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term1nally s1ck
2010-05-19, 06:35 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=208990)

Jarian
2010-05-19, 06:41 PM
Cheddar will cast Mage Armor on himself, sharing it with his Swindlespitter, who will always stay within 5-ft of him unless otherwise noted.

Cheddar then casts Unseen Servant, which he orders to pick up the 10-ft pole and poke the torch and door. If nothing unfortunate happens, Cheddar orders the U.S. to open the door while he stands on the opposite side of the room.

term1nally s1ck
2010-05-19, 06:48 PM
Do either of you have Darkvision, or any interesting vision modes? If not, the corridor outside is unlit, and the torchlight spilling out into the corridor reveals that it extends south and east, but nothing beyond 5' away.

Jarian
2010-05-19, 06:49 PM
Cheddar is a Kobold with 60' Darkvision. I don't think the Swindlespitter has Darkvision, but I'll check.

Edit: It does. 60'.

term1nally s1ck
2010-05-19, 06:53 PM
In that case:

To the south, you see a split east after 20', and the corridor ends in a T-junction after 30'.

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

Jarian
2010-05-19, 06:55 PM
Huh. Okay.

Cheddar casts Tenser's Floating Disk from his scroll, then has the Unseen Servant pile everything except the sack of wheat onto it. The servant drags the wheat to the east until it reaches the split or something interesting happens. Cheddar watches from the doorway.

term1nally s1ck
2010-05-19, 06:58 PM
The first split? Nothing happens in the whole 10' of dangerous corridor :smalltongue:

Jarian
2010-05-19, 06:59 PM
Cheddar instructs the Unseen Servant to continue east to the door.

term1nally s1ck
2010-05-19, 07:03 PM
After 5' more, you see the sack drop down a 20' pit. Can the US lift the firewood?

Jarian
2010-05-19, 07:04 PM
...Firewood?

Edit: The pit is 20' long? Where does it start and where does it stop?

term1nally s1ck
2010-05-19, 07:14 PM
*wheat. Sorry, someone else is using firewood. Cheaper.

20' deep, it's only 5' lng and wide, and starts immediately after the intersection.

Jarian
2010-05-19, 07:16 PM
Oh. Okay.

If I understand this correctly, Cheddar will sneak over to the pit, taking 10 on hide checks for a result of 28. He will lower the Floating Disk into the pit, have the Unseen Servant drag the wheat onto it, then float it back up. He uses the disk as a platform for the U.S. to step on to continue over the pit.

Cheddar retreats back to the doorway to watch before the U.S. advances.

term1nally s1ck
2010-05-19, 07:18 PM
It reaches the door without further issue.

Jarian
2010-05-19, 07:27 PM
Cheddar sneaks over to the door, using the disk as a platform.

The Unseen Servant stands to the east of the door and drops the sack. It readies an action to open the door when Cheddar says "Green light."

The Swindlespitter stands in front of the door. It readies an action to close the door when Cheddar says "Red light."

Cheddar stands to the west of the door and readies an action to use Kelgore's Fire Bolt or Fiery Burst on any hostile targets behind the door. If he can see light under the crack in the door, he will first use the Darkness invocation on a silver piece, which he places on the Swindlespitter's head.

Regardless, he takes 10 on a hide check, for a result of 28.

"Green light."

term1nally s1ck
2010-05-19, 07:35 PM
You can't see any cracks in the doorframe, the door is a 500lb slab of lead, weighted to slide easily into the wall. Nice tactics, btw. Similar to the breach procedures for special forces irl.

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]


EDIT: When readying an action, you have to pick what the action is then. No readying different options.

Jarian
2010-05-19, 07:37 PM
In that case, assume that Cheddar casts Darkness on a silver piece and puts it on the Swindlespitter's head before opening the door.

Kelgore's Fire Bolt!

[roll0] fire damage, reflex DC 16 for half.

"Red light!"

Initiative: [roll1]

Edit: Noted. Status of Mr. Lizard after the fire, i.e., fire resistance/immunity?

term1nally s1ck
2010-05-19, 07:43 PM
[roll0]

We'll see after the roll..

EDIT: Dead. 150XP, chainmail.

Jarian
2010-05-19, 07:46 PM
Cheddar instructs the Unseen Servant to open the door and check out the room. It takes the 10ft pole with it and pokes everything it can reach inside the room. If anything interesting happens, it immediately stops poking. If nothing happens, it takes the chainmail and puts it on the disk, replaces the pole on the disk, picks up the sack, and continues east.

What did Cheddar see at the north/south split, by the way?

term1nally s1ck
2010-05-19, 07:52 PM
Ah, sorry.

To the north, the corridor turns east after 20'. To the south, it turns west after 20'. There's a door east after 15' south.

Jarian
2010-05-19, 07:54 PM
Continue east anyway.

Edit: The Unseen Servant, that is. Cheddar watches from a safe distance.

term1nally s1ck
2010-05-19, 07:55 PM
Where are you while it heads east?

Jarian
2010-05-19, 07:56 PM
Maximum distance at all times. 35 feet.

Cheddar takes 10 on Hide checks for a result of 28 constantly. The Swindlespitter takes 10 on Hide checks for a result of 19 constantly, or 21 if this counts as forested terrain.

term1nally s1ck
2010-05-19, 08:01 PM
20' after the second intersection, the corridor ends in a door and a turning south.

At the junction the corridor turns east after 10' north, and west after 10' south.

Jarian
2010-05-19, 08:03 PM
Buh... Okay, I'm lost. Lefthand rule until I make a map of this.

Peek around the corner at the second intersection, then send Unseen Servant north.

term1nally s1ck
2010-05-19, 08:11 PM
the corridor turns east, and you can see that this corridor has a dead end after 20'. There's a split north after 10'.

Taking the northern turning, you see a door north and a turning west after 20'.

Jarian
2010-05-19, 08:20 PM
I don't suppose a map is available?

Jarian
2010-05-19, 08:56 PM
Eh, I -think- I have this...

Cheddar & Co. will backtrack to the door on the far east of the first hall. The Unseen Servant goes first, of course. Once there, the U.S. checks the southern turn. If there's nothing immediately dangerous, it checks the square south for traps, then takes up a position 10' west of the door, drops the sack, grabs the 10' pole, and readies an action to open the door with it on Cheddar's command. The Swindlespitter takes a position one square south of the door and readies an action to close the door on the Cheddar's command. Cheddar takes up a position just outside of the door and readies an action to Fiery Burst anything inside the room.

"Green Light", assuming all goes well thus far.

Edit: Hm. I just noticed that I don't actually have a point in Handle Animal to, y'know, handle the Swindlespitter. Objection to me rearranging skills slightly?

term1nally s1ck
2010-05-19, 10:52 PM
Sorry, been checking characters. Map forthcoming. No objection to a quick swap of skills.

