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theterran
2010-02-05, 03:50 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||N|
3|||
4|||[/table]

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

DM notes:Sheet (http://www.myth-weavers.com/sheetview.php?sheetid=179947)

term1nally s1ck
2010-02-05, 04:03 PM
Woo!

Ok, as standard, poking the floor and walls ahead of my character with the 10' pole as I move.

When I say 'open the door' I actually mean poke it thoroughly with the pole, and then bash it with the ladder, glare at it a coupla times, and then open the door.

I'll activate one of my sunrods, and have the lit end poking out of my backpack.

Open the door.

EDIT: Oh, and cast Persisted Lesser Vigor on myself.

theterran
2010-02-05, 04:08 PM
You step out into the hall.
You are met with two choices,

South:
A hall runs south for 30ft before a "T" east to west, 20ft south the hall splits to the east.

East:
The hall runs east further than your light illuminates. 10ft you see the hall splits both North and South, and 30ft east from your position you see a door on the north side of the eastbound hall.

(edit) Yeah, don't wanna forget that :smallwink:

term1nally s1ck
2010-02-05, 04:12 PM
I will head south to the end, poking as usual, then see what I can see at the T.

theterran
2010-02-05, 04:17 PM
As you pass the split east, you see that it goes for 10ft before turning back north.

your poking triggers a trap.
Vs Flat-Footed Touch - [roll0]
[roll1]

Getting to the "T" you see it go east for 40ft before it turns north with a door on the north side 35ft down the hall. To the west it goes 10ft before it turns south.

term1nally s1ck
2010-02-05, 04:18 PM
hit.....but yeah...not bothered..

I'll head west and then south.

theterran
2010-02-05, 06:08 PM
You go south 10ft before you turn back east.

Rounding the corner you trigger another trap

Vs Flat-footed touch
[roll0]
[roll1]

30ft down the hall, you encounter a pit blocking your path, it appears to only be 5ft wide. 30ft on the other side of the pit, you can see a door on the north side.

term1nally s1ck
2010-02-06, 03:00 AM
go back to the last turning I chose at, go east, and poke the door a few times, then suit up with shield and weapon, and go through the door.

theterran
2010-02-06, 08:49 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, another at E-4, south side, which you are outside of, 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]

As you open the door a wave of color envelopes you. as the Beast disappears. Need a Will Save

term1nally s1ck
2010-02-06, 08:57 AM
[roll0]
Really? pre-initiative? Ugh.
[roll1] <- Woo!

theterran
2010-02-06, 10:00 AM
The human steps back to E3 and another wave of color washes over you.

Will Save.

term1nally s1ck
2010-02-06, 10:04 AM
[roll0]

*Crosses Fingers*

Well, that went well....

Sliver
2010-02-06, 10:06 AM
A kill! theterran got his kill!

theterran:we can start the second floor but I hope to start playing Mass Effect in the next hour

theterran
2010-02-06, 10:09 AM
Unconscious [roll0]
blinded/stunned [roll1]


CDG
[roll2]
[roll3]
[roll4]

I can roll more if needed.

term1nally s1ck
2010-02-06, 10:14 AM
[roll0]
[roll1]
[roll2]

If I'm still alive, we'll have a look, since I am on 2 HP, and would still have AC14 and FH1 to live through the next 2 rounds with, vs 1d4-1

term1nally s1ck
2010-02-06, 10:17 AM
hang on....I'm unconscious for 4 rounds, yeah? he needs one to move next to me, so only gets 2 CdG actions...putting me on 8hp, and stunned for 2 more rounds.

Sliver
2010-02-06, 10:18 AM
That is 2 CdG.. 4 rounds, with one of them to approach and attack regularly.

term1nally s1ck
2010-02-06, 10:22 AM
Him: Color Spray
Me Round 1
Him Moves next to me
Me Round 2
Him CdG
Me Round 3
Him CdG
Me Round 4

So it's his turn, but I think I'm at least awake, if still stunned...

Sliver
2010-02-06, 10:24 AM
You understand that even if he can't CdG first round, he can just attack?

Stunned and blind..

term1nally s1ck
2010-02-06, 10:26 AM
oooh, a point.

So 3 4 attacks vs AC 14, and then I can start to act again :smalltongue:

EDIT: And I currently love locked gauntlet.

theterran
2010-02-06, 10:33 AM
For the first attack.
[roll0]
[roll1]

(edit), if those were your FORT saves above, you failed the 3rd one and die.


If the defender survives the damage, he must make a Fortitude save (DC 10 + damage dealt) or die.

term1nally s1ck
2010-02-06, 10:36 AM
There should only be 2 CdG attacks, which was what the above stuff was for. you have to spend one of your rounds getting to me, so I live through (for now)

I dropped my shield, fell prone, and lose dex to AC, so AC 14 right now.

Having said that, you do get one normal attack pre-CdGing, and 2 more after while I'm still stunned.

Sliver
2010-02-06, 10:40 AM
You are stunned for 3 rounds.. (but not blind in the last one)

term1nally s1ck
2010-02-06, 10:43 AM
Ack, yeah, 3 attacks vs AC 14, and then it's your action and I'm back to normal.

I got it right the second time, anyway, 4 attacks total :smallredface:

theterran
2010-02-06, 01:27 PM
[roll0] - [roll1]
[roll2] - [roll3]
[roll4] - [roll5]

5ft step back
[roll6] - [roll7]

term1nally s1ck
2010-02-06, 01:48 PM
All misses bar the RTA, so I'm at 7/9. I'll stand up, 5' step towards him, and smack him two-handed.

[roll0]
[roll1]

If 23-24 on the attack roll:
[roll2]
[roll3]


EDIT: So from this guy's perspective, he knocked me unconscious, hit me 6 times, twice with a nasty killing strike, 4 times with a more normal swing of his sword, hit me with another spell, and I've just gotten up and attacked him, apparently barely worse for the wear. He must be terrified.

theterran
2010-02-06, 02:20 PM
Miss. He attacks you back.
[roll0]
[roll1]

term1nally s1ck
2010-02-06, 02:38 PM
AC 19 right now. 8/9 HP

"What's the matter? Can't get any force behind your blows?"

