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Tanaric
2010-02-01, 02:05 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||B|
3|||
4|||[/table]

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

DM notes:Sheet. (http://coyotecode.net/profiler/view.php?id=7983)

theterran
2010-02-01, 02:25 PM
Away we go.
(Note: I have DV 60ft)

Swift action to go into Child of Shadow stance.
Pull out my longspear and check the door in C-4 for traps!

Sliver
2010-02-01, 02:29 PM
*poke* *poke* The door doesn't seem to like your poking, but it is mature enough to ignore you.

theterran
2010-02-01, 02:33 PM
Good, otherwise I might have to dismantle it and sell it...(no..not really)

walk over and open the door..

Sliver
2010-02-01, 02:37 PM
(unless there is something of note right outside the room, I will assume that when you exit a room you always step out of it to look in all possible directions)

You exit into a hall running east and south.

To the east it goes beyond your sight. 10ft in, it splits north and south. 20ft beyond that (30ft from you) there is a door on the northern side. Just at the edge of your sight, it splits north and south as well.

To the south it goes 20ft before splitting east, continues for 10ft and is T-ing east and west.

theterran
2010-02-01, 02:47 PM
I'll head east, aiming for the door, using the longspear to check for pits/traps/etc.

Sliver
2010-02-01, 02:50 PM
Aww and I was going to say "you fall" when I saw the mail before the edit..

How long is your spear and what exactly are you poking? :smalltongue:

theterran
2010-02-01, 02:51 PM
Yeah, the second I typed it, I thought "crap, better edit that in there!"

a Longspear has reach, so I would assume I can get 10ft away, and I'm poking walls(as high as I can reach) and floor

Sliver
2010-02-01, 02:57 PM
Alright. As you move, from the intersection, you detect a pit. It is 10ft east beyond the intersection. 5ft wide and 20ft deep.

theterran
2010-02-01, 04:21 PM
Alright, at this point, I would like to take the time to ready maneuvers, one of them being Wind Stride.

Then I will check for traps back the way I came for 20ft.
Once I'm 20ft away from the pit, I will activate Wind Stride to gain a +10 to movement.

Then I'll move back toward the pit and attempt to jump it...*crosses fingers*

[roll0] (lovely, just blew my nat 20 for this guy)

Once over the pit, I'll check the immediate area for traps, then take the time to ready my maneuvers again back to what they are on my sheet before continuing toward the door, checking with my longspear as I go.

Sliver
2010-02-02, 12:43 AM
The intersection that you passed:

To the north it goes 20ft and turns east. To the south it goes 20ft and turns west. There is a door 15ft down the southern hall on the eastern side.

You reach the door without issues, but as you poke 10ft beyond it, a small acid orb is fired at you:

[roll0]
[roll1]

theterran
2010-02-02, 07:15 AM
:smallannoyed:

Ouch!

Alright, I'll put away my longspear and pull out my spiked chain.

Then I'll open the door.

Sliver
2010-02-02, 07:17 AM
Opening the door reveals the following room:
{table]|A_|B_|C_|D_|E_
1|||||
2|||||
3||1|||
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] 

theterran
2010-02-02, 07:24 AM
[roll0] :smallsigh: This really doesn't bode well for me...

Crusader Maneuvers

[roll1]
[roll2]

If needed
[roll3]

1. Crusader Strike
2. Stone Bones
3. Charging Minotaur
4. Douse the Flames
5. Vanguard Strike

Sliver
2010-02-02, 07:28 AM
The creature opens his mouth and a cone of fire comes out, dealing [roll0] DC15 reflex for half (rounded up). You are also entangled for [roll1] rounds (don't forget the penalties) and the creature moves to D1.

theterran
2010-02-02, 07:33 AM
Am I entangled regardless of the Reflex Save?

(edit)

And can I assume I'm in E1 then?

Sliver
2010-02-02, 07:35 AM
Unless you can ignore all the damage (energy resistance, evasion, I donno) then yes, the reflex save won't avoid the entanglement..

theterran
2010-02-02, 07:38 AM
One other question concerning entangled and I'll continue on...does the -2 attack compound with the -4 Dex? (So ranged attacks in essense get a -4 to attack?)

Sliver
2010-02-02, 07:40 AM
Yes. 10chars.

theterran
2010-02-02, 07:45 AM
Wait, since I'm holding a spiked chain, shouldn't I have gotten an AoO for it moving out of a threatened space?

AoO (If applicable)
[roll0]
[roll1]

Alright.

Moving along.

again, assuming I'm in E1, and it's in D1, and I'm still in Child of Shadow stance.

Initiate Shadow Blade Technique.
[roll2]
[roll3]
[roll4]
[roll5]

Swift Action: Go into Martial Spirit Stance.

Sliver
2010-02-02, 07:49 AM
You were outside A5 south, as you were opening the door on the northern side. It will take 5ft of your movement to get to A5..

theterran
2010-02-02, 07:54 AM
Lovely...and I can only move at half speed...:smallsigh:
and there went my good rolls...:smallsigh:

Alright, I'll double-move to C1. (still in child of shadow stance, so I have 20% Concealment (not that it matters))

Your go.

(edit)

And now you know how easily I can get turned around...:smallredface:

Sliver
2010-02-02, 07:57 AM
[roll0] fire damage. No save.
He breathes at you electricity: [roll1] (same save) + entangled for [roll2] rounds by electricity (penalties won't stack, damage will)

theterran
2010-02-02, 08:02 AM
:smallsigh:

See what I get before I act.

Granted manuever
[roll0]
1. Crusader Strike
2. Charging Minotaur
3. Vanguard Strike

theterran
2010-02-02, 08:06 AM
Swift Action to switch to Martial Spirit Stance.

Initiate Crusader Strike.

[roll0] (I hate the RNG)
[roll1]

If hits:
[roll2]

Sliver
2010-02-02, 08:08 AM
So.. I guess saying you miss will be redundant? :smalltongue:

[roll0] electricity damage [roll1] fire damage.
[roll2]
He breathes at you again: [roll3] fire damage, DC15 reflex halves.

theterran
2010-02-02, 08:10 AM
And I die...:smallmad:

I'd like to just do the same character again...

Care to just use the same thread and roll it back to the beginning?

Sliver
2010-02-02, 08:11 AM
Yeah, sure..Go.

theterran
2010-02-02, 08:14 AM
Alright, from the starting room, this time I'll head south (already in Child of Shadow Stance), checking for traps/pits/etc with my longspear.

Sliver
2010-02-02, 08:16 AM
Before you reach the first split, an orb of acid (acid splash) is thrown at you.

[roll0]
[roll1]

At the split you see it goes east for 10ft and turns north. Right after the split is a door on the eastern side.

theterran
2010-02-02, 08:18 AM
I'll head for the door after the split, still check for traps and stuff all the way to the door.

Arriving at the door, I'll go ahead and put up my longspear and pull out my spiked chain, after checking the door for traps of course.

