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Tanaric
2010-01-08, 04:36 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||N|
3|||
4|||[/table]

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

DM notes:Sheet. (http://www.myth-weavers.com/sheetview.php?sheetid=177722)

Koretsu
2010-01-08, 06:10 PM
M'kay. Fixed the skill point issue. Gonna use this post to set up Nickolai's basic operating procedure.

Stances: If Nickolai is at full health, he will use Stance of Clarity. If he drops below full health, he'll swap to Martial Spirit stance as a swift action on his next turn. In rooms where there is more than a single opponent, I'll declare which one is the target of Stance of Clarity.

Duel of wills: In any room Nickolai enters with an enemy, Nickolai initiates a duel of wills (ToB Page 27) with one creature in the room immediately prior to rolling initiative. I roll a Concentration check, and the creature can resolve this in one of three ways:
Submit: Target takes a -2 to initiative, and a -1 to attack rolls for the first round of combat.
Ignore: If the target ignores the challenge, and my concentration check meets a DC of 15, I gain a +2 moral bonus to attack rolls for 1 round.
Participate: The target rolls Intimidate vs. my Concentration check. The winner receives a +1 to attack and damage rolls against the looser, and the looser receives a -1 to attack and damage rolls against the winner. This lasts until the end of the encounter.
Note: Creatures with an Intelligence score of 2 or lower are immune to duels of will.

Walkin' around: Nickolai has his ten foot pole out in front of him when traversing the dungeon corridors. Any traps detected in this manor are moved around, stepped over, or otherwise avoided.

With that done, Nickolai grabs the torch from the wall, heads east out the door, hangs a left at the intersection, follows it north, and then turns east again, until he gets to Burny Bernie's northern door, sweeping the route for traps. From there, he'll turn back around, following the path he cleared, reach the southern door, and bang on it loudly, shouting "Bernie! It's the first of the month! Your rent is overdue! Don't make me come in there!". Sprint to the northern door, and open it.

Intimidate (at the southern door): [roll0]
Initiative: [roll1]

Duel of Wills (I'm supposed to make the check after you decide how to react to it - this saves us both time)
Concentration: [roll2]

Crusader Powers available:

1: Crusader's Strike
2: Stone Bones
3: Charging Minotaur
4: Douse the Flames
5: Vangard Strike
[roll3]
[roll4] (removing the previous maneuver from the list)

Tanaric
2010-01-08, 06:41 PM
Blah blah blah, various traps that you've already found and can bypass, blah blah blah...

You're met with a blast of entangling fire when you open the door. [roll0] fire damage, entangled for [roll1] rounds.

Bernie ignores your duel of wills.

Initiative: [roll2]

Koretsu
2010-01-08, 07:35 PM
HP Remaining: 14

Well, shoot. I was hoping I'd be able to get the drop on him.

Swift action to shift stances. Move up and attack his flat-footed ass with steely strike.

Attack: [roll0]
Damage: [roll1]

If I hit, I gain 2 hit points (prior to the entangle effects damage), so I'm back at full.

EDIT: Or I can roll a nat 1. That works too.

Koretsu
2010-01-08, 07:37 PM
Forgot to roll for a new Crusader maneuver. :smallredface:


1: Stone Bones
2: Charging Minotaur
3: Vangard Strike
[roll0]

Tanaric
2010-01-08, 07:39 PM
Have a blast of acid. [roll0] acid damage, reflex half.

Ongoing fire: [roll1]

Koretsu
2010-01-08, 07:43 PM
Reflex: [roll0]

HP Remaining: 11 (or maybe 12)

I'll attack with Crusader Strike.

Attack: [roll1]
Damage: [roll2]

Gain 2 hit points on a hit.

Unless Bernie is Lawful Good, I also gain [roll3] hit points.

EDIT: Two nat 1's. This is an excelent start.

EDITEDIT: I need to get in the habit of rolling for a new crusader maneuver. =/ Can you roll a d2 for me?

Tanaric
2010-01-08, 07:45 PM
Reflex failed.

Have some more fire. [roll0], reflex half.

And some ongoing fire: [roll1]

Koretsu
2010-01-08, 07:49 PM
HP remaining: 11. Shunting the five damage into Steely Resolve.

I'll make a basic melee attack.

Attack: [roll0]
Damage: [roll1]

If hit, gain 2 hit points.

If I hit, I'll use a swift action to recover my Warblade maneuvers and gain 4 hit points.

Koretsu
2010-01-08, 07:56 PM
Forgot my reflex save. :smallredface:

Reflex: [roll0]

Tanaric
2010-01-08, 07:59 PM
Miss, reflex failed.

Have some more fire: [roll0] reflex half.

And some ongoing fire: [roll1]

Koretsu
2010-01-08, 08:06 PM
...And that's a dead Nickolai. Funny. I have solid hit point recovery with this character... It just requires I actually successfully hit something. :smallmad: You'd think +11 to hit at level 1 would be enough, but nooooo....

Shall I resubmit, or can we just start this thing over? :smallamused:

Tanaric
2010-01-08, 08:07 PM
You can start over. Same tactic as before?

Koretsu
2010-01-08, 08:16 PM
Actually... This time, I think I'll use my move action to open the door, moving with it so I stay behind the door as it slides open (And leaving me one square adjacent to the doorway). Hopefully that'll burn off Bernie's readied action (since the door would provide me full cover from the breath attack).

Innitiative: [roll0]

Duel of Wills:
Concentration: [roll1]

Crusader Maneuvers available:

1: Crusader's Strike
2: Stone Bones
3: Charging Minotaur
4: Douse the Flames
5: Vangard Strike
[roll2]
[roll3] (removing the previous maneuver from the list)

Tanaric
2010-01-08, 08:18 PM
It... doesn't really work that way. You can manipulate the door from an adjacent square, giving you cover from him (possibly total, depending on his location and the side you choose) but the door is simply "there" or "not there" in the D&D world.

Koretsu
2010-01-08, 08:24 PM
Well, then I'll open it from an adjacent square (Let's say the western one), as the end result is more or less the same. I was more thinking that if his readied action was to use his breath weapon on the first thing to open the door, being specifically placed behind said door would give me cover from the attack (via the almighty circumstance bonus).

Tanaric
2010-01-08, 08:32 PM
He can't see you with total cover, hence, he can't take a readied action that relies on seeing you at this juncture. In any event, no flames come roaring out of the doorway.

Anything else with the rest of your turn?

Koretsu
2010-01-08, 08:34 PM
Can I set a readied action to attack should something approach the doorway? If so, that. :smallsmile:

Tanaric
2010-01-08, 08:38 PM
You can. I'll assume you did.

You don't have line of sight/effect to anything up to the point where the door slides closed.

Your turn again.

Koretsu
2010-01-08, 08:42 PM
Crusader Maneuver Granted:

1: Crusader Strike
2: Stone Bones
3: Vangard Strike
[roll0]

Hmmm... Let's see... Move action to move up to the door... Move action to close it... If I didn't know any better, I'd say that Bernie's on the other side of the door with no action readied. There's only one thing to do in this situation!

Open the door and take a swing at Bernie with Steely Strike!

Attack: [roll1]
Damage: [roll2]

Tanaric
2010-01-08, 08:44 PM
He has cover, but that hits anyway.

He spits acid on you, then passes out. 150 xp.

Acid damage: [roll0] reflex half. Entangled for [roll1] rounds.

Koretsu
2010-01-08, 08:51 PM
Why is it I always hit Bernie for 9 damage? :smallannoyed:

Reflex: [roll0]

Spending a full round action to perform a flourish after striking Bernie, recovering Steely Strike, recovering up to 4 hit points (full hp again).

Can I spend an action to get the acid off me any faster?

Tanaric
2010-01-08, 08:56 PM
Nope.

Four rounds of acid damage: [roll0] [roll1] [roll2] [roll3]

Koretsu
2010-01-08, 08:58 PM
I seem to be dead again. Once more from the top?

Tanaric
2010-01-08, 09:01 PM
What's your strategy this time around?

