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Tanaric
2010-01-03, 11:17 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||S|
3|||
4|||[/table]

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

DM notes:Sheet. (http://www.thetangledweb.net/forums/profiler/view_char.php?cid=33384)

Adumbration
2010-01-04, 09:06 AM
Going to follow the advice given by Chilepepper:


Is there any way to speed up the process of exploring the map? I'd really love to take another shot at the dungeon, but the idea of another 2-3 pages of "I turn left. I turn right" fills me with dread. Especially when I'm already familiar with the map. (Well, most of it.)

Just give parameters for your direction choices. What I did is say "I follow the left hand wall, opening all doors on my left, ignoring right turns and right hallways and straights when I could go left." Theoretically, you'll see all the dungeon that way, unless there are 'islands' of non-passage.


So... After exiting the starting room, Swiftkiller will follow the left hand wall, opening all doors on his left, ignoring right turns and right hallways and straights when he could go left.

He'll be prodding the squares he'll be treading with the 10-foot pole he is carrying.

Sliver
2010-01-04, 09:12 AM
To be clear, you are opening doors to your left, not only going left for the purposes of exploration?

Adumbration
2010-01-04, 09:16 AM
Might as well open the doors, while at it. Get some action.

Sliver
2010-01-04, 09:20 AM
http://img52.imageshack.us/img52/9525/lefti.jpg

You find a pit.

Adumbration
2010-01-04, 09:22 AM
Going to continue. You can leave out mentioning pits in the future, unless Swift actually falls into one.

Sliver
2010-01-04, 09:28 AM
You are opening all doors you come past or just at the left of you?

http://img3.imageshack.us/img3/1553/adumbration.jpg

You reach room 16.

There is a monstrous humanoid in the center of the room. I don't know how it looks like. It doesn't have stuff.

Initiative [roll0]

Adumbration
2010-01-04, 09:31 AM
Just on the left. However, as Chile stated, that will end up with every door/room open, barring some strange incident.

Initiative:
[roll0]

Adumbration
2010-01-04, 09:33 AM
I'm guessing that will win the initiative.

Swift charges up, his short sword slashing at this enemy.

Charge attack (+2 attack, -2 AC)
[roll0]
Damage:
[roll1]

Adumbration
2010-01-04, 09:35 AM
Forgot to mention: Swift has the stance Child of Shadow active, and he has readied Shadow blade technique, Burning blade, Counter charge and Wolf fang strike as his maneuvers.

Sliver
2010-01-04, 09:37 AM
Your attack hits it.

It tries to claw you:

[roll0]
[roll1]

[roll2]
[roll3]

Sliver
2010-01-04, 09:38 AM
I guess one attack has a chance to hit..

[roll0] low misses

Adumbration
2010-01-04, 09:39 AM
Please roll miss chance for the first attack... It will hit, dealing 6 damage, unless it fails on a 20% miss chance check.

Meanwhile, I'll be preparing my actions.

EDIT: Ninja'd. Just a sec.

Adumbration
2010-01-04, 09:42 AM
Swift uses Burning blade as a swift action, and then, fighting defensively (-4 to attack, +2 AC) attacks the creature.

Attack:
[roll0]
Damage:
[roll1]+[roll2]

Adumbration
2010-01-04, 09:43 AM
That's a critical threat. Confirming:
[roll0]
Damage:
[roll1]

Sliver
2010-01-04, 09:44 AM
Hit, it goes down.

150xp, no loot.

Adumbration
2010-01-04, 09:47 AM
Swift drinks down a potion of Faith healing (Pandorym) and is healed to full hitpoints.

He then continues his search.

Sliver
2010-01-04, 09:48 AM
You should note which door you take..

Adumbration
2010-01-04, 09:50 AM
Swift continues from the door which he opened. This will keep the chain intact, I think.

Sliver
2010-01-04, 09:51 AM
Alright. You come back from the other side of the second door anyway. Soon I will give you a new map but just east of that door there is a large red card hanging from the wall.

Adumbration
2010-01-04, 09:53 AM
Swift will ignore it... for now. At the very least until he remembers to buy a pair of nice, thick gloves.

Sliver
2010-01-04, 09:56 AM
http://img101.imageshack.us/img101/4803/adumbration1.jpg

Black dot is a large green note card hanging from the wall.

You just gonna ignore all cards right?

Adumbration
2010-01-04, 10:00 AM
Yah. Pretty much. Every time I think about doing something with them I get this sudden image of Admiral Ackbar shouting "It's a TRAP!" in my mind.