Sliver
2010-02-02, 08:23 AM
Opening the door reveals the following room:
{table]|A_|B_|C_|D_|E_
1|||||
2|||||
3|||B||
4|||||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]

theterran
2010-02-02, 08:37 AM
[roll0]

Maneuvers
[roll1]
[roll2]

1. Crusader Strike
2. Stone Bones
3. Charging Minotaur
4. Douse the Flames
5. Vanguard Strike

[roll3] (if needed)

Sliver
2010-02-02, 08:40 AM
The human moves to C2 and as the beast disappears, it casts a spell. Rainbow washes over you. Give me a will save.

theterran
2010-02-02, 08:50 AM
:smallsigh:

Immediate Action: Moment of Perfect Mind.

[roll0]

Sliver
2010-02-02, 08:51 AM
Pass, your turn.

Sliver
2010-02-02, 08:54 AM
Wait.. You can't make an action when you are Flatfooted! Also, why do you have MoPF? Your will save is greater then your concentration..

theterran
2010-02-02, 08:55 AM
yay!

Move to B2 (Activating Child of Shadow)
Initiate Shadow Blade Technique.

[roll0]
[roll1]

[roll2]
[roll3]

theterran
2010-02-02, 08:56 AM
Wait.. You can't make an action when you are Flatfooted! Also, why do you have MoPF? Your will save is greater then your concentration..

My will save is +1

Here is the sheet (http://coyotecode.net/profiler/view.php?id=7983)

And you can't even take an immediate action?

If that's the case, then [roll0] :smallsigh: (edit), you know, on second thought, you could just subract 4 from the roll that passed in an above post...:smallbiggrin:

Sliver
2010-02-02, 08:59 AM
*facepalm* I was looking at one of my characters after opening your sheet... But you already rolled so I will use that with your will save modifier, you still pass.

You defeat him. 150xp, chain shirt, longsword.

theterran
2010-02-02, 09:05 AM
*facepalm* I was looking at one of my characters after opening your sheet...
ROFL

But you already rolled so I will use that with your will save modifier, you still pass.
Thanks :smallsmile:


You defeat him. 150xp, chain shirt, longsword.
I'm assuming that since what I defeated was a Human, both the shirt and weapon are of medium size...(for weight purposes)

(edit)

Man I could use a bag of holding...should have borrowed one from somebody :smallsmile:

Sliver
2010-02-02, 09:08 AM
Yeah, they are..

theterran
2010-02-02, 09:15 AM
I'll move for the door, E4 Southside, moving a lot slower because of this lootz :smallwink:

Sliver
2010-02-02, 09:17 AM
Just outside the door, on the floor, you see a large bullseye painted on the floor. The hall goes east and west, but you can't see how long without stepping out.

theterran
2010-02-02, 09:21 AM
Putting up my Spiked Chain, I'll pull out my longspear and test this "bullseye" to see if any pressure or anything will trigger a trap...

Sliver
2010-02-02, 09:22 AM
Nothing seems to happen.. :smallamused:

theterran
2010-02-02, 09:24 AM
I'll take that newly acquired Chain Shirt and throw it on the bullseye.

Anything now? :smallsmile:

Sliver
2010-02-02, 09:25 AM
Yes.


There is a chain shirt on a bullseye now. :smallbiggrin:

theterran
2010-02-02, 09:27 AM
ROFL, I'll move onto the bullseye and pick up the chainshirt.

What's the hallway look like?

Sliver
2010-02-02, 09:30 AM
The walls, floor and the room you just left try to eat you.

The hall goes east for 5ft and turns north. West it goes 45ft and turns south. 35ft into the western hall is a split north.

theterran
2010-02-02, 09:37 AM
I'll head west my good man! using the longspear to check for pits and traps, etc.


BTW...that was mean :smalltongue:

Sliver
2010-02-02, 09:44 AM
I will return in 3-4 hours..

theterran
2010-02-02, 09:46 AM
I will return in 3-4 hours..

Alright :smallsmile:

Sliver
2010-02-02, 02:33 PM
You reach the split north without anything horrible happening. You see the open door of the starting room at the north (won't describe corridor again)

Going west, you see the hall going south 10ft and turning east, then going far beyond sight to the east.

The test took longer then I thought and I'm way more tired then I expected, sorry but this is good night! :smalltongue:

theterran
2010-02-02, 02:58 PM
:smallsmile:

I'll head south, then east, still checking stuff with my longspear.


(How'd the test go?)

Sliver
2010-02-03, 01:48 AM
(it went fairly well, even if I had no idea what to expect and forgot I can bring to it almost anything (a programming - java, exam..))

As you poke ahead from the corner, another acid splash is triggered:

[roll0]
[roll1]

As you continue to travel down the hall, 35ft into the hall you discover a pit. There is a door 30ft beyond the pit on the northern side, and the hall continues beyond it.

theterran
2010-02-03, 07:12 AM
I'll turn about and head back the way I came, back to the door where the Human guy was that likes color spray, then I'll continue east for 5ft, checking for traps and such, before turning north at that corner.

Sliver
2010-02-03, 07:14 AM
The hall goes for 20ft and turns east. 10ft down the hall is a door on the western side.

theterran
2010-02-03, 07:17 AM
I'll continue down the hall, checking for pits/traps/etc. I'll check the door, then open it, (just to make sure it actually is that room that I've already cleared :smallsmile:), then I'll continue on down the hall, and turn east, poking and prodding stuff with my longspear (ie. searching for traps/pits/etc)

Sliver
2010-02-03, 07:19 AM
The hall goes east for 20ft and turns north. There is a door 15ft into the hall on the southern side.

theterran
2010-02-03, 07:25 AM
Alright, I'll head for that door, checking for traps and such all the way to, and including the door. If none are found, I'll drop both the Chainshirt and the Longsword outside of the room, put away my longspear and draw my spiked chain, and make sure I'm in Child of Shadow Stance.

Then I open the door.

(Assuming I might need this)

[roll0]

Crusader Maneuvers
1. Crusader Strike
2. Stone Bones
3. Charging Minotaur
4. Douse the Flames
5. Vanguard Strike

[roll1]
[roll2]
[roll3](if needed)

Sliver
2010-02-03, 07:27 AM
You are checking for traps with your spear poking, right?

theterran
2010-02-03, 07:27 AM
You are checking for traps with your spear poking, right?

Yes, with my longspear.

Sliver
2010-02-03, 07:31 AM
*poke* The door attacks you for [roll0] damage!

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 B5, which you are just outside of, and another at B1. There is an orc in the middle of the room. It holds a Ripper and wears a chainmail, as well as a pair of goggles.
Initiative:[roll1]

As you open it, the orc charges you:
[roll2]
[roll3]

Sliver
2010-02-03, 07:32 AM
He shouts "Steely Strike!" and attacks you again:

[roll0]
[roll1]

(you are still flatfooted)

Oh, you are outside B1. He is at B1.

theterran
2010-02-03, 07:32 AM
:smalleek:

Am I flat footed? :smallsigh:

Sliver
2010-02-03, 07:34 AM
You are always flatfooted until your first action in the initiative order.. You just suck at initiative more then me..

theterran
2010-02-03, 07:34 AM
:smallsigh:

Do I not even get an AoO for him moving through a threatened space?

Sliver
2010-02-03, 07:36 AM
Flat-Footed

A character who has not yet acted during a combat is flat-footed, not yet reacting normally to the situation. A flat-footed character loses his Dexterity bonus to AC (if any) and cannot make attacks of opportunity.