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]

Jarian
2010-05-19, 10:53 PM
*Fwoosh!*

Fiery Burst: [roll0] Edit: Boo. Reflex DC 17 half.

"Red light."

Initiative: [roll1]

One sec while I swap skills around. I also forgot to fill in known tricks for the Swindlespitter, so I'll include those in the update.

term1nally s1ck
2010-05-19, 10:55 PM
[roll0] reflex save...

Your turn, I believe.

Jarian
2010-05-19, 11:00 PM
Lost two ranks in Spellcraft, gained one rank in Handle Animal.

Swindlespitter learned the following tricks: Attack, Attack all, Ambush, Disarm, Heel, Fetch, Guard

Cheddar instructs the U.S. to open the door.

*Fwoosh!*

Fiery Burst: [roll0] reflex DC 17 half.

Cheddar then instructs the U.S. to close the door. Through judicious use of free action Handle Animal checks, Cheddar instructs the Swindlespitter to ready an action to close the door if it is opened by someone on the other side.

Cheddar then hides: [roll1]

term1nally s1ck
2010-05-19, 11:10 PM
[roll0]

Reflex save again..

Problem. Instructing an Unseen Servant is a Move action.

EDIT: Wait, why did I bother. He dies anyway. 150XP, short sword, chain shirt, all small.

Jarian
2010-05-19, 11:12 PM
Oh. Is that a houserule or something that I missed in the spell description?

Either way, the door remains open, and the Swindlespitter readies an action to use its blinding breath if the enemy kobold comes within range.

Edit: Unseen Servant sweeps the room with the 10' pole, then loads everything onto the floating disk.

Cheddar investiagtes the southern bend.

term1nally s1ck
2010-05-19, 11:18 PM
The desc doesn't say what it is, but it was clarified somewhere (I don't remember where) that instructing it was a move action.

http://img192.imageshack.us/img192/2192/nedcheddarmap1.jpg (http://img192.imageshack.us/i/nedcheddarmap1.jpg/)

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

Jarian
2010-05-19, 11:21 PM
Duly noted.

Cheddar backtracks to the first split, U.S. out front, using the disk to hop over the pit, and investigates the door to the south.

U.S. sits one square to the south of it and readies an action to open the door. Swindlespitter sits in front of it and readies an action to close the door. Cheddar sits one square north of it and readies an action to Fiery Burst any hostile inside.

Edit: Take 10 on hide for 28 on Cheddar and 19 on Swindlespitter.

term1nally s1ck
2010-05-19, 11:28 PM
Ok, you find another pit trap on the way there, but same way out works.

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]

Jarian
2010-05-19, 11:29 PM
Fiery Burst hitting both: [roll0] damage, reflex DC 17 half.

"Red light."

Initiative: [roll1]

term1nally s1ck
2010-05-19, 11:32 PM
Hmmkay.

[roll0]

He's still up, though the illusion of a creature winks out of existence.

His action is not visible.

Jarian
2010-05-19, 11:32 PM
He acts first, right?

Edit: Mkay.

Jarian
2010-05-19, 11:33 PM
Swindlespitter opens the door.

What happens?

Not my full action, obviously.

term1nally s1ck
2010-05-19, 11:36 PM
His readied action blasts you all in the face with color spray. Will saves. :smallbiggrin:

Jarian
2010-05-19, 11:37 PM
I don't think it's possible for a color spray to spread that way. At least one square has to be unaffected, and that only if he's standing right up against the door, right?

Anyway, will: [roll0] for Cheddar, [roll1] for Swindlespitter.

term1nally s1ck
2010-05-19, 11:41 PM
Ack, I dislike how area spells work...

He can only hit you. And you were the one who passed the save. :smallsigh:

Jarian
2010-05-19, 11:42 PM
Current location on the map?

term1nally s1ck
2010-05-19, 11:47 PM
B2. Fillertext.

Jarian
2010-05-19, 11:48 PM
Fiery Burst, not hitting anything outside the door. [roll0], reflex dc 17 half.

Blinding poison, fort DC 12 or blind for [roll1] minutes.

Possible move actions depend on sucess or failure on these saves.

term1nally s1ck
2010-05-19, 11:52 PM
He dies. 150XP, chain shirt, longsword.

Jarian
2010-05-19, 11:53 PM
Standard room clearing procedure from now on: U.S. sweeps the room with 10ft pole, then loads everything of value onto the Disk. Assume this happens for any cleared rooms.

Out the southeast door.

term1nally s1ck
2010-05-19, 11:54 PM
...which one?

Jarian
2010-05-19, 11:54 PM
Sorry. East side.

term1nally s1ck
2010-05-19, 11:55 PM
To the north, the corridor turns east after 10'. To the south, the corridor turns west after 10'.

Jarian
2010-05-19, 11:56 PM
Investigate both bends.

term1nally s1ck
2010-05-20, 05:44 AM
To the west, the corridor turns south after 50'. There's a northern split after 40', and there's a door north with a red and white painted bullseye on the floor just outside it after 5'.

To the east, the corridor turns north after 20', with a door south after 15'.

Jarian
2010-05-20, 11:13 AM
Investigate door to the east, including northern turn nearby, then take up standard positions outside.

"Green light."

term1nally s1ck
2010-05-20, 11:25 AM
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]

Jarian
2010-05-20, 11:26 AM
*Fwoosh!*

Fiery Burst: [roll0] reflex DC 17 half.

Initiative: [roll1]

Jarian
2010-05-20, 11:27 AM
Cheddar forgoes saying "Red light" this time, until he fires off another Fiery Burst (provided the orc is still alive).

[roll0] reflex DC 17 half.

"Red light."

term1nally s1ck
2010-05-20, 11:45 AM
[roll0]
[roll1]

If either fail, he's dead. 150XP, chainmail, ripper, sundark goggles, and a MW heavy steel shield is lying in the corner of the room.

Jarian
2010-05-20, 11:47 AM
Standard room clearing procedure, then out the south door.

Edit: Are bodies worth anything?

term1nally s1ck
2010-05-20, 11:51 AM
No. No selling bodies.

This corridor extends further than you can see to both the east and west.

Jarian
2010-05-20, 12:01 PM
Turn around. Go back to first split. Go north.

term1nally s1ck
2010-05-20, 02:29 PM
east 10', north 10', and you can see to the east and west.

20' and 30' west, the corridor turns north.

20' east, the corridor splits north. 30' east, there's a door south. 50' east, the corridor turns south, and there's a door north.

Jarian
2010-05-20, 02:32 PM
Go west, take first turn north.

term1nally s1ck
2010-05-20, 02:42 PM
door north and turning east after 10' north.

Jarian
2010-05-20, 02:47 PM
Not sure I understand the position of the door, but Cheddar & Co. assume standard opening procedure.

