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Tanaric
2010-01-08, 03:01 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||S|
3|||
4|||[/table]

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

DM notes:Sheet. (http://www.myth-weavers.com/sheetview.php?sheetid=177136)

userpay
2010-01-08, 03:54 PM
I'll move to and open the door.

Tanaric
2010-01-08, 05:11 PM
Opening the door reveals an unlit hallway running to the south and east. 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.

Note that all distances are relative to your current position.

userpay
2010-01-08, 05:56 PM
I head to that door I can see. If I detect a trap (ie dwarfs stonecunning thing) then stop.

Tanaric
2010-01-08, 05:59 PM
[roll0] Whitetext.

You walk east toward the door. As you pass the split to the north and south, you see that it continues to the north for twenty feet before turning east, or to the south for twenty feet before turning west. Fifteen feet to the south, there is a door on the east face of the hall.

Ten feet beyond the split, the floor falls out beneath your feet. Reflex save.

userpay
2010-01-08, 06:11 PM
Well then
[roll0]

Tanaric
2010-01-08, 06:26 PM
You pass. Which side of the pit do you want to end up on?

userpay
2010-01-08, 06:30 PM
far side preferably, in the direction i was heading.

Tanaric
2010-01-08, 06:42 PM
In that case, I assume you continue on to the door. You reach it without further issue.

userpay
2010-01-08, 06:50 PM
Search the door twice for traps.
[roll0]
[roll1]
And open if no traps/don't detect any.

userpay
2010-01-10, 01:13 AM
*Twidles thumbs*

Tanaric
2010-01-10, 07:00 PM
Sorry, been a little busy.

No traps on the door that you can detect.

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]

userpay
2010-01-10, 07:34 PM
init then [roll0]

userpay
2010-01-10, 07:40 PM
I mind thrust him spending an extra power point.
[roll0]
DC will save 15

Tanaric
2010-01-11, 06:18 PM
Unless I'm missing something incredibly obvious, you don't have a means of bypassing the 1PP/Manifester Level cap on manifesting powers. If you do, point it out.

userpay
2010-01-11, 06:37 PM
Oh right forgot about that, ill reroll then.
[roll0]
DC will 14

Tanaric
2010-01-11, 11:36 PM
Will: [roll0]

Doing anything with your move action, or is your turn done?

userpay
2010-01-11, 11:39 PM
Turn done.

Tanaric
2010-01-12, 01:02 PM
He charges to B-5 and stabs at you.

[roll0] for [roll1] damage.

userpay
2010-01-12, 01:12 PM
Ouch, that kills me. Large spear I take it?

Tanaric
2010-01-12, 01:34 PM
A ripper, actually. Planar handbook.

userpay
2010-01-12, 02:07 PM
Crafty an't ye? Well I guess I'll do up a ToB guy here soon.