[roll0]
[roll1]

If 23-24 on attack:
[roll2]
[roll3]

theterran
2010-02-06, 03:03 PM
5ft Step

Ranged Touch attack
[roll0]
[roll1]

term1nally s1ck
2010-02-06, 03:07 PM
5' step towards him, attack. 6/9 HP.

[roll0] the dice gods are paying me back for letting me survive, it seems...
[roll1]


[roll2]
[roll3]

theterran
2010-02-06, 09:07 PM
5ft step away

[roll0]
[roll1]

term1nally s1ck
2010-02-06, 09:24 PM
Hit. 6/9.

5' step towards him, attack again.

[roll0]
[roll1]


[roll2]
[roll3]

theterran
2010-02-06, 10:01 PM
[roll0]
[roll1]

After he attacks, he falls down in a heap.

150XP, Chain Shirt, Longsword.

term1nally s1ck
2010-02-06, 10:21 PM
Cool. I put as much as I can carry in the backpack, and anything else in the sack.

Is he wearing clothes?

Sliver
2010-02-07, 02:03 AM
Peasant's.

It's odd.. When Tavar DMed for me his rolls were really poor most of the time.. Then I started DMing and my rolls were suddenly poor most of the time.. Now theterran DMs and his rolls are poor. If any of theterran's players will decide to try to DM too, their rolls will be poor as well. Remember that!

term1nally s1ck
2010-02-07, 02:30 AM
I thought he wasn't doing too badly...All the RTAs (with my AC, the only things likely to hit) hit, though his damage rolls for the CdGs were abysmal.

I'll keep it in mind for if I decide to DM, though :smallbiggrin:

theterran
2010-02-07, 12:55 PM
Peasant's.

Bah, I was gonna say he was naked under the chain shirt:smallwink:

Anywho, where to next boss?:smallsmile:

term1nally s1ck
2010-02-07, 01:12 PM
Stuff the stuff in the sack. Pick my shield back up.

I head down the corridor I was in further, and take the turning north. If there's a door (not the one into the room I just left), I go through it, if not, what choices do I have?

theterran
2010-02-07, 10:56 PM
You come back out the same door, and go 5ft east, then 20ft north, 10ft north is a door on the eastern side (leading to the room you just left). Turning east, you see that the hallway goes for 20ft before turning north again. 15ft down the hall you see a door on the southside.

term1nally s1ck
2010-02-08, 03:33 AM
I go to the new door, poke it a few times, then suit up and go in.

[roll0] if needed.

If I'm still awake and functioning on my turn, and can see anything alive, I either charge if he's not nearby, 5' step and attack if he's nearby, and attack if he's next to me.

[roll1] (+2 if charge)
[roll2]

[roll3] (+2 if charge)
[roll4]

theterran
2010-02-08, 07:08 AM
Opening the door reveals the following room:
{table]|A_|B_|C_|D_|E_
1|||||
2|||||
3||||1|
4|||||
5||||| [/table]
There is a door at B1, which you are just outside of, and another at B5. 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]

As you open, the orc charges you.
[roll1]
[roll2]

theterran
2010-02-08, 07:10 AM
He then seems to shuffle he feet around to take a different stance and screams "Steely Strike!"

[roll0]
[roll1]

term1nally s1ck
2010-02-08, 07:22 AM
Woah. 2/9 HP, I'm going to change my last turn, and ready an action:

If the Orc takes any standard or full round action, attack him and then 5' step back.

If that's not specific enough, make it 'if the Orc attacks me'.

[roll0]
[roll1]

theterran
2010-02-08, 07:26 AM
He 5ft steps with you and yells "Stone Bones!"

[roll0]
[roll1]

term1nally s1ck
2010-02-08, 07:30 AM
I am intrigued....how is he doing that? If he takes the action to trigger my 5' step, his action should be lost, so unless he can make two attacks on a full-round, or something similar, he shouldn't be able to land a blow.

Regardless, it's a miss, so I'll go with 5' step back, ready an action to attack and then 5' step back if he attacks me. (now he definitely can't hit me :smalltongue:)

[roll0]
[roll1]

theterran
2010-02-08, 07:37 AM
Technically, your readied action happens just prior to him attacking, so you attack and 5ft step, then he moves with you.


The action occurs just before the action that triggers it.

If it were an immediate action, I believe it would cause him to lose his action, but since it's a readied action, it happens just prior. (Though I could be wrong, it is known to happen from time to time :smallwink:).

And just curious, you're out in the hall, are you 5ft stepping east/north or west?

term1nally s1ck
2010-02-08, 08:08 AM
I'm fairly certain it can cause lost actions. It's a standard trick to force people to lose spell slots to ready an action to move out of LoS when a spell is cast, etc..it was my spiked chain char's favorite trick, to get 2 attacks and negate his by taking a 5' step and attacking whenever he attacked, and making him charge me every turn, as I'm out of range.

BTW, is the condition 'when he takes any standard or full-round action' acceptable?

Back the way I came.

term1nally s1ck
2010-02-08, 08:11 AM
Oh, and rolling for maneuvers:

1. Stone Bones
2. Crusader's Strike
3. Vanguard Strike
4. Charging Minotaur
5. Douse the Flames

All bar [roll0] granted.

theterran
2010-02-08, 12:32 PM
Alright, we'll go with your interpretation of it, and have it as a wasted action.

The orc yells "Charging Minotuar!"

He charges at you, attempt to bull rush you.

Strength Check - [roll0]

If > than yours:
Damage - [roll1]

theterran
2010-02-09, 07:10 AM
I believe I have scared off my first victim player

term1nally s1ck
2010-02-09, 08:14 AM
I got no email or notification you posted :smallannoyed:

I believe he can't charge, as he needs to be at least 10' away to do so, and there's no provision for avoiding that in Charging Minotaur.

