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term1nally s1ck
2010-05-28, 10:10 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=210929)

candycorn
2010-05-28, 10:18 AM
Hm.

So, if I'm reading Tome of Battle right, I need to enter my stance. I'll do so.
Then, I'll ready my shield, and grab that torch off the wall.

After that, I'll open the door.

term1nally s1ck
2010-05-28, 10:22 AM
Stance of Clarity unfortunately requires you to pick a target, so you'll have to turn it on when combat starts.

Torchlight only reaches 40' away, and you have 60' darkvision. Do you still wish to carry that torch?

Either way, looking out the door south, you see a corridor.

35' south, the corridor ends in an east/west T junction.

5' south and 25' south, there are turnings east.

candycorn
2010-05-28, 10:24 AM
Oh, darkvision. Right. I totally forgot. Drop that thing!

And I'll walk south.

term1nally s1ck
2010-05-28, 10:31 AM
At the 5' turning, you see to the east:

A north/south junction after 10'

A door north after 30'

A north/south junction after 60'.

At the 25' turning, you see a corridor that turns north after 10'.

At the 35', you see a corridor that turns south after 10' west, and north after 40' east. There's a door north after 35' east, and a red and white painted bullseye outside that door.

candycorn
2010-05-28, 10:35 AM
I'll go to the 35, and then go to that door (the one 35 feet east).

Can I search the bull's eye?

term1nally s1ck
2010-05-28, 11:45 AM
Yeah you can, roll your search check.

candycorn
2010-05-28, 11:49 AM
Ummm... How?

term1nally s1ck
2010-05-28, 11:52 AM
Ahhh, you've not seen it :smallbiggrin:

This forum has a built-in dice roller.

Type:

XDY+Z

into your post, but with X the number of dice, Y the size of dice, and Z your bonus.

In this case, you're rolling 1d20+something, where the something is your search modifier.

You can't preview post when you're rolling dice, it stops them from working. Same if you get flood detected.

You can't edit a roll into a forum post.

candycorn
2010-05-28, 11:54 AM
Ok, here goes. [roll0]

If I find no traps, I'll draw my longsword, and open the door.

term1nally s1ck
2010-05-28, 12:05 PM
There's nothing to be found in the bullseye.

Opening the door reveals the following room:
{table]|A_|B_|C_|D_|E_
1||H|||
2||B|||
3|||||
4|||||[/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]

candycorn
2010-05-28, 12:09 PM
Initiative, I guess? [roll0]

term1nally s1ck
2010-05-28, 12:17 PM
Unless you mean to roleplay at it...

The human moves forward to D3, the beast vanishes, and the human fires a blob of acid at you:

[roll0] for [roll1] acid damage.

term1nally s1ck
2010-05-28, 12:18 PM
Good RNG. Good.

As a spell with an attack roll, it can threaten a crit on a 20.

[roll0] for [roll1] extra acid damage.

Still against flat-footed AC.

candycorn
2010-05-28, 12:26 PM
My AC is 17. My Flat-Footed AC is 16. My Touch AC is 11.

I will move into the room (to E4).
I will then turn on my stance of clarity.
Then I will use Steely Strike.

[roll0] for [roll1]

I will spend an inspiration point for hitting and damage.

term1nally s1ck
2010-05-28, 12:30 PM
You took 6 damage from that blob, then.

You hit him, and do a lot of damage. He's still up, though, and 5' steps back, then fires a rainbow spray at you.

Make a will save, or you're unconscious for [roll0] rounds.

candycorn
2010-05-28, 12:32 PM
Will save: [roll0]

Spending an inspiration point.

term1nally s1ck
2010-05-28, 12:36 PM
You pass. That makes it your turn again, I think.

candycorn
2010-05-28, 12:38 PM
I move towards him, and recover my maneuvers. Then I attack again!

[roll0] for [roll1]

That's my last 2 inspiration points. But I get to heal 4 HP from vital recovery, I think.

If I miss the attack, can I not spend the 2nd point?

term1nally s1ck
2010-05-28, 12:41 PM
Yeah, you don't roll damage if you miss. We do it here anyway, to save time, but you keep the point. (surprised you used a point instead of moment of perfect mind)

You heal up, then the human steps back and fires more acid at you:

[roll0] touch attack for [roll1] acid damage.

candycorn
2010-05-28, 12:43 PM
That misses. My touch AC is 13 with my stance.

I will move forward and attack again, with steely strike.

[roll0] for [roll1]

Last inspiration on the attack.

term1nally s1ck
2010-05-28, 12:45 PM
And that's a miss...bad luck on your attack rolls here.

He steps back again (now up against the door in A2), and casts another color spray. Another will save, please.

candycorn
2010-05-28, 12:46 PM
I'll use moment of perfect mind.

[roll0]

term1nally s1ck
2010-05-28, 12:49 PM
Ooooh dear. Very bad luck with the dice.

You're unconscious for [roll0] rounds, stunned for [roll1], and blinded for 1.

candycorn
2010-05-28, 12:52 PM
...

