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NeverEnding DM
2010-06-17, 01:07 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=213868)

Darwin
2010-06-21, 09:45 AM
Darryl draws his shield and 10 ft. stick. As he walks to C4 he jabs each square he's about to enter before moving on. He'll stop if he gets any unexpected reaction.

If he reaches C4 he'll search the door and doorframe for traps.

If he doesn't find any traps he'll listen at the door.

Search: [roll0]
Listen: [roll1]

Saph
2010-06-21, 09:47 AM
The door is lead, and sliding. Doesn't appear trapped.

You hear nothing.

Darwin
2010-06-21, 09:51 AM
Would it be possible to push the door open with the pole? If so Darryl will do that, if not he'll open it in regular fashion.

Saph
2010-06-21, 09:52 AM
You could do so, but it would be slower and more awkward than using hands.

Darwin
2010-06-21, 09:54 AM
Definitely worth the trouble. He pushes open the door with the 10 ft. pole.

Saph
2010-06-21, 09:56 AM
You fumble around a bit, manage to get the pole hooked, and push the door open. (Takes about 2 rounds instead of one move action.)

Outside is a corridor running south and east, disappearing quickly into darkness.

Darwin
2010-06-21, 10:04 AM
I put my shield back in it's place and replace it with a torch from my backpack which I light with the torch next to the door. Then I carefully proceed south while jabbing at the floor with my pole at each square.

Saph
2010-06-21, 10:06 AM
You head south.

How far away are you jabbing the floor in front of you?

Darwin
2010-06-21, 10:09 AM
As far ahead as the pole's reach allows me to.

candycorn
2010-06-21, 10:19 AM
Heading south, your torchlight illuminates clearly to 20 feet. At the edges of that light, you see the passage split to the east. Beyond the area of bright illumination, you see that farther down the hall, it looks to end in a T-intersection.

EDIT:

DM ONLY:Current Character Sheet (http://www.myth-weavers.com/sheetview.php?sheetid=217960)

Darwin
2010-06-21, 10:22 AM
I move forward to the split while tapping the floor ahead of me. When I reach it I'll peek around the corner.

candycorn
2010-06-21, 10:25 AM
5 feet before you reach the split, as you tap the floor 10 feet ahead of you, you hear a click! as a plate in the floor slides down.

Trap Touch Attack! [roll0] for [roll1] acid damage.

Darwin
2010-06-21, 10:27 AM
Against the pole, or me?

candycorn
2010-06-21, 10:30 AM
Against you.

Darwin
2010-06-21, 10:33 AM
10's a miss, Darryl's quite unharmed. Can I check the trigger plate to see if the trap has been automatically reset?

candycorn
2010-06-21, 10:35 AM
Would you like to press it again to see? ^.^

Darwin
2010-06-21, 10:37 AM
Would you like to press it again to see? ^.^

Why that sounds like a splendid idea! If I had been an acid-breathing shark and not a human :smalltongue:

Can I determine it with a search check?

candycorn
2010-06-21, 10:43 AM
Search would let you find a trap. It's already found.

For a mechanical trap, it may even tell you if it's ready to trigger.

For a magical trap? You need magic to tell if it's reset.

Darwin
2010-06-21, 10:48 AM
How wide is the corridor? Is it possible to move around the trigger plate, or simply step over it without having to make a jump check?

Also, I'll look down the corridor to the east.

candycorn
2010-06-21, 10:50 AM
The corridor to the east travels for 10 feet, then turns north.

You can't go around it, but you could jump it with a DC 5 jump check (DC 10 if you don't get a running start).

Darwin
2010-06-21, 10:59 AM
Before I move on I tap the square adjacent to trap ahead of it with my pole (can you "tap" defensively to get a bonus to AC against eventual traps? :smalltongue:). If nothing happens I'll take 10 on the jump check for a result of 6 and move to the end of the T-intersection, tapping the squares 10 ft. ahead of me.

candycorn
2010-06-21, 11:15 AM
No, you cannot tap defensively. However, it seems safe. Jumping across yields the following:

The corridor runs west a short distance before turning south.

To the east, the corridor extends all the way to the edge of your torchlight, turning north at the very end. Just before that turn, there's a door on the north wall. In front of it, there's something on the ground, but you can't make it out in the shadowy light.

Darwin
2010-06-21, 11:21 AM
I'll move down the eastern corridor, tapping the floor as I go, until the object lying in front of the door becomes clearly visible.

candycorn
2010-06-21, 11:27 AM
At 20 feet distance, it becomes visible as a large red and white bullseye painted on the floor.

Darwin
2010-06-21, 11:33 AM
I drop the pole and torch to the floor, making sure the torch doesn't go out. I wrap one of my rations in a sack and throw it at the bullseye, then immediately drop to the floor as the packet is still in the air.

candycorn
2010-06-21, 11:35 AM
Make a ranged touch attack at a -8 penalty vs AC 5.

Darwin
2010-06-21, 11:37 AM
Ration in a sack ahoy! [roll0]

Forgot the +1 from point-blank shot. But the result is still the same.

candycorn
2010-06-21, 11:38 AM
Scatter: [roll0]

Your sack flies to just around the corner to your east.

Darwin
2010-06-21, 11:39 AM
I have one more sack and plenty rations in my backpack. I'll have another go! [roll0]

Edit: I'll be damned!

candycorn
2010-06-21, 11:43 AM
Scatter: [roll0]

EDIT: The rations sack smacks into the northwest wall and lands 15 feet away, just before the bullseye.

Darwin
2010-06-21, 11:49 AM
I tie one end of my silk rope to my shield, then proceed to throw the shield at the bullseye target while lying prone on the floor. I'll retry this until I finally get a hit.

candycorn
2010-06-21, 12:03 PM
After a couple tries, you hit it.

Nothing happens.

