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NeverEnding DM
2010-05-06, 01:05 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||S|
3|||
4|||[/table]

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

DM notes:Neverending Ned (http://www.coyotecode.net/profiler/view.php?id=8477)

PhoenixRivers
2010-05-06, 01:15 PM
First action: Search the Door: Take 20 (result 30)

theterran
2010-05-06, 01:17 PM
You find...

A door...

PhoenixRivers
2010-05-06, 01:20 PM
Remove the torch from the sconce. Activate Darkness upon it.

Hide: [roll0]

Open door.

theterran
2010-05-06, 01:28 PM
Note: (When exiting a room I'm going to assume you step through the door. I will not assume this if there is something "of-interest" on the other side that's visible when you open it. I do this because it makes the logistics, ie square counting, somewhat easier.)

Stepping out the door, you see that a dark hallway runs South for 30ft before ending in an east/west "T". 20ft down the hall is a split east.
Glancing east, you see that there is also a hallway that extends past your darkvision. 10ft east you see that the hallway splits north and south. At 30ft you see a door on the northside of the hall, and at 60ft you see another split north/south.

(These hallways are unlit, but you have darkvision and a torch!)

PhoenixRivers
2010-05-06, 01:37 PM
Map as I graph it when described(assumed hallways were 5 feet wide):http://i174.photobucket.com/albums/w85/maharai23/NED1-2.png

theterran
2010-05-06, 01:40 PM
The doors and wall do not take up a 5ft square, so when I said you stepped out the door, you were actually in the hallway, so you're 5ft short on everything in the north/south direction. And there is a wall west of your position, so basically you stepped out into the "elbow" of the hallway. :smallwink:

PhoenixRivers
2010-05-06, 01:40 PM
Based on the map, I'll take the first left, denoted here:


Stepping out the door, you see that a dark hallway runs South for 30ft before ending in an east/west "T". 20ft down the hall is a split east.
Glancing east, you see that there is also a hallway that extends past your darkvision. 10ft east you see that the hallway splits north and south. At 30ft you see a door on the northside of the hall, and at 60ft you see another split north/south.

The underlined passage is the one I'm exploring first.

theterran
2010-05-06, 01:45 PM
Just a quick aside, how are you moving?(walking/running/sneaking) are you just moving or are you searching for anything?

PhoenixRivers
2010-05-06, 01:49 PM
Assume that I am hiding and moving silently, and taking 20 to search each square.

Next hide: [roll0]
Next Move Silent: [roll1]
Search Results: 30

theterran
2010-05-06, 01:57 PM
Alright....slow going then...

Standing in the intersection, you see that the hallway goes 20ft north before turning east, and 20ft south before turning west. You also see a door 15ft south on the eastern wall of the hall. You also see that the hallway east turns south at 70ft and that there's a door on the eastern wall at the "elbow"

Heading north. You go north for 20ft, east for 10ft, and north for 10ft as the hall ends in another "T".

Now from where you're standing, the hall goes 30ft west before turning north, with a split north at 20ft.

East the hallway goes 50ft before turning south, with a split north at 20ft, a door on the south side at 30ft, and a door on the north side at 50ft.

PhoenixRivers
2010-05-06, 02:09 PM
Hm, so the map is starting to reveal itself.


Alright....slow going then...

Standing in the intersection, you see that the hallway goes 20ft north before turning east, and 20ft south before turning west. You also see a door 15ft south on the eastern wall of the hall. You also see that the hallway east turns south at 70ft and that there's a door on the eastern wall at the "elbow"

Heading north. You go north for 20ft, east for 10ft, and north for 10ft as the hall ends in another "T".

Now from where you're standing, the hall goes 30ft west before turning north, with a split north at 20ft.

East the hallway goes 50ft before turning south, with a split north at 20ft, a door on the south side at 30ft, and a door on the north side at 50ft.

Following the bolded path.

Hide: [roll0]
Move silent: [roll1]
Search: 30 (I do possess trapfinding)

theterran
2010-05-06, 02:33 PM
Hm, so the map is starting to reveal itself.


You don't know the half of it...


At the split you see that the hallway goes north for 20ft before turning east.
Turning north at the elbow, you travel 15ft and your searching discovers a pit as the floor breaks away 5ft north of you. 15ft north of your position the hallway turns east.

PhoenixRivers
2010-05-06, 02:38 PM
Darkness again, as necessary.

Disable device, on the pit trap: [roll0]

theterran
2010-05-06, 02:40 PM
Okay, there's still no floor there...:smalltongue:

PhoenixRivers
2010-05-06, 02:53 PM
Wait, searching TRIGGERED it?

Inspect the bottom. If it's relatively non-spiky, then Use rope to climb down.

DM Only:Use Rope: [roll0] DC 10

theterran
2010-05-06, 03:02 PM
You know...I'm mistaken...I always imagined "searching" to be using hands and such (like moving dirt and stuff out of the way)...but apparently "looking intently" can be considered searching since you can search up to 10ft away.

So technically you would have found the trap through searching, and triggered it...

Same result...just a different way of doing it.


And it's non-spikey....there's just a floor at the bottom. (it's 20ft deep)

PhoenixRivers
2010-05-06, 03:07 PM
At the bottom, I'll cross to the other side and Use rope to go up. Knot the rope.

DM Only:[roll0] vs DC 14

Fail by 1-4: rope falls.
Fail by 5+: Rope holds for [roll1] rounds, then falls.

Climb:[roll2] vs DC 5 (Knotted rope)

term1nally s1ck
2010-05-06, 04:06 PM
It's a 5' wide pit. You get a corner and a chimney modifier to climb it...add the knotted rope and you're looking at a DC of -15.

But yeah, Disable Device on a Pit trap breaks away the floor safely. Otherwise, we're looking at a character that can negate gravity using his skills.

PhoenixRivers
2010-05-06, 04:13 PM
Really? If I knew it was only 5' wide, I'd have just jumped it, lol. Ah well, that'll get me up no problem.

After reaching the top, I'll continue.

At the split you see that the hallway goes north for 20ft before turning east.
Turning north at the elbow, you travel 15ft and your searching discovers a pit as the floor breaks away 5ft north of you. 15ft north of your position the hallway turns east.
Following the bolded path.

Hide:[roll0]
MS: [roll1]
Search: 30 (taking 20)

term1nally s1ck
2010-05-06, 04:25 PM
The corridor goes 20' east before you turn to your south.

After 10' south, the corridor turns west for 10', and there's a door east next to you.

PhoenixRivers
2010-05-06, 04:28 PM
Open Door.

Hide: [roll0]
MS: [roll1]

term1nally s1ck
2010-05-06, 04:33 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.

It does not see you, but it is very aware that something is there, due to the darkness outside, and the door opening.
Initiative: [roll0]

PhoenixRivers
2010-05-06, 04:38 PM
Init: [roll0]

term1nally s1ck
2010-05-06, 04:44 PM
It moves closer, but finds nothing to have entered the room, so it appears to settle into a stance, waiting for something to happen.

It moves to B3 and readies an action.

PhoenixRivers
2010-05-06, 04:57 PM
Assuming I am 5 feet east of A3 (haven't entered the room yet)
Per this:
Note: (When exiting a room I'm going to assume you step through the door. I will not assume this if there is something "of-interest" on the other side that's visible when you open it. I do this because it makes the logistics, ie square counting, somewhat easier.)

Drop the Torch (with the darkness effect on it):

Hide: [roll0]
Move Silent: [roll1]

Double move to E1.

Go ahead.

term1nally s1ck
2010-05-06, 05:01 PM
Ah...you are aware you will be visible if you do that, right? The room is lit (probably should have mentioned that)

PhoenixRivers
2010-05-06, 05:09 PM
The torch in A3 emanates darkness for 20 feet. That places the creature (which I assume is a ghoul) within its area.

