PDA

View Full Version : Neverending Dungeon - Android I



Tanaric
2010-01-16, 02:43 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||A|
3|||
4|||[/table]

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

DM notes:Sheet. (http://www.myth-weavers.com/sheetview.php?sheetid=178809)

term1nally s1ck
2010-01-16, 03:21 PM
1 Dagger added to Inventory, if that's ok.

Procedure for movement:
Sunrod lit and tied to one of the 10' Poles.

Push the Full sack forward with the 10' Poles. Poke any plain walls/ceilings in reach. Step Forward. Repeat.

Procedure for Opening Doors:

Place Sack in front of door (With Poles)
Poke Door (With Poles)
Poke Handle (If any) (With Poles)

1 Round to Act before starting combat if any.
(Move) Open Door from the entryway (With Poles/Rope as required)
(Free) Drop Rope (With Poles)
1 Action to go after LoS determined.

That *should* cover everything normal. The sack is obviously to be abandoned during combat.

Unless stated otherwise, always assume I'm using the above procedures.

Leave the room.

Sliver
2010-01-16, 03:23 PM
IIRC, you wanted me to DM this, but I am going to sleep in half an hour, do you want Tanaric to DM for you? Or maybe for him to start to you and then I will take over?

Sliver
2010-01-17, 12:23 AM
Alright.. I'll assume you have only the Sunrod to light for you and have only normal vision modes unless you say otherwise (say.. low light vision doubling the benefits of the light..)

The door opens to a hall going east and south.

East it goes beyond your vision. 10ft into the hall it splits north and south. 30ft inside (20ft from the split) is a door on the northern side.

South it goes 30ft and is T-ing east and west. 20ft in there is a split east.

term1nally s1ck
2010-01-17, 09:54 AM
Had to check, but do indeed have Low-Light Vision. My memory must be failing me....:smallannoyed:
I will head to the door. Edited the standard procedure for opening doors slightly.

Sliver
2010-01-17, 09:56 AM
You discover a pit 10ft beyond the split.

term1nally s1ck
2010-01-17, 10:11 AM
Hm. What did I see at the split? If I can see a door, I'll go there, if not, I'll jump the pit, and use the rope to drag the sack across, prodding as much of the other side as I can reach with the poles first.

[roll0]

Sliver
2010-01-17, 10:18 AM
Right, sorry, was just doing something else at the moment..

At the split, to the north it goes 20ft and turns east, and 20ft south and goes west. There is a door to the western side 15ft down the southern hall. It is quite sad actually, as I totally remember it all and wrote it from memory. Also, you discover a pit 5ft into that hall, that I also remember.. You make your jump check even without a running start so just tell me which door you go towards..

Note that your pole won't reach the ceiling, unless you jump and poke above you, as the ceiling is 20ft high..

term1nally s1ck
2010-01-17, 10:22 AM
Then I'll just stare suspiciously at it at regular intervals.

I'll go to the first door I saw, and open it as normally. What do I see (still a move action to take)

Sliver
2010-01-17, 11:27 AM
Opening the door reveals the following room:
{table]|A_|B_|C_|D_|E_
1|||||
2|||||
3|||||
4|||||
5|||||[/table]
There are doors at A5 south and E1 north.
In the room there is an ugly looking, blue scaled, lizard thing with fire in it's mouth!
Initiative: [roll0]

term1nally s1ck
2010-01-17, 11:30 AM
[roll0]

Move 10' to one side, and draw my weapon as part of the move.

EDIT: This assumes I still have my move action from opening the door to take...if not, it depends on what this creature does.

Sliver
2010-01-17, 11:32 AM
As soon as there is eye contact and initiative is rolled, combat starts. You don't keep unused actions from before opening the door or anything.. Your noted actions are ignored..

It opens it's mouth and a stream of lightning comes forward, dealing [roll0] damage (DC15 reflex for half) and entangling you for [roll1] rounds.

term1nally s1ck
2010-01-17, 11:41 AM
[roll=Reflex]d20+2[roll]

Move to within 10', drawing weapon as I move, and attack using Stone Bones.

