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View Full Version : The Endless Dungeon - Martel Darlesse



Tyndmyr
2009-11-29, 01:54 PM
http://travislerol.com/D&D/Starting.jpg

You awaken in the center of a 10ft by 15ft room with stone walls, ceilings, and floors. A torch is burning on the wall behind you, while the other three walls have closed, metal doors with brackets allowing you to bar them from the inside. Unfortunately, only two metal rods are lying on the floor.

Aurabolt
2009-11-29, 05:44 PM
Martel rubbed his head, then shook it quickly. Oh, that must have been a wild ride last night in the desert...Wait till Bael hears about this, or Gramps, I'll never hear the end. At least the minstrel is gone.. Staring around him, he noticed the torch and the iron bars. No one was around...Well, that was okay.

All of it would be explored eventually, but he had learned to be systematic and smart from his uncle, who trained him like this. His dad was the foresty-type and all, but he did get the meals out in the desert. Placing the iron bars on the northern and southern doors, He entered his stance with halberd ready against the far wall by the western door, then fiercely tapping the door open with the edge, backing away from any possible threats that could come.

(Engage Blood in the Water, tap door with halberd, and back away so the blade isn't seen. Readied action to charge anything that comes through that door.)

EDIT: (Oh wait. Can't Charge...ready normal attack, but I should still be able to get flat-footed AC.)

Tyndmyr
2009-12-04, 12:15 AM
The door swings open, revealing a long, gloomy, empty hallway, with half a dozen mouldering wooden doors along it's length, all alike.

http://travislerol.com/D&D/CenterDoor.jpg

Aurabolt
2009-12-04, 12:19 AM
Keeping his helberd ready, Mart backs a step away as the door is open, walking down the hallway 15 feet away from the closest door. Next, he taps the southern door harshly, ready for anything.

(Once again with the readied action. Should have enough room to charge this time..)

Tyndmyr
2009-12-07, 11:26 PM
The door to K5, I presume, the hallway only being 5ft wide?

DM Info:

Random encounter info: [roll0]

Tyndmyr
2009-12-07, 11:27 PM
DM Info continued.

Mwahahaha!
Rolling twice on table.
[roll0]
[roll1]


In the center of a large room, 25 feet long, 15 feet wide(narrowing to 10feet wide on the other side), you see a skeletal wolf. There are also three doors in the room, one leading west, two leading east.

Tyndmyr
2009-12-07, 11:32 PM
Init, after your surprise action: [roll0]

Aurabolt
2009-12-08, 01:36 PM
Init:

Ready a strike as he comes toward me, assuming he notices me. That's all I can do on a surprise action for now. Fighting defensively, to get the +2 AC dodge bonus.

Attack Roll (if he comes toward me: [roll1]
Damage: [roll2]

EDIT: Hmm...since I go first, I'll act on it's initative count, so after you. I do the same thing...but back away into the hallway with a 5-foot step, so I have both the readied and an AaO.

Attack Roll: (AaO) [roll]1d20+5
Damage: 1d10+3

Aurabolt
2009-12-08, 01:40 PM
Oops, sorry. Damn edit bull.

Attack Roll: (AaO) [roll0]
Damage: [roll1]

Tyndmyr
2009-12-11, 02:28 AM
You hit it twice, inflicting some damage, but he still makes it to you, with a nasty bite.


Bite Attack
Atk:[roll0]
Dmg: [roll1]

Aurabolt
2009-12-11, 02:34 AM
Hahahaha, come now, you'll have to do far better than that, boney.

Smash it in the skull.

Attack: [roll0]
Damage: [roll1]

Tyndmyr
2009-12-11, 02:38 AM
Nice, gl on the confirm. =)

Aurabolt
2009-12-11, 10:57 PM
Well, it is undead, right?

Ah, let's see what it would have been anyway..

Confirm: [roll0]

Tyndmyr
2009-12-14, 11:55 PM
Doh, right, undead. I've been corrupted by house rules on that score.

Presuming that's bludgeoning damage, your last blow is sufficient to shatter it into dust. You gain 300 XP, and upon looting the room, you discover 500 SP.

Aurabolt
2009-12-15, 02:34 PM
Yep, this is why Martel carries weapons with multiple damage types. It was part of his character initially, and it's not going anywhere now. Pick up my Halberd and the SP, close this door, and before exploring further to the door in that room, let's continue this hallway.