We passed that part already..

theterran
2010-02-03, 07:38 AM
:smallsigh:

Then I die...yet again...

Ya know...if I could just win an Initiative...like evah...I might actually make it past the 1st floor...:smallsigh:

Mind if we rewind back to the beginning again...(I'm determined this guy is gonna make it!) :smallannoyed:

(edit)

And what's a ripper? :smallconfused:

Sliver
2010-02-03, 07:40 AM
Sure, you are the only one yet that I constantly win initiative against.. Most of the time my initiative is the one that horribly fails..

Like a greatsword, but spear (2 handed, same damage, only different damage type and a bit more costly)

theterran
2010-02-03, 07:43 AM
And I've got a +6 modifier!...and I still can't win...and sadly, I think that "6" is the highest roll I've had for Initiative yet! :smallsigh:


Anyway, back to the beginning

Standing outside of the starting room, in Child of Shadow stance, w/ my Longspear (assuming that the door isn't going to eat me :smalltongue:)

I'll head east, and when it splits north / south, I'll take the north path. (and yes, I'm checking for pits and traps with my longspear!)

Sliver
2010-02-03, 07:47 AM
You go 20ft north, then 10ft east, then 10ft north again. You reach a T. The hall goes east and west from here:

East it goes 20ft and splits north, then another 10ft and there is a door on the southern side, then after another 20ft there is a door on the northern side and it turns south.

West it goes 20ft and splits north, then another 10ft and turns north.

theterran
2010-02-03, 07:48 AM
I'll head west, checking for traps, then take the split north. (assuming I can)

(edit)

I HAVE GOT TO START REMEMBERING STEALY RESOLVE! :smallmad:

Sliver
2010-02-03, 07:51 AM
As you poke from the split, another acid splash is triggered:

[roll0]
[roll1]

The split goes north for 20ft and turns east, then 10ft east and turns north. There is a door on the eastern side. The hall goes north for 10ft and turns west.

theterran
2010-02-03, 07:58 AM
I'll check up to the door on the eastern side, check the door as well, and assuming that nothing else "triggers"

I'll put away my spear and pull out my spiked chain.
and open the door.

[roll0] :smallannoyed: a 7...:smallsigh:

Maneuvers
1. Crusader Strike
2. Stone Bones
3. Charging Minotaur
4. Douse the Flames
5. Vanguard Strike
[roll1]
[roll2]
[roll3](if needed)

Sliver
2010-02-03, 08:00 AM
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]
As you open the door, the thing charges you:

[roll1]
[roll2]

Yes you are FF, no you can't AoO.

theterran
2010-02-03, 08:03 AM
Yeah, i'm catching on with the FF thing now...

was that a readied action, or was that it's initiative?

Also...Really...a 19 w/ no modifier? :smallannoyed:

Sliver
2010-02-03, 08:04 AM
Ready.

It attacks with it's claws again:

[roll0]
[roll1]

[roll2]
[roll3]

theterran
2010-02-03, 08:08 AM
Swift Action: Switch to Martial Spirit stance.

Standard Action: Initiate Stone Bones Maneuver

[roll0]
[roll1]

I'll then take a 5ft step south, back down the hall.

Let me know if that hits, so I can adjust my HP accordingly

Sliver
2010-02-03, 08:11 AM
As you hit the creature's skin becomes tougher and it looks exited, stepping after you and attacking:

[roll0]
[roll1]

[roll2]
[roll3]

(you step west btw, the door is at the end of the west-east running hallway)

theterran
2010-02-03, 08:13 AM
Not really sure what you mean by "it looks exited"

Maneuver
[roll0]
1. Crusader Strike
2. Douse the Flames
3. Vanguard Strike

(edit) Does Crusader Strike deal damage,as well as heal, or does it just heal? :smallconfused:

Sliver
2010-02-03, 08:14 AM
Excited! Damn it..

Edit: You deal normal damage and you get healed by the maneuver, but it doesn't add damage..

theterran
2010-02-03, 08:16 AM
LOL...alright.

Swift Action to activate Burning Blade Boost.

Then Standard to attack with Crusader Strike

[roll0] (I'm telling you...I got that Nat 20 Jump check on the first run, and the RNG is punishing me for it)
[roll1] + [roll2]

[roll3] (if applicable)

Sliver
2010-02-03, 08:18 AM
Miss. He attacks you with it's claws:

[roll0]
[roll1]

[roll2]
[roll3]

theterran
2010-02-03, 08:22 AM
6 damage Hits, but 5 of it go into Steely Resolve. (I remembered!) :smallsmile:

I'll take another 5ft step away from the guy. (that should put me out of AoO range). then I'll draw a Potion of Faith healing and chug it!

Then place both hands back on my spiked chain.

theterran
2010-02-03, 08:23 AM
Oh, forgot to roll maneuver

[roll0]

1. Douse the Flames
2. Vanguard Strike

Sliver
2010-02-03, 08:24 AM
He moves after you, attacking again:

[roll0]
[roll1]

[roll2]
[roll3]

theterran
2010-02-03, 08:25 AM
Does he move or 5ft step? (basically do I get an AoO :smallwink:)

(edit)

I'm assuming 5ft step since there are two attacks.

Sliver
2010-02-03, 08:26 AM
Unless you take the AOO to move more then 5ft, he won't do more then a 5ft step to get to you. So no. You don't get free attacks! HA! :smallbiggrin:

theterran
2010-02-03, 08:31 AM
Oh, alright :smallsigh:

And apparently Crusader maneuvers are supposed to come at the end of turns, not the beginning, so I got my last one at the end of last turn.

Anyway.

Initiate Shadow Blade Technique.

[roll0]
[roll1]

[roll2]
[roll3]

theterran
2010-02-03, 08:32 AM
And my Crusader Maneuvers reset:
1. Crusader Strike
2. Stone Bones
3. Charging Minotaur
4. Douse the Flames
5. Vanguard Strike

[roll0]
[roll1]

Sliver
2010-02-03, 08:33 AM
Both chains connect and the creature attempts to retaliate:

[roll0]
[roll1]

[roll2]
[roll3]

theterran
2010-02-03, 08:36 AM
7 damage connect, 5 to steely resolve.

Initiate Crusader Strike.

[roll0] (+1) forgot furious counterstrike
[roll1] (+1) forgot furious counterstrike

Healing: [roll2]

Sliver
2010-02-03, 08:38 AM
Why don't you ever roll your maneuvers on the end of the post?

Hit. He attacks:

[roll0]
[roll1]

[roll2]
[roll3]

Sliver
2010-02-03, 08:39 AM
After the first attack, he falls. Because you forgot to say you deal more damage..

150xp, nothing else.

theterran
2010-02-03, 08:39 AM
Gah! cause I forget to do it...I have a short attention span...:smallsigh:

[roll0]

Maneuver
1. Stone Bones
2. Douse the Flames
3. Vanguard Strike

Sliver
2010-02-03, 08:40 AM
Yeah yeah, look at the post above..

theterran
2010-02-03, 08:41 AM
After the first attack, he falls. Because you forgot to say you deal more damage..

150xp, nothing else.

Gah, but that 7 damage still goes through...:smallmad:

Sliver
2010-02-03, 08:43 AM
Yeah, so.. Your dead or something?

theterran
2010-02-03, 08:44 AM
If you don't mind me asking, what on earth was that thing? :smalleek:

I'll pull out my last Faith Healing potion and chug it.

