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Tanaric
2010-02-01, 02:13 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||G|
3|||
4|||[/table]

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

DM notes:Sheet. (http://www.myth-weavers.com/sheetview.php?sheetid=181282)

Angelic_Dawn
2010-02-01, 04:03 PM
Ok edited from Crusader -> dragon shaman, due to need for healing.
Seeing my tricksy trick wouldnt work. And as written it needed a small tweak in that case.

Resulted in lil change besides Moves > Aura's.
loss of proficiencies Martial > Simple.
And Towershield > Shield. as in a loss of 2 Ac. -1 BaB.
And a loss of 50g (but due to me not beeing able to wield those weapons anyway, easely Fixed) Hopefully ill survive and pick up Crusader at lvl 2.

If all's still ok after that..


Stop me when ever i explode in a fiery burst of death. (or finds heaps of wealth)
But in an attempt to save a bit of time, i've written some actions in advance.
Assuming i find nothing intresting or dangerous till that point. Those will be my follow up actions.

Grim.
Polly.

(Tought)
'Arr.. Polly and i should probaly go looking around in this room to see where we ended up,
and if its more then meets the eye.

(Speech)
"Argh' i wish i felt soberder, Ah well lets see what mess we got our self in this time"


(Action)
*Polly floats and hovers within 10ft of me doing its own checks*

(Action)
*while i slowly go around poking the floor with my 10ft pole,
while keeping an eye out for anything intresting*

(Polly scripted/Trained to.. Possible Actions)

[If It encounters or notices anything dangerous it'll turn to a Dark Red Glow.]
[Its usualy Green and behind me and above shoulder hight (so it can look over me),
if nothing intresting happens that i need to be notified off (as in, it thinks im not aware of yet.)]

.
.
.
If i havent found anything intresting, or have fallen into a trap and died a horrible death by this point yet...

*I will poke the torch on the wall a bit with my pole.
If it doesnt explode in a fiery blaze of death, i take it and tie it to my shield.
(With a bit of cut off rope from the one in my back pack (im sure i wont need 50ft for it :smallsmile:))*

If still no explosions..

(Tought)
[I]not a clue where i am, but it doesnt seem that dangerous.

(speech)
"what do you think Matey, looks like nothing special ey, I'm sure we've been in worse."

(Action)
[Polly hovers slightly above my shoulder hight (so it can see over me), in the square behind me.]
[Still doing his own checks and Informing me as needed]


(speech)
"Lets us go see whats behind door number one"


(Action)
*I stuff away my pole, and draw my javelin,
opening the door and carefully look in,
Javlin in hand preparing a ready action to toss it at the first and if multiple closest hostile creature i see.*

(Action)
[Polly also prepares a ready action to shoot a burst of light at the first hostile (and if multiple closest), mimicking its owner]

Im sure by now something intresting is happend...
If not well then you can describe me the next room :smallsmile:

Tanaric
2010-02-01, 04:54 PM
All that just to open one door? :smalltongue:

No traps that either of you could detect with your searching.

The door slides open easily, revealing an unlit hall running to the south and east. To the east, it runs beyond the range of your torch's light. After ten feet, it splits to the north and west. After thirty feet, there is a door on the north side of the hall.

To the south, it runs for thirty feet before teeing to the east and west. After twenty feet, it splits east.

Angelic_Dawn
2010-02-01, 05:40 PM
All that just to open one door? :smalltongue:


'd Seem so. And here i was expecting to die in the first minute.



The door slides open easily, revealing an unlit hall running to the south and east. To the east, it runs beyond the range of your torch's light. After ten feet, it splits to the north and west². After thirty feet, there is a door on the north side of the hall.

To the south, it runs for thirty feet before teeing to the east and west. After twenty feet, it splits east.

² Dont you mean South? As it already came from the west. (Heading east)

So Assuming the Corridors are 10ft Wide, im looking at...


http://i977.photobucket.com/albums/ae256/Angelic_Dawn/Sofar.jpg


or did i miss understand some bit.
If i did Feel free to correct me.


If not..

Once again stop me if i die, Explode, Get eaten, Or stumble upon heaps of riches.

*Polly and i Move to the East, Checking both corridors.
Both With The Shoot Closest Hostile. Ready Actions.*


If still nothing, as in i didnt fall down a big pit, or got jumped by big critters that wanted to eat me.

*I check the door to see if it explodes on prodding*

And WE Enter in formation with our basic Shoot Closest Hostile. Ready Actions.

And you can describe me a new room. :smallsmile:

Tanaric
2010-02-01, 05:47 PM
² Dont you mean South? As it already came from the west. (Heading east)

Yes, I did. Sorry.


So Assuming the Corridors are 10ft Wide, im looking at...


http://i977.photobucket.com/albums/ae256/Angelic_Dawn/Sofar.jpg


The corridors are five feet wide. You have the eastern hallway correct, but you seem to have tripped up on the south one.

Thirty feet from you to the wall at the end. There, it goes to the east and west.

Twenty feet from you to the split to the east.

Edit: I'll give you a map, one moment.

Tanaric
2010-02-01, 05:54 PM
Here:http://img36.imageshack.us/img36/3051/dawnmap.jpg

Angelic_Dawn
2010-02-01, 05:56 PM
Excelent, Tyvm, Well in light of that nice map.

Im sticking to the previous plan :smallsmile:

Onwards to the Door!

Edit: Ps, Whats the map generator program you just used for that? :smallsmile:

Edit2: added spoiler tags to keep the thread cleaner

Tanaric
2010-02-01, 09:07 PM
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 side of the hall.

Did you still want to continue east?

Angelic_Dawn
2010-02-02, 05:38 AM
Yups, as written thats my course of action
unless i encounter a trap, monsters, or possible treasure.

So if nothing but more corridors, im sticking to my current plan:smallsmile:

Sliver
2010-02-02, 05:44 AM
I can give you a few hours of updates if you want (I believe you said you want me to DM this..) or you can keep Tanaric if you prefer.. If you want me to DM this, then what is your moving through the halls method?

Angelic_Dawn
2010-02-02, 11:01 AM
Yes i did say that, in case you had less players beseeching you/More free time.
As Tyndmyr's Dungeon of doom had quite a long waiting time per action.

So what it comes down to..

Whom ever of you two got the better Players/Time ratio,
So i can play more :smalltongue:

Tho probaly also a bit dependant on GMT - post times.
In which case i think Tanaric might be the better choice... i think. :smallsmile:


Edit: Heck so far its working fine, so im not complaining, Think im Sticking to Tanaric for president.

Tanaric
2010-02-02, 06:44 PM
Ten feet to the east of the split, you feel the floor start to fall out beneath you. Reflex save.

Angelic_Dawn
2010-02-02, 07:05 PM
[roll0]

And polly well he can float.

Tanaric
2010-02-02, 07:06 PM
Splat.

You fall down a 20ft deep pit, taking [roll0] bludgeoning damage.

And now for the climb out.

Angelic_Dawn
2010-02-02, 07:14 PM
Splat.

You fall down a 20ft deep pit, taking [roll0] bludgeoning damage.

And now for the climb out.

(Speech)
Ouch me bum!

(Automatic Action)
*Fast Heall 1 hp as it works till im above half hp. (half beeing 7 Above beeing 8 :smallsmile:)*

(Action)
*Ok Grab me Rope and Grappeling hook.*

[roll0]

Or else if that fails keep throwing as long as is needed.

[roll1]

Same for climb checks.

Waiting to Heal up to my 8 hp check point every time i fail and fall down before making a new attempt.

As long as it takes... :smallfrown:

Angelic_Dawn
2010-02-02, 07:17 PM
Actualy doesnt Damage reduction work on falling dmg? :P

A cr.. So i make no progress.. Well lets see how often that happens.
or if i can manage to throw a 2 or less and take some additional dmg.

1d20-1

Edit: Oh right you cant previeuw it.

Tanaric
2010-02-02, 07:19 PM
It does, so long as it isn't DR/bludgeoning.

Angelic_Dawn
2010-02-02, 08:20 PM
So..

[roll0]

Angelic_Dawn
2010-02-02, 08:21 PM
Huzzah Above 5.

So i made it up a bit farther up second go.

How many checks does it take actualy? (as my char isnt that fast)
Just in case...

Angelic_Dawn
2010-02-02, 08:27 PM
Well take as many as you want.


