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Tanaric
2010-01-01, 04:20 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=174983)

jojolagger
2010-01-01, 05:58 PM
I:smalleek: check for traps.
Sadly as this is my first PbP thing on GitP I have no clue how to use the dice roller.:smallfrown:

Tanaric
2010-01-01, 06:00 PM
(roll)1d20+x(/roll), with square brackets. See this post (http://www.giantitp.com/forums/showthread.php?t=100917) for more information.

jojolagger
2010-01-01, 06:10 PM
thanks
I search for traps [roll0]

Tanaric
2010-01-01, 06:11 PM
Whatever you searched looks completely normal.

jojolagger
2010-01-01, 06:16 PM
I open the door and look through.

Tanaric
2010-01-01, 06:18 PM
Opening the door reveals a hallway running to the east and south. Without a light source, it's impossible to determine more.

jojolagger
2010-01-01, 06:35 PM
I pick up the light torch and look through the doorway.

Tanaric
2010-01-01, 06:39 PM
To the south, the hall runs for thirty feet before teeing to the east and west. After twenty feet, it splits east.

To the east, the hall runs beyond the range of your torch light. After ten feet, it splits to the north and south. After thirty feet, there is a door on the north side of the hall.

jojolagger
2010-01-01, 06:45 PM
I head to the farthest south wall I can see and look around.

Tanaric
2010-01-01, 06:48 PM
As you pass the eastern split on the southern path, you see that it runs for ten feet before turning north.

At the east/west T to the south, which is the farthest you can go south currently, you see that the hall runs to the west for ten feet before turning south, or to the east for forty feet before turning north. Thirty-five feet to the east, there is a door on the north side of the hall. There is a large red and white bullseye painted on the floor in front of the door.

jojolagger
2010-01-01, 06:55 PM
I head west and look south

Tanaric
2010-01-01, 06:56 PM
The hall continues south for ten feet before turning east.

jojolagger
2010-01-01, 09:35 PM
I go to the south end and look east

Tanaric
2010-01-01, 10:37 PM
The hallways extends to the east beyond the range of your vision.

jojolagger
2010-01-01, 10:38 PM
I travel east Until I see something of interest.

Tanaric
2010-01-01, 10:43 PM
You find something of interest thirty-five feet to the east. The floor starts to fall out underneath your feet. Reflex save.

jojolagger
2010-01-01, 10:54 PM
Reflex save of [roll0]

Tanaric
2010-01-01, 10:56 PM
You pass. Which side do you want to end up on?

Incidentally, thirty feet further down the hall, there is a door on the north side.

jojolagger
2010-01-01, 11:00 PM
I want to end up on the side I was traveling to before the floor fell out. Also I take out My large Greatsword (12 ft. long) and begin poking the ground ahead of me as I continue my journey. If I make It outside the door without incident I stop.

Tanaric
2010-01-02, 01:31 AM
When you poke the ground fifteen feet beyond the pit, a small ball of acid forms in midair and flies toward you.

Ranged touch: [roll0]
Acid damage: [roll1]

jojolagger
2010-01-02, 11:47 AM
I search for the acid trap [roll0] (if I roll 24 I spend 1 inspiration point to boost my search check to 25.)

jojolagger
2010-01-02, 11:52 AM
I know I failed as it is clearly a magical trap with a DC of 25 or higher.
Thus I search Again [roll0] on a roll of 24 I boost it.

jojolagger
2010-01-02, 11:54 AM
again [roll0] :smallfurious:

jojolagger
2010-01-02, 11:55 AM
:smallfurious:I take a 20 for 28 ha:smallsigh:

Tanaric
2010-01-02, 06:11 PM
Heh.

The trap is where it's supposed to be, inactive for now.

jojolagger
2010-01-02, 08:17 PM
I disable the trap (disable device) [roll0]

jojolagger
2010-01-02, 08:20 PM
:smalleek:Just realized the DM rolls disable device secretly. Sorry.

Tanaric
2010-01-02, 08:35 PM
You can roll it if you like. Makes no difference to me.

The trap is still there, inert for the time being.

jojolagger
2010-01-02, 09:50 PM
Is the mechanism reliant on physical parts? Would smashing it stop it?

