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Tanaric
2009-12-08, 08:26 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||T|||
3|||||
[/table]

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

Emlyn
2009-12-08, 10:27 PM
Shaking his head to clear the cobwebs, Talin surveys his surroundings.

Search:
[roll0]
Listen:
[roll1]

If he doesn't notice anything he takes out his 10ft pole and pokes the door.

Tavar
2009-12-09, 09:22 PM
Electricity sparks, and upon closer exception, you see a web of wires on the door, though they are now burnt out.

Emlyn
2009-12-10, 08:03 AM
Talin moves up the door and opens it enough to get a good look at what's on the other side.

Search:
[roll0]
Spot:
[roll1]
Listen
[roll2]

Tavar
2009-12-10, 08:26 PM
There is a hallway that goes north and south. Please note vision types. The hallway has no illumination by default, though there is a torch in your room.

Emlyn
2009-12-10, 08:52 PM
Darkvision 70 ft. I'll always use that unless I note otherwise.

Tavar
2009-12-10, 09:04 PM
To your south, the hall extends a ways, then turns east. To the north it turns west. Please describe standard search routine.

Emlyn
2009-12-10, 09:39 PM
Talin goes north, continuing to check around corners. If there is a split, he will go right. If he reaches a dead end, he'll back track till he comes back to an intersection and takes the other branch. He'll stop if he finds anything interesting.

Tavar
2009-12-10, 09:45 PM
Immediately north of the door, you trip on a tripwire. The sound of stone on stone, and nothing else. When you reach the turn, you see that the hallway splits 3 ways. First, it goes south, then further along another branch goes north, and a bit past that, the whole hallway turns north.

how are you handling searching again?

Emlyn
2009-12-10, 10:40 PM
Take the first branch, continue to look for traps and such. Same as before with splits.

(In case needed)
Spot:
[roll0]
Search:
[roll1]

Tavar
2009-12-10, 10:45 PM
the problem is that search only works on a 10 by 10 patch of floor. Would you like me to start rolling the extra search checks needed?

Emlyn
2009-12-10, 10:50 PM
Ya, it will save time and keep me from being eaten. :smallsmile:

Tavar
2009-12-10, 10:54 PM
Checks:
[roll0]
[roll1]
[roll2]
[roll3]
[roll4]
[roll5]
[roll6]
[roll7]
[roll8]
[roll9]

Tavar
2009-12-10, 10:58 PM
Ouch.
okay, you take [roll0] darts. Attack rolls, in order:
[roll1]
[roll2]
[roll3]
[roll4]
[roll5]
[roll6]
[roll7]
[roll8]

You also trip over another tripwire, and you hear stone grinding against stone.

If you're still alive, you have gone north, then west, then south. You can now continue going south, returning to the first hallway you just left, or you can go west, towards a 4 way intersection.

Emlyn
2009-12-10, 11:41 PM
Well there goes half my health.:smallfrown: Might as well keep going towards the four way. Same search as before (not that it seems to help)

Tavar
2009-12-10, 11:43 PM
Any particular direction you want to go when you reach the 4-way?

Emlyn
2009-12-10, 11:49 PM
The dice shall decide.
[roll0]
Straight ahead it is.

Tavar
2009-12-10, 11:51 PM
[roll0]
[roll1]
[roll2]
[roll3]
[roll4]
[roll5]
[roll6]
[roll7]
[roll8]

Tavar
2009-12-10, 11:52 PM
You almost pass it by, but you realize that one of the walls isn't quite right. Almost as if it's fake, or something.

Emlyn
2009-12-11, 12:10 AM
Talin stops and tries to figure out what's up with the wall.

Search
[roll0]

Assuming I see nothing else, I first poke it with the ten foot pole then attempt to open it.

Tavar
2009-12-11, 12:13 AM
As you poke it, it crumbles revealing a room with 4 dwarves from clan Babyeater.
Int[roll0]

Emlyn
2009-12-11, 12:23 AM
I'm assuming that's initiative.

