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Tanaric
2009-12-08, 08:44 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||C|||
3|||||
[/table]

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

vollmond
2009-12-14, 10:36 PM
busy right now, but i'll be on before bed to post first actions and search procedures.

vollmond
2009-12-15, 12:17 AM
Ok, here goes.

Charsheet (http://www.myth-weavers.com/sheetview.php?sheetid=171713)

Procedures/Stats:

Unless otherwise noted, the mule will follow me at a distance of 30 feet, and remain outside any rooms I enter.

Note that I have trapfinding.

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 25)
2) poke the door with pole (multiple times, until nothing happens)
3) drop pole on floor near door (returns me to light carrying weight)
4) Open the door

Darkvision 60'
Low-light Vision
Immune to magic sleep & paralysis
Rageclaws

HP: 13/13
AC: 20, ff 15, t 19
Active Stance: none
Remaining ki: 5/5


Skipping simple direction changes is still fine with me.

So, take 20 on a search check of the door (for 25), then poke it with my pole a few times before opening it and stepping out. I'll take the leftmost hallway option from the door.

edit: fyi, i realized i hadn't listed the mule's known tricks on my charsheet; they're there now

vollmond
2009-12-16, 07:59 AM
I think Charlie may have starved to death by now.... :smalltongue:

Tavar
2009-12-16, 09:55 AM
Sorry, okay, poking the door, electric and burnt out wires. Open door, hallway goes north and south. You go north, and turn east when the hallway does. There are three hallways, one going south, 2 going north. You take the southern one, and later pass a western one, before turning east, then north, then east. Ahead of you is a door, covered in what look to be tripwires.

vollmond
2009-12-16, 10:24 AM
Hmmm. standard door opening procedure (take 20 for 25 on search, poke the door with the pole until nothing happens, then drop the pole and open the door)

Tavar
2009-12-16, 10:33 AM
Doing so will trigger the tripwires. Do you wish to continue?

vollmond
2009-12-16, 10:37 AM
Can I open the door with the pole, from 10 feet away? If so, that's what I'll do.

If not, can I try to trigger the tripwires with the pole? Maybe by tying my sai to the end of the pole if I need something small and pointy?

Tavar
2009-12-16, 10:44 AM
You can. Make a listen check.

vollmond
2009-12-16, 10:46 AM
[roll0]

10 characters

Tavar
2009-12-16, 10:48 AM
As you begin to move the door, you hear bells chime on the other side.

vollmond
2009-12-16, 10:50 AM
I'll go ahead and open it the rest of the way, hoping this doesn't prematurely end my dungeon crawl.

Tavar
2009-12-16, 11:00 AM
You opening the door, you can see at least 2 skeletons with longspears. Roll int:[roll0]. They will not make a move unless you do.

vollmond
2009-12-16, 11:02 AM
[roll0]

Wow. Ok. Does that mean I can close the door back without being attacked?

vollmond
2009-12-17, 11:52 AM
Assuming I can close the door, I close it, then backtrack to the most recent unexplored passage and go that way

edit: I'll come back here when I have a ranged weapon of some sort.

vollmond
2009-12-17, 12:05 PM
Also, it probably isn't prudent for me to bring this up, but I just realized that while I have Darkvision, my mule certainly doesn't. At first combat-free opportunity, I'll light up my hearthfire lantern and hang it off the mule's tack somewhere.

Tavar
2009-12-17, 12:13 PM
Yes, you can do both of those. Now, you go the the western hallway that you passed earlier. This leads to a door, and then the hall turns north, then east. What do you do?

vollmond
2009-12-17, 12:14 PM
I'll do standard door opening. Trapfinding + take 20 for 25, then poke a few times, then open the door with the pole

Tavar
2009-12-17, 12:19 PM
Listen:[roll0]
Int:[roll1]

Opening the door, you see a 15ft e-w by 10ft n-s room, with the door on the upper east side. In the lower west corner there is a man, reading a scroll.

vollmond
2009-12-17, 12:22 PM
Initiative [roll0]

vollmond
2009-12-17, 12:25 PM
Swift: Enter Punishing Stance (+1d6 damage, -2 AC)
Move: Move over to an adjacent square
Standard: Steely Strike Bite Attack!

[roll=Damage]1+1d6

[roll=Crit Damage]2

vollmond
2009-12-17, 12:26 PM
Hmm guess it didn't like that
[roll0]

vollmond
2009-12-17, 12:27 PM
Oh wait, he's flat footed
[roll0]

Tavar
2009-12-17, 01:06 PM
And he's dead. You get 150xp, a gold/silver diadem, and a scroll written in some odd language.

vollmond
2009-12-17, 01:08 PM
I assume the diadem has negligible weight. Take the lot, and keep it on my body.

