PDA

View Full Version : Neverending Dungeon - Illusio



Tanaric
2009-12-08, 08:11 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||I|||
3|||||
[/table]

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

Gossipmonger
2009-12-08, 08:28 PM
Illusio stands up, dusts himself off, and searches the room methodically (taking 20 for a result of 27) - floors, wall, and door.

Edit: Aaaand character sheet (http://www.myth-weavers.com/sheetview.php?sheetid=170281), for completeness.

Tanaric
2009-12-09, 09:13 PM
You find a web of concealed copper wires on the door. They seem to carry a current of some sort.

(I can't help you beyond this point, as Tavar has the actual map for this dungeon. Just giving you a quickie update.)

Gossipmonger
2009-12-09, 09:19 PM
Illusio stands well back (25 ft) and cast Open on the door. Assuming that works, he readies his hammer and steps outside the room.
I'll be taking 20 to search ahead of me all the way, if that's okay.

Tavar
2009-12-09, 09:23 PM
Okay, I'm here, but have nothing to add at the moment.Missed your post.

Gossipmonger
2009-12-09, 09:25 PM
Heh, I think I just ninjaed my DM. Also, I guess I should mention I'm holding my everburning torch in one hand.

Tavar
2009-12-09, 09:28 PM
That does work. Looking into the hallway, you see that it runs both north and south, before turning west and east, respectively.

Gossipmonger
2009-12-09, 09:30 PM
*flips coin*
North it is! Onward and upward, etc etc.

Edit: I'll follow any turns until I come to something of note. Doors, forks in the road or whatever.

Tavar
2009-12-09, 09:36 PM
Turning west, you see the path forks 3 ways: south, then 2 different ones going north.

Gossipmonger
2009-12-09, 09:38 PM
Hmmmm. Let's mix it up and head south this time. I'm living on the edge.

Tavar
2009-12-09, 09:42 PM
You can now go east or west. West lead to a door, and the hall also turns north. east leads to a northern turn.

Gossipmonger
2009-12-09, 09:45 PM
Let's see what's behind door number two!
I'll take 20 on my search, and then open it if it's untrapped.

Tavar
2009-12-09, 09:49 PM
West, then?

You find nothing, and open the door. It's a 15ft e-w by 10ft n-s room. The dor is in the upper east. In the lower west, there is a man in robes and a gold/silver diadem, reading a scroll.
Int-[roll0]

Gossipmonger
2009-12-09, 09:50 PM
Heh, yeah, should've said west.

Initiative:[roll0]

Tavar
2009-12-09, 09:52 PM
He casts a spell, and the scroll glows blue for a moment.

Gossipmonger
2009-12-09, 09:54 PM
I drop my torch, move to the lower east corner and cast Colour Spray on him! DC 16 17 Will Save vs Mind-Affecting Illusion.

Edit: Forgot my +1 for being a gnome.

Tavar
2009-12-09, 10:01 PM
[roll0]

If successful, casts a spell. Take [roll1] Damage, and a -4 penalty to str.

Gossipmonger
2009-12-09, 10:07 PM
Hooray! How many Hit Dice is he? I'd assume 1-2, so:

unconscious, blind, stun: [roll0]
blind, stun: [roll1]
stun: 1

(all in rounds)
Also, move up and hit him in the face with my hammer!
Attack: [roll2]
Damage: [roll3]

Edit:...:smallfurious:

Tavar
2009-12-09, 10:17 PM
2 round of unconsciousness left. Coup De Grace might be in order.

Gossipmonger
2009-12-09, 10:23 PM
Yup. Coup-de-grace now. It's full round so I couldn't do it before. Still.
Auto-crit for: [roll0]
The Fort save will probably be unnecessary, I'm thinking.

Tavar
2009-12-09, 10:36 PM
Yep. He's dead. Get 150xp, and the diadem, worth 50gp.

You could have 5ft steeped over to him.

Gossipmonger
2009-12-09, 10:39 PM
Ugh, of course I could have. It's only a 15 ft room. Well, didn't make much of a difference in the end. I'll just try to never repeat that mistake ever again.
Well, I'll grab the loot, search the room, and if I don't find anything then I'll head out the room and go north.
Grabbing my torch first, of course.

Tavar
2009-12-09, 10:42 PM
Nothing else. You head north, then west, then north, then east, then south, then east, then north, then west, then north, then east. There is a door in front of you, and the hallway turns north, leading to a 4-way intersection.

