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NeverEnding DM
2010-05-13, 06:36 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.roguepenguin.com/castellar/profiler/view.php?id=5135)

Duskranger
2010-05-13, 06:40 AM
First of al I knack my knuckles and look around me. After that I am going to become serious and use the following plan:

I will go left every turn possible. If I have allready been there I will go straight till I get to the next possible turn. Doors in the hallway have priority and I will open them and look inside.
I will be in wolf form most of the time. No light needed because of DarkVision

Open the door and change to wolfform.

Searchcheck to check for traps: [roll0]

Saph
2010-05-13, 06:41 AM
Unsurprisingly, you find no traps.

Vision modes?

Duskranger
2010-05-13, 06:42 AM
Darkvision is always on 60'

Saph
2010-05-13, 06:44 AM
OK, that makes your liquid sunlight redundant, then.

You head out of the door and turn left. It reaches a four-way junction after 10'. To the south is a door, to the east is a door, or you could keep going left (no visible door). Continue with the left-hand-wall approach?

Duskranger
2010-05-13, 06:45 AM
Doors have priority, in terms as overrule left going. I go to the door I saw first.

Saph
2010-05-13, 06:48 AM
The door you saw first would be the one to the east. It is 20' from the junction.

After 10' you find a pit trap. "Find" means "set off". Reflex save.

Duskranger
2010-05-13, 06:51 AM
Refelxsave:[roll0]

I hate finding those things.

Saph
2010-05-13, 06:52 AM
You just barely jump away from the trap as the floor crumbles beneath you.

You reach the door without further incident. It's set into the north corridor wall. You can see another door 50' to the east.

Duskranger
2010-05-13, 06:53 AM
I open the door I'm in front of.

Saph
2010-05-13, 06:56 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]

Duskranger
2010-05-13, 06:57 AM
Initiative: [roll0]

Manouevers granted: [roll1]

I get Crusaders Strike And Douse The Flames


In case of double numbers: [roll2]

Saph
2010-05-13, 07:01 AM
You win initiative.

For future reference, if you win initiative, just go ahead and take your first action. You're at the south door.

Duskranger
2010-05-13, 07:02 AM
I charge the critter and try to bite him: [roll0]

If it hits I will do: [roll1] damage.

If it survives I wil have a AC of 15 for a turn

In case of threat

[roll2]
[roll3]


Next manoeuver: [rollv]5d5[rollv] first not a 1 or a 4 will be the gained manoeuver.

PS: I wanted to take a action, but needed to see what manoeuvers I get before taking action.

Saph
2010-05-13, 07:05 AM
He staggers, but he's just barely still up.

He breathes acid on you! Take half of [roll0] damage. Reflex DC 15 to halve the damage again.
You are entangled (http://www.d20srd.org/srd/conditionSummary.htm#entangled) for [roll1] rounds.

Then he 5' steps to D2.

Duskranger
2010-05-13, 07:10 AM
Because the half of one is 1 and the half of that one is still one I ask if the reflexsave does more than only half damage.

I 5' step toward him and try to bit him again with the crusaders strike.

I attack the creature: [roll0]
if I hit I regain 2 hp and do [roll1] damage.

In case of threat:

Confirm: [roll2]
Damage: [roll3]

Saph
2010-05-13, 07:11 AM
You kill him instantly.

However, you're still entangled, and you take [roll0] acid damage at the start of your next turn.

Duskranger
2010-05-13, 07:13 AM
So for the next 3 rounds I take 1 damage right?

Was this because I didn't took the reflexsave?

Sadly he's dead, else I would have CdG him with a crusaders strike to get to full HP.

After this I walk out the door I came in.

Take 10 for a total of 16 to jump over the pit. Go to the other door I saw and same routine.

Saph
2010-05-13, 07:18 AM
No, you get the damage anyway. The breath attack always does at least 1 damage.

You also take [roll0] and [roll1] and [roll2] acid damage over the next 3 rounds.

If you survive, you gain 150 XP and chainmail.

Crusader's Strike only works on a target that's an immediate threat.

Duskranger
2010-05-13, 07:31 AM
Than I would've smashed him with my teet and get +2 hp because of my stance.

And it's half that right?

Saph
2010-05-13, 07:34 AM
No, and no.

If it's half damage, I'll tell you.

Like I said, he was dead after the second attack.

Duskranger
2010-05-13, 07:36 AM
Anyhow, my action.

I walk out the door I came in, take the same way back as I came.

Take 10 for a total of 16 to jump over the pit. Go to the other door I saw and same routine.

Saph
2010-05-13, 07:38 AM
OK, but note that you've taken 7 damage.

5' south of the junction, you find another pit. Reflex save DC 15 to avoid.

If you fail, you take [roll0] falling damage.

If you survive that, you reach the door.

Duskranger
2010-05-13, 07:40 AM
Reflexsave: [roll0]

Saph
2010-05-13, 07:41 AM
Lucky you. :smallwink:

Do you want to open the door?

Duskranger
2010-05-13, 07:43 AM
I can take by the way 22 damage before I die. This because of my rageclaws. Just to let you know.

I open the door and what do I see.

Saph
2010-05-13, 07:44 AM
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 are outside the west door.

Duskranger
2010-05-13, 07:47 AM
My good old friend colorspray thrower (the reason why **** char became a Dwarf.


Initiative: [roll0]

Granted manouevers: [roll1]


In case of double numbers: [roll2]

Saph
2010-05-13, 07:48 AM
The creature bristles and steps north to block your path to its master.

