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View Full Version : Neverending Dungeon - Alynda



Tanaric
2010-02-01, 03:18 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||A|
3|||
4|||[/table]

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

DM notes:Sheet. (http://www.thetangledweb.net/forums/profiler/view_char.php?cid=34345)

Viletta Vadim
2010-02-01, 03:29 PM
I search the sconce for traps or secret mechanisms. I search the door for traps. I search the room for secret doors. I pray that I am not eaten by a grue.

Tanaric
2010-02-01, 03:32 PM
Taking 10/20 on those checks, or would you like to roll?

Viletta Vadim
2010-02-01, 03:37 PM
No rush right now, so taking 20 on all of them.

Tanaric
2010-02-01, 03:39 PM
Nothing on the radar, Captain.

Viletta Vadim
2010-02-01, 03:41 PM
I ready my shield, take the torch, and open the door.

Tanaric
2010-02-01, 03:59 PM
Opening the door reveals an unlit corridor running to the east and south.

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

To the east, it runs beyond the range of your torch'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.

Viletta Vadim
2010-02-01, 04:06 PM
I head 10' east, taking 10 to check for traps every step of the way.

Tanaric
2010-02-01, 05:36 PM
At the split to the north and south, you see that the hall goes north for twenty feet before turning east, and south for twenty feet before turning west. Fifteen feet to the south, there is a door on the east side of the hall.

Viletta Vadim
2010-02-01, 05:37 PM
I continue 20' east, taking 10 searching for traps. I take 20 to search the door to the north for traps.

Tanaric
2010-02-01, 09:04 PM
Ten feet east of the split, the floor begins to fall out beneath you. Reflex save.

Viletta Vadim
2010-02-01, 09:15 PM
Well darn.

[roll0]

Edit: Well double darn.

Tanaric
2010-02-01, 09:20 PM
You fall twenty feet, taking [roll0] bludgeoning damage.

And now for the climb out.

Viletta Vadim
2010-02-01, 09:26 PM
I put away my shield and take 10 on the Climb check. If need be, I toss my torch up the side of the pit. If there are any corners or particularly narrow bits, I use them to make the climb easier (-5 and -10 respectively).

Tanaric
2010-02-01, 09:28 PM
It's a 5x5 pit, giving you corner and chimney modifiers.

It's just funny to see people panic when even a 4 strength kobold can make it out easily. :smallsmile:

Which side were you climbing out on?

Viletta Vadim
2010-02-01, 09:30 PM
Continuing east, to the door, this time taking 20 on Search for the rest of the hall.

Tanaric
2010-02-01, 09:34 PM
Searching just the floor, or the walls too? If so, five feet or ten feet above you, or both?

Two minutes per search adds up.

Viletta Vadim
2010-02-01, 09:35 PM
Urg... for now... Ah, screw it. Taking 10 again, but taking 20 to search the door.

Tanaric
2010-02-01, 09:40 PM
You find nothing out of the ordinary leading up to the door, nor on it.

You can see more of the hall now, too. Thirty feet east of the door, the hall splits to the north and south. It still continues east beyond the range of your light.

Viletta Vadim
2010-02-01, 09:44 PM
I open the door. If need be, I take 10 on Open Lock. If need still be, I take 20 on Open Lock.

Tanaric
2010-02-01, 09:50 PM
Neither of the doors you've seen so far have a locking mechanism. They're solid sheets of lead set into well-fitted grooves, and presumably on rollers so they can be opened easily.

Opening the door reveals the following room:

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

There is a door at A5 south, which you are just outside of, and another at E1 north.

There is an incredibly ugly, blue-scaled humanoid inside the room. Blue and red flames flicker in its open mouth. It wears long robes, but they are so worn and burnt that they do very little to conceal the chainmail beneath them.

Roll initiative: [roll0]

Viletta Vadim
2010-02-01, 09:57 PM
Well, first thing's first. Initiative. [roll0]

Edit: Bugger.

Tanaric
2010-02-01, 10:05 PM
The creature moves into the doorway and breathes a short gout of acid over you. [roll0] acid damage, reflex half. Regardless, you're entangled for [roll1] rounds.

Viletta Vadim
2010-02-01, 10:17 PM
I'm not sure Reflex matters in this case, since one damage is one damage, but for the lulz. (What's the DC, anyways?)