I think I didn't make a very good character. :(

Saph
2010-05-28, 02:02 PM
It's a pretty good character, actually. I wouldn't get discouraged.

candycorn
2010-05-28, 04:06 PM
So I'm unconscious. What now?

theterran
2010-05-28, 04:17 PM
Yes, but the mage can now move to coup de grace you.

term1nally s1ck
2010-05-28, 04:20 PM
Warblade and Factotum are the combination I used to start with for the best character I ever made. I called him Yugi.

Competent DPS, the ability to use any given item as a weapon, excellent defences, a ridiculous supply of situational/awesome/utility magic items. He basically, any time anything was going badly, pulled out a new trick and blew past whatever was bugging the party.

He killed things by throwing cards at them. He could kill an entire room of mooks with a pebble, or (once I boosted sleight of hand), the Evil lieutenant's own belt that he just stole as a free action.

While unconscious, you get Coup-de-Graced twice:

[roll0] min 2.
[roll1] min 2.

If still alive, You need to make 2 fort saves, with a DC equal to the damage+10. If you fail them, you die.

Or, you can restart in the same starting room.

As for your character, few characters win when they roll a 1, 6, 10 (passed will save), 1, 2, 5.

Given slightly better rolls, you'd have annihilated that encounter.

candycorn
2010-05-28, 09:00 PM
I'll try again.

Initiative... [roll0]

term1nally s1ck
2010-05-28, 09:02 PM
[roll0]

Better luck this time, I hope.

candycorn
2010-05-28, 09:02 PM
We tied. Now what?

term1nally s1ck
2010-05-28, 09:03 PM
He wins due to having a higher modifier.

[roll0] vs flatfooted touch AC for [roll1] acid damage.

candycorn
2010-05-28, 09:04 PM
That misses.

I'll move in and attack with steely strike.

[roll0] for [roll1]

2 inspiration points.

term1nally s1ck
2010-05-28, 09:22 PM
:smalleek:

...150XP.

Looting the body?

(also, I'd like to suggest one thing, for next level. Complete Champion has a feat called Knowledge Devotion. It's pretty much perfect for Factoti.

Even better, you can get it and any other devotion feat (or even 2 more of them, though the Undeath Domain grants Extra Turning, which fuels devotions very very well) by dipping a level of Cleric, using the Cloistered Cleric ACF in Unearthed Arcana. I personally suggest the Healing Devotion. 10 points of healing, plus 10 for every TU use is pretty nice.)

theterran
2010-05-28, 09:24 PM
I agree w/ him about the Cloistered Cleric...

candycorn
2010-05-28, 09:50 PM
So, let me get this straight... If I have domains as a cleric, I also get their devotion?

I'll loot the body!

term1nally s1ck
2010-05-28, 10:16 PM
No, it's in the "Clerics and Domain Feats" section, in CChamp. You can swap out any given Domain for the relevant Devotion. The Cloistered Cleric gets the Knowledge Domain as a bonus, so can swap it out for the Devotion straight off, as long as you have the ranks in the knowledge skills.

Any other Devotion is limited-use, but can be fueled by TU uses. This makes the Undeath Domain, which grants an extra 4 TU uses for taking it, a great choice for the third domain, especially since the L1 spell is pretty good.

Looting the body gets you a longsword and a chain shirt.

candycorn
2010-05-28, 10:33 PM
Ok. I'll leave the room from the same door I entered, and keep going east.

term1nally s1ck
2010-05-29, 11:41 AM
At the end of the corridor, you can see north. There's a door west after 10', and a turning east after 20'.

candycorn
2010-05-29, 12:59 PM
A door to the west? I think I've been in there.
Open that door. If it has a body in it, keep going north.

term1nally s1ck
2010-05-29, 01:04 PM
Yup, that's the room you just cleared.

Looking east: There's a door south after 15', and a turning north after 20'.

candycorn
2010-05-29, 02:08 PM
I think that's a new room. So I'll open it!

By "it", I mean the door.

term1nally s1ck
2010-05-29, 02:09 PM
Opening the door reveals the following room:
{table]|A_|B_|C_|D_|E_
1|||||
2|||||
3||||1|
4|||||
5||||| [/table]
There is a door at B5, and another at B1. There is an orc in the middle of the room. It holds a Ripper and wears a chainmail, as well as a pair of goggles.
Initiative:[roll0]

candycorn
2010-05-29, 02:10 PM
Initiative, again. [roll0]

term1nally s1ck
2010-05-29, 02:16 PM
He charges you:

[roll0] for [roll1] damage.

EDIT: Oops.

candycorn
2010-05-29, 02:18 PM
Well, that kills me... again.

Do I restart the room, or do I have to redo the whole floor?

term1nally s1ck
2010-05-29, 02:22 PM
The floor, I'm afraid.

candycorn
2010-05-29, 02:23 PM
Can I follow the same path to the first room, with the diasppearing dog and the caster?

term1nally s1ck
2010-05-29, 02:25 PM
Opening the door reveals the following room:
{table]|A_|B_|C_|D_|E_
1||H|||
2||B|||
3|||||
4|||||[/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]

candycorn
2010-05-29, 02:26 PM
Initiative: [roll0]

candycorn
2010-05-29, 03:19 PM
And I lose again... poo.

term1nally s1ck
2010-05-29, 03:36 PM
HE moves and fires acid at you:

[roll0] vs flat-footed touch for [roll1]

candycorn
2010-05-29, 03:42 PM
That's a miss.

