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theterran
2010-02-15, 02:22 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=182373)

term1nally s1ck
2010-02-15, 02:48 PM
Woo!

Ok, you know I have a map of the first 4 or so rooms, and I know how to get to each of them without bothering with those annoying pit thingies, or the gas traps.

I can also get to that note which doesn't Explode without passing through either.

Sooo...First up is Mr Colorspray. (As I'm quite likely to actually die here..)

Enter from the Southern Door.

I think we may as well assume that you always act first, in every combat, so go for it.

Android 4:

HP: 9/9
AC: 17/9/17
Saves: +3/+2/+3
FH: 1

For your turn:
[roll0]

For my turn, if I pass the save: Move if needed, then blink shirt 10' above him.

[roll1]
[roll2]

theterran
2010-02-15, 02:54 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 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]

You get color sprayed and fail...

He then moves up next to you (which constitutes turn 1)...we'll see how many rounds your out.

theterran
2010-02-15, 02:57 PM
[roll0] - Unconcious
[roll1] - Blind/stunned
1 - stunned

CDGs

[roll2]
[roll3]
[roll4]
[roll5]
[roll6]

term1nally s1ck
2010-02-15, 02:57 PM
I should be outside A4, I can't win initiative against anything with a positive initiative modifier, and I failed my will save..

[roll0]
[roll1]

theterran
2010-02-15, 03:01 PM
And you get CDG for quite a lot.

term1nally s1ck
2010-02-15, 03:03 PM
I'm going to say that's me dead...I think that's enough HP damage to kill me, anyway.

Ah well, try again, same tactics.

[roll0]

If fail:
[roll1]
[roll2]

[roll3][roll4]
[roll5][roll6]
[roll7][roll8]
[roll9][roll10]
[roll11][roll12]
[roll13][roll14]
[roll15][roll16]

If pass:
[roll17] to him
[roll18] to me

If I'm dead:

Ah well, try again, same tactics.

[roll19]

If fail:
[roll20]
[roll21]

[roll22][roll23]
[roll24][roll25]
[roll26][roll27]
[roll28][roll29]
[roll30][roll31]
[roll32][roll33]
[roll34][roll35]

If pass:
[roll36] to him
[roll37] to me

Ah well, try again, same tactics.

[roll38]

If fail:
[roll39]
[roll40]

[roll41][roll42]
[roll43][roll44]
[roll45][roll46]
[roll47][roll48]
[roll49][roll50]
[roll51][roll52]
[roll53][roll54]

If pass:
[roll55] to him
[roll56] to me

If I'm dead:

Ah well, try again, same tactics.

[roll57]

If fail:
[roll58]
[roll59]

[roll60][roll61]
[roll62][roll63]
[roll64][roll65]
[roll66][roll67]
[roll68][roll69]
[roll70][roll71]
[roll72][roll73]

If pass:
[roll74] to him
[roll75] to me

theterran
2010-02-15, 03:04 PM
ROFL...

You got the 2nd one :smallwink:

150XP longsword, chainshirt

term1nally s1ck
2010-02-15, 03:10 PM
I considered complaining that this guy's tactics are too cheesy, as you can only survive if you get lucky on your save. Then I realised that at least he offers a save..A wizard with Abrupt Jaunt and Enlarge Person could do exactly the same as I do as a single encounter.

Anyway, next up is Mr Bad breath.

Android 4:

HP: 9/9
AC: 17/9/17
Saves: +3/+2/+3
FH: 1

[roll0]
[roll1]
[roll2]

[roll3]
[roll4]
[roll5]
[roll6]

Move and Bellyflop

[roll7]
[roll8]

theterran
2010-02-15, 03:12 PM
:smallconfused:

Do you even need a DM? :smalltongue:

150xp (Hang on, I'll looking at what kind of armor this guys is wearing)

term1nally s1ck
2010-02-15, 03:23 PM
Well, the very best the next two can do in damage terms is 26 for the kobold, which would kill me (burning blade, critical, and the two-attack thingy, and max damage on all rolls.

And the Orc can kill me on a Critical quite easily.


If I just roll an attack and damage for each against me (and assuming the orc is charging), and then the retaliatory bellyflop, we'll have caught up with the last char already.

Orc:

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

[roll4]
[roll5]



Kobold:

[roll6]
[roll7]
[roll8]
[roll9]+[roll10]
[roll11]
[roll12]

[roll13]
[roll14]

Unconscious from falling damage for a while, but otherwise fine.

theterran
2010-02-15, 03:38 PM
Alright...

So 300XP

A Ripper / Chainmail / Javelin / Sundark Goggles

A Shortsword / Chainshirt

A Chainmail (From Bad Breath)

term1nally s1ck
2010-02-15, 03:42 PM
And t'other stuff in the orc room (140sp and quartz?) :smallbiggrin:

Put some of the firewood and wheat in the sack to make room for as much loot as possible, and then put the rest in the sack (maintain at least 520lb in the backpack, and drag any excess)

I'll go out the other door in Mr badbreath's room, and see what I can see down this corridor.