The human gestures for you to leave.

Duskranger
2010-05-13, 07:49 AM
I bark and look at the human. And walk into the room.

Saph
2010-05-13, 08:23 AM
The human steps forward to D3, casts a spell, and a ray of frost shoots towards you.

Touch attack: [roll0]
Damage: [roll1] cold

The creature vanishes. Your turn.

Duskranger
2010-05-13, 09:18 AM
I charge the human.

Attackroll: [roll0]
Damage: [roll1]

If threat:

Confirm: [roll2]
Damage: [roll3]


New manouever: [roll4] (first new number will be manouever granted)

Saph
2010-05-13, 09:20 AM
You hit him, and wound him badly.

He steps back to E4, and guess what spell he casts? No really, guess! Try to guess!

Will save. :smalltongue:

Oh, and he opens the door at E4.

Duskranger
2010-05-13, 09:21 AM
I came prepared.

Willsave: [roll0]

Saph
2010-05-13, 09:23 AM
Pass. Your turn.

Duskranger
2010-05-13, 09:25 AM
He counts as being dangerous, so I walk towards him

And attack with crusaders strike used.

Attackroll: [roll0]
Damage: [roll1] if hit also heal: [roll2] and off course again 2 hp.


Also get new manouever: [roll3] first new manoeuver granted (so no 1,4,5)

Saph
2010-05-13, 09:26 AM
He dies. 150 xp, chain shirt, longsword. You're rolling well today.

Duskranger
2010-05-13, 09:27 AM
He dies. 150 xp, chain shirt, longsword. You're rolling well today.

Let's put it on better than last time :P

Duskranger
2010-05-13, 09:29 AM
I am at full hp atm.

I will go out the door I came in, take the way back over the pit (jump taking 10 for 16). And go back to where I started before going to door 1 (or in other terms the lizard door :smallbiggrin:)

Saph
2010-05-13, 09:29 AM
Outside the south door that Colour Spray Guy opened was more corridor, with a red and white bullseye painted on the floor, by the way.

Duskranger
2010-05-13, 09:30 AM
Jump over the bullseye and going on.

Saph
2010-05-13, 09:31 AM
You're back at the 4-way intersection where you started, with two pits nearby.

You remember seeing another door to the east, past the door to the lizard room.

Duskranger
2010-05-13, 09:33 AM
I jump over all pits I know off and follow that way and go to the door past the lizard room.

Saph
2010-05-13, 09:35 AM
You jump the pit and walk east down the corridor.

You're attacked by an acid splash trap after 10 feet:
Attack: [roll0] vs flatfooted touch AC
Damage: [roll1] acid

After passing several side corridors and a note hanging on the wall, you reach the door.

Duskranger
2010-05-13, 09:37 AM
I open the door.

Saph
2010-05-13, 09:39 AM
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]

Duskranger
2010-05-13, 09:41 AM
I hate kobolds.

Initiative: [roll0]

Granted Manouevers: [roll1]


In case of double numbers: [roll2]


With these manouevers I wish I could go first. I love the charging minotaur

Saph
2010-05-13, 09:46 AM
The kobold darts forward to A6 and attacks! Shadows appear around him, giving him concealment, his blade bursts into flame, and a shadow duplicate sword attacks you as well!

Two attack rolls, choose higher:

Attack 1: [roll0] vs flat-footed AC
Attack 2: [roll1] vs flat-footed AC
If either hit, damage: [roll2] plus [roll3] fire
If both hit, deal an extra [roll4] cold.

Duskranger
2010-05-13, 09:49 AM
One attack hitted (if even with AC hits that is?) so 11 damage

I attack too.

Attackroll: [roll0]
Damage: [roll1]

New manoever: [roll2] first one not a 3 or a 4 will be the one I pick.

I get the Crusaders Strike next turn.

Saph
2010-05-13, 09:54 AM
The kobold gestures, a small fire elemental appears behind you, flanking you, and he attacks again!

Attack 2: [roll0]
Damage: [roll1] and make a Fortitude save, DC 13. If you fail, shadows envelop your eyes and you suffer a 20% miss chance for 1 round.

Saph
2010-05-13, 09:55 AM
Huh, critical threat.
Crit confirm: [roll0]
Extra damage if hit: [roll1]

edit: Guess you're lucky that missed! :smalltongue:

Duskranger
2010-05-13, 09:57 AM
FortSave:

My round:

I attack the kobold with my teeth and crusaders strike (armed to the teeth gets a new meaning here :smallbiggrin:).


Attackroll: [roll0]
Damage: [roll1] and regain [roll2]+2 hp if hit.

Also get new manoeuver:

[roll3] first not a 1,3,4 will be taken.

Duskranger
2010-05-13, 09:58 AM
Fort save: [roll0] if magic it's +7

My luck ran out, as you can see.

Saph
2010-05-13, 10:00 AM
You miss. Effect wears off anyway.

The Kobold has run out of tricks, so he'll just try to stab you.

Attack 2: [roll0]
Damage: [roll1]

Duskranger
2010-05-13, 10:03 AM
I try to hit him too.

If I hit I get DR 5/adamantine (stone bones strike)

Attack: [roll0]
Damage: [roll1] and +2 hp

Saph
2010-05-13, 10:04 AM
Almost a hit . . . but not quite.

Kobold stabs you.

Attack: [roll0]
Damage: [roll1]

edit: Wow, you're living on the edge here. 1 higher and that would have killed you.

Duskranger
2010-05-13, 10:06 AM
I hate the kobold, seriously I do.

