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Tanaric
2009-12-30, 09:47 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||M|
3|||
4|||[/table]

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

DM notes:Sheet. (http://www.myth-weavers.com/sheetview.php?sheetid=172285)

Master_Rahl22
2010-01-01, 02:18 PM
Morekal begins to get a feel for his surroundings a bit. [roll0]

If he finds nothing of interest, he'll go grab the torch off the wall. Assuming nothing happens after grabbing the torch (probably not a safe assumption) he'll open the door and have a look.

Sliver
2010-01-01, 04:49 PM
Opening the door reveals to halls, one going south and one east.

East: It goes beyond the light of the torch (if you have other vision modes note them). 10ft into the hall there is a split north and south. Another 20ft there is a door on the northern side.

South: It goes for 30ft. 20ft into the hall there is a split east. After another 10ft it ends with a T intersection going east and west.

Master_Rahl22
2010-01-01, 11:07 PM
No other vision modes. Morekal moves 20 ft. south and looks down the hallway to the east.

Sliver
2010-01-02, 01:20 AM
The hall goes east for 10ft before turning north. You see a door right after the turn, on the eastern side.

Master_Rahl22
2010-01-02, 02:00 PM
Morekal advances 10ft to the south, checking in both directions. Assuming nothing attacks him, he will head west at the T there. Also, I suppose I should mention that he is holding his greatsword.

Sliver
2010-01-02, 02:10 PM
The hall goes east 40ft before turning north. 35ft into the hall there is a door on the northern side.

To the west it goes for 10ft before turning south. It goes 10ft south before turning east. It goes east beyond your vision.

Master_Rahl22
2010-01-02, 02:31 PM
Morekal heads south, examining the hallway to the east.

Sliver
2010-01-02, 02:32 PM
Like I said, it goes east beyond your vision.

Master_Rahl22
2010-01-02, 02:52 PM
Morekal will advance as far as he can currently see and the take another look around. How far is my vision distance currently?

Sliver
2010-01-02, 02:55 PM
As you only have the torch, you see up to 40ft ahead.

35ft into the hallway you feel the floor failing below you. Roll reflex.

Master_Rahl22
2010-01-02, 03:00 PM
[roll0]

Assuming I survive this, I'll enter Hunter's Sense stance to give me the Scent ability. Meant to say that before, but since I didn't, it will happen now.

Sliver
2010-01-02, 03:01 PM
You fall into a pit 20ft deep. [roll0]

Master_Rahl22
2010-01-02, 03:13 PM
I sheathe my sword and get out my rope and grappling hook. I toss the hook up with a total of +2 to my Use Rope against the DC12. I then auto-succeed on the DC -5 Climb check (5 for rope with wall, -10 for chimney) and spend 3 move actions climbing out. Once at the top, I put the rope and hook back in my pack, redraw my sword, and continue east.

Sliver
2010-01-03, 01:52 AM
The DC of use rope is 10+2 for every 10ft you need to throw the grappling hook. You need to hit DC14.

Master_Rahl22
2010-01-03, 02:09 PM
Ok, well the SRD says that the Use Rope check is made secretly so I don't know if it will hold. I was just quoting that to help speed things up. So did I get the rope to stick?

Sliver
2010-01-03, 02:14 PM
And if you fail by 5 or more and it sticks, there is 50% chance that it won't matter if you failed or not. Anyway, you can make the roll yourself instead of me rolling secretly. But you pass and out of the pit.

You reach a door. (it is 30ft beyond the pit) You still can't see the end of the hall.

Master_Rahl22
2010-01-03, 02:42 PM
Is the door to the north or south? I'll enter either way, but it matters for the map I'm making. :smallwink:

Sliver
2010-01-03, 02:49 PM
It is to the north. You can also request a map when you feel confused.

Opening the door reveals the following
{table]|A_|B_|C_|D_|E_
1|||||
2|||||
3||||1|
4|||||
5||||| [/table]
There is a door at B5, which you are just outside of, and another at B1. There is an orc in the middle of the room. It holds a Ripper and wears a chainmail, as well as a pair of goggles.
Initiative:1d20

Sliver
2010-01-03, 02:50 PM
[roll0] reroll that one..

Master_Rahl22
2010-01-03, 02:56 PM
What's a Ripper?

[roll0]

Sliver
2010-01-03, 02:59 PM
A greatsword in spear form. It rushes towards you!

[roll0]
[roll1]

Master_Rahl22
2010-01-03, 03:25 PM
That puts me at -6, but Rageclaws are cool. :smallbiggrin:

I take a 5ft step to B-5 (assuming that he stopped at B-4 to attack with reach), swift action activate Law Devotion for +3 to attack, and then use Sapphire Nightmare Blade to attack the orc. [roll0] If that beats his AC, he's flat-footed and I deal an extra d6 damage. If not, this attack is at -2.

[roll1]
[roll2] and [roll3] if Conc. above succeeded.

Sliver
2010-01-03, 03:29 PM
You manage to surprise him but the attack glances off his armor.