Concealment RAW:
Concealment

To determine whether your target has concealment from your ranged attack, choose a corner of your square. If any line from this corner to any corner of the target’s square passes through a square or border that provides concealment, the target has concealment.

When making a melee attack against an adjacent target, your target has concealment if his space is entirely within an effect that grants concealment. When making a melee attack against a target that isn’t adjacent to you use the rules for determining concealment from ranged attacks.

In addition, some magical effects provide concealment against all attacks, regardless of whether any intervening concealment exists.
Concealment Miss Chance

Concealment gives the subject of a successful attack a 20% chance that the attacker missed because of the concealment. If the attacker hits, the defender must make a miss chance percentile roll to avoid being struck. Multiple concealment conditions do not stack.
Concealment and Hide Checks

You can use concealment to make a Hide check. Without concealment, you usually need cover to make a Hide check.
This means that as there is darkness between me and the creature, I have concealment. Since I have concealment, I can hide.

In other words, when it entered the darkness, it entered a world of pain.

term1nally s1ck
2010-05-06, 05:24 PM
Ah.

You're evil.

Ok, it's gonna maintain the readied action, unless it hears you:

[roll0]

term1nally s1ck
2010-05-06, 05:28 PM
..Ridiculously, it detected you when you were right next to it. It heads north, and gets very confused when it reaches A1, and can still see nothing.

It wanders right, then left, then gives up and heads back to where it was before you entered. It's at D3, wondering where the darkness is coming from.

PhoenixRivers
2010-05-06, 05:46 PM
Shooty time:

Touch Attack: [roll0]
If hit: [roll]1d6 blast + possibly [roll1] sneak
If threat: [roll2]
If crit: [roll]1d6 blast

Afterwards, I become visible in E1.

Swift action: Hide (magical darkness extends to D2, so there is magical darkness within 10 feet of me. Therefore, I can hide while observed.)

Hide: [roll3]

Move: Move to B1

Hide: [roll4]
Move Silent: [roll5]

PhoenixRivers
2010-05-06, 05:47 PM
Broken Blast roll: [roll0]

term1nally s1ck
2010-05-06, 06:06 PM
He rushes to E1, and runs around randomly, doesn't find you, and ends up at F3, very confused.

PhoenixRivers
2010-05-06, 06:10 PM
Touch Attack again: [roll0]
If Hit: [roll1] + [roll2] sneak attack
If threat: [roll3]
If Crit: [roll4] additional

Swift hide: [roll5]

Move: to A4

Hide: [roll6]
Move Silent: [roll7]

term1nally s1ck
2010-05-06, 06:17 PM
RAAAAAA *RUNRUNRUNRUNBUMP*

It runs into you.

It's in A3, you're in A4. It has no more actions this turn.

EDIT: By the way, you hit twice, and he's pretty beat up.

PhoenixRivers
2010-05-06, 06:24 PM
In case running into me let it see me:

Swift: hide [roll0]

Move: to C2.

Hide:[roll1]
MS: [roll2]

Move: Draw out a rubber ball.

term1nally s1ck
2010-05-06, 06:33 PM
Wait, no it doesn't. It thinks you're in A4.

It full-attacks the air. Lol.

PhoenixRivers
2010-05-06, 06:40 PM
How many attacks in that full attack? Claw/Claw/Bite?

Touch attack: [roll0]
If hit: [roll1] + [roll2] sneak
If threat: [roll3]
If Crit: [roll4]

(don't know why I roll the sneak and the threat/crit, it seems undeadish, possibly ghoul. still rolling on the off chance I'm wrong and it's a grimlock or somesuch).

Swift Hide: [roll5]

Move: From C2 to A4, heh

Hide: [roll6]
MS: [roll7]

term1nally s1ck
2010-05-06, 07:32 PM
Just claw/claw.

If he was still alive, I'd say you're more evil than anyone ever.

He was vulnerable to the SA, actually. Lashemoi Ushemoi.

150XP.

PhoenixRivers
2010-05-06, 07:46 PM
Search the room. Take 20.

PhoenixRivers
2010-05-06, 11:39 PM
Also, I'm searching the corpse.

term1nally s1ck
2010-05-07, 12:00 AM
Nothing to be found.

PhoenixRivers
2010-05-07, 12:11 AM
Pick up the torch. Grab a second torch from the wall of this room. Manifest darkness on each of them.

Hide:[roll0]
Move silent: [roll1]

Open the door at F4(south).

Note: Before I touch anything or go anywhere, assume I take 20 searching it, for a result of 30. This does not apply if I am aware of a hostile foe.

term1nally s1ck
2010-05-07, 01:12 AM
this corridor goes 10' south before turning both east and west, and 10' east before turning north.

PhoenixRivers
2010-05-07, 01:15 AM
this corridor goes 10' south before turning both east and west, and 10' east before turning north.

Following the bolded path.

term1nally s1ck
2010-05-07, 01:28 AM
You find a large red notecard hanging from the wall.

PhoenixRivers
2010-05-07, 01:36 AM
Search it from 10 feet away (take 20, result 30, note that most magic booms such as explosive runes can be spotted as a magic trap). If nothing, then back up a little more, extend my telescoping pole to 12 feet, and knock it off the wall.

term1nally s1ck
2010-05-07, 01:48 AM
It's a Trap.

PhoenixRivers
2010-05-07, 02:13 AM
Very well, I'll be skipping THAT one. Assuming it's a dead end...

Reverse course, head back to:

this corridor goes 10' south before turning both east and west, and 10' east before turning north.

If I'm not mistaken in my mapping, the corridor should travel east a ways, before turning south. There should be a door at the end of the hall on the north wall. There should also be a door on the south wall, about 10 or so feet east of me, and the passage should continue west about 60 feet before turning north, with a split to the south halfway down, and a split to the north shortly before the end.

Let me know if that's correct. :)

term1nally s1ck
2010-05-07, 02:28 AM
Sorry, no, not a dead end.

30' north, the corridor ends in a T junction.

20' north, it splits east.

PhoenixRivers
2010-05-07, 02:39 AM
Sorry, no, not a dead end.

30' north, the corridor ends in a T junction.

20' north, it splits east.

Taking the T junction west.

As always, taking 20 on all searches.

Hide [roll0]
MS: [roll1]

theterran
2010-05-07, 06:40 AM
As you reach the split east, you see that the corridor east goes 30ft and turns south, at 25ft you see a door on the south side with a large red and white bullseye on the floor in front of it.

reaching the "T" You see that the hallway goes both east and west for 20ft before turning north.

Going West, at the elbow, you see that the hallway goes 40ft north before turning back east. At 10ft and again at 20ft there are splits east.

Also at 20ft there is a Green NoteCard hanging from the wall.

PhoenixRivers
2010-05-07, 07:33 AM
Assume all notecards will be searched taking 20. From 10 feet away.

theterran
2010-05-07, 07:40 AM
Standing at the first split, you see the hallway runs 10ft east before turning north. There 10ft away on the east wall.

Searching the card, you cannot find a trap of any kind.

PhoenixRivers
2010-05-07, 01:03 PM
Examine the notecard.

term1nally s1ck
2010-05-07, 01:42 PM
"You've just been poisoned. Have fun."

DM rolls:

No Peeking..
Seriously, dude.
DM only.
Hehe, I like being evil. [roll0]

EDIT: You feel no different.

PhoenixRivers
2010-05-07, 01:46 PM
Hm. I'm going to assume it's a lie, as poisoned notecards are traps, and I'm fairly confident in my ability to detect nonmagical traps.