Move action to go from A6 to B4, free action to draw my sword as a part of movement, free action to drop my torch so I can wield my sword two-handed, swift action to activate Punishing Stance, standard action to use Steely Strike. Inspiration for intelligence to attack, inspiration for intelligence to damage.

Attack: [roll1]
Base damage: [roll2]
Punishing Stance damage: [roll3]

And my AC is currently 10. Here's praying for a one-hit kill.

Oops! Did a d20 for damage. Redo. [roll]1d10+6

Viletta Vadim
2010-02-01, 10:18 PM
Re-redo, since it doesn't seem to recognize rolls being edited in.

Base damage, done right this time. [roll0]

Tanaric
2010-02-01, 10:19 PM
Your DMs typically tell you the DC? It's a seeecreeet. Regardless, that passed, not that it helps you in this case.

You can't edit die rolls in. It's an anti-cheating thing.

Edit: And he keels over, unconscious.

Tanaric
2010-02-01, 10:20 PM
Three rounds of ongoing damage from the entangling acid: [roll0] [roll1] [roll2]

If you survive that, and assuming you CDG him, 150 xp and set of chainmail.

Edit: Well.

Well, well.

The dice don't like you very much.

Viletta Vadim
2010-02-01, 10:22 PM
... Wow. Well. That leaves me with -13 HP... that's a bad thing, isn't it? Well... I do coup de grace. So. I die with 150 XP. Yeah.

Tanaric
2010-02-02, 08:33 PM
I believe you wanted to restart?

It's usually best to note that in the thread, since I have so many subscriptions that I can't keep track of who said what where.

Viletta Vadim
2010-02-02, 09:27 PM
Ah, sorry. Not really clear on protocol. (That actually may be worth documenting somewhere for folks to see coming in.)

Yes. I'd like to restart, with my character as-is.

Tanaric
2010-02-02, 09:59 PM
Same deal as before, then. Where to?

Viletta Vadim
2010-02-02, 10:29 PM
Okay, I extend my collapsible pole and take that in one hand, then take the torch in the other. I open and exit the door, then head east 10' to the crossroads, tapping about and taking 10 on Search. Assuming I'm not eaten by a grue yet, I tap the place where the pit trap was last time. A lot. And then go up next to it and take 20 on Search if that doesn't turn anything up.

Tanaric
2010-02-02, 10:32 PM
*cue victory music* (http://www.youtube.com/watch?v=2OhdNeLOVEc)

Your poking reveals a pit. It's empty. It looks lonely. Perhaps you should jump in.

Viletta Vadim
2010-02-02, 10:41 PM
Okay, since this is a 5'x5' pit, I take 10 on my Jump check (result of 15) to jump 7' from standing. That oughta clear it. I then continue east and open the door again. And, I may as well preemptively roll for initiative, in case it's that same monster. Or some other monster. Or an empty room. [roll0]

Tanaric
2010-02-02, 10:47 PM
Same monster, same place, you win initiative.

Viletta Vadim
2010-02-02, 11:00 PM
Drop pole. Swift action to assume Punishing Stance. I charge and draw my sword one-handed as a free action as a part of movement. Inspiration to attack, inspiration to damage, attack with Steely Strike. That comes out to 5+2+2+4=+13 to hit, 1d10+5+1d6 damage, as well as Iaijutsu damage.

Attack: [roll0]
Base damage: [roll1]
PS damage: [roll2]

Also, I get anywhere from zero to four die of bonus damage from Iaijutsu Focus. So, I'll roll all four die, but set it to show them individually, so we can count only the die I actually get.

IF: [roll3]
Damage: [roll4]

Edit: 27 to hit, one die of IF damage. 6+2+2=10 damage.

Tanaric
2010-02-02, 11:06 PM
You can't initiate a maneuver in a charge unless it explicitly states that you can. A charge is movement and a single melee attack, not movement and a standard action.

That aside, you hit anyway. And quite the hit it is. Down in one go.

Viletta Vadim
2010-02-02, 11:12 PM
Ah, darn. Well in that case, it'd be single move and Steely, but same result. I coup de grace to make sure it's really really dead, then loot the body. And take 10 on common knowledge checks to see what I know about this thing.

Take 10 to search the body (16). Take 20 to search the room (26).

