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NeverEnding DM
2010-05-19, 10:57 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=209011)

Zazori
2010-05-19, 11:02 PM
I'll move towards the door..

Searches it for traps.
Search:[roll0]

If I find no traps I'll open the door..


Is the current terrain rocky terrain?
Need to know if I have +4 or +10 to hide..
Also please go easy on me, my AC is low and I didn't find a way to receive healing at this level d:

PhoenixRivers
2010-05-19, 11:09 PM
You find no traps.
The terrain isn't listed as "rocky", which I would classify as unworked stone. This qualifies as smooth, worked stone.

When you open the door, you see the following (Assuming you have not passed through the door):


The passage heads south, extending 35 feet total, before ending in a T-intersection (heading east and west).

5 feet south, there is a passage east.
25 feet south, there is a passage east.

EDIT:Don't expect me to be a softie, but I'm not terribly harsh. You'll have a fair shake, I assure you.

Zazori
2010-05-19, 11:11 PM
I bring forth my 10' pole, and tap the floor 10' in front of me, hoping to trigger possible traps..

Then I move 35' down to the T-intersection.
Turning right as I get down there.

PhoenixRivers
2010-05-19, 11:25 PM
As you leave the room:

The first passage you reach that heads east goes for at least 60 feet (your darkvision ends before the passage does). At 10 feet, the passage splits north and south. At 30 feet, you spot a door on the north side of the passage. At 60 feet, the passage splits north and south.

Just before you reach the second intersection, tapping the pole on the ground 10 feet south of you triggers a trap.

A blast of acid shoots out, at you.
Attack:Touch Attack: [roll0]
If hit: [roll1] Acid damage
If this is a critical threat: [roll2]
If this is a confirmed crit: [roll3]

Do you wish you alter your actions from this point?

Zazori
2010-05-19, 11:31 PM
Does the corridor continue or do I stand at a T-intersection now?

PhoenixRivers
2010-05-19, 11:34 PM
You springed the trap about halfway down the corridor.

If you wish to continue down the hallway, I'll provide you with more information.

I default to stopping descriptions whenever something unknown happens, such as a trap sprung or a hostile encountered.

Zazori
2010-05-19, 11:35 PM
Okay (:

I'll continue down the corridor.

PhoenixRivers
2010-05-19, 11:39 PM
The second passage east travels for 10 feet, then turns north.

The T-intersection travels west for 10 feet before turning south.

It travels east for 40 feet before turning north. At 35 feet, there is a door on the north wall.

*******
Your original intent was a right turn, which would take you along the path I've bolded in my description. Is this still your intent?

Zazori
2010-05-19, 11:41 PM
I intent to move along this corridor until I find myself in a dead end either blocked by a door or a wall.

PhoenixRivers
2010-05-19, 11:46 PM
The corridor you're travelling does end.

You left the door, travelled 20 feet south, then triggered the trap.
From there, you travelled 15 feet further south. At this point, the passage goes no farther south. The passage goes east and west, as I described.

Zazori
2010-05-19, 11:46 PM
oh, well then I continue West.

PhoenixRivers
2010-05-20, 12:01 AM
Passage travels west 10 feet, then turns south.

It then heads south 10 feet, and turns east.

When you reach that turn, and travels east beyond the range of your darkvision.

Your pole triggers another acid trap 10 feet down the hallway. The acid comes straight at you, again.
Attack: [roll0]
If hit: [roll1]
If threat: [roll2]
If Crit: [roll3]

Zazori
2010-05-20, 12:02 AM
Almost dead already d:

I continue down the corridor

PhoenixRivers
2010-05-20, 12:10 AM
As you head east, you see at 65 feet, there's a door on the north side of the passage.

After travelling 40 feet, you trip a 3rd acid trap.
Touch attack:[roll0]
If hit: [roll1] acid

The door is 25 feet ahead of you, on the north wall. The passage continues beyond Line of Sight.

Zazori
2010-05-20, 12:13 AM
Does the corridor end at the door?

If not I will move past the door and continue down the corridor..

If it ends I will use sleight of hand to open the door slightly and unnoticeable.
Sleight of hand: [roll0]

PhoenixRivers
2010-05-20, 12:20 AM
No, the passage goes east, farther.

20 feet past the door, your pole crumbles away a section of floor ahead of you, revealing a pit trap. The pole does not reveal anything dangerous across it.

With a 20 foot running start, the DC to jump the pit is 5.

Ahead, the passage turns north at 60 feet.

Zazori
2010-05-20, 12:22 AM
I'll take 10, that adds up to a total 12 jump

Edit: do you have a map that I can have or do I need to keep track of stuff myself? d:

PhoenixRivers
2010-05-20, 12:29 AM
Easy enough. That will cover it without a running start.

30 feet farther, you reveal another pit trap.

The passage turns north, travels 20 feet, then turns west, traveling 30 feet.

From there, it turns south for 10 feet. You reveal a pit trap and jump it.

The passage turns west, just after the pit, travelling 30 feet, and turns north.

Continuing?

Zazori
2010-05-20, 12:31 AM
I will continue until I meet a dead end, either a door or plain dead end wall.
If I come back to a place that I've already been tell me, then I'll do something different.

PhoenixRivers
2010-05-20, 12:34 AM
Halfway down the hall, another acid trap.
Attack: [roll0]
If hit: [roll1]

Beyond that, the hall turns north, goes north for 10 feet, and turns west. After 5 feet, the passage dead ends.

Zazori
2010-05-20, 12:35 AM
hm, 1 hp... guess I'll turn around and find the nearest door.

PhoenixRivers
2010-05-20, 12:38 AM
Backtracking, you cross the 3 pit traps, and reach the last door you passed.

Zazori
2010-05-20, 12:40 AM
I'll open it slowly and unnoticeable with sleight of hand.

If I can I'll take 20, adding up to 27 sleight of hand in total.