"Green light."

term1nally s1ck
2010-05-20, 03:05 PM
The corridor turns east after 10' north. At the turning, there's a door north. You can't do SOP, because there's a wall on one side of the door.

Jarian
2010-05-20, 03:08 PM
In situations like these, the Swindlespitter is in front of the door, Cheddar is one square away from the door (east, in this case, I think?), and the Unseen Servant stands behind the Swindlespitter with the 10' pole, which it uses to open the door.

Edit: The Unseen Servant checks all these squares for unpleasantries first, of course.

term1nally s1ck
2010-05-20, 03:14 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]

Jarian
2010-05-20, 03:16 PM
*Fwoosh!*

[roll0] reflex DC 17 half.

Initiative: [roll1]

Jarian
2010-05-20, 03:17 PM
*Fwoosh!*

[roll0] reflex DC 17 half.

"Red light."

term1nally s1ck
2010-05-20, 03:27 PM
[roll0]

[roll1]

It's not dead yet. Your turn.

Jarian
2010-05-20, 03:34 PM
Swindlespitter readies action to blast anything on the other side of the door with a blinding breath. Unseen servant opens door.

If the creature is within range: [roll0] fire damage, reflex DC 17 half.

term1nally s1ck
2010-05-20, 03:42 PM
Hm. So the swindlespitter's readied was to close the door?

Ok. I can figure out where it is now.

Door opens, you burst it, it takes some damage ([roll0]?)

It then attacks the swindlespitter (readied action):

[roll1] for [roll2]

[roll3] to resist blindness.

EDIT: Your turn.

Jarian
2010-05-20, 03:50 PM
Position on the map?

Edit: Cheddar and Co. have 20% concealment from the Darkness spell on the coin carried around by the Swindlespitter.

term1nally s1ck
2010-05-20, 03:58 PM
It's right in the doorway now, F4.

[roll0] 1 misses.

Jarian
2010-05-20, 04:06 PM
Fiery Burst not hitting anything outside the doorway: [roll0] reflex DC 17 half.

If it's still standing after that, Cheddar orders the U.S. to close the door.

term1nally s1ck
2010-05-20, 04:58 PM
150XP.

No loot this time.

Jarian
2010-05-20, 04:59 PM
Back out, east down the hall. I continue on until faced with another decision.

term1nally s1ck
2010-05-20, 05:03 PM
the corridor turns north after 10'. There's a red notecard on the eastern wall.

Jarian
2010-05-20, 05:07 PM
Cheddar is using Darkvision. He can't actually discern color at the moment. That said...

Dismiss Darkness, cast Light on a coin. Place it atop my head.

Instruct Unseen Servant to drag Cheddar back to the room he just cleared if anything unfortunate happens. Handle Animal on Swindlespitter to have it Guard that room for the time being.

Cheddar cautiously advances and reads the note.

Edit: Unseen Servant scouts to the edge of its range first, to see if any traps trigger down the hallway.

term1nally s1ck
2010-05-20, 05:37 PM
"Boom"

[roll0] force damage.

Jarian
2010-05-20, 05:41 PM
"Tsk. Uncle Pun-Pun warned me... I should have listened."

Cheddar calls the Swindlespitter over, then retrieves a scroll of Lesser Vigor from the disk. Assuming it goes off, he shares the spell to heal them both to full.

UMD (need to hit DC 21 before rolling a 1):[roll0]
[roll1]
[roll2]
[roll3]
[roll4]
[roll5]
[roll6]
[roll7]
[roll8]
[roll9]
[roll10]

A few rounds later, he continues on, U.S. out front. No more note reading.

Cast Darkness on the coin with the Swindlespitter again. Light is dispelled.

term1nally s1ck
2010-05-20, 06:15 PM
20' north, the corridor turns east. 30' north, it ends in a T-junction.

Jarian
2010-05-20, 06:22 PM
Proceed to T, check down eastern split along the way, head east at T unless there's something obvious down the west side (door, etc).

My logic is that, based on the map I'm making so far, I started at or near the southwest side of this map. I'm making my way to the northeast, which would logically be where the exit is, due to maximum difficulty in reaching it.

term1nally s1ck
2010-05-21, 05:02 AM
Both junctions at the T go north after 20'.

At the split, there's a door south after 25', with a red and white painted bullseye in front of it. The corridor turns south after 30'.

Heading East then north at the T, there's a door west after 25', and the corridor turns west after 50'.

Jarian
2010-05-21, 10:17 AM
Assume SOP outside the door.

term1nally s1ck
2010-05-21, 10:25 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]

Jarian
2010-05-21, 10:30 AM
*Fwoosh!*

[roll0] reflex DC 17 half.

Initiative: [roll1]

Jarian
2010-05-21, 10:32 AM
*Fwoosh!*

[roll0] reflex DC 17 half.

"Red light."

term1nally s1ck
2010-05-21, 10:56 AM
[roll0]

[roll1]

He's still up.

Again, your turn.

Jarian
2010-05-21, 11:06 AM
Hmph. :smallannoyed:

Open the door and blast the blighter with a Kelgore's Firebolt.

[roll0] reflex DC 16 half.

term1nally s1ck
2010-05-21, 11:22 AM
[roll0]

You see a discarded potion bottle next to him. He's still alive.

Jarian
2010-05-21, 11:24 AM
Ugh. Swindlespitter closes the door and readies an action to blast anything on the other side if the door is opened again.

His turn.

term1nally s1ck
2010-05-21, 11:26 AM
Nothing much happens.

Jarian
2010-05-21, 11:28 AM
Unseen Servant opens the door.

If he's within range, the Swindlespitter's ready action triggers. DC 12 fort save or blinded.

If not, and he's within 30 feet: [roll0] damage, reflex DC 17 half.

If none of the above, exact location on the map?

term1nally s1ck
2010-05-21, 11:50 AM
You're at the E3 door.

He's at the door at A6, it's open.

[roll0]

He dies. 150XP, MW studded leather, MW scimitar.

Jarian
2010-05-21, 11:52 AM
Load up, continue north in the corridor I came in from until faced with another decision.

term1nally s1ck
2010-05-21, 12:07 PM
after a short distance, you get targetted by a blob of acid that forms as you servant drags the sack across a square several squares ahead: [roll0] RTA v flatfooted for [roll1] acid damage.

Jarian
2010-05-21, 12:09 PM
*blink*

Would it be reasonable to assume that, due to Cheddar's extremely light weight, pit traps wouldn't trigger if he walked over them?

term1nally s1ck
2010-05-21, 12:18 PM
Umm...I have no idea how you'd test that. It seemed like the pit trap you already triggered had a decent covering, so it would take at least some weight before triggering.

