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Tanaric
2010-01-16, 02:36 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||K|
3|||
4|||[/table]

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

DM notes:Sheet. (http://www.myth-weavers.com/sheetview.php?sheetid=179109)

Chemus
2010-01-16, 09:14 PM
Klank gets out his glaive and prods the floor, trying to set off traps 10' ahead or behind himself, as SoP. His liquid sunlight is tied to the top of the hat on his head.

He prods, then opens the door...if the corridor outside the door turns, he goes left, prodding along...

Tanaric
2010-01-18, 10:24 PM
Opening the door reveals a 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 pellet's light. After ten feet, it splits to the north and south. After thirty feet, there is a door on the north side of the hall.

Chemus
2010-01-18, 10:46 PM
Klank prods along east, testing all squares 10' before he gets there. At intersections, he prods to the sides as well as ahead.

Tanaric
2010-01-19, 03:08 PM
At the split to the north and south, the hall runs to the north for twenty feet before turning east, or south for twenty feet before turning west. After fifteen feet to the south, there is a door on the east side of the hall.

You then poke the floor ten feet to the east, and the floor falls out, revealing a twenty foot deep pit, five feet long.

Chemus
2010-01-19, 08:43 PM
Klank steps up to the pit, tests the far side, tests 5' and 10' out to both the north and south. Assuming that the floor 5' east of the pit east of the intersection seems solid, Klank moves 20' west. He then lives up to his name, running 20' east before taking 10 to jump over the 5' pit. Testing the floor again, before the door, he also concentrates to defect evil. If his evildar shows nothing, and the door is wooden, thus susceptible to such divinations, he continues east, prodding along.

Tanaric
2010-01-20, 01:45 PM
The door, and all others, are sliding metal, thick enough to block divination effects. What do you want to do with that in mind?

Chemus
2010-01-20, 02:19 PM
Change paladin for something useful

"If there's something in there, it must have heard me jump that pit (DC 10-20 (running) -6 (Skill modifier) +5 (or higher?) for the door = DC -11 even if it was sleeping it heard, assuming taking 10 on MS while running). Well there's nothing for it, I'll just have to open the door and see what's inside" Klank mutters to himself.

Klank stands 10' east of the door and slides it open with the glaive, if he can. (Initiative [roll0]

Tanaric
2010-01-21, 11:05 AM
I suppose you can, but you can't see anything inside from there.

Chemus
2010-01-21, 02:00 PM
The door didn't explode, and nothing came out immediately, so Klank moves into the room as his part of his move action (presuming rounds here). If the room is occupied: he tries to move close enough to the nearest occupant to hit with the glaive. He hits AC [roll0] for [roll1], if he can get within reach.

Otherwise, he checks the floor with his glaive.

Tanaric
2010-01-22, 01:49 PM
You get a blast of entangling fire when you enter.

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

Opening Entering the door reveals the following room:

{table]|A_|B_|C_|D_|E_
1|||||
2|||||
3|||1||
4|||||
5|||||[/table]

There is a door at A5 south, which you are just outside of, and another at E1 north.

There is an incredibly ugly, blue-scaled humanoid inside the room. Blue and red flames flicker in its open mouth. It wears long robes, but they are so worn and burnt that they do very little to conceal the chainmail beneath them.

Initiative: [roll2]

Chemus
2010-01-22, 10:49 PM
Reflex: [roll0]
Initiative (for if the previous roll doesn't count...): [roll1]
Whether or not this is continuing Klank's action of moving to enter the room, he chooses to move 10' north to A4 and attacks the blue thing, hitting AC [roll2], for [roll3] slashing damage.

Tanaric
2010-01-23, 03:55 PM
You make the reflex save, and your previous initiative roll counts. It's just hard for me to remember if you roll initiative early is all.

He breathes a short gout of electricity on you, dealing [roll0] electric damage, reflex half. He then 5-fts to the east.

You take [roll1] ongoing fire damage from the entangling fire.

Chemus
2010-01-23, 05:39 PM
As Klank took his turn on 21, his fast healing healed the 1 point of damage that he took after the readied action of the monster fired off, no? And it fires again, reducing the 6 damage to 5. Reflex [roll0]

Klank adjusts 5' NE to B3, and attacks with the glaive again [roll1] for [roll2].

Tanaric
2010-01-25, 01:18 PM
Ongoing fire damage: [roll0]

He then fires another line of fire over you, dealing [roll1] damage, reflex half.

Chemus
2010-01-25, 09:45 PM
The 3 points drop Klank to 0, and the 5 points take him to -2 if he makes this save: [roll0], and to -5 if not. His fast healing heals 1 point of damage, taking him to -1 or -4, respectively. He's inert this round. Fortification roll to negate the critical if a CDG happens (1-25=no Crit, right?): [roll1]. Fort save versus CDG (if it happens): [roll2].

Tanaric
2010-01-27, 03:40 PM
Unfortunately, Bernie doesn't have any weapons. He does, however, have an unlimited breath weapon. I guess he keeps torching the strange tin can until you hit -10.

Chemus
2010-01-27, 07:11 PM
...Yep. Dead-un No., 3. In the words of Marvin the Martian, 'Back to the old drawing board...'