If not Sleight of hand: [roll0]

Edit: I'm not opening it completely, only enough so that I can look inside and see whats in there.

PhoenixRivers
2010-05-20, 01:00 AM
You can take 10, not 20.

Partially 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]

DM Only:Spot: [roll1]

The door is less than 1 foot open, and the orc does not seem to notice you yet.

Zazori
2010-05-20, 01:03 AM
If he's in LoS I will take forth my Heavy crossbow and shoot him.

Attack:
Damage: [roll]1d10+1d6
If crit, confirm: [roll1]
If crit, Damage: [roll2]

Zazori
2010-05-20, 01:05 AM
whoops d:
[roll0]
[roll1]

PhoenixRivers
2010-05-20, 01:06 AM
Openings less than 1 foot wide do not provide LoE for ranged attacks. You'll need to open the door to attack. Provided the creature does not notice you before the door is opened (and you notice it), you'll get a surprise round.

Zazori
2010-05-20, 01:07 AM
Well, then I'll open the door enough to shoot him.

Sleight of hand: [roll0]

PhoenixRivers
2010-05-20, 01:10 AM
"Enough to shoot him" = "enough to be noticable".

I was trying to be lenient. However:

Sleight of hand only works with small objects, not doors. (http://www.d20srd.org/srd/skills/sleightOfHand.htm)

Now, are you opening the door, or are you not opening the door?

Zazori
2010-05-20, 01:10 AM
Guess I'll open the door, heh

PhoenixRivers
2010-05-20, 01:12 AM
Hit, Kill.

150 xp.

Loot: Suit of chainmail, Ripper, Sundark goggles.

Zazori
2010-05-20, 01:14 AM
Which door am I standing in? d:

PhoenixRivers
2010-05-20, 01:15 AM
You're at the south door.

Zazori
2010-05-20, 01:15 AM
I'll move to the other door and opens it.

PhoenixRivers
2010-05-20, 01:18 AM
Outside the door, the passage runs east and west.

East, it goes for 5 feet, and turns north.
West, it goes for 15 feet, and turns south.

Zazori
2010-05-20, 01:18 AM
I'll go west.

PhoenixRivers
2010-05-20, 01:21 AM
Passage goes 20 feet south, and turns west again.

In this passage, there is a door on the west wall, 10 feet south of you.

Zazori
2010-05-20, 01:22 AM
I'll head down and opens the door slighty, slowly and unnoticeable d:

PhoenixRivers
2010-05-20, 01:24 AM
"unnoticable door opening" is now out. It's being replaced with "hide check" vs "spot check".

Zazori
2010-05-20, 01:25 AM
Heh oka d:

Hide: [roll0]

PhoenixRivers
2010-05-20, 01:26 AM
DM Only:Spot: [roll0]

PhoenixRivers
2010-05-20, 01:28 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.

Init: [roll0]

Zazori
2010-05-20, 01:32 AM
Init: [roll0]

I guess I have a surprise round.
I'll shoot the human.

Attack:[roll1]
Damage:[roll2]
Sneak attack: [roll3]
If crit, confirm:[roll4]
If crit, Damage:[roll5]

If I win the Initiative.

Attack:[roll6]
Damage:[roll7]
Sneak attack: [roll8]
If crit, confirm:[roll9]
If crit, Damage:[roll10]

PhoenixRivers
2010-05-20, 01:52 AM
You do not have a surprise round. They are aware of the door opening 5 feet away, even if they are not aware of your specific presence.

The beast moves, blocking the doorway. The human doesn't move.

Your action.

Zazori
2010-05-20, 01:53 AM
T_T..


Then I'll move 20' back and ready an action to shoot what ever comes out of the door.

PhoenixRivers
2010-05-20, 01:59 AM
If you travel 20 feet away from the door, you'll lose LoS to the door. The hallway turns after 10 feet north, and 10 feet south.

Zazori
2010-05-20, 02:00 AM
Then just 10' away (:

PhoenixRivers
2010-05-20, 02:04 AM
The beast leaves the door, triggering your ready action.

Zazori
2010-05-20, 02:05 AM
So it moved into my LoS.
Is it sneak attack or not?
Rolling the sneak attack just dont count it in if it's not.

Attack:[roll0]
Damage:[roll1]
Sneak attack: [roll2]
If crit, confirm:[roll3]
If crit, Damage:[roll4]

PhoenixRivers
2010-05-20, 02:18 AM
DM Only:[roll0]

The beast vanishes in a poof, and you realize it as an illusion.

Zazori
2010-05-20, 02:27 AM
Moves closer to the door, so I'm 5' away from the door, trying to listen if I can hear where the guy stands in the room.

Listen: [roll0]

PhoenixRivers
2010-05-20, 02:34 AM
He benefits from cover, but you can see him, in the same position he started in. 5 feet south of the door you opened.

Zazori
2010-05-20, 02:39 AM
Okay, I guess he knows I'm there so sneak attack wont work..

I'll move so I have a better aim at him, without moving into the room, if a better aim is not possible to get I'll just fire from where i stand.

Attack:[roll0]
Damage:[roll1]
If crit, confirm:[roll2]
If crit, Damage:[roll3]

PhoenixRivers
2010-05-20, 02:43 AM
You'd need to move into the room to get a shot without cover. That would also provoke an AoO, from either the movement, or attacking at 5 feet range. Your attack misses.

The sorceror moves into the hallway, and then 5 feet south. This provokes an AoO, if you have a natural attack.

After that, DM Only:[roll0] 1-20 fails

The human casts a spell, and flashing colors wash over you. I need a will save.

Zazori
2010-05-20, 02:45 AM
Nope, no natural attack.

How far is he from me? (:

Zazori
2010-05-20, 02:46 AM
Will save: [roll0]

PhoenixRivers
2010-05-20, 02:46 AM
10 feet, after the movement.

