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Tanaric
2009-12-06, 09:28 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 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||B|||
3|||||
[/table]

There is a door at D-3, east side. Unless otherwise mentioned, all doors are sliding metal.

vollmond
2009-12-06, 10:10 PM
Whirlwind will draw a waraxe to wield in his primary hand, and carry the 10-foot pole in his off-hand.

Procedures/Stats:

Search procedure:
1) use pole to check square 10 feet away for tripwires, etc.
2) use pole to push 50-lb sack of wheat into that square
3) move forward
4) repeat

Door opening procedure:
1) take 20 on a search check (for 21)
2) poke the door with pole
3) open door

Darkvision 120'
Stonecunning
Immune to paralysis/phantasms/poisons

HP: 13
AC: 17, ff 14, t 13
sheet (http://www.myth-weavers.com/sheetview.php?sheetid=170711)


So, take 20 on a search check of the door (for 21), then poke it with my pole a few times before opening it and stepping out.

Tavar
2009-12-06, 11:20 PM
You see copper wires inlaid into the door. Poking them with the pole, you see arcs of electricity, and the wires are now burnt out. Opening the door, you see a hallway that goes north and south.

Question: do you mind if I skip simple direction changes? For instance, if the hallway turns north with no doors or other paths, do you want me to just have you go north, or would you like me to always stop and give you a choice?

vollmond
2009-12-06, 11:21 PM
Skipping simple changes works fine for me.

I'll turn north first

Procedures/Stats:

Search procedure:
1) use pole to check square 10 feet away for tripwires, etc.
2) use pole to push 50-lb sack of wheat into that square
3) move forward
4) repeat

Door opening procedure:
1) take 20 on a search check (for 21)
2) poke the door with pole
3) open door

Darkvision 120'
Stonecunning
Immune to paralysis/phantasms/poisons

HP: 13
AC: 17, ff 14, t 13
sheet (http://www.myth-weavers.com/sheetview.php?sheetid=170711)

Tavar
2009-12-06, 11:26 PM
You find a tripwire 5ft from the door, but pass without incident. Heading north, the hall turns east, and you now have a choice: there is a hallway going south, then further on 2 hallway's going north.

vollmond
2009-12-06, 11:28 PM
Take the first northern hall

Procedures/Stats:

Search procedure:
1) use pole to check square 10 feet away for tripwires, etc.
2) use pole to push 50-lb sack of wheat into that square
3) move forward
4) repeat

Door opening procedure:
1) take 20 on a search check (for 21)
2) poke the door with pole
3) open door

Darkvision 120'
Stonecunning
Immune to paralysis/phantasms/poisons

HP: 13
AC: 17, ff 14, t 13
sheet (http://www.myth-weavers.com/sheetview.php?sheetid=170711)

Tavar
2009-12-06, 11:38 PM
You go North, then west, then south(you are in the second northern hall) Now you have a choice: return to the hallway with the to northern and 2 southern halls, or to go west, to what looks to be a 4 way intersection.

vollmond
2009-12-06, 11:46 PM
i didn't expect to get confused this quickly - is it too soon to request a map? I went north in the west-most hall, then turned west, and ended up in the east-most hall?

EDIT: here (http://imnotpete.com/wp-content/uploads/2009/12/neverending-dwarf.gif)'s what I thought it looked like

Tavar
2009-12-06, 11:58 PM
Facepalm.

the first time I said east, I meant west.

vollmond
2009-12-07, 12:00 AM
EDIT: I really should have figured out the east-west thing. was confused by something else that was dumb

I'll take the south path opposite the 2 northern ones

Procedures/Stats:

Search procedure:
1) use pole to check square 10 feet away for tripwires, etc.
2) use pole to push 50-lb sack of wheat into that square
3) move forward
4) repeat

Door opening procedure:
1) take 20 on a search check (for 21)
2) poke the door with pole
3) open door