Sliver
2010-01-04, 10:02 AM
People are extremely paranoid in the dungeon for no reason really.

http://img163.imageshack.us/img163/1553/adumbration.jpg

You open the door to room 2.

There is a large lever with a bright red handle in the center of the room. There is a cake in the southeast corner of the room, on a tray bolted to the floor, with frosting reading something. A note attached to the wall above the cake reads something else.

Adumbration
2010-01-04, 10:08 AM
Sigh. I'm not going to get peace until I do this. Swift pulls the lever.

If he survives the consequences - if any - he will continue on his way.

Sliver
2010-01-04, 10:09 AM
Give me a reflex roll.

Adumbration
2010-01-04, 10:13 AM
Reflex:
[roll0]

EDIT: Facepalm.

Sliver
2010-01-04, 10:14 AM
You fall up! After a few turns, you fall down!

[roll0] falling damage up.

[roll1] falling damage down.

Adumbration
2010-01-04, 10:18 AM
During the "few turns" between 2d6s of death, Swift drinks down his last potion.

After the second fall, he is at 4 hp.

EDIT: He'll stagger off and continue his quest.

Sliver
2010-01-04, 10:28 AM
You aren't interested in the cake or the note above it?:smallconfused:

Some way forward you come from the other side of the same room. There is a bullseye in front of the door to it.

Adumbration
2010-01-04, 10:33 AM
Continuing.

Sliver
2010-01-04, 10:34 AM
Some distance into the same hall you trigger a trap.

Acid comes at you!

[roll0]
[roll1]

Sliver
2010-01-04, 10:37 AM
Into the hall! You trigger a dart trap that shoots in front of you.

Then you trigger another acid trap.

[roll0]
[roll1]

Sliver
2010-01-04, 10:38 AM
http://img510.imageshack.us/img510/4803/adumbration1.jpg

You reach room 3.

Opening the door reveals the following room:
{table]|A_|B_|C_|D_|E_
1|||||
2|||2||
3|||||
4|||1||
5|||||[/table]
Around a fire are sitting 2 humans. A better look reveals one of them to be an elf and the other has another set of sharp teeth. They have equipment. There is a door at A5 south, E5 south and D1.
Initiative:[roll0]
[roll1] 

You are outside A5 south. The elf is in front of you.

Adumbration
2010-01-04, 10:51 AM
Initiative:
[roll0]

By the way, what AC do the traps target? This is important.

Sliver
2010-01-04, 10:53 AM
Touch AC (http://www.d20srd.org/srd/spells/acidSplash.htm)

You won initiative..

Adumbration
2010-01-04, 10:55 AM
Swift attacks the one closer to him, using a supernatural technique.

Shadow blade technique:
Roll 1: [roll0]
Roll 2: [roll1]

I'll see the rolls before I decide which to use.

Adumbration
2010-01-04, 10:56 AM
Damage:
[roll0]+[roll1] cold.

Sliver
2010-01-04, 11:00 AM
The elf drops. Mr Toothy casts a color spray! Will save.

Adumbration
2010-01-04, 11:06 AM
In that case, Swift took no damage from the traps.

He is also immune to Mind-affecting, so a Color spray won't affect him. (He is insane, literally. Willing deformity: Madness.)

He moves up close and his sword bursts into fire (Burning blade.)

Attack:
[roll0]
Damage
[roll1]+[roll2]

Sliver
2010-01-04, 11:09 AM
I will note that you are always FF unless you find the trap before it is triggered.. So you are FF and it is a touch attack..

The toothed one falls too:

Possessions masterwork studded leather, rapier, light crossbow with 10 bolts, gaudy noble’s outfit

The elf: Studded leather, light shield (wooden) longsword, longbow, 10 arrows.

150xp, 300gp.

Adumbration
2010-01-04, 11:14 AM
Oh, okay. All the stuff in the sack and moving on. I pretty much spoiled his chances with that lever, but let's see how far he gets. (He is at 1 HP.)

Sliver
2010-01-04, 11:16 AM
Room right south of the one you just finished:

Opening the door reveals the following room:
{table]|A_|B_|C_
1|||
2|||
3|||
4|||
5|||
6|||[/table]
There is a door at A-1 west, B-1, and another at C-1 east
There is a gnome sized figure with a white dragon’s head, ivory scales and short swords standing in the room
Initiative:1d20

Adumbration
2010-01-04, 11:17 AM
Initiative:
[roll0]

Sliver
2010-01-04, 11:18 AM
Go ahead.. No point in rerolling..

