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Tanaric
2010-02-01, 02:47 PM
The air surrounding you fairly hums with the residue of magic, an aftereffect of the spell that brought you to this place. A quick glance reveals that you are in a small room, devoid of any life save for yourself. The sound of dripping water can be heard faintly, and the stone walls are slick with moisture. In complete defiance of logic, a torch is already lit, resting in a sconce near the room's single door.
Map:{table]|A_|B_|C_
1|||
2||E|
3|||
4|||[/table]

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

DM notes:Sheet. (http://pifro.com/pro/view.php?id=3461)

zagan
2010-02-01, 03:37 PM
Erom will use a swift action to enter his Child of shadow stance and then begin by extracting his collapsible pole from his backpack and using it to hit each square around him if nothing happened he will also us it on the door.
If still nothing else happened he will approch the door and try to open it.

OOC: I'm perhaps too careful, and I'm not even sure that what I'm doing would help any but I like to survive the first room at least.

My stat (for reference)

Hp: 12 AC 16 Touch 12 Flat 14 DR2/Magic
Save: Fort: 3 Ref: 4 Will: 3
Melee attack bonus: Unarmed strike +4/ Bite +0/ Slam +0
Damage: 1d6+3/1d6+1/1d4+1
Range attack bonus: +2
Damage: 1d4+3
Stance: Child of shadow: Gain concealement until next turn of move 10ft or more
Speed: 30ft
Init: +3

Tanaric
2010-02-01, 03:57 PM
All you manage to do with the pole is make a lot of noise.

Opening the door reveals an unlit hallway running to the south and east. Without a light source it's impossible to determine more.

zagan
2010-02-01, 04:06 PM
OOC: Ah, Ah ! I didn't forget a light source !

Erom will light one sunrod and look around without crossing the doorway.

Just in case spot check:
[roll0]

My stat

Hp: 12 AC 16 Touch 12 Flat 14 DR2/Magic
Save: Fort: 3 Ref: 4 Will: 3
Melee attack bonus: Unarmed strike +4/ Bite +0/ Slam +0
Damage: 1d6+3/1d6+1/1d4+1
Range attack bonus: +2
Damage: 1d4+3
Stance: Child of shadow: Gain concealement until next turn of move 10ft or more
Speed: 30ft
Init: +3

1 Sunrod active in hand, Duration left 6h.

Tanaric
2010-02-01, 08:48 PM
To the east, the hall runs beyond the range of your sunrod's 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. After sixty feet, it splits to the north and south.

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

zagan
2010-02-02, 03:14 AM
Unsure on what to do Erom finnally decid to go into a random direction. He cross the doorway and advance east toward the first splits and look cautiously north and south.
For security he has his sunrod in his left hand and his pole in the right hand testing the ground in front of him.

OOC: This time he don't hit the ground with the pole it's just held in case of tripwire thing like that.

My stat

Hp: 12 AC 16 Touch 12 Flat 14 DR2/Magic
Save: Fort: 3 Ref: 4 Will: 3
Melee attack bonus: Unarmed strike +4/ Bite +0/ Slam +0
Damage: 1d6+3/1d6+1/1d4+1
Range attack bonus: +2
Damage: 1d4+3
Stance: Child of shadow: Gain concealement until next turn of move 10ft or more
Speed: 30ft
Init: +3

1 Sunrod active in hand, Duration left >6h.

Tanaric
2010-02-02, 06:42 PM
At the split, the hall goes 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 face of the hall.

zagan
2010-02-03, 08:55 AM
Not seeing anything Erom proceed toward the door on the north side of the hall. He hit with his pole firts just in case and if nothing happened he trie to open it.

OOC: The first door you mentionned in post 5.

My stat

Hp: 12 AC 16 Touch 12 Flat 14 DR2/Magic
Save: Fort: 3 Ref: 4 Will: 3
Melee attack bonus: Unarmed strike +4/ Bite +0/ Slam +0
Damage: 1d6+3/1d6+1/1d4+1
Range attack bonus: +2
Damage: 1d4+3
Stance: Child of shadow: Gain concealement until next turn of move 10ft or more
Speed: 30ft
Init: +3

1 Sunrod active in hand, Duration left >6h.

Tanaric
2010-02-04, 04:28 PM
Ten feet east of the split (toward the door) the floor starts to fall out beneath you. Reflex save.

zagan
2010-02-04, 04:51 PM
Ref save: [roll0]

My stat

Hp: 12 AC 16 Touch 12 Flat 14 DR2/Magic
Save: Fort: 3 Ref: 4 Will: 3
Melee attack bonus: Unarmed strike +4/ Bite +0/ Slam +0
Damage: 1d6+3/1d6+1/1d4+1
Range attack bonus: +2
Damage: 1d4+3
Stance: Child of shadow: Gain concealement until next turn of move 10ft or more
Speed: 30ft
Init: +3

1 Sunrod active in hand, Duration left >6h.

Tanaric
2010-02-04, 04:58 PM
You pass. Which side of the pit do you want to end up on?

zagan
2010-02-04, 05:05 PM
On the side of the door.

Unless something else happened Erom will take a quick look inside the pit to see if there anything threatening (or valuable) inside. Before continuing toward the door, testing it with the pole first and then opening it.

My stat

Hp: 12 AC 16 Touch 12 Flat 14 DR2/Magic
Save: Fort: 3 Ref: 4 Will: 3
Melee attack bonus: Unarmed strike +4/ Bite +0/ Slam +0
Damage: 1d6+3/1d6+1/1d4+1
Range attack bonus: +2
Damage: 1d4+3
Stance: Child of shadow: Gain concealement until next turn of move 10ft or more
Speed: 30ft
Init: +3

1 Sunrod active in hand, Duration left >6h.

Tanaric
2010-02-06, 07:34 AM
Nothing valuable that you can see in the pit.

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]

zagan
2010-02-06, 08:35 AM
Initiative [roll0]

I presume that I'm in C"6" still outside the rrom ?

My stat

Hp: 12 AC 16 Touch 12 Flat 14 DR2/Magic
Save: Fort: 3 Ref: 4 Will: 3
Melee attack bonus: Unarmed strike +4/ Bite +0/ Slam +0
Damage: 1d6+3/1d6+1/1d4+1
Range attack bonus: +2
Damage: 1d4+3
Stance: Child of shadow: Gain concealement until next turn of move 10ft or more
Speed: 30ft
Init: +3

1 Sunrod active in hand, Duration left >6h.

Tanaric
2010-02-06, 08:37 AM
Sorry, somehow the door locations didn't get included in the copy/paste...

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

You would be at A-6 if we extended the map.

zagan
2010-02-06, 09:02 AM
Ok, so I begin:

Free action: I let the sunrod and the pole fall to the ground.
Swift action: I use sudden leap (Tob p89) to move in B4
Jump check: [roll0], not sure on the DC.

If my roll is not high enough to go in B4, it should still be enough to move in A5 and because I didn't use a move action I believe I can still use a 5-foot step to find myself in B4. In all case I still gain concealement from my Child of shadow stance.

And now I full attack:

Unarmed strike [roll1]
Damage [roll2]

Bite [roll3]
Damage [roll4]

Slam [roll5]
Damage [roll6]

If I can't full attack just use the roll for the unarmed strike.

My stat

Hp: 12 AC 16 Touch 12 Flat 14 DR2/Magic
Save: Fort: 3 Ref: 4 Will: 3
Melee attack bonus: Unarmed strike +4/ Bite +1/ Slam +1
Damage: 1d6+3/1d6+1/1d4+1
Range attack bonus: +2
Damage: 1d4+3
Stance: Child of shadow: Gain concealement until next turn of move 10ft or more
Speed: 30ft
Init: +3

1 Sunrod active on the ground, Duration left >6h.

Tanaric
2010-02-06, 05:05 PM
It's DC 20 to cover 10 feet of ground on a standing jump.

Your attacks miss.

The creature breathes a short gout of acid over you. [roll0] acid damage, reflex half, and entangled for [roll1] rounds if you take any damage.

zagan
2010-02-06, 05:32 PM
Don't you also need to roll to see if you hit because of my concealement ?

Anyway Reflex save: [roll0]

After that:
Swift action: I use distracting ember (Tob p52) the elemental appear in D2
and I full attack. (The flanking bonus is include but remove it if the creature is somehow immune to flanking)

Unarmed strike [roll1] (-2 if entangle)
Damage [roll2]

Bite [roll3] (-2 if entangle)
Damage [roll4]

Slam [roll5] (-2 if entangle)
Damage [roll6]


My stat (temporary condition in red)

Hp: 12 AC 16(14) Touch 12(10) Flat 14 DR2/Magic
Save: Fort: 3 Ref: 4 Will: 3
Melee attack bonus: Unarmed strike +4/ Bite +1/ Slam +1
Damage: 1d6+3/1d6+1/1d4+1
Range attack bonus: +2
Damage: 1d4+3
Stance: Child of shadow: Gain concealement until next turn of move 10ft or more
Speed: 30ft
Init: +3

Perhaps entangle for 1 round

1 Sunrod active on the ground, Duration left >6h.

Tanaric
2010-02-07, 12:24 AM
It's an area effect, not a targeted attack. Concealment does not apply.

You make the save, but half of 1 is still 1 in D&D damage rules.

Your attacks miss.

Take [roll0] ongoing acid damage from the entangling substance before it falls off.

The creature then breathes a gout of entangling fire at you, dealing [roll1] fire damage, reflex half, entangling for [roll2] rounds if you take any damage.

zagan
2010-02-07, 04:20 AM
Yeah, I realise that after posting. A dragonfire adept I guess ?

Reflex save: [roll0]

Swift action: I use Burning blade (Tob p52).

Full attack, hoping I have more luck. (-2 penality include)

Unarmed strike [roll1]
Damage [roll2]
Fire [roll3]

Bite [roll4]
Damage [roll5]
Fire [roll6]

Slam [roll7]
Damage [roll8]
Fire [roll9]

Edit: I make the save so only one damage.
My stat (temporary condition in red)

Hp: 6/12 AC 16(14) Touch
12(10) Flat 14 DR2/Magic
Save: Fort: 3 Ref: 4 Will: 3
Melee attack bonus: Unarmed strike +4/ Bite +1/ Slam +1
Damage: 1d6+3/1d6+1/1d4+1
Range attack bonus: +2
Damage: 1d4+3
Stance: Child of shadow: Gain concealement until next turn of move 10ft or more
Speed: 30ft
Init: +3

Entangle for 1 round

1 Sunrod active on the ground, Duration left >6h.

Tanaric
2010-02-08, 12:39 AM
Your first attack connects, dropping him. 150 xp and a set of chainmail.

Take [roll0] ongoing fire damage before the entanglement falls away.

zagan
2010-02-08, 02:04 AM
Damn that was a little too close for confort.

Erom will spent five minute refreshing his maneuvres. He will leave the chain mail behind because he has no use for it and because 40lb would slow him down.
He will take back his sunrod and his pole and try to open the other door.

My stat (temporary condition in red)

Hp: 5/12 AC 16 Touch 12 Flat 14 DR2/Magic
Save: Fort: 3 Ref: 4 Will: 3
Melee attack bonus: Unarmed strike +4/ Bite +1/ Slam +1
Damage: 1d6+3/1d6+1/1d4+1
Range attack bonus: +2
Damage: 1d4+3
Stance: Child of shadow: Gain concealement until next turn of move 10ft or more
Speed: 30ft
Init: +3

1 Sunrod active in hand, Duration left >6h.

Tanaric
2010-02-08, 07:27 PM
Opening that door reveals a hall running to the east and west.

To the east, it runs for twenty feet before turning south. There is a door on the north side of the bend.

To the west, it runs for sixty feet before turning north. After ten feet, it splits north. After thirty, it splits south. After fifty, it splits north.

zagan
2010-02-09, 02:11 AM
Ok, I'm trying to draw a map at home but I'm getting a little confused. Are you allowed to give me a map ?

In any case Erom will go toward the door to the east and try to open it.

My stat (temporary condition in red)

Hp: 5/12 AC 16 Touch 12 Flat 14 DR2/Magic
Save: Fort: 3 Ref: 4 Will: 3
Melee attack bonus: Unarmed strike +4/ Bite +1/ Slam +1
Damage: 1d6+3/1d6+1/1d4+1
Range attack bonus: +2
Damage: 1d4+3
Stance: Child of shadow: Gain concealement until next turn of move 10ft or more
Speed: 30ft
Init: +3

1 Sunrod active in hand, Duration left >6h.

Tanaric
2010-02-11, 01:56 PM
Sorry, I don't really have enough time to give you a map at the moment. I'll try to get one soon.