EDIT: Oh, and make sure to grab that note that tells me to burn it.

theterran
2010-02-15, 04:11 PM
Nope, the other stuff was random, didn't get it this time...

So north door of Bad Breath...

(edit)

You open the door, and the hall collapses killing you
The hallway runs east/west
East it goes 20ft before turning south. There is a door on the north side of the turn.
West the hallway goes 60ft before turning north. 10ft down the hall is a split north, 20ft past that is a split south, and 20ft past that is a split north.

term1nally s1ck
2010-02-15, 04:13 PM
That was embarassingly quick by comparison to #2...I look forward to seeing what nasty characters I can come up with at L2....although I suspect that Mr Kobold Totemist will win out (11 natural attacks, Crusader, and a class level to spare.

EDIT: :smallfrown:

theterran
2010-02-15, 04:14 PM
See edit above.

And did they rule that the claws will stack with kobold claws for attacks? :smallconfused:

term1nally s1ck
2010-02-15, 04:17 PM
New door. Let's go open it.

EDIT: I've assumed that they wouldn't stack with natural claws, but that two soulmelds that grant claw attacks would stack.

theterran
2010-02-15, 04:20 PM
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.

Tanaric
2010-02-15, 04:20 PM
See edit above.

And did they rule that the claws will stack with kobold claws for attacks? :smallconfused:

They haven't had a chance to look at the relevant sources, but are inclined to believe that the build has several issues.

Also, falling damage dealt to a character is now equal to the amount they deal with their body, after you clear this floor. Just so you know.

theterran
2010-02-15, 04:21 PM
They haven't had a chance to look at the relevant sources, but are inclined to believe that the build has several issues.

Also, falling damage dealt to a character is now equal to the amount they deal with their body, after you clear this floor. Just so you know.

OOO! we could go ahead and retrofit that now :smallbiggrin:

Tanaric
2010-02-15, 04:23 PM
No, since he found a way to abuse the rules, he deserves his floor clear. I was always planning on doing this as soon as the notion of Mr. Bellyflop came up, for the record.

term1nally s1ck
2010-02-15, 04:23 PM
I caused a nerf :smallbiggrin:

I now feel happy :smalltongue:

Hmm...Now I just need to grab huge jump/tumble modifiers to negate the damage to myself...

I remember this chest from #1...I want to read the note.

EDIT: I hope that doesn't add extra damage to those pit traps now...not that anyone's fallen in any after their first char afaik.

term1nally s1ck
2010-02-16, 07:58 AM
[roll0] (not sure why dances have no ACP, but hey...)

theterran
2010-02-16, 08:05 AM
A note attached to the latch reads “Greater rewards await the patient man, but only a fool waits forever.”

term1nally s1ck
2010-02-16, 08:30 AM
....Hm...I'll leave it alone for now, then.

I head back out the southern door, and go west, then north at the first turning.

theterran
2010-02-16, 09:14 AM
At the split, you see the hallway goes north for 10ft and turns east. You also see a door 10ft north on the northern side of the hall.

term1nally s1ck
2010-02-16, 09:36 AM
Open the door.

theterran
2010-02-16, 09:38 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.
In the room is a gray wrinkled humanoid, crawling low with claws extending from it's hands.
Initiative: [roll0]

term1nally s1ck
2010-02-16, 09:40 AM
I can't win Initiative...ever...

Android 4:

HP: 9/9
AC: 17/9/17
Saves: +3/+2/+3
FH: 1

theterran
2010-02-16, 09:41 AM
I realized after I hit submit.

The thing moves toward you and attacks.

[roll0]
[roll1]

term1nally s1ck
2010-02-16, 09:43 AM
Ow.

Teleport splatter.

[roll0]

[roll1]

Android 4:

HP: 4/9
AC: 17/9/17
Saves: +3/+2/+3
FH: 1

EDIT: I wonder why he was supposed to be powerful...

theterran
2010-02-16, 10:01 AM
Who said he was supposed to be powerful? He's a pain if you don't flop on him for 36 damage...


150XP

term1nally s1ck
2010-02-16, 10:13 AM
Every enemy down here is very well made, and extremely dangerous...I was just wondering what his gimmick was.

Head out the western door, see what I see.

theterran
2010-02-16, 10:35 AM
If you DM, you'll see :smallwink:

The hall goes west for 10ft before turning south, and it goes north for 10ft before turning west.

term1nally s1ck
2010-02-16, 10:37 AM
West then South.

theterran
2010-02-16, 10:43 AM
You travel 20ft, triggering an acid trap as you walk, and find youself in a east/west intersection (the hallway south "T"ed east/west)

It goes west for 10ft before turning north.
East it goes out of your 60ft sight. 40ft down the hall you see a split north, 50ft you see a door on the south side.

term1nally s1ck
2010-02-16, 10:45 AM
And I believe it also has a split south after 20'.

Been here before. West then North.

theterran
2010-02-16, 10:49 AM
Yep, my selective vision didn't see that...

