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Tanaric
2009-12-30, 09:37 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 small 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 sconce near the room's single door.
Map:{table]|A_|B_|C_
1|||
2||S|
3|||
4|||[/table]

There is a door at C-4, south side.

DM notes:Sheet. (http://www.myth-weavers.com/sheetview.php?sheetid=171338)

The Gilded Duke
2009-12-31, 09:56 AM
Swiftfoot freaks out, it is a very scary room.
Swiftfoot hides.

[roll0] (Assuming +2 for underground)

He pokes square B-3, and then B-4 with his stick to see if there is anything odd going on with them.

If they look fine, he moves silently over to square B-4.
[roll1] (Assuming +2 for underground)

He is then going to poke and prod the floor of C-4 with the 10 foot pole, then the door at C-4.

If nothing out of place seems to happen he is going to move silently over to the floor in C-4.

[roll2]

He is then going to search first the area of wall with the torch, and the torch.

[roll3]

If nothing seems out of place with the torch wall, torch holder, torch etc, he is going to use the 10 foot pole to knock the torch out from the holder. He will then carefully extinguish the torch to try and plunge the room into darkness.

A tiny victory over Pelor, but a victory nonetheless. The sun god must be behind all of this.

After extinguishing the torch he will then finally search the door.
[roll4]

Sliver
2009-12-31, 12:55 PM
You destroy this beacon of light of the Burning Hate and feel proud. Your searching and poking bear no fruit.

The Gilded Duke
2009-12-31, 02:27 PM
Hurrah! First encounter bested.

Swiftfoot is now going to carefully push open the door.
He is going to look and see whats on the other side.

Spot [roll0] Assuming underground from this point on, so adding the Favored Environment +2 to all relevent rolls.

Reguardless of wether or not he sees anything he is going to retreat back to square B-4 and hide in the darkness. Like the coward that he is.

[roll1]

Sliver
2009-12-31, 04:25 PM
You have 70ft of darkvision right?

If so:
The hall extends east beyond your vision and south.

To the east: 10ft into the hall there is a split north and south. 20ft deeper there is a door on the northern side. Another 30ft inside there is another split north and south.

To the south: 20ft into the hall there is a split east. 10ft deeper there is a T intersection going east and west.

The Gilded Duke
2009-12-31, 05:34 PM
OOC stuff:

Yep, 70 foot darkvision.
Also do you want me to make move silently checks every turn, or less frequently?


Swift Foot sneaks back to the now open door at position. C-4
[roll0] Move Silently.

He takes a move action to check the halls again for anything out of place, or any scary monsters he might have noticed.
[roll1]

He is then going to make his way down the hall towards the Eastern Door.
Before he moves into the next 5 foot square he is first going take a standard action to search it, and then poke it with his pole. He is trying to be stealthy throughout this process.

He is also going to pause when he gets to the intersection, and take a move action to look to see whats down the two intersecting halls.

Spot: [roll2]

That looks like 7 squares to check.

Search:
[roll3]
[roll4]
[roll5]
[roll6]
[roll7]
[roll8]
[roll9]

Move Silently:
[roll10]
[roll11]
[roll12]
[roll13]
[roll14]
[roll15]
[roll16]


If he notices anything out of place (like say a trap, or a vile Paladin) he is going to reconsider his actions.

If nothing odd seems to happen, after he finishes checking the door to the room, he will back up just about 10 feet away (in an area that he checked) and use his 10 foot pole to open the door to the room.

If nothing interrupts him at this point, he is going to summon a spider swarm into the room and then use the concealment from darkness to hide.

[roll17]

Also for future actions, corridors are 5 feet wide? How many feet tall?

Tanaric
2009-12-31, 05:53 PM
All ceilings are twenty feet tall unless otherwise mentioned.

Sliver
2010-01-01, 02:04 AM
As you poke the floor 20ft deep into the hall, the floor fails and falls before you, revealing a 20ft deep pit.

You have passed the intersection. To the north, the hall goes 20ft before turning east. To the south the hall goes for 20ft before turning west. 15ft down the southern hall there is a door on the eastern part. You now see the end of the eastern hall. It goes for 20ft after the last intersection. There is a door on the eastern wall, and it turns south.

Also, no need to roll so many MS checks. You may take 10 while moving in the hall and roll only before the rooms themselves.

The Gilded Duke
2010-01-01, 02:25 AM
Is there any way to walk around the 20 foot pit and still get to the door with the same method listed above? Or is it something that would have to be climbed/jumped/flown over?

Sliver
2010-01-01, 02:28 AM
It's a 5ft wide pit. It is a DC10 jump check without a running start..