Koretsu
2010-01-08, 09:06 PM
Either hit him for more than 9 damage, or don't get hit with the entangle effect for the maximum possible duration. Both these things seem like good plans. :smallannoyed: Same actions as the first round in my previous attempt.

Initiative: [roll0]

Duel of Wills: [roll1]

Crusader Maneuvers available:

1: Crusader's Strike
2: Stone Bones
3: Charging Minotaur
4: Douse the Flames
5: Vangard Strike
[roll2]
[roll3] (removing the previous maneuver from the list)

Tanaric
2010-01-08, 10:11 PM
Initiative: [roll0]

So...you slide the door open, he slides it shut, yes?

Koretsu
2010-01-08, 10:22 PM
I'll take a five-foot step into the doorway (negating cover), a move action to open the door, and attack with Sapphire Nightmare Blade.

I'll make a Concentration check with a DC of Bernie's AC. If it's successful, he's flat-footed for my attack, and I deal an extra 1d6 damage. If it's not successful, I take a -2 penalty to the attack roll.

Concentration: [roll0]
Attack: [roll]1d20+5[roll]
Damage: [roll1]
Sapphire Nightmare Blade damage: [roll2]

Koretsu
2010-01-08, 10:23 PM
My attack roll command failed. =/
[roll0]

Tanaric
2010-01-08, 10:24 PM
You miss. Have some acid.

[roll0], reflex half, entangled for [roll1] rounds.

Koretsu
2010-01-08, 10:30 PM
Reflex: [roll0]

HP remaining: 13

Crusader Maneuvers available:

1: Crusader's Strike
2: Douse the Flames
3: Vangard Strike
[roll1](Because I keep forgetting. =/)
[roll2]

Swift action to change stances, and attack with Steely Strike.

Attack: [roll3]
Damage: [roll4]

Tanaric
2010-01-08, 10:32 PM
You make the save.

You miss with your attack.

Ongoing acid damage: [roll0]

Have some entangling fire. [roll1] reflex half, entangled for [roll2] rounds.

Koretsu
2010-01-08, 10:37 PM
Shunting 5 points of the acid damage into my Steely Resolve.

Reflex: [roll0]

Attacking with Crusader's Strike.

Attack: [roll1]
Damage: [roll2]

On hit: Gain 2 hit points.
On hit: If Bernie is not Lawful Good, gain [roll3] hit points.

EDIT: HP Remaining: 6

Tanaric
2010-01-08, 10:43 PM
Miss. :smalltongue:

Ongoing fire damage: [roll0]

More entangling fire: [roll1] reflex half, entangled for [roll2] rounds.

Koretsu
2010-01-08, 10:47 PM
Sigh. Reflex: [roll0]

Attacking with a normal attack.

Attack: [roll1]
Damage: [roll2]

On hit: Gain 2 hit points.

EDIT: *facepalm* HP remaining: 1.

I do believe I'm dead. Care for a fourth round? :smalleek:

Tanaric
2010-01-08, 11:30 PM
Heh. Sure. Strategy this go-round?

Koretsu
2010-01-08, 11:37 PM
Kill Bernie by actually landing an attack. :smallredface: (Honestly, Bernie's probably the toughest opponent on this floor...) Same tactics as the last two times.

Initiative: [roll0]

Duel of Wills: [roll1]

Crusader Maneuvers available:

1: Crusader's Strike
2: Stone Bones
3: Charging Minotaur
4: Douse the Flames
5: Vangard Strike
[roll2]
[roll3] (removing the previous maneuver from the list)

Koretsu
2010-01-09, 01:44 AM
So... Uh... Are you going to roll initiative, or are we going to go ahead and jump to the second round? >.>

Tanaric
2010-01-09, 11:15 AM
Was busy making notes for floor 2. Sorry.

Initiative: [roll0]

Koretsu
2010-01-10, 03:22 AM
Hey, I won initiative!

I'll set a readied action to attack should Bernie come through the doorway into the corridor. :smallsmile:

Sliver
2010-01-10, 03:39 AM
So you are basically doing the same thing until you manage to kill him right?

So.. He closes the door.. You open it and attack.. Go for it?

Koretsu
2010-01-10, 03:48 AM
I'm doing this tactic because it gives me a small chance of not getting entangled for 1d6 damage for 4 rounds with no saving throw or way to remove it, pretty much assuring my death. Even if I end the fight with 1 hit point left, I can go from there. So far, that hasn't happened. :smallfrown:

Anywho, five-foot step to the doorway, move action to open the door, and attack with Steely Strike.

Attack: [roll0]
Damage: [roll1]

Sliver
2010-01-10, 03:53 AM
Well look at the bright side.. You don't always roll for 9 damage.. Sometimes it's less.. He breathes at you! [roll0] reflex save [roll1] rounds..

Koretsu
2010-01-10, 03:59 AM
It figures. :smalltongue:

Reflex: [roll0]

Swift action to change stances to Martial Spirit, then.

I'll use Sapphire Nightmare Blade. Concentration check vs. DC of Bernie's AC. If successful, he's flat-footed and I hit for an additional 1d6 damage. If not, I take a -2 to the attack roll.

Concentration: [roll1]
Attack: [roll2]
Damage: [roll3]
Sapphire Nightmare Blade damage: [roll4]

If hit, gain 2 hit points.

EDIT: Obviously missed. Made the reflex, though. HP remaining: 13

Sliver
2010-01-10, 04:14 AM
[roll0] no save. [roll1] with save.

Koretsu
2010-01-10, 04:37 AM
Ick.

Reflex: [roll0]

HP Remaining: 4 (but probably 1)

Either way, shunting 5 damage into Steely Resolve.

Attacking with Crusader's Strike.

Attack: [roll1]
Damage: [roll2]
On hit: Gain [roll3] hit points (unless Bernie is Lawful Good).
On hit: Gain 2 hit points.

EDIT: Huh... From 4 HP, gained 8. Putting me at 12. Bernie's dead. Deal your last entangle, and then I'll spend a full round action recovering my warblade maneuvers. (Gaining 4 hp via Vital Recovery)

Sliver
2010-01-10, 04:43 AM
Yeah.. [roll0]

He's down. 150xp and his loot are yours.

Edit: "His loot are yours"? :smallconfused:

Koretsu
2010-01-10, 04:47 AM
Okay. My 4 gained cancels out the four taken, so I'm sitting at 12 hp. Also, Bernie's dead. Hurrah!

I'll head out the south door, ten-foot pole out. Head west down the corridor, turn south at the intersection, and proceed to the door to my left. Greatsword readied, I'll open the door. I assume the Illusionist is still there? :smalltongue:

Duel of Wills
Concentration[roll0]

Initiative: [roll1]

Crusader Maneuvers available:

1: Crusader's Strike
2: Stone Bones
3: Charging Minotaur
4: Douse the Flames
5: Vangard Strike
[roll2]
[roll3] (removing the previous maneuver from the list)

EDIT: I dunno. You botched a grammar check? :smallconfused:

Sliver
2010-01-10, 04:52 AM
He submits. Initiative: [roll0]

If he wins, he steps forward into the middle of the room and casts color spray. Will.

Koretsu
2010-01-10, 04:55 AM
He certainly doesn't win with a 4 initiative. :smallsmile: (If he submits, that penalty to initiative just goes in the roll, since it doesn't go away like the attack penalty).

I'll use a move action to move up and attack with Steely Strike.

Attack: [roll0]
Damage: [roll1]

Koretsu
2010-01-10, 04:56 AM
Confirmation: [roll0] :smallsmile:

Stupid post cooldown...

EDIT: D'oh. Forgot to roll the crit's damage roll. Want to roll it? :smallredface:

Sliver
2010-01-10, 04:57 AM
I already included the penalty...

Anyway.. Down.. He explodes!

150xp, chain shirt, longsword.

Koretsu
2010-01-10, 05:03 AM
Awesome. Gained 2 hit points from the attack thanks to Martial Spirit. Use a full-found action to recover Steely Strike, netting me another 4 hit points via Vital Recovery. I'm back at a full 15 HP. :smallsmile:

Pole out, go out the eastern door, head north, follow the turn to the east, and to the door to the south. (By the way, if I pass any of those note cards, let me know. :smallsmile:)

At the door, ready my greatsword, switch to Stance of Clarity, and open the door. If memory serves, the orc was in this room?

