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Tanaric
2010-01-03, 11:22 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||R|
3|||
4|||[/table]

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

DM notes:Sheet. (http://www.myth-weavers.com/sheetview.php?sheetid=176943)

gallagher
2010-01-04, 04:48 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||R|
3|||
4|||[/table]

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

DM notes:Sheet. (http://www.myth-weavers.com/sheetview.php?sheetid=176943)

i take out my ten foot pole, and while walking around i use it as if i were a blind person by tapping and applying an amount of pressure on the spaces before i walk. i walk towards the door and if i get to there without any problems i press the pole to the door. before trying it

gallagher
2010-01-04, 04:49 PM
btw i have classes every day all afternoon, so i will be able to do this at non-regular intervals and times. i should be ok to play most days after 7, but i got to make sure i get all my work done. it will probably be mostly weekends with some small points of playing on weekdays at best

gallagher
2010-01-04, 07:14 PM
btw i have classes every day all afternoon, so i will be able to do this at non-regular intervals and times. i should be ok to play most days after 7, but i got to make sure i get all my work done. it will probably be mostly weekends with some small points of playing on weekdays at best

also, i have yet to try opening a door. i also want to use my ten foot pole to press the area around the lantern, also tap against it to see if it has any other reason to be there

Tanaric
2010-01-04, 07:35 PM
Tap tap tap tap tap tap tap tap tap tap tap.

Nothing.

The torch is presumably there to provide light.

gallagher
2010-01-04, 07:40 PM
Tap tap tap tap tap tap tap tap tap tap tap.

Nothing.

The torch is presumably there to provide light.

ok then i go back to the door, using the same path that i took there from the door, still putting pressure on the path in front of me. i want to make a listen check at the door

[roll0]

Tanaric
2010-01-04, 07:45 PM
You hear your own breathing. Nothing else.

gallagher
2010-01-04, 08:14 PM
You hear your own breathing. Nothing else.
i open the door, if i get a spot check
[roll]1d20+2]

gallagher
2010-01-04, 08:15 PM
i open the door, if i get a spot check
[roll]1d20+2]
woops typed too fast
[roll0]

Tanaric
2010-01-04, 08:39 PM
Opening the door reveals a hall running to the east and south.

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

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

gallagher
2010-01-04, 10:29 PM
Opening the door reveals a hall running to the east and south.

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

To the east, it runs beyond the range of your darkvision. After ten feet, it splits to the north and south. After thirty feet, there is a door on the north side of the hall. After sixty feet, it splits to the north and south.
when you say that after fifty total feet in the south direction, it ends in a dead end, and that the t'ing is a lowercase T and not the upper case T?

same question for the eastern one that goes north/south... i am just having a bit of trouble picturing this

either way, i explore starting to the south end, putting pressure on the ground with my pole at full length in front of me. i take listen checks constantly, [roll0]
if i need to make multiple then that only counts as the first one i guess... i dont explore any doors yet

Tanaric
2010-01-04, 10:51 PM
First dimension is the furthest you can see.

To the south, it runs a total of thirty feet. It then splits to the east and west without continuing on, like a T. Twenty feet to the south, ten feet before the T, it splits to the east.

Make more sense?

All distances are relative to your current position.

gallagher
2010-01-04, 10:58 PM
First dimension is the furthest you can see.

To the south, it runs a total of thirty feet. It then splits to the east and west without continuing on, like a T. Twenty feet to the south, ten feet before the T, it splits to the east.

Make more sense?

All distances are relative to your current position.

then my plan of action as stated before is a go. using my pole to check the floor as usual, i go to the one that hall to the east before the T. i look down what do i see? if it is just a door, then i will go down that way and knock at the door with my 10 foot pole. if nothing happens, i open it slowly and with my body behind the door so i cannot see into it

Tanaric
2010-01-04, 11:11 PM
At the split, the hall runs to the east for ten feet before turning north. There is a door on the east face of the bend.

Note that doors are simply "there" or "not there" as far as D&D mechanics are concerned. You could open it from one square north, presumably, giving you cover relative to anything inside to attempt a hide check if you like.