Darkvision 120'
Stonecunning
Immune to paralysis/phantasms/poisons

HP: 13/13
AC: 17, ff 14, t 13
sheet (http://www.myth-weavers.com/sheetview.php?sheetid=170711)

Tavar
2009-12-07, 12:29 AM
Like this?
http://i189.photobucket.com/albums/z77/Ilavator/silvermap.jpg

vollmond
2009-12-07, 12:38 AM
Ok, so those 2 northern hallways meet and become a loop? I'll go south down the hall that doesn't pass my starting room, and explore that western turn. Is the blue mark a door? If so, I'll hit that up with my door openning procedure. if not, i'll keep going to the next decision

Procedures/Stats:

Search procedure:
1) use pole to check square 10 feet away for tripwires, etc.
2) use pole to push 50-lb sack of wheat into that square
3) move forward
4) repeat

Door opening procedure:
1) take 20 on a search check (for 21)
2) poke the door with pole
3) open door

Darkvision 120'
Stonecunning
Immune to paralysis/phantasms/poisons

HP: 13/13
AC: 17, ff 14, t 13
sheet (http://www.myth-weavers.com/sheetview.php?sheetid=170711)

Tavar
2009-12-07, 12:48 AM
Yes to all questions, though another hallway branches off from the loop, going west.

opening the door, you see a 10ff n-s by 15ft e-w room. The door is in the upper east. In the lower west corner, there sits a man with glowing blue eyes, reading a scroll.
Listen:[roll0]
Int:[roll1]
No surprise round on either side.

vollmond
2009-12-07, 12:54 AM
Init [roll0]

vollmond
2009-12-07, 12:57 AM
Free: drop 10-foot pole
Free: Switch to 2-handed grip on my waraxe
Full-round: charge at the man
Attack [roll0] (including +2 from charge)
Damage [roll1]
Crit Confirm [roll2]
Crit Damage [roll3]

Tavar
2009-12-07, 01:04 AM
And he's dead. The scroll has some sort of writing on it, but you can't read it. He also has a gold/silver diadem(50gp). Finally, rifling through his pockets, you find 150xp.

vollmond
2009-12-07, 01:07 AM
I'll keep the scroll, diadem, and xp, and head back out and around the corner, grabbing my pole on the way.

Procedures/Stats:

Search procedure:
1) use pole to check square 10 feet away for tripwires, etc.
2) use pole to push 50-lb sack of wheat into that square
3) move forward
4) repeat

Door opening procedure:
1) take 20 on a search check (for 21)
2) poke the door with pole
3) open door

Darkvision 120'
Stonecunning
Immune to paralysis/phantasms/poisons

HP: 13/13
AC: 17, ff 14, t 13
sheet (http://www.myth-weavers.com/sheetview.php?sheetid=170711)

Tavar
2009-12-07, 01:10 AM
After going north, then west, then north, then east, then south, then east, then north, then west, then north, then east, you have a choice: Ahead, a door. To the north, a 4 way intersection.

vollmond
2009-12-07, 01:18 AM
uhhhhhhhhh right. so, through the door (after taking 20 on a search, and poking it with my pole, of course)

Tavar
2009-12-07, 10:55 AM
Listen checks:
[roll0]
[roll1]

Int:
[roll2]
[roll3]

Tavar
2009-12-07, 10:58 AM
Opening the door, an arrow shoots out at you, and mist suddenly envelopes the room, giving concealment to adjacent, total to anyone farther. In the instant before the mist conceals everything, you see two humaniods. Spot check.

Attack:[roll0]
[roll1]

Roll Int, they had a surprise round. If you go first, one is 20ft from the door, with the other just a bit farther. If you don't, roll Listen to locate them.

vollmond
2009-12-07, 11:00 AM
Spot [roll0]
Init [roll1]

now that was impressive

vollmond
2009-12-07, 11:01 AM
Listen [roll0]

Tavar
2009-12-07, 11:03 AM
One humaniod moves up to you and attacks with a sword.
[roll0]
[roll1]
Miss on a 1:[roll2]
Make a will save.

vollmond
2009-12-07, 11:19 AM
Miss. Still need the save?
Will Save [roll0]

Right, so, probably safe to assume this character isn't going to last long...