Duel of Wills:
Concentration: [roll0]

Initiative: [roll1]

Crusader Maneuvers available:

1: Crusader's Strike
2: Stone Bones
3: Charging Minotaur
4: Douse the Flames
5: Vangard Strike
[roll2]
[roll3] (removing the previous maneuver from the list)

Sliver
2010-01-10, 05:11 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 B5, which you are just outside of, and another at B1. 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:[roll0](ignored. penalty included)

Koretsu
2010-01-10, 05:13 AM
He's first. Ignored doesn't give him a penalty of any sort. It just gives me a +2 bonus to attack rolls for the first turn.

Sliver
2010-01-10, 05:13 AM
(I meant submit..)

He charges "Stone Bones!"
[roll0] (forgot the -1. Your FF)
[roll1]

Koretsu
2010-01-10, 05:18 AM
Oh, this is going to be interesting... :smalleek:

Hit points remaining: 8 (5 points in Steely Resolve - Hit points remaining at the end of turn: 3)

Swift action to shift to Martial Spirit Stance.

Attack him, shouting: "Sapphire Nightmare Blade!"

Concentration: [roll0] (DC: Orc's AC)
Attack: [roll1] (If concentration check was a success, target is flat-footed)
Damage: [roll2]
If concentration check was a success: [roll3] additional damage.
On hit: Gain 2 hit points.

EDIT: Those numbers are incorrect, sorry. Add 1 to the attack roll, subtract 1 from the damage roll.

EDIT: HP remaining: 5

Koretsu
2010-01-10, 05:21 AM
I keep forgetting...

Crusader Maneuvers granted:

1: Crusader's Strike
2: Charging Minotaur
3: Vangard Strike
[roll0]

Sliver
2010-01-10, 05:23 AM
Hit.

"Steely Strike!"

[roll0]
[roll1]

Koretsu
2010-01-10, 05:25 AM
Missed.

"Stone Bones!"
Attack: [roll0]
Damage: [roll1]
On hit: DR5/Adamantine
On hit: Gain 2 HP

Crusader Maneuvers available:

1: Crusader's Strike
2: Douse the Flames
[roll2]


EDIT: Also, not to nitpick, but you can't use a maneuver on a charge unless it specifically says a charge is part of the maneuver. (Charging is a full round action, and using Stone Bones is a Standard Action)

Sliver
2010-01-10, 05:29 AM
Miss. He attacks:

[roll0]
[roll1]

Koretsu
2010-01-10, 05:33 AM
Miss.

"Crusader's Strike!"

Attack: [roll0]
Damage: [roll1]
On hit: Gain 2 hit points
On hit: Gain [roll2] hit points (unless target is Lawful Good).

All Crusader maneuvers open now.

Also, did you see my edit about charging and stone bones not working in tandem?

EDIT: HP Remaining: 9

Sliver
2010-01-10, 05:38 AM
Ah I see :smallredface: Well I believe he would still hit that one without the charging bonus..

He goes down.. 150xp, ripper, javelin, chainmail, Sundark Goggles, 300gp.

Koretsu
2010-01-10, 05:47 AM
Full round action to recover martial maneuvers, gaining 4 hp.

Hit points remaining: 13

Pole out, head out the northern door, follow it north, hang a right at the + junction, and east to the door. Greatsword out. Open the door. It's the Kobold that always dies!

Duel of Wills:
Concentration: [roll0]

Initiative: [roll1]

Crusader Maneuvers available:

1: Crusader's Strike
2: Stone Bones
3: Charging Minotaur
4: Douse the Flames
5: Vangard Strike
[roll2]
[roll3] (removing the previous maneuver from the list)

Sliver
2010-01-10, 05:51 AM
There is a blue card just before the + intersection.

Opening the door reveals the following room:
{table]|A_|B_|C_|D_|E_|F_
1||||||
2||||||
3||||||
4|||1|||
5||||||
6||||||[/table]
There is a door at A-6 west, which you are just outside of, another at E-1 and another at F-4. There is a kobold wearing a chain shirt and holding a short sword. He ignores the duel.
Initiative:[roll0]

Koretsu
2010-01-10, 05:52 AM
Grab the card on the way in. He goes first if his Dex is higher than 12.

Sliver
2010-01-10, 05:56 AM
He rushes forward, shadows flicker around him.

Attacks:

[roll0] (reduce by 2. Both..)
[roll1]

If one hits: [roll2] if both hit, add this: [roll3] cold damage.

You have 20% miss chance against him.

Koretsu
2010-01-10, 05:59 AM
Huh. Shunt 5 damage into steely resolve.

HP remaining: 7 (2 at the end of turn)

Attacking with Crusader's Strike.

Attack: [roll0]
Damage: [roll1]
Concealment: [roll2]
Concealment: [roll3]
On hit: Gain 2 hit points.
On hit: Gain [roll4] hit points (unless target is Lawful Good).

EDIT: HP Remaining: 6

Sliver
2010-01-10, 06:04 AM
And his down.

150xp, Chain shirt, short sword.

Koretsu
2010-01-10, 06:17 AM
Well, this is a smidge lower in hit points than I'd like to be... Hmmm... We'll risk it. I'll grab the kobold and take him along for the ride. Ten-foot pole out. Out the western door.

Follow it down the tunnel, turn north, follow it west, hang a right at the first intersection, which should lead me north to the bug's room. I'll open the door from 10-feet back with my pole.

Initiative: [roll0]

Crusader Maneuvers available:

1: Crusader's Strike
2: Stone Bones
3: Charging Minotaur
4: Douse the Flames
5: Vangard Strike
[roll1]
[roll2] (removing the previous maneuver from the list)

EDIT: Also, I recall a red card in this area? If so, I'll grab it without reading it.

Sliver
2010-01-10, 06:23 AM
The card is to the east of the kobold room...

You are greeted with acid and the bug is not intelligent.. [roll0] acid reflex DC14 half. Initiative: [roll1]. He is 15ft up the wall.

Koretsu
2010-01-10, 06:24 AM
He was able to hit me with acid from 15 feet up the wall when I was 10 feet down the hallway? That does not seem appropriate when the doorways had been previously described to me as medium sized.

Sliver
2010-01-10, 06:27 AM
Uh right.. missed that you open from far.. Delay the damage until you go through the doorway then.. He is aware of your position anyway so you can't screw the readied action.

Koretsu
2010-01-10, 06:32 AM
That's what the Kobold's for. :smallbiggrin: You said yourself the bug's got no intelligence score. I'll toss the Kobold into the square where the door opens. Even if he's blind and sees purely through tremorsense, that'll set it off (unintelligent creatures readied actions would have to be very basic, after all). I'll then set a readied action to attack should the bug enter my square. :smallwink:

Crusader Maneuvers available:

1: Stone Bones
2: Charging Minotaur
3: Vangard Strike
[roll0]

Sliver
2010-01-10, 06:35 AM
Ooh clever.. So I assume you wait for him to reach you so.. Yeah, go.. Then he attacks: [roll0] [roll1]

Koretsu
2010-01-10, 06:39 AM
Attacking with Crusader Strike.

Attack: [roll0]
Damage: 2d6+4 (I'll opt for minimal damage - 6)
On hit: Gain 2 hit points.
On hit: Gain [roll1] hit points (unless target is Lawful Good).

He missed. My turn.

If it's still alive, attacking with Steely Strike.

Attack: [roll2]
Damage: [roll3]

On hit: Gain 2 hit points.

Either way: HP remaining: 15

Sliver
2010-01-10, 06:42 AM
Both hit. He attacks: [roll0][roll1]
[roll2][roll3]

Koretsu
2010-01-10, 06:46 AM
More resilient than I thought he'd be. Both miss.

Attacking with Sapphire Nightmare Blade.