Drop the notecard, continue north.

As always, search 30.

Move silent 23 (taking 10)
Hide 27 (taking 10)

Tanaric
2010-05-07, 01:57 PM
While nothing's stopping you from taking 20 on every square, keep in mind that that's two minutes (six or ten if you search the walls up to five and ten feet respectively too) every square. You have the food and water, but you're going to be needing con checks to stay awake before too long. (DC 12 +4 for every night of missed sleep, if I recall the DMG suggestion correctly)

PhoenixRivers
2010-05-07, 02:04 PM
While nothing's stopping you from taking 20 on every square, keep in mind that that's two minutes (six or ten if you search the walls up to five and ten feet respectively too) every square. You have the food and water, but you're going to be needing con checks to stay awake before too long. (DC 12 +4 for every night of missed sleep, if I recall the DMG suggestion correctly)

While there's nothing stopping you from posting hints, I've spent approximately two total hours in the dungeon, even searching every floor panel traversed, and every notable wall panel and door passed. I think that talking about days without sleep is a bit premature. If it turn's out that I've explored less than 10% of this dungeon, and I'll need to pick up the pace, I'll make that determination based on unexplored routes at hour 12.

term1nally s1ck
2010-05-07, 02:05 PM
DM Rolls:

[roll0]

Still feel no different.

Tanaric makes a good point, I've been keeping a rough track, and you're a lot of hours in. EDIT: You're at a little under 2 and a half hours, by my reckoning, but you've only visited one room. Taking 20 on a room takes about 1/2 to 1 hour by itself.

At 10', the corridor goes 10' east before ending in a door and a turning north.

At 20', the corridor goes 10' east before turning south.

At 40', the corridor goes 20' before turning north, and there's a door south after 15'.

PhoenixRivers
2010-05-07, 02:16 PM
@time in:Initial Room (15x15) - searched door only: 2 minutes.
Initial corridor: Travelled 15 feet east (6 minutes)
Travelled 20 feet north (8 minutes)
Travelled 10 feet east (4 minutes)
Travelled 10 feet north (4 minutes)
Travelled 30 feet west (12 minutes)
Travelled 10 feet north (4 minutes)
Encountered pit trap (2 minute search, 1 minute travel)
Travelled 10 feet north (4 minutes)
Travelled 15 feet east (6 minutes)
Travelled 10 feet south (4 minutes)
Encountered enemy (1 minute fight)
Searched 20x25 room (40 minutes)
Travelled 5 feet south, 10 feet east (6 minutes)
Travelled 30 feet north (12 minutes)
Travelled 20 feet west (8 minutes)
Travelled 10 feet north (4 minutes)
Search Green notecard (2 minutes)
Travelled 10 feet north (4 minutes)

That covers most of up to here. Add in 2 minutes for searching the red notecard, and I'm at: 136 minutes. That is 2 hours, 16 minutes.

I wouldn't qualify that as "a lot of hours".


At 10', the corridor goes 10' east before ending in a door and a turning north.

At 20', the corridor goes 10' east before turning south.

At 40', the corridor goes 20' before turning north, and there's a door south after 15'.

Following bolded path. And I'll get to rooms. Working on a principle known as a "left wall tactic". Works in most mazes.

term1nally s1ck
2010-05-07, 02:23 PM
It's not..yet. There are, however, a lot of rooms still to visit, and if you're planning to take 20 on every one, you might have to start worrying. It's not telling you you're going to run into this soon, it's just a comment that we are using the rules for sleeping :smalltongue:

EDIT: Oh, I know. I recognised the path you're taking a while back, people have done it before. Sticking to the right wall is funnier in this dungeon, though.

Turning north, you travel 10' and can see in all three directions.

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

PhoenixRivers
2010-05-07, 02:32 PM
It's not..yet. There are, however, a lot of rooms still to visit, and if you're planning to take 20 on every one, you might have to start worrying. It's not telling you you're going to run into this soon, it's just a comment that we are using the rules for sleeping :smalltongue:

EDIT: Oh, I know. I recognised the path you're taking a while back, people have done it before. Sticking to the right wall is funnier in this dungeon, though.

Turning north, you travel 10' and can see in all three directions.

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

Following bolded path.

Altering SOP: Taking 10 on standard floor searches (result 20). Taking 20 will be called out as needed. That will reduce future time significantly, and likely reduce the odds of any unpleasantness. Most nonmagical traps in a level 1 dungeon should be in the range of DC 20.

term1nally s1ck
2010-05-07, 02:38 PM
Ack, I messed that up. The east and west should be the other way round.

Rewind slightly:

Turning north, you travel 10' and can see in all three directions.

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

PhoenixRivers
2010-05-07, 02:54 PM
Ack, I messed that up. The east and west should be the other way round.

Rewind slightly:

Turning north, you travel 10' and can see in all three directions.

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

Serves me right for mapping in pen. Following bolded.

term1nally s1ck
2010-05-07, 04:18 PM
I'll probably give you a map soon anyway.

40' north, the corridor turns east.

20' north, there's a door on each sides of the corridor, east and west.

PhoenixRivers
2010-05-07, 04:58 PM
Bit of confusion here. Got my maps redrawn in MS paint now, and here's what I have:

http://i174.photobucket.com/albums/w85/maharai23/NED2-1.png
http://i174.photobucket.com/albums/w85/maharai23/NED1-4.png
Passages in white have been seen, but not travelled.
Passages in gray have been physically travelled.


Map Section 2, I'm having an issue with.

You stated at the 4 way intersection, that 10 feet north, the passage turned west.

When I went west, the passage turned north, but there was no split east. Verifying this is correct, so I can mark off the earlier north passage as an untravelled dead end (so I can go back to inspect for doors etc later).

term1nally s1ck
2010-05-07, 05:22 PM
Ugh. Sorry, that was east, too. I got my easts and west confuzzled.

Unfortunately, I play mahjong with some friends occasionally, and for some reason, west and east are backwards when you follow the rules to set up, so we have to run it that way. This leads to confusion when describing maps.

M3 has a door on the eastern wall.

PhoenixRivers
2010-05-07, 05:58 PM
Section 1, Door on M3(east), check.
Section 2, O19 leads east and south, check.

Updated mapping:http://i174.photobucket.com/albums/w85/maharai23/NED2.png
http://i174.photobucket.com/albums/w85/maharai23/NED1-3.png

Based on this:
Currently in Map Section 2.

Travel north to M19 (searching as normal, taking 10 - result 20)
Take 20 on search - east and west door at M17. (result: 30)
Search all squares up to the doors, taking 10.

EDIT: If I locate the exit, I'm free to not take it, and return to it later, correct? I plan on making this floor my female dog companion.

term1nally s1ck
2010-05-07, 06:59 PM
You find the doors very very well.

You can indeed wait to take the exit til you're done. You will, however, be able to access the Magic Mart without having to take the exit.

PhoenixRivers
2010-05-07, 07:15 PM
Activate darkness on both torches.
Drop 1 torch in M17.
Hide (take 10): 27
MS (take 10):23
Open West door (not stepping through, opening from 5 feet south of door)

term1nally s1ck
2010-05-07, 07:18 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.

theterran
2010-05-07, 07:18 PM
Following bolded path. And I'll get to rooms. Working on a principle known as a "left wall tactic". Works in most mazes.
Completely off topic (kinda)

I wish I would have done something like this when I was running floor 1, I think I drove Sliver crazy because I was constantly getting lost...and would just take random directions, I managed to get myself so lost that I kept going to the same room...:smallredface:

PhoenixRivers
2010-05-07, 08:21 PM
Searching (take 10, result 20) the following squares prior to entering: B1, C1, B2, C2, C3.

