PDA

View Full Version : Neverending Dungeon - Zilla, Thread 2.



term1nally s1ck
2010-04-16, 09:54 PM
New Thread.

You need to make a will save atm.

EDIT: NVM.

term1nally s1ck
2010-04-16, 09:57 PM
Ok, it took damage, but not as much as it should have.

It's gonna swing at you twice.

[roll0] for [roll1] +1 wis damage.
[roll2] for [roll3] +1 wis damage.

Douglas
2010-04-16, 10:02 PM
It's going to need some better luck than that to do anything to me.

Is that will save a once-off, or do I need to repeat it each round?

It seems unlikely the skeleton will accomplish anything with a mere 1d3+3 damage, but it can't hurt to try.
Claw 1: [roll0] for [roll1] damage
Claw 2: [roll2] for [roll3] damage

Ring of Blades: [roll4]

Full attack again, because my strikes aren't that great yet.
[roll5] for [roll6] damage
[roll7] for [roll8] damage

[roll9] Charging Minotaur

Wow, did my minion just do as much or more damage as I did (not counting Ring of Blades)?

term1nally s1ck
2010-04-17, 12:14 PM
The will save is at the end of every turn it takes.

Assuming you pass at the end of his last turn, your action is as stands, and he gets hit.

He swings twice:

[roll0] for [roll1]+1wisdom
[roll2] for [roll3]+1wisdom


And another will save.

Douglas
2010-04-17, 10:19 PM
Did the skeleton's attacks do damage, and were they reduced?

Will saves for last round and this round: [roll0], [roll1]

Douglas
2010-04-17, 10:21 PM
Skeleton claws:
[roll0] for [roll1]
[roll2] for [roll3]

Ring of Blades: [roll4]

Full attack:
[roll5] for [roll6]
[roll7] for [roll8]

Foehammer granted.

term1nally s1ck
2010-04-17, 11:27 PM
They did, and they were.

It looks pretty beat up.

[roll0] for [roll1] +1 wisdom.
[roll2] for [roll3] +1 wisdom.

Douglas
2010-04-18, 08:53 AM
This thing is really having terrible luck. 23 is closer to hitting, but still not high enough.

Will save: [roll0]

Skeleton:
[roll1] for [roll2]
[roll3] for [roll4]

Ring of Blades: [roll5]

I use Foehammer rather than a full attack.
[roll6] for [roll7] + [roll8], ignores DR

[roll9], [roll10] Douse the Flames, Stone Bones

Bah, I finally get my ignore-DR maneuver and I roll a natural 1 on the attack.:smallannoyed:

term1nally s1ck
2010-04-18, 02:10 PM
Doesn't matter, it dies.

1000XP.

The teleporter appears to be behind where the creature was.

Douglas
2010-04-18, 08:36 PM
Is there any loot on the creature, or is it just the gems from the walls?

I spend a few minutes taking 20 (result 24) on spot trying to find any other valuable gems stuck in the walls. If the 6 I've already taken turn out to be all the ones I can find, I'll take those and go through the teleporter with my skeleton. How much are these gems worth?

term1nally s1ck
2010-04-19, 02:51 AM
Just the gems.

That's all the gems you can find in the area...total value: 950gp.

Douglas
2010-04-19, 07:57 AM
And gems sell for full value, too. Very nice. Hmm, I was going to buy something to boost my turning check but I don't think the one caster level difference is at any important threshold points and that gives me just enough for another item I've been saving up for.

I sell the gems and my potion of Lesser Restoration that I've been carrying all the way from floor one, I think, which gives me just enough for a Ring of Enduring Arcana. I also replace the Alchemist's Fire I used against the shadow dragon, leaving me with 56.64 gp in remaining cash.

Ok, time to push that button.

term1nally s1ck
2010-04-19, 03:22 PM
You push the button, and a section of the wall slides open. However, the ceiling also starts to slowly lower.

What is your movement speed, by the way?

Douglas
2010-04-19, 03:43 PM
My movement speed is 30. What does the newly open section reveal? If I've got the ceiling as a looming threat, I'll waste no time being cautious until I'm clear of it.

term1nally s1ck
2010-04-19, 05:55 PM
The ceiling is lowering slowly. You estimate it's maybe a minute before you will have to squeeze to move, and maybe 2 before it reaches the floor.

The door opened into a corridor that ends in a T-junction after 50', so you reach the junction in 1 round.

To the east: Split north after 30', turns south after 70'.

To the west: Two turnings south, at 30' and 60'.

Douglas
2010-04-19, 07:06 PM
I pick a direction at random and head to the first split in that direction. 1 = west, 2 = east: [roll0]

term1nally s1ck
2010-04-19, 07:30 PM
You find yourself in the Dragon's room. There's another panel of the wall that appears to have slid open across the room.

2.5 rounds gone.

Douglas
2010-04-19, 07:35 PM
I investigate the opening across the room. My skeleton is following me, btw, but it's a little slower than I am (20' speed).

term1nally s1ck
2010-04-19, 09:40 PM
You found the exit. Congrats.

Skeleton easily makes it, too.

Ok, you can rest, and let's see this list of new buffs... :smallfrown:

Douglas
2010-04-19, 10:49 PM
Ok, from Destroy Undead, Turn Undead, Rebuke Undead, several copies of Extra Turning, a Reliquary Holy Symbol, and casting Eagle's Splendor before buffing, I have 66 uses to fuel Divine Spell Power and Divine Metamagic.

First, Divine Spell Power is based off of a Turning check, which is explicitly a charisma check, which is a kind of ability check, which is eligible for taking 10. I buy the components for Consecrate and cast that before buffing. Take 10 + 3 (Divine Spell Power) + 3 (Consecrate) + 2 (Knowledge Religion) + 1 (charisma after Eagle's Splendor) = 19, enough for +3 caster level. Most of my buffs will be at caster level 9.

Shield of Warding, however, has an extra +1 for caster level 10 and I have two spare Turn attempts. I will attempt to get the 22 required for +4 caster level on this particular buff.

[roll0], [roll1], [roll2]

Assuming at least one of those succeeds, my buffs list will be:
Persistent Lesser Vigor (Fast Healing 1)
Persistent Detect Magic (60' cone of magic detection)
Persistent Shield of Faith (+3 deflection AC)
Persistent Conviction (+3 morale saves)
Persistent Ring of Blades (1d6+9 damage to adjacent creatures each round)
Persistent Blindsight (blindsight 30')
Persistent Shield of Warding (+3 sacred AC and reflex)
Persistent Divine Favor (+3 luck attack and damage)
Delay Poison (Poison effects are delayed for 9 hours)
Snowshoes (+10' speed, walk on snow/ice for 9 hours)

I am now down to domain spells and 0-level spells. I'm ready for floor 5.

My sheet is here (http://www.myth-weavers.com/sheetview.php?sheetid=166215).

I am somewhat amused that I am only just now finally deciding that Divine Favor, one of the classic three main cleric buffs, is actually worth using.

term1nally s1ck
2010-04-20, 06:12 AM
It's less impressive at low CL.

At high CL, especially with ways to boost it, it'll overcompensate for the partial BAB...which you don't even have.

I fear you getting another couple of levels.

However, you are now waiting on me to create Floor 5. It should be done soonish.