Move close, Steely Strike.

[roll0] for [roll1]

term1nally s1ck
2010-05-29, 03:49 PM
Extreme pain.

He steps back, and fires a color spray. Make a will save.

candycorn
2010-05-29, 04:03 PM
Moment of perfect mind. [roll0]

candycorn
2010-05-29, 04:05 PM
Move forward.

[roll0] for [roll1]

1 inspiration point, and recovering maneuvers.

term1nally s1ck
2010-05-30, 08:01 AM
He dies.

150XP, longsword, chain shirt.

See? Your char *is* pretty good.

candycorn
2010-05-30, 08:36 AM
Yeah, until she loses initiative, lol.

I have a question. I want to go to the next room... But would I be able to drop my backpack in the doorway when I open the door, and would that make the guy unable to charge me?

term1nally s1ck
2010-05-30, 08:38 AM
No, unfortunately once intiative is rolled, you can't take another action.

You *could* open the door from 5' to one side, so that he'd have to move then attack instead of charging.

candycorn
2010-05-30, 08:45 AM
I shall do that then.

term1nally s1ck
2010-05-30, 08:51 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]

candycorn
2010-05-30, 12:06 PM
Initiative! [roll0]

o.O

term1nally s1ck
2010-05-30, 12:07 PM
He moves towards you, and readies an action.

candycorn
2010-05-30, 12:14 PM
Readies an action? One minute...

Hm. I see.

I'll get in my stance of clarity, since I have to wait until I see him.
Then I'll fight defensively, and use a steely strike.

[roll0] for [roll1]

candycorn
2010-05-30, 12:15 PM
A crit chance? [roll0] for [roll1] more

term1nally s1ck
2010-05-30, 12:22 PM
As you come within reach, he uses his own steely strike.

[roll0] for [roll1]

If you live, then he dies.

IF you live, 150XP, chainmail, ripper, sundark goggles, and some randomly generated treasure I need to make some rolls for.

candycorn
2010-05-30, 12:27 PM
That misses.

I'm AC 19 before I fight defensively, and AC 21 when I do.

term1nally s1ck
2010-05-30, 12:29 PM
Yeah, I hadn't seen the roll when I wrote that.

Woo, random treasure times.

[roll0]

term1nally s1ck
2010-05-30, 12:34 PM
[roll0]x100sp

A gem worth [roll1]gp.

And an item: [roll2]: A scroll

Spoiler for me only:
Scroll of Divine Remove Paralysis

candycorn
2010-05-30, 12:40 PM
I'll loot it all! And then I'll leave the way I came in, and keep going east.

term1nally s1ck
2010-05-30, 12:42 PM
turning north, there's an east/west split after 10', and a turning east after 20'.

candycorn
2010-05-30, 12:43 PM
I'll go north to the intersection.

term1nally s1ck
2010-05-30, 12:45 PM
To the west, you see the corridor you saw at the very beginning.

To the east, there's a door after 20', and a turning south at the same time.

candycorn
2010-05-30, 12:46 PM
The one at the beginning? The one with the door. I'll go west to that door. I'll open it, 5 feet to the side, like last time.

term1nally s1ck
2010-05-30, 01:11 PM
Ack, sorry.

On the way to where you are now, there's a large blue notecard hanging from the wall.

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]

candycorn
2010-05-30, 01:16 PM
Initiative: [roll0]

candycorn
2010-05-30, 01:18 PM
I'll leave the notecard for now.

I'll move in, and attack it with steely strike.

for 1d8+7[/roll]

Spending 2 inspiration points.

candycorn
2010-05-30, 01:19 PM
Whoops! [roll0]

term1nally s1ck
2010-05-30, 01:19 PM
You hit, for [roll0] damage.

You kill it, 150XP, chainmail.

candycorn
2010-05-30, 01:27 PM
I'll loot, then leave out the door I came in from, and head east to that other door.

term1nally s1ck
2010-05-30, 02:01 PM
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.

candycorn
2010-05-30, 02:04 PM
I'll leave out of the door I came, and head south.

term1nally s1ck
2010-05-30, 02:06 PM
You go 10' south, and turn east.

60' east, the corridor turns north.

As you head down this corridor, 20' east, the floor collapses from under you. Make a reflex save.

candycorn
2010-05-30, 02:11 PM
Reflex? [roll0]

Spending an inspiration point.

term1nally s1ck
2010-05-30, 02:22 PM
You fall into a 20' deep pit.

[roll0] falling damage.

candycorn
2010-05-30, 02:39 PM
I think I will drink one of those potions of faith healing.

Then I will use my rope and grapple to climb up.

term1nally s1ck
2010-05-30, 02:40 PM
you go 40' east, and can see north.

Corridor turns west after 10' and 40'.

There's a red notecard on the wall after 5'.

candycorn
2010-05-30, 02:47 PM
I think after that pit, I'm going to start looking for things like that where I'm going.