At the door, you see that the hall runs south for twenty feet before teeing to the east and west.

The one down the eastern hall? Very well.

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

There is a large chest in the room, with a note hanging from its latch.

There are doors at C-5, which you are just outside of, D-1 north, and D-2.

zagan
2010-02-11, 02:44 PM
It's not urgent, I can content myself with the map I have draw so far it's when the dungeon get bigger that it will be really need.

It's probably imprudent but Erom will approche the chest and read the note.

My stat (temporary condition in red)

Hp: 5/12 AC 16 Touch 12 Flat 14 DR2/Magic
Save: Fort: 3 Ref: 4 Will: 3
Melee attack bonus: Unarmed strike +4/ Bite +1/ Slam +1
Damage: 1d6+3/1d6+1/1d4+1
Range attack bonus: +2
Damage: 1d4+3
Stance: Child of shadow: Gain concealement until next turn of move 10ft or more
Speed: 30ft
Init: +3

1 Sunrod active in hand, Duration left >6h.

Tanaric
2010-02-11, 11:57 PM
The note reads: "Greater rewards await the patient man, but only a fool waits forever."

zagan
2010-02-12, 03:34 AM
Erom will wait one hour because he can be patient if nothing happened he will try to open the chest.

If the chest is locked he will take out is crowbar, place himself in C5 on the side of the chest (with the door closed behind him) and try to force it open.

Taking twenty on the strenght check for a total of 23.

My stat (temporary condition in red)

Hp: 5/12 AC 16 Touch 12 Flat 14 DR2/Magic
Save: Fort: 3 Ref: 4 Will: 3
Melee attack bonus: Unarmed strike +4/ Bite +1/ Slam +1
Damage: 1d6+3/1d6+1/1d4+1
Range attack bonus: +2
Damage: 1d4+3
Stance: Child of shadow: Gain concealement until next turn of move 10ft or more
Speed: 30ft
Init: +3

1 Sunrod active in hand, Duration left >5h.


Edit: Okay here's the map (http://img651.yfrog.com/img651/2218/neverendingdungeon.png) as I draw it, tell me if it's accurate, I'm currently in the room on the north west.
(I need to redo it because I begin drawing too high on the grid)

theterran
2010-02-19, 07:23 AM
You open the chest and find 1 Platinum piece inside.

zagan
2010-02-19, 08:40 AM
Should have wait more, ah well better luck next time.

After taking the pieces, Erom will exit the room using the door he use to enter go back in the room where he fight the figure with a breath weapon. Exit this room and go back to the first intersection (jumping the pit as need) and this time go south to the door on the east wall. He will try to open it.
(to be clear I'm in J12 on the Map I draw)

My stat (temporary condition in red)

Hp: 5/12 AC 16 Touch 12 Flat 14 DR2/Magic
Save: Fort: 3 Ref: 4 Will: 3
Melee attack bonus: Unarmed strike +4/ Bite +1/ Slam +1
Damage: 1d6+3/1d6+1/1d4+1
Range attack bonus: +2
Damage: 1d4+3
Stance: Child of shadow: Gain concealement until next turn of move 10ft or more
Speed: 30ft
Init: +3

1 Sunrod active in hand, Duration left >5h.

theterran
2010-02-19, 08:43 AM
As you step 5ft south of the intersection the floor gives way. Reflex save plz.

zagan
2010-02-19, 08:51 AM
Reflex save: [roll0]

My stat (temporary condition in red)

Hp: 5/12 AC 16 Touch 12 Flat 14 DR2/Magic
Save: Fort: 3 Ref: 4 Will: 3
Melee attack bonus: Unarmed strike +4/ Bite +1/ Slam +1
Damage: 1d6+3/1d6+1/1d4+1
Range attack bonus: +2
Damage: 1d4+3
Stance: Child of shadow: Gain concealement until next turn of move 10ft or more
Speed: 30ft
Init: +3

1 Sunrod active in hand, Duration left >5h.

theterran
2010-02-19, 09:29 AM
You save, can I assume you want to be on the side of the door?

zagan
2010-02-19, 09:55 AM
Yes, after a quick look in the pit Erom continue toward the door.

My stat (temporary condition in red)

Hp: 5/12 AC 16 Touch 12 Flat 14 DR2/Magic
Save: Fort: 3 Ref: 4 Will: 3
Melee attack bonus: Unarmed strike +4/ Bite +1/ Slam +1
Damage: 1d6+3/1d6+1/1d4+1
Range attack bonus: +2
Damage: 1d4+3
Stance: Child of shadow: Gain concealement until next turn of move 10ft or more
Speed: 30ft
Init: +3

1 Sunrod active in hand, Duration left >5h.

theterran
2010-02-19, 09:59 AM
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]

zagan
2010-02-19, 10:17 AM
Initiative [roll0]

My stat (temporary condition in red)

Hp: 5/12 AC 16 Touch 12 Flat 14 DR2/Magic
Save: Fort: 3 Ref: 4 Will: 3
Melee attack bonus: Unarmed strike +4/ Bite +1/ Slam +1
Damage: 1d6+3/1d6+1/1d4+1
Range attack bonus: +2
Damage: 1d4+3
Stance: Child of shadow: Gain concealement until next turn of move 10ft or more
Speed: 30ft
Init: +3

1 Sunrod active in hand, Duration left >5h.

zagan
2010-02-19, 10:25 AM
Erom will charge in C4 and attack the beast with his unarmed strike

Attack roll: [roll0]
Damage roll: [roll1]

I gain concealement (20% miss chance)

My stat (temporary condition in red)

Hp: 5/12 AC 16 Touch 12 Flat 14 DR2/Magic
Save: Fort: 3 Ref: 4 Will: 3
Melee attack bonus: Unarmed strike +4/ Bite +1/ Slam +1
Damage: 1d6+3/1d6+1/1d4+1
Range attack bonus: +2
Damage: 1d4+3
Stance: Child of shadow: Gain concealement until next turn of move 10ft or more
Speed: 30ft
Init: +3

1 Sunrod active in hand, Duration left >5h.

theterran
2010-02-19, 10:35 AM
What square do you end your charge in?

zagan
2010-02-19, 10:47 AM
I end up in C4.

theterran
2010-02-19, 10:56 AM
On contact, the beast vanishes.

The human begins casting a spell, a wave of color washes over you.

Will Save plz.

zagan
2010-02-19, 11:02 AM
I use moment of perfect mind:

Concentration check: [roll0]

My stat (temporary condition in red)

Hp: 5/12 AC 16 Touch 12 Flat 14 DR2/Magic
Save: Fort: 3 Ref: 4 Will: 3
Melee attack bonus: Unarmed strike +4/ Bite +1/ Slam +1
Damage: 1d6+3/1d6+1/1d4+1
Range attack bonus: +2
Damage: 1d4+3
Stance: Child of shadow: Gain concealement until next turn of move 10ft or more
Speed: 30ft
Init: +3

1 Sunrod active in hand, Duration left >5h.

theterran
2010-02-19, 11:12 AM
Well...that passes...

take your turn. :smallwink:

zagan
2010-02-19, 11:18 AM
I though so, but I prefer to be sure.

Erom make a five foot step in D4 and full attack:

Unarmed strike:
Attack roll: [roll0]
Damage roll: [roll1]

Bite:
Attack roll: [roll2]
Damage roll: [roll3]

Slam:
Attack roll: [roll4]
Damage roll: [roll5]

My stat (temporary condition in red)

Hp: 5/12 AC 16 Touch 12 Flat 14 DR2/Magic
Save: Fort: 3 Ref: 4 Will: 3
Melee attack bonus: Unarmed strike +4/ Bite +1/ Slam +1
Damage: 1d6+3/1d6+1/1d4+1
Range attack bonus: +2
Damage: 1d4+3
Stance: Child of shadow: Gain concealement until next turn of move 10ft or more
Speed: 30ft
Init: +3

1 Sunrod active in hand, Duration left >5h.

theterran
2010-02-19, 11:24 AM
Miss / Miss / Hit

The human casts another spell...

You get an AoO.

zagan
2010-02-19, 11:26 AM
AOO:

Unarmed strike:
Attack roll: [roll0]
Damage roll: [roll1]

My stat (temporary condition in red)

Hp: 5/12 AC 16 Touch 12 Flat 14 DR2/Magic
Save: Fort: 3 Ref: 4 Will: 3
Melee attack bonus: Unarmed strike +4/ Bite +1/ Slam +1
Damage: 1d6+3/1d6+1/1d4+1
Range attack bonus: +2
Damage: 1d4+3
Stance: Child of shadow: Gain concealement until next turn of move 10ft or more
Speed: 30ft
Init: +3

1 Sunrod active in hand, Duration left >5h.

theterran
2010-02-19, 11:28 AM
[roll0] DC14

If this is successful, another wave of color washes over you.

Will Save.

Otherwise,
it's your turn.

zagan
2010-02-19, 11:46 AM
Ah now that's better.

Swift action: I use Burning blade, 1d6+1 fire damage per attack

Unarmed strike:
Attack roll: [roll0]
Damage roll: [roll1]
Fire: [roll2]

Bite:
Attack roll: [roll3]
Damage roll: [roll4]
Fire: [roll5]

Slam:
Attack roll: [roll6]
Damage roll: [roll7]
Fire: [roll8]

My stat (temporary condition in red)

Hp: 5/12 AC 16 Touch 12 Flat 14 DR2/Magic
Save: Fort: 3 Ref: 4 Will: 3
Melee attack bonus: Unarmed strike +4/ Bite +1/ Slam +1
Damage: 1d6+3/1d6+1/1d4+1
Range attack bonus: +2
Damage: 1d4+3
Stance: Child of shadow: Gain concealement until next turn of move 10ft or more
Speed: 30ft
Init: +3

1 Sunrod active in hand, Duration left >5h.


Edit: What a waste.

theterran
2010-02-19, 11:47 AM
Miss / Miss / Miss

He attempts to cast another spell.

AoO.

zagan
2010-02-19, 11:53 AM
AOO:

Unarmed strike:
Attack roll: [roll0]
Damage roll: [roll1]

My stat (temporary condition in red)

Hp: 5/12 AC 16 Touch 12 Flat 14 DR2/Magic
Save: Fort: 3 Ref: 4 Will: 3
Melee attack bonus: Unarmed strike +4/ Bite +1/ Slam +1
Damage: 1d6+3/1d6+1/1d4+1
Range attack bonus: +2
Damage: 1d4+3
Stance: Child of shadow: Gain concealement until next turn of move 10ft or more
Speed: 30ft
Init: +3

1 Sunrod active in hand, Duration left >5h.

theterran
2010-02-19, 12:02 PM
And he's done in.

150xp, chain shirt, longsword.

zagan
2010-02-19, 12:20 PM
Whoa no damage this time.

Erom will take the chainshirt and the longsword and put them both in her sack, he will be carying it in one hand accros her back.
Once that done he will refresh his maneuvre and open the door in E4.

(I'm now at medium load but I'm ready to drop the sack at a moment notice.)

My stat (temporary condition in red)

Hp: 5/12 AC 16 Touch 12 Flat 14 DR2/Magic
Save: Fort: 3 Ref: 4 Will: 3
Melee attack bonus: Unarmed strike +4/ Bite +1/ Slam +1
Damage: 1d6+3/1d6+1/1d4+1
Range attack bonus: +2
Damage: 1d4+3
Stance: Child of shadow: Gain concealement until next turn of move 10ft or more
Speed: 30ft (Reduce to 20ft for medium load)
Init: +3

1 Sunrod active in hand, Duration left >5h.

theterran
2010-02-22, 07:38 AM
You open the door and notice that a large red bulls eye is painted on the floor just outside the door in the hallway.

The hallway itself runs east/west. It runs east 5ft before turning north.
It runs west for 45ft before turning south.

zagan
2010-02-22, 07:47 AM
Before doing anything else Erom will open the other door and look around.