Oh, and I don't suppose you'd let me make my readied action be one of my strikes? I'm in Martial Spirit as default, but I'd like to make a crusader's strike or a Stone Bones at this point..

theterran
2010-02-09, 11:56 AM
I thought you backed away to 10ft :smallconfused:

If you're not 10ft away, I'll redo my actions...sorry for the confusion :smallsigh:

(and yes, you can make your readied actions your strikes, just make sure to specify which when you ready it from here on out :smallwink:)

term1nally s1ck
2010-02-09, 12:36 PM
My action *was* to 5' step away, and then ready an action to attack and 5' step away when he attacks. That's not possible (2 5' steps), so I'll leave it as just ready an action to use sayy...Stone Bones, and then 5' step away if he takes a standard/full round action within 5' of me. The roll is a miss anyway, so makes no difference.

theterran
2010-02-09, 12:41 PM
Alright, so assuming you're just 5ft away from me, I can't using charging minotaur.

so would you like to rewind to that point?

term1nally s1ck
2010-02-09, 01:08 PM
Yeah, that'd probably be best.

theterran
2010-02-09, 07:19 PM
The orc moves up to you and attacks
[roll0]
[roll1]

term1nally s1ck
2010-02-10, 04:32 AM
Take my readied action, and miss...he misses too, even if his attack gets chance to land.

4/9 HP, I'm gonna ready a crusader's strike, and a 5' step back down the hallway, if he takes a standard or full-round action within 5' of me.

[roll0]
[roll1]
[roll2]

theterran
2010-02-10, 07:12 AM
Again, he moves up to and attacks you.

[roll0]
[roll1]

Sliver
2010-02-10, 07:16 AM
New avatar?

theterran:The orc always misses because the opponent is away when he attacks. He should get it and do something else, like move back and then minotaur charge or something else, like a charge. Because a charge is a full round action he will waste his readied action and get little out of it.

term1nally s1ck
2010-02-10, 07:16 AM
Take the readied action, and (assuming that hit, back to full HP.) Ready another action for the same thing...

Maneuvers:

1. Stone Bones
2. Crusader's Strike
3. Vanguard Strike
4. Charging Minotaur
5. Douse the Flames

[roll0]
[roll1]

term1nally s1ck
2010-02-10, 07:26 AM
I'll make the new readied action a basic attack then :smallfrown:

[roll0]
[roll1]


I think the orc might have figured out I'm just going to dodge every attack he makes at this point...

Let's see, he can either continue to make normal attacks, or he could go for a charge. I think as long as I remain exactly 5' away, I should be fine...but he could always ready an action to 5' step forward and attack when I get within 10'...I'm glad I can see when someone readies an action...

EDIT: You can't take a 5' step if you move any distance during the round....Ugh.

What type of armor is he wearing? I'm forgetful...

theterran
2010-02-10, 07:28 AM
Or...he could just back you into a pit...:smallwink:

term1nally s1ck
2010-02-10, 07:40 AM
The last pit was a very very long way back iirc..there's at least 50' of corridor before I get to the last room I was in, and no pits.

theterran
2010-02-10, 08:08 AM
Oh, btw, that last 5ft step you took put you into a pit.

The Orc takes a 5ft step away from you and readies an action:
He attacks if he comes within range.

term1nally s1ck
2010-02-10, 08:22 AM
Granted Maneuver [roll0]

1. Stone Bones
2. Crusader's Strike
3. Vanguard Strike
4. Charging Minotaur - Granted.
5. Douse the Flames

term1nally s1ck
2010-02-10, 08:26 AM
I'll drop my Longsword, and move back to the junction behind me, drawing a flask of acid as part of the move. Ready an action to move back to the turning before that if he takes any standard or full round action.

term1nally s1ck
2010-02-10, 08:27 AM
[roll0]

1. Stone Bones
2. Vanguard Strike

term1nally s1ck
2010-02-11, 07:17 AM
*Poke to trigger subscription.*

theterran
2010-02-11, 11:03 AM
The orc moves directly up next to you and readies an action:

Attack if he moves

Sliver
2010-02-11, 11:07 AM
...

Readying an action is a standard action in itself (160 PHB) so it triggers the move action of Android2 which happens before the ready action of the orc triggers.. Or before it is even readied so he doesn't lose it.

term1nally s1ck
2010-02-11, 11:08 AM
I'll smack him with a Stone Bones.

[roll0]
[roll1] <- Wrong weapon, sorry.

EDIT: Hold on, my readied goes off...duh :P

Sliver
2010-02-11, 11:09 AM
That means you move to him first, right? Because readying an action is a standard action that you can see, so it triggered your readied action!

term1nally s1ck
2010-02-11, 11:16 AM
Yeah, I just realised...d'oh.

I move say 15' down the next hallway (or however far I need to go so that he *just* couldn't get to me with a 30' move if he's in Light armor), and Ready an action to throw the acid at him, or if he's in Medium/heavy armor, I believe 20' would only just get him next to me atm, so I'll go with simply readying an action to throw the acid at him if he comes within 10', and then take a 5' step away (towards the door I entered colorspray room from)

Sliver
2010-02-11, 11:18 AM
How will you be taking that 5ft step after moving all the way over there just before readying the action? :smallconfused:

theterran
2010-02-11, 11:22 AM
Moving around the corner, the orc pulls out a javelin as he's moving and throws it at you.

[roll0]
[roll1]

term1nally s1ck
2010-02-11, 11:24 AM
That was my action from last turn. Now I'm on my next turn, so I can ready any action. I'm going to stay exactly where I am this turn and ready a throw+5' step if he's 20' away and wearing med/heavy armor, or move 15' and ready a throw only if he's in light armor.

theterran
2010-02-11, 11:29 AM
The orc took his action...FYI.

term1nally s1ck
2010-02-11, 11:37 AM
...Ah. That's a hit, so...issues. 6/9 HP.

