PDA

View Full Version : Neverending Dungeon - Charlie



Tanaric
2010-01-16, 02:38 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||C|
3|||
4|||[/table]

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

DM notes:Sheet. (http://www.myth-weavers.com/sheetview.php?sheetid=178748)

vollmond
2010-01-16, 02:57 PM
Woooo here we go.

Charsheet (http://www.myth-weavers.com/sheetview.php?sheetid=178748)

Procedures/Stats:

Unless otherwise noted, the mule will follow me at a distance of 30 feet, and remain outside any rooms I enter.

Note that I have trapfinding.

Search procedure:
1) use ladder to check square 10 feet away for tripwires, etc.
2) use ladder to push 50-lb sack of wheat into that square
3) move forward
4) repeat

Door opening procedure:
1) take 20 on a search check (for 25)
2) poke the door with ladder (multiple times, until nothing happens)
3) drop ladder on floor near door (returns me to light carrying weight)
4) Open the door

Darkvision 60'
Low-light Vision
Immune to magic sleep & paralysis
Rageclaws

HP: 13/13
AC: 20, ff 15, t 19
Active Stance: none
Remaining ki: 5/5


I'll light my hearthfire lantern (24 hours duration) and hang it off the mule's tack somewhere so it can see.

Using SOP, search the whole room and then focus on the door.

Tanaric
2010-01-18, 10:11 PM
You don't find anything special in the room or on the door.

Opening the door reveals a hall that runs 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.

vollmond
2010-01-18, 10:19 PM
Welcome back! Let's get right into it, shall we? I'll head east to that door you mentioned and try to get in.

edit: Using SOP unless I say otherwise, of course.

Tanaric
2010-01-18, 10:42 PM
I really, really hate the concept of ladders being used as trap-springing devices. Not that it'll make the dungeon fall in on you or anything because of personal taste, but the whole concept is ludicrous.

Anyway. At the split to the north and south, you see that the hall continues north for twenty feet before turning east, or 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 further to the east, you poke the floor and it falls out, revealing a 5-ft square pit.

vollmond
2010-01-18, 11:04 PM
Oh, I fully agree. On the other hand, I could spend 2 sp on a 10-foot pole or a quarter of that on 2 10-foot poles with some crossbars that may be multipurpose in a pinch (such as now, maybe).

How wide are the hallways in here? If they're wider than 5 feet, I'll go around the pit.

If the pit is as wide as the hallway, I'll lay my ladder down over it and climb across (I presume the DC for this would be <=0, but here's a roll just in case [roll0]). Then I'll pull the ladder after me, and get to the door. I'll leave the mule where it is for now (I don't think it will need to jump to stay within 30 feet of me).

edit: Both of these are after checking the far side for traps, of course.

Tanaric
2010-01-19, 03:12 PM
The halls are five feet wide.

You use your multipurpose trapfinder/pit defeater to go across the pit. Cue victory music.

You don't see anything on the door when you take a couple minutes to search it, and poking it does nothing but make a lot of noise.

vollmond
2010-01-19, 09:08 PM
Ok, I'll drop the ladder and open the door.

Tanaric
2010-01-19, 09:21 PM
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 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.

You get a blast of entangling fire in your face when you open the door.

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

Initiative: [roll2]

vollmond
2010-01-19, 09:32 PM
[roll0] Is that half rounded up or down? edit: not that it matters...

[roll1]

edit: also, do I know the radius of the entangling effect?

Tanaric
2010-01-19, 09:47 PM
It's the fire.

Yes, entangling fire. It's on you, and nothing else.

Also, damage rounds down, minimum of 1.

vollmond
2010-01-19, 10:06 PM
Ok, ignore the fire for now. Move at half-speed up to the creature, free action to activate Punishing Stance, then Steely Strike attack

[roll0] (including Steely Strike and entangle modifiers)
[roll1]
[roll2] (if he's flat-footed)

Tanaric
2010-01-20, 01:55 PM
Hit. Dead. 150 xp and chainmail for your troubles.

The entangling fire continues to burn you.

[roll0] round 1
[roll1] round 2
[roll2] round 3

vollmond
2010-01-20, 02:01 PM
Can this fire be extinguished by rolling on the ground? If so, 2 more saves (with bonus)

[roll0]
[roll1]

edit: not that it matters. i presume that's not enough to beat the DC

In any case, I'll head back to my mule (loading the chainmail into the pack saddle), then head north at the interesection I already passed.

edit2: oh, and unless I say other wise, I'm not using my stance while exploring. assume it deactivates at the end of combat.

vollmond
2010-01-21, 09:10 AM
FYI, I will probably be offline most of the weekend starting now.