Exit Punishing Stance to bump my AC back up.

Back out to the hall, and keep going.

Tavar
2009-12-17, 01:09 PM
You go north, west, north, east, south, east, north, west, north, east. To your north is a 4 way intersection. Ahead of you is a door.

vollmond
2009-12-17, 01:10 PM
Standard door procedure, if you please.

Tavar
2009-12-17, 01:13 PM
Listen:[roll0]
[roll1]

Int:[roll2]
[roll3]

Opening the door, you can only see a room filled with mist. roll Int, and what do you do?

vollmond
2009-12-17, 01:14 PM
Initiative [roll0]
Listen if needed [roll1]

vollmond
2009-12-17, 01:35 PM
Oops, ninja'd. Hmm.

I'll start moving half-speed into and around the perimeter of the room (left first), 1 move action. if I don't come across anyone after one move, then:
Standard: Ready action to attack if someone appears adjacent to me.

[roll0]
[roll1]

edit: half-speed should be 15 ft
edit2: I'll also spend my swift action to enter Punishing Stance (+1d6 melee damage, -2 AC) (after moving, but before readying)

vollmond
2009-12-18, 11:22 AM
Hmm other rolls if they're needed:

[roll0]
[roll1]

Also, I'll keep doing this (half-speed move, then ready an action to attack) around the perimeter of the room until either something interesting happens or I get back to the door I came in through. Here's a few turns' worth of rolls.
[roll2]
[roll3]
[roll4]
[roll5]

[roll6]
[roll7]
[roll8]
[roll9]

[roll10]
[roll11]
[roll12]
[roll13]

[roll14]
[roll15]
[roll16]
[roll17]

[roll18]
[roll19]
[roll20]
[roll21]

Tavar
2009-12-18, 11:27 AM
After you're first turn of movement, you hear something. Sounds like at least one person moved to the door.

vollmond
2009-12-18, 11:28 AM
I'll move back to the door at half-speed

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

Tavar
2009-12-18, 08:22 PM
DM checks:
[roll0]
[roll1]
[roll2]
[roll3]

Tavar
2009-12-18, 08:23 PM
Once you get within 15ft of the doorway, make a will save, dc 13. If Successful, and you choose to continue on, you see an elf, standing in the doorway.

vollmond
2009-12-18, 09:02 PM
[roll0] (and immune to magic sleep and paralysis, though I doubt that applies in this case)

Do I have enough movement to move up to him and attack?

Tavar
2009-12-18, 09:16 PM
To the elf? Yes.

vollmond
2009-12-18, 09:30 PM
I'll do so.

Stone Bones attack!
[roll0]
[roll1]
[roll2] (if applicable)
[roll3]
[roll4] (Does a stance's damage apply to crits? If not, drop the 1d6.)

DR 5/Adamantine if that hits

Tavar
2009-12-18, 09:40 PM
Miss chance:[roll0]

In any case, the elf attacks back!
[roll1]
[roll2]
[roll3]
Missing, then falling to the floor, unconcious.

Make another will save, dc 13.

Also, shouldn't your AC be 21?

vollmond
2009-12-18, 09:52 PM
[roll0]

Are you accounting for my Aggressive trait in AC? It gives -1.

Tavar
2009-12-18, 10:01 PM
Ah, missed that. Well, listen check, please.

vollmond
2009-12-18, 10:04 PM
Here you go.

[roll0]

Tavar
2009-12-18, 10:38 PM
You hear padded footsteps moving away from you, down the hallway.

vollmond
2009-12-18, 10:42 PM
I'll follow at full speed, drawing my sai as I go. Does this hall dead-end at the door? Meaning the footsteps are going toward my mule?

Tavar
2009-12-19, 11:37 PM
The footsteps are headed towards your mule. Clearing the mist, you see an individual with a veil over their face, heading around the corner. Spot check please.

Following the individual, you manage to close the distance between the two of you to only 5ft. You have 1 move or standard action remaining.

vollmond
2009-12-20, 12:42 AM
[roll0]

Do you mean I'm adjacent, or one square away from being adjacent?