Concentration: [roll0] (DC Bug's AC)
Attack: [roll1] (Flat footed if Concentration check meets AC)
Damage: [roll2]
Additional damage: [roll3]

EDIT: Swap to Stance of Clarity as a swift action.

Sliver
2010-01-10, 06:49 AM
Aaaaaaand down..

150xp.

Koretsu
2010-01-10, 06:52 AM
Pole out. Out the western door. Follow the path to the end, turn north, hang an immediate left, and north to the door to the squirrel room. Open it with the ten foot pole.

Initiative: [roll0]

Crusader Maneuvers available:

1: Crusader's Strike
2: Stone Bones
3: Charging Minotaur
4: Douse the Flames
5: Vangard Strike
[roll1]
[roll2] (removing the previous maneuver from the list)

Sliver
2010-01-10, 06:57 AM
Initiative:

[roll0]
[roll1]
[roll2]

If one of these wins against you: Darkness fills the room

Anyway, your turn.

Koretsu
2010-01-10, 06:58 AM
I'll stand at the very edge of the darkness and set a readied action to attack should a squirrel attempt to bite my ankles.

EDIT: Forgot something important. Swapping to Martial Spirit stance. Warhammer and Heavy Shield out.

Sliver
2010-01-10, 07:01 AM
.. For how long? 'Cuz you wait..

Koretsu
2010-01-10, 07:02 AM
Fiiiine. Five foot step inside. Readied action to attack should something bite at me.

Fortitude Save: [roll0]

Sliver
2010-01-10, 07:14 AM
[roll0] damage.

All attack and disappear so you attack the first.. Don't forget the miss chance! :smalltongue:

[roll1] 1 damage.
[roll2] 1 damage.
[roll3] 1 damage.

Koretsu
2010-01-10, 07:20 AM
Maximum damage? Ouch. Shunting 5 points into steely resolve.

I'll attack with Stone Bones.

Attack: [roll0]
Damage: [roll1]
Concealment: [roll2]
Concealment: [roll3]
On hit: Gain 2 HP.
On hit: DR5/Adamantine until the end of my next turn.

If I hit: HP remaining: 11

If I missed: HP remaining: 8

Those HP totals are after the squirrels attacks. For my turn, I'll set another readied action.

Sliver
2010-01-10, 07:22 AM
Miss. What, all their attacks hit?

[roll0]
[roll1]
[roll2]

Koretsu
2010-01-10, 07:27 AM
One did. The difference is because landing the attack would give me DR against the one that hit, and gained me 2 hit points. Roll your confirmation so I know if I'm sitting at 5 or 6 hp here. Shunted into steely resolve either way.

Attacking the first one with Crusader's Strike.

Attack: [roll0]
Damage: [roll1]
Concealment: [roll2]
Concealment: [roll3]
On hit: Gain 2 hit points
On hit: Gain [roll4] hit points.

My turn: Set another readied action.

Sliver
2010-01-10, 07:46 AM
Miss. cofirmation: [roll0]

[roll1]
[roll2]
[roll3]

Koretsu
2010-01-10, 07:52 AM
One triggers my readied action. If I hit, I'm sitting at 6 HP. If not, 3.

Attacking with Steely Strike.

Attack: [roll0]
Damage: [roll1]
Concealment: [roll2]
Concealment: [roll3]
On hit: Gain 2 hit points.

EDIT: Won't bother with a confirmation roll. Sitting at 6 HP. Set a new readied action on my turn.

Sliver
2010-01-10, 07:54 AM
BAM! It explodes..

[roll0]
[roll1]

Koretsu
2010-01-10, 08:04 AM
Attacking the first one with Sapphire Nightmare Blade:

Concentration: [roll0]
Attack: [roll1] (target flat footed if Concentration check passes)
Damage: [roll2]
Concealment: [roll3]
Concealment: [roll4]
On hit: Gain 2 hit points.

Stop rolling so high.

EDIT: 4 HP remaining. My turn, readied action to attack.

Sliver
2010-01-10, 08:07 AM
Yeah, sure, I will stop rolling high for creatures that deal 1 damage and roll an 18 a couple of times for the scimitar dude. I'm sure that's what you want.

Due to the penalty of the failed concentration, you miss. (also, concealment)

[roll0]
[roll1]

Koretsu
2010-01-10, 08:10 AM
As I recall, the squirrels had an AC of 15. The -2 from my 17 attack would still hit. Concealment missed, though.

Attacking one with a basic melee attack.

Attack: [roll0]
Damage: [roll1]
Concealment: [roll2]
Concealment: [roll3]
On hit: Gain 2 hit points.

EDIT: Missed. My turn. Swift action to recover Warblade maneuvers. Gain 4 hit points via Vital Recovery. HP remaining: 7 I'll spend a move action to leave the room and shut the door. With the door shut, and assuming the squirrels can't pull a Giant Bee and open the door, I'll spend eleven rounds catching my breath. Actions from there to come in my following post.

Sliver
2010-01-10, 08:12 AM
Oh right.. Was looking at something else :smallconfused:

So.. miss..

[roll0]
[roll1]

Koretsu
2010-01-10, 08:18 AM
You're getting ahead of me. See above. :smallwink:

After eleven rounds, I'll open the door again. As I have spent 1 minute not using any maneuvers, or been the target of any attacks, I'm considered to have left the encounter. Assuming you don't want me to roll for initiative again, I'll five-foot step inside and set a readied action to attack a squirrel if it comes in reach.

Crusader Maneuvers available:

1: Crusader's Strike
2: Stone Bones
3: Charging Minotaur
4: Douse the Flames
5: Vangard Strike
[roll0]
[roll1] (removing the previous maneuver from the list)

Sliver
2010-01-10, 08:20 AM
Nah.. They don't open the door.. As soon as you close it though, they appear in the hall 15ft above you. Your turn.

Koretsu
2010-01-10, 08:23 AM
...Really? Huh... Well, at least I'm out of concealment.

Pull a dagger from my belt, and throw it at a squirrel.

Attack: [roll0]
Damage: [roll1]

Sliver
2010-01-10, 08:25 AM
One drops. The hall is filled with darkness. [roll0] DC13 for save or get 1 str damage.

Your turn.

Without having the chance to heal.. That means your down?

Koretsu
2010-01-10, 08:29 AM
I have 1 HP left.

Fortitude: [roll0]

Set a readied action to attack the squirrel should it come into reach.

Sliver
2010-01-10, 08:31 AM
Lets see..

[roll0]

Koretsu
2010-01-10, 08:32 AM
Attack with Steely Strike.

Attack: [roll0]
Damage: [roll1]
Concealment: [roll2]
Concealment: [roll3]

EDIT: If I miss, I'll use a move action to move 30 feet south and then set a readied action. If I've left the darkness, let me know.

Sliver
2010-01-10, 08:38 AM
I think 20 on the concealment roll is just enough.. Well.. Or not.. Bah..

BOOM!

150xp. If you want to wait for the darkness to clear, for how long do you wait?

Koretsu
2010-01-10, 08:47 AM
Huzzah! Sitting at 3 HP! :smalleek:

I'll head out and come back, maybe.

Shield and Hammer still equipped. Pole out. I'll head south, back to the T-junction, south again, follow it until it forces me west, turn north, stepping around the bullseye immediately to my west, all the way to the west, turn north, turn west, turn north again, and immediately turn east. That should put me outside the Hobgoblin's room. Swap to Stance of Clarity, ready my shield and hammer, and open the door.

Duel of Wills:
Concentration: [roll0]

Initiative: [roll1]

Crusader Maneuvers available:

1: Crusader's Strike
2: Stone Bones
3: Charging Minotaur
4: Douse the Flames
5: Vangard Strike
[roll2]
[roll3] (removing the previous maneuver from the list)

Moment of truth...

EDIT: Since I'm likely going first here, what's the goblin's size category?

Sliver
2010-01-10, 08:49 AM
He ignores the duel.

[roll0]

Medium.

Koretsu
2010-01-10, 08:54 AM
Move up and attack, after swapping back to Martial Spirit Stance. Using Sapphire Nightmare Blade.

