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Tanaric
2009-11-29, 09:23 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, 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|||E|||||
5||||||||
6||||||||[/table]

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

DM notes:3, 14, 9

Ekindu
2009-11-29, 10:11 PM
Ah, welcome back. Hope you enjoyed the holidays.

Starting off, Grab a torch from F6 and throw it at the F6 door, Grab the other torch and open the door.

Spot
[roll0]
Listen
[roll1]

Edit: Search patterns are as follow for easy reference. Taking 20(giving me a 25) for squares infront of doors, square to the left and square to the right of the door. When walking through corridors I will have my 10 foot pole resting on the ground as I push it along lifting it only at doors. This should trigger any dart traps and such in hallways between doors.

I'll state different search patterns for inside rooms.

Tanaric
2009-11-30, 01:28 PM
At the touch of the torch, a web of concealed copper wires flares to life, a current of crackling blue energy running the length of each wire. Having nowhere better to go, the energy dissipates harmlessly into the air, leaving behind a very scorched door.

Opening the door reveals a hallway running to the south beyond the range of your torch light. Twenty feet down, there is a door on the east side. Thirty feet down, the hall splits west.

Ekindu
2009-11-30, 06:17 PM
Search precedure outside of the door and go south to the door on the east side. Search precedure on the floors outside of the door. Once it's clear or stepping around any tripwires/traps open the door.

Spot
[roll0] Sorry, wrong skill, -4 on this.

Ekindu
2009-12-01, 03:44 AM
Restarting with Tavar now.

Doing pretty much the same thing, going to the nearest door, grabbing one torch, throwing it at the door, grabbing the other torch and opening the door

spot
[roll0]

Tavar
2009-12-01, 11:56 AM
As the torch hits the door, electricity flairs, and you can see the burnt out copper wires. Opening the door, you see a hallway that extends both north and south.

Ekindu
2009-12-01, 11:59 AM
Following the search pattern I have in Post #2 I will head south.

Tavar
2009-12-01, 12:01 PM
Do you mind if I speed things up? Any time you actually have a choice I'll let you make it, but for simple "the hall turns left, do you follow?" I'll just assume yes, if you don't mind.

Ekindu
2009-12-01, 12:02 PM
That would be absolutely grand!

Just lead me to the closest door.

Tavar
2009-12-01, 12:28 PM
You completely explore the southern area, but it simply leads to a dead end. You want to go north?

Ekindu
2009-12-01, 12:29 PM
Hah!

Yes, lets go north.

Edit: Is that why you wanted to speed things up?

Tavar
2009-12-01, 12:42 PM
Dear God yes. There's occasions where you make 5 or 6 turns before you actually come to a decision point.

North, you continue to the end of the hallway, turning west. You now have 3 choices. On the southern wall, there is one hallway, and on the northern there are 2.

Ekindu
2009-12-01, 12:43 PM
South again!

I like going south. Feels like I'm going down hill.
---------------
OOC Edit: I was just notified at some warhammer fluff after showing a friend my death scene with Myrddin

Khorne hates sorcerers, So Khorne would kill the sorcerer and then kill me. :smalltongue:

Tavar
2009-12-01, 10:16 PM
You go south for some distance, before you have the option of going west down a hallway, or continuing south for some distance, then turning east.

Ekindu
2009-12-01, 10:21 PM
Lets continue south some more, turning east and following that corridor, stopping at any doors.

Tavar
2009-12-01, 10:23 PM
After turning east you end up quickly turning North. After passing a dead end hallway to the east, you turn east again, and at the end of the hallway, to you're north, you find a door covered in what appear to be tripwires.

Ekindu
2009-12-01, 10:27 PM
Oooh. I'll take my 10 foot pole and poke the wires, Not to break the wires but to see if they're similar to the wires in the very first room.

Assuming they seem safe enough that it won't electrocute anything, open the door.

Tavar
2009-12-01, 10:32 PM
They're not copper wires. In fact, they seem similar to other wires you've found throughout the dungeon(you found but did not trigger them). Upon breaking the wires to open the door, you hear bells ringing. Do you continue?

Ekindu
2009-12-01, 10:37 PM
Hmmm...

Can we assume I've started with my Maneuvers ready and that I am in my Martial Spirit Stance? If not, I can walk away from the door for a bit and do the 5 minute training to get all set.

If my stance and maneuvers are ready, I will go in, Glaive at my ready.

If not, I will go back, around the corner, and do my 5 minute exercise to prepare Sapphire Night Blade, Moment of Perfect Mind and Steel wind, then enter Martial Spirit Stance, and then enter the room. Glaive at my ready.

Tavar
2009-12-01, 10:44 PM
Yeah, you have all that. Opening the door reveals the following room:
map (http://www.celestine-empire.net/battlegrid/DM.php?sessionID=)
The Skeleton's have longspears. There's a chest in the pit.


Int:[roll0]

Ekindu
2009-12-01, 10:47 PM
Alright then, from where I am, Two have partial concealment and one infront of me doesn't. I should be able to use Steel Wind correct? Just one of them has concealment.

Using Steel Wind On Skeleton infront of me and to the skeleton to the right of him.
[roll0]
[roll1]

Second Skelly
[roll2]
[roll3]
[roll4] Miss chance, low fails.

Edit: Fail initiative is fail. I got excited. :(

Ekindu
2009-12-01, 10:48 PM
Oh poop, forgot initiative
[roll0]

Tavar
2009-12-01, 10:54 PM
And they go first. Luckily, they are unable to use their weapons effectively due to the door(not that the door/walls aren't 5ft thick, but instead of inconsequential thickness for map terms. You're currently adjacent to the skellie in front of you). They attack, though 2 move to attack with their spears.

Claw:[roll0]
[roll1]

Long spear(cover included)[roll2]
[roll3]

Long spear(cover included)[roll4]
[roll5]

Ekindu
2009-12-01, 11:00 PM
13/15 HP

...I can't remember if Undead can be caught flat footed. But Ima gonna try anyway.

