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

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

DM notes:Sheet. (http://www.myth-weavers.com/sheetview.php?sheetid=149587)

Sharkman1231
2009-12-31, 01:10 PM
Could you tell me how to use the diceroller? I can't remember the exact code.
I move to the door. I am wielding my shortbow.

Tanaric
2009-12-31, 01:12 PM
(roll)1d20+X(/roll), in square brackets. Also this thread (http://www.giantitp.com/forums/showthread.php?t=126564) may be of interest.

Nothing happens on the way to the door.

Sharkman1231
2009-12-31, 01:34 PM
I search the door for traps
Search- [roll0]
Also, the # of CLW potions I had was wrong in my inventory, just fixed it

Sharkman1231
2009-12-31, 01:35 PM
Actually, I think it would be a good idea to take a 20, can I still do that?

Tanaric
2009-12-31, 03:04 PM
Yep. You don't find anything though.

Sharkman1231
2009-12-31, 04:22 PM
If I can take the torch off then I will wield my rapier. If not, I cast Light on myself. Either way, I open the door.

EDIT: I carry the torch with my rapier, and I check if the door is locked.

Tanaric
2009-12-31, 05:31 PM
The torch lifts out of the sconce easily. The door is sliding metal, with no sign of a lock.

Sharkman1231
2009-12-31, 06:12 PM
I open the door, and go down the hallway if there is one

Tanaric
2009-12-31, 06:14 PM
Opening the door reveals a hallway running to the east and south. To the east, it runs beyond the range of your torch light. After ten feet, it splits to the north and south. After thirty feet there's a door on the north side of the hall.

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

Sharkman1231
2009-12-31, 06:25 PM
To the south, it runs for thirty feet before teeing to the east and west. After twenty feet, it splits east.

Does that mean 20 ft past the split, a total of 50 ft past me?

I go down the east hallway, to the door.

Tanaric
2009-12-31, 06:26 PM
No, it doesn't. All distances are relative to your current position. As a torch only sheds light to 40 ft, you wouldn't be able to see it if it was that far away.

What, if any, precautions are you taking on the way?

Sharkman1231
2009-12-31, 06:34 PM
Gnomes have low-light vision, don't they? Lighting radii would be doubled (I think)

Tanaric
2009-12-31, 06:41 PM
Yes, they do.

Your vision to the south doesn't change. To the east, you actually see that the hall continues for eighty feet before turning south. After ten feet, it splits to the north and south. After thirty feet, there is a door on the north side. After sixty feet, it splits to the north and south. At the far bend, there is a door on the east side of the hall.

Sharkman1231
2009-12-31, 07:12 PM
I go to the door that's 30 feet away(east hallway), and seach the hallway as I go taking a 20.

Also, when my character talks, it will be in quotes.

"Happy New Year."

Tanaric
2009-12-31, 07:15 PM
Ten feet east of the first north/south split (twenty feet before the door you're heading toward) you realize that the floor in front of you is actually a concealed pit.

"Happy New Year, Happy New Year, Happy New Year..." your voice echoes back at you from the seemingly empty halls.

Sharkman1231
2009-12-31, 07:23 PM
I examine the pit, how is it concealed, and if I can figure it out, how deep is it?

Tanaric
2009-12-31, 07:25 PM
It appears to be a thin layer of fake floor tiles from what you can tell. As it's still in place, you can't tell how far the pit below extends.

Sharkman1231
2009-12-31, 07:32 PM
Can I step around the pit? The pit's in the middle of the intersection (I think), can I step from in front of the pit to the N hallway and then from the N hallway the the hallway that has the door.


Nevermind, I reread the posts, is there a way to get around the pit without making a jump check?

Tanaric
2009-12-31, 07:33 PM
The pit is ten feet beyond the intersection, in the middle of a five foot wide hall. It is five feet wide itself. You can try to jump over it if you like.

Edit: Ah, I see. I said twenty feet before the door you were headed toward. It's ten. My mistake.

Tanaric
2009-12-31, 07:35 PM
Trigger it and set a grappling hook? Spider Climb? You're the adventurer here, you figure it out. :smalltongue:

Sharkman1231
2009-12-31, 07:36 PM
Does my 20 ft move speed give me a -6 on my jump checks?

Tanaric
2009-12-31, 07:40 PM
Yes. Jump. (http://www.dandwiki.com/wiki/SRD:Jump_Skill)

Sharkman1231
2009-12-31, 07:44 PM
Darn, a -6:smallannoyed:. I take a running start and attempt to jump across.

Jump-[roll0]
If I fail, I take a Tumble to reduce falling damage.
Tumble-[roll1]

Tanaric
2009-12-31, 07:47 PM
So you fail to clear the gap. Reflex save. Note that you can choose which side of the pit you end up on if you make the save.

Sharkman1231
2009-12-31, 07:52 PM
I think the DC for a 5 foot long jump is 5, and I got an 8.

Tanaric
2009-12-31, 07:53 PM
Riiight, but that only moves you five feet. If it actually moved you ten feet, you'd be able to "cheat" the movement system with, i.e., Leap of the Heavens and standing jumps.

Sharkman1231
2009-12-31, 08:08 PM
Reflex-[roll0]
If I suceed, I end up on the far side of the pit.
If not, I tumble
Tumble-[roll1]

"explitive deleted"

NOTE: This is my character swearing, not me. He wants to express his unhappiness with his failings. The swear itself is not important.

Tanaric
2009-12-31, 08:14 PM
Good news and bad news.

Good news, you're a fairly decent acrobat.

Bad news, the fall was 20 ft.