[roll0]
[roll1]

[roll2]
[roll3]

[roll4]
[roll5]

[roll6]
[roll7]

[roll8]
[roll9]

[roll10]
[roll11]

Angelic_Dawn
2010-02-02, 08:29 PM
Yup no 1's or 2's.. So no extra falling involved.

Ok after cursing abit under my breath ill continue as planned.

Tanaric
2010-02-02, 08:30 PM
The DC is, like, 0. You have a corner and chimney to modify your climb (-15 DC). Just about anyone can get out.

Angelic_Dawn
2010-02-02, 08:33 PM
Oops assumed it was Dc 5. Forgot the additional modifiers.

Ah well rather to much then to lil.

And if i live to the next level ill (hopefully) soon have a -15+ Ac check modifier :smalltongue:

Tanaric
2010-02-02, 09:53 PM
You reach the door without further troubles. Remind me again what, if any, special senses your character has?

Angelic_Dawn
2010-02-02, 10:00 PM
Not any what so ever, Doubt he even has much common sense.

Edit:
As usual...

*I check the door to see if it explodes on prodding*

*And WE Enter in formation with our basic Shoot Closest Hostile. Ready Actions.*

And you can describe me a new room. :smallsmile:

Tanaric
2010-02-02, 10:05 PM
Ah. There's a tiny problem with your readied action strategy.

Readying an action requires that you don't take any actions after it, or the readied action is lost. Initiative is rolled on sight. Thus, either you have a readied action facing a closed door, or you open the door and have to roll initiative, denying yourself the readied action.

Polly can, of course, ready an action to do something when you open the door.

With that in mind, what do you want to do?

Angelic_Dawn
2010-02-02, 10:06 PM
Sorry. Been ages since i last got to play
(Hence makeing an attempt at forum Based play)


well then ill Set my aura to dmg shield (acid:2)
and open the Door in defensive Formation.

Polly doing the readying.

Tanaric
2010-02-03, 04:41 PM
Opening the door reveals the following room:

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

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]

Angelic_Dawn
2010-02-03, 04:52 PM
Grim: [roll0]

Polly: [roll1]

Angelic_Dawn
2010-02-03, 05:31 PM
wait doesnt polly get to make an attack now before everything else.
as he still had a ready action.

on that note..

[roll0]
[roll1]

Angelic_Dawn
2010-02-03, 05:32 PM
Possible Crit.

[roll0]

Tanaric
2010-02-04, 04:42 PM
Don't the ranged attacks of Soulsparks have a range of 5 feet?

Angelic_Dawn
2010-02-04, 05:07 PM
oops re-reading the soul spark entry, it seems your right. :smallredface:

Well save it till the enemy is in range then i suppose.
(stands right in front of me)

(if it stays there and does something ranged, well then disregard it i suppose)

Tanaric
2010-02-06, 07:36 AM
It moves into the doorway (triggering the readied action; crit confirms. Bonus damage: [roll0]) and breathes a short gout of acid over you. You and the soulspark take [roll1] acid damage, reflex half, and are entangled for [roll2] rounds. If you don't take any damage, you aren't entangled.

Angelic_Dawn
2010-02-06, 07:45 AM
Unless The gout of acid is magical, i take 0 dmg.
And unless its good aligned, The Spark also takes 0 dmg.

:smallsmile:

Edit: needed to repost rolls, keep forgetting you cant previeuw :/

Tanaric
2010-02-06, 07:46 AM
Damage reduction isn't energy resistance. And it's a breath weapon, which is supernatural, which is magical.

So yeah, take acid damage. :smalltongue:

Angelic_Dawn
2010-02-06, 07:52 AM
Edit: and as you can see dmg taken, and anoying effect included :smallannoyed:

Grim.
Free Action: Drop Javlin, Move action: Draw morning star,
Standard Action: Bash Monster with morning star.

[roll0] (-2 Due to entangle Included)
in case its needed
[roll1] (-2 Due to entangle Included)

And also in case its needed,
[roll2]




Polly.

Standard: Zap monster With Beam of light.

[roll3] (-4 (also -4 Dex) Due to entangle Included)
in case its needed
[roll4] (-4 (also -4 Dex) Due to entangle Included)

And also in case its needed,
[roll5]

Tanaric
2010-02-06, 07:56 AM
Grim's attack misses by a mile. Polly's just hits.

Both of you take [roll0] ongoing acid damage from the entangling substance.

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

Angelic_Dawn
2010-02-06, 08:00 AM
Grim.
[roll0] (Entangle still included)

Polly.
[roll1] (Entangle still included)

Tanaric
2010-02-06, 08:05 AM
Both pass.

Angelic_Dawn
2010-02-06, 08:07 AM
Wether or not i take extra dmg ill be trying to swing at it a bit more.
think thats all i can do as im still nailed to the floor.


Grim.
Standard Action: Bash Monster with morning star.
Swift Action, Set Aura To Vigor: Fast Healing 1, As long as your not above Half HP.

[roll0] (the -2 Due to entangle still Included)
in case its needed
[roll1] (the -2 Due to entangle still Included)

And also in case its needed,
[roll2]



Polly.

Standard: Zap monster With Beam of light.

[roll3] (-4 (also -4 Dex) Due to entangle Included)
in case its needed
[roll4] (-4 (also -4 Dex) Due to entangle Included)

And also in case its needed,
[roll5]

Tanaric
2010-02-06, 08:09 AM
The attacks miss.

[roll0] ongoing acid damage.

It breathes another stream of fire over you, dealing [roll1] fire damage, reflex half.

Angelic_Dawn
2010-02-06, 08:09 AM
Well thats going well :/

Angelic_Dawn
2010-02-06, 08:10 AM
Grim.
[roll0] (Entangle still included)

Polly.
[roll1] (Entangle still included)

Tanaric
2010-02-06, 08:13 AM
Both saves fail.

Angelic_Dawn
2010-02-06, 08:16 AM
Again Dmg or not still nailed to the floor... so..


Grim.
Standard Action: Bash Monster with morning star.
Swift Action, Redistribute 1 Essentia from Natural AC to polly's Offensive Abbility.

[roll0] (Last round entangle)
in case its needed
[roll1] (Last round entangle)

And also in case its needed,
[roll2]


Polly.
Standard: Zap monster With Stronger Beam of light.


[roll3] (Last round entangle)
in case its needed
[roll4] (Last round entangle)

And also in case its needed,
[roll5]

Angelic_Dawn
2010-02-06, 08:17 AM
This is going so well.. :smallwink:

Tanaric
2010-02-06, 08:18 AM
And they miss again.

[roll0] ongoing acid damage, then the entanglement is gone.

The creature breathes a gout of entangling fire on you, dealing [roll1] fire damage, reflex half, and entangling for [roll2] rounds.

Angelic_Dawn
2010-02-06, 08:20 AM
Grim.
[roll0]

Polly.
[roll1]

Angelic_Dawn
2010-02-06, 08:25 AM
Again nailed to the Floor.

Grim.
Standard Action: Bash Monster with morning star.

[roll0] (the -2 Due to entangle Again)
in case its needed
[roll1] (the -2 Due to entangle Again)

And also in case its needed,
[roll2]


Polly. (About to die)
Standard: Zap monster With Stronger Beam of light.

[roll3] (the -4 Due to entangle Again)
in case its needed
[roll4] (the -4 Due to entangle Again)

And also in case its needed,
[roll5]

Angelic_Dawn
2010-02-06, 08:27 AM
Cant even hit the broad side of a dragon :smalltongue:

Edit: Wait sec Soul sparks have evasion, meaning it dodged it entirely? :)

soo if he isnt entangled then?, Add +4 To hitting score.

(doubt it'll be enough still)

Tanaric
2010-02-06, 05:09 PM
Grim fails the reflex save. With evasion, Polly takes no damage, and is not entangled. Polly's attack misses.

Take [roll0] ongoing fire damage from the entanglement.

The creature then breathes a short gout of electricity over you, dealing [roll1] electric damage.

Angelic_Dawn
2010-02-08, 06:37 PM
Grim.
Standard Action: Bash Monster with morning star.
Swift Action move a point of essentia from DR/Magic to Rage Claw talons.

[roll0](the -2 Due to entangle)
in case its needed
[roll1](the -2 Due to entangle)

And also in case its needed,
[roll2]


Polly.
Standard: Zap monster With Stronger Beam of light.