Tanaric
2010-01-01, 02:29 AM
DC 20. He needs to cover 10 feet. A five foot jump would put him over the pit.

Sliver
2010-01-01, 02:30 AM
Nope, sorry

For example, a 10-foot-wide pit requires a DC 10 Jump check to cross.

Tanaric
2010-01-01, 02:33 AM
/fistshake at things not being included in the SRD making me look silly.

The Gilded Duke
2010-01-01, 11:10 AM
Hmm, so -2 str, +4 for speed, +2 synergy... need a 6 to succeed, roll a 1 for a complete fail otherwise hit the edge, but either way it isn't going to be silent.


He is going to go to the southern door he just discovered, 15 feet south of the intersection. He is taking 10 on move silently, and doing the same search and poke procedure as before.

15 feet of search checks:
[roll0]
[roll1]
[roll2]

And then he is going to check the door as well:
[roll3]

After that he is going to back up 10 feet from the door and try and push it open with his 10 foot pole. Swiftfoot will move back around the corner (on a square he already checked) and use the cover + concealment to hide.

[roll4]

The Gilded Duke
2010-01-01, 11:11 AM
Oh wait, DC 10 without running start? Hmm.. that makes it easier. Swiftfoot will still check out the other room first though.

Sliver
2010-01-01, 04:54 PM
As you poke the floor right after the intersection it fails and reveals another 20ft deep pit.

The Gilded Duke
2010-01-01, 06:22 PM
Thwarted again.
Alright, original pit.
Poking the other side of it with the 10 foot pole to see if anything happens.
If nothing happens he is then going to try and make a running jump.
From speed he gets a +2 jump check, vs dc 5, also going to roll for the reflex save to catch the edge should he fail.

Running Jump vs DC 5:
[roll0]

Reflex save to catch the edge vs DC 15:
[roll1]

Sliver
2010-01-02, 01:17 AM
You jump south or east? And you manage the jump..

The Gilded Duke
2010-01-02, 01:50 AM
Jump East. Sorry that I wasn't more clear.

Sliver
2010-01-02, 01:58 AM
OK, you reach the door without anything horrible happening.

I assume you are only poking the floor and only where you are going to step to next right?

The Gilded Duke
2010-01-02, 02:07 AM
Right, although I was assuming that a vaguely 5 foot square was being checked with each poking and searching. Not poking the walls or anything if that is significant.

So it looks like the door is 5 feet away from the pit itself.
Standing on that 5 foot square and trying to hide there if possible.
[roll0]

And then using the 10 foot pole to push open the door.

Sliver
2010-01-02, 02:13 AM
Opening the door reveals the following:

{table]|A_|B_|C_|D_|E_
1|||||
2||1|||
3|||||
4|||||
5|||||[/table]

There is a door at A5 south, which you are outside of, and E1 north.
There is an ugly looking scaly creature in the room wearing robes that fail to cover his chainmail.

[roll0] spot..

The Gilded Duke
2010-01-02, 02:34 AM
Alright, as a standard action summoning a Spider Swarm onto the ugly creature's square.

http://www.d20srd.org/srd/monsters/swarm.htm#spiderSwarm

Spider Bite Damage:
[roll0]
Fort Save DC 11 Poison.
If Fail:
[roll]1d3[roll] Str Damage
Secondary [roll1] in one minute.

Also DC 11 vs nausea if it begins its turn in the Spider Swarm square.

Then trying to move out of line of sight and hide in the darkness as a move action.

[roll2]

The Gilded Duke
2010-01-02, 02:35 AM
Ooops.
doing the roll over again for initial str damage [roll0]

Making sure I have enough characters.....

Sliver
2010-01-02, 02:43 AM
[roll0]
[roll1]

Initiative:
[roll2]

The Gilded Duke
2010-01-02, 02:50 AM
Initiative Time: [roll0]

Concentrating to keep the Spider Swarm going and not moving from hiding.
Rolling for damage and poison damage again:
Damage [roll1]
Initial Poison Str Damage [roll2]
Secondary Poison Str Damage [roll3]

Same saves as before.

Tanaric
2010-01-02, 02:51 AM
Hold up.

If the swarm was summoned in a surprise round, all you get is a standard action, not a full round's worth of actions before initiative starts. Thus, summoning and moving out of sight before initiative starts isn't possible.

Sliver
2010-01-02, 02:54 AM
Yeah and I was going to tell him that in this post.

[roll0]
[roll1]

The Gilded Duke
2010-01-02, 02:54 AM
Hmm true.
I guess summon in the first round, and then try to move to hide and concentrate when initiative is won? Of course.. if initiative is lost it could be bad.

Sliver
2010-01-02, 02:55 AM
Your in hiding. Your turn. I disregard the first rolls then.