Concentration: [roll0] (DC is his current, Flat Footed, AC)
Attack: [roll1]
Damage: [roll2]
Sapphire Nightmare Damage: [roll3]
On hit: Gain 2 hp.

EDIT: Sweet, sweet Gygax, let that be a hit. :smalleek:

Sliver
2010-01-10, 09:06 AM
Tsst.. Yeah, a hit..

He pulls out a potion, to drink. AOO him..

If you hit:
150xp, masterworked scimitar, masterworked studded leather, potion of cure moderate wounds

If you miss, your turn.

Koretsu
2010-01-10, 09:11 AM
Attack: [roll0]
Damage: [roll1]
On hit: Gain 2 hp.

If I missed, I attack on my turn with Steely Strike.

Attack: [roll2]
Damage: [roll3]

EDIT: If EVER there was a time for a Nat 20! :smallbiggrin: Swift action to recover my martial maneuvers.

HP Remaining: 11 (leveling up now)

Koretsu
2010-01-10, 09:19 AM
Current HP: 20 (out of 24)

Also, am I allowed to use the PHB2's retraining rules to replace a feat when I level up?

Sliver
2010-01-10, 09:21 AM
I believe so, but can't tell you for sure..

Koretsu
2010-01-10, 09:26 AM
I'll ask Tanaric later, then. Was going to drop Improved Initiative for Exotic Weapon Proficiency.

With that done, I'll head out the door I came in, back down to the T-junction, turning east down the hallway, stepping around the bullseye, and into the room through the eastern door.

Sliver
2010-01-10, 09:30 AM
There is a green note card near the hobgoblin room..

Unless I failed to follow your directions..

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. There are doors at C5, D2 and D1 north.

Koretsu
2010-01-10, 09:33 AM
That's the room :smallsmile: Still not gonna risk the green cards just yet...

I'll read the note.

Sliver
2010-01-10, 09:35 AM
“Greater rewards await the patient man, but only a fool waits forever.”

Koretsu
2010-01-10, 09:36 AM
Hmmm... Guess it's time to test my theory... I'll spend a half hour in the room, and then open the chest.

Sliver
2010-01-10, 09:38 AM
You find 7 platinum coins.

Koretsu
2010-01-10, 09:41 AM
Better than if I opened it immediately, I suppose...
With that done, I think we'll do some exploring of the unknown!

I'll head out the southern door, and head west. :smallsmile:

Sliver
2010-01-10, 09:43 AM
Your going to the room north of starting room?

Koretsu
2010-01-10, 09:46 AM
The hole in my map implies there's a room there, yes. Greatsword readied. In Stance of Clarity. Open the door.

Sliver
2010-01-10, 09:49 AM
Some distance into the hall there is an acid splash trap that you trigger with your poking. [roll0] touch attack vs FF. [roll1]

The room is 30X20ft large and there is a monstrous humanoid there. Initiative [roll2]

Koretsu
2010-01-10, 09:55 AM
I take 1. 19 hp remaining. Though I should point out that I have uncanny dodge now.

Duel of Wills
Concentration: [roll0]

Initiative: [roll1]

Crusader Maneuvers available:

1: Crusader's Strike
2: Stone Bones
3: Charging Minotaur
4: Douse the Flames
5: Vangard Strike
[roll2]
[roll3] (removing the previous maneuver from the list)

Koretsu
2010-01-10, 09:57 AM
My turn: Move up and attack the poor flat-footed sod with Sapphire Nightmare Blade. Also, how does he react to my duel of wills?

Concentration: [roll0]
Attack: [roll1] (+2 if he ignored the Duel of Wills)
Damage: [roll2]
SNB Damage: [roll3]
On hit: Gain 2 hp.

Sliver
2010-01-10, 10:02 AM
And down.. 150xp.

Koretsu
2010-01-10, 10:05 AM
Awesome. Full round action to recover maneuvers. Back to full HP.

I'll head out, and back north to the Hobgoblin's room. (Where did I find that second red card again? :smallconfused:)

From there, I'll head north, follow the corridor to the + junction, and follow it west. That should put me in the hallway with the two doors on either side. I'll take the door to the west, which, if memory serves, was the cake room. Describe it for me, again?

Sliver
2010-01-10, 10:09 AM
On your way to the hobgoblin room, you find a red note card!

Cake room!

{table]|A_|B_|C_
1|||
2|||
3|L||
4|||
5|||C [/table]
There is a door at A-2, which you are just outside of and another at C1 east. 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.

Koretsu
2010-01-10, 10:14 AM
The cake says to eat it after pulling the lever, and the note says the cake is a lie, right?

Also, someone confirmed retraining is legal in the OOC thread. Swapping Improved Initiative for Exotic Weapon Proficiency now (would have gone before the creature in the last encounter anyway).

Sliver
2010-01-10, 10:16 AM
Yeah. Word.

Koretsu
2010-01-10, 10:17 AM
I'll get a firm grip on the lever with both hands and pull. Not letting go this time. :smallwink:

Sliver
2010-01-10, 10:19 AM
Alright. You start falling up, then down. Your safe. What now?

Koretsu
2010-01-10, 10:21 AM
I poke the cake with my 10-foot pole. If that proves ineffective, I'll draw the pole back, and taste the tiniest possible bit of the cake, tasting for anything potentially dangerous (similar to the way you can taste a potion to attempt to identify it).

Koretsu
2010-01-10, 10:55 AM
...Does eating the cake kill the GM? :smallconfused: Do I get exp for that?

Sliver
2010-01-10, 10:59 AM
When you do something I don't know how to rule.. Darn you!

Koretsu
2010-01-10, 11:00 AM
Which part? Poking the cake, or tasting a sample? :smallconfused:

Sliver
2010-01-10, 11:05 AM
Tasting it.. I know there are rules for potions but it's a bit different with cakes.. It tastes like almonds! (I really don't know..)

Koretsu
2010-01-10, 11:09 AM
The cake tastes like almonds? :smallconfused: Healing cake, then?

Sliver
2010-01-10, 11:12 AM
I prefer Tanaric to give me ruling on that.. We can continue for now and return to that subject later if you want..

Koretsu
2010-01-10, 11:18 AM
As long as I'm not dead or poisoned, sure. :smalltongue: Out the western door. 10-foot pole out. Step around the bullseye outside the door. Follow the tunnel west, ready my greatsword, go into stance of clarity, and open the door.

Duel of Wills (targeting the pointy-toothed mage)
Concentration: [roll0]

Initiative: [roll1]

Crusader Maneuvers available:

1: Crusader's Strike
2: Stone Bones
3: Charging Minotaur
4: Douse the Flames
5: Vangard Strike
[roll2]
[roll3] (removing the previous maneuver from the list)

EDIT: Stance of Clarity targeting the elf, by the way.

Sliver
2010-01-10, 11:22 AM
Alright..
[roll0] (submits)
[roll1]

Koretsu
2010-01-10, 11:28 AM
Hmmm... Seems they're a smidge slow on the draw. I'll move in, move right past the elf, and take a swing at the mage with SNB (No AoO when you're flat-footed. :smallwink:).

Concentration: [roll0]
Attack: [roll1]
Damage: [roll2]
SNB damage: [roll3]

Crusader Maneuvers available:

1: Stone Bones
2: Charging Minotaur
3: Vangard Strike
[roll4]

Sliver
2010-01-10, 11:36 AM
Miss. He attempts to cast Obscuring Mist, triggering an AOO. If you hit, concentration: [roll0]. If he pulls it off, he will move away (triggering another AOO if you can make another one)

The elf rushes towards you. [roll1] [roll2] [roll3]

Koretsu
2010-01-10, 11:38 AM
Attack of Opportunity.

Attack: [roll0]
Damage: [roll1]

Either way, the elf hits.

HP remaining: 21

EDIT: I'll decide what to do once I know if a 16 hit the mage.

Sliver
2010-01-10, 11:41 AM
A hit. The spell fails.

Koretsu
2010-01-10, 11:44 AM
I'm going to assume the mage stepped back more than five feet, so I couldn't pursue without provoking an attack of opportunity. So I'll take a swing at the elf with Steely Strike after shifting into Martial Spirit stance.