My stat (temporary condition in red)

Hp: 5/12 AC 16 Touch 12 Flat 14 DR2/Magic
Save: Fort: 3 Ref: 4 Will: 3
Melee attack bonus: Unarmed strike +4/ Bite +1/ Slam +1
Damage: 1d6+3/1d6+1/1d4+1
Range attack bonus: +2
Damage: 1d4+3
Stance: Child of shadow: Gain concealement until next turn of move 10ft or more
Speed: 30ft (Reduce to 20ft for medium load)
Init: +3

1 Sunrod active in hand, Duration left >5h.

theterran
2010-02-22, 08:19 AM
You open the door to a hallway running north/south

North it goes for 10ft before turning east.
South it goes for 10ft before turning west.

zagan
2010-02-22, 09:11 AM
OOC: Okay, if possible I really like a map at this point because the one I've draw just become impossible so unless the dungeon is multidimensional or something, I've made an error (or more) somewhere.

Unsure on what to do Erom will go back to the south door, and toss is sack with the chainmail and the sword on the bull eyes before quikly closing the door.

My stat (temporary condition in red)

Hp: 5/12 AC 16 Touch 12 Flat 14 DR2/Magic
Save: Fort: 3 Ref: 4 Will: 3
Melee attack bonus: Unarmed strike +4/ Bite +1/ Slam +1
Damage: 1d6+3/1d6+1/1d4+1
Range attack bonus: +2
Damage: 1d4+3
Stance: Child of shadow: Gain concealement until next turn of move 10ft or more
Speed: 30ft (Reduce to 20ft for medium load)
Init: +3

1 Sunrod active in hand, Duration left >5h.

theterran
2010-02-22, 09:32 AM
Map:
http://img62.imageshack.us/img62/3614/partialmap.jpg

(edit) you're in room 6, you started in Room 12, Room 7 had the big chest, and Room 14 had the lizard thing with fire in it's mouth.

zagan
2010-02-22, 10:09 AM
Thank you, I didn't mesure thing from the right point when drawing my map.

theterran
2010-02-22, 10:24 AM
So where to?

zagan
2010-02-22, 10:44 AM
It was in the post where I ask for the map:

Unsure on what to do Erom will go back to the south door, and toss is sack with the chainmail and the sword on the bull eyes before quikly closing the door.

My stat (temporary condition in red)

Hp: 5/12 AC 16 Touch 12 Flat 14 DR2/Magic
Save: Fort: 3 Ref: 4 Will: 3
Melee attack bonus: Unarmed strike +4/ Bite +1/ Slam +1
Damage: 1d6+3/1d6+1/1d4+1
Range attack bonus: +2
Damage: 1d4+3
Stance: Child of shadow: Gain concealement until next turn of move 10ft or more
Speed: 30ft (Reduce to 20ft for medium load)
Init: +3

1 Sunrod active in hand, Duration left >5h.

theterran
2010-02-22, 10:48 AM
You see the sack sitting on a bulls eye as the door closes...

You hear....



Nothing...

zagan
2010-02-22, 11:40 AM
Erom will use his grappling hook and rope to take the sack back without touching the bull's eye.
After that he will use the door to the east and go north.

My stat (temporary condition in red)

Hp: 5/12 AC 16 Touch 12 Flat 14 DR2/Magic
Save: Fort: 3 Ref: 4 Will: 3
Melee attack bonus: Unarmed strike +4/ Bite +1/ Slam +1
Damage: 1d6+3/1d6+1/1d4+1
Range attack bonus: +2
Damage: 1d4+3
Stance: Child of shadow: Gain concealement until next turn of move 10ft or more
Speed: 30ft (Reduce to 20ft for medium load)
Init: +3

1 Sunrod active in hand, Duration left >5h.

theterran
2010-02-22, 12:08 PM
The hallway goes 20ft east before turning north.
15ft down the hall is a door on the south side.

zagan
2010-02-22, 12:26 PM
Erom advance toward the door and try to open it.

theterran
2010-02-22, 12:30 PM
Opening the door reveals the following room:
{table]|A_|B_|C_|D_|E_
1|||||
2|||||
3||||1|
4|||||
5||||| [/table]
There is a door at 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]

zagan
2010-02-22, 01:06 PM
Initiative: [roll0]

My stat (temporary condition in red)

Hp: 5/12 AC 16 Touch 12 Flat 14 DR2/Magic
Save: Fort: 3 Ref: 4 Will: 3
Melee attack bonus: Unarmed strike +4/ Bite +1/ Slam +1
Damage: 1d6+3/1d6+1/1d4+1
Range attack bonus: +2
Damage: 1d4+3
Stance: Child of shadow: Gain concealement until next turn of move 10ft or more
Speed: 30ft (Reduce to 20ft for medium load)
Init: +3

1 Sunrod active in hand, Duration left >5h.

zagan
2010-02-22, 01:14 PM
Okay, Here we go:

Free action: I let go of the sack and sunrod.
Swift action: I use sudden leap to go in C4 (10ft away)

Jump check: [roll0] (DC 20)
If I failled I found myself in B5 in that case I just five foot step into C4.
In all case I'm now in C4
Because I've moved 10ft I gain concealement.

Full round action: Full attack:

Unarmed strike:
Attack roll: [roll1]
Damage roll: [roll2]

Bite:
Attack roll: [roll3]
Damage roll: [roll4]

Slam:
Attack roll: [roll5]
Damage roll: [roll6]

My stat (temporary condition in red)

Hp: 5/12 AC 16 Touch 12 Flat 14 DR2/Magic
Save: Fort: 3 Ref: 4 Will: 3
Melee attack bonus: Unarmed strike +4/ Bite +1/ Slam +1
Damage: 1d6+3/1d6+1/1d4+1
Range attack bonus: +2
Damage: 1d4+3
Stance: Child of shadow: Gain concealement until next turn of move 10ft or more
Speed: 30ft (Reduce to 20ft for medium load)
Init: +3

1 Sunrod active in hand, Duration left >5h.

theterran
2010-02-22, 01:16 PM
The orc screams "Steely Strike!"

[roll0]
[roll1]

theterran
2010-02-22, 01:17 PM
Forgot you have child of shadow.

[roll0] 1 = miss

(edit)

Someone got lucky :smallwink:

zagan
2010-02-22, 01:19 PM
You need to roll for concealement, if it hit I'm dead.

Edit: I got lucky.

zagan
2010-02-22, 01:24 PM
Don't think I will survive this one with 2d6+6 on a normal attack.
But still let's continue.

Swift action: Distracting ember to gain flanking

Full round action: Full attack:

Unarmed strike:
Attack roll: [roll0]
Damage roll: [roll1]

Bite:
Attack roll: [roll2]
Damage roll: [roll3]

Slam:
Attack roll: [roll4]
Damage roll: [roll5]

Edit: That was pathetic.

My stat (temporary condition in red)

Hp: 5/12 AC 16 Touch 12 Flat 14 DR2/Magic
Save: Fort: 3 Ref: 4 Will: 3
Melee attack bonus: Unarmed strike +4/ Bite +1/ Slam +1
Damage: 1d6+3/1d6+1/1d4+1
Range attack bonus: +2
Damage: 1d4+3
Stance: Child of shadow: Gain concealement until next turn of move 10ft or more
Speed: 30ft (Reduce to 20ft for medium load)
Init: +3

1 Sunrod active in hand, Duration left >5h.

theterran
2010-02-22, 01:27 PM
The orc Attacks
[roll0]
[roll1]

zagan
2010-02-22, 01:54 PM
Sorry for the delay.

Swift action: Burning blade

Full round action: Full attack:

Unarmed strike:
Attack roll: [roll0]
Damage roll: [roll1]
Fire: [roll2]

Bite:
Attack roll: [roll3]
Damage roll: [roll4]
Fire: [roll5]

Slam:
Attack roll: [roll6]
Damage roll: [roll7]
Fire: [roll8]

My stat (temporary condition in red)

Hp: 5/12 AC 16 Touch 12 Flat 14 DR2/Magic
Save: Fort: 3 Ref: 4 Will: 3
Melee attack bonus: Unarmed strike +4/ Bite +1/ Slam +1
Damage: 1d6+3/1d6+1/1d4+1
Range attack bonus: +2
Damage: 1d4+3
Stance: Child of shadow: Gain concealement until next turn of move 10ft or more
Speed: 30ft (Reduce to 20ft for medium load)
Init: +3

1 Sunrod active in hand, Duration left >5h.

theterran
2010-02-23, 10:02 AM
The orc quickly changes his stance, then screams "Stone Bones!"

[roll0]
[roll1]

zagan
2010-02-23, 10:26 AM
I'm dead.

So how does it work now ? I go retool my character and retrie or must I create a completely new character ?

theterran
2010-02-23, 10:35 AM
How ever you want to do it, you can even take the exact same character through if you feel like you just got bad rolls and could make it work better, or you can retool, or totally start from scratch.

(The character I finally got through floor 1 died like 3 or 4 times before making it through, but it was the exact same character each time)

zagan
2010-02-23, 10:40 AM
I got some bad roll and some good one I should have healed after finding myself with only 5hp. I will look to see if I can up is AC a little perhaps.
One I'm done I ask for a new thread in the recruitement thread or just contact a Dm and we continue in this one ?

theterran
2010-02-23, 10:47 AM
You can just post back here with a link to the character and a list of what you changed.

I can check it and we can just continue on here if you'd like.

zagan
2010-02-23, 10:50 AM
OK, thanks for the info. Not sure when it will be done, but it shoudn't take long tomorow at the latest.

zagan
2010-02-24, 04:38 AM
Ok, I've changed very little I present you Erom 1.1 (http://pifro.com/pro/view.php?id=3461)
Changes from previous version:
Less bullet 50>20
No mirror
Buyed a heavy wooden shield

theterran
2010-02-24, 09:51 AM
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||E|
3|||
4|||[/table]

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

DM notes:Sheet. (http://pifro.com/pro/view.php?id=3461)

You are here.

zagan
2010-02-24, 09:58 AM
Okay, I assume that I'm allowed to use what I already learn in the hope of going further ?

I open the door and look around step outside.

My stat (temporary condition in red)

Hp: 12/12 AC 18 Touch 12 Flat 16 DR4/Magic
Save: Fort: 3 Ref: 4 Will: 3
Melee attack bonus: Unarmed strike +4/ Bite +1/ Slam +1
Damage: 1d6+3/1d6+1/1d4+1
Range attack bonus: +2
Damage: 1d4+3
Stance: Child of shadow: Gain concealement until next turn of move 10ft or more
Speed: 30ft (Reduce to 20ft for medium load)
Init: +3

1 Sunrod active in hand, Duration left >5h.

theterran
2010-02-24, 10:04 AM
This is all OOC, you can use whatever you want. :smallwink:

zagan
2010-02-24, 10:33 AM
Great !

I go straight east jumping over the pit if allowed otherwise here my reflex save:

[roll0]

Once that's done I go and open the door to have my rematch with that freaking orc.

Initiative: [roll1]

My stat (temporary condition in red)

Hp: 12/12 AC 18 Touch 12 Flat 16 DR4/Magic
Save: Fort: 3 Ref: 4 Will: 3
Melee attack bonus: Unarmed strike +4/ Bite +1/ Slam +1
Damage: 1d6+3/1d6+1/1d4+1
Range attack bonus: +2
Damage: 1d4+3
Stance: Child of shadow: Gain concealement until next turn of move 10ft or more
Speed: 30ft (Reduce to 20ft for medium load)
Init: +3

1 Sunrod active in hand, Duration left >5h.

theterran
2010-02-24, 11:18 AM
Map:
http://img62.imageshack.us/img62/3614/partialmap.jpg

(edit) you're in room 6, you started in Room 12, Room 7 had the big chest, and Room 14 had the lizard thing with fire in it's mouth.

Tell me which way you're going to get to the orc room (note the orc room is east of room 6 (the human / beast room))

zagan
2010-02-24, 11:25 AM
Straight east, passing next to room 14 with a the pit just before that.

theterran
2010-02-24, 11:33 AM
Alright, you travel east. at 20ft you hop a pit. At 30ft you trigger an acid trap.

Vs FF Touch [roll0]
[roll1]

At 60ft you reach an intersection.
East you see that the hallway runs another 20ft then turns south, there's also a door directly at the end of the hall at the turn.
North the hall goes for 10ft and turns east
South there is a blue card hanging from the wall 5ft from you, and 10ft from you the hallway turns west. (this would be the way to get to the orc room)

zagan
2010-02-24, 11:40 AM
I didn't expect to see two trap so close to each other but okay.

I go read the note first then.