Searching (take 20, result 30) B3 (square with lever).

Let's take this a step at a time. do what work I can from the doorway, then sweep and clear from there.

term1nally s1ck
2010-05-08, 07:36 PM
You find nothing. The lever does something, but you don't know what.

PhoenixRivers
2010-05-08, 11:06 PM
Enter the room. Search the entire room. I am not, at this point, touching the lever or the cake. My feet are touching only sections of the floor I have touched, and my hands are touching nothing yet.

Also, if I were to tie a rope to the lever, would I be able to pull it from a distance, from the doorway?

EDIT:

To clarify: Taking 10 on the entire room.

The cake, the note, and any visible features of the room: Take 20.

If no trap is detected on the note, I will read it. If no trap is detected on the cake, I will read the icing.

term1nally s1ck
2010-05-10, 05:37 PM
The cake is poisoned.

The note reads:

“The Cake Is A Lie. The Room Is A Trap.”

You find nothing else, though the lever seems to trigger a spell of some sort.

PhoenixRivers
2010-05-10, 05:46 PM
That's a note I can believe in. No point in figuring out the traps, as my only incentive with traps is avoiding them. Retrieve my torch from the hallway, then exit out the door at A2, follow left wall until I detect something of interest.

Hide: 27
Move Silent: 23
Search: 20

Taking 10 on all.

term1nally s1ck
2010-05-10, 06:29 PM
directly outside the door, you find a red and white bullseye on the ground.

PhoenixRivers
2010-05-10, 06:32 PM
directly outside the door, you find a red and white bullseye on the ground.

Standard Procedure: Any notable dungeon feature (bulls eyes, notes, doors, etc) will be searched, using take 20, for a result of 30. This will be done from 5 feet away.

All squares that are not notable, will have the floor searched, using take 10, for a result of 20.

So, what's a search of 30 get me on this bull's eye?

term1nally s1ck
2010-05-10, 07:08 PM
Nothing at all.

:smallamused:

PhoenixRivers
2010-05-10, 07:11 PM
Extend my telescoping pole, and poke the bull's eye. Put some weight on it.

If that doesn't do anything, describe the hallway. we talking straight east? dead end?

term1nally s1ck
2010-05-10, 07:29 PM
This corridor is a north/south corridor.

It turns west after 5' north, 45' south, and 65' south.

PhoenixRivers
2010-05-10, 07:36 PM
Head all the way south, then west, taking 10 on search checks, as normal.

term1nally s1ck
2010-05-10, 07:54 PM
At 45', the corridor goes 10' west before turning north.

At 65', the corridor goes 30' before turning north for 40', with a door east after 35'. Ending in a door north, and a turning east, which has a red and white painted bullseye after 5', and a door south after 10', where the corridor ends.

PhoenixRivers
2010-05-10, 08:03 PM
At 45', the corridor goes 10' west before turning north.

At 65', the corridor goes 30' before turning north for 40', with a door east after 35'. Ending in a door north, and a turning east, which has a red and white painted bullseye after 5', and a door south after 10', where the corridor ends.

Stop outside this door. Search it (take 20). Assuming nothing unusual:

Darkness on both torches. Drop a torch outside the doorway. Hide (27), move silent (23). Open door.

term1nally s1ck
2010-05-10, 08:21 PM
Opening the door reveals the following room:
{table]|A_|B_|C_|D_|E_
1|||||
2|||2||
3|||||
4|||1||
5|||||[/table]
Around a fire are sitting 2 humans. A better look reveals one of them to be an elf and the other has another set of sharp teeth. Elf is #2. They have equipment. You like equipment, don’t you? There is a door at A5 south, E5 south and D1.
Initiative:[roll0]
[roll1]]

PhoenixRivers
2010-05-10, 08:23 PM
I do like equipment. Let's see how this plays out.

Init: [roll0]

PhoenixRivers
2010-05-10, 08:26 PM
Incidentally, am I at the A5 door or the E5 door?

PhoenixRivers
2010-05-10, 08:30 PM
No matter. Elves get con penalties... so we'll shoot for him first.

Touch attack: [roll0] vs flatfooted touch AC.
If Hit: [roll1] + [roll2] sneak
If threat: [roll3]
If Crit: [roll4]

Afterwards, swift hide: [roll5]

Move: 15 feet north (into A3 or E3, depending).

Hide: [roll6]
Move Silent: [roll7]

term1nally s1ck
2010-05-10, 08:37 PM
The elf dies, never knowing his killer.

The other stands up and casts obscuring mist, then takes a step.

You're at A3, he just stepped to B4.

PhoenixRivers
2010-05-10, 08:53 PM
Did he see me? Hm. No matter, most fog spells are limited in duration.

Swift Hide: [roll0]
Move: 15 feet south to just south of A5

Hide: [roll1]
Move silent: [roll2]

Ready action: Attack if I hear casting.

term1nally s1ck
2010-05-10, 09:00 PM
Hm.

You hear casting.

PhoenixRivers
2010-05-10, 09:05 PM
Reactive Listen: [roll0]

Direction and distance?

term1nally s1ck
2010-05-10, 09:26 PM
North, quite nearby. You heard no movement before the casting.

PhoenixRivers
2010-05-10, 09:28 PM
Attack B4: [roll0] vs flat footed touch ac
Concealment: [roll1] 1 hits ** miss **
damage: [roll2]
If threat: [roll3]
If crit: [roll4]

term1nally s1ck
2010-05-10, 09:43 PM
It's a color spray, aimed at the door you opened. Make a Will save, please.

PhoenixRivers
2010-05-10, 09:46 PM
Will:[roll0]

Here's hoping for a casting stat of 11-13.

term1nally s1ck
2010-05-10, 10:15 PM
That's a fail..

[roll0] unconscious,

[roll1] stunned, 1 round asleep.

PhoenixRivers
2010-05-10, 10:29 PM
That's a fail..

[roll0] unconscious,

[roll1] stunned, 1 round asleep.

ummm... it's 2d4 unconscious/blind/stun, then
1d4 blind/stun, then
1 round stun

term1nally s1ck
2010-05-10, 10:36 PM
Ack, my bad.

[roll0]

[roll1]

PhoenixRivers
2010-05-10, 10:40 PM
Handle my 5 sleepy rounds, then 3 blind/stun, then 1 stun.

term1nally s1ck
2010-05-10, 11:03 PM
You awake, to find the room empty bar the corpse of the elf.

You have both been looted, however, and any coins or small valuables have been taken. (An awesome 1gp, woo!)

On the elf's body, you find studded leather, and a longsword.

PhoenixRivers
2010-05-10, 11:36 PM
get the torch. Darkness it. loot the studded leather and the longsword. Put it in my backpack. Darkness the backpack. Make sure it's only slung over one shoulder. Next time I meet that guy, it'll go very different. I made a mistake that fight.

Hide, move silent, search. Move to D1, open door.

term1nally s1ck
2010-05-10, 11:51 PM
Returning to where he thought you were? Yeah, probably :smalltongue:

20' west the corridor turns north, 20' east it turns south.

PhoenixRivers
2010-05-11, 12:24 AM
Returning to where he thought you were? Yeah, probably :smalltongue:

20' west the corridor turns north, 20' east it turns south.

That wasn't the big mistake. The big mistake was readying an attack, rather than my Silence SLA.

Heading west and north.

term1nally s1ck
2010-05-11, 12:29 AM
20' north, the corridor turns east for 10' before turning south.

30' north, the corridor turns east.