Gossipmonger
2009-12-09, 10:48 PM
This place is a veritable maze.
Well, I'm still in good shape (knock on wood), so let's make with the door opening.

Tavar
2009-12-10, 12:06 AM
You see two humanoid sitting before you at a fire, in a 30ft e-w by 15ft n-s room. The door is in the upper west, and the closes humanoid is 15 ft away. Make spot and int.
[roll0]
[roll1]

Gossipmonger
2009-12-10, 12:11 AM
Spot: [roll0]
Init: [roll1]

Edit: YAY!

Gossipmonger
2009-12-10, 12:18 AM
Initiative tie-breaker: [roll0]

Tavar
2009-12-10, 12:23 AM
To break tie:[roll0]

You notice that the closer humaniod is an elf, while the farther one has jagged teeth hidden behind a veil.

The mist covers the room. Opponents adjacent have concealment, farther have total concealment. Listen check to pinpoint.

Gossipmonger
2009-12-10, 12:28 AM
Mist... how annoying.
Listen: [roll0]

Tavar
2009-12-10, 12:30 AM
You detect no movement.

Gossipmonger
2009-12-10, 01:38 AM
I'll take a double move out the room and north up the corridor.

Tavar
2009-12-10, 08:27 PM
The elf exits the mist, and goes around the western corner, drawing his bow.

Gossipmonger
2009-12-10, 08:36 PM
How far away is he? If I can get within 15ft in one move, I'll Colour Spray him right up in his face.
If not, I guess I'll charge him?
Attack if necessary: [roll0]
Damage: [roll1]

Tavar
2009-12-10, 08:45 PM
You've moved 40ft away(double move). Plus, he's around the corner. You can't see him.

Gossipmonger
2009-12-10, 08:47 PM
Sorry, I assumed I could see him since you told me what he was doing.
I'll move to the corner and ready an action to hit anyone that walks up to me.

Tavar
2009-12-10, 08:51 PM
You can't do both of those. You are 40ft from the door, and have a move of 20. If you spend both move actions to close with the corner, you no longer have a standard action with which to ready an action.

Gossipmonger
2009-12-10, 08:54 PM
Ugh, sorry. That was dumb of me. I guess I'll just move up to the corner then, and see what happens.

Tavar
2009-12-10, 08:57 PM
:smallamused:

Okay, first off, make a will save, dc 13, or be unconscious for [roll0] rounds, blinded and stunned for [roll1] rounds, and stunned for 1 round.

Gossipmonger
2009-12-10, 08:58 PM
Will save: [roll0]
*crosses fingers*
Edit: Yesssssss.

Tavar
2009-12-10, 09:01 PM
Okay, now the elf fires his longbow.
[roll0]
[roll1], then moves up to you, drawing his longsword.

Then, make another will save, same things, for [roll2]
[roll3].

then your turn.

Gossipmonger
2009-12-10, 09:02 PM
Elf misses me.
Will save: [roll0]
Edit: Noooooo!

Tavar
2009-12-10, 09:07 PM
Okay, after a time, you wake up. The elf is still stunned next to you, though you don't have your weapon in hand. You are prone.

Gossipmonger
2009-12-10, 09:09 PM
Hmmmm. Surprised I wasn't stabbed to death. I'll stand up and Colour Spray the elf.

Tavar
2009-12-10, 09:18 PM
Will save[roll0] What's the dc?

Gossipmonger
2009-12-10, 09:21 PM
Well, that's the exact DC. So that's a save then. Curses. I assume he gets to act now.

Tavar
2009-12-10, 09:24 PM
Yes. He stands ups as well, retrieving his sword as he does so, then attacks.
[roll0]
[roll1]

Gossipmonger
2009-12-10, 09:26 PM
Swing and a miss!
I 5 ft step back, and Colour Spray again. (To everyone's surprise, I'm sure.)

Tavar
2009-12-10, 09:28 PM
[roll0]

if successful, he'll move forward and attack.
[roll1]
[roll2]

Gossipmonger
2009-12-10, 09:31 PM
Another miss, another step, another colour spray.
How dreadfully tedious :smalltongue: (no, not really. I'm actually very nervous for my poor little gnome)

Tavar
2009-12-10, 09:33 PM
Will save[roll0]

if successful, he'll move forward and attack.
[roll1]
[roll2]

I can't believe I'm rolling 20's on the saves, 4 on the attacks.