[roll3]
in case its needed
[roll4]

And also in case its needed,
[roll5]

Tanaric
2010-02-09, 11:35 AM
Crit damage from Polly: [roll0]

Tanaric
2010-02-09, 11:37 AM
Polly takes him down.

Two more rounds of entanglement: [roll0] [roll1]

Angelic_Dawn
2010-02-09, 02:15 PM
Entangle dmg only applying to me ill assume.

Ooo, Close, :/

Yay for essentia'd up Rage claw.

Ok i think We'll not move and Fast heal till I'm above half Hp, (Aura Has till above half hp limmit)
And polly shifts dmg Essentia -> Fast Healing 1. To get back to full again. (no limmit)

Angelic_Dawn
2010-02-09, 02:18 PM
Edit: After getting to that healy point, Redistribute essentia back to basic.
(As in in Natural Ac, And DR)

Assuming no extra evil critters jump up half way to finish the job.
(would be a darn mean thing to do :smallwink:)

Ill Go loot the room, Safely, 10ft pole in hand, poking floor,walls and ceiling, Both Doing checks, And obviously looking for treasure.

And ofc Seeing if the critter had anything intresting on it. :smallsmile:

Tanaric
2010-02-09, 02:27 PM
You get 150xp and a set of chainmail, but you don't find anything else of note in the room.

Angelic_Dawn
2010-02-09, 02:31 PM
"Very lethal critters, lousy treasure, I dont like this dungeon"

*as grim Pulls a Big Bag out of his Backpack, stuffs The chain in it*


*Looking at polly*
Wonder if that other room had better treasure.
(very nonchalantly after beeing almost killed)

*Blank stare*


*picks up Quickened action dropped javlin again, stuffs it back in his place*

and..
Onwards to my inevitable demise the other door on my map :smallsmile: (and yours) (the one in the hallway)

Tanaric
2010-02-11, 11:28 PM
How are you getting back across the pit?

(Apologies for the lack of updates.)

Angelic_Dawn
2010-02-12, 04:24 AM
me, im just obliviously gonna wander into it again fall down, Hurt myself.

Fast heal back to Current, (if its even needed, also got DR/6 )
And climb back out with a Dc of -Lots.

Edit: (and Np, wasnt that fast this week either :smallsmile: )

Angelic_Dawn
2010-02-12, 08:30 AM
After that, Wander to door,

Drop Bag O lewt. (1x Chain)

Poke door (with 10ft pole)

Draw Javlin,

Ready Action Polly to hit closest Hostile. (When it comes/is in range)
Open door.


Those be my actions :smallsmile:
Unless at some stage during this i explode, encounter treasure, etc. :smallsmile:

But disregarding noticing new corridors and doors. (that wont make me change my actions)
(tough its still mighty usefull for my mapping, if you could mention me noticing them :smalltongue:)

Edit: And if i happen to wander into more pit traps like the previous one,
Fall into it face first, Curse, Grumble, Fast Heal if needed, Climb out, Continue (With the Scripted actions).

term1nally s1ck
2010-02-20, 09:10 PM
Well, assuming control of the thread:

You fall face-first into another pit 5' south of the crossroads, take some damage, and fast-heal out of it, and otherwise reach the door without issues.

How much effort are you using with that pole to poke the door? Just out of interest..more than 15-20lb, or less?

Angelic_Dawn
2010-02-20, 10:39 PM
less :).

(as to not notify any BBE guys in there)


Edit: And Yay im getting Highjacked.

term1nally s1ck
2010-02-20, 10:42 PM
Smart Fella...but you're now hit by:

[roll0] darts. Use as appropriate:

[roll1]
[roll2]
[roll3]
[roll4]
[roll5]
[roll6]
[roll7]
[roll8]
[roll9]
[roll10]
[roll11]
[roll12]
[roll13]
[roll14]
[roll15]
[roll16]

Sorry, got my notes mixed up.

term1nally s1ck
2010-02-20, 10:44 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 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]

Angelic_Dawn
2010-02-20, 10:44 PM
one hits me, but cant over come the DR.

No dmg taken, And continue :smalltongue:

Pets always going either right before or after their owners. (or so i recall)

Edit: Note to self do not previeuw.

Another edit: ok ignored.

term1nally s1ck
2010-02-20, 10:48 PM
Initiative roll b0rked. And the darts are for something else, ignore them.

term1nally s1ck
2010-02-20, 10:52 PM
Look up 4 posts, in that spoiler. You need to roll Initiative.

Angelic_Dawn
2010-02-20, 10:56 PM
Initiative[roll0]

Edit: Soz my mistake, missed that. :smallredface:

Angelic_Dawn
2010-02-20, 11:00 PM
Throw javlin at Beast. [roll0]
If needed Dmg [roll1]

Draw Weapon.

Poly keeps His ready action. (as a protection for me when/if they get in his range (him beeing in the same square as me))

term1nally s1ck
2010-02-20, 11:04 PM
You miss.

The beast disappears, though, as the human moves forward to C2, and then unleashes a wave of color that washes over you.

Will saves, please.

Angelic_Dawn
2010-02-20, 11:06 PM
Grim 1d20+1

Polly [roll0]

term1nally s1ck
2010-02-20, 11:12 PM
Color spray. If you absorb it, this is probably a very easy fight for you.

Angelic_Dawn
2010-02-20, 11:21 PM
absorb the low level spell.


well easy i wouldnt say yet, he Still has a big sword, And some evil beasty.
And polly is probaly knocked out.

But definitly easyer then the previous one that i ended with around -10 hp (Yay for upgraded rageclaws)

still need some energy resistance...

Anyways if they wont come to me, ill go to them.
With the beasty missing..


Edit: Damnit keep previeuwing posts.

Angelic_Dawn
2010-02-20, 11:23 PM
(Move action)
Walk towards guy. (assuming he's within 15ft, im not that fast, makes me stop in B2 i think)

(standard action)
Whack with Stick on the guy.
[roll0]
if needed Dmg [roll1]

term1nally s1ck
2010-02-20, 11:33 PM
The guy dies.

150 XP, Chain shirt, longsword. Beasty seems to have been an illusion.

Angelic_Dawn
2010-02-20, 11:38 PM
Doh! ><

And here i was expecting something a lot more lethal considering the last room.

(Actions)
Get my Lewt Bag, and stuff the new found items in it.
Retireve javlin, and stick it back in its place.


Smack polly around, till he wakes up.

im gonna go for the E3 door,
Drop my lewt bag,

get my pole, Poke door.
(dunno why i keep doing that :smallwink: as it'll probaly reveal nothing)

Draw Javlin.
Polly does his basic ready action, (Zap things that come in range)

Open door.



Stop me at any point if i explode or find heaps upon heaps of treasure.

term1nally s1ck
2010-02-20, 11:45 PM
More...lethal? This guy probably has the highest kill count going..Color spray is b0rked.

As you leave the room, you explode you can see 10' to the north, and 10' to the south. To the north there's a turn to the east after 10', and to the south there's a turn west after 10'.

Angelic_Dawn
2010-02-20, 11:50 PM
ok ok, what i meant was, im expecting to either die,
or at least be near death from any room i dare enter,

considering what i've read in the recruiting thread :P
(and my first room experience)

Edit: And lol, wait you guys keep score/Kill counts? :smallwink:

Anyways, meh boring more corridors,


(Action)
Hopeing for some action, Grim heads Back into the room, and Opens the E4 door South side*. :smallsmile:

*Per my standard script
(*IE: Bring along lewt bag, Drop lewt bag, Poke door, Draw javlin, Polly prep ready action, Open door.)

term1nally s1ck
2010-02-20, 11:52 PM
There is a red and white bullseye painted onto the floor just outside the door.

Make a spot check.

Angelic_Dawn
2010-02-20, 11:55 PM
Grim [roll0]
Polly [roll1]

Hoping polly at least notices and warns me, by buzzing around me flashing Brightly.

term1nally s1ck
2010-02-21, 12:00 AM
You see a red and white painted bullseye on the ground. So does Polly.

Angelic_Dawn
2010-02-21, 12:04 AM
Great a red and white bullseye,

Now what i got a intelect of 8... :smallbiggrin:


Hm.. i Poke it With my Stick(10ft pole). (one of my Three solutions to everything)

term1nally s1ck
2010-02-21, 12:07 AM
[roll0] Platinum Pieces fall from the ceiling!!!

Nothing happens.