That's search, I think. I have a +9. Can I just take 10 to search?

And I'm leaving the note alone.

candycorn
2010-05-30, 03:02 PM
Oh, and I'll go down the first turn.

term1nally s1ck
2010-05-30, 03:03 PM
Yeah, you can. I'll say if you find anything.

candycorn
2010-05-30, 03:06 PM
Ok, I'll turn west after 10 feet.

term1nally s1ck
2010-05-30, 03:36 PM
you go 10' west, and see that the corridor turns north, then turns east again after 20'.

10' north, there's another pit. You didn't find it.

Reflex save.

candycorn
2010-05-30, 03:40 PM
Reflex [roll0]

term1nally s1ck
2010-05-30, 03:43 PM
You manage to avoid falling.

10' north, 10' west. 10' south, 10' west, you find a door.

EDIT: I suddenly realise, I gave you the wrong room for the last door. This door is to the same room, so your call on the door you enter in through.

candycorn
2010-05-30, 03:47 PM
No worries. I don't know what's in here, so one door's as good as another, right? I'll go in here.

I'm going to leave my backpack about 15 feet down the hallway, though. It's getting heavy, what with 3 suits of armor in it.

term1nally s1ck
2010-05-30, 04:03 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]

candycorn
2010-05-30, 04:04 PM
Initiative: [roll0]

candycorn
2010-05-30, 04:06 PM
I will move next to the cute little guy, and whack him soundly.

Steely strike!

[roll0] for [roll1]

...Or not, lol.

I'll go into my stance of clarity, and then hope this guy's bite is as little as his... well, everything.

term1nally s1ck
2010-05-30, 04:11 PM
He smirks, and proceeds to batter you with a dual flaming blade attack.


[roll0]
[roll1]
for [roll2] damage, [roll3] fire damage, and [roll4] cold damage.

[roll5]
for [roll6] damage

I'll edit to point out what applies.

candycorn
2010-05-30, 04:15 PM
16 misses. I have AC 19 versus the guy.

candycorn
2010-05-30, 04:21 PM
I'll use Stone Bones next.

[roll0] for [roll1]

1 inspiration point.

Oh, poo. My rolls are going downhill again.

term1nally s1ck
2010-05-30, 04:28 PM
He then tumbles away from you, to the far corner of the room, and gets shrouded in darkness as he does.

This gives him concealment from you.

[roll0] vs DC 15, or you get an AoO.

EDIT: Ninja'd.

You get an AoO first, then that attack misses.

candycorn
2010-05-30, 04:31 PM
[roll0] for [roll1]

1 inspiration point.

term1nally s1ck
2010-05-30, 04:43 PM
Hit.

He tries to attack:

[roll0] for [roll1]

Then drops dead.

150XP, chain shirt, short sword, MW tumble tool, all small.

candycorn
2010-05-31, 09:08 AM
Recover my maneuvers, then leave out the north door.

term1nally s1ck
2010-05-31, 09:43 AM
Out the door, you can see to the east and west.

To the east: Corridor north after 5'. Corridor turns south after 35'.

To the west: Corridor turns north after 25'.

candycorn
2010-05-31, 09:58 AM
I think I'll go west.

term1nally s1ck
2010-05-31, 10:14 AM
To the north:

Turning east after 20'.
Turning west after 30'
Door west after 20'.

candycorn
2010-05-31, 10:18 AM
I'll open the door. ^.^

term1nally s1ck
2010-05-31, 10:22 AM
*now* you find that room with the treasure chest.

candycorn
2010-05-31, 10:30 AM
LOL. I'll skip it for now. It's not going anywhere. Head back out, and go north.

term1nally s1ck
2010-05-31, 10:50 AM
Looking west:

A door south after 10'

A bullseye painted onto the floor after 10'

A T-junction at the end, after 30'.

candycorn
2010-05-31, 11:03 AM
I think that door's to the room with the chest, but I'll open it to make sure. Beyond that, I'll walk to the t-junction.

term1nally s1ck
2010-05-31, 11:07 AM
And the bullseye?

candycorn
2010-05-31, 11:28 AM
Well, it's on the floor, right? And I'm searching everything on the floor now. I trust you'll tell me if I detect anything out of the ordinary. ^.^

term1nally s1ck
2010-05-31, 11:37 AM
Ah yes.

Well, you detect nothing.

The door is the chest room.

At the T-junction:

10' north, there's a T-junction.

20' south, there's a turn west.

20' south, there's a red notecard attached to the wall.

candycorn
2010-05-31, 11:43 AM
I'll go south. I'll leave the notes and stuff until after I feel everything's... well, safer.

term1nally s1ck
2010-05-31, 11:49 AM
door north, turning south after 10' west.

candycorn
2010-05-31, 11:52 AM
I like doors. They have stuff behind them that doesn't involve falling into a pit. I'll open the door.

term1nally s1ck
2010-05-31, 12:36 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]

candycorn
2010-05-31, 12:42 PM
Initiative: [roll0]

candycorn
2010-05-31, 12:45 PM
I'll enter my stance against it. Then, I will move to it and attack with Stone bones.