You go 15ft north, find a pit, teleport over it, finish off the 30ft hallway and turn east for 20ft, then south for 10ft, and your back infront of that door.

term1nally s1ck
2010-02-16, 10:51 AM
Loopy. Sorry

Ok, go back through that room, out the other door, and then east.

theterran
2010-02-16, 01:43 PM
Looking east, you see a red card hanging from the wall 10ft in front of you.

term1nally s1ck
2010-02-16, 01:47 PM
Read it. Kaboom?

theterran
2010-02-16, 02:22 PM
"BOOM" [roll0]

Out of the door, you walk 10ft east, read the card, then turn north.

Facing north, you see the hallway end 30ft ahead in an East/West "T"

20ft ahead the hall splits east.

term1nally s1ck
2010-02-16, 04:50 PM
If the turning to the east has a door 20' down it on the south side, carry on north instead. If not, go down that turning.

theterran
2010-02-16, 09:50 PM
Down the split, you notice it runs 30ft before turning south. At 25ft, there is a door on the south wall, with a large bulls eye painted on the floor infront of it.

Continuing to the T, you see that it runs both east and west for 20ft before turning north.

term1nally s1ck
2010-02-17, 06:44 AM
Head back and prod the bullseye.

Then go east, south, and take the first turning to the east.

theterran
2010-02-17, 07:15 AM
You prod the bulls eye, nothing happens...

You step on the bulls eye and a fat guy falls from the ceiling dealing you [roll0] damage nothing happens.

You take the turn south and you see the hallway goes 30ft south before turning east.

10ft into the hallway you see a door on the western wall, and a split east across from the door.

term1nally s1ck
2010-02-17, 07:16 AM
Take the first turning to the east.

theterran
2010-02-17, 07:21 AM
You travel 10ft east before turning north.
The hallway goes north for 40ft before turning east.
10ft into the hallway is a split east, 10ft after that split is another split west.

term1nally s1ck
2010-02-17, 07:40 AM
Take the first turning.

theterran
2010-02-17, 08:04 AM
At the first split, you see the hallway go 15ft and end at a door.
10ft into the hall there is a split north.

term1nally s1ck
2010-02-17, 08:10 AM
Open the door.

theterran
2010-02-17, 08:15 AM
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.

It spits acid at you.

[roll0] Reflex Halves.

term1nally s1ck
2010-02-17, 08:39 AM
...how high is that ceiling?

[roll0]

HP: 9/9
AC: 17/9/17
Saves: +3/+2/+3
FH: 1

If I can, move+teleport 10' above it. (possible if the ceilings are 30' high or more.)

[roll1]
[roll2]

If not...well, we have a problem. Drop my shield, 5' step into the room, and smack it with the club two-handed.

[roll3]
[roll4]

theterran
2010-02-17, 09:07 AM
I'm pretty sure that the ceilings are 20ft high, I'll ask around to make certain though, please hold.

(edit)

Confirmed, 20ft ceilings.

term1nally s1ck
2010-02-17, 09:16 AM
Last time the question was asked, it was said that the corridors are 20' high, and the rooms were taller. I *think* it was in the old recruitment thread. *goes looking*

theterran
2010-02-17, 09:25 AM
Just so you know, it's on the wall. :smallwink:

term1nally s1ck
2010-02-17, 09:28 AM
I found it...20' it is.

So, drop shield, two-hand weapon, and fail completely at attacking.

Your move, bugsy..

theterran
2010-02-17, 09:32 AM
it attack you with its pincers

[roll0]
[roll1]

[roll2]
[roll3]

term1nally s1ck
2010-02-17, 09:34 AM
So...which direction does it move? I'm 10' away (large = reach)

theterran
2010-02-17, 09:38 AM
So...which direction does it move? I'm 10' away (large = reach)

If you 5ft step into the room, it doesn't need reach, as you're in A5, it's in B6, and your large, so you take up 10ft, (which I assume is 10ft vertical as well as 10ft horizontal)

term1nally s1ck
2010-02-17, 09:43 AM
Indeed, but it's 5' in every direction (south, west, up), which is (by pythag) 8.7'. which should round to 10'.

If not...well, I'll move so that it has to move either down, or towards me to attack, and swing again.

[roll0]
[roll1]

4/9, either way.

EDIT: I am SO glad I made a char who mostly ignores the requirement to roll d20s. I SUCK at d20s.

theterran
2010-02-17, 10:01 AM
Gimmie a square you move to so I can guide this thing accordingly :smallwink:

term1nally s1ck
2010-02-17, 10:15 AM
Well, given your strange interpretation of distances...I don't think it's possible to be 10' away without backing into the open where he'd have to spit.

Having said that, that spit is a ranged attack so would provoke..I'm gonna 5' step to C2/D3.

theterran
2010-02-17, 10:56 AM
He comes off the wall to attack you.
[roll0]
[roll1]

term1nally s1ck
2010-02-17, 11:09 AM
So he's at ground level? Or flying?

BTW, I've just finished my first L2 build...4 different classes...should be fun :smallbiggrin:

And I'm taking Cleric, and NOT USING PERSIST. :smalleek:

theterran
2010-02-17, 11:12 AM
He's ground level,

And I've got one that has 4 different class levels, but I AM using persist...

term1nally s1ck
2010-02-17, 11:23 AM
Cloistered Cleric: Knowledge Devotion, Healing Devotion, Undeath Domain. 80 points of healing, but without that feat cost. :smallamused:

Crusader//Factotum
CCleric//Incarnate

Incarnate is for the DR 4/Magic, make that healing go much further.