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

term1nally s1ck
2010-01-17, 11:42 AM
[roll0]

grrrrrrrrrrrrrrrrrr

term1nally s1ck
2010-01-17, 11:43 AM
[roll0]

?????????????????

Hello? Die-roller forum deity-thingy? Work please?

Sliver
2010-01-17, 11:45 AM
You land a solid hit. The creature breathes at you again, fire this time: [roll0] same save for half, [roll1] rounds of being entangled.

You also suffer [roll2] (no save) electricity damage, as the electricity vanishes but is replaced by fire.

The creature falls to the ground. You may loot his 150xp and chainmail.

Edit: roll 1d6 for fire damage from being entangled and the effects are over.

term1nally s1ck
2010-01-17, 11:48 AM
Do I get an action before that? If so, recover maneuvers with swift+standard, and heal 4 HP...


[roll=reflex[d20+2

term1nally s1ck
2010-01-17, 11:50 AM
[roll0]

Aha! Fire resistance 5 :smallbiggrin:

term1nally s1ck
2010-01-17, 11:51 AM
[roll0]

Seriously????? What does the roller have against me????

OK, so if I got to recover maneuvers, I have 6 HP...if not, 2. Eep.

Sliver
2010-01-17, 11:51 AM
Yes, the fire damage from being entangled comes into effect next round so you have an action before that.. Also, what is the point of you rolling reflex 3 times because you fail at that, when you just ignore the damage anyway with fire resistance? :smallwink:

Sliver
2010-01-17, 11:52 AM
I would say that trying to preview but not clicking the back button so that it will change back from [roll0] to the roll has something to do with you, failing.

term1nally s1ck
2010-01-17, 11:57 AM
Meh, I like completeness...The chainmail goes in the big sack (I feel like santa :smallbiggrin:

I think it's me being defeated by the flood detection thingy..it doesn't work if I tried to post too early.

So, 6HP. *Resists urge to attack the walls*

I'll go visit that other door I saw earlier. This time, weapon out as I open the door from adjacent to the square its in.

Sliver
2010-01-17, 12:04 PM
Unless you are activity hiding, you only gain the benefits of cover and interrupting stuff like a charge..

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 wearing a chain shirt and holding a longsword 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.
Initiative:[roll0]

term1nally s1ck
2010-01-17, 12:19 PM
If I win, move action to D2, use Critical Strike as a Swift, and Steel Wind to attack both of them.

[roll1]
[roll=Damage]2d4+d6+4
d20+8


[roll4]
[roll=Damage]2d4+d6+4
d20+8
[roll6]

term1nally s1ck
2010-01-17, 12:20 PM
this REALLY doesn't like me...no edit/preview, no nothing, just random fail..

2d4+d6+4
[roll0] on a 19-20

2d4+d6+4
[roll1] on a 19-20

Sliver
2010-01-17, 12:21 PM
You can't have 2 different dice in the same roll..

term1nally s1ck
2010-01-17, 12:22 PM
*sigh*

d6+2d4+4

d6+2d4+4

Sliver
2010-01-17, 12:23 PM
You can't do that..

term1nally s1ck
2010-01-17, 12:23 PM
Oh. I knew that...:smallredface:

[roll0]
[roll1]


[roll2]
[roll3]

Sliver
2010-01-17, 12:27 PM
Your attack goes through the beast as it vanishes but you hit the man hard enough to drop him.

150xp, chain shirt, longsword.

term1nally s1ck
2010-01-17, 12:32 PM
Vanishes i.e. Blink, or vanishes i.e. Illusion? If illusion, that was a waste of my nice combo :smallfrown::smallfrown:

Oh well..Recover Maneuvers for 4 HP. 10 left.
(Was he that colorspray guy? If so, woo!!)

Chain shirt and longsword go in sack. I'll go back to the split, and go north, turning as far left as possible at any intersections, and going through the first door I find.