Nothing happens when you knock on the door, anyway.

gallagher
2010-01-05, 02:02 AM
ok, i go through the door i just opened, and use my method of checking the floor with my pole, if it is a series of hallways again i explore all of it without opening a door

gallagher
2010-01-05, 11:26 AM
also, to speed up the process a bit, every time i enter a new corridor or room of any sort, until i need to make an initiative check of some sort, i will be pacing the area with my 10 foot pole to check for traps without touching or opening any doors. this should prevent my typing from becoming redundant.

Tanaric
2010-01-05, 08:30 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]

gallagher
2010-01-05, 10:11 PM
initiative roll
[roll0]

Tanaric
2010-01-06, 02:31 PM
The man places a restraining hand on the neck of the beast, and gestures for you to leave.

Your turn.

gallagher
2010-01-06, 04:53 PM
i pull out my greataxe and charge the man.
with my swing, i swing for [roll0]

if i hit, damage is [roll1]

Tanaric
2010-01-06, 05:17 PM
Miss.

The beast disappears. The man starts to cast a spell at you, provoking an AoO.

gallagher
2010-01-06, 07:29 PM
Miss.

The beast disappears. The man starts to cast a spell at you, provoking an AoO.

since my penalty to armor lasts until my next turn, does that mean that my bonus from charging to hit also still applies?

i will roll regularly anyway, and if the bonus does apply then i guess that can be added in

[roll0]
and for damage if it hits
[roll1]
last time i used plus four for strength but i forgot i was using a two handed weapon:redface:

Tanaric
2010-01-07, 12:08 PM
Hit.

Concentration: [roll0]

He manages to continue casting his spell, and a wave of color washes over you. Will save.

gallagher
2010-01-07, 03:05 PM
Hit.

Concentration: [roll0]

He manages to continue casting his spell, and a wave of color washes over you. Will save.
i think i can i think i can i think i can

[roll0]

Tanaric
2010-01-07, 03:19 PM
I think you did I think you did I think you did. :smalltongue:

gallagher
2010-01-07, 05:42 PM
ok, well looks like i am swinging again
[roll]1d20+5[/roll
for [roll0]

gallagher
2010-01-07, 05:43 PM
[roll0]
sorry i done messed up

Tanaric
2010-01-07, 05:56 PM
Miss. He tries to cast again. Take your AoO.

gallagher
2010-01-10, 05:33 PM
Miss. He tries to cast again. Take your AoO.
[roll0]
for [roll1] damage

Tanaric
2010-01-10, 06:52 PM
Miss. Another wave of color washes over you. Will save.

gallagher
2010-01-10, 10:44 PM
can i do a repeat? is it will power or wont power?

[roll0]

Tanaric
2010-01-12, 12:45 PM
Looks like wont power to me.

Unconscious for [roll0] rounds, blind/stunned for [roll1] rounds, stunned for 1 round.

CDGs as necessary: [roll2]
[roll3]
[roll4]
[roll5]
[roll6]
[roll7]
[roll8]
[roll9]

If you survive that damage, make some fort saves vs. death.

gallagher
2010-01-12, 05:30 PM
Looks like wont power to me.

Unconscious for [roll0] rounds, blind/stunned for [roll1] rounds, stunned for 1 round.

CDGs as necessary: [roll2]
[roll3]
[roll4]
[roll5]
[roll6]
[roll7]
[roll8]
[roll9]

If you survive that damage, make some fort saves vs. death.

15 damage puts me at -1, fortitude save as follows [roll0]

gallagher
2010-01-12, 05:40 PM
if i am still alive and able to move, i get my butt out of that room and shut the door behind me. as i recall i can only move half my speed, but if i rage, that shouldnt be strenuous activity and my con goes up to put me at 0 hit points and i can then move my total speed. once i get out of the room i would also like to drink on of my potions of cure light wounds for [roll0]

and that is all assuming i am still alive

Tanaric
2010-01-12, 05:53 PM
Sorry, but nope. CDGs require a fort save of 10+damage dealt to avoid dying instantly. For the 11, that would be DC 21.

See Coup de Grace, here. (http://www.d20srd.org/srd/combat/combatModifiers.htm)

gallagher
2010-01-12, 11:00 PM
ok, do i need to post a new character in the forum, or do i just send one to you in a message?

Tanaric
2010-01-12, 11:11 PM
It would help if you posted it in the recruitment thread, since I do thread creation in batches, and that helps to make sure yours isn't overlooked.