PhoenixRivers
2010-05-20, 02:49 AM
You've been affected by Color Spray.

Unconscious: [roll0] Rounds, then
Blind/Stunned: [roll1], then
Stunned: 1 round.

When you wake up, you've been relieved of your gold and valuables (89gp, 7sp).

The human is nowhere in sight.

Zazori
2010-05-20, 02:52 AM
I stand up screaming: YOU **** *** HUMAN!! It's me gold tha' ye' know it!..

After my rage I move into the room, shuts the doors and then I'll try to get 8 hours o' sleep (:

*This will kill me, but if I encounter any more acid traps I'm dead too*

PhoenixRivers
2010-05-20, 02:56 AM
DM Only: Hour 1: [roll0]
Hour 2: [roll1]
Hour 3: [roll2]
Hour 4: [roll3]
Hour 5: [roll4]
Hour 6: Automatic

PhoenixRivers
2010-05-20, 02:57 AM
You are entitled to a listen check.

Zazori
2010-05-20, 02:59 AM
Listen: [roll0]

PhoenixRivers
2010-05-20, 03:15 AM
At hour 3, you wake up to the sound of the door opening.

Init: [roll0]

Zazori
2010-05-20, 03:16 AM
Init: [roll0]

PhoenixRivers
2010-05-20, 03:19 AM
A scaled creature with a club enters, notices you, and attacks.

Fort save please.

Attack: [roll0] vs flat footed AC, with a -4 penalty (for prone)
If Hit: [roll1] bludgeoning
If threat: [roll2] vs flat footed AC, with a -4 penalty (for prone)
If Crit: [roll3] bludgeoning

Zazori
2010-05-20, 03:21 AM
He misses.

Fort: [roll0]

PhoenixRivers
2010-05-20, 03:22 AM
You are Sickened for 10 rounds. This confers a -2 to attack, damage, saves, and ability/skill checks.

Your action. The Troglodyte is adjacent to you.

Zazori
2010-05-20, 03:26 AM
I pull forth my rapier and strikes down my foe.

attack: [roll0]
Damage: [roll1]

PhoenixRivers
2010-05-20, 03:30 AM
Miss. Did you incorporate the -4 attack penalty from being prone?

It drops the club and attacks again, this time, a full attack.

Claw: [roll0] *
If hit: [roll1]
If threat: [roll2]
If crit: [roll3]

Claw: [roll4] *
If hit: [roll5]
If threat: [roll6]
If crit: [roll7]

Bite: [roll8] *
If hit: [roll9]
If threat: [roll10]
If crit: [roll11]

*: -4 penalty to your AC for being prone

Zazori
2010-05-20, 03:34 AM
Dam dam dam dam dam deeeaaaad :3

PhoenixRivers
2010-05-20, 03:37 AM
Better luck next time.

A way of dealing with traps or healing would be nice.

Zazori
2010-05-20, 03:38 AM
Yap d:

Was looking for a way of healing d:

PhoenixRivers
2010-05-20, 07:45 AM
The air surrounding you fairly hums with the residue of magic, an aftereffect of the spell that brought you to this place. A quick glance reveals that you are in a small room, devoid of any life save for yourself. The sound of dripping water can be heard faintly, and the stone walls are slick with moisture. In complete defiance of logic, a torch is already lit, resting in a sconce near the room's single door.

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

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

DM notes:Sheet (http://www.myth-weavers.com/sheetview.php?sheetid=209116)

Zazori
2010-05-20, 07:48 AM
I walk towards the door and opens it.

Then I shifts into my predator form, that resembles a panther.

PhoenixRivers
2010-05-20, 07:49 AM
When you open the door, you see the following (Assuming you have not passed through the door):


The passage heads south, extending 35 feet total, before ending in a T-intersection (heading east and west).

5 feet south, there is a passage east.
25 feet south, there is a passage east.

Zazori
2010-05-20, 07:51 AM
I'll take the 5' turn east.
and walks with 50' speed, and stops at the first door I encounter.

PhoenixRivers
2010-05-20, 08:13 AM
The hallway extends east beyond the range of darkvision. At 10 feet east, it splits north and south. At 30 feet east, there is a door on the north wall. At 60 feet east, the hallway splits north and south.

When you reach the first intersection, you note that the passage that goes north extends for 20 feet, then turns east. The passage that goes south extends for 20 feet, then turns west. At 15 feet, there's a door on the east side.

Currently, there are 2 doors in your line of sight. One is 15 feet south of you. The other is 20 feet east of you. As you've encountered multiple doors, I'll wait for your decision.

term1nally s1ck
2010-05-20, 08:56 AM
PR:

For the future, the Room 6 guy will Coup de Grace anyone who falls to Color Spray. It's only the one in Room 3 who steals.

PhoenixRivers
2010-05-20, 09:28 AM
PR:

For the future, the Room 6 guy will Coup de Grace anyone who falls to Color Spray. It's only the one in Room 3 who steals.

@Term:Fair nuff. The guy was at 1hp. He was dead, regardless. SoL's leave a bad taste in my mouth, generally. Especially considering the proficiency I have in pulling them off.

Zazori
2010-05-20, 09:49 AM
I open the door 15' ahead (:


Sorry for not posting, my Internet crashed and I went to do some chores while I waited for it to come up again (:

PhoenixRivers
2010-05-20, 10:36 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 at the door at A2.

Zazori
2010-05-20, 10:38 AM
I'll roar at the beast.

Initiative: [roll0]

Maneuvers: [roll1]

Zazori
2010-05-20, 10:39 AM
I win initiative..

I'll run down to the human and attack him.

Bites!
Attack: [roll0]
Damage: [roll1]
Confirm: [roll2]
Crit: [roll3]

Stone Bones: Succesfull attack gives me DR 5/adamantine

PhoenixRivers
2010-05-20, 10:50 AM
After you choose your first maneuver, there are only 4 left.