PhoenixRivers
2010-05-11, 12:29 AM
30 feet north, then east.

term1nally s1ck
2010-05-11, 12:32 AM
20' east, 20' south, you see that the corridor goes 10' west before turning north and suspect that they join up.

you then head 20' east, 20' north, 20' east, 10' south, 10' west, and you're at the northern end of the corridor you entered the cake room from.

PhoenixRivers
2010-05-11, 12:42 AM
Got it plotted now. Ok, so I should see a door 20 feet to my south, on the east side (that I haven't been in) and an open door to the west (that I have been in).

Hide (27, MS 23)
Drop backpack where I stand.
Travel south to the doors, drop darkness torch.
Search door, open door (if nothing unusual detected).

term1nally s1ck
2010-05-11, 12:56 AM
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.

PhoenixRivers
2010-05-11, 01:00 AM
search the room (take 10).
search the notes (take 20).

term1nally s1ck
2010-05-11, 01:03 AM
The fourth note is a trap.

You find that a couple of the stones in the ceiling are loose.

PhoenixRivers
2010-05-11, 01:09 AM
Read the first three notes. Take 20 on the search for the loose stone. Is it part of the trap?

term1nally s1ck
2010-05-11, 01:15 AM
In order, they read: “Fools rush in where angels dare not tread”, and “The follies of youth are best left behind”, and “See reverse side for care instructions” and on the reverse side “There is a reward in this room. The next note says where.”

The ceiling doesn't look like part of the trap, but if it were disturbed it seems that the stones would fall, with (potentially) painful consequences.

PhoenixRivers
2010-05-11, 07:07 AM
Retrieve my backpack. Open the east door. Forget trap rewards.

term1nally s1ck
2010-05-11, 08:15 AM
Out the other door, the corridor ends in a T-junction 10' south, and the same happens 20' north.

PhoenixRivers
2010-05-11, 08:27 AM
Out the other door, the corridor ends in a T-junction 10' south, and the same happens 20' north.

North and west.

Hide and move silent, 27 and 23.

EDIT:updated map:http://i174.photobucket.com/albums/w85/maharai23/NED2-1.png
http://i174.photobucket.com/albums/w85/maharai23/NED1-4.png

term1nally s1ck
2010-05-11, 08:44 AM
You see that the corridor goes 10' east before turning south.

You go 10' west, 10' north, 40' east, 10' south. You're standing outside a door to your south. 10' east, there's a red and white bullseye on the floor, directly outside a door to the east.

PhoenixRivers
2010-05-11, 09:00 AM
Search the bulls eye, search both doors (taking 20).
All floors searched (take 10), as normal.

If nothing seems out of the ordinary, remanifest darkness on both torches and my pack, drop my pack.

Hide 27
Move silent 23

Open east door.

term1nally s1ck
2010-05-11, 09:34 AM
Opening the door reveals the following room:
{table]|A_|B_|C_|D_|E_
1|||||
2|||||
3||||1|
4|||||
5|||||
6||||| [/table]
There is a door at A-3, and another at A-5, E5 and D6. There is a metallic humanoid standing in the room looking at you.
Initiative:[roll0]

PhoenixRivers
2010-05-11, 09:39 AM
Init: [roll0]

Which door am I at?

PhoenixRivers
2010-05-11, 09:44 AM
Meh, either way, this will be the same:

Touch Attack: [roll0] vs flatfoot AC
If Hit: [roll1] + [roll2] sneak
If threat: [roll3]
If crit: [roll4]

Swift Hide: [roll5]

Move: To be announced.

term1nally s1ck
2010-05-11, 09:51 AM
A3. It has light fortification, so you need to roll to see if the SA is applied.

[roll0] 1 fails.

EDIT: It doesn't hurt the thing as much as you hoped, and it's still standing.

PhoenixRivers
2010-05-11, 09:55 AM
Move: to C4
Free: drop the second darkness torch into D4.

Hide: [roll0]
MS: [roll1]

term1nally s1ck
2010-05-11, 10:12 AM
The warforged wanders forward blindly, and heads straight out of the door, hoping to bump into somebody.

PhoenixRivers
2010-05-11, 10:17 AM
Move to E3.

Touch Attack:[roll0]
If hit: [roll1] + [roll2] sneak attack
If threat: [roll3]
If Crit: [roll4]

Fortification roll: [roll5] 1 negates

Free action: Speak: "I see you stagger towards where I was 5 seconds ago. How's that working out for you?"

Swift: Hide [roll6]

term1nally s1ck
2010-05-11, 10:20 AM
It doesn't reply. Mostly because it's dead.

150XP.

PhoenixRivers
2010-05-11, 10:26 AM
Search the body. If nothing stands out about the room or the enemy, I will exit the room at E5.

theterran
2010-05-11, 12:58 PM
You exit the room and find the vending machines and the stairs down to floor 2.

PhoenixRivers
2010-05-11, 01:13 PM
Well, I was told that I can use vending machines, and still go back to level 1 for more.

Provided that is true: Sell the Longsword and Studded Leather. Gain 20gp (half value).

And turn back around. I'm not done with this level yet.

Return to the previous room, and open the door at D6.

Hide: 27
Move silent: 23

theterran
2010-05-11, 01:47 PM
I'll give ya a hint, all doors but the one you came in originally lead to the "exit" :smallwink:

PhoenixRivers
2010-05-11, 01:53 PM
So noted. Gather all my torches. Darkness on both torches and my backpack.

I'll exit the door that I originally came in. There should be a door ahead of me, on the south wall.

Hide 27, Move silent 23.
Search (take 20) on the door.

If nothing appears unusual, then open door.

term1nally s1ck
2010-05-11, 11:24 PM
Opening the door reveals the following room:
{table]|A_|B_|C_
1|||
2|||
3||B|
4|||
5|||
[/table]

There is a door at C1 North, which you are standing just outside of.
Large red button on a raised stone table in the center of the room. Button reads “PUSH ME” in large white letters, written in common.

PhoenixRivers
2010-05-12, 07:28 AM
Search the room (take 10).
Search the pedestal and button (take 20).

term1nally s1ck
2010-05-12, 07:56 AM
The room seems fairly normal.

The button definitely does do something, and you suspect it has something to do with the floor.

PhoenixRivers
2010-05-12, 08:08 AM
My spidey sense is tingling. Leave the room. Travel north, then west and around to the T intersection. Travel east until the passage turns south.

term1nally s1ck
2010-05-12, 09:12 AM
10' east, 30' south, 10' west...you're back at the T on the other side from that door.

PhoenixRivers
2010-05-12, 09:15 AM
20 feet west until the passage turns south, then south 10 feet to the 4 way intersection. From there, I will head east until the passage turns south.

term1nally s1ck
2010-05-12, 10:01 AM
east 20', south 50', and you turn west and meet up with a corridor you've been to before.

There was a door half-way along the 50' corridor.

PhoenixRivers
2010-05-12, 10:21 AM
Hm. If my mapping is correct, this is a choke point. Everything east or west on this "T" is accessible to everything south of it only by traveling through this T. There are no connecting passages. Now that I've got a baseline, let's fill in the blanks.

Travel West, then north (no searching). Take the first passage east to the earlier door I discovered (resume searching when I reach the first passage east).

Search (20) on floors. Search (30) on any notable features (doors, notes, bull's eyes, etc).

Manifest darkness on my 2 torches, and on my backpack. Drop a torch in the doorway.

Hide 27, Move silent 23.

Provided there is nothing unusual discovered via search, I will open the door.

term1nally s1ck
2010-05-12, 10:41 AM
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]

PhoenixRivers
2010-05-12, 10:51 AM
Init:[roll0]

term1nally s1ck
2010-05-12, 10:59 AM
It seems confused, and rushes out to check what's going on. It runs into you outside the door, letting it know that something is there.