Darwin
2010-06-21, 12:42 PM
I untie my shield and leave the thrown objects on the floor for later. I pick up my torch and shield, and with the ever-popular floor tapping I make my way to the western end of the corridor.

candycorn
2010-06-21, 12:59 PM
Ok, you pass the bulleye and the door, to the next corner.

The passage goes north. At the edge of the torch's bright light, the corridor turns east.

Also, 10 feet north of you there is a door on the west wall.

Darwin
2010-06-21, 01:30 PM
I tap the squares ahead of me until I reach the door in the western wall.

If nothing happens I'll search the door for traps

Search: [roll0]

Edit: Wait, can I take 20 when searching for traps? >.>

candycorn
2010-06-21, 01:37 PM
Yes. Yes, you can. :)

It takes 2 minutes per 5 foot section to take 20.
Taking 10 is much faster, requiring only a round, but won't get your search as high.

Darwin
2010-06-21, 02:06 PM
Can I choose to take 20 on another search check on that door. Or is it too late now that I've already made my roll?

candycorn
2010-06-21, 03:41 PM
No, you can take 20 on any roll where there is no penalty for failure, and where time isn't an issue (and you're not in danger or distracted).

So you can take 20 here.

Darwin
2010-06-21, 03:47 PM
I take 20 to search the door for traps with a total result of 27.

candycorn
2010-06-21, 03:50 PM
You don't find any traps.

Darwin
2010-06-21, 03:55 PM
I listen at the door.

Listen - [roll0]

If I hear nothing suspicious I'll draw my Longsword and put away the 10 ft. pole. Then I'll open the door halfways and peek inside.

candycorn
2010-06-21, 04:51 PM
Opening the door reveals the following room:
{table]|A_|B_|C_|D_|E_
1|||||
2|H|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]

You are outside of E-3.

Darwin
2010-06-21, 05:12 PM
Initiative - [roll0]

Is the room illuminated in any way other than from my torchlight?

candycorn
2010-06-21, 06:42 PM
Just torchlight.

The human points and grunts, and the beast pads silently across the room to E3. The human then moves to C2.

Your turn.

Darwin
2010-06-22, 01:48 AM
I'll try a Sapphire Nightmare Blade strike on the beast.

Concentration

If the Concentration check beats the beast's AC:
Spend 1 Inspiration point for a +3 to damage rolls.
Attack - [roll]1d20+ (against flat-footed AC)
Damage - 1d8+1d6+2

If the Concentration check fails to beat the beast's AC:
Attack - [roll1]
Damage - [roll2]

After that I close the door as a move action.

Darwin
2010-06-22, 01:54 AM
Messed up the rolls in the first spoiler:

If the Concentration check beats the beast's AC:
Spend 1 inspiration point for a +3 to damage rolls.
Attack - [roll0] (against flat-footed AC)
Damage - [roll]1d8+5[roll]
Extra Damage - [roll1]

Darwin
2010-06-22, 01:55 AM
Fail yet again.

Damage - [roll0]

Sorry for the clutter. It's early in the morning and I'm not fully awake yet :smallsigh:

candycorn
2010-06-22, 01:53 PM
Your sword stabs into the beast, and it vanishes.

You have a move action remaining.

Darwin
2010-06-22, 02:10 PM
I close the door and take a 5 ft. step south.

EDIT: Did the creature feel solid as I stabbed it and was it wounded by the attack?

candycorn
2010-06-22, 03:38 PM
It did not. It just... vanished.

DM Only:Human moves to the door and readies an action (cast his level 1 spell if LOS is gained.

Your turn again.

Darwin
2010-06-22, 03:49 PM
Hm, a Displacer Beast cub or something of the sort perhaps... This doesn't look like it's going to be a cakewalk :smallannoyed:

I'll ready an action to perform a regular melee attack against the next enemy that comes within range.

candycorn
2010-06-22, 04:14 PM
The door opens, and you see the human in it. Right now, he benefits from cover, but if you take a 5 foot step north before your readied action, he won't.

Darwin
2010-06-22, 04:42 PM
Will I provoke an attack of opportunity from the beast if it's somehow hiding in that square? If so I'll accept the cover and attack the man, If not I'll move 5 ft. and attack him.

Attack - [roll0]
Damage - [roll1]

candycorn
2010-06-22, 05:38 PM
You will not on a 5 foot step. Your Attack misses.

The human takes a 5 foot step back and casts a spell.

Will Save, please.

Darwin
2010-06-22, 05:56 PM
I'll use my Moment of Perfect Mind in place of the Will Save.

[roll0]

EDIT: Uh oh...

candycorn
2010-06-22, 06:46 PM
You Are Unconscious, Blinded, and Stunned for: [roll0] rounds.
Then you are Blinded and Stunned for: [roll1] rounds.
Then you are Stunned for 1 round.

candycorn
2010-06-22, 06:47 PM
Coup de Grace 1: [roll0]
Coup de Grace 2: [roll1]
Coup de Grace 3: [roll2]
Coup de Grace 4: [roll3]
Coup de Grace 5: [roll4]
Coup de Grace 6: [roll5]

-1 more on each roll. Still enough to kill.

Darwin
2010-06-22, 06:54 PM
2d8 damage from a CR1 encounter? :smalleek:

Oh well :smallbiggrin: how do I start over? Will I have to post my sheet for a new check and thread. Or can I just restart here and reset my sheet?

candycorn
2010-06-22, 06:57 PM
Yes, you can reset with the same character.

And 2d8-2 is because Coup De Grace's automatically crit, but may only be done on helpless foes. You were unconscious.

EDIT::
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=213868)

Darwin
2010-06-22, 07:12 PM
Ohh right, can't believe I forgot that @.@

Anyway! New sheet link here (http://www.myth-weavers.com/sheetview.php?sheetid=217960).