You typically do:
1d5
1d4
on round 1.

That said, you stagger the human, and the beast disappears.

Spell Failure: [roll0] 1-20 fails
Concentration: [roll1]
If successful, a spell is cast defensively.
Take 1 damage.
Make a will save.

The human then falls unconscious.

150xp.

Loot:
Longsword
Chain shirt

Zazori
2010-05-20, 10:56 AM
i'll shift out of my form and loot him, then I'll open the door at E-3, and shifts back into form.
From now on I'll turn right when ever I can turn right, if I can't turn right I'll continue straight ahead.
If I see a door, I'll stop and open the door.

--

The reason I do 5d5 is because if I get the same roll twice. (:

PhoenixRivers
2010-05-20, 11:19 AM
The passage runs north and south. Turning right, you go south 10 feet, and the hallway turns right (west). 5 feet ahead of you, there's a door to your north, leading back into the room you were just in.

There's also a red and white painted bulls eye in front of the door.

Zazori
2010-05-20, 11:22 AM
I'll jump across the bullseye, and continue down the corridor..

Is it too far for my Darkvision to see any turns?

jump: [roll0]

term1nally s1ck
2010-05-20, 11:23 AM
PR: Suddenly realised why you're rolling the d100.

Battle Sorceror has no ASF in light armor. (http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#sorcererVariantBattleS orcerer)

PhoenixRivers
2010-05-20, 11:24 AM
After jumping the bull's eye, 30 feet ahead of you, the passage splits north.

40 feet ahead of you, the passage turns south.

Zazori
2010-05-20, 11:26 AM
I'll look stop and look up the corridor that turns north, if I recognize it, I'll move on and go south.

PhoenixRivers
2010-05-20, 11:29 AM
Looking up that corridor, you see that it runs north.

After 10 feet, it splits east. After 30 feet, it turns east again. Also, where it turns east, there is an open doorway.

Zazori
2010-05-20, 11:30 AM
I guess I've been there, I'll move on and head south.

PhoenixRivers
2010-05-20, 11:32 AM
The passage goes south for 10 feet, then turns east.

After 35 feet, the floor crumbles beneath you. Make a reflex save.

Zazori
2010-05-20, 11:33 AM
Reflex save: [roll0]

Do I get any bonuses for moving with 50' speed?

PhoenixRivers
2010-05-20, 11:39 AM
Nope, only jump checks.

Damage: [roll0]

You fall into a 20 foot pit. It's 5 foot long, 5 foot wide.

Zazori
2010-05-20, 11:42 AM
Nonlethal or lethal? (:

I'll climb up again.

Climb: [roll0]

Take 20, adds up to 25

PhoenixRivers
2010-05-20, 11:45 AM
Falling damage is lethal.

You can't take 20 if there's a consequence for failure. You can take 10, but not 20.

Zazori
2010-05-20, 11:45 AM
Take 10 then, adding up to 15 total climb

PhoenixRivers
2010-05-20, 11:51 AM
That gets you out.

30 feet farther ahead, there's a door on the north side of the hallway. The hallway keeps going farther beyond that, more than 60 feet east.

Zazori
2010-05-20, 11:52 AM
I'll open the door.

Before I'll open the door, I'll cast cure light wounds on myself, and then I'll open the door.

Zazori
2010-05-20, 12:12 PM
Cure light wound: [roll0]

PhoenixRivers
2010-05-20, 06:54 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 (which you are outside of), 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]

Zazori
2010-05-21, 02:24 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 (which you are outside of), 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]

Initiative: [roll0]

Maneuvers: [roll1]

Zazori
2010-05-21, 02:26 AM
I win initiative..

I'll walk up and attack him.

Strike: Stone Bones: Succesfull attack gives you DR 5/adamantine

Bites!
Attack: [roll0]
Damage: [roll1]
Confirm: [roll2]
Crit: [roll3]

Since he's a threat to me, I'll heal 2 hp if successful attack.

PhoenixRivers
2010-05-21, 03:23 AM
Martial Spirit (the Stance) does not require the enemy be a threat.

Crusader's Strike (the Strike) requires that the enemy pose a direct threat, and have a different alignment.

That said: Hit, Kill.

150xp.

Chain mail
Ripper
Sundark Goggles.

Zazori
2010-05-21, 03:29 AM
I'll take his items, and then I'll head to the door at B-1 and open it.

PhoenixRivers
2010-05-21, 08:22 AM
The passage runs east and west.

To the east, the passage travels 5 feet, before turning north.

To the west, the passage travels 15 feet, before turning south.

Saph
2010-05-21, 09:10 AM
DMs only:
Stabsy the Orc actually has random treasure as well. Standard for a level 1 encounter.

term1nally s1ck
2010-05-21, 09:24 AM
DMs: Do try and keep it sane...even if they get a great roll, don't hand out 2000gp worth of magical item. Limit it at about 500gp or so.

PhoenixRivers
2010-05-21, 09:50 AM
@DM Only:MIC Item generation:

Table A-1: [roll0]
Table A-2(if necessary): [roll1] or [roll2]
Items Roll(if necessary): [roll3]

PhoenixRivers
2010-05-21, 09:52 AM
DM Only:Coin: [roll0] x100 sp
Goods: Flawed Obsidian (Value 6gp)
Item: Wand (mage armor, 10 charges) (Value 150gp)

Total Value: 256gp

PhoenixRivers
2010-05-21, 09:53 AM
The Orc had more treasure.

1000 silver coins
A flawed Obsidian
A wand

Zazori
2010-05-21, 10:08 AM
I'll turn east and then north, taking a right turn next time I can.
If no right turn is possible I'll continue straight ahead.

PhoenixRivers
2010-05-21, 11:02 AM
As you round the corner, you see the following:

The passage runs north.

