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Sliver
2010-02-27, 11:55 PM
You come to in the following room:{table]|A_|B_|C_|D_|E_|F_|G_|H_
1|x|x|||||x|x
2|x|||||||x
3||||||||
4||||||||
5||||||||
6|x|||||||x
7|x|x|||||x|x[/table]

There is a door at D-1, and another at D-7. There are vending machines in the room, with a notice that you can use these precisely once.

Character sheet (http://www.myth-weavers.com/sheetview.php?sheetid=186744)

There is weak lighting from an unknown source.

term1nally s1ck
2010-02-28, 12:03 AM
Hmmkay..so save them for something good.

D1, please.

Sliver
2010-02-28, 12:05 AM
The north door reveals a dimly lit corridor flooded with murky water, running to the east and west. To the east, it runs for thirty-five feet before turning south. To the west, it runs for thirty feet before turning south.

term1nally s1ck
2010-02-28, 12:11 AM
Ugh...water..

Oh well, guess I'll head through D7 then...I can always get a scroll of water breathing or something later on.

Sliver
2010-02-28, 12:16 AM
The south door reveals a 15-foot wide corridor, flooded with murky water. It runs south for fifty feet before ending in a sandy beach that continues for another thirty feet, ending in a door. 15ft down the hall is a 15ft wide turn to the east.

term1nally s1ck
2010-02-28, 12:28 AM
I have enough rubbish to weigh me down, so I'll take a deep breath, and walk into the water, headed straight to the beach. 1/2 speed is 15', so if I hustle I get there in 2 rounds. I'm guessing I get attacked after 1, though.

Sliver
2010-02-28, 12:34 AM
You sink straight down 30ft and start walking. Indeed after a few seconds you get charged by an eel-human hybrid.

Underwater combat systems on!

[roll0]
[roll1]

[roll2]

term1nally s1ck
2010-02-28, 12:46 AM
Initiative: You win.

Maneuvers: [roll0]
[roll1]

Crusader's Strike
Stone Bones
Charging Minotaur
Douse the Flames
Vanguard's Strike

Sliver
2010-02-28, 12:46 AM
Oh and forgot.. The water provides obscuring mist like effect so..

[roll0] 1 negates the former attack.

term1nally s1ck
2010-02-28, 12:50 AM
It missed, anyway.

Sliver
2010-02-28, 12:59 AM
It strikes with it's pincers and teeth:

[roll0]
[roll1]
[roll2]

[roll3]
[roll4]
[roll5]

[roll6]
[roll7]
[roll8] + attach

term1nally s1ck
2010-02-28, 01:18 AM
Well...a pincer hit. and did 1 damage. which was healed.

hit it back, then carry on moving towards the beach (taking the AoO...I'd rather take 2 attacks a round than 3 with a potential grapple thingy.)

[roll0] Insp point used.

[roll1] Insp point used if a hit.

Knowledge roll: [roll2]

+1 to atk and damage if above 15, +2 if above 25.

term1nally s1ck
2010-02-28, 01:20 AM
[roll0] 1 is a miss...

term1nally s1ck
2010-02-28, 01:21 AM
[roll0] Maneuver granted..

Sliver
2010-02-28, 01:22 AM
AoO:

[roll0]
[roll1]
[roll2]

It charges:

[roll3]
[roll4]
[roll5]

term1nally s1ck
2010-02-28, 01:34 AM
Misses.

Did I hit, by the way? I need to know to keep track of insp points/Hp.

Same again, attack then move away to the beach.

[roll0]
[roll1]
[roll2] 1 misses
[roll3]

Sliver
2010-02-28, 01:39 AM
You are now right next to the beach. The sand is like a wall and goes straight up so you will have to climb or swim up.

[roll0]
[roll1]
[roll2]

[roll3]
[roll4]
[roll5]

Both attacks hit so far.

term1nally s1ck
2010-02-28, 02:02 AM
...crap.

Ok, that's fine...just kill the thing, *then* climb up it.

It hits for 0 damage.

[roll0]
[roll1]
[roll2] 1 misses

Stone Bones granted.

Move away from the beach and the creature, as much as is possible.

Sliver
2010-02-28, 02:13 AM
Hit and kill.

300xp.

term1nally s1ck
2010-02-28, 02:30 AM
Get out of the water.

Make a few trips around the area underwater, to make sure there's no other nasty creatures nearby that will come eat me, and making sure to only ever be underwater for a minute or so.

If there's nothing, take off the armor, and shield, put them in the backpack, and use take 10s to climb the sand wall. (+6 modifier)

At the top, put the armor on ASAP, and look around.

Sliver
2010-02-28, 02:39 AM
You find a spear in the water.

Also, a chest half hidden under the sand.

term1nally s1ck
2010-02-28, 03:02 AM
poke the chest from a distance, if it doesn't kill the pole, open it.