Attack: [roll0]
Damage: [roll1]

And it wouldn't have killed me. I'm on 1 hp as far as I counted but could have it wrong.

Saph
2010-05-13, 10:08 AM
He's hit you twice, remember? You should be on -4 HP.

Kobold stabs you again.

Attack: [roll0]
Damage: [roll1]

Duskranger
2010-05-13, 10:09 AM
I know I just saw it.

I wish I could hit the little bugger.

Attack: [roll0]
Damage: [roll1] +2 hp if hit.

Saph
2010-05-13, 10:11 AM
And he . . .

. . . dies. 150 XP, small chainshirt, small shortsword.

You heal 2 HP, putting you to -2.

Duskranger
2010-05-13, 10:12 AM
He dies, or is bleeding, in otherterms no CdG to kill him for another 2 hp?

Saph
2010-05-13, 10:12 AM
He dies, or is bleeding, in otherterms no CdG to kill him for another 2 hp?

You can CdG him for another 2 HP.

Duskranger
2010-05-13, 10:13 AM
I CdG him for another 2 hp (what I need it :P).

After the CdG I cast Cure Light Wounds on myself: [roll0]

Duskranger
2010-05-13, 10:15 AM
I go out of this room by the door I came in. After that I continu my way.

Saph
2010-05-13, 10:16 AM
Outside the door, you can go south or west. The south corridor bends east, the west corridor has north and south side passages.

Duskranger
2010-05-13, 10:18 AM
I will go left like my normal plan was :smallbiggrin:. I will from now on use the normal plan, so out of the door I will continue on the way that took me to the door. And from then go left every turn.

Saph
2010-05-13, 10:19 AM
You still need to tell me whether you're going south or west.

Duskranger
2010-05-13, 10:20 AM
[roll0] 1 is west, 2 is south

Edit: south it is.

Saph
2010-05-13, 10:21 AM
Following the left wall, you go south then east.

15' along the corridor, you hit another pit trap. Reflex save.

Duskranger
2010-05-13, 10:22 AM
reflexsave:[roll0]

Saph
2010-05-13, 10:23 AM
You fall down the pit and take [roll0] damage. You can climb out without much trouble.

You keep on going and get to a T-junction. There's a red notecard hanging on the wall.

Duskranger
2010-05-13, 10:25 AM
Before going further I use two of my scrolls of Faith Healing to get +18 hp which puts me on full.

I do not read the note. I move on.

Saph
2010-05-13, 10:27 AM
You move on.

You turn left.

You turn right.

You find another pit trap. Reflex save, DC 15, or take [roll0] falling damage.

Duskranger
2010-05-13, 10:28 AM
Reflexsave: [roll0]

But I always turn left.

Saph
2010-05-13, 10:30 AM
It was a corridor bending right. You were following the left wall.

You avoid the pit and keep going. You turn left.

You turn left.

You turn right.

You find a door.

Duskranger
2010-05-13, 10:31 AM
I open the door. Like always :smallbiggrin:

Saph
2010-05-13, 10:32 AM
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 dead kobold lying on the floor.

Duskranger
2010-05-13, 10:32 AM
I open one of the unopened doors.

term1nally s1ck
2010-05-13, 10:34 AM
Saph:

Not sure, but unless I missed something he souldn't have triggered the acid trap, since he's merely walking over it. It ignores targets on the square it's in.

As for the kobold, you really should be using his tumble modifier, and he has a MW tumble tool as well as the sword and armor. I also get great results by having him stand there and laugh (full-round to recover maneuvers) for a round when he uses both tricks. Makes his next couple of rounds much more deadly, and freaks the players out llike you wouldn't believe :smallwink: If you'd rather stick to how you were playing, that's fine, this is just advice on what's worked pretty well for me.

Saph
2010-05-13, 10:34 AM
The only door you haven't opened yet is the north one.

It opens into a T-junction corridor. You can go east, west, or north.

Duskranger
2010-05-13, 10:34 AM
I go north.

Saph
2010-05-13, 10:36 AM
TS:
Quite right on the acid trap, I forgot that.

Kobold: yeah, I guess. I figured one more hit would end the battle either way. :smallbiggrin:

Duskranger: I made a slight mistake earlier, the acid trap shouldn't have hit you. You should have 1 more HP than you currently do.

Duskranger
2010-05-13, 10:37 AM
Joy, that means i'm at full hp +1 don't think that is possible.

Saph
2010-05-13, 10:37 AM
You go north.

The corridor bends east, and you follow it.

It bends north again, and you follow it.

It bends west, and comes to a door. Surprisingly, you do not find any traps this time.

Duskranger
2010-05-13, 10:39 AM
I open the door.

By the way am I the playtester for your NED-DM skills :smallbiggrin:.

I enjoy the amount of updates you give me.

Saph
2010-05-13, 10:40 AM
You're the only guy I'm DMing for, so you get preferential treatment. :smallwink: Plus I'm sitting at home doing nothing else but revising.

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. You've entered the C5 door.
At 15ft above ground there is a metallic, dog-sized, bug looking construct.
Initiatve: [roll0]

Duskranger
2010-05-13, 10:41 AM
Initiative: [roll0]

Manouevers granted: [roll1]

Duskranger
2010-05-13, 10:43 AM
I ready a action to bite the creature as soon as he comes in melee range, or to drop the action if the creature doesn't

Saph
2010-05-13, 10:44 AM
It breathes a line of acid at you!

Damage: [roll0] acid, Reflex DC 14 for half damage.