If I'm adjacent:

Steel Strike attack!
[roll1]
[roll2]


If not:

Close distance to be adjacent

Tavar
2009-12-20, 12:43 AM
The latter. You notice nothing unusual. He takes a 5ft step back. Make a will save.

vollmond
2009-12-20, 12:44 AM
[roll0]

*crosses fingers*

Tavar
2009-12-20, 12:49 AM
You save. Darnit.

vollmond
2009-12-20, 12:52 AM
Woo! My turn?

Close distance, and then:
Steely Strike Attack!
[roll0]
[roll1]

vollmond
2009-12-20, 12:53 AM
Ooo

[roll0]
[roll1] (did we decide if Punishing Stance applies to crits?)

edit: Freaken post limit. I'll be back in a minute to roll the crit confirm, i guess

Douglas
2009-12-20, 12:56 AM
Additional damage dice do not get multiplied by crits.

vollmond
2009-12-20, 12:57 AM
in that case

[roll0]
Crit Damage: 1

Just have to hope that 4 is enough damage to drop him, i suppose

Tavar
2009-12-20, 12:59 AM
He attacks you with his sword.
[roll0]
[roll1]

vollmond
2009-12-20, 01:04 AM
Return the favor with my teeth

Steely Strike attack
[roll0]
[roll1]

Tavar
2009-12-20, 01:06 AM
He attacks again.
[roll0]
[roll1]

But misses and falls unconcious. Gain 150xp, 300gp, and your choice of the items: 1 rapier, 1 longsword, 1 longbow, 20 arrows, masterwork studded leather, studded leather, light crossbow, 10 bolts. Wooden heavy shield

Douglas
2009-12-20, 01:07 AM
You, um, have to recover that before you can use it again, and you can't use a maneuver in the same turn as you recover Warblade maneuvers.

vollmond
2009-12-20, 01:08 AM
Not dead yet? Geez.

Steely Strike
[roll0]
[roll1]

oh yeah, recovery. haven't had a combat last this long before. one moment please

vollmond
2009-12-20, 01:16 AM
The maneuver I used was just giving +4 to attacks - I believe those last 2 would have hit anyway, yes? Do you want to call it good or should we rewind?

Tavar
2009-12-20, 01:17 AM
Reread my last post.

vollmond
2009-12-20, 01:19 AM
Good enough.

I'll take it all, loading the non-coinage gear on the mule's pack saddle. If this was a dead end, backtrack to the last un-taken passageway. If it's not a dead end, pass on.

vollmond
2009-12-20, 04:45 PM
Oh, and if that means I end up at the 4-way, just pick an unvisited path at random.

Tavar
2009-12-20, 04:47 PM
At the four way intersection, you turn west, then north, then east. Choice time: door to your south, or continue on to the item shop.

vollmond
2009-12-20, 04:54 PM
I'll head on to the item shop.

IIRC, there's an identifying machine? How much to identify the scroll and gold/silver diadem?

vollmond
2009-12-20, 05:00 PM
Either way, I'll go ahead and sell everything else (177 gp), buy a hand crossbow and 10 bolts, and convert remaining cash to large value coins. Then I'll head back to the most recent closed door and do the door thing with it.

Will keep the crossbow loaded and in-hand unless I specify otherwise, for now.

Tavar
2009-12-20, 08:21 PM
You can identify, though it works like this: first, 1gp to test if it's magical. If yes, identify machine. If no, go to appraise machine to get value.

vollmond
2009-12-20, 08:52 PM
ok, i'll spend the 2 gp to test both for magicality, then on to the appropriate secondary machine.

Tavar
2009-12-20, 10:26 PM
Diadem is not magical: appraise value for 1 gp.
Scroll is, identify for 100gp.

vollmond
2009-12-20, 10:27 PM
I'll do both for 101 gp

Tavar
2009-12-20, 10:29 PM
Diadem is worth 50gp. Scroll of sheild is worth 25gp.

vollmond
2009-12-20, 10:33 PM
Sell both, then return to that closed door

Tavar
2009-12-20, 10:42 PM
Add 37.5gp to your wealth. Opening the door, you see a room with a elaborate chest in the lower west hand corner.

vollmond
2009-12-20, 10:45 PM
I'll shoot the chest with my shiny new crossbow

[roll0]
[roll1] (though I doubt it's needed)

Tavar
2009-12-20, 10:48 PM
It vanishes.

vollmond
2009-12-20, 10:53 PM
I'll search the whole room

vollmond
2009-12-20, 11:40 PM
Working on the assumption that this is the same as what Black Whirlwind found (if not, ignore all this):

After I find the invisible chest, I'll take 20 on a search (for 25), poke it with the 10 foot pole, then try to open it. If it's locked, I'll take 20 on Open Lock (for 28).

