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NeverEnding DM
2010-05-11, 06:31 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:Sheet (http://www.myth-weavers.com/sheetview.php?sheetid=205536)

Exterminatus
2010-05-11, 08:48 PM
Can I smash the door open? Is my lamp filled up? If not I refill it and use the torch to light it.

qoalabear
2010-05-11, 08:59 PM
The door is a thick slab of metal. Very heavy, very sturdy, contains lead. It slides sideways into the wall. Has a small indentation to help you grip it when doing so. In RAW-land, they can only be open or closed, nothing in between.
I suppose you could try smashing it if you want, but that will certainly take a long time with your offense. I personally recommend just sliding it open.

I assume the lantern comes with oil. Do you take the torch off the wall to light the lantern?

Exterminatus
2010-05-11, 09:23 PM
Light the lantern with the torch and open the door.

qoalabear
2010-05-11, 11:42 PM
You grab the torch to light the lantern, and
The lantern lights. Seems safe enough.

The door slides open easily, 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. After 60', the corridor splits north and south again. After 80', the corridor ends and turns south. There is a door in the east wall of the corridor.
To the south: After 20', the corridor splits east. It stops 30' from you at a T-intersection.

Shall I assume you swing the light from your bullseye lantern down each path at intersections?

Exterminatus
2010-05-12, 05:58 PM
Yes you can assume that. Can I use my pole but still use my lantern?

qoalabear
2010-05-12, 06:11 PM
Sure, you can hold the pole in one and the lantern in the other. Just remember that you'll need both of your hands free to wield your greatsword.

Now's probably a good time to ask how you're proceeding with poking and whatnot. (What are you poking? How hard? That sort of thing.)

Exterminatus
2010-05-12, 07:14 PM
Poke hard enough to trigger pressure plates on the bottom and sides 10ft away from me. Do this every 5ft. Go east.

qoalabear
2010-05-12, 10:07 PM
Ok. The corridors are 5' wide and 10' tall. Do you poke the walls higher than 5' or just low to the ground?
Do you poke down corridors you're not travelling at intersections?

Exterminatus
2010-05-12, 10:18 PM
Just low to the ground. I do poke down corridors.

qoalabear
2010-05-13, 03:09 PM
You make it to the 4-way intersection and look around.
Looking south, there's a door to the east after 15'. The corridor turns west after 20'.
Looking north, the corridor turns east after 20'.
The East passage still goes beyond your vision.

5' south of the intersection, your poking
Triggers a pit trap. There's a 5'-wide hole blocking the corridor. It's 20' deep.

10' east of the intersection, your poking
Triggers a pit trap. There's a 5'-wide hole blocking the corridor. It's 20' deep.

It looks like you can easily jump over it by taking 10.

Exterminatus
2010-05-13, 06:37 PM
Go east and take 10 after the pit trap triggers. Resume poking maneuver until I'm near the door.

qoalabear
2010-05-13, 08:51 PM
As you press on the floor just past the door,
You trigger a trap, spurting acid at you.

[roll0] (vs FF Touch AC)
[roll1]

Other than that, you've made it to the door. What now?

Exterminatus
2010-05-13, 10:21 PM
Put the pole back in, and leave the lamp near the door (facing it). Take out greatsword and open the door.

qoalabear
2010-05-13, 11:40 PM
Opening the door reveals the following room:
{table]|A_|B_|C_|D_|E_
1|||||
2|||||
3|||L||
4|||||
5|||||[/table]
There are doors at A5 south and E1 north. You're outside A5 south.
In the room there is an ugly looking, blue scaled, lizard thing with fire in it's mouth!
Initiative: [roll0]

Exterminatus
2010-05-14, 06:46 PM
Initiative:

Maneuvers (Go to next highest if same result, restart at 1): [roll]1d5 1d5 1d5

Exterminatus
2010-05-14, 06:47 PM
Gah Maneuvers: (Go to next highest or restart at 1 if same result)

[roll0]
[roll1]
[roll2]

qoalabear
2010-05-14, 09:11 PM
Remember that you can't preview post when you're using the roller or the [roll] tags get absorbed.

Also, to avoid favoring the earlier slot crusader maneuvers, you should roll against the number of maneuvers available. For example:
[roll0]
[roll1]
[roll2]

It's your go whenever.