At 5 feet, you note a blue note card affixed to the wall.
At 10 feet, the passage splits to the east and west.
At 20 feet, the passage turns right.

Zazori
2010-05-21, 11:04 AM
Turns east at the 10' point.

PhoenixRivers
2010-05-21, 01:24 PM
Passage goes east.

At 20 feet, it turns south.
Also at 20 feet, on the east wall, there's a door.

Zazori
2010-05-21, 02:39 PM
I'll open the door on the East wall.

PhoenixRivers
2010-05-21, 02:51 PM
Opening the door reveals the following room:
{table]|A_|B_|C_|D_|E_|F_
1||||||
2||||||
3||||||
4|||1|||
5||||||
6||||||[/table]
There is a door at A-6 west, another at E-1 and another at F-4. There is a kobold wearing a chain shirt and holding a short sword.
Initiative:[roll0]

You are at A6 West.

Zazori
2010-05-21, 03:18 PM
Initiative: [roll0]

Maneuvers: [roll1]

Zazori
2010-05-21, 03:20 PM
Who wins, both on 17, but I have a higher base initiative d:

In-case I win.

Strike: Stone Bones: Succesfull attack gives you DR 5/adamantine

Bites!
Attack: [roll0]
Damage: [roll1]
Confirm: [roll2]
Crit: [roll3]

PhoenixRivers
2010-05-21, 03:35 PM
Miss chance: [roll0] 1 misses

DM Only:He's in child of shadows stance, and I don't think these creatures are in a vacuum. Even a snail's pace, walking around the room, would qualify.

EDIT: Kobold dies. 150xp.

Chain Shirt
Short Sword
Masterwork Tumble tool.

Zazori
2010-05-21, 03:48 PM
I'll pick up his items and then move to E-1 and opens the door.

PhoenixRivers
2010-05-21, 04:22 PM
The hallway runs east and west.

To the east:
5 feet east, the passage splits north.
35 feet east, the passage turns south.

To the west:
25 feet west, the passage turns north.

Zazori
2010-05-21, 04:23 PM
I'll go 5' east and then head north.

PhoenixRivers
2010-05-21, 04:25 PM
The passage goes 10 feet north, then turns east.
It travels 30 feet east, then turns north.
It travels 20 feet north, then turns west.
It travels 20 feet west, then dead ends at a door.

Zazori
2010-05-21, 04:26 PM
I'll open the door.


Did I just walk this far and set no traps off? amazing :D

PhoenixRivers
2010-05-21, 04:42 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.
Initiatve: [roll0]

Zazori
2010-05-21, 04:42 PM
Initiative: [roll0]

Maneuvers: [roll1]

Zazori
2010-05-21, 04:46 PM
I win initiative.


I'll change stay in human form, grabbing my sling from my belt and loads it.

Shoots with sling!
Attack: [roll0]
Damage: [roll1]
Confirm: [roll2]
Crit: [roll3]

Then I'll take a step to the side, so I stand out of line of sight of the creature.
If this is not possible I'll move 30' back.

PhoenixRivers
2010-05-21, 04:48 PM
It is not possible.

The farthest you can move away without losing sight of the door is 20 feet.

Drawing your sling is a move action. You cannot draw, fire, and move.

Zazori
2010-05-21, 04:48 PM
Aye, moving 20' then.

PhoenixRivers
2010-05-21, 04:49 PM
Draw sling: Move action
Fire sling: Standard action

How are you moving?

Zazori
2010-05-21, 04:50 PM
Oh yeah I forgot, not moving :D

PhoenixRivers
2010-05-21, 04:53 PM
You hit it, by the way.

It sprays a blast of Acid at you.

Damage: [roll0] Reflex DC 14 for half

It then moves to C5, leaving LOS.

Zazori
2010-05-21, 04:54 PM
Reflex save: [roll0]


Maneuvers: [roll1]
1 and 3 is not use able.

PhoenixRivers
2010-05-21, 04:55 PM
Any Actions?

Zazori
2010-05-21, 04:55 PM
Any Actions?

coming, need to see my Maneuvers. d:

Zazori
2010-05-21, 04:57 PM
I'll shift into my form.

Ready action.

Attack what ever gets within 50'

Bites!
Attack: [roll0]
Damage: [roll1]
Confirm: [roll2]
Crit: [roll3]

If it's more than 5' above ground I'll jump to bite it.

Jump: [roll4]

PhoenixRivers
2010-05-21, 04:58 PM
Ready actions are standard action only.

Unless you have 50 feet of melee reach, that's not happening.

Zazori
2010-05-21, 04:59 PM
Blaah, I'll move up to the door then, being able to reach it.

If it gets within my LoS I'll move 5' back.

PhoenixRivers
2010-05-21, 05:00 PM
When you "Move to the door", are you entering the room, or stopping outside it?

Zazori
2010-05-21, 05:00 PM
Stopping outside.

PhoenixRivers
2010-05-21, 05:05 PM
K. Listen Check, please.

Zazori
2010-05-21, 05:05 PM
Listen: [roll0]

PhoenixRivers
2010-05-21, 05:07 PM
You hear it skitter off to the north, from within the room.

Zazori
2010-05-21, 05:09 PM
I'll run in the room and as soon as I see it I will run towards it attacking.

Maneuvers: [roll0]

4 is not use able.

Attack and stuff comes in next post (:

Zazori
2010-05-21, 05:10 PM
Bites!
Attack: [roll0]
Damage: [roll1]
Confirm: [roll2]
Crit: [roll3]

Strike: Douse the flames: Opponent cannot make AoO for 1 round.

Jumps if its more than 5' above ground.

Jump:[roll4]

PhoenixRivers
2010-05-21, 05:11 PM
It is 15 feet off the ground in C2. Your jump does not clear high enough.

Zazori
2010-05-21, 05:12 PM
I'll jump and Bite, should be possible.

Use the jump check I did in the above post, 27 jump.