Sliver
2010-02-28, 03:06 AM
You find 6000sp, a wand and 100ft of silk rope.

term1nally s1ck
2010-02-28, 03:27 AM
Niiice lewts.
There's a door here, right? I'ma go open it.

Sliver
2010-02-28, 03:32 AM
http://img8.imageshack.us/img8/6299/room2pq.th.jpg (http://img8.imageshack.us/my.php?image=room2pq.jpg)

Assume you have moved over all the sand area. Yellow squares are sand. Gray squares are pillars. Gray star is a note pinned to the wall. Half squares or squares with a line going through them are doors. You came through the door that is below the black spot at the upper left corner, it is the second from the left.

term1nally s1ck
2010-02-28, 03:39 AM
Where can I step into the water easily? Is it *all* cliff edges, or just some parts?

And I really know I shouldn't, but read the note. From as far away as possible.

Sliver
2010-02-28, 03:42 AM
Everything is clifflike.

“I hope you remembered a shovel.”

term1nally s1ck
2010-02-28, 03:46 AM
I'ma gonna deal with this place last, I feel.

Anyway, from the door I entered through, leave through the next door clockwise, please.

Sliver
2010-02-28, 03:58 AM
It opens to a sandy hall going 15ft then widening into a 15ft sandy hall for 20ft. Then there is murky water that extends for 60ft.

After 5ft of water there is a turn north 5ft wide. 45ft into the hall there are 2 halls going north and south, 15ft wide.

term1nally s1ck
2010-02-28, 04:39 AM
....is this entire level made of water?

Yeah, I can't risk wading through water of unknown distance.

Next door in the big water room clockwise.

Sliver
2010-02-28, 04:41 AM
This 5ft hall is flooded with water as well and continues for 15ft west and is T-ing north and south.

term1nally s1ck
2010-02-28, 02:57 PM
I'll pass, and try and get through as much of the floor as is *not* waterlogged as possible.

Next door clockwise, if it's flooded, go to the next one, til I find a hall that isn't flooded.

Sliver
2010-02-28, 02:59 PM
There is no light in the next room.

term1nally s1ck
2010-02-28, 03:19 PM
Go back outside, close the door, and crack a sunrod, and stick it in my pack. Then go back in.

term1nally s1ck
2010-03-04, 07:34 AM
Bump? Dunno if you're busy or sumth..

Sliver
2010-03-05, 04:57 AM
Sorry.. Lets continue:

{table]_|A_|B_|C_|...|D_
1|
2|
3|[/table]

You are outside B1. Through A1 to A3 is a platform that looks like it is made of pure force. The room is 50ft long. At D2 (which is at the end of that room) there is a platform of force in front of a door. There is a note and a button at A1 and another note at A3.

term1nally s1ck
2010-03-05, 06:21 AM
Read the notes.

Also, I'll poke at the empty air around the platforms with my 10' pole, to see if they are empty.

Sliver
2010-03-05, 06:34 AM
One reads “Take the leap of faith for great glory and greater reward.” and the one next to the button reads “Push me if you're afraid to jump.”

There is within reach of the force platforms.

term1nally s1ck
2010-03-05, 11:00 AM
There is what within reach of the force platforms?:smallconfused:

Sliver
2010-03-05, 11:01 AM
It was not intentional but it really fits. There is nothing within reach of the force platforms.. Exactly like I wrote..

term1nally s1ck
2010-03-05, 11:11 AM
...riight.

Ok, can I reach the button with the 10' pole while standing outside the room? I'm not pressing an unknown button on a magical platform with me on it above a drop of unknown distance. My char does have 18 Int, after all..

Sliver
2010-03-05, 11:14 AM
.. Ok, but the button has cover so you will have harder time making the touch attack..

You press the button, nothing happens.

term1nally s1ck
2010-03-05, 11:25 AM
Prod at where the force platforms were, then anywhere I can reach, see if anything invisible appeared. Or didn't appear, more precisely :smallconfused:

Sliver
2010-03-05, 11:26 AM
The force platforms are still there.. But now there is something at B2. And beyond!

term1nally s1ck
2010-03-05, 11:32 AM
Can I step from the door to the platform at A1? Or do I have to jump?

I knew half plate would be a pain in the neck. I hope I can afford full plate soon.

Sliver
2010-03-05, 11:33 AM
Just wondering.. Why?

And no, you can't even jump through the wall or step around without stepping on the platform that is right in front of you that you are either afraid of or think it doesn't exist.

term1nally s1ck
2010-03-05, 11:37 AM
...Huh?
"You are outside B1. Through A1 to A3 is a platform that looks like it is made of
pure force."

If there's floor at B1, I'll walk over it to B2, and have a feel around to see where else the floor seems safe.

Sliver
2010-03-05, 11:39 AM
Yes, through, that includes the middle. Not just "at"

The invisible floor extends until the force platform.

term1nally s1ck
2010-03-05, 11:44 AM
Err, the middle of A1-A3 would be A2 not B1, wouldn't it?