Jarian
2010-05-21, 12:21 PM
As far as I know (going by the Unseen Servant description) pit traps/pressure plates take more than 20 lbs of pressure to trigger. Cheddar weighs 20 lbs. Based on that, would it be a reasonable assumption?

If so:Cheddar takes the lead. Before entering any square, he tests it by waving his hands through the air to check for tripwires or other such unpleasantness.

Edit: If this is an acceptable course of action, the Unseen Servant places the bag of wheat on the disk, so as not to trigger more traps.

If not:Continue as before.

Edit: Cheddar casts Detect Magic and scans the area that the acid came from. Is it a magical trap?

term1nally s1ck
2010-05-21, 12:33 PM
It was indeed magical, but the magic apppears to have been embedded as part of the walls, and is fading fast.

Yeah, that would seem a reasonable assumption.

Jarian
2010-05-21, 12:37 PM
Cheddar goes forward, not wasting his Detect magic. He has 3 minutes of it, minus whatever he used to determine that trap's location. If anything pings as magical as he goes on, he stops to determine what it is and where. He will guide his Swindlespitter past any more of these acid traps, while the Unseen Servant will fly over them, on the disk if necessary (Sage rulings say that Unseen Servants can fly, incidentally).

The Swindlespitter weighs a similar amount to Cheddar, so hopefully that doesn't trigger pit traps either.

Continue on, Cheddar out front.

term1nally s1ck
2010-05-21, 12:40 PM
You turn west, and after 20', you reach a 4-way junction. In all 3 other direactions, the corridor turns right after 10'.

Jarian
2010-05-21, 12:45 PM
Go north, then east, still with Detect Magic on.

term1nally s1ck
2010-05-21, 12:52 PM
20' east, you see to the east the corridor goes another 10' then turns north. To the north, there's a door west after 10', and a T-junction after 30'.

Jarian
2010-05-21, 12:53 PM
SOP on door.

term1nally s1ck
2010-05-21, 12:57 PM
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.

Jarian
2010-05-21, 12:59 PM
Aim Detect Magic at the notes from a safe distance. Can't currently read them due to using Darkvision.

term1nally s1ck
2010-05-21, 01:05 PM
none are magic.

Jarian
2010-05-21, 01:07 PM
I'm still not reading them. I've had bad experiences with exploding notes.

The Unseen Servant grabs the 10ft pole and pokes each note in turn. If nothing happens, it pokes the rest of the room for good measure. Cheddar observes from a safe distance.

Thelas
2010-05-21, 02:47 PM
Poking the notes produces nothing. Poking the room -- list each tile you're poking in order, please.

Jarian
2010-05-21, 03:02 PM
Circular pattern working away from the notes. Everything in range is poked.

Thelas
2010-05-21, 03:07 PM
Does that include the walls, etc, or are you poking the floor only? And clockwise or counterclockwise?

Jarian
2010-05-21, 03:08 PM
Everything. The U.S. will float up to poke the ceiling, too, if you agree with the Sage that they can fly.

[roll0] 1= clockwise, 2= counter clockwise

Thelas
2010-05-21, 03:10 PM
Nothing until the unseen servant does anything, but give me a Strength check for him (his STR is 2).

Jarian
2010-05-21, 03:12 PM
[roll0]

If that fails, The U.S. will take 10 on whatever the problem seems to be.

If that still fails, it'll take 20.

Thelas
2010-05-21, 03:14 PM
Taking 20 allows the unseen servant... to dislodge bricks that were loose in the ceiling.
[roll0] damage to you, reflex 15 half.
And a sack falls with the bricks. You may or may not want to investigate that.

Jarian
2010-05-21, 03:16 PM
Cheddar was observing from a safe distance, which is 35 feet from the U.S. at any time. This should put him outside the room, I would think. Does he still need a reflex save?

Thelas
2010-05-21, 03:18 PM
No.
Are you investigating the sack?

Jarian
2010-05-21, 03:19 PM
The U.S. will.

Thelas
2010-05-21, 03:30 PM
The U.S. finds two potions, and I'm going to leave you there for your regular DM to pick back up if you're not investigating anything else in this room.

Jarian
2010-05-21, 03:34 PM
Thanks.

U.S. puts them on the disk, then Cheddar continues on.

term1nally s1ck
2010-05-21, 04:17 PM
Same corridor as before: twisty corridor, ends up heading south, then turning east. There's a door south at the turning, and the corridor east ends in a red and white painted bullseye and a door after 10'.

Jarian
2010-05-21, 04:21 PM
Confused, but taking up positions outside the south door.

Edit: Detect Magic was recast after leaving the room with the falling ceiling, since it would have run out as the U.S. took twenty.

term1nally s1ck
2010-05-21, 04:43 PM
I'll say if something pings as magical.

{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.

Jarian
2010-05-21, 04:45 PM
*Fwoo-* Awwww.

Unseen Servant pokes the button. Cheddar stands well back with a readied action to Fiery Burst anything unpleasant. Swindlespitter has a similar readied action with its poison breath.

Edit: Cheddar and the Swindlespitter are both hiding, of course.

term1nally s1ck
2010-05-21, 04:50 PM
Pressing the button, or poking it?

Jarian
2010-05-21, 04:51 PM
Pressing. 10

term1nally s1ck
2010-05-21, 04:54 PM
The entirety of the room's floor falls out, revealing a spider swarm in the basement. [roll0]

It's directly underneath the Button, and extends 5' to the north, east, and west.

Jarian
2010-05-21, 04:56 PM
"Knew it..." Cheddar murmurs.

Fiery Burst: [roll0]*1.5, reflex DC 17 half

Initiative: [roll1]

Jarian
2010-05-21, 04:57 PM
And again: [roll0]*1.5, reflex DC 17 half

Then bring the U.S. out of the room and slam the door shut if the swarm isn't dead.

term1nally s1ck
2010-05-21, 05:03 PM
[roll0]
[roll1]

Woo!

It's still wriggling, and it's now your turn.

Jarian
2010-05-21, 05:06 PM
Swindlespitter opens door. I trust that bugs aren't smart enough to ready actions.

Cheddar investigates and blasts: [roll0]*1.5 reflex DC 127 half.

Edit: Lol... Cheddar has been taking lessons from Uncle Pun-Pun, you see.

If it's still not dead, Swindlespitter closes the door.

term1nally s1ck
2010-05-21, 05:18 PM
lol.

It dies anyway, was on 0 HP. 150 XP.

Jarian
2010-05-21, 05:25 PM
U.S. goes and performs as many tests on the bullseye as it can with a 10ft pole and 100lb sack of wheat. Cheddar stays way back.

term1nally s1ck
2010-05-21, 05:32 PM
In Order:

There is a pole on the bullseye.

There is a sack on the bullseye.

There is a sack and a pole on the bullseye.