"Steely Strike!" he shouts

[roll0]
[roll1]

Master_Rahl22
2010-01-03, 09:42 PM
Sigh, note to self: Buff before opening doors. So now that I'm dead, do I go back in the queue for a room or can I start again or what?

Sliver
2010-01-04, 02:01 AM
Depends on you. You can make a new character and wait, or restart with same character from the beginning of this dungeon.

Master_Rahl22
2010-01-04, 12:26 PM
I'll go ahead and restart. I just had some rolls not go my way and made some bad decisions. So, can I just say that I've done everything I did up to the point where I would've fallen in the pit trap? If so, I'll Jump over the square that has the pit trap and then continue on past the door with the Orc in it.

[roll0]

Sliver
2010-01-04, 12:51 PM
I guess.. 30ft beyond the door the floor fails below you again. Reflex.

Master_Rahl22
2010-01-04, 02:40 PM
[roll0]

If I fall in and survive the fall, the routine will be the same as last time for getting out. Use Rope at +2, auto-succeed on the Climb checks to get out.

Son of a... the exact same Reflex save roll as last time...

Sliver
2010-01-04, 02:43 PM
[roll0] falling damage.

15ft beyond the pit you see the hall turning north. 25ft beyond that point, the floor fails below you again. Another reflex.

Master_Rahl22
2010-01-05, 10:09 AM
I've learned from the last time. After climbing out of that last pit, Morekal manifests Vigor on himself for 5 THP.

[roll0] What sucks is that I can add my Int to reflex saves, but only to a max of my Warblade level.

Also, I'm retarded. I completely forgot that I have a Psicrystal which could be walking out in front of me... If that reflex isn't good enough, same routine again to climb out, activate the Piscrystal's self-propulsion, re-manifest Vigor, and have the Psicrystal walk one square in front of me. Also, I'm still in the Hunter's Sense stance, granting me Scent.

Sliver
2010-01-05, 10:20 AM
You reach the turn. The hall continues 20ft north before turning west. I can't see how the Psicrystal could trigger a pit trap..

If you turn west:

The hall continues west for 30ft before turning south.
If you continue south:
The hall goes south 10ft before turning west. 5ft into the hall the floor fails below you again. Reflex. DC15. If fail: [roll0] damage.
If you continue west:
It continues west for 30ft and turns north. Then north 10ft turning west. Then continues 5ft before ending with a wall.

Master_Rahl22
2010-01-05, 11:18 AM
Self-Propulsion (Su)

As a standard action, its owner can will a psicrystal to form spidery, ectoplasmic legs that grant the psicrystal a land speed of 30 feet and a climb speed of 20 feet.

It's a creature walking in front of me. Admittedly I don't know much about pit traps, and if diminutive creatures can't set them off, then so be it.

I continue following the hallway, although I'm a bit confused about where things are at the moment. I have that super long hallway with 2 traps and a door in it, then I turned north and went 25 before that latest pit trap. Is it 20ft past that where the next turn starts?

[roll0] If I fall and take any damage, I'll re-manifest vigor after climbing out. Once at the dead end, I'll [roll1] for secret doors.

Master_Rahl22
2010-01-05, 11:32 AM
Yeah, that's not going to cut it. :smallannoyed:

Ok, so I return to the door that led to the orc of death last time, jumping over the pit traps that I know about. I manifest Force Screen, activate Law Devotion for the +3 to AC putting my AC at 21, then throw open the door.

[roll0]

Sliver
2010-01-06, 09:32 AM
Opening the door reveals the following room:
{table]|A_|B_|C_|D_|E_
1|||||
2|||||
3||||1|
4|||||
5||||| [/table]
There is a door at B5, which you are just outside of, and another at B1. There is an orc in the middle of the room. It holds a Ripper and wears a chainmail, as well as a pair of goggles.
Initiative:[roll0]

Master_Rahl22
2010-01-07, 10:47 AM
It's your turn, Orc of Death beat my initiative again...

Sliver
2010-01-07, 10:49 AM
"Dragon Bones charge!" :smallbiggrin:

[roll0]
[roll1]

Sliver
2010-01-07, 10:50 AM
I think I will shout out what actions they take more often..

Confirm crit:
[roll0]
[roll1]

Thats quite impressive, don't you think?

Master_Rahl22
2010-01-08, 07:54 AM
... Impressive isn't the word that comes to mind. So, any way that I can start over again and just NEVER ENTER THAT FREAKING ROOM? :smallfurious:

Sliver
2010-01-08, 07:58 AM
Uhm.. Yeah..

Master_Rahl22
2010-01-08, 01:48 PM
You know, I'm thinking this isn't for me. I built a character for combat, not traps. There have been way more traps than combats, and the combat is apparently unbeatable. I could build a character for disarming traps, but that's not fun to me. Thanks for your time.

Sliver
2010-01-08, 01:50 PM
I assure you that the combats are beatable, just that you had less luck then others so far.. And the traps at floor 1 don't require much dedication (or can be ignored with enough HP and infinite healing)