Swift Action back into Child of Shadow Stance

And I'll go back to the north split, and head north, checking with my longspear along the way...

(edit) nope, not dead, not yet...but very close...:smallconfused:

Sliver
2010-02-03, 08:47 AM
Lashemoi Ushemoi?

What split north? The one you took to get to this room? Or the turn north that was just after that? Or the turn north that was before the entrance to this room?

theterran
2010-02-03, 08:53 AM
Wow, you know, I didn't realize I had come as far as I had.

The turn north just before the entrance to this room.

(edit)

bah, I don't have MM5, so I can't see what it actually is...:smallannoyed:

Sliver
2010-02-03, 08:55 AM
You go north from the door 10ft, then west 20ft. The hall goes for 30ft south and turns east. 10ft into the hall you discover a pit.

You would have reached further if you didn't die 2 times already..

theterran
2010-02-03, 08:59 AM
I like dying, what can I say.

I'll turn around and head all the way back to the first north split that brought me to that room, and instead, continue west for another 10ft before the hall turns north.



You go 20ft north, then 10ft east, then 10ft north again. You reach a T. The hall goes east and west from here:

East it goes 20ft and splits north, then another 10ft and there is a door on the southern side, then after another 20ft there is a door on the northern side and it turns south.

West it goes 20ft and splits north, then another 10ft and turns north.

Here...:smallsmile:

Sliver
2010-02-03, 09:02 AM
The hall goes 30ft north and turns east. You see that there is already a pit 20ft into the hall.

theterran
2010-02-03, 09:10 AM
:smallsigh:

Stupid pits...

head back to the "T" and go east

I'll head for the door that's 50ft from the T on the north side, checking for pits, traps, etc with my spear.


You go 20ft north, then 10ft east, then 10ft north again. You reach a T. The hall goes east and west from here:

East it goes 20ft and splits north, then another 10ft and there is a door on the southern side, then after another 20ft there is a door on the northern side and it turns south.

West it goes 20ft and splits north, then another 10ft and turns north.

Sliver
2010-02-03, 09:12 AM
You do understand that this pit is the one you just discovered but from the other side, right?

Anyway, 10ft east beyond that split you discover another pit.

theterran
2010-02-03, 09:17 AM
ROFL, was it really? So I came full circle then? :elan:

is that 10ft beyond the 'T', or 10ft beyond the North split?

Sliver
2010-02-03, 09:24 AM
From the T in which you turned west to reach the room you just cleared..

Map:

http://img707.imageshack.us/img707/1392/breatless.jpg

Note, only Room 16 was cleared by your current run.. You are above room 14, next to the pit. (west side)

theterran
2010-02-03, 09:33 AM
Ah, then let me head back to Room 16 and take the south door :smallsmile:

Checking with my spear all the time for pits and such!

Then I'll head to the door facing north at the end of the hall above Room 14. again, checking with my spear all the way.

(edit)

And thank you for the map, I know it's gotta be a pain to do that, but it really does help!

Sliver
2010-02-03, 09:35 AM
The hall goes east and south:

South it goes for 10ft and is T-ing east and west.

West it goes 10ft and turns north. At the eastern side of the turn is a large red note card hanging from the wall.

theterran
2010-02-03, 09:38 AM
Am I by that door at the south bend in the hall above room 14?? :smallconfused:

Sliver
2010-02-03, 09:42 AM
Yes. The door you opened is straight above the number 14..

theterran
2010-02-03, 09:44 AM
Alright, I'll move toward the notecard, poking and prodding for traps as I go w/ my longspear.

If I can make it to the card, I'll read it.

(edit) ah, I just NOW realized where I am...:thog:

Sliver
2010-02-03, 09:46 AM
The card says "Smile!" nothing. It just explodes. [roll0] force damage.

theterran
2010-02-03, 09:47 AM
:smallsigh:

That's just mean...

I'll continue north, still poking and prodding.

Sliver
2010-02-03, 09:53 AM
The hall goes north for 30ft and is T-ing east and west. Also, 20ft in, there is a split east.

You reach the split and see it goes east for 30ft and turns south. There is a door 25ft in on the southern side and a bullseye in front of it.

theterran
2010-02-03, 09:58 AM
...

I'll take the split and head east, checking as I go. and I'll test that stupid bullseye with the spear, as well as everything leading up to it (everything that I can reach anyway)...I'll also switch into Martial Spirit Stance.

Sliver
2010-02-03, 10:00 AM
The paint used for the bullseye is high quality and doesn't come off by your poking. Looks pretty sweet.

theterran
2010-02-03, 10:04 AM
That frightens me a bit actually...

I'll switch out my Longspear with my Spiked Chain before opening the door with the bullseye.

[roll0] :smallsigh: really...a 2...:smallsigh:

Maneuvers
1. Crusader Strike
2. Stone Bones
3. Charging Minotaur
4. Douse the Flames
5. Vanguard Strike

[roll1]
[roll2]
[roll3]

Sliver
2010-02-03, 10:05 AM
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, which you are outside of.

theterran
2010-02-03, 10:11 AM
Whew...that Init didn't matter!

I'll put away my chain, pull out my longspear, and test for traps over to the latch. I'll read the note.

Sliver
2010-02-03, 10:13 AM
The chest explodes, causing a cave in and you die!

Damn, wrong room again..

The note reads “Greater rewards await the patient man, but only a fool waits forever.”

theterran
2010-02-03, 10:14 AM
That's not funny at all...I half expected it to after the last one exploded...:smallannoyed:

I'll wait 1.5 minutes before opening the chest.

Sliver
2010-02-03, 10:17 AM
Being paranoid with notes lately?

The chest contains a single platinum coin..

theterran
2010-02-03, 10:23 AM
I'll head back to here:

The hall goes north for 30ft and is T-ing east and west. Also, 20ft in, there is a split east.

You reach the split and see it goes east for 30ft and turns south. There is a door 25ft in on the southern side and a bullseye in front of it.

But instead of taking the split, I'll continue on the final 10ft to the east/west 'T', checking for traps as I go.

(edit) and I was hoping for a healing potion...:smallannoyed:

Sliver
2010-02-03, 10:27 AM
You know, the most common reaction when people see the chest is quite strange.. ranging from poking it to trashing it to trying to turn undead it (that didn't happen, but wasn't very far from it..)

The hall goes east and west 20ft before turning north (at both sides)

theterran
2010-02-03, 10:27 AM
I'll take the east route, checking for pits and such.

Sliver
2010-02-03, 10:29 AM
The hall goes north for 50ft and turns west. 25ft into the hall is a door on the western side.

theterran
2010-02-03, 10:31 AM
I'll slowly make my way toward the door. checking for traps and such with my longspear.

theterran
2010-02-03, 10:33 AM
Double post :smallredface:

If I make it, I'll switch out my Spear for my chain.

Then I'll open the door.

[roll0]

Maneuvers
1. Crusader Strike
2. Stone Bones
3. Charging Minotaur
4. Douse the Flames
5. Vanguard Strike

[roll1]
[roll2]
[roll3]

Sliver
2010-02-03, 10:38 AM
You reach the door safely. Opening the room reveals a horned primitive looking hobgoblin wearing studded leather and wielding a scimitar.

