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Tanaric
2009-11-30, 01:09 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 cramped, rectangular 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, a torch is already lit, resting in a bracket by the sole door visible in the room.

Map:{table]|A_|B_|C_|D_
1|||||
2||F|||
[/table]

There is a door at A-1, west side.

DM notes:2, 15, 3

Justyn
2009-11-30, 01:16 AM
First things first: I take 20 searching the entire room and the door.

Tanaric
2009-11-30, 01:20 AM
There's a web of concealed copper wires on the door. Everything else seems normal.

Justyn
2009-11-30, 01:23 AM
I get out one of my 10-foot poles and, standing at D-2, give the door a nice firm poke.

Tanaric
2009-11-30, 01:57 PM
Your prodding triggers a trap on the door. At the touch of the pole, the 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.

Justyn
2009-11-30, 03:47 PM
I put back the pole, and then open the door.

Tanaric
2009-11-30, 07:50 PM
Opening the door reveals a hall that runs to the north and south. To the north, it runs for ten feet before turning east. To the south, it runs for forty feet before turning east.

Justyn
2009-11-30, 07:53 PM
I'll head along the northern path, Searching each space before I enter, and taking 20 on each check.

Tanaric
2009-12-01, 07:17 PM
You find a tripwire five feet to the north of the door you just left.

At the bend, you see that the hall continues east for thirty feet before turning south. Five feet to the east, there is a short (five foot) hallway ending in a door on the north side.

Justyn
2009-12-01, 07:28 PM
I'll search the door (taking 20), draw my sword, then open the door (noting that this is a move action, you'll see why). Also, I'll ready a standard action to attack anything that closes to melee range with obvious violent intent.

Tanaric
2009-12-02, 01:00 PM
The problem with that is that most encounters start as soon as you open the door, and a readied action goes away if you take another action after it.

So it's move (open door) -> roll initiative or find an empty room, or standard(ready) -> move (open door and lose readied action) -> roll initiative or find an empty room.

With that in mind, did you still want to go about it in the same way?

Oh, and no traps on the door.

Justyn
2009-12-02, 06:24 PM
The problem with that is that most encounters start as soon as you open the door, and a readied action goes away if you take another action after it.

So it's move (open door) -> roll initiative or find an empty room, or standard(ready) -> move (open door and lose readied action) -> roll initiative or find an empty room.

With that in mind, did you still want to go about it in the same way?

Oh, and no traps on the door.

Never mind the readied action then, I'll just open the door.

Justyn
2009-12-02, 11:01 PM
I'll roll Initiative just in case I need it. If I don't, oh well; if I do, I saved you some time.

[roll0]

Justyn
2009-12-03, 10:00 AM
You know what? I'll roll some extra checks, just in case I need, or can use, them...

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

Tanaric
2009-12-03, 05:01 PM
Opening the door reveals the following room:{table]|A_|B_|C_|D_|E_|F_|G_
1|||||||
2|||||1||
3|||||||
4|||||||
5|||||||
6|2|||3|||
7|||||||
[/table]

There is a door at B-7 which you are standing just outside of, another at A-5, and a third at G-4.

There are three elves in the room. Two (2,3) are holding longswords, while the third (1) is holding a longbow. All are wearing studded leather armor, with bucklers strapped to an arm. Roll initiative.

[roll0] [roll1] [roll2]

Justyn
2009-12-03, 05:51 PM
Opening the door reveals the following room:{table]|A_|B_|C_|D_|E_|F_|G_
1|||||||
2|||||1||
3|||||||
4|||||||
5|||||||
6|2|||3|||
7|||||||
[/table]

There is a door at B-7 which you are standing just outside of, another at A-5, and a third at G-4.

There are three elves in the room. Two (2,3) are holding longswords, while the third (1) is holding a longbow. All are wearing studded leather armor, with bucklers strapped to an arm. Roll initiative.

[roll0] [roll1] [roll2]

I already did. I got 17. Elf 3 goes before me, then I go.

Tanaric
2009-12-03, 07:07 PM
Elf 3 moves into the doorway and attempts to make McWarrior Shishkebabs.

[roll0] vs flatfooted AC for [roll1]

Justyn
2009-12-03, 07:56 PM
I'm assuming that the Elf moved to B-7? I can't really move, so I'll just attack.


[roll0]
[roll1]

Tanaric
2009-12-04, 02:55 PM
Correct, and a miss.

Elf 2 draws a bow and moves to A-1. Elf 1 moves to C-1 and fires a shot at you.

[roll0] for [roll1]. You have soft cover against the attack.

Elf 3 then takes a swing at you: [roll2] for [roll3]

Justyn
2009-12-04, 05:27 PM
Attacking the one at B-7 again.

[roll0]
[roll1]

Justyn
2009-12-04, 05:29 PM
Rolling to confirm critical:

[roll0]
[roll1]

Just in case...
[roll2]
[roll3]

Tanaric
2009-12-04, 08:32 PM
Even without the confirmation, it's enough to bring him down to negatives.

Have two more arrows to the face for your troubles. [roll0] [roll1] [roll2] [roll3]

Justyn
2009-12-04, 09:19 PM
Thank God for an AC of 18. :smallbiggrin:

I'll Charge from outside B-7 to B-2 (30ft), and attack the elf at C-1.

[roll0]
[roll1]


HP: 12
AC: 16 (18-2)

Tanaric
2009-12-06, 06:04 PM
Hit and down.

The other drops his longbow, draws his longsword, and tries to make mincemeat out of you. [roll0] for [roll1]

Justyn
2009-12-06, 08:41 PM
OOC: This room is seriously too difficult for a single first level character, regardless of what the CR says. There better be some healing potions somewhere.

I'm doing the only thing I can do, attacking.