Edit: apparently I fail at noparse tags. Roll this for maneuvers:
1d5
1d4
1d3

Exterminatus
2010-05-15, 12:52 AM
Maneuvers:

[roll0]
[roll1]
[roll2]

Edit: Gee what are the chances? Can I use a swift action before/after a full-round action?

qoalabear
2010-05-15, 01:04 AM
Yes. That's what boost maneuvers are for after all.

Exterminatus
2010-05-15, 01:11 AM
Do I have charging minotaur or vanguard strike?

qoalabear
2010-05-15, 01:21 AM
You've been granted Crusader's Strike, Vanguard Strike, & Charging Minotaur. The extra granted maneuver feat allowed you to have 3 granted at combat start.

Exterminatus
2010-05-15, 01:25 AM
Distracting ember on the lizard thing, move up and whack it with Crusader's strike. I do deal damage as part of Crusader's Strike right?

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

qoalabear
2010-05-15, 01:40 AM
You don't have Distracting Ember readied, if I'm reading your sheet correctly. On your swordsage side, you learn more maneuvers than you can ready. On your sheet, you readied Burning Blade, Moment of Perfect Mind, Mighty Throw, & Clinging Shadow Strike. With Adaptive Style, you can change which maneuver's are readied as a full round action. You can instead use Burning Blade in place of Distracting Ember.

Yes, crusader's strike does the normal damage of your attack.

Exterminatus
2010-05-15, 01:50 AM
Doh thought I had it readied. Swift for Martial Spirit instead. (I can do this right)?

qoalabear
2010-05-15, 02:01 AM
Yes, you can do that. You can also keep a stance active outside of combat, starting with the stance you want. (For future reference)

However, your strike misses.

The lizard guy breathes a gout of flame at you that clings to you even as it singes your flesh.
[roll0] (Ref. save for 1/2, minimum 1)

If you take any damage (I see no evasion or fire resistance), you're entangled (http://www.d20srd.org/srd/conditionSummary.htm#entangled). You're limited to half-speed, can't run/charge, etc.

Exterminatus
2010-05-15, 02:10 AM
Maneuvers:
[roll0]
[roll1]
[roll2]

Reflex:[roll3]

Whack the lizard thing with clinging shadow strike using swift for burning blade. Ready move to chase after him. (DC 15 FORT or take 20% miss chance for one round on ranged and melee attacks)

Attack:[roll4]
Damage:[roll5] [roll6]
Fire:[roll7]

qoalabear
2010-05-15, 02:45 AM
Some rules issues: (None of them really affect what happens. More of a FYI)

-During combat, maneuvers you've been granted remain granted. You're granted one additional maneuver each round from those that are readied, ungranted, and unexpended. So you still have Vanguard Strike and Charging Minotaur granted. You'd roll 1d2 between Stone Bones and Douse the flames. Next round, you'll be granted the other. If this is still going on, the round after that, all your expended crusader maneuvers will be recovered, and you'll be granted up to 3 maneuvers.

-Also, readying an action is a standard action, even if it's a move action that's readied.

Since you used only swordsage maneuvers and the lizard guy isn't moving, we'll just carry on.


You miss, again. You also failed that save. Also, also, you take ongoing fire damage. [roll0]
The fire and entanglement will last for [roll1] more rounds.

The lizard guy, smirks and speaks in a raspy voice that obviously doesn't see much use.
C-can't hit me?

Then he breathes another burst of fire at you.
[roll2] (Ref. save for 1/2)

Exterminatus
2010-05-15, 09:41 AM
Forgot I had steely resolve at all >_>.

Maneuvers: [roll0]

Attack with vanguard strike.

Attack: [roll1]
Damage: [roll2]

qoalabear
2010-05-15, 07:47 PM
Ongoing fire damage & entanglement will last for 2 more rounds.
[roll0]

Another m-miss.
He breathes on you again.
[roll1]

Exterminatus
2010-05-15, 08:27 PM
One hp!

Whack with stone bones.