There is another door on the eastern side of the room, and on the north-eastern corner (northern side).

[roll0]

Sliver
2010-02-03, 10:39 AM
What are the odds?

His initiative:[roll0]

Your initiative:[roll1]

Your first win! Go!

theterran
2010-02-03, 10:44 AM
You're rolling my rolls from now on! :smallwink:

With no map, I'll just wing this one :smallsmile:

I'll move 10ft from him.

Swift Action: Burning Blade.
Standard action: Initiate Crusader Strike

[roll0] (So this is what I do with initiative huh? can't say that I care for it)
[roll1] + [roll2]

[roll3]


End of Turn Maneuvers
[roll4]
1. Stone Bones
2. Douse the Flames
3. Vanguard Strike

Sliver
2010-02-03, 10:48 AM
It's as if you have to fail the first roll in combat no matter what!

He moves 5ft to you (5ft step) and attacks:

[roll0]
[roll1]

Crit Confirm(on a 24-26 roll above)
[roll2]
[roll3]

Looks like you got lucky with that not being a crit..

theterran
2010-02-03, 10:53 AM
:smallsigh:

Initiate Shadow Blade Technique

[roll0] (+1)
[roll1] (+1)

[roll2](+1)
[roll3]


Maneuver
1. Douse the Flames
2. Vanguard Strike
[roll4]

(edit) yes, very lucky...
And I would complain about the RNG again, but at this point, its just comical...

Sliver
2010-02-03, 10:56 AM
Your real weapon connects for a weak blow. He attacks again:

[roll0]
[roll1]

Just in case, crit confirm:
[roll2]
[roll3]

theterran
2010-02-03, 11:00 AM
Initiate Stone Bones Strike

[roll0]
[roll1]


Maneuver
Will now have been granted all.

Sliver
2010-02-03, 11:02 AM
Hit. He attacks you:

[roll0]
[roll1]

Crit confirm:

[roll2]
[roll3]

He moves away 5ft (still in range)

Damn those teasing crits!

theterran
2010-02-03, 11:08 AM
Initiate Douse the Flames

[roll0]
[roll1]

(If this hits, I'll move away 10ft since he'll be denied an AoO)

Don't think it hit...

Maneuvers for next round
[roll2]
[roll3]
[roll4] (if needed)

1. Crusader Strike
2. Stone Bones
3. Charging Minotaur
4. Douse the Flames
5. Vanguard Strike

Sliver
2010-02-03, 11:11 AM
He moves another 5ft back and draws a potion, drinking it. (he is 15ft away now.. So no AoO) [roll0]

theterran
2010-02-03, 11:13 AM
Swift Action: Change to Child of Shadow Stance.

Charge him.

[roll0] (:smallfurious:)
[roll1]

Sliver
2010-02-03, 11:14 AM
Yeah.. He 5ft steps to you after his wounds are totally gone and attacks:

[roll0]
[roll1]

Crit confirm:
[roll2]
[roll3]

Awww.. All the rolls are bad..

theterran
2010-02-03, 11:17 AM
Crud, did it again...forgot to roll the maneuvers...:smallsigh:

[roll0]

1. Crusader Strike
2. Charging Minotaur
3. Douse the Flames

theterran
2010-02-03, 11:18 AM
Swift Action: Back to Martial Spirit Stance.
5ft Step back.

Initiate Stone Bones
[roll0]
[roll1]

This is why I shouldn't play Crusader, i can never remember to actually roll the stupid maneuvers!

theterran
2010-02-03, 11:19 AM
Maneuvers
[roll0]
1. Crusader Strike
2. Charging Minotaur

Sliver
2010-02-03, 11:20 AM
Hit. He attacks:

[roll0]
[roll1]

([roll2]
[roll3])

theterran
2010-02-03, 11:24 AM
Initiate Douse the Flames
[roll0]
[roll1]

(If this hits, I'll swift action switch to Child of Shadow, then run around to get my Concealment before ending 10ft from this guy)

Maneuvers
I get Crusader Strike (finally)

Sliver
2010-02-03, 11:28 AM
Hit. He moves to you, not provoking, and attacks. After that, he moves 5ft more, but stays next to you.

[roll0]
[roll1] 1-20 is a miss.
[roll2]

[roll3]
[roll4]

theterran
2010-02-03, 11:29 AM
Would that 5ft more provoke?:smallconfused:

Sliver
2010-02-03, 11:30 AM
Spring attack doesn't provoke from the defender.

theterran
2010-02-03, 11:32 AM
Ah, spring attack...:smallwink:

Alright,

Swift: Change to Martial Spirit Stance
Initiate Crusader Strike

[roll0] (have you noticed that a Crusader Strike has yet to hit?)
[roll1]

Healing:[roll2]

Maneuvers
[roll3]
[roll4]
[roll5] (if needed)
1. Crusader Strike
2. Stone Bones
3. Charging Minotaur
4. Douse the Flames
5. Vanguard Strike

Sliver
2010-02-03, 11:36 AM
Why aren't you rolling 1d5, then 1d4, then 1d3 for your maneuvers granted?

Anyway, he attacks you again, after you miss, again:

[roll0]
[roll1]

[roll2]
[roll3]

theterran
2010-02-03, 11:38 AM
Never thought about doing it that way, I do the 1d3s

Initiate Crusader Strike
[roll0] (please oh please let this hit!)
[roll1]

Healing:[roll2]

Maneuvers
[roll3]
1. Crusader Strike
2. Stone Bones
3. Charging Minotaur
4. Douse the Flames
5. Vanguard Strike

Sliver
2010-02-03, 11:42 AM
Hit. You heal!

He attacks:
[roll0]
[roll1]

[roll2]
[roll3]

theterran
2010-02-03, 11:46 AM
Swift: Switch to Child of Shadow

Initiate Douse the Flames.

[roll0]
[roll1]

(If this hits, I'll run around and end right back where I started).

Maneuver
[roll2]
1. Crusader Strike
2. Stone Bones
3. Charging Minotaur
4. Douse the Flames
5. Vanguard Strike

Sliver
2010-02-03, 11:48 AM
Miss.

[roll0]
[roll1]

[roll2]
[roll3]

theterran
2010-02-03, 11:52 AM
Swift Action: Back to Martial Stance

Just Attack...
[roll0](+1)
[roll1](+1)


Maneuvers, Get stone bones.

(edit)

I edited in the (+1) because I yet again forgot about furious counterstrike.

Sliver
2010-02-03, 11:57 AM
You miss.

You always forget the bonus!

[roll0]
[roll1]

[roll2]
[roll3]

theterran
2010-02-03, 12:00 PM
Initiate Stone Bones

[roll0]
[roll1]

theterran
2010-02-03, 12:01 PM
A Crit :smalleek:

[roll0]
[roll1]

also, new Maneuvers
[roll2]
[roll3]
1. Crusader Strike
2. Stone Bones
3. Charging Minotaur
4. Douse the Flames
5. Vanguard Strike

Sliver
2010-02-03, 12:04 PM
You take him out. 150xp, mwk scimitar, mwk studded leather.

theterran
2010-02-03, 12:05 PM
Wow...that was absolutely nutz!