Angelic_Dawn
2010-02-21, 12:11 AM
LOL.

x)



Hm... looks left. <(o.O<)

looks right.. (>O.o)>

<(o.O<)


Steps on the bullseye.

term1nally s1ck
2010-02-21, 12:18 AM
To your left (East), the corridor ends after 5' and turns north. To your right (West), the corridor extends 45', with a north split after 35', and a turning south at the end.

Angelic_Dawn
2010-02-21, 12:20 AM
But nothing happens when i step on it? o.O

Tanaric
2010-02-21, 12:25 AM
A shower of gold coins rains down from the ceiling, bathing you in wealth and welts.

*cough*

Don't mind me. :smallwink:

Angelic_Dawn
2010-02-21, 12:26 AM
oooh its alive, Alive!

(pc working again?)

term1nally s1ck
2010-02-21, 12:29 AM
Why would anything happen when you stepped on it? It's a painted bullseye. Hit it with an arrow, maybe something will happen...

Angelic_Dawn
2010-02-21, 12:31 AM
but but i dont have an arrow. :smallfrown:


ok ok Mr funny pants.


confused but more bored then confused,
and not in possession of Said arrow the magical voice in the sky was talking about.

Grim wanders onwards to the door.

And finaly opens it*

(IE as per above order/instructions)


And probaly sees.


To your left (East), the corridor ends after 5' and turns north. To your right (West), the corridor extends 45', with a north split after 35', and a turning south at the end.

Well then i hm.. Wander to the west split. looking for doors.

term1nally s1ck
2010-02-21, 12:35 AM
Sorry, that was what happened after you opened the door in E4. The bullseye was just outside the door, and the corridor described is the corridor you're in now.

Angelic_Dawn
2010-02-21, 12:36 AM
well hm... despite my/grim's lousy spot skills...

As i have no arrows to poke it with, the bullseye is boring,

Onwards to the West!.

term1nally s1ck
2010-02-21, 12:37 AM
You head West, look north, and you see the door of the very first room you arrived in at the end of the hall.

Angelic_Dawn
2010-02-21, 12:39 AM
Doh, wandering in circles,
maybe i should grab my ink jar, pen & parcment and draw me a map.


Happen to have one i can copy Mr voice in the sky?.


Edit: If not i head back east, and go north.

term1nally s1ck
2010-02-21, 12:47 AM
You wander past the two doors from the room you just cleared, and take the turn east 10' past the second door. You see a door on the south wall 15' down the corridor, and it turns north 5' after that.

Angelic_Dawn
2010-02-21, 12:51 AM
OoooO Door.

Head for it, and open it*


(*Bla bla bla)

term1nally s1ck
2010-02-21, 12:53 AM
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:[roll0]

Just to let you know, the colorspray caster you said was weak is apparently angry, and taking it out on poor NEDdie. 2 straight kills before he landed a blow.

Angelic_Dawn
2010-02-21, 12:59 AM
Initiative [roll0]


Poor Ned, well colorspray is quite a good spell.
He should've brought some spells resistance or some such with him :smallsmile:

Angelic_Dawn
2010-02-21, 01:02 AM
Huzzah first strike.

Throw Javlin.
Hit[roll0]
Dmg[roll1] (if needed)

Stick here in this square, polly protecting me,
(This time He's bound to get a Shot off before it hits me, unless it throws his weapon at me :/)

term1nally s1ck
2010-02-21, 01:08 AM
He's dead.


150XP, Chainmail, Ripper, Javelin, Sundark Goggles.

[roll0]

Angelic_Dawn
2010-02-21, 01:10 AM
d100? platinum pieces? :smalltongue:

Ps: what are the stats of a ripper?
Or those goggles :smallsmile:


And lol, im assuming that that javlin i found IN him is my own :smallwink:

Tanaric
2010-02-21, 01:18 AM
A ripper is from the Planar Handbook. It has the same stats as a Greatsword, except that it does piercing damage and costs 5 gp more. It's a spear version of a Greatsword, really.

Sundark Goggles let you ignore Light Sensitivity. 10gp, Races of the Dragon.

And no, he has a javelin of his own.

term1nally s1ck
2010-02-21, 01:19 AM
I'm not entirely sure on the Ripper's price, but mechanically it's a Piercing Greatsword. And no, he had his own javelin, too.

You also find on a quick inspection of the room, a stash of [roll0]*10 gp in the corner.

Angelic_Dawn
2010-02-21, 01:22 AM
Cool im gonna wear those goggles,
Stuff the rest in my lewt bag,

Edit: (im grabbing a second bag from my backpack,
as im assuming else it wont be sturdy enough to hold it all)
(not that it matters a lot as ill leave it behind next to every door i dragged it to right before i enter a room
(Yes still keeping track of +/- weight to see if i can still drag it, not there yet :smallyuk:)

But as you didnt correct me on it.. sooo they are platinum pieces? :smallamused:

In any Event, "Doooor!"

Runs off to the door, Sets up, and does the opening*


(*bla die bla)

term1nally s1ck
2010-02-21, 01:29 AM
As you open the door, swarming fangirls mob you, overwhelmed by the coolness of your new shades.

They're GP.

You open the door, and you see a featureless corridor, stretching further than your light reaches, both to the east and west.

Angelic_Dawn
2010-02-21, 01:32 AM
no swarming fangirls :/

To bad Grim woulda liked that.
not even a door as a consolation prize.

Well ima heading hm... East!.

term1nally s1ck
2010-02-21, 01:39 AM
Move 30' and fall down a pit, move 40' more and fall down another pit, blah blah blah, take a left turn after 15', blah, take another left after 20', then another after 30', then fall in another pit, climb out and turn right, travel 30', turn right again, 10' then left, and you see a dead end 5' in front of you.

Angelic_Dawn
2010-02-21, 01:42 AM
if i couldnt fast heal i'd be so upset right now.

now its just very amusing.

Ok back again the other way i suppose.

Lots of falling involved. but in the end ill get there :)

term1nally s1ck
2010-02-21, 01:48 AM
You make it back to the Orc room, now where to?

Angelic_Dawn
2010-02-21, 01:51 AM
well i went east previously, and saw a very intresting yet very fiendish part of this dungeon,
(im sure it provided you with lots of laughs? does it have a high kill count :smallsmile:? )


anyways, West now then i suppose.

term1nally s1ck
2010-02-21, 01:56 AM
Most people don't fall into pits, surprisingly.

You went east, so I think you're now going west...

From the orc door, you travel 30', fall in a pit, 35', turn right, 10', turn right, and you can now see the bullseye you trod on before.

Angelic_Dawn
2010-02-21, 01:57 AM
i really need to go draw a map i suppose :smallbiggrin:

term1nally s1ck
2010-02-21, 02:03 AM
You can go: Out the north exit from Mr Bad Breath's room, East from the southern exit from Mr Bad Breath's room, Or north at the initial intersection.

What light source do you have?

Angelic_Dawn
2010-02-21, 02:12 AM
i had tied the torch i found in room 1 to my shield.

*wonders how much time has passed since then, probaly not that much*

Ps: sec im trying to draw a map :smallsmile:

Angelic_Dawn
2010-02-21, 02:28 AM
ok Drawn.

So that'd mean it would sorta, kinda, probaly, maybe look something like this?

http://i977.photobucket.com/albums/ae256/Angelic_Dawn/DndEndlessDungeonMap1.jpg


And hm..
Going East At mr very bad breath's room. (When is stand infront of it).

term1nally s1ck
2010-02-21, 10:42 AM
That's...not terrible. It's wrong in a fair few ways, but idk how to cut the map down to give you only a section.

East from bad Breath's room would have you walk 30', and reach a north/south split, to the south the corridor goes 10' before turning west, and to the north it goes 10' before turning east.

20' to your east, the corridor turns south, and there's a door on the eastern wall.

Angelic_Dawn
2010-02-21, 12:14 PM
"Door!"

I'ma gonna rush towards it and open it per normal script,
With a new addition, It beeing: after the regular stuff i'll from now on open doors in Defensive stance.
(everything else beeing done per usual)


Edit:
Ps: i suggest : Print Screen, then apply some Paint Cutting skills to cut some bits out. ,:smallsmile:

term1nally s1ck
2010-02-21, 12:36 PM
I'll get a map up for you soon, then.