Tavar
2009-12-07, 11:24 AM
Yes. You fall unconscious for several round, then are blinded and stunned, then simply stunned. As you wake, you realize that the elf is getting up and retrieving his sword.

You are currently prone, and your weapon is on the ground next to you. Are you going to take an action?

vollmond
2009-12-07, 11:30 AM
Hmm. I'll take a move action to draw my crossbow, and a standard to fire it.

Attack [roll0]
Damage [roll1]

well, crap

Tavar
2009-12-07, 01:48 PM
Miss chance
[roll0]
He attacks.
[roll1]
[roll2]+1=6
mis chance[roll3]
the Elf moves to take cover in the door.

Tavar
2009-12-07, 01:49 PM
Crit Con:
[roll0]
[roll1]

Tanaric
2009-12-07, 01:50 PM
Tavar:That elf should have a +1 modifier to his longsword damage for his strength, shouldn't he?

Tavar
2009-12-07, 01:51 PM
Tavar:That elf should have a +1 modifier to his longsword damage for his strength, shouldn't he?

Yep. had it there before, too. Oh well.
Oh, and [roll0], [roll1]

vollmond
2009-12-07, 01:54 PM
I presume I should avoid opening those spoilers? Should I go ahead and take my next turn?

Tavar
2009-12-07, 01:57 PM
Yep to both.

vollmond
2009-12-07, 02:01 PM
Ok.

If I can draw a weapon in the move action as I stand up:

Free: Drop crossbow
Move: Stand up and draw 2nd waraxe, provoking AoO
Standard: Attack with waraxe
Attack [roll0]
Damage [roll1]
Crit Confirm [roll2]
Crit Damage [roll3]

5-foot step away from the elf


If I cannot do that:

Move: Stand up, provoking AoO
Move: Pick up waraxe that's on the ground

5-foot step away from the elf

Tavar
2009-12-07, 02:10 PM
You can do that, though you don't provoke due to cover+concealment.

The elf moves out of cover and attacks.
[roll0]
[roll1]
[roll2]

vollmond
2009-12-07, 02:16 PM
Great.

Standard: Attack
Attack [roll0]
Damage [roll1]
Crit Confirm [roll2]
Crit Damage [roll3]

Not sure where we are now in regards to concealment - I'll roll it just in case:
1 misses [roll4]

edit: bah. done.

Tavar
2009-12-07, 02:20 PM
It attacks again, then moves into cover. At this point the mist dissipates.
[roll0]
[roll1]
[roll2]

vollmond
2009-12-07, 02:26 PM
I'll move to the elf (so there is no cover) and attack again
Attack [roll0]
Damage [roll1]
Crit Confirm [roll2]
Crit Damage [roll3]

If the elf was out of my move range, I'll do something different

Tavar
2009-12-07, 02:27 PM
Nope, that works. He attacks you.
[roll0]
[roll1]
crit conf
[roll2]
[roll3]

vollmond
2009-12-07, 02:31 PM
Wash, Rinse, Repeat:

Attack [roll0]
Damage [roll1]
Crit Confirm [roll2]
Crit Damage [roll3]

edit: Finally? *hopeful*

Tavar
2009-12-07, 02:37 PM
Yes, he's dead. you get 75xp, and his gear(longbow, 20 arrows, longsword, heavy shield, scalemail). You notice that you are currently missing the following items: scroll, diadem, all money.

vollmond
2009-12-07, 02:41 PM
Is that shield wooden or steel?