Check the force platform is real, and step onto it.

Stow the pole away, draw my sword, ready my shield, and open the door.

Sliver
2010-03-05, 11:47 AM
Oh I see the problem.. I ment you were outside A2, not B1 at the beginning.. BB in 20 minutes or less!

Sliver
2010-03-05, 12:11 PM
You see a half circle room which is probably more of a circle but you can only assume. There is no floor in this room as well. There is a force platform that extends beyond the door for 30ft. There is no platform between the one you are on and the long one beyond the door so there is a 5ft gap. 20ft through the platform it forms an intersection and extands both north and south for 15ft, turning east both for 10ft (so it forms like an -E with all the platforms ending at the same distance into the room) and 10ft east of each of the platform's endings there is another platform - 5ft large (there is a 5ft gap between the small platforms and the large E shaped one. 15ft beyond each of the platforms is another platform, with the one in the middle extending east beyond sight. 10ft north of the northmost small platform (the one right beyond the E) there is a stormy cloud.

[roll0]

Boy that was long..

term1nally s1ck
2010-03-05, 12:18 PM
Ahhh, a storm elemental. There's one of them in the Duo dungeon I'm making.

[roll0]

Sliver
2010-03-05, 12:23 PM
The storm cloud floats to the middle platform (the one 10ft to the east of the center - in the E) and emits a blast of thunder and a bolt of lightning.

[roll0] - DC12 fort halves.
[roll1] - DC12 ref halves.

term1nally s1ck
2010-03-05, 12:31 PM
[roll0]

[roll1]

I'll sit tight, and hope it comes closer.

Sliver
2010-03-05, 12:35 PM
It charges you.

When it reaches 10ft, it also emits a shock:

[roll0] fort DC12 halves.

[roll1]
[roll2] - second # is for electricity damage.

Yeah it's a small storm elemental..

term1nally s1ck
2010-03-05, 12:53 PM
Oh, I don't really care about the info, but I have Knowledge devotion. That roll gives a +2 to atk/damage against it.

[roll0]
[roll1]
[roll2]

Crusader's strike
Stone Bones
Charging Minotaur
Vanguard's strike
Douse the flames

If Crusader's is available, use that. If not, use stone bones. If not either, attack normally.

[roll3] Insp point used.
[roll4] Insp point used if it hits.

Healing if needed:
[roll5]

Sliver
2010-03-05, 12:55 PM
A hit, a kill and a heal. 300xp.

term1nally s1ck
2010-03-05, 01:02 PM
Woo!

Well, if I take a 10' run-up, I can make a pair of jumps by taking 10, so I'll hop over from the middle prong to the far platform which carries on for a while.

Sliver
2010-03-05, 01:06 PM
Alright. You are on the platform right beyond the middle - of the E. You see a door to the south of your position and to the east. Just switch the direction and imagine you were looking through the door to the east, because I am just giving you the description I gave theterran a few moments ago..


You see a half circle room which is probably more of a circle but you can only assume. There is no floor in this room. There is a force platform that extends from the door and to the west for 40ft and then there is a small platform 15ft away from it (10ft gap). 25ft to the platform, 10ft away to the north and south, are small (5ft large) force platforms with another one 10ft away from them in the same direction. There are more platforms here too. There is a door to the south and something on a corner of the room on a platform.

Next to the second small platform to the south is a small dark cloud of storm.

The storm cloud doesn't seem to react to you.

term1nally s1ck
2010-03-05, 01:18 PM
Oh wait, that's a 10' gap?

I guess I'll have to take the armor off before making the run-up to jump it.

Can I reach the stormcloud without jumping anywhere?

Sliver
2010-03-05, 01:18 PM
No.

Stuffffffffffff

term1nally s1ck
2010-03-05, 01:22 PM
Then I take the armor off, and start hopping around the room. I can make a 5' gap from standing on a take 10, and a 10' gap with a run-up.

Can I reach that nice treasure chest in the corner?

Oh, and wherever possible, I check the platform I want to jump to with my pole before jumping onto it.

Sliver
2010-03-05, 01:25 PM
The platforms are arranged like that:

<long invisible platform>door<long platform>5ft<small platform>10ft<long platform>

You didn't reverse the directions of the description I gave to theterran..

term1nally s1ck
2010-03-05, 01:32 PM
"There is a door to the south and something on a corner of the room on a platform."

Can I reach them? If not, I'll just carry on down the railroad track, always poking ahead with the pole. :smalltongue:

term1nally s1ck
2010-03-06, 03:43 AM
*casts summon Sliver*

Sliver
2010-03-06, 03:45 AM
Without jumping, no you can't. You are on the 5ft big platform that is 10ft from the one on the east and 5ft from the one on the west, and came from the west. Where do you go?

term1nally s1ck
2010-03-06, 04:21 AM
Then I take the armor off, and start hopping around the room. I can make a 5' gap from standing on a take 10, and a 10' gap with a run-up.

