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Angelic_Dawn
2010-03-16, 04:20 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||X|
3|||
4|||[/table]

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

DM notes:Sheet (http://www.myth-weavers.com/sheetview.php?sheetid=192245)

PairO'Dice Lost
2010-03-16, 05:27 PM
Blue pulls out his 10-foot pole and carefully probes around the door, pressing firmly but not putting all his weight on it. Assuming nothing happens, he'll go up, ready himself for possible combat, and listen at the door.

OOC
Blue is currently in Punishing Stance, and his essentia is invested in his Astral Vambraces (1 point) and Dragon Mantle (1 point), giving him DR 4/magic and energy resistance 3.

Listen check: [roll0]

Angelic_Dawn
2010-03-16, 07:28 PM
The door decides not to eat you,
And as you press your ear against it to listen for any sounds you hear nothing intresting,
The door beeing quite large, and beeing Made out of aproxx 500lbs of heavy metals might've got something to do with that.



OOC Banter
giving him DR 4/magic and energy resistance 3. (But only against Acid, Electricity, Fire & Cold.)
(Lil' Grim Rupert (my Char) got the meld as well, and still gets eaten by Sonic and stuff,
Believe me those traps here are in all kinds of flavours :smallwink:)

PairO'Dice Lost
2010-03-16, 07:51 PM
Somewhere in the back of Blue's mind, he's vaguely depressed the door didn't try to eat him. Oh well; there'll be excitement soon enough.

As quietly as possible, Blue slowly pushes the door open, grabs the torch in one hand, readies his 10-foot pole in the other, and takes a look around.

OOC
Yeah, I realize Dragon Mantle doesn't cover sonic, but better minor protection against 4 energy types than none at all, right?

Angelic_Dawn
2010-03-17, 01:36 PM
OOC Banter

Definitly, im sure it'll save you from a lot of dmg, it did me.



As you look around it seems to be a ordenary stone room.
After a bit of searching you decide to step out and open up the door.

The door slides open easily, revealing an unlit hall (not that you care "Darkvision Yay!") running to the south and east.

To the east, it runs beyond the range of even your sight.
After ten feet, it splits to the north and south, After thirty feet, there is a door on the north side of the hall,
At 60ft there is a split North and south.

To the south, it runs for thirty feet before teeing to the east and west. After twenty feet, it splits east.

PairO'Dice Lost
2010-03-17, 02:23 PM
Blue, never having gotten past Getting Around In Enclosed Spaces 101 in adventurer training, remembers that the best strategy in this sort of situation is to follow one wall until he gets somewhere. (Or was that only in mazes? Or not in mazes? Eh, it's been a while for him.)

Blue moves slowly for this first part, scanning walls, floor, and ceiling for traps with eyes and 10-foot pole.

OOC
Blue's going to take 10 on Search down the hallway, since he can't find DC 21+ traps anyway. Assuming he doesn't run into any traps, he's going to follow the right wall whenever there's a choice of ways to go.

Angelic_Dawn
2010-03-22, 09:23 AM
You follow the right wall South for 30ft before you trigger an acid trap

[roll0] Vs Flat footed Touch AC
[roll1] if hit was a natural 20.
[roll2]

PairO'Dice Lost
2010-03-22, 10:04 AM
OOC
Ouch. Thank goodness for energy resistance. Can Blue tell where the acid came from and/or what he did to trigger it?

Angelic_Dawn
2010-03-22, 10:35 AM
Came from mid air.

What triggered it you have no clue.

PairO'Dice Lost
2010-03-22, 03:27 PM
Okay then; Blue will take the hit and keep moving along in the same manner until he hits a door.

term1nally s1ck
2010-04-10, 08:08 PM
WELCOME, TO YOUR WORST NIGHTMARE, MADE OH SO REAL, BY MY WHIM, AND YOUR FOOLISHNESS.

Ahem. Hi, there, I'm your new DM. I hope we get along.

Keep...to the right? You poor thing..

Well, down that split to the east you saw that it turned north after 10'.

At this T-junction, you see a door north after 35', and a turning north just past that. There seems to be a red and white painted bullseye on the ground outside the doorway.

You, however, head west, going 10' west, 10' south, and seeing a hugely long corridor going east, heads off down it. 5' in, as you poke the square in front of you, another splash of acid flies at you.

[roll0]
If a nat 20:
[roll1] vs flatfooted touch
If it confirms: [roll2] acid damage.

Otherwise, you absorb it for fun.

The corridor ahead is featureless, and very very long.

PairO'Dice Lost
2010-04-10, 10:47 PM
If you continue with the melodrama, we should get along splendidly. :smallwink:

Since the trap in fact didn't crit, I assume Blue takes the acid in stride. He's very happy with his choice of soulmelds so far.

Seeing that the corridor ahead appears to be boring, and that the corridor he passed up has a very inviting bullseye, Blue's going to change up his strategy for the moment and head to the marker, using his usual routine.

term1nally s1ck
2010-04-11, 12:36 AM
Nothing exciting happens on the way to the bullseye, unfortunately.

Also, I put a random comma after 'REAL' in that sentence. Bad grammar is bad.

PairO'Dice Lost
2010-04-11, 01:46 AM
Blue stands at the marker, debating what to do.

To press, or not to press—that is the question:
Whether 'tis nobler for the body to suffer
The acid and arrows of outrageous traps,
Or to shape 'melds against a dungeon of troubles
And, by opposing, end them.

Blue, having about the same poetic talent that the average ogre doesn't, doesn't think anything along those lines; he smacks the target and blinks back.