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
2010-02-21, 12:46 PM
Map: http://img683.imageshack.us/img683/4272/nedmap1grim.jpg (http://img683.imageshack.us/i/nedmap1grim.jpg/)

EDIT: You started in #12.

Angelic_Dawn
2010-02-21, 12:50 PM
A kobold :smalleek:? once again im not impressed.

I hope it stays that way :smallwink: .


[roll0]


Edit: And Yay Tyvm for the map *Huggles*

Angelic_Dawn
2010-02-21, 12:55 PM
Ps: as per ready action If it/a hostile comes within 5ft of me/next to me. Polly zaps it.
[roll0]
[roll1]
Aply if needed.

term1nally s1ck
2010-02-21, 12:56 PM
The Kobold moves towards you.

I think Polly's readied action goes off...if he's still alive:

A small fire elemental appears behind you, flanking you to allow him to attack.

His blade twists, and a glowing copy of it appears, and both blaades swiftly strike at you.

[roll0] vs Flatfooted AC
[roll1] vs Flatfooted AC

If either hit:
[roll2]

If both hit:
[roll3] extra damage.

IF one crits:

[roll4]
[roll5]

He is wreathed in shadows, giving him a 20% miss chance on attacks against him.

term1nally s1ck
2010-02-21, 12:58 PM
[roll0]miss on 20 or less.

(For polly's attack)

Angelic_Dawn
2010-02-21, 01:05 PM
Damned miss chance thingy.

oh well m My Ac was good enough. As i was still in said defensive stance. :smallsmile:
If caught flat footed, (tho i was totaly expecting enemy's still a Ac of 23.)

So my attack then i suppose and poly as well at kobold.

im gonna drop my javlin as a free action, draw my whacking stick as a move,
And Defensifly whack him with Stick. (-4 to hit +3 Ac (Got a Trait for that))
AC =25
Swift Action swap aura to Energy shield.

(considering that nifty +6 to hit thing of him looks dangerous, he might actualy hit me :/) (tho i still would've got DR hm.. )


Grim.
[roll0]
[roll1]

Polly
[roll2]
[roll3]

Angelic_Dawn
2010-02-21, 01:07 PM
forgot miss chance

[roll0]

[roll1]

Tho i doubt i hit anything.

term1nally s1ck
2010-02-21, 01:08 PM
What is this defensive stance, by the way? I can't find it on the character sheet.

Both of you miss, ans as he swings at you next, his blade is wreathed in flame and shadows.

[roll0]
[roll1]+[roll2]+[roll3] fire damage.

Angelic_Dawn
2010-02-21, 01:09 PM
oh i meant performing said action Defensively.

Ps:
Trait
Cautious: +1 Dodge Bonus to Ac When ever you fight Defensivly & -1 On saves Vs fear Effects.

term1nally s1ck
2010-02-21, 01:10 PM
Fighting defensively, yes...not opening a door..plus you lose dodge bonuses when flatfooted.

Angelic_Dawn
2010-02-21, 01:10 PM
Grim.
[roll0]
[roll1]

Polly
[roll2]
[roll3]

Ps:
Ok sorry didnt know that, well then i take 5 dmg of yours,
Does my DR apply? :smallsmile:

term1nally s1ck
2010-02-21, 01:13 PM
Two misses.

Yeah, the DR applies, I just needed to know whether the kobold knows you have DR.

SInce he does...He just stands there. Smiling.

Angelic_Dawn
2010-02-21, 01:13 PM
Smiling? i dont like that :/

term1nally s1ck
2010-02-21, 01:14 PM
It's your turn. :smalltongue:

Angelic_Dawn
2010-02-21, 01:14 PM
[roll0]
[roll1]

Swift action, shift Essentia from polly To more AC, i dont trust that Kobold.


[roll2]
[roll3]

term1nally s1ck
2010-02-21, 01:18 PM
The kobold steps aside, to A5. He continues smiling.

Angelic_Dawn
2010-02-21, 01:20 PM
Grim grow's angry with the silly smile on the kobolds face
A heck s*** it else this'll take for ever.
And who knows he might be leading me into some kind of trap.
I dunno.

5ft step.
None Defensive.
[roll0]
[roll1]


Shift back Essentia to polly again (Offence section)

5ft
[roll2]
[roll3]

Angelic_Dawn
2010-02-21, 01:24 PM
for polly who probaly hits

[roll0]

term1nally s1ck
2010-02-21, 01:28 PM
Polly hits, and does a fair bit of damage.

A fire elemental appears behind you, distracting you long enough for him to attack. The second copy of his blade appears again, and strikes.

[roll0]
[roll1]
[roll2]

Plus [roll]1d6[/roll cold damage if they both hit

and if one crits: [roll3]
[roll4]

Angelic_Dawn
2010-02-21, 01:29 PM
AC=21.

So no go.

But thats one damn sneaky kobold.

Angelic_Dawn
2010-02-21, 01:30 PM
ima gonna go back to defensive mode.

And this time im sticking in it :/

Shift essentia back to N.Ac.
And defensively, AC = 25.

[roll0]
[roll1]



[roll2]
[roll3]

term1nally s1ck
2010-02-21, 01:32 PM
That's a miss, and he falls over after attacking.

150XP, small shortsword, small chain shirt.

Angelic_Dawn
2010-02-21, 01:32 PM
Wait did it just die of boredom? :smallbiggrin:

Regardless get lewt bags, stuff it all in lewt bags,
Check room for more lewt.

Also stuff it in bags.

Go to eastern door.

Open it*


(* As per basic then i suppose, seeing Defensively didnt do anything according to you :smallfrown:)

term1nally s1ck
2010-02-21, 01:48 PM
He was at 0 HP, made an attack, and lost 1HP for acting while at 0.

Outside the door, you go 5' turn left, 10', turn right, 10', turn right, 10', fall down a pit, climb out, 10', turn left, and you see a North/South T 10' in front of you.

Angelic_Dawn
2010-02-21, 01:51 PM
meh boring corridors,
i go back, fall down the pit (Face first), and head back to the other door.

Aaaaand Open it*

(* Ya get the point)


And lol, At a very sneaky kobold.

term1nally s1ck
2010-02-21, 01:56 PM
The corridor goes 25' to the west before turning north, and 35' east before turning south. 5' to the east, it splits north.

Angelic_Dawn
2010-02-23, 12:41 AM
ok suppose ill have to take to the hallways.

East Then North at the Split :smallsmile:

term1nally s1ck
2010-02-23, 10:40 AM
you go 10' north, 30' east, 20' north, turn west and can see a door at the end of the corridor after 15'

Angelic_Dawn
2010-02-23, 02:33 PM
Doooor!

I like doors :smallbiggrin:
Open it per usual*

+Aura set to Dmg shield.

term1nally s1ck
2010-02-23, 04:52 PM
Opening the door reveals the following room:
{table]|A_|B_|C_
1|||
2|||
3|||
4|||
5|||
6||1|[/table]
There is a door at A5 and C5.
At 15ft above ground there is a metallic, dog-sized, bug looking construct.
Initiatve: [roll0]

Angelic_Dawn
2010-02-23, 05:40 PM
[roll0]

/Filler.

Angelic_Dawn
2010-02-23, 05:43 PM
My usual Boring approach :smallsmile:,
But heck its working so far why change a winning tactic.

Stay in the door opening. (outside)
toss Javlin, Draw Morning star.
And hope it approaches triggering polly.


[roll0]
[roll1]

term1nally s1ck
2010-02-23, 05:48 PM
It breathes acid at you.

[roll0] acid damage reflex halves.

Angelic_Dawn
2010-02-23, 06:18 PM
Meh so much for winning tactics.

Ps: would dmg reduction apply? Edit: Got 6/Magic.

[roll0]

term1nally s1ck
2010-02-23, 06:24 PM
Nope, but you do make the save.

Your turn, then..

Angelic_Dawn
2010-02-23, 06:49 PM
I close the door, Turn on fast healing, and will try and keep it closed. ?

term1nally s1ck
2010-02-23, 07:00 PM
Nothing much happens for a turn.

Angelic_Dawn
2010-02-23, 07:03 PM
only a turn?

Hm.. Ill stick here for at least 3 more, or untill the door breaks or such.

Edit: in the mean time i need to think of either a plan,
or think of going somewhere else.

Ps: if i'd be in melee with it, would that provoke AoO's if it wanted to shoot me?

term1nally s1ck
2010-02-23, 07:11 PM
The creature take a 5' step through the wall next to the door, and attacks with both claws.