Sliver
2010-01-17, 12:40 PM
Illusion. Yes, color spray guy. You are north of room 12, just discovered another pit.

http://img260.imageshack.us/img260/5645/95186414.jpg

term1nally s1ck
2010-01-17, 12:49 PM
I'll ignore it for now, go north at the last intersection, instead.

Sliver
2010-01-17, 12:52 PM
You trigger a trap as you walk into the hall:

[roll0] vs FF touch AC.
[roll1] acid damage.

(Yes, it targets you even with the poking)

You continue?

term1nally s1ck
2010-01-17, 01:04 PM
Well, it missed, so may as well :smalltongue:

Sliver
2010-01-17, 01:08 PM
Beyond the bend you see on the map the hall goes for 10ft east and turns north. At the north it turns west (it connects to the other hall and forms a loop). There is a door on the eastern side of the loop.

term1nally s1ck
2010-01-17, 01:12 PM
Open the door, again standing adjacent to it.

EDIT: With weapon drawn

Sliver
2010-01-17, 01:17 PM
Opening the door reveals the following room:
{table]|A_|B_|C_|D_|E_|F_
1||||||
2||||||
3||||1||
4||||||[/table]
There are doors at A3 and F4 south.
In the room is a gray wrinkled humanoid, crawling low with claws extending from it's hands.
Initiative: [roll0]

term1nally s1ck
2010-01-17, 01:20 PM
[roll0]

If I win, I'll move in and hit it with Stone Bones.

If not, I'll probably get a AoO if he comes to attack

either way:

[roll1]
[roll2]

Sliver
2010-01-17, 01:23 PM
You don't get to make AOO when you are FF, which you are in case you lose initiative.

You miss. He attacks:

[roll0]
[roll1]

[roll2]
[roll3]

term1nally s1ck
2010-01-17, 01:29 PM
Combat Reflexes.

Hit for 5....5HP left.

5' step back, and use Sapphire Nightmare Blade.

[roll0]
[roll1]
[roll2]
If the conc roll was > his AC, he's flat-footed, and takes an extra [roll3] damage.

Sliver
2010-01-17, 01:31 PM
But mentioning that if conc fails you get -2 to attack was too much? :smalltongue:

Miss. He attacks you again:

[roll0]
[roll1]

[roll2]
[roll3]

term1nally s1ck
2010-01-17, 01:36 PM
I went back to edit it, then realised it was pointless anyway, with those rolls....bleh.

Errrr pain and troubles.

Swift, make an attack to recover maneuvers, then move away (at least 10') (half speed, tumbling.)

[roll0]
[roll1]
[roll2]

Heal 4 HP, up to 6, unless he gets and hits an AoO.

Sliver
2010-01-17, 01:45 PM
Hit. He charges you, make the AOO first..

term1nally s1ck
2010-01-17, 01:47 PM
[roll0]
[roll1]

Sliver
2010-01-17, 01:49 PM
Hit, defeated. 150xp.

term1nally s1ck
2010-01-17, 01:55 PM
I'll wander off through the other door.

As before, turn as much to the left as possible at every junction/turning, backtracking only if I hit a dead end/pit/a place I've been before, and going through the next door I see.

Sliver
2010-01-17, 01:59 PM
The hall goes east for 10ft and turns north (yeah, it also goes south and turns east and west, but you know that from the map). There is a large red note on the eastern side of the split.

term1nally s1ck
2010-01-17, 02:04 PM
Hmmm...I use Detect Magic on it.

Sliver
2010-01-17, 02:09 PM
It pings as magical.

term1nally s1ck
2010-01-17, 02:17 PM
Errrrr I'll pass on the explosive runes then. Moving swiftly on, I think I know where at least 2 doors are by the map, so go through a random door I haven't been through yet.

Sliver
2010-01-17, 02:19 PM
I'll be vague here just because..

You head north. There is a split east that has a door on the south side with a bullseye painted on the floor in front of.

term1nally s1ck
2010-01-17, 02:21 PM
I poke it a few times...if it doesn't do anything, I go through the door.