Can I reach that nice treasure chest in the corner?

Oh, and wherever possible, I check the platform I want to jump to with my pole before jumping onto it.

Might not be treasure, but whatever it is...

Sliver
2010-03-06, 04:25 AM
But you can't run before making the 10ft gap. I have said that already.

term1nally s1ck
2010-03-06, 04:28 AM
Can't I make 2 jumps in one move? I could take a run up of 10', jump once over the 5' gap, and then again over the 10' gap.

If not, I guess I have to wander back into the water room, and head to the next door clockwise (after putting the armor back on, anyway.)

Sliver
2010-03-06, 04:32 AM
You need to move 20ft before attempting the jump. The movement only counts for the first jump you attempt after it..

The next door opens to a dark lightless hallway that is immune to light.

term1nally s1ck
2010-03-06, 05:30 AM
I'm gonna holding sword and shield, make my way down the hall by poking the floor with my sword to figure out where I can go. If I find an intersection, go left.

Sliver
2010-03-06, 06:46 AM
You turn left at an intersection. There are quiet a few twists there and you believe you have found a room.

{table]_|A_|B_|C_
1|
2|
3
4[/table]

You came through A4 west and there is another corridor through C4 south.

term1nally s1ck
2010-03-06, 07:03 AM
Make a quick search of the room, and if I find nothing, head on through the next corridor.

Search modifier: +4.

Sliver
2010-03-06, 07:07 AM
You find nothing and continue south.

You feel weaker, and only a few moments later, you are surrounded by many little creatures that swarm around you.

-2 to all d20 rolls. [roll0] damage +DC13 fort vs nausea.

[roll1]

term1nally s1ck
2010-03-06, 07:38 AM
If DR applies, that's no damage.

[roll0]

[roll1]

Sliver
2010-03-06, 07:50 AM
You only roll distraction on your turn.. But it will be used for your actual turn then..

[roll0] (those are separate so DR applies to both)

You have a move action between the above rolls and again the DC13 vs nausea..

term1nally s1ck
2010-03-06, 07:53 AM
Right, so basically I may as well just sit there and wait for the chance to actually do something.

0 damage and 0 damage.
[roll0]

term1nally s1ck
2010-03-06, 07:54 AM
Oh, and since I'm a muppet: [roll0]
Move out of the swarm, and Attack it!
[roll1] +1 if know check was >15, +2 if >25.
[roll2] ditto

insp used on all rolls.

EDIT: 7 or 8 damage vs AC 22. Sounds like a possible kill, if it's only a swarm of tiny creatures?

Sliver
2010-03-06, 07:57 AM
Unless you suddenly have vision here, you still have a 50% miss chance I believe..

[roll0] miss on 1. If it's a 2 you hit.

[roll1]

term1nally s1ck
2010-03-06, 08:00 AM
Did my attack do any damage?

0 damage, [roll0]

Sliver
2010-03-06, 08:01 AM
Without any visual evidence, you can't tell..

Your weapon is slashing, right?

term1nally s1ck
2010-03-06, 08:02 AM
If the attack did anything, attack again:

[roll0]
[roll1]

If not, drop the longsword, and draw a torch and my flint and steel.

EDIT: Longsword, yeah. I'll go with the attack here, even though it probably missed. 3 Insp points used.

Sliver
2010-03-06, 08:05 AM
Miss. But next time, please roll the miss chance.

[roll0]

term1nally s1ck
2010-03-06, 08:08 AM
Ack, damage! 2 points.

I think I healed 2 points last round, so that leaves me on 20HP.

[roll0]

If pass: Move and attack

[roll1] no insp point used.
[roll2]
[roll3] 1 misses.

If fail, nothing happens.

Sliver
2010-03-06, 08:11 AM
Fail.

[roll0]

term1nally s1ck
2010-03-06, 08:17 AM
All my maneuvers have been granted now, so I'll use a Stone Bones if I pass the fort save.

[roll0]


[roll1]
[roll2]
[roll3] miss on a 1.



For next go:

[roll4]
[roll5]

Only relevant ones are Crusader's strike at 1, and Stone Bones at 2.

Sliver
2010-03-06, 08:21 AM
Fail again.

[roll0]

term1nally s1ck
2010-03-06, 08:26 AM
move and Stone bones if possible:

[roll0]

[roll1]
[roll2]
[roll3] 1 misses.

term1nally s1ck
2010-03-06, 08:27 AM
[roll0] 1 is crusader's strike.

Cummon, fort is my best save..

Sliver
2010-03-06, 08:31 AM
What poor fort.. With your luck, when you manage the fort save you will fail the miss chance..

[roll0]

term1nally s1ck
2010-03-06, 08:34 AM
Well it would be a +6, but the thing gives a -2.