My stat (temporary condition in red)

Hp: 9/12 AC 18 Touch 12 Flat 16 DR4/Magic
Save: Fort: 3 Ref: 4 Will: 3
Melee attack bonus: Unarmed strike +4/ Bite +1/ Slam +1
Damage: 1d6+3/1d6+1/1d4+1
Range attack bonus: +2
Damage: 1d4+3
Stance: Child of shadow: Gain concealement until next turn of move 10ft or more
Speed: 30ft (Reduce to 20ft for medium load)
Init: +3

1 Sunrod active in hand, Duration left >5h.

theterran
2010-02-24, 11:46 AM
The note reads
“Burn Me for Help in Times of Trouble” written on them in common

zagan
2010-02-24, 11:49 AM
Ok, if possible I'll take the note, and finnaly I go open the orc room.

My stat (temporary condition in red)

Hp: 9/12 AC 18 Touch 12 Flat 16 DR4/Magic
Save: Fort: 3 Ref: 4 Will: 3
Melee attack bonus: Unarmed strike +4/ Bite +1/ Slam +1
Damage: 1d6+3/1d6+1/1d4+1
Range attack bonus: +2
Damage: 1d4+3
Stance: Child of shadow: Gain concealement until next turn of move 10ft or more
Speed: 30ft (Reduce to 20ft for medium load)
Init: +3

1 Sunrod active in hand, Duration left >5h.

theterran
2010-02-24, 12:00 PM
You take the note, go 5ft south, and 10ft west and are infront of a door.

You open it.

{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]

zagan
2010-02-24, 12:16 PM
Okay here we go again

Swift action: I use sudden leap to go in C4 (10ft away)

Jump check: [roll0] (DC 20)
If I failled I found myself in B5 in that case I just five foot step into C4.
In all case I'm now in C4
Because I've moved 10ft I gain concealement.

Full round action: Full attack:

Unarmed strike:
Attack:[roll1]
Damage:[roll2]

Bite:
Attack:[roll3]
Damage:[roll4]

Slam:
Attack:[roll5]
Damage:[roll6]

Edit: My initiative was 13 rolled earlier and in any case I have a +3 modifier.

My stat (temporary condition in red)

Hp: 9/12 AC 18 Touch 12 Flat 16 DR4/Magic
Save: Fort: 3 Ref: 4 Will: 3
Melee attack bonus: Unarmed strike +4/ Bite +1/ Slam +1
Damage: 1d6+3/1d6+1/1d4+1
Range attack bonus: +2
Damage: 1d4+3
Stance: Child of shadow: Gain concealement until next turn of move 10ft or more
Speed: 30ft
Init: +3

1 Sunrod active in hand, Duration left >6h.

theterran
2010-02-24, 12:29 PM
The orc yells "Steely Strike!"

[roll0]
[roll1]

zagan
2010-02-24, 12:36 PM
While I don't hope for much you didn't roll for my concealement.
And I want to say that this orc is ridiculous 2d6+6 on each it seem like a lot to me particulary without any backup. I'm not sure I'm enough of an optimizer to kill it.

theterran
2010-02-24, 12:46 PM
[roll0] 1 = Miss

Your best shot against him is A) High Defense or B) High offense (As in 1 shot him. I killed him by doing a Burning Bladed Shadow Blade Technique, he only has 8 HP.)

zagan
2010-02-24, 12:49 PM
dead again, I'll try again tomorow. I can't get my defense high enough without sacrifying a lot elsewhere. And my offense is good but I need to hit with all my attack.

zagan
2010-02-25, 05:12 AM
Okay, here Erom 1.2 (http://pifro.com/pro/view.php?id=3461)

Changes from previous version:
Exchange child of shadow for Stance of clarity

My stat (temporary condition in red)

Hp: 12/12
AC 20 Touch 14 Flat 18 DR4/Magic
Save: Fort: 3 Ref: 4 Will: 3
Melee attack bonus: Unarmed strike +4/ Bite +1/ Slam +1
Damage: 1d6+3/1d6+1/1d4+1
Range attack bonus: +2
Damage: 1d4+3
Stance: Stances of clarity +2 AC against one opponent -2 against other.
Speed: 30ft
Init: +3

1 Sunrod active in hand, Duration left >6h.

theterran
2010-02-25, 07:15 AM
Alright, so where to first? orc room? and if so, would you like to go the same way or would you like to try a different way?

zagan
2010-02-25, 07:25 AM
I 'll try a different way, if only to scout another zone before dieing again.

Ok, upon exiting room 12 I'll go south until I hit the second intersection.
(Just to clarify, to the east there should be a door leading to room 6 with a bull's eyes on the ground)

My stat (temporary condition in red)

Hp: 12/12
AC 20 Touch 14 Flat 18 DR4/Magic
Save: Fort: 3 Ref: 4 Will: 3
Melee attack bonus: Unarmed strike +4/ Bite +1/ Slam +1
Damage: 1d6+3/1d6+1/1d4+1
Range attack bonus: +2
Damage: 1d4+3
Stance: Stances of clarity +2 AC against one opponent -2 against other.
Speed: 30ft
Init: +3

1 Sunrod active in hand, Duration left >6h.

theterran
2010-02-25, 08:00 AM
Sure, 5ft before the interesection, you're hit with an acid trap.
[roll0]
[roll1]

Then you head east, over the bullseye, then north, then east and you're at the orc door.

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:[roll2]

zagan
2010-02-25, 08:34 AM
Your sure I'm behind the door in B5 and not the one in B1 ?

Initiative: [roll0]

My stat (temporary condition in red)

Hp: 10/12
AC 20 Touch 14 Flat 18 DR4/Magic
Save: Fort: 3 Ref: 4 Will: 3
Melee attack bonus: Unarmed strike +4/ Bite +1/ Slam +1
Damage: 1d6+3/1d6+1/1d4+1
Range attack bonus: +2
Damage: 1d4+3
Stance: Stances of clarity +2 AC against one opponent -2 against other.
Speed: 30ft
Init: +3

1 Sunrod active in hand, Duration left >6h.

theterran
2010-02-25, 08:42 AM
oops. your at B5, i just copied and pasted from notes..:smallconfused:

Anywho...The orc charges you.

[roll0]
[roll1]

zagan
2010-02-25, 08:46 AM
I'm dead again, the day is still young so we'll try again from the start.

I'll go south until just before the acid trap and try to trigger from afar with my collapsible 12 foot pole.

My stat (temporary condition in red)

Hp: 12/12
AC 20 Touch 14 Flat 18 DR4/Magic
Save: Fort: 3 Ref: 4 Will: 3
Melee attack bonus: Unarmed strike +4/ Bite +1/ Slam +1
Damage: 1d6+3/1d6+1/1d4+1
Range attack bonus: +2
Damage: 1d4+3
Stance: Stances of clarity +2 AC against one opponent -2 against other.
Speed: 30ft
Init: +3

1 Sunrod active in hand, Duration left >6h.

theterran
2010-02-25, 09:04 AM
(I had assumed you were using your pole the entire time, if you want to try it w/o the pole, let me know, but I always assume you're at least poking the floor, looking for pits)

zagan
2010-02-25, 09:09 AM
We'll yeah but this time I know there's one and I want to activate it without being at the receiving end.

Should I roll something ?

theterran
2010-02-25, 10:37 AM
alright, you trip it, attempting to avoid it, but...

[roll0]
[roll1]

zagan
2010-02-25, 10:48 AM
Because my stance don't apply I take 2 and so I don't go see the orc.

I go east up to the turn that go north past the bull'eye go north five feet and open the door to the west. I should find myself in the room with the wizard.

Initiative: [roll0]

My stat (temporary condition in red)

Hp: 10/12
AC 20 Touch 14 Flat 18 DR4/Magic
Save: Fort: 3 Ref: 4 Will: 3
Melee attack bonus: Unarmed strike +4/ Bite +1/ Slam +1
Damage: 1d6+3/1d6+1/1d4+1
Range attack bonus: +2
Damage: 1d4+3
Stance: Stances of clarity +2 AC against one opponent -2 against other.
Speed: 30ft
Init: +3

1 Sunrod active in hand, Duration left >6h.

theterran
2010-02-25, 10:56 AM
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]

zagan
2010-02-25, 11:04 AM
I can't be in A2, I'm outside the door in E3 I choose that door so I would just need a five foot step to attack the wizard.
Edit: Sorry I didn't want to be rude but it was a tactical choice so I want to be sure that you know about it.

Five foot step in E3.

Free action designate the wizard as the target for my stances.

Swift action Burning blade:

Full attack:

Unarmed strike:
Attack roll:[roll0]
Damage roll:[roll1]
Fire:[roll2]

Bite:
Attack roll:[roll3]
Damage roll:[roll4]
Fire:[roll5]

Slam:
Attack roll:[roll6]
Damage roll:[roll7]
Fire:[roll8]

My stat (temporary condition in red)

Hp: 10/12
AC 20 Touch 14 Flat 18 DR4/Magic
Save: Fort: 3 Ref: 4 Will: 3
Melee attack bonus: Unarmed strike +4/ Bite +1/ Slam +1
Damage: 1d6+3/1d6+1/1d4+1
Range attack bonus: +2
Damage: 1d4+3
Stance: Stances of clarity +2 AC against one opponent -2 against other.
Speed: 30ft
Init: +3

1 Sunrod active in hand, Duration left >6h.

theterran
2010-02-25, 11:11 AM
I know, I'm just copying and pasting notes, I know where you really are...:smallwink:

theterran
2010-02-25, 11:13 AM
The beast disappears and the human starts casting a spell.

Take your AoO.

zagan
2010-02-25, 11:37 AM
Ok cool.

AOO:
Unarmed strike:
Attack roll:[roll0]
Damage roll:[roll1]

My stat (temporary condition in red)

Hp: 10/12
AC 20 Touch 14 Flat 18 DR4/Magic
Save: Fort: 3 Ref: 4 Will: 3
Melee attack bonus: Unarmed strike +4/ Bite +1/ Slam +1
Damage: 1d6+3/1d6+1/1d4+1
Range attack bonus: +2
Damage: 1d4+3
Stance: Stances of clarity +2 AC against one opponent -2 against other.
Speed: 30ft
Init: +3

1 Sunrod active in hand, Duration left >6h.

theterran
2010-02-25, 12:12 PM
You miss...and a wave of color washes over you.

Will Save plz.

zagan
2010-02-25, 12:22 PM
Moment of perfect mind:

Concentration: [roll0]

Edit: I very much doubt it's enough.

My stat (temporary condition in red)

Hp: 10/12
AC 20 Touch 14 Flat 18 DR4/Magic
Save: Fort: 3 Ref: 4 Will: 3
Melee attack bonus: Unarmed strike +4/ Bite +1/ Slam +1
Damage: 1d6+3/1d6+1/1d4+1
Range attack bonus: +2
Damage: 1d4+3
Stance: Stances of clarity +2 AC against one opponent -2 against other.
Speed: 30ft
Init: +3

1 Sunrod active in hand, Duration left >6h.

theterran
2010-02-25, 12:24 PM
It's just enough.

Your go.

zagan
2010-02-25, 12:30 PM
Cool:

Full attack:

Unarmed strike:
Attack roll:[roll0]
Damage roll:[roll1]

Bite:
Attack roll:[roll2]
Damage roll:[roll3]

Slam:
Attack roll:[roll4]
Damage roll:[roll5]

My stat (temporary condition in red)

Hp: 10/12
AC 20 Touch 14 Flat 18 DR4/Magic
Save: Fort: 3 Ref: 4 Will: 3
Melee attack bonus: Unarmed strike +4/ Bite +1/ Slam +1
Damage: 1d6+3/1d6+1/1d4+1
Range attack bonus: +2
Damage: 1d4+3
Stance: Stances of clarity +2 AC against one opponent -2 against other.
Speed: 30ft
Init: +3

1 Sunrod active in hand, Duration left >6h.

zagan
2010-02-25, 12:31 PM
Critical threat with the bite:

Confirm: [roll0]
Damage: [roll1]

theterran
2010-02-25, 12:48 PM
150XP, Chain Shirt , Longsword.

zagan
2010-02-25, 01:04 PM
Great, that's done. I'll keep the lizard thing and the orc for later.

After putting the loot in my sack, I'll exit by the door to the east I follow the corridor north passing by the orc room. I'll read the blue note and pick it.
Continuing north I find myself at the intersection and I begin advancing slowly east. Every five feet I search for trap taking 20 for 19 until I reach the door.
I look south to see if there's anything interesting before opening the door.

