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term1nally s1ck
2010-05-02, 06:14 AM
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||S|
3|||
4|||[/table]

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

DM notes:Sheet (http://www.myth-weavers.com/sheetview.php?sheetid=203058)

Arden
2010-05-02, 11:36 AM
Chirpkip jump and squeal with fear! Chirpkip not know where Chirpkip is. He approach door, but always remember manners. Chirpkip knock three times at door and wait with patience.

OOC:
You said you were having a rough week or two in the Creation thread. So if you're busy/stressed, don't feel obligated to update this. I understand that IRL things take precedence over games, and if you ever find yourself with too many threads to handle, I'll gladly be the first to withdraw.

term1nally s1ck
2010-05-02, 05:28 PM
Ah, that was the last couple of weeks. Things are more normal now, so I feel comfortable increasing the workload. Especially since quoalabear has almost completed the first floor, and will be promoted soon.

EDIT: The door is made of lead, apart from a slight pain in your knuckles, you do nothing much by knocking on it.

Arden
2010-05-02, 09:22 PM
After waiting a little, Chirpkip open door and peek out.

Okay, sweet deal. Hopefully Chirpkip will last a little longer than Darien. :P

term1nally s1ck
2010-05-03, 09:02 AM
The outside is dark. No light. Do you have any interesting vision modes/light sources?

Arden
2010-05-03, 09:08 AM
Ah, sorry. Darkvision - 70 ft. as well as Low-Light Vision, which I believe is relevant to the light source

Chirpkip squint reeeeeally hard and keep looking.

term1nally s1ck
2010-05-03, 09:11 AM
Darkvision wins.

To the South: split east after 20', T east/west after 30'.

To the east: split north/south after 10', door north after 30', north/south split after 60', corridor extends further than you can see.

Arden
2010-05-03, 09:22 AM
Chirpkip feel very scary and very lonely.

"H-h-hello?" he cry out in common.

term1nally s1ck
2010-05-03, 09:26 AM
You hear nothing except the echoes.

Arden
2010-05-03, 09:51 AM
Hmmmmmmmm, Chirpkip go east and turn north at intersection.

term1nally s1ck
2010-05-10, 05:33 PM
heading north, you travel 20' north, 10' west, then 10' north before reaching a junction.

To your East, the corridor splits north after 20', there's a door south after 30', and the corridor turns south AND there's a door north after 50'

To your west, the corridor turns north at both 20' and 30'.

Arden
2010-05-10, 05:48 PM
Okay, I'm under the assumption that I began in the same room as last time, as up until now every description has been the same. One thing's throwing me off though, did you mean "you travel 20' north, 10' east, then 10' north"? My mapping isn't matching up.

Chirpkip stand around in attempt to gather surroundings.

term1nally s1ck
2010-05-10, 06:13 PM
Yeah, sorry, I was doing it from memory, which apparently isn't quite perfect yet.

Arden
2010-05-10, 06:21 PM
Don't sweat it. And thanks!

Chirpkip Move Silently and Listen at first door to east (southern wall).


MS: [roll0]
Listen: [roll1]

term1nally s1ck
2010-05-10, 06:31 PM
After 10', make a reflex save, as the floor beneath you crumbles and collapses.

Arden
2010-05-10, 06:32 PM
Reflex:
[roll0]

There goes my move silently roll. -.-

term1nally s1ck
2010-05-10, 06:46 PM
*CRUNCH CLUNK CLANK SMACK OW*

[roll0] falling damage.

you're at the bottom of a 5' wide pit.

Arden
2010-05-10, 07:17 PM
Chirpkip use Rage Claws and take a drink of Potion of Faith Healing before climbing out of pit (east side).

*gulp*

term1nally s1ck
2010-05-10, 07:24 PM
You reach that door without further incident.

