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Tanaric
2010-01-12, 09:30 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||D|
3|||
4|||[/table]

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

DM notes:Sheet. (http://www.myth-weavers.com/sheetview.php?sheetid=166056)

pirateking89
2010-01-12, 11:21 PM
OOC: You rock, thanks Tanaric.

Daibhid checks his various equipment, ensuring his Soulmelds are fully effective and shaped, as well as the more mundane gear in his pack and the straps and attachments of armor and shields.
After that, he walks around and makes a full examination of the room and the door leading out.

Search room: [roll0]
Search door [roll1]

After that he prods at the door to ensure he didn't miss any traps, then listens at it with his listening cone.

[roll2]

Tanaric
2010-01-12, 11:29 PM
You don't find anything of note. Poking the door makes some noise, but nothing else. Listening at the door doesn't reveal anything out of the ordinary.

pirateking89
2010-01-12, 11:43 PM
With that, Daibhid presses himself flat against the wall opposite the direction the door opens, then pushes it open, exposing only his pole to the entrance. After waiting 15 seconds, he peeks around the corner.

Tanaric
2010-01-13, 03:28 PM
It is dark. You are likely to be eaten by a Grue.

There's an unlit hallway running to the east and south. You need a light to see more.

pirateking89
2010-01-13, 05:13 PM
Daibhid retrieves the torch out of the sconce and sticks it out into the hallway from the same position, attempting to stay hidden behind the door frame and straining his eyes to take maximum advantage of the low light.

OOC: Low light vision for 120 feet.

Tanaric
2010-01-13, 08:27 PM
To the south, the hall runs for thirty feet before teeing to the east and west. After twenty feet, it splits east.

To the east, it runs for eighty feet before turning south. 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. At the bend, there is a door on the east side of the hall.

pirateking89
2010-01-13, 10:47 PM
Daibhid steps out into the hall and starts East, checking for traps as he goes both by searching and by pushing his collapsible pole out 10 feet in front of him.
He stops at the door, searches it for traps, listens at it, then opens it.

Search hall: [roll0]
Search door: [roll1]
Listen:[roll2]

Tanaric
2010-01-14, 07:12 PM
At the split to the north and south, you see that the hall continues to the north for twenty feet before turning east, and to the south for twenty feet before turning west. Fifteen feet to the south, there is a door on the east side of the hall.

Ten feet beyond the split, you poke the floor and it falls out, revealing a 20-foot deep pit.

pirateking89
2010-01-14, 08:21 PM
Is there enough room to go around the pit?

Tanaric
2010-01-14, 08:24 PM
The halls are 5 feet wide. It's a five foot square pit.

pirateking89
2010-01-14, 11:54 PM
Daibhid walks back down the hallway to prep for a running jump, then examines his heavy armor and shield and looks back at the pit.
"Another way, then."
He turns around and walks up the north fork just behind him.

Tanaric
2010-01-15, 03:36 PM
At the bend, the hall goes east for ten feet, then north for ten feet before teeing to the east and west. To the east, it runs for fifty feet before turning south. After twenty feet, it splits north. After thirty feet, there is a door on the south side of the hall. At the bend, there is a door on the north face of the hall.

To the west, it runs for thirty feet before turning north. After twenty feet, it splits north.