Attack: [roll0]
Damage: [roll1]
On hit: Gain 2 hp

If the elf is dead, I'll move into melee with the mage again.

Sliver
2010-01-10, 11:46 AM
The elf is down. Mr Toothy 5ft steps and casts color spray. Will.

Koretsu
2010-01-10, 11:49 AM
I'll use Moment of Perfect Mind as an immediate interrupt, allowing me to make a Concentration Check in place of a will save.

Concentration: [roll0]

Sliver
2010-01-10, 11:50 AM
Your turn.

Koretsu
2010-01-10, 11:51 AM
I'll take a five-foot step closer to the mage and attack with a basic melee attack.

Attack: [roll0]
Damage: [roll1]
On hit: Gain 2 hit points

If I hit, I'll use a swift action to recover my expended warblade maneuvers.

HP remaining: 24

Sliver
2010-01-10, 11:55 AM
I believe sure it says you recover the maneuvers as a swift and can follow with an attack or nothing, not the opposite..

Anyway.. Dead..

150xp, 300gp, longsword, longbow, 10 arrows, studded leather, light shield, masterworked studded leather, rapier, crossbow, 10 bolts, gaudy noble’s outfit which I don't know the price of.

Koretsu
2010-01-10, 12:01 PM
Huh. So it does. I've had it backwards this whole time. Good to know. :smallredface:

Seeing as I didn't do it last time, I'll take a peek out the door to the southeast. :smallsmile:

Pole out, swap to Stance of Clarity.

Sliver
2010-01-10, 12:03 PM
The hall goes 20ft before turning east. 5ft into the hall there is a door on the western side.

Koretsu
2010-01-10, 12:07 PM
I'll go to the door, then. Greatsword out. Open the door. :smallsmile:

Sliver
2010-01-10, 12:10 PM
{table]|A_|B_|C_
1|||
2|1||
3|||
4|||
5|||
6|||[/table]
There is a door at A-1 west, B-1, and another at C-1 east. You are outside C1
There is a gnome sized figure with a white dragon’s head, ivory scales and short swords standing in the room, ignoring your duel.
Initiative:[roll0]

Koretsu
2010-01-10, 12:14 PM
Initiative: [roll0]

Duel of Wills: (Concentration DC 15) [roll1]

Crusader Maneuvers available:

1: Crusader's Strike
2: Stone Bones
3: Charging Minotaur
4: Douse the Flames
5: Vangard Strike
[roll2]
[roll3] (removing the previous maneuver from the list)

Koretsu
2010-01-10, 12:15 PM
Move up and take a swing at the flat-footed... thing? :smallconfused:

Using Steely Strike.

Attack: [roll0] EDIT: Forgot the duel bonus. +2 to the attack, for a total of 19 to hit.
Damage: [roll1]

For next turn:
Crusader Maneuvers available:

1: Crusader's Strike
2: Douse the Flames
3: Vangard Strike
[roll2]

Sliver
2010-01-10, 12:19 PM
Hit. It breathes at you! [roll0] cold damage, DC13 for half..[roll1]

Koretsu
2010-01-10, 12:22 PM
Reflex: [roll0]

Swap to Martial Spirit stance and take a swing at him with SNB.

Concentration: [roll1]
Attack: [roll2] EDIT: Concentration roll failed. -2 to hit.
Damage: [roll3]
SNB damage: [roll4]
On hit: 2 hit points gained.

Sliver
2010-01-10, 12:24 PM
Down it goes. Enjoy your 2 short sword, 4 darts and 150xp.

Koretsu
2010-01-10, 12:25 PM
Spiffy. Only 3 rooms left on the floor. I'll backtrack to the cake room, and take a look at the room with the four notes in it opposite the hall.

Sliver
2010-01-10, 12:28 PM
It's a room with 4 notes in it. You need to stand next to a note to read it.

Koretsu
2010-01-10, 12:31 PM
I'll read the first three, then. On each one, I'll flip it over and see if anything is written on the back.

Sliver
2010-01-10, 12:32 PM
“Fools rush in where angels dare not tread”, and “The follies of youth are best left behind”, and “See reverse side for care instructions” and on the reverse side “There is a reward in this room. The next note says where.”

Koretsu
2010-01-10, 12:34 PM
...I'll take a look at the next note. Is there any way I can look at it and only read the first word?

Sliver
2010-01-10, 12:37 PM
Yeah, the first word is “KABOOM!”

[roll0] force damage. Also, the ceiling starts to fall.
[roll1] falling bricks damage.

A sack falls down. Hay sticks out of it.

Koretsu
2010-01-10, 12:41 PM
Lovely. At least the damage roll was low.

Reflex: [roll0]

I'll prod through the sack with my pole. If nothing of note occurs, I'll take the sack, and empty it's contents on the floor.

EDIT: HP remaining: 20

Sliver
2010-01-10, 12:42 PM
2 potions roll out of the sack along the hay.

Koretsu
2010-01-10, 12:45 PM
Do they taste like almonds? :smallconfused:

Sliver
2010-01-10, 12:46 PM
They have a taste, yes.

Koretsu
2010-01-10, 12:51 PM
Of almonds? :smalltongue:

I'll take them with me and head out the door for the corridor with the final two rooms in it. I'll open the one with the grappler first (using my 10-foot pole so as not to stand on the bullseye). Using Stance of Clarity.

Duel of Wills
Concentration: [roll0]

Initiative: [roll1]

Crusader Maneuvers available:

1: Crusader's Strike
2: Stone Bones
3: Charging Minotaur
4: Douse the Flames
5: Vangard Strike
[roll2]
[roll3] (removing the previous maneuver from the list)

Sliver
2010-01-10, 12:59 PM
Submits (penalty included) [roll0]

Koretsu
2010-01-10, 01:02 PM
Lovely. Since I'm not willing to attempt to move in combat over that bullseye, I'll set a readied action to attack him should he enter my reach.

Sliver
2010-01-10, 01:03 PM
Alright.. He enters your reach..

Koretsu
2010-01-10, 01:05 PM
Steely Strike! :smallsmile: Let's see if I can hit his AC of 20.

Attack: [roll0]
Damage: [roll1]

Don't forget for his touch attack, he gets a -1 to the attack roll. :smallsmile:

EDIT: No. No I can not. :smallfrown:

Sliver
2010-01-10, 01:07 PM
Yeah.. Included in this one..

[roll0] Not that it matters..
[roll1]
[roll2]

Koretsu
2010-01-10, 01:09 PM
Missed. :smallsmile: I'll use a swift action to restore my maneuvers and then make a basic melee attack. (Back to full HP)

Attack: [roll0]
Damage: [roll1]

Sliver
2010-01-10, 01:11 PM
Miss.

[roll0]
[roll1]
[roll2]

Koretsu
2010-01-10, 01:12 PM
Miss! Steely Strike again!

Attack: [roll0]
Damage: [roll1]

Sliver
2010-01-10, 01:13 PM
BAM. Down. 150xp.

Koretsu
2010-01-10, 01:16 PM
Gosh, and golly, what could possibly be in the last, unexplored room?

Warhammer readied. Using Martial Spirit stance. That button was on an elevated platform, right? If so, I'll stand on the platform, push the button, and then jump down into the pit.

Jump check: [roll0]
Tumble check: [roll1]

Initiative Roll: [roll2]

EDIT: Forgot my armor check penalty to those rolls... Though even with a -6, I'd hit the DC 15 Jump and Tumble rolls needed to reduce fall damage... :smallredface:

Sliver
2010-01-10, 01:19 PM
Then it looks like no falling damage..

[roll0]

Koretsu
2010-01-10, 01:21 PM
And the swarm is flat-footed! :smallsmile:

I'll move up, warhammer in both hands, and take a swing with Steely Strike.

Attack: [roll0]
Damage: [roll1]

Sliver
2010-01-10, 01:27 PM
As swarms of diminutive creatures are immune to all weapon damage...

It moves into your square. [roll0] + fort save DC11 vs poison ([roll1] str damage). DC11 fort save vs distraction.