The Gilded Duke
2010-01-02, 02:59 AM
So I guess the structure we are going with now is:

Swiftfoot gets suprise: standard to summon swarm.
Swiftfoot wins initiative: move to hide, standard to concentrate.
Ugly brute takes unknown action.

At this point Swiftfoot is hoping that the ugly brute is trying to fight the spider swarm with weapons, so is just going to keep concentrating on the spell.

He is going to continue concentrating for the next 10 rounds (1 minute). If the brute, or something else comes out, or anything suprising happens his actions will change.

If everything goes simply:

1. Damage: [roll0] P1: [roll1] P2: [roll2]
2. Damage: [roll3] P1: [roll4] P2: [roll5]
3. Damage: [roll6] P1: [roll7] P2: [roll8]
4. Damage: [roll9] P1: [roll10] P2: [roll11]
5. Damage: [roll12] P1: [roll13] P2: [roll14]
6. Damage: [roll15] P1: [roll16] P2: [roll17]
7. Damage: [roll18] P1: [roll19] P2: [roll20]
8. Damage: [roll21] P1: [roll22] P2: [roll23]
9. Damage: [roll24] P1: [roll25] P2: [roll26]
10. Damage: [roll27] P1: [roll28] P2: [roll29]


His plan after a minute is to sneak in to peek at what is going on.

Sliver
2010-01-02, 03:07 AM
After 3 rounds you feel there is nothing to concentrate on. Nothing comes out. Checking the room reveals a corpse. 150xp and a chainmail.

Tanaric
2010-01-02, 03:10 AM
Sliver:Bernie couldn't have walked into the hallway, or torchified the swarm at any point?

Idle musings.

Sliver
2010-01-02, 03:12 AM
Never saw anything that might have been the source of the swarm. Maybe he thought it was a random encounter? And he did torch the swarm. He just died before the swarm. The swarm died after that.

The Gilded Duke
2010-01-02, 03:14 AM
Alright, the chainmail is probably too heavy to worry about.
It sounds like there weren't any light sources in the room.
Going to do the same tap and check method from before making his way towards the E1 door.

Probably going from A5 to D5 then from there to D1, and then checking E1 without actually stepping on it yet.

Search checks in order mentioned above.

[roll0]
[roll1]
[roll2]
[roll3]
[roll4]
[roll5]
[roll6]
[roll7]
[roll8]

Tanaric
2010-01-02, 03:16 AM
Never saw anything that might have been the source of the swarm. Maybe he thought it was a random encounter? And he did torch the swarm. He just died before the swarm. The swarm died after that.

...he didn't see the guy open the door, do some mojo, make a swarm of spiders appear, then move off down the hall?

I'm pretty sure that's what happened, and that Bernie has eyes. Doesn't matter now though. :smalltongue:

Sliver
2010-01-02, 03:20 AM
he rolled a 1 on his spot check.:smallbiggrin:

You reach the door.

The Gilded Duke
2010-01-02, 03:21 AM
Swiftfoot gets a bad feeling, almost as if the gods themselves were plotting,
that the entire world was revolving around his actions
and he alone was the avatar of fate.

But then he shrugged.
It must be the ambient light levels bothering him again.

The Gilded Duke
2010-01-02, 03:24 AM
After successfully dealing with his sollipsistic crisis Swiftfoot opens the door from Square D-1 with his 10 foot pole.

He is trying to hide behind cover / in the darkness for this, so if a new hiding check is necessary, here it is:
[roll0]

Sliver
2010-01-02, 03:28 AM
There is a hall that goes east and west. That is all you see without getting out.

The Gilded Duke
2010-01-02, 03:31 AM
Alright, sneaking out into the hallway, checking the floor in front of the door first.

[roll0]

Sliver
2010-01-02, 03:40 AM
20ft west the hall turns south. There is also a door on the northern part.

10ft east it splits north, after another 20ft it splits south. 20ft beyond the split it splits north. 10ft after that it turns north.

The Gilded Duke
2010-01-02, 03:44 AM
Alright, I'm going to start mapping this out in gametable just to keep track of things. For right now though, I'm going to get some sleep, its getting late. Ill probably post something in the morning.

Sliver
2010-01-02, 03:46 AM
I will post a map of what you explored till now later.

Sliver
2010-01-02, 04:15 AM
http://img204.imageshack.us/img204/341/tgd.jpg

Here you go.

The Gilded Duke
2010-01-02, 10:04 AM
Ah nice, not too far off from what I thought it looked like.
Swiftfoot is going to start exploring to the east, heading towards the door.
Doing the same Tap and check method as before.