[roll0]

Another 2 damage!

If pass, move and stone bones.
[roll1]
[roll2] 1 misses
[roll3]

[roll4] 1 is Crusader's Strike.

EDIT: Or bomb the to-hit roll...

Sliver
2010-03-06, 08:46 AM
Yeah.. That works too..

[roll0]

You are the first to actually have trouble here.. 2 others defeated this encounter I believe, but they didn't have the vision trouble..

term1nally s1ck
2010-03-06, 08:52 AM
It's not really trouble, per-se...I've taken 4 damage from the thing, and done more to it.

Anyway, rolls for the next 7 turns:

[roll0]

[roll1] Stone Bones
[roll2]
[roll3]

[roll4]

[roll5]Crusader's strike.
[roll6]
[roll7]

[roll8] 1 is C Strike, 2 is Stone Bones
[roll9]
From here on out: C strike if it's granted and I haven't hit with one yet.
[roll10]

[roll11]
[roll12]
[roll13]

[roll14]

[roll15]

[roll16]
[roll17]
[roll18]

[roll19]

[roll20]

[roll21]
[roll22]
[roll23]

[roll24]

[roll25]
[roll26]
[roll27]

If it's still around: Maneuvers for next turn: [roll28], [roll29]

EDIT: So attack #1 hit, the rest did nothing.

6d6 for the swarm's damages, unless you beat me to it.

Derp derp. Can't do that.

Sliver
2010-03-06, 08:56 AM
You have hit with stone bones but it's still there.

I believe you have 5DR for the stone bones turn so it will damage there only on a 6.. So 7 turns:

[roll0]

Yeah, I ment trouble not in the you-going-to-die kind, but the it takes you way to much kind..

So 3 damage..

term1nally s1ck
2010-03-06, 09:05 AM
I've taken 5.

Ok, let's fast-forward.

Use crusader's strike when available and under 18 HP. Current HP: 19.
Use Stone Bones when available otherwise.
I heal 2HP on each attack anyway.
Rolls for C strike healing: [roll0][roll1][roll2]
If below 12 HP, use a swift action to activate Healing devotion and gain fast healing 1 for a minute.
After the next attack to hit, I run out of insp points, so lose 4 from the damage.

[roll3]

[roll4]
[roll5] miss on 1.
[roll6]
[roll7]
[roll8]

[roll9]

[roll10]

[roll11]

[roll12]
[roll13] miss on 1.
[roll14]
[roll15]
[roll16]

[roll17]

[roll18] 17HP.

[roll19]

[roll20]
[roll21] miss on 1.
[roll22]
[roll23]
[roll24]

[roll25]

[roll26]

[roll27]

[roll28]
[roll29] miss on 1.
[roll30]
[roll31]
[roll32]

[roll33]
[roll34]

[roll35]

[roll36]

[roll37]
[roll38] miss on 1.
[roll39]
[roll40]
[roll41]

[roll42]

[roll43]

[roll44]

[roll45]
[roll46] miss on 1.
[roll47]
[roll48]
[roll49]

[roll50]

[roll51]

[roll52]

[roll53]
[roll54] miss on 1.
[roll55]
[roll56]
[roll57]

[roll58]

[roll59]

[roll60]

[roll61] EDIT: Hit here!!! Though I think it's a basic attack.
[roll62] miss on 1.
[roll63]
[roll64]
[roll65]

[roll66]
[roll67]

[roll68]

[roll69]

[roll70]
[roll71] miss on 1.
[roll72]
[roll73]
[roll74]

[roll75]

[roll76]

[roll77]

[roll78]
[roll79] miss on 1.
[roll80]
[roll81]
[roll82]

[roll83]

[roll84]

[roll85]

[roll86]
[roll87] miss on 1.
[roll88]
[roll89]
[roll90]

[roll91]

[roll92]

[roll93]

[roll94]
[roll95] miss on 1.
[roll96]
[roll97]
[roll98]

[roll99]
[roll100]

[roll101]


There, I'll go through and edit in what happens as it goes when the rolls are done.

Lol WOW only one successful hit. 13 HP.

Sliver
2010-03-06, 09:09 AM
fort - (d20+4)[17]

attack - (d20+5)[24]
miss chance - (d2)[2] miss on 1.
critconfirm - (d20+5)[9]
damage - (d8+8)[14]
critdmg - (d8+4)[12]
That part was the first hit and beyond that the swarm was broken. 300xp.

Hey, it was the only hit in the last post..

term1nally s1ck
2010-03-06, 09:15 AM
15 HP left. I dislike swarms in the darkness. I'll cast faith healing to go back to full. Wander around the room using my sword as a blind-man's stick to see if there's anything interesting, and if not, carry on through the corridors.

Sliver
2010-03-06, 09:31 AM
You were fighting the swarm in a room..

