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NeverEnding DM
2010-05-11, 02:34 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=201555)

Dreamwisp
2010-05-11, 10:42 PM
I reach out with long arms, grab the torch and open the door.

qoalabear
2010-05-11, 11:40 PM
You and your silly arms.

You pull on the torch, and
It comes free of the sconce. Seems safe enough.

The metal door slides easily into the wall, revealing an unlit hall running to the south and east.
To the east: After 10', the corridor splits north and south. After 30', there's a door on the north wall. The corridor continues outside of your sight.
To the south: After 20', the corridor splits east. It stops 30' from you at a T-intersection.

The corridors are 5' wide and 20'10' tall, in case you're wondering.

Edit: Oops, got an update from the head DM. Corridors are only 10' tall. The doors are also 10' tall.

Dreamwisp
2010-05-11, 11:49 PM
I fly down the corridor to the east and open the door on the north wall.

qoalabear
2010-05-12, 12:42 AM
As you pass the intersection at 10', you see the north path goes 20' before turning east and the south path goes 20' before west. There's a door to the east 15' down the south path.

Are you landing before you open the door or not? If you want to do this without landing, you'll have been aloft for 2 rounds after opening the door. (10' to turn 90deg left, 20' moved. 10' moved, 10' to turn 90deg left, open door.)

Edit: I edited my above post. The corridors and doors are in fact 10' tall.

Dreamwisp
2010-05-12, 12:57 AM
I'll remain aloft, landing briefly (every 4 rounds). I will wait one round and resume flying.

qoalabear
2010-05-12, 01:23 AM
You said to open the door. I'm trying to check if you want to land just prior to opening doors, since you're halfway through your flight duration. I want us to all be on the same page when the fun begins. :smalltongue:

I was otherwise going to assume you land at your maximum distance when flying down corridors.

Dreamwisp
2010-05-12, 02:09 AM
Well I'll remain flying when I open doors, just in case.

qoalabear
2010-05-12, 02:47 AM
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]

You have 2 rounds of flight left as the encounter begins.

Dreamwisp
2010-05-12, 11:07 AM
I react, dropping the torch & dive at the ugly thing. If not then I will stop flying, draw my glaive, attack and move back 40ft.

edit: forgot spoiler tags

Dreamwisp
2010-05-12, 11:11 AM
Rolls

Initiative: 1d20+2
Dive: [roll0] Dmg [roll1]
Glaive [roll2] Dmg [roll3]

Dreamwisp
2010-05-12, 11:13 AM
There xP

Initiative: [roll0]

qoalabear
2010-05-12, 04:45 PM
Since the corridors are only 10' high, you can't pull off a dive yet. No double damage. You can still fly directly at him for a charge bonus, but any movement and you're too close to glaive him. I'm also not sure you can combine the glaive and claws on the same target since you can't hit any squares with both weapons at the same time.

Dreamwisp
2010-05-12, 08:56 PM
Okay, wasn't sure of my relative position then I'll move back & attack it with my glaive.

qoalabear
2010-05-12, 09:57 PM
Sorry, I see I forgot to mention where you were. You're outside the door at A5. (So just off of the map) Behind you is the corridor wall.
Room map reminder:
{table]|A_|B_|C_|D_|E_
1|||||
2|||||
3|||L||
4|||||
5|||||[/table]
There are doors at A5 south and E1 north.

I'm going to just dump a bunch of information to help me keep the rules straight and hopefully keep us on the same page:
With it in the center of this small(for your arms) room, you can only hit it with the glaive from the corridor or from the ceiling. The wall will give it cover from your attack if you attack from the corridor.
You can't fly backwards or hover, so you will need to move at least 10' forward into the room or land. (I assumed you would turn to face into the room before opening the door. Correct me if I'm wrong.)

The obvious options I see from what you've tried in the past couple posts:
-Attack with the glaive from the doorway (lizard has cover), land in the doorway or somewhere in the room.
-Attack with the glaive from the doorway (lizard has cover), fly into the room with your move action.
-Fly upwards to the ceiling at A4. (flying diagonally to B4 and upwards would use up too much move) Attack with the glaive.
-Charge the lizard and claw it (two claw attacks, damage is not doubled, but you do get the +2 from charging). You can fly past the lizard and swoop upwards.

Dreamwisp
2010-05-12, 11:42 PM
Okay I got it now, I will choose last option.
Charge the lizard and claw it with my claws, hehe claws.

Claws

Atk [roll0] Dmg [roll1]
Atk [roll2] Dmg [roll3]

qoalabear
2010-05-13, 03:20 PM
Where do you want to end up after that movement and which direction do you want to be facing? I'd reckon your upswing puts you in B2, C2, D2, D3, or D4 at +15'(ceiling) and facing N, NE, or E. (You could also reach B1 or E4 but you'll need to spend movement on turning in place next round to avoid hitting the walls.)

For the sake of clarity, please tell me where you want to end up and which way you want to face whenever you're flying. :smalltongue:

Your claws swing wildly as you careen into the small room, but unfortunately miss their mark.

I'll tell you what the lizard guy does, once he knows where you are.

Dreamwisp
2010-05-13, 08:45 PM
I'll end up with the creature within claw range, in D5 not flying.

qoalabear
2010-05-13, 11:39 PM
The lizard thing breathes a gout of flame at you, which clings to your wings as it singes your flesh.
[roll0] (Reflex save for 1/2 damage, minimum 1)

If you take damage (I see no evasion or fire resitance), you're entangled. If I'm reading things correctly, you can still fly at 1/2 speed, but you can't charge or dive. However, since your minimum forward speed is also 1/2 speed, upwards flight will require two move actions.