Attack: [roll0]
Damage: [roll1]

Edit: And that drops me into -4. I may need more STR instead of DEX.

qoalabear
2010-05-16, 03:23 AM
Yup. Dead. You're welcome to fix him up and retry of course. Some suggestions:

Yes, if you're relying on whacking things, then +1 strength doesn't normally cut it. I think you can drop your Charisma to 8, since (if I'm not forgetting anything) it's not helping you. The crusader features that depend on charisma do nothing if you don't have a charisma bonus. If you make swordsage level 2, then you can get away with a lower dex. Hmmm... it seems you slipped through with a 34 point buy (http://yellowrex.com/tools/pbcalc.php?str=9&dex=11&con=11&iq=5&wis=15&cha=7&str_mod=0&dex_mod=0&con_mod=0&iq_mod=0&wis_mod=0&cha_mod=0&race=0).

Maneuvers that can help you hit things:
Distracting Ember: Free flanking for one round. Keep that one readied. Use it when you're using crusader's strike to help ensure the hit.
Shadow Blade Technique: Roll 2 attack rolls.
Mighty Throw: Trip an opponent with a +4 on the check. Don't throw them out of your reach so that you can get your AoO when they stand. Probably more situational than the others.

Remember that charging gives you an attack bonus. Combine that with distracting ember and that's +4 to your attack roll.

Exterminatus
2010-05-16, 01:48 PM
As it turns out, I forgot I had stone power all along...

qoalabear
2010-05-16, 03:50 PM
But Stone Power can only be used with the attack action, the full attack action, or a Stone Dragon strike. And you still need to hit things. Free HP will definitely help with your longevity, though.

qoalabear
2010-05-18, 03:56 AM
Meatshield Mk II START!!!

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=205536)

Exterminatus
2010-05-18, 06:08 PM
Take out pole, open door, resume poking. (Same as mentioned earlier).

qoalabear
2010-05-18, 07:09 PM
The door slides open easily, revealing an unlit hall running to the south and east. It is dark.
I'm guessing, you also want to pull out your lantern? :smalltongue:

Once you do that,
To the east: After 10', the corridor splits north and south. After 30', there's a door on the north wall. After 60', the corridor splits north and south again. After 80', the corridor ends and turns south. There is a door in the east wall of the corridor.
To the south: After 20', the corridor splits east. It stops 30' from you at a T-intersection.

Exterminatus
2010-05-18, 07:30 PM
Yes I take out my lantern. Head east continuing to poke for traps.

qoalabear
2010-05-18, 07:37 PM
You make it to the 4-way intersection and look around.
Looking south, there's a door to the east after 15'. The corridor turns west after 20'.
Looking north, the corridor turns east after 20'.
The East passage still goes beyond your vision.

5' south of the intersection, your poking
Triggers a pit trap. There's a 5'-wide hole blocking the corridor. It's 20' deep.

10' east of the intersection, your poking
Triggers a pit trap. There's a 5'-wide hole blocking the corridor. It's 20' deep.

It looks like you can easily jump over it by taking 10.

You are allowed to use whatever you've learned on previous lives. *hint hint*

Exterminatus
2010-05-18, 08:30 PM
Just want to make sure I don't fall into the pit. Take 10, go to door, prepare for action by putting pole, putting lantern in safe place, and drawing greatsword. Open the door. (Going east).

qoalabear
2010-05-18, 08:44 PM
I'm going to assume that you know better than to push on the acid-trapped square this time.

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]

Exterminatus
2010-05-18, 08:49 PM
Uh I autowin initiative?

Maneuvers:
[roll0]
[roll1]
[roll2]

qoalabear
2010-05-18, 09:30 PM
Yes. It's your go.
You've been granted Stone Bones, Crusader's Strike, and Douse the Flames.

Exterminatus
2010-05-18, 10:47 PM
Swift for distracting ember, move up and initiate shadow blade technique (choose highest).

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

Edit: What's my consolation prize for consistently getting rolls below 10 on a d20 several times in a row?

qoalabear
2010-05-18, 11:10 PM
Both rolls miss.

The lizard guy breathes a gout of flame at you that clings to you even as it singes your flesh.
[roll0] (Ref. save for 1/2, minimum 1)

If you take any damage (I see no evasion or fire resistance), you're entangled. You're limited to half-speed, can't run/charge, etc.

Exterminatus
2010-05-18, 11:14 PM
Maneuver: [roll0]

Swift to Martial Spirit, Initiate Stone Bones Stone Power for 5.

Attack: [roll1]
Damage: [roll2]

qoalabear
2010-05-18, 11:53 PM
Stone Power (like Power Attack) is limited by your Base Attack Bonus. So that attack was at a +3 bonus (+6 -2 entangled -1 stone power) for 16.