You reach another room which seems to have no other exits out and has nothing else. The other corridors lead to a loop (I was actually describing this place to theterran and he went into that loop about 3 times..)

term1nally s1ck
2010-03-06, 09:36 AM
If the sword-poking reveals nothing of interest, I'll give up and wander back to the main room.

When I find a way to defeat the darkness, I'll be back.

Til then, I guess I'll have to go without much lewts.

Anyway, next door from the massive central hub of water.

Sliver
2010-03-06, 09:45 AM
You open the door to the south. The corridor is flooded with lava and extends south. There are platforms with 5ft gaps. At the end, the hall turns east. Midway is an intersection where the hall goes east and west.

term1nally s1ck
2010-03-06, 10:08 AM
...eep. Lava.

Ok, take my armor off, let's do some hopping down the hall. Turn left at all junctions. Taking 10 lets me make a 5' jump from standing.

Sliver
2010-03-06, 10:12 AM
The hall running east-west looks like that:

PP_P_P_U_P_P_P_P__PP

U is you, P are platforms. To the west it turns south and to the east it turns north.

term1nally s1ck
2010-03-06, 10:21 AM
go west as far as is possible. and if possible poke the platform ahead of me before jumping to it.

Sliver
2010-03-06, 10:23 AM
The north-south corridor goes like that:

U

P

P
P
P

And it turns east.

term1nally s1ck
2010-03-06, 10:52 AM
hop down it, poking any platforms I can reach with the sword first.

Sliver
2010-03-06, 10:54 AM
You can reach only the square in front of you with your sword...

term1nally s1ck
2010-03-06, 11:05 AM
Then I'll not bother until I reach the ones next to each other.

Sliver
2010-03-06, 11:07 AM
You discover that the one at the middle on the connected ones is illusionary. Going across it the hall running east-west looks like that:

U__PP and turns north.

term1nally s1ck
2010-03-06, 11:18 AM
A double gap? Bah.

Ok, back up the corridor, and let's go north then east. Again, poke any platforms I can reach before stepping on them, and since we've already met one fake, I'll put the shield away and use a 10' pole in the other hand to poke any platform before I jump to it.

Sliver
2010-03-06, 11:21 AM
You mean south and east, right?

The hall goes east and turns south. The southern hall looks like this:

P

P

PD

P
P

D is a door. The hall turns west at the end.

term1nally s1ck
2010-03-06, 11:33 AM
Door!! :smallbiggrin:

Ok, switch to sword and shield outside the door, and enter.

Sliver
2010-03-06, 11:37 AM
You discover a 25ft long hall that is T-ing north and south. It is flooded with lava as well.

15ft away from you there is a platform of force, but unlike the others you have seen, this one moves towards you slowly.

term1nally s1ck
2010-03-06, 11:50 AM
Poke it as it comes within reach, and if it's solid, step on board.

Sliver
2010-03-06, 11:53 AM
It stops within 10ft of you. Feels real. Doesn't move at the moment.

term1nally s1ck
2010-03-06, 12:15 PM
Do a dance on it.

Sliver
2010-03-06, 12:19 PM
After half a minute of Xtreme dancing, the platform starts to move again, east this time. It takes 24 minutes to reach the T.

The hall looks like that:

_
P
U
P
_
_

At both north and south part it turns east. The northern platform starts to slowly move away. The southern one looks immobile at the moment.

term1nally s1ck
2010-03-06, 12:27 PM
hop onto the northern platform. Start dancing again.

Sliver
2010-03-06, 12:45 PM
Your dance is short.

UP__P______D

The platform in front of you starts moving slowly. The platform in the center is immobile.

term1nally s1ck
2010-03-06, 12:49 PM
Step onto the new platform.

Sliver
2010-03-06, 01:22 PM
It reaches the middle platform that didn't start moving yet. The platform you are on doesn't seem to stop.

term1nally s1ck
2010-03-06, 04:35 PM
Is the current one higher or lower than the non-moving one? If higher, stay on it, if lower, step onto the new one, and then back off when the current one comes back out from under.

Sliver
2010-03-07, 02:10 AM
They seem to be at the same hight..

term1nally s1ck
2010-03-07, 04:44 AM
Ok...well, stay on the current one as long as I can.

Sliver
2010-03-07, 08:25 AM
It passes through the platform and continues until it reaches the door.

term1nally s1ck
2010-03-07, 08:53 AM
Illusion again? Sigh.

Sword, shield, open the door.

term1nally s1ck
2010-03-08, 02:39 AM
*wonders what's going on*

Sliver
2010-03-08, 04:51 PM
I'm sorry, not today. We'll continue tomorrow. I will post when I can.

Sliver
2010-03-09, 12:48 AM
I can't promise I will keep on the pace but lets continue..

The door opens to reveal a packed dirt hallway that goes east 5ft and is T-ing north and south.