Sapphire Night Blade the one in front of me.

Conc
[roll0]
Attack
[roll1]
Damage
[roll2]
SNB Damage
[roll3]

Ekindu
2009-12-01, 11:02 PM
Crit Confirm.
[roll0]
[roll1]




------------
Edit: Question, Because I'm techincally always able to do unarmed attacks, even when my hands are full. Would I be able to use Glaive against one foe, and my knee against another with steel wind?

Tavar
2009-12-01, 11:58 PM
Yes, though unless you had improved unarmed strike there's not much of a point: it's non-lethal and provoke.

Oh, and you can catch them unawares(what flatfooted is), you can't crit them, though. What are you attacking them with? If possible, could you supply a link to your sheet?

Ekindu
2009-12-02, 12:01 AM
Right no criticals.

Monk/Warblade Link is http://www.myth-weavers.com/sheetview.php?sheetid=168868

Although I think that nat 20 is still a hit, so I'm back to 15hp because of martial stance.

The Sapphire Nightmare Blade attack was unarmed.

Tavar
2009-12-02, 12:04 AM
Ah. Then you crush the one in front of you. The others attack again.


Long spear(cover included)[roll0]
[roll1]
Long spear(cover included)[roll2]
[roll3]

Ekindu
2009-12-02, 12:09 AM
Holy OW!

move up 5ft, I should be in melee range, no concealment with both of them, if not I will revise this post.

Steel Wind, unarmed on both of them.
[roll0]
[roll1]

second skelly
[roll2]
[roll3]

edit: If second is a hit I'm at 8/15hp.

Tavar
2009-12-02, 12:16 AM
Rolling to confirm crit:
Long spear(cover included)[roll0]
[roll1]

Other survives, moving backwards and attacking again.

Long spear(cover included)[roll2]
[roll3]

Ekindu
2009-12-02, 12:17 AM
5ft step towards, recover maneuvers and standard attack

[roll0]
[roll1]

Tavar
2009-12-02, 12:18 AM
The other skeleton attacks(I failed at math for a second there).
Long spear(cover included)[roll0]
[roll1]

Tavar
2009-12-02, 12:19 AM
You crush one, and the remaining one attacks.

Long spear(cover included)[roll0]
[roll1]

Ekindu
2009-12-02, 12:19 AM
ok, I was 8/15, took 6, 2/15, I'm guessing what I got was a hit, so I'm at 4/15 now.

Ekindu
2009-12-02, 12:20 AM
5ft step and sapphire night punch.

Conc
[roll0]
Attack
[roll1]
Damage
[roll2]
SNP Damage
[roll3]

Tavar
2009-12-02, 12:22 AM
You punch it's head right off, and it collapses to the ground.

Ekindu
2009-12-02, 12:25 AM
Hooray, Final hit nets me 6/15 hp, painful, but it works for now.

Search the corpses and room, staying away from the pit and chest for now.
[roll0]

Tavar
2009-12-02, 12:28 AM
Each has a longspear.

Ekindu
2009-12-02, 12:31 AM
Ok, pick up a long spear and poke the 5 empty squares in the pit. Putting a good amount of pressure on each step.

Finally poke the chest with the spear and try to pry it open with the spear without entering the pit.

also how much exp was that? 150?

Tavar
2009-12-02, 12:38 AM
Sorry, yes, 150xp. Nothing happens, but you can't quite pry it open that easily.

Ekindu
2009-12-02, 12:41 AM
No need to apologize everyone forgets stuff.

Lets try breaking the chest, with the Glaive.

[roll0]
[roll1]

If after the hit nothing happens, I'll go down and try to open it.

Tavar
2009-12-02, 12:47 AM
Well, the hit actually doesn't, and after you go down and pry it open nothing happens. Instead you find the following: finely crafted spiked gauntlet and a combination of coins adding up to 192 gp(10pp, 80 gp, 120 sp).

Ekindu
2009-12-02, 12:54 AM
Ok I'll take all of it.

If I equip the Spiked Gauntlet, do I still do my Monks unarmed damage or the 1d4 of the gauntlet?

For now I'll just pocket everything. gauntlet and money.

Spend 5 minutes to swap steel wind for Crusader's strike and head off, if there's another door rather than the one I came in I'll take that otherwise lets backtrack to the first fork in the road and take the path I haven't ventured.

Tavar
2009-12-02, 03:21 AM
You follow the western path till you reach another choice. There's a door ahead of you, but the hallway turns north, then west again.

Ekindu
2009-12-02, 09:00 AM
Search the door and enter!

[roll0]

Tavar
2009-12-02, 09:27 AM
You find nothing on the door, and you open it. The room is 15ft long e-w, and 10 ft long n-s. The door is in the upper east, and in the lower west there is a man with a gold and silver diadem.
Int:[roll0]

Ekindu
2009-12-02, 09:50 AM
You again!

[roll0]

Edit: I was totally hoping a "My name is Ichigo Montoya, you killed my father prepare to die" scene would give me a natural 20 on my init. :(

Tavar
2009-12-02, 09:55 AM
He casts a spell from the scroll in his hands.

Ekindu
2009-12-02, 11:07 AM
Spellcraft check
[roll0]

and I will move up and Crusaders Strike with my glaive

Attack
[roll1]
Damage
[roll2]
Heal if it hits.
[roll3]

OOC: Im pretty sure thats how crusaders strike works. I don't have my books on me at the moment.


Edit: HA!

Tavar
2009-12-02, 11:17 AM
It was shield. Not that it did him much good. He goes down in a bloody pile. Remember that you heal 2 due to your stance as well.

Ekindu
2009-12-02, 11:20 AM
yep 9+6 = full health. Loot the diadem, is his robes good quality or are they too bloody to be useful?

Anything else in the room?

Tavar
2009-12-02, 11:24 AM
There's a simple chair, and the robes are to damage to be useful.

Ekindu
2009-12-02, 11:41 AM
I'm urged to do an appraisal on the chair, but I can't imagine it being anymore than a few sp.