My stat (temporary condition in red)

Hp: 10/12
AC 20 Touch 14 Flat 18 DR4/Magic
Save: Fort: 3 Ref: 4 Will: 3
Melee attack bonus: Unarmed strike +4/ Bite +1/ Slam +1
Damage: 1d6+3/1d6+1/1d4+1
Range attack bonus: +2
Damage: 1d4+3
Stance: Stances of clarity +2 AC against one opponent -2 against other.
Speed: 30ft(20ft when not in combat)
Init: +3

Condition: Medium load

1 Sunrod active in hand, Duration left >6h.

theterran
2010-02-26, 09:07 AM
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]

zagan
2010-02-26, 09:29 AM
Initiative: [roll0]

My stat (temporary condition in red)

Hp: 10/12
AC 20 Touch 14 Flat 18 DR4/Magic
Save: Fort: 3 Ref: 4 Will: 3
Melee attack bonus: Unarmed strike +4/ Bite +1/ Slam +1
Damage: 1d6+3/1d6+1/1d4+1
Range attack bonus: +2
Damage: 1d4+3
Stance: Stances of clarity +2 AC against one opponent -2 against other.
Speed: 30ft(20ft when not in combat)
Init: +3

Condition: Medium load

1 Sunrod active in hand, Duration left >6h.

theterran
2010-03-02, 07:01 AM
(Sorry, I typically don't post on weekends, and yesterday was very busy for me)

The kobold moves towards you, shadow enveloping him as he moves.

He attacks:
[roll0]

[roll1] + [roll2]

If it hits, make a fort save.

zagan
2010-03-02, 07:09 AM
That's okay, I just wasn't sure if you seem my reply. I'll keep in my mind that you generaly don't post on week-end.

He hit just barely.

Fort save: [roll0]

I'm not sure how much damage I take with my DR, 4 from the attack but it's either 0 or 4 for the bonus damage depending on the source and type.

My stat (temporary condition in red)

Hp: 10/12
AC 20 Touch 14 Flat 18 DR4/Magic
Save: Fort: 3 Ref: 4 Will: 3
Melee attack bonus: Unarmed strike +4/ Bite +1/ Slam +1
Damage: 1d6+3/1d6+1/1d4+1
Range attack bonus: +2
Damage: 1d4+3
Stance: Stances of clarity +2 AC against one opponent -2 against other.
Speed: 30ft(20ft when not in combat)
Init: +3

Condition: Medium load

1 Sunrod active in hand, Duration left >6h.

theterran
2010-03-02, 07:27 AM
It's bonus damage tacked on to the weapon, so I would imagine you don't apply DR to it...

but maybe you do...(see clinging shadow strike)

You pass the fort save.

(Don't forget the concealment roll when you attack)

zagan
2010-03-02, 07:55 AM
Yeah, checking the rule on DR here (http://www.dandwiki.com/wiki/DR), it say that supernatural ability bypass DR.

As a swift action I use burning blade.

Full attack:

Unarmed Attack:
Attack roll: [roll0]
Damage roll: [roll1]
Fire: [roll2]
Miss chance: [roll3] Miss on anything but 1

Bite:
Attack roll: [roll4]
Damage roll: [roll5]
Fire: [roll6]
Miss chance: [roll7] Miss on anything but 1

Slam:
Attack roll: [roll8]
Damage roll: [roll9]
Fire: [roll10]
Miss chance: [roll11] Miss on anything but 1

Edit: It seem that I can't acces the site with my sheet do you know anything about that ?

My stat (temporary condition in red)

Hp: 2/12
AC 20 Touch 14 Flat 18 DR4/Magic
Save: Fort: 3 Ref: 4 Will: 3
Melee attack bonus: Unarmed strike +4/ Bite +1/ Slam +1
Damage: 1d6+3/1d6+1/1d4+1
Range attack bonus: +2
Damage: 1d4+3
Stance: Stances of clarity +2 AC against one opponent -2 against other.
Speed: 30ft(20ft when not in combat)
Init: +3

Condition: Medium load

1 Sunrod active in hand, Duration left >6h.

theterran
2010-03-02, 07:57 AM
He falls.

150XP, Chain Shirt (Small), Shortsword (small)

(edit)

Sorry I don't know anything about pifro being down...

zagan
2010-03-02, 08:05 AM
Whoa it was close.
I've manage to find my sheet as read only with google, here (http://209.85.229.132/search?q=cache:lQvQ0eojJG0J:pifro.com/pro/view.php%3Fid%3D3461+%22http+pifro+com+pro+view+ph p+id+3461%22&cd=1&hl=fr&ct=clnk&gl=fr&client=firefox-a).

It's missing the note but I should be able to recreate it elsewhere, still I can continue playing for now.

I add the short sword and chainshirt in my sack.

I drink my potion of repair light damage:
[roll0]

Edit: Come on ! That's not fair. I'll make another post in a little while i need to think on what to do.

My stat (temporary condition in red)

Hp: 4/12
AC 20 Touch 14 Flat 18 DR4/Magic
Save: Fort: 3 Ref: 4 Will: 3
Melee attack bonus: Unarmed strike +4/ Bite +1/ Slam +1
Damage: 1d6+3/1d6+1/1d4+1
Range attack bonus: +2
Damage: 1d4+3
Stance: Stances of clarity +2 AC against one opponent -2 against other.
Speed: 30ft(20ft when not in combat)
Init: +3

Condition: Medium load

1 Sunrod active in hand, Duration left >6h.

zagan
2010-03-02, 03:18 PM
Alright I've managed to recreate Erom sheet, here (http://www.coyotecode.net/profiler/view.php?id=8217) it is.

Okay, after refreshing my maneuvre Erom will go back outside the room to the intersection that go north.
He will advance north slowly with pole in hand until he reach (in theory the room with the big chest.)

My stat (temporary condition in red)

Hp: 4/12
AC 20 Touch 14 Flat 18 DR4/Magic
Save: Fort: 3 Ref: 4 Will: 3
Melee attack bonus: Unarmed strike +4/ Bite +1/ Slam +1
Damage: 1d6+3/1d6+1/1d4+1
Range attack bonus: +2
Damage: 1d4+3
Stance: Stances of clarity +2 AC against one opponent -2 against other.
Speed: 30ft(20ft when not in combat)
Init: +3

Condition: Medium load

1 Sunrod active in hand, Duration left >6h.

theterran
2010-03-03, 09:35 AM
Ok, you reach the room with the big chest.

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.

zagan
2010-03-03, 10:25 AM
Okay, so first I read the note.

After that I need to know can I push the chest ? If so I move it as to block the door in D1 and D2.

My stat (temporary condition in red)

Hp: 4/12
AC 20 Touch 14 Flat 18 DR4/Magic
Save: Fort: 3 Ref: 4 Will: 3
Melee attack bonus: Unarmed strike +4/ Bite +1/ Slam +1
Damage: 1d6+3/1d6+1/1d4+1
Range attack bonus: +2
Damage: 1d4+3
Stance: Stances of clarity +2 AC against one opponent -2 against other.
Speed: 30ft(20ft when not in combat)
Init: +3

Condition: Medium load

1 Sunrod active in hand, Duration left >6h.

theterran
2010-03-03, 10:30 AM
A note attached to the latch reads “Greater rewards await the patient man, but only a fool waits forever.”

And sure, you can move it...if you want...I guess...:smallconfused:

zagan
2010-03-03, 10:37 AM
Great, it's mostly to block or slow down any attack that could come from these door.

Now I place my loot on the ground ( the two chain mail and two sword) in front of the other door. Difficult terrain perhaps ? At the very least it should make some noise if someone try to sneak in.

Once my preparation are done, I place myself in A1 and spent the next eight hour trying to repair myself.

Craft check: [roll0]

I heal the result - 15, unless I'm interupt of course.

Edit: The dice is against me !:smallannoyed:

My stat (temporary condition in red)

Hp: 4/12
AC 20 Touch 14 Flat 18 DR4/Magic
Save: Fort: 3 Ref: 4 Will: 3
Melee attack bonus: Unarmed strike +4/ Bite +1/ Slam +1
Damage: 1d6+3/1d6+1/1d4+1
Range attack bonus: +2
Damage: 1d4+3
Stance: Stances of clarity +2 AC against one opponent -2 against other.
Speed: 30ft(20ft when not in combat)
Init: +3

Condition: Medium load

1 Sunrod active in hand, Duration left >6h.

theterran
2010-03-03, 10:51 AM
Ok, 8 hours has passed...now what?

zagan
2010-03-03, 10:54 AM
I was really expecting an attack, well I won't compain.

I open the chest now, I hope I waited enough.

My stat (temporary condition in red)

Hp: 4/12
AC 20 Touch 14 Flat 18 DR4/Magic
Save: Fort: 3 Ref: 4 Will: 3
Melee attack bonus: Unarmed strike +4/ Bite +1/ Slam +1
Damage: 1d6+3/1d6+1/1d4+1
Range attack bonus: +2
Damage: 1d4+3
Stance: Stances of clarity +2 AC against one opponent -2 against other.
Speed: 30ft(20ft when not in combat)
Init: +3

Condition: Medium load

1 Sunrod active in hand, Duration left >4h.

theterran
2010-03-03, 10:57 AM
Opening the chest reveals 2pp.

zagan
2010-03-03, 11:14 AM
Okay, it's a little better.

I'll do another craft check then:

[roll0]

Is there some light in the room or do I need to take into account the duration of my sunrod and change them ?

My stat (temporary condition in red)

Hp: 4/12
AC 20 Touch 14 Flat 18 DR4/Magic
Save: Fort: 3 Ref: 4 Will: 3
Melee attack bonus: Unarmed strike +4/ Bite +1/ Slam +1
Damage: 1d6+3/1d6+1/1d4+1
Range attack bonus: +2
Damage: 1d4+3
Stance: Stances of clarity +2 AC against one opponent -2 against other.
Speed: 30ft(20ft when not in combat)
Init: +3

Condition: Medium load

1 Sunrod active in hand, Duration left >4h.

theterran
2010-03-03, 11:15 AM
You should probably change your sunrod :smallwink:

zagan
2010-03-03, 11:22 AM
Okay, I've healed 2 hp, it will have to be enought for now.

I'm now on my third sunrod with 2h left on it.

I exit the room by the door in C5, could you describe the corridor I want to update my Map.

My stat (temporary condition in red)

Hp: 6/12
AC 20 Touch 14 Flat 18 DR4/Magic
Save: Fort: 3 Ref: 4 Will: 3
Melee attack bonus: Unarmed strike +4/ Bite +1/ Slam +1
Damage: 1d6+3/1d6+1/1d4+1
Range attack bonus: +2
Damage: 1d4+3
Stance: Stances of clarity +2 AC against one opponent -2 against other.
Speed: 30ft(20ft when not in combat)
Init: +3

Condition: Medium load

1 Sunrod active in hand, Duration left >2h.

theterran
2010-03-03, 11:34 AM
The hall goes south 20ft before Teeing East/West, (the way you came)

East it goes beyond your light.
20ft down the hall is a door on the southside, 30ft is a split north, and 50ft is a split south.

zagan
2010-03-03, 12:04 PM
Please tell me if that's accurate:
Map

http://img534.imageshack.us/img534/3815/dungeon1secondtry.png


My stat (temporary condition in red)

Hp: 6/12
AC 20 Touch 14 Flat 18 DR4/Magic
Save: Fort: 3 Ref: 4 Will: 3
Melee attack bonus: Unarmed strike +4/ Bite +1/ Slam +1
Damage: 1d6+3/1d6+1/1d4+1
Range attack bonus: +2
Damage: 1d4+3
Stance: Stances of clarity +2 AC against one opponent -2 against other.
Speed: 30ft(20ft when not in combat)
Init: +3

Condition: Medium load

1 Sunrod active in hand, Duration left >2h.

theterran
2010-03-03, 12:41 PM
You missed the split north 10ft after the DFA door on the north side..

zagan
2010-03-03, 12:43 PM
Okay thanks.
Then I go to that split

My stat (temporary condition in red)

Hp: 6/12
AC 20 Touch 14 Flat 18 DR4/Magic
Save: Fort: 3 Ref: 4 Will: 3
Melee attack bonus: Unarmed strike +4/ Bite +1/ Slam +1
Damage: 1d6+3/1d6+1/1d4+1
Range attack bonus: +2
Damage: 1d4+3
Stance: Stances of clarity +2 AC against one opponent -2 against other.
Speed: 30ft(20ft when not in combat)
Init: +3

Condition: Medium load

1 Sunrod active in hand, Duration left >2h.

theterran
2010-03-03, 12:46 PM
Crap...The hallway goes West out of your sight, not east....It doesn't go east at all, just south and west....:smallsigh:

zagan
2010-03-03, 02:23 PM
I've remove the hallway to the east on my map.