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

Boo.

Angelic_Dawn
2010-02-23, 07:17 PM
Steps trough the walls? O.o

*Panics*

Well so much for running and hiding, to the Death i say, you foul beasty.


Grim
[roll0]
[roll1]


Polly
[roll2]
[roll3]

term1nally s1ck
2010-02-23, 07:28 PM
It attacks once..
[roll0]
[roll1]

Angelic_Dawn
2010-02-23, 07:33 PM
oh nice, as long as it aint Energy attacks i got a good chance.
Ps still miss, :smallsmile: Current Ac = 21.

Die already!

Grim
[roll0]
[roll1]


Polly
[roll2]
[roll3]

term1nally s1ck
2010-02-23, 07:38 PM
It's dead.

150XP.

Angelic_Dawn
2010-02-23, 07:42 PM
oh nifty, lemme go check the room for lewts.

Taking 20.

anything i find ill stick in my bag's.

And ill prep for, and open the door* on the other side :smallsmile:

term1nally s1ck
2010-02-23, 07:47 PM
Outside the door you see a 20' corridor, with a turning north after 10', and a T south/north after 20'.

Angelic_Dawn
2010-02-23, 08:01 PM
so im assuming no new lewts then, Could've expected.
as its an animal.. Still doesnt hurt to check :smallsmile:

Hm.. First one north.

term1nally s1ck
2010-02-23, 08:14 PM
It goes 30' north before an east-west T junction.

Angelic_Dawn
2010-02-23, 08:22 PM
East :)

/filler.

term1nally s1ck
2010-02-23, 08:32 PM
To the east, you see a turning north after 20', and the corridor turns south after 30'. To the west, the corridor turns south after 10'.

Angelic_Dawn
2010-02-23, 08:39 PM
some more to the north.

Lets see how big this dungeon really is.

term1nally s1ck
2010-02-23, 08:50 PM
How are you checking for traps again?

Angelic_Dawn
2010-02-23, 08:57 PM
in other words there are traps here.

Anyways, i used to check with my pole.

But it didnt seem to work, and gave up on that.

Ever since i've been detecting pits with the front side of my face.

(its just that i got unlimited pseudo fast healing/1 :smallamused: )

term1nally s1ck
2010-02-23, 09:16 PM
Ahhh yes...

Well, you head 10' north, 10' west, detect a pit with your face when you head north, climb out to the north of the pit, turn east and you see a large green notecard hanging from the wall facing you 10' away. The corridor turns north at that point.

Angelic_Dawn
2010-02-23, 09:28 PM
Lewts, i take it and stuff it in my Bag.

Onwards to the north.

Tanaric
2010-02-23, 09:30 PM
You do realize that it's a notecard, right?

That presumably says something?

Angelic_Dawn
2010-02-23, 09:34 PM
meh. reading is for chumps, Trying to keep Grim in Character, he aint that bright.

ok ok ill bite, Whats on the card?

term1nally s1ck
2010-02-23, 09:43 PM
"You've been poisoned. Have fun."


Make, say...3 fort saves.

Angelic_Dawn
2010-02-23, 09:46 PM
-.-'' wonder if that had also happend if i hadnt read it.


[roll0]

[roll1]

[roll2]


Edit: LOL at fort rolling skills.

Edit2: Stuff card in lewt bag, and onwards to the north!

term1nally s1ck
2010-02-23, 10:05 PM
You feel no different. Remind me that you read the card when we get to the next combat.

you go 10' north before reaching a T.

To the east the corridor goes 20' before headed south, to the west it goes 40' before going south.

Angelic_Dawn
2010-02-23, 10:18 PM
*Scribble scribble* *Draws some more map*

First go east, and if i wander in a circle, then go north and end up here again.

after i made said potential circle (just to make sure)

Go West.


If it doesnt go as i expect (it doesnt go in a circle), well keep informing me as i go :smallsmile:

term1nally s1ck
2010-02-23, 10:31 PM
It does indeed go in a circle (quite a long one, but meh).

Your face met another pit on the way, but you healed.

You go west 40', and look south, to see a door on the eastern wall after 20', and the corridor turns east after 50'.

Angelic_Dawn
2010-02-23, 10:39 PM
My Ever Cheery: Dooor!

What can i say he really, really likes doors.


Prep to open it*

And.... open it.

term1nally s1ck
2010-02-23, 10:49 PM
Your charge to meet the door is interrupted by a pit meeting your face.

You climb out and the door is no longer there.














Just kidding, it's still there.

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

You see 3 demon squirrels on the wall, at +5, +10, and +15 elevation..

[roll0]
[roll1]
[roll2]

Angelic_Dawn
2010-02-24, 01:45 AM
Demon squirrels, cool.

[roll0]

Angelic_Dawn
2010-02-24, 01:47 AM
Throw, @ Closest

[roll0]
[roll1]

Grab morning star.

Set Aura To Energy shield.

term1nally s1ck
2010-02-24, 01:54 AM
You skewer one, but then suddenly the room is plunged into darkness.

You see nothing inside the room.

Angelic_Dawn
2010-02-24, 01:59 AM
hm.. My Soul spark should give off some light... i hope. (Can glow like a sunrod)

I send it inside.

Energy shield aura still active,
So if something should hit it, it gets 2 return acid dmg.

Edit: placing it at A3. (or A2 or where ever the door was :smalltongue:)

term1nally s1ck
2010-02-24, 02:21 AM
2...acid damage?

Ugh.

It gets attacked by two squirrels, though you still see nothing.

[roll0]

[roll1]

They do 1 damage if they hit.

Angelic_Dawn
2010-02-24, 02:28 AM
one miss.
one hits. and takes 2 acid dmg.

Does its DR 1/Good apply?
(suppose a Demon aint likely to be good :smallwink:)

Edit:
In any event, 1 dmg per attack? awsome.

Despite not beeing able to see anything, Its just gonna hover there in the dark,

I Shift essentia in the spark from Offense to Fast Healing 1.

While it either try's to kill them by them suiciding on my spark.
Or till it finds them so it can attack em.


Edit 2: Barring some unforeseen hiccup in that plan, repeat till theyr dead.
or till the spark has lost 6 hp, in that case retreat it.

term1nally s1ck
2010-02-24, 02:41 AM
Oh, I'm an idiot.

As it enters the darkness, it takes [roll0] damage, and needs to make a fort save.

The DR does apply to the squirrel attacks

[roll1]

[roll2] This ones dies after attacking.

Angelic_Dawn
2010-02-24, 02:44 AM
[roll0]

5 dmg?

Wonder how often that'll repeat.


Trying the above tactic for some more rounds, waiting to see if i can find it,
or if it kills me. (or it kills it self)

If the 5dmg thingy triggers again Retreat spark.


Edit: Ps: i assume Grim has to make some fort saves or such?
As you wanted me to remind you i read a green note... they really should make em red.

Angelic_Dawn
2010-02-24, 06:30 AM
Take as many as needed.

[roll0]

[roll1]

[roll2]

and one more just in case.
[roll3]

term1nally s1ck
2010-02-24, 01:01 PM
Only the one, as he entered the darkness, and since grim's not in combat, it makes no difference.

I'm gonna say you win, as the soulspark just kills the squirrel when it attacks, and then heals straight away.

150XP.

Where to now?

Angelic_Dawn
2010-02-24, 01:13 PM
First Grim sticks his finger into the darkness.

If it feels any bit Dmgy, wait for it to heal, and try again,

If no dmg enter. and search the room in the pitch black for lewt.
(assuming its still black)

Taking 20, on my knees slowly if need be.
(as to not miss anything, or walk into 7 traps at once)

If it keeps beeing dmgy.

Well hm.. Go back to the starting room.
Take the first hallway to the east of it.
(the one heading north)

(Think i havent explored that one yet.)

term1nally s1ck
2010-02-24, 01:18 PM
You stick your finger into the darkness.

take [roll0] damage, and make a fort save.


From that turning, you go north 20', east 10', north 10' more, and see:

To the east: A split north after 20', a door south after 30', a turning south and a door north 50' away, where the corridor ends.

To the west: a split north after 20' and the corridor turns north after 30'.

Angelic_Dawn
2010-02-24, 01:25 PM
So i assume it kept dealing my dmg every time i tried?.