Adumbration
2010-01-04, 11:21 AM
Swift surges ahead, determined to end this fight as soon as possible.

Using Burning Blade as a swift action, in conjunction with Shadow blade technique.

Attack:
[roll0]
[roll1]

Adumbration
2010-01-04, 11:22 AM
The hell? That's a coincidence.

Damage:
[roll0]+[roll1]fire+[roll2]cold.

Sliver
2010-01-04, 11:24 AM
20 damage? Yeah its dead... Rolling the same on 4 same kind of attacks? Really??

150xp, 2 short swords, 4 darts.

Sliver
2010-01-04, 11:26 AM
I will give you a map soon.. You reach the next room:

Opening the door reveals the following room:
{table]|A_|B_|C_|D_|E_
1|||||
2|||||
3||||| [/table]
There are doors at A3 west and E3 east.
A string of 4 notes hangs in the center of the room.

Adumbration
2010-01-04, 11:27 AM
Continuing on the same path.

EDIT: Ignoring that room with flags. Damn you're a ninja.

Sliver
2010-01-04, 11:30 AM
http://img710.imageshack.us/img710/1553/adumbration.jpg

Room 1.

Opening the door reveals the following room:
{table]|A_|B_|C_|D_|E_
1|||||
2|||||
3||||1|
4|||||
5|||||
6||||| [/table]
There is a door at A-3, which you are just outside of, another at A-5, E5 and D6. There is a metallic humanoid standing in the room looking at you.
Initiative:[roll0]

Adumbration
2010-01-04, 11:32 AM
Initiative:
[roll0]

Swift has Child of Shadow active, and has readied Counter charge, Burning blade, Shadow blade technique and Wolf fang strike.

Adumbration
2010-01-04, 11:33 AM
Wow. This has been an extraordinarily lucky streak of rolls.

Swift attacks, using Burning blade and Shadow blade technique.

Attack (if these are both 28 again, there's something wrong with the roller):
[roll0]
[roll1]

Adumbration
2010-01-04, 11:35 AM
Swift uses the higher check, forfeiting his extra cold damage.

Damage:
[roll0]+[roll1]fire.

Sliver
2010-01-04, 11:36 AM
It goes down. (150xp, no loot)

Beyond those doors is the exit out of this level and the vending machines. I don't know if you can rest safely here.

Adumbration
2010-01-04, 11:38 AM
Yay! Swift goes immediately to one of the vending machines, purchasing 3 potions of Faith healing (Pandorym).

He gulps one of them down, regaining full hitpoints. After that, he will continue on the original path.

Sliver
2010-01-04, 11:39 AM
There is a large red button on a raised stone table in the center of the room. Something is written on it.

Adumbration
2010-01-04, 11:43 AM
Moving on... Not going to fall for that one again.

Sliver
2010-01-04, 11:45 AM
Aww.. Scared? Don't trust you will roll straight 28s to save you?

http://img99.imageshack.us/img99/4803/adumbration1.jpg

Room 15. Eastern door.

There is a 7ft tall hobgoblin, hairy, primitive, with horns, a scimitar and studded leather.

[roll0]

Adumbration
2010-01-04, 11:47 AM
My luck is against creatures. Against traps I roll natural 1s. :smallwink:

Initiative:
[roll0]

Sliver
2010-01-04, 11:48 AM
You win the tie.. Go.

Adumbration
2010-01-04, 11:50 AM
The goblin advances, his sword bursting into flames.

Burning blade+Shadow blade technique.

Attack:
[roll0]
[roll1]

Sliver
2010-01-04, 11:51 AM
This time, both attacks miss.

It attempts to hit you with the scimitar.

[roll0]
[roll1]

GAH!

Adumbration
2010-01-04, 11:54 AM
Swift shouts out "Wolf Fang Strike!" And hits with both of his short swords.

Attack #1:
[roll0]
Damage:
[roll1]

Attack #2:
[roll2]
Damage:
[roll3]

EDIT: The dice gods are capricious today.

Sliver
2010-01-04, 11:56 AM
This one crit-killed someone yesterday... Lets see...

[roll0]
[roll1]

Adumbration
2010-01-04, 12:00 PM
Swift runs out of fancy tricks, and goes for the kidneys.

Attack:
[roll0]
Damage:
[roll1]

Sliver
2010-01-04, 12:01 PM
The other goblinoid looks happy you don't have more damaging tricks, because it hits him nicely.

[roll0]
[roll1]

GAH!

Adumbration
2010-01-04, 12:02 PM
Swift tries that one again.