[roll1]

Dreamwisp
2010-05-14, 12:39 AM
Reflex Save: [roll0]

Dreamwisp
2010-05-14, 01:02 AM
I'll attack the thing with claws for my next attack

Claws
Atk: [roll0] Dmg [roll1]
Atk: [roll2] Dmg [roll3]
[/spoiler]

qoalabear
2010-05-14, 01:32 AM
You fail the save. Full damage from the fire.

You flay the thing, knocking it unconscious with your vicious claws.

Coup de Grace? Let's see if you're about to burn to death first.

Ongoing fire damage:
[roll0]

qoalabear
2010-05-14, 01:33 AM
You're fine. For now.

Final round of ongoing fire:
[roll0]

Dreamwisp
2010-05-14, 02:03 AM
That was getting hot! (har har)
I'll Coup de Grace: Dmg [roll0] & [roll1]. Then drink a potion & loot the corpse.

I'll fly towards and open the door at E1.

qoalabear
2010-05-14, 04:28 PM
And he's dead.
*Ding!* 150XP

He's wearing chainmail. Remember that you need to keep below medium encumbrance to fly. You can make multiple trips if you get any more loot.

Outside the door, the corridor goes west and east.
To the east, the corridor runs 20' before turning south. There's a door to the north in the corner.
To the west, the corridor runs beyond your sight. It branches to the north after 10' and branches to the south after 30'.

Dreamwisp
2010-05-15, 03:24 PM
I'll take the chainmail, fly to the nothern door & open it.

qoalabear
2010-05-15, 07:50 PM
You fly 20' east to the corner. To the south, the corridor goes 20' before ending in a T-intersection.

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. You're outside C5.

Dreamwisp
2010-05-17, 09:33 PM
Paranoidly thinks it's a mimic with a note that says I prepared explosive runes today, So I'll try attacking the chest.

Claws
Claws: [roll0] Dmg [roll1]
Claws: [roll2] Dmg [roll3]

qoalabear
2010-05-17, 10:08 PM
You lay into the poor chest, scratching it badly. Another hit or two might break it forever. The gaping rends pitifully mar it's finish, seeming to say, "Why? Why would you do such a thing? I'm unlocked!"

Dreamwisp
2010-05-17, 10:24 PM
I continue to break the chest.

Claws: [roll0] Dmg [roll1]
Claws: [roll2] Dmg [roll3]

qoalabear
2010-05-17, 10:30 PM
I'll miss you giant chest.:smallfrown:

Amidst its shattered, broken timbers, you find a single platinum piece.

Dreamwisp
2010-05-17, 11:11 PM
I'll take the platinum piece & open the door at D1 .

qoalabear
2010-05-17, 11:46 PM
The corridor runs east and west. 5' east, it turns south. 25' west, it ends in a T-intersection. There is a large red and white bulls eye painted on the floor just outside the door.

Dreamwisp
2010-05-18, 12:18 AM
I'll leave that door open and open the one at D2.

qoalabear
2010-05-18, 12:26 AM
It runs north, east, and west from your position. To the north, it runs 10' and turns left. To the east, it runs 10' and turns north. To the south, it runs 20' and turns east.

Dreamwisp
2010-05-18, 12:34 AM
I'll exit out of d2 moving north.

qoalabear
2010-05-18, 01:23 AM
You reach the hallway outside D1 north. It runs west for 30' before ending in a T-intersection. The D1 north door is on the south wall 5' away.

Dreamwisp
2010-05-18, 01:34 AM
I'll go west to the T intersection

qoalabear
2010-05-18, 01:52 AM
You fly over the bullseye,
And nothing happens.

At the T-intersection:
To the south, it goes 20' and turns west. There is a red notecard on the wall at the end of the hall.
To the north, it goes 10' and ends in a T-intersection.

Dreamwisp
2010-05-18, 02:42 AM
I'll go north to the next T intersection.

qoalabear
2010-05-18, 02:52 AM
It runs 20' west and 20' east, turning north at both ends.

Bookkeeping: After turning down one of these paths, you'll have used 15 squares of movement, including turning costs. (out of 32)

Dreamwisp
2010-05-18, 10:53 AM
I'll head west, then north barring obstructions.

qoalabear
2010-05-18, 03:49 PM
This corridor runs 40' north before turning east, with branches to the east at 10' and 20'. There's a green notecard on the wall by the second branch at 20'.

You fly north 10' to the first branch. It runs east 10' before turning north. There is a door to the east in the corner.

Dreamwisp
2010-05-18, 09:23 PM
I'll retrieve the green card & read it.

qoalabear
2010-05-18, 09:33 PM
You read the note, and
“You've Been Poisoned. Have Fun.” (Written in common)

Roll a Fort save.

Are you reading it while you continue flying? Or landing? You've used up 24 out of 28 squares of movement. (Grabbing the notecard is a move action, cutting into your flight time)

Dreamwisp
2010-05-18, 10:09 PM
I'll land, gather up my strength, Fort Save [roll0].

qoalabear
2010-05-18, 10:11 PM
You feel no different.

Where to next?

Dreamwisp
2010-05-18, 10:13 PM
Fly North & onward.

qoalabear
2010-05-18, 11:08 PM
The second east branch goes 10' east, then turns south.

You reach the end of the 40' corridor and turn east. It goes 20' then turns north. 15' along the corridor, there's a door leading south.

Dreamwisp
2010-05-18, 11:23 PM
I'll head to the door, open it and draw my glaive.

qoalabear
2010-05-18, 11:56 PM
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, 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]

You're outside A1 north at +5'. You've been flying for 2 rounds.

Edit: You can only match his initiative on a 20, and he has a higher iniative modifier. He auto-wins initiative.

qoalabear
2010-05-19, 12:06 AM
He leaps forward, attacking you with his scimitar.
[roll0]
[roll1]

Then just as quickly retreats to the back corner of the room. (E6)

Dreamwisp
2010-05-19, 12:10 AM
2 Questions 1 did he provoke an aoo & can I charge/dive him?

qoalabear
2010-05-19, 12:20 AM
You were flat-footed and lack Combat Reflexes, so you can't make any AoOs. He also didn't provoke any to begin with.

