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View Full Version : Neverending Dungeon - Eonan of Andolgar (Beelzebub1111)



term1nally s1ck
2010-11-30, 05:16 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=254368)

Beelzebub1111
2010-11-30, 06:15 PM
Okay, Teleported to an empty room, still got my tools, let's start this thing

Search the torch [roll0]
Search the door [roll1]
If no traps are found take the torch and open the door.

Edit: In hindsight, would you be rolling search checks?

term1nally s1ck
2010-11-30, 06:25 PM
No traps.

You roll your own checks, don't worry.

Opening the door reveals a corridor to the south.

After 5', there's a split east.

After 25', there's a split east.

After 35', the corridor ends in a T-junction.

The corridor is 5' wide, and unlit apart from the torch you hold.

Beelzebub1111
2010-11-30, 06:33 PM
I'll take the first eastern split, Searching for traps along the way taking 10 for a result of 18.

term1nally s1ck
2010-12-02, 10:40 AM
To the east, you see a north.south junction after 10', a door north after 30', and the corridor continues on long after your light fades.

At the junction, you can see 20' north and south, and both corridors turn to the right.

Beelzebub1111
2010-12-02, 12:19 PM
Go to the door
Listen at the door: [roll0]
check for traps [roll1]
If trapped: Disable Device [roll2]
See if it's locked
If locked: Open Locks [roll3]

Invoke Dark One's Own Luck to Will saves

term1nally s1ck
2010-12-02, 05:38 PM
No traps, no noise, no lock.

The door is a sheet of lead that appears to slide into the wall.

Beelzebub1111
2010-12-02, 06:03 PM
Lead? Hmm...
I'll Slide open the door.

term1nally s1ck
2010-12-02, 06:05 PM
Oh, along the way, your character steps on a Pit trap. Make a reflex save to avoid falling in for [roll0] falling damage.

Beelzebub1111
2010-12-02, 06:22 PM
PIT TRAP? (how far down the hallway?)
[roll0]

Eew...don't like the look of that.

term1nally s1ck
2010-12-02, 07:42 PM
10' past the first junction.

You fall, taking 7 damage.

Beelzebub1111
2010-12-02, 07:50 PM
Disabled...

Well...this looks like a good spot to take a nap.

I'll take off my armor and use my empty sack to cover myself while I rest for 8 hours

term1nally s1ck
2010-12-02, 08:00 PM
Huh.

[roll0]
[roll1]
[roll2]
[roll3]
[roll4]
[roll5]
[roll6]
[roll7]

EDIT: You wake up refreshed and happy.

Beelzebub1111
2010-12-02, 08:26 PM
I didn't have any chance to bleed out. I was at 0, not -1.

1 hit point isn't exactly refreshed, but it's better than nothing and time to climb out of the hole.

This is going to suck
putting everything in my sack, at the top of the pit, put on my armor again.
Climb check: [roll0]

term1nally s1ck
2010-12-02, 08:30 PM
It was for something else entirely. Had the rolls been different, you'd be very dead.

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]

Beelzebub1111
2010-12-02, 08:32 PM
uh oh!
[roll0]

term1nally s1ck
2010-12-02, 08:40 PM
Well, this is mean..

[roll0] halved, minimum 1, and halved again on reflex, again minimum 1 unless you have evasion.

Also, you're entangled if you take damage.

Beelzebub1111
2010-12-02, 08:43 PM
I take one, I'm disabled and entangeld.

on my init I...Close the damn door!

Also, I'm probably dead.

Short dungeon trip.

term1