Factotum and Knowledge Devotion is actually better than Int to atk/damage..if only Iajutsu focus was allowed...

term1nally s1ck
2010-02-17, 11:24 AM
Oh, and splat that bug. Teleport above it.

[roll0]
[roll1]

theterran
2010-02-17, 11:25 AM
150XP.

Moving on?

term1nally s1ck
2010-02-17, 11:29 AM
Grab my shield and heal up first, and then pontificate on whether to go open that chest before having defeated all the encounters....I'm intrigued by what the 'fool' comment is, so I'll purposefully ignore the warning and go find the last room. Out the other door from the bug room, what do I see?

theterran
2010-02-17, 11:31 AM
Opening the door, you see a hallway going east for 20ft before turning south.

term1nally s1ck
2010-02-17, 11:39 AM
At a guess, following it round will lead to just outside Mr stabby's room, so once that's confirmed, head back through bugsy's room, and turn north straight away.

theterran
2010-02-17, 11:44 AM
Yes, it winds back around to stabby's room.

Are you wanting the split north, or the "T" North coming out of the bug room?

term1nally s1ck
2010-02-17, 11:56 AM
The very first split.

I'm considering dropping Incarnate for Totemist...I'm using a feat for a soulmeld, so I'll always have the Bracers and the rageclaws, but I'm not sure what the best second soulmeld would be...Mantle of Flame IS very nice..but my AC is low and Wormtail belt would help..I think it'll be totemist.

theterran
2010-02-17, 12:10 PM
You travel 30ft north (triggering an acid trap as you go) before it ends in a T.

East it goes 35ft before turning south. with a north split at 20ft.
West it goes 10ft before turning south.

term1nally s1ck
2010-02-17, 01:02 PM
East then south.

theterran
2010-02-17, 01:14 PM
Alright, heading east. you trigger an acid trap just before the north split, at the north split you see that it goes north for 10ft before turning west.

Continuing east, you go for another 10ft before turning south for 20ft, then east for 10ft, then north for 10ft, you hop a pit, then continue north for another 30ft before turning west.

Looking west you see the hall goes 60ft before turning south with a split south 20ft down the hall.

term1nally s1ck
2010-02-17, 01:20 PM
take the first turning south. If all it does it lead back to just north of the bug room, then take the turning at the end instead.

theterran
2010-02-17, 01:22 PM
10ft down the south split, you see a green notecard. (otherwise, yes it leads back to the "north split", though you would fall in a pit, you can just teleport out...)

term1nally s1ck
2010-02-17, 01:27 PM
Read the card, then head back up to the long EW corridor, head west then south at the end.

theterran
2010-02-17, 01:31 PM
The card reads “You've Been Poisoned. Have Fun.” written in common.

Fort Save Plz.

term1nally s1ck
2010-02-17, 01:33 PM
...I hate Tanaric sometimes...

d20=3 Come on...I'm good at saves...just attack rolls I suck at..

term1nally s1ck
2010-02-17, 01:34 PM
[roll0]

Second time's the charm?

theterran
2010-02-17, 01:35 PM
Forgot to hit Shift :smallwink:

(edit)

You feel no different
Or do you!

term1nally s1ck
2010-02-17, 01:39 PM
.....O_o

Aaanyway....back to the plan....north, west, then south at the end of the corridor.

theterran
2010-02-17, 01:51 PM
You travel west and get to the south turn.

20ft down the south hall is a door on the east wall.

(Also, do you have anything to check 5ft in front of you? or just the 10ft pole?)

term1nally s1ck
2010-02-17, 01:58 PM
Just the pole.

Go into that room

theterran
2010-02-17, 02:01 PM
You move 5ft and the floor gives way

Reflex Save...:smallconfused:

term1nally s1ck
2010-02-17, 02:11 PM
friendly..

[roll0]

theterran
2010-02-17, 02:32 PM
you pass, I'm assuming you want to be on the other side.

so you make it to the door, would you like to open it?

term1nally s1ck
2010-02-17, 02:39 PM
Was that pole not enough to find the trap?

If not, I'll move the sack I'm carrying around (full of mostly firewood and wheat atm) just in front of me to trigger any traps like that.

And yes, open the door.

theterran
2010-02-17, 03:08 PM
I guess it really depends on how you interpret it...technically you were never more than 5ft from that square once it came into your view...which is kinda sneaky I'll admit...

Anyway.

You open the door and see three squirrels on the wall, one at 5ft, one at 10ft, one at 15ft.

Since they win initiative. A darkness permeates the room, your vision cannot pierce it. You are still standing outside the door to the room.

term1nally s1ck
2010-02-17, 04:57 PM
If the room was large enough, I'll walk 15' forward, so that nothing on the walls can reach me. I'll then ready an action to teleport 15' above anything that attacks me.

theterran
2010-02-17, 05:06 PM
The room is a 4x3 square

{table=head]|A_|B_|C_|D_
1||||
2||||S
3||||[/table]

Door is in A3 West, Squirrels are in D2 at 5/10/15 feet.

