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Tanaric
2010-02-01, 02:25 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||J|
3|||
4|||[/table]

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

DM notes:Sheet. (http://www.myth-weavers.com/sheetview.php?sheetid=167396)

Mirku
2010-02-01, 03:22 PM
"This is an interesting development.."
(Moves to C4 by way of C3-)C4)
Jack, wielding his shield in his off-hand, uses his main hand to carefully search the door, if he doesn't think its trapped and it's unlocked he'll draw his longsword and kick the door open. If it's locked(or stuck) he'll try and listen for any suspicious noises on the other side.


[roll0]
[roll1]

Tanaric
2010-02-01, 03:51 PM
The door slides open easily enough. Opening it reveals an unlit hallway running to the south and east. Without a light, it's impossible to determine more.

For the record, unless otherwise noted, all doors are sliding metal.

Mirku
2010-02-01, 04:25 PM
A few whispers of divine ramblings and Jack's sword starts to light up. He looks around taking careful notice of his surroundings.


Used orison-Light, target longsword.
Duration: Ten minutes Effect: 20 ft illumination + 20ft dim light
Spot+Listen
[roll0]
[roll1]

Tanaric
2010-02-01, 08:57 PM
To the east, the hall runs beyond the range of your light. After ten feet, it splits to the north and south. After thirty feet, there is a door on the north side of the hall.

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

Mirku
2010-02-02, 10:19 AM
Carefully Jack moves 10 feet through the east hall and looks in both North and South split.


Active spells, light on longsword
[roll0]
[roll1]

for future uses:
1d20+3
1d20+3

Tanaric
2010-02-02, 06:31 PM
It runs north for twenty feet before turning east, or south for twenty feet before turning west. After fifteen feet, there is a door on the east side of the south hall.

Mirku
2010-02-02, 06:38 PM
Jack moves north 20 feet and then carefully looks east in the hallway.


Active spell: Light
[roll0]
[roll1]

Tanaric
2010-02-03, 04:35 PM
It runs east for ten feet before turning north.

If you continue on:It runs north for ten feet before teeing to the east and west.

To the west, it runs for thirty feet before turning north. After twenty feet, it splits north.

To the east, it runs beyond the range of your Light spell. After twenty feet, it splits north. After thirty feet, there is a door on the south side of the hall.

Mirku
2010-02-03, 06:12 PM
Jack runs east, then north, then east, Jack takes a peek at the north split, then if there are no threats there he'll search the door at the south side ten feet further.

[roll0]
[roll1]
[roll2]

Tanaric
2010-02-04, 04:44 PM
Ten feet to the east, the floor begins to fall out beneath you. Reflex save.

Mirku
2010-02-04, 05:01 PM
(damn my weakest save! Thank god for favored soul's saves though)

"What the?" Jack cries out as the floor gives.


1d20+3

Mirku
2010-02-04, 05:02 PM
Err accidentally left one doll instead of roll


[roll0]


Edit: ouch

Tanaric
2010-02-04, 05:03 PM
Splat.

You fall down a twenty foot pit, taking [roll0] bludgeoning damage.

Mirku
2010-02-04, 05:14 PM
Jack climbs out of the pit, bracing himself against two walls.

If my roll ain't enough can I simple take 20? otherwise it'll take a while.
[roll0]


Edit: These rolls are killing me!

Tanaric
2010-02-04, 05:15 PM
You have both chimney and corner modifiers, for -15 on the DC. Taking 10 should get you out with no troubles.

Mirku
2010-02-04, 05:18 PM
After climbing out Jack uses cure light wounds on himself then goes the route he was planning to go, now using his sword to press against each tile he's about to walk on.

[roll0]

Tanaric
2010-02-06, 07:38 AM
At the split north, the hall runs for ten feet before turning east. There is a door on the north face of the bend.

Continuing on, you make it to the door unhindered. Your search doesn't reveal anything out of the ordinary.

Mirku
2010-02-06, 07:47 AM
Jack'll first listen at the door for any activity. Jack will then try to open it quietly, if it's locked or stuck Jack'll ram it open.


[roll0]
[roll1]


Well that roll'll probably not work so in case it's locked/stuck, take 20 on opening it.

Tanaric
2010-02-06, 04:59 PM
The door isn't locked.

Opening the door reveals the following room:

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

There are doors at A-5, south side, and E-1, north side, which you are just outside of.

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]

Mirku
2010-02-06, 05:26 PM
"You ugly monster, prepare to meet my blade!" Jack cries out as he looks at the beast.



Jack has planes/religion/arcana and nature
[roll=Knowledge]1d20+1

Mirku
2010-02-06, 05:31 PM
(something went wrong there:smallconfused:)
[roll0]


Jack takes a 5 foot step to D2 and attacks.
[roll1]
[roll2]
[roll3]
[roll4]

Tanaric
2010-02-07, 12:29 AM
None of those knowledge skills apply to this creature.

Jack misses by a mile.

The creature retaliates by breathing a short gout of acid over you, dealing [roll0] acid damage, reflex half, and entangling for [roll1] rounds if you take any damage.

Mirku
2010-02-07, 02:19 PM
(Don't I always get damaged here since I don't have evasion?)

Jack snarls and retaliates with another swipe of his sword.

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

Tanaric
2010-02-07, 02:52 PM
Yes. Half of 1 rounds up to 1 in D&D damage, since there is a strict minimum value of 1 damage from an attack.

Take [roll0] ongoing acid damage from the entanglement before it falls away.

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

Mirku
2010-02-08, 02:38 PM
If this doesn't hit I'll have to heal up or flee.
Jack hits with his longsword.

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


edit: critdamage is wrong but it didn't crit anyway, hope that's a hit though!

Tanaric
2010-02-08, 07:39 PM
Your attack hit, but you rolled a d20 for damage. :smallconfused:

Mirku
2010-02-09, 10:47 AM
whoops looking at the numbers I thought I only left crit damage a d20 :x

[roll0]

Tanaric
2010-02-11, 01:58 PM
You land a weak blow.

Take [roll0] ongoing fire damage from the entangling substance. It breathes another line of fire over you, dealing [roll1] fire damage, reflex half.

Mirku
2010-02-12, 10:16 AM
Jack takes a 5ft. step backwards and casts CLW on himself.

[roll0]

term1nally s1ck
2010-04-10, 08:59 PM
More fire:

[roll0] from the entanglement, [roll1] from his next breath, with reflex to halve.