Assuming I start in the same room and that I can use my player knowledge freely I'll:

1. Open the door to the south and light one of my own torches.
2. Move down the south corridor until I reach the square with the Acid trap triggered by a floor plate.
3. Take 10 to jump over it.
4. Load my crossbow and drop my backpack here.
5. Move Silently [roll0] down the hall to the door where I died at.
6. Open the door and take a shot at the man in the room, then close the door. Attack [roll1], Damage [roll2]
7. Initiative [roll3]

Yay for fast-forwarding! :smallbiggrin:

Edit: +1 to attack and damage if he's within 30 ft. from Point-Blank Shot.

candycorn
2010-06-22, 08:25 PM
First: Your sheet needs to be public.

Second: If it's a new character, rather than the old one, you need to get it approved in the recruiting thread.

Player knowledge can be used freely, but if you try to use it to bypass traps, I will move them. I can promise that.

Darwin
2010-06-22, 08:40 PM
The sheet is now public, and it's the same character with his inventory and stats reset.

As for the traps, I'll assume the traps have been moved after each death and just perform the regular tapping routine with my 10 ft. pole as I travel the corridors unless noted otherwise. Is that ok? :smallsmile:

candycorn
2010-06-22, 08:44 PM
That's fine. I don't mind if you use them to find rooms and encounters, but I don't want people bypassing the traps without finding them.

Also: Even if you, the player, knows what's behind a door, unless your character does, there's no surprise round.

Darwin
2010-06-22, 09:00 PM
That's alright :smallwink:

I'll still follow the same procedure as mentioned above. Except that I'll be poking around for traps instead of assuming it to be in the square where it was before.

candycorn
2010-06-22, 09:16 PM
Touch attack for acid trap: [roll0] for [roll1] acid.

candycorn
2010-06-22, 09:17 PM
Opening the door reveals the following room:
{table]|A_|B_|C_|D_|E_
1|||||
2|H|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
2010-06-22, 09:18 PM
Again, the beast moves silently to directly in front of the door (E3), and the human moves to C3.

You're up.

Darwin
2010-06-23, 05:42 AM
Still take a shot at the man as mentioned earlier then close the door. The attack and damage rolls are in the post.

candycorn
2010-06-23, 06:02 AM
That hits.

DM Only: Beast Disappears.

Caster moves to C3, and readies an action to cast his level 1 spell

Your turn.

Darwin
2010-06-23, 06:15 AM
I move 30 ft. north and reload my crossbow.

candycorn
2010-06-23, 06:20 AM
You're in a hallway that goes 10 feet north before turning east, and 10 feet south before turning west.

Please redo your move.

Darwin
2010-06-23, 06:37 AM
Ah, I was under the impression that the corridor kept going north as well.

I'll reload my crossbow, and then move 30 ft. down the corridor going south, ending in the corridor that goes west.

candycorn
2010-06-23, 06:43 AM
Ok. Your turn.

Darwin
2010-06-23, 06:47 AM
I'll ready an action to shoot anyone casting a spell.

If nothing happens after a few minutes I'll go back and pick up my backpack, then proceed west through the corridor and peek around the corner to the south.

candycorn
2010-06-23, 07:23 AM
After a few minutes, you get your backpack. Nothing unusual in the south corridor.

Darwin
2010-06-23, 07:26 AM
I pack away my crossbow and draw my 10 ft. pole. Then I move down the south corridor merrily tapping the floortiles.

candycorn
2010-06-23, 07:48 AM
When you say "The south corridor"...

Precisely where are you referring to?

Darwin
2010-06-23, 07:50 AM
At the western end of the corridor with the bullseye painted on the floor there should be a turn to the south, unless I've messed up my map somehow.

candycorn
2010-06-23, 08:26 AM
Corridor goes south 10 feet, then east. As you test 10 feet down the east corridor....

Acid!

Touch:[roll0] for [roll1]

Darwin
2010-06-23, 08:49 AM
Where does the acid come from? Does it only hit the square 10 feet behind the trigger plate?

candycorn
2010-06-23, 10:25 AM
It comes from the square with the panel, and shoots for you. You have always been in the square 10 feet behind it, so yes, as far as you know, all targets have been 10 feet behind the panel.

Darwin
2010-06-23, 02:22 PM
Alright, time for a change of plan. From now on I'll try to poke the squares 5 feet ahead of me, instead of 10 ft.

Moving down the corridor till I come across anything interesting.

candycorn
2010-06-23, 02:33 PM
Shortly thereafter, your poking reveals a pit trap, 5x5, but 20 feet deep.

Darwin
2010-06-23, 02:35 PM
Success! :smallbiggrin: I stretch out the pole to 10 ft. to poke the square immediately after the pit trap to check for another one.

candycorn
2010-06-23, 02:37 PM
That one seems solid enough.

A DC 5 jump check will clear it (DC 10 without a running start).

Darwin
2010-06-23, 02:40 PM
If the square ahead of it seems safe I'll take 10 on my jump and cross it. Then proceed to move down the hall poking 5 ft. ahead of me.

candycorn
2010-06-24, 05:29 AM
You move 5 feet down the hallway, and tap the square ahead of you and...

Acid!

Touch attack: [roll0] for [roll1] acid damage

Darwin
2010-06-24, 07:22 AM
*grumbles* :smallannoyed:

I'll take 10 to jump past the acid trap trigger. After that I drop prone and try to poke it to see if it's been reset and/or wheter It'll always target me or a specific square.

candycorn
2010-06-24, 07:26 AM
Pressing it again seems to have no effect.

Darwin
2010-06-24, 07:30 AM
Might have a longer reset time than one round. I'll wait a minute, then try to poke it again.

If nothing happens I'll walk down the corridor and return to poking 10 ft. ahead of me.

candycorn
2010-06-24, 03:04 PM
After a minute, nothing happens when you poke it.

Shortly after the 2nd acid trap, there's a door on the north wall.

Darwin
2010-06-27, 04:12 AM
I'll take 20 to search the door (27).

candycorn
2010-06-27, 07:42 AM
It looks to be a door.

Darwin
2010-06-27, 08:18 AM
Is that the result I get for forgetting to mention that I'd search for traps, or does it simply appear to be untrapped?

candycorn
2010-06-27, 08:28 AM
It doesn't appear to be trapped.

Darwin
2010-06-27, 08:35 AM
Alrighty :smallsmile:

I drop my backpack and pole next to the door. I wield and load my crossbow and open the door on half.

candycorn
2010-06-27, 08:53 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]

You are at the B5 door.

Darwin
2010-06-27, 08:58 AM
Initiative: [roll0]

candycorn
2010-06-27, 05:43 PM
The Orc moves in front of your doorway (to B5) and shouts, "STEELY STRIKE!"

Attack:[roll0] for [roll1]
(if 19-20): [roll2] for [roll3]

DM Only:Stance activated after attack
All missed, your turn.

Darwin
2010-06-27, 06:09 PM
I drop the crossbow, draw my sword and execute Sapphire Nightmare Blade.

Concentration [roll0]

Darwin
2010-06-27, 06:12 PM
Assuming the Concentration check beats the Orc's AC I'll use 2 Inspiration points to boost both attack and damage. If it doesn't I'll stick to a regular attack.

Attack - [roll0]
Damage - [roll1]
Extra Damage - [roll2]

candycorn
2010-06-27, 06:32 PM
150xp.

Ripper, Chainmail, Goggles.

Darwin
2010-06-27, 06:40 PM
*Happy dance* :smallbiggrin:

What's the stats on the Ripper? I've never heard about it before :smallconfused:

candycorn
2010-06-27, 06:44 PM
pretty much a greatsword. Martial 2 hander, 2d6 base damage, 19-20 crit.

Darwin
2010-06-27, 06:49 PM
I pick up My backpack, the goggles (zey do nothing!) and the Ripper which I tie to my backpack. I'll take a regular search check to search the room for secret doors, and after that I'll take 20 to search the northern door for traps.

Search - [roll0]

candycorn
2010-06-27, 06:59 PM
A search check can check a single 5 foot square's floor, wall (5 foot section only), door, or ceiling. It can't check an entire room. If you'd like to take 10, you can, otherwise, roll them.

Darwin
2010-06-27, 07:03 PM
You want a seperate roll for each square in the room? Why not just use the one roll to determine if I find whatever there may be to find, as long as it isn't boosted by a limited resource the result should be the same?

Anyway, I'll stick to taking 10 on the room instead, rolling 25 search checks seems a bit awkward :smallbiggrin:

candycorn
2010-06-27, 08:06 PM
You don't find anything in the room.

Darwin
2010-06-27, 08:40 PM
Assuming I didn't find anything on the door with a take 20 I'll go ahead and open it.

candycorn
2010-06-27, 09:59 PM
The hallway outside goes east and west.

To the east: It goes 5 feet and turns north.

To the west: It goes 15 feet and turns south.

Darwin
2010-06-28, 07:42 AM
I'll take the eastern route.

candycorn
2010-06-28, 08:55 AM
You go east to the turn.

The passage runs north 20 feet.
At 10 feet, the passage splits east and west.
At 20 feet, the passage turns east.

Darwin
2010-06-28, 09:55 AM
I'll take the western passage.

candycorn
2010-06-28, 10:46 AM
Your torchlight illuminates 20 feet down the hallway. The hallway extends farther west.

As you travel down the corridor, you see a door on the north wall (30 feet west of the intersection).

As you approach it, Acid trap!

Ranged touch: [roll0] for [roll1] acid

Darwin
2010-06-28, 11:30 AM
Are you sure it's acid, and not cotton candy... Sweet, delicious cotton candy? :smallbiggrin: I'll really have to find a way to bypass these. Unless I find a way to heal I'll die from exploring the corridors. :smalleek:

Would it be possible to tie a torch to the end of my 10 ft. pole with a silke robe to make it able to poke another square ahead?

candycorn
2010-06-28, 12:45 PM
Yes, it would be possible to cobble together an improvised 12 foot pole, with rope, a torch, and a 10 foot pole, and get to poke an area 15 feet ahead of you.

Darwin
2010-06-28, 12:53 PM
Great! I'll do that and keep moving past the door down the hall while poking 15 ft. ahead of me.

candycorn
2010-06-28, 01:09 PM
Your prodding reveals a pit trap 15 feet ahead of you, shortly before a passage that goes north and south. 10 feet past that, the passage turns south. At the turn, there is a door on the north wall. The door is open.

Darwin
2010-06-28, 02:20 PM
I'll go to the door in the north wall just to check wheter it's the room I started in or not.

candycorn
2010-06-28, 02:23 PM
It is, in fact, the starting room.

Darwin
2010-06-28, 02:53 PM
*Gasps* The thrill of discovery! :smallbiggrin:

I think I'll go back east, as long as the corridor will take me.

candycorn
2010-06-28, 03:08 PM
The corridor travels 80 feet east. At the end of the hallway, the corridor turns south. Also at the end of the hallway is a door on the east wall.

Darwin
2010-06-28, 03:36 PM
I'll go south and see if it connects with the other corridor I've already explored.

candycorn
2010-06-28, 03:47 PM
It goes south 10 feet and turns east.

The passage runs east 60 feet and turns north. You reveal a pit trap about 1/3 of the way down the passage.

The passage runs 40 feet north.
At 10 feet, the passage splits west.
At 40 feet, the passage turns west.

Darwin
2010-06-28, 03:52 PM
I'll take the split to west at 10 ft.

candycorn
2010-06-28, 04:36 PM
The passage goes west 10 feet, then north 20 feet. Halfway along this, you discover and pass a pit trap. After this, the corridor turns west and goes 10 feet, then south for 10 feet.

Finally, the passage goes west for 5 feet and dead ends. On the west wall is a door.

Darwin
2010-06-28, 04:43 PM
I carefully listen at the door by taking 20 (16). Then I'll search the door for traps with another take 20 (27).

candycorn
2010-06-28, 05:31 PM
It is a ver quiet door. It doesn't appear to be trapped.

Darwin
2010-06-28, 05:33 PM
I'll draw a dagger and leave my pole at the entrance. Then I open the door.

candycorn
2010-06-28, 05:36 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 outside of F4.

Darwin
2010-06-28, 05:41 PM
Initiative - [roll0]

Darwin
2010-06-28, 05:46 PM
Free action: Drop my backpack

Standard Action: Throw dagger, if I hit I'll boost the damage with Inspiration.
Attack - [roll0]
Damage - [roll1]

Move Action: Close the door

Free action: 5 ft. step backwards.

candycorn
2010-06-28, 05:52 PM
150xp.

Chain Shirt, Short Sword, MW Tumble tool (all small).

Darwin
2010-06-28, 05:55 PM
Is the tumble tool still useable to me?

I'll pick up my stuff (dagger, backpack, pole) and the kobold's tumble tool. After that I'll check the 2 doors in the room for traps by taking 20 (27).

candycorn
2010-06-28, 06:02 PM
Yes, it is.

No traps found.

Darwin
2010-06-28, 06:05 PM
Trying my luck with the northern door.

candycorn
2010-06-28, 06:12 PM
Passage goes east 35 feet. At 5 feet, it splits north. At 35 feet, it turns south.

Passage goes west 25 feet, then turns north.

Darwin
2010-06-28, 06:18 PM
I'll check out the northern split on the eastern passage.

candycorn
2010-06-28, 06:38 PM
It goes north 10 feet, east 30 feet, north 20 feet, then west 20 feet, ending in a door.

Darwin
2010-06-28, 06:44 PM
Take 20 on Search (27) and Listen (16). If I don't find/hear anything I'll open the door with a dagger drawn.

candycorn
2010-06-28, 06:46 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]

Darwin
2010-06-28, 06:48 PM
Initiative - [roll0]

candycorn
2010-06-28, 06:52 PM
It shoots a stream of acid at you!

[roll0] acid damage, Reflex DC 14 half.

Darwin
2010-06-28, 07:00 PM
I'll boost my save with Inspiration.

Reflex save [roll0]

Darwin
2010-06-28, 07:04 PM
Actions:

Standard: Throw dagger, if I hit I'll use Inspiration to boost damage.
Attack: [roll0]
Damage [roll1]

Move Action: Close the door.

Free Action: 5 ft. step backwards.

candycorn
2010-06-29, 05:47 AM
That's a miss.

DM Only:Burrows into the wall, Directly above pc

your turn.

Darwin
2010-06-29, 06:34 AM
I ready an action to run back down the hall if the creature comes after me.

If nothing has happened after a minute I go back and take the western passage instead.

candycorn
2010-06-29, 06:45 AM
Certainly aren't suffering from an excess of bravery, I see.

Nothing happens for 4 rounds.

DM Only:creature burrows around to behind the player, ground level.

On round 5, the creature burrows up from behind you. The door is 10 feet to your west, and the bug thing is 5 feet to your EAST.

If you want to take your ready action, do so.

Otherwise: [roll0] Acid, Reflex half.

Darwin
2010-06-29, 06:59 AM
The bravery left with my hp. At 4 hp and half a dungeon left to explore I'm not taking any chances.

Can I use Tumble on my readied action or will I have to stick to clean movement?

candycorn
2010-06-29, 07:09 AM
You may use tumble, if you like.

Darwin
2010-06-29, 07:32 AM
On second though, a failure on a DC 25 will force me to stop in front of the creature, and still suffer the acid damage.

Is it possible to move through the creature, or perhaps jump over it? Seems like I'll have to suffer an AoO if I want to have any decent chance of surviving any way.

candycorn
2010-06-29, 07:51 AM
Jumping or tumbling will get you through. With jump, you'll take an AoO.

Darwin
2010-06-29, 08:08 AM
What is the Jump DC?

EDIT: Can I take free actions during a readied action? Because if not I can't succeed even with a natural 20 on either roll. :smallfrown:

candycorn
2010-06-29, 08:15 AM
DC 10 20 (forgot about vertical clearance needed). And you cannot take free actions, but you could take a nonaction (such as Factotum boost to skill)

Darwin
2010-06-29, 08:27 AM
Inspiration won't make a difference. I'm 4 points short for the Jump check to be possible, and 2 points short for the Tumble check.

Reflex save with Inspiration - [roll0]

candycorn
2010-06-29, 08:35 AM
Failed. That's 10 damage.

Darwin
2010-06-29, 08:44 AM
-6. Dead.

Could I possibly be allowed to rotate feats and/or equipment around before restarting, or will I have to go through another sheet-check and wait for a new thread for that?

candycorn
2010-06-29, 09:43 AM
If it's a simple 1 for 1 feat swap, and you tell me what you're changing, I can verify you.

Darwin
2010-06-29, 09:57 AM
I'd like to switch Ironheart Aura for Vital Recovery. I made the mistake of planning out my build to level 20, taking requirement feats at levels where they do me no good. I'll just use retraining to get it back should I ever reach level 6 where I'll need it :smallsmile:

Also, would you allow me to swap my Light Crossbow and 10 gp for a Wand of Lesser Vigor with 3 charges? That might be asking for too much, but it doesn't hurt to ask :smallwink:

candycorn
2010-06-29, 11:08 AM
go for it. ^.^

Darwin
2010-06-29, 11:25 AM
Thanks! Hopefully that'll be enough to get me to the next floor :elan:

As I start anew I quickly produce my extended makeshift pole and light a torch.

Without hesitation I make my way to the room with the mage and the disappearing beast by following the eastern corridor and turning south at the second bend. As I reach the door on the western wall I drop my backpack and pole, ready my trusty longsword and open the door.

candycorn
2010-06-29, 11:29 AM
halfway down the east hallway, you discover a pit trap, and cross it. Just after that...

Acid! [roll0] for [roll1]

Darwin
2010-06-29, 11:38 AM
I solemnly swear I'll get revenge on those acid traps some day! :smalltongue:

Moving on.

candycorn
2010-06-29, 11:49 AM
Opening the door reveals the following room:
{table]|A_|B_|C_|D_|E_
1|||||
2|H|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.

candycorn
2010-06-29, 11:53 AM
Initiative:[roll0]

Darwin
2010-06-29, 11:54 AM
Initiative [roll0]

Darwin
2010-06-29, 11:58 AM
I activate Punishing Stance and rush in (regular move) to attack the mage.

Sapphire Nightmare Blade
Concentration [roll]1d20+5[roll]
Attack - [roll0]
Damage with Inspiration- [roll1]
Extra Damage (Punishing Stance) - [roll2]
Extra Damage (Sapphire Nightmare Blade) - [roll3]

EDIT: Oh bugger :smallannoyed:

candycorn
2010-06-29, 12:00 PM
Where do you move to in the room?

Darwin
2010-06-29, 12:03 PM
B3, entered from C4 to avoid AoO from the beast.

candycorn
2010-06-29, 01:22 PM
Ok. The beast vanishes, as the human moves 5 feet northeast to B1, and casts a spell. Will save, please.

Darwin
2010-06-29, 01:59 PM
Inspiration boosted Will - [roll0]

EDIT: *shakes angry fist at the merciless dice god*

candycorn
2010-06-29, 03:53 PM
... Pass!

You resist the spray of colors that wash over you.

Darwin
2010-06-29, 04:02 PM
Phew! That was a close one :smallbiggrin:

5 ft. step to A2

Regular melee attack (to recover maneuvers and activate Vital Recovery)

Attack - [roll0]
Damage (+inspiration) - [roll1]
Damage (punishing stance) - [roll2]

candycorn
2010-06-29, 04:04 PM
He moves 10 feet away, provoking an AoO.

After that resolves, he casts another spell. Will save please.

Darwin
2010-06-29, 04:08 PM
Attack - [roll0]
Damage (+inspiration) - [roll1]
Damage (punishing stance) - [roll2]

Darwin
2010-06-29, 04:10 PM
Moment of Perfect Mind replaces will save with a concentration check:

Concentration - [roll0]

EDIT: :smallannoyed:

candycorn
2010-06-29, 04:29 PM
Unconscious for: [roll0] rounds, then
Blind/Stun for: [roll1] rounds, then
Stun for 1 round.

Darwin
2010-06-29, 04:33 PM
Did I miss the attack, or was the damage not sufficient to kill him?

Anyway, I assume he kills me in my unconsciousness?

candycorn
2010-06-29, 04:35 PM
Human ends turn. (1 round elapses)

Human moves next to you and attacks: [roll0] for [roll1] (vs Flat footed AC -13 (-2 stun, -2 blind, -4 prone, -5 dex(helpless))) (1 round elapses)

Human Coup de grace [roll2] and Fort save (DC 19) (1 round elapses, Unconscious ends)

Human attack: [roll3] for [roll4] (vs flat footed AC -8 (-2 stun, -2 blind, -4 prone)) (1 round elapses, blind ends)

Human attack: [roll5] for [roll6] (vs flat footed AC -6 (-2 stun, -4 prone)) (1 round elapses, stun ends)

Assuming you survive that, your turn.

Darwin
2010-06-29, 04:41 PM
Dead. Sad thing is that this guy should be a pushover with Moment of Perfect Mind, yet I utterly fail at my Will save, twice in a row now :smallannoyed:

*ahem*

As I start anew I quickly produce my extended makeshift pole and light a torch.

Without hesitation I make my way to the room with the mage and the disappearing beast by following the eastern corridor and turning south at the second bend. As I reach the door on the western wall I drop my backpack and pole, ready my trusty longsword and open the door.

Initiative - [roll0]

candycorn
2010-06-29, 05:11 PM
EDIT: This guy's not a pushover simply because he has staying power.

Find the pit...
Hit the acid: [roll0] for [roll1] acid.

Then:

Opening the door reveals the following room:
{table]|A_|B_|C_|D_|E_
1|||||
2|H|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:[roll2]

Darwin
2010-06-30, 04:38 PM
Sorry for not posting in a while. I've been busy packing all my stuff since I'm moving to a new apartment tomorrow. I'll post again sometime the day after tomorrow if all goes well. Thanks for being patient with me so far :smallbiggrin:

Darwin
2010-07-01, 10:54 AM
Swift action: Activate Punishing Stance

Full-Round action: Charge to B3 and attack the caster.

Attack - [roll0]
Damage + Inspiration - [roll1]
Punishing Stance Damage - [roll2]

candycorn
2010-07-01, 11:14 AM
Hit! And you hurt him. The dog disappears.

His turn: 5 foot step to B1, Cast a spell. Will save.

Darwin
2010-07-01, 11:19 AM
*Crosses fingers* Come on Moment of Perfect Mind, don't fail me now!

Will save - [roll0]

candycorn
2010-07-01, 12:51 PM
Pass. Also, Moment of perfect mind isn't a save. It's a skill check. That means that if you are good enough, you don't auto fail on a 1 (and if you're bad enough, you don't auto pass on a 20).

Darwin
2010-07-01, 01:45 PM
Which isn't really neccesary if already have a 95% chance to succeed on the save in the first place :smallwink:

A quick question though. If I refresh my maneuvers now will I be able to use MoPM against his next spell? I'm pretty sure I won't but I want to make sure.

candycorn
2010-07-01, 04:15 PM
Yes, you will.

Darwin
2010-07-01, 04:24 PM
Alrighty then :smallbiggrin:

Free - 5. ft step to A2

Swift - Recover maneuvers + Vital Recovery activation

Standard - Regular melee attack in punishing stance
Attack - [roll0]
Damage (longsword) + Inspiration - [roll1]
Damage (punishing stance) - [roll2]

candycorn
2010-07-01, 04:28 PM
150 xp.

Chain shirt, Longsword.

Darwin
2010-07-01, 04:33 PM
Finally! :smallbiggrin:

Leaving the loot for later. I can't carry all of it around with me.

Take 20 (27) search to check out the door on the western wall.

candycorn
2010-07-01, 04:39 PM
It seems to be a door.

Darwin
2010-07-01, 04:41 PM
How sure am I, that the object in front of me is really a door? :smallwink:

Without picking up my backpack and pole I'll open the door, with my longsword ready to stab any non-door objects hiding behind it :smallbiggrin:

candycorn
2010-07-01, 04:46 PM
The hallway runs north and south.

You stab the hallway.

Darwin
2010-07-01, 04:53 PM
Does it look injured? :smallbiggrin:

Picking up my bag and pole I start making my way down the south corridor.

candycorn
2010-07-02, 07:18 AM
The passage runs south for 5 feet, turns west for 10 feet, and ends in a T intersection, running north and south.

To the south, the passage travels 10 feet, and then splits east and west.

To the north, the passage travels 20 feet, and then turns east. Also to the north (20 feet away) there is an open door on the north wall.

Darwin
2010-07-02, 07:31 AM
I'll check out the room with the open door just to make sure it's the one I started in.

After that I move east from the starting room until I reach the second cross-intersection and follow the northern path from there.

candycorn
2010-07-05, 06:47 AM
It is the starting room.

Just after the first intersection, you discover a pit trap, and cross it.

A little further down the hall, 10 feet after the door...

Acid! [roll0] for [roll1] acid.

Reaching the intersection, you see that the passage travels north for 10 feet, then turns east.

After that, it travels east for 20 feet, before the passage ends in a dead end.
At 10 feet, it splits to the north.

Darwin
2010-07-05, 08:41 AM
I'll go search the dead end for secret doors by taking 20 (27).

candycorn
2010-07-05, 09:56 AM
Sure enough, you discover one on the east wall.

Darwin
2010-07-05, 09:58 AM
Before going in I'll check it for traps by taking 20 (27).

If nothing turns up I'll leave my pole and pack outside and open the door with my trusty longsword in my hand.

candycorn
2010-07-05, 10:03 AM
Opening the door reveals the following room:
{table]|A_|B_|C_|D_|E_|F_
1||||||
2||||||
3||||||
4|||1|||
5||||||
6||||||[/table]
There is a door at A-6 west, another at E-1, another at F-4, and an open secret door at A-4. There is a kobold wearing a chain shirt and holding a short sword.
Initiative:[roll0]

Darwin
2010-07-05, 10:09 AM
Initiative - [roll0]

Darwin
2010-07-05, 10:13 AM
Move Action: Move to B5

Standard Action: Melee attack in Punishing Stance
Attack - [roll0] vs. flat-footed
Damage (longsword) + Inspiration - [roll1]
Damage (punishing stance) - [roll2]

candycorn
2010-07-05, 10:40 AM
150 xp.

Shortsword, Chain Shirt, Masterwork tumble tool (all small).

Darwin
2010-07-05, 10:43 AM
I'll take the Mwk. Tumble Tool with me and leave the rest for later.

After picking up my pack and pole I open the door in the north wall and follow the corridor going west.

candycorn
2010-07-05, 11:17 AM
The passage west goes for 25 feet and turns north.

Before you get to that north turn, though...

Acid!

[roll0] for [roll1] acid.

At the turn north, the passage goes north 30 feet.
At 20 feet, there is a door on the west wall. Also at 20 feet, the passage splits east.
At 30 feet, the passage turns west.

Darwin
2010-07-05, 11:23 AM
Take 20 (27) on Search on the door at the western wall.

candycorn
2010-07-05, 11:25 AM
Yup. It's a door.

Darwin
2010-07-05, 11:26 AM
Some day I'm going to thank myself for being persistent in checking out those doors :smalltongue:

I leave my backpack and pole and open the door with my longsword ready.

candycorn
2010-07-05, 11:32 AM
Opening the door reveals the following room:
{table]|A_|B_|C_|D_
1||||
2||C|C|
3||C|C|
4||C|C|
5||||[/table]
The room contains a large chest with a note attached to it’s latch. There are doors at C5, D2 and D1 north.

Darwin
2010-07-05, 11:33 AM
Would it be possible to retrieve the note with my pole?

candycorn
2010-07-05, 11:36 AM
Define "Retrieve".

Note that you're asking to manipulate and recover a small piece of what is basically a note card with something that is basically the non-business end of a rake.

Darwin
2010-07-05, 11:37 AM
Can I knock it off the latch and drag it along the floor to my position?

candycorn
2010-07-05, 11:43 AM
It would take you a few minutes to do, but yes, you could likely manage that.

Darwin
2010-07-05, 11:56 AM
I'll do just that then :smallbiggrin:

candycorn
2010-07-05, 12:05 PM
[roll0] for [roll1]

EDIT: My bad, wrong note.

You manage to get it over to you, and find that it reads, "Greater rewards await the patient man, but only a fool waits forever."

Darwin
2010-07-05, 12:14 PM
Neat! I fold the note and put it in my backpack, close the door and go north.

candycorn
2010-07-05, 12:17 PM
I've been informed that doors slide seamlessly into the wall. They cannot be closed.

That said, the passage goes north for 10 feet farther, and turns west.

The passage then extends west for 30 feet.
At 5 feet, there is a door on the south wall. Also at 5 feet is a red and white painted bullseye on the floor.
At 30 feet, the passage splits north and south.

Darwin
2010-07-05, 12:24 PM
I see, does that count for any given door here on the first floor unless noted otherwise?

When I reach the split I look down each corridor.

candycorn
2010-07-05, 12:30 PM
Yes, it does.

The passage runs north and south.

To the north, the passage goes 10 feet. At 10 feet, the passage splits east and west.

To the south, the passage goes 20 feet. At 20 feet, the passage turns west.

Darwin
2010-07-05, 12:32 PM
I'll head north and check out the split corridor there.

candycorn
2010-07-05, 12:34 PM
The passage goes east and west.

To the east, the passage goes 20 feet, then turns north.

To the west, the passage goes 20 feet, then turns north.

Darwin
2010-07-05, 12:38 PM
I'll head west.

candycorn
2010-07-05, 12:57 PM
The passage travels north for 40 feet.

At 10 feet, the passage turns east.
At 20 feet, the passage turns east.
At 40 feet, the passage turns east.

Darwin
2010-07-05, 01:04 PM
I'll take the split at 20 ft.

candycorn
2010-07-05, 01:20 PM
The Passage goes east 10 feet, and turns south.

Darwin
2010-07-05, 01:21 PM
south it is then.

candycorn
2010-07-05, 01:24 PM
The passage extends 10 feet south.

At 10 feet, the passage turns west. Also at 10 feet, there is a door on the east wall.

Darwin
2010-07-05, 01:25 PM
Take 20 (27) Search on the door.

If nothing suspicious is found I leave my bag and pole outside and open the door with my longsword ready.

candycorn
2010-07-05, 01:26 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, 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]

Darwin
2010-07-05, 01:28 PM
Initiative - [roll0]

A swift Varag it seems :smallbiggrin:

candycorn
2010-07-05, 01:43 PM
It moves to E3 and readies an action.

Darwin
2010-07-05, 01:51 PM
Free action: Drop Longsword

Swift Action: Deactivate Punishing Stance

Move Action: Draw Dagger

Standard Action: Throw Dagger

Attack - [roll0]
Damage + Inspiration - [roll1]

candycorn
2010-07-05, 01:55 PM
Miss.

It darts forward to A6, and picks up your longsword. This provokes an AoO, if you are threatening without a weapon in hand.

Darwin
2010-07-05, 01:56 PM
I'm not. Does this end it's turn?

candycorn
2010-07-05, 01:58 PM
Yep. Your turn.

Darwin
2010-07-05, 02:01 PM
Move Action: Draw new dagger

Swift Action: Enter Punishing Stance

Standard: Execute Sapphire Nightmare Blade

Concentration - [roll0]
Attack - [roll1]
Damage (longsword)+ Inspiration - [roll2]
Damage (Sapphire Nightmare Blade) - [roll3]
Damage (Punishing Stance) - [roll4]

candycorn
2010-07-05, 02:07 PM
That's a miss again.

It darts back to B6, and then forward to A6, and attacks!

Attack [roll0] for [roll1]
(18-20) [roll2] for [roll3]

Afterwards, it darts back to E1.

(None of this movement provokes an AoO.)

Darwin
2010-07-05, 02:29 PM
Free Action: Drop Dagger

Move Action: Move 10 ft north in the hallway while drawing my Wand of Lesser Vigor

Standard Action: UMD to activate wand
Use Magic Device - 1d20+3

Darwin
2010-07-05, 02:35 PM
Use Magic Device - [roll0]

EDIT: :biggrin:

Lesser Vigor duration: 11/11

candycorn
2010-07-05, 02:46 PM
You see the creature dart into view, then up to you, and it strikes!

[roll0] for [roll1]
(18-20) [roll2] for [roll3]

Afterwards, it moves south 5 feet.

EDIT: Please reprovide a link to your current sheet. It's a headache poring through the pages for your sheet.

Darwin
2010-07-05, 02:50 PM
Double crit :smallannoyed:

Unless he finishes me off I'll recover in 5 rounds.

Character Sheet (http://www.myth-weavers.com/sheetview.php?sheetid=217960)

candycorn
2010-07-05, 03:09 PM
The crit threat didn't confirm vs you this time.

That's 11 total damage in this fight, plus previous damage sustained without healing (2), for 13 total damage, which Disables (http://www.d20srd.org/srd/combat/injuryandDeath.htm#disabled0HitPoints) you.

At the start of your turn, fast healing gives you 1 HP, which puts you at 1hp, and no longer disabled.

Darwin
2010-07-05, 03:12 PM
Right! I didn't notice the confirmation roll, can't believe I forgot that :smallbiggrin:

Darwin
2010-07-05, 03:16 PM
Move Action: Draw new Dagger.

Free action: 5 ft. step south.

Swift Action: Recover Maneuvers and activate Vital Surge.

Standard Action: Regular Attack (fighting defensively)

Attack - [roll0]
Damage (dagger) + Inspiration - [roll1]

candycorn
2010-07-05, 03:26 PM
The creature moves out of your view.

DM Only:Hide:[roll0]

Make a spot check please.

Darwin
2010-07-05, 03:31 PM
Spot - [roll0]

candycorn
2010-07-05, 03:34 PM
It attacks from just southwest of you. It must have left your sight, and doubled back, sneaking... You don't even see it until the strike is made.

[roll0] vs Flatfooted AC +4 (Cover) (AC 20)
Damage: [roll1]

(18-20) [roll2] for [roll3] additional