Looks like that is four search checks.
[roll0]
[roll1]
[roll2]
[roll3]

Also let me know if there is any light in any of these corridors or rooms, it changes some of Swiftfoots rolls and he will try to destroy it if possible to negate that disadvantage.

Sliver
2010-01-02, 10:09 AM
You don't find anything in the hall. There is no light at the door.

The Gilded Duke
2010-01-02, 06:03 PM
Alright opening it from a square away with the 10 foot pole again, trying to hide in the darkness.

[roll0]

Sliver
2010-01-03, 01:14 AM
Nothing happens.

Assuming you look inside, you see a 20X25ft room with an oversized (10X15ft) chest inside. There is a note attached to it's latch. There are 2 more doors in the room, one at the north-eastern edge (north side) and one 5ft south of that edge (to the east)

The Gilded Duke
2010-01-03, 01:30 AM
Hah!
The explosive runes have once again been defeated by the power of illiteracy!
From outside going to Eldritch blast the note. Using the sniping rules to hide after firing off the blast.

[roll0]

Tanaric
2010-01-03, 01:32 AM
...Why would I put a 6d6 force damage trap on the first floor? :smallconfused:

A lot of people think I'm really sadistic for some reason.

Sliver
2010-01-03, 01:34 AM
Before it's death, the note doesn't react to your sniping. You kill it. 150xp.

The Gilded Duke
2010-01-03, 01:54 AM
...Why would I put a 6d6 force damage trap on the first floor? :smallconfused:

A lot of people think I'm really sadistic for some reason.

Heh, it sounds like some of the other characters might be able to survive it.

Doing the search and tap method.
I think its about 10 feet to the chest?

[roll0]
[roll1]

and then taking 20 on the chest itself for a 28.

Sliver
2010-01-03, 01:56 AM
It's a chest. It's big. It's a big chest. There was a note on it. There is no longer a note there. Something killed the note. The note was murdered.

I think that is all you get from your searching.

The Gilded Duke
2010-01-03, 09:51 AM
Hmm, backing up to the door I came through, going to fire off 10 eldritch blasts to see if the thing might secretly be a monster / if it can be broken by an craft swiftfoot possesses.

I imagine its touch ac is easy to hit, so Swiftfoot is just going to keep going until he hits it 10 times.

[roll0]
[roll1]
[roll2]
[roll3]
[roll4]
[roll5]
[roll6]
[roll7]
[roll8]
[roll9]

Sliver
2010-01-03, 10:01 AM
You trash the chest. There is a platinum coin.

The Gilded Duke
2010-01-03, 10:31 PM
Swiftfoot takes some of his swift rope, and rubs the platinum coin with it, in case it is covered in contact poison.

Only after he thinks it has been cleaned of contact poison will he put the coin in a pocket.

Then doing search and tap checks to the door to the east. I think that is two.

[roll0]
[roll1]

Sliver
2010-01-04, 02:02 AM
...

This room is one of those that people get the most paranoid about..

The coin is cleansed and holy now. The doors don't attack you suddenly!

No traps.

Tanaric
2010-01-04, 02:03 AM
"I burn the note!"

"I burn the chest!"

"I exorcise the demons from the remains of the chest!"

The Gilded Duke
2010-01-04, 09:33 AM
*makes a note of picking up a level of cleric for the exorcism domain next level -just in case-*

Alright, doing one search check on the eastern door.
[roll0] Search

Then backing up to 10 feet away, pushing the door open with the 10 foot pole, and trying to do this while hidden.

[roll1] Hide

Sliver
2010-01-04, 09:35 AM
It might be a surprise but... Rooms always open to halls, never to other rooms.

The Gilded Duke
2010-01-05, 06:16 PM
Ah right, so its that hall I saw before.

Going to try searching and poking the 15 feet to the door to the north.
[roll0]
[roll1]
[roll2]

Sliver
2010-01-06, 10:53 AM
You are opening the door at the north of the chest room?

The Gilded Duke
2010-01-06, 09:09 PM
Oh, I meant going out the East door. I believe there is a door 15 feet north of that location based on prior maps?

Sliver
2010-01-07, 12:59 AM
It goes north 10ft before turning west. It goes south 20ft before turning east. It goes east 10ft before turning north.

The Gilded Duke
2010-01-11, 10:39 PM
Sorry was out of town a few days, how about checking the north door.

Search checks to get there:
[roll0]
[roll1]
[roll2]
[roll3]

and Search check for the door:
[roll4]

Sliver
2010-01-12, 12:58 AM
What door to the north? There is no door 15ft to the north of the chest room.. Use the description I gave you and move on..


It goes north 10ft before turning west. It goes south 20ft before turning east. It goes east 10ft before turning north.