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Tanaric
2009-12-30, 09:56 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=168556)

Thefurmonger
2009-12-30, 10:15 PM
Woot, lets give this another try:)

Ok to start I Activate See the Unseen to give myself Darkvision 60' and CONSTANT See Invisiable

Then I Take 20 on a inspection of the door 24

If it reveals nothing, I will poke it with my 10' Pole. If that does nothing I will open the door.

If for some reason the door is covered with copper wires I will be really happy that you didnt change all the traps.

Tanaric
2009-12-30, 10:36 PM
Inspecting the door reveals nothing out of the ordinary. Poking it likewise does nothing.

Opening the door reveals a hall running to the south and east. To the east, it runs beyond the range of your darkvision. After ten feet, it splits north and south. After thirty feet, there is a door on the north side of the hall. After sixty feet, it splits north and south.

To the south, it runs for thirty feet before teeing to the east and west. After twenty feet, it splits east.

Thefurmonger
2009-12-31, 02:28 AM
On to the North door.

On the way: I am sliding my 10' Pole ahead of me and I take the time to push down with about the weight of a halfling on each square from 10' away.

Once I get to the door I will take 20 on a search: Screw it, I don't have trap finding. I open the Door.

If needed Init [roll0]

Tanaric
2009-12-31, 02:28 AM
How far ahead of you are you searching with the pole? 5 ft or 10 ft?

Thefurmonger
2009-12-31, 02:35 AM
10' if I can, I honestly dont know the rules for it

Tanaric
2009-12-31, 02:38 AM
As you reach the intersection, you see that it continues to the north for twenty feet before turning east, and to the south for twenty feet before turning west. After fifteen feet, there is a door on the eastern face of the south hall.

You then poke the floor ten feet to the east, and it falls out.

Thefurmonger
2009-12-31, 09:42 AM
Ok, new plan.

Take the hall south to the door on the east wall.

Same procedure as before, slide the pole, push the pole.

IF I make it there in one piece I Listen at the door [roll]1d20+6[roll]

if I dont hear anything I open the door.

Init if needed. [roll0]

Thefurmonger
2009-12-31, 09:43 AM
Crap, new listen as I am a moron [roll0]

Tanaric
2009-12-31, 05:58 PM
The floor five feet south of the intersection falls out as well.

Thefurmonger
2009-12-31, 06:37 PM
Damn, Tripwires I was OK with.... Mason sucks at Pits.

I'll hope that you didnt make it so the floor on the other side drops as well and attempt to jump it. with a running start I think the DC is equal to the distance.

so.... Jump Check DC 5? [roll0] If the DC is higher then I'll have to hope I roll well.

Thefurmonger
2009-12-31, 06:39 PM
Continue on the same way. I can re-roll the listen and Init if you want or use them, either way.

Tanaric
2009-12-31, 06:42 PM
To be clear, you moved into the north hall far enough to get a running jump south?

Thefurmonger
2009-12-31, 07:16 PM
HAHAHA!!!.....

Yep, sure did.

Didnt even think about it.

Tanaric
2009-12-31, 07:24 PM
Well, the floor seems sturdy enough to the north, and it doesn't fall out under your feet (that was a 10 foot jump, so DC 10. A five foot jump would leave you grabbing the edge of the pit) when you land.

You don't hear anything at the door.

Opening the door reveals the following room:

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

There is a door at A-2, which you are just outside of, another at E-4, south side and another at E-3. There is a human standing behind a beast with patchy dark fur that covers its unhealthy shrunken black skin in some places. Open sores dot its hide and a feral, catlike head glances with it's blank eyes at the wall in front of it.

Roll initiative.

[roll0] [roll1]

Thefurmonger
2009-12-31, 07:40 PM
[roll0] And more text to make the min.......

Thefurmonger
2009-12-31, 07:41 PM
Wow, I was wondering how the hell a 16 happened... It's becuase it really didn't matter.... Yeah 1s!!!!

Tanaric
2009-12-31, 07:45 PM
The man makes a shooing gesture toward you, clearly indicating that he wants you to leave. The beast moves slightly, interposing itself between you and the human (C-3) but takes no other hostile actions.

Thefurmonger
2009-12-31, 09:33 PM
From Just outside A2, I beleive a 30' Line will hit them both. If not then I take a 5' step so that I can. (to A2)

I Use a Full round action to breath a Maximised Entangling Exhalation on them for 3 Dammage DC 16 for Half

They are Entangled (Unless they save with Evasion) for 4 Rounds.
And will take 1d6 fire per round.

If I did not have to 5' to hit both I will now 5' North breaking LOS. If I did, then I stay in A2.

Either way I cant use my DFA breath for 4 Rounds.

Tanaric
2010-01-01, 01:04 AM
The illusory beast is unaffected by your fire breath, but disappears on the start of the man's turn.