Duskranger
2010-05-13, 10:49 AM
Reflex: [roll0]

How should I attack it when it's 15 feet high?

And for my next turn I get: [roll1] first not 2,3 is granted

Saph
2010-05-13, 10:51 AM
Reflex fails, you take full damage. Your turn.

As for how you should attack it, beats me. I just run these things. :smalltongue:

Duskranger
2010-05-13, 11:40 AM
I attack the critter while trying to jump to him (sees a picture of a dog jumping up a tree).

Jumpcheck: [roll0]

Attack: [roll1]
Damage: [roll2] if hits I also regain: [roll3]+2 hp (use crusader strike.

Saph
2010-05-13, 11:46 AM
Miss.

The creature scuttles down the wall to 5' altitude and snaps at you with a pincer.

Attack: [roll0]
Damage: [roll1]

Duskranger
2010-05-13, 11:48 AM
The creature will see what allready has been in my jaws today.

Stone bones will be used.

Attack:[roll0] If I hit I get DR 5/adamantine for one turn
Damage: [roll1]

Saph
2010-05-13, 11:50 AM
You hit, and badly damage it.

It full-attacks you with its pincers.

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

Duskranger
2010-05-13, 11:51 AM
I bite him again.

Attack: [roll0]
Damage: [roll1]

Saph
2010-05-13, 11:52 AM
It's destroyed at 0 hp. 150 xp.

Duskranger
2010-05-13, 11:53 AM
I go out of the door I came in, because it didn't had any loot with it, and his body is probably not worth much. I go on through the dungeon (standing on 3 hp).

Saph
2010-05-13, 11:55 AM
You backtrack down the corridor. There are no side turnings, and you find yourself back at the three-way junction just outside the kobold room.

Duskranger
2010-05-13, 11:56 AM
I go left :smallbiggrin:. From the kobold room I go west now.

Saph
2010-05-13, 11:59 AM
You go west, north, and find a T-junction. At the T-junction is a door. I'll just assume you open these from now on, right?

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.

Duskranger
2010-05-13, 12:00 PM
I search the note+ chest for traps: [roll0]

After I find nothing I read the note.

Saph
2010-05-13, 12:02 PM
“Greater rewards await the patient man, but only a fool waits forever.”

Duskranger
2010-05-13, 12:06 PM
I transform back to man, open the chest and look inside.

Saph
2010-05-13, 12:06 PM
It contains five platinum pieces.

Duskranger
2010-05-13, 12:08 PM
I pick them up, change to wolfmode and go out the door and continu my way.

Saph
2010-05-13, 12:09 PM
Which door?

Duskranger
2010-05-13, 12:11 PM
Always the door I with which I entered the room.

Saph
2010-05-13, 12:16 PM
You go north 10', west 5', and find a door in the south wall with a bullseye in front of it.

Duskranger
2010-05-13, 12:24 PM
I go back. I do not trust those things in dungeons. I go back to the first junction I didn't take and go in there.

Saph
2010-05-13, 12:26 PM
There's a junction opposite the door you just entered going east.

You go east and north to a T-junction. There's a door 20' to the east, and several side passages heading north.

Duskranger
2010-05-13, 12:29 PM
I go to the door in eastern direction.

Saph
2010-05-13, 12:35 PM
It opens into the room where you fought the construct.

Duskranger
2010-05-13, 12:38 PM
I really need to find me a room I haven't been in.

I backtrack to the kobold room and take the last route I haven't taken yet. East if I'm correct.

Saph
2010-05-13, 12:45 PM
You take the east route from the kobold room. It goes east then south.

You trigger a dart trap!

Attack vs flat-footed AC: [roll0]
Damage: [roll1] and make a Fortitude save against poison.

Duskranger
2010-05-13, 12:49 PM
Fortsave: [roll0]

And again on 0 hp.

Saph
2010-05-13, 12:52 PM
Is that counting your dwarven bonus against poison? If not, you pass.

Regardless, the important save is the secondary save, 1 minute later. DC is 13. If you fail you fall unconscious.

Duskranger
2010-05-13, 12:53 PM
Not with my dwarvenskill counted with it actually.

And should I make that save now or after that minute.

Saph
2010-05-13, 01:04 PM
You're feeling sleepy. You've got a minute's worth of actions before you have to make the secondary save.

Duskranger
2010-05-13, 01:05 PM
I move on in that case.

Saph
2010-05-13, 01:06 PM
The corridor leads back around to the kobold room again, and now it's about time for that secondary save.

Duskranger
2010-05-13, 01:08 PM
My save: [roll0] This is the basesave+ dwarven resistance.

Duskranger
2010-05-13, 01:10 PM
I go back to the first (from the Koboldrooms seen) hallway I have not researched and follow that one.

Saph
2010-05-13, 01:30 PM
You've now thoroughly checked all the hallways leading away from the Kobold's room. Most of them loop back in a circle.

You haven't checked the halls leading north from the construct room, nor the halls going west from the room with the chest.

Duskranger
2010-05-13, 01:48 PM
I pick the hall going west from the chest room.

OOC:
I'm leaving, tomorrow I won't be online. But today we allready did 5 pages. Normally that's 4 weeks at least :smallbiggrin:

Saph
2010-05-13, 01:50 PM
Cool, we'll pick it up then. Post in this thread when you're ready to keep going. :smallsmile:

Duskranger
2010-05-15, 04:15 AM
Still going west from the chest room.

Yes I ies back.