To the north it goes 30ft and to the south it goes for 40ft, at both ends they turn east.

term1nally s1ck
2010-03-09, 05:27 AM
Poking the floor ahead of me with my sword as I go, I'll go North then East.

Sliver
2010-03-09, 05:30 AM
As you continue walking, pieces of the ceiling are crumbling on top of you, and a larger chunk is loosened when you are 5ft before the turn. [roll0] damage DC13 reflex negates.

term1nally s1ck
2010-03-09, 05:45 AM
Insp point to the save,

[roll0]

Continue on, regardless.

Sliver
2010-03-09, 09:17 AM
The hall goes east for 35ft and turns south. 30ft into the hall you see a small tunnel, one that a small creature could squeeze through, but too small for a medium sized one. 5ft before the tunnel, more rock falls at you. [roll0] same save.

term1nally s1ck
2010-03-09, 09:23 AM
Does the corridor carry on anyway? If so, carry on, if not, turn around, and take the next turning I find I haven't been down yet.

Oh, and unless the boulder is magical, it doesn't penetrate my DR.

This is why I like this char...he does everything well. Nothing spectacular, but everything is competent.

Sliver
2010-03-09, 09:28 AM
Then why did you even roll for it before?

The hall continues south, then turns west. 5ft into that hall a brick falls. [roll0]. The hall turns south, where another brick falls, [roll1], then east, [roll2], then north [roll3], then west, [roll4] then... Gah!

There is a door after 5 bricks [roll5]. It opens to the south.

term1nally s1ck
2010-03-09, 09:35 AM
Ah! Potential damage!

Insp to save for each brick.

[roll0]
[roll1]
[roll2]
[roll3]
[roll4]
[roll5] fail and 2 damage.
[roll6] one too many.

Open the door, sword and shield in hand.

Sliver
2010-03-09, 09:40 AM
Give me a survival check.

term1nally s1ck
2010-03-09, 09:45 AM
Survival?

[roll0]

Sliver
2010-03-09, 09:50 AM
You notice that besides the floor that is next to the walls, the rest of it is actually quicksand.

It opens to a room (Well, it is really hard to describe accurately the dimensions so just go with this:) that continues south and turns east.

term1nally s1ck
2010-03-09, 09:52 AM
I'll wander along the edge of the wall (so the wall is on my left) until something leaps out the quicksand to attack me.

Sliver
2010-03-09, 10:03 AM
The hall continues north and south-eastish. You can see that it is a dead end to the north. Also, while you edge along the wall, more ceiling falls. [roll0]

term1nally s1ck
2010-03-09, 10:15 AM
Go explore the dead end, and if nothing there, head to the south-east.

Sliver
2010-03-09, 10:27 AM
[roll0]

You see a narrow hall going south on the western side, and on the south-eastern side there is a door, but before you reach it something floats through the sand and shoots a bolt from a heavy crossbow.

[roll1]
[roll2]

[roll3]

term1nally s1ck
2010-03-09, 10:42 AM
[roll0]

That's a miss. I'll stay where I am for now, taking the total defence action for a couple of rounds. If he doesn't get any closer, I'll just head to the door, and come back later with a ranged weapon.

Sliver
2010-03-09, 10:45 AM
It sinks into the sand and second round it comes out to shoot again:

[roll0]
[roll1]

[roll2] (brick!)

Opening the door reveals a room covered in planes of glass and extends northeast and southeast, with both ways partially blocked from view.

term1nally s1ck
2010-03-09, 02:31 PM
Hang on, is the ceiling still crumbly? If so, I sheathe my sword, take a move action to pick up a rock, and ready an action to chuck the rock at the creature when it pops up. How much damage are these rocks gonna do?

Sliver
2010-03-09, 02:33 PM
Not enough. I will save you the trouble, it is a DN with tomb tainted..

term1nally s1ck
2010-03-09, 02:40 PM
Well THAT's cheesy..infinite healing, and a place to hide? Hmm...even with the insp poiint to damage?

Anyway, head off through that door.

Oh, and reflex: [roll0]

Sliver
2010-03-09, 02:58 PM
I gave you the description of what is beyond the door.

term1nally s1ck
2010-03-09, 04:41 PM
I'm gonna go with the break everything tactic. Head Southeast, smashing every pane of glass on the way.

Sliver
2010-03-10, 01:10 AM
You fracture the glass but not really smash or shatter it.. You continue doing that? Also, give me a spot and listen.

term1nally s1ck
2010-03-10, 04:53 AM
huh? Is it unbreakable? If so, stop trying..
I wanted to clear the area for LoS purposes against whatever I'm about to fail to spot/hear.

[roll0]

[roll1]

Sliver
2010-03-10, 11:35 AM
It's not unbreakable, just that siege engine are among the stuff listed as having an effect..

Your strike seems to have a delayed effect. The glass shakes and suddenly blasts and creates a cloud of glass spray that deals [roll0] damage, reflex 13 halves.