[roll0] for [roll1]

1 inspiration point spent.

term1nally s1ck
2010-05-31, 01:32 PM
It's hurt. It claws you back.

[roll0] for [roll1]
[roll2] for [roll3]

term1nally s1ck
2010-05-31, 01:33 PM
[roll0] for [roll1]

Crit confirm..

candycorn
2010-05-31, 01:34 PM
Only the first attack hits. DR 5 negates most of the damage, I think.

I'll counter with Steely Strike!

[roll0] for [roll1]

2 Inspiration spent.

Aw, poo. Another 1. Well, 1 spent.

candycorn
2010-05-31, 01:44 PM
So much for me trouncing this thing quickly... sigh.

term1nally s1ck
2010-05-31, 01:48 PM
He strikes back:

[roll0] for [roll1]
[roll2] for [roll3]

What type of damage does your weapon do?

candycorn
2010-05-31, 01:52 PM
It's a longsword, so slashing? Both of your attacks miss, I think.

I'll recover my maneuvers, and attack.

[roll0] for [roll1]

2 inspiration points

term1nally s1ck
2010-05-31, 01:57 PM
You're out of insp points, so couldn't use insp to damage, but you killed him anyway.

150XP.

candycorn
2010-05-31, 02:03 PM
I only count 4 spent of my 5?

No big, I suppose. I got to heal back up when I recovered maneuvers, so there's no harm.

candycorn
2010-05-31, 02:04 PM
I'll go back out the south entrance, and then go east.

term1nally s1ck
2010-05-31, 02:15 PM
Ah, sorry, poor counting.

east, you're going back the way you came.

candycorn
2010-05-31, 02:18 PM
Yes, but I can go north this time. If I go much farther west and south, I'll be back where I started, I think.

term1nally s1ck
2010-05-31, 02:22 PM
Ok, that's cool.

At the T-junction, you see that to both the east and west, there's a turning north after 20'.

candycorn
2010-05-31, 02:26 PM
I'll go east. East sounds good.

term1nally s1ck
2010-05-31, 02:29 PM
After 25' north, door west, after 50' north, turning west.

candycorn
2010-05-31, 02:34 PM
Yay door! I'll stand 5 feet south of the door and open it.

term1nally s1ck
2010-05-31, 02:39 PM
Opening the door reveals the following room:
{table]|A_|B_|C_|D_|E_
1|||||
2|||||
3|||||
4|||1||
5|||||
6|||||[/table]
There is a door at A-6 west, 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]

candycorn
2010-05-31, 02:41 PM
Initiative time! [roll0]

candycorn
2010-05-31, 02:43 PM
I will move next to him and attack with steely strike!

[roll0] for [roll1]

2 points spent.

candycorn
2010-05-31, 02:44 PM
That was a critical threat!

[roll0] for [roll1] additional

term1nally s1ck
2010-05-31, 02:49 PM
Doesn't confirm.

He moves around you, makes one attack, and springs away into the corridor.

[roll0] for [roll1] damage.
If 18-20:
[roll2] for [roll3] damage.

candycorn
2010-05-31, 02:52 PM
That missed.

Hm. I'll recover my maneuver, and move north to A1.

term1nally s1ck
2010-05-31, 03:09 PM
He moves back into the room, and attacks:

[roll0] for [roll1]

candycorn
2010-05-31, 03:13 PM
That's a miss.

Attack back, Steely Strike!

[roll0] for [roll1]

that's 1 inspiration spent.

term1nally s1ck
2010-05-31, 03:31 PM
Miss.

[roll0] for [roll1]

If 18-20

[roll2] for [roll3]

candycorn
2010-05-31, 03:35 PM
Miss

I'll strike at him with Stone bones.

[roll0] for [roll1]

term1nally s1ck
2010-05-31, 03:37 PM
Well, these rolls are sucking..

[roll0] for [roll1]
18-20:
[roll2] for [roll3]

candycorn
2010-05-31, 03:39 PM
I concur.

Recover maneuvers.

[roll0] for [roll1]

term1nally s1ck
2010-05-31, 03:43 PM
Grr...

[roll0] for [roll1]
Cconf:
[roll2] for [roll3]

candycorn
2010-05-31, 03:53 PM
Well, that hit. Ow!

Steely Strike [roll0] for [roll1]

2 more inspiration. Here's hoping.

term1nally s1ck
2010-05-31, 04:07 PM
Huh. 150XP, MW scimitar, MW studded leather, potion.

candycorn
2010-05-31, 04:21 PM
I'll drink my other faith healing potion, to recover... and then I'll leave out the same door I came in, and continue north.

Wait. I have an idea. Can I hit the ground to get the damage reduction from Stone Bones?

If so, I have an idea.

term1nally s1ck
2010-05-31, 04:37 PM
Nope, afraid not.

candycorn
2010-05-31, 04:40 PM
Ah well, I was hoping that it being the only maneuver I had that didn't say it needed to hit a creature would mean I could get DR from hitting anything. Ah well, keep on north.

term1nally s1ck
2010-06-01, 08:49 AM
You go 25' north, then 15' west.

