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Sliver
2010-02-05, 02:12 PM
The air surrounding you fairly hums with the residue of magic, an aftereffect of the spell that brought you to this place. A quick glance reveals that you are in a small room, devoid of any life save for yourself. The sound of dripping water can be heard faintly, and the stone walls are slick with moisture. In complete defiance of logic, a torch is already lit, resting in a sconce near the room's single door.
Map:{table]|A_|B_|C_
1|||
2||B|
3|||
4|||[/table]

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

DM notes:Sheet. (http://www.coyotecode.net/profiler/view.php?id=8065)

02youeng
2010-02-05, 02:38 PM
Using my 10ft reach weapon, I attack every single square in the room from where I stand, as well as taking 10 on Spot/Search/Listen checks for results of 18/19/18 respectively.

If no traps go off, and I find nothing, take 10 Spot and Search on the door.

Sliver
2010-02-05, 02:41 PM
Your bashing and examining the room give no interesting results.

02youeng
2010-02-05, 02:44 PM
Take 20 Search test on the door then. If still nothing, then open it, and look out the doorway.

Sliver
2010-02-05, 02:45 PM
The hall is completely dark.

02youeng
2010-02-05, 03:21 PM
Light a sunrod then, and take a look.

Sliver
2010-02-05, 03:24 PM
The hall goes east and south.

East it goes 80ft and turns south. There is an intersection 10ft into the hall going north and south, a door 20ft beyond that on the northern side, 30ft beyond the door another intersection going north and south. At the end of the hall at the turn, there is a door on the eastern side.

To the south it goes 30ft and is T-ing east and west. There is a split 20ft into the hall going east.

02youeng
2010-02-06, 11:41 AM
Go down the east corridor, using my sunrod as an improvised club to tap the each square in front of me, taking 10 on Search, Spot, Listen and Move Silently checks as I go. Look both north and south at the intersection. Stop if I find anything suspicious at any point.

Sliver
2010-02-06, 11:45 AM
At the split: North it goes 20ft and turns east. South it goes 20ft and turns west. 15ft into the southern hall is a door on the eastern side. You discover by tapping a pit 10ft beyond the split (continuing east that is)

02youeng
2010-02-07, 12:09 AM
Continue down the south path, checking for traps and tapping with my sunrod as I go, until I reach the door [taking 10 on the same 4 skills as I go, I'll always be doing this.] I drop my sunrod on the floor, and take 10 on a Search test for traps, taking 20 if I find nothing.

Sliver
2010-02-07, 02:00 AM
Right into the south split you discover there is a pit.

02youeng
2010-02-07, 02:30 AM
How wide is it? If 10ft or 5ft, running Jump test to get over it

[roll0] [Grr for not being allowed to take 10 on all tests, hehe]

02youeng
2010-02-07, 04:10 AM
Oh, and if 10ft wide, then Reflex save to grab edge

[roll0]

02youeng
2010-02-07, 05:55 AM
Followed by a DC 15 Climb test or three, I suppose

[roll0]
[roll1]
[roll2]

Use 2nd and 3rd if fail. Failure of lots = I fall in [if the pit is 10ft wide. Else all these rolls are for nothing]

Sliver
2010-02-07, 07:20 AM
All pits are 5ft wide. You are at the door, it is not trapped.

02youeng
2010-02-07, 10:44 AM
Take 10 listen check then. If I hear nothing, wield my spiked chain, placing the sunrod on the ground in front of the door, and open it

Tanaric
2010-02-08, 12:40 AM
Out of curiosity, would you like me to DM this when Sliver is away, 02? Our activity times seem to be much more in sync than yours and Sliver's.

02youeng
2010-02-08, 01:11 AM
Sure, if Sliver doesn't mind

Tanaric
2010-02-08, 01:15 AM
If he does, then you can fire him. :smalltongue:

No, but really, if he has a problem with it, he can just say so. We share the same notes, so it's not like I would be messing up his stuff, really.

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]

02youeng
2010-02-08, 01:40 AM
Need to redo your Init roll

[roll0]


And, thank you

Tanaric
2010-02-08, 01:43 AM
[roll0] Text.