You drive your blade into the creature rendering it unconscious. You heal the 1 point of damage you've taken with Martial Spirit, and gain 2 temporary hit points even as you take ongoing fire damage: [roll0]

Fire & entanglement will last for [roll1] more rounds.

You may Coup de Grace or Crusader's Strike.

Exterminatus
2010-05-19, 06:14 PM
I hit him with Crusader's strike. (Autohit since he's helpless yes?)
Heal: [roll0]

qoalabear
2010-05-20, 01:09 AM
No, helpless gives heavy penalties, but it's only auto-hit if you're taking a Coup de Grace (which would heal you 2hp for martial spirit, but you probably want Crusader's Strike). Roll the attack anyway just to humor me. (Don't forget you're entangled)

Ongoing fire:[roll0]
2 more rounds to go.

Exterminatus
2010-05-20, 03:50 PM
Attack: [roll0]

qoalabear
2010-05-20, 04:10 PM
*ding* 150XP & a set of chainmail.

[roll0]
[roll1]

Exterminatus
2010-05-20, 08:10 PM
Ouch 10 hp damage. Go back for lantern, pick it up and open the door at E1.

qoalabear
2010-05-20, 09:08 PM
Yeah, I'd have waited until the damage set in before finishing him off. Stabilize him untrained if you don't think he'll survive.

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'.

Edit: Silly cut-n-paste. You've got a bulls-eye lantern. To the west, it also branches north after 50'. It ends 60' from you, where it turns north.

Exterminatus
2010-05-20, 10:17 PM
Go east doing my poking maneuver. :p

qoalabear
2010-05-20, 11:29 PM
You go 20' east to the end of the corridor. There is a door on the north wall.
To the south, the corridor goes 20' before ending in a T-intersection.

Exterminatus
2010-05-21, 12:42 AM
Open the door at the north wall while checking for traps.

qoalabear
2010-05-21, 03:43 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. You're just outside C5.

Exterminatus
2010-05-21, 09:15 AM
Ignore the chest, prodding my way around it carefully. Go to D1 North and open it.

qoalabear
2010-05-21, 01:37 PM
You find nothing in the room. Obviously because you're ignoring the contents of the room.

To the east, the path goes 5' and turns south.
To the west, the path goes 25' and ends in a T-intersection.

Exterminatus
2010-05-21, 11:37 PM
Go east do i find anything?

qoalabear
2010-05-22, 03:05 PM
Oh. Whoops. Forgot to mention that there's a red & white bullseye on the hallway floor just outside the D1 north door. I blame it on having been slashed in the face with a wooden sword just an hour before I wrote that post. (My lack of posting since then has been primarily from the icepack over my face.:smalltongue:)

Around the corner, the hallway goes 30' south and turns east. The D2 door opens into here 10' along the way. It branches to the east across from the D2 door.

Exterminatus
2010-05-23, 01:08 AM
There seems to be a reference to a map but is it the previous one or was it forgotten?

qoalabear
2010-05-23, 01:32 AM
Hopefully more clear:
When you looked out the north door of the chest room, I should have mentioned the bullseye on the ground right in front of you. Looking around the corner to the east reveals the other side of the east door to the chest room.

I'll give you a map after you get a little further.

Exterminatus
2010-05-23, 12:57 PM
Go inside the room while carefully avoiding the the bullseye.

qoalabear
2010-05-23, 09:57 PM
Map: You started in room 12. You killed a man/thing in room 14. You're ignoring a chest in room 7. I marked the location of the bulls-eye since I'm apparently having difficulty being coherent.

http://img532.imageshack.us/img532/7844/msfloor1.png (http://img532.imageshack.us/i/msfloor1.png/)

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

Exterminatus
2010-05-23, 10:33 PM
OK go east carefully avoiding the bullseye (This is assuming that I go out the door). Poke for traps (Don't touch the bullseye). Then go south.

qoalabear
2010-05-23, 10:44 PM
By east, do you mean the path straight across from the east door of room 7?

You go 10' east and turn north.
The corridor runs 40' and turns east. It branches east at 10' and west at 20'.

Exterminatus
2010-05-23, 10:52 PM
Yeah I did mean east of the bullseye. Go east after 10'.

qoalabear
2010-05-23, 11:07 PM
You go 10' north and turn east. The corridor runs 15' and stops at a door in the east wall. It branches north at 10'.