Koretsu
2010-01-10, 01:32 PM
D'oh.

HP Remaining: 19

Fortitude: (Poison) [roll0]
Fortitude: Distraction: [roll1]

Koretsu
2010-01-10, 01:34 PM
Because I forgot to roll them:

Crusader Maneuvers available:

1: Crusader's Strike
2: Stone Bones
3: Charging Minotaur
4: Douse the Flames
5: Vangard Strike
[roll0]
[roll1] (removing the previous maneuver from the list)
[roll2]

Koretsu
2010-01-10, 01:38 PM
M'kay. Swing my torch at the bugs using SNB:

Concentration Check: [roll0]
Attack: [roll1]
Damage: [roll2] (Furious counterstrike's attack and damage bonus is untyped, and should thus apply here)

Move action to move to a far corner of the room.

Sliver
2010-01-10, 01:40 PM
The hole isn't so big for you to dodge the swarm that way.

[roll0] + fort save DC11 vs poison ([roll1] str damage). DC11 fort save vs distraction.

Koretsu
2010-01-10, 01:44 PM
Fortitude (poison): [roll0]
Fortitude (distraction): [roll1]

HP remaining: 15

Koretsu
2010-01-10, 01:45 PM
Use a swift action to recharge my maneuvers, and attack with the torch. Back up to 19 20 HP. EDIT: I just realized I've forgotten that I leveled up. That heals me for 5 now. :smalltongue:

Attack: [roll0]
Damage: [roll1]

Sliver
2010-01-10, 01:46 PM
[roll0] + fort save DC11 vs poison ([roll1] str damage). DC11 fort save vs distraction.

Koretsu
2010-01-10, 01:47 PM
Fortitude (Poison): [roll0]
Fortitude (Distraction): [roll1]

HP remaining: 20 (also forgot to heal for 2 from martial spirit on the last 2 hits... :smallredface: Must be getting tired)

Koretsu
2010-01-10, 01:48 PM
I'll take another swing of my torch using Steely Strike!

Attack: [roll0]
Damage: [roll1]
On hit: Gain 2 hit points.

Sliver
2010-01-10, 01:50 PM
Miss.

[roll0] + fort save DC11 vs poison ([roll1] str damage). DC11 fort save vs distraction.

Koretsu
2010-01-10, 01:51 PM
Fortitude: Poison: [roll0]
Fortitude: Distraction: [roll1]

HP remaining: 14

Koretsu
2010-01-10, 01:52 PM
Attacking the swarm with the torch using Sapphire Nightmare Blade.

Concentration: [roll0]
Attack: [roll1]
Damage: [roll2]
On hit: Gain 2 hit points.

Sliver
2010-01-10, 01:54 PM
Hit.

[roll0] + fort save DC11 vs poison ([roll1] str damage). DC11 fort save vs distraction.

Koretsu
2010-01-10, 01:56 PM
Fortitude (Poison): [roll0]
Fortitude (Distraction): [roll1]

HP remaining: 13

Koretsu
2010-01-10, 01:58 PM
Screw it.

"Tanaric's Lesser Explosive Rune"

[roll0]

Bugs are dead. I'll climb out and hit the vending machines. That's the first floor cleared, with the exception of the cake matter. 150 exp for the bugs. Do I get any bonus exp for doing a full clear? :smallsmile:

Koretsu
2010-01-10, 02:03 PM
Also, what's the sale price on the noble's outfit and the sundark goggles?

Sliver
2010-01-10, 02:09 PM
You know the answer for the bonus xp.

Sundark Goggles standard price (sells for 5gp), noble outfit I don't know.

Koretsu
2010-01-10, 02:24 PM
M'kay. Tallying up my spoils. Buying the following items from the Vending Machines:

Masterwork Jovar (Planar Handbook)
5x Potions of Faith Healing (Heironious)
Banded Mail armor.

I'll make more purchases if I think of something else. In the meantime, spend an hour practicing with the Jovar, allowing Weapon Apptitude to shift Exotic Weapon Proficiency and Weapon Focus to accommodate my new weapon. With that, I'm going to go to bed for the night. Thanks for running the dungeon with me, Sliver. :smallsmile:

Sliver
2010-01-10, 02:26 PM
Thanks for running the dungeon with me, Sliver. :smallsmile:

Twice.. No problem :smalltongue:

Would you like me to PM you when I get the notes for the second floor? (and cake answers)

Koretsu
2010-01-10, 10:42 PM
That'd be super, thanks. :smallsmile:

Tanaric
2010-01-10, 10:49 PM
Allllmost done with the floor 2 notes. I can start you there if you like (and if Sliver won't e-glare at me for stealing his one survivor thus far. :smalltongue:)

I PM'd Sliver about the cake, but he's offline. *shrug* Did you want to taste it or what?

Koretsu
2010-01-10, 11:39 PM
Sure. Do I taste anything that might be potentially off about it?

Tanaric
2010-01-10, 11:42 PM
Not unless you're using Detect Poison. :smallwink:

Fort save.

Koretsu
2010-01-10, 11:54 PM
Not unless you're using Detect Poison. :smallwink:

Fort save.

I'm suddenly reminded of something... (http://www.giantitp.com/comics/oots0375.html)

:miko: "Just be happy the dosage on these potions poisons don't need to be adjusted for body weight."

I'd like to argue that if I'm tasting the smallest bit of cake I possibly could, rather than shoveling bites into my mouth, that this is the ideal time for the golden rule of D&D to take effect: A +2 circumstance bonus. I'll leave that up to you, though...

Fortitude: [roll0]

EDIT: Oh, hey. Natural 20.

Tanaric
2010-01-10, 11:56 PM
Aaaand a secondary save, since the 20 obviously passes.

Koretsu
2010-01-10, 11:57 PM
I'll make a heal check along side it, and use the better of the two rolls.

Fortitude: [roll0]
Heal: [roll1]

Tanaric
2010-01-10, 11:57 PM
Well, shoot, you're no fun.

Koretsu
2010-01-11, 12:01 AM
Assuming I don't get any exp for defeating your cunning trap based on five year old game references, I'm not sure there's anything else left to do on this floor.

Tanaric
2010-01-11, 12:02 AM
If you want to start on the second floor, just say so.

My references may be old, but not as old as... your... mom! Yeah, that's right.

Koretsu
2010-01-11, 12:05 AM
Well, ya got me there... My mom is certainly more than five years old. Go ahead and start up the second floor, then. I may look around a bit and hold off for Sliver, though. I like his dice rolls more than yours. :smallredface:

Tanaric
2010-01-11, 12:13 AM
Because I have direct influence over the RNG. :smalltongue:

You come to in the following room:{table]|A_|B_|C_|D_|E_|F_|G_|H_
1|x|x|||||x|x
2|x|||||||x
3||||||||
4||||||||
5||||||||
6|x|||||||x
7|x|x|||||x|x[/table]

There is a door at D-1, and another at D-7. There are vending machines in the room, with a notice that you can use these precisely once.

Koretsu
2010-01-11, 12:18 AM
I smash the machines open and take their contents.

I'll take a peak out both doors to see what I can see.

Tanaric
2010-01-11, 12:23 AM
The north door reveals a dimly lit corridor flooded with murky water, running to the east and west. To the east, it runs for thirty-five feet before turning south. To the west, it runs for thirty feet before turning south.

The south door reveals a 15-foot wide corridor, also flooded with water. It runs south for fifty feet before ending in a sandy beach that continues for another thirty feet, ending in a door.

Twenty feet to the south, the waterway splits east.

Koretsu
2010-01-11, 12:26 AM
Hmmm... How deep is the water?

Tanaric
2010-01-11, 12:27 AM
Indeterminate from a visual inspection. The murkiness keeps you from seeing very far down. You can tell that it's at least ten feet deep though.

Koretsu
2010-01-11, 12:31 AM
Interesting... Oh, by the way! What's the sale value of that Gaudy Noble's outfit? Sliver couldn't figure it out.

Tanaric
2010-01-11, 12:32 AM
Half of a normal noble's outfit, then halved again for selling.