[roll0]

I use a power point and create inertial armor. I stay in the hall and draw both swords.

Tavar
2009-12-11, 12:42 AM
Two of the dwarves move to attack you.
[roll0]
[roll1]
[roll2]
[roll3]

Emlyn
2009-12-11, 12:51 AM
Whichever one got the +5 to attack, I'm attacking him. Assuming he survives my attack, I also designated him for dodge.

And now is when I just realized that I didn't take two-weapon fighting but instead took dodge, doh.

[roll0]
[roll1]

Tavar
2009-12-11, 01:02 AM
can I get a link to your sheet? In any case, that hit and it drops him.
the other moves up to attack.
[roll0]
[roll1]
[roll2]
[roll3]

Emlyn
2009-12-11, 07:56 AM
Oh, I thought you had it.
www.myth-weavers.com/sheetview.php?sheetid=170768

Staying where I am and attacking the one with +3 to attack.

[roll0]
[roll1]

Designate the one I attacked for dodge.

Tavar
2009-12-11, 11:15 AM
Miss. Also, my mistake, there are only 3 dwarves, 2 still up. they attack.
[roll0]
[roll1]
[roll2]
[roll3]

Edit: where are you getting the +3 to Ac? Dodge gives +1, Psionic dodge gives +1. So where's the extra bonus coming from?

Emlyn
2009-12-11, 11:34 AM
Inertial Armor, +4 to AC. I forgot to add Psionic dodge however to my AC. Dodge I didn't add as it only affects one enemy.

Once again, attacking the one with +3

[roll0]
[roll1]

Tavar
2009-12-11, 11:42 AM
The power doesn't stack with regular armor, though Force Screen does. I'll let you switch it, if you like. And I was refering to the random +3 mic bonus you have.

Miss. They attack. Since at this point they need natual 20's to hit, I'm just rolling striaght 20's,
[roll0]
[roll1]
[roll2]
[roll3]

Emlyn
2009-12-11, 12:11 PM
I have no idea how I missed that, it's spelled out on it's own seperate line. Yes I think I'll change it. Replaced with vigor, which I'll say I used instead of the armor okay?

Anyway, back to the +3

[roll0]
[roll1]

Tavar
2009-12-11, 12:17 PM
Sure, and that drops the dwarf. The last one moves over, and attacks again.
[roll0]
[roll1]

Emlyn
2009-12-11, 12:28 PM
Ow. Die stupid dwarf!


[roll[1d8+3

Emlyn
2009-12-11, 12:30 PM
sigh, my bad.

[roll0]

Tavar
2009-12-11, 12:32 PM
He's injured, but not down.
[roll0]
[roll1]

Emlyn
2009-12-11, 12:37 PM
I stab the stupid dwarf again.

[roll0]
[roll1]

Tavar
2009-12-11, 12:38 PM
He dodges, and attacks again.
[roll0]
[roll1]

Emlyn
2009-12-11, 12:41 PM
Sigh, well once again.

[roll0]
[roll1]

:smallannoyed:

Tavar
2009-12-11, 12:42 PM
And again....
[roll0]
[roll1]

Emlyn
2009-12-11, 12:44 PM
Yay for me.

[roll0]
[roll1]

ARGHH :smallfurious:

Tavar
2009-12-11, 12:47 PM
Shouldn't you be, you know, unconscious now? The dwarves have done a total of 12 damage, which should bring you to 0, and the standard action brings you to -1.

Emlyn
2009-12-11, 12:48 PM
I messed up the damage taken earlier. I took 4, not 8 (I acidently took the amount of darts I triggered as damage + the ones that hit) from the dart trap. 4+12 = 16
However, since you let me take and use vigor, I gained 5 temp Hp at the start of battle so I've taken 11.

Tavar
2009-12-11, 12:50 PM
Ah, okay. In that case,
[roll0]
[roll1]

Emlyn
2009-12-11, 12:53 PM
What is up with 11's? Seriously, that makes, what 4?