The floor collapses under you...reflex save...

candycorn
2010-06-01, 09:12 AM
reflex [roll0]

term1nally s1ck
2010-06-01, 09:42 AM
You catch the edge easily.

5' more, you're at a 4-way intersection.

10' north, south, and west, the corridor turns right.

candycorn
2010-06-01, 09:54 AM
I'll go west! 8D

term1nally s1ck
2010-06-01, 09:58 AM
To the north at the turning:

Door on each side of the corridor after 20'.

Corridor turns east after 40'.

candycorn
2010-06-01, 02:08 PM
I like the west door! Let's go there!

term1nally s1ck
2010-06-01, 02:10 PM
Opening the door reveals the following room:
{table]|A_|B_|C_
1|||
2|||
3||L|
4|||
5|||C [/table]
There is a door at A-2, and another at C1 east. There is a large lever with a bright red handle in the center of the room. There is a cake in the southeast corner of the room, on a tray bolted to the floor, with frosting reading something. . A note attached to the wall above the cake reads something else.

candycorn
2010-06-01, 02:12 PM
It doesn't look like anything here's going to follow me. I think I'll go out the other door, and come back to this later.

term1nally s1ck
2010-06-01, 02:13 PM
Other door in this room, or other door in corridor?

candycorn
2010-06-01, 02:15 PM
In the room, not the corridor. ^.^

term1nally s1ck
2010-06-01, 02:20 PM
red and white painted bullseye on the floor outside the door.

corridor goes north and south.

candycorn
2010-06-01, 02:21 PM
I'll go south. :D

term1nally s1ck
2010-06-01, 02:35 PM
After 45' south, the corridor turns west for 10' before turning north.

after another 20' south, the corridor will turn west. What do?

candycorn
2010-06-01, 03:07 PM
I'll go 20 feet south, then west. o.O

term1nally s1ck
2010-06-01, 03:25 PM
You find a tripwire on the way.

candycorn
2010-06-01, 03:30 PM
I'll stand 30 feet back, and trip it with my grappling hook and rope.

term1nally s1ck
2010-06-01, 03:57 PM
A dart pops out of the wall.

You find a few doors. One north, one east, one south.

candycorn
2010-06-01, 04:03 PM
I'll take the east door.

term1nally s1ck
2010-06-01, 04:39 PM
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]

candycorn
2010-06-01, 04:40 PM
Initiative [roll0]

candycorn
2010-06-01, 04:47 PM
I will enter my stance, move to him and attack.

Stone Bones for 1d8+2

1 inspiration spent

candycorn
2010-06-01, 04:49 PM
oops!

[roll0]

term1nally s1ck
2010-06-02, 11:43 AM
hit.

He breathes at you:

[roll0] cold damage, reflex halves.

candycorn
2010-06-02, 11:45 AM
I have cold resistance, so I don't think that does anything.

Steely strike!

Attack: [roll0] for [roll1]

2 inspiration spent.

term1nally s1ck
2010-06-02, 11:48 AM
Kill.

150XP, 2 short swords, 4 darts, all small.

candycorn
2010-06-02, 11:57 AM
I gained a level!

It's going to be Factotum / Cloistered Cleric.

I'll take Knowledge devotion and healing devotion instead of domains, and I'll take undeath domain for extra turning.

If I'm reading devotion feats right, I'll permanently give up all 5 turn attempts for 5 extra uses of healing devotion.

http://www.myth-weavers.com/sheetview.php?sheetid=210929
There's the update!

candycorn
2010-06-02, 12:01 PM
From here, I think I'll go out the door I came in, and try the north door.

term1nally s1ck
2010-06-02, 01:33 PM
Actually, you just re-charge it, as a non-action.

You get one use, and you use one TU use to gain another, when you use healing Dev.

Opening the door reveals the following room:
{table]|A_|B_|C_
1|||
2|||
3||B|
4|||
5|||
[/table]

There is a door at C1 North, which you are standing just outside of.
Large red button on a raised stone table in the center of the room. Button reads “PUSH ME” in large white letters, written in common.

candycorn
2010-06-02, 01:40 PM
Are you sure? I read it about 5 times to get used to it, and the Domain feat section earlier says that it's permanent.

"Unless otherwise noted, the benefit granted by any domain feat is a spell-like ability with a caster level equal to your character level. All such effects are subject to spell resistance, and you can dismiss any continuing effect as a
free action. If a domain feat allows a saving throw, its entry provides the necessary information.

If you have the ability to turn or rebuke undead, you can gain additional daily uses of a domain feat's benefit by permanently sacrificing daily uses of that ability."

I'll leave this room, and return to the room with the big treasure chest.

term1nally s1ck
2010-06-02, 02:07 PM
I thought they FAQ'd that, but can't find it.

Hold up, that's the wrong room. My notes have screwed up..

Ctrl+f for 'Room 3' now gives room 13.

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]]

candycorn
2010-06-02, 02:07 PM
Initiative [roll0]

I'll change it to your way unless you rule it otherwise, mmk? :D

term1nally s1ck
2010-06-02, 02:15 PM
elf gets up, and waits for something.

his friend stands, and casts obscuring mist, covering most of the room.

candycorn
2010-06-02, 02:27 PM
I'll move to where I saw the caster, and attack him if I see him.