Tavar
2009-12-07, 02:44 PM
Wood...........

vollmond
2009-12-07, 02:49 PM
I'll keep everything but the longsword. Will ready the shield. Pick up and sheathe both axes. Pick up, load, and sheathe the crossbow. Wield the 10-foot pole for searching. If there are any other doors in this room, I'll search/poke/open, else I'll continue down the hall to the intersection. If I can tell that any arm of the intersection goes back where I've come, may I see a map? Otherwise, I arbitrarily go west at the intersection.

Tavar
2009-12-07, 03:24 PM
This four way intersection is the same one that you found earlier. Going west, you eventually turn north, then east. You now have a choice:to your south, a door. If you continue on, you reach the store. You can visit the store as many times as you wish: buying and selling things as you go.

vollmond
2009-12-07, 03:32 PM
I'll continue on to the store.

Selling:
25 gp Scale Mail
3.5 gp Heavy Wooden Shield
35 gp Longbow
0.5 gp 20 Arrows
64 gp total

Buying:
50 gp Potion of CLW
0.1 gp 1 Crossbow Bolt
50.1 gp total

13 gp 9 sp remaining

Drink the potion, healing [roll0] damage.

Wield axe in primary hand, pole in off-hand.
Return to the unknown door. Search, Poke, Open.

Tavar
2009-12-07, 03:36 PM
You see a 20ft n-s by 30ft e-w room, with an ornate chest in the lower west.

vollmond
2009-12-07, 03:44 PM
Draw my crossbow and shoot the chest, taking a round to line up the shot. Roll if necessary:
Attack [roll0]
Damage [roll1]

vollmond
2009-12-07, 03:45 PM
Seriously? crit failure on that? guess i should be glad i wasn't in combat. Again:
Attack [roll0]
Damage [roll1]

Tavar
2009-12-07, 03:53 PM
Once you hit it, the chest vanishes with an audible pop!

vollmond
2009-12-07, 03:53 PM
Using my normal search procedure, I'll explore every square in the room.

Tavar
2009-12-07, 04:01 PM
On almost evry square, you find a tripwire.When you reach the east most corner, you find no tripwire. Instead, there's a chest like object there, invisible.

vollmond
2009-12-07, 04:07 PM
Take 20 on a search for 21, poke it a few more times with the pole, then try to open it.

If it's locked, try to break in. Take full round to auto-hit with an axe (continue until I'm in or something threatening happens)
Damage [roll0]
Damage [roll1]
Damage [roll2]
Damage [roll3]

Tavar
2009-12-07, 06:42 PM
It contains 60 pp, 37gp, a Darkwood Buckler(205), a masterwork dwarven waraxe(lucky, 308), and a potion of enlarge person(250)

vollmond
2009-12-07, 08:37 PM
I'll take it all. Is that lucky as in the psionic modifier? Or lucky in that I'm lucky to have drawn that random loot? Either way, I'll start using the new axe as my primary, and I'll use the buckler, too.

Now I'll head back to the intersection and investigate north.

Tavar
2009-12-07, 08:40 PM
The second.

Going north, you then go east, then south, then east again. You have a door ahead of you. The hall also goes north at this point, with a door on the western wall.

vollmond
2009-12-07, 08:58 PM
Door-opening time

Tavar
2009-12-07, 09:00 PM
Which one?

vollmond
2009-12-07, 09:03 PM
Oops. the first

Tavar
2009-12-07, 09:24 PM
Listen:[roll0]
Int[roll1]

Tavar
2009-12-07, 09:28 PM
Opening the door, an arrow flies out at you. You see 3 elves, one 5ft infront of you, one behind him(he has the bow) and one to the south of the door. Roll Int.