So yeah I'll go to the split north just after the DFA room.

My stat (temporary condition in red)

Hp: 6/12
AC 20 Touch 14 Flat 18 DR4/Magic
Save: Fort: 3 Ref: 4 Will: 3
Melee attack bonus: Unarmed strike +4/ Bite +1/ Slam +1
Damage: 1d6+3/1d6+1/1d4+1
Range attack bonus: +2
Damage: 1d4+3
Stance: Stances of clarity +2 AC against one opponent -2 against other.
Speed: 30ft(20ft when not in combat)
Init: +3

Condition: Medium load

1 Sunrod active in hand, Duration left >2h.

theterran
2010-03-05, 07:26 AM
10ft north of the split is a door directly ahead, at 10ft the hallway also turns west east.

(and FYI, you haven't fought the DFA yet either)

zagan
2010-03-05, 07:29 AM
Well I advance toward the door and try to open it.

Edit: Yeah I know but he is a know quantity for now I prefer exploring.
My stat (temporary condition in red)

Hp: 6/12
AC 20 Touch 14 Flat 18 DR4/Magic
Save: Fort: 3 Ref: 4 Will: 3
Melee attack bonus: Unarmed strike +4/ Bite +1/ Slam +1
Damage: 1d6+3/1d6+1/1d4+1
Range attack bonus: +2
Damage: 1d4+3
Stance: Stances of clarity +2 AC against one opponent -2 against other.
Speed: 30ft(20ft when not in combat)
Init: +3

Condition: Medium load

1 Sunrod active in hand, Duration left >2h.

theterran
2010-03-05, 07:34 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, which you are outside of.
In the room is a gray wrinkled humanoid, crawling low with claws extending from it's hands.
Initiative: [roll0]

zagan
2010-03-05, 07:45 AM
Okay, ket's try it.

initiative: [roll0]


My stat (temporary condition in red)

Hp: 6/12
AC 20 Touch 14 Flat 18 DR4/Magic
Save: Fort: 3 Ref: 4 Will: 3
Melee attack bonus: Unarmed strike +4/ Bite +1/ Slam +1
Damage: 1d6+3/1d6+1/1d4+1
Range attack bonus: +2
Damage: 1d4+3
Stance: Stances of clarity +2 AC against one opponent -2 against other.
Speed: 30ft(20ft when not in combat)
Init: +3

Condition: Medium load

1 Sunrod active in hand, Duration left >2h.

zagan
2010-03-05, 07:52 AM
Free action letting go of the sack and the rest.
Swift action Sudden leap in F4 or E3

Jump check: [roll0]
If need I five foot step the rest of the way.

Full attack:

Unarmed strike:
Attack roll: [roll1]
Damage roll: [roll2]

Bite:
Attack roll: [roll3]
Damage roll: [roll4]

Slam:
Attack roll: [roll5]
Damage roll: [roll6]

My stat (temporary condition in red)

Hp: 6/12
AC 20 Touch 14 Flat 18 DR4/Magic
Save: Fort: 3 Ref: 4 Will: 3
Melee attack bonus: Unarmed strike +4/ Bite +1/ Slam +1
Damage: 1d6+3/1d6+1/1d4+1
Range attack bonus: +2
Damage: 1d4+3
Stance: Stances of clarity +2 AC against one opponent -2 against other.
Speed: 30ft(20ft when not in combat)
Init: +3

Condition: Medium load

1 Sunrod active in hand, Duration left >2h.

theterran
2010-03-05, 08:03 AM
You hit it, but it looks unphased.

It attacks with 2 claws

[roll0]
[roll1]


[roll2] (Could you roll the confirm on that plz)
[roll3]

zagan
2010-03-05, 08:22 AM
Confirmed critical threat against myself:
Attack: [roll0]
Damage: [roll1]
If he confirm and roll 5 on the damage I'm dead.
Edit: It's a miss I only take 1 because of my DR


Swift action Burning blade
Full attack:

Unarmed strike:
Attack roll: [roll2]
Damage roll: [roll3]
Fire: [roll4]

Bite:
Attack roll: [roll5]
Damage roll: [roll6]
Fire: [roll7]

Slam:
Attack roll: [roll8]
Damage roll: [roll9]
Fire: [roll10]

My stat (temporary condition in red)

Hp: 5/12
AC 20 Touch 14 Flat 18 DR4/Magic
Save: Fort: 3 Ref: 4 Will: 3
Melee attack bonus: Unarmed strike +4/ Bite +1/ Slam +1
Damage: 1d6+3/1d6+1/1d4+1
Range attack bonus: +2
Damage: 1d4+3
Stance: Stances of clarity +2 AC against one opponent -2 against other.
Speed: 30ft(20ft when not in combat)
Init: +3

Condition: Medium load

1 Sunrod active in hand, Duration left >2h.

theterran
2010-03-05, 08:57 AM
Hit, and he looks a little singed.

He attacks again w/ 2 claws.

[roll0]
[roll1]


[roll2]
[roll3]

zagan
2010-03-05, 09:36 AM
I take 1 again.

Swift action Distracting ember.
Full attack:

Unarmed strike:
Attack roll: [roll0]
Damage roll: [roll1]

Bite:
Attack roll: [roll2]
Damage roll: [roll3]

Slam:
Attack roll: [roll4]
Damage roll: [roll5]

My stat (temporary condition in red)

Hp: 4/12
AC 20 Touch 14 Flat 18 DR4/Magic
Save: Fort: 3 Ref: 4 Will: 3
Melee attack bonus: Unarmed strike +4/ Bite +1/ Slam +1
Damage: 1d6+3/1d6+1/1d4+1
Range attack bonus: +2
Damage: 1d4+3
Stance: Stances of clarity +2 AC against one opponent -2 against other.
Speed: 30ft(20ft when not in combat)
Init: +3

Condition: Medium load

1 Sunrod active in hand, Duration left >2h.

theterran
2010-03-05, 10:02 AM
Your punch levels it.

150xp.

zagan
2010-03-05, 01:19 PM
Sorry for the delay.

I take eight hour to do craft check and hopefuly heal a little.

[roll0]
Edit: Yes ! I'm at max HP again !

I change sunrod again.

My stat (temporary condition in red)

Hp: 12/12
AC 20 Touch 14 Flat 18 DR4/Magic
Save: Fort: 3 Ref: 4 Will: 3
Melee attack bonus: Unarmed strike +4/ Bite +1/ Slam +1
Damage: 1d6+3/1d6+1/1d4+1
Range attack bonus: +2
Damage: 1d4+3
Stance: Stances of clarity +2 AC against one opponent -2 against other.
Speed: 30ft(20ft when not in combat)
Init: +3

Condition: Medium load

1 Sunrod active in hand, Duration left >2h.

zagan
2010-03-06, 07:32 AM
Ok, now I go open the door in A3.

My stat (temporary condition in red)

Hp: 12/12
AC 20 Touch 14 Flat 18 DR4/Magic
Save: Fort: 3 Ref: 4 Will: 3
Melee attack bonus: Unarmed strike +4/ Bite +1/ Slam +1
Damage: 1d6+3/1d6+1/1d4+1
Range attack bonus: +2
Damage: 1d4+3
Stance: Stances of clarity +2 AC against one opponent -2 against other.
Speed: 30ft(20ft when not in combat)
Init: +3

Condition: Medium load

1 Sunrod active in hand, Duration left >2h.

theterran
2010-03-08, 08:14 AM
Looking out the door, you see the hallway go 10ft west before turning south, and 10ft north before turning west.

zagan
2010-03-08, 08:34 AM
I advance west and look south.

My stat (temporary condition in red)

Hp: 12/12
AC 20 Touch 14 Flat 18 DR4/Magic
Save: Fort: 3 Ref: 4 Will: 3
Melee attack bonus: Unarmed strike +4/ Bite +1/ Slam +1
Damage: 1d6+3/1d6+1/1d4+1
Range attack bonus: +2
Damage: 1d4+3
Stance: Stances of clarity +2 AC against one opponent -2 against other.
Speed: 30ft(20ft when not in combat)
Init: +3

Condition: Medium load

1 Sunrod active in hand, Duration left >2h.

theterran
2010-03-08, 08:44 AM
The hallway goes south for 20ft before splitting into an east/west "T"

zagan
2010-03-08, 08:51 AM
I advance to the T and look around.

OOC: if you have time could you give me a Map, mine got confussing again.:smallredface:

My stat (temporary condition in red)

Hp: 12/12
AC 20 Touch 14 Flat 18 DR4/Magic
Save: Fort: 3 Ref: 4 Will: 3
Melee attack bonus: Unarmed strike +4/ Bite +1/ Slam +1
Damage: 1d6+3/1d6+1/1d4+1
Range attack bonus: +2
Damage: 1d4+3
Stance: Stances of clarity +2 AC against one opponent -2 against other.
Speed: 30ft(20ft when not in combat)
Init: +3

Condition: Medium load

1 Sunrod active in hand, Duration left >2h.

theterran
2010-03-08, 12:42 PM
Map:
http://img94.imageshack.us/img94/6929/zaganmap.jpg

The Red Star is where you currently are. Room 12 was the starting room, room 16 you just came out of. Room 14 is the DFA, room 4 is the orc, room 7 was the chest, room 6 was the color spray guy, room 5 was the kobold.

zagan
2010-03-08, 01:04 PM
Great thanks.

I will advance west to the end of the hallway and go north from there.

My stat (temporary condition in red)

Hp: 12/12
AC 20 Touch 14 Flat 18 DR4/Magic
Save: Fort: 3 Ref: 4 Will: 3
Melee attack bonus: Unarmed strike +4/ Bite +1/ Slam +1
Damage: 1d6+3/1d6+1/1d4+1
Range attack bonus: +2
Damage: 1d4+3
Stance: Stances of clarity +2 AC against one opponent -2 against other.
Speed: 30ft(20ft when not in combat)
Init: +3

Condition: Medium load

1 Sunrod active in hand, Duration left >2h.

theterran
2010-03-08, 03:48 PM
You head west 10ft, then north 15ft, hop a 5ft pit, then go another 5ft before turning east for 20ft, then south for 10ft and you're in front of an open door with a hall way going east for 10ft before turning south.

zagan
2010-03-08, 04:23 PM
I enter the open door.

My stat (temporary condition in red)

Hp: 12/12
AC 20 Touch 14 Flat 18 DR4/Magic
Save: Fort: 3 Ref: 4 Will: 3
Melee attack bonus: Unarmed strike +4/ Bite +1/ Slam +1
Damage: 1d6+3/1d6+1/1d4+1
Range attack bonus: +2
Damage: 1d4+3
Stance: Stances of clarity +2 AC against one opponent -2 against other.
Speed: 30ft(20ft when not in combat)
Init: +3

Condition: Medium load

1 Sunrod active in hand, Duration left >2h.

theterran
2010-03-09, 07:40 AM
You see a dead gray wrinkled humanoid on the ground.

zagan
2010-03-10, 05:14 AM
Yeah that's what I though. I go through the room to the other door. And take the hallway east and north.

My stat (temporary condition in red)

Hp: 12/12
AC 20 Touch 14 Flat 18 DR4/Magic
Save: Fort: 3 Ref: 4 Will: 3
Melee attack bonus: Unarmed strike +4/ Bite +1/ Slam +1
Damage: 1d6+3/1d6+1/1d4+1
Range attack bonus: +2
Damage: 1d4+3
Stance: Stances of clarity +2 AC against one opponent -2 against other.
Speed: 30ft(20ft when not in combat)
Init: +3

Condition: Medium load

1 Sunrod active in hand, Duration left >2h.

theterran
2010-03-10, 07:05 AM
Stepping out of the door and looking east, you notice a red notecard hanging from the wall at the turn north (which you would have noticed earlier but I failed to mention :smallconfused:)

zagan
2010-03-10, 07:18 AM
I'll go read it.