Any other doors in the room? If so, take that door and head out. If not, backtrack until the first fork in the road that I haven't ventured, and follow that. Following proper search procedures.

Tavar
2009-12-02, 11:48 AM
No other doors. After leavening the room you do the following(you are the blue dot):
http://i189.photobucket.com/albums/z77/Ilavator/enkiduf1.jpg

Ekindu
2009-12-02, 01:53 PM
The door I'm outside is not opened already? or is that the room the Wizard was in. If not I'll open it.

Tavar
2009-12-02, 01:56 PM
It's not opened. Opening it, you see a 20ft by 15ft room, with the door in the upper west. In the middle of the room are two humanoids, standing around a fire. Spot check and initiative.
[roll0]
[roll1]

Ekindu
2009-12-02, 01:57 PM
Initiative
[roll0]

Spot
[roll1]

Edit: Really? Oh well, makes up for the awesome i've been doing.

During their turn I'm not counted as flat footed right? I think I know which battle this is.

Tavar
2009-12-02, 02:19 PM
Nope, no one's flatfooted. Or at least, that's what I'm saying.

You don't notice anything particular about the humanoid, before he casts a spells and mist fills the room, use rules for obscuring mist. The other moves to you and attacks with a longsword.

[roll0]
[roll1]
Misses on a 1:[roll2]

Tanaric
2009-12-02, 02:20 PM
He should be flatfooted until his turn comes up in the initiative order for the first time. Not that it matters with those rolls.

Ekindu
2009-12-02, 02:57 PM
spellcraft
[roll0]


Sapphire Nightmare Punch

Concentration
[roll1]
Attack
[roll2]
Damage
[roll3]
SNP Damage
[roll4]
Miss 1 fails
[roll5]

Tavar
2009-12-02, 04:30 PM
You clock him so hard he falls in a heap by the floor. Listen check, and will save vs dc 13.

Ekindu
2009-12-02, 04:52 PM
Listen
[roll0]
Will Save (I'm guessing I'm flat footed because of this mist?, Otherwise add 3 to this roll as I can use Moment of perfect Mind.
[roll1]

If I'm still alive.
Move 10ft away from the door, Recover Maneuvers, and do a little dance with my glaive.

Edit: Question. Since Glaive only hits at 10ft range, but I can do unarmed attacks with anypart of my body. Do I threaten both 5ft and 10ft? So if someone was to move to melee range through my threat range I get an AoO punch?

Tavar
2009-12-02, 08:10 PM
Yes, you do threaten the larger area, but the kind of attack depends on what area they move through.


You aren't flatfooted, as you've had you're turn. The wave of color passes harmlessly over you, and you realize that the caster is about 15ft ahead of you in a straight line.

Ekindu
2009-12-02, 08:11 PM
ok, are we doing my move 10 feet away from the door or is he going to take his turn now?

Or have you taken his turn and not told me because I can't see him, meaning he has a readied action.

Tavar
2009-12-02, 08:13 PM
His turn was the color spray. If you wish, you can adjust your actions to reflect the new information.

Ekindu
2009-12-02, 08:14 PM
ok, move so he's in glaive range, recover maneuvers.

Attack
[roll0]
[roll1]

Tavar
2009-12-02, 08:16 PM
Remember, you're in the mist, so attacks against non-adjacent opponents have a 50% miss chance. In any case, it misses, and he moves back into the fog. Will save vs dc 13.

Ekindu
2009-12-02, 08:18 PM
Guessing he's doing a 5foot step or I don't get AoO's in the fog?

How long does the fog last? If it's Obscuring Mist it should be gone by now.

Moment of Perfect Mind
[roll0]

Move up to fist melee, Recover Maneuvers

[roll1]
[roll2]

Tavar
2009-12-02, 08:39 PM
He's hit, but he takes another five foot step back, and casts color spray again. DC 13. You don't get an AOO, as he has total concealment.

And the mist stays for 1 minute per level, so it'll be here for a while.

Ekindu
2009-12-02, 08:41 PM
Moment of perfect mind
[roll0]

5 foot move up, sapphire night punch

Concentration
[roll1]
Attack
[roll2]
Damage
[roll3]
SNP Damage
[roll4]

Tavar
2009-12-02, 08:48 PM
Miss, and he attacks you.
[roll0]
[roll1]
Miss chance[roll2]

Ekindu
2009-12-02, 08:49 PM
Recover Maneuvers, Punch

[roll0]
[roll1]
[roll2] 1 miss.

Sorry I havent been rolling miss chances.

Tavar
2009-12-02, 08:59 PM
And Attack:
[roll0]
[roll1]
[roll2]
Wow, critical hit on a miss....

Ekindu
2009-12-02, 09:19 PM
I'm guessing 14s are misses?

SNP

Conc
[roll0]
Attack
[roll1]
Damage
[roll2]
SNP Damage
[roll3]

Tavar
2009-12-02, 09:34 PM
Yep. Hmm...let me see[roll0] 1 misses.
And he goes down for the count. You get 150xp! Also, they have, all said, masterwork studded leather, rapier, light crossbow with 10 bolts, gaudy noble’s outfit
studded leather, light shield, longsword, longbow 20 arrows.

Ekindu
2009-12-02, 09:36 PM
Bah! forgot the miss chance again. Stupid obscuring mist.

Looks like it hit though.

Edit for when you say he dies or not.

Edit:


Do they have backpacks at all?
I'll take the Masterwork Studded Leather and longbow

And do I find any gold on them?
search
1d20+5

Ekindu
2009-12-02, 09:46 PM
Right, edit =/= rollable

[roll0]

Tavar
2009-12-03, 12:07 AM
Nope, no gold or backpacks. What do you want to do?

Ekindu
2009-12-03, 12:09 AM
Leave the rest on the floor

take 20 checking the door i haven't opened for traps.

If it's trapped. Poke with 10 foot pole, if it's fine, open it and head towards nearest passage I have no ventured. Following usual search pattern.