Falling damage, sans 10 ft from Tumble: [roll0]

Sharkman1231
2009-12-31, 08:44 PM
I drink my potion of CLW
[roll0]
If the # is > than 9 then my health is 9

I tie my grappling hook to my silk rope, knot my rope in increments to make it easier to climb, then I attempt to secure the GH to the pit edge.
Use rope-[roll1]
Use rope-[roll2]
Use rope-[roll3]


EDIT:Uhh, do you know what I did?

Tanaric
2009-12-31, 08:58 PM
Previewed the post or tried to post within 1 minute of your last post.

Sharkman1231
2009-12-31, 10:28 PM
I drink my potion of CLW
[roll0]
If the # is > than 9 then my health is 9

I tie my grappling hook to my silk rope, knot my rope in increments to make it easier to climb, then I attempt to secure the GH to the pit edge.
Use rope-[roll1]
Use rope-[roll2]
Use rope-[roll3]

Tanaric
2010-01-01, 01:07 AM
I'd suggest taking 10 on such things in the future, to avoid potential mishaps. :smalltongue:

Anyhow, you can't fail the DC 0 to climb a knotted rope, so you're out of the pit. What now?

Sharkman1231
2010-01-01, 01:16 AM
I go to the door, taking 20 to search the hallway.

Tanaric
2010-01-01, 01:18 AM
You don't find anything else of note in the hallway up to the door, nor on the door itself.

Sharkman1231
2010-01-01, 01:26 AM
What material is the door made of?

Tanaric
2010-01-01, 01:27 AM
Unless otherwise mentioned, all doors are sliding metal, thick enough to block Divination effects.

Sharkman1231
2010-01-01, 01:36 AM
I stand two squares to the east of the door. Is there anywhere I can place my torch?

Tanaric
2010-01-01, 01:37 AM
On the ground?

There are no holders in the hallway, if that's what you meant. It's almost as if the person that designed this dungeon was out to intentionally inconvenience adventurers.

Sharkman1231
2010-01-01, 01:41 AM
Would my torch go out if I placed it on the ground? If it would, I prop it up with my heavy mace and the wall. I sheath my rapier and wield my bow.

Tanaric
2010-01-01, 01:42 AM
It shouldn't go out on the ground. If anything, it would go out faster on the wall, considering that the walls are slick with moisture.

Bow ready, torch down... and then what?

Sharkman1231
2010-01-01, 01:43 AM
I scream like a little girl.

Tanaric
2010-01-01, 01:45 AM
Paws off.
[roll0]

Your girlish antics please the overdeity. He doesn't smite you on the spot for cowardice.

Next?

Sharkman1231
2010-01-01, 01:48 AM
What do ypu mean cowerdice? My players pulled this all the time to coax intelligent enemies out for suprise attacks. I thought it was a good idea:smallbiggrin:

I cast mage armor on myself.

Tanaric
2010-01-01, 01:52 AM
[roll0]

For the sake of timing Mage Armor, we'll say that each room you enter subtracts one minute. Each time you take 20, it takes two.

Sharkman1231
2010-01-01, 01:56 AM
I go Over to the door and slide it open. Init just in case.

Init-[roll0]

Tanaric
2010-01-01, 01:58 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.

Initiative:[roll0]

Let's go dice, yeah! Let's go! To the microwave, little dice!

Sharkman1231
2010-01-01, 02:01 AM
Can I shoot at him without penalty? I also get SA because he hasn't acted yet.

Sharkman1231
2010-01-01, 02:02 AM
Do I get XP for the antics with the pit trap?

Tanaric
2010-01-01, 02:03 AM
You're within the first range increment, with no other obvious penalties. Go ahead.

Traps are penalties for being careless here, not rewards for being careful. No xp.

Sharkman1231
2010-01-01, 02:08 AM
Sounds good.
I shoot
[roll0]
If that hits it does [roll1]damage, if he gets sneak attacked, he takes an additional [roll2]damage.

"You ugly."

Sharkman1231
2010-01-01, 02:10 AM
I take my move action to go 10 feet down the hall east.

Tanaric
2010-01-01, 02:11 AM
That fails to hit his flatfooted AC.

"You dead."

He breathes a line of fire at you, dealing [roll0] fire damage, reflex half, and entangling you for [roll1] rounds.

Edit: He moves out into the hall with you first, in that case.

Sharkman1231
2010-01-01, 02:16 AM
Here we go
Reflex-[roll0]
If I suceed, what happens?

Tanaric
2010-01-01, 02:18 AM
There's a strict minimum of 1 damage from attacks, and you don't have Evasion, so... you would take 1 damage. You didn't make the save anyhow.

Sharkman1231
2010-01-01, 02:23 AM
Can I attempt to be un-entangled with an Escape Artist check?
What is he wielding?

Sharkman1231
2010-01-01, 02:25 AM
Disreguard the EA question.
I shoot at him
[roll0]
[roll1] damage if it hits

Tanaric
2010-01-01, 02:25 AM
No.

He isn't holding any weapons.

Tanaric
2010-01-01, 02:26 AM
You pop him solidly with an arrow.

You take an additional [roll0] fire damage from the entangling substance.

He takes a step toward you and breathes a gout of electricity on you, dealing [roll1] electric damage, reflex half.

Sharkman1231
2010-01-01, 02:29 AM
****
reflex-[roll0]

Sharkman1231
2010-01-01, 02:30 AM
Game over
-2 hp

Tanaric
2010-01-01, 02:30 AM
Burny Bernie strikes again! :smallcool:

Sharkman1231
2010-01-01, 02:33 AM
*anguish*
I should have tried color spray :-(
*anguish*

Tanaric
2010-01-01, 02:35 AM
Color Spray is a brutally effective tactic when it works. Certain inhabitants of the dungeon use it to great effect.

Sharkman1231
2010-01-01, 02:36 AM
I'll make a new guy, hopefully he will have a longer life expectancy.