Attack:
[roll0]
Damage:
[roll1]

Sliver
2010-01-04, 12:03 PM
Miss.

[roll0]
[roll1]

Also, he drinks a potion with his move action. You get AOO I guess.

Adumbration
2010-01-04, 12:04 PM
Miss.

Attack:
[roll0]
Damage:
[roll1]

Adumbration
2010-01-04, 12:05 PM
Make that one the AoO? Here comes his attack, then.

Attack:
[roll0]
Damage:
[roll1]

Sliver
2010-01-04, 12:08 PM
Well it is a Standard action to drink the potion, so basically switch their order. Doesn't matter, because both hit..

And it is your turn again.

Adumbration
2010-01-04, 12:09 PM
Roger.

Attack:
[roll0]
Damage:
[roll1]

Sliver
2010-01-04, 12:11 PM
Miss.

It tries to slice you.

[roll0]
[roll1]

It drops. Masterworked studded leather, masterworked scimitar, 150xp.

Adumbration
2010-01-04, 12:14 PM
All right, Swift will continue his methodical exploration.

Sliver
2010-01-04, 12:15 PM
You trigger an acid trap in the hall.

[roll0]
[roll1]

The next room:

Opening the door reveals the following room:
{table]|A_|B_|C_|D_
1||||
2||C|C|
3||C|C|
4||C|C|
5||||[/table]
The room contains a large chest with a note attached to it’s latch.

Adumbration
2010-01-04, 12:18 PM
Swift opens the chest carefully, looting it's contents before moving on.

EDIT: Takes 3 damage from the trap, by the way.

Sliver
2010-01-04, 12:20 PM
5 platinum pieces. Will continue in about 5-10 min.

Sliver
2010-01-04, 12:49 PM
http://img707.imageshack.us/img707/1553/adumbration.jpg

Room 11. Note that you can't enter the room to the north of that one without opening doors to your right as well..

As you open the door, acid flows towards you in a stream.

[roll0] DC14 reflex for half.

Initiative: [roll1]

Adumbration
2010-01-04, 12:51 PM
Reflex save:
[roll0]

Initiative:
[roll1]

Sliver
2010-01-04, 12:52 PM
It goes to hit!

[roll0]
[roll1]

Adumbration
2010-01-04, 12:56 PM
Swift takes 1 damage, due to being flat-footed.

To make up for that, he lunges forward with a burning blade. And a shadowy sword.

Attack:
[roll0]
[roll1]

Adumbration
2010-01-04, 12:57 PM
I choose the higher check, forfeiting cold bonus damage.

Damage:
[roll0]+[roll1]fire.

Any description on "it"?

Sliver
2010-01-04, 12:59 PM
Oh right.. :smallredface:

A metallic bug, dog sized. Glass eyes all over the body. Pincers attack.

[roll0]
[roll1]

[roll2]
[roll3]

Adumbration
2010-01-04, 01:01 PM
It misses.

Swift attempts a two-pronged attack of his own, a WOLF FANG STRIKE!!!!!

Attack #1:
[roll0]
Damage #1:
[roll1]

Attack #2:
[roll2]
Damage #2:
[roll3]

Sliver
2010-01-04, 01:02 PM
You trash it. 150xp.

Remember, can't reach room to the north with same procedure..

Adumbration
2010-01-04, 01:04 PM
Oh, all right, I'll visit the room. Happy now? :smalltongue:

Adumbration
2010-01-04, 01:06 PM
Wait one second. Before he goes, Swift uses a potion of faith healing.

EDIT: All right, going in at full hitpoints.

Sliver
2010-01-04, 01:08 PM
:smallbiggrin:

Opening the door reveals the following:

{table]|A_|B_|C_|D_
1|||1|
2||||2
3||3||[/table]

Door at A3 west. There are 3 squirrel like creatures hanging from the walls at 5, 10 and 15 elevation (5*their number).

[roll0]
[roll1]
[roll2]

Adumbration
2010-01-04, 01:11 PM
Initiative:
[roll0]

Sliver
2010-01-04, 01:12 PM
The room is filled with darkness! Your turn.

Adumbration
2010-01-04, 01:16 PM
Swift takes a step back from the doorway, readying an action to attack the first poor bugger to come out.

He is 5 feet north of the A3, outside.

Readied attack (rolled for quickness' sake):
Attack #1:
[roll0]
Damage #1:
[roll1]

Sliver
2010-01-04, 01:18 PM
Nothing happens this turn.

Adumbration
2010-01-04, 01:23 PM
Swift continues his readied action. He also hides as a move action. [roll0]. (Using the cover brought by the doorway and the natural darkness.)