Reflex: [roll0]

He moves to B-3, and a wave of blinding colors washes out into the hall, catching you. Will save.

Thefurmonger
2010-01-01, 01:13 AM
Have I mentioned in the new thread how much I hate color spray? If not, let me take the chance.

I can only hope that when I fail he dies from the breath effect before he can CDG me :)

Here we go... Will save [roll0]

Thefurmonger
2010-01-01, 01:15 AM
heh, figures.

you know it might matter now, you didnt mention him weilding a weapon, was he?

Anything to take another round or two to kill me :smallamused:

Tanaric
2010-01-01, 01:19 AM
Lingering damage: [roll0]

He has a longsword. Sorry about that.

Tanaric
2010-01-01, 01:20 AM
He moves up to you and takes a swing at your body, though it's not a CDG: [roll0] vs prone, stunned, blinded, unconscious AC for [roll1]

And another lingering damage: [roll2]

Well, blast it all, he got knocked out before I could kill you with a CDG. :smallfrown:

Tanaric
2010-01-01, 01:22 AM
*blink, blink*

Duhhhr... too much bubbly for me.

Unconscious: [roll0]

Blind/stunned: [roll1] more

then stunned for another round.

Edit: So it went as planned anyway.

Thefurmonger
2010-01-01, 01:25 AM
Heh. Go, Go, Cheesey way to win.

If I wake up I use Charnal touch to heal to full, then curse all illusionists everywhere.

I search the body and the room.

Take 10 on the room, and on the body for 14

after that I will go back out to the hall and inspect the Pit trap to see how deep it is, if it has spikes, etc..

Thefurmonger
2010-01-01, 01:27 AM
oh also how much Xp?

Tanaric
2010-01-01, 01:28 AM
150 xp, same as standard.

For loot, you have his chain shirt, longsword, spell component pouch, and a used scroll.

The pit is twenty feet deep, no spikes.

Thefurmonger
2010-01-01, 09:53 AM
Alright, I take the Longsword. I'll have to come back for the rest, stupid 10 Str.

I go back out to the hallway and use my grappel and knotted rope to lower myself the 20' into the pit, then take 20 on use rope to set the hook again 22 so I can climb out the north side of the pit.

I think its DC 0 for the climb so thats an auto pass.

after that i will take the hall to the east doing the same thing with the pit i found there.

i will then continue on to the Door on the north side of the hall.

I am still doing the same slide/push with the pole.

when I get to the door I will listen at it [roll0]

If I don't hear anything I open it.

Tanaric
2010-01-01, 03:56 PM
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 A-5, south side, which you are just outside of, and another at E-1, north side. There is a remarkably ugly humanoid creature inside the room, its entire body covered in blue scales, with patches of darker blue in places. Flames flicker inside its mouth, tiny wisps of red and orange. His body is covered by burned and tattered robes that do little to conceal the chainmail beneath them.

Roll initiative.

[roll0]

Thefurmonger
2010-01-01, 07:23 PM
Init, please please please dice gods, dont forsake me.... [roll0]

Thefurmonger
2010-01-01, 07:32 PM
Just to clarify, am I directly south of A5? or one to the west?

Im sure your post makes sence, just not to me.

Tanaric
2010-01-01, 07:37 PM
Sorry, I copied that from one of Sliver's games, and didn't notice that line in there. You're directly south of the door.

Thefurmonger
2010-01-01, 07:45 PM
Heh, Ok I thought I was loosing it.

I yet again, Maximise an Entangling Exhalation (Fire, 30' Line)

Doing 3 Damage DC 16 for half. and lasting 4 rounds.

I then take a 5' step East and get ready to run or slam the door next round.

Tanaric
2010-01-01, 07:51 PM
Reflex: [roll0]

Tanaric
2010-01-01, 07:52 PM
He moves out into the hallway and breathes a short gout of viscous energy on you. [roll0] electric damage, reflex half, entangled for [roll1] rounds.

Ignore this, forgot entanglement speed penalty for some reason.

Tanaric
2010-01-01, 07:55 PM
He waddles to A-4 and breathes a line of fire at you. You have cover, +2 reflex.

[roll0] fire damage, reflex half, entangled for [roll1] rounds.

Thefurmonger
2010-01-01, 07:55 PM
Shoot, I was hopeing he only had a 30' Move and couldnt make it into the hall when entangled.

Wow, some of my own medicine. is he in the square I just left?

oh and Save Reflex Save, DC? [roll0]

Thefurmonger
2010-01-01, 07:56 PM
Make that 2 higher from cover.

Thefurmonger
2010-01-01, 07:57 PM
Sorry posted before you fixed it. Im with it now.

For what its worth i liked your first rolls better :smallbiggrin:

Tanaric
2010-01-01, 07:59 PM
No doubt.

Your turn. :smalltongue:

Thefurmonger
2010-01-01, 08:01 PM
Ok, Move action to reach over and shut the door.

then standard I heal 1 pt and hope to hell he dies before I do.