Saph
2010-05-15, 04:42 AM
You find another door into the chest room, hop over a bullseye, go west 25', north 10', west 20', north 10', and you're at a junction.

To the north there's a note on the wall. 10' to the east is a door that you haven't previously opened.

Duskranger
2010-05-15, 05:02 AM
I go to the east. And open the door off course

Saph
2010-05-15, 05:05 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]

Duskranger
2010-05-15, 05:06 AM
Initiative: [roll0]

Manouevers granted: [roll1]

Duskranger
2010-05-15, 05:07 AM
I will walk towards him (using move action)

After that I attack him:

Attackroll:[roll0] (this should be + 6 so that makes it 13)
Damage: [roll1] + if hit + 2 hp and using crusaders strike:[roll2] hp

Saph
2010-05-15, 05:10 AM
He moves past you, slashes at you with his scimitar, then jumps back into the NE corner of the room. (Spring Attack.)

Scimitar attack: [roll0]
Damage: [roll1]
Critical confirm (if attack roll is 24-26): [roll2]
Extra damage: [roll3]

Duskranger
2010-05-15, 05:14 AM
Manouevers last turn: [roll0] first not 1,4 taken

Duskranger
2010-05-15, 05:15 AM
I charge towards him:

Attack: [roll0]
Damage: [roll1] if hit I get DR 5/adamantine (stone bones manoeuver

I charge towards him:

New manouever: [roll2] first not 1,2,4 taken

Saph
2010-05-15, 05:18 AM
You hit, and hurt him for a fair amount of damage.

He runs past and attacks you!

Scimitar attack: [roll0]
Damage: [roll1]
Critical confirm (if attack roll is 24-26): [roll2]
Extra damage: [roll3]

Then he runs out of the room, the same way you came in! You can't see him.

Duskranger
2010-05-15, 05:20 AM
Listencheck to see if he is still near the door ( I walk towards the door opening and become a sneaky listener): [roll0]


If not I walk out the door.

New manouever: Charging minotaur (last one not taken will be taken)

Saph
2010-05-15, 05:22 AM
You can't hear him immediately outside the door, and when you walk outside you can see he's not in view. He could have gone north or west.

Duskranger
2010-05-15, 05:25 AM
At this moment I wish I had track :smallbiggrin:. My survival is high enough.

Well I go north.

Saph
2010-05-15, 05:26 AM
You go north, nothing. You follow the turning west, past a note on the wall, and see him to the south, in the corner of the corridor. You have enough movement to get to him, but not to attack him.

Duskranger
2010-05-15, 05:29 AM
I move a little bit towards him (you are counting the 50' base speed right?)

But stay from him around 50' distance.

Saph
2010-05-15, 05:32 AM
I'm counting your speed. He's still faster than you. :smallwink:

You can't stay 50' from him, the corridor doesn't go that far. 40' is the best you can get, if you back up.

He runs back into the room, drawing something from his belt as he does so. You lose sight of him again.

GM only:
Heal: [roll0]

Duskranger
2010-05-15, 05:33 AM
I hate him allready. I move to the door. And folllow him.

Saph
2010-05-15, 05:40 AM
You go down the corridor, around the corner, and back into the room. He's at the east end, next to the door. Again, too far to reach and attack.

He also looks much healthier. :smalltongue:

Duskranger
2010-05-15, 05:43 AM
I do not follow him anymore. I bark at him and after that leave the room by the door I entered with. I go and stand 20' from the door. And I wait.

Saph
2010-05-15, 05:47 AM
He comes round the corner, slashes at you, and springs back again.

Scimitar attack: [roll0]
Damage: [roll1]
Critical confirm (if attack roll is 24-26): [roll2]
Extra damage: [roll3]

Duskranger
2010-05-15, 05:51 AM
Wait what, is he still in the hallway or not?

Saph
2010-05-15, 05:53 AM
He's back around the corner, near the door. He's out of sight, but you think he's still within your attack range this time.

Duskranger
2010-05-15, 05:54 AM
I wish I could use the charging minotaur this time. But oke, I will attack him:


Attack: [roll0]
Damage: [roll1]

Saph
2010-05-15, 05:55 AM
Hit. He's hurt again.

Scimitar attack: [roll0]
Damage: [roll1]
Critical confirm (if attack roll is 24-26): [roll2]
Extra damage: [roll3]

and move to D3.

Duskranger
2010-05-15, 05:57 AM
Crit unconfirmed.

Now I use the charging minotaur:

Strengthcheck: [roll0] if I win I push him back 5'+ 5 every 5' I'm over his. He also gets an AoO over him if I win.

Saph
2010-05-15, 05:58 AM
Opposed strength check: [roll0]

What happens?

Duskranger
2010-05-15, 06:00 AM
He gets pushed back 15 feet (5'+ 10' because my check exceeds his bij 12)
I get an attack of oppurtunity and he gets: [roll0] damage for my succeeding bull rush.

AoO:
Attack: [roll1]
Damage: [roll2]

And because both of them are different attacks I get + 2 for both. So + 2 for bull rush and +2 for AoO

Saph
2010-05-15, 06:02 AM
You don't get an AoO. I looked up the maneuver and all it does is bludgeoning damage.

Still drops him, though. You gain 150 xp, mwk scimitar, mwk studded leather.

Duskranger
2010-05-15, 06:02 AM
The manouver yes, but look up the rules of a Bull rush (PHB)

Saph
2010-05-15, 06:04 AM
I did. You got them wrong. :smalltongue:


Bull Rush Results
If you beat the defender’s Strength check result, you push him back 5 feet. If you wish to move with the defender, you can push him back an additional 5 feet for each 5 points by which your check result is greater than the defender’s check result. You can’t, however, exceed your normal movement limit. (Note: The defender provokes attacks of opportunity if he is moved. So do you, if you move with him. The two of you do not provoke attacks of opportunity from each other, however.)