Then you understand that it is actually a floating speaker looking bug, 20ft east, 10ft high that was attracted by your attack.

[roll1]

term1nally s1ck
2010-03-11, 05:50 AM
[roll0]

[roll1]

Sliver
2010-03-11, 05:53 AM
It blasts the floor below you with sonic damage, causing another spray of glass to rise and deal [roll0] piercing damage, same save. It also rises 5ft higher, now at 15ft above ground.

term1nally s1ck
2010-03-11, 06:18 AM
Oh ffs..flying things..

[roll0] using an insp point on the save.

Are there any larger chunks of glass on the floor I could pick up and chuck at the thing?

Sliver
2010-03-11, 06:23 AM
Not really, no.

term1nally s1ck
2010-03-11, 06:37 AM
Also, knowledge:

[roll0]

term1nally s1ck
2010-03-11, 06:39 AM
Ok, I'm gonna move just underneath it, and throw my sword at it:

[roll0] insp point used.

[roll1] insp point used if a hit..

Sliver
2010-03-11, 06:56 AM
The sword pierces through the construct. 300xp.

term1nally s1ck
2010-03-11, 07:15 AM
get my sword back, carry on down that corridor, doing my best to hit every pane of glass as we go, just to check they're all the same (and for fun)

Sliver
2010-03-11, 07:16 AM
There is a door to the north and east.

term1nally s1ck
2010-03-11, 07:18 AM
take the door north, I think..

Sliver
2010-03-11, 07:22 AM
It opens to a small crassy hallway that goes north-east and widens there into a large room with trees, some of them pretty thick.

You also see this:

This bipedal reptilian creature has a lithe body and a whiplike
tail. Smaller than a halfling, it has a pair of dexterous grasping
hands, a sharp beak, and large pure black eyes.
[roll0][roll1]
[roll2]

term1nally s1ck
2010-03-11, 07:47 AM
[roll0]

[roll1]

Sliver
2010-03-11, 08:34 AM
The dinosaur runs to you, stops 15ft short and opens its mouth to let out a cone of poison. DC12 fort or be blinded for [roll0] minutes + DC12 after a minute vs [roll1] con damage. [roll2]

term1nally s1ck
2010-03-11, 11:21 AM
[roll0] insp point used.

[roll1]
[roll2] 1 is crusader's strike, 2 is stone bones, 3 is charging minotaur.

term1nally s1ck
2010-03-11, 11:22 AM
that's my second nat 20 on a save...why do I bother boosting them?

Charge him, burning inspiration.

[roll0]
[roll1]

Sliver
2010-03-11, 11:52 AM
That's a hit and a kill. From behind the large tree run 2 others to about 15ft away and spray away.

Same save. [roll0] blindness if any of these you fail against. [roll1] [roll2]

That's 3 secondary saves you will need to make later.

term1nally s1ck
2010-03-11, 12:28 PM
Argh..

[roll0]

[roll1]

Hopefully...

term1nally s1ck
2010-03-11, 12:30 PM
Yay...blind...Move and attack vs where I saw the nearest one last.

[roll0]
[roll1] insp used if a hit.

Sliver
2010-03-11, 12:31 PM
*cough* somebody forgot the 50% miss chance? [roll0]

Good for you. Be back in 30 min.

term1nally s1ck
2010-03-12, 12:32 PM
*waves to trigger subscription*

Sliver
2010-03-12, 12:40 PM
*waves back*


Tower shield with allies.

2 things: Today I won't be updating that much. Have some plans and might be out for the entire day.

For the few that survive floor 1, floor 2 is really different so don't expect many of your door opening and hall exploring tactics to carry over.. To any of the floors.. At least until 4. 5 might support some, but don't count on it either..

Sliver
2010-03-14, 03:50 AM
You are attacked, in melee.

[roll0]
[roll1]

(remember you are blinded, also the 50% miss chance)

term1nally s1ck
2010-03-14, 07:09 AM
Still a miss.. Do I hear the thing moving after it attacks me? If not attack back, if so, ready an action to attack it when it attacks.

[roll0]
[roll1]
[roll2] insp used if a hit.

term1nally s1ck
2010-03-14, 07:10 AM
That's a kill, I suspect, so now I have to ask how long it takes for the inspiration points to regenerate. 7 rounds til secondary save 1, and 2 more the round after that.

Sliver
2010-03-16, 01:59 AM
300xp.

A 5 minute rest regenerates inspiration outside of combat.

You are waiting in this place? What are you doing?

term1nally s1ck
2010-03-16, 06:41 AM
Waiting for the noxious gases to make their way through my body. Was hoping the inp points could be used for the saves..

[roll0]

[roll1]

[roll2]

term1nally s1ck
2010-03-16, 06:42 AM
[roll0] con damage.

Use my scroll of lesser restoration for [roll1] status healing..