I THINK I can then 5' East. And REALLY hope he dies before I do.

Tanaric
2010-01-01, 08:03 PM
Your damage taken: [roll0][roll1][roll2][roll3]

His damage taken: [roll4][roll5][roll6][roll7]

Tanaric
2010-01-01, 08:04 PM
The door opens again, and he breathes a line of fire at you. [roll0] damage, reflex for half. You have cover.

Thefurmonger
2010-01-01, 08:05 PM
so those are going to be the rolls? or 4 rounds pass? sorry I confused again.

Thefurmonger
2010-01-01, 08:06 PM
Either way, [roll0]

Tanaric
2010-01-01, 08:06 PM
Those are the entanglement damage rolls. It's currently been one round.

Thefurmonger
2010-01-01, 08:14 PM
Ok. so here we go. I will need to heal a few times, not to die from this crap.

To do that I need to kill him like, NOW

I 5' back west, and breathe, um, lets say Cold? on him this time [roll0]

DC 16 again.

I'll be honest I'm not awsome on cover rules, but I didnt think he had line of effect to me if he was north of the door and I was several squares over to the east.

I'm fairly sure you will turn out right but I have to hope :smallsmile:

Please die, please die, please die......

Tanaric
2010-01-01, 08:16 PM
He was one square north of the door. He five footed south, opened the door, then breathed a line of fire through the hallway. He can generate the line at any corner of his square.

He's staggered, then unconscious from the lingering damage.

Thefurmonger
2010-01-01, 08:21 PM
Fair enough, as I said, im a bit rusty on the rules. Thank you for explaining it.

ok here we go I Move into the room, with 15' I should be able to make it just inside.

I heal one point.

Tanaric
2010-01-01, 08:22 PM
You're still entangled and burning. Nothing else happens.

Thefurmonger
2010-01-01, 08:27 PM
the healing negates the 1 i took this rd BTW.

I am at 2. next round I take 2 am at 0, I heal one to be at 1

the following round I take 2 dropping me to -1.

and here we go to stabalise. lets say on a 10

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

If i do stabalise, here we go to become conscious, also On a 10, once an hour.

[roll9]
[roll10]
[roll11]
[roll12]
[roll13]
[roll14]
[roll15]
[roll16]
[roll17]

Thefurmonger
2010-01-01, 08:30 PM
wait i think im wrong, I take it on HIS turn, that buys me a little more time. I think that in that case the last one drops me to 0 only

Tanaric
2010-01-01, 08:31 PM
So six hours to become stable.

[roll0]
[roll1]
[roll2]
[roll3]
[roll4]
[roll5]

Well then. Heal yourself up, mister. :smalltongue:

Thefurmonger
2010-01-01, 08:34 PM
you know.... thus far I have been eithe unconscious or dying for both my fights..

anywho, I take my 150 xp and heal to full. then search the body.


Btw am I right that this was basicly doppleganger Mason?

Tanaric
2010-01-01, 08:36 PM
Nope. Just a Dragonborn DFA with one feat.

He has his chainmail, nothing else.

Thefurmonger
2010-01-01, 08:44 PM
poop, I have to leave it and remember to come back for it and the other chain shirt when i find the end.

I go back out the door go through the whole, climb into the pit, climb out of the pit thing. then go west to the main intersection and take the hall North then East leading the way with my slide/push pole thing.

Tanaric
2010-01-01, 08:45 PM
You go north, then east for ten feet before the hall turns north again.

It runs north for ten feet before teeing to the east and west.

Thefurmonger
2010-01-01, 08:49 PM
May as well continue East as I am fairly sure it connects with the room I was just in.

if I'm right then there should be a door 30' down the east hall on the south side.

If there is I'll pass it as I know where it goes.

Tanaric
2010-01-01, 08:50 PM
Stepping out into the hall, you see that it goes west for thirty feet before turning north. After twenty feet, it splits north.

To the east, it runs for forty-five feet before turning south. After twenty feet, it splits north. After thirty feet, there is a door on the south side of the hall. At the bend, there is a door on the north side of the hall.

Thefurmonger
2010-01-01, 08:54 PM
the door is on the north side of the bend south at the end of the hall right?

Ill continue east on my way to the door on the north wall. checking the floor the whole way.

when i pass the north split ill take a look down it.

Tanaric
2010-01-01, 08:55 PM
Correct.

You stab the floor ten feet east of the T, and the floor falls away.

Thefurmonger
2010-01-01, 08:57 PM
Provided it is like the others and doesnt have spikes in it, I do the same climb in and out thing to get to the other side.

Then continue on my way.

Tanaric
2010-01-01, 09:01 PM
At the split north, you see that the hall goes for ten feet before turning east. At the bend, there is a door on the north side of the hall.

Thefurmonger
2010-01-01, 09:03 PM
A door huh?