You may charge him, but not dive. If you charge him with your claws, you'll have to attack from C4(+5' or on the ground) by the rules of charging. Tell me how you move after attacking.

Dreamwisp
2010-05-19, 12:41 AM
After being attacked so violently Cia loses composure and flys into a rage, charging the beast and ending in C4.

Rage Claws
Claws: [roll0] Dmg [roll1]
Claws: [roll2] Dmg [roll3]

qoalabear
2010-05-19, 01:33 AM
He goes for another strike as he runs past you, ending in A1. Again, no AoOs provoked.
[roll0]
[roll1]

Dreamwisp
2010-05-19, 01:59 AM
The creature swipes at air as it runs into a corner. With eye twitching blood lust Cai charges again ending in C1.

Charge
Claws: [roll0] Dmg [roll1]
Claws: [roll2] Dmg [roll3]

qoalabear
2010-05-19, 02:31 AM
When charging, you need to move directly towards the target. Also, I assume you dropped to the ground in order to turn around.

But no matter, your second claw hits anyways, knocking him unconscious. Coup de Grace?

Dreamwisp
2010-05-19, 03:29 AM
Yes, with great fervor.
Claw: Dmg [roll0] & [roll1]

Pop a potion, loot the corpse & calm down.

qoalabear
2010-05-19, 06:29 AM
*ding* 150XP

And shortly after you take him down, you make another fort save.

You obtain a MW scimitar, a MW studded leather, and an unidentified potion. You can carry everything but the armor and barely remain at light load.

You should be able to take multiple trips to lug the rest of the gear around.

Dreamwisp
2010-05-19, 10:02 AM
Fort Save: [roll0]

Dreamwisp
2010-05-19, 08:20 PM
I don the MW Armor and leave my own behind, then fly over & open the door at A6.

qoalabear
2010-05-20, 12:58 AM
You feel no different after the fort save.

The hall runs west and north. To the north, it runs 10' before turning west. To the west, it runs 10' then ends in a T-intersection. You came up the path of the T-intersection just a little earlier. Do you want a map?

Dreamwisp
2010-05-20, 01:51 AM
Yes I would, so many T intersections 8D.

qoalabear
2010-05-20, 03:49 PM
http://img38.imageshack.us/img38/3981/floor1f.png (http://img38.imageshack.us/i/floor1f.png/)

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

You started in room 12 and are currently in room 15. The green dot is where you landed in the hallway.

You saw a red notecard at the southern end of the N-S passage just west of room 7. There is a red & white bullseye just outside the north door of room 7.

Dreamwisp
2010-05-20, 06:00 PM
I head back and open the east door in room 15

qoalabear
2010-05-20, 06:18 PM
It goes south 25' and turns west at the E-W passage just south of the room. It goes north 25' and turns west.

Dreamwisp
2010-05-20, 07:07 PM
I'll go north by north west (good movie).

qoalabear
2010-05-20, 07:29 PM
You go 25' north and 20' west, reaching a 4-way intersection that was partially visible from the north door of room 15. To the north, it goes 10' before turning east. To the west, it goes 10' before turning north. To the south, it's 10' and around the corner to the door of room 15.

Dreamwisp
2010-05-20, 07:50 PM
I'll go west & north.

qoalabear
2010-05-20, 09:12 PM
You fly 10' west and turn north.

The corridor runs 40' north before turning east. There's a pair of doors at 20', leading east and west.

Dreamwisp
2010-05-20, 10:24 PM
I'll take the west door.

qoalabear
2010-05-20, 11:27 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.

You're outside C1. 20/28 squares of flight used. Tell me if/where you land.

Alternatively, land outside the door before turning around.

Dreamwisp
2010-05-21, 01:27 AM
I'll land outside before turning around, then draw my glaive and use it to pull the handle while staying outside the room.

qoalabear
2010-05-21, 04:24 AM
You pull the lever, and
The cake falls upwards and impacts on the ceiling with an unceremonious splat. At the same time, your arm feels an odd upwards pull.

Otherwise, you're fine.

Now what? :smalltongue:

Dreamwisp
2010-05-21, 09:24 AM
With great sorrow by the cake violence, I'll open the east door.

qoalabear
2010-05-21, 01:35 PM
Yes. You should feel great sorrow. You destroy everything you approach. Even the tasty things.:smalltongue:

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.

You're outside A3 west.

Dreamwisp
2010-05-21, 06:28 PM
I'll just move along north & east down the corridor.

qoalabear
2010-05-21, 06:59 PM
Long twisty passage follows:
You go 20'N, 10'E, 10'N, 20'W, 20'S, and 20'W to an intersection.
From here, the path goes west and north. To the west, it runs 10' and turns north. To the north it runs 20' and turns wet. I'll give you a map once you reach a room.

25/32 squares of flight used.

Dreamwisp
2010-05-21, 08:02 PM
I'll go north & "wet" :D

qoalabear
2010-05-22, 02:59 PM
You finish the long-twisty passage, reaching a hallway that goes 30' east before turning south. There's a door in the south wall 15' away. Around the corner is the other door to the lever/cake room. There seems to be something on the floor around the corner, but you can't see it clearly from here.

Map: (You had to land at the second green dot)
http://img257.imageshack.us/img257/1039/floor1.png (http://img257.imageshack.us/i/floor1.png/)

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

Dreamwisp
2010-05-22, 08:29 PM
I'll move into position to see the object on the ground clearly.

qoalabear
2010-05-22, 08:36 PM
It's a large red & white bullseye painted on the floor. The path runs south beyond your sight with no other features visible other than the bullseye and the door leading into the lever/cake room.

You'll have to land if you want to go back to the door you just passed. Or you can just keep flying and hope to loop around later.