My stat (temporary condition in red)

Hp: 12/12
AC 20 Touch 14 Flat 18 DR4/Magic
Save: Fort: 3 Ref: 4 Will: 3
Melee attack bonus: Unarmed strike +4/ Bite +1/ Slam +1
Damage: 1d6+3/1d6+1/1d4+1
Range attack bonus: +2
Damage: 1d4+3
Stance: Stances of clarity +2 AC against one opponent -2 against other.
Speed: 30ft(20ft when not in combat)
Init: +3

Condition: Medium load

1 Sunrod active in hand, Duration left >2h.

theterran
2010-03-10, 07:32 AM
BOOM

[roll0]

From there, the hallway goes north for 30ft before teeing east/west.
At 20ft there is a split east.

zagan
2010-03-10, 07:40 AM
Of course.

I go to the first split and look both side.

My stat (temporary condition in red)

Hp: 11/12
AC 20 Touch 14 Flat 18 DR4/Magic
Save: Fort: 3 Ref: 4 Will: 3
Melee attack bonus: Unarmed strike +4/ Bite +1/ Slam +1
Damage: 1d6+3/1d6+1/1d4+1
Range attack bonus: +2
Damage: 1d4+3
Stance: Stances of clarity +2 AC against one opponent -2 against other.
Speed: 30ft(20ft when not in combat)
Init: +3

Condition: Medium load

1 Sunrod active in hand, Duration left >2h.

theterran
2010-03-17, 07:16 AM
At the split east, you see the hall goes 30ft east before turning south.
At 25ft there is a door on the southside with a large red / white bullseye on the floor in front of it.

zagan
2010-03-17, 09:45 AM
I approch the bull's eye and trow my sack to see if anything happened. (42.5lb)

My stat (temporary condition in red)

Hp: 11/12
AC 20 Touch 14 Flat 18 DR4/Magic
Save: Fort: 3 Ref: 4 Will: 3
Melee attack bonus: Unarmed strike +4/ Bite +1/ Slam +1
Damage: 1d6+3/1d6+1/1d4+1
Range attack bonus: +2
Damage: 1d4+3
Stance: Stances of clarity +2 AC against one opponent -2 against other.
Speed: 30ft(20ft when not in combat)
Init: +3

Condition: Medium load

1 Sunrod active in hand, Duration left >2h.

theterran
2010-03-17, 11:02 AM
You're standing on the bullseye. :smallamused:

zagan
2010-03-17, 12:38 PM
Okaaay.

I open the door then.

My stat (temporary condition in red)

Hp: 11/12
AC 20 Touch 14 Flat 18 DR4/Magic
Save: Fort: 3 Ref: 4 Will: 3
Melee attack bonus: Unarmed strike +4/ Bite +1/ Slam +1
Damage: 1d6+3/1d6+1/1d4+1
Range attack bonus: +2
Damage: 1d4+3
Stance: Stances of clarity +2 AC against one opponent -2 against other.
Speed: 30ft(20ft when not in combat)
Init: +3

Condition: Medium load

1 Sunrod active in hand, Duration left >2h.

term1nally s1ck
2010-04-05, 03:44 PM
Well hello there.

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.

If you would be kind, can you tell me what was in any/all of the rooms you've cleared?

zagan
2010-04-05, 03:54 PM
Whoah, I've given up hope on that thread.

Well so far I've dealt with the wizard that use color spray and that begin combat with the illusion fo a creature next to him.
A kobold probably swordsage and a gray humanoide with two claw. I've also opened a chest after waiting 8 hour (probably too much because I've just found 20gp
I've religiously avoid a bastard orc warblade that manage to deal 2d6+6 damage per hit !!! (You can feel the hate)
There's also a DFA that I didn't visit yet.

Now in this room I go read the note.

My stat (temporary condition in red)

Hp: 11/12
AC 20 Touch 14 Flat 18 DR4/Magic
Save: Fort: 3 Ref: 4 Will: 3
Melee attack bonus: Unarmed strike +4/ Bite +1/ Slam +1
Damage: 1d6+3/1d6+1/1d4+1
Range attack bonus: +2
Damage: 1d4+3
Stance: Stances of clarity +2 AC against one opponent -2 against other.
Speed: 30ft(20ft when not in combat)
Init: +3

Condition: Medium load

1 Sunrod active in hand, Duration left >2h.

term1nally s1ck
2010-04-05, 03:59 PM
I think this was the chest you already opened, the note reads:

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

zagan
2010-04-05, 04:06 PM
I guess i've turn around, there should be one door on the east side that I didn't open yet so I open it.

My stat (temporary condition in red)

Hp: 11/12
AC 20 Touch 14 Flat 18 DR4/Magic
Save: Fort: 3 Ref: 4 Will: 3
Melee attack bonus: Unarmed strike +4/ Bite +1/ Slam +1
Damage: 1d6+3/1d6+1/1d4+1
Range attack bonus: +2
Damage: 1d4+3
Stance: Stances of clarity +2 AC against one opponent -2 against other.
Speed: 30ft(20ft when not in combat)
Init: +3

Condition: Medium load

1 Sunrod active in hand, Duration left >2h.

term1nally s1ck
2010-04-05, 04:16 PM
To the North: corridor turns west after 10'

To the East: Corridor turns north after 10'

To the South: Corridor turns east after 20'.

zagan
2010-04-05, 04:20 PM
Yeah I believe that fit with what I have.
So I take the east door and follow the corridor until it turn north.

My stat (temporary condition in red)

Hp: 11/12
AC 20 Touch 14 Flat 18 DR4/Magic
Save: Fort: 3 Ref: 4 Will: 3
Melee attack bonus: Unarmed strike +4/ Bite +1/ Slam +1
Damage: 1d6+3/1d6+1/1d4+1
Range attack bonus: +2
Damage: 1d4+3
Stance: Stances of clarity +2 AC against one opponent -2 against other.
Speed: 30ft(20ft when not in combat)
Init: +3

Condition: Medium load

1 Sunrod active in hand, Duration left >2h.

term1nally s1ck
2010-04-05, 04:39 PM
What tricks are you using to avoid traps?

Anyway: 10' east, 10' north:

To the north: split west after 10', turns east after 30'.

To the east: split north after 10', door at the end after 15'.

zagan
2010-04-05, 04:44 PM
Sadly, I only have a collapsible pole.

I go to the east door I'm pretty sure i nerver gone that far.

Last post for the day for me, good night ?

My stat (temporary condition in red)

Hp: 11/12
AC 20 Touch 14 Flat 18 DR4/Magic
Save: Fort: 3 Ref: 4 Will: 3
Melee attack bonus: Unarmed strike +4/ Bite +1/ Slam +1
Damage: 1d6+3/1d6+1/1d4+1
Range attack bonus: +2
Damage: 1d4+3
Stance: Stances of clarity +2 AC against one opponent -2 against other.
Speed: 30ft(20ft when not in combat)
Init: +3

Condition: Medium load

1 Sunrod active in hand, Duration left >2h.

term1nally s1ck
2010-04-05, 04:50 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]

zagan
2010-04-06, 04:59 AM
Damn it a flying enemy now.

Initiative: [roll0]

My stat (temporary condition in red)

Hp: 11/12
AC 20 Touch 14 Flat 18 DR4/Magic
Save: Fort: 3 Ref: 4 Will: 3
Melee attack bonus: Unarmed strike +4/ Bite +1/ Slam +1
Damage: 1d6+3/1d6+1/1d4+1
Range attack bonus: +2
Damage: 1d4+3
Stance: Stances of clarity +2 AC against one opponent -2 against other.
Speed: 30ft(20ft when not in combat)
Init: +3

Condition: Medium load

1 Sunrod active in hand, Duration left >2h.

zagan
2010-04-06, 05:08 AM
Well as free action I let go of everything I have in hand.
I don't move so I'm still outside the room.
I ready an action to attack with my unarmed strike if he enter a square I threatened.

Attack roll just in case: [roll0]
Damage: [roll1]

My stat (temporary condition in red)

Hp: 11/12
AC 20 Touch 14 Flat 18 DR4/Magic
Save: Fort: 3 Ref: 4 Will: 3
Melee attack bonus: Unarmed strike +4/ Bite +1/ Slam +1
Damage: 1d6+3/1d6+1/1d4+1
Range attack bonus: +2
Damage: 1d4+3
Stance: Stances of clarity +2 AC against one opponent -2 against other.
Speed: 30ft(20ft when not in combat)
Init: +3

Condition: Medium load

1 Sunrod active in hand, Duration left >2h.

term1nally s1ck
2010-04-06, 07:26 AM
He's walking on the walls, by the way, not flying.

The construct moves down to ground level in B5, and breathes a stream of acid at you.

[roll0] damage, reflex halves.

DMs only:

[roll1]

zagan
2010-04-06, 07:33 AM
Reflex save: [roll0]

Now that it's on the ground I got a better chance.

I five-foot step in A5.
Swift action Burning blade.
Full-attack:

Unarmed strike:
Attack roll:[roll1]
Damage roll:[roll2]
Fire:[roll3]

Bite:
Attack roll:[roll4]
Damage roll:[roll5]
Fire:[roll6]

Slam:
Attack roll:[roll7]
Damage roll:[roll8]
Fire:[roll9]

My stat (temporary condition in red)

Hp: 11/12
AC 20 Touch 14 Flat 18 DR4/Magic
Save: Fort: 3 Ref: 4 Will: 3
Melee attack bonus: Unarmed strike +4/ Bite +1/ Slam +1
Damage: 1d6+3/1d6+1/1d4+1
Range attack bonus: +2
Damage: 1d4+3
Stance: Stances of clarity +2 AC against one opponent -2 against other.
Speed: 30ft(20ft when not in combat)
Init: +3

Condition: Medium load

1 Sunrod active in hand, Duration left >2h.

zagan
2010-04-06, 07:34 AM
Critical threat (probably waste on the construct)

Confirm: [roll0]
Damage: [roll1]

term1nally s1ck
2010-04-06, 09:23 AM
12 damage is (I think) a kill anyway, so 150XP.

zagan
2010-04-06, 10:21 AM
Great. I assume i've failled the ref save so that leaves me a 2hp.

So I spent eight hour in the room trying to repair the damage.
Craft check: [roll0]
edit: i've gained 5hp


But now I face another problem I don't have light anymore. Is there any light anywhere ?

My stat (temporary condition in red)

Hp: 7/12
AC 20 Touch 14 Flat 18 DR4/Magic
Save: Fort: 3 Ref: 4 Will: 3
Melee attack bonus: Unarmed strike +4/ Bite +1/ Slam +1
Damage: 1d6+3/1d6+1/1d4+1
Range attack bonus: +2
Damage: 1d4+3
Stance: Stances of clarity +2 AC against one opponent -2 against other.
Speed: 30ft(20ft when not in combat)
Init: +3

Condition: Medium load

term1nally s1ck
2010-04-06, 12:10 PM
There are light sources in some of the rooms. Wall-mounted torches on any room with a creature that requires light to see (all so far afaik)

However....over the course of those 8 hours, something happens.

[roll0]
[roll1]
[roll2]
[roll3]
[roll4]
[roll5]
[roll6]
[roll7]

term1nally s1ck
2010-04-06, 12:11 PM
After 6 hours, you see a giant wasp with a monkey's head enter the room.

zagan
2010-04-06, 12:15 PM
Ha, I knew that theterran should have rolled for random encounter if i spent too long resting.

Okay, so I'm still at 2hp and my sunrod is still good for two hour.

Initiative: [roll0]

Edit: I'm in the center of the room in 3B

My stat (temporary condition in red)

Hp: 2/12
AC 20 Touch 14 Flat 18 DR4/Magic
Save: Fort: 3 Ref: 4 Will: 3
Melee attack bonus: Unarmed strike +4/ Bite +1/ Slam +1
Damage: 1d6+3/1d6+1/1d4+1
Range attack bonus: +2
Damage: 1d4+3
Stance: Stances of clarity +2 AC against one opponent -2 against other.
Speed: 30ft(20ft when not in combat)
Init: +3

Condition: Medium load

term1nally s1ck
2010-04-06, 12:24 PM
[roll0] for initiative. However, it's flying 5' up outside A5. You either have to attack through cover, or take an AoO.

term1nally s1ck
2010-04-06, 12:34 PM
The 1/10 chance comes off.

He moves up to B4, +5, and attacks with the stinger:

[roll0]

zagan
2010-04-06, 12:50 PM
It's a miss.