Well screw that other door, I go north to the new door and if all is kosher with the floor checking I open it.

Tanaric
2010-01-01, 09:05 PM
The floor checks out. Before you open the door, you see that the hall goes east for ten feet before turning north. At the bend, there is a large red notecard hanging on the east face of the hall.

Thefurmonger
2010-01-01, 09:09 PM
Heh, One one hand I should look.

On the other I dont care who prepared explosive runes this morning.

I assume I cant read it from 15' away?

either way I open the door.

Tanaric
2010-01-01, 09:15 PM
Why does everyone assume a notecard has a 6d6 force damage trap on it? :smallconfused:

Opening the door reveals the following room:{table]|A_|B_|C_|D_|E_|F_
1||||||
2|||1|||
3||||||
4||||||[/table]

There is a door at F-4, south side, which you are just outside of, and another at A-3.

There is a vaguely humanoid creature inside the room, its gaunt form covered with copious amounts of gray skin, much too much for its thin frame. Its hands end in clawed fingers, and its body is covered in patches of dark, furry hair.

Roll initiative.

[roll0]

Thefurmonger
2010-01-01, 09:16 PM
Init [roll0]

And as for why we assume that? look at what boards we are on.

Tanaric
2010-01-01, 09:18 PM
The creature charges to F-4 and claws at you.

[roll0] for [roll1]

Thefurmonger
2010-01-01, 09:26 PM
Gah!! That hurt....

I Breathe An Entangling Acid Line at him.

Damage [roll0]
Duration [roll1]
Dc 16 for half

More to come in a sec....

Thefurmonger
2010-01-01, 09:27 PM
Shoot, wrong order....

Anyway I move south down the hall then east stopping outside the door to the south that would open into the DFA room.

Oh and I cant use my racial breath weapon for 1d4 rounds.

Thefurmonger
2010-01-01, 09:28 PM
[roll0] god I suck at this roller some days.

Tanaric
2010-01-01, 09:31 PM
Reflex:[roll0]

AoO for movement: [roll1] for [roll2]

The creature moves down the hallway, ending one square west of you.

Thefurmonger
2010-01-01, 09:35 PM
Resediual damage [roll0]

5' Back can I then open the door without provoking?

if so I do it as my Move action.

Either way I breathe a entangling (Fire this time) line at it.

DC 16 for half of [roll1]

For [roll2] rounds.

Thefurmonger
2010-01-01, 09:37 PM
why did his damage go up by +1? 1d4+1 to 1d4+2?

Tanaric
2010-01-01, 09:37 PM
That would be for me to know and you to find out. :smallwink:

It wasn't a mistake, though.

Thefurmonger
2010-01-01, 09:40 PM
fair enough.

Tanaric
2010-01-01, 09:40 PM
Reflex: [roll0]

Tanaric
2010-01-01, 09:41 PM
It steps toward you and claws at you twice.

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

Thefurmonger
2010-01-01, 09:45 PM
Damn.... This had better kill it.

I Maximise a fire breath for 6 Damage DC 16 for half.

Then last round of residual Acid [roll0]

And the fire, stupid one round duration.. [roll1]

And I think thats game if he doesnt drop. as I'm at 2.

Tanaric
2010-01-01, 09:48 PM
Reflex: [roll0]

Mm, toasty. It falls over, unconscious.

150 xp, no loot.

Thefurmonger
2010-01-01, 09:49 PM
Woot, search it and then the room it was in.

Tanaric
2010-01-01, 09:51 PM
You find one (1) empty room, with two (2) doors.

Thefurmonger
2010-01-01, 09:54 PM
Ok, well crap. I heal to full.

I Continue down the hall to the east (the one i was just fighting in) checking the floor as i go, till i get to the door on the north side of the turn to the south.

Open the door.

Tanaric
2010-01-01, 09:57 PM
At the bend, you see that the hall goes south for twenty feet before teeing to the east and west.

Opening the door reveals the following room:{table]|A_|B_|C_|D_
1||||
2|C|C||
3|C|C||
4|C|C||
5||||[/table]

There is a door at C-5, which you are just outside of, another at D-1, north side, and another at D-2.

There is a very oversized chest occupying most of the room. Besides its blatant hugeness, there seems nothing special about it, save for a note attached to the latch.

Thefurmonger
2010-01-01, 10:01 PM
Does the note say "IT'S A TRAP!!!!" becuase it looks that way from over here.

oh well caution to the wind, I walk up to it checking the floor the whole way. I will try to read the note from 10' away if i can.

Thefurmonger
2010-01-01, 10:02 PM
I'm sure it wont matter but don't forget the see invisiable I have up.

Tanaric
2010-01-01, 10:06 PM
You fail to read the note from that far away. Perhaps investing in glasses would be wise.

Upon closer examination, the note says "Greater rewards await the patient man, but only a fool waits forever."