Not any longer. Roll for how long he's out, please.

Gossipmonger
2009-12-10, 09:36 PM
Fiiiiinally.

Unconscious: [roll0]
Blind: [roll1]

I'll go pick up my hammer, then move back next to him. I assume I can do that in one turn.

Gossipmonger
2009-12-10, 09:37 PM
Well, I suspect I'll have enough time for a coup-de-grace.
Damage: [roll0]

Tavar
2009-12-10, 09:38 PM
Yeah. The CdG? If so, he's dead.
Gain 75 xp, and you're choice of a longsword, a longbow, studded leather armor, 20 arrows.

Note that you've lost any money plus the gold and silver diadem.

Gossipmonger
2009-12-10, 09:45 PM
Tasty, tasty xp. Well, I guess I'll go search the room. If there's nothing exciting in there, I'll come back to that four way intersection to the north.

Tavar
2009-12-10, 09:48 PM
There's nothing. To the north, the hall turns east. To the west, it turns north. To the east, it t's north and south.

Gossipmonger
2009-12-10, 09:50 PM
I'll take the west and then north passage. Hmmm, used up 4 out of 7 colour sprays. Might have to be less trigger-happy with them.

Tavar
2009-12-10, 09:53 PM
West, then north, then east. You now can open a door to your south, or continue on to the magic shop. Note that you can sell as much as you like at the shop, and visit it and return as often as you like.

Gossipmonger
2009-12-10, 09:56 PM
Heh, don't really have much to sell at the moment. I'll try this door to the south, then.

Tavar
2009-12-10, 09:59 PM
Opening the door, you see an elaborate chest in the south east corner.

Gossipmonger
2009-12-10, 10:05 PM
Well, this couldn't possibly be a trap. How big is the room?
I'll use detect magic. 60ft range should be enough, and I'll scan everything thoroughly. Do I sense anything?

Tavar
2009-12-10, 10:11 PM
Nope. Nothing. It's 30ft e-w by 20ft n-s.

Gossipmonger
2009-12-10, 10:15 PM
Alright then. I'll take 20 on searching the room as I make my way to the chest.

Tavar
2009-12-10, 10:17 PM
On each square you find a tripwire, but you make it to the chest without incident(I assume you uses the shortest path). You find nothing on the chest.

Gossipmonger
2009-12-10, 10:17 PM
Yeah, shortest path. I'll move back a bit and cast open on the chest.

Tavar
2009-12-10, 10:21 PM
It vanishes with an audible pop.

Gossipmonger
2009-12-10, 10:23 PM
Huh. Neat trick for a non-magic chest. I'll take 20 (for a result of 27) on searching the rest of the room. If I find nothing, I'll go back to the intersection and take the northern path.
Edit: I should put in modifiers and the like more often, I guess.

Tavar
2009-12-10, 10:25 PM
There are ways to defeat detect magic....

Also, in the south west corner, you find a invisible, chest like object.

Gossipmonger
2009-12-10, 10:30 PM
Well, obviously there was trickery of some sort at work. Which honestly shouldn't be surprising in this place, really.
I guess I'll open the invisible chest to make up for the disappearing one.

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

Gossipmonger
2009-12-10, 10:50 PM
I take it all! I'll go sell my regular hammer, the buckler and the potion.
Then I'll return to the intersection and take the northern path.

Tavar
2009-12-10, 11:01 PM
You go north, then east, then south, then east. There is a door in front of you, and another on the wester wall(the hall turns north.)

Gossipmonger
2009-12-10, 11:04 PM
I'll try the western door first.

Tavar
2009-12-10, 11:05 PM
You find a web of copper wires on the door.

Gossipmonger
2009-12-10, 11:06 PM
I'll step back and cast open. Hooray for cantrips!

Tavar
2009-12-10, 11:10 PM
Door sparks, then opens. The room is 20ft w-e by 15ft n-s, with the door in the upper east. In the room, you see 3 squirrel like creatures.
Int:[roll0]

Gossipmonger
2009-12-10, 11:11 PM
Init: [roll0]

Hokay. Looks like I'm up first. Gonna need a new post to roll some dice.

Gossipmonger
2009-12-10, 11:14 PM
5 ft step closer, drop torch.
Acid Splash one of the squirlys.