Tavar
2009-12-03, 12:25 AM
There's no door, but there is a hallway outside the door you entered by. The hallway goes north for some ways, until it splits into a 4way intersection. The Eastern path leads back to the hallway with a southbound and 2 northbound hallways. You can go west or north.

Ekindu
2009-12-03, 12:26 AM
I will go north.

Tavar
2009-12-03, 12:34 AM
You go north, then east, then south, then east again. Now you have a choice: in front of you is a door.Or you could go north and have a door to you're west.

Ekindu
2009-12-03, 12:36 AM
Open the door!

Tavar
2009-12-03, 01:16 AM
You see a 15 e-w by 25n-s room, with three elves inside. Roll Int:[roll0]

Ekindu
2009-12-03, 01:21 AM
[roll0]

I think this is my last post tonight possibly i can get a map?

Tavar
2009-12-03, 10:05 AM
Your wish is my command:map (http://www.celestine-empire.net/battlegrid/DM.php?sessionID=enkidu)

Ekindu
2009-12-03, 12:15 PM
Alrighty,

Step into the door and glaive the middle one.

[roll0]
[roll1]

Tavar
2009-12-03, 02:28 PM
And he's down. The others charge you, longswords drawn.
[roll0]
[roll1]
[roll2]
[roll3]

Ekindu
2009-12-03, 02:45 PM
I'll aim at the guy who missed.

Crusader's Strike
Attack
[roll0]
Damage
[roll1]
Heal
[roll2]

Healed 5, I'm at 14/15

Tavar
2009-12-03, 02:47 PM
He goes down. The other attacks.
[roll0]
[roll1]

Ekindu
2009-12-03, 02:50 PM
Law of Averages never ceases to fail me.

Sapphire Night Punch

Conc
[roll0]
Attack
[roll1]
Damage
[roll2]
SNP Damage
[roll3]

Tavar
2009-12-03, 02:56 PM
Miss. he attacks. [roll0]
[roll1]

Ekindu
2009-12-03, 02:57 PM
Recover maneuvers, Punch him in the junk.

[roll0]
[roll1]

Tavar
2009-12-03, 03:02 PM
Wiff, and attack.
[roll0]
[roll1]

Ekindu
2009-12-03, 03:11 PM
Sappire Night Ass-check

[roll0]
[roll1]
[roll2]
[roll3]

Tavar
2009-12-03, 03:15 PM
Wiff. It attacks.
[roll0]
[roll1]

Ekindu
2009-12-03, 03:17 PM
Recover, Punch

[roll0]
[roll1]

Edit: Free action: "WHY WON'T YOU DIE!?"

Tavar
2009-12-03, 03:20 PM
I DON'T KNOW! WHY WON'T YOU!

It hits, but he's still up.
[roll0]
[roll1]

Ekindu
2009-12-03, 03:23 PM
"BECAUSE I AM A MAN! YOU ARE AN ANDROID"

CRUSADERS PAWNCH

[roll0]
[roll1]
[roll2]

Tavar
2009-12-03, 03:26 PM
And he's down. Finally.
They each have a longbow, 20 arrows, studded leather, light shield, longsword. Also, you find 150xp after rummaging through their pockets.

Tanaric
2009-12-03, 04:22 PM
They had experience in their pockets, dontchaknow.

I mean, where else would you keep all those pesky orbs? (http://www.pcworld.ca/pcworldContentimages/experieneorbsandcombat_9fcd98ff-e4cf-4a00-99d5-9db860ee3315.jpg)

Ekindu
2009-12-03, 04:35 PM
I will grab the longbows. I am now Medium weight, although I can remedy this at the beginning of each battle.

I was actually thinking the experience were little green orbs. I have 600 of them so far! :D 3 more fights and I'll be awesome.

Any special to note in the room?

Question Edit:

Because I took Martial Study, does that allow a Warblade to have 4 maneuvers readied at all times? or am I still just limited to three?

Tavar
2009-12-03, 07:10 PM
Nope, and still 3.

Ekindu
2009-12-03, 07:36 PM
Ok. Are there any more doors in the room? chests or anything?

If no, head out the door I came in and head... north? to the second door.

Tavar
2009-12-03, 07:53 PM
Yes. Standard procedure? If so:
[roll0]

Ekindu
2009-12-03, 08:07 PM
is that initiative?

Tavar
2009-12-03, 08:11 PM
Nope. Are going to open the door?

Ekindu
2009-12-03, 08:12 PM
I want to poke the door with my 10 foot pole first.

If it seems safe. yes.

Tavar
2009-12-03, 08:16 PM
The electricity flairs again, but the wires are now burnt out and useless. Opening the door, you are greeted by a wall of magical darkness. Roll Int.
[roll0]

Ekindu
2009-12-03, 08:17 PM
I remember this room... From a past life... Long forgotten.

init
[roll0]

Ekindu
2009-12-03, 08:18 PM
Enter the darkness.

Listen check
[roll0]
Spot Check
[roll1]

Fort Save (If this is infact the room I think it is.)
[roll2]

Continuing my turn after what I hear/see

Tavar
2009-12-03, 08:29 PM
Let's see...[roll0]

Tavar
2009-12-03, 08:30 PM
Surprise round charge:
[roll0]
[roll1]
[roll2]

Each hit deals 1 damage. You are flatfooted.

Ekindu
2009-12-03, 08:31 PM
2 damage.

Are any of them still in melee range?

Tavar
2009-12-03, 08:36 PM
They are all in your square.

Ekindu
2009-12-03, 08:38 PM
Am I able to attack into my square or do I have to 5ft out of it and then attack?

Eitherway, move so I'm able to attack one.

Sapphire Night Punch Stomp.
[roll0]
[roll1]
[roll2]
[roll3]

Tavar
2009-12-03, 08:40 PM
Hit, and it's dead.
The others move into your square and attack.
[roll0]
[roll1]

Ekindu
2009-12-03, 08:41 PM
No longer flatfooted I presume? I'm back to full because of last hit.