Qoute:
wait for it to heal, and try again*,

If no dmg enter**. and search the room in the pitch black for lewt.
(assuming its still black)

Taking 20, on my knees slowly if need be.
(as to not miss anything, or walk into 7 traps at once)

If it keeps beeing dmgy.

__________
*Repeat at max 3 times.
**Beter Wording, if at any time i try there is no more dmg enter
__________________________________________________ ___


if the same result, and i cannot enter every single time without taking dmg. (as i take dmg 3 times, Fast healing between each attempt)

If that does work and i take no dmg at any attempt to enter, look for lewt.

afterwards continue where i am now,
if it doesnt...


Well Continue where i am now.

And oh Golly a door :smallsmile:
Open it*

term1nally s1ck
2010-02-24, 01:28 PM
Still damaging you every time.

Have you fought the lizard thingy that breathes fire?

Angelic_Dawn
2010-02-24, 01:31 PM
if you mean the one that also breathes acid? (and entangles)

Yes.

:/ i didnt like that one. (neither did i like Spitty McBugg)

term1nally s1ck
2010-02-24, 01:34 PM
The first door just leads back to his room.

Angelic_Dawn
2010-02-24, 01:36 PM
meh.

Quick question is his corpse still there?
(thinking of taking up a necromancy-ish talent/skill/effect requiring corpses)

Regardless.

Luckely there was a second door.
Open it*

term1nally s1ck
2010-02-24, 01:50 PM
Yeah, I think so.

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.

Angelic_Dawn
2010-02-24, 01:54 PM
Yeah right a note...

is it green?

can i read it without touching it?

And is the Chest locked, Alive. or other wise looking suspecious.

In any event, ill grab my 10ft pole and poke it a bit. Hard!

term1nally s1ck
2010-02-24, 02:16 PM
It's just a chest.

And the note says:

"Greater rewards await the patient man, but only a fool waits forever."

Angelic_Dawn
2010-02-24, 02:40 PM
hm.. ok ill be patient and leave it be for a bit.

In the mean time, im gonna collect the corpses of everything i've killed so far.
(that i can reach, so no Shadowy squirrely corpses i suppose, unless the darkness has faded by now)
And store em here.

Also serves as double checking any room, to see if i forgot any lewt.


Just because i need to be patient, and still wanna have something to do.

That and im almost leveld :smallsmile:


After that tedious and probaly time consuming enough endevour.
im sure it has had enough alone time.

and ill open it.



For your convinience included, Corpse Count.
Mr. Bad Breath.
Mr. ColorSpray
Angry Orc With ripper.
Un impressive Kobold.
Bugsy McAcidspit

And if possible to reach.
Demony squirrel x3.

term1nally s1ck
2010-02-24, 02:45 PM
When you go back after collecting the corpses, the darkness has vanished, and there are three squirrels and a shadow nugget on the floor.

EDIT: And when you open the chest, it has 6 platinum pieces in.

Angelic_Dawn
2010-02-24, 02:46 PM
Whats a shadow nugget?

If its lewt, ill take it and stuff it in my bag's in passing.

term1nally s1ck
2010-02-24, 02:47 PM
optional material component of necromancy spells. Worth 1000gp.

Angelic_Dawn
2010-02-24, 02:48 PM
Zomg :smallbiggrin: LEWT!.

ill take it with me even if it explodes, poisons me or sets me on fire.

Edit: huzzah the note was so right.
My faith in notes has been restored.

Edit 2: well if dont die by picking it up.. Return with said items to the chest room, and open it. :smallsmile:

term1nally s1ck
2010-02-24, 02:51 PM
It's fine, and does nothing nasty to you.

Where to, oh intepid adventurer?

Angelic_Dawn
2010-02-24, 02:53 PM
glad the it decided to not harm me,

To the chest room,
and open the chest
if besides the spiffy note that proved true, there is nothing in it?
(the room&chest, (disregarding the mountain of corpses))

well then, ill take to the northen door.

term1nally s1ck
2010-02-24, 03:19 PM
When you go back after collecting the corpses, the darkness has vanished, and there are three squirrels and a shadow nugget on the floor.

EDIT: And when you open the chest, it has 6 platinum pieces in.

sorry, edited it in.

Angelic_Dawn
2010-02-24, 03:41 PM
alrighty, cool, ill take it with me.

hm... Changing my mind instead of the north door ill take the east one first.

so i can probaly finish my east side map.
(as i think its a semi square shape this dungeon)
(and think it'll lead me to where i've been before.)
(but who knows there might be another room there i missed)

term1nally s1ck
2010-02-24, 06:47 PM
Here's a Map:

7 was the Chest room, by the way.

http://img519.imageshack.us/img519/7093/nedmapgrim2.jpg (http://img519.imageshack.us/i/nedmapgrim2.jpg/)

Angelic_Dawn
2010-02-24, 07:21 PM
Yup thats basicaly what i tought.
Seems the dungeon is a big square.

didnt have the bit outside of the north door yet.
But yes that would've been the door i planned to open next.

Well from the north door of room 7 Head for the un opened door.
The one above room 14.

And.. Open it*

term1nally s1ck
2010-02-24, 07:23 PM
There's a Red and White painted bullseye outside that door, on the floor. Found any arrows yet?

Angelic_Dawn
2010-02-24, 07:26 PM
Damn you, and your arrows.

Hope ill find some before the end of this all, so i can stab you with em.
(and the Bullseye's.)

Still there has gotta be something to these.. right?

or is this all some kind of sick mind game to you people, darnit :smallwink:.


calm calm... Breathe.

ok to the Door!

term1nally s1ck
2010-02-24, 07:33 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]

Angelic_Dawn
2010-02-24, 07:37 PM
he's fast for a wrinkly old man. :smalltongue:

[roll0]

Angelic_Dawn
2010-02-24, 07:38 PM
Still im Faster Yay.

Aura to Energy Shield (acid:2)


Javlin toss

[roll0]
[roll1]

Draw Morning star.

term1nally s1ck
2010-02-24, 07:48 PM
You hit, he gets angry and charges you.

[roll0]
[roll1]

Angelic_Dawn
2010-02-24, 07:58 PM
Triggers Ready Action.

Polly
[roll0]
[roll1]

And misses

Grim Ac = 21.

Angelic_Dawn
2010-02-24, 07:59 PM
and we Attack as way Boring (but effective) er.. as normal

Grim
[roll0]
[roll1]


Polly
[roll2]
[roll3]

Angelic_Dawn
2010-02-24, 08:00 PM
Polly
[roll0]
[roll1]

term1nally s1ck
2010-02-24, 08:05 PM
It dies....150XP.

You search around and realise that that corridor west then north of the northern door from the chest room is the only place you haven't explored. The other exit from this room just leads to corridors (and a pit or two, but your face is good at dealing with pits.)

Angelic_Dawn
2010-02-24, 08:22 PM
lol.

those pits leave little up to wondering how he got a Cha of 6 and a intelect of 8.

Ps1: I drag its corpse to the Chest Room.

Ps2: Ding!. (http://www.myth-weavers.com/sheetview.php?sheetid=187253)

term1nally s1ck
2010-02-24, 08:24 PM
Make it public and I'll check it for ya. (Please say I'm not going to have to deal with all my own monsters wreaking havoc across the floor...)

Angelic_Dawn
2010-02-24, 08:26 PM
oops sorry,

Ok its public.

And well yes that was kinda the plan.

But dont worry, i can have only one at a time :/

Edit: updated it a bit, to include more rules so you can check things easyer :)
i think..


Edit2: Do i get essentia twice or?

Edit3: then again including more then nessecery might be somewhat counter productive ;)

Edit4: for anyone still reading this, this post became irrelevant, as it no longer applies :P


Saves you looking it up tho, if you do wanna know what Said thing does.

term1nally s1ck
2010-02-24, 08:50 PM
I'm only about 5-10 books short of the full WotC 3.5 collection. If that. MoI is my favorite one, I use it a LOT. If you're using something strange in the future, just give me a book and a page number, and I'll in all likelihood have it.

As for Incarnate/Totemist:

You have to maintain each soulmeld list separately, and can only use incarnate soulmelds for incarnate chakra binds. Your essentia pool, however, is shared.

Keep running for now, I'll check it as we go.

Pick a creature to Zombify, I'll give you the stats.

EDIT: Bugsy is a construct, you can't zombify that one, before you try :smalltongue:

Angelic_Dawn
2010-02-24, 08:53 PM
Dang that would've been my first choice.


ok hm..