Ranged Touch: [roll0]
Dmg: [roll1] acid

Tavar
2009-12-10, 11:18 PM
it dies. The remaining 2 cast something. Make 2 fort saves vs dc 13.
1st:[roll0] cold damage, 1 str damage
2nd:[roll1] cold damage, 1 str damage
In any case, darkness covers the area.
Listen check to pinpoint.
[roll2]
[roll3]

Gossipmonger
2009-12-10, 11:20 PM
Fort 1: [roll0]
Fort 2: [roll1]

That's to resist the cold and the strength drain, yes?

Listen: [roll2]

Tavar
2009-12-10, 11:23 PM
Yes. Okay, you know one of them is on the southern wall, about 10ft from where you are now. Remember, everything has concealment at the moment.

Gossipmonger
2009-12-10, 11:28 PM
Thrice-cursed concealment. Wait, if it's a darkness effect, my everburning torch might counter it.

From SRD:

Continual Flame
Evocation [Light]
Level: Clr 3, Sor/Wiz 2
Light spells counter and dispel darkness spells of an equal or lower level.
Also:

Everburning Torch

This otherwise normal torch has a continual flame spell cast upon it.

Gonna wait for a ruling on that before I decide what to do.

Tanaric
2009-12-10, 11:30 PM
The darkness extinguishes your torch.

Gossipmonger
2009-12-10, 11:34 PM
Well, that's the opposite of what I was hoping for :smallfrown:
Stupid evil squirrels.
I'll walk into the center of the room and drop a Sleep spell - Will save DC 14, covers the whole room.

Tavar
2009-12-10, 11:39 PM
The creature attack.
[roll0]
[roll1]

Each hit deals 1 damage. If any hit, make a dc 10+damage dealt concentration check, or loose the spell.

Will saves:
[roll2]
[roll3]

Gossipmonger
2009-12-10, 11:41 PM
Nope, both miss. Looks like they're still awake though.

Tavar
2009-12-10, 11:46 PM
right. you're move, then.

Gossipmonger
2009-12-10, 11:49 PM
Oh right, I have initiative. Well. Ummm. One last Sleep spell, I guess, before I'm forced to hammer on them.

Tavar
2009-12-10, 11:54 PM
They attempt to nibble your ankles to death again.
[roll0]
[roll1]

same deal as last time for damage and the conc check.
[roll2]
[roll3]

Gossipmonger
2009-12-10, 11:55 PM
Bah. One hits.
Conc: [roll0] vs. 11.

Edit: Not that it mattered, since they passed their saves anyway.

Gossipmonger
2009-12-11, 12:07 AM
I'm assuming it's their turn now. Also, since they attacked me, does that mean I know where they are?

Tavar
2009-12-11, 12:09 AM
Oh, they're in your square. and nope, it's your turn.

Gossipmonger
2009-12-11, 12:12 AM
Oh, okay then. 5 foot step away and swing with my hammer.
Attack: [roll0]
Miss on a 1: [roll1]
Damage: [roll2]

Tavar
2009-12-11, 12:22 AM
Enough to drop it. The other attacks.
[roll0]

Gossipmonger
2009-12-11, 12:23 AM
That's a miss.
Repeat of last round.
Attack: [roll0]
Miss: [roll1]
Damage: [roll2]

I attack the darkness.
(Sorry. I couldn't resist.)

Tavar
2009-12-11, 12:40 AM
It's sharp, pointy, teeth aim for your ankles.
[roll0]

Gossipmonger
2009-12-11, 12:42 AM
Argh, I am bitten!
Same old, same old.
Attack: [roll0]
Miss: [roll1]
Damage: [roll2]

Tavar
2009-12-11, 12:46 AM
And again. Though at this point, I think you're out of the darkness, and thus get an AOO when it moves into your square.
[roll0]

Gossipmonger
2009-12-11, 12:55 AM
Another hit, if my AoO doesn't kill it.
AoO: [roll0]
Damage: [roll1]
And then the usual, if he isn't dead.
Attack: [roll2]
Damage: [roll3]

Tavar
2009-12-11, 12:59 AM
He's dead. Gain 150xp.

Gossipmonger
2009-12-11, 01:02 AM
Woo! Guess it's time to search the room then.

Tavar
2009-12-11, 01:04 AM
You find nothing.

Gossipmonger
2009-12-11, 01:07 AM
I guess squirrels don't need much in the way of worldly possessions. Even magical evil squirrels of doom.
I'll head east down the passage and open the door.

Tavar
2009-12-11, 01:11 AM
Okay. You see 3 elves sitting in a room.