Thefurmonger
2010-01-01, 10:12 PM
well im not that patient, Is there a way I can see to open the chest?

Tanaric
2010-01-01, 10:12 PM
Lift the lid?

Thefurmonger
2010-01-01, 11:11 PM
with it being that big I wasnt sure, yep I lift it.

Tanaric
2010-01-01, 11:14 PM
You find one platinum piece inside.

Thefurmonger
2010-01-01, 11:18 PM
Hrm, well that was nice of them.

Mighty big box for a little bit of money tho.

I poke around in the box with my pole looking for a false bottom of some sort.

if nothing comes of it I will go back and read the note in the hallway I saw earlier, the red one.

Tanaric
2010-01-01, 11:19 PM
Nothing comes up.

The note explodes in your face. [roll0] force damage for yoooooh.

Thefurmonger
2010-01-01, 11:33 PM
heh, its nice to be right from time to time.

Heal to full.

I think I will go back to the room with the clawed monster in it and go out the other door.

Tanaric
2010-01-02, 12:09 AM
Opening that door reveals a hallway running to the north and west. To the north, it runs for ten feet before turning west. To the west, it runs for ten feet before turning south.

Thefurmonger
2010-01-02, 12:12 AM
South it is, same search as normal.

Thefurmonger
2010-01-02, 12:28 AM
BTW, Is everyone else having as much trouble as I am?

3 rooms down and the only one that didnt almost kill me was the chest.

Tanaric
2010-01-02, 12:39 AM
You go south for twenty feet before ending up back in the same hallway that brought you to this part of the map.

(Are you keeping your own map? If so, that should make sense. If not, I'll explain better.)

Thefurmonger
2010-01-02, 01:27 AM
nope thats fine, so there should ba another hall that goes north, just west of me?

if so I take it.

Tanaric
2010-01-02, 01:29 AM
It goes north for thirty feet before turning east. After twenty feet, you make the floor fall out.

Thefurmonger
2010-01-02, 01:31 AM
ok, east it is, and that should link up with a hallway i already know about.

edit, same pit procedure as before

Tanaric
2010-01-02, 01:35 AM
Indeed. It eventually leads to the open western door to the clawed guy's room.

In truth it goes east for twenty feet before turning south, then there's the door... but I suspect your map shows as much anyway.

Thefurmonger
2010-01-02, 01:42 AM
woot for big loops!!!

Anywho, I tire of the north, off to the south!

I go back to the starting room as it is a good place to refrance from.

go south from the door to the starting room then go west at the first oppourtunity, same slide/push as before

Tanaric
2010-01-02, 01:48 AM
As you poke the floor five feet south of the eastern split in the south-running hallway, a small ball of acid forms in midair and flies toward you.

[roll0] ranged touch, for [roll1] acid damage.

Thefurmonger
2010-01-02, 01:56 AM
wonderful.....

Magic traps.

Ok, heal to full and continue the last 5' south then... lets go east.

Tanaric
2010-01-02, 01:57 AM
To the west, the hall runs for ten feet before turning south. To the east, it runs for forty feet before turning north. After thirty-five feet, there is a large red and white bullseye painted on the floor. There is a door on the north side of the hall at the same location.

Thefurmonger
2010-01-02, 02:07 AM
I open the door to be sure its the room I alread was in with the color spray guy.

If it is, I continue on my way.

Tanaric
2010-01-02, 02:10 AM
To be clear, you're going to walk over the bullseye?

Thefurmonger
2010-01-02, 10:00 AM
you know what, no, no I am not.

I head back west all the way till it turrs south then I follow that.

Tanaric
2010-01-02, 06:04 PM
You go all the way west, then south for ten feet, then poke the floor ten feet to the east and trigger an acid trap.

[roll0] ranged touch, for [roll1] acid damage.

To the east, the hall continues out of sight.

Thefurmonger
2010-01-02, 06:55 PM
I Heal to full then continue down the hall.

Any acid traps that dont kill me, I will heal up right after and any pits I will do the normal procedure for crossing.

Thefurmonger
2010-01-02, 07:03 PM
heh, didnt even notice it missed...

Tanaric
2010-01-02, 08:37 PM
You find a pit trap twenty-five feet beyond the acid trap. Thirty feet beyond the pit trap, there is a door on the north side of the hall. Beyond that, the hall continues out of sight.

Thefurmonger
2010-01-02, 08:44 PM
continue past the door. keep going east, im curious where this goes.

Tanaric
2010-01-02, 08:45 PM
Eighty-five feet beyond the door, the hall turns north.

You get splashed with some acid and break some more of the floor on the way, not that it bothers you much.

Thefurmonger
2010-01-02, 09:46 PM
Oh yeah, I rule.

I am the defeater of d3 traps everywhere :smallbiggrin:

I follow the hall till a choice or a door.

Or some other thing i have not yet seen.