Sliver
2010-01-17, 02:25 PM
You defeat the bullseye!

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.

term1nally s1ck
2010-01-17, 02:28 PM
Oooooohhhh, can I recover maneuvers then?

I leave the chest as is, and go find another door to go through (if I know where any are. If not, may I have a map please?

Sliver
2010-01-17, 02:30 PM
Alright.. But by just going "I go to the next door" I won't be giving you much of a detailed description so you might lose on some options..

You find a door that was marked on the map (there were 2, you opened the one at the north, the chest room.. Now it is the southern one)

term1nally s1ck
2010-01-17, 02:32 PM
I just wanted to get a bit more to see on the map, I'll be having a look at anything interesting later on.

EDIT: And go through the door, obviously...silly me lol.

Sliver
2010-01-17, 02:37 PM
You don't really need a map.. You could just tell me you go to the next room, I will respond with relevant stuff that are on the way and move on.. All players wanted pretty much to check every room so far, so I see little point in wanting a map..

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.
Initiative:[roll0]

term1nally s1ck
2010-01-17, 05:32 PM
[roll0]

If I win, smile, and ready an action to take a 5' step back and attack him with Sapphire Nightmare Strike if he makes an attack on me.

Sliver
2010-01-18, 12:49 AM
You win initiative.. I believe you get an AOO and the readied attack.. As he runs at you, shadows flicker around and grant him 20% concealment.

term1nally s1ck
2010-01-18, 01:08 AM
AoO:

[roll0]1 misses
[roll1]
[roll2]
[roll3]
[roll4]

[roll5]
If higher than AC, he's flat-footed.
[roll6] 1 misses.
[roll7]
[roll8]+[roll9]
If lower than AC, -2 from the attack, and only the first damage.
[roll10]
[roll11]


EDIT: I *do* hope he has AC 15 or less...

Sliver
2010-01-18, 01:11 AM
You fail to surprise him, but (Ya know, I forgot he can tumble and ignore the AOO, good thing it missed anyway) your attack connects and downs him. 150xp, chain shirt and short sword (both small)

term1nally s1ck
2010-01-18, 01:17 AM
Wheeee

Recover maneuvers, back to full health. Yay for godly dice-luck :smallbiggrin:

Where has not yet been explored?

Sliver
2010-01-18, 01:22 AM
Everywhere.. There is a passageway south, (you have seen a large blue note over there too), The hall also continues east south of the kobold room, and there are 2 doors in the kobold room, and another one door at the east of the chest room and there is a hall to the west of the chest room that continues north, then turning east and west.

term1nally s1ck
2010-01-18, 01:25 AM
Well, I'm bored, so after liberal poking, I'll open that chest, then go to the most northern unexplored part.

Sliver
2010-01-18, 01:37 AM
You find 4 platinum coins in the chest. You go north. You find a door!

The room is 25X30ft large with 2 more doors. There is a hairy, primitive, horny (has horns) looking hobgoblin in the room. It has a scimitar and he rolls initiative:

[roll0]

term1nally s1ck
2010-01-18, 01:48 AM
How many people sniggered at the horny part before you added (has horns)?

[roll0]

Sliver
2010-01-18, 01:51 AM
Non, actually. It was a just-in-case thing..

He moves towards you, you can make an AOO against him but he has cover. He moves out into the hall and attacks you:

[roll0]
[roll1]

term1nally s1ck
2010-01-18, 01:54 AM
[roll0]
[roll1]
[roll2]
[roll3]

I'll 5' step back, and hit him with some Stone Bones.

[roll4]
[roll5]
[roll6]
[roll7]

EDIT: Btw, that was a hit :smallfrown:

Sliver
2010-01-18, 01:58 AM
Your FF AC is that crappy?

You miss.

It 5ft steps and attacks again:

[roll0]
[roll1]

term1nally s1ck
2010-01-18, 01:59 AM
To save some time, when he goes to attack me, I'll be abrupt jaunting 10' away.