02youeng
2010-02-08, 02:20 AM
Yay, first by my superior Init mod. I've never played a rogue before, so, if I get Sneak Attack wrong, do tell. But, as you've not acted yet, that makes you flat-footed...

Move to B2, and use Shadow Blade Technique on...whatever B is.


[roll1]

[roll=Damage]2d4+1d6+7
[roll2] [Cold damage, if both attacks hit. Normal damage if only one hits]

02youeng
2010-02-08, 02:23 AM
Grr at the roller

[roll0]
[roll1]

Tanaric
2010-02-08, 02:28 AM
B would be the "B"east. I try to use the most obvious choice in lettering when possible. H is the Human.

Your weapon slides right through the creature. A moment later, it disappears.

The man moves to E-2 and casts a spell in your direction. A wave of color springs from his fingertips, washing over you.

Will save.

02youeng
2010-02-08, 02:32 AM
Heh...the dreaded Colour Spray. Should have expected retribution for abusing it with Isolde...

[roll0]

Tanaric
2010-02-08, 02:34 AM
There are actually two color spray users on the first floor. This one is, unfortunately, not the less harmful of the two.

[roll0] [roll1]

Tanaric
2010-02-08, 02:36 AM
Two CDGs and a bunch of attacks, then.

CDGs: [roll0]
[roll1]

Attacks vs blind/stunned/prone AC: [roll2] for [roll3]
[roll4] for [roll5]
[roll6] for [roll7]
[roll8] for [roll9]

Attack vs prone, stunned AC: [roll10] for [roll11]

02youeng
2010-02-08, 02:37 AM
And i r very dead. Darn confusing equipment for a mage...

Tanaric
2010-02-08, 02:42 AM
That's the point. :smallwink:

02youeng
2010-02-08, 02:43 AM
No Arcane Spell Failure chance?

Tanaric
2010-02-08, 02:44 AM
Not that applies in this case, no.

02youeng
2010-02-08, 02:45 AM
Let me guess...Sudden Still?

Tanaric
2010-02-08, 02:50 AM
Something like that. (http://www.dandwiki.com/wiki/UA:Sorcerer_Variant:_Battle_Sorcerer)

02youeng
2010-02-08, 04:51 AM
Well, whenever you're ready, I want to start again, with the same character

Tanaric
2010-02-08, 03:11 PM
Same deal, then. Where to?

02youeng
2010-02-09, 02:06 AM
Do the traps, enemies, etc, stay the same, or do I have to describe everything I want to do again, if I want to get to the same place?

Tanaric
2010-02-09, 11:02 AM
It's the same.

02youeng
2010-02-09, 12:12 PM
Taking the same rolls on all the same tests, with the same actions then, until I get to the door of that room [except the Jump test, darn Take 10 rules...]

[roll0]

02youeng
2010-02-09, 12:13 PM
...

Dammit.

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

02youeng
2010-02-09, 12:14 PM
No failure of more than 5 yet...

[roll0]
[roll1]
[roll2]

02youeng
2010-02-09, 12:15 PM
...I fall in the pit then. Juuuust great. Sorry for the giant multi-post

Tanaric
2010-02-09, 12:25 PM
Wait, what? Why can't you take 10 on a Jump check?

Is that pit threatening you or something? :smalltongue:

Also, it's a 5ft square pit. You get corner and chimney modifiers, making the DC like 0.

02youeng
2010-02-09, 12:47 PM
Can't Take 10 on a test that has a penalty for failure, like Climb checks [failure = fall damage] or Jump tests [failure = spikey pits]

Tanaric
2010-02-09, 01:13 PM
Er... what? You can't take 20 when there would be failure, as that represents trying as many times as necessary to get a 20. Taking 10 is taking an average roll, but you can't do it when rushed or threatened.

02youeng
2010-02-09, 01:17 PM
...well I'll be darned. I'd been playing the game by that rule for years. Checked the SRD and the DMG, and I'm wrong. Guess I made that jump test after all, heh.

Tanaric
2010-02-11, 02:03 PM
You make it to the door without issue, then.

What now?