Mr. Bad Breath.



Edit:tough im sure the orc would be a better choice,
i just really hate that guy. he deserves to be tormented by grim.

Edit 2: if he gets any skill points stick em equaly divided into hide & move silently.

term1nally s1ck
2010-02-24, 09:14 PM
Hit Dice: 1d12+3 (9 HP)
Initiative: +3
Speed: 30 ft/20ft in armor (6 squares/4 squares in armor)
Armor Class: 20 (+5 armor, +3 dex, +2 Natural) touch 13, Flat-footed 17
Base Attack/Grapple: +0/+2
Attack: +2 Slam (1d6+3)
Full Attack: +2 Slam (1d6+3)
Space/Reach: 5ft./5ft.
Special Attacks: None
Special Qualities:
Damage Reduction 5/Slashing
Essentia Pool: 1
Incarnum Defence: (+1 AC per essentia, swift action to re-allocate)
Incarnum Speed: (+10' speed per essentia, +2 Initiative per essentia.
Saves: Fort -, Ref +4, Will +0
Abilities: Str 14, Dex 16, Con -, Int 8, Wis 10, Cha 1
Feats: Toughness
Skills: Hide +9, Move Silently +9

If you put his armor back on, anyway...if not he loses that.

And if you give him a simple weapon, he'd use that at +2, with the slam on the full attack at +1 for 1d6+1.

Your sheet checks out fine bar the skills...you should have gotten 3 skill points this level.

Angelic_Dawn
2010-02-24, 09:17 PM
so... whats the lb's of each corpse? ;)
Lets see how many i can take with me at once.
who knows some one might try to steal my free henchmen,

I dont trust the people in this dungeon :/

term1nally s1ck
2010-02-24, 09:18 PM
They won't be stolen. I'll tell you that, just so I don't have to go looking for the weight of various creatures...You will have to limit yourself to only taking a few upstairs if you get that far, though...

Angelic_Dawn
2010-02-24, 09:20 PM
aah :(

ok im not there yet tho.

Well we'll cross that bridge when i come to it.




oh and yes give him some armour, got no simple weapon to spare on me tho. Well unless a javlin 'd work.
(probaly not meleeing with ranged at -4)

else i got A ripper, longsword or Shortsword.
(none are simple so all 'd be at penalty to)

Naahs ill stick to this till i find one for him.


Ps: ok ill take a look at the skill points to see where i went wrong.

ah fixed, seems i forgot azurins dont get the free bonus skill point.
logical they wont get it, Else what would be the point of humans.

term1nally s1ck
2010-02-24, 09:28 PM
Sorry, the DR is 5/Magic and Slashing

Which makes him nigh INVULNERABLE to Level 1-2 creatures. Ew. I want one :smalltongue:

And I'd just let him wander around with his slam for now...grab a decent simple weapon later on if you need.

Oh, you took 1 damage from zombifying him. You heal a different point, so it does NOTHING.

EDIT: And his armor bonus has to be 4, cos chainmail is limited to 2 dex. Think that's it.

Angelic_Dawn
2010-02-24, 09:28 PM
Yar Great isnt it ^^

Brining powerplay to a whole new lvl.

And it can make use of my aura's.



Anyways...

Back to the adventure at hand.

Heading north then i suppose as that was the only way left i could go.

and invest its essentia in AC. so i have a second Grim.
Ac = 21. Dr/Awsome. And Fast healing ;)

Which i can sacrifice with impunity to boot.

term1nally s1ck
2010-02-24, 09:31 PM
See note in previous post about its armor.

To the north, you reach a T-junction. The corridor turns north 20' east, and 20' west.

EDIT: Hold on, it CARRIES ON if you lose LoE????

Why the hell would you not just tell it to open the door, then tell it to attack whatever's inside, close the door and come back 10 mins later and see what happened? I think you've found the latest cheezy build..

Angelic_Dawn
2010-02-24, 09:34 PM
Yar i give the man his armor back.
i give him one of my chainmails.

Can always loot it again if he bites the dust :)


Yups so from this point its Mr. Bad breath on his own in rooms.
still preferably in proximity of my aura.

Btw cheesy build? its only a single soul meld, no odd combo's involved. :P
(tho the aura is nice)

why not get one as well for your remade lvl 2.
all you need is two levels of incarnate and to be evil.


oh and East.

term1nally s1ck
2010-02-24, 09:44 PM
If you lose LoE (i.e close the door) he loses the aura effects.

I might well do that for Android 5. Incarnate2//Factotum1/Cloistered Cleric1..

And I meant the most recent note, the chainmail has max dex 2, so he'll have 20 AC.

To the north at the turning:

DOOR 25' in on the western wall, corridor turns west after 50'

Angelic_Dawn
2010-02-24, 09:47 PM
Essentia Pool: 1
Incarnum Defence: (+1 AC per essentia, swift action to re-allocate)
ac = 21


ok completly unexpected new tactic,
tell it to open the door, then tell it to attack whatever's inside,
close the door and come back in a few mins

Edit: yes it'll lose the aura, ah heck, got more zombies to spare.
And cant bring em all with me anyways i heard.

term1nally s1ck
2010-02-24, 09:53 PM
10 +5(armor) +2 (dex) +2 (natural) +1(insight) = 20.

Chainmail has a max dex of 2, I forgot to account for that originally.

Anyway.

You hear a lot of banging from inside:


Refs only:


Varag will full-attack, and drink the potion if below 5 HP.

The zombie, being mindless, will just charge.

Varag attacks:

[roll0]
[roll1]

[roll2]
[roll3]

[roll4]
[roll5]

[roll6]
[roll7]

[roll8]
[roll9]

[roll10]
[roll11]

[roll12]
[roll13]

[roll14]
[roll15]

[roll16]
[roll17]

[roll18]
[roll19].

Zombie attacks:

[roll20]
[roll21]

[roll22]
[roll23]

[roll24]
[roll25]

[roll26]
[roll27]

[roll28]
[roll29]

[roll30]
[roll31]

[roll32]
[roll33]

[roll34]
[roll35]

[roll36]
[roll37]

[roll38]
[roll39]

[roll40]
[roll41]

[roll42]
[roll43]

[roll44]
[roll45]

[roll46]
[roll47]

[roll48]
[roll49]

Analysis soon.

Angelic_Dawn
2010-02-24, 09:56 PM
Wonders whats happening in there.

Dreams of no more face hitting floor foor grim either.

i mean
Its an excelent Trap detector while im in range (as then it can Fast heal).
it just has to walk infront of me.

Edit: did the sounds stop yet?

term1nally s1ck
2010-02-24, 09:57 PM
You come back, and the Zombie lost, somehow.

Opening the door reveals a 5x6 room, with a hairy and ferocious hobgoblin with two large horns on his head, wielding a scimitar.

[roll0]

Angelic_Dawn
2010-02-24, 09:58 PM
[roll0]

Haxxors my zombie wouldnt lose, You cheated :smallwink:

Angelic_Dawn
2010-02-24, 10:00 PM
well its bound to have some dmg already..

Grim Javlin toss
[roll0]
[roll1]


Draw Morning star.


hm.. Probaly has some kind of energy attack then i suppose
as thats one of the few things bar a magical Sword dmging it.

term1nally s1ck
2010-02-24, 10:02 PM
You miss.

It charges.

[roll0]
[roll1]

If 18-20

[roll2]
[roll3]

Or any attack that does more than 5 damage hurts it, too...and this guy can crit more often than most...as he just demonstrated.

Angelic_Dawn
2010-02-24, 10:03 PM
so if its DR doesnt apply, Does mine? :P

Dr 6/magic (i dont have 6/slashing tho but still)

term1nally s1ck
2010-02-24, 10:04 PM
It does indeed, as did the zombies. But a crit for 12 still does damage to the zombie, as would an attack for 7.

Angelic_Dawn
2010-02-24, 10:04 PM
Ps: Before critting me.

Ready Action Zap




Polly
[roll0]
[roll1]


oh and it takes 2 acid dmg :P

term1nally s1ck
2010-02-24, 10:05 PM
Polly hits, but he's still going strong.

Angelic_Dawn
2010-02-24, 10:07 PM
Basic Whacking.

Swap essentia to N.Ac.

Fight Defensively.

ac = 25.


Grim
[roll0]
[roll1]




Polly
[roll2]
[roll3]