Specifically, he readies an action to teleport 10 feet directly back from the bull's eye with his blink shirt as soon as he hits the target, then pokes it hard with his pole from 10 feet away.

term1nally s1ck
2010-04-11, 03:40 AM
Ah...you can't take any actions and maintain a readied action. You could ready an action to press and 5' step back on a time trigger, but no blinking.

PairO'Dice Lost
2010-04-11, 01:10 PM
I'm not seeing anything that prohibits you from readying with your standard and then taking your move afterwards...?


Ready
The ready action lets you prepare to take an action later, after your turn is over but before your next one has begun. Readying is a standard action. It does not provoke an attack of opportunity (though the action that you ready might do so).

Readying an Action
You can ready a standard action, a move action, or a free action. To do so, specify the action you will take and the conditions under which you will take it. Then, any time before your next action, you may take the readied action in response to that condition. The action occurs just before the action that triggers it. If the triggered action is part of another character’s activities, you interrupt the other character. Assuming he is still capable of doing so, he continues his actions once you complete your readied action. Your initiative result changes. For the rest of the encounter, your initiative result is the count on which you took the readied action, and you act immediately ahead of the character whose action triggered your readied action.

term1nally s1ck
2010-04-12, 04:25 AM
"Then, any time before your next action..."

The move action would be your next action. You can't even talk. Ridiculous in some ways, but that's the RAW.

PairO'Dice Lost
2010-04-12, 10:21 AM
"Then, any time before your next action..."

The move action would be your next action. You can't even talk. Ridiculous in some ways, but that's the RAW.

I've always read "next action" to mean "next turn" and not a literal standard/move/etc. action, because the first part says "after your turn is over but before your next one has begun" and otherwise you could stand there not taking actions and have it readied for hours. If you want to run it that way, I'll revise my action turn.

term1nally s1ck
2010-04-12, 02:42 PM
Usually, somebody gets bored and takes the initiative.

I am gonna keep it that way, it's how we've run it so far, and it's better than constant ready-and-move turns. Too easy to break using doors, if you do that.

PairO'Dice Lost
2010-04-12, 03:06 PM
Okay then. Blue will just ready an action to poke it from 10 feet away and move back 5 feet.

term1nally s1ck
2010-04-12, 03:39 PM
Ok. The bullseye is thoroughly poked. 50 points.

PairO'Dice Lost
2010-04-12, 03:54 PM
Fairly underwhelming. Blue will go up and carefully listen at the door, assuming it's not one of those 500lb heavy metal monstrosities from before. If it is, he'll quietly test the doorknob to see if it's locked.

term1nally s1ck
2010-04-13, 09:02 AM
They're all the same. Unfortunately. Not locked.

PairO'Dice Lost
2010-04-13, 10:39 AM
Figured as much. Oh well. Blue, not being overly concerned with subtlety, is going to open the door and either attack the first creature he sees (if it's within 5-foot-step-and-swing range of the door), open the door and take cover behind the doorframe (if he sees a creature with a ranged weapon or something that looks like it might be one) or just open the door and ready an action to smack something that attacks him in melee.

term1nally s1ck
2010-04-13, 01:22 PM
The moment the door is opened, we roll initiative. No time to ready actions.

PairO'Dice Lost
2010-04-13, 01:42 PM
That works. Door opened.

Initiative: [roll0]

term1nally s1ck
2010-04-13, 05:30 PM
Opening the door reveals the following room:
{table]|A_|B_|C_|D_|E_
1|||||H
2|||||B
3|||||
4|||||[/table]
There is a door at E-4, south side, which you are just outside of, another at A-2, 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]

PairO'Dice Lost
2010-04-13, 06:26 PM
Yay, Blue goes first.

What is this scary critter he sees before him? Don't know, don't care. Blue steps up to the creature and takes a swing at it.

Attack:
Assuming that hits,
Damage: [roll]1d8+1d6+3

EDIT: Crap. Looks like a miss. Any idea as to why the tags didn't work for the damage roll? Can it not handle multiple dice expressions?

term1nally s1ck
2010-04-14, 08:42 AM
Yeah, one-dice-only, unfortunately.

The creature disappears as the human steps to C2, and casts a spell at you:

[roll0] vs touch ac for [roll1] damage.

PairO'Dice Lost
2010-04-14, 11:18 AM
First, is the damage typed?

Second, assuming it's his turn again, Blue steps to D3 and swings again.

Attack: [roll0]
Damage: [roll1]+[roll2]

term1nally s1ck
2010-04-14, 02:22 PM
sorry, yeah, cold damage. You nom it.

5' step to B2, he sprays colors at you. Will save.

PairO'Dice Lost
2010-04-14, 02:47 PM
Well crap. Let's hope I roll above a 2 on this one.

Will Save: [roll0]

EDIT: Whew, natural 20. Blue's luck is turning around.

Is it Blue's turn again, or should I wait for the mysterious disappearing monster to make an appearance?

term1nally s1ck
2010-04-14, 03:59 PM
The illusion doesn't attack you, it's your go.

PairO'Dice Lost
2010-04-14, 04:10 PM
Figured it was an illusion, but I wanted to make sure.

Third time's the charm--Blue 5ft steps to C3 and attacks once again.

Attack: [roll0]
Damage: [roll1]+[roll2]

EDIT: Another 2? Seriously!?

term1nally s1ck
2010-04-14, 04:20 PM
The human, emboldened by your impressive levels of suck, takes a swing with the longsword: for [roll]d8- damage.

EDIT: I'd re-roll, but meh.

PairO'Dice Lost
2010-04-14, 05:28 PM
Hey, the Random Number Gods will favor Blue eventually.

Same routine.
Attack: [roll0]
Damage: [roll1]+[roll2]

EDIT: 'bout damn time.