Tanaric
2010-01-02, 09:52 PM
No. It's a magic trap. It will not trigger again for the time being.

jojolagger
2010-01-03, 08:07 PM
I continue to the door poking with my greatsword and taking a 20 on searching every square.

P.S. as I expect to be dead by the end of this page I would like to know how much damage an arrow would do in melee for one of my new character ideas.

Tanaric
2010-01-03, 08:09 PM
An arrow used in melee is an improvised dagger, as I recall. -4 attack penalty, dagger stats otherwise.

jojolagger
2010-01-03, 11:28 PM
:smallbiggrin:
Do I reach the door useing my above mentioned method?

Tanaric
2010-01-03, 11:31 PM
Twenty-five feet beyond the acid trap, you poke the floor and it falls out.

Whoops. Forgot where you were. You reach the door without issue.

jojolagger
2010-01-04, 12:07 AM
I cast detect magic to see If there is/are any magical effects on the other side of the door. While I am at it I also Check to see if there are any other magic traps near me.

Tanaric
2010-01-04, 12:34 AM
You don't see anything on the door, but you do detect some auras to the west, where you came from.

Edit: And to the east.

jojolagger
2010-01-04, 12:41 AM
I Pinpoint the locations and strenghts of each aura. Any that are in my line of sight have their school identified if they are below 3rd level. I assume they are traps.

Tanaric
2010-01-04, 12:46 AM
Locations relative to the door.

West: One aura, faint, fifteen feet away, ground level. One aura, faint, fifty-five feet away, ground level.

East: One aura, faint, fifty feet away, ten feet above ground level.

Roll spellcraft.

jojolagger
2010-01-04, 09:29 AM
I take a ten for 18 That lets me identify the schools for spells up to 3rd level or CL 7 non-spell effects.

Tanaric
2010-01-04, 07:49 PM
West: Conjuration.

East: Necromancy.

jojolagger
2010-01-04, 09:12 PM
I listen at the door taking a 20 for a total of 19.

Tanaric
2010-01-04, 10:26 PM
You hear some low chanting in a language you don't understand.

jojolagger
2010-01-04, 10:43 PM
Sword in hand, I cast true strike and open the door.

Tanaric
2010-01-04, 11:28 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 B-1, and another at B-5, which you are just outside of.

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. He stops his chanting as soon as he sees you, readying his spear to attack.

Initiative: [roll0]

jojolagger
2010-01-04, 11:35 PM
My initiative [roll0] :smallfrown:

jojolagger
2010-01-04, 11:40 PM
:smallamused: hey a natural 20. With my -1 modifier I thought I was dead meat.
I charge him with my sword.
Attack roll [roll0] True strike FTW
Assuming I hit I deal [roll1] damage (I am using Cunning Insight):smallcool:

Tanaric
2010-01-04, 11:57 PM
Your attack should "only" be +22, shouldn't it?

No matter. He explodes.

150 xp, chainmail, ripper, sundark goggles.

jojolagger
2010-01-04, 11:58 PM
+2 from charge. Could I please get sources for those Items?(other than the chainmail)
Also what about the javlin at his side?:smallamused:

Tanaric
2010-01-05, 08:12 PM
Ripper is in the planar handbook. It's essentially a greatsword in spear form, dealing piercing damage and costing 5 gp more.

Sundark goggles are in... the PH2? Races of Stone? Drow of the Underdark? One of those, I think. :smalltongue:

They let you ignore light sensitivity. 10 gp.

And yes, you get the javelin too.

jojolagger
2010-01-05, 08:16 PM
I search the room completely. (I take a 20 for 28)

Tanaric
2010-01-05, 08:17 PM
You find a lot of stone and some orc blood.

jojolagger
2010-01-05, 08:35 PM
I exit the room and head east. I take a twenty (28) searching every square, in addition to Poking with my Greatsword.

Tanaric
2010-01-06, 02:13 PM
Thirty feet east of the door, you find a pit trap.

jojolagger
2010-01-06, 07:17 PM
How big is the pit.

Tanaric
2010-01-06, 08:28 PM
5-ft square, 20 ft deep.

jojolagger
2010-01-10, 12:28 AM
I back up and take a runnig jump across. [roll0]

Tanaric
2010-01-10, 06:59 PM
And you're across safely.