Dreamwisp
2010-05-22, 08:45 PM
I'll land then fly back to the door and open it

qoalabear
2010-05-23, 12:35 AM
{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]]

Oh and thanks! I believe this is the first time I've been sigged! :smalltongue:

Dreamwisp
2010-05-23, 01:37 AM
Well I love the context of it XD.

Initiative: [roll0]

Dreamwisp
2010-05-23, 01:38 AM
wow I have had really poor luck with some rolls :P

qoalabear
2010-05-23, 02:20 AM
Perhaps I'll manage to fell you if you keep those rolls up. :smallbiggrin:

Toothy casts a spell and the room fills with some kind of mist, obscuring everythhing from sight.

Spot & Listen checks please.

Then the elf slashes at you with his longsword.
[roll0] (vs Flat-footed AC)
[roll1]

I need some rules questions answered before I know if there are any other penalties here, so temporary pause.

Dreamwisp
2010-05-23, 01:09 PM
Hp 7/13

Spot [roll0]
Listen [roll1]

Loading...

qoalabear
2010-05-23, 10:17 PM
---Loading Complete---

Finishing up the elf's attack:
[roll0] (miss on 1)
[roll1] (vs FF AC) Edit: Crit doesn't confirm. You're alive... for now.
[roll2]

He attacked from D1. He has concealment from you and vice versa.

You heard a very light shuffling in the room as something moved slightly closer to your door. Then much heavier footsteps as the elf attacked. You were flat-footed anyways so detection of the elf didn't really matter.

Dreamwisp
2010-05-24, 12:38 AM
HP 7/13
AC 18

I'll use a swift action to change my essentia into my wormtail belt.
I'll withdraw (not flying) drawing my glaive while doing so. I will move (expediously) all the way back to the cake room (8) using the same path and stop at the entrance. I'll test the lever to see if it still makes the cake cry. . .

qoalabear
2010-05-24, 01:23 AM
You're walking the entire way back?

Dreamwisp
2010-05-24, 01:31 AM
Running to be exact, I'll be clear next time.

qoalabear
2010-05-24, 01:39 AM
Well, I meant you're moving on the ground. You've been missing out, so far! :smallbiggrin:

At the intersection, you step on the ground, and
The floor drops away. Make a reflex save.

Of course, if you fail, you still have your Feather Fall spell-like, but this is just the beginning of the fun. Using your starspawn wings would be treated as recovering from a stall, but you'll hit the ground first.

Dreamwisp
2010-05-24, 01:43 AM
I had some idea this would happen.
Reflex [roll0], If it fails I'll use my feather fall for the day.

Dreamwisp
2010-05-24, 01:46 AM
Actually It looks like I made it so I'll continue to withdraw while flying to save myself from more surprises.

qoalabear
2010-05-24, 07:44 PM
You nimbly jump from the falling trapdoor, the air being as familiar to you as the ground is to less unnatural beings.

You return safely to the open door and find 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. It seems gravity is back to normal, as the splattered remains of a cake lie in the southeast corner of the room, slumped over a tray bolted to the floor. Bits of frosting still cling to the ceiling, any former design they held now smeared beyond recognition. A note attached to the wall above the cake still manages to read something, despite your swath of pastry destruction.

When you pull the lever,
Your arm once again feels like gravity is facing the wrong way. Since the rest of you isn't in the room, you're still quite capable of controlling it.

Meanwhile, the cake seems to have decided that it likes the ceiling better after all, parting ways with the floor once again. And with a moist squelch the cake and ceiling reunite in a messy, tight embrace that seems to say "Never let us part again. Why we were simply meant for each other!"

Dreamwisp
2010-05-24, 09:59 PM
HP 7/13
AC 22

I will switch the lever off, fly into the room near the cake and take total defense actions, waiting to see If I am fallowed.

qoalabear
2010-05-24, 10:42 PM
You try to switch it off, but the cake & ceiling continue their heartfelt embrace and gravity is NOT restored. Do you want to try flying into the room?

Dreamwisp
2010-05-24, 10:56 PM
I'll wait a few rounds (3) to see if it ends.

qoalabear
2010-05-24, 11:02 PM
Nope, a few rounds pass with no change in the room.

Meanwhile, from down the corridor you hear,
Nothing but the beating of your own heart.

Dreamwisp
2010-05-24, 11:10 PM
I'll open the adjacent door to room 2.

qoalabear
2010-05-24, 11:16 PM
I don't think you ever closed this door, but

You see 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.

You're outside A3 west.

Dreamwisp
2010-05-24, 11:24 PM
I'll go through E3 East. I never did close it so I just opened it (pantomime) out of habit :D.

qoalabear
2010-05-24, 11:38 PM
The corridor goes north and south. To the north, it runs 20' and ends in a T-intersection. To the south, it runs 10' and ends in a T-intersection.

Dreamwisp
2010-05-25, 12:23 AM
I'll go south

qoalabear
2010-05-25, 12:39 AM
It goes 20' west and turns south towards the 4-way intersection which was just north of room 15. To the east, it goes 10' and turns north.

Dreamwisp
2010-05-25, 12:44 AM
I'll go East - North.

qoalabear
2010-05-25, 12:48 AM
You go 10' east, 30' north, and 10' west, bringing yourself to the north end of the hallway which you started this flight in. 17/32 squares of flight used.

To your west, the path goes 10' and turns north.

Dreamwisp
2010-05-25, 01:16 AM
I'll go West.

qoalabear
2010-05-25, 01:38 AM
10' north, 40' east, land for a quick rest, 10' south. You see a door to your south and a door to your east. There is a red & white bullseye painted on the floor in front of the east door.

Map:

http://img135.imageshack.us/img135/1039/floor1.png (http://img135.imageshack.us/i/floor1.png/)

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

Dreamwisp
2010-05-25, 02:09 AM
I'll open the south door.

qoalabear
2010-05-25, 02:42 AM
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.