PhoenixRivers
2010-05-21, 05:13 PM
High jump = 1 foot for every 4 you rolled.

Lack of a running start = 1 foot for every 8 you rolled.

27 = 3 feet. Not enough.

term1nally s1ck
2010-05-21, 05:16 PM
PR: Up to you, but when they leave the room, I've often found it entertaining to have it use it's burrow speed to pop out of a nearby wall and attack them. The reactions are funny, if nothing else.

PhoenixRivers
2010-05-21, 05:17 PM
It moves down to ground level, and attacks.

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

Zazori
2010-05-21, 05:17 PM
Miss..

Maneuvers: [roll0]

Zazori
2010-05-21, 05:18 PM
Bites!
Attack: [roll0]
Damage: [roll1]
Confirm: [roll2]
Crit: [roll3]

Strike: Crusaders Strike: heals 1d6+IL with a succesfull melee attack, opponent must be threatening you.

Heal: [roll4]

PhoenixRivers
2010-05-21, 05:19 PM
150xp.

It dies.

Zazori
2010-05-21, 05:20 PM
I'll head out the other door.

PhoenixRivers
2010-05-21, 05:23 PM
The passage heads west.

At 10 feet, the passage splits north.
At 20 feet, the passage ends, splitting north and south.

Zazori
2010-05-21, 05:24 PM
I'll walk 10' then head north.

PhoenixRivers
2010-05-21, 05:26 PM
The passage travels north.

At 35 feet: The passage ends, splitting east and west.

Zazori
2010-05-21, 05:27 PM
Going east.

PhoenixRivers
2010-05-21, 05:30 PM
The passage travels east and west.

To the West: The passage travels for 10 feet, and turns south.

To the East (where you're going):
20 feet east of you, the passage splits north.
30 feet east of you, the passage turns south.

Zazori
2010-05-21, 05:31 PM
Walks 20' then heads north.

PhoenixRivers
2010-05-21, 05:39 PM
The passage travels 10 feet north and turns west.

Then 10 feet west and turns north.

Then... Reflex save, please. As you head north, another crumbling floor.

Zazori
2010-05-21, 05:40 PM
Reflex save: [roll0]

PhoenixRivers
2010-05-21, 05:41 PM
Falling Damage: [roll0]

Zazori
2010-05-21, 05:42 PM
Takes 10 to climb up, 10+5=15 total climb.

Uses a Scroll of Lesser vigor, healing me for 1hp each round for 11 rounds that adds up to a total of 11hp healed after 11 rounds (:

PhoenixRivers
2010-05-21, 05:45 PM
After that: The passage turns east.

The passage heads 10 feet east, then turns north. At the turn, there's a green note card affixed to the wall.

Zazori
2010-05-21, 05:46 PM
I'll walk past it.

PhoenixRivers
2010-05-21, 05:49 PM
Passage heads north.

At 10 feet, the passage ends, in a split east and west.

Zazori
2010-05-21, 05:50 PM
Heads east.

PhoenixRivers
2010-05-21, 06:36 PM
The passage heads 20 feet east, then turns south.

The passage then heads south 50 feet.

Make a Reflex save. More crumbling floors.

Zazori
2010-05-21, 06:44 PM
Reflex save: [roll0]

PhoenixRivers
2010-05-21, 06:47 PM
You manage to clear the pit before it finishes crumbling away. 10 more feet south, and the passage turns west (for 10 feet), then north (for 20 feet), then west.

the passage splits north after 10 feet, splits south after 30 feet, and turns south after 40 feet.

Zazori
2010-05-21, 06:52 PM
I'll head south after 30'

PhoenixRivers
2010-05-21, 06:59 PM
The passage heads south for 30 feet, and ends with a split to the east and west.

To the west, the passage travels for 10 feet, then ends with a split to the north and south.

To the east, it travels 5 feet, before ending in an open door with a dead bug-like construct, about the size of a dog.

Zazori
2010-05-21, 07:00 PM
I'll head west and then north.

PhoenixRivers
2010-05-21, 07:04 PM
The hallway splits west after 10 feet, and turns east after 30.

Zazori
2010-05-21, 07:06 PM
Can I see any doors?
Can I continue foward, if so I'll continue (:

PhoenixRivers
2010-05-21, 07:22 PM
You have a choice between "turn west" and "continue north".

I will announce when you see doors.

Zazori
2010-05-21, 07:23 PM
North it is :D

Remember I'm elf, I'll receive a search check if I get within 5' of a secret door (:

PhoenixRivers
2010-05-21, 07:25 PM
I remember.

the passage turns east. you see a split south after 10 feet, a split north after 30 feet, and a turn south after 40.

Zazori
2010-05-21, 07:29 PM
I'll head north at 30'

PhoenixRivers
2010-05-21, 10:20 PM
As you move to the intersection, a dart launches.

Attack:[roll0]
If hit: [roll1] and fort save

After that: the passage runs north. At 30 feet, there is a door on the east wall.
At 50 feet, the passage runs east.

Zazori
2010-05-21, 10:42 PM
I'll open the door at 30' east wall.

Edit: miss (:

PhoenixRivers
2010-05-22, 08:05 AM
Opening the door reveals the following room:
{table]|A_|B_|C_|D_
1||||
2||||S
3||||
[/table]
There is a door at A3 (east).

You see three demon squirrels on the wall at +5, +10, and +15 respectively.

[roll0]
[roll1]
[roll2]

Zazori
2010-05-22, 08:31 AM
Maneuvers: [roll0]

Initiative: [roll1]

PhoenixRivers
2010-05-22, 08:34 AM
Squirrel: Darkness blankets the room. It then scurries up the wall to +15 at D1.

Your turn.

Zazori
2010-05-22, 11:03 AM
I'll close the door, as I cant see whats in the room.

In what directions can I go from here?.