Recover move and stomp.
[roll0]
[roll1]

Do I get AoO's when they move into my square?

Tavar
2009-12-03, 08:45 PM
It dies, and the last attacks again.[roll0]

Ekindu
2009-12-03, 08:46 PM
Move,
Sapphire Night Stomp
[roll0]
[roll1]
[roll2]
[roll3]

Tavar
2009-12-03, 08:57 PM
Fail. it attacks again.
[roll0]

Ekindu
2009-12-03, 09:00 PM
Fail, I attack again.
Recover, Move, Stomp
[roll0]
[roll1]

I'm going to assume I have little bits of fur stuck imbetween my toes.

I'm happy. I've hated those squirrels so much.

Ekindu
2009-12-03, 09:21 PM
Oh heck. I have to, I love the idea of squishing squirrels so much

Crit Confirm
[roll0]
[roll1]

edit: hehehe Squish Squish Squish.

Tavar
2009-12-03, 09:54 PM
Yeah, it's dead. 150 xp and 300gp.

Ekindu
2009-12-04, 12:07 AM
Ok, before I leave the room, If it's still in the dark, I want to search every square for any items on the ground or chests. Also for any doors. Although before touching the door I want to touch it with my 10 foot pole first.

Tavar
2009-12-04, 01:21 AM
No other doors, though you do find 300gp.

Ekindu
2009-12-04, 01:26 AM
another 300?

either way, head back out, backtrack until if find some new passageways

Tavar
2009-12-04, 01:33 AM
Sorry, forgot I already gave loot. No more gp.

The only way left is west. Do you go that way?

Ekindu
2009-12-04, 01:34 AM
yes. how much of this floor have I discovered so far?

Tavar
2009-12-04, 09:48 AM
You've found pretty much every hallway, only needing to go down this last one to discover pretty much everything. You go west for a time, then north, then east. You now have a choice: go forward, which will allow you to leave the floor, go through the door to your south, or go back through the current floor.

Ekindu
2009-12-04, 10:11 AM
Hmm... Wasn't there supposed to be a rainbow floor room?

If I go to the mini-mart is that a point of no return or can I sell off this stuff and come back


I'd say I'd go around and hit each wall to try and find some oddities in the wall, but if I saw an actual floor plan I could probably find it faster. Is that possible?

Edit: Just noticed the choice I had.

I still want to know if I can sell stuff then continue back, but I'll go through the door to the south once I know if I can go sell and come back..

Take 20 on the search of the door, if it seems clean, open it.

Tavar
2009-12-04, 10:31 AM
You can go buy stuff and then come back, As for a floor plan, anything I could really give you would reveal quite a bit. The tapping idea isn't entirely bad.

After returning to the you don't find any traps. Opening the door reveals what looks like an empty 20n-s by 30e-w room, with an elaborate chest in the lower east corner.

Ekindu
2009-12-04, 10:35 AM
Ok, I'll leave the room for now and sell off some stuff

How much do I get for:
Longbow x3
MW Studded Leather
Spiked Gauntlet

And i'd like to identify the diadem.

Tavar
2009-12-04, 10:52 AM
The diadem is completely normal, though worth about 50gp. The gauntlet is mw. Everything else goes by standard prices(1/2 sell price).

Ekindu
2009-12-04, 12:00 PM
Ok,
Selling Diadem, 25gp
Selling MW Gauntlets 152.5gp
Selling Longbow 37.5gp ea. 112.5gp total
Selling MW Studded Leather 87.5gp
Selling Pound of Gold 50gp
427.5gp total.
gives me
928.8gp total.

Hmmmm... Should I save some and buy an enhancement or get some better armor.

Edit: For now I'm going to have it converted to Platinum and head back to the room.

I should have 92 pp 8gp 8sp.

Ekindu
2009-12-04, 12:10 PM
Upon entering the room. I want to throw my grappling hook at the chest.

Guessing distance it'd be somewhere between a DC 14 to a DC 16

And roll

+2 for Silk rope added in.

[roll0]

and I'll try to pull the chest towards me.

Tavar
2009-12-04, 12:34 PM
When the hook touches the chest, the chest vanishes with an audible pop.

Ekindu
2009-12-04, 02:30 PM
Awe. :( I'll take 20 on a search check for the first few squares infront of me.

Tavar
2009-12-04, 02:32 PM
On each square you find a tripwire.

Ekindu
2009-12-04, 02:33 PM
I'll trip one from 10 feet away with my pole.

Tavar
2009-12-04, 02:36 PM
A dart is fired and hits the square.

Ekindu
2009-12-04, 04:23 PM
Ok, I'm going to follow that system to trigger all the traps in the room. And then I'll start punching walls in the room.

Tavar
2009-12-04, 11:12 PM
When you reach the east most corner, you find no tripwire. Instead, there's a chest like object there, invisible.

Ekindu
2009-12-05, 03:34 AM
Hmm... I'll take 20 on the chest. If I find no traps, I will open it.

Tavar
2009-12-05, 10:07 AM
It contains 60 pp, 37gp, a Darkwood Buckler(205), a masterwork glaive(lucky, 308), and a potion of enlarge person(250)

Ekindu
2009-12-05, 12:17 PM
Oooh boy! I am lucky! Taking everything and heading back to the minimart selling the buckler for 102.5gp

I am at 166pp 8gp 3sp and I'll be a bit before I reply again cause I want to look through the Magic Item Compendium to see if I want anything. Or if I'm gonna go with a basic Flaming Glaive. :)

Ekindu
2009-12-06, 03:03 AM
Ok, Just holding the money for now. I'm going to save up to get that +1 Glaive later. let's start frolicking down hallways punching walls.