Attack:[roll0]
[roll1]

vollmond
2009-12-07, 09:40 PM
Listen [roll0]
Init [roll1]

Tavar
2009-12-07, 09:49 PM
You go first.

vollmond
2009-12-07, 09:49 PM
Free: Drop the pole
Standard: Attack the nearest target
Attack [roll0]
Damage [roll1]
Crit Confirm [roll2]
Crit Damage [roll3]

vollmond
2009-12-07, 09:50 PM
Of course. Move to draw the 2nd waraxe

Tavar
2009-12-07, 10:06 PM
note that if you attack with the second waraxe, you get an additional -1 penalty to attack, and loose the sheild's bonus to ac.
In any case, miss.
[roll0]
[roll1]

[roll2]
[roll3]


[roll4]
[roll5]

vollmond
2009-12-07, 10:14 PM
Crap, how'd I miss that? Was thinking I would just lose the AC bonus.

Move action to loose and drop the shield

Attack!
Attack [roll0]
Damage [roll1]
Crit Confirm [roll2]
Crit Damage [roll3]

Attack [roll4]
Damage [roll5]
Crit Confirm [roll6]
Crit Damage [roll7]

Edit: also, i'm at 6/13 hp

Tavar
2009-12-07, 10:15 PM
Can't do that and attack in the same turn, plus you can't loose it while holding two items. Your attack misses.

[roll0]
[roll1]


[roll2]
[roll3]


[roll4]
[roll5]

vollmond
2009-12-07, 10:21 PM
Can't do what and attack? SRD says loosing and dropping a shield is one move action, then a standard to attack...

Granted on the 2 items thing. Hmm.

I'm at -2/13 HP
Free: drop off-hand waraxe
Move: Loose and drop shield
Free: switch to 2-handed grip on masterwork axe
Standard: Attack
Attack [roll0]
Damage [roll1]
Crit Confirm [roll2]
Crit Damage [roll3]

vollmond
2009-12-07, 10:23 PM
Also, 5-foot step back toward the store. Better part of valor...

Tavar
2009-12-07, 10:23 PM
You can't attack with both weapons, though.
You drop to -3, and they attack again.
[roll0]
[roll1]


[roll2]
[roll3]


[roll4]
[roll5]
Invalidated by action. Give me a second.

vollmond
2009-12-07, 10:26 PM
Right, cast Invisibility as an SLA (AoO?)

Move half-speed back up the corridor toward the store.
Move Silently: [roll0]
Hide: [roll1]

Doh, double ninja. i'll wait.

Tavar
2009-12-07, 10:27 PM
The first follows you, continuing to attack. The other's pelt you with arrows.
[roll0]
[roll1]


[roll2]
[roll3]


[roll4]
[roll5]

Note the archer's rolls take into account firing into melee.

Edit: that works, though you will take an AOO.

Tavar
2009-12-07, 10:29 PM
AOO:[roll0]
[roll1]

You drop to -4. Do you continue to the store?

vollmond
2009-12-07, 10:29 PM
Do they keep following after i cast?

edit: also, rageclaws should eliminate the automatic hit point loss for strenuous action and dying. I should still be at -2, right?

Tavar
2009-12-07, 10:33 PM
Yes, but the do so slowly, unsure of which direction you went.

vollmond
2009-12-07, 10:36 PM
If the store is within 120 feet, I'll double move at half-speed the whole way there. If it isn't, I'll put 40 feet of distance between me and the nearest opponent, then go to full speed. Do I lose them before I hit the store?

Tavar
2009-12-07, 10:39 PM
It's the second, and you're right about the hp loss. You get to the store.

vollmond
2009-12-07, 10:44 PM
I'll buy two potions of CLW for 100gp and drink them, healing [roll0] HP. More after I see the rolls.

vollmond
2009-12-07, 10:45 PM
Two more. 100 gp. [roll0]

edit: also, a potion of mage armor for 50 gp, and i'll sell a mundane axe for 15 gp

vollmond
2009-12-07, 10:49 PM
i'm at 12/13. Heading back down the corridor toward were I last saw my opponents, waraxe in one hand and potion of mage armor in the other. Moving at half-speed and as silently as I can.