Swift action Burning blade.
Full-attack:

Unarmed strike:
Attack roll:[roll0]]
Damage roll:[roll1]
Fire:[roll2]

Bite:
Attack roll:[roll3]
Damage roll:[roll4]
Fire:[roll5]

Slam:
Attack roll:[roll6]
Damage roll:[roll7]
Fire:[roll8]

My stat (temporary condition in red)

Hp: 2/12
AC 20 Touch 14 Flat 18 DR4/Magic
Save: Fort: 3 Ref: 4 Will: 3
Melee attack bonus: Unarmed strike +4/ Bite +1/ Slam +1
Damage: 1d6+3/1d6+1/1d4+1
Range attack bonus: +2
Damage: 1d4+3
Stance: Stances of clarity +2 AC against one opponent -2 against other.
Speed: 30ft(20ft when not in combat)
Init: +3

Condition: Medium load

term1nally s1ck
2010-04-07, 05:00 PM
This is a severely nasty combo. I should have thought of it..

the wasp dies, no lewt/xp, no further disturbances, you rest.

zagan
2010-04-08, 04:58 AM
Ok, so I finished repairing myself. Since their light in the room I have 1 sunrod left.
I open the door in C5.

My stat (temporary condition in red)

Hp: 7/12
AC 20 Touch 14 Flat 18 DR4/Magic
Save: Fort: 3 Ref: 4 Will: 3
Melee attack bonus: Unarmed strike +4/ Bite +1/ Slam +1
Damage: 1d6+3/1d6+1/1d4+1
Range attack bonus: +2
Damage: 1d4+3
Stance: Stances of clarity +2 AC against one opponent -2 against other.
Speed: 30ft(20ft when not in combat)
Init: +3

Condition: Medium load

term1nally s1ck
2010-04-08, 01:13 PM
The corridor goes 20' east before turning south.

zagan
2010-04-08, 01:35 PM
I follow it.

My stat (temporary condition in red)

Hp: 7/12
AC 20 Touch 14 Flat 18 DR4/Magic
Save: Fort: 3 Ref: 4 Will: 3
Melee attack bonus: Unarmed strike +4/ Bite +1/ Slam +1
Damage: 1d6+3/1d6+1/1d4+1
Range attack bonus: +2
Damage: 1d4+3
Stance: Stances of clarity +2 AC against one opponent -2 against other.
Speed: 30ft(20ft when not in combat)
Init: +3

Condition: Medium load

term1nally s1ck
2010-04-08, 05:27 PM
20' south, 30' west, 10' south, and you reach a junction:

To the west: Door south after 5', turns north after 30'.

To the east: Turns south after 30'.

zagan
2010-04-09, 06:19 AM
I'm under the impression that I've walk into a cricle but I going to check the door in the west corridor.

My stat (temporary condition in red)

Hp: 7/12
AC 20 Touch 14 Flat 18 DR4/Magic
Save: Fort: 3 Ref: 4 Will: 3
Melee attack bonus: Unarmed strike +4/ Bite +1/ Slam +1
Damage: 1d6+3/1d6+1/1d4+1
Range attack bonus: +2
Damage: 1d4+3
Stance: Stances of clarity +2 AC against one opponent -2 against other.
Speed: 30ft(20ft when not in combat)
Init: +3

Condition: Medium load

term1nally s1ck
2010-04-09, 06:48 AM
It leads to a room with a kobold in it...been there?

zagan
2010-04-09, 06:59 AM
The swordsage kobold yeah.

I'll go east then.

My stat (temporary condition in red)

Hp: 7/12
AC 20 Touch 14 Flat 18 DR4/Magic
Save: Fort: 3 Ref: 4 Will: 3
Melee attack bonus: Unarmed strike +4/ Bite +1/ Slam +1
Damage: 1d6+3/1d6+1/1d4+1
Range attack bonus: +2
Damage: 1d4+3
Stance: Stances of clarity +2 AC against one opponent -2 against other.
Speed: 30ft(20ft when not in combat)
Init: +3

Condition: Medium load

term1nally s1ck
2010-04-10, 07:51 PM
well, wandering about down that corridor, you find a tripwire with your pole, find a pit trap leading to the other entrance to the kobold's room, and a strange red notecard on the wall.

zagan
2010-04-11, 04:28 AM
I go read the red note.

My stat (temporary condition in red)

Hp: 7/12
AC 20 Touch 14 Flat 18 DR4/Magic
Save: Fort: 3 Ref: 4 Will: 3
Melee attack bonus: Unarmed strike +4/ Bite +1/ Slam +1
Damage: 1d6+3/1d6+1/1d4+1
Range attack bonus: +2
Damage: 1d4+3
Stance: Stances of clarity +2 AC against one opponent -2 against other.
Speed: 30ft(20ft when not in combat)
Init: +3

Condition: Medium load

term1nally s1ck
2010-04-11, 05:14 AM
It reads: "BOOM"

[roll0] force damage.

zagan
2010-04-11, 06:11 AM
Evidently.

Now, I'm hopelessly lost, Map please ? I'm sorry for the inconvenience but i'm a very visual person and without map I have a hard time finding anything.

My stat (temporary condition in red)

Hp: 4/12
AC 20 Touch 14 Flat 18 DR4/Magic
Save: Fort: 3 Ref: 4 Will: 3
Melee attack bonus: Unarmed strike +4/ Bite +1/ Slam +1
Damage: 1d6+3/1d6+1/1d4+1
Range attack bonus: +2
Damage: 1d4+3
Stance: Stances of clarity +2 AC against one opponent -2 against other.
Speed: 30ft(20ft when not in combat)
Init: +3

Condition: Medium load

term1nally s1ck
2010-04-14, 07:16 PM
I can't create you a map til I have my laptop back, which is currently on its way to me. it'll be a day or two.

zagan
2010-04-15, 02:32 AM
Don't worry I'm in no hurry.

term1nally s1ck
2010-04-25, 06:13 PM
http://img29.imageshack.us/img29/354/nedmapzagan.jpg (http://img29.imageshack.us/i/nedmapzagan.jpg/)

zagan
2010-04-26, 02:49 PM
Thank you very much. (just a reminder, I've explored a little north of room 14 and killed a creature with claw)

Okay, I believe I'm not to far from the kobol swordsage room so i will use that as a starting point.
I want to go south of the starting room (12) to explore the corridor going west.
So I exit the kobold room (5) by the west door, I continue west until the turn and go south continuing past the intersection (I believe there was a blue note on the wall not far but I've already took it), I continue west passing the orc warblade room, turning south and west when neccesary passing by the wizard room (6) and the red circle on the ground.
Until I arrive at the intersection I mentionned.
i hope that was clear.

My stat (temporary condition in red)

Hp: 4/12
AC 20 Touch 14 Flat 18 DR4/Magic
Save: Fort: 3 Ref: 4 Will: 3
Melee attack bonus: Unarmed strike +4/ Bite +1/ Slam +1
Damage: 1d6+3/1d6+1/1d4+1
Range attack bonus: +2
Damage: 1d4+3
Stance: Stances of clarity +2 AC against one opponent -2 against other.
Speed: 30ft(20ft when not in combat)
Init: +3

Condition: Medium load

term1nally s1ck
2010-04-26, 04:17 PM
headed down this new corridor, you go 10' west, 10' south, and cannot see the end of this corridor, nor any turnings or doors.

zagan
2010-04-27, 06:12 AM
I continue advancing until i see a door, a turn or an intersection. Unless something else happen before that.

My stat (temporary condition in red)

Hp: 4/12
AC 20 Touch 14 Flat 18 DR4/Magic
Save: Fort: 3 Ref: 4 Will: 3
Melee attack bonus: Unarmed strike +4/ Bite +1/ Slam +1
Damage: 1d6+3/1d6+1/1d4+1
Range attack bonus: +2
Damage: 1d4+3
Stance: Stances of clarity +2 AC against one opponent -2 against other.
Speed: 30ft(20ft when not in combat)
Init: +3

Condition: Medium load

term1nally s1ck
2010-04-27, 02:17 PM
After a mere 5', your poking at the square in front of you causes a blob of acid to be fired at you:

[roll0] vs flatfooted touch for [roll1] acid damage.

zagan
2010-04-27, 02:35 PM
i continue despite the new damage.

My stat (temporary condition in red)

Hp: 3/12
AC 20 Touch 14 Flat 18 DR4/Magic
Save: Fort: 3 Ref: 4 Will: 3
Melee attack bonus: Unarmed strike +4/ Bite +1/ Slam +1
Damage: 1d6+3/1d6+1/1d4+1
Range attack bonus: +2
Damage: 1d4+3
Stance: Stances of clarity +2 AC against one opponent -2 against other.
Speed: 30ft(20ft when not in combat)
Init: +3

Condition: Medium load

term1nally s1ck
2010-04-27, 02:52 PM
After a short distance, you can see a door on the northern wall.

You find a pit along the way, and jump it easily, but as you poke at the square ahead, moar acid.

[roll0] FF touch for [roll1] acid

zagan
2010-04-27, 02:58 PM
Miss this time, I'll go open the door.

My stat (temporary condition in red)

Hp: 3/12
AC 20 Touch 14 Flat 18 DR4/Magic
Save: Fort: 3 Ref: 4 Will: 3
Melee attack bonus: Unarmed strike +4/ Bite +1/ Slam +1
Damage: 1d6+3/1d6+1/1d4+1
Range attack bonus: +2
Damage: 1d4+3
Stance: Stances of clarity +2 AC against one opponent -2 against other.
Speed: 30ft(20ft when not in combat)
Init: +3

Condition: Medium load

term1nally s1ck
2010-04-27, 03:16 PM
Against a flatfooted touch AC? I doubt that, to be honest. Especially since your touch AC is 14, so even with dex it would hit.


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, 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]

zagan
2010-04-27, 03:38 PM
I forget it was flat-footed and touch at the same time so I only look at my FF AC, sorry.
And I find myself once again against the freaking orc.

Let's pray.
Initiative: [roll0]

My stat (temporary condition in red)

Hp: 2/12
AC 20 Touch 14 Flat 18 DR4/Magic
Save: Fort: 3 Ref: 4 Will: 3
Melee attack bonus: Unarmed strike +4/ Bite +1/ Slam +1
Damage: 1d6+3/1d6+1/1d4+1
Range attack bonus: +2
Damage: 1d4+3
Stance: Stances of clarity +2 AC against one opponent -2 against other.
Speed: 30ft(20ft when not in combat)
Init: +3

Condition: Medium load

term1nally s1ck
2010-04-27, 04:07 PM
The orc smells weakness and charges mindlessly.

[roll0] v flatfooted for [roll1]

zagan
2010-04-28, 08:21 AM
Lucky me, I hope it will last.

Free action: I drop what I have in hand
Swift action: Burning blade
Full attack:
Unarmed strike:
Attack: [roll0]
Damage: [roll1]
Fire: [roll2]
Bite:
Attack: [roll3]
Damage: [roll4]
Fire: [roll5]
Slam:
Attack: [roll6]
Damage: [roll7]
Fire: [roll8]

Oh come one, perhaps the 16 but I'm not even sure that's if that's enough.

My stat (temporary condition in red)

Hp: 2/12
AC 20 Touch 14 Flat 18 DR4/Magic
Save: Fort: 3 Ref: 4 Will: 3
Melee attack bonus: Unarmed strike +4/ Bite +1/ Slam +1
Damage: 1d6+3/1d6+1/1d4+1
Range attack bonus: +2
Damage: 1d4+3
Stance: Stances of clarity +2 AC against one opponent -2 against other.
Speed: 30ft(20ft when not in combat)
Init: +3

Condition: Medium load

term1nally s1ck
2010-04-28, 08:27 AM
No luck.

He yells STEELY STRIKE and smites you:

[roll0] for [roll1]

term1nally s1ck
2010-04-28, 08:28 AM
Cconfirming O_o

[roll0] for [roll1]

zagan
2010-04-28, 08:40 AM
Okay that's it. I'm not enough an optimizer to finnish that freaking dungeon if I need to really on luck just to survive on encounter it's too hard for me.
Of course I could just change my manneuver for a strike that deal lot of damage but that's against my entire concept that resolve around full-attacking all the time.
i could replace sworsage for crusader for healing but again it goes against my concept.

So I'm sorry man, the dungeon is great for hard-core optimizer, but that's not my thing. I like to optimize enough so I can contribute but I stop there.

Sorry for the rant but I need to let it out.

term1nally s1ck
2010-04-28, 08:50 AM
Hey, it's no problem, this thing is designed to be as tough as possible.

Having said that, the encounters are the sort of thing you'd find in a lot of early game play. Levels 1-3 or 1-4 are very fragile. A single lucky hit can kill characters at this level, no doubt.