Koretsu
2010-01-11, 12:38 AM
Gonna go ahead and add that to my gold, then. Now then... are these dungeon corridors devoid of any walking space?

Tanaric
2010-01-11, 12:40 AM
Unless you can walk on the walls, yeah.

The water is very calm though. Rather like a kiddie pool.

Koretsu
2010-01-11, 01:25 AM
Well, at least in the water I can be mildly hopeful I won't set off too many traps. Okay. Here's what I'm going to do. I'll take off my armor, stow it in my bag, and get into the water. Ten foot pole's out to see if I can feel the bottom of the water. If not, I'll start swimming (take 10), keeping the pole ahead of me at a downward angle to give me some notice if the situation changes. I'll start moving down the corridors, making certain to not interact or get too close to anything that seems unusual. If at any time it starts nearing an hour, I'll find a spot to stop swimming (not opening any doors, however), rest for a few minutes, and then resume. If I walk in any areas that are dry land, I'll put my armor back on, and then explore the corridor, in a similar fashion, using the ten-foot pole to probe the area ahead of me. Once I've explored the corridors, I'll head back to the room with the vending machines.

tl;dr: Can I have a map of the dungeon corridors? :smalltongue:

Tanaric
2010-01-11, 01:26 AM
Nnnnot really, no. Or, at least, you probably don't need the map just yet. Which door are you leaving out of? Which way are you heading?

Koretsu
2010-01-11, 01:34 AM
I thought that was a very good plan. :smallfrown:

I'll head south towards the door, then.

Tanaric
2010-01-11, 01:38 AM
I wasn't saying you couldn't have the map, just that it would likely take me more time to blank out stuff than it would take to do this.

As you wade past the split to the east, something brushes against your foot. Roll initiative. And a spot check, for good measure. :smallsmile:

Init: [roll0]

Edit: The split east continues for forty-five feet before joining with another sandy beach. After forty-five feet, it splits north into a five-foot wide waterway.

Just in case you want to, you know, swim for your life in that direction or something.

Koretsu
2010-01-11, 01:52 AM
What do you have to blank out, precisely? It's not like the size of the rooms would be big surprises at that point... :smallconfused:

Duel of Wills: [roll0]

Initiative: [roll1]

Spot: [roll2]

Currently in Stance of Clarity.

Sliver
2010-01-11, 02:01 AM
(lets say it submits..)

A weird creature, looks like a cross between an eel and a human, comes into view as he is about to strike you with a crude bone spear.

[roll0] (penalty included)
[roll1]

Tanaric
2010-01-11, 02:04 AM
Whatever it is ignores your challenge.

Note that the water is essentially obscuring mist in water form. 5ft away has concealment, 10ft away has total.

Something that looks like a cross bewteen a human and an eel swims up to right under your feet. Its skin is mottled blue and white, and primitive appendages take the place of its arms and legs. In its armlike appendages it holds a spear. Its head is that of an eel, with a large circular mouth filled with razor sharp teeth.

It attempts to savage you with spear and teeth.

Spear: [roll0] for [roll1]
Bite: [roll2] for [roll3]

PFFT. Ninjas. Whatever. :smallyuk:

Sliver
2010-01-11, 02:09 AM
Tanaric:
I used the single attack action, chosen a spear instead of pincers, with next round planning on 2 pincers and a bite for it to latch. Is it correct?

Koretsu
2010-01-11, 02:09 AM
I liked Tanaric's roll better. :smalleek:

HP Remaining: 14

I'll pull my sword, swap to Martial Spirit stance, and take a swing with Steely Strike.

Attack: [roll0]
Damage: [roll1]
Concealment: [roll2]
Concealment: [roll3]
On hit: Gain 2 hp.

EDIT: HP Remaining: 16

Tanaric
2010-01-11, 02:10 AM
Sliver:I had it positioned under the character, but then I realized I was confusing it with another aquatic monster that has blindsense in the water, and would have sensed the arrival early. This one doesn't. Your version is correct.

Edit: Relevant aquatic combat link. (http://www.dandwiki.com/wiki/SRD:Aquatic_Terrain#Underwater_Combat)

Koretsu
2010-01-11, 02:11 AM
Roll to confirm (So glad I got that Jovar. :smallsmile:)

Attack: [roll0]
Damage: [roll1]

Sliver
2010-01-11, 02:23 AM
Does that include relevant penalties?

Koretsu
2010-01-11, 02:24 AM
Apparently not, no. :smallfrown:

Tanaric
2010-01-11, 02:25 AM
Don't forget the swim check to see if you manage to keep your balance while fighting.

Koretsu
2010-01-11, 02:28 AM
[roll0] DC 10

Sigh. I feel vaguely like I'm being ganged up on by GMs. :smallyuk:

Tanaric
2010-01-11, 02:30 AM
But if I went to sleep, who would point out all the obnoxious rules? :smalltongue:

Sliver
2010-01-11, 02:33 AM
Tanaric:
Where the Concealment miss chance comes from?

Hmm.. It says you drown only if you fail by 5 or more.. The only effect now is that you can't move.. so..

It attacks you with pincers and a bite.

Pincers:
[roll0]
[roll1]

[roll2]
[roll3]

Bite:
[roll4]
[roll5]

If bite hit: It attaches itself to you

Tanaric
2010-01-11, 02:34 AM
Sliver:Unless the creature is attacking from above the water, the water functions like Obscuring Mist.

Edit: S/he can still attack, just with a -2 penalty and half damage, IIRC. Attacks against a creature flailing about in the water get a +2 bonus, and said creature loses its dex bonus to AC.

Koretsu
2010-01-11, 02:39 AM
I've got uncanny dodge. Of course, I'm also unarmored at the moment.

HP Remaining: 4

Because I forgot last turn:
Crusader Maneuvers available:

1: Crusader's Strike
2: Stone Bones
3: Charging Minotaur
4: Douse the Flames
5: Vangard Strike
[roll0]
[roll1] (removing the previous maneuver from the list)
[roll2]

Koretsu
2010-01-11, 02:41 AM
Swim check: [roll0]

If successful, attacking with Stone Bones.

Attack: [roll1]
Damage: [roll2] (half damage)
On hit: Gain 2 hit points.
On hit: DR5/Adamantine

Tanaric
2010-01-11, 02:43 AM
Uncanny Dodge doesn't apply to being off balance in the water, as far as I know.

And now, I'll leave you to Sliver's tender loving clutches. I need sleep.

Sliver
2010-01-11, 02:43 AM
Aaand you go underwater..

Damage:

[roll0] -1 damage.. wrong entry..
[roll1]

Tanaric:
In the first floor I let people restart rooms freely because I assumed it won't make much difference and there was no need for them to pass everything again with the same character.. But for characters going from the first floor to here there is a difference, so.. No rewinds this floor? New characters can rewind?

Tanaric
2010-01-11, 02:47 AM
Sliver:Considering that the second floor is a save point, I don't see the harm in rewinding...

Koretsu
2010-01-11, 02:48 AM
Uncanny dodge applies whenever I would normally be denied my dex bonus to AC, with the explicit exception of being immobilized. Not that it matters, as I'm dead.

So, do I start back at Bernie, or can we just start off at the vending machines?

Tanaric
2010-01-11, 02:49 AM
You can restart here. There's no point in making you trudge back through the first floor again.

Sliver
2010-01-11, 02:49 AM
Start of this floor, vending machines.

Tanaric:
Alright.. Now really last question.. The will DC for the Sink is the minimum of 14?

Tanaric
2010-01-11, 02:51 AM
*conspiratorial whispers*

Sliver:Yes.

Koretsu
2010-01-11, 02:54 AM
Lovely. Can I have a map this time? :smallconfused:

Also, can I currently still use the vending machines, as we've technically rewound to the start of the dungeon?

Tanaric
2010-01-11, 02:56 AM
The vending machines from floor 1 are on that floor. There are vending machines in this starting room that have a single use whenever you want to buy stuff.

Sliver
2010-01-11, 02:59 AM
I could give you a map of the little you have explored..