Tanaric
2010-02-02, 11:16 PM
Taking 20 on the whole room? Walls too, and if so, five or ten feet high?

Once again, 2 minutes/square adds up. I've had to time lanterns before, to the chagrin of those that forgot spare oil.

150 xp, chainmail.

It looks like a Mongrelfolk to you, though they don't typically grow scales and breathe fire. Or acid.

Viletta Vadim
2010-02-02, 11:24 PM
Stupid 5' cube limit. Taking 10 it is, then. Only up to 5'. Walls and floors. But first, I stuff the chainmail in my pack, sheathe my sword, and reclaim my trusty pole. Sadly, the chainmail puts me at a medium load.

Tanaric
2010-02-02, 11:26 PM
The room looks completely normal from a cursory examination.

Viletta Vadim
2010-02-02, 11:31 PM
Okay, I exit the room, and head back west. I take 10 to jump the pit trap, return to the crossroads, and go 15' south to that other door. Taking 10 on Search, and tappity tap with the pole.

Tanaric
2010-02-03, 04:51 PM
Opening the door reveals the following room:

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

There is a door at A-2, which you are just outside of another at E-4, south side, and another at E-3. There is a human in a chain shirt, 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]

Viletta Vadim
2010-02-03, 04:55 PM
Huh. Shouldn't they get separate initiative? Whatever. Better for me.

Initiative: [roll0]

Viletta Vadim
2010-02-03, 05:13 PM
Whew. By the skin of my teeth. Okay, I drop my pole and my torch, move to C3 (A2-B2-C3), and draw my sword and my shield as a free action as a part of movement. I forgot to turn off Punishing Stance, so that's still up.

I use Stone Bones on the freaky monster thing. Inspiration to hit (+7). If it hits, I get DR5/adamantine for a round.

Attack: [roll0]
Damage: [roll1]
PS: [roll2]

And, the iaido
IF: [roll3]
IF damage: [roll4]

The number of iai dice counted, of course, still depends on the IF result.

... 22 damage, iff a result of 9 hits... yeah. Current AC: 14. And I only get the DR if I hit. This doesn't bode well.

Tanaric
2010-02-03, 05:15 PM
Your attack goes right through the beast. It vanishes a moment later.

The man attempts to cast a spell in your direction. Take an AoO.

Viletta Vadim
2010-02-03, 05:18 PM
I want him dead, so I use inspiration on this attack roll as well. +7 to hit.

Attack: [roll0]
Damage: [roll1]
PS: [roll2]

15 to hit, 12 damage.

Tanaric
2010-02-03, 05:18 PM
Whiff.

A wave of color passes over you. Will save.

Viletta Vadim
2010-02-03, 05:22 PM
Expletive. [roll0]

Edit: Whimper.

Tanaric
2010-02-03, 05:24 PM
Unconscious: [roll0]
Blind/stunned: [roll1]

Tanaric
2010-02-03, 05:25 PM
Two CDGs for you, then.

[roll0]
[roll1]

If you survive those, make some fort saves vs. Death.

Viletta Vadim
2010-02-03, 05:29 PM
Currently at 1/14 HP.

[roll0]
[roll1]

Well. Dead again.

Viletta Vadim
2010-02-05, 07:40 PM
So long as a masterwork Climb tool is alright, Alynda (http://www.thetangledweb.net/forums/profiler/view_char.php?cid=34457) 2.0 is ready to go.

Tanaric
2010-02-06, 07:57 AM
*nods*

Although the concept of a naked dwarf running around axing stuff is amusing, you do realize that the first set of clothing is free and doesn't count toward encumbrance, right? :smalltongue:

Viletta Vadim
2010-02-06, 10:16 AM
I'm aware, but since it doesn't really have any mechanical benefit, I may as well go with nudity. She'll get dressed soon enough.

Tanaric
2010-02-06, 02:51 PM
Where to, then?

Viletta Vadim
2010-02-06, 02:58 PM
To get clothes.

Out the door, pole and shield in hand. Standard tappity routine. No torch needed, since I have darkvision. East, take 10 to jump the pit, open the door to the DFA room.

Init: [roll0]

Tanaric
2010-02-06, 05:21 PM
Initiative: [roll0]

Viletta Vadim
2010-02-06, 05:25 PM
Alright, I drop my pole and my shield and charge, drawing my axe.