If that still doesn't open it, I'll claw at the chest until I break it open. 1 damage per chop until I'm in.

vollmond
2009-12-22, 11:35 PM
Apparently it's a strong chest; I've worn my claws down to nubs by now, methinks.

Tavar
2009-12-23, 12:01 AM
Sorry, it contains 60 pp, 37gp, a Darkwood Buckler(205), a masterwork sia(lucky you), and a potion of enlarge person(250)

vollmond
2009-12-23, 12:24 AM
Wooo excellent. I'll equip the buckler, stick the new sai in my belt, reload my crossbow, grab my 10 foot pole and head out.

I'll go sell the old sai (5 sp) and the buckler (102.5 gp) and convert my currency to large denominations again. I believe there's at least one path from that 4-way I haven't explored yet?

edit: Just reread the entry for ninja, guess I won't use that buckler after all :-)

vollmond
2009-12-23, 12:02 PM
Actually, as long as I'm buying, I'll pick up a masterwork short sword (310 gp) and 11 more crossbow bolts (1.1 gp) as well.

Tavar
2009-12-23, 12:05 PM
When you reach the 4-way, you go north, east, south, and east. In front of you is a door. To the north, there is also a door on the west.

vollmond
2009-12-23, 12:10 PM
I'll pop the door in front of me first, crossbow in hand. (25+trapfinding search, poke with the pole a few times, drop the pole, open the door)

vollmond
2009-12-24, 01:13 AM
Just to be ready when things pick up again:
[roll0] if needed

edit: oh, and because I don't think I've mentioned it yet, whenever I'm roaming around between encounters, I am not using my stance.

Tavar
2009-12-27, 09:04 PM
Listen:[roll0]
Int[roll1]

Tavar
2009-12-27, 09:12 PM
Opening the door, you see three elves, and they attack(readied actions).
Attacks vs FF.
[roll0]
[roll1]

[roll2]
[roll3]

[roll4]
[roll5]

vollmond
2009-12-27, 09:32 PM
Wooo you're back!

Solid whiffing all around - that's a nice change.

Swift action to enter Punishing Stance (+1d6 damage, -2 AC).

Not sure the layout of the room. If 2 of them are close together, I'll get within range of them both for a Steel Wind attack (full AB attacks against both targets), drawing my new MW short sword as I move:
[roll0]
[roll1]
[roll2]
[roll3]

If they aren't grouped together, I'll move in and attack the nearest one (again with the MW short sword - just take the 1st set of rolls from above). In this case, I'll use Stone Bones for DR 5/Ada if it hits.

vollmond
2009-12-27, 09:33 PM
Wow, here's hoping the first scenario was accurate haha

[roll0]
Crit damage = 1

Tavar
2009-12-27, 09:34 PM
You miss the elf in front of you, but hit the one to the side. It falls.
[roll0]
[roll1]

[roll2]
[roll3]

vollmond
2009-12-27, 09:35 PM
Ok, stone bones attack then, on the remaining one near me

[roll0] DR 5/Ada on hit
[roll1]

Tavar
2009-12-27, 09:45 PM
Hit and a kill. The last one moves up with a longsword.
[roll0]
[roll1]

vollmond
2009-12-27, 09:47 PM
Excellent.

Steely Strike attack on this one
[roll0]
[roll1]

Tavar
2009-12-27, 09:48 PM
And he attacks again:
[roll0]
[roll1]

vollmond
2009-12-27, 09:50 PM
Another miss.

I'm out of tricks, so
[roll0] edit: ouch
[roll1]

Tavar
2009-12-27, 09:51 PM
Miss, and he attacks again.
[roll0]
[roll1]

Edit: Finally. You're down to 6hp.

vollmond
2009-12-27, 09:53 PM
Ach, blood has been drawn
[roll0]
[roll1]

Tavar
2009-12-27, 09:59 PM
And he's down. Gain 300gp, 150xp. Also, each elf had the following equipment: longbow, longsword, buckler, studded leather armor, 20 arrows.

vollmond
2009-12-27, 10:18 PM
I'll sheathe my sword, take the lot of it and go back to sell the gear (following the route I already know) for 65.5 gp, and again convert currency to large denominations. I'll buy and drink a potion of CLW for [roll0].Then I'll return to here and hit up that other door.

Tavar
2009-12-27, 10:30 PM
Listen:
Int:[roll0]
Lis[roll1]

Opening the door, you see only darkness. What do you do?

vollmond
2009-12-27, 10:54 PM
hmm. darkness that neither darkvision nor low-light vision can penetrate...