Dreamwisp
2010-05-25, 10:32 PM
I'll use my glaive to push the button while outside of the room.

qoalabear
2010-05-26, 12:09 AM
The floor collapses away. There's a spider swarm in the basement.

Dreamwisp
2010-05-26, 12:32 AM
Closes the door & open the door to the east.

qoalabear
2010-05-26, 12:50 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 (you are here), and another at A-5, E5 and D6. There is a metallic humanoid standing in the room looking at you.
Initiative:[roll0]

Dreamwisp
2010-05-26, 12:51 AM
Initiative: [roll0]

qoalabear
2010-05-26, 01:09 AM
HUGBOT 2000 WANTS A FRIEND

He runs up and tries to draw you into his embrace!
[roll0] (vs FF touch AC)
If that hits, [roll1] (make an opposing grapple check)
And if he wins that, [roll2]

Dreamwisp
2010-05-26, 01:22 AM
Opposing Grapple Check: [roll0]

Swift action to shift essentia into claws & Attack!

Claws:
Atk [roll1] Dmg [roll2]
Atk [roll3] Dmg [roll4]

Dreamwisp
2010-05-26, 01:29 AM
WOW... that's what I get. So I'm grappled lets see what I can do.

HP: 3/13
AC: 17

Dreamwisp
2010-05-26, 01:46 AM
I'll make two pin attempts in place of claw attacks.

Grapple [roll0]
Grapple [roll1]

Dreamwisp
2010-05-26, 01:47 AM
Yep, screwed maybe :D.

qoalabear
2010-05-26, 01:50 AM
HUGBOT 2000 HAS A NEW FLYING FRIEND! HUGBOT HAS NEVER BEEN HAPPIER!

I don't think you can use your multiple claw attacks to make multiple pin attempts. Each is supposed to be in place of an attack from high BAB. We can summon TS or someone if you want. I easily get lost on grappling rules (http://www.darthsanddroids.net/episodes/0233.html).

Opposed check to prevent being pinned: [roll0]

Edit: and somehow I fail hugbot's roll.
HUGBOT'S FRIEND IS SQUEEZING BACK! SUCH A GOOD FRIEND

So hugbot spends his round immobilized. But pleased none the less. He has a friend.

Dreamwisp
2010-05-26, 01:52 AM
Ya, I have horrific & amazing luck, at the same time!

I don't think you can use your multiple claw attacks to make multiple pin attempts. Each is supposed to be in place of an attack from high BAB. We can summon TS or someone if you want. I easily get lost on grappling rules.

It's fine, lets just go with high BAB.

qoalabear
2010-05-26, 02:00 AM
Hugbot tries to escape the pin (but not the grapple, he loves you too much.)
[roll0]

Dreamwisp
2010-05-26, 02:11 AM
I'll release hugbot as free action, take a 5ft step & then full attack it.

Claws:
Atk [roll0] Dmg [roll1]
Atk [roll2] Dmg [roll3]

qoalabear
2010-05-26, 02:29 AM
As hugbot playfully wriggles in your grasp, you step back and attack the poor thing.

Your first attack manages to barely scratch him through thick metal plates, but your next strike digs deeper, knocking hugbot out.

WHY DO HUGBO- ... -riEnds NEveR ... -aY ... s0 Saaa-ad...:smallfrown:

CDG time?

Dreamwisp
2010-05-26, 02:33 AM
CDG:
Dmg [roll0]
Dmg [roll1]

Dreamwisp
2010-05-26, 02:39 AM
I'll loot hugbot & take it's hand so it won't be so sad. Leaving the chainmail.

qoalabear
2010-05-26, 02:40 AM
*ding* 150XP

You find:
The Tin Woodman's broken heart.


...

err...

...

He had nothing.

Dreamwisp
2010-05-26, 02:47 AM
I'll make a torch go back to the other room and destroy the spider swarm with impunity. Then I shall return to this room, ready an action to attack anything within reach (should of done lone ago) and then open the door at A-5.

qoalabear
2010-05-26, 03:17 AM
As to readying actions, taking another action, such as opening a door interrupts your readied action. Most people use a minion of some sort for opening doors with readied actions. Then just recently in the main thread, someone found a line in the DMG (I think) that you can't ready actions outside of combat, shutting down that strategy. Someone's currently trying to find a way to use a drill to avoid being flat-footed at the start. Combat Reflexes might useful if you can squeeze it in.

But back to the spiders.


{table]|A_|B_|C_
1|||
2||S|S
3||S|S
4|||
5|||
[/table]

There is a door at C1 North.

The floor is 20' down, so you can't actually hit the with torches unless you're throwing them or flying down into the room.

The torch is an improvised weapon, so you have a +0 attack bonus. Since you can only remain aloft for 4 rounds, you'll have to roll to see if you actually manage this.

You get a surprise round.
[roll0]

Dreamwisp
2010-05-26, 03:41 AM
Initiative: [roll0]


Torch:
Atk [roll1] Dmg [roll2]

Dreamwisp
2010-05-26, 03:44 AM
I didn't mention but I would fly to 10ft away and attack the swarm flying back into the hall in round 4 of flight.

Torch (round 1)
Atk [roll0] Dmg [roll1]


Torch (round 2)
Atk [roll2] Dmg [roll3]


Torch (round 3)
Atk [roll4] Dmg [roll5]


Torch (round 4)
Atk [roll6] Dmg [roll7]

qoalabear
2010-05-26, 05:25 AM
As you fly, you wildly wave the torch around. You only manage to connect once, which drops a small handful of the spiders. Meanwhile, the spiders moved up onto the walls of the room futilely trying to reach you.

When you leave the room and land, they follow and swarm over you. You get an AoO.
[roll0]
When they bite you, you also roll a fortitude save vs. poison.