Int[roll0]

Gossipmonger
2009-12-11, 01:12 AM
Initiative: [roll0]

Edit: Great! How are they positioned?

Tavar
2009-12-11, 01:17 AM
One 15ft from you, in a straight line. The others adjacent to him, but at a diagonal. Like this:
_ E _
E _ E

Gossipmonger
2009-12-11, 01:21 AM
Hmmm. I'll walk up to the closest elf and hammer him in the face.
Attack: [roll0]
Damage: [roll1]

...:smallannoyed:

Tavar
2009-12-11, 11:44 AM
Swing and a miss. The others attack, surrounding you as they do so.
[roll0]
[roll1]
[roll2]
[roll3]
[roll4]
[roll5]

Gossipmonger
2009-12-11, 07:19 PM
Those all miss. Now that they're all together I'm going to move to a spot where I can zap them with my last colour spray.
If I survive the AoOs, Will DC 17.
u:[roll0]
b:[roll1]
s:1

Tavar
2009-12-11, 07:43 PM
AOO:
[roll0]
[roll1]
[roll2]
[roll3]
[roll4]
[roll5]

Saves:
[roll6]
[roll7]
[roll8]

Gossipmonger
2009-12-11, 09:47 PM
First one hits me.
I'll step up to one and CDG.
Damage: [roll0]
And I'll repeat that for the other two, to speed things up.
Damage: [roll1]
Damage: [roll2]

Tavar
2009-12-11, 09:49 PM
Dead. Gain 150xp. Also, each of them has the following: buckler, longsword, longbow, 20 arrows, studded leather.

Gossipmonger
2009-12-11, 09:53 PM
I'll go sell all their stuff. I'll go pick up and sell the other elf's loot from the room with creepy-toothy-guy too, if it's still there.
And I'll buy and consume a potion of cure light wounds, too.
Heal: [roll0]

Gossipmonger
2009-12-11, 10:23 PM
The elf room only had one door, right?
I'll return to the intersection and take the eastern passage, then turn north.

Tavar
2009-12-11, 11:12 PM
This route goes back to the hallway with the 2 northern going hallways and 1 southern leading one.

Gossipmonger
2009-12-11, 11:21 PM
> Go North.

Wait, did I come down one of the northern passages? I'm a liiiittle bit confused now, could I possibly get a map, pretty please?

Tavar
2009-12-14, 04:04 PM
Here's a map. Doesn't have rooms, you're the red dot. The blue ones are unexplored areas.
http://i189.photobucket.com/albums/z77/Ilavator/quickmap.jpg

Gossipmonger
2009-12-14, 07:30 PM
Okay, I see what confused me. I didn't connect some of the passages that I should have.
I'll go to the blue dot on the top right then.

Tavar
2009-12-14, 10:12 PM
......
...
That actually leads to a loop, with nothing interesting. Not sure why I included it...

Gossipmonger
2009-12-15, 12:05 AM
Haha, well then. Hmmm. That can't be the whole level, so I'm going to search for secret doors. I'll do a loop of the whole level, taking 20 as per usual.

Douglas
2009-12-15, 12:09 AM
Looking at my map of this level from when I went through it, the loop from the top right blue dot actually does not connect with the other blue dot, and the other two points where a line just ends should also have blue dots.

Tavar
2009-12-16, 10:09 AM
Douglas is right: the blue dot's don't connect. Assuming you want to check out the next dot, you go to the dot, then north, then east. To your north is a door, covered in what look to be tripwires.

And while yes, there are more continuations, I didn't feel like drawing them, and they aren't part of the confusion.

Gossipmonger
2009-12-16, 05:58 PM
Well, that's fair enough.

I'll cast Open on the door.

Tavar
2009-12-16, 06:03 PM
The door opens. In the room before you you see 3 skeletons.
Int:[roll0]

Gossipmonger
2009-12-16, 06:09 PM
Init: [roll0]

Tavar
2009-12-16, 06:17 PM
Wow, you tied.
How far are you from the door? To explain the hallway you were in went north, then turned east for 15ft. 10ft into this eastern segment, there is a door.

Gossipmonger
2009-12-16, 06:26 PM
I think in a tie, higher modifier goes first?
Max range of Open is 25 ft, but I don't think I could see the door from that far away, so I'll go with 10 ft. away, at the corner.

Tavar
2009-12-18, 08:20 PM
The skeletons do nothing.