[roll0]
[roll1]
[roll2]

Still standing outside the door, I'll stamp my feet and make noise, trying to draw out who/whatever is inside. If there's no response, I'll close the door and move on down the hall.

Is there more than one level's worth of XP before I have to go downstairs? IE, can I go do other things and then come deal with this room once I've taken a level in something that can cast Light? :smallsmile:

Tavar
2009-12-27, 11:01 PM
You've found a room with skeleton's. That's it.

vollmond
2009-12-27, 11:13 PM
Ok, on second thought, I'll open the door again, then wait 5 minutes to see if the darkness ever goes away. If it doesn't, I'll stow my crossbow and draw my sword and a flask of alchemist's fire. I'll start exploring the room methodically - circling around to the left in concentric circles until I spiral into the middle of the room.

vollmond
2009-12-29, 09:46 PM
Any chance of finding out tonight whether this was a good idea or not? (If you're still coming down off the holiday, let me know and I'll be more patient :smallsmile:)

Tavar
2009-12-29, 09:49 PM
As you enter the darkness, make a fort save.

vollmond
2009-12-29, 09:50 PM
[roll0] *hopes*

Tavar
2009-12-29, 09:53 PM
You make it. Suddenly small, squirrelish creatures move to attack you.
[roll0]
[roll1]
[roll2]

Each hit deals 1 damage. Note that they have concealment against your attacks.

vollmond
2009-12-29, 10:12 PM
That should provoke AoO, assuming they're Tiny, right?

Attack against one at random
[roll0]
1 Damage

Is that full concealment or partial? Either way, miss on 1:
[roll1]
[roll2]

[roll3]

Was that a surprise round?

vollmond
2009-12-29, 10:19 PM
Oh, and assuming I get a real attack, I'll throw my alchemist's fire at an empty adjacent square, so the splash damage hits my square.

[roll0] (AC 5, I think?)
1 fire damage to all

This will be my first action regardless of whether I go next.

Tavar
2009-12-29, 10:33 PM
You don't get AOO's against foes with concealment.
They continue to attack, even while being burnt.
[roll0]
[roll1]
[roll2]

vollmond
2009-12-29, 10:35 PM
Nice rolls; those all hit.

Move to draw my other Alchemist's Fire
Same attack
[roll0]
1 Fire damage to all

Tavar
2009-12-29, 10:41 PM
Rolling miss chance:[roll0]
And if necessary, direction it misses:[roll1]

Tavar
2009-12-29, 10:42 PM
It misses, and the creatures continue to attack.
[roll0]
[roll1]
[roll2]

vollmond
2009-12-29, 10:51 PM
Miss chance applies when throwing a splash weapon at a square? Oops.

Hmm, that was my last fire.

Steel Wind attack against 2 of the squirrels
[roll0]
[roll1]
1 Damage

[roll2]
[roll3]
1 Damage

Tavar
2009-12-29, 10:53 PM
You kill two of them. The other continues to attack.

[roll0]-subtract 2 from that roll. Still, 25 should hit.

vollmond
2009-12-29, 10:54 PM
These squirrels are getting irritating. Just die already!

Steely Strike attack
[roll0]
[roll1]
1 Damage

Tavar
2009-12-29, 10:56 PM
Hit, but it's still up. It attacks.
[roll0]

Douglas
2009-12-29, 10:58 PM
Actually, it's cover that prevents AoOs. Concealment prevents sneak attacks. Total concealment prevents AoOs, but not partial.

Also, the fort save against the darkness prevents the ability damage but not the hp damage.

vollmond
2009-12-29, 11:00 PM
Hmmm leader-squirrel, eh?

Swift: enter punishing stance (+1d6 damage, -2 AC)
Stone Bones attack
[roll0]
[roll1]
[roll2]
DR 5/Ada if that hit.

edit: *reads the ninja* well, my AoO roll sucked anyway. also: hp damage? bah.

Tavar
2009-12-29, 11:07 PM
In that case, take [roll0] cold damage. Also, the squirrel is dead.

Gain 150xp. Also, when the spell ends, it shrinks into a small pellet in the middle of the floor.

vollmond
2009-12-29, 11:19 PM
Hmm. I'll take the pellet, sheathe the sword, draw my crossbow, grab the pole, and head back to the store. I'll buy 2 potions of CLW and drink one for [roll0], and pay the 1 gp to tell whether the pellet is still magical or not. Then do the 2nd check (appraise or identify, whichever is appropriate) on the pellet.