The hall continues to the east for another forty feet before you find another pit trap. Fifteen feet beyond the pit, the hall turns north.

jojolagger
2010-01-12, 08:00 PM
I take a running jump across and take a ten (15). I then continue with the search and poke traveling to the point where the hall turns north.

Tanaric
2010-01-13, 03:27 PM
The hall continues north for twenty feet before turning west.

jojolagger
2010-01-13, 10:37 PM
continue north using the standard procedure until I can head west.

Tanaric
2010-01-14, 07:22 PM
You move north unimpeded. The hall goes west for thirty feet before turning south.

If you continue on:The hall goes south for ten feet before turning west. Five feet to the south, you stumble upon a pit trap.

jojolagger
2010-01-15, 12:14 AM
Sure continue. standard jump over pit and keep going crossing all (5 ft.) pits taking a ten off a running jump.
Also could you please show me a map? I'm totally lost right now:smallbiggrin:.

Tanaric
2010-01-15, 03:37 PM
There's only five feet of hall to the north of the pit. You need twenty feet for a running jump.

I can't give you a map at the moment, but I'll try to when I get more time.

jojolagger
2010-01-16, 12:30 AM
I'll wait for a map.

jojolagger
2010-01-18, 12:03 AM
I throw my grappling hook and anchor it to near corner where it turns west. Take a ten to secure (15 vs. DC 12). Take a ten crossing for 13 (should be enough).

Tanaric
2010-01-18, 10:34 PM
Yep.

The hall runs west for thirty feet before turning north.

jojolagger
2010-01-18, 11:04 PM
continue standard system

Tanaric
2010-01-19, 03:09 PM
The hall goes north for ten feet, then west for five feet before ending in a blank wall.

jojolagger
2010-01-19, 08:26 PM
Map please.

Tanaric
2010-01-20, 01:35 PM
http://img34.imageshack.us/img34/2763/jojomap.jpg

Should be correct.

jojolagger
2010-01-20, 08:56 PM
I head back to the point I will have LoS to the rooms 12 door, standard procudure, jump/grapple/ready action to dodge trap. as necessary.

Tanaric
2010-01-20, 09:05 PM
Room 12 is the room you started in. Where do you want to go from there?

jojolagger
2010-01-20, 10:31 PM
I head to the door I saw in the second corridor after leaving room 12 (also known as the 2nd left most door on the map.) standard travel

Tanaric
2010-01-22, 01:33 PM
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]

jojolagger
2010-01-22, 06:47 PM
Ok. [roll0]

Tanaric
2010-01-23, 03:52 PM
The man gestures for you to leave, and places a restraining hand on the beast's neck as it bares its teeth at you.

Your turn.

jojolagger
2010-01-23, 05:24 PM
Is the man wearing armour? If so What kind? Does he have any visible weapons?

Tanaric
2010-01-23, 05:59 PM
Sorry, I copy/pasted that from one of Sliver's old games before he noted it...

The man has a chain shirt and a longsword.

jojolagger
2010-01-23, 07:57 PM
I charge the animal using inspiration to boost attack roll. attack roll [roll0]
if I hit [roll1] damage

Tanaric
2010-01-25, 01:26 PM
Your attack passes right through the beast. It vanishes a moment later, and the man casts a spell in your direction. A wave of color washes over you.

Will save.

jojolagger
2010-01-25, 06:48 PM
ok. [roll0]

jojolagger
2010-01-25, 06:51 PM
well, as color spray is 11+casting stat mod save, I appear to be ruined.

Tanaric
2010-01-27, 02:21 PM
Unconscious: [roll0]
Blind/stunned: [roll1]

Tanaric
2010-01-27, 02:30 PM
Four CDGs for you, then.

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

If you survive those, make some fort saves vs Death.

jojolagger
2010-01-27, 09:23 PM
I'm at -30 hp.:smallbiggrin: LOL

Tanaric
2010-01-27, 09:54 PM
There is no "overkill". There is only "open fire!" and "I need to reload!".

:smalltongue:

jojolagger
2010-01-27, 10:43 PM
I'll be back with a better build. And a way to rest in the dungeon. And a way to use sanctuary as an offensive spell.