If you fail to beat the defender’s Strength check result, you move 5 feet straight back to where you were before you moved into his space. If that space is occupied, you fall prone in that space.

Duskranger
2010-05-15, 06:06 AM
The defender provokes attacks of opportunity if he is moved. So do you, if you move with him. The two of you do not provoke attacks of opportunity from each other <-- I do not need to move with him thanks to charging minotaur, so I get the AoO right. Term1nally S1ck did think so at least, I used this attack once with color spray guy. (sadly the AoO missed :()

If not can I still attack the guy for an extra 2 hp (with help of a CdG)

Saph
2010-05-15, 06:33 AM
The defender provokes attacks of opportunity if he is moved. So do you, if you move with him. The two of you do not provoke attacks of opportunity from each other <-- I do not need to move with him thanks to charging minotaur, so I get the AoO right.

Wrong.


If not can I still attack the guy for an extra 2 hp (with help of a CdG)

Right.

I'm out for the next 8 hours or so, decide where you want to go next.

Duskranger
2010-05-15, 06:34 AM
Okiedokie, I kill the thing, transform into human form, don the Mwk Studded leather. Go out the room and start searching unsearched ways.

Saph
2010-05-16, 09:11 AM
Back again for a bit. Got exams all this week though, so there are limits on how much DMing I'll be able to do.

North of the hobgoblin room is a 4-way junction. Want to go north, south, east, or west?

Duskranger
2010-05-16, 09:14 AM
Doesn't matter, I know how you feel, same problem here.

First I use one scroll of Faith Healing to get 9 hp back than I go north. Hopefully I haven't been there before.

Saph
2010-05-16, 09:15 AM
Pit trap. DC 15 Reflex, [roll0] if you fail.

You carry on and find a door.

Duskranger
2010-05-16, 09:16 AM
Reflexsave: [roll0]

I open the door.

Saph
2010-05-16, 09:21 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.

Duskranger
2010-05-16, 09:22 AM
I go out the room by the door I came in, I do not read the notes and move in the same direction I went before seeing the door (if possible).

Saph
2010-05-16, 09:28 AM
You follow a twisty corridor.

The corridor then ends. There's a door to the south and a door to the east. The door to the east has a bullseye painted on the floor directly in front of it. There's no way to reach the east door without stepping on the bullseye.

Duskranger
2010-05-16, 09:39 AM
I go to the door in the south. And open it.

Saph
2010-05-16, 10:01 AM
{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.

Duskranger
2010-05-16, 10:13 AM
And pigs can fly, I leave the room and go on. I go back towards the hobgoblin crossing and instead of north go east (if that's where I haven't been yet).

Saph
2010-05-16, 10:18 AM
Another pit trap. Same deal as before. [roll0] damage if you fail the save.

It leads back into the hobgoblin room. Just the west passage left.

Duskranger
2010-05-16, 10:20 AM
Reflex: [roll0]

I take the wes corridor in that case. If I take damage I also use one scroll of Faith healing for another 9 hp.

Saph
2010-05-16, 10:35 AM
There's a door to the left and a door to the right.

You know from your amazing directional sense that the right door leads back into the room with the notes.

Duskranger
2010-05-16, 10:37 AM
That leaves the left one, which is the one I open.

Saph
2010-05-16, 10:45 AM
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.

Duskranger
2010-05-16, 11:47 AM
I go out the room. Backtrack to the first non-explored coridor (jumping over all pits there are). After that I travel in the unchecked coridor.

Saph
2010-05-16, 11:48 AM
That would be north.

You wander in a loop, reach another pit (I can't be bothered to roll damage anymore, you do it) and after that reach a new door.

Duskranger
2010-05-16, 11:51 AM
Reflex: [roll0]

If I fail I get: [roll1] damage

And I open the door after I use a scroll of Faith Healing (again)

Saph
2010-05-16, 11:54 AM
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]]

Duskranger
2010-05-16, 11:55 AM
Initiative: [roll0]

Manouevers: [roll1] Stone Bones and Crusaders strike Granted.

Saph
2010-05-16, 11:55 AM
You're outside the north door. Your initiative.

Duskranger
2010-05-16, 11:57 AM
I attack mr elf.

Attackroll: [roll0] If it hits I get DR 5/Adamantine
Damage: [roll1]

Saph
2010-05-16, 12:00 PM
Miss.

Toothy guy jumps to his feet and casts a smell. The room fills with obscuring mist.

The elf jumps to his feet (you get an AoO) and swings at you with a longsword.

Attack: [roll0]
Damage: [roll1]

Duskranger
2010-05-16, 12:00 PM
AoO:

Attackroll: [roll0]
Damage: [roll1]

Saph
2010-05-16, 12:01 PM
Confirm: [roll0]
Damage: [roll1]
Misschance (1 misses): [roll2]

Saph
2010-05-16, 12:02 PM
I said concealment, remember?

Misschance: [roll0]

edit: You kill him. Your turn. You can't see in the mist.

Duskranger
2010-05-16, 12:03 PM
Sorry did I hit?


Manoever (last turn): [roll0] first one not 1 or 2 granted.

Duskranger
2010-05-16, 12:05 PM
I move out of the room and wait for the creature to follow me (if there is no mist outside of the room), if he follows me I attack him.