Hope that helps.

term1nally s1ck
2010-02-17, 05:25 PM
Move to B2. Same readied action.

theterran
2010-02-18, 07:19 AM
Once you enter the darkness, you take [roll0]

And I need a fort save.

term1nally s1ck
2010-02-18, 08:29 AM
[roll0]

*hopes*

theterran
2010-02-18, 08:33 AM
Fail.

You take 1 point of Str Damage.

You are attacked by one of the squirrels

[roll0]
Damage - 1

Then your readied action goes off, squishing the squirrel.

Then you're attacked by the 2 other squirrels

[roll1]
Damage = 1

[roll2]
Damage = 1

term1nally s1ck
2010-02-18, 08:37 AM
So I know where another squirrel is?

Teleport above that one too.

[roll0]
[roll1]

5/9 HP minus whatever I take here.

theterran
2010-02-18, 08:38 AM
So you pass out from the non-lethal damage then...

term1nally s1ck
2010-02-18, 08:39 AM
Rageclaws, can function til -13 HP.

EDIT: Otherwise that kobold would have annihilated me.

theterran
2010-02-18, 08:41 AM
Yes, but rage claws has nothing on Non-Lethal Damage.


. When you take nonlethal damage, keep a running total of how much you’ve accumulated. Do not deduct the nonlethal damage number from your current hit points. It is not "real" damage. Instead, when your nonlethal damage equals your current hit points, you’re staggered, and when it exceeds your current hit points, you fall unconscious. It doesn’t matter whether the nonlethal damage equals or exceeds your current hit points because the nonlethal damage has gone up or because your current hit points have gone down.

Your HP is 5, your non-lethal is 11. so you fall unconcious.

term1nally s1ck
2010-02-18, 08:48 AM
Well, crap. Rageclaws has a fairly large limitation then.

I don't suppose you'd let me (since I didn't know that rule) take that as lethal damage instead?

term1nally s1ck
2010-02-18, 08:50 AM
Hold on, I have Fast Healing 1, he has 1 damage max. (Bar very lucky crits)
IF I heal the non-lethal, I can get back in fighting form. 11 turns of damage then.

[roll0]
[roll1]
[roll2]
[roll3]
[roll4]
[roll5]
[roll6]
[roll7]
[roll8]
[roll9]
[roll10]

3 misses, 8 damage total, I heal all non-lethal, and am on -4 HP.

Splat the little thing, and move on smiling.

theterran
2010-02-18, 08:52 AM
If you're unconcious, he can CDG you into oblivion.

term1nally s1ck
2010-02-18, 08:55 AM
Oh yeah.

D'oh.

Well, that's me not knowing the rules properly...oops.

Do I *have* to restart? I'm just going to put together about 4 attempts at the color spray guy, then do all the other encounters exactly the same way as I did them this time through, which makes it nigh impossible for me to die.

term1nally s1ck
2010-02-18, 09:08 AM
Well, here goes:

Color Spray dude:

[roll0]

If pass:
[roll1]
[roll2]

If fail:

Durations:

[roll3]

[roll4][roll5]

[roll6][roll7]

[roll8][roll9]

[roll10][roll11]

[roll12][roll13]

[roll14][roll15]

[roll16][roll17]

Then go to 'if pass'

If dead:

Well, here goes:

Color Spray dude:

[roll18]

If pass:
[roll19]
[roll20]

If fail:

Durations:

[roll21]

[roll22][roll23]

[roll24][roll25]

[roll26][roll27]

[roll28][roll29]

[roll30][roll31]

[roll32][roll33]

[roll34][roll35]

Then go to 'if pass'

If dead:

Well, here goes:

Color Spray dude:

[roll36]

If pass:
[roll37]
[roll38]

If fail:

Durations:

[roll39]

[roll40][roll41]

[roll42][roll43]

[roll44][roll45]

[roll46][roll47]

[roll48][roll49]

[roll50][roll51]

[roll52][roll53]

Then go to 'if pass'

If dead:

Well, here goes:

Color Spray dude:

[roll54]

If pass:
[roll55]
[roll56]

If fail:

Durations:

[roll57]

[roll58][roll59]

[roll60][roll61]

[roll62][roll63]

[roll64][roll65]

[roll66][roll67]

[roll68][roll69]

[roll70][roll71]

Then go to 'if pass'

term1nally s1ck
2010-02-18, 09:10 AM
Mr badbreath:

[roll0]
[roll1]
[roll2]

[roll3]
[roll4]
[roll5]
[roll6]

[roll7]
[roll8]

term1nally s1ck
2010-02-18, 09:16 AM
Things to note: I'll poke squares both 5' away and 10' away with the pole. Cos I can.

I'll take the known explosive runes notes without reading them, and take the poisoned note with my shield/sword, puting it into the backpack to keep it safe.