Tanaric
2010-01-22, 02:43 PM
The fire has no method of being extinguished as far as I know.

At the junction, you go north, then east for ten feet, then north for ten feet before finding yourself in an east/west T. To the west, it runs for thirty feet before turning north. After twenty feet, it splits north.

To the east, it runs for fifty feet before turning south. After twenty feet, it splits north. After thirty, there is a door on the south side of the hall. At the bend, there is a door on the north side of the hall.

vollmond
2010-01-23, 10:03 AM
My 5 HP and I will head toward the first door you mentioned and try to open it.

Tanaric
2010-01-23, 03:56 PM
It opens into the north side of Burny Bernie's room. On the way there, you saw that the northern split goes for ten feet before turning east, with a door on the north side of the bend.

vollmond
2010-01-23, 07:25 PM
Well that was anticlimactic. I'll head back to this new door you mention, then.

Tanaric
2010-01-25, 01:21 PM
At the door to the north, you see that the hall goes east for ten feet before turning north. There is a large red notecard pinned to the wall there.

vollmond
2010-01-25, 01:49 PM
I'll ignore the notecard for the moment and focus on this door; i'll try to open it.

Tanaric
2010-01-26, 03:00 PM
Opening the door reveals the following room:{table]|A_|B_|C_|D_|E_|F_
1||||||
2|||1|||
3||||||
4||||||[/table]

Inside, you see the following: This gaunt humanoid’s wrinkled gray skin seems too ample for its body. A plume of ragged hair hangs from the back of its skull, and patches of its skin are also hairy. It crouches low, snarling as long claws extend from its fingers.

There is a door at F-4, south side, which you are just outside of, and another at A-3.

Initiative: [roll0]

vollmond
2010-01-26, 03:05 PM
Hmmm
[roll0]

vollmond
2010-01-26, 03:12 PM
Move: move to D3
Swift: Enter Punishing Stance
Standard: Steely Strike claw attack!

[roll0] edit: *headdesk*
[roll1]
[roll2]

Tanaric
2010-01-27, 03:57 PM
That hits, but doesn't kill it. It responds with two claw attacks.

[roll0] for [roll1]
[roll2] for [roll3]

vollmond
2010-01-27, 04:04 PM
Might I request that you borrow Sliver's dice from now on? kthx

Would my Punishing Stance bonus damage apply to each attack if I did a full attack with claws + bite?

vollmond
2010-01-27, 04:06 PM
In either case, I'll go ahead and full attack. Only apply the 1d6 to my first attack, if applicable.

[roll0]
[roll1]

[roll2]
[roll3]

[roll4]
[roll5]

Tanaric
2010-01-28, 05:46 PM
And it's dead.

150 xp.

vollmond
2010-01-28, 06:31 PM
No loot? Crap.

Hmm I think there was at least one other door I've seen but haven't entered yet? I'll go back to it and see what it yields.

Tanaric
2010-01-29, 02:14 PM
The one down the eastern hall? Very well.

Opening the door reveals the following room:{table]|A_|B_|C_|D_
1||||
2||C|C|
3||C|C|
4||C|C|
5||||[/table]

There is a large chest in the room, with a note hanging from its latch.

There are doors at C-5, which you are just outside of, D-1 north, and D-2.

vollmond
2010-01-29, 02:42 PM
ugh, another note. reading OOTS makes me very leery of notes...

I'll do my exploring SOP for the whole room, then come back to the front of the chest and read the note. Actually, I'll stand as far off to the side as I can and still see it, and read it from there :smallsmile:

Tanaric
2010-01-29, 02:49 PM
The only rules I know for reading come from Explosive Runes, which state that you must be adjacent.

The room seems normal. The note says "Greater rewards await the patient man, but only a fool waits forever."

vollmond
2010-01-29, 03:10 PM
Hmm. I'll take 20 on a search check of the chest, then poke it all over, looking for anything odd. If I don't see anything, I'll take 20 on search checks (and poking) of all the wall I can reach. If there still isn't anything, I'll try to open the chest.

Tanaric
2010-01-30, 01:14 PM
You spend about an hour and a half searching and poking. Nothing turns up.

Opening the chest reveals two platinum coins inside.

vollmond
2010-01-30, 02:52 PM
Ok. I'll waste another hour in this room, then open the chest again. If it's empty, I'll head out. I think (my mental map is a bit muddled at this point) there was one more door that I saw but did not open. If so, I'll go try to open that door. If not, I'll go to the hallway that had a note in it and read the note.

Tanaric
2010-02-01, 01:41 AM
[roll0] Lalala.

Nothing changed in the hour. Were you planning on taking those coins?

vollmond
2010-02-01, 01:43 AM
Oops, yes, definitely taking them.