Tavar
2009-12-29, 11:31 PM
It's worth 1000gp(sell for 500).

vollmond
2009-12-29, 11:37 PM
Sweet. I'll sell it, drink the other CLW for [roll0], and buy another CLW and 5 Alchemist's Fires.

+500 for selling
-253 for 3 potions, 5 fires, and appraisal

Then I'll head for the nearest unexplored area

Tavar
2009-12-29, 11:38 PM
All that's left is the skeleton room.

vollmond
2009-12-29, 11:46 PM
Back there it is, then. Put away the sword, pull out the sai.

When I get there, I'll go ahead and pop the door.

[roll0]

edit: hmm I just realized Tumble is trained-only. Crap. Have to do my best.

Tavar
2009-12-29, 11:52 PM
Int:[roll0]

They stand there, watching you.

vollmond
2009-12-30, 12:01 AM
Move action to advance to the nearest one (provoking AoO since he has a Reach weapon?)
Then Swift to enter Punishing Stance
Then Stone Bones attack
[roll0]
[roll1]

Tavar
2009-12-30, 12:02 AM
what kind of attack?

vollmond
2009-12-30, 12:04 AM
With my sai (so bludgeoning)

Tavar
2009-12-30, 12:07 AM
The damage should be 1d6+1d3-3.

Tanaric
2009-12-30, 12:11 AM
1d3-3 always equals 1. 1d6+1 is therefore correct.

vollmond
2009-12-30, 12:46 AM
yep

oh, and how many are there? I don't believe I got a concrete number last time I was in this room

Tavar
2010-01-01, 09:53 PM
You don't provoke(he's adjacent to you, and there are 3 of them). You also fail to hit. They attack:
[roll0]
[roll1]
[roll2]
[roll3]
[roll4]
[roll5]

Tavar
2010-01-01, 09:57 PM
Confirming crit:
[roll0]
[roll1]

vollmond
2010-01-01, 10:55 PM
Damn, two hits.

If only one of them is adjacent to me (not sure exactly how the room is laid out):
Swift action to recover maneuvers
Normal attack on him
[roll0]
[roll1]

Else if at least two of them are adjacent to me:
Steel Wind attack against two of them (use the above rolls for the first)
[roll2]
[roll3]

Also: are they all still wielding longspears? If so, then if the guy I attacked before stepped back, assume I 5-foot stepped up to him again.

Tavar
2010-01-01, 11:02 PM
Well, they actually clawed you. And your first attack hits, though your second fails to connect. They attack again.
[roll0]
[roll1]
[roll2]
[roll3]
[roll4]
[roll5]

vollmond
2010-01-01, 11:13 PM
String of misses

Swift to recover actions, then attack the one I already hit
[roll0]
[roll1]

Tavar
2010-01-01, 11:26 PM
It's destroyed. The others attack.
[roll0]
[roll1]
[roll2]
[roll3]

vollmond
2010-01-01, 11:28 PM
Misses

Steel Wind to attack both of them
[roll0]
[roll1]

[roll2]
[roll3]

Tavar
2010-01-02, 12:03 AM
Note that both currently have cover relative to you. You can move forward, and they will no longer have this benefit. Of course, neither will you.

vollmond
2010-01-02, 12:33 AM
Hmm, hadn't realized that (only now that I see the varying attack bonuses). If you don't mind, can we assume I stepped forward before my most recent turn? If you prefer, I can reroll the attacks.

Tavar
2010-01-04, 02:10 AM
Sure, They crumble. Each one has a longspear, and there is a chest inside the room, in a depression.

vollmond
2010-01-04, 08:47 AM
stow the spears on the mule for later selling. grab the 10-foot pole and (assuming it's long enough) do a thorough search of every square in the depression, poking ahead of myself and taking 20 on a search check for 25 (+trapfinding). assuming I find nothing, i'll do the same for the chest, and if I still find nothing, i'll attempt to open it from a distance with the pole.

edit: also, i should be back from my family commitments now (and finally back at work) so i should be available near-constantly again.

vollmond
2010-01-07, 08:48 AM
Are you still around?

Tavar
2010-01-07, 09:29 AM
Sorry. In the chest you find a finely crafted spiked gauntlet and a combination of coins adding up to 192 gp(10pp, 80 gp, 120 sp).

vollmond
2010-01-07, 09:37 AM
NP

I presume they were worth 150 xp?

Meaning I've missed a secret door somewhere, since I'm only up to 750xp total.

I'll go back to the vending machines and do the identify/evaluate routine on the gauntlet and then probably sell it.

Then, starting from the vending machine room, I'll take 20 for 25 on Search (with trapfinding) for every square in the level, including walls (and ceilings if I can - would I need to climb or can I do that from the floor?)

I'll grab the hearthfire lantern off the pack saddle (has it been 24 hours yet on this level? I'll need to add another hearthfire cube when it has) so I can have regular and low-light vision along with my darkvision.

vollmond
2010-01-07, 09:38 AM
Oh, also, I'll drink my last CLW ([roll0]) and buy 2 more

Tavar
2010-01-07, 09:39 AM
No, it hasn't been 24 hours yet. Moving away from the vending machines, you reach the hallway leading to the 4 way intersection when you find something...odd. One of the walls doesn't look right.

vollmond
2010-01-07, 09:45 AM
I'll poke it with the stick a few times.

Tavar
2010-01-07, 09:47 AM
It crumbles after the first poke. It reveals a room, and inside are three dwarves from clan baby eater. Roll int: [roll0]

vollmond
2010-01-07, 09:50 AM
Initiative: [roll0]

vollmond
2010-01-07, 09:51 AM
what's the layout? are any of them bearing reach weapons? are the nearest two close together (for 2-weapon-fighting)?

Tavar
2010-01-07, 10:01 AM
The closest one is 10ft into the room, and there is another right next to him. None bear reach weapons, though each has a bow. The room is 25 ft long, and 15ft wide. The door is on the western most part of the northern wall.

vollmond
2010-01-07, 10:07 AM
Great.

I'll move into reach of the two near ones, enter Punishing Stance, and use Steel Wind to attack both.

[roll0]
[roll1]
[roll2] (assuming they are flat-footed)

[roll3]
[roll4]
[roll5] (assuming they are flat-footed)

vollmond
2010-01-07, 10:09 AM
Ooo

[roll0]
Crit Damage = 1

also, I didn't mention it, but I intended to draw my short sword as I moved in (hence the +8 to attack), and of course drop the 10-foot pole

Tavar
2010-01-07, 10:24 AM
You manage to hit both, but they refuse to drop. And they now attack.
[roll0]
[roll1]
[roll2]
[roll3]
[roll4]
[roll5]
...
2 1's? Really dice god?

vollmond
2010-01-07, 10:41 AM
Haha nice

Stone Bones attack against one
[roll0]
[roll1]
[roll2]
Crit Damage 1

Tavar
2010-01-07, 10:48 AM
You drop the most injured one. The others flank you.
[roll0]
[roll1]
[roll2]
[roll3]
....
WHF.

vollmond
2010-01-07, 10:52 AM
Dang, I actually hit with Stone Bones and then you miss me twice? Such a waste.

Swift to recover actions maneuvers (why did I say actions?)
Regular attack on the injured one
[roll0]
[roll1]
[roll2]
Crit Damage = 1

Tavar
2010-01-09, 08:50 PM
The others continue to attack.
[roll0]
[roll1]
[roll2]
[roll3]

vollmond
2010-01-09, 09:25 PM
Of course, now you have a hit.

Steel Wind to attack both (injured one first)
[roll0]
[roll1]
[roll2]

[roll3]
[roll4]
[roll5]

edit: 0.o

Tavar
2010-01-09, 09:43 PM
Hah! They attack again.
[roll0]
[roll1]
[roll2]
[roll3]

vollmond
2010-01-09, 09:48 PM
Stone Bones vs the injured one
[roll0] edit: *crosses fingers*
[roll1]
[roll2]
DR 5/Ada if it hits

Tavar
2010-01-09, 09:56 PM
Hit and he'd down. The other attacks.
[roll0]
[roll1]

vollmond
2010-01-09, 10:08 PM
Whiff

Steely Strike attack
[roll0]
[roll1]
[roll2]

Tavar
2010-01-09, 10:10 PM
Hit, but he's not down.
[roll0]
[roll1]

vollmond
2010-01-09, 10:13 PM
Misssss

Swift to recover maneuvers
Regular attack:
[roll0]
[roll1]
[roll2]

Tavar
2010-01-09, 10:14 PM
Now he is down. Gain 600gp, 150xp, and each dwarf also has the following: heavy wood sheild, dwarven waraxe, scale mail, shortbow, 20arrows.

vollmond
2010-01-09, 10:28 PM
I'll take it all and take a quick break to take a potion of CLW [roll0]

vollmond
2010-01-09, 10:29 PM
Then I'll resume searching every square inch of the level, starting with this room.