PairO'Dice Lost
2010-04-14, 05:30 PM
Oh hey, that's a crit. Since I don't think I can edit in new rolls, making another post:

Confirm roll: [roll0]

Assuming that confirms, that's 17 damage.

term1nally s1ck
2010-04-14, 05:40 PM
You have to roll the extra damage for crits, so you know.

That does not confirm, but the dude seems hurt.

Making one last effort, he swings his sword again: [roll0] for [roll1], then falls over dead.

Minimum 1 damage, but hey, DR. You're annoying.

PairO'Dice Lost
2010-04-14, 07:55 PM
You have to roll the extra damage for crits, so you know.

Whoops; my group rules it to be straight multiplication to speed things up. I'll be sure to roll it from here on.


Minimum 1 damage, but hey, DR. You're annoying.

That's the idea. :smallbiggrin:

So...loot? I assume the longsword and chain shirt aren't anything special; anything else?

term1nally s1ck
2010-04-14, 08:02 PM
You can have 150XP. Cos I'm nice.

The only stuff you find elsewhere in the room is a discarded, used scroll.

PairO'Dice Lost
2010-04-14, 09:07 PM
Why thank you, O benevolent DM. Blue will take the sword and armor...and the used scroll, why not. He might need something flammable.

Blue heads out the door at A2, usual routine.

term1nally s1ck
2010-04-15, 12:18 AM
corridor turns west 5' south, east/west split after 15' north, turns east after 35' north.

PairO'Dice Lost
2010-04-15, 01:00 AM
Hmm. Blue heads up to the 35' split and takes a look around the corner, doing the usual check-for-traps routine.

term1nally s1ck
2010-04-15, 10:21 AM
10' east, 5' north, and you're at a T-junction.

To the west, you see turnings north after 20' and 30', where the corridor ends, to the east, turning north after 20', door south after 30', door north and turning south after 50', where the corridor ends.

PairO'Dice Lost
2010-04-15, 11:21 AM
Decisions, decisions. Blue will head to the door at the end of the corridor.

term1nally s1ck
2010-04-15, 12:18 PM
on the way...make a reflex save.

PairO'Dice Lost
2010-04-15, 12:20 PM
:smallsigh: I see a pit trap in Blue's future.

Reflex save: [roll0]

term1nally s1ck
2010-04-15, 03:29 PM
Indeed.

[roll0] falling damage.

DC to climb out is like -5.

PairO'Dice Lost
2010-04-15, 04:03 PM
Blue could climb out...or, since it's a 20ft pit, he could invest 1 essentia into his Blink Shirt, teleport out, and reinvest it where it was. Much more stylish that way. :smallbiggrin:

term1nally s1ck
2010-04-15, 04:29 PM
Just for that being cool, I'm waiving the next trap.

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.

PairO'Dice Lost
2010-04-15, 05:42 PM
Just for that being cool, I'm waiving the next trap.

:smallbiggrin:

That setup just screams "trap," specifically glyphs on the paper and contact poison on the chest. First, Blue pokes the chest from various angles with his 10ft pole. Assuming it doesn't explode or dissolve the pole or something equally dire, Blue will then use the parchment he picked up in the last room to cover the note and, without looking at it, remove it from the chest. Assuming there's some obvious latch or other opening mechanism, he will cover that with the parchment when he attempts to open it.

term1nally s1ck
2010-04-15, 10:02 PM
Ok. Lol. Nothing scary happens as you do all this.

Inside is a single platinum piece.

PairO'Dice Lost
2010-04-15, 10:28 PM
Hey, better paranoid and alive than complacent and dead. Blue will pick up the platinum piece with the parchment and put it in his pack. After that rather alliterative action, he'll head through the door at D1.

term1nally s1ck
2010-04-16, 09:06 AM
There's a red and white bullseye just outside the door.

PairO'Dice Lost
2010-04-16, 09:10 AM
Blue's going to avoid this one, blinking past it if it's too wide to walk around, and continue down the hallway.

term1nally s1ck
2010-04-16, 09:55 AM
To the east, the corridor goes 5' and turns south.

To the west: T junction after 25'.

PairO'Dice Lost
2010-04-16, 10:34 AM
Taking the long way seems to be working so far. Blue will head all the way to the west, usual trapfinding routine.

term1nally s1ck
2010-04-16, 11:12 AM
To the north: T junction after 10'

To the south: turns west after 20'. Red notecard on the eastern wall.

PairO'Dice Lost
2010-04-16, 11:34 AM
Another note. Hmm. Well, Blue didn't explode when he touched the last one, but no reason to take the chance. He'll head south and look around the corner, doing the best he can not to look at the notecard.

term1nally s1ck
2010-04-16, 11:51 AM
the corridor west turns south after 10', with a door on the northern wall.

PairO'Dice Lost
2010-04-16, 11:55 AM
Blue heads to the door, normal procedure.

term1nally s1ck
2010-04-16, 12:07 PM
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]

PairO'Dice Lost
2010-04-16, 12:40 PM
Initiative: [roll0]

term1nally s1ck
2010-04-16, 12:51 PM
It charges you:

[roll0] for [roll1]

PairO'Dice Lost
2010-04-16, 01:00 PM
Damn flat-footed-ness, yay DR. Blue takes 1 damage, then attacks back.

Attack: [roll0]
Damage: [roll1]+[roll2]

PairO'Dice Lost
2010-04-16, 01:01 PM
...and that's another crit threat.

Confirmation: [roll0]
Extra Damage: [roll1]

PairO'Dice Lost
2010-04-16, 01:04 PM
Rolls didn't work for some reason, so let's try that again.