I go all-out..Charging Minotaur.

[roll0] <- A good roll! If you beat it, I'll be sad. It's already sad that I consider a 15 a really good roll...
[roll1]

If this doesn't work, I think I lose.

theterran
2010-02-11, 11:39 AM
[roll0]

Here we go.

(edit)

The orc falls to the ground.

150xp, Chainmail, Ripper, Sundark goggles.

Sliver
2010-02-11, 11:42 AM
strength - (d20+5)[18] <- A good roll! If you beat it, I'll be sad. It's already sad that I consider a 15 a really good roll...

I would be more sad if I say 18-5 is 15.. But I donno, might be just me :smalltongue:

term1nally s1ck
2010-02-11, 11:49 AM
WOO.

An enemy with +5 to attack, that is nearly guaranteed to one-shot anything...nasty. But didn't he have any more javelins?

What can I see down the corridor with the door to the Orc room in it, and what other doors are in the Orc room?

theterran
2010-02-11, 11:51 AM
Here's the room


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 B1, which you are just outside of, and another at B5. 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.



The hallway itself goes for another 5ft past the "Orc Door" before turning north.

Inside the room, you also find a chest with 120sp and a clear quartz worth 40gp.

term1nally s1ck
2010-02-11, 12:06 PM
Yeah, yeah, I can't subtract (only studying maths at university, and all :smallredface:)

I go get my sword and acid, while I'm at it.

I'll head through that door at B5, to get to the other side of the pit I saw earlier, and head East, poking at the floor and walls as I go with the 10' pole. Tell me where I go, and stop when I get to the next door/intersection (I'm making a map as we go..)

theterran
2010-02-11, 12:37 PM
You travel 25ft east before finding another pit.

term1nally s1ck
2010-02-11, 12:44 PM
Take 10 to jump it, and I can use the rope to get the sack across somehow I'm sure. Continue on!

theterran
2010-02-11, 12:47 PM
Are you poking walls and floor with your pole?

term1nally s1ck
2010-02-11, 12:51 PM
Well, I doubt I can reach over the pit to hit the lannding zone, but once across, I am, yeah. (Though unless there's a trap that does more than 9 HP damage, or ability damage, I think I'm invulnerable to them anyway.)

theterran
2010-02-11, 12:54 PM
10ft on the other side of the pit, you feel a gust of hot air.

Non-Lethal Damage [roll0]

Also need a Fort Save or your Fatigued.

term1nally s1ck
2010-02-11, 01:01 PM
Warforged. Fast Healing. Meh.

theterran
2010-02-11, 01:09 PM
:smalltongue:

You travel another 25ft and encounter yet another pit. 15ft on the other side you can see the hallway turn north.

term1nally s1ck
2010-02-11, 01:11 PM
Hop the pit again, and wander round the corner.

EDIT: Am I right in saying that this E-W corridor is 145' long wall-to-wall?

(30', 5' Pit, 30', Door, 25', 5' Pit, 30', 5' Pit, 15')

theterran
2010-02-11, 01:21 PM
(Yes, that's correct)
Turning the corner, you trigger a dart trap 10ft in front of you. Darts fly, but aren't aimed at you.
You travel 20ft north, before turning west.
Traveling 5 feet more, you feel another wave of heat.
[roll0]

You go another 25 ft, and turn south, where you find a pit 5ft in front of you. Hopping the pit, you immediately turn west, travel 30ft (triggering an acid trap on the way), turn north for 10ft. turn west for 5ft, and are greeted with a wall.

term1nally s1ck
2010-02-11, 01:46 PM
The wall of the Orc room, actually. Poke it a few times for fun, and then head all the way back round, through the orc room, out the northern door again, East 5', North 10', and start headed east. What can I see?

EDIT:

I made a Statblock :smallbiggrin:

Android 2:
HP: 9/9
DR: 2/Adamantine
Fast Healing 1
Light Fortification
AC 21, 20 Flatfooted, 11 Touch.
Saves: +2/+1/+3
Attack: +4, d8+3

theterran
2010-02-11, 01:52 PM
Heading out the "North Orc Door", you go 5ft east, looking north you see a Blue Note Card hanging from the wall.

Sliver
2010-02-11, 01:54 PM
theterran - The wall of the orc room crumbles when he pokes it from the hall, revealing the orc room..

theterran
2010-02-11, 01:58 PM
theterran - The wall of the orc room crumbles when he pokes it from the hall, revealing the orc room..

:smalltongue: So...does it really matter? :smalltongue:

You killed my crusader!

term1nally s1ck
2010-02-11, 01:58 PM
Makes little difference, but nice to know.

I poke the note, then hold the note, then hug the note, smell the note, taste the note....then I read it.

Boom?

theterran
2010-02-11, 02:00 PM
It reads “Burn Me for Help in Times of Trouble”

term1nally s1ck
2010-02-11, 02:08 PM
Yeah...right.

I might sell it, though.

Take it with me, anyway.

Back to the plan, I head north then east, and carry on until the next object of note. (a crossroads/door/item)

theterran
2010-02-11, 02:24 PM
5ft on the other side of the note is a cross roads.

North the hall goes 10ft past the crossroads before turning east.
East it goes 20ft before turning south, and you see a door on the eastern wall at the turn.
West it goes for 60ft before turning south. 30ft down the hall is a door on the north side. 50ft down is a north/south split.

term1nally s1ck
2010-02-11, 02:43 PM
Well, you forgot the door 60' down the west corridor on the north side (leads to my starting room).

I'll go to the east, and go through that door.