[roll0]
[roll1]

HP:3
AC:19

Tanaric
2009-12-06, 09:10 PM
Either DR (Bladeproof Skin, Stone Bones, various feat chains) or high AC makes a joke of this encounter.

Anyway, that one's down too. 150 xp, the listed gear, and 47 gp, 220 sp.

Justyn
2009-12-06, 09:19 PM
Either DR (Bladeproof Skin, Stone Bones, various feat chains) or high AC makes a joke of this encounter.

Anyway, that one's down too. 150 xp, the listed gear, and 47 gp, 220 sp.

Can they please have a healing potion instead of the gold? PLEASE? I have 3 hp. It's either that or I wait in the starting room until natural healing kicks in. Because the next hit will kill me, and I can't coast on AC for however long it takes me to find the magical vending machines.

But I will do one thing...

I just wanted to check, all of them had longbows, longswords, studded leather armor, and bucklers, right?


[roll0]
[roll1]
[roll2]

[roll3]
[roll4]
[roll5]

[roll6]
[roll7]
[roll8]

[roll9]
[roll10]
[roll11]

Tanaric
2009-12-06, 09:25 PM
Oh, very well. They have a convenient potion of Faith Healing for whatever god you worship, no gold. Just this once.

All of their equipment seems normal.

Justyn
2009-12-06, 09:46 PM
Oh, very well. They have a convenient potion of Faith Healing for whatever god you worship, no gold. Just this once.


Thank you thank you thank you.

I'll use the potion first, and then pack away all of the loot on the mule.

Then I'll continue along the west going hallway, making sure to check for traps (taking 20 to do it).

Justyn
2009-12-07, 01:37 AM
I don't think I've ever heard of Faith Healing before, I'll just roll for Cure Light Wounds, just in case.

[roll0]

Tanaric
2009-12-07, 08:42 PM
Faith Healing heals you for 8 HP +1 per CL (max of 5, 1 in this case) if you worship the same deity as the caster.

Does that change anything?

Justyn
2009-12-08, 07:27 AM
Not really, I had just never heard of the spell before right then; it's just easier to make rolls I don't need than to make more rolls later.

Doesn't answer the question of why your last post there didn't show up on my subscribed threads list...

Tanaric
2009-12-08, 07:27 PM
Did you mean to continue along the east-west hall that you were already in prior to facing the elves? I'm a little confused by your instructions for some reason.

Justyn
2009-12-08, 09:10 PM
Did you mean to continue along the east-west hall that you were already in prior to facing the elves? I'm a little confused by your instructions for some reason.

Yes, that is what I meant.

Also, I've been thinking; do you think it would be okay for me to take a couple of your vast surplus of players off of your hands?

Tanaric
2009-12-09, 07:45 PM
If you want to, that's fine by me. You can't be both a player and a DM at the same time though, for obvious reasons.

Justyn
2009-12-09, 09:20 PM
If you want to, that's fine by me. You can't be both a player and a DM at the same time though, for obvious reasons.

Well, I'll stay a player for at least the time being.

Tanaric
2009-12-10, 12:16 PM
The hall continues east for twenty feet from the door before turning south. It goes south for forty feet before turning east, or else splits east after thirty feet.

Justyn
2009-12-10, 06:27 PM
The hall continues east for twenty feet from the door before turning south. It goes south for forty feet before turning east, or else splits east after thirty feet.

I'll take the first hallway split. Again, searching every space, and then taking 20 on each check.

I have no idea why, but this isn't showing up on my notices thing anymore. I have to manually check the thread.

Tanaric
2009-12-11, 08:06 PM
The hall goes east for ten feet, then south for ten feet before turning west. Five feet south, you find a pressure plate on the corner square.

Justyn
2009-12-11, 08:10 PM
The hall goes east for ten feet, then south for ten feet before turning west. Five feet south, you find a pressure plate on the corner square.

Alright, I'll backtrack, step over the tripwire, and head down the other hallway. (searching new spaces, taking 20)

Tanaric
2009-12-12, 01:52 PM
You find a tripwire five feet to the south of the first room. At the bend, the hall continues east for forty feet before turning south. After twenty feet, there's a door on the north side of the hall.

Justyn
2009-12-12, 04:49 PM
Okay, I'll search the door, and then listen at it it for anything long enough to make 3 checks. (Taking 20 on them, but if not...)

[roll0]
[roll1]
[roll2]

Tanaric
2009-12-14, 03:06 PM
You hear loud chittering coming from within the room.

Justyn
2009-12-14, 03:48 PM
I'll continue on, and come back to this door later, unless it's possible to see what's inside without actually starting combat...

Tanaric
2009-12-15, 06:30 PM
It is almost assuredly not possible.

At the bend, you see that the hall continues to the south for ten feet before splitting to the east and west.

Justyn
2009-12-15, 07:06 PM
I'll carefully head down the eastern path.

Tanaric
2009-12-16, 03:14 PM
The hall continues east for fifty feet before turning north. To the north, the hall continues out of sight. After forty feet, it splits east, and after fifty feet, it splits west.

Justyn
2009-12-16, 05:59 PM
I'll look down both the hallways before choosing which path to take.

Tanaric
2009-12-17, 11:55 PM
At the first split, the hall continues east for twenty feet before turning north. At the second, it continues west for twenty feet before turning north, with a door on the south side of the bend. You now see another western split twenty feet further north in the long hallway.

Justyn
2009-12-18, 02:41 AM
At the first split, the hall continues east for twenty feet before turning north. At the second, it continues west for twenty feet before turning north, with a door on the south side of the bend. You now see another western split twenty feet further north in the long hallway.

I'll check out the door. (Taking 20 at search checks, and listen checks. But if I can't take 20 at the listen checks...)

[roll0]
[roll1]
[roll2]