Steely Strike [roll0] for [roll1]
miss chance [roll2] 1-20 misses

1 inspiration spent, and I miss, sadly.

term1nally s1ck
2010-06-02, 02:39 PM
You do indeed miss.

He moves away from you, not provoking an AoO, and the elf moves towards you and attacks, hearing the fight.

[roll0] for [roll1], [roll2] 1 misses.

candycorn
2010-06-02, 02:41 PM
listen to hear where the caster went [roll0]

term1nally s1ck
2010-06-02, 02:44 PM
east then north.

candycorn
2010-06-02, 02:45 PM
I'll enter my stance, naming the elf my AC opponent. I'll then move towards the caster. I think that gives the elf an aoo.

term1nally s1ck
2010-06-02, 02:49 PM
[roll0] for [roll1], [roll2] 1 misses.

The caster is found in D2.

candycorn
2010-06-02, 02:52 PM
Stone bones on the caster...

[roll0] for [roll1]
Miss chance [roll2] 1 misses

And I'll end by turning on my Healing devotion.

term1nally s1ck
2010-06-02, 04:35 PM
smack.

caster dies.

elf attacks again:

[roll0] for [roll1] and [roll2] 1 misses.

candycorn
2010-06-02, 05:00 PM
Well that hit, but my DR 5 helps.

Recover maneuvers (healing 4 hp), and fight defensively.

attack [roll0] for [roll1]
miss chance [roll2] 1 misses

Fast healing heals me another HP, so I should have 3 total damage taken, and AC 21 versus the elf now.

candycorn
2010-06-02, 05:02 PM
threat [roll0] for [roll1]

term1nally s1ck
2010-06-02, 05:22 PM
hit, and kill.

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

candycorn
2010-06-02, 05:30 PM
Ok, NOW I'll go back to that room with the big chest (after searching the body, and confiscating their possessions).

term1nally s1ck
2010-06-02, 06:00 PM
Hmm...1200XP currently?

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.

candycorn
2010-06-02, 06:09 PM
I'll look at the note, and, if search checks (I now search up to DC 20 when taking 10) don't reveal anything, I'll open it up.

And yes, 1200.

The caster and the elf
The orc with the sundark goggles and the ripper
The Kobold with the Masterwork tumble tool
The color spray caster with the disappearing dog
The gnome guy with the dragon head that breathed cold on me
The blue scaled lizard with a fiery mouth
The hobgoblin guy with the scimitar
The wrinkled humanoid with the claws

That's 8 kills, at 150xp each.

term1nally s1ck
2010-06-02, 06:11 PM
6 platinum pieces.

candycorn
2010-06-02, 06:22 PM
Woo Hoo money!

I'll leave the east door, and continue east!

term1nally s1ck
2010-06-02, 06:40 PM
Turning north after 10', there's a turning east after 10', west after 20', and east after 40'.

candycorn
2010-06-02, 06:41 PM
I'll take the east passage at 10 feet.

term1nally s1ck
2010-06-02, 06:44 PM
turns north after 10', door east after 15'.

candycorn
2010-06-02, 06:57 PM
Door! Yay, going there!

term1nally s1ck
2010-06-02, 07:13 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]

candycorn
2010-06-02, 07:25 PM
Initiative [roll0]

term1nally s1ck
2010-06-02, 07:43 PM
It breathes acid at you.

[roll0] reflex halves.

candycorn
2010-06-02, 07:49 PM
reflex [roll0]
1 inspiration spent.

candycorn
2010-06-02, 07:53 PM
I'll try knowledge devotion on it. I'm going to use collector of stories with that too.

[roll0]
This roll will work for Arcana, Dungeoneering, Local, Nature, Religion, and the Planes.

Let me know what I know from it.

Yay! +2 on devotion!

term1nally s1ck
2010-06-02, 10:38 PM
This is a Clockroach.

It cleans things. Usually, a defined area to keep clean.

Rarely used anywhere, as it tends to regard people as a mess to be 'cleaned'.

candycorn
2010-06-03, 06:50 AM
I'll drop my longsword, draw my sling, and attack!

for 1d4+7[/roll]

2 inspiration (if I hit)

candycorn
2010-06-03, 06:51 AM
Oops! [roll0]

term1nally s1ck
2010-06-03, 06:53 AM
it charges into melee:

[roll0] for [roll1]

candycorn
2010-06-03, 08:54 AM
That's a miss!

I'll drop my sling in the square behind me and pick up my longsword (I believe this provokes an AoO). I'll enter my stance against it, and then attack with steely strike!

[roll0] for [roll1]

1 inspiration spent.

candycorn
2010-06-03, 08:55 AM
Threat! [roll0] for [roll1]

term1nally s1ck
2010-06-03, 09:09 AM
AoO:

[roll0] for [roll1]

then you smack it and it doesn't quite die, being immune to crits.

term1nally s1ck
2010-06-03, 09:10 AM
He attacks with both claws now:

[roll0] for [roll1]
[roll2] for [roll3]

candycorn
2010-06-03, 09:15 AM
The last claw hits...