Android 2:
HP: 9/9
DR: 2/Adamantine
Fast Healing 1
Light Fortification
AC 21, 20 Flatfooted, 11 Touch.
Saves: +2/+1/+3
Attack: +4, d8+3

[roll0]

theterran
2010-02-11, 09:53 PM
Do you check the door for traps, or are you just busting on in?

term1nally s1ck
2010-02-11, 09:57 PM
Well, I'm always poking everything in front of me with the pole as I move, so I assumed I'd already pretty effectively covered most of the door with the pole.

Anyway, after any traps have triggered, I wait til I'm on full HP, then bust on in.

theterran
2010-02-11, 10:12 PM
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]

As you open the door the kobold charges at you, as he moves, a shadow envelopes him, making him slightly harder to see.

[roll1]
[roll2]

On Crit:
[roll3]
[roll4]

theterran
2010-02-11, 10:15 PM
Moving away from you 10ft, then back, the shadow envelopes him again.
Flame envelopes his shortsword, then he initiates a maneuver.

[roll0]
[roll1]
[roll2] + [roll3]
[roll4]

theterran
2010-02-11, 10:16 PM
Crit Confirmation:
[roll0]
[roll1]

term1nally s1ck
2010-02-12, 06:06 AM
Well, at least he burned most of his abilities. 4/9 HP.

1. Stone Bones
2. Crusader's Strike
3. Vanguard Strike
4. Charging Minotaur
5. Douse the Flames

[roll0]
[roll1]

I know this guy is gonna have the distracting elemental, so I'm not gonna go for the AC bonus...I'll just attack, using Crusader's strike or Stone Bones if they came up (CS first), and a basic attack if not.

[roll2]
[roll3]
[roll4]
[roll5] 1 misses.

Android 2:
HP: 4/9
Steely Resolve Pool:
DR: 2/Adamantine
Fast Healing 1
Light Fortification
AC 21, 20 Flatfooted, 11 Touch.
Saves: +2/+1/+3
Attack: +4, d8+3


EDIT: Ok, seriously? How bad are my rolls going to be?

EDIT2: And btw, how are my opponents getting an extra round before I act? Suprise rounds? Readied actions can't be the case, since you can't ready a charge....so it must be a suprise round. I think I'm going to stop checking the doors for traps..

theterran
2010-02-12, 07:23 AM
You catch on a lot quicker than I did :smallconfused:

...

Anyways...

He Initiates another maneuver

[roll0]
[roll1] + [roll2]

If it hits, make a Will Save.

If Crit (19-20)
[roll3]
[roll4]

Sliver
2010-02-12, 07:39 AM
You can ready a partial charge..

term1nally s1ck
2010-02-12, 08:01 AM
You can only make a partial charge if you cannot take a full-round action on your turn, and if he was readying, he could take full-rounds. Surprise round would let him make a partial charge, so I'm going with no more polite knocking before entering :smallredface:

[roll0]
[roll1]

Android 2:
HP: 4/9
Steely Resolve Pool:
DR: 2/Adamantine
Fast Healing 1
Light Fortification
AC 21, 20 Flatfooted, 11 Touch.
Saves: +2/+1/+3
Attack: +4, d8+3

theterran
2010-02-12, 08:03 AM
Alright, you passed the save. Your turn.

term1nally s1ck
2010-02-12, 08:05 AM
Well, I am currently on 1HP and 5 delayed damage, so I *need* this one to hit.

[roll0]
[roll1]
[roll2]

O ye dice gods...I will dance in celebration to your magnificence if you grant me this attack...

Sliver
2010-02-12, 08:05 AM
If you have only a standard action when you want to charge, you can make a partial charge. The readied action is taken out of your turn, and you get only a standard action. It's not just my thing, check even PR's ruling here (the charge actions spoiler) (http://www.giantitp.com/forums/showpost.php?p=7872906&postcount=994)

theterran
2010-02-12, 08:07 AM
Swing and a miss. :smalleek:

term1nally s1ck
2010-02-12, 08:39 AM
I've made 20 d20 rolls this life, and of those, 9 were above average. Of those 9, 3 were saves, and 3 were initiatives (which I always lost anyway).

By comparison...have you even missed an attack since the colorspray guy?

Fair enough on the Charge action then...Still seems weird, since you can then go with a standard move action, ready an action to charge when someone says NOW, then say it yourself after readying it.

Aaaanyway, I think I'll just go with restarting this guy and being a bit smarter.

I've got a map of everywhere I've been up to this point, All the pit traps, and the darts, acid and steam traps. My Warforged and Fast Healing deal with that, so can we just re-do those 3 encounters?

Points of note: Poking the floor with the pole as I go forward to detect the pit traps, but I don't do anything to any of the doors (or indeed within 5-10' of the doors.)

I take 10 to jump any Pit traps, as required.

I'll do the same with the note this time, too. If it still says the same thing, keep it.

Encounter1:

Mr Colorspray.



[roll1]
[roll1d4
1. Stone Bones
2. Crusader's Strike
3. Vanguard Strike
4. Charging Minotaur
5. Douse the Flames


Android 2:
HP: 9/9
Steely Resolve Pool:
DR: 2/Adamantine
Fast Healing 1
Light Fortification
AC 21, 20 Flatfooted, 11 Touch.
Saves: +2/+1/+3
Attack: +4, d8+3

theterran
2010-02-12, 08:43 AM
Opening the door reveals the following room:{table]|A_|B_|C_|D_|E_
1|||||
2|||||
3|||H||
4||||B|[/table]
There is a door at A-2, 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]

Which door are you entering through?

term1nally s1ck
2010-02-12, 08:46 AM
[roll0] - Re-rolling Maneuvers.

Provided I won Initiative (which seems likely), I'll charge him and attack, or use Charging Minotaur if it's available.

[roll1] (-1 if Charging Minotaur)
[roll2]
[roll3]

And for Mr Colorspray's turn: [roll4]

Oh, and from the rules on Charging:


If you are able to take only a standard action or a move action on your turn, you can still charge, but you are only allowed to move up to your speed (instead of up to double your speed). You can’t use this option unless you are restricted to taking only a standard action or move action on your turn.

EDIT: Was planning to enter through E3, but I can't charge if I start there...I guess I'll have to just move next to him and attack.

theterran
2010-02-12, 09:06 AM
A Miss.

He 5ft steps away and Color Sprays you.

You make the save.

You're up.

term1nally s1ck
2010-02-12, 09:20 AM
First: [roll0]

term1nally s1ck
2010-02-12, 09:25 AM
If I can move to trap him against the wall so he is still threatened even after a 5' step, I do. If not, I move so that I will be able to do that next turn.

Either way, a move-and-attack.

[roll0]
[roll1]

For his turn,

AoO
[roll2]
if it applies
[roll3]
1. Stone Bones
2. Crusader's Strike
3. Vanguard Strike
4. Charging Minotaur
5. Douse the Flames


Android 2:
HP: 9/9
Steely Resolve Pool:
DR: 2/Adamantine
Fast Healing 1
Light Fortification
AC 21, 20 Flatfooted, 11 Touch.
Saves: +2/+1/+3
Attack: +4, d8+3

theterran
2010-02-12, 09:27 AM
Miss.

he 5ft steps into A3 and color sprays.
(again, you save).

You're up.

term1nally s1ck
2010-02-12, 09:31 AM
I can move to B3, right?

[roll0]
[roll1]


AoO if apppropriate:

[roll2]
[roll3]

term1nally s1ck
2010-02-12, 09:32 AM
[roll0]
[roll1]

My first Crit :smallbiggrin:

theterran
2010-02-12, 10:20 AM
And he falls down dead.

150xp, longsword, chain shirt

term1nally s1ck
2010-02-12, 10:40 AM
Cool. Ok, I go take on the Orc.

I'll enter through the door nearest to him, if that's within 10'.

If not, it hardly matters.

[roll0]

[roll1]
[roll2]
1. Stone Bones
2. Crusader's Strike
3. Vanguard Strike
4. Charging Minotaur
5. Douse the Flames


Android 2:
HP: 9/9
Steely Resolve Pool:
DR: 2/Adamantine
Fast Healing 1
Light Fortification
AC 21, 20 Flatfooted, 11 Touch.
Saves: +2/+1/+3
Attack: +4, d8+3

term1nally s1ck
2010-02-12, 10:41 AM
I suspect I'll win initiative with that, so I'll go with a move+Stone Bones if so.

[roll0]
[roll1]

theterran
2010-02-12, 10:42 AM
Opening the door reveals the following room:
{table]|A_|B_|C_|D_|E_
1|||||
2|||||
3||||1|
4|||||
5||||| [/table]
There is a door at B5, which you are just outside of, and another at B1. There is an orc in the middle of the room. It holds a Ripper and wears a chainmail, as well as a pair of goggles.
Initiative:[roll0]

theterran
2010-02-12, 10:45 AM
Hit.

The orc screams "Steely Strike!"

[roll0]
[roll1]


After he attacks, he falls.

150 XP Chainmail, Ripper, Sundark Goggles, 120sp, clear quartz (40gp worth)

term1nally s1ck
2010-02-12, 10:47 AM
This is all much easier than last time....

To the swordsage stabber!

Enter through the same door as last time.

[roll0]

[roll1]
[roll2]

1. Stone Bones
2. Crusader's Strike
3. Vanguard Strike
4. Charging Minotaur
5. Douse the Flames


Android 2:
HP: 9/9
Steely Resolve Pool:
DR: 2/Adamantine
Fast Healing 1
Light Fortification
AC 21, 20 Flatfooted, 11 Touch.
Saves: +2/+1/+3
Attack: +4, d8+3

theterran
2010-02-12, 10:49 AM
{table]|A_|B_|C_|D_|E_|F_
1||||||
2||||||
3||||||
4|||1|||
5||||||
6||||||[/table]
There is a door at A-6 west, which you are just outside of, another at E-1 and another at F-4. There is a kobold wearing a chain shirt and holding a short sword.
Initiative:[roll0]

term1nally s1ck
2010-02-12, 10:51 AM
*Braces for Impact*

Sliver
2010-02-12, 10:51 AM
I see you enjoy my ready-to-copy notes, huh?:smalltongue:

theterran
2010-02-12, 10:52 AM
The kobold moves on your position, as he moves, shadow envelopes him, making him slightly more difficult to see.

His short sword burst with the power of flame as he initiates a maneuver against you.

[roll0]
[roll1]

[roll2] + [roll3]
[roll4]

If Crit:
[roll5] 1 = Crit Fail (Light Fortification is 25% right?)
[roll6]
[roll7]

theterran
2010-02-12, 11:00 AM
I see you enjoy my ready-to-copy notes, huh?:smalltongue:

Yes, your "ready to copy" notes are a HUGE help! :smallwink:

term1nally s1ck
2010-02-12, 11:06 AM
Light fortification is 25%, yeah.

I'll just smack him and end.

[roll0]
[roll1]

[roll2] 1 misses.

If 23-24 on the attack:

[roll3]
[roll4]


[roll5]

1. Stone Bones
2. Crusader's Strike -Granted
3. Vanguard Strike
4. Charging Minotaur -Granted
5. Douse the Flames


Android 2:
HP: 9/9
Steely Resolve Pool:
DR: 2/Adamantine
Fast Healing 1
Light Fortification
AC 21, 20 Flatfooted, 11 Touch.
Saves: +2/+1/+3
Attack: +4, d8+3

theterran
2010-02-12, 11:13 AM
Initiates a Maneuver

[roll0]
[roll1] + [roll2]

If Crit:
[roll3] 1 - No Crit
[roll4]
[roll5]

term1nally s1ck
2010-02-12, 11:19 AM
I smack him....again..

[roll0]
[roll1]

[roll2]

1. Stone Bones
2. Crusader's Strike -Granted
3. Vanguard Strike -Granted
4. Charging Minotaur -Granted
5. Douse the Flames


Android 2:
HP: 9/9
Steely Resolve Pool:
DR: 2/Adamantine
Fast Healing 1
Light Fortification
AC 21, 20 Flatfooted, 11 Touch.
Saves: +2/+1/+3
Attack: +4, d8+3

Sliver
2010-02-12, 11:21 AM
Why the kobold isn't tumbling back and then moves to attack, to benefit from a miss chance?

theterran
2010-02-12, 11:32 AM
Cause silly me didn't realize he had tumble...note that I could have done that with my character as well...but never realized it...:smallsigh:

The kobold moves away from you, then moves back to you to attack, activating the shadow.


[roll0]


A small fire elemental appears beside you, distracting you long enough for the kobold to get an attack in.

[roll1]
[roll2]

If Crit
[roll3]
[roll4]
[roll5]

term1nally s1ck
2010-02-12, 11:37 AM
Hit.

Tumbling is bad tactics here....

You ARE giving me a 1/5 chance to miss on my turn's attack, but you're giving me a better than 1/4 chance to get an extra attack as an AoO.

Not sure why I'm helping, but meh.

[roll0]
[roll1]
[roll2]

Stone bones Granted at end of turn.


EDIT: 3, 8, 4....Really?

1. Stone Bones
2. Crusader's Strike -Granted
3. Vanguard Strike -Granted
4. Charging Minotaur -Granted
5. Douse the Flames -Granted


Android 2:
HP: 9/9
Steely Resolve Pool:5
DR: 2/Adamantine
Fast Healing 1
Light Fortification
AC 21, 20 Flatfooted, 11 Touch.
Saves: +2/+1/+3
Attack: +4, d8+3

Sliver
2010-02-12, 11:40 AM
1/4 chance of getting an attack, and then the chance of actually hitting. Together, those aren't that high..

Also, don't read the spoilers!

theterran
2010-02-12, 11:45 AM
The Kobold just stands there.

Full-Round Action to Recover Clinging Shadow Strike

Your go.

term1nally s1ck
2010-02-12, 11:46 AM
Doesn't matter. The AC and AB are a (mostly) fixed value, so at any point, there's a fixed chance of me hitting. (Unless he has Mobility)

If you give me an extra attack 1/4 of the time, you increase the chances of me hitting by 1/4 (and you don't have the concealment then, so it doesn't help)

The 1/5 chance of me missing each turn is outweighed at that point.

And I had to read the spoiler after the tumble, so I knew if to take an AoO or not....

term1nally s1ck
2010-02-12, 11:53 AM
Eep. That's a possible issue...

Oh well, do not deviate from the PLAN.

Readied action to Stone Bones and 5' step back if he takes a standard or full-round action within my reach:

[roll0]
[roll1]
[roll2]1 misses



1. Stone Bones -Granted
2. Crusader's Strike -Granted
3. Vanguard Strike -Granted
4. Charging Minotaur -Granted
5. Douse the Flames -Granted


Android 2:
HP: 5/9
Steely Resolve Pool:0
DR: 2/Adamantine
Fast Healing 1
Light Fortification
AC 21, 20 Flatfooted, 11 Touch.
Saves: +2/+1/+3
Attack: +4, d8+3


For next turn, if I survive:
[roll3]
[roll4]
1. Stone Bones
2. Crusader's Strike
3. Vanguard Strike
4. Charging Minotaur
5. Douse the Flames

theterran
2010-02-12, 12:36 PM
He continues just standing there. (full-Round Action)

Recovering Distracting Ember

term1nally s1ck
2010-02-12, 02:26 PM
I take my readied action. Does that change anything?

EDIT: Since if he were on 0HP (or less), he couldn't make a full-round action.

theterran
2010-02-12, 02:33 PM
Yep, he falls down in a heap.

150XP Chain Shirt (Small size), Shortsword (Smallsize)

Sliver
2010-02-12, 02:36 PM
If only the kobold thought about 5ft stepping back when recovering a maneuver.. :smalltongue:

theterran
2010-02-12, 02:37 PM
:smalltongue: I can't be expected to have my brain turned on ALL THE TIME! :smalltongue:

term1nally s1ck
2010-02-12, 02:50 PM
Take loot, head back out the same door, and go south.

Follow the trail, taking 10 over any pits, until I get to the next item of note/junction/door that isn't back into that room again.

theterran
2010-02-12, 02:58 PM
You go south for 10ft, East for 60ft before turning north. As you turn north you notice a Red Note Card hanging from the wall.

Beyond the card you see the hall go for 35ft (40ft from your position) before turning west, and there is a west split 10ft (5ft from card) into the hall.

term1nally s1ck
2010-02-12, 05:45 PM
I read the card

Even though it will explode

And then take that first turning to the west.

theterran
2010-02-12, 07:09 PM
The card explodes, dealing you [roll0]

term1nally s1ck
2010-02-12, 07:57 PM
meh. take the first turning west.

term1nally s1ck
2010-02-13, 04:09 PM
*waves for attention*

theterran
2010-02-13, 10:37 PM
You take the turn west, and go 10ft, then 5ft north, hop a pit trap, then another 10ft north, 10ft west, 10ft south, 5ft west, and your infront of a door that leads back to the room with the kobold.

term1nally s1ck
2010-02-14, 07:13 AM
Go back over the pit trap, but turn north at the T, and then go west at the end of the corridor.

theterran
2010-02-14, 03:26 PM
Turning west, you see a north split 30ft into the hall, a door on the south side 35ft into the hall, and at 60ft you see the hall turn north.

term1nally s1ck
2010-02-14, 03:47 PM
Carry on to that second turning.

term1nally s1ck
2010-02-14, 04:09 PM
I would also like to state that I hate you so much for making Krull. Bookkeeping nightmares...

theterran
2010-02-14, 08:42 PM
Traveling along, you trigger a dart trap, that doesn't hit you, and an acid trap, but you just heal, so I won't bother rolling it.

Reaching the turn, you see that the hallway goes north for 30ft before turning west. 20ft down the hall is a split do the east, and a door on the west.

term1nally s1ck
2010-02-14, 08:47 PM
Hm.

I head back down through the kobold's room, out the southwest doorway, and west down that hall to the door to the north. When at full HP, bust on in.

[roll0]
[roll1]
[roll2]

Android 2:
HP: 5/9
Steely Resolve Pool:0
DR: 2/Adamantine
Fast Healing 1
Light Fortification
AC 21, 20 Flatfooted, 11 Touch.
Saves: +2/+1/+3
Attack: +4, d8+3

1. Stone Bones
2. Crusader's Strike
3. Vanguard Strike
4. Charging Minotaur
5. Douse the Flames

theterran
2010-02-14, 08:50 PM
Opening the door reveals the following room:
{table]|A_|B_|C_|D_|E_
1|||||
2|||||
3||L|||
4|||||
5|||||[/table]
There are doors at A5 south and E1 north.
In the room there is an ugly looking, blue scaled, lizard thing with fire in it's mouth!
Initiative: [roll0]

term1nally s1ck
2010-02-14, 08:55 PM
Entangling Exhalation...I only won this last time due to Fire Resist 5.

Charge.

[roll0]
[roll1]

theterran
2010-02-15, 07:47 AM
It steps back to C2 and Unleashes a fiery blast from its mouth.

[roll0] /2 Reflex Halves

If you take any damage, you're entangled for [roll1] rounds.

term1nally s1ck
2010-02-15, 09:07 AM
[roll0]

[roll1]

term1nally s1ck
2010-02-15, 09:09 AM
I'm gonna assume that didn't save, and go from there.

Android 2:
HP: 9/9
Steely Resolve Pool:5
DR: 2/Adamantine
Fast Healing 1
Light Fortification
AC 21, 20 Flatfooted, 11 Touch.
Saves: +2/+1/+3
Attack: +4, d8+3

1. Stone Bones
2. Crusader's Strike
3. Vanguard Strike
4. Charging Minotaur
5. Douse the Flames

Crusader's Strike!

[roll0]
[roll1]
[roll2]

theterran
2010-02-15, 09:09 AM
Failed Save.

You're up.

theterran
2010-02-15, 09:13 AM
Miss.

[roll0]

The beast opens its maw and out comes acid!

[roll1] Reflex Halves


[roll2] - Usable again

term1nally s1ck
2010-02-15, 09:17 AM
[roll0] Problems.

[roll1]

term1nally s1ck
2010-02-15, 09:18 AM
Unless my DR applies somehow to these, I'm dead again. Man that's a nasty ability..

theterran
2010-02-15, 09:19 AM
DR doesn't apply to it...

term1nally s1ck
2010-02-15, 09:30 AM
Well, -2 and still ongoing damage means dead Android.

I wonder...what was the shape of the breath weapon? Cone or Line? I think I know how to beat this guy.

Anyway, unless you'd be very nice and check my next char, I'll have another go.

Enemy 1: Bad Breath dude.

[roll0]
[roll1]
[roll2]

Android 2:
HP: 9/9
Steely Resolve Pool:0
DR: 2/Adamantine
Fast Healing 1
Light Fortification
AC 21, 20 Flatfooted, 11 Touch.
Saves: +2/+1/+3
Attack: +4, d8+3

1. Stone Bones
2. Crusader's Strike
3. Vanguard Strike
4. Charging Minotaur
5. Douse the Flames

theterran
2010-02-15, 09:52 AM
I can check your next character if you're tired of this one :smallwink:

term1nally s1ck
2010-02-15, 10:08 AM
My next character is the bellyflop bomber who does over 10d6 as a standard, no-save, no-attack action, at the cost of 1d6 to himself, and has Persisted Lesser Vigor, too. If you really want to DM for a char who is going to auto-win the first floor or 2, go ahead, I'll finish off the spell list and stuff now :smallbiggrin:

theterran
2010-02-15, 10:10 AM
Well...I can't DM floor 2 quite yet...as I'm still working through it myself...:smalltongue:

theterran
2010-02-15, 10:24 AM
Still, if you want to advance him on at least that far, I can oblige.

(edit)

Just link him up when you're done with him.

term1nally s1ck
2010-02-15, 10:38 AM
Well, here he is (http://www.myth-weavers.com/sheetview.php?sheetid=182373). Min-maxed to extreme levels...-18 Initiative, -30 Swim, -18 Jump...2200lb...can't attack to save his life...and yet is more likely to survive Floor 1 than any character that has entered so far.

Max weight for a Human is 200lb. x8 is 1600, which is where the weight comes from.

theterran
2010-02-15, 10:41 AM
Your attributes are off, unless I'm missing something. Azurin don't have any +/-, so you've got yourself a 36 pt. buy.

term1nally s1ck
2010-02-15, 10:41 AM
Enlarge Person gives +2 Str, -2 Dex.

theterran
2010-02-15, 10:44 AM
Ah, that would explain why he's Large...which was my next question :smallwink:

(edit)

Where are the rules for overweight and falling on opponents? :smallsmile:

term1nally s1ck
2010-02-15, 01:54 PM
I've changed the weight, having made a mistake when multiplying...20x8 is NOT 80. :smallfrown:

Tanaric
2010-02-15, 01:57 PM
Incidentally, all characters are assumed to be of average weight and height to prevent abuse like that.

term1nally s1ck
2010-02-15, 02:05 PM
Awww...Ok, still a lot of damage. (Even with the Stout trait? It does say you're heavier than average...)

Tanaric
2010-02-15, 02:06 PM
As stout has no mechanical change on your weight, no.

term1nally s1ck
2010-02-15, 02:09 PM
Aww...I liked the max weight.. (it amuses me that the maximum weight for a Large Human is exactly 1 imperial ton.)

Fixed down to *only* 1/2 a ton.