Confirmation: [roll0]
Extra Damage: [roll1]

term1nally s1ck
2010-04-16, 04:58 PM
That confirms and kills it.

150XP.

PairO'Dice Lost
2010-04-16, 06:30 PM
Yay. Blue opens the A3 door.

term1nally s1ck
2010-04-16, 06:51 PM
West 10' before turning south, north 10' before turning west.

PairO'Dice Lost
2010-04-16, 07:23 PM
Head west to the south turn, take a look around the corner.

term1nally s1ck
2010-04-16, 07:29 PM
After 20', the corridor ends in a T-junction.

PairO'Dice Lost
2010-04-16, 07:30 PM
Head right.

...you know, I should probably come up with a plan to traverse the dungeon at some point, but this is the kind of thing Blue would do, so consider my random walk "getting into character." :smallwink:

term1nally s1ck
2010-04-16, 08:30 PM
well, you manage to make a reflex save as you go in a loop back to the door you just left.

PairO'Dice Lost
2010-04-16, 08:38 PM
Ah. Blue retraces his steps and goes the other way.

term1nally s1ck
2010-04-16, 08:47 PM
Ahem. Reflex save please. There was a trap on the way round.

PairO'Dice Lost
2010-04-16, 08:51 PM
Sorry; when you said he "managed to make it" I thought you meant he auto-succeeded.

Save on the way there: [roll0]
Assuming he's not incapacitated,
Save on the way back: [roll1]

term1nally s1ck
2010-04-16, 08:54 PM
Lol, you can just hop the pit the second time, if you survive [roll0] falling damage.

PairO'Dice Lost
2010-04-16, 09:40 PM
Ow. Barely. After drinking one of his faith healing potions, Blue blinks up and blinks over the pit on the way back.

term1nally s1ck
2010-04-17, 12:06 PM
heading on 20', you find yourseld looking south down to that 4-way junction near where you started.

Further on, You find a door headed back to the other door to the room you just cleared.

Did you fight a strange lizardlike crature with fire in it's mouth?

PairO'Dice Lost
2010-04-17, 01:38 PM
Nope. I assume I'm about to?

term1nally s1ck
2010-04-17, 01:46 PM
There's a door another 10' down the corridor, on the southern wall. You haven't been to that door yet.

PairO'Dice Lost
2010-04-17, 02:00 PM
Blue goes there, then.

term1nally s1ck
2010-04-17, 04:44 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]

PairO'Dice Lost
2010-04-17, 04:47 PM
Initiative: [roll0]

Excellent. Blue will charge it.

PairO'Dice Lost
2010-04-17, 04:49 PM
Attack: [roll0]
Damage: [roll1]+[roll2]

If it's a threat:
Confirm: [roll3]
Extra Damage: [roll4]

Bleh. Back to low rolls again.

term1nally s1ck
2010-04-17, 04:55 PM
It steps back and breathes acid at you.

[roll0] halved, half again on reflex, minimum 1, and you're entangled. -4 dex, -2 to atk rolls, half speed.

PairO'Dice Lost
2010-04-17, 05:03 PM
Assuming this is Entangling Exhalation, the target is only entangled if it takes damage; Blue doesn't take any, thanks to his energy resistance.

term1nally s1ck
2010-04-17, 05:20 PM
Ah yes..resistance...grr.

Also:

[roll0]

...Interesting.

PairO'Dice Lost
2010-04-17, 05:43 PM
Ah yes..resistance...grr.

Yay tanks! :smallcool:

Another attack:

Attack: [roll0]
Damage: [roll1]+[roll2]
If a threat:
Confirm: [roll3]
Extra Damage: [roll4]

...and we're back to high rolls.

term1nally s1ck
2010-04-17, 07:35 PM
He breathes fire: [roll0] reflex halves, then drops dead.

150XP, chainmail.

PairO'Dice Lost
2010-04-17, 07:44 PM
Reflex save: [roll0]

Assuming that makes it, Blue takes no damage, but he will definitely take the chainmail and the XP.

term1nally s1ck
2010-04-17, 07:48 PM
halved hence absorbed. I dislike your build.

PairO'Dice Lost
2010-04-17, 07:53 PM
halved hence absorbed. I dislike your build.

:smallbiggrin: Hey, I built this guy to survive 1st level, and he's doing his job!

Blue heads out whichever door he didn't enter through.

term1nally s1ck
2010-04-17, 07:55 PM
It leads back to the corridor east from your starting room.

Right, remind me what rooms you've cleared, I'll make a map.

PairO'Dice Lost
2010-04-17, 08:06 PM
That would be very helpful, thanks. So far, Blue's run into the sword-wielder with the illusionary beast, the crawling gray thing, the draconic lizard, and every trap in between their rooms.

term1nally s1ck
2010-04-17, 08:06 PM
Every trap, eh? :smallamused:

PairO'Dice Lost
2010-04-17, 08:25 PM
Well, you didn't mention him bypassing any, apart from the one you waived, so as far as Blue knows he's hit all of them. If he missed any, it's not for lack of trying.

term1nally s1ck
2010-04-18, 02:23 PM
http://img18.imageshack.us/img18/1400/dicelostmap1.jpg (http://img18.imageshack.us/i/dicelostmap1.jpg/)

PairO'Dice Lost
2010-04-18, 02:42 PM
So where did Blue start and where is he now? I'm assuming he started in 12 and just left 14...?

term1nally s1ck
2010-04-18, 04:30 PM
Yep and Yep.

PairO'Dice Lost
2010-04-18, 04:42 PM
Good. Blue will head to the door farthest to the bottom and right, usual trap-checking routine.

term1nally s1ck
2010-04-19, 02:56 AM
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]

PairO'Dice Lost
2010-04-19, 11:41 AM
Initiative: [roll0]

PairO'Dice Lost
2010-04-19, 11:42 AM
CHAAARGE!