[roll0] for [roll1], and [roll2] 1 misses.

On an 18-20, it threatens:

[roll3] for [roll4]

PhoenixRivers
2010-05-12, 11:06 AM
That's a miss. AC is 15.

Touch Attack: [roll0]
If hit: [roll1] + [roll2]
If threat: [roll3]
If Crit: [roll4] + [roll5]

Swift: Hide [roll6]

Move: 10 feet north.

Hide:[roll7]
MS: [roll8]

term1nally s1ck
2010-05-12, 11:14 AM
It's confused, and swings at you again. Unfortunately, you since moved.

PhoenixRivers
2010-05-12, 11:19 AM
Action: Move 10 feet south, and 5 feet west. I should be 10 feet away from it.

Hide:[roll0]
Move Silent:[roll1]

Ready Action: Move if the hobgoblin bumps into me.

term1nally s1ck
2010-05-12, 12:08 PM
He just swings at the air again, thinking there might still be somebody there.

PhoenixRivers
2010-05-12, 12:10 PM
Attack:[roll0]
If hit: [roll1] + [roll2] sneak
If threat: [roll3]
If Crit: [roll4]

Swift Hide: [roll5]

Move 5 feet east and 5 feet north.

Hide: [roll6]
MS: [roll7]

term1nally s1ck
2010-05-12, 12:38 PM
The Varag will take a 5' step south, pull out a potion, and drink it.

PhoenixRivers
2010-05-12, 12:51 PM
South? Isn't there a wall directly south of it? I was under the impression it was at A6.

I was west of A6, and it moved there to attack, I thought.

term1nally s1ck
2010-05-12, 11:51 PM
Ack, sorry. Had him at the wrong place at a glance. He'd step north (basically, he wants to step away from the doorway to get cover from AoOs from outside, since he doesn't actually know where the attacks are coming from by RAW.)

PhoenixRivers
2010-05-13, 01:37 AM
My turn: Double Move to C2
Hide: [roll0]
MS: [roll1]

Drop 2nd torch in D3. Go ahead. The room is now nice and dark.

term1nally s1ck
2010-05-13, 03:19 AM
The creature will move to E6, and prepare for something.

PhoenixRivers
2010-05-13, 10:35 AM
Full Round Action

Touch Attack Snipe:[roll0]
If hit: [roll1] + [roll2] sneak
If threat:[roll3]
If crit: [roll4]
Hide Afterwards: [roll5]

Swift Hide: [roll6]

Five foot Step to B2.

term1nally s1ck
2010-05-13, 10:40 AM
Ooh! Possibly a problem..

As you snipe, the creature's readied action may go off...[roll0] vs DC 11. If he beats it, his readied action goes off and he moves to C3, next to you.

The creature gets confused as it fails to notice where it's toes are.

It maintains the readied action for now.

PhoenixRivers
2010-05-13, 10:55 AM
Hiding Touch Attack: [roll0]
If Hit: [roll1] + [roll2] sneak
If threat: [roll3]
If Crit: [roll4]

After the attack, he sees me.

After his ready action, I'll Swift hide again, [roll5]

Move: to E2.
Hide: [roll6]
MS: [roll7]

term1nally s1ck
2010-05-13, 12:29 PM
His readied action is to move next to you. I guess that's nearly irrelevant.

PhoenixRivers
2010-05-13, 12:52 PM
It'd be very relevant if I couldn't move after hiding. If I was limited to 5 foot steps, it'd be a something like 1 in 3 to 1 in 8 of finding me.

In any case, it's the beastie's turn.

term1nally s1ck
2010-05-13, 01:20 PM
Thought I should wait in case you changed your turn.

He'll take a 5' step forward, and swing at B1, hoping against hope.

PhoenixRivers
2010-05-13, 01:36 PM
Shoot! [roll0]
If hit: [roll1] + [roll2] sneak
If threat: [roll3]
If crit: [roll4]

Swift hide: [roll5]

Move to: C4
Hide:[roll6]
MS:[roll7]

term1nally s1ck
2010-05-13, 01:39 PM
He walks forward, opens the door at A2, and walks out the door, turning west.

PhoenixRivers
2010-05-13, 01:41 PM
He walks forward, opens the door at A2, and walks out the door, turning west.


There is a door at A-6 west, which you are just outside of, another at A-1 North, and another at E-3.

Which door?

term1nally s1ck
2010-05-13, 01:47 PM
A1, sorry. Should check before I hit post.

PhoenixRivers
2010-05-13, 01:59 PM
A1, sorry. Should check before I hit post.

Let's expand the map a bit. Here's mine:

http://i174.photobucket.com/albums/w85/maharai23/NED2-2.pnghttp://i174.photobucket.com/albums/w85/maharai23/NED1-5.png

Based on this, the enemy moved north, out of the door at N24(north map), and headed west. I will move from P1(south map) to K3, and ready an action to fire at any enemy I see.

Hide: [roll0]
MS: [roll1]

term1nally s1ck
2010-05-13, 02:03 PM
You hear a door close. Nothing else seems to happen.

PhoenixRivers
2010-05-13, 02:06 PM
Move to K23, north map.

Hide: [roll0]
MS: [roll1]

Not done with my turn. What do I see?

term1nally s1ck
2010-05-13, 02:12 PM
You brought the darkness with you, I assume?

EDIT: That is an AWESOME line.

PhoenixRivers
2010-05-13, 02:15 PM
You brought the darkness with you, I assume?

EDIT: That is an AWESOME line.

In addition to the two torches I dropped, I also have darkness on my backpack.

term1nally s1ck
2010-05-13, 02:26 PM
Then you see the Varag at M23.

PhoenixRivers
2010-05-13, 02:32 PM
Attack:[roll0]
If Hit: [roll1] + [roll2] sneak
If threat: [roll3]
If crit:[roll4]

After, Swift Hide: [roll5]

term1nally s1ck
2010-05-13, 02:38 PM
150XP, masterworked scimitar, masterworked studded leather.

PhoenixRivers
2010-05-13, 02:48 PM
Collect my torches, and the loot.

Take those to the vending machine, sell em.

Total sell log so far:
Longsword 15gp - sold: +7.5gp
Studded leather 25gp - sold: +12.5gp
Scimitar (MW) 315gp - sold: +157.5gp
Studded Leather (MW) 175gp - sold: +87.5gp

From there, on my map, head to C24 (top map), and follow room entry. Darkness on both torches and the backpack, drop a torch in the door.

Hide 27, Move silent 23.

Open the door.

For reference:http://i174.photobucket.com/albums/w85/maharai23/NED2-2.png

term1nally s1ck
2010-05-13, 04:19 PM
Opening the door reveals the following room:
{table]|A_|B_|C_
1|||
2|||
3||1|
4|||
5|||
6|||[/table]
There is a door at A-1 west, B-1, and another at C-1 east
There is a gnome sized figure with a white dragon’s head, ivory scales and short swords standing in the room
Initiative:[roll0]

PhoenixRivers
2010-05-13, 04:31 PM
Init: [roll0]

Attack: [roll1] **Critical Threat**
If hit: [roll2] + [roll3] sneak
If threat: [roll4]
If crit: [roll5]

Swift Hide: [roll6]

Move to B5.
Hide:[roll7]
MS: [roll8]

Drop torch into C4.

term1nally s1ck
2010-05-13, 04:36 PM
[roll0] for [roll1]

for the confirm.

Unless you roll max damage, the thing charges at the door and attacks the empty square.

EDIT: 150XP, 2 short swords, 4 darts, all small.

PhoenixRivers
2010-05-13, 04:38 PM
If you'll note, I already have the confirm and damage rolls in the post. A roll of 26 for 4 damage.