Tavar
2010-01-09, 10:32 PM
Which direction do you go at the 4 way?

vollmond
2010-01-09, 10:34 PM
Left works.

Tavar
2010-01-09, 10:38 PM
Eventually, you tap a wall, revealing a swarm of spiders.
Roll Int:[roll0]

vollmond
2010-01-09, 10:43 PM
[roll0]

*checks inventory* oh good, I remembered the flasks of fire

vollmond
2010-01-09, 10:47 PM
How exactly does swarm combat work? SRD says physical combat is "difficult", but doesn't say why.

Also, what squares relative to me is the swarm occupying?

Tavar
2010-01-09, 10:55 PM
For this one, the swarm doesn't take damage from non-area physical attacks. Also, it's 10ft in front of you.

vollmond
2010-01-09, 11:00 PM
Hmm. I may need more fire...

I want to attack a square of the swarm that is adjacent to at least 2 others (since I don't know if it's blobby or long)

I'll move till I'm 10 feet away from that square, drawing a flask as I go, then attack.

[roll0]
[roll1]
[roll2]

Tavar
2010-01-10, 12:25 AM
Hit, and you burn many of the spiders. They then move into your square.
Damage:[roll0]
Make a dc 11 fort save or be nausated for 1 round.
make a dc 11 fort save or take [roll1] damage.

vollmond
2010-01-10, 12:50 AM
That's two separate saves?
[roll0]
[roll1]

vollmond
2010-01-10, 12:59 AM
Crap. Hmm. Ok, I'll move away from the swarm 30 feet, drawing another fire as I go. End of turn, I suppose.

Tavar
2010-01-10, 01:01 AM
The swarms follows you.
[roll0] Damage
2 dc 11 fort saves, same conditions. Poison damage is [roll1]

vollmond
2010-01-10, 01:05 AM
Saves:
[roll0]
[roll1]

vollmond
2010-01-10, 01:08 AM
I'll step to the same 10-foot distance from a central swarm square, then throw the fire I'm holding.

[roll0]
[roll1]
[roll2]

edit: fail

Tavar
2010-01-10, 01:14 AM
Well, everyone takes 1 damage. The swarm also moves into your swaure.
[roll0]
2 dc 11 fort saves, same conditions. Poison damage is [roll1]

vollmond
2010-01-10, 01:23 AM
Well, this isn't good. I'm now out of area-attack options. Assuming this swarm has the same 20-foot move speed as a standard spider swarm, I should be able to escape and run back to the vending room. If that seems plausible to you, I'll go ahead and do it. Once I get there, I'll buy 10 more Alchemist's Fires (200 gp) and drop pretty much all the rest of my gear to bring me back down to a light load. Then I'll head back for the swarm, a Fire in each hand.

If all of this doesn't work, I'll think of something else.

edit: oops, forgot the saves. one moment.

vollmond
2010-01-10, 01:24 AM
Oh yeah, saves.

[roll0]
[roll1]

Bah, ok, so I only get to move 30 feet away at first...

Tavar
2010-01-10, 01:26 AM
On the plus side, you don't take str damage.
[roll0]
2 fort saves, poison [roll1]

vollmond
2010-01-10, 01:30 AM
Saves:
[roll0]
[roll1]

vollmond
2010-01-10, 01:32 AM
So that's 3 regular damage now, and possibly STR damage later?

I'll go ahead and put the above plan into action now I'll go ahead and drink a CLW or two when I get to the vending machines. I'll roll the checks once I know if I got there.

Tavar
2010-01-10, 01:33 AM
You are now in a heavy load, which means you can't escape the swarm. Each round you can move 15 or 30ft, so the swarm continues to attack. You die a slow, painful, death.

Edit: no, that's 3 Str damage as the initial effect of the poison.

vollmond
2010-01-10, 01:38 AM
I don't think there's anything else I can do about it, either... wait. Would the swarm have been vulnerable to my ninja sudden strike damage back at the beginning? I forgot to roll it. [roll0] just in case.

I don't suppose CLW can heal that STR damage?

Tavar
2010-01-10, 01:37 PM
Nope, swarms are immune to precision damage.

Ability damage is only healed by effects that say so, I think the easiest ones to get are potions of some type of restoration. Note that you also get a point or two back per 8 hours of rest. Looks like you don't make it, though.

vollmond
2010-01-10, 04:34 PM
*loud, long, drawn-out sigh*

death from lack of fire

An honorable endeavor, good sir. I'll go find someone else to submit for a 2nd try...