Orc:

[roll0]
[roll1]
If crit threat:

[roll2]
[roll3]

[roll4]
[roll5]

Kobold:

[roll6]
[roll7]
[roll8]
[roll9]+[roll10]
[roll11]
[roll12]

[roll13]
[roll14]

term1nally s1ck
2010-02-18, 09:17 AM
grey wrinkled thing:

[roll0]
[roll1]

[roll2]
[roll3]

term1nally s1ck
2010-02-18, 09:19 AM
Bugsy:

[roll0]

I move to C2/D3, and drop my shield.

I assume it comes to attack me, and if so:

[roll1]
[roll2]

[roll3]
[roll4]

term1nally s1ck
2010-02-18, 09:22 AM
Bugsy crits:

[roll0]
[roll1]

Squirrels are an auto-win if I play it right, by readying an action to teleport squash if they attack.

I take 1d6 lethal from the darkness and ready the first kill. 3 from each squirrel, and 1d6 lethal falling. 2 from the other squirrels, and 1d6 falling. 1 from the last squirrel, and 1d6 non-lethal falling (probably unconscious.)

[roll2]

theterran
2010-02-18, 09:23 AM
Don't forget to roll your fort save.

Sliver
2010-02-18, 09:26 AM
You know, when you are in the negatives, your non lethal damage of 0 is more then your current hit points (of less then 0) so it means that rageclaws and that other feat in the PHB that lets you basically act when in negatives do nothing.. Just saying..

term1nally s1ck
2010-02-18, 09:31 AM
Sooooo...floor complete?

I should check to see what the attack rolls were for the squirrels, so I can figure out if they dropped anything.

Squirrel 1: [roll0]
[roll1]
[roll2]

Squirrel 2:[roll3]
[roll4]

Squirrel 3: [roll5]

theterran
2010-02-18, 09:33 AM
LOL...floor complete? It's not anywhere close to complete...you're a little over half way done...

you get 150xp for the squirrels...and the darkness lingers...

(edit) you pass.

term1nally s1ck
2010-02-18, 09:33 AM
[roll0]

Probably gonna take the damage.

EDIT: Sliver, stop trying to cause problems :smalltongue:

term1nally s1ck
2010-02-18, 09:37 AM
Well, I now have enough xp to level up..So I doubt there are any more encounters.

CBA leveling (char dies as of floor 2), so I'll just say +4 HP (d6) for now.

I don't think I can go anywhere other than north from outside the squirrel door, so I'll head to the chest room and open it.

Sliver
2010-02-18, 09:38 AM
Or maybe your initial assumption is incorrect..

theterran
2010-02-18, 09:40 AM
Outside the squirrel door you can go north or south.

term1nally s1ck
2010-02-18, 09:42 AM
South of squirrel door I would assume leads to a S-N T-junction from which I could go south then west to get to the chest room.

(and unless the floor has been upgraded since people were talking about it, which is quite possible...meh. I'll level him up if I get another encounter.)

term1nally s1ck
2010-02-18, 10:29 AM
Oh, and I know about the skiurids and the shadow nugget/s I can get, I just need to go find a way to kill the darkness first.

theterran
2010-02-18, 11:21 AM
So you still want to go back to the chest room?

term1nally s1ck
2010-02-18, 11:42 AM
Yeah, I think that'll be my next move.

theterran
2010-02-18, 11:53 AM
Alright, you're back in the chest room, now what? :smallsmile:

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.

term1nally s1ck
2010-02-18, 11:55 AM
Prod it with the pole. If it's still there/hasn't tried to eat me, stand on it. If it's still a chest, open it up.

theterran
2010-02-18, 11:56 AM
As you move to stand on it, the chest opens and presents rows of serrated teeth, it promptly makes you its dinner

You open it and find 7 Platinum

term1nally s1ck
2010-02-18, 11:58 AM
1pp/encounter. I love it when I'm right.

North exit of chest room, west to end, north to the T, east, then north.

theterran
2010-02-18, 12:02 PM
The hallway goes 50ft north, before turning west. 25ft down the hallway is a door on the west side.

term1nally s1ck
2010-02-18, 12:04 PM
Go through the door.

theterran
2010-02-18, 12:22 PM
You open the door to see hairy, ferocious hobgoblin.

He charges you.

[roll0]
[roll1]

On Crit

[roll2]
[roll3]

term1nally s1ck
2010-02-18, 12:39 PM
Puny Hobgoblin get smashed.

[roll0]
[roll1]

EDIT: What does the room look like, btw? (mostly doors, so I know where hasn't been explored)

theterran
2010-02-18, 12:42 PM
{table]|A_|B_|C_|D_|E_
1|||||
2|||||
3|||||
4|||||
5|||||
6|||||[/table]

Doors at A1 North, A6 West, and E3 East, where you are.

term1nally s1ck
2010-02-18, 12:51 PM
Well, assuming he's dead, let's go through the door at A6.

theterran
2010-02-18, 01:02 PM
The hallway goes West for 10ft before Teeing north/south, it also goes north for 10ft before turning west.

term1nally s1ck
2010-02-18, 01:21 PM
How unfair would it be for me to make this guy for the Arena? A Wizard with Abrupt Jaunt and Enlarge Person can do it every combat.
North then West.

theterran
2010-02-18, 01:34 PM
This guys wouldn't last for very long in the arena...because you have to get close enough to actually do this...and most of the caster / ranged characters will kill you before you come anywhere close to them.