Thefurmonger
2010-01-02, 10:08 PM
On a unrelated note, I hope it stops going east soon as I am nearly out of graph paper.

Tanaric
2010-01-03, 04:04 PM
The hall goes north for twenty feet, west for thirty feet, south for ten feet, west for thirty feet, north for ten feet, then west for five feet before ending in a blank wall.

Thefurmonger
2010-01-03, 05:14 PM
So, I just walked for several hundred feet..... to run into a dead end?

I take 20 searching the walls starting with the end of the hall and working my way backwards.

ill do that for the last 10 east/west hall and the 15' north/south hall before it.

If I dont find anything I go back to the door I found in the Loooooonnngggg East/west hall, all the way south.

Tanaric
2010-01-03, 05:19 PM
The blank wall at the end looks a little odd to you.

Thefurmonger
2010-01-03, 05:24 PM
Mason the constantly unconcious pokes it with his 10' pole of trap finding and wall poking

Tanaric
2010-01-03, 07:22 PM
Poking the wall causes it to crumble to dust, revealing the following room:{table]|A_|B_|C_|D_|E_
1|||||
2|||||
3|||||
4|1||||
5|||||[/table]

There is a door at B-1, and another at B-5. The "door" you just created is at E-2.

There is an orc inside the room, garbed in chainmail and wielding a two-handed spear with a serrated, stabbing head. He has a javelin strapped to his side. You have a surprise round.

Init: [roll0]

Thefurmonger
2010-01-03, 08:57 PM
Maximised Entangling Line of fire for 3 damage and entangled for 4 rounds.

will roll for entangled damage round to round

Init [roll0]

Then 5' back down the hall

Thefurmonger
2010-01-03, 08:59 PM
Im sorry is suprise full round? or just standard?

If standard then use the above, if full then i move my full move away down the hall after the breath

oh and DC 16 for half

Tanaric
2010-01-03, 09:16 PM
A surprise round is a standard action, and maximize breath is a full-round action.

Thefurmonger
2010-01-03, 11:29 PM
well poop, you make several good points

KK, then, normal entangling line, then 5' back.

[roll0] DC 16 half

[roll1] rounds.

Sorry im tired :smallsmile:

Tanaric
2010-01-03, 11:32 PM
Reflex: [roll0]

He moves up to the square adjacent to you (5-ft to the east of E-2, I believe.)

Thefurmonger
2010-01-03, 11:42 PM
KK, take your OOA as I double move down the hall away from him.

Damage for Rd 2 [roll0]

Thefurmonger
2010-01-03, 11:43 PM
round 2 of fight, round 1 of entangling that is.

Stupid 1s

Tanaric
2010-01-03, 11:43 PM
I suppose I should have mentioned that there was a pit in the long east/west section immediately before the wall that crumbled.

Does that change anything?

Thefurmonger
2010-01-03, 11:50 PM
the 35' long east/west?

if so, where is it?

Tanaric
2010-01-03, 11:52 PM
Ten feet from the westernmost bend to the north.

Thefurmonger
2010-01-03, 11:55 PM
ah, screw it then, I stay put

I maximise a racial line of electricty in his face for 8 DC 16 for half.

cant use that breath for [roll0] rds.

Now to hope he misses...

Tanaric
2010-01-04, 12:54 AM
Reflex: [roll0]

And he's down. 150 xp, chainmail, ripper, sundark goggles.

Thefurmonger
2010-01-04, 09:42 AM
Wow, havent seen a ripper in a while.

I take the loot as well as collecting the loot from the other rooms I have been in and put it all in the starting room.

so there is now:

2 Chainmail
1 Chain shirt
1 component pouch
1 Ripper
1 Sundark goggles


I then (from the starting room) take the East hallway then the second split to the north. I look down the hall to the south at the split before going north.

Tanaric
2010-01-04, 07:52 PM
At the split: Hall continues north for ten feet before turning east, or south for ten feet before turning west. Five feet to the south, there is a blue notecard hanging from the wall.

Thefurmonger
2010-01-04, 09:10 PM
Ok if im maping right, i think I know where the south hall goes. and you can keep your bulls-eye of doom thank you.

Oh also, after the exploding red card, you can keep ypur cards of blowing me to hell as well.

I go North then East, If I am right there should be a hall to the north in 10'

Tanaric
2010-01-04, 10:24 PM
Yep. It turns west after twenty feet, with a door on the north side of the bend.

Thefurmonger
2010-01-05, 09:47 AM
from that door.

I head south, then west, then south till the intersection.

I then head east till i hit something of intrest.

Tanaric
2010-01-05, 08:24 PM
If I understand that correctly, you headed back to the intersection you just left?

If so, there's a door at the bend twenty feet to the east.

Thefurmonger
2010-01-05, 09:21 PM
Go open the door.