There is a pole and a sack on the bullseye.

There is a pole in a sack on the bullseye.

There is a pole on a sack on the bullseye.

There is a makeshift scarecrow on the bullseye.

Any further tests?

Jarian
2010-05-21, 05:41 PM
Poke walls and ceiling around the bullseye. If still nothing, call it a Red Herring and assume SOP outside the door.

Unseen Servant will be hovering above the door for this one, if my understanding of the hallway is correct.

term1nally s1ck
2010-05-21, 06:08 PM
And the swindlespitter uses the 10' pole from behind?

That sounds wrong, but...k.

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 which you are outside of, and others at A5, E5 and D6. There is a metallic humanoid standing in the room looking at you.
Initiative:[roll0]

Jarian
2010-05-21, 06:14 PM
The Unseen Servant is opening the door from the square above the Swindlespitter, who is standing in front of the door with a readied action to close it on "Red light".

*Fwoosh!*

[roll0] reflex DC 17 half.

Initiative: [roll1]

"Red light."

Jarian
2010-05-21, 06:28 PM
Doublepost because I just realized something.

So the Unseen Servant is above the door with the ten foot pole, and it pushes it open really quick. The little dinosaur that's been following your Kobold around gets ready to slam it shut. It looks back at you expectantly, and closes the door quick-like as you throw the ball of fire inside the room. (http://img339.imageshack.us/img339/9839/booms.jpg)

term1nally s1ck
2010-05-21, 06:44 PM
Hah, you're reading the motivationals thread.

[roll0]

Your turn again.

Jarian
2010-05-21, 06:45 PM
Make sure Swindlespitter is in front of the door. Unseen Servant opens it.

If opponent is visible: [roll0] reflex DC 17 half.

If not: Ready action to Fiery Burst on gaining line of sight.

term1nally s1ck
2010-05-21, 06:52 PM
The creature's readied action goes off:

[roll0] touch attack vs the swindlespitter, and [roll1] grapple check for [roll2]

[roll3] Reflex.

EDIT: It then dies. 150XP.

Jarian
2010-05-21, 06:57 PM
Swindlespitter cannot make that grapple check, so it falls to 3 hp. I level up, but I have some questions first.

As a 4th level sorcerer, will I have access to a 2nd level slot if I retrain my PA even though I haven't spent 8 hours resting yet?

Do I gain HP immediately?

Can I shape Soulmelds immediately?

term1nally s1ck
2010-05-21, 07:05 PM
Shaping soulmelds is done in the same way as you prepare spells, so no.

You can choose to re-train feats when you rest, instead, as you would not have that second-level spell slot.

Jarian
2010-05-21, 07:10 PM
Alright.

Taking a level of Incarnate//Sorcerer

Changes: HP +5 (3 from d6, 2 from con)

Take a now-cross-class-but-still-in-class-once-for-maximums rank in UMD. Take a half-rank in hide.

Will retrain Fiery Burst to Blend Into Shadow at next rest.

--

Grab a scroll of Lesser Vigor, attempt to activate it and share it with Swindlespitter. DC 21 before rolling a 1:[roll0]
[roll1]
[roll2]
[roll3]
[roll4]
[roll5]
[roll6]
[roll7]
[roll8]

Edit: ... So that's one blanked out scroll. Retrieve last scroll and activate it, using UMD checks 2 and on.


Investigate door at E-5.

term1nally s1ck
2010-05-21, 07:27 PM
You have found the exit!

In this room, there are vending machines that can sell any item at book price, and will buy any item at half book price.

The can also Identify anything for 100gp, and you can purchase a casting of Detect X for 1gp.

There's a one-way teleporter that will port you to the safe room, where you can rest as long as you need, and there will be more vending machines there. When you step on the one-way teleporter in there, you will move on to Floor 2.

Once you leave this floor, you cannot return.

Jarian
2010-05-21, 07:31 PM
Phew. I was worried about contiuing without any healing. :smallsmile:

Let me get a list of everything I've found so far, which I'll be selling here.

Jarian
2010-05-21, 07:41 PM
Selling the following for 775 gp:

Chainmail
Small Chain Shirt
Small Shortsword
Chain Shirt
Longsword
Chainmail
Ripper
Sundark Goggles
Masterwork Heavy Steel Shield
Masterwork Studded Leather Armor
Masterwork Scimitar

New gp total: 778.6 gp

Paying 2 gp for a Detect Poison on both of the potions I found in the sack from the falling ceiling.

New gp total: 776.6 gp

Buying three wands of Lesser Vigor with 5 charges each

New gp total: 551.6 gp

term1nally s1ck
2010-05-21, 07:46 PM
Nice way to dodge the inert on a 1 problem.

Neither are poisonous.

Jarian
2010-05-21, 07:48 PM
Sell the potions.

How much gold do I get for them?

Edit: Also, can I get a map of what I've explored so far?

Saph
2010-05-22, 02:12 AM
Selling the following for 775 gp:

Chainmail
Small Chain Shirt
Small Shortsword
Chain Shirt
Longsword
Chainmail
Ripper
Sundark Goggles
Masterwork Heavy Steel Shield
Masterwork Studded Leather Armor
Masterwork Scimitar

New gp total: 778.6 gp

Doesn't add up. The figure you're claiming is substantially more than the sell price of the items you've listed.

Likewise, looking back through your thread:

The Firey Burst / Precocious Apprentice combination doesn't work, since PA gives only one spell known and one spell castable and Firey Burst requires the ability to cast level 2 spells, plural.
Swindlespitters have an intelligence of 2. They do not understand speech, and they can only perform simple tricks they've been specifically trained to do. You don't have door manipulation as trained tricks.

Jarian
2010-05-22, 12:17 PM
It added up using a calculator and my previous GP total, 3.6. Could you point out where the error is (it's possible I added something twice, but...)

The combination of tricks I taught the Swindlespitter should be adequate for relaying a command such as "close door". If Terminally doesn't agree that a combination of Guard, Attack, and Ambush can do that, well, tough beans I guess, and I'll have to summon another Unseen Servant.

The "spells" bit is just excessive nitpicking and I have no idea why anyone would bother with that.

Cheddar will have spent the two days prior to coming to the dungeon casting Scorching Ray. Twice. Oh look, he cast level two spells. *rolls eyes*

term1nally s1ck
2010-05-22, 12:19 PM
For now, I will allow what's been going on so far. You probably need to retro-swap out a trick off the swindlespitter, though. I suspect Guard+Work would let him do that, though I can see an argument for guard alone.

Need to add up the items again. I get 625, not 775. I think you've got the cost of MW armor wrong. It's 150+base cost, not 300+base cost.

I'm most interested in what happens at Floor 2 with this character, as it's here that it may get ugly. (L2 spells)

When I've seen that, I'll decide what else needs to happen.