As you turn the corner west, you see a green notecard 10ft in front of you.

Also 10ft in front of you the hallway T's north south.

term1nally s1ck
2010-02-18, 01:46 PM
I'll take that as a 'go on then'

Read the note, then go north.

theterran
2010-02-18, 01:48 PM
The card reads.
“You've Been Poisoned. Have Fun.” written in common.

Fort Save plz.

term1nally s1ck
2010-02-18, 01:50 PM
[roll0]

Filler

theterran
2010-02-18, 01:57 PM
You feel no different.

You head north 20ft before turning east and tripping a trap that deals you [roll0] non-lethal damage. But you heal it after a few turns so no big deal. You travel 20ft east, passing a door at the 15ft mark on the south side (leading into that room you just came from). At 20ft you turn north.

The hallway travels 20ft north before turning east.

At 10ft there is an east/west split. Traveling to the split you see that the hall runs 20ft east before turning south, and 10ft west before turning north. 5ft north and east of the split you find pits.

term1nally s1ck
2010-02-18, 02:03 PM
Go West from that split.

theterran
2010-02-18, 02:05 PM
You go 10ft west and look north.

the hallway is 45ft long before turning east. 20ft into the hallway, there are doors both on the east and west wall.

term1nally s1ck
2010-02-18, 02:06 PM
Wow, you weren't kidding...West door plz.

EDIT: Didn't the Hobgoblin have loot?

theterran
2010-02-18, 02:11 PM
Oh crap...yeah...he had a potion (2nd level), a mwk studded leather, and a mwk scimitar.


Opening the door reveals the following room:
{table]|A_|B_|C_
1|||
2|||
3||L|
4|||
5|||C [/table]
There is a door at A-2, which you are just outside of and another at C1 east. There is a large lever with a bright red handle in the center of the room. There is a cake in the southeast corner of the room, on a tray bolted to the floor, with frosting reading something. . A note attached to the wall above the cake reads something else.

term1nally s1ck
2010-02-18, 02:14 PM
Read everything.

theterran
2010-02-18, 02:26 PM
The cake reads:
“This Is Your Reward For Pulling The Lever; Eat Me Once You Do”

The Note Reads: “The Cake Is A Lie. The Room Is A Trap.”

term1nally s1ck
2010-02-18, 02:34 PM
I like cake, so I trust the cake.

Pull the lever.

Sliver
2010-02-18, 02:42 PM
1pp/encounter. I love it when I'm right.

I think this is the first time someone guessed it.. Good job!

theterran
2010-02-18, 02:43 PM
You feel a gravity shift as you fall upward toward the ceiling.

[roll0]

You stay on the ceiling for 13 rounds,

then fall back to the floor
[roll1]

term1nally s1ck
2010-02-18, 02:48 PM
Huh. Falling is my trick.

Heal up, and eat that reward :smallbiggrin:

Sliver
2010-02-18, 02:49 PM
*pokes* Reflex 15 to try and catch the lever before taking off I believe.. Not that it matters..

term1nally s1ck
2010-02-18, 02:51 PM
Nah....falling is too fun to avoid doing it :smalltongue:

theterran
2010-02-18, 02:57 PM
If it would have mattered, I would have mentioned it, but since his guys is basically built around falling, I figured it didn't matter...

theterran
2010-02-18, 02:59 PM
Eating the reward...:smallamused:

Need a fort save.

and then another.

term1nally s1ck
2010-02-18, 03:02 PM
[roll0]
[roll1]


.................

theterran
2010-02-18, 03:07 PM
You take [roll0] Primary Str Damage
and [roll1] secondary Str Damage

(edit) you have 1 Str left.

term1nally s1ck
2010-02-18, 03:12 PM
...wow.

I guess I have to get out of the armor and shizz...get it down to a max load of 20, and drag 80 more..go through the other door on this corridor, I think.

EDIT: EPIC AC of 9, atm.

EDIT2: Pretends he doesn't have Detect Poison memorised..

theterran
2010-02-18, 03:17 PM
Opening the door reveals the following room:
{table]|A_|B_|C_|D_|E_
1|||||
2|||||
3||||| [/table]
There are doors at A3 west and E3 east.
A string of 4 notes hangs in the center of the room.

term1nally s1ck
2010-02-18, 03:22 PM
Read the 4th note, it explodes, the ceiling falls on me, I open the chest.

theterran
2010-02-18, 03:43 PM
A hay stuffed sack falls from the ceiling.

Inside the sack are two potions of 1st level.

term1nally s1ck
2010-02-18, 09:09 PM
Go out the other door from this room.

theterran
2010-02-19, 07:17 AM
You come into a hallway running north/south
10ft south the hallway ends, teeing east/west
20ft north the hallway does the same.

term1nally s1ck
2010-02-19, 07:26 AM
I think either direction then west leads me straight back to a place I've already been, is there anything else of note if I go north then west?

theterran
2010-02-19, 07:37 AM
You go north for 20ft, at the "T" the hallway goes east for 10ft before turning south, and west for 10ft before turning north.

term1nally s1ck
2010-02-19, 07:39 AM
west then north.

theterran
2010-02-19, 07:48 AM
You travel west for 10ft, north for 10ft, east for 40ft before turning south.

