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Tanaric
2010-01-16, 02:47 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||W|
3|||
4|||[/table]

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

DM notes:Sheet. (http://www.myth-weavers.com/sheetview.php?sheetid=179329)

Havok4
2010-01-16, 05:04 PM
I make sure that all my items and soulmelds are in good condition. Then I take out my collapsible pole and begin poking the floor so that every square from here to the door is poked. The liquid sunlight on my hat provides light as a torch. I make sure that the square in front of the door is thoroughly inspected for trip wires or other traps. Than I teleport over to the door using blink shirt.
Assuming nothing of interest happens is there a gap under the door?

OOC: What time's will work for updates, I will mostly be open evenings (5-10 ish) for the central time zone. If anyone else who DM's this game works better for that time please inform them if you can.

Havok4
2010-01-16, 05:12 PM
Another note about the search procedure. I also poke the walls and floor of all the squares ahead of me teleporting to the farthest square I can check. Also the pole is slid across the floor at such an angle as to detect tripwires.

Tanaric
2010-01-18, 10:21 PM
Your timezone would seem to work better for me than for Sliver, so I'll likely be handling your updates.

There is no gap under the door. It is a single, well-fitted sheet of sliding metal, thick enough to block divination effects.

You don't find anything out of the ordinary during your search.

Havok4
2010-01-18, 11:32 PM
I make sure my hunter's sense stance is active and try to smell if there are any creatures on the other side of the door. If none are than I open the door and look out.

Tanaric
2010-01-19, 03:19 PM
Opening the door reveals a hall 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 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.

Havok4
2010-01-19, 03:27 PM
I poke ten feet to the east with my pole, walls and floor, I then poke 5 ft to the east in the same manner. I then teleport to the 10 foot away square assuming nothing notable happens. I repeat this until I get to the door. I then repeat my door search procedure. Do I detect anything?

Tanaric
2010-01-19, 09:52 PM
At the split to the north and south, 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 side of the hall.

Ten feet further to the east, you poke the floor and it falls away, revealing a twenty foot deep pit.

Havok4
2010-01-20, 11:23 AM
I poke the ground and walls on the other side of the pit and if nothing notable happens I teleport over the pit before heading to the door you just mentioned. At the door I use my scent ability to try and detect anyone on the other side of the door. I will then poke the door with my pole lightly. If I smell nothing and the door does not react to my poke I will use the listening cone to listen at the door. Also My poking of the walls will be used with stone power to give me 2 temp hp while exploring.

[roll0]

Tanaric
2010-01-20, 01:02 PM
To be clear, you want to teleport over the pit, then back, then head south to the door I just mentioned?

Havok4
2010-01-20, 03:27 PM
Opps, I misunderstood your directions. I attempt to reach the door by the most direct means using my search routine and teleportation movement.

Havok4
2010-01-20, 04:24 PM
If I do not detect anything at the door I will open it and look inside. If I do detect something I will require further information before deciding my next course of action.

Havok4
2010-01-20, 09:34 PM
I will roll initiative if my actions somehow trigger a combat encounter.
[roll0]

Tanaric
2010-01-22, 01:30 PM
Okay then. Sorry for the delay. Life has been a little crazy lately.

Did you mean the door down the south hall, or the door to the east?

Havok4
2010-01-22, 03:33 PM
To the East.

Tanaric
2010-01-23, 03:50 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.

Roll initiative: [roll0]

Havok4
2010-01-23, 07:43 PM
Okay I go first then, with that initiative I posted earlier.
I move to him and attack.
Attack
[roll0]
[roll1]
Crit
[roll2]
[roll3]

Reflex for inevitable fire breath.
[roll4]

Tanaric
2010-01-25, 01:24 PM
Flatfooted means that connects, but fails to drop him.

He breathes a short gout of acid on you, dealing [roll0] acid damage, reflex half, and entangling you for [roll1] rounds.

Havok4
2010-01-25, 08:53 PM
Assuming he did not back away from me I attack again

Attack
[roll0]
[roll1]
Crit confirm
[roll2]
[roll3]

This includes the entanglement penalties.

Tanaric
2010-01-27, 02:49 PM
Take [roll0] ongoing acid damage.

He breathes a line of fire over you, dealing [roll1] fire damage, reflex half.

Havok4
2010-01-27, 04:39 PM
Attack
[roll0]
[roll1]
Crit confirm
[roll2]
[roll3]

Reflex save
[roll4]

I think this character will not last long, for my second attempt may I ask your opinion on the azure talent/psicarnum infusion combo and if you restrict that could you inform me of your reasoning.

Tanaric
2010-01-27, 04:55 PM
You can find my reasoning spelled out further in the previous recruitment thread. Suffice to say that infinite power points are a bad thing, and no, you can't have them.

The attack hits, but doesn't drop him. Take [roll0] ongoing acid damage, and another [roll1] fire damage from his breath weapon, reflex half.

Havok4
2010-01-27, 05:03 PM
Attack
[roll0]
[roll1]
Crit confirm
[roll2]
[roll3]

Reflex save
[roll4]

Yep, I am definitely going to die soon. Luckily I have already thought up a back up character that uses DMM Fell Animate to get lots of Minions.

Tanaric
2010-01-28, 05:47 PM
Miss.

[roll0] ongoing acid damage, [roll1] fire damage, reflex half.

Havok4
2010-01-28, 09:04 PM
Attack
[roll0] actually 19
[roll1]
Crit confirm
[roll2]
[roll3]

Reflex save
[roll4]

Tanaric
2010-01-29, 02:26 PM
He's down.

One more ongoing acid damage, then the entangling substance is gone.