Recover maneuvers! [roll0] for [roll1]
Heal 4 HP, 1 inspiration spent.

term1nally s1ck
2010-06-03, 09:25 AM
hit, kill.

150XP.

I'd like to note, that you read D&D books at a frightening pace. I know I pointed you at the devotions in CChamp, but still...

candycorn
2010-06-03, 09:31 AM
hit, kill.

150XP.

I'd like to note, that you read D&D books at a frightening pace. I know I pointed you at the devotions in CChamp, but still...

I have 9 hours a day that I am by myself, and I don't have to work! :p

I watch a lot of movies and read a lot. I don't read the whole books, but I read the parts that apply to what I look for. I couldn't tell you about anything in Complete Champion except the feats, but I know the devotion feats now.

I still make mistakes though. I forgot to add my Knowledge devotion bonuses there, even after I rolled them.

o.O

term1nally s1ck
2010-06-03, 09:44 AM
in which case, that last attack didn't happen

Evocative of this strip. (http://www.giantitp.com/comics/oots0034.html)

candycorn
2010-06-03, 09:46 AM
*giggles*

I'll leave the same door I came in, and then go north. :)

term1nally s1ck
2010-06-03, 09:54 AM
at the end of that corridor, (30'), the corridor turns east and west.

West, it turns south after 10'.

East, it turns north after 20', and south after 30'.

candycorn
2010-06-03, 10:08 AM
I'll go west, then south.

term1nally s1ck
2010-06-03, 10:11 AM
you go back in a loop, headed towards the room of the big chest again.

candycorn
2010-06-03, 10:19 AM
That means that the passage west is on this hallway?

term1nally s1ck
2010-06-03, 10:22 AM
you went north, then east to the door, then came back out, went north, then turned west and then went south.

candycorn
2010-06-03, 10:33 AM
That should take me to the same place I was in post 205, except I'm at the turn east at 40. That means that there's a turn west to my south that I haven't taken, unless my thought on the loop isn't right.

term1nally s1ck
2010-06-03, 10:35 AM
no, that's right.

you find a tripwire in the entrance to that turning, though.

candycorn
2010-06-03, 10:37 AM
Can I just step over it without tripping it?

term1nally s1ck
2010-06-03, 10:39 AM
Yup.

Heading up this corridor, the floor crumbles from underneath you: Make a reflex save to avoid falling.

candycorn
2010-06-03, 10:40 AM
Reflex: [roll0] (Inspiration spent)

term1nally s1ck
2010-06-03, 10:42 AM
Definite pass.

There's a door east.

candycorn
2010-06-03, 10:51 AM
I'll try the door!

term1nally s1ck
2010-06-03, 11:09 AM
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]

candycorn
2010-06-03, 11:39 AM
Initiative! [roll0]

term1nally s1ck
2010-06-03, 11:40 AM
Init:

[roll0]
[roll1]
[roll2]

The room is plunged into darkness.

candycorn
2010-06-03, 11:41 AM
Oh, and Knowledge Devotion! [roll0]

This should work for Arcana, Dungeoneering, Local, Nature, Religion, and The Planes.

Darkness? Like the spell, or like total darkness?

term1nally s1ck
2010-06-03, 11:42 AM
it works here, too.

These creatures are Skiurids, from the elemental plane of shadow.

They prefer to hide in the darkness and wait for their victims to enter, and rarely if ever choose to fight in the light.

EDIT: As the spell.

candycorn
2010-06-03, 11:46 AM
So, I can still see the buggers. One is at 5 feet up... That means I can reach it (I think I can reach the 10 foot one too, but I know the one at 15 is out of reach)

Move to it and attack!

Stone Bones [roll0] for [roll1]
Miss chance [roll2] 1 misses

Aw, poo.

term1nally s1ck
2010-06-03, 12:13 PM
Entering the darkness, you take [roll0] damage, and make a fort save or take 1 str damage too.

They teleport into your square and attack:

[roll1] for 1 damage.
[roll2] for 1 damage.
[roll3] for 1 damage.

term1nally s1ck
2010-06-03, 12:19 PM
[roll0] for 1 damage.

Cconf?

candycorn
2010-06-03, 01:08 PM
Yes the crit is confirmed. Poo.

Do they suffer miss chance as well from the darkness?

I'll swift action Activate Fast healing, and Attack the one that critted me.

Steely Strike: [roll0] for [roll1]
Miss Chance: [roll2] 1 misses.

1 inspiration spent.

After that, I'll 5 foot step backwards.

...Wow.

candycorn
2010-06-03, 01:09 PM
And Fort save: [roll0] (1 inspiration)

term1nally s1ck
2010-06-03, 01:10 PM
they pop another couple of darkness effects, and the one that critted 5' steps towards you to continue the attack.

You still need to make a fort save, and now you need to make 2 more.

[roll0] damage, too.

the squirrel:

[roll1] for 1 damage.

candycorn
2010-06-03, 01:12 PM
Fort: [roll0]
Fort: [roll1]