Init if needed [roll0]

Tanaric
2010-01-05, 10:06 PM
Opening the door reveals the following room:{table]|A_|B_|C_|D_|E_|F_
1||||||
2||||||
3||||||
4||||1||
5||||||
6||||||[/table]

There is a door at A-6, west side, which you are just outside of, another at E-1, and another at F-4.

There is a kobold in the room, garbed in a chain shirt and holding a short sword.

Initiative: [roll0]

Thefurmonger
2010-01-05, 10:11 PM
normal entangling exhalation (Fire, Line)

[roll0] DC 16 Half
[roll1] Rounds

More to come.

Thefurmonger
2010-01-05, 10:12 PM
I move 15' back down the hall, that should put me 5' East of the intersection.

Tanaric
2010-01-06, 02:36 PM
He ends up ten feet to the east of you.

Ongoing damage: [roll0]

Thefurmonger
2010-01-06, 02:40 PM
Ok here we go,

5' up to him. Maximised Racial.... um... Lets go with Acid this time 8 Damage. DC 16 Half

Cant use racial BW for [roll0] Rounds

Tanaric
2010-01-06, 02:47 PM
Reflex doesn't matter. He's down. 150 xp, the listed gear.

Thefurmonger
2010-01-06, 02:52 PM
Sweet I search him and his room. then take the loot to the starting room.

As far as I know he had
1 Short sword
1 Chain Shirt

so there is now: (Retail Price)

2 Chainmail (300 Gp)
2 Chain shirt (200 Gp)
1 component pouch (5 Gp)
1 Ripper (55 Gp?)
1 Sundark goggles (10Gp)
1 Short Sword (10Gp)

I go back and out the door at F4 of the kobald room.

Tanaric
2010-01-06, 03:07 PM
Out the door, you go east for ten feet, north for ten feet, east for ten feet, south for twenty feet (pit trap in the middle of the hallway), then east for ten feet before your next decision. To the north, the hall continues for thirty feet before turning west. To the south, the hall continues for ten feet before turning west. There is a large red notecard pinned to the wall five feet to the south.

Thefurmonger
2010-01-06, 03:28 PM
Ok, I think I know where the south one goes so Ill ignore it for now.

I go North then west.

Ignore the notecard of blowing up Mason.

Tanaric
2010-01-06, 05:15 PM
If you're suspicious of every notecard, I might have to just start painting stuff on the walls. :smalltongue:

At the bend, the hall continues west beyond sight. After thirty feet, it splits north. After thirty-five feet, there is a door on the south side of the hall.

Thefurmonger
2010-01-06, 05:21 PM
Ok, that door should go to the Kobald room.

I take the hall North till I hit something.

And as for the cards, I may have to read them one day, but it sure wont be today.

Tanaric
2010-01-06, 06:08 PM
North ten feet, east thirty feet, north twenty feet, west fifteen feet, door.

Thefurmonger
2010-01-06, 06:12 PM
Caution to the wind, I open the door

Init if needed [roll0]

Tanaric
2010-01-06, 06:42 PM
Opening the door reveals the following room:{table]|A_|B_|C_
1|||
2|||
3|||
4|||
5|||
6|||[/table]

There is a door at A-5, and another at C-5, which you are just outside of.

You don't see anything currently.

Thefurmonger
2010-01-06, 06:48 PM
"You don't see anything currently"

Is a lot different then "the room is empty"

I'll ready an action to breathe (Entangling) on anything that appears for 10 rounds.

if 10 rounds pass, ill walk in.

also remember i can see invisiable.

Thefurmonger
2010-01-06, 06:49 PM
Just a BTW, you verry well may have succeeded in making me afraid of an empty room.

Tanaric
2010-01-06, 06:51 PM
"You don't see anything currently"

Is a lot different then "the room is empty"

Why yes, yes it is.

Nothing happens for ten rounds.

Walking in, you get hit with line of acid for [roll0] acid damage, reflex half.

You see a large metal bug the size of a dog hanging from the ceiling in C-3.

Init: [roll1]

Thefurmonger
2010-01-06, 06:55 PM
wow, 11 points, thats bad.

Init [roll0] Oh please.

Tanaric
2010-01-06, 06:57 PM
You save. 5 acid damage.

Thefurmonger
2010-01-06, 06:58 PM
i assume I was hit as I entered at C5? I'll assume that.

Anywho I Breathe On it for [roll0] Dc 16 Half
[roll1] Rounds of entangle.

BTW that was fire.

then i move 30' down the hall and hope for the best.

Thefurmonger
2010-01-06, 06:59 PM
sorry that was init,

Save [roll0]

Thefurmonger
2010-01-06, 07:00 PM
Holy, thank the great god of dice Batman!!!

Tanaric
2010-01-06, 07:03 PM
Ongoing damage: [roll0]

Your turn. Note that 30ft down the hall puts you around the corner.