[roll0]

Havok4
2010-01-29, 03:26 PM
I am really glad I took rage claws as one of my soulmelds. I am still alive. I drink one of my potions of lesser vigor (Healing 11 hp)and search the room for anything valuable. Poking everything with my pole before moving to it or touching it. Then I poke every square in the room and all of the walls.

(Also I have a question pertaining to my backup character, are enemies considered dead as soon as they reach 0 hp or are they dieing and it is just assumed I finish them off.)

Tanaric
2010-01-31, 11:55 PM
Poking the walls doesn't do anything except make some noise.

The only item of worth in the room is the creature's chainmail.

Enemies are considered disabled at 0 and dying below that. It is presumed that you CDG them to receive their xp. If you want to leave something alive for some reason, you'll have to tell me that specifically.

Havok4
2010-02-01, 10:55 AM
Okay then. I take the chainmail and put it in one of my sacks to carry around and I plan to set it down out of the way before entering each new room. I leave the room and head to the other door you mentioned which I have not visited yet. My usual searching method is still in use.

Tanaric
2010-02-02, 12:35 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]

Havok4
2010-02-02, 01:25 PM
[roll0]
I move up to the human assuming I win initiative and attack him. If I lose initiative I may revise my actions based on the enemies actions.

Attack
[roll1]
[roll2]
Crit confirm
[roll3]
[roll4]

Edit: well that was a waste of an awesome initiative roll.

Tanaric
2010-02-02, 09:55 PM
The beast disappears suddenly. The man starts to cast a spell in your direction. Take your AoO.

Havok4
2010-02-02, 11:02 PM
Attack
[roll0]
[roll1]
Crit confirm
[roll2]
[roll3]

Spellcraft to know what he is casting.

[roll4]

Tanaric
2010-02-03, 04:44 PM
Your attack misses. Your spellcraft doesn't reveal anything.

A wave of color passes over you. Will save.

Havok4
2010-02-03, 05:02 PM
Please note That I am immune to mind effecting effects due to my Deformity:(Madness) feat.

[roll0]
Moment of perfect mind.

Tanaric
2010-02-03, 05:02 PM
In that case, you make Mr. Colorspray cry. No need to use MoPM, it's a mind-affecting spell.

Your turn.

Havok4
2010-02-03, 05:06 PM
Attack
[roll0]
[roll1]
Crit confirm
[roll2]
[roll3]

I knew taking that feat would be worth it.

Tanaric
2010-02-04, 04:39 PM
Miss.

He swings at you with his longsword: [roll0] for [roll1]

Havok4
2010-02-04, 07:28 PM
Well that misses by a mile
Attack
[roll0]
[roll1]
Crit confirm
[roll2]
[roll3]

Tanaric
2010-02-06, 07:42 AM
Hit, but he's still up.

Concentration vs DC 15: [roll0]

If successful:Take 1 point of sonic damage, and make a fort save vs temporary deafness.

Havok4
2010-02-06, 11:11 AM
Attack
[roll0]
[roll1]
Crit confirm
[roll2]
[roll3]

Fort save
[roll4]

Tanaric
2010-02-06, 05:12 PM
Miss.

Concentration vs DC 15: [roll0]

Same deal as before.

Havok4
2010-02-06, 09:43 PM
Attack
[roll0]
[roll1]
Crit confirm
[roll2]
[roll3]

Fort save
[roll4]

I do not see why this guy stopped using color spray.

Tanaric
2010-02-07, 12:36 AM
Didn't he already cast two of them?

...apparently not.

Concentration vs DC 16: [roll0]

On success, you get to laugh at his color spray again.

Havok4
2010-02-07, 12:23 PM
MwaHaHaHa HA HA HA

Attack
[roll0]
[roll1]
Crit confirm
[roll2]
[roll3]

Well that was a wasted attack of opportunity

Havok4
2010-02-07, 12:24 PM
Attack
[roll0]
[roll1]
Crit confirm
[roll2]
[roll3]
For my actual attack.

Tanaric
2010-02-08, 12:43 AM
Er, what? Failed concentration checks don't provoke AoOs, the caster just loses the spell.

In all fairness, we should use your first rolls to determine your actual attack, but I'll let it slide this time.

Hit, and he's down.

150 xp, chain shirt, longsword, spell component pouch.

Havok4
2010-02-08, 03:25 PM
Sorry about that misunderstanding. I had apparently forgotten the casting defensively rules for a bit. I poke all floor and wall sections in the room and all of the dead guy's stuff and then pick the stuff up if nothing notable happens. I wait for my deafness to wear off then I put the stuff in my sack and leave the room heading to the area I have not yet explored that can be reached by taking the right hand turn at all intersections until I find a door, if this would cause a loop move left at the first turn where it is obvious that I would be returning to where I came from.

Tanaric
2010-02-08, 07:36 PM
To be clear, which door are you leaving from?

Havok4
2010-02-08, 09:57 PM
The E4 door.

Tanaric
2010-02-10, 09:14 PM
You wind up at a door outside the following room. If you need a description of the path, let me know.

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, and another at A-3, which you are just outside of.

Initiative: [roll0]

Havok4
2010-02-10, 11:52 PM
Initiative
[roll0]

I attack him if I win initiative.
Attack
[roll1]
[roll2]
Crit confirm
[roll3]
[roll4]

Tanaric
2010-02-11, 11:56 PM
You miss by a mile.

It attacks back with two claw attacks.

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

Havok4
2010-02-12, 09:12 AM
Also a miss
Attack
[roll0]
[roll1]
Crit confirm
[roll2]
[roll3]

term1nally s1ck
2010-04-10, 09:01 PM
Misses.

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