Tanaric
2010-02-01, 03:54 PM
Just so I'm clear, which door did you want to exit by?

vollmond
2010-02-01, 03:58 PM
Oops, I missed that there was a 2nd door. I'll exit by the one I came in.

Tanaric
2010-02-01, 08:37 PM
If memory serves, the only door I've mentioned that you haven't investigated is near the starting room, south of the first split. Is that the one you wanted?

vollmond
2010-02-01, 10:26 PM
Yes please :smallsmile:

Tanaric
2010-02-02, 06:15 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]

vollmond
2010-02-02, 06:57 PM
[roll0]

Do the 2 adjacent doors appear to be 2 separate doors or 1 double door?

Tanaric
2010-02-02, 06:59 PM
They're two seperate doors.

vollmond
2010-02-02, 07:00 PM
I'll move up to D3, enter Punishing Stance and Stone Bones attack the beast

[roll0]
[roll1]

vollmond
2010-02-02, 07:01 PM
Oops forgot Sudden Strike damage

[roll0] edit: take that!

Tanaric
2010-02-02, 07:02 PM
Your attack passes right through the creature. A moment later, it vanishes.

Concentration for defensive casting: [roll0]

A wave of color washes over you. Will save.

vollmond
2010-02-02, 07:04 PM
d'oh

[roll0]

Tanaric
2010-02-02, 07:07 PM
Passed. Texttext.

vollmond
2010-02-02, 07:11 PM
Steely Strike attack

[roll0]
[roll1]
[roll2]
Crit Damage = 1

Tanaric
2010-02-02, 09:49 PM
Hit.

He attempts to cast a spell in your direction. Take an AoO.

vollmond
2010-02-02, 11:19 PM
I'll take a swing at him

[roll0]
[roll1]
[roll2]
Crit Damage = 1

Tanaric
2010-02-03, 04:50 PM
Whiff.

A wave of color passes over you. Will save.

vollmond
2010-02-03, 07:12 PM
Will [roll0]

vollmond
2010-02-03, 07:14 PM
Swift action to recover maneuvers

[roll0]
[roll1]
[roll2]

Tanaric
2010-02-04, 04:48 PM
Edit: This post is a lie. Carry on, citizen.

Tanaric
2010-02-04, 04:49 PM
[roll0] vs DC 15

A loud crack sounds next to your ear, dealing 1 point of sonic damage. Fort save vs temporary deafness.

vollmond
2010-02-04, 04:57 PM
Dang. Spellcaster with more than 7 HP? I'm screwed :smallsmile:

[roll0]

vollmond
2010-02-04, 05:02 PM
Steely Strike attack
[roll0] edit: ...
[roll1]

Tanaric
2010-02-04, 05:09 PM
Miss. He tries to cast another spell in your direction. Take an AoO.

vollmond
2010-02-04, 05:30 PM
You cannot use maneuvers on an AoO, right?

[roll0]
[roll1]

Tanaric
2010-02-04, 05:31 PM
Correct.

Miss.

Take 1 more sonic damage. A fort save vs deafness if you care, not like you're using your ears for anything currently.

vollmond
2010-02-04, 05:33 PM
[roll0] (doesn't hurt)

Stone Bones attack, for what it's worth.. (DR 5/Ada would not help against damage from a spell, correct?)

[roll1]
[roll2]

Tanaric
2010-02-04, 05:44 PM
Miss.

Damage reduction =/= energy resistance. This is energy damage.

Take another AoO.

vollmond
2010-02-04, 05:46 PM
[roll0]
[roll1]

Tanaric
2010-02-04, 05:48 PM
Concentration: [roll0] DC 13

Take another 1 sonic damage.

vollmond
2010-02-04, 06:03 PM
This is getting ridiculous. Also scary.

Swift: Recover maneuvers
[roll0]
[roll1]

Tanaric
2010-02-06, 07:40 AM
And he's down. 150 xp, chain shirt, longsword, spell component pouch.

vollmond
2010-02-06, 12:12 PM
Finally some loot. I'll load it all on my mule and go in search of the vending machines. Assuming they're out in the open like the original dungeon had them, I'll start roaming the halls searching for them. I'll go left and keep turning left at each intersection until I either run out of hallways or find the machines.

I'll update my sheet after some unfortunate snow shoveling :smallwink:

Tanaric
2010-02-06, 05:20 PM
Which door did you want to exit from? It affects where you end up.

vollmond
2010-02-06, 05:35 PM
I'll exit via the one I came in.

Tanaric
2010-02-07, 12:31 AM
Remind me again what your search procedure is?

vollmond
2010-02-07, 12:35 AM
Oui, Mon Capitaine!