Once again, Halberd at the ready, Flail at the side in case he needs it. Prod the next door with his in the hallway with his weapon, like last time.

Tyndmyr
2009-12-21, 12:00 AM
Aright, Ive got you back in the main hallway, prodding the next door on the right. Nothing reacts to you.

Aurabolt
2009-12-21, 12:10 AM
Well, let's open it and see what's there.

Tyndmyr
2009-12-21, 12:20 AM
Completely empty. Ten feet deep, 15 feet wide. It's got a door going back to the west inside.

Aurabolt
2009-12-21, 08:01 AM
Okay, next door down the line! Probe first, wait for anything, then open.

Tyndmyr
2009-12-31, 11:04 PM
You open the door to a narrow, long hallway travelling north/south, with a somewhat damp, moist feel to it. The hallway is dotted with tiny mushrooms that glow faintly green. It extends 20 feet past your door to the right(south), and 35 feet to the left. It appears to be empty, but you can see five doors, spaced roughly equally apart, all leading east.

Aurabolt
2010-01-02, 03:24 AM
Hmm....inspect the mushrooms with sight real quick, but Martel's not stupid enough to try eating them unless he was really strapped for food....Any distinguishing marks on the five doors or the door to the north?

Tyndmyr
2010-01-04, 08:23 PM
The mushrooms appear to be harmless enough, and the doors, when examined, reveal faded gashes in each. The northmost door has one gash, the next has two, and so on, until five.

Aurabolt
2010-01-05, 05:15 AM
Hmmm....perhaps when I check the rest of that hallway...

If the flousecent mushrooms, upon checking them, continue to glow if I pull one, Martel will take one out and tuck it into the neck brace of his splint mail as a lightsource, and then head out to check the door opposite this one. Same as always; use halberd, tap door with a probe, and open it.

Tyndmyr
2010-01-05, 08:09 PM
Door 3.

Upon opening the door, you see a 10ft by 10ft room, with a Krenshar inside(far corner, empty 5ft space between ya'll. It looks like a dead end room, with no other doors inside.

Init: [roll0]

Aurabolt
2010-01-05, 11:33 PM
Init: [roll0]

Hoping I beat the init, and if I do, Mart will charge the beast.

Attack: [roll1] (+1 due to the Blood in the Water Stance, and rolling a crit earlier, even against an undead)
Damage: [roll2]

Edit: Or not; your go.

Tyndmyr
2010-01-07, 12:04 AM
Eh, if you want to keep that attack for your first turn(minus charge, of course), that's fine.

Bite: [roll0]
Dmg: [roll1]

Claw: [roll2]
Dmg: [roll3]

Claw: [roll4]
Dmg: [roll5]

Aurabolt
2010-01-07, 12:58 AM
I'll take that roll, and definately do that damage. None of those hit. ^_^

Tyndmyr
2010-01-07, 08:27 PM
Aright, after it's clawing, you beat it up pretty badly...so badly, in fact, that it resorts to using it's screech to try to frighten you off. Will DC 13, if successful, you are shaken for one round. If not, frightened for 3 rounds.

Aurabolt
2010-01-07, 10:05 PM
Sadly, I recall what one does and the other doesn't. Really, I only want the one round with the -2....Using Moment of Perfect Mind as a counter: I replace the Will Save bonus with my Concentration check roll instead.

Will Save (MoPM): [roll0]

Tyndmyr
2010-01-07, 10:23 PM
That'll save then, back to your turn w a -2 only.

Aurabolt
2010-01-07, 10:28 PM
5-foot adjust for the reach weapon, and attack.

Attack: [roll0]
Damage: [roll1]

Tyndmyr
2010-01-07, 10:55 PM
As his screech can't be used again due to your successful save, he's down to attacking you the old fashioned way. 5ft adjust and full attack.

Krenshar:
Bite: [roll0]
Dmg:[roll1]

Claw: [roll2]
Dmg:[roll3]

Claw: [roll4]
Dmg:[roll5]

Aurabolt
2010-01-07, 11:03 PM
Two strikes in, 6/13 HP damage done. 7 left.

Alright, 5-foot adjust and attack again. We'll try normal. Next would be the Sapphire N.Blade...

Attack: [roll0]
Damage: [roll1]

Tyndmyr
2010-01-07, 11:04 PM
He dies instantly under your blade. +300 XP

Searching body, 70 GP found.

Aurabolt
2010-01-07, 11:08 PM
Recover my maneuvers, gain 4 HP due to Vital Recovery, and I'll search the room a little. Why they put just that there, I'll never know. Taking 20 on it, after I close the door.

What was in the room again after I finished the thing?

Tyndmyr
2010-01-07, 11:17 PM
Nothing else in the room, and no doors out. Bit of a dead end, actually.

Aurabolt
2010-01-07, 11:18 PM
Alright, next door down the hall. Same as always: probe and open.

Tyndmyr
2010-01-07, 11:21 PM
Door 2. No traps on the door, so you go inside.

You open the door, surprising a baboon(G13) with five feet of space between you. Your keen eyes also take in a door leading east on the far side, and a treasure chest made of stone(H13).

Aurabolt
2010-01-07, 11:43 PM
Surprise, huh? Let's see. Too far away to attack?

Tyndmyr
2010-01-07, 11:44 PM
Well, it's only a five foot space, you can adjust if you like.

Aurabolt
2010-01-07, 11:45 PM
Okay, Adjust and attack.

Attack: [roll0]
Damage: [roll1]

Tyndmyr
2010-01-07, 11:50 PM
Well, that was easy enough. +150 XP.

10Gp and a climbers kit found as loot from the encounter.

Aurabolt
2010-01-07, 11:54 PM
Climber's Kit....interesting.

Take it all, and let's see about the chest, no?

Edit: Close door, search it (Take 20) and take care in opening it. ^_^

Tyndmyr
2010-01-07, 11:57 PM
Looks untrapped.

Inside you find 70 GP, 1 flask of alchemist's fire.

Aurabolt
2010-01-08, 12:21 AM
Oh nice. More burning when I'm not a burner. Brother would be so proud.

He takes it all...how many rooms left on this hallway?

Tyndmyr
2010-01-08, 12:23 AM
Three more. You took out doors 2 and 3. 1, 4, and 5 are all uncleared.

Aurabolt
2010-01-08, 12:24 AM
Hmm, okay head back to 1. Check what's there...I don't exactly recall...

Tyndmyr
2010-01-16, 07:33 PM
As you cautiously open the battered door with a crude "1" scratched in it, you see a square room, 15 feet on each side before you. Two doors lead north(C12, C14), and a door leads east(E14). Of course, there's the door you're looking in from the west as well. Inside, you see two ghouls ambling about casually(C14, E14). Your keen eyes also note the existance of a rusted metal treasure chest secured to the eastern wall(D14).

Due to abysmal checks on the part of the ghouls, you have taken them unawares.

Aurabolt
2010-01-17, 01:32 AM
How far away am I from them? Might be able to Steel Wind them both quickly.

Tyndmyr
2010-01-17, 11:05 AM
Your door opens from E11 to E12, so you can slip into E12 before they notice you. At that point, five foot adjust to D13, and you're in stabbing range of both.

Aurabolt
2010-01-17, 01:38 PM
Alrighty then. 5-foot into the room so both are in range, and Steel Wind. Two attacks against two opponents.

Attack 1: [roll0]
Damage: [roll1]

Attack 2: [roll2]
Damage: [roll3]

Initative: [roll4]

Tyndmyr
2010-01-17, 04:14 PM
Attack #1 seems to cause quite a bit of damage, but #2 isn't so fortunate.

Both are still up however, and angry.

Init, wounded first:
[roll0]
[roll1]

Tyndmyr
2010-01-17, 04:16 PM
The uninjured ghoul attempts to chew on you a bit w a full attack.

Bite: [roll0]
Dmg: [roll1] +DC 12 paralysis save.

Claw: [roll2]
Dmg: [roll3] +DC 12 paralysis save.

Claw: [roll4]
Dmg: [roll5] +DC 12 paralysis save.

Aurabolt
2010-01-17, 09:30 PM
And...ties go to the defender! Whoo!

move (if possible, will use 5-foot if possible) away from the uninjured one so it can't full-attack me without giving an AaO to him. Sapphire Nightmare Blade on the injured one. Make a Concentration Check against the DC as his AC. I make it, the ghoul counts as flatfooted and I deal +1d6 points of damage. I don't make it, -2 to attack and deals normal.