Tavar
2009-12-06, 09:58 AM
While moving back to the 4way intersection, you punch a wall, only to have it crumble, revealing 3 dwarves in a room(the closest is 5ft from you). You realize that these aren't friendly dwarves, but ones from the dreaded clan Baby-eater.
Int[roll0]

Ekindu
2009-12-06, 10:57 AM
Baby Eaters?! Naturally it'd be a joy to eat babies, but you've brought this upon yourself!

[roll0]

I have a good chance to go first so,
If I get to go first.
Move up
Sapphire Night Blade
[roll1]
[roll2]
[roll3]
[roll4]

Holy Flail

Tavar
2009-12-06, 11:01 AM
For Clan Baby-Eater!

The move and attack.
[roll0]
[roll1]
[roll2]
[roll3]
The last cannot attack you.

Ekindu
2009-12-06, 11:03 AM
Targetting the one that missed me.

Sapphire Night Punch
[roll0]
[roll1]
[roll2]
[roll3]

Tavar
2009-12-06, 11:04 AM
Rolling crit confirmation:
[roll0]
[roll1]

Tavar
2009-12-06, 11:05 AM
that's a miss.
[roll0]
[roll1]
[roll2]
[roll3]

Ekindu
2009-12-06, 11:06 AM
That is a miss.

Recovery Paunch.

[roll0]
[roll1]

at full health.

Tavar
2009-12-06, 11:11 AM
He drops. Another moves up and attacks.
[roll0]
[roll1]
[roll2]
[roll3]

Ekindu
2009-12-06, 11:12 AM
Owie. :(

Mean baby eaters hurt me.

Crusader's Paunch.

[roll0]
[roll1]
[roll2]

Tavar
2009-12-06, 11:13 AM
Miss, and attack:
[roll0]
[roll1]
[roll2]
[roll3]

Ekindu
2009-12-06, 11:14 AM
Miss and Sapphire Night Paunch

[roll0]
[roll1]
[roll2]
[roll3]

Tavar
2009-12-06, 11:15 AM
Miss, and attack again.
[roll0]
[roll1]
[roll2]
[roll3]

Ekindu
2009-12-06, 11:16 AM
Miss and recovery Paunch

[roll0]
[roll1]
[roll2]
[roll3]

How I wish I had steel wind.


Edit: I'm sorry, wrong attack there. getting rid of the conc and bonus damage rolls.

If that's a hit i'm at 12.

Tavar
2009-12-06, 11:20 AM
Hit, but he's still alive and kicking.
[roll0]
[roll1]

[roll2]
[roll3]

Ekindu
2009-12-06, 11:21 AM
Ow! I refuse to believe he is kicking. Unless there's a giant axe on his foot.

I will return my own foot to him.

Crusader's Foot

[roll0]
[roll1]
[roll2]

If that hits I'm at 11.

Tavar
2009-12-06, 11:22 AM
Hit, and he drops.
[roll0]
[roll1]

Ekindu
2009-12-06, 11:22 AM
Recover and punch

[roll0]
[roll1]

Ekindu
2009-12-06, 11:23 AM
Critical PAUNCH

[roll0]
[roll1]

I seem to end a lot of battles this way don't I?

Tavar
2009-12-06, 11:33 AM
Yep. Gain 600gp, 150xp, and you're choice of the following:
3x (heavy shield, wood, scale mail, dwarven waraxe, shortbow, 20 arrows)

Ekindu
2009-12-06, 11:36 AM
I won't pick anything up just yet, I want to search the room first.

From a glance, is there anything note worthy rather than 3 dwarves on the ground dead?

Tavar
2009-12-06, 11:41 AM
Nope, nothing else.

Ekindu
2009-12-06, 11:42 AM
lets start wanding around the room. actively searching with the 10 foot pole for traps. and I'm punching walls as well.

Tavar
2009-12-06, 11:50 AM
Nothing. Nada.

Ekindu
2009-12-06, 11:51 AM
Ok, I'll loot the corpses of everything except arrows and sell it all. 175.5gp. and Lets head back to punching walls in the hallways.

Tavar
2009-12-06, 11:53 AM
At the 4 way intersection, where do you go?

Ekindu
2009-12-06, 11:53 AM
I'll go clockwise from where I came from.

Tavar
2009-12-06, 11:55 AM
You punch another wall, and it crumbles, revealing a spider swarm.
[roll0]

Ekindu
2009-12-06, 11:56 AM
Init
[roll0]

Do I see anything in the room?

Oh wow, I'm going first.

Tavar
2009-12-06, 11:59 AM
Nope, nothing else.

Ekindu
2009-12-06, 12:04 PM
I think I'm gonna have to run. Double move away to the closest room with 2 exits.

Tavar
2009-12-06, 12:06 PM
There are no rooms with 2 exits. At the moment, you're moving to the intersection. The swarm follows, though doesn't quite close the distance.

edit: and you realize that there were 3 sets of those items, one for each dwarf?

Ekindu
2009-12-06, 12:06 PM
comparing speeds, if we've both did a double move I'd be getting 20ft on them every round. Continue my clockwise path.

After our doublemoves, how much space do I have between me and the swarm?

Edit: 90 for the three bows, 90 for the 3 axes, 150 for the 3 scalemails 21 for the three shields. 251 / 2 = 125.5

Tavar
2009-12-06, 12:11 PM
So, heading back to the starting area? You realize if you go there you'll be trapped. Though, at the moment you're at the hallway with the 2 north(they form a loop) and the southern leading hallway, in addition to the one leading to the starting area.
As you probably missed my edit: you realize that there were 3 sets of those items, one for each dwarf?

Tavar
2009-12-06, 12:12 PM
So, heading back to the starting area? You realize if you go there you'll be trapped. Though, at the moment you're at the hallway with the 2 north(they form a loop) and the southern leading hallway, in addition to the one leading to the starting area.
As you probably missed my edit: you realize that there were 3 sets of those items, one for each dwarf?
hmm...you're right, messed up my math.

Ekindu
2009-12-06, 12:13 PM
:) So how much space do I have between me and the spiders? I may try an action here.

Tavar
2009-12-06, 12:16 PM
15 ft, but they are are around a corner, and thus have cover.