Attack: [roll0]
Damage: [roll1]

Tanaric
2010-02-06, 05:27 PM
Yay, blood and gore for everyone!

150 xp, chainmail.

Viletta Vadim
2010-02-06, 05:36 PM
I close the door, don the chainmail (4 minutes), open the door again, sheathe my axe, retrieve my pole and shield, and start heading east until the next... whatever. Crossroad, door, what have you. Tappity tap with the pole, and Stonecunning's in play with my -1 Search mod.

Tanaric
2010-02-07, 12:22 AM
Thirty feet east of the door, you hit a four way split. North, it runs for ten feet before turning east. South, it runs for ten feet before turning west, with a door on the south face of the hall immediately after the bend. East, it runs for twenty feet before turning south, with a door on the east face of the bend.

Viletta Vadim
2010-02-07, 01:35 PM
I continue east, standard tappity tap plus stonecunning, and assuming I'm not eaten by a grue and don't spot some manner of monster around the bend, I open the door.

Tanaric
2010-02-08, 12:45 AM
At the bend, the hall goes south for ten feet before turning east.

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 side, which you are just outside of, another at E-1, and another at F-4.

There is a kobold in the room, garbed in a chain shirt and holding a short sword.

Initiative: [roll0]

Viletta Vadim
2010-02-08, 09:09 AM
Initiative: [roll0]

Viletta Vadim
2010-02-08, 09:12 AM
Great time for a nat 20. :P

Drop pole and shield, draw axe two-handed, assume Punishing Stance, move to C4, Steely Strike.

Attack: [roll0]
Damage: [roll1]
PS: [roll2]

Edit: Bah. I knew it. Had to happen.

Tanaric
2010-02-08, 07:31 PM
The kobold tumbles away from you ([roll0] vs DC 15 to avoid AoO) and back. On the return, shadows wrap around his body, granting him 20% concealment from your attacks.

A small fire elemental appears behind you, lasting just long enough to distract you before vanishing.

Stabbity stab: [roll1] (including flanking) for [roll2] + [roll3]

If it hits, make a will save.

Tanaric
2010-02-08, 07:32 PM
Crit confirm, if you don't kill him on the AoO: [roll0] for [roll1] bonus damage.

Viletta Vadim
2010-02-08, 08:15 PM
Starting with the AoO.

Attack: [roll0]
Damage: [roll1]
PS: [roll2]

And, if that isn't a kill, I eat the hit and I'm left with 3 HP. Sapphire Nightmare time.

Attack: [roll3]
Concentration: [roll4] (versus target's AC. On success, kobold's flat-footed, on failure, I eat a -2 to AB.)
Miss Chance: [roll5]
Damage: [roll6]
PS&SNB: [roll7]

Tanaric
2010-02-08, 08:20 PM
And suddenly the room is covered in red paint.

...wait a minute.

150 xp, chain shirt, short sword, both small sized.

Viletta Vadim
2010-02-08, 08:30 PM
I'm guessing the AoO killed, but if not, I heal myself. I recharge my maneuvers, I turn off Punishing Stance, I loot (medium load), I sheathe the axe, I pick my pole and shield back up.

I open E1.

Tanaric
2010-02-09, 11:48 AM
The AoO killed it.

Opening that door reveals a hall running to the east and west.

To the west, it runs for twenty-five feet before turning north.

To the east, it runs for thirty-five feet before turning south. After five feet, it splits north.

Viletta Vadim
2010-02-09, 12:58 PM
I continue east to the bend. Tappity-tap is still in play, as is Stonecunning.

Tanaric
2010-02-11, 02:00 PM
At the bend, the hall runs south for forty feet before turning west. After thirty feet, it splits west.

Viletta Vadim
2010-02-11, 07:46 PM
I head south forty feet. Tappity-tap, stonecunning.

Tanaric
2010-02-13, 12:41 AM
The hall goes west for sixty feet before turning north. Your mental map will show that this would lead back to the door through which you entered the kobold's room.

Viletta Vadim
2010-02-13, 10:14 AM
I head back north to check out that 30' split.

term1nally s1ck
2010-04-10, 08:57 PM
you go 10' west, before turning north. The corridor turns west after 20'. How much force are you using on that pole?