You also roll a fortitude save vs. nausea from the swarm's distraction ability when you start your turn.

term1nally s1ck
2010-05-26, 05:55 AM
Just a note, a rule has been found in Core, no less, that says you cannot ready actions out of combat. So unfortunately (:smallamused:), the readied-action tricks don't work anyway.

Dreamwisp
2010-05-26, 09:09 AM
Ow!

Torch AoO :
Atk [roll0] Dmg [roll1]

Fort vs Posion [roll2]

Fort vs nausia: [roll3]

Dreamwisp
2010-05-26, 09:16 AM
Just a note, a rule has been found in Core, no less, that says you cannot ready actions out of combat. So unfortunately (:smallamused:), the readied-action tricks don't work anyway.

That's probably when I didn't do it in the first place, thanks TS.

qoalabear
2010-05-26, 03:49 PM
You make both saves. Your turn.

Dreamwisp
2010-05-26, 10:16 PM
I'll start flying again and attack for 3 rounds.

Torch
Atk [roll0] Dmg [roll1]

Torch
Atk [roll2] Dmg [roll3]

Torch
Atk [roll4] Dmg [roll5]

On the 4th round I will run into hugbots room moving to E3 to rest my wings for one round.

qoalabear
2010-05-26, 10:40 PM
They futilely follow you on the walls as you fly around the room. When you retreat to hugbot's room, they follow, but are unable to catch up to you.

You then fly again, attacking for 3 rounds before outrunning them to land safely, rinse and repeat. They're simple mindless spiders, so they never learn, and eventually you whittle down their hp and the swarm breaks up.

*ding* 150XP

There's the three other doors out of hugbot's room, the two guys sitting around a fire that you ran from, and a number of hallways you haven't gone down yet.

Dreamwisp
2010-05-26, 10:53 PM
I'll try to set up camp to rest in hugbots room. closing all the doors, eating, drinking, trying to rest and recover health.

qoalabear
2010-05-27, 12:08 AM
You set up camp and try to rest, when...

I play with some dice. One moment please.
[roll0][roll1][roll2][roll3][roll4][roll5][roll6][roll7][roll8]
[roll9][roll10][roll11][roll12][roll13][roll14][roll15][roll16]
[roll17][roll18][roll19][roll20][roll21][roll22][roll23][roll24][roll25]
[roll26][roll27][roll28][roll29][roll30][roll31][roll32][roll33]

qoalabear
2010-05-28, 12:55 AM
Room Map reminder:
{table]|A_|B_|C_|D_|E_
1|||||
2|||||
3|1||||
4|||||
5|||||
6||||| [/table]
Doors are at A-3, A-5, E5 and D6.

You wake to the sound of little mechanical wings. There's a pair of tiny winged constructs buzzing angrily over hugbots inert body. They look designed for repair work, but have a nasty stinger on their tail. They notice you at about the same time you wake up. Roll initiative.
[roll0]
[roll1]

Pick where you were sleeping. You're currently prone and need a move action to stand up. You also need a move action if you want to draw your glaive.

Dreamwisp
2010-05-28, 11:56 AM
Initiative: [roll0]

qoalabear
2010-05-28, 01:31 PM
Still need your sleeping location.

Dreamwisp
2010-05-28, 09:52 PM
Sleeping at E1.

qoalabear
2010-05-28, 10:31 PM
One of them flits over to your prone form and tries to sting you.
[roll0] (vs. Flat-footed prone AC, 11)
Dmg = 1
If it hits, roll a fort save vs. poison.

It then flits away from you to E2.

Dreamwisp
2010-06-01, 03:30 AM
Switch my essentia to belt and use total defense and get up.
AC while getting up 18 & after 22.

qoalabear
2010-06-01, 03:11 PM
After you get up, the second construct flits over and tries to sting you as well.
[roll0] (vs AC 22)
Dmg = 1
If it hits, roll a fort save vs. poison.

It then flits away to D1.

And no AoO.

Dreamwisp
2010-06-02, 09:35 PM
I'll switch my essentia into claws and attack the one at E2

HP: 2/13
AC: 17

Claws:
Atk [roll0] Dmg [roll1]
Atk [roll2] Dmg [roll3]

qoalabear
2010-06-02, 11:59 PM
It shatters under your assault, littering the floor with metal remains.

The other then tries again.
[roll0]
Damage = 1
If it hits, roll a fort save vs. poison.

It then flits up and away to E5, +15'. No AoOs.

Edit: Bad dice roller! Bad! No more cake for you!

Dreamwisp
2010-06-03, 01:24 AM
I'll charge the other one moving to E3.

Claws
Atk [roll0] Dmg [roll1]
Atk [roll2] Dmg [roll3]

Dreamwisp
2010-06-03, 01:26 AM
I'll also shift essentia from claws to belt.

AC: 16

qoalabear
2010-06-03, 04:55 AM
It also shatters under your onslaught.

No XP.

Going back to sleep?

Dreamwisp
2010-06-03, 09:47 AM
I'll collect my things and continue on by opening D6.

qoalabear
2010-06-03, 02:37 PM
The corridor goes west 10' and turns south.

Dreamwisp
2010-06-03, 08:19 PM
Fly on down the corridor.

qoalabear
2010-06-03, 09:05 PM
10' W, 10'S, and the corridor goes east and west.
To the west, it goes 10' and turns north towards the A5 door.
To the east, it goes 20' and turns north towards the E5 door. There is a door leading east in the corner.

Dreamwisp
2010-06-03, 10:04 PM
I'll open the door in the corner leading East.

qoalabear
2010-06-04, 12:20 AM
It's the exit! Don't you feel silly trying to rest in hugbot's room now.

There's a series of vending machines offering all manner of goods (read: any non-banned object with a price in a legal source), a change-machine, and an identification machine.