The followup attack would just be:

[roll0]
Damage: [roll1]

Which should drop it regardless.

term1nally s1ck
2010-05-13, 04:40 PM
Boop. It's getting late.

You kill the thing anyway.

Aaaand I am gonna go to bed.

PhoenixRivers
2010-05-13, 04:40 PM
From here, gather my torches, head out the east door, to (i suspect) a hallway that leads south.

term1nally s1ck
2010-05-14, 03:21 AM
Correct, sir.

PhoenixRivers
2010-05-14, 03:37 AM
Map:http://i174.photobucket.com/albums/w85/maharai23/NED1-5.png

Retracing steps to O7 on the above map. Travel east. Search bulls eye on floor (take 20). Search door (take 20).

Provided nothing of interest:
Darkness on 2 torches, darkness on backpack.
Hide (27), Move silent (23)

Drop 1 torch in doorway (T7), Open door.

term1nally s1ck
2010-05-14, 03:40 AM
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.

PhoenixRivers
2010-05-14, 03:44 AM
Search the room (take 10).
Search the chest, and the latch (take 20).

term1nally s1ck
2010-05-14, 03:54 AM
The chest is not locked.

Nothing else seems to be worth finding.

PhoenixRivers
2010-05-14, 04:07 AM
Search the note (take 20).

If no trap is detected, and note can be read without touching it, do so.
Otherwise, if not trap is detected, use retracted pole (2 foot) to manipulate it open, and read it.

If a trap is detected, extend pole to 12 feet, and open chest with pole, from outside the room (D1 north)

term1nally s1ck
2010-05-14, 04:35 AM
A note attached to the latch reads “Greater rewards await the patient man, but only a fool waits forever.”

PhoenixRivers
2010-05-14, 04:51 AM
Eh, greater rewards are for people with time. Open the chest, as described above.

term1nally s1ck
2010-05-14, 05:03 AM
You find 3 platinum pieces.

PhoenixRivers
2010-05-14, 05:06 AM
Take them happily. Leave the door I entered. Follow the passage east, then south.

term1nally s1ck
2010-05-14, 05:08 AM
opposite the eastern door from the room you just left, there's a 10'[ corridor east that turns north at the end.

The corridor goes 20' further south before turning east.

PhoenixRivers
2010-05-14, 05:13 AM
opposite the eastern door from the room you just left, there's a 10' corridor east that turns north at the end.

The corridor goes 20' further south before turning east.

Follow the bolded path.

term1nally s1ck
2010-05-14, 05:41 AM
corridor turns east after 10', west after 20', and east again after 40', where it ends.

PhoenixRivers
2010-05-14, 05:46 AM
So that I get this straight:

After turning north, the corridor goes 40 feet north, of which there's a split east at 10 feet, west at 20, and east at 40?

term1nally s1ck
2010-05-14, 05:48 AM
Correct, indeed.

And on that note, I have a date, so I will not be updating for most of the rest of the day.

PhoenixRivers
2010-05-14, 05:52 AM
Ok. Well, I'm heading down the West option, when an updater gets here to update.

EDIT: And have fun on the date, and stuff.

term1nally s1ck
2010-05-14, 01:00 PM
After 15', there's a door. After 10', the corridor splits north.

PhoenixRivers
2010-05-14, 01:04 PM
After 15', there's a door. After 10', the corridor splits north.

Move to door, search it (Take 20)

Provided no traps, darkness on 2 torches and my pack, drop a torch outside the door.

Hide 27, MS 23.

Open door.

term1nally s1ck
2010-05-14, 01:09 PM
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 and another at F-4. There is a kobold wearing a chain shirt and holding a short sword.
Initiative:[roll0]

PhoenixRivers
2010-05-14, 01:10 PM
Init: [roll0]

PhoenixRivers
2010-05-14, 01:14 PM
Attack:[roll0] **Miss**
If hit: [roll1] + [roll2] sneak
If threat: [roll3]
If crit: [roll4]

Swift hide: [roll5]

Move into room to E3, Drop torch into D3.

Hide:[roll6]
MS: [roll7]

PhoenixRivers
2010-05-14, 02:06 PM
After 15', there's a door. After 10', the corridor splits north.

Working on my map again.

My issue is as follows:http://i174.photobucket.com/albums/w85/maharai23/NED1-6.png

Travelling off the west split, you stated that there was a door at 15 feet. West split's at V5, which dead ends at 15 feet. Is the door on the north or south side?

term1nally s1ck
2010-05-14, 02:11 PM
Why can I not get anything right in this thread...ugh.

This was down the first east split, I'm sorry for that. If I wasn't the only one running the higher floors and the duo I think I'd take a break for a week or two to try and get some sanity back.

Up to you whether you want to continue combat, or rewind to that turning.

The kobold will charge and attack the square just outside the door, if you continue the fight.

PhoenixRivers
2010-05-14, 02:16 PM
Why can I not get anything right in this thread...ugh.

This was down the first east split, I'm sorry for that. If I wasn't the only one running the higher floors and the duo I think I'd take a break for a week or two to try and get some sanity back.

Up to you whether you want to continue combat, or rewind to that turning.

The kobold will charge and attack the square just outside the door, if you continue the fight.

I'll continue, I'll just go back after the fight. It's no big, really.

Attack: [roll0]
If hit: [roll1] + [roll2] sneak
If Threat: [roll3]
If crit: [roll4]

Swift Hide: [roll5]

Move: to C1

Hide:[roll6]
MS: [roll7]

EDIT: If it makes it easier, I'm pretty well steamrollering the map. If you want, at this stage, I can explore the entire area (travel all passages, skipping doors), to get the full map.

term1nally s1ck
2010-05-14, 02:21 PM
150XP, chain shirt, short sword, all small, and a MW tumble tool.

PhoenixRivers
2010-05-14, 02:29 PM
Gather things. Exit room. Explore every passage I can reach without opening a door. Search (take 10, result 20) on all the passages.

During exploration, head back to vending machines.

Sell the following:

3 small short swords : +15gp
small chain shirt: +50gp
small mw tumble tool: +25gp
small darts x4: +1gp

Total: +91gp

term1nally s1ck
2010-05-14, 03:01 PM
Taking that western corridor, it turns north after 10'. after 15' north, the floor crumbles from underneath you, make a reflex save to catch the edge.

PhoenixRivers
2010-05-14, 03:02 PM
Hm, must have been a search DC higher than 20.

Reflex:[roll0]

PhoenixRivers
2010-05-14, 03:04 PM
Tumble Check to reduce damage: [roll0] (DC 15)

term1nally s1ck
2010-05-14, 03:30 PM
[roll0] damage.

And yeah, the DC was higher than 20.

PhoenixRivers
2010-05-14, 03:35 PM
That's nonlethal, due to the successful tumble check (http://www.d20srd.org/srd/environment.htm#falling). Climb my way out, using my grapple and knotted silk rope.

Use Rope, take 10. Result 17. DC 14 (10+2 per 10 feet).

After that, climb out (take 10, check result 9).

term1nally s1ck
2010-05-14, 05:10 PM
Correct.

Any changes to the routine, in light of the trap going off?

PhoenixRivers
2010-05-14, 05:14 PM
Correct.

Any changes to the routine, in light of the trap going off?

Hm...

Use my pole to test the floors.

term1nally s1ck
2010-05-15, 04:02 AM
Good choice.

From the start of this corridor, there's a door on the east after 30', and the corridor itself turns east after 50'.