Looking south you see a door 10ft in front of you, with the hallway turning east at the 10ft mark.

term1nally s1ck
2010-02-19, 07:50 AM
Have I been in the room through that door?

theterran
2010-02-19, 07:51 AM
Nope. 10chars

term1nally s1ck
2010-02-19, 07:52 AM
*has screwed up his map*

Oh well, go through that door.

theterran
2010-02-19, 07:59 AM
The room only has one door, that you just entered through.

In the center of the room is a large red button with a note on it.

term1nally s1ck
2010-02-19, 08:05 AM
Read the note...

theterran
2010-02-19, 08:16 AM
the note says

PUSH ME!

written in large white letters.

term1nally s1ck
2010-02-19, 08:18 AM
*sigh*

No.

Ok, I'll leave it to you, I'm just going to ignore everything I see in the corridors for now, until I get to the next room I haven't been into. I *need* to get to the shop, cos I need a scroll of restoration..

theterran
2010-02-19, 08:28 AM
Stepping back out the door and looking east. the hallway goes for 10ft before ending in a door. (forgot to mention this when you entered the other room)

Infront of the door is a big white and red bulls eye on the ground.


You haven't been in this room either.

term1nally s1ck
2010-02-19, 10:29 AM
Stand on the bullseye, and if nothing happens of note, enter the room.

theterran
2010-02-19, 10:36 AM
You take 1 str damage and fall down under the weight of yourself

Opening the door reveals the following room:
{table]|A_|B_|C_|D_|E_
1|||||
2|||||
3||||1|
4|||||
5|||||
6||||| [/table]
There is a door at A-3, which you are just outside of, another at A-5, E5 and D6. There is a metallic humanoid standing in the room looking at you.
Initiative:[roll0]

theterran
2010-02-19, 10:49 AM
The metal guy moves at you, and attempts to start a grapple
[roll0]

[roll1]

[roll2]

term1nally s1ck
2010-02-19, 10:49 AM
Well, unless he does a ridiculous amount of damage, or any str damage,

[roll0]
[roll1]

I can still blink teleport, right?

theterran
2010-02-19, 10:55 AM
yep...you can.

150Xp.

term1nally s1ck
2010-02-19, 10:58 AM
Continue searching...There's a lot more to this floor than I realised. I wish I could run a char through it again after I start DMing...#5 would benefit from the extra XP and gp.

theterran
2010-02-19, 11:06 AM
Which door in the room are you going through? there are 4...

term1nally s1ck
2010-02-19, 11:07 AM
The one nearest to opposite the one I entered through. I don't have my map anymore, so I'll just explore at random til I find a new room to enter.

theterran
2010-02-19, 11:16 AM
Congratulations, you found the vending machines.
From here you can go on to the between floor to rest. Though once you advance beyond that, you cannot come back.

term1nally s1ck
2010-02-19, 11:32 AM
Ok, I'm gonna do some selling. I can drag everything (part by part) to this room from where I had to leave it, if it's still there..

I need to buy a scroll of restoration, and a scroll of Light, to cancel out the darkness in squirrel room. If I can't afford the restoration scroll yet, I'll use the scroll of light to cancel the darkness in squirrel room.

I just need to figure out how much it all costs...

Loot:
Chain Shirt: 100gp
Longsword: 15gp
Ripper: ?
Chainmail x2: 300gp
Sundark Goggles: ?
Small Chain Shirt: 100gp
Small Shortsword: 10gp
Javelin: 1gp
Potion (2nd level): 300gp
Mwk studded leather: 175
Mwk Scimitar: 315 gp
Potion (1st Level) x2: 100gp

1416, so sells for 708 gp.

If I take the scroll of Light, and go use it in the darkness, do I find a shadow nugget?

EDIT: And if I go up a floor, do I recover any ability damage?

theterran
2010-02-19, 11:43 AM
You go back and the darkness is gone and there's a nugget laying there.

And you'll recover 1 damage per day (I believe that's the RAW rules..but the new falling rule will be enforced)

So are you done with this floor, or do you want to continue searching more?

term1nally s1ck
2010-02-19, 11:52 AM
I'll take the nugget, and go sell it, then carry on exploring for more rooms. I'm not going to touch any items, or anything of the sort, so unless there are more encounters, that's the end of the floor.

If that's the end, this char has to be officially retired, and I need to know the XP and gp a char starts with at the start of floor 2 so I can finish building #5.

theterran
2010-02-19, 12:01 PM
there are actually 2 more encounters...but you can skip them if you'd like...:smallwink:

Also, starting Floor 2 as a new character is base level 2 I believe...(ie. 1000XP, 900gp)

term1nally s1ck
2010-02-19, 12:06 PM
That *is* a loss, isn't it. 1650 XP total available on this floor.

Oh well, New char being written up as we speak. Don't suppose you'd check it for me?