[roll0]
[roll1] That was very stupid of me

Emlyn
2009-12-11, 12:56 PM
And due to that stupidity, yet another double post

[roll0]

Tavar
2009-12-11, 12:57 PM
Okay, assuming you do minimum damage, he's dead. You gain 150xp, 600gp, and your choice of their items. Each had a heavy sheild, scale mail, a Dwarven waraxe.

Emlyn
2009-12-11, 01:03 PM
Talin only takes the gold. He then searches the room and assuming looks for anything to barracaide the entrence he created.

[roll0]

Tavar
2009-12-11, 01:17 PM
There is nothing.

Emlyn
2009-12-11, 01:23 PM
Well then, Talin still needs to rest and this looks like the best place. Talin curls up in a corner and tries to sleep.

Of course, if sleeping is not possible Talin continues on in the direction he was going before the dwarfs. If he has to continue, he uses vigor again.

Tavar
2009-12-11, 01:31 PM
Remember that vigor only lasts 1 minute. And sleeping causes death, at least, it does unless I tell you otherwise.

You go west, then north, then east. You have a choice: continue on to the magic shop, or open a door to your south. You can enter and leave the magic shop as many times as you want.

Emlyn
2009-12-11, 01:32 PM
Ah well that makes sense. Also, I really need to read my spells more closely. Yes I enter the magic shop.

Tavar
2009-12-11, 01:34 PM
You can buy and sell anything you like. Note that standard prices apply, and you can only sell for 1/2 it's value.

Emlyn
2009-12-11, 01:39 PM
I can't sleep in here right?

Anyway, I'm buying 6 potions of cure light wounds.

Tavar
2009-12-11, 01:45 PM
Nope, unless you want to leave this floor and head on to the next one.

Emlyn
2009-12-11, 01:48 PM
Alright then, I drink two of the potions.

[roll0]
[roll1]

Then I leave the magic shop and poke the door with the pole. Assuming nothing happens, I open it enough to look through and see what's there.

Search
[roll2]
Spot
[roll3]
Listen
[roll4]

Tavar
2009-12-11, 01:57 PM
You open the door to reveal a 30ft e-w by 20ft n-s room In the south east corner stands an elaborate chest.

Emlyn
2009-12-11, 03:32 PM
On second thought, I shut the door and go back to the dwarves. Then I take all of their gear back to the magic shop and sell it. Finally I head back to the room.

I enter the room and assuming nothing happens I poke the chest with the pole.

Tavar
2009-12-11, 03:37 PM
Oh, just to speed this up: you find a tripwire on each square of the floor heading to the chest. Once you touch the chest, it vanishes.

Emlyn
2009-12-11, 03:52 PM
Okay then, so I'm standing in a room full of tripwires. Fun. :smalleek:

Well assuming I got this far into the room without setting anything off, I retrace my steps to the door. Once there, I attempt to disable the nearest trip wire.

Do you or I roll that check? If you do, I get a +7 bonus. I have trapfinding so I can disable a magical device.

Other thing, I had forgotten to add my Favored Environment bonuses so I've added them to my sheet.

Tavar
2009-12-11, 04:00 PM
You do. Note that it's relatively easy to avoid them once you know where they are.

Emlyn
2009-12-11, 04:45 PM
Is there any thing else in the room? Actually, I go to the spot where the chest was and check to make sure it didn't just turn invisible.

Tavar
2009-12-11, 05:10 PM
It's not invisible, and there doesn't appear to be anything else in the room. Note that you've only searched the area from the door to the chest in a straight line.

Emlyn
2009-12-11, 05:16 PM
Ahh, well then I do a full search of the room.

(In case I need more then 1)
[roll0]
[roll1]
[roll2]

Tavar
2009-12-11, 05:21 PM
DM special roll:[roll0]

You find nothing besides more tripwires.