Ekindu
2009-12-06, 12:18 PM
Really? Two double move actions and they're only 15 ft away?

Throwing oil, does it work like Alchemists fire where it spreads to a 3x3 area?

Also, would the spiders take fire damage for every square of fire they go through?

Tavar
2009-12-06, 12:22 PM
Oh, darn it. Was counting as if you both started from the same square. 20ft away. It uses the same rules as alchemists fire, but note that there is a chance that it won't light.

Ekindu
2009-12-06, 12:27 PM
Hmm... I'm running, Run around the loop double move. and head back to the four way.

to use oil as a splash weapon I have to prepare it with a fuse. :( and pouring it out only covers a 5ft square.

Tavar
2009-12-06, 12:28 PM
I wouldn't suggest doing that. It'll put you within move range of the swarm. Here, I'll post a map.
http://img269.imageshack.us/img269/3213/d1f1.jpg

This contains the entire map, but at this point it doesn't really matter.

Ekindu
2009-12-06, 12:31 PM
Blast. Would I be able to move to halfway through the loop and ready an action when I see them to move 30ft away?

Edit: I actually don't know where I am right now on that map.

Tavar
2009-12-06, 12:39 PM
from what you said, you moved to the 4-way intersection, then east, then south, then east. You are currently right above the southern hallway.

Ekindu
2009-12-06, 12:46 PM
double move down the hallway.

How far behind are they after they move?

Tavar
2009-12-06, 12:47 PM
60ft, assuming the southern hallway

Ekindu
2009-12-06, 12:49 PM
http://img4.imageshack.us/img4/6085/spiderun.th.jpg (So it looks like this?)
Is this right?

So if I move any further they will not be able to see me with their darkvision 60ft

Tavar
2009-12-06, 12:52 PM
yes, that should work

Ekindu
2009-12-06, 12:53 PM
Ok, double move south and to the east.

Tavar
2009-12-06, 12:57 PM
Okay. What now?

Ekindu
2009-12-06, 12:57 PM
North, East and punch the wall.

Tavar
2009-12-06, 12:59 PM
crumbles, revealing a room with floors that are every color of the rainbow. In the middle of the room is a chest on top of a 5ft pedestal.

Ekindu
2009-12-06, 12:59 PM
Yay this room!

with 10 foot pole start poking around the floor ignoring the chest for now.

Tavar
2009-12-06, 01:06 PM
There is nothing special. Listen check, please.

Ekindu
2009-12-06, 01:07 PM
[roll0]

I don't like a random listen check. :(

Tavar
2009-12-06, 01:09 PM
Are you checking the entire floor?

Ekindu
2009-12-06, 01:09 PM
Just quick skim with the 10 foot pole. I'm gonna open the chest now.

Tavar
2009-12-06, 01:14 PM
As you move to the chest, you see movement in the doorway. The spiderswarm has followed you(tremor sense and single direction hallways FTW). You're move.

Ekindu
2009-12-06, 01:16 PM
Hmm....

Sapphire Night TORCH

[roll0]
[roll1]
[roll2]
[roll3]

edit: that was almost awesome.

Tavar
2009-12-06, 01:19 PM
it moves into you're square. Take [roll0] damage. Also, make 2 fort saves, one to prevent [roll1] str damage, one to avoid nauseated. DC 11.

Ekindu
2009-12-06, 01:21 PM
At 11 hp.

[roll0]
[roll1]

I get an AoO for it moving into my square
From D20 SRD,
In order to attack, a single swarm moves into opponents’ spaces, which provokes an attack of opportunity.

[roll2]
[roll3]

5ft out and Crusaders torch

[roll4]
[roll5]
[roll6]

Edit: oh god I'm going to die by spiders.

Tavar
2009-12-06, 01:23 PM
True, forgot about that. Remember the poison damage, and it moves into you're square(get AOO). Take [roll0] damage. Also, make 2 fort saves, one to prevent [roll1] str damage, one to avoid nauseated. DC 11.

Ekindu
2009-12-06, 01:24 PM
[roll0]
[roll1]

[roll2]
[roll3]

Free action to drop backpack so I'm not medium weightload anymore.

5ft step out Recover moves and torch

[roll4]
[roll5]

9hp.

Tavar
2009-12-06, 01:25 PM
okay, it moves into you're square(make AOO). Take [roll0] damage. Also, make 2 fort saves, one to prevent [roll1] str damage, one to avoid nauseated. DC 11.

Ekindu
2009-12-06, 01:26 PM
[roll0]
[roll1]

AoO Torch
[roll2]
[roll3]

Crusaders Torch
[roll4]
[roll5]
[roll6]

Ekindu
2009-12-06, 01:27 PM
HAH critical torch

[roll0]
[roll1]
Edit: BLAST

At full health.

Tavar
2009-12-06, 01:28 PM
Hit, though remember that you've taken 4 str damage so far: you only have +1 to hit. It moves into you're square(get AOO). Take [roll0] damage. Also, make 2 fort saves, one to prevent [roll1] str damage, one to avoid nauseated. DC 11.

Edit:also, immune to crits.:smallbiggrin:

Ekindu
2009-12-06, 01:30 PM
Yeah, I just noticed that.

[roll0]
[roll1]

AoO
[roll2]
[roll3]

5ft step out, Sapphire Night torch
[roll4]
[roll5]
[roll6]
[roll7]

12hp now I believe?

Tavar
2009-12-06, 01:33 PM
Nope. due to the improvised weapon, it get's an additional -4 to attack.

It moves into you're square(get AOO). Take [roll0] damage. Also, make 2 fort saves, one to prevent [roll1] str damage, one to avoid nauseated. DC 11.

Ekindu
2009-12-06, 01:35 PM
[roll0]
[roll1]

that means I need natural 20s to hit it....

AoO
[roll2]
[roll3]

double move through it. I'm gonna get some distance so I can start adding fuses to the oil.

Edit: South, west, north. heading back up that hallway.