Saph
2010-05-16, 12:08 PM
The mist finishes at the edge of the room.

[roll0]

Saph
2010-05-16, 12:09 PM
You move outside the room.

A colour spray comes at you out of the mist. Will save, DC 13. If you pass that, your turn.

Duskranger
2010-05-16, 12:10 PM
Willsave: [roll0]


Manouever granted coming turn: [roll1] first one not a 1,2,5 taken.

Duskranger
2010-05-16, 12:11 PM
I move towards the mist and attack mr fang if I see him.

misschance: [roll0]

Attackroll: [roll1]
Damage: [roll2]

Saph
2010-05-16, 12:12 PM
You move towards the mist and reach the mist. If you're going into the mist, which way are you moving?

Duskranger
2010-05-16, 12:14 PM
I move towards the spot elfie was and than from there up to C4

Saph
2010-05-16, 12:18 PM
He's not there.

You hear spellcasting from the east and then get hit by another colour spray. Will save.

After that, he moves. Roll Listen if you want.

Duskranger
2010-05-16, 12:22 PM
Will Save: [roll0]

Listencheck: [roll1]

Vladimir looks around in silence, trying to hear where the enemy is.

Saph
2010-05-16, 12:26 PM
Move Silently: [roll0]

Edit: You can hear him moving, but not by enough to know where the noise came from. Your turn.

Duskranger
2010-05-16, 12:29 PM
If I now know where he is I walk towards him and attack:

Attackroll: [roll0]
Damage: [roll1]

Saph
2010-05-16, 12:33 PM
You don't know his direction with your Listen check.

Duskranger
2010-05-16, 12:35 PM
I go around the room (with my speed I can look almost in any tile). When I see him I attack.

If not possible I go from where I stand (C4) to B4, B3, B2, C2, D2, D3, D4. If I see him I attack. Sorry for not rolling misschance.

Saph
2010-05-16, 12:41 PM
You see him. Roll your miss chance. If you hit, you drop him.

Duskranger
2010-05-16, 12:43 PM
Miss/Hitchance: [roll0]

Saph
2010-05-16, 12:52 PM
You miss. He steps out of sight and colour sprays you again. Will save.

Duskranger
2010-05-16, 12:54 PM
Willsave: [roll0]

In my turn I search for him and after that attack him.

Attackroll: [roll1]
Damage: [roll2]

Misschance: [roll3]

Saph
2010-05-16, 12:58 PM
You miss.

He flees. You hear a door open to the south.

Duskranger
2010-05-16, 01:01 PM
I go toward the place the elf fell and am happy with the loot it gave me. First that part after that I will think about other stuff.

Saph
2010-05-17, 09:03 AM
You find a dead elf.

After a while, the mist clears. Two doors are open.

You gain 75 xp, a longsword, and studded leather armour.

Duskranger
2010-05-17, 09:05 AM
I go out the door after the mist has cleared where I didn't came the room in. I check if mr fangs is outside (this all hapens in animalform). If not I go back into the room, go out of the door where I originally came in and continu on my road.

Saph
2010-05-17, 09:11 AM
Mr fang isn't there. You see more doors and a bullseye.

Duskranger
2010-05-17, 09:12 AM
In that case it's option two. Go through the door, go through the other door (where I originally entered the room) and go on straight ahead.

Saph
2010-05-17, 09:15 AM
You find a door that leads back into the cake room. Assuming you leave and keep following the corridor, the corridor goes south.

You reach a t-junction. You can go south or west-then-north.

Duskranger
2010-05-17, 09:16 AM
I go south. Don't know why, but I have the feeling I will never see mr Fangs again.

Saph
2010-05-17, 09:19 AM
Yep, he's gone.

You hit a tripwire and trigger another dart trap, though. A dart shoots at you:

Attack: [roll0] vs flat-footed AC
Damage: [roll1] and Fortitude save DC 13, then another 1 minute later.

Duskranger
2010-05-17, 09:20 AM
He misses, so no poison for the dart. And I go on.

Saph
2010-05-17, 09:24 AM
You go south, then west, then back around north.

There's a door to your north, another to your east, and another just beyond a bullseye north then east.

Duskranger
2010-05-17, 09:27 AM
I go towards the first door I see. If both the north and east doors are even, I go north.

Saph
2010-05-17, 09:29 AM
First one is the east door.

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]

Duskranger
2010-05-17, 09:30 AM
Initiative: [roll0]

Manoevers granted: [roll1]

Saph
2010-05-17, 09:36 AM
It moves around to get a clear line of sight and breathes a cone of cold on you!

Damage: [roll0] cold, reflex DC 13 for half damage.

Duskranger
2010-05-17, 09:46 AM
I hate things that do that: [roll0]

Than it's my turn I attack him:

Attackroll: [roll1]
Damage: [roll2]

Manoevers granted: [roll3] first one not 4,5 is granted.

Granted: Crusaders Strike

Saph
2010-05-17, 09:48 AM
Miss. It full attacks you with swords and bite.

Shortsword 1: [roll0]
Damage: [roll1]
Shortsword 2: [roll2]
Damage: [roll3]
Bite: [roll4]
Damage: [roll5]

Saph
2010-05-17, 09:49 AM
Critical confirm on shortsword:

Shortsword 1: [roll0]
Extra damage: [roll1]

Duskranger
2010-05-17, 09:49 AM
I attack back, because I do not enjoy being a pinata:


Attackroll: [roll0]
Damage: [roll1] if I hit I gain [roll2] hp + 2

Manoevers granted: [roll3]

Saph
2010-05-17, 09:51 AM
You miss. It full attacks you again.