Emlyn
2009-12-11, 05:47 PM
So it's a giant empty room with tripwires. :smallconfused: Oookay then.

I leave the room, avoiding the tripwires, and head back the way I came past the dwarves till I reach a tunnel/corridor thing and go down it.

Tavar
2009-12-11, 05:48 PM
You're at the 4 way intersection. You have not gone south or north.

Emlyn
2009-12-11, 05:54 PM
Let's go North.

Tavar
2009-12-11, 06:03 PM
More DM rolls.[roll0]

You go north, then east, then south, then east again. You have a choice, now: a door in front of you, or to go north, where you see 2 hallways leading east, and a door on the western side.

Emlyn
2009-12-11, 06:45 PM
Poke the door with pole, then open and check room.

search
[roll0]
listen
[roll1]
spot
[roll2]

Tavar
2009-12-11, 07:37 PM
Listen:[roll0]

Tavar
2009-12-11, 07:38 PM
Opening the door, you see three elves clustered around a fire.
Int:[roll0]

Emlyn
2009-12-11, 07:49 PM
Once again, I discover I forgot a bonus. Speed of thought gives me 10ft additional to my speed.

I use vigor on myself then I draw my longbow and shoot the nearest elf. Then I move 40 ft back down the corridor. (unless of course the corridor ends, then I stop)

Int
[roll0]

Attack
[roll1]
[roll2]

Tavar
2009-12-11, 08:01 PM
You can't do all of that: you can only take 1 standard action and one move action, or take 2 move actions in a turn. You've taken 2 standard and a move.

Emlyn
2009-12-11, 08:03 PM
Well I figured as they didn't see me I would be able to. Yes, it would take more then one turn but I was assuming they wouldn't know I was there until I shot. And isn't drawing a weapon a minor or is that only if it's done as part of a move action?

Tavar
2009-12-11, 08:08 PM
Only if done in a move action, and sorry I didn't make this clear: they do see you. That's why Int was rolled, and I didn't say you had a surprise round.

Emlyn
2009-12-11, 08:13 PM
Ahh, in that case I cast vigor, draw my swords, and stand in the door. I designate the closet elf for dodge.

Tavar
2009-12-11, 08:18 PM
The closest one charges you.
[roll0]
[roll1]

The others shoot arrows.
[roll2]
[roll3]
[roll4]
[roll5]

Emlyn
2009-12-11, 08:19 PM
Yay for AC.

I attack the one attacking me.

[roll0]
[roll1]

Son of a, a 1. Do you do crit failures?

Tavar
2009-12-11, 08:21 PM
Nope. Same thing, again.
[roll0]
[roll1]

[roll2]
[roll3]
[roll4]
[roll5]

Emlyn
2009-12-11, 08:24 PM
Well that's a relief.

Staby!
[roll0]
[roll1]

Tavar
2009-12-11, 08:28 PM
You hit him, and he goes down. Another elf moves up and the attacks continue.
[roll0]
[roll1]
[roll2]
[roll3]

Emlyn
2009-12-11, 08:30 PM
Do ties with my AC hit?

Either way, I attack the close one.

[roll0]
[roll1]

Tavar
2009-12-11, 08:31 PM
Yes, they do.
[roll0]
[roll1]
[roll2]
[roll3]

Emlyn
2009-12-11, 08:33 PM
Figured, just had to clarify.

Please die you stupid elf.
[roll0]
[roll1]

Tavar
2009-12-11, 08:41 PM
Surprisingly, he obliges you. The last one shoots you again, then moves to engage you more closely.
[roll0]
[roll1]

Emlyn
2009-12-11, 08:44 PM
Good lord.

Please hit.

[roll0]
[roll1]

:smallbiggrin:

Tavar
2009-12-11, 08:50 PM
And he's dead. Gain 150 xp, along with the following:
3 longswords, 3 bucklers, 3 longbows, 60 arrows, 3 studded leather

Emlyn
2009-12-11, 08:52 PM
First I'm taking two healing potions.