And I get a Masterwork Studded Leather :smallsmile:

Sliver
2010-02-03, 12:09 PM
If you could end it more quickly, you might have gotten a cure moderate wounds potion from him too!

theterran
2010-02-03, 12:09 PM
After gathering this junk, I'll pull my spear back out, and head for the door in the northeastern corner of the room (the north facing one), test it for traps, and open it.


If you could end it more quickly, you might have gotten a cure moderate wounds potion from him too!

Don't tell me...tell the RNG!

Sliver
2010-02-03, 12:12 PM
I donno, I like the RNG.. He finally gives me great rolls! (not only against you, but in one of the games I play I constantly had great rolls lately, which I noticed a lot because I usually have a really lame luck with the rolls)

Anyway, the hall goes east and west. East it goes 5ft and turns north, and west it goes 15ft and turns south. (also, the door at the western side in this room is at the south-west corner, western side)

theterran
2010-02-03, 12:23 PM
I'll head east, then north. checking along with my spear.

Sliver
2010-02-03, 12:26 PM
The hall goes 10ft north and reaches an intersection.

To the north it goes 10ft and turns east. 5ft into that hall you discover a pit with your poking.

To the east it goes 20ft and turns south. 5ft into that hall you discover another pit.

To the west it goes 10ft and turns north.

You came from the south.

theterran
2010-02-03, 12:28 PM
I guess I'll head west, then north, continuing to "poke"


Assuming I ever find "the vending machine", will I be able to access it and continue on to clear out the 1st floor, or is it something that once I'm there, I can't come back?

Sliver
2010-02-03, 12:31 PM
Yes, you can return to finish exploring when you find the vending machines. Only when you declare you go to the second floor you can't return.

The hall goes north for 40ft and turns east.

20ft into the hall there are doors on both eastern and western sides. Maybe it's a trap! You open one, and from the other comes a fireball! But probably not.. Or... :smallamused:

theterran
2010-02-03, 12:34 PM
:smallannoyed:

I'll continue poking all the way up to the doors, and check the doors...

Once at the doors, I'll drop the Scimitar, and my old Studded Leather Armor on the ground (since I'm wearing the new MWK Studded Armor)

I'll put up my spear and draw out my chain. then I'll open up the west door.

[roll0] :smalleek: (maybe I got all my bad rolls out during that last slug fest (probably not))

Maneuvers
[roll1]
[roll2]
1. Crusader Strike
2. Stone Bones
3. Charging Minotaur
4. Douse the Flames
5. Vanguard Strike

Sliver
2010-02-03, 12:36 PM
Awww, wasting such a good initiative on such a room.. (don't ask me to keep it for a different encounter, or I will force you to keep the 2 from the chest room :smallamused:)

Opening the door reveals the following room:
{table]|A_|B_|C_
1|||
2|||
3||L|
4|||
5|||C [/table]
There is a door at A-2, which you are just outside of and another at C1 east. There is a large lever with a bright red handle in the center of the room. There is a cake in the southeast corner of the room, on a tray bolted to the floor, with frosting reading something. . A note attached to the wall above the cake reads something else.

theterran
2010-02-03, 12:37 PM
:smallmad:

Not sure that I'm liking this...not one bit...

Lets go read the note on the wall...

(edit) Is this the West Door? If I opened the West door, wouldn't I be on the east side of the room? :smallconfused:

Sliver
2010-02-03, 12:39 PM
"The Cake Is A Lie. The Room Is A Trap.”

You really should trust this note I say! Free cake?! BAH!

Yeah, you are on the eastern door.. I just copied without editing it in..

theterran
2010-02-03, 12:42 PM
Alright, I'll leave this room for the time being...though I'm curious to know what the lever does...:smallsmile: I'll head back out, check to make sure my stuff is still on the ground where I left it..then try the east door.

[roll0]

Maneuvers
[roll1]
[roll2]
1. Crusader Strike
2. Stone Bones
3. Charging Minotaur
4. Douse the Flames
5. Vanguard Strike

Sliver
2010-02-03, 12:43 PM
You really aren't going to like this:

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. You are outside A3 west.
A string of 4 notes hangs in the center of the room.

theterran
2010-02-03, 12:46 PM
:smallannoyed:

I'll leave the room for later...(when / if I can get some healing potions)

Go back out to the hall, pull out my spear, gather my things, and continue north, poking as I go...


(Is this really how it's laid out, or are you making this stuff up just to annoy me?):smallwink:

theterran
2010-02-03, 12:49 PM
"The Cake Is A Lie. The Room Is A Trap.”

You really should trust this note I say! Free cake?! BAH!

Yeah, you are on the eastern door.. I just copied without editing it in..

Oh, just out of curiosity, the bolded statement, is that part of the note, or is that your personal advice? :smallsmile:

Sliver
2010-02-03, 12:55 PM
(Tanaric makes it all.. I have most of the rooms in a ready-to-copy form to quicken things.. It just really is a coincidance that your good initiative checks are against empty rooms)

Personal advice.. But it should have been part of the note I say!

The hall goes east for 10ft, then north for 10ft, then west for 20ft, then south for 20ft, then 30ft east. 20ft into that hall there is a split north, and it turns north at the end as well. Between the split and the turn you discover a pit.

Assuming you go into the split so you don't jump, the split goes 20ft north, then 20ft west, then it goes 30ft south and turns east. 10ft into that hall is a split east which leads shortly to the pit you discovered. As you pass that split, you poke the wall and suddenly feel a heatwave.

[roll0] nonlethal damage. Fortitude save DC11 vs fatigue.

theterran
2010-02-03, 01:04 PM
Alright, that non-lethal damage causes me to fall unconcious...:smallsigh:

[roll0]

And I'm unconcious for 4 hours. Would it be safe to assume that at some point within those 4 hours something comes to kill me?

(edit) and I think I'm going to start leaving the walls alone and just poking the ground! :smalleek:

Sliver
2010-02-03, 01:08 PM
Lets see, if any of the next rolls comes up as more then a 100 (or equal), you die:

[roll0]
[roll1]
[roll2]

If those come as less then a 100:

[roll3] if this one comes as 100 or more you awake to an encounter (but you are staggered I guess)

Your rest is peaceful. You healed 4 of the non lethal damage.

theterran
2010-02-03, 01:28 PM
Awesome, I'm staggered...but I'm alive! :smallsmile:

Alright, so was that just a large circle with a pit?

theterran
2010-02-03, 01:35 PM
(Tanaric makes it all.. I have most of the rooms in a ready-to-copy form to quicken things.. It just really is a coincidance that your good initiative checks are against empty rooms)



I was speaking to the room full of notes actually :smallwink:

Sliver
2010-02-03, 01:37 PM
All rooms are created by Tanaric as well.. Everything is created by Tanaric..

http://img10.imageshack.us/img10/8177/breathl1.jpg You at the north.

theterran
2010-02-03, 01:44 PM
:eek:

This is one large 1st floor!

I'll head back to room #8 and take the east door, I'm not reading any of the notes!

And I'll take my time, poking the floor as I go! (hopefully I can heal some of this non-lethal damage!)

Sliver
2010-02-03, 01:46 PM
So you don't continue down the way of the sunstroke trap? Remember you are staggered at the moment and 1 hour most likely won't pass unless you wait most of it instead of exploring..