Tavar
2009-12-06, 01:40 PM
what exactly are you carrying? Due to str damage your carrying capacity is 33, and unless you've dropped more than the pack you're move is less than 30ft. Plus, you'll be leaving your backpack behind.

Ekindu
2009-12-06, 01:44 PM
Are ninja's going to steal my backpack and items? Or can I come back safely to finish the spiders in a bit.

If I can come back with my items safely still there I'll continue with running.

All I have is my money and my armor(edit: and torch). So I can't add fuses, but I can run and buy alchemists fire.

Tavar
2009-12-06, 01:49 PM
No, they're safe.
You get to the item shop.

Ekindu
2009-12-06, 01:52 PM
buying 5 alchemists fire. 100gp
1 Potion of Lesser restoration. 300gp

Drink potion [roll0]

Ekindu
2009-12-06, 01:54 PM
ok, lets head back to the spiders, about where do we gain LoS

Tavar
2009-12-06, 01:56 PM
They are directly east of the 4-way intersection. As you come into sight, they move 20ft closer to you.

Ekindu
2009-12-06, 01:57 PM
So they are 5ft away from me right now?

Tavar
2009-12-06, 01:59 PM
No. they are currently 40ft away.

Ekindu
2009-12-06, 02:00 PM
Ready and action to throw an alchemists fire when they are at 10 feet away.

Edit: I've only done 2 damage to them so far haven't I? Since that SNB missed.

Tavar
2009-12-06, 02:04 PM
Yeah. Okay, they get within 10ft. Make your attack, then an AOO. Take [roll0] damage. Also, make 2 fort saves, one to prevent [roll1] str damage, one to avoid nauseated. DC 11.

Ekindu
2009-12-06, 02:05 PM
[roll0]
[roll1] x1.5 for splash

AoO
[roll2]
[roll3]

[roll4]
[roll5]

Edit: Least I made my saves.

Ok, the alchemists fire missed, is it assumed that I missed completely or do they take some splash damage for neighbouring squares?

Move 30 feet away drawing another Alchemists fire and ready an action to do the same thing.

9 hp.

Tavar
2009-12-06, 02:08 PM
[roll0]-Hit square behind them.

It moves into you're square(get AOO). Take [roll1] damage. Also, make 2 fort saves, one to prevent [roll2] str damage, one to avoid nauseated. DC 11.

Ekindu
2009-12-06, 02:11 PM
and they are technically holding 4 squares of floor?(In a hallway thats 20ft long) So does it do anything?

Ok, readied action.

[roll0]
[roll1]

Direction if miss
[roll2]

AoO
[roll3]
[roll4]

Saves
[roll5]
[roll6]

Move away 30 feet. drawing another Alchemists Potion, ready and action to throw at 10feet.

Should note I'm going around the loop.

edit: 5 hp.

Tavar
2009-12-06, 02:16 PM
true...in that case, they are now dispersed. 150xp, and if you go to the spider room, 600gp.

Ekindu
2009-12-06, 02:17 PM
Free action to crawl into a little ball and cry.

Let me count the fort saves.

Ekindu
2009-12-06, 02:18 PM
3 failed fort saves.

[roll0]
[roll1]
[roll2]

Or do I have to roll against every fort save?

Tavar
2009-12-06, 02:19 PM
Note that you don't take damage from post 227. Every save.

Ekindu
2009-12-06, 02:20 PM
Ok, grabbed the gold, exchanged to platinum, back to rainbow room. Grab all my equipment.

Open chest.

Ekindu
2009-12-06, 02:21 PM
3 more saves then

[roll0]
[roll1]
[roll2]

I have also leveled up.

Tavar
2009-12-06, 02:24 PM
[roll0] str damage.

Ekindu
2009-12-06, 02:24 PM
Ok, looks like I'm dragging stuff.

I want to open the chest in the rainbow room.

Tavar
2009-12-06, 02:26 PM
You find straw!

Ekindu
2009-12-06, 02:27 PM
....YAY.

...Take out the straw, put my equipment and backpack in it and drag the chest and equipment to the mini mart.

Tavar
2009-12-06, 02:28 PM
Okay. What do you do there? And you are adding the loot from the spiders, yes?

Ekindu
2009-12-06, 02:29 PM
I've already added the 600gp and turned it into platinum.

I want to sell the chest.

Tavar
2009-12-06, 02:29 PM
okay...you can get 1 gp for it.

Ekindu
2009-12-06, 02:30 PM
More than I would of got for the straw. :)

Now. If I buy a +1 Glaive, it'd be 2008 gold total right?

If yes, I will buy a +1 Glaive.

Tavar
2009-12-06, 02:32 PM
add 300 for the masterwork.

Ekindu
2009-12-06, 02:32 PM
Blast. I was trying to get around that.

I'll stick my Masterwork glaive into the machine and get it upgraded to +1. 2000gp

Tavar
2009-12-06, 02:33 PM
I'm not sure that it will work like that. I'll have to ask Tanaric about that.

Ekindu
2009-12-06, 02:42 PM
Ok, This is also my buy list

rope 1gp
50lb bag of flour... I'm not sure of the price of this.
Masterwork Chainmail 300gp

Selling Chain Shirt 50gp
Sell Potion of Enlarge Person 125gp

Ekindu
2009-12-06, 02:52 PM
Tell you what, I'll pay the 2308 right now. sell my MW Glaive. get 154gp back

If Tanaric says I can upgrade the MW to +1, I'll add 146gp to my pocket. if not I'll suck it up.

I'm at 36pp 9gp 3sp.

I'll take my rest and my level now.

edit: Do I recover all my str?

Tavar
2009-12-06, 02:57 PM
Normal healing rates apply.

Ekindu
2009-12-06, 03:00 PM
So, I only regain 2 hp and 2 str? Fail. I'll buy another potion of lesser restoration
[roll0]

Tavar
2009-12-06, 03:02 PM
Can't afford it at the moment. I'd forget the +1 glaive for the moment.