Attack: [roll0]
Damage: [roll1]+[roll2]

Confirm: [roll3]
Extra Damage: [roll4]

term1nally s1ck
2010-04-19, 03:32 PM
.....150XP, chain shirt, short sword, all small.

Tank my better foot.

PairO'Dice Lost
2010-04-19, 04:42 PM
Hey, Blue's a tank, people just forget tanks have main guns in addition to their heavy armor. :smallamused:

Blue heads out the door at F4.

term1nally s1ck
2010-04-19, 05:56 PM
The corridor is mono-directional, and seems quite twisty. Want to follow it?

PairO'Dice Lost
2010-04-19, 06:03 PM
Oh, why not. What's the worst that could possibly happen?


Don't answer that.

term1nally s1ck
2010-04-19, 06:10 PM
I'm not even sure...I thought color spray death was the worst, but then the zombie I threw at someone critted for 39 damage.

Anyway, east 10', north 10', east 10', south 10' and reflex save please.

PairO'Dice Lost
2010-04-19, 06:12 PM
Nah, death by color spray is something you expect at 1st level. Also death by a single zombie. Now, death by a zombie casting color spray? That's pretty bad.

Reflex save: [roll0]

term1nally s1ck
2010-04-19, 06:21 PM
you manage to avoid falling.

10' south, 10' east, and you can see to the north and south:

south:

Red notecard on the west wall after 5'.

Turns west after 10'

North:

Turns west after 30'.

PairO'Dice Lost
2010-04-19, 06:34 PM
He'll head north.

term1nally s1ck
2010-04-19, 06:50 PM
You trip a tripwire. [roll0] for [roll1]. Flatfooted AC, if it hits...fort save please. :smallamused:

PairO'Dice Lost
2010-04-19, 07:03 PM
Misses by 2. And the damage wouldn't have gone through DR anyway. :smallbiggrin:

term1nally s1ck
2010-04-19, 07:57 PM
...It was a natural 1.

Anyway, this corridor goes on further west than you can see.

After 30', there's a split north, and after 35', a door south.

PairO'Dice Lost
2010-04-19, 09:47 PM
North once again.

term1nally s1ck
2010-04-19, 10:20 PM
Following the corridor round, you find a door at the end.

PairO'Dice Lost
2010-04-19, 10:38 PM
Blue will open it, of course.

Initiative: [roll0]

term1nally s1ck
2010-04-20, 06:26 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.
Initiatve: [roll0]

PairO'Dice Lost
2010-04-20, 07:35 AM
A ranged weapon would be very handy right about now. Forgot about it since I always get a ranged meld with my incarnates which I had to pass up for tanky goodness...ah well.

Blue will move to A5 and ready an action to attack if the creature comes adjacent.

term1nally s1ck
2010-04-20, 08:23 AM
it breathes acid at you.

[roll0] reflex halves.

PairO'Dice Lost
2010-04-20, 10:44 AM
Oh-ho! Sneaky flying robot.

Reflex save: [roll0]

term1nally s1ck
2010-04-20, 03:16 PM
Failed save. Your turn.

PairO'Dice Lost
2010-04-20, 03:23 PM
Well, not many options here. Blue will move to C5 and open the door.

term1nally s1ck
2010-04-20, 03:34 PM
He'll take a 5' step down, and make a full-attack:

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

term1nally s1ck
2010-04-20, 03:35 PM
Crit confirm:

[roll0] for [roll1]

PairO'Dice Lost
2010-04-20, 03:38 PM
Blue remains unscathed.

If it's now 10' up, and Medium creatures can reach 8', can Blue attack it if he can Jump 2' up?

term1nally s1ck
2010-04-20, 03:41 PM
You can hit it regardless.

PairO'Dice Lost
2010-04-20, 03:46 PM
Excellent.

Attack: [roll0]
Damage: [roll1]+[roll2]

Confirm: [roll3]
Extra Damage: [roll4]

term1nally s1ck
2010-04-20, 03:49 PM
Sorry, remind me where the extra damage comes from?

PairO'Dice Lost
2010-04-20, 03:59 PM
Punishing Stance.

term1nally s1ck
2010-04-20, 04:06 PM
Ok, was just checking it wasn't precision damage.

Hit.

He hits you again:

[roll0] for [roll1]

[roll2] for [roll3]

PairO'Dice Lost
2010-04-20, 04:07 PM
Blue's fine; he attacks again.

Attack: [roll0]
Damage: [roll1]+[roll2]

Confirm: [roll3]
Extra Damage: [roll4]

term1nally s1ck
2010-04-20, 04:57 PM
hit and kill.

150XP.

PairO'Dice Lost
2010-04-20, 05:36 PM
Excellent. Blue leaves through the C5 door.

term1nally s1ck
2010-04-20, 05:47 PM
Twisty corridor ends in a T-junction.

To the east, the corridor goes 30' before turning south.

To the west, the corridor goes 30' before turning north.

There's a door south after 5' west.

PairO'Dice Lost
2010-04-20, 05:57 PM
Hmm. He'll take the south door.

term1nally s1ck
2010-04-21, 04:19 AM
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, another at E-1, which you are just outside of, and another at F-4. There is a kobold wearing a chain shirt and holding a short sword.
Initiative:[roll0]

PairO'Dice Lost
2010-04-21, 11:25 AM
Initiative: [roll0]

PairO'Dice Lost
2010-04-21, 11:36 AM
Attack: [roll0]
Damage: [roll1]+[roll2]

Confirm: [roll3]
Extra Damage: [roll4]

EDIT: Rolls didn't work again. Apparently if you get the "You can only post once every 60 seconds" message the diceroller bugs out. Grr...