The identification machine provides two levels of service:
1gp: Detect __ (Choose one: Magic, Poison, Good, Evil, Secret Door, etc.)
100gp: Identify

A sign over the machines promises that items you sell will give you 1/2 their market value even if you don't know what that value is.

You can use the magic mart as much as you wish and reenter the first floor, but once you move on to the in-between-floors resting area, you can't return.

Dreamwisp
2010-06-04, 12:42 AM
Well my gamble payed off somehow, wipes sweat away. Can I buy services?

I'll sell the MW scimitar, go back for & sell the studded leather armor & chainmail, 490gp/ +245gp. I'll also sell the unidentified potion.

qoalabear
2010-06-04, 01:14 AM
I'll have to check with TS, but I don't think spellcasting services are offered. I'm not sure about other services.

Oh yeah, selling also tells you what you sold, identifying things like potions.

Upon selling your loot, you receive the following receipt:
-------------------------------------------
Scimitar, MW ................... 157gp 5sp
Studded Leather, MW ............ 87gp 5sp
Chainmail ...................... 75gp
Potion, Cure Moderate Wounds ... 150gp
-------------------------------------------
................................ 470GP

Dreamwisp
2010-06-06, 02:56 AM
I'll buy Potions of Lessor Vigor (x4) 200gp & drink one. I'll then head back into floor 1 to explore the areas I didn't before.

qoalabear
2010-06-06, 04:54 AM
Here's the last map I gave you.

You've since explored and cleared the two doors at the top right corner. There's nowhere else to go up there except to the next floor so pick somwhere else.

http://img135.imageshack.us/img135/1039/floor1.png (http://img135.imageshack.us/i/floor1.png/)

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

Dreamwisp
2010-06-06, 01:15 PM
I'll go north of room 14 & open the door there.

qoalabear
2010-06-06, 03:19 PM
North of room 14 is a corridor you haven't been down yet, not a door. The doors are the little rectangles. The only unopened room that you've seen is southwest of room 14.

The path north of room 14 goes 10' north and turns east. There's a door to the north in the corner. Do you want to open that one?

Dreamwisp
2010-06-06, 03:25 PM
Yes, I would like to open that door

qoalabear
2010-06-06, 05:28 PM
There's still a red notecard hanging on the wall in the corner east of this door.

Opening the door reveals the following room:{table]|A_|B_|C_|D_|E_|F_
1||||||
2|||1|||
3||||||
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]

You're outside of F4 south.

Dreamwisp
2010-06-06, 05:37 PM
Initiative: [roll0]

qoalabear
2010-06-06, 05:49 PM
He charges to F4 and tries to claw you.
[roll0]
[roll=Damage]1d4+1

qoalabear
2010-06-06, 05:51 PM
Oops,
[roll0]

Dreamwisp
2010-06-06, 05:55 PM
HP 9/13
AC:18

I'll attack it claw to claw.

Claws:
Atk [roll0] Dmg [roll1]
Atk [roll2] Dmg [roll3]

Dreamwisp
2010-06-06, 05:56 PM
Ac is 17 not 18, just to clarify.

qoalabear
2010-06-06, 06:08 PM
It responds likewise.

Claws:
[roll0] [roll1]
[roll2] [roll3]

Dreamwisp
2010-06-06, 06:16 PM
HP 3/13
AC:17

Catfight?

Claws:
Atk [roll0] Dmg [roll1]
Atk [roll2] Dmg [roll3]

qoalabear
2010-06-06, 06:22 PM
Except neither of you look anything like cats. You both look like horribly distorted humanoids. :smallbiggrin:

You're first strike knocks it unconscious, but the second glances off its hide.

CDG?

Dreamwisp
2010-06-06, 06:35 PM
I'll strike it down as our mirror match ends and I'll swag so potion.

CDG Dmg [roll0] [roll1]

qoalabear
2010-06-06, 06:43 PM
*ding* 150XP
no loot.

Where to next?

Dreamwisp
2010-06-06, 06:54 PM
After waiting for my wounds to heal, I'll open the door at A3.
I'll also switch my essentia for AC18.

qoalabear
2010-06-06, 07:11 PM
The corridor goes north and west.
To the north it runs 10' and turns west.
To the west it runs 10' and turns south.

Dreamwisp
2010-06-06, 07:14 PM
North and West it is.

qoalabear
2010-06-06, 07:22 PM
10' north, 20' west, 30' south, and 10' east. The corridor goes north, which loops back to the door you just left, and east down the long hallway just north of room 14.

Next?

Dreamwisp
2010-06-06, 07:37 PM
I'll head southwest from room 14 to open the unopened door.

qoalabear
2010-06-06, 07:51 PM
Opening the door reveals the following room:
{table]|A_|B_|C_|D_|E_
1|||||
2|||||
3|||||
4||||B|H[/table]
There is a door at A-2, another at E-4, south side 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]

You're outside A-2

Dreamwisp
2010-06-06, 08:21 PM
Initiative: [roll0]

qoalabear
2010-06-06, 08:36 PM
The beast winks out of existence as the human mutters a spell.

A chilling ray erupts from his finger towards you.
[roll0] (vs FF touch AC)
[roll1]

Dreamwisp
2010-06-06, 08:42 PM
I'll switch from ac to claws & charge the human ending at C3.

HP: 13/13
AC15

Claws:
Atk [roll0] Dmg [roll1]
Atk [roll2] Dmg [roll]1d6+5[/roll

Dreamwisp
2010-06-06, 08:44 PM
Strange, :P

Dmg [roll0]

Dreamwisp
2010-06-06, 08:46 PM
:P

Claws: Dmg [roll0]

qoalabear
2010-06-06, 08:52 PM
That takes him well into negatives. Just say CDG; your minimum damage is enough to take things from negatives to below -10. :smalltongue:

Dreamwisp
2010-06-06, 08:54 PM
CDG Claws: Dmg [roll0] Dmg [roll]1d6+5[/roll.