Tavar
2009-12-07, 11:01 PM
note that you're invisibility's run out. Are you taking ten on that roll?

vollmond
2009-12-07, 11:10 PM
MS [roll0]

How many of these should I roll? Should get one per 20 feet of movement at half-speed.

vollmond
2009-12-07, 11:12 PM
meh. seems like a lot of rolls. I'll take 10 for 12 :-)

edit: errr 13. forgot i don't have the buckler any more

Tavar
2009-12-07, 11:14 PM
Listens:
[roll0]
[roll1]
[roll2]

Tavar
2009-12-07, 11:19 PM
Okay, here's what happens. once you reach the intersection, you see the elves, and they see you.The elves are in the northern and southern branches of the intersection, 1 in the north, 2 in the south. They are 10ft back from the intersection in either case. You are 5ft down the western hallway.
INt:[roll0]

vollmond
2009-12-07, 11:34 PM
Init: [roll0]

What weapons are they wielding?

Tavar
2009-12-07, 11:38 PM
The two closest to you have swords. The one behind another one has a bow.

vollmond
2009-12-07, 11:48 PM
Drink the mage armor, then move 5 feet into the southern hall. End of my turn.

vollmond
2009-12-07, 11:49 PM
wait - does mage armor stack with mundane armor? (probably going to kick myself for asking that)

edit: bah, it doesn't. waste of 50 gp there. can i take back the drinking of it and do something else?

Tavar
2009-12-07, 11:55 PM
Yes, you can. I wondered why you did that.

vollmond
2009-12-07, 11:57 PM
Right, so:

keep moving down the south hallway and attack the first guy
Attack [roll0]
Damage [roll1]
Crit Confirm [roll2]
Crit Damage [roll3]

i'll get the hang of this d&d thing yet...

edit: only d20 i've ever played is the arena here, so i'm still playing catchup on some of the finer points :-)

Also, wooo a decent roll

Tavar
2009-12-08, 12:03 AM
As you move into the hallway, the archer fires an arrow.

[roll]18

You smash the first elf down, and both remaining elves move into melee, the archer dropping his bow and pulling out a sword.
[roll1]
[roll2]

[roll3]
[roll4]

Tavar
2009-12-08, 12:04 AM
Crit confirmaition:
[roll0]
[roll1]

vollmond
2009-12-08, 12:06 AM
Crit fails. I'm at 5/13 HP.

Attack the former archer
Attack [roll0]
Damage [roll1]
Crit Confirm [roll2]
Crit Damage [roll3]

Tavar
2009-12-08, 12:10 AM
Attack fails. they attack again.
[roll0]
[roll1]
[roll2]
[roll3]

vollmond
2009-12-08, 12:14 AM
I'm at 1/13

Attack again: [roll0]
Damage [roll1]
Crit Confirm [roll2]
Crit Damage [roll3]

edit: this is getting ridiculous

Tavar
2009-12-08, 12:15 AM
Again!
[roll0]
[roll1]
[roll2]
[roll3]

vollmond
2009-12-08, 12:23 AM
How come you get all the decent rolls?

Hmm. may as well go out with a bang.

Standard: SLA Enlarge Person on myself
Move: Draw dagger with off-hand

turn over.

Tavar
2009-12-08, 12:26 AM
AOO's:
[roll0]
[roll1]
[roll2]
[roll3]

Attacks(note, ac is 15vs these attacks due to dex and ac penalty)
[roll4]
[roll5]
[roll6]
[roll7]

vollmond
2009-12-08, 12:28 AM
aaaand that's game, methinks.

not quite the "bang" i had in mind :-)

Tavar
2009-12-08, 12:29 AM
Wow. This is the best I've rolled in any game. Sorry about that.

vollmond
2009-12-08, 12:30 AM
at least now i don't have to wait any longer to try the new character i was putting together. i'm enjoying this, biased dice roller or not haha