PairO'Dice Lost
2010-04-21, 11:54 AM
CHAAARGE!

Attack: [roll0]
Damage: [roll1]+[roll2]

Confirm: [roll3]
Extra Damage: [roll4]

term1nally s1ck
2010-04-21, 01:11 PM
150XP, chain shirt, short sword, all small.

PairO'Dice Lost
2010-04-21, 01:22 PM
Excellent. Through the door at F4.

term1nally s1ck
2010-04-21, 01:51 PM
east 10', north 10', east 10, south 10', and reflex save.

PairO'Dice Lost
2010-04-21, 01:54 PM
Reflex: [roll0]

term1nally s1ck
2010-04-21, 02:11 PM
Pit trap!

[roll0] damage.

PairO'Dice Lost
2010-04-21, 03:22 PM
Ouch. Blink out and keep going.

term1nally s1ck
2010-04-21, 03:40 PM
10' south, 10' east, and you're in a north/south corridor.

It turns west after 10' south and 30' north.

PairO'Dice Lost
2010-04-21, 03:55 PM
Head north.

term1nally s1ck
2010-04-21, 05:00 PM
After 15', you trigger a tripwire:

[roll0] for [roll1] damage, and a fort save please.

Ok, the poison darts are really unlucky for some reason.

PairO'Dice Lost
2010-04-21, 05:09 PM
That or Blue's just really lucky. After it misses, what happens?

term1nally s1ck
2010-04-21, 05:28 PM
15' more north, you can see west.

You can see the northern door to the kobold's room, and a split north after 30'. The corridor extends further than you can see.

PairO'Dice Lost
2010-04-21, 05:43 PM
He'll head to the spooky endless corridor.

term1nally s1ck
2010-04-21, 06:30 PM
After 60', the corridor turns north.

20' north, there's a door west and a turning east, and 30' north the corridor turns west.

PairO'Dice Lost
2010-04-21, 06:49 PM
He'll head north, to the door to the west. When he gets to the door, he'll drink one of his potions of faith healing, then open it.

term1nally s1ck
2010-04-21, 07:10 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.

PairO'Dice Lost
2010-04-21, 07:28 PM
Has Blue looted that already (http://www.giantitp.com/forums/showpost.php?p=8304197&postcount=50), or is this an identical room with an identical chest?

term1nally s1ck
2010-04-21, 09:00 PM
looted already.

PairO'Dice Lost
2010-04-21, 09:09 PM
Blue will take the east route, then.

term1nally s1ck
2010-04-21, 09:29 PM
you go 10' west, and can see north.

After 10', the corridor splits east, after 20' it splits west, and after 40' the corridor turns east.

PairO'Dice Lost
2010-04-21, 10:15 PM
Head to the end and turn east.

term1nally s1ck
2010-04-22, 12:09 AM
After 10' it turns south, after 20' it turns north, after 40' it turns south.

PairO'Dice Lost
2010-04-22, 12:11 AM
North once again.

term1nally s1ck
2010-04-22, 04:35 AM
north 10', west 10', north 5' and reflex save please.

PairO'Dice Lost
2010-04-22, 09:10 AM
Reflex save: [roll0]

term1nally s1ck
2010-04-22, 11:20 AM
Another pit.

[roll0] falling damage.

PairO'Dice Lost
2010-04-22, 11:43 AM
Wonderful. Blink out and keep going.

term1nally s1ck
2010-04-22, 12:51 PM
5' north, 10' east, you're facing a green notecard on the wall.

PairO'Dice Lost
2010-04-22, 02:16 PM
:smallsigh: 50/50 chance: [roll0]

Blue's curiosity gets the better of him. He reads the notecard without touching it, from as far away as he can clearly read it.

term1nally s1ck
2010-04-22, 02:17 PM
Not sure what that means.

PairO'Dice Lost
2010-04-22, 02:18 PM
I was flipping to see if Blue would ignore it like the last one or risk an explosive runes to the face. Edited in his actions once I saw the result of the roll.

term1nally s1ck
2010-04-22, 02:20 PM
'You've been poisoned. Have fun.'

Make a fort save for me please.

PairO'Dice Lost
2010-04-22, 02:23 PM
:smallsigh: once again. Knew it was a bad idea.

Fort save: [roll0]

term1nally s1ck
2010-04-22, 06:19 PM
You feel no different.

10' north, the corridor turns south 20' east and 40' west.

PairO'Dice Lost
2010-04-22, 06:37 PM
Do you mean there's a southerly corridor that has an east branch after 20' and a west one after 40'? If that's the case, he'll take the east branch.

term1nally s1ck
2010-04-22, 07:07 PM
No, 10' north you hit an east/west T-junction.

Both corridors turn south after different distances.

PairO'Dice Lost
2010-04-22, 07:21 PM
Gotcha; the phrasing was a bit muddled. Hmm. Blue will still take the east branch.

term1nally s1ck
2010-04-22, 07:31 PM
Long path, takes you in a loop back to where you were before.

Also, make a reflex save.

PairO'Dice Lost
2010-04-22, 07:38 PM
Grr. I figured constantly heading north and east would prevent another loopback. Guess I was wrong. Assuming Blue survives the save, he'll head back to that intersection and take the west path instead.

Reflex: [roll0]

term1nally s1ck
2010-04-22, 07:46 PM
at the southern turning, you can't see the end of the corridor.

You can see a door east 20' south, though.

PairO'Dice Lost
2010-04-22, 07:50 PM
He'll bypass the door for now, continuing until he hits an intersection or dead end.

term1nally s1ck
2010-04-22, 08:00 PM
well, before you reach the door, make a reflex save.