You enter a hall running north and south.

It goes north for 20ft and is T-ing east and west.

It goes south 10ft and does the same.

theterran
2010-02-03, 01:48 PM
You know what, I'll head back and continue going down where the sunstroke trap was :smallwink:

And if I can get away with it, I'll wait around an hour...:elan:

Sliver
2010-02-03, 01:49 PM
The hall goes east for 30ft east and turns south. 15ft down that hall is a door on the southern side.

theterran
2010-02-03, 01:52 PM
I'll make my way for the door, poking as I go.

(edit)
Let me know if anything happens before I get to the door..

(honestly, do you think this dungeon would let me have an hour to recooperate after somehow letting me lie on the floor unconcious for 4 hours?...probably not :smallwink:)

Sliver
2010-02-03, 01:54 PM
Opening the door reveals the following room:
{table]|A_|B_|C_|D_|E_
1|||||
2|||2||
3|||||
4|||1||
5|||||[/table]
Around a fire are sitting 2 humans. A better look reveals one of them to be an elf and the other has another set of sharp teeth. The elf is closer to you. They have equipment. You like equipment, don’t you? There is a door at A5 south, E5 south and D1. You are outside D1.
Initiative:[roll0]
[roll1]]

theterran
2010-02-03, 01:59 PM
Bah...I knew I should have kept going the other way, your tone made me think to come back this way...:smallsigh:

(BEFORE I open the door, I drop the scimitar and studded leather I'm carrying, put away my spear and pull out my chain...and why couldn't this have been the vending machine!)

[roll0]

Maneuvers
[roll1]
[roll2]
1. Crusader Strike
2. Stone Bones
3. Charging Minotaur
4. Douse the Flames
5. Vanguard Strike

theterran
2010-02-03, 02:01 PM
Since I'm staggered, can I still take a 5ft step to get in there and swing at the elf? :smallconfused:

Sliver
2010-02-03, 02:03 PM
Yeah, you can step into D1 and attack..

theterran
2010-02-03, 02:05 PM
awesome

5ft Step into D1.

Initiate Crusader Strike

[roll0] (plz hit!)
[roll1]

Healing:[roll2]

Sliver
2010-02-03, 02:08 PM
I'm sorry to tell you that.. You forgot to roll maneuver granted: [roll0] here.

Hit.

The room is filled with obscuring mist as Mr. Toothy casts the spell. The elf attacks you:

[roll1]
[roll2] miss on 1
[roll3]

He double failed! :smalltongue:

theterran
2010-02-03, 02:16 PM
Thanks :smallredface: (on a brighter note, I'm Non-Lethal Free :smallsmile:)

Swift Action: Go to Child of Shadow

Initiate Douse the Flames

[roll0]
[roll1]
[roll2] Miss = 1

If this hits, I'll move to B1 (not sure if this concealment stacks with Obscuring mist or not :smallconfused:)

(edit), if this drops him though, I'll change my move action.


Maneuver
[roll3]
1. Crusader Strike
2. Stone Bones
3. Charging Minotaur
4. Douse the Flames
5. Vanguard Strike

Sliver
2010-02-03, 02:18 PM
That drops him. What is your move action?

theterran
2010-02-03, 02:20 PM
I'll move to D4, and if I don't see Mr. Toothy, I'll head to C4 and B4 and A4 looking for him.
(edit)
Though I don't want to provoke AoOs, so if I see him when I hit D3, I'll stop there :smallwink:
(edit2)
Unless he's not wielding anything to take an AoO with, then I'll truck on to D4.

(edit3)

I'm king of the edits!

Sliver
2010-02-03, 02:22 PM
You fail to spot him.

You get color sprayed suddenly. Will save.

theterran
2010-02-03, 02:24 PM
Moment of Perfect Mind.

[roll0]

:smallsigh: Here we go...

(edit)
Wait, he can see me, but I can't see him? :smallannoyed:

What, he have scent or something like that?:smallconfused:

Sliver
2010-02-03, 02:25 PM
You go! Your turn. Hope for you, you find him next turn!

theterran
2010-02-03, 02:27 PM
Can I say that I stopped my last turn in B4? or would that mess you up?

Sliver
2010-02-03, 02:28 PM
Yeah, moving to A4 doesn't really help you so sure, go for it.. (otherwise I would have opposed to that)

theterran
2010-02-03, 02:31 PM
Starting in B4, I will move to B2, then to D2, Then to D4.

This movement pattern should place me within 5ft of every square in the room, so if he's in the room, I should see him.

(All that was one move, I still have a standard / swift to go, I'd just like to see what I find out here, if anything)

Sliver
2010-02-03, 02:32 PM
You find him in A1.

theterran
2010-02-03, 02:36 PM
Sweet. (and I actually don't have a swift, I burned it on MoPM)

So...I stop in B2.
Initiate Shadow Blade Technique

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

Miss = 1 [roll4] (of course it does)

Maneuvers
I'm granted the last one next turn.

Sliver
2010-02-03, 02:38 PM
He moves past you to the south. Roll for your AoO.

theterran
2010-02-03, 02:39 PM
:smallsigh: So it comes down to this...

[roll0]
[roll1]

Miss = 1 [roll2]

(edit) :smallsigh::smallsigh:

Sliver
2010-02-03, 02:40 PM
From the south, another wave of color washes over you. Will save.

theterran
2010-02-03, 02:44 PM
:smallsigh::smallsigh::smallsigh:

[roll0]

Of course you know if I fail this, I'll want to restart with this guy again...(not until tomorrow though):smallbiggrin:

(edit)not just a fail, but a semi-EPIC fail...:smallsigh:

(edit2)
Would you be okay with starting this over, yet again? :smallcool:

Sliver
2010-02-03, 02:47 PM
You wake up to discover your easy steal-able loot, stolen. (golds, gems if you have, only such stuff)

The elf's gold pouch is also empty.

75xp, longsword, longbow, 10 arrows, studded leather, light shield.

theterran
2010-02-03, 02:50 PM
Wait, what? He didn't kill me? :smallconfused:

Really? So what do you define by "easy steal-able"? Obviously the scimitar and the chain shirt, anything else?

awe...my 90.5gp is gone :smallfrown:

Sliver
2010-02-03, 02:51 PM
Only the coins, gems and art objects he steals..

theterran
2010-02-03, 02:57 PM
I'll go pick up the Studded Leather and Scimitar I left outside of D1, then pick up the longbow and the longsword of the elf.

Pull out my spear, and head for the door in A5.

Sliver
2010-02-03, 02:59 PM
You exit into a hall running south for 20ft and turning east. 5ft into the hall is a door on the western side.

theterran
2010-02-03, 03:05 PM
Alright, I'll poke up to the door, drop my all my loot (see excess weapons and armor) on the ground, pull out my chain.
and open the door.
(Still in Child of Shadow)

[roll0]

Maneuvers
[roll1]
[roll2]

1. Crusader Strike
2. Stone Bones
3. Charging Minotaur
4. Douse the Flames
5. Vanguard Strike

Sliver
2010-02-03, 03:08 PM
{table]|A_|B_|C_
1|||
2|||
3||1|
4|||
5|||
6|||[/table]
There is a door at A-1 west, B-1, and another at C-1 east
There is a gnome sized figure with a white dragon’s head, ivory scales and short swords standing in the room
Initiative:[roll0][/spoiler]
As you open the door, he fires a cone of cold minty freshness at you, dealing [roll1] cold damage, DC13 for half. [roll2]

theterran
2010-02-03, 03:09 PM
LOL, Minty freshness...