Dreamwisp
2010-06-06, 08:56 PM
err, dam my copy and paste error.
Dmg [roll0]

qoalabear
2010-06-06, 09:03 PM
*ding* 150XP
Chain Shirt, Longsword, Strange piece of parchment.

The south door:
East 5' and turns north.
West continues out of sight. At 35' branches north back to the starting room (12).
There's a red and white bullseye painted on the floor outside the door.

The east door:
South 10' and turns west. (goes around the room to the south door)
North 10' and turns east.

Dreamwisp
2010-06-06, 09:23 PM
I'll take the stuff, equip the chain shirt and sell the rest along with my mw studded leather armor.

Dreamwisp
2010-06-06, 09:34 PM
After buy a (Shield, heavy wooden) 7gp and switch my essentia to ac, I'll head though the east door & north.

qoalabear
2010-06-06, 09:35 PM
Oh right. I forgot you'd equipped his masterwork studded leather back in room 15. So you sold your original non-masterwork studded leather last time and are selling the masterwork one this time. Below is a fix of the old receipt as well as your new one.

Receipt:
-------------------------------------------
Longsword ...................... 7gp 5sp
Studded Leather, MW ............ 87gp 5sp
Parchment (Expended Scroll) .... 1sp
-------------------------------------------
................................ 95gp 1sp

Revising the old one:
-------------------------------------------
Scimitar, MW ................... 157gp 5sp
Studded Leather ................ 12gp 5sp
Chainmail ...................... 75gp
Potion, Cure Moderate Wounds ... 150gp
-------------------------------------------
................................ 395GP


Where to next?

Dreamwisp
2010-06-06, 09:46 PM
After buy a (Shield, heavy wooden) 7gp and switch my essentia to ac, I'll head though the east door & north.

With the fixed receipt It would be 490, -200 (potions), -7 (shield) +10(plaintum exchange) = 293gp & 1sp

qoalabear
2010-06-06, 09:54 PM
Yup.

10' north and look east.
The corridor runs 20' and turns north back to the long east-west hallway just south of room 14. At 15', there's a door in the south wall.
There's a blue notecard on the wall just around the corner to the north.

Dreamwisp
2010-06-06, 09:57 PM
Open the door in the south wall.

qoalabear
2010-06-06, 10:00 PM
Opening the door reveals the following room:
{table]|A_|B_|C_|D_|E_
1|||||
2|||||
3||||1|
4|||||
5||||| [/table]
There is a door at B5, and another at B1. There is an orc in the middle of the room. It holds a Ripper and wears a chainmail, as well as a pair of goggles.
Initiative:[roll0]

Dreamwisp
2010-06-06, 10:14 PM
Initiative: [roll0]

Dreamwisp
2010-06-06, 10:17 PM
I'll switch essentia from ac to attack, drop the shield and charge the ork ending at B3.

HP 13/13
AC16

Claws:
Atk [roll0] Dmg [roll1]
Atk [roll2] Dmg [roll3]

qoalabear
2010-06-06, 10:21 PM
Loosing a shield is a move action. You have the BAB+1 required to do so at the same time as a regular move action, but you may not charge.

Do you want to revise that action?

Dreamwisp
2010-06-06, 10:26 PM
Yeah :P, I'll just lose shield and full attack

AC18

Claws:
Atk [roll0] Dmg [roll1]
Atk [roll2] Dmg [roll3]

Dreamwisp
2010-06-06, 10:27 PM
XP (><), Hmmm:amused:

qoalabear
2010-06-06, 10:30 PM
A full attack is a full-round action. I can't find a way for you to loose the shield and attack with both claws in the same action. You may loose the shield and attack with the glaive, since that's just a standard action attack.

Dreamwisp
2010-06-06, 10:30 PM
I'm off my rocker I can't do that either. I only get one claw attack.

Claws:
Atk [roll0] Dmg [roll1]

qoalabear
2010-06-06, 10:39 PM
He's badly wounded.
STEELY STRIKE!!
[roll0]
[roll1]

qoalabear
2010-06-06, 10:40 PM
RAAAAAAARRRRRRGGGGHHH!!!!!

Crit Confirm:
[roll0]
[roll1]

Edit: And is that a 1-shot KO? :smallbiggrin: :smalltongue:

Dreamwisp
2010-06-06, 10:50 PM
First of all wow, second ouch, third bad luck :P.

I can start a new character on lv2 right?

Sweet irony that my shield got in the way.

qoalabear
2010-06-06, 11:00 PM
Yeah, I was confused why you would want a heavy shield since your 2 claws are your most effective weapons. Without it, you probably would've taken him down in your first attack.

It's actually a big spear of some sort, hence the reach. Only 19-20 crit range.
Even if it doesn't have reach, you needed to get within 10' to claw him, so he can 5' step to hit you.

I'll need to check with TS if reaching the exit qualifies or if you actually need to leave the floor to start there. I recommend retrying this floor as you get a good deal more xp and loot than a new character starting on the second floor.

Dreamwisp
2010-06-06, 11:03 PM
Ok I'll do both if I can, I really made a bad choice with barbarian :P
I'll go monk or warblade instead.

qoalabear
2010-06-06, 11:10 PM
Being able to pounce with your claws let you deal as much damage as you did. Warblade can make up for that with some maneuvers, but you had a pretty good thing going there.

I really thought you were going to make it to the next floor with that build.

Dreamwisp
2010-06-06, 11:16 PM
I'll try being more violent.

qoalabear
2010-06-06, 11:36 PM
TS has determined that you can start on floor 2 if you wish. (Since otherwise, you'd just go straight to the exit and reach floor 2.)

Take your pick, post your build and good luck with the violence. :smalltongue:
I'd be happy to DM you again if you choose to retry floor 1.

Dreamwisp
2010-06-06, 11:51 PM
Thanks, we had a fun run and I'm off to make a few new characters.