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Tanaric
2009-12-30, 10:01 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||G|
3|||
4|||[/table]

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

DM notes:Sheet. (http://www.myth-weavers.com/sheetview.php?sheetid=174782)

Chemus
2009-12-30, 11:19 PM
Glint uses See the Unseen (in case it was dispelled), then silently drops its sack [roll0]. Glint searches its surroundings, beginning with the floor it's standing on (B2), then the surrounding squares (and any attached walls, beginning with A2, continuing clockwise.) B2 [roll1], A2 [roll2], A1 [roll3], B1 [roll4] C1 [roll5], C2 [roll6], C3 [roll7], B3 [roll8], A3 [roll9]. Moving silently [roll0] to B3, Glint searches A4 [roll1], B4 [roll2], and C4 [roll3], . It continues silently [roll10] to the torch to look at it and try to see how long it seems to have been burning. After that, if it's only been burning a very short time, he moves silently to listen [roll4] at the door.

Tanaric
2009-12-30, 11:22 PM
Your searches, botched rolls or no, reveal nothing out of the ordinary. The torch seems to have been lit at the same moment you arrived. You hear nothing out of the ordinary when listening at the door.

Chemus
2009-12-30, 11:23 PM
dang! Never use the forum roller before here's the bad rolls, in order:
5 [roll0]
6 [roll1]
7 [roll2]
8 [roll3]
9 [roll4]
10 [roll5]

Oh, and I had forgotten to incorporate Small size into Glint's Hide check. I fixed that.

Chemus
2009-12-30, 11:26 PM
Extinguishing the torch, Glint silently opens the door, readying an action to attack any creature in range of its longspear.

Tanaric
2009-12-30, 11:30 PM
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.

Chemus
2009-12-30, 11:56 PM
Glint searches the square on the other side of the doorway [roll0], then silently [roll1] gets its sack from the floor and moves to the northern door east of its position, searching each square it is adjacent to, including the hallway entrances (south, then N+S) and the doorway. [roll2], [roll3], [roll4], [roll5], [roll6], [roll7], [roll8], [roll9]. It then listens at the door [roll10]. If nothing is heard it opens the door.

Tanaric
2009-12-30, 11:59 PM
At the first intersection, you see that the hall continues to the north for twenty feet before turning east, and to the south for twenty feet before turning west. There is a door on the east face of this hall after fifteen feet.

Five feet beyond the intersection, the floor falls out from under your feet. Reflex save.

Chemus
2009-12-31, 12:01 AM
Reflex [roll0]

Tanaric
2009-12-31, 12:04 AM
Splat.

You fall down a 20ft pit, taking [roll0] bludgeoning damage for the fall.

Chemus
2009-12-31, 12:14 AM
Glint considers how lucky it is that it remembered to get the sack it had dropped. Glint retrieves the rope and grapple and attaches it to the east wall (taking 10 on the Normally DC 14 check, for 14) and takes 10 climbing the wall at -5 (-2 Str, -3 Encumbered) for a DC 5.

Tanaric
2009-12-31, 12:33 AM
And you climb out.

The door you were intending to search is five feet further down the hallway. From your current position, you can see that the hall continues east beyond the second intersection for twenty feet before turning south, with a door on the east face of the bend.

Chemus
2009-12-31, 12:45 AM
Glint retrieves its rope and grapple, and puts it in the sack. It then sets the sack down again and takes its longspear in both hands. Probing before itself, Glint quietly [roll0] approaches the door, searching the area again [roll1]. Glint then listens at the door [roll2].

Tanaric
2009-12-31, 12:48 AM
Are you probing beyond the door as well, or stopping there?

In either case, you hear the sound of crackling flames on the other side of the door.

Chemus
2009-12-31, 01:00 AM
Glint quietly [roll0] drops its sack again. It readies an attack with its longspaer against any creature that comes within range, and opens the door (presuming that an area search means the door in the area is already searched.)

Tanaric
2009-12-31, 01:02 AM
Note that taking an action after readying causes you to lose the readied action. It is thus impossible to ready an action to attack whatever might be on the other side of the door and then open it.

Chemus
2009-12-31, 01:11 AM
Glint opens the door.

Tanaric
2009-12-31, 01:29 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 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]

Chemus
2009-12-31, 01:45 AM
[roll0]

If Glint wins initiative, it (I give up, I'm calling Glint 'he' from now on...) lets off an Eldritch blast [roll1](Touch) for [roll2] damage, then moves 5' east.

If not, he moves 5' east if necessary, and then lets off the same blast.

Tanaric
2009-12-31, 01:53 AM
You land a solid blow, but it does nothing to deter the creature from advancing to A-5 and breathing an oddly sticky, green wave of acid over you. The acid deals [roll0] damage (Reflex half), and sticks to you for [roll1] rounds, Entangling you.

Chemus
2009-12-31, 02:02 AM
Reflex DC [roll0]. Concentration [roll1] vs. DC 16 to use EB [roll2] for [roll3]. Then 5' more to the east.

Tanaric
2009-12-31, 02:11 AM
Reflex is a success.

You take another [roll0] acid damage from the entangling stuff.

The creature steps out into the hallway with you and breathes a line of fire over you, dealing [roll1] fire damage, reflex half.

Chemus
2009-12-31, 02:21 AM
1d6? more the second round huh? OK.

Reflex [roll0]. Glint attempts hit it with the spear [roll1] for [roll2].

Tanaric
2009-12-31, 02:22 AM
Aaaand [roll0] more acid damage. Followed by a jet of fire for [roll1] fire damage, reflex half.

Your spear misses, of course.

Chemus
2009-12-31, 02:24 AM
Disabled at -3. Done. How did it do more damage on subsequent rounds?

Tanaric
2009-12-31, 02:26 AM
The first shot was an Entangling Exhalation of its Dragonborn breath. Half normal damage, 1d6 more of the normal damage type each round after while you're entangled.

The 1d3 of its first fire breath was a mistake, unless I wanted to double entangle you. That was its Dragonfire Adept breath weapon, which does 1d6 damage.

Chemus
2009-12-31, 02:31 AM
Ah. Well I don't think that there's anything short of being a completely different build that I could have done. -4 dex, -2 to hit and the inability to cast spells...wait. Did I have to make the concentration for SLA's?

Tanaric
2009-12-31, 02:32 AM
Not that I know of, no.

He had 1 hp left, if you were curious. Edit: That was counting the EB that you supposedly didn't get off, of course.

Chemus
2009-12-31, 02:33 AM
Then I killed him before the fire

Edit: see post 21. I was being entangled, nit concentrating to not take an AoO.

Tanaric
2009-12-31, 02:34 AM
I was counting the "failed" EB in the damage equations.

Chemus
2009-12-31, 02:38 AM
Thanks for the game. That's a particularly nasty combo. I've never played it, but heard about it.