Thefurmonger
2010-01-06, 07:15 PM
oh my yes it does

I heal 1 pt.

i continue to do so untill I am full or the bug comes to get me.

Thefurmonger
2010-01-06, 07:18 PM
I just noticed it is the size of a dog.... yet another good reason to run

Tanaric
2010-01-06, 08:30 PM
The bug comes scuttling along the wall after your turn. It attempts to bite you.

[roll0] for [roll1]

Thefurmonger
2010-01-06, 10:42 PM
maximised Cold, 8 damage, DC 16

Tanaric
2010-01-06, 10:57 PM
Reflex: [roll0]

Bug-sicle!

150 xp.

Thefurmonger
2010-01-06, 11:01 PM
sweet, I search it and its room.

Tanaric
2010-01-06, 11:02 PM
It's a bugsicle. I don't advise licking it.

The room is empty.

Thefurmonger
2010-01-06, 11:06 PM
if there is nothing, I head out the other door to the room.

Thefurmonger
2010-01-06, 11:08 PM
also I heal to full.

Tanaric
2010-01-06, 11:10 PM
The hall outside the door runs to the west for twenty feet before teeing to the north and south. After ten feet, it splits north.

Thefurmonger
2010-01-06, 11:11 PM
Take the second North. Look down the first north on the way

Thefurmonger
2010-01-07, 12:28 AM
Also, am I right that in all the rooms i have been in there has been a total of 1 PP?

Just want to double check.

Tanaric
2010-01-07, 12:19 PM
That sounds about right, yeah.

The first north runs for thirty feet before teeing to the east and west. At the second, the hall runs to the south for ten feet before turning west, and to the north for thirty feet before turning east. Ten feet to the north, the hall splits west.

Thefurmonger
2010-01-07, 12:46 PM
Ok, if I am right the south hall leads to the east door to the chest room.

I go north then west till i hit something

Tanaric
2010-01-07, 12:52 PM
Remind me what your search procedure is?

Thefurmonger
2010-01-07, 12:57 PM
On the way: I am sliding my 10' Pole ahead of me and I take the time to push down with about the weight of a halfling on each square from 10' away.

in other words I get hit with the traps like its my job.

Thefurmonger
2010-01-07, 12:58 PM
On an unrelated note I am really glad that you changed the monsters from the last dungeon, I was dreading Mr. Toothey.

Tanaric
2010-01-07, 12:59 PM
Interesting.

Five feet around the western split, you trigger a tripwire. A dart shoots toward you.

[roll0] vs flatfooted, for [roll1]

Make a fort save.

Thrice-cursed Dragonborn Mongrelfolk con score!

Thefurmonger
2010-01-07, 01:01 PM
awsome. fort [roll0]

Thefurmonger
2010-01-07, 01:02 PM
I heal to full. I assume that passes. continue on my way.

don't hate me becuase I'm healthy

Tanaric
2010-01-07, 01:05 PM
It passes. Make a secondary fort save for one minute later.

Thefurmonger
2010-01-07, 01:07 PM
[roll0]

I always thought if you made the first you were ok, seems i was wrong :smallsmile:

Thefurmonger
2010-01-07, 01:08 PM
Crap......

Tanaric
2010-01-07, 01:11 PM
:smallbiggrin:

You're unconscious for [roll0] hours.

Let's see how much the dice hate you on the random encounter...

Thefurmonger
2010-01-07, 01:12 PM
Um do I wake up?

Thefurmonger
2010-01-07, 01:13 PM
and Missing the save by 1 makes that a lot worse BTW

Tanaric
2010-01-07, 01:13 PM
Possibly. Likely not.

RE:[roll0]
[roll1]
[roll2]
[roll3]
[roll4]

Edit: No, you don't wake up. You drift endlessly through the ether, your soul unable to find rest.

Random monster CDG sez 'allo.

Thefurmonger
2010-01-07, 01:14 PM
I assume over 100 is bad?

Crap that was spoilered
my bad

Tanaric
2010-01-07, 01:14 PM
Very bad. Your head is gone.

Thefurmonger
2010-01-07, 01:15 PM
............. damn

Thefurmonger
2010-01-07, 01:16 PM
Ok, well poop. start over or re-submit right?

Tanaric
2010-01-07, 01:17 PM
That's right. I was about to do a round of sheet checks, but I'll wait for your new one if that's what you plan on doing.

Thefurmonger
2010-01-07, 01:18 PM
can you give me a couple of hours? I think im gonna remake something

if not its cool, Ill catch the next one

Thefurmonger
2010-01-07, 01:24 PM
On second thought, Go ahead with the sheet checks, I'm not gonna rush making the replacement.

Thefurmonger
2010-01-07, 01:28 PM
Just for fun

[roll0]

if I had a re-roll

Thefurmonger
2010-01-07, 01:29 PM
Of corse......

i dont suppose we get a doover do we? :smallbiggrin: