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Tanaric
2010-02-06, 11:41 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||K|
3|||
4|||[/table]

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

DM notes:Sheet. (http://www.myth-weavers.com/sheetview.php?sheetid=183735)

Olo Demonsbane
2010-02-07, 12:14 AM
Karl taps the areas around him with his ten-foot pole.

If there is no reaction, he proceeds to the door and draws his guisarme.

EDIT: How often do you expect to be posting? Daily, Twice daily, More? It helps let me know how often I need to refresh.

Tanaric
2010-02-07, 12:18 AM
Unlike some people, I don't believe in death traps on the first door. :smalltongue:

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

Edit: On average, thrice a day. Right now, about every five minutes if you're able.

Olo Demonsbane
2010-02-07, 12:23 AM
Cool...I can post rather often during most evenings, but rarely during weekdays.

Karl cracks a sunrod and walks forward.

Tanaric
2010-02-07, 12:25 AM
To the south, the hall 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 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.

Olo Demonsbane
2010-02-07, 12:28 AM
Karl will begin going south, stopping at the first split.

Tanaric
2010-02-07, 12:30 AM
The hall goes east for ten feet before turning north. Five feet north of the bend, there is a door on the east side of the hall.

Olo Demonsbane
2010-02-07, 12:32 AM
Karl walks over and opens the door.

Tanaric
2010-02-07, 12:34 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 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]

Olo Demonsbane
2010-02-07, 12:36 AM
Initiative [roll0]

Enemies first then :smallfrown:

Tanaric
2010-02-07, 12:39 AM
The man gestures for you to leave and places a restraining hand on the beast's neck.

Your turn.

Olo Demonsbane
2010-02-07, 12:46 AM
Karl runs forward to B3 before thrusting at the beast with his Guisarme.

Touch Attack [roll0]
Trip Attempt [roll1]
Free Attack (on successful trip) [roll2]
Damage [roll3]

If my touch attack hit, my Stone Bones maneuver gives me DR 5/adamantine for one round.

Tanaric
2010-02-07, 12:49 AM
Your attack passes right through the beast. A moment later, it vanishes.

The man casts a spell in your direction, and a wave of color washes over you.

Will save.

Olo Demonsbane
2010-02-07, 12:51 AM
Will Save [roll0]

Tanaric
2010-02-07, 12:52 AM
Passed. Text.

Olo Demonsbane
2010-02-07, 12:56 AM
Karl 5ft-steps forward, then stabs at the illusionist.

Touch Attack [roll0]; hitting here activates my Vanguard Strike
Trip Attempt [roll1]
Follow Up Attack [roll2]
Damage [roll3]

Tanaric
2010-02-07, 12:57 AM
Dex check: [roll0]

Tanaric
2010-02-07, 12:58 AM
Concentration vs DC 16: [roll0]

Spell fizzled.

Olo Demonsbane
2010-02-07, 01:01 AM
Karl attempts the same maneuver again:

Touch Attack [roll0]; hitting here activates my Vanguard Strike
Trip Attempt [roll1]
Follow Up Attack [roll2]
Damage [roll3]

Tanaric
2010-02-07, 01:02 AM
Miss.

Concentration DC 15: [roll0]

It's the battle of incompetence!

Edit: Wait, how did you get Vanguard strike twice?

Olo Demonsbane
2010-02-07, 01:04 AM
Karl continues to repeat the same motion.

Touch Attack [roll0]; Vanguard Strike
Trip Attempt [roll1] As an ability check, this doesn't automatically fail on a natural one...right?
Follow Up Attack [roll2]
Damage [roll3]

I only have 3 maneuvers prepped...and I have extra maneuver. Effectively, I refresh my maneuvers every round.

Tanaric
2010-02-07, 01:06 AM
I believe the official ToB FAQ clarifies that crusaders must ready all five manuevers.

In fact, I'm certain of it. I can dig up a link if you'd like.

Olo Demonsbane
2010-02-07, 01:07 AM
I believe the official ToB FAQ clarifies that crusaders must ready all five manuevers.

In fact, I'm certain of it. I can dig up a link if you'd like.

...Damn. Can we retcon it in, starting now? I have been such an incompetent, it doesn't really make a difference...

Tanaric
2010-02-07, 01:08 AM
Yes. Can I get a list of your readied maneuvers for bookkeeping?

Olo Demonsbane
2010-02-07, 01:10 AM
Sure thing: Crusader's Strike, Vanguard's Strike, Stone Bones, Douse the Flames, and Charging Minotaur.

Currently Granted Maneuvers: [roll0]
[roll1]
[roll2]

Tanaric
2010-02-07, 01:11 AM
Dex check: [roll0]

Tanaric
2010-02-07, 01:13 AM
Concentration vs DC 15: [roll0]

Take 1 sonic damage and make a fort save vs temporary deafness if it matters to you.

Olo Demonsbane
2010-02-07, 01:15 AM
Not particularly.

New Maneuver: [roll0]

Karl eschews the indirect approach, concentrating simply on stabbing his opponent.

Attack [roll1]
Damage [roll2]

I am not rolling well today...oh, and I forgot to mention that I have Martial Stance up. Hasn't mattered yet...

Tanaric
2010-02-07, 01:16 AM
[roll0] vs DC 15.

Take another point of sonic damage.

Edit: Martial Stance? I assume you mean Martial Spirit?

Olo Demonsbane
2010-02-07, 01:19 AM
...Correct. I always get that stance's name wrong...

Attack [roll0]
Damage [roll1]

Tanaric
2010-02-07, 01:20 AM
Splat. He goes down.

150 xp, chain shirt, longsword, spell component pouch.

Olo Demonsbane
2010-02-07, 01:23 AM
The next round, Karl's maneuvers refresh, triggering his Vital Recovery and healing him 4. Unnecessary, Martial Spirit fully healed him last turn.

Karl collects the human's treasure before turning and opening the door at E3.

Tanaric
2010-02-08, 12:37 AM
Opening that door reveals a hall running to the north and south. North, it runs for ten feet before turning east. South, it runs for ten feet before turning west.

Olo Demonsbane
2010-02-08, 08:44 PM
Karl will head north and peek his head around the corner.

Tanaric
2010-02-09, 11:50 AM
The hall runs east for twenty feet before turning north. After fifteen feet, there is a door on the south side of the hall.

Olo Demonsbane
2010-02-09, 07:28 PM
Karl walks over to the door and opens it, because Karl likes doors.

Tanaric
2010-02-11, 11:33 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 B-1, which you are just outside of, and another at B-5.

There is an orc inside the room, garbed in chainmail and wielding a two-handed spear with a serrated, stabbing head. He has a javelin strapped to his side.

Initiative: [roll0]

Olo Demonsbane
2010-02-12, 12:47 AM
Initiative: [roll0]

Orc's go.