You go 10' to the intersection. The branch runs a straight 30' north and ends in a T-intersection. There's also the door I just mentioned at the end of the hallway 5' east.

Exterminatus
2010-05-24, 10:24 PM
Go down the corridor until I see the door (using the pole to try and trip traps), put pole and lantern in place facing the door and open it while drawing out greatsword.

qoalabear
2010-05-24, 10:44 PM
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, which you're outside of, and C5.
At 15ft above ground there is a metallic, dog-sized, bug looking construct.
Initiatve: [roll0]

Exterminatus
2010-05-25, 05:58 PM
Initiative: [roll0]

Hmm can I jump to hit him?

qoalabear
2010-05-25, 07:19 PM
It spews a line of acid at you.
[roll0] (Reflex save for 1/2)
Then skitters over to C4, still 15' over the ground.

If you survive the acid, you're welcome to try jumping. If I'm reading things correctly, you need to jump 2' up without a running start for DC16?

Exterminatus
2010-05-25, 07:36 PM
Reflex: [roll0]

qoalabear
2010-05-25, 08:04 PM
You make the save, but it's still enough damage to knock you out, isn't it? If so, that's game.

You're welcome to try again and hope for some better rolls. The maxed duration on that entangling breath attack really cut into your hp and you never got a chance to heal it off.

Exterminatus
2010-05-25, 09:52 PM
Think I'll have another go at it.

qoalabear
2010-05-25, 09:55 PM
*pushes reset button*

Meatshield Mk II START!!! (Take 2)

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=205536)

Exterminatus
2010-05-25, 10:13 PM
Light lamp, take out pole, etc... Open the door. Poke at ground and tiles 5-10ft up for traps.

qoalabear
2010-05-25, 10:22 PM
The door slides open easily, 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. After 60', the corridor splits north and south again. After 80', the corridor ends and turns south. There is a door in the east wall of the corridor.
To the south: After 20', the corridor splits east. It stops 30' from you at a T-intersection.

Going the same way? Or trying to find different opponents?

Exterminatus
2010-05-25, 11:25 PM
Go same way, trip the pit traps and avoid the acid trap.

qoalabear
2010-05-26, 12:11 AM
You open two pit traps, jumping one of them.

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 (you are here) and E1 north.
In the room there is an ugly looking, blue scaled, lizard thing with fire in it's mouth!
Initiative: [roll0]

Exterminatus
2010-05-26, 06:42 PM
Initiative: [roll0]

qoalabear
2010-05-26, 10:16 PM
You won initiative.

Edit: and that's Crusader's Strike, Charging Minotaur, & Stone Bones.

Exterminatus
2010-05-27, 12:18 AM
Maneuvers: [roll0][roll1][roll2]

Exterminatus
2010-05-27, 10:34 PM
Use distracting ember and charge.

Attack: [roll0]
Damage: [roll1]

qoalabear
2010-05-27, 11:10 PM
*ding* 150XP

And that's the way you do it. Now let's see if you can keep that up. :smalltongue:

Now what?

Exterminatus
2010-05-29, 06:46 PM
Pick up pole and lantern, go to E1 door (poking along the way) and open it.

qoalabear
2010-05-29, 08:11 PM
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 60' before turning north. It branches to the north after 10', branches to the south after 30', and branches north after 50'.

Exterminatus
2010-05-31, 08:30 PM
Go east poking for traps, set pole and lantern down facing door, open door.

qoalabear
2010-05-31, 10:32 PM
No traps found. You see the corridor goes 20' south and ends 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]

An ancient copper dragon is doing it's best to look inconspicuous squeezed into this small room.


The room contains a large chest with a note attached to it’s latch. There are doors at C5, D2 and D1 north.

Exterminatus
2010-06-01, 07:18 PM
There was a dragon somewhere? :p Ignore the chest and go out the D2 door, poking for traps along the way. (Yes I did pick up the lantern and pole).

qoalabear
2010-06-01, 09:05 PM
The hallway goes north, south, and east.
To the north, it runs 10' and turns west. The bullseye is around the corner.
To the south, it runs 20' and turns east.
To the east, it runs 10' and turns north.
Going 10' east, 10' north, and 20' east takes you to the bug construct.