--

I'm afk for the moment, fixing dinner d:

Duskranger
2010-05-22, 12:02 PM
You van keep going north or you can still go back south. The northern route goes east after 20'.

Sorry for the time it took to get this sorted out.

Zazori
2010-05-22, 12:13 PM
Np (:

I'll head north, but I'll be back soon :D

Duskranger
2010-05-22, 12:16 PM
After 15' you feel the ground crumbling. Reflexsave please or get hurt for:

[roll0] falling damage

Here some good news:
http://img210.imageshack.us/img210/3200/dungeonj.jpg (http://img210.imageshack.us/img210/3200/dungeonj.jpg/)

Zazori
2010-05-22, 12:20 PM
Reflex save: [roll0]

... WOAH!!! thats more than my maximum health...

Duskranger
2010-05-22, 12:25 PM
If I'm correct you're on -2 hp. After 5 feet you turn east (it's the only way). And you see a turn south after 40', 20' behind that you see another split this one also going south. When you arrive at the first (so after 40') turn sout you see a green note.

Zazori
2010-05-22, 12:25 PM
Psst.. I'm kinda like bleeding to death, I do not have the rageclaw feat :3

Duskranger
2010-05-22, 12:27 PM
Do you want to try again: Y/N

Or do you want to make a new char?

Zazori
2010-05-22, 12:27 PM
I got to go and eat now... guess I'll have to make a new character again... ): d:

I'll make some modification to Kitty and then retry? okay? :D

term1nally s1ck
2010-05-22, 12:28 PM
Dusk, you can take this if you wish, or I can cover this one.

After 40' east, and 60' east, the corridor turns south.

Duskranger
2010-05-22, 12:29 PM
@ TS

He just died. I have this one. With this I ahve two dungeons, for now this is it for me oke. Can I let him take the feat Shape Soulmeld (Rageclaws) and make him start anew if he wants?

term1nally s1ck
2010-05-22, 12:31 PM
He only needs to re-submit if he changes race and/or base classes. A simple feat/skill swap is fine.

Duskranger
2010-05-22, 12:32 PM
You hear it Zazori, if you want to change nothing else than Feats/Skills you can immediatly start again with me as you DM (watch out for max damage though)

term1nally s1ck
2010-05-22, 12:34 PM
Or flaws/traits/spells/soulmelds, etc...only the base class and race (and base stats) require a re-submit.

Duskranger
2010-05-22, 12:41 PM
Okiedokie. And let me hear it as soon as your done (and if you don't mind post your sheet here too please)

Zazori
2010-05-22, 02:28 PM
Sheet (http://www.myth-weavers.com/sheetview.php?sheetid=209116)!!!! :D ^^

Duskranger
2010-05-22, 02:30 PM
Sheet (http://www.myth-weavers.com/sheetview.php?sheetid=209116)!!!! :D ^^

You have putted everything back where it used to be right?
And it's shape Soulmeld (rageclaws):smallbiggrin:

Zazori
2010-05-22, 02:33 PM
Now I have, missed:
1hp
prepared spells I forgot to remove the mark for when they have been cast.
I've brought a scroll of ebon eyes and sold my tindertwigs.
added flaw shaky..
added feat soulmeld: rageclaws.

Duskranger
2010-05-22, 02:36 PM
[QUOTE=NeverEnding DM;8527031]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.

Money still completely checked out?

DM notes:

Sheet (http://www.myth-weavers.com/sheetview.php?sheetid=209116")

Zazori
2010-05-22, 02:38 PM
Yes, I've deleted what ever loot I had received..

I'll open the door and head east, taking the first south turn possible.

Duskranger
2010-05-22, 02:40 PM
Yes, I've deleted what ever loot I had received..

I'll open the door and head east, taking the first south turn possible.

I mean if the money (spended) checks out. What for lvl is Ebon Eyes? And how much were the tindertwigs worth?


You move south and ignore a way to the east immediatly after you left the room. After that you reach after moving 25' another way to the east, you see from there after 10'that the road splits, from there you can go east and west.

Zazori
2010-05-22, 02:48 PM
Tindertwigs worth 10gp
Ebon eyes CL 1

--

I'll take the east turn..

Not at the T-junction!..

Duskranger
2010-05-22, 02:50 PM
Divine or Arcane, and scrolls spell lvl 1 cost 25 gp. So where did you get the other money? If you only got 10 gp extra?


After 10' you go north and after 5' going north you reach a door.

Zazori
2010-05-22, 02:54 PM
Druids are divine caster's aren't they?
If so I'll pick divine.
I had some gold left over from when I was done buying equipment.


I'll open the door d:

term1nally s1ck
2010-05-22, 02:56 PM
Not a Druid spell, so you'll need to use UMD to use it anyway.

Zazori
2010-05-22, 02:57 PM
Not a Druid spell, so you'll need to use UMD to use it anyway.

... stupid :3..

term1nally s1ck
2010-05-22, 02:58 PM
No, just mean :smallamused:

Duskranger
2010-05-22, 02:59 PM
Opening the door reveals the following room:
{table]|A_|B_|C_|D_|E_
1|||||
2|||||
3|||||
4||||B|H[/table]
There is a door at A-2, another at E-4, south side and another at E-3. There is a human wearing a chain shirt and holding a longsword standing behind a beast with patchy dark fur that covers its unhealthy shrunken black skin in some places. Open sores dot its hide and a feral, catlike head glances with it's blank eyes at the wall in front of it.
Initiative:[roll0]

Thanks TS you gave the answer. By the way you can't use the scroll since you do not have a rank in UMD and thus can't you use it. Sorry.

Zazori
2010-05-22, 03:00 PM
No, just mean :smallamused:

Whats the price on a potion then?..

Duskranger
2010-05-22, 03:00 PM
Whats the price on a potion then?..

That's 50 gp and the guys in the room are waiting.