Jarian
2010-05-22, 12:26 PM
Edit: Well, there we go. Fixing.

Updated gp tota after purchasesl: 401.6

Math working out now?

Regarding level 2 spells: I'm going to be taking Sorching Ray anyway. It's not going to be much different from what's going on right now, except I'll be able to cast it once or twice if I need to (not likely) and I'll have some extra versatility from Incarnate.

Edit2: Still need to know what the potions were worth.

term1nally s1ck
2010-05-22, 12:32 PM
You get 25gp for each potion.

I'll provide a map soon, I just need to do the emergency sorting out triggered by one of our DMs getting apparently banned :smalleek:

Jarian
2010-05-22, 12:35 PM
That's fine. I sent you a PM with possible reasons for it happening, if you're curious.

New gp total: 451.6

Jarian
2010-05-22, 12:59 PM
If it helps, I'll just start making my way to the northwest corner of this map. North or west at any splits, using standard hall-travel procedures. An actual map can wait.

term1nally s1ck
2010-05-22, 01:10 PM
You soon find another door that you've never been through.

Jarian
2010-05-22, 01:13 PM
Assuming the Swindlespitter can use Guard/Ambush combo to close the door on command, assume SOP.

term1nally s1ck
2010-05-22, 01:14 PM
I'll say yeah.

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.

Jarian
2010-05-22, 01:16 PM
Haha.

Hahahaha.

Haha-no.

Exit room, continue on.

term1nally s1ck
2010-05-22, 01:24 PM
Nother door, after a long time.

Jarian
2010-05-22, 01:26 PM
Feel free to just post the map and assume I've taken up positions outside to save posts, if you like.

Assume SOP.

term1nally s1ck
2010-05-22, 01:34 PM
Opening the door reveals the following room:
{table]|A_|B_|C_|D_|E_
1|||||
2|||2||
3|||||
4|||1||
5|||||[/table]
Around a fire are sitting 2 humans. A better look reveals one of them to be an elf and the other has another set of sharp teeth. Elf is #2. They have equipment. You like equipment, don’t you? There is a door at A5 south, E5 south and D1.
Initiative:[roll0]
[roll1]]

Jarian
2010-05-22, 01:36 PM
Fiery Burst right between the eyes the two of them.

[roll0] reflex DC 17 half.

Initiative: [roll1]

Jarian
2010-05-22, 01:37 PM
*Fwoosh!*

[roll0] reflex DC 17 half.

"Red light."

term1nally s1ck
2010-05-22, 02:24 PM
[roll0]
[roll1]

If either fail, both die. If both pass, toothy lives.

150XP, studded leather, longsword, Masterwork studded leather, rapier, light crossbow with 10 bolts, gaudy noble’s outfit

Jarian
2010-05-22, 02:30 PM
Load 'er up, continue on.

term1nally s1ck
2010-05-22, 02:34 PM
Another red and white bullseye blocks the corridor.

Jarian
2010-05-22, 02:35 PM
Red herring. Float over it on disk.

term1nally s1ck
2010-05-22, 02:36 PM
You find a tripwire in the square in front of you.

Jarian
2010-05-22, 02:37 PM
Float over it on disk.

:smalltongue:

term1nally s1ck
2010-05-22, 02:53 PM
Hovercrafts ftw..

New room:

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]

Jarian
2010-05-22, 02:55 PM
Vroom, vroom! :smallbiggrin:

[roll0] reflex DC 17 half.

Initiative: [roll1]


"Red light."

term1nally s1ck
2010-05-22, 02:57 PM
[roll0]

Your turn.

Jarian
2010-05-22, 03:00 PM
Last time I opened a door like this, I got blasted by a save or lose.

Cheddar will stand to one side (5ft step), hide (MEA, take 10, 28) and have the unseen servant open the door (MEA).

If the creature is still in blasting range, the Swindlespitter breathes poison on it and then closes the door. If not, Swindlespitter moves to breath range and breathes. Fort DC 12 or blinded.

term1nally s1ck
2010-05-22, 03:02 PM
So you're 5' to one side, where's the swindlespitter? At the door, or 5' to the other side?

Jarian
2010-05-22, 03:05 PM
Standard hall procedures are as follows.

If hall contains three continguous squares (one in front, one to each side of the door), Swindlespitter is in front, Unseen Servant is to one side, Cheddar is to the other.

If not, Swindlespitter is in front, Cheddar is behind Swindlespitter, Unseen Servant is floating above door.

If at a corner with only two squares, as above, but Cheddar is at the square to one side of the door.

In other words, Swindlespitter is in front of the door.

term1nally s1ck
2010-05-22, 04:33 PM
Ok, I was just confused by you saying you moved to one side. I guess that means further down the hall.

Anyway, he's right up against the door, pokes his head out the door as you open it, and fires a breath weapon at you and the dino. Starting at the corner closest to the door, and furthest from you (he knows which side of the corridor you went down, at least), and aimed at a 45 degree angle, he can hit both of you.

[roll0] cold damage each, reflex halves. Min 1.

Jarian
2010-05-22, 04:35 PM
Ooh, fearsome. :smalltongue:

Fort save vs blindness?

term1nally s1ck
2010-05-22, 04:36 PM
[roll0]

Go my hordeling!!!

Jarian
2010-05-22, 04:37 PM
Blast.

Was that his turn, or a readied action?

term1nally s1ck
2010-05-22, 04:39 PM
Readied, but that shifts his initiative. You get to act before his next turn. (though your swindlespitter doesn't)

Jarian
2010-05-22, 04:41 PM
5-ft step back to original position.

Fiery Burst behind him, not hitting anything outside of the doorway.

[roll0] reflex DC 17 half.

Order Unseen Servant to close the door if Mr. Freeze tries anything hostile.

Jarian
2010-05-22, 05:40 PM
*poke just in case you got the subscription update glitch*

If you're just busy, ignore this.

term1nally s1ck
2010-05-22, 05:45 PM
Have you seen the time on your posts? You have magic. MAGIC.

Can you target a square you do not have LoS to with fiery burst?

If so: [roll0]

Jarian
2010-05-22, 05:50 PM
I have line of sight/effect through the doorway in an adjacent square, since they don't open out or in, but slide into the wall from your description. The monster is standing just inside the door. I can create the burst behind him easily.

But to answer your question, no, I can't do it without line of effect.

term1nally s1ck
2010-05-22, 05:54 PM
Ah, sorry, thought you'd backed off down the corridor.

He dies, 150XP, 2 small short swords, 4 small darts.

Jarian
2010-05-22, 05:54 PM
Load up, continue on.

term1nally s1ck
2010-05-22, 06:44 PM
You've explored most of this area. I'd make a map, but I am so exhausted now I need to sleep. I'll do it in the morning, first thing.

