door, checking for traps and the like along the way. He then listens at the door while searching it for traps. If he hears/finds nothing, he'll prod it softly once with his 10ft pool, then collapse the pole back and slide the door open.

Hall search:[roll0]

Door Search: [roll1]

Door listen: [roll2]

Tanaric
2009-12-07, 09:07 PM
You don't find any traps on the door.

Opening the door reveals the following room:{table]|A_|B_|C_|D_
1|||||
2|||||
3|||R|R|
4|||R|R|
5|||H||
6|||||
7|||||[/table]

There is a door at A-3, another at D-1 on the north side which you are standing just outside of, and a third at D-7, on the south side. There is a humanoid figure at C-5, wearing a chain shirt and holding a longsword. He is standing next to what seems to be a large reptile with bright green scales and a forked tongue that flickers in and out of its gaping maw.

pirateking89
2009-12-08, 12:44 AM
Daibhid mutters to himself as he casts magic weapon on his waraxe.
"What an odd looking creature. How could he even survive down here? There's no way there is enough food to feed a carnivore of his size."
(Disbelieve maybe?)

Will save: [roll0]

With that done, he takes the straightest line possible next to the man with the longsword.

init: [roll1]

Tanaric
2009-12-08, 07:15 PM
If your reasons for disbelieving are "It couldn't survive here", you're going to be making a lot of will checks. :smalltongue:

Init: [roll0]

The creature moves into the doorway before you do anything, and the man huddles into the far corner.

Do you want to keep your same turn/rolls?

pirateking89
2009-12-08, 09:12 PM
I'm just saying, a creature that big has to eat pounds of meat per day. Unless there's a steady stream of adventurers wandering into this room for it to chew on, there's no way it can survive for any period of time.
Convinced that the creature must be really hungry and obviously want to eat him, Daibhid swings his axe at the creature's head just behind the frill, where a book on reptile physiology once told him there would be a weak spot.

Attack + Inspiration point: [roll0]

Tanaric
2009-12-08, 09:19 PM
We recently ported over some Create Food and Water traps from the Tippyverse.

pirateking89
2009-12-08, 09:51 PM
Ingenious, gotta get me some of that. I can drop all my rations.

Let me know how my actions worked.

Tanaric
2009-12-08, 09:52 PM
Your axe passes right through the reptile's head.

(I did ask if you wanted to keep your prior actions, which included the disbelief)

pirateking89
2009-12-08, 10:14 PM
(No problem, I got the disbelief now. This'll happen after whatever the guy does.)

Charging through the illusion, Dabihid whips his axe in another great cut, remembering the weak spot on the chain shirt and striking for it.

Attack + Charge + IP
[roll0]
Damage
[roll1]

pirateking89
2009-12-08, 10:17 PM
Sorry about double post. Proper damage
[roll0]

Edit: Wow, that was different. Take the damage result you prefer or an average or something.

Tanaric
2009-12-09, 07:51 PM
Your axe strikes the section of the man's chain shirt that you remembered looked poorly made, and you split the links easily. He goes down with a shout of surprise.

150 xp, the listed gear and a spell component pouch, along with 2 pp, 35 gp, 20 sp.

pirateking89
2009-12-10, 02:04 AM
Daibhid takes all the cash, adds the longsword and spell component pouch to his belt, then searches the room for anything he may have missed in his hasty examination. Finding nothing else, he'll listen at the south door, check it for traps, probe it with the collapsible pole, then slide it open.

Search room [roll0]
Search door [roll1]
Listen [roll2]

Tanaric
2009-12-10, 10:04 PM
You don't find anything on the door or in the room, and you don't hear anything out of the ordinary.

Opening the door reveals a hall running to the south and west. To the south, it runs for ten feet before turning west. To the west, it runs for twenty feet before turning south.

pirateking89
2009-12-10, 10:50 PM
Daibhid will go down the west hall then down to the door on the south wall. After doing the normal tests to the door (search, listen, poke), he slides the door open.

Search: [roll0]
Listen: [roll1]

Tanaric
2009-12-12, 01:32 PM
Opening the door reveals the following room:{table]|A_|B_|C_|D_|E_|F_
1|||||||
2|||||||
3||||1|||
4||2|||||
5|||||||
[/table]

There is a door at B-1 (which you are standing just outside of), another at A-4, and a third at F-5, on the south side of the room.

Two seemingly human figures are seated around a small campfire in the room. Spot check, please.

pirateking89
2009-12-12, 11:33 PM
Spot check:
[roll0]

Tanaric
2009-12-14, 03:31 PM
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.

Roll initiative.

[roll0] [roll1]

pirateking89
2009-12-14, 10:07 PM
Initiative: [roll0]

Tanaric
2009-12-15, 08:12 PM
The one with the needle-teeth does something you likely don't understand (roll spellcraft if you have it), and mist fills the room. Adjacent squares have concealment, further has total concealment.

Spot/listen checks every round.

Your turn.

pirateking89
2009-12-16, 02:13 AM
Spellcraft:[roll0]
Daibhid backs himself out of the door and around the corner, then readies an action to smite the first creature to come out the door.

Spot: [roll1]
Listen: [roll2]

If attack goes off:
[roll3]
Damage: [roll4]

Tanaric
2009-12-17, 11:30 PM
You hear the door slide shut.

Your turn.

pirateking89
2009-12-18, 10:35 AM
Daibhid waits outside the door for a minute, hoping that they intended to surprise him. After that, he tosses one of his rubber balls down the hallway in short, high hops in an attempt to replicate the sound of footsteps and waits outside the door another minute.