I'm assuming it's reflex. [roll0]

theterran
2010-02-03, 03:12 PM
Swift Action: Martial Spirit Stance

Move to C2 (assuming I was outside C1)

Initiate Shadow Blade Technique

[roll0]
[roll1]

[roll2]
[roll3]

(edit)
Forgot Maneuver...let me know if I need it.

Sliver
2010-02-03, 03:14 PM
Your attacks hit pretty hard. It 5ft steps to you and strikes:

[roll0]
[roll1]

[roll2]
[roll3]

[roll4]
[roll5]

(the first 2 strikes are short swords so their threat is on 20 or 21 result, while the last one is a bite that threatens on 21 only. Roll if any of those threatens a crit)

theterran
2010-02-03, 03:17 PM
Alright, since he's attacking, I'm assuming he's not dead...so

Maneuver
[roll0]

1. Crusader Strike
2. Stone Bones
3. Charging Minotaur
4. Douse the Flames
5. Vanguard Strike


And all the attacks miss.

theterran
2010-02-03, 03:20 PM
Swift: Burning Blade

Initiate stone Bones

[roll0]
[roll1] + [roll2]



Maneuver
[roll3]
1. Crusader Strike
2. Stone Bones
3. Charging Minotaur
4. Douse the Flames
5. Vanguard Strike

Sliver
2010-02-03, 03:26 PM
The attack connects, taking it down.

150xp, 2 short swords, 4 darts.

theterran
2010-02-03, 03:33 PM
I'll pick up all my stuff outside of C1, then head to A1 east and open the door.

Longspear ready for some poking!

And sweet! a ranged weapon I can actually use :smallsmile:

Sliver
2010-02-03, 03:35 PM
The hall goes north and south.

North it turns east after 5ft. There is a door on the northern side.

South it goes 35ft before turning east.

theterran
2010-02-03, 03:41 PM
Looks like I'm heading south.

Poking the floor as I go.

Sliver
2010-02-03, 03:41 PM
You find a pit 20ft from the door you just exited.

theterran
2010-02-03, 03:44 PM
I'll head back into the door I came out of and open the door in B-1 :smallsmile:

Sliver
2010-02-03, 03:46 PM
The hall goes west (wall at east) for 10ft before turning south. There is a door on the northern side at the turn. 5ft into the hall is a bullseye on the floor.

theterran
2010-02-03, 03:50 PM
I'll poke the bulls eye with my spear.
I'll then toss a studded leather on it.

if nothing happens I'll drop the rest of my loot on it. (21lbs in all).

(edit)
These bulls eyes are just mean...especially if they're just meant to cause us grief.

Sliver
2010-02-03, 03:51 PM
There is loot on a bullseye. That does not trigger a sarcastic remark. You are backstabbed by Mr. Toothy!

theterran
2010-02-03, 03:59 PM
I'll pick up all my loot, and step onto the bulls eye.

then put up my spear, pull out my chain, swift into Child of Shadow, and drop the loot I just picked up back down into the square beside mine. (Note:I'm keeping the darts on me, just incase, but everything else I've picked up I drop)

Then I'll open the door.

[roll0]


Maneuvers
[roll1]
[roll2]
1. Crusader Strike
2. Stone Bones
3. Charging Minotaur
4. Douse the Flames
5. Vanguard Strike

Sliver
2010-02-03, 04:00 PM
There is a dead elf and a dying fire in this room. You feel your sense of direction is disabled at the moment and may die soon..

theterran
2010-02-03, 04:03 PM
:smallconfused:

It may die soon? :smallconfused:

What's that mean?

Sliver
2010-02-03, 04:05 PM
Your sense of direction dying? Maybe you will tell me that you open the door and move through.. And then tell me the same, about the same door, being stuck forever..

You just entered a room you cleared 2 minutes ago from the other side, your sense of direction is probably already dead..

It was a joke!

theterran
2010-02-03, 04:10 PM
Ah...:smalltongue: I thought it was a joke, but when you put disabled in italics...I was thinking maybe you meant Disable (http://www.d20srd.org/srd/psionic/powers/disable.htm)...

Shrug...

Seeing as how I'm completely lost about where I am now...(you are quite astute about my sense of direction!) I'll pick up my loot, pull out my spear, and work my way back to the "notes" room (Room 8) and go through that door again.

(edit)

Then I'll head north in that hall way, poking the floor as I go.

Sliver
2010-02-03, 04:18 PM
Alright, but I'm going to bed so you will get the update in the morning..

theterran
2010-02-03, 04:53 PM
That's fine, I'm done for the day as well.

Sliver
2010-02-04, 01:49 AM
You reach the T. The hall goes east for 10ft and turns south, and west for 10ft and turns north.

theterran
2010-02-04, 07:10 AM
I'll head east, poking at the floor for pits / traps as I go.

(honestly, is it possible to navigate around all of the pits and still make it everywhere on this floor? if not then I'm just kidding myself in carrying all this junk)

Sliver
2010-02-04, 07:13 AM
There is a single room you can't reach without crossing a pit, others have some way to get to..

So only floor poking now huh?

The hall goes south 30ft and turns west.

theterran
2010-02-04, 07:16 AM
After poking a wall and getting sunstroked...I think I'll only poke the floor until I get a reason to start poking walls again...

Alright, I'll follow it south, and west (if possible), poking as I go.


(That one room isn't the way down is it?):smallconfused:

Sliver
2010-02-04, 07:18 AM
No, you can exit the floor without jumping..

The hall goes west 30ft and turns south. 10ft into the hall is a split north. As you reach the split, you see the hall goes north for 30ft and is T-ing east and west. 10ft down that hall is an open door.

theterran
2010-02-04, 07:25 AM
...

I just made a circle didn't I...:smallconfused:

...

Alright, I'll take the north split all the way to the T and go west this time, still checking the ground, just incase I'm not making a circle.

Sliver
2010-02-04, 07:27 AM
The hall goes north 10ft and turns east. Then 40ft east and turns south for 10ft, turning east. There is a door on the southern side. The hall goes east for 10ft and there is a door on it's end as well. There is a bullseye before that door.

theterran
2010-02-04, 07:37 AM
I'll check my way up to the door on the southside, check the door as well, then put up my spear, pull out my chain, and drop the loot on the ground, make sure I'm in Child of Shadow.

Then Open the Door.

[roll0]


Maneuvers
[roll1]
[roll2]
1. Crusader Strike
2. Stone Bones
3. Charging Minotaur
4. Douse the Flames
5. Vanguard Strike

Sliver
2010-02-04, 07:39 AM
It opens to a 15X25ft room with one door on the north-eastern side which you are outside of. In the center there is a raised platform with a large red button and something written on it.

theterran
2010-02-04, 07:40 AM
:smallannoyed:

Stupid notes...

I'll move to the button and read the note...

Sliver
2010-02-04, 07:41 AM
On the button, with large white letters, it says "PUSH ME"