PairO'Dice Lost
2010-04-22, 08:14 PM
Reflex: [roll0]

term1nally s1ck
2010-04-22, 08:47 PM
You suck at those, it seems..

[roll0] falling damage.

PairO'Dice Lost
2010-04-22, 08:55 PM
Indeed. Blue will drink another potion, blink out, and continue.

term1nally s1ck
2010-04-22, 09:27 PM
Aaaand after you pass the door, another reflex save.

PairO'Dice Lost
2010-04-22, 09:31 PM
Pelor-dammit.

Reflex: [roll0]

term1nally s1ck
2010-04-22, 09:45 PM
you make that save.

turning east, you trip a tripwire.

[roll0] vs flatfooted, for [roll1] + poison.

PairO'Dice Lost
2010-04-22, 09:47 PM
DR soaks the damage. Still poisoned?

term1nally s1ck
2010-04-22, 09:56 PM
No poison.

You end up back near the chest room, at that western turn you ignored early on.

PairO'Dice Lost
2010-04-22, 10:01 PM
He'll take that turn, then.

term1nally s1ck
2010-04-22, 10:03 PM
That's where you just came back out :smalltongue:

PairO'Dice Lost
2010-04-22, 10:29 PM
Ah. Thought you meant I came to an intersection with that turn in it.

Okay, then. He'll backtrack to an intersection he hasn't hit yet.

...I might be needing another map. :smallredface:

term1nally s1ck
2010-04-22, 10:43 PM
I'll make you one then...

Still, ignoring doors is an oddd way of doing things.

PairO'Dice Lost
2010-04-23, 12:50 AM
I've been taking quite a beating from the pit traps, so I'm trying to limit encounters for a bit while I explore and try to find either more loot rooms or the way out; that way, I won't get to low HP from a monster and then die to a pit trap. I'll go through the rooms again once I know where I'm going.

term1nally s1ck
2010-04-25, 06:17 PM
http://img25.imageshack.us/img25/8272/nedmappair2.jpg (http://img25.imageshack.us/i/nedmappair2.jpg/)

PairO'Dice Lost
2010-04-25, 06:40 PM
Hmm. He'll take the hallway near 7 heading north.

term1nally s1ck
2010-04-25, 06:43 PM
North 10' you reach an east/west junction.

In both directions, the corridor turns north after 20'.

PairO'Dice Lost
2010-04-25, 06:45 PM
I'll take West for 100gp, Alex.

term1nally s1ck
2010-04-25, 06:50 PM
40' north, the corridor turns east.

There are splits east after 10' and 20'.

There's a large green notecard hanging from the western wall after 20'.

PairO'Dice Lost
2010-04-25, 06:58 PM
Well, he learned his lesson with the last notecard. He'll go for the 10' split.

term1nally s1ck
2010-04-25, 07:11 PM
ends in a door and a split north after 10'.

PairO'Dice Lost
2010-04-25, 07:18 PM
Since you seem to have an issue with Blue passing up doors (:smallwink:) he'll open this one.

Initiative: [roll0]

term1nally s1ck
2010-04-25, 07:39 PM
Well, I thought the idea of the guy not opening doors because the traps were killing him to be strange, to say the least.

Opening the door reveals the following room:
{table]|A_|B_|C_|D_|E_
1|||||
2|||||
3|||||
4|||1||
5|||||
6|||||[/table]
There is a door at A-6 west, which you are just outside of, another at A-1 North, and another at E-3. You see a nearly 7' tall, horned hobgoblin-esque creature, wearing studded leather, and wielding a scimitar.
Initiative:[roll0]

PairO'Dice Lost
2010-04-25, 07:45 PM
Strange, yes, but because a potion heals Blue almost to full, it's better for him to soak all that damage and heal it than to get to low HP from the rooms and die to a trap or vice versa. I was hoping to soak up most of the trap damage in one fell swoop between rooms so he won't run out of potions too soon.

term1nally s1ck
2010-04-25, 08:14 PM
By the way, I also posted the room.

PairO'Dice Lost
2010-04-25, 08:32 PM
You won initiative.

term1nally s1ck
2010-04-25, 08:37 PM
Sorry, I missed your roll :smallredface:

It charges:

[roll0]+2 for [roll1]

If 18-20:

[roll2]+2 for [roll3]

PairO'Dice Lost
2010-04-25, 09:03 PM
Ouch. Blue will make an attack....

Attack: [roll0]
Damage: [roll1]+[roll2]
Confirm: [roll3]
Extra Damage: [roll4]

...then 5-foot step back and draw a potion.

term1nally s1ck
2010-04-25, 09:06 PM
He'll look at you, smirk, and draw a potion himself.

PairO'Dice Lost
2010-04-25, 09:08 PM
Doesn't drink it or attack?

term1nally s1ck
2010-04-25, 09:09 PM
Nope, only a single action. :smallwink:

PairO'Dice Lost
2010-04-25, 09:17 PM
Okay then. Blue will drink his potion, 5-foot step up, and attack.

Attack: [roll0]
Damage: [roll1]+[roll2]
Confirm: [roll3]
Extra Damage: [roll4]

term1nally s1ck
2010-04-25, 09:32 PM
150XP, MW scimitar, MW studded leather, potion.

PairO'Dice Lost
2010-04-25, 09:37 PM
Yay. Is there any indication on the potion bottle what exactly it is?

EDIT: By the way, that puts me at 1050 XP. How is leveling up handled?

term1nally s1ck
2010-04-26, 12:36 AM
HP is gained and level is taken now.

Any class features that need preparing are not prepared.