Concentration Check: [roll0]
Attack Roll: [roll1]
Damage: [roll2]
Extra Damage (if applicable): [roll3]

Thelas
2010-01-22, 12:47 PM
Are you immune to paralysis?
Otherwise, where are your saves, or is your AC 16+?

Your concentration check is easily made, but your attack roll is exactly what it looks like.

So.
CCBCCB
[roll0] [roll1] plus paralysis (Fort Save to resist)
[roll2] [roll3] plus paralysis (Fort Save to resist)
[roll4] [roll5] plus paralysis (Fort Save to resist)
[roll6] [roll7] plus paralysis (Fort Save to resist)
[roll8] [roll9] plus paralysis (Fort Save to resist)
[roll10] [roll11] plus paralysis (Fort Save to resist)

Once the attacks are resolved, you may go.

Thelas
2010-01-22, 12:48 PM
Crit confirm (on the first bite):
[roll0] [roll1]

Aurabolt
2010-01-22, 01:14 PM
No, not immune and a 15 AC, +4 Fort, +3 Reflex, +1 Will...although only one attack hits. And that was the crit, of course. 11/13. I wish I had better armor and stuff that could have been bought with the early gear. Oh, Fort Save, don't fail me now.

Fort Save: [roll0]

If I succeed; swift action to recover maneuvers and gain 4 HP back due to Vital Recovery, and then move away towards the open door so that only one can hit me. Throw a Alchemist's Fire on both of them.

Aurabolt
2010-01-22, 01:20 PM
Thrown at the weaker one for the direct hit; the other should be close enough to receive the splash.

Attack (Range Touch): [roll0]
Damage (1 to all within splash): [roll1]
Extra Damage: (Next Round after hit; DC15 Reflex to extinguish flames to negate damage, full-round action to do so) [roll2]

Tyndmyr
2010-01-24, 11:17 AM
The direct hit slays the ghoul in a burst of fire, and the flames licking at the other ghoul appear to damage it a bit as well.

Undeterred, the other ghoul moves up to you and attempts to bite you again.

Bite:[roll0]
Dmg:[roll1] +paralysis save.

Aurabolt
2010-01-24, 04:13 PM
Miss. Sapphire Nightmare Blade, which will be recovered at the end of the encounter anyway.

Concentration Check: [roll0]
Attack Roll (against Flatfoot is Conentration succeeds, -2 if fails): [roll1]
Damage Roll: [roll2]
Extra Damage: [roll3]

Demons_eye
2010-02-13, 10:58 PM
As your halberd slashes into the torso of the ghoul it howls and thrashes out in attempts to finish you.

[roll0] Bite
[roll1] Damage

Aurabolt
2010-02-14, 02:28 AM
Good hit, but not enough to take me down. 4/13. 5-foot adjust back, and strike again.

Attack: [roll0]
Damage: [roll1]

Also, did the other DM go somewhere?

Demons_eye
2010-02-14, 12:25 PM
You end up dropping the ghoul so long as you make the fort save DC 12.

Should you make it you gain 900 exp but sadly find no loot on the bodies, the chest, on the other hand, shines brightly in the dark as if waiting for you to go to it.



Other DM's are occupied or offline. I just finished floor one so I am helping out.

DM's Note

Ghoul Fever save in 1 day DC 12 fort

Aurabolt
2010-02-15, 01:44 PM
Fort Save: [roll0] Come on, Come on...

If so, be careful with the chest; search it for Mechanical Traps by Taking 20. If nothing, then open it.

EDIT: Ah, and also Level 2. I need to adjust that when I get near a Tome of Battle.

Demons_eye
2010-02-15, 06:40 PM
You find a bladed trap that looks deadly.

Aurabolt
2010-02-15, 11:56 PM
How is it bladed? What would happen specifically? I need to know to come up with a proper counter without destroying the contents.

Demons_eye
2010-02-16, 06:27 PM
My bad mixed up traps. You do find one and it is connected to opening the chest.

Aurabolt
2010-02-17, 10:09 AM
Ah okay. So I should be able to bash open the top without opening it, and therefore not trigger it, no?

If so, I will have him first attempt to bar the remaining doors in this room so that things can't come through. I then have Mart here take out his Flail and bash open the top so I don't have to trigger the latch and open it the way the trap intended. I should be able to get the items inside with triggering anything.