Jarian
2010-05-22, 06:45 PM
I'll go to an area I haven't explored, then.

Take your time.

Jarian
2010-05-23, 01:01 PM
This is only a reminder poke due to how close the timestamps are on our posts, so I don't know if you have the update glitch or not. As always, if you're just busy, ignore it.

term1nally s1ck
2010-05-23, 01:29 PM
You reply too quickly, you're managing to trigger that glitch more than any other thread I've been in. :smallfrown:

Remind me of the encounters you faced before the tall one who drank a potion?

Jarian
2010-05-23, 01:38 PM
Let's see.

Color Spray mage, orc with a Ripper, blue-scaled guy, hobgoblin with a potion, kobold with shortsword, group of elf and toothy guy, warforged of some sort, spider swarm in a trapped room, gnome-sized ice-breather, "wrinkled gray humanoid", room with a lever and a cake, room with falling ceiling and potions.

I think that's all of them so far.

term1nally s1ck
2010-05-23, 01:47 PM
Hm. Lots.

http://img22.imageshack.us/img22/466/nedmapjarian.jpg (http://img22.imageshack.us/i/nedmapjarian.jpg/)

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

Jarian
2010-05-23, 01:48 PM
I'll take a look out the door to the east of room 7. I'm not sure which one that was really, not that it matters.

Jarian
2010-05-23, 01:56 PM
*looks at timestamps again*

Note to self: post slower.

term1nally s1ck
2010-05-23, 02:11 PM
Don't know if you ever entered room 7. It was this one:

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.

Jarian
2010-05-23, 02:13 PM
Haven't seen that before as far as I know.

Detect Magic on it. If nothing, Unseen Servant pokes the note while Cheddar stands outside. If still nothing, Unseen Servant moves the note to one side and opens the chest, while Cheddar and the Swindlespitter ready actions to blast whatever comes out of the oversized birthday cake chest.

term1nally s1ck
2010-05-23, 02:32 PM
10pp.

Fillertext.

Jarian
2010-05-23, 02:37 PM
I can't help but feel that I missed something here. Nevertheless, that's another 100gp, so I'm not complaining.

Move on out through the eastern door.

term1nally s1ck
2010-05-23, 03:00 PM
heading east, the corridor turns north after a short distance.

After 10' north, there's a split east, which splits north after 10', and ends in a door after 15'.

After 20' north, there's a split west.

After 40' north, the corridor turns east.

Jarian
2010-05-23, 05:35 PM
Since I've already found the exit, Cheddar will just wander around until he finds a door.

term1nally s1ck
2010-05-23, 06:11 PM
Large green notecard hanging from the wall?

Jarian
2010-05-23, 06:14 PM
Notecards are evil. Ignore them.

term1nally s1ck
2010-05-23, 06:15 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 and C5.
At 15ft above ground there is a metallic, dog-sized, bug looking construct.
Initiative: [roll0]

Both doors are end-of-corridor jobs, so the US is flying above you.

Jarian
2010-05-23, 06:23 PM
*Fwoosh!*

[roll0] reflex DC 17 half

Initiative: [roll1]

Jarian
2010-05-23, 06:24 PM
*Fwoosh!*

[roll0] reflex DC 17 half.

"Red light."

term1nally s1ck
2010-05-23, 06:30 PM
[roll0]
[roll1]

Your turn again...

Jarian
2010-05-23, 06:39 PM
Open the door, since constructs are remarkably stupid. Unless this one is specifically programmed to ambush stuff coming inside the room with readied actions, in which case I imagine I'd already have seen it.

What's the situation inside the room?

term1nally s1ck
2010-05-23, 06:43 PM
The construct breathes acid at you:

[roll0] acid damage reflex halves, to both you and the swindlespitter.

EDIT: It has moved to B6 ground level.

Jarian
2010-05-23, 06:45 PM
Now, I won't argue if that's how it's supposed to work, but constructs literally have no intelligence. How would it know to ready an action?

Regardless of the outcome, what's its exact location inside the room currently?

Swordsage'd.

Jarian
2010-05-23, 06:46 PM
Fine. Kelgore's Firebolt the pest.

[roll0] reflex DC 16 half.

Durdurdur, wrong dice. Should be 5d6. One sec.

Jarian
2010-05-23, 06:48 PM
Third try's the charm!

[roll0] reflex DC 16 half.

Also, reflex: [roll1] for Cheddar, and [roll2] for the Swindlespitter.

term1nally s1ck
2010-05-23, 07:05 PM
Both pass. If he saves, he survives.

[roll0]

If not, 150XP.

Jarian
2010-05-23, 07:12 PM
UMD lesser vigor on Cheddar, then on Swindlespitter, since he's not casting the spell and thus can't share it this time.

DC 20 x2 before rolling a 1: [roll0]
[roll1]
[roll2]
[roll3]
[roll4]
[roll5]
[roll6]
[roll7]
[roll8]
[roll9]
[roll10]

Carry on.

term1nally s1ck
2010-05-23, 08:22 PM
Opening the door reveals the following room:
{table]|A_|B_|C_|D_
1||||
2||||S
3||||
[/table]
You see three demon squirrels on the wall at +5, +10, and +15 respectively.

[roll0]
[roll1]
[roll2]

Jarian
2010-05-23, 08:40 PM
Torch the middle one, hitting all three.

[roll0] reflex DC 17 half

Initiative: [roll1]

Jarian
2010-05-23, 08:41 PM
And again for good measure: [roll0] reflex DC 17 half

"Red light."

term1nally s1ck
2010-05-23, 08:52 PM
150Xp after the first one.

Aaaand that's everything.

I skipped a couple of traps and things you'd have dealth with, and handwaved a bit away, because I want to see what happens now. This will be where I decide whether to allow loredrake or not.

Jarian
2010-05-23, 08:54 PM
Mkay. But note that, really, the abuse thus far has come from a reserve feat and use of minions, not one-level-faster-than-wizard spellcasting.

Anyway, on to the second floor?

Let me get a list of everything I've found since selling last time.

Jarian
2010-05-23, 09:00 PM
Studded leather (25 gp)
Longsword (15 gp)
Masterwork studded leather (175 gp)
Rapier (20 gp)
Light crossbow (35 gp)
10 bolts (1 gp)
Gaudy Noble's Outfit (?)
Shortsword (10 gp)
Shortsword (10 gp)
Dart x4 (2 gp)

Selling everything gives me 146.5 gp, before sale of the noble's outfit. What's that worth?

term1nally s1ck
2010-05-23, 09:04 PM
Precisely. At the second floor, your build will not only be legal, but will actually be the sort of thing that can be made for Floor 2. I'm interested in whether it's strong enough to justify banning.

Gaudy makes it half price, so it sells at quarter normal noble's outfit.