On my turn, ready an action to 5' step away and use Sapphire Nightmare blade if he attacks me.

Any AoO:
[roll0]
[roll1]
[roll2]
[roll3]

SNB:
[roll4]
[roll5]
[roll6]+[roll7]
[roll8]
[roll9]

EDIT: My non flat-footed AC is 12 :smalltongue:

Sliver
2010-01-18, 02:03 AM
I see...

Your AOO fails, you fail to surprise but hit anyway. He charges again.. You reach the edge of the hall with the second jump and it turns west from there..

term1nally s1ck
2010-01-18, 02:07 AM
Since the Jaunt was earlier, I use my swift+standard to recover maneuvers and hit him

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

and heal for 4.

Then take a move action say...10' up the hallway?

AoO if needed again.
[roll4]
[roll5]
[roll6]
[roll7]

EDIT: This is why I didn't bother with AC. I get 4 jaunts, can do the 5' step trick, and take multiple AoOs, so I've had about 9 attacks to his 1. :smalltongue::smalltongue:

Sliver
2010-01-18, 02:13 AM
.. I thought at your turn you ready another action.. Because you know, your readied action invalidates his actions and ends his turn, so you have a turn again.. So I guess on your turn you attack and.. Defeat him..

150xp, mwk scimitar, mwk studded leather and a potion.

term1nally s1ck
2010-01-18, 02:18 AM
Money!

Lots of loot here, I like it.

Yeah, I could do that, but I kinda wanted my maneuvers back. Plus, if he were played halfway smart, he'd get fed up and start waiting for me to do something first (not that that works, as I just showed, but hey :smallwink:)

Aand go through the northernmost door in the room, and contine to explore.

Edit: Oh, this time, before I go into a room, I'll cast that Mage Armor I have saved. Woo for an AC of....16? Meh.

Sliver
2010-01-18, 02:25 AM
Alright.. There are couple of paths: North that turns east (there is pit), east and then south (there is pit, that is the way you first traveled into the room) west that goes north, and west that goes south (goes to the other side of the room)

term1nally s1ck
2010-01-18, 02:30 AM
West that goes North, methinks.

Sliver
2010-01-18, 02:32 AM
Alright, there are 2 doors in the middle of the hall, one east and one west. Or you can continue north.

term1nally s1ck
2010-01-18, 02:33 AM
Mage Armor myself, then go East.

Sliver
2010-01-18, 02:35 AM
Opening the door reveals the following room:
{table]|A_|B_|C_|D_|E_
1|||||
2|||||
3||||| [/table]
There are doors at A3 west and E3 east.
A string of 4 notes hangs in the center of the room.

term1nally s1ck
2010-01-18, 02:37 AM
.....Oh.

Oh, why not. I read them (If one explodes, I don't read the other 3 too...)

Sliver
2010-01-18, 02:39 AM
“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.” and “KABOOM!” [roll0] force damage.

The ceiling starts crumbling, with bricks falling towards you, [roll1] damage DC15 reflex negates.

Among the bricks, a sack with hay sticking out falls to the ground.

term1nally s1ck
2010-01-18, 02:43 AM
Yay...this might be me dead.

Don't suppose I can Abrupt Jaunt out the way?

if not..

[roll0]

Sliver
2010-01-18, 02:46 AM
No, you are quite flat-footed.

term1nally s1ck
2010-01-18, 02:59 AM
Blarg I are dead (though I take comfort in that your spectacular damage rolls would have killed me from full HP.)

Should I try again with this character, or wait til I can get Android 2 checked?

Sliver
2010-01-18, 03:05 AM
It's your call.

term1nally s1ck
2010-01-18, 03:14 AM
I'll go again, I think. Android 2 isn't written up yet, so may as well.

I'm off for lectures now though, and won't be back for about 5 hours.

Tanaric
2010-01-20, 01:05 PM
*poke to trigger Sliver's subscription*

Sliver
2010-01-20, 01:10 PM
Oh yeah.. Right.. :smallredface:

Where are you rewinding to?