PairO'Dice Lost
2010-04-26, 01:06 AM
Okay then. I'll have him leveled up by this evening.

PairO'Dice Lost
2010-04-30, 01:20 PM
Sorry for the delay; I spent the week working on one of my 4 final projects. Sheet is now updated.

Blue will take the north door.

term1nally s1ck
2010-04-30, 03:55 PM
To the west, the corridor turns south after 15'.

To the east, it turns north after 5'.

PairO'Dice Lost
2010-04-30, 03:58 PM
To the east!

term1nally s1ck
2010-04-30, 04:06 PM
After 20' north, the corridor turns east. There's an east/west split after 10'.

PairO'Dice Lost
2010-05-04, 07:13 PM
Gah, didn't know you'd posted. My subscription notification thingy seems to be broken again.

Blue will take the west fork.

term1nally s1ck
2010-05-04, 07:33 PM
If I post, and you leave the site after I post but before checking your notifications, it doesn't tell you the next time you visit the site.

You're now walking back down the corridor to the east of the starting room.

PairO'Dice Lost
2010-05-04, 08:58 PM
Yeah, I know the system; I recently updated Firefox to 3.6+ unstable and it seems anything involving timestamps isn't working....

Anyway.

Next time I come up with a comprehensive navigation plan, I think I'll try to stick to it. Blue with retrace his steps to that last intersection and take the east corridor all the way north.

term1nally s1ck
2010-05-04, 09:04 PM
the corridor east ends after 20'. split north after 10'.

PairO'Dice Lost
2010-05-04, 09:09 PM
He'll take the north branch, then.

term1nally s1ck
2010-05-04, 09:17 PM
After 20', door north, turning west.

PairO'Dice Lost
2010-05-04, 11:00 PM
Open the door.

Initiative: [roll0]

term1nally s1ck
2010-05-04, 11:12 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.

PairO'Dice Lost
2010-05-04, 11:24 PM
As with the last chest, Blue will remove the note without touching or reading it, then open it.

term1nally s1ck
2010-05-05, 08:50 AM
Same room.

My apologies, I have mixed the map up, and placed you on the creepily identical section a fair bit south. Rewinding to here (http://www.giantitp.com/forums/showpost.php?p=8432114&postcount=223), you go 10' west, and can see north. After 40', the corridor turns east, after 20', there's a door on each side of the corridor.

PairO'Dice Lost
2010-05-05, 12:09 PM
He'll take the east door.

Initiative: [roll0]

term1nally s1ck
2010-05-05, 12:43 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.

PairO'Dice Lost
2010-05-06, 05:07 PM
Blue will bypass the notes, heading to the other door without reading them.

term1nally s1ck
2010-05-06, 05:18 PM
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, 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.

PairO'Dice Lost
2010-05-06, 05:35 PM
...really? Really? :smallannoyed: You get around adventurers' tendency not to read suspicious writing by putting it on a cake? Have you no shame?

Blue, unable to resist the tempting confection, will go over and read the writing on the cake, but not the note above it.

term1nally s1ck
2010-05-06, 06:15 PM
There is a cake in the southeast corner of the room, on a tray bolted to the floor, with frosting reading “This Is Your Reward For Pulling The Lever; Eat Me Once You Do” in common.

PairO'Dice Lost
2010-05-06, 06:28 PM
Well, this could end poorly. Hopefully not.

Blue will walk over to the lever and pull it.

term1nally s1ck
2010-05-06, 06:35 PM
gravity is reversed...make a reflex save to catch the lever.

PairO'Dice Lost
2010-05-06, 06:39 PM
Dammit, should have guessed when the cake was bolted down.

Reflex: [roll0]

term1nally s1ck
2010-05-06, 07:26 PM
[roll0]

Bad luck. You're on the ceiling. what do?

PairO'Dice Lost
2010-05-06, 08:17 PM
First, he'll use his last faith healing potion so he doesn't ker-splat if and when the gravity flips again. Then he'll throw his rope at the lever to try to pull it back. That would be, what, a Use Rope check for a knot and a touch attack to hit the lever?

term1nally s1ck
2010-05-07, 12:02 AM
Yeah, I guess so. Use rope DC for a knot+2, since you need a lasoo.

The AC here will be 13, counting the range penalties.

Make a few of both checks, and I'll figure out when you manage it.

PairO'Dice Lost
2010-05-07, 12:47 AM
So, Use Rope vs. DC 12 and improvised weapon touch attack vs. AC 13. Can't be that hard to screw up.

(Cue hilariously bad luck.)

Use Rope:
[roll0]
[roll1]
[roll2]
[roll3]
[roll4]

Attack Rolls:
[roll5]
[roll6]
[roll7]
[roll8]
[roll9]

EDIT: Or, apparently, hilariously good luck. First try! Now to see if it did anything.

term1nally s1ck
2010-05-07, 01:19 AM
You pull the lever. Nothing happens.

You could now climb the rope, though...

PairO'Dice Lost
2010-05-07, 08:11 AM
Oh well, it was worth a shot.

Blue will leave the rope as it is for the moment and go read the note above the cake.

term1nally s1ck
2010-05-07, 10:24 AM
The note reads:

“˙dɐɹ┴ ∀ sI ɯooɹ ǝɥ┴ ˙ǝı˥ ∀ sI ǝʞɐƆ ǝɥ┴”

PairO'Dice Lost
2010-05-07, 10:43 AM
:smallsigh: Of course. And I was going to make a "cake is a lie" joke, too.

Is the door Blue came in still open?

term1nally s1ck
2010-05-07, 10:50 AM
Yes, but it's 15' above you.

Also, you've been upside down for 4 rounds now.