Jarian
2010-05-23, 09:06 PM
What about it was illegal, aside from pedantry about needing to know multiple level 2 spells?

*goes to look up noble's outfit price*

Jarian
2010-05-23, 09:09 PM
New gp total, including platinum from chest (now would be a good time to tell me if it's fake or something): 698.1gp

Exchanging that for 69 platinum pieces, assuming I can do that, brings me to 69 pp, 8 gp, 1 sp

I'll have some purchases before we continue, but I need to check prices.

Edit: A RAW reading of chakra-bound Airstep Sandals gives permanent perfect maneuverability flight while bound. Thoughts?

term1nally s1ck
2010-05-23, 09:18 PM
That's actually pretty much it. We stick to as close to the RAW as is possible and retain non-brokenness, so if the requirement is plural, you have to have more than one. There are still ways to do it, though. Heighten/Sanctum Spell + Versatile Spellcaster is popular, and I think should work by RAW.

The sandals require you to land at the end of each turn, or you fall. This is not removed by the chakra bind, so still applies.

Jarian
2010-05-23, 09:46 PM
Meh at plurality. All that does is ensure that primary casters cannot be made prior to third level. But what you enforce is up to you, and Cheddar qualifies now anyway, so no skin off my back.

Retraining Precocious Apprentice to Blend Into Shadow.

Purchasing a Wand of Alter Self, Caster Level 5, 2 charges, (300 gp)

Good to go, I think.

term1nally s1ck
2010-05-23, 09:50 PM
You come to in the following room:{table]|A_|B_|C_|D_|E_|F_|G_|H_
1|x|x|||||x|x
2|x|||||||x
3||||||||
4||||||||
5||||||||
6|x|||||||x
7|x|x|||||x|x[/table]

There is a door at D-1, and another at D-7. There are vending machines in the room, with a notice that you can use these precisely once.

Jarian
2010-05-23, 09:59 PM
Cheddar shapes the Astral Vambraces and Impulse Boots soulmelds. He defaults to having his 1 point of essentia invested in the Vambraces, giving him DR 4/magic

Cheddar burns a use of his Alter Self wand to transform into a Wyrmling Copper Dragon for 50 minutes. He has +4 natural armor, +2 size AC, and a flight speed of 100(average) in this form.

Cheddar casts Mage Armor and shares it with his Swindlespitter, then casts Unseen Servant and orders it to take up the pole and test all of the doors. Should nothing unfortunate happen, Cheddar has the U.S. open the southern door.

Edit: Cheddar uses his Darkness invocation on a copper piece, which he holds in his rear left paw.

term1nally s1ck
2010-05-23, 10:03 PM
The south door reveals a 15-foot wide corridor, flooded with murky water. It runs south for fifty feet before ending in a sandy beach that continues for another thirty feet, ending in a door. 15ft down the hall there is a 15ft wide corridor splitting towards the east.

Jarian
2010-05-23, 10:07 PM
Well, looks like this is where me and the Swindlespitter part ways for now.

Cheddar orders the Unseen Servant to empty out all but 12 lbs of wheat from the sack, then has it take the sack and 10 ft pole and accompany him as he flies south to the beach.

Edit: Ergh. I just realized that I forgot to buy a Masterwork UMD tool. Can I retroactively buy one of those without wasting the single use of these vending machines?

Jarian
2010-05-24, 09:34 AM
By the by, if I understand correctly, you have a lot of floor 2 participants. I could always work with Saph or some other floor 2 approved DM if Cheddar is the straw to break the camel's back.

theterran
2010-05-24, 11:37 AM
Since I'm nicer than TS, and in his absense, I'll let you retroactively get the UMD tool...this once...:smallwink:

Jarian
2010-05-24, 11:39 AM
Thanks!

So, what kills me in the middle of my flight? :smalltongue:

Poison darts? Net of Disintegrate?

theterran
2010-05-24, 11:42 AM
Reality Maelstrom

Nothing...why do you ask? :smallamused:

Jarian
2010-05-24, 11:45 AM
Heh. If Cheddar makes it safely to the beach, he maintains a safe distance while the Unseen Servant opens the door.

How tall is the ceiling here, by the way?

theterran
2010-05-24, 11:49 AM
Gimmie a minute...gotta find my Floor 2 notes...:smallsigh:

Jarian
2010-05-24, 11:51 AM
...well that's ominous! :smalleek:

theterran
2010-05-24, 12:02 PM
Alright...flying toward the beach...(jumped the gun a little bit as I didn't have my notes :smallsigh:)

The split east continues for forty-five feet before joining with another sandy beach. After forty-five feet, it splits north into a five-foot wide waterway.

In the water below 10ft down the east split, you see a creature.

(I'm going to say that the ceilings are 20ft tall, at least for now, TS might change this)

[roll0]

Jarian
2010-05-24, 12:04 PM
Creature's description?

Initiative: [roll0]

Note: Flying at +15 elevation, 5ft below the ceiling.

theterran
2010-05-24, 12:05 PM
It looks like a cross between a humanoid and an eel...

(I can't give you a better description, because frankly I don't have the book)

Jarian
2010-05-24, 12:08 PM
Cheddar flies around a bit to maintain forward momentum, then creates a Fiery Burst adjacent to the creature. As FB is a Supernatural ability, I don't believe it follows the same rules as casting a Fire spell underwater. If you know of something that says this is incorrect, Cheddar will simply continue south to the beach, since he can't harm it.

[roll0] reflex DC 17 half.

Still at +15 elevation, 15 feet away from the creature.

theterran
2010-05-24, 12:11 PM
The creature is scarred by the fire and dives to the depths...

You lose sight of it beneath the murky water...

theterran
2010-05-24, 12:12 PM
For good measure

[roll0]

Jarian
2010-05-24, 12:14 PM
Cheddar flies around for two rounds, hiding in the sphere of shadows emanating from the copper piece in his grip, and readying an action to blast the thing on sight. If nothing, he continues south.

Swift Hide: [roll0]
Swift Hide: [roll1]

theterran
2010-05-24, 12:16 PM
You see nothing...

Continuing south...

You reach the beach...and subsequently...the door...

Jarian
2010-05-24, 12:18 PM
Cheddar stands back, hiding, while the Unseen Servant opens the door. Unfortunately he can't ready actions to blast stuff anymore, so I'll just trust that being completely invisible gives me a surprise round.

Take 10 on Hide for 32.

Edit: Does it count as defeating an encounter if it runs away? Because Cheddar can't swim. Like... at all.

theterran
2010-05-24, 12:22 PM
The door opens to a massive room...

The Room
http://img29.imageshack.us/img29/9449/nedfloor2room2.jpg


Edit:

Does it count as defeating an encounter if it runs away? Because Cheddar can't swim. Like... at all.

Sorry...it doesn't...