PhoenixRivers
2010-05-15, 04:20 AM
I just wish to explore every additional location I can reach without opening a door. With that information, I should be able to just use the map that you have. While I don't mind the play by play of every turn in the hallway, I suspect that the line of people waiting for a floor 1 dungeon would be better served by me finishing this in an efficient manner.

term1nally s1ck
2010-05-15, 04:39 AM
At a couple of points, you find some more notecards on the walls. One red, one blue, one green. What do you do when you find them?

PhoenixRivers
2010-05-15, 04:50 AM
Ignore them, go right past. Last two notecards have been traps and poisons, and nearly everything that's had writing on it has either been set to explode or set to poison me.

term1nally s1ck
2010-05-15, 08:50 AM
You detect a couple of secret doors at a couple of points, too. It seems they're false walls.

PhoenixRivers
2010-05-15, 02:45 PM
Not going in them just yet. Want to get all the halls explored first, then I'll handle all the doors.

term1nally s1ck
2010-05-16, 02:58 AM
Ok. Map.

http://img215.imageshack.us/img215/7335/nedmap.jpg (http://img215.imageshack.us/i/nedmap.jpg/)

Uploaded with ImageShack.us (http://imageshack.us)

PhoenixRivers
2010-05-16, 03:20 AM
Ok, based on that, I've been in 1, 2, 3, 5, 7, 8, 9, 13, 15, and 16.


Head to the doorway outside 10.

darkness on torches, backpack.
drop 1 torch.
hide, 27, MS 23.

open door.

Init, if applicable: [roll0]

(Edit: Added room 7 to visited rooms)

term1nally s1ck
2010-05-16, 03:22 AM
Hee. I've been hoping for this one.

Opening the door reveals the following room:
{table]|A_|B_|C_|D_
1||||
2||||S
3||||
[/table]
You see three demon squirrels on the wall at +5, +10, and +15 respectively.

[roll0]
[roll1]
[roll2]


Also, I think you've been to 7, too.

PhoenixRivers
2010-05-16, 03:26 AM
Two of the squirrels go before me...

On a side note... Squirrels? Really? REALLY?

term1nally s1ck
2010-05-16, 03:34 AM
The squirrels fill the room with...nothing?

I don't know whether you can tell, actually...but they just put a darkness effect in the room.

PhoenixRivers
2010-05-16, 03:38 AM
I can tell, I just can see through it.
Note: The only darkness effects I can see through are from the Darkness spell or SLA. If it's another darkness effect, such as Blacklight, Deeper Darkness, or the like, I don't get a free pass.

Fire away at the first (provided I can see it):

Attack: [roll0]
If hit: [roll1] + [roll2] sneak
If threat: [roll3]
If crit: [roll4]

Swift Hide: [roll5]

I'm not too concerned with their offensive ability. They're freakin' squirrels.

If I cannot see through the darkness, I fire at the last known square that one was in.

term1nally s1ck
2010-05-16, 03:43 AM
'As the darkness spell'

hit and kill.

The next squirrel creates more darkness, this time extending into the hallway.

[roll0] damage, and fort save or 1 str damage.

EDIT: both squirrels then teleport out of sight somehow.

PhoenixRivers
2010-05-16, 03:48 AM
Bah, the damage is ouchy.

Fort: [roll0]

Move out of the squirrel darkness. As they seem to have disappearred, I'll head to the vending machine, purchase a potion of lesser vigor, and drink it. After that, I'll return, but I'm taking care to stay out of the shadows...

Or at least, out of the shadows that aren't mine.

term1nally s1ck
2010-05-16, 04:12 AM
Well, their darkness appears to extend about 20' to either side of the doorway (or to the end of the hallway to the north)

PhoenixRivers
2010-05-16, 04:14 AM
I'm patient, I'll attempt to wait it out. Very few darkness effects last all that long. Even if the critters are gone, I hope to eventually find something in one of these rooms that justifies the trip.

term1nally s1ck
2010-05-16, 04:17 AM
Well, actually, after 30 minutes since the start, they both fade away, leaving a small nugget of shadow-stuff on the floor.

Still no sign of squirrels, though.

PhoenixRivers
2010-05-16, 04:18 AM
I'll collect the nugget. I'll then explore the entire room, and surrounding passages, under stealth darkness.

term1nally s1ck
2010-05-16, 04:47 AM
As you enter the room, you see the two squirrels directly above you, clinging to the wall above the door.

PhoenixRivers
2010-05-16, 05:02 AM
Move to the far corner of the room.

Next Round: Snipe: [roll0]
If Hit: [roll1] + [roll2] sneak
If threat: [roll3]
If Crit: [roll4]

Hide: [roll5]

Swift Hide: [roll6]

term1nally s1ck
2010-05-16, 05:15 AM
Predictably, the squirrel reacts with more darkness:

[roll0] and fort save or 1 str damage.

PhoenixRivers
2010-05-16, 05:18 AM
Fort:[roll0]

Attack: [roll1]
If hit: [roll2] + [roll3]
If threat: [roll4]
If crit: [roll5]

After that, move out of squirrel darkness (out of room). It knows that above the door ain't safe. That's enough for me.

Swift hide: [roll6]

term1nally s1ck
2010-05-16, 05:21 AM
Meh, all are now dead.

150XP.

PhoenixRivers
2010-05-16, 05:23 AM
Wait again for the darkness to go away. See if more squirrels drop more shadow poop. While waiting, go get another lesser vigor pot, and drink it.

term1nally s1ck
2010-05-16, 05:25 AM
Yup, another nugget appears.

PhoenixRivers
2010-05-16, 05:29 AM
Take the other nugget. That's two total nuggets?

Afterwards, I'll get my torch, and head outside of room 11 (west door).

Darkness, 2 torches, and backpack. drop a torch, hide (27), MS (23).

Open door.

term1nally s1ck
2010-05-16, 05:33 AM
Yup.

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]

PhoenixRivers
2010-05-16, 05:34 AM
Init:[roll0]

More to come after I (likely) win init.

PhoenixRivers
2010-05-16, 05:37 AM
Touch attack: [roll0]
If Hit: [roll1] + [roll2] sneak
If threat: [roll3]
If Crit: [roll4]
Fortification Roll (if required): [roll5] High = Hit

Swift hide: [roll6]

Move to B3, Drop torch into B2.

PhoenixRivers
2010-05-16, 05:40 AM
Hide roll for movement: [roll0]
MS: [roll1]

High = Hit was supposed to mean that high rolls bypass fortification. In this case, if it's 50% fortification or less, I bypass.

term1nally s1ck
2010-05-16, 05:40 AM
Immune to the sneak attack.

It breathes acid down the doorway you were just in. Meh.

PhoenixRivers
2010-05-16, 05:42 AM
Hm. Constructs are notoriously stupid.

Fire again: [roll0]
Damage: [roll1]

Swift hide: [roll2]

Move: to C6

Hide: [roll3]
MS: [roll4]

term1nally s1ck
2010-05-16, 05:48 AM
It wanders down to the doorway to look outside, then goes to check the other one. Doesn't open it yet though.

PhoenixRivers
2010-05-16, 05:53 AM
Fire again: [roll0]
If hit: [roll1]

Swift hide: [roll2]

Move to A4.

Hide:[roll3]
MS: [roll4]

term1nally s1ck
2010-05-16, 05:55 AM
It opens the door and mauls the air outside.

PhoenixRivers
2010-05-16, 05:57 AM
Fire again: [roll0]
If hit: [roll1]

Swift hide: [roll2]

Move to C4.

Hide:[roll3]
MS: [roll4]

term1nally s1ck
2010-05-16, 06:00 AM
It runs around the outside of the room. Not much else happens..

PhoenixRivers
2010-05-16, 06:01 AM
Fire again: [roll0]
If hit: [roll1]

Swift hide: [roll2]

Move to B2.

Hide:[roll3]
MS: [roll4]