Exterminatus
2010-06-06, 11:02 PM
Go north and west, avoid the bullseye, poke for traps.

qoalabear
2010-06-06, 11:07 PM
You go 10' north, 30' west (jumping the bullseye)

The corridor goes north and south from here:
It runs 10' north and ends in a T-intersection
It runs 20' south and turns west. There's a red notecard on the wall in the corner.

Exterminatus
2010-06-06, 11:14 PM
Go south and ignore the notecard.

qoalabear
2010-06-06, 11:15 PM
Okay, the corridor runs 10' west and turns south. There's a door leading north in the corner.

Exterminatus
2010-06-07, 06:00 PM
Go west turning south, when the door is seen, put pole down and the lantern facing the inside of the door, draw greatsword, assume martial spirit. Open the door.

qoalabear
2010-06-07, 08:54 PM
Opening the door reveals the following room:{table]|A_|B_|C_|D_|E_|F_
1||||||
2||||||
3||||1||
4||||||[/table]
There are doors at A3 and F4 south.
In the room is a gray wrinkled humanoid, crawling low with claws extending from it's hands.
Initiative: [roll0]

You're outside F4 south.

Exterminatus
2010-06-07, 10:24 PM
Autowin initiative.

Maneuvers:
[roll0]
[roll1]
[roll2]

Swift: Distracting Ember
Charge with Greatsword

Attack:[roll3]
Damage:[roll4]

Edit: Great a Nat 1.

qoalabear
2010-06-07, 11:25 PM
It attempts to claw you.
[roll0] [roll1]
[roll2] [roll3]

Edit: And since you charged, they both hit. But at least I rolled minimum damage. :smalltongue:

Exterminatus
2010-06-07, 11:30 PM
Tis only a -2 AC Penalty.

Attack with Crusader's Strike, Stone Power for 1

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

qoalabear
2010-06-07, 11:34 PM
*shush* Of course, I was looking at the right line for your AC! :smallredface:

He's pretty badly hurt, but he still has the strength to respond. And he seems stronger somehow.
[roll0] [roll1]
[roll2] [roll3]

Edit: And you can only stone power with an attack, full attack, or initiating a Stone Dragon maneuver. You can't use it with Crusader's Strike

Exterminatus
2010-06-08, 07:05 PM
Shadow Blade Technique take highest, activate burning blade.

Attack: [roll0] [roll1]
Damage: [roll2]
Fire: [roll3]

qoalabear
2010-06-08, 07:14 PM
Both hit, and you threaten a critical. He is very dead even without rolling the shadow blade or the critical damage.

*ding* 150XP
No loot

Exterminatus
2010-06-08, 07:37 PM
Pick up lantern and pole, use pole to poke for traps along with lantern, sheathe greatsword before doing all this, and go to A3 door and open it.

qoalabear
2010-06-08, 08:49 PM
The corridor goes north and west.
To the north, it goes 10' and turns west.
To the west, it goes 10' and turns south.

Exterminatus
2010-06-08, 09:55 PM
Go west poking for traps, turn south.

qoalabear
2010-06-08, 11:23 PM
You go 10' west and turn south. The corridor runs 20' and ends in a T-intersection (That's the long east-west corridor just north of the entangling fire breath guy's room)

As you start poking 10' down the southwards path,
You trigger a trap.

Acid splashes towards you.
[roll0] (vs FF Touch AC)
[roll1]

Exterminatus
2010-06-14, 09:46 PM
Go down the intersection poking for traps.

qoalabear
2010-06-15, 03:17 AM
You go 20' south to the long east-west corridor without further incident. 10' to the west, the corridor turns north.
20' to the east, the corridor branches south. 40' to the east, the corridor branches north (towards the south door of the room you were just in). Further to the east are doors to the fire-breath guy and chest rooms, and a path south. Just look at the map.

Map:
You have just gone west and south from the west door of room 16.

http://img31.imageshack.us/img31/7844/msfloor1.png (http://img31.imageshack.us/i/msfloor1.png/)

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

Exterminatus
2010-06-16, 06:06 PM
Go 20' east, set pole and lantern facing door, then open door, drawing greatsword.

qoalabear
2010-06-16, 07:20 PM
20' East and turning south is a corridor. The doors are the little rectangles extending into the hallway.

The corridor goes 10' south and turns west. Not much there.

10' east of this intersection, poking the floor:
The floor drops out. Another 5' wide pit.