Zazori
2010-05-22, 03:03 PM
I'll sell some vigor scrolls and buy the potion instead..


Maneuvers: [roll0]

Initiative: [roll1]

Duskranger
2010-05-22, 03:11 PM
Can't be done anymore sorry. No buying/selling, please put the stuff back as it was. Unless with permission of TS you may only switch out those things when you die, at the end of every floor is a waiting room where you can buy and sell,

The man points his finger at you and a white ray shoots out.

Touch attack: [roll0]
Damage if hit: [roll1]

Zazori
2010-05-22, 03:14 PM
Walking up and bites the human dude..

Strike: Crusaders Strike: heals 1d6+IL with a succesfull melee attack, opponent must be threatening you.

Bites!
Attack: [roll0]
Damage: [roll1]
Confirm: [roll2]
Crit: [roll3]

Heal: [roll4]

Duskranger
2010-05-22, 03:18 PM
You're fangs almost rip the mans leg of, you see he can barely keep on standing.

He does a 5' step back and you see a big pile of colors wash over you.
Will save please

Zazori
2010-05-22, 03:21 PM
Will save: [roll0]

Duskranger
2010-05-22, 03:22 PM
The man falls while you shrug off his spell you see him going down. He lies there bleeding on the ground.

You may by the way CdG some opponents (unless I say that he really is dead) to get an extra 2 hp).

150 xp

Loot:
Longsword
Chain shirt

And ps: you're xp was 0 before this encounter not 600 :smallbiggrin:

Zazori
2010-05-22, 03:27 PM
I'm on full hp d:

I'll move out the door at E-3

Duskranger
2010-05-22, 03:29 PM
You see a hallway that goes 10' south before bending west and the opposite side goes 10' north before it beds to the east.

And I know that you're on full hp, but just saying.

Zazori
2010-05-22, 03:32 PM
I'll head north (:

Duskranger
2010-05-22, 03:34 PM
You go 10' north, than you head east, after 15' you reach a door, 5' further the hall bends north again.

Zazori
2010-05-22, 03:35 PM
I'll open the door

Duskranger
2010-05-22, 03:35 PM
{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]

Zazori
2010-05-22, 03:37 PM
Maneuvers: [roll0]

Initiative: [roll1]


I win initiative.

Strike: Minotaurs Charge: Make a bullrush (strengthcheck for you and him) without AoO, if you're strength check is exceeding his he gets 2d6+str bludgeoning damage.

How does bullrush work?.. d:

Duskranger
2010-05-22, 03:39 PM
http://www.d20srd.org/srd/combat/specialAttacks.htm

Bullrush is in sight.

Zazori
2010-05-22, 03:41 PM
Strength check: [roll0]

I'm charging (:

Duskranger
2010-05-22, 03:44 PM
Opposite strengthcheck: [roll0]

If you're strengthcheck is lower than his, you get pushed back 5-feet and his turn.

Duskranger
2010-05-22, 03:50 PM
He does a 5'step forward yells Steely Strike and takes a giant swing at you:

Attackroll: [roll0]
Damage: [roll1]

Even means hit by the way :)

Zazori
2010-05-22, 03:53 PM
Maneuvers: [roll0]

Duskranger
2010-05-22, 03:55 PM
Go ahead still your turn, next time roll those immediatly with your attack is easier.

Zazori
2010-05-22, 03:55 PM
Bites!
Attack: [roll0]
Damage: [roll1]
Confirm: [roll2]
Crit: [roll3]

Duskranger
2010-05-22, 03:57 PM
You rip his throat out, he dies lies there gurgling. While he dies in his death throes a pouch gets thrown from the body, silver pieces fall from the pouch.

150 xp

Ripper
Chainmail
Sundark Goggles
1500 sp

Zazori
2010-05-22, 04:00 PM
Wasn't this the guy with random treasure too? d:

I'll loot him

Duskranger
2010-05-22, 04:01 PM
The money is the random treasure and you wrecked the dramatic moment. How's you hp? The guy is still bleeding to dead. And you shouldn't even know he had random treasure how did you know that?

Zazori
2010-05-22, 04:05 PM
0 hp, I'll kill him for an extra +2hp..

I'll head out the door at B1 and then continuing east and then north.

Pheonix forgot it and TS provided him with the information d:
But does it matter if I know that, I've kinda went through this part of the dungeon 5 times now xD

Duskranger
2010-05-22, 04:11 PM
You come at a crossroad, you can go west, where after 30' you see a door (and after 50' a crossroad and after 60' you see the room you began in), you can go east where after 20' there's a door (and a bend to the south).

Zazori
2010-05-22, 04:14 PM
I'll head east and opens the door.

Duskranger
2010-05-22, 04:16 PM
{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]

Zazori
2010-05-22, 04:18 PM
Maneuvers: [roll0]


Initiative: [roll1]

Zazori
2010-05-22, 04:19 PM
I'll move up to him and bite him!

Strike: Douse the flames: Opponent cannot make AoO for 1 round.

Bites!
Attack: [roll0]
Damage: [roll1]
Confirm: [roll2]
Crit: [roll3]

Duskranger
2010-05-22, 04:29 PM
You miss him. While you miss him you see his blade start glowing bright red and starts to transform into two swords:

Attackroll:[roll0]
Attackroll:[roll1]

Damage: [roll2] + [roll3] (+ a possible [roll4])

Zazori
2010-05-22, 04:41 PM
I dodge his swords, jumping back to bite his throat..

Bites!
Attack: [roll0]
Damage: [roll1]
Confirm: [roll2]
Crit: [roll3]

Maneuvers: [roll4] - This is for this attack


Maneuvers: [roll5] - This is for my next turn..

Zazori
2010-05-22, 04:42 PM
Strike: Crusaders Strike: heals 1d6+IL with a succesfull melee attack, opponent must be threatening you.

Crusaders Strike Heals: [roll0]