Shortsword 1: [roll0]
Damage: [roll1]
Shortsword 2: [roll2]
Damage: [roll3]
Bite: [roll4]
Damage: [roll5]

Crit confirm if necessary: [roll6]
Extra damage: [roll7]

Duskranger
2010-05-17, 09:52 AM
I attack to:

Attackroll: [roll0]
Damage: [roll1]

Manoevers granted: Stone Bones (last one not granted)

Saph
2010-05-17, 09:53 AM
You nearly kill it, but not quite.

Full attack back:

Shortsword 1: [roll0]
Damage: [roll1]
Shortsword 2: [roll2]
Damage: [roll3]
Bite: [roll4]
Damage: [roll5]

Critical confirm if necessary: [roll6]
Extra damage: [roll7]

Duskranger
2010-05-17, 09:54 AM
I attack:

Attackroll: [roll0]
Damage: [roll1] if I hit I gain DR 5/adamantine

Saph
2010-05-17, 09:55 AM
And it drops.

Duskranger
2010-05-17, 09:56 AM
Did it drop after the attack, because in that case I use the CdG to get 2 extra hp. And do not know if Stone Bones can be used in that case.

Anyhow if it drops loot time:smallbiggrin:

Saph
2010-05-17, 09:58 AM
You CdG it. You loot 2 shortswords and 4 darts from the body.

Duskranger
2010-05-17, 10:00 AM
And how much xp?

And I use a scroll of Faith Healing, leave the room after looting the body by the door I entered the room with. And go back towards the north door.

Saph
2010-05-17, 10:01 AM
150 xp.

The north door leads back into the room with the dead elf.

Duskranger
2010-05-17, 10:04 AM
I go back to the junction where I saw the doors (east and north and go to the door after the bullseye. If the door is at least not placed directly after the bullseye as in I need to stand on the bullseye to open the door.

Saph
2010-05-17, 10:04 AM
You can jump the bullseye.

It leads into the room with the thing you just killed.

Duskranger
2010-05-17, 10:05 AM
In that case I move on in that hallway, as long as I think I haven't been there.

Saph
2010-05-17, 10:07 AM
The only other direction is the north door. It leads into the room with the dead elf.

Duskranger
2010-05-17, 10:13 AM
It was a dead end. Than I go back, I go into the northhallway (where I found that other door with the dead elf and continu my way)

Saph
2010-05-18, 11:46 AM
Actually, the entire section of the dungeon you're in at the moment (namely, the northwest corner) is a dead end.

Okay, here's how it is.

You've now explored the majority of the dungeon. There are only four areas which you've yet to explore. Here are the areas and the ways you can get to them. From now on, when you want to explore a new area, pick one of these and an approach.

West centre: You can reach this area by going north from the starting junction or by going north from the room with the lizard thing.
East centre: There are twisty corridors leading away from the room with the acid-breathing bug. You can follow them north, or northeast.
Northeast: There's a door beyond a bullseye that you haven't yet opened.
South: There's a long but not very deep strip of dungeon to the south which you've yet to explore. You can reach it by going south from the room in which you started, or by going south from the room with the lizard thing.
You've beaten the majority of the encounters here, but be aware that there are a couple of nasty ones left which still have the potential to kill you.

Duskranger
2010-05-18, 11:50 AM
First I go back to the room where I met mr Fang. I want to see if he's back I need my xp. If mr Fang isn't available I go back to the starting room and I will go south.

Saph
2010-05-18, 11:53 AM
Mr Fang has left the building.

You go south from the starting room.

To the east is a bulleye and a door (which is open. You suspect you've been there before.)

South a bit is a very long corridor stretching straight east beyond the limit of your darkvision.

Duskranger
2010-05-18, 11:55 AM
I go on south. I want to find the exit honestly said.

Saph
2010-05-18, 11:56 AM
There is no more south. You're at the southern edge of the map.

Duskranger
2010-05-18, 11:57 AM
Than I follow the straight east route. I mean if it is further than 60'I haven't seen everything yet from it.

Saph
2010-05-18, 12:00 PM
You go east.

You see a door up ahead of you, on the north wall.

Then you find another pit trap. Reflex 15 or take [roll0] damage.

After that you reach the door without further incident.

There's a door to the north. To the east the corridor continues east beyond the limit of your darkvision.

Duskranger
2010-05-18, 12:02 PM
Reflexsave: [roll0]

When I reach the door I open it.

Saph
2010-05-18, 12:05 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]

Duskranger
2010-05-18, 12:06 PM
I know this guy he killed my last char a couple of times :smallbiggrin:

Initiative: [roll0]

Manoevers granted: [roll1]

Duskranger
2010-05-18, 12:11 PM
I attack the orc:


Attackroll: [roll0]
Damage: [roll1] If it hit I regain: [roll2] +2 hp

Saph
2010-05-18, 12:12 PM
Man, you're lucky. Once again you evade an attack that would have killed you.

He goes down, you CdG him. 300 xp, Ripper, chainmail, 50 gp plus a small gemstone.

Duskranger
2010-05-18, 12:17 PM
I have a ping and am lvl 2.

rolling for hp, so I get 5 hp extra (actually 5,5 because that's average) + con means 8 hp extra.

So do you have a second I need to find the extra stuff I get.

Saph
2010-05-18, 12:27 PM
Cool. When you're finished, give me a summary of your level up.