Sliver
2010-01-04, 01:24 PM
These things need to eat ya know?

Nothing happens. How long are you waiting like that?

Adumbration
2010-01-04, 01:28 PM
Until the magical darkness disappears. If it doesn't disappear within an hour, Swift will get bored, close the door and leave them alone, following the walls, wandering towards south until he encounters the first unvisited room.

Sliver
2010-01-04, 01:29 PM
After 30min (minus the rounds you waited already) it disappears.

Adumbration
2010-01-04, 01:31 PM
He takes a look inside.

Sliver
2010-01-04, 01:32 PM
There are squirrels. They look at you, waiting.

Adumbration
2010-01-04, 01:34 PM
Oh for kermit's sake...

Swift moves to attack #1.

Attack:
[roll0]
Damage:
[roll1]

Sliver
2010-01-04, 01:37 PM
As you step into the room, the darkness returns..

You suffer [roll0] damage and make a fort save. It is chilly.

Also, you miss.

The other 2 squirrels appear randomly and strike at you before disappearing.

[roll1]
[roll2]

They deal 1 damage on a hit.

Listen check every round (as a no-action) to pinpoint. Can repeat as move action.

Adumbration
2010-01-04, 01:40 PM
"Bloody squirrels..." Swift mutters, withdrawing from the room.

Fort save:
[roll0]

Sliver
2010-01-04, 01:43 PM
You take 1 point of strength damage.

You are outside the room I guess.

Sliver
2010-01-04, 01:44 PM
The squirrels appear in the hall at 5, 10 and 15ft above ground.

Adumbration
2010-01-04, 01:52 PM
Swift lunges at the squirrel at 5-feet high, using both of his swords. (Wolf fang strike). Let me know if I need to tumble to get to it.

[roll0]
[roll1]

[roll2]
[roll3]

Sliver
2010-01-04, 01:54 PM
You miss. one of the squirrels does something. Darkness is around you.

[roll0] damage. Fort save. DC13. Save or 1 strength damage.

The squirrels strike again and vanish.

[roll1]
[roll2]

Adumbration
2010-01-04, 01:57 PM
I'll have to sleep on this. Will be back tomorrow with a new, dazzling tactic! :smallwink:

Adumbration
2010-01-05, 11:27 AM
Currently at 5 HP, with 1-2 strength damage (depending on the next roll): Fort save [roll0].

Swift curses the buggers and flees north, taking the turn to the east. (2 move actions.) 60 feet of movement. End of turn.

Sliver
2010-01-05, 11:59 AM
You aren't being followed.

(Note, I can't update more at the moment. Will return for a hour or two.. In about 2 hours)

Adumbration
2010-01-05, 01:01 PM
If they don't follow, Swift will circle around to the vending machines to buy 2 potions of Faith healing. He'll use one, too.

Then he'll head south, in search of new, yet unsearched rooms. (I can't remember where I stopped following the wall...)

Sliver
2010-01-05, 03:35 PM
I'm sorry but I'm kinda out of it for today so we will have to continue this some other time, OK?

Adumbration
2010-01-06, 02:06 AM
I'm sorry but I'm kinda out of it for today so we will have to continue this some other time, OK?

Sure thing.

Sliver
2010-01-06, 09:37 AM
http://img97.imageshack.us/img97/4803/adumbration1.jpg

Along the way you trigger an acid trap [roll0] [roll1] and find a large blue note card hanging from the wall. You reach room 4.

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, and another at B1, which you are just outside of. 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:[roll2]

Adumbration
2010-01-06, 10:38 AM
Initiative:
[roll0]

The trap deals 3 damage, leaving Swift with 7 hp.

Adumbration
2010-01-06, 10:41 AM
Lighting his swords on fire, Swift moves up and stabs with both of his blades. (Wolf fang strike + Burning blade).

Attack #1:
[roll0]
Damage #1:
[roll1]+[roll2] fire.

Attack #2:
[roll3]
Damage #2:
[roll4]+[roll5] fire.

EDIT: Against his FF AC.

Sliver
2010-01-06, 10:46 AM
Your attacks glance off his armor, he seems to focus on you and thrust the Ripper forward.

[roll0]
[roll1]

Adumbration
2010-01-06, 10:49 AM
Now that's just plain bad luck. Swift is dead. :smalltongue:

I don't think there's anything I could've done to prevent that, apart from what I did. If even one of my attacks had hit, there would've been a good chance of one-hitting the bastard. But the dice gods decided otherwise.