[roll0]
[roll1]

Now that I'm back to a reasonable amount of health, back to the magic shop to sell the loot! Assuming nothing happens between now and then and that there is nothing else in the room I go back to the four way intersection and go south (or whichever direction I haven't gone yet.

Tavar
2009-12-11, 09:27 PM
You do know there is another door and two more halls at that point, yes?

Emlyn
2009-12-11, 11:16 PM
I need to sell everything so I'm not encumbered. Then I go to the door that apparently I missed (sigh). Standard door opening. Poke with pole, open and look inside.

search
[roll0]
Listen
[roll1]
Spot
[roll2]

Tavar
2009-12-14, 03:56 PM
Listen check:[roll0]

Tavar
2009-12-14, 03:57 PM
opening the door, you see a plain, 10ft e-w, 15ft n-w room. There are 3 squirrel like creatures in the room.
INt:[roll0]

Emlyn
2009-12-14, 04:43 PM
Oh yay, well let's kill the fuzy animals.

[roll0]

If I go first I ready an action to attack the first creature that gets in range. Otherwise I attack the closest creature. I stay in the doorway.

[roll1]
[roll2]

Tavar
2009-12-14, 10:16 PM
Make a fort save, dc 13, to avoid [roll0] cold damage and 1 str damage.

A chill darkness springs up over you. All creatures now have 20% misschances, and don't provoke. Two of the creatures move into your square, attacking as they do so.
[roll1]
[roll2]

Each hit deals 1 damage.

Emlyn
2009-12-14, 10:17 PM
Well that's annoying.

Fortitude
[roll0]

Well it's slashy time.

Attack
[roll1]
[roll2]

:smallannoyed: I see where this is going.

Tavar
2009-12-14, 10:18 PM
Rolling confirmation. It will do 2 damage, in that case.
[roll0]

Tavar
2009-12-14, 10:32 PM
One charges you, and the others continue their attacks. Please roll your miss chances for attacks, preferably by rolling 1d5, missing on a 1.

[roll0]
[roll1]
[roll2]

Confirmations:
[roll3]
[roll4]
[roll5]

Emlyn
2009-12-14, 11:10 PM
Ya, that would be easier then double posting.

As I haven't hit yet, pick a random one.

[roll0]
[roll1]
[roll2]

Tavar
2009-12-14, 11:17 PM
Miss, and they attack again.
[roll0]
[roll1]
[roll2]

Confirmation:
[roll3]
[roll4]
[roll5]

Emlyn
2009-12-15, 07:54 AM
This is not going well. Is there any position I could move to that would let me fight them one at a time?

[roll0]
[roll1]
[roll2]

Tavar
2009-12-16, 10:14 AM
Nope, they move into your square to attack. You could try exiting the darkness, but doing so at this point would incite AOO's.

[roll0]
[roll1]
[roll2]

Emlyn
2009-12-16, 11:50 AM
sigh :smallconfused:
And a 15 misses argh :smallyuk:

[roll0]
[roll1]
[roll2]

Tavar
2009-12-18, 08:19 PM
Hit and a kill. The others continue to nibble at your ankles.
[roll0]
[roll1]

Emlyn
2009-12-18, 09:03 PM
Get back ye foul ankle biters!

[roll0]
[roll1]

Tavar
2009-12-18, 09:15 PM
And another one bites the dust. The last one attacks.
[roll0]

Emlyn
2009-12-18, 09:17 PM
And let's stab it.

[roll0]
[roll1]

Tavar
2009-12-18, 09:21 PM
Miss, and it attacks. Again.
[roll0]

Emlyn
2009-12-18, 09:47 PM
Sigh,

[roll0]
[roll1]

umm, ya ignore the second roll.

Emlyn
2009-12-18, 09:55 PM
[roll0]

instead of a 1d20.

Tavar
2009-12-18, 10:02 PM
And it dies as well. Gain 300gp, 150xp.