Arden
2010-05-10, 07:26 PM
May I now apply my Listen check at the door?

term1nally s1ck
2010-05-10, 07:30 PM
Yeah, though it's a 500lb sheet of lead. Might be hard to listen through.

Arden
2010-05-10, 07:31 PM
Interesting that a Kobold is expected to be able to open said 500 lb. sheet of lead. :smalltongue:

Anyway.

Chirpkip open door.

term1nally s1ck
2010-05-10, 07:34 PM
It slides into the wall, and is weighted to take little effort to do so.

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]

Arden
2010-05-10, 07:39 PM
Pfffft, likely story.
Initiative: [roll0]

Chirpkip use Eldritch Blast then move west until he reach pit.


Attack: [roll1]
Damage: [roll2]
Nice!

If possible, I'd like to jump over the pit. Not exactly sure what the rules are for that.

term1nally s1ck
2010-05-10, 07:52 PM
Jump skill. (http://www.d20srd.org/srd/skills/jump.htm)

The thing chases you, and breathes fire at you:

[roll0] halved, halved again on reflex, minimum 1, if you take dmage you're entangled for [roll1] rounds.


For myself: [roll2]

Arden
2010-05-10, 08:01 PM
Okay, may I revise my first round to jump across the pit?

If so:
Jump: [roll0] and Chirpkip rounds the corner to the south.

If not:
Reflex: [roll1]

term1nally s1ck
2010-05-10, 08:18 PM
You can, but you don't have the move-speed to get around the corner.

Arden
2010-05-10, 08:20 PM
Oh, does jumping the 5 ft. gap count as 10 feet?

term1nally s1ck
2010-05-10, 08:26 PM
No, but it's 30' from outside the door to the turning, and you can't move diagonally around a solid corner.

Arden
2010-05-10, 08:29 PM
Oops, error in the mapping. My bad.

I'll just stop at that intersection then.

term1nally s1ck
2010-05-10, 08:44 PM
You took 1 fire damage, and are entangled for 2 rounds, unless you have evasion/fire resist.

Your turn.

Arden
2010-05-10, 08:55 PM
Where is the beast in regards to Chirpkip?

Also, do I need to make a Concentration Check vs. my entanglement for summoning a swarm as an at-will invocation? (DC: 17)

Chirpkip step 5 feet back and Summon Swarm of Rats at location of icky monster.

Concentration vs. Entanglement (if necessary): [roll0]
Concentration for Duration: [roll1] +2

term1nally s1ck
2010-05-10, 09:02 PM
He's just to the east of the pit. Do you step 5' south or 5' west?

Your concentration fails.

Arden
2010-05-10, 09:46 PM
Chirpkip step south.

term1nally s1ck
2010-05-10, 10:35 PM
Hm. Ok. Nothing seems to happen. Your turn.

Arden
2010-05-10, 10:50 PM
Chirpkip wait for entanglement to wear off. No action.

term1nally s1ck
2010-05-11, 01:33 AM
You take [roll0] halved, and [roll1] halved, as the entanglement continues to burn.

Arden
2010-05-11, 02:44 PM
Chirpkip step forward and, if monster still there, move west until 30' west of pit (assuming he can) and fire off another eldritch blast.

Eh, forgot the rolls, I'll roll in the next post.

term1nally s1ck
2010-05-11, 11:27 PM
The creature is still there, and is ready for you.

[roll0] fire damage, halved, and halved again on a reflex save, minimun 1, and entangled for [roll1] rounds.

Arden
2010-05-12, 10:33 PM
Rolls for previous post:
Attack: [roll0]
Damage: [roll1]
Of course.

Chirpkip fire another blast!

Eldritch Blast:
Attack: [roll2]
Damage: [roll3]

term1nally s1ck
2010-05-13, 12:02 AM
Actually, the readied action goes off before your attack, and he gets his next turn before yours.

[roll0] halved ongoing damage, and [roll1] halved and halved again on reflex save, and entangled for [roll2] rounds

[roll3] for me.