Note that I have trapfinding.

Search procedure:
1) use ladder to check square 10 feet away for tripwires, etc.
2) use ladder to push 50-lb sack of wheat into that square
3) move forward
4) repeat

Darkvision 60'
Low-light Vision

Tanaric
2010-02-07, 12:37 AM
In that case, you go west out the door, then south for ten feet, then west for ten feet, then south for ten feet, then poke a spot ten feet to your east, triggering an acid trap.

Ranged touch vs flatfooted: [roll0] for [roll1] acid damage.

To the east, the hall continues on beyond the range of your vision.

Continue on?

vollmond
2010-02-07, 12:49 AM
Ranged touch vs flatfooted: [roll0] for [roll1] acid damage.

Miss.



To the east, the hall continues on beyond the range of your vision.

Continue on?

Indeed.

Tanaric
2010-02-07, 12:51 AM
Twenty-five feet beyond the acid trap, the poked section of the floor falls away.

Do you have a good method of getting a mule over a pit trap?

If it matters, thirty feet beyond the pit, there is a door on the north side of the hall.

vollmond
2010-02-07, 12:58 AM
Hmm. Mule has a +1 to Jump, and 5 feet should be a DC 5. Not foolproof. Can a mule cross a horizontal ladder laid across the pit?

Tanaric
2010-02-07, 12:59 AM
Does said mule have the ability to use the Climb skill?

If so, sure. Though I hate this image even more than poking for traps with a ladder.

vollmond
2010-02-07, 01:04 AM
Though I hate this image even more than poking for traps with a ladder.

Yeah, it's pretty hideous. I'll turn around here and keep looking, will come back and try a long jump only as a last resort.

Tanaric
2010-02-07, 01:05 AM
Turn around and head where, exactly? DM autopilot requires instructions to work properly. :smalltongue:

vollmond
2010-02-07, 01:09 AM
I meant treat this as a dead end -- turn around and keep taking lefts.

Tanaric
2010-02-08, 12:36 AM
Alright.

In that case, you go back to the starting room, east to the four way split, north for twenty feet, east for ten, north for ten, west for thirty, then north for fifteen before the floor in front of you fails the surefire ladder test.

There are other paths that you passed on the way, but if you mean to just keep turning around whenever you find a pit and resuming the search, I'll just give you a map of as far as you manage to explore.

vollmond
2010-02-08, 12:40 AM
That is my intent. I really need to sell loot and buy potions before I face anyone again.

Tanaric
2010-02-08, 07:25 PM
Here's what you manage to explore while avoiding pits and closed doors.

http://img199.imageshack.us/img199/987/vollmondmap.jpg

There were several notes that you passed, but you couldn't read them with your darkvision.

vollmond
2010-02-08, 08:05 PM
Dang, and no vending room?

I'll go to the 4-way that looks like a swastika (with 2 pits), leave the mule there, and explore the northern hall, this time crossing any pits with my ladder.

Tanaric
2010-02-08, 08:07 PM
New map coming shortly.

Incidentally, that top left pit should be one square to the left.

Tanaric
2010-02-10, 09:16 PM
Ack, I forgot to post the new map, didn't I?

*grovels obsequiously*

Coming right up.

vollmond
2010-02-10, 09:19 PM
Haha, no worries. Lots on your plate these days.

Tanaric
2010-02-10, 09:28 PM
http://img535.imageshack.us/img535/987/vollmondmap.jpg

vollmond
2010-02-10, 09:48 PM
Hmm no vending. Let's collect my mule and go to those 3 passages that all have pits just south of me. Same procedure, starting with the right-most passage. I'll find it yet.... just hopefully before a random trap hits me for my last 2 HP.

Tanaric
2010-02-11, 11:41 PM
No time to make a map tonight.

You don't find any vending machines, you find some new doors. I'll give you a new map when I get a chance.

vollmond
2010-02-11, 11:49 PM
Ok. Basically I'm going to keep this up until I've either explored the whole map or found the vending machines. Opening doors is a last resort for me with 2 HP until I die. If I explore it all and don't find the machines... I suppose I'll start opening doors at random and hoping for the best.

I'm almost tempted to retire Charlie and just start fresh with Sloane, to save you the trouble of all this map-making :smallredface:

Tanaric
2010-02-11, 11:51 PM
You won't find the vending machines on this floor without opening doors.

vollmond
2010-02-11, 11:54 PM
Ok. I expect there's 0 chance that I'll find the vending machines before I lose those last 2 HP, so let me go ahead and retire Charlie. I'll make sure Sloane is up to date and enter him in the next day or two.

Thanks again for putting this all together. Lots of fun even if when all my PCs die horribly. :smallbiggrin: