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term1nally s1ck
2010-07-23, 07:58 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=214083)

Leewei
2010-07-23, 08:36 AM
I will be your death DM.

cd4
2010-07-24, 04:57 AM
Okay, first Kurik will use his pole to tap the door and check for traps. Kurik will keep poking the door until no more traps are set off then Kurik will open the door.

Leewei
2010-07-24, 10:14 AM
The door detonates for [roll0] damage.

After a couple good minutes of prodding, you're convinced the door has no traps a 10' pole would trigger.

cd4
2010-07-24, 03:18 PM
Assuming that the door did have a trap on it and was set off Kurik will open the door and look outside.

Leewei
2010-07-24, 03:46 PM
As far as you can tell, the door either was not trapped, or else you failed to set it off. Still proceed? (Y/N)

cd4
2010-07-25, 06:07 AM
Even though OOC I believe there is a trap on the door due to your accidental mistake. Kurik will still open the door.

Leewei
2010-07-25, 09:33 AM
The door fails to detonate spectacularly. Time for me to take up the issue with the Department of Dungeon Quality Assurance.

The door slides open smoothly, revealing a passage. In the torch's light, you can see clearly for about 20', then dimly for another 20'. You see the following:

--ABCDEFGHIJKLM
01t\█.███□█████
02█............
03█.█.█████████
04█.█
05█.█
06█..
07█.█
08...
09███
t = Lit Torch
There is an open door to the entry room at B01.
There is a closed door at H01.
40' distant from the torch, the darkened hall menaces.
EDIT: Noting the lit sunrod, you can actually see the hallway continue another 20' past the door to the East.


How do you proceed?

cd4
2010-07-25, 04:20 PM
Okay for the whole dungeon Kurik will test each square by first using his pole to put his weight on the floor and then passing his pole through the square at each height like he was vertically mowing the lawn to check for any trip wires. If he finds any he will set them off.

Kurik will head for the door at H1 and use the pole to check for any traps before opening it.

Leewei
2010-07-25, 04:43 PM
After a short distance, the floor drops out under your probing.
--ABCDEFGHIJKLMNOP
01t\█.███□█████.██
02█..☺.■..........
03█.█.█████████.██
04█.█.█
05█.█.□
06█...█
07█.███
08...
09███
t = Lit Torch
■ = triggered pit trap (20' deep)
☺ = Kurik
There is an open door to the entry room at B01.
There is a closed door adjacent to H02.
There is a closed door adjacent to D06.
In the light of the sunrod, you see an intersection in the hallway to the East.

cd4
2010-07-26, 04:08 AM
First Kuirk look to the north and sees what is down that passageway then heads down to the door at E5.

He will use his pole to search for traps before opening it.

Leewei
2010-07-26, 08:12 AM
To the north, you see a six-legged reptile with glowing eyes. Roll a Fort save.

...

Nah, just kidding. The passageway is 20' long, then turns East. With your diligent poking you uncover another pit. Too bad the warranty on your 10' pole is only good for three, eh?

NOTE: Coordinates have been re-factored to extend the Northern border on this map.
--ABCDEFGHIJKLMNOP
01█████
02..█..
03..█.██
04..█.██
05t\█.███□█████.██
06█..☺.■..........
07█.█■█████████.██
08█.█.█
09█.█.□
10█...█
11█.███
12...
13███
t = Lit Torch
■ = triggered pit trap (20' deep)
☺ = Kurik
There is an open door to the entry room at B01.
There is a closed door adjacent to H06.
There is a closed door adjacent to D09.
In the light of the sunrod, you see an intersection in the hallway to the East.

cd4
2010-07-26, 08:46 AM
Okay, here is the fort save [roll0] :smallbiggrin:

I think Kurik will go back to B6 before heading down to B10 and trying to go round to the door at E9 by that route.

OOC: You forgot to update the positions of the doors.

Leewei
2010-07-26, 09:21 AM
No pits the long way around. Congratulations, you've made it to a door (D09)!

What next?

cd4
2010-07-26, 04:15 PM
Kurik will first use the pole to check for traps from D10.

Once he is certain the door is not trapped (all have been set off) on this side he will drink one of his Potions of Mage Armour.

He will then open the door.

Leewei
2010-07-26, 04:49 PM
No apparent traps on the door. It must be your lucky day! The potion is minty, with a hint of force-based armor bonus.

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 (you are just outside this door), 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]

cd4
2010-07-27, 05:09 AM
Initiative: [roll0]

cd4
2010-07-27, 05:23 AM
As Kurik wins the initiative, he will move to B4 or B3 depending on exactly which point he can get to with 20ft movement and fire burning hands to hit both monsters.

Damage rolls:

Beast [roll0]
Human[roll1]

OOC Note: The beast will probably start burning from this spell.

Leewei
2010-07-27, 08:29 AM
The beast is unaffected by your mere 4hp fire damage.

Reflex Saves:
Human: [roll0]

The human then laughs, makes a quick hand motion to his pet, and it vanishes from view. He then makes more complicated gestures and incants "OMG ROYGBIV", unleashing a storm of colors at you. Make a Will save!

cd4
2010-07-27, 08:47 AM
Will: [roll0]

cd4
2010-07-27, 08:53 AM
OOC: As it seems very likely for Kurik to resist the spell I post his next action now.

Kurik will shoot his crossbow at the human.

Attack [roll0]
Damage [roll1]

Leewei
2010-07-27, 09:22 AM
You could reach B4 with 20' of move, so we'll put you there.

You did indeed make the save. Your opponent twists, causing the crossbow bolt to glance off his chain shirt. He repeats his magic assault on your senses, then draws his sword as he moves to B3 in a wide arc. Make another will save!

cd4
2010-07-27, 09:31 AM
Will: [roll0]

Hmm that is a bit closer to failing.
Assuming it resists fine then here is my next action:
Even though it will cause 2 AoO Kurik will reload the crossbow and fire again.

Attack: [roll1]
Damage: [roll2]

And that attack will fail.

Leewei
2010-07-27, 09:46 AM
Your Will save squeaked by.

AoO: [roll0], damage: [roll1]
If 19-20: [roll2], crit damage: [roll3]

He then flicks his fingers through a rapid series of motions while intoning "N'Dothourmek" and fires a white line of freezing energy at you:

Attack (vs Touch AC): [roll4], damage: [roll5]
If 20: [roll6], crit damage: [roll7]

cd4
2010-07-27, 10:08 AM
Kurik takes 4 damage from the AoO

Kurik will reload and fire his crossbow again.

Attack: [roll0]
Damage: [roll1]

Better Attack roll, worst damage.

Leewei
2010-07-27, 10:31 AM
You sink a crossbow bolt into his shoulder with a satisfying thud.

He AoOs you again: [roll0], damage: [roll1]
If 19-20: [roll2], crit damage: [roll3]

Looking annoyed, he repeats the ray cold eldritch energy.
Touch AC: [roll4], damage: [roll5]
If 20: [roll6], crit damage: [roll7]

cd4
2010-07-27, 11:13 AM
Kurik takes 1 point of damage from the ray.

Kurik will again reload the crossbow and shoot him.

Attack: [roll0]
Damage: [roll1]

That looks good, I wonder if it kills him.

Leewei
2010-07-27, 11:27 AM
Your enemy takes his Attack of Opportunity:
[roll0], damage: [roll]1d8-1[roll]
If 19-20: [roll1], crit: [roll]1d8-1[roll]

... then collapses in a heap.

You score 150xp, a longsword and a chain shirt.

Edit: Screweed up damage rolls, but it's moot.

cd4
2010-07-27, 01:47 PM
Kurik is not looking too healthy so he will convert his shield of faith spell into a cure light wounds and cast it for 1d8+2 healing.

He will equip the sword.

Edit: Assuming that if I drop an item I can pick it up later, Kurik will leave the shirt on B3. If not he will drop it on B3 to be left here for good.

He will check the two crossbow bolts that failed to hit.

1 = destroyed and 2 = survived.

[roll0]
[roll1]

He will then move to E4 and open the door.

cd4
2010-07-27, 01:48 PM
Lets try the healing again.

[roll0]

Leewei
2010-07-27, 02:20 PM
Peeking out the Southern door, you see the following:
--ABCDEFGHIJKL
01███.█....▐
02███.█▄▄▄▄☺.
03█..........█
04█.██████████
☺ = Kurik (with a thin wall on the East side of his square)
EDIT: There is a large red and white glyph on the floor in front of you. It consists of several concentric circles, each nested within the other.

cd4
2010-07-27, 04:08 PM
OOC: That glyph is directly south of me with north at the top of the map, I believe.

Kurik decides that he doesn't want to pass over the glyph just yet and goes and opens the door in the east wall of the room.

Leewei
2010-07-27, 04:34 PM
The East door reveals the following:

--ABCDEFGHIJKL
01███.████████
02███.▌....▐..
03███./....▐.█
04███.▌....☺.█
05███.▌....\.█
06█..........█
07█.██████████
☺ = Kurik

cd4
2010-07-28, 04:39 AM
Kurik will head out the east door and head north.

Leewei
2010-07-28, 08:19 AM
Once the passage turns East, it goes an additional 20', then turns North. Five feet before the turn, there is a door on the South wall. Eerily, you trigger no traps before arriving at the door.

cd4
2010-07-28, 03:26 PM
I'm confused on how this map is lining up. According to all the data I have this is the map so far:
+= Wall
*= Passage
P = Pit
D = Door
G = Glyph
S = Start
U = Unknown and move the map into sync
Green = Squares I know are safe.
Red = Problem

+++++++
+***+**
+*S*+*+
+***+*+
+***+*+
+++D+*+++D+++++*++
UU+****P**********
UU+*+P+++++++++*++*+
UU+*+*+*****+******+
UU+*+*D*****+*+++D++
UU+***+*****D*+
UU+*+++*****+*+
UU****+++++D+*+
UU+++******G**+
UU+*+++++++++

From what I can tell these two different passages in red should be the same one and therefore meet up yet I cannot make them meet.

When we have worked out where the problem is then Kurik will open the door having hit it a few times with his pole from the known safe square before the door.

Leewei
2010-07-28, 03:44 PM
The maps aren't precise due to some walls only being a foot or so thick. The intersection near the red area should be 15' or so further East. It lines up with the Northward turn in your current hallway.

Opening the apparently untrapped door, you get the following encounter:
{table]|A_|B_|C_|D_|E_
1|||||
2|||||
3||||1|
4|||||
5||||| [/table]
There is a door at B5, and another at B1 (your door). 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]

cd4
2010-07-28, 03:53 PM
Initiative: [roll0]

Leewei
2010-07-28, 03:55 PM
You catch the orc in a sublime moment of exploring its left nostril with one clawed finger. Your turn.

cd4
2010-07-28, 03:59 PM
Despite my big bonus on initiative rolls I only just manage to win the initiative.

Kurik will fire Acid Splash at the Orc.

Attack, ranged touch: [roll0]
Damage: [roll1]

Leewei
2010-07-28, 04:15 PM
You brutalize the orc for a point of damage. The Orc strides to B1, yelling out "STEELY STRIKE!", then violently stabs at you with its ripper:
Attack: [roll0], Damage: [roll1]
If 19-20: [roll2], Crit Damage: [roll3]

cd4
2010-07-29, 04:18 AM
Kurik will now fire a crossbow bolt at the orc.

Attack: [roll0]
Damage: [roll1]

Boing!

Leewei
2010-07-29, 07:48 AM
AoO: [roll0], damage: [roll1]
If 19-20: [roll2], crit damage: [roll3]

The orc then adjusts his stance and attacks:
[roll4], damage: [roll5]
If 19-20: [roll6], crit damage: [roll7]

Edit: Things don't look good for our hero. Care to try again?

cd4
2010-07-29, 11:41 AM
I am thinking about whether to change my character to a paladin/sorcerer rather than cleric/sorcerer. Would I have to go through the recruitment thread or can I just post the changes in here for you to approve?

Leewei
2010-07-29, 11:55 AM
Post a link and I'll review the character. Anything aside from core + PHB2 might need me to get some review help. If it takes more than a day or two, please PM me so I don't miss it.

cd4
2010-07-29, 03:25 PM
Okay, I believe the character is done, the sheet is here: Kurik (http://www.myth-weavers.com/sheetview.php?sheetid=214083)

Main Changes:

Cleric swapped out for standard Paladin.
Altered Atributes so Strength is much higher, Int and Dex are extremely low. Wisdom lowered, Charisma and Constitution are not affected.

Weapon change - now have flail.
Spellcraft skillpoints removed.
Mage Armour now on spell list rather than potions.
Magic Missile and Ray of Frost now removed.
Read Magic added to the spell list.

Feat spell focus now becomes weapon focus (flail.

Leewei
2010-07-29, 03:46 PM
Nitpicks:
I see you got the extra starting cash - good. Attributes sum up to 32 - good. Aura of good, detect evil at will and Smite Evil 1/day should probably be recorded somewhere.

Advice:
A familiar gives some nice benefits (Alertness when held plus Scent plus something sweet like a few HPs or a bonus to saves). Consider dumping 100gp in items to get one. It'll probably be better for you over the short run than a pair of mage armor potions. Also, being a Sorceror, you have access to mage armor and can get it more cheaply using a partially charged wand (15gp per 1st level spell charge). Edit: Your purchase log still shows mage armor rather than cure light wounds potions. Consider instead getting potions of faith healing (8+1hp/level for a follower of your deity) or lesser vigor (Fast Healing 1 for 10+level rounds).

cd4
2010-07-29, 04:23 PM
Okay, updated the sheet.

Swapped the cure light wounds potions for weasel familiar and 2 potions of faith healing. (I don't have that book yet, so I am using the 9 hitpoints straight healing rather than 1d8+1 healing from cure light wounds.)
Added the Paladin Abilities and the weasel abilities on the sheet.
Would have brought a wand of mage armour but I don't have the cash for it so I used a spell slot for it.

Leewei
2010-07-29, 05:24 PM
All righty, then.

The faith healing spell works like you think.

Blah, blah, blah, wake up, torch, door, blah. The map matches the original room. I may have relocated some traps around just to vex you. How do you proceed?

cd4
2010-07-30, 04:30 AM
OOC: So the map that I drew last time is correct except for where the traps are?

Kurik will use the pole like last time to search for traps in the hallways.

First thought he will use the pole to hit the door several times. When he has decided that there are no traps he will open the door and head to the room with the illusionist.

Leewei
2010-07-30, 06:29 AM
Somewhere along the way, you discover a pit trap. Whee. Anyway.

ROUND ONE. FIGHT!

{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]

Leewei
2010-07-30, 06:30 AM
Note to self: Don't preview and then post with rolls.

Initiative:[roll0]

cd4
2010-07-30, 10:23 AM
Initiative: [roll0]

Good, but not good enough.

Leewei
2010-07-30, 10:50 AM
The human looks at you with a warning, holding his pet back and readying an action.

cd4
2010-07-30, 04:03 PM
I've just realised that I forgot to prepare before opening the door so Kurik will cast Mage Armour.

Leewei
2010-07-30, 04:30 PM
The human watches you with a smirk on his face. "I wouldn't approach," he says, "My pet here can be quite ferocious."

cd4
2010-07-31, 04:49 AM
"Maybe, but I can certainly distract it."

Kurik moves to B2 and casts Burning Hands at them both.

Damage Human: [roll0]
Damage Beast: [roll1]

Leewei
2010-07-31, 07:59 AM
The beast is unaffected.

Reflex: [roll0]

The beast then disappears. The human gestures. A blast of riotous color begins to overwhelm your senses. Make a Will save.

cd4
2010-07-31, 09:24 AM
Will: [roll0]

Assuming Kurik makes the save, he will then move to E4 and attack with his flail.

Attack: [roll1]
Damage: [roll2]

If Kurik can make a trip attempt as well as damage he will do so, if not he will just hit him.

Trip with flail: [roll3]

Leewei
2010-07-31, 09:41 AM
Whiff! The human twisted aside, causing the blow to glance harmlessly off his chain shirt. The human is in E4. Where would you like to be?

cd4
2010-07-31, 10:24 AM
Whoops, I meant to move to D4 not E4 with my move action.

Leewei
2010-07-31, 10:33 AM
The human 5' steps to E3. He then casts on the defensive:

[roll0] DC16

If successful, ka-RAINBOW! Make another Will save. If not successful, the spell fizzles.

cd4
2010-07-31, 11:01 AM
Will: [roll0]

Kurik will take a 5ft step to D3 and attack with his flail.

Attack: [roll1]
Damage: [roll2]

Kurik will also try to trip him.

Trip: [roll3]

Leewei
2010-07-31, 11:58 AM
The human opens the door to his East, then 5' steps through. He then fires a line of cold energy at you:
touch attack: [roll0], damage: [roll1]
If 20: [roll2], crit damage: [roll3]

cd4
2010-07-31, 01:02 PM
Kurik takes some cold damage from the attack.

Kurik will 5ft Step into the door and attacks and tries to trip.

Attack: [roll0]
Damage: [roll1]

Trip: [roll2]

term1nally s1ck
2010-07-31, 05:10 PM
Leewei:

Leewei only.

Nothing here, just seeing how weirded out I can make him.

Actually, I'll roll it.

(1d20+3)[23]

EDIT: Oh. Well...You know what that means.

Ehm...Good luck....

Leewei
2010-07-31, 10:09 PM
The human will close the door.

Leewei
2010-07-31, 10:15 PM
Man, TS, isn't this place deadly enough already? :smallwink:

cd4
2010-08-01, 05:49 AM
How can he close the door when I am standing in the door?

Leewei
2010-08-01, 08:28 AM
The door is on the border between two 5' squares. It is on the East side of E3.

cd4
2010-08-01, 11:05 AM
Kurik will open the door before doing anything else.

Leewei
2010-08-01, 12:25 PM
The door is open. Your opponent is not visible. You have a Standard Action left.

cd4
2010-08-01, 01:28 PM
Kurik will cast Mage Hand at the other door to open it.

If Mage Hand is not able to open the door then he will ready an action to attack the mage if he comes in range.

Leewei
2010-08-01, 05:53 PM
The doors weigh more than 5 pounds, so mage hand would not affect them. One round passes with no sign of the human caster.

cd4
2010-08-02, 05:01 AM
Kurik will go and open the other door in the room.

Leewei
2010-08-02, 06:46 AM
There he is!

He attacks with his longsword: [roll0], damage: [roll1]
If 19-20: [roll2], crit damage: [roll3]

Edit: He then closes the door.

cd4
2010-08-02, 10:42 AM
Kurik is unharmed so he opens the door and attacks him assuming that he is still there.((Should be, he did a standard action, attack and move close door))

Attack: [roll0]
Damage: [roll1]

Kurik will also try to trip him.

Trip: [roll2]

Leewei
2010-08-02, 12:05 PM
He is still there.

He attacks again:
[roll0], damage: [roll1]
If 19-20: [roll2], crit damage: [roll3]

cd4
2010-08-02, 12:27 PM
I thought that Kurik tripped him, so is he attacking from the floor or standing up and provoking an AoO?

Leewei
2010-08-02, 12:36 PM
Are you using your Standard Attack to trip? Or is there some other mechanism? Normally, a Trip attempt takes a Standard Action and provokes an AoO (and an optional couter-trip if the attempt fails). Here's the relevant rules:

http://www.d20srd.org/srd/combat/specialAttacks.htm#trip

In short, I've been incorrectly assuming you've had Improved Trip as a feat or something similar. Looking at your sheet again, I'm not sure how you're pulling this off.

cd4
2010-08-02, 12:41 PM
The Flail is a weapon which can make trip attacks, I thought that as I was hitting with the flail I could also try to trip at the same time.

Leewei
2010-08-02, 12:47 PM
Nope. The trip takes the place of regular damage. It's probably not worth using, at least against your current opponent. Anyway, your action.

cd4
2010-08-02, 01:16 PM
Oh well. Anyway Kurik will do a standard attack.

Attack: [roll0]
Damage: [roll1]

Leewei
2010-08-02, 02:06 PM
He hacks back in a feeble, artless way: [roll0], damage: [roll1]
If 19-20: [roll2], crit damage: [roll3]

cd4
2010-08-02, 02:15 PM
Another Attack:

Attack: [roll0]
Damage: [roll1]

Leewei
2010-08-02, 02:22 PM
It's like a dog fight with chihuahuas.

Attack: [roll0], damage: [roll1]
If 19-20: [roll2], crit damage: [roll3]

cd4
2010-08-02, 02:33 PM
AttacK: [roll0]
Damage: [roll1]

Finally I hit him on round 10, now did it kill him?

Leewei
2010-08-02, 02:39 PM
He's tougher than he looks.

Attack: [roll0], damage: [roll1]
If 19-20: [roll2], crit damage: [roll3]

cd4
2010-08-02, 03:43 PM
More Damage.

Attack: [roll0]
Damage: [roll1]

Leewei
2010-08-02, 04:05 PM
Attack: [roll0], damage: [roll1]
If 19-20: [roll2], crit damage: [roll3]

cd4
2010-08-02, 04:34 PM
Attack: [roll0]
Damage: [roll1]

cd4
2010-08-02, 04:36 PM
Wow, my first critical.

Crit confirm: [roll0]
Damage: [roll1]

That should kill him.

Leewei
2010-08-02, 04:46 PM
Yeah, that'll goo it. Er, do it.

150xp (already on your sheet) plus a chain shirt and longsword.

cd4
2010-08-03, 04:18 AM
I think that Kurik will leave the chain-shirt and the longsword on the body for now. (I plan to pick them up just before I go to the next floor.)

From the last game there was a glyph where he was, has that disappeared?

Kurik will head out the east door, head north and then open the door to the orc room.

Leewei
2010-08-03, 08:26 AM
Nope, the mark is still there. In fact, you splattered him while he was standing on it.

Opening the door reveals the following:
{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]

cd4
2010-08-03, 10:03 AM
Initative: [roll0]

You keep mentioning that the orc holds a ripper, is this just a misspelling of rapier or some other weapon?

Leewei
2010-08-03, 12:55 PM
Some whacky martial weapon. It's essentially a greatsword that does piercing damage.

The Orc yells "STEELY STRIKE!" and Attempts to make you into a Kurik-cabob.

Attack: [roll0], damage: [roll1]
If 19-20: [roll2], crit damage: [roll3]

Leewei
2010-08-03, 12:56 PM
Looks like another vicious win for Stabsy. Care to try again?

cd4
2010-08-03, 02:15 PM
Is faith healing on the paladin spell list?

If it is then I will swap the two potions of faith healing for a wand of grease(1 charge), wand of silent image(1 charge) and wand of faith healing(4 charges) plus 10gp spare.

If it is not then I will swap only one potion for a wand of grease(1 charge), wand of silent image(1 charge) and wand of cure light wounds(1 charge) plus 5gp spare.

Leewei
2010-08-03, 02:48 PM
According to wizards.com, faith healing is a paladin spell. Go ahead and update the sheet and tell me how you proceed from the starting room.

cd4
2010-08-03, 04:13 PM
Okay, sheet changed.

I think Kurik will head along the passage to the east before heading south to the door outside the orc room.

If there is a pit along that passage blocking it then Kurik will turn around and go to the door on the west side of the illusionist room.

Leewei
2010-08-03, 04:30 PM
You see Stabsy looking smug in his room. His ripper has two fresh notches carved in the hilt:
{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]

cd4
2010-08-03, 04:42 PM
I didn't plan to open the room straight away as I had some preparations to do first.

Preparations before entering the room, Cast Mage Armour on self(from just outside the room.

(My original plan was to grease the floor then silent image and then open the door with the spell, with the duration of grease that has gone out the window.)

Open the door.

Initative: [roll0]

cd4
2010-08-03, 04:44 PM
Phew, I get the first turn.

Cast Grease from the wand on B1, C1, B2, C2.

I believe I am on square B0.

Leewei
2010-08-03, 04:47 PM
You win initiative. Consider yourself in mage armor prior to opening the door.

Edit: Ninja!

Leewei
2010-08-03, 04:55 PM
"STEELY STRIIIIEEEEEWHOA!"

Balance: [roll0] vs DC10

If 5 or lower:
Fall down and attempt to stand: [roll1] vs DC10
If 6-9, he enters C2 and does nothing but glower at you as he struggles to remain standing.

If 10 or higher:
Use 30' of movement to move 15', then "STEELY STRIKE!": [roll2], damage: [roll3]
If 19:20: [roll4], crit damage: [roll5]

Edit: Looks like Stabsy got you again. Rather than grease, I'd suggest sleep, color spray or the like. There are some nasty things you can do with save-or-lose spells.

cd4
2010-08-05, 03:33 PM
Okay, been working on some other ideas.

Updated the sheet by changing the grease and silent image spell with color spray (2) spell as wand.

Kurik will head straight along the passageway to the east and down to the orc room. He will cast mage armour just before opening the door.

Leewei
2010-08-05, 05:52 PM
Okay, the character looks good. When entering any room in the dungeon, feel free to pre-emptively roll initiative. If it isn't needed, no biggy. If it is, it'll speed things up.

Anyway, here goes:
{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]

cd4
2010-08-06, 05:35 AM
Initiative: [roll0]

Leewei
2010-08-06, 08:21 AM
"STEELY STRIKE!"

Attack: [roll0], damage: [roll1]
If 19-20: [roll2], crit damage: [roll3]

Leewei
2010-08-06, 08:23 AM
Again?
{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 (with four bloody notches carved in the grip) and wears a chainmail, as well as a pair of goggles.
Initiative:[roll0]

cd4
2010-08-06, 04:42 PM
Yep, same plan.

Initiative: [roll0]

OOC: In other games how many has this orc defeated?

cd4
2010-08-06, 04:44 PM
Yay, a first go.

Okay move to D1 cast Color spray from the wand at the orc.

Leewei
2010-08-06, 05:16 PM
Will Save: [roll0]

Leewei
2010-08-06, 05:19 PM
OOC: No idea how many games this orc has spoiled overall. He's a nasty offensive NPC, no doubt.

Stabsy moves to D2, then says "STEELY STRIKE!" in a high-spirited orcish sort of way. He then pokes at you with his ripper.

Attack: [roll0], damage: [roll1]
Confirm 19-20: [roll2], crit damage: [roll3]

Edit: Good news! You have 2hp left and it's your turn!

cd4
2010-08-07, 05:25 AM
I think I will cast the other use of color spray at the orc.

Leewei
2010-08-07, 07:57 AM
Will save: [roll0]

If 10 or higher, he 5' steps back and flourishes his ripper.

Edit: Fail! Roll the rounds unconscious, etc., please.

cd4
2010-08-07, 09:54 AM
Unconcious for [roll0] rounds
Blinded for [roll1] rounds

cd4
2010-08-07, 09:57 AM
Okay, making 7 coupe de grace attacks

minimum of 14 damage.

Damage round 1 [roll0](Extra damage for critical included)
Damage round 2 [roll1](Extra damage for critical included)
Damage round 3 [roll2](Extra damage for critical included)
Damage round 4 [roll3](Extra damage for critical included)
Damage round 5 [roll4](Extra damage for critical included)
Damage round 6 [roll5](Extra damage for critical included)
Damage round 7 [roll6](Extra damage for critical included)

Total 58 Damage. That should kill him.

Leewei
2010-08-07, 10:23 AM
Ah, sweet vindication! You get a chainmail shirt, a ripper, a pair of goggles (they did nossink!), and ...

DM only:[roll0]
[roll1]
[roll2]

Leewei
2010-08-07, 10:24 AM
[roll0] x 10gp

cd4
2010-08-07, 02:04 PM
So that is 90gp, chainmail shirt and a greatsword with piercing rather than slashing damage and some worthless goggles. Do I get experience for defeating the orc?

Kurik will pick up the sword and use it as his main weapon. He will sheath the flail in his bag. He will pocket the money and leave the chainmail shirt and goggles on the ground next to the orc.

Kurik will then head round to the east door of the illusionist's room and open that.

Inititative:[roll0]

Leewei
2010-08-07, 03:35 PM
What the heck. 150xp as well! :smallredface:

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]

cd4
2010-08-07, 04:19 PM
I've just realised that I forgot to use my wand of faith healing to heal myself from the battle.

Kurik will therefore activate that now.

Healing 9 hitpoints.

Leewei
2010-08-07, 05:09 PM
The human looks at you in silent warning, holding his pet at bay for now.

cd4
2010-08-08, 05:14 AM
Kurik will step to E2 and cast burning hands at both of them.

Human Damage: [roll0]
Beast Damage: [roll1]

Leewei
2010-08-08, 08:08 AM
He blasts you with color spray. The pet vanishes. Will save time.

If you make the save, here's his Reflex save: [roll0]

cd4
2010-08-08, 03:24 PM
Okay, Will Save: [roll0]

Assuming it is made then Kurik will move to E3 and attack with the ripper.

Attack: [roll1]
Damage: [roll2]

I am going to defeat this floor one of these days.

Leewei
2010-08-08, 03:50 PM
Unconscious: [roll0]
Blind: [roll1]

CDG#1: [roll2] (min 1)
CDG#2: [roll3] (min 1)
CDG#3: [roll4] (min 1)
CDG#4: [roll5] (min 1)
CDG#5: [roll6] (min 1)
CDG#6: [roll7] (min 1)
CDG#7: [roll8] (min 1)
CDG#8: [roll9] (min 1)

... and, that's a restart. Try again with your current character?

cd4
2010-08-08, 04:52 PM
Yep, I'll try the illusionist first this time.

Move to the West door and open it.

Cast Mage Armour before I do so.

Inititative: [roll0]

Leewei
2010-08-08, 04:58 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]Your turn. He can't beat a 23.

cd4
2010-08-09, 04:32 AM
As usual, Kurik will use burning hands, this time from B4.

Human Damage: [roll0]
Beast Damage: [roll1]

Leewei
2010-08-09, 08:09 AM
The pet vanishes, the human winces a bit. He then fires off a color spray at you (Will save, please).

If you make it:He opens the door in E4 and 5' steps through the door.

If not:Unconscious/Blinded/Stunned: [roll0] rounds
Blinded/Stunned: [roll1] rounds
Stunned: 1 round
CdG#1: [roll2]
CdG#2: [roll3]
CdG#3: [roll4]
CdG#4: [roll5]
CdG#5: [roll6]
CdG#6: [roll7]
CdG#7: [roll8]
CdG#8: [roll9]

cd4
2010-08-09, 04:21 PM
Will Save: [roll0]

cd4
2010-08-09, 04:22 PM
Kurik will move to E4 and attack him.

Attack: [roll0]
Damage: [roll1]

Leewei
2010-08-09, 04:54 PM
He closes the door. Your turn.

cd4
2010-08-10, 05:24 AM
Kurik will move to E2, open the door and attack assuming that he is there.

Attack: [roll0]
Damage: [roll1]

Leewei
2010-08-10, 08:23 AM
Nope, he isn't there. You still have a Standard Action.

cd4
2010-08-10, 10:23 AM
With my standard action I will ready an action to strike him if he comes within range of my mace.

Leewei
2010-08-10, 11:16 AM
He opens the door at E4 and blasts you with another color spray. Will save!

cd4
2010-08-10, 01:30 PM
Will: [roll0]

If Passed.

Move to E4 and attack with the mace.

Attack: [roll1]
Damage: [roll2]

Leewei
2010-08-10, 02:10 PM
Will save made. Your attack missed. On his turn, he closes the door at E4. Your action.

cd4
2010-08-10, 04:34 PM
Open the door.

If he is there, Attack: [roll0]
Damage: [roll1]

If not ready action to hit him if he comes within melee range.

cd4
2010-08-10, 04:36 PM
Critical Confirm: [roll0]
Critical Damage: [roll1]

I hope he is there with this critical

Leewei
2010-08-10, 05:28 PM
He is, but his readied action takes place immediately. He slams the door shut. :smallfrown:

cd4
2010-08-11, 05:12 AM
Would my previous action hit the door then?

Leewei
2010-08-11, 08:44 AM
If you wanted it to, sure. In any case, your attack action was pre-empted and wasted.

cd4
2010-08-11, 09:03 AM
At the moment I cannot be bothered to smash the door down, so.

Open the door
Attack: [roll0]
Damage: [roll1]

cd4
2010-08-11, 09:04 AM
Wow another critical.

Critical Confirm: [roll0]
Critical Damage: [roll1]

Leewei
2010-08-11, 09:24 AM
Nope, no crit. The action was wasted, much like a spell cast when the target readies to move out of the area. You open the door and find that he has moved 5' to the side. On his action, he moves away and around the nearby corner.

cd4
2010-08-11, 11:31 AM
Kurik moves to E2, then through the door, spots and moves to attack him wherever he is.

Attack: [roll0]
Damage: [roll1]

Leewei
2010-08-11, 11:33 AM
You spot him. He fires off a ray of frost as you close and attack.

Touch Attack: [roll0], damage: [roll1]
Confirm if 22: [roll2], crit damage: [roll3]

Leewei
2010-08-11, 12:19 PM
After getting blasted by your flail, he then staggers back 5 feet and fires off another ray of frost: [roll0], damage:
Confirm if 22: [roll1], crit damage:

Edit: Not sure what became of the damage rolls, but it's a whiff anyhow. Your action.

cd4
2010-08-11, 04:24 PM
His readied ray of frost hit me, so kurik will 5ft step next to him and whack him with the flail.

Attack: [roll0]
Damage: [roll1]

Leewei
2010-08-11, 04:50 PM
He looks like a strong breeze would knock him over.

He backs up another 5' and fires off another ray of frost: [roll0], damage: [roll1]
Confirm on 22: [roll2], crit damage: [roll3]

cd4
2010-08-12, 04:17 AM
5ft Step forward and blow on him with my mace.

Attack: [roll0]
Damage: [roll1]

Leewei
2010-08-12, 08:14 AM
Whiff!

He readies his longsword and swings at you feebly: [roll0], damage [roll1]
Confirm if 18-19: [roll2], crit damage [roll3]

cd4
2010-08-12, 09:09 AM
With that Blow, Kurik is pratically killed. He therefore draws and fires a charge of faith healing to heal 9 points.

Leewei
2010-08-12, 09:16 AM
Smart move. He spastically swings at you again: [roll0], damage: [roll1]
Confirm if 18-19: [roll2], crit damage: [roll3]

cd4
2010-08-12, 09:27 AM
That blow bounces off my invisible armour as Kurik attacks with his mace.

Attack: [roll0]
Damage: [roll1]

Leewei
2010-08-12, 09:31 AM
Veektory! You get 150xp, a chain shirt and a longsword for the hassle.

cd4
2010-08-12, 11:19 AM
I'll leave the chain shirt and longsword on the body for now.

I'll head north, then East and open the door to the orc with ripper's room.

Initiative: [roll0]

Leewei
2010-08-12, 11:40 AM
You'll automatically win with that roll.

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]

cd4
2010-08-12, 01:41 PM
Okay, use one charge of colors pray to incapacitate the orc.

Leewei
2010-08-12, 01:50 PM
Will save: [roll0]

"STEELY STR-"<thud>

Roll unconscious / blind / stun results, please.

cd4
2010-08-12, 04:20 PM
Unconsous for [roll0]
Blind for [roll1]
Stunned for 1 round

Coupe de Grace
Damage 1:[roll2]
Damage 2:[roll3]
Damage 3:[roll4]
Damage 4:[roll5]
Damage 5:[roll6]
Damage 6:[roll7]
Damage 7:[roll8]
Damage 8:[roll9]

Whoops, forgot the double for critical, still with 50 damage I think he is dead.

Leewei
2010-08-12, 04:28 PM
You kill the hell outta him! 150xp, a ripper, ze goggels, and a suit of chainmail lightly perforated by a great flail.

DM use:[roll0], [roll1], [roll2]

Leewei
2010-08-12, 04:31 PM
Also, [roll0] x100sp

EDIT: @#&$^@#

cd4
2010-08-12, 04:34 PM
Do the googles do anything this time?

Leewei
2010-08-12, 04:39 PM
[roll0] x100sp

Edit: Zey do nossink!

cd4
2010-08-12, 04:45 PM
Kurik will pick up the 40gp and the experience while leaving ripper, the chainmail and the worthless goggles on the body.

Kurik will then open the door in the south wall.

Initiative (Just in Case): [roll0]

Leewei
2010-08-12, 04:54 PM
There's a long 5' wide hallway stretching East and West out into the darkness.

cd4
2010-08-13, 04:47 AM
Kurik will start heading west. According to the map I've made after 10ft I should see a junction appear 70ft away from the door.

If Kurik triggers a pit trap he will head east from the door instead.

Leewei
2010-08-13, 08:39 AM
You hear a pop and a sizzle as a glob of greenish energy flies at you from the ceiling: [roll0], damage: [roll1]
Confirm if 28: [roll2], crit damage: [roll3]

How annoying!

Shortly afterwards, you trigger a pit trap. Turning around and heading East instead, you shortly thereafter trigger another pit trap.

cd4
2010-08-13, 11:13 AM
Okay Kurik will head back through orcy's room and head up the path to the north looking east and north at the junction before deciding what to do next.

Leewei
2010-08-13, 12:23 PM
You see a large blue note on the wall, then a four-way intersection.

cd4
2010-08-13, 01:41 PM
Oh well, it will probably blow up in my face but Kurik will read the note.

Leewei
2010-08-13, 02:25 PM
"Burn me for help in times of trouble."

cd4
2010-08-13, 04:31 PM
Okay, Kurik will take the note and head west to the door he spotted earlier.

If there is a pit in the way he will return and try the north passage stopping at a door or a junction. If a pit appears before then he will return and try the east passage with the same stopping conditions.

Initiative for opening a door: [roll0]

Leewei
2010-08-13, 05:12 PM
The passage goes as follows:
▓▓□▓
...▓
▓▓.▓
▓▓.▓
▓▓.▓▓▓▓
▓.....▓
▓.▓▓▓▓▓
...
▓.▓

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 (your location), D2 and D1 north.

You beat the large chest on initiative (har har). What do you do?

cd4
2010-08-14, 05:01 AM
Kurik has heard of mimics so he will give the chest several pokes with the pole to see if it reacts. If it doesn't he will go and read the note on the latch.

Leewei
2010-08-14, 05:37 AM
The chest weathers the poking stoically. The note reads, "Greater rewards await the patient man, but only a fool waits forever."

cd4
2010-08-14, 03:39 PM
Kurik will head out of the south door and take the first passage west.

Leewei
2010-08-14, 07:06 PM
First as in the one right next to you, or first as in the intersection you passed earlier?

cd4
2010-08-15, 05:31 AM
The one right next to me.

Leewei
2010-08-15, 09:14 AM
After about 20' of bizarrely trap-free hallway, there is a door on your left. About 10' afterwards, the hallway splits to the North. Roughly 30' after the doorway, the hallway splits to the South. Around 50' after the doorway, the passage splits to the North. Just at the edge of the light, you see the passageway turn to the North.

cd4
2010-08-15, 02:26 PM
Assuming that I am mapping this correctly the passageway turns north directly above the NW corner of the start room.

Whatever the passageway does, Kurik will open the door he just found.

Initiative: [roll0]

Leewei
2010-08-15, 02:51 PM
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 (your door).
In the room there is an ugly looking, blue scaled, lizard thing with fire in it's mouth!
Initiative: [roll0]

cd4
2010-08-15, 04:01 PM
As Kurik's reflex save is rather low he will cast resistance on himself

Leewei
2010-08-15, 04:32 PM
Blasting or hacking at it would probably be a better plan. It moves forward and breathes fire on you: [roll0] /2, save for half. Also, you're entangled (-2 AC, -4 dex, half movement).

DM only:[roll1]

Edit: Don't bother saving unless you've got Evasion somehow. 1hp fire damage to you!

cd4
2010-08-16, 05:10 AM
I still have one charge of Color spray left so Kurik will use that wand up.

Leewei
2010-08-16, 08:16 AM
Will Save: [roll0]
Continuing damage to you: [roll1] fire (no save)

It breathes again for [roll2] / 2 fire (min 1).

cd4
2010-08-16, 08:59 AM
Hmm, with that damage I think the only way to win this battle is to pull out the big gun and hope.

Smite Evil Attack: [roll0]
Damage: [roll1]

cd4
2010-08-16, 09:01 AM
Even if the creature isn't evil that is still a critical, does the smite activate in the critical confirm?

Critical confirm: [roll0] add 3 if smite does join in.
Critical Damage: [roll1] add 1 from smite like above.

cd4
2010-08-16, 09:02 AM
Whoops redoing critical damage: [roll0] +1 from smite.

Leewei
2010-08-16, 09:13 AM
It isn't evil, but that still kills the hell outta it.

Duration of 2nd breath: [roll0]

Round 3: [roll1] + [roll2]
Round 4: [roll3] + [roll4]
Round 5: [roll5]

cd4
2010-08-16, 12:01 PM
So I take 2 damage from the remains of the fire over 2 rounds?

If so then next round when I am at 0 hitpoints I can use a standard action, cast faith healing to gain 9 hitpoints and lose 1 from the round after leaving me on 8.

Leewei
2010-08-16, 01:15 PM
From what I can see, you'd take 19 fire total. You'd need a pair of faith healing spells to keep viable.

cd4
2010-08-16, 03:57 PM
Being at 1 health when I did the critical I drop to -4 from the next round of fire and then -10 from the final round of fire which kills me as I cannot do any actions in the round grace I get.

If I can use the wand in that round it puts me at 5 after that round then the other fire hits me down to -1, as the first use of the wand was in negatives I would use the second use to get me upto 8 healing. Leaving me with 1 charge of faith healing.

Leewei
2010-08-16, 04:04 PM
Yeah, it looks like that'll finish you off.

cd4
2010-08-16, 04:11 PM
Oh well restart again. Reset sheet.

Standard thing, head out of the start room and move to the west door of the illusionist's room and cast mage armour before opening the door.

Initiative: [roll0]

First move will be to move where I can hit both the human and the beast with a burning hands and fire.

Human Damage: [roll1]
Beast Damage: [roll2]

Leewei
2010-08-16, 04:21 PM
Initiative: [roll0]

Color spray! Will save, please.

cd4
2010-08-17, 04:46 AM
Will: [roll]1d20+3[roll]

cd4
2010-08-17, 04:47 AM
Lets try again.

Will: [roll0]

Leewei
2010-08-17, 08:14 AM
Unconscious + Blind + Stun: [roll0]
Blind + Stun: [roll1]
Stun: 1 round

CdG#1: [roll2] (min 1)
CdG#2: [roll3] (min 1)
CdG#3: [roll4] (min 1)
CdG#4: [roll5] (min 1)
CdG#5: [roll6] (min 1)
CdG#6: [roll7] (min 1)
CdG#7: [roll8] (min 1)

Edit: This may actually be survivable. Make three Fort saves, DC17, 13, 11 please.

cd4
2010-08-17, 11:44 AM
Okay, that is bad rolling.

Fort 1: [roll0]
Fort 2: [roll1]
Fort 3: [roll2]

Leewei
2010-08-17, 11:59 AM
Okay, two rounds of hacking at you prone, blind and stunned:
Prone: +4, Stunned: +2, Blind: +2. You also lose Dex bonus to AC (none).

Attack: [roll0], damage: [roll1] (min 1)
Confirm 26-27: [roll2], damage: [roll3]

Attack: [roll4], damage: [roll5] (min 1)
Confirm 26-27: [roll6], damage: [roll7]

Edit: FAIL!

Leewei
2010-08-17, 12:00 PM
Since you're now merely stunned, he'll blast you with another color spray. Another Will save, please!

cd4
2010-08-18, 08:07 AM
Will: [roll0]

Okay, now I am dead.

Leewei
2010-08-18, 08:12 AM
I have to say, surviving the first one was very impressive! The second set will do a minimum of 2hp, so yes, you're toast. Let me know when you're ready to start the next run through.

cd4
2010-08-18, 08:25 AM
Oh well, I don't think I can improve this build eaily without redoing the whole thing maybe so I'll restart as it was.

Move to that illusionists room west door, cast mage armour and open door.

Initiative [roll0]

My first action move and cast Burning Hands to hit both:

Human Damage: [roll1]
Beast Damage: [roll2]

Assuming Color Spray as his first move here is the will save:

Will: [roll3]

Edit: The dice roller doesn't like me at the moment.

Leewei
2010-08-18, 08:54 AM
Since he'd only ready an action if he won initiative, here goes:

His Reflex save: [roll0]
Unconscious/Stun/Blind: [roll1]
Stun/Blind: [roll2]

CdG#1: [roll3] (min 1)
CdG#2: [roll4] (min 1)
CdG#3: [roll5] (min 1)
CdG#4: [roll6] (min 1)
CdG#5: [roll7] (min 1)
CdG#6: [roll8] (min 1)
CdG#7: [roll9] (min 1)
CdG#8: [roll10] (min 1)

Try again?

cd4
2010-08-18, 10:09 AM
Lets see if the dice like me this time.

Same thing as last time
Move to that illusionists room west door, cast mage armour and open door.

Initiative [roll0]

My first action move and cast Burning Hands to hit both:

Human Damage: [roll1]
Beast Damage: [roll2]

Assuming Color Spray is his first move here is the will save:

Will: [roll3]

Here I go again.

Leewei
2010-08-18, 10:15 AM
I won't even bother rolling. We'll proceed as if you'd made your save (otherwise, you can retry until you do).

cd4
2010-08-18, 11:10 AM
Okay, Kurik will move next to the illusionist and attack with the mace.

Attack: [roll0]
Damage: [roll1]

Leewei
2010-08-18, 11:12 AM
He'll open the door behind him, 5-foot step and blast you with another color spray.

cd4
2010-08-18, 01:55 PM
Okay, Will: [roll0]

If successful

5ft step to him and attack

Attack: [roll1]
Damage: [roll2]

Leewei
2010-08-18, 02:07 PM
Whiff! He then closes the door. Your action.

cd4
2010-08-18, 04:03 PM
Kurik opens the door and attacks.

Attack: [roll0]
Damage: [roll1]

Leewei
2010-08-18, 04:04 PM
Readied action triggers - he re-closes the door an instant before you swing at him.

cd4
2010-08-18, 04:25 PM
What a surprise, Kurik will move to the other door, open it and attack through it.

Attack: [roll0]
Damage: [roll1]

Leewei
2010-08-18, 04:51 PM
He's actually not there. You still have a Standard Action, assuming you took a 5-foot step to reach the other door.

cd4
2010-08-19, 04:14 AM
As usual ready an action to attack him if he appears in melee range.

Leewei
2010-08-19, 08:11 AM
He'll pop back into the original doorframe and blast you with a ray of frost: [roll0], damage: [roll1]
Confirm if 22: [roll2], crit damage: [roll3]

cd4
2010-08-19, 08:13 AM
Okay, 2 damage, 5ft step next to him and attack:

Attack: [roll0]
Damage: [roll1]

Leewei
2010-08-19, 08:25 AM
He slams the door shut. Your turn.

cd4
2010-08-19, 02:10 PM
Open the door, attack through.

Attack: [roll0]
Damage: [roll1]

Note if he is not there then ready the attack for if he appears.

Leewei
2010-08-19, 02:27 PM
He is there, but he slams the door shut again, messing up your attack. Your move.

cd4
2010-08-19, 02:51 PM
Open the door again and attack

Attack: [roll0]
Damage: [roll1]

Leewei
2010-08-19, 02:56 PM
He's not there. You still have a Standard Action.

cd4
2010-08-20, 04:26 AM
As usual ready the action to attack him if he appears in melee range.

Next turn move to the other door, walk down the corridor and attack him.

Attack: [roll0]
Damage: [roll1]

Leewei
2010-08-20, 08:31 AM
He'll appear at the other door and zap you with a ray of frost: [roll0] for [roll1] damage.
Confirm if 22: [roll2], crit damage: [roll3]

You'll then hit him. He then counterattacks with his sword: [roll4], damage: [roll5]
Confirm if 18-19: [roll6], crit damage: [roll7]

He then falls unconscious on the floor and dies.

cd4
2010-08-20, 11:34 AM
Okay, as usual 150xp, a sword and a chainshirt. Leave the sword and chainshirt on the body. Head up the corridor and open the north door of Orcys room. Then cast color spray.

Leewei
2010-08-20, 11:54 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]

Leewei
2010-08-20, 11:55 AM
Will save: [roll0]

Leewei
2010-08-20, 11:56 AM
"STEELY STRIKE, RAINBOW THROWING PIXIE MAN!"

Attack: [roll0], damage: [roll1]
Confirm if 28-29: [roll2], crit damage: [roll3]

cd4
2010-08-20, 02:46 PM
Another restart.

Same as before attack the illusionist first, put mage armour on outside the room.

Initiative: [roll0]

Move to where I can attack the illusionist and beast and fire burning hands at him.

Illusionist Damage: [roll1]
Beast Damage: [roll2]

Will save against his first color spray: [roll3] - say I passed it anyway if it fails

Leewei
2010-08-20, 03:06 PM
He kills you, but you restart. His Reflex save: [roll0]

Your action again. His pet is gone now.

cd4
2010-08-20, 04:09 PM
Move next to him and attack with flail.

Attack: [roll0]
Damage: [roll1]

Leewei
2010-08-20, 04:14 PM
Smoked him. The loot pinata drops 150xp, a chain shirt and a longsword.

cd4
2010-08-20, 04:22 PM
Okay, head to the north of the orc's room and cast color spray on the orc.

Leewei
2010-08-20, 04:24 PM
Roll initiative when entering rooms, please. :smallwink:

Initiative: [roll0]

cd4
2010-08-20, 04:28 PM
Sorry, forgot.

Initiative: [roll0]

Leewei
2010-08-20, 04:43 PM
Will save: [roll0]

If passed: "CONTINGENT STEELY STRIKE!" [roll1], damage: [roll2]
Confirm if 28-29: [roll3], crit damage: [roll4]

THUMP

cd4
2010-08-21, 05:07 AM
Unconcious for [roll0] rounds

Coupe De Grace 1[roll1]
Coupe De Grace 2[roll2]
Coupe De Grace 3[roll3]
Coupe De Grace 4[roll4]
Coupe De Grace 5[roll5]
Coupe De Grace 6[roll6]
Coupe De Grace 7[roll7]
Coupe De Grace 8[roll8]

Leewei
2010-08-21, 10:24 AM
You kill the hell outta it. 150xp, goggles, chainmail, ripper, 3 javelins.

Leewei
2010-08-21, 10:25 AM
DM use:[roll0]
[roll1]
[roll2]

Leewei
2010-08-21, 10:27 AM
You also find [roll0] x10gp.

cd4
2010-08-21, 04:34 PM
Okay, Kurik will head north and take the burn me note at the intersection. He will then head north and enter the room with the chest. He will then move back out of the room and move to the north door of the greek fire-breathing monster.

Initiative: [roll0]

First move - cast color spray.

Reflex save against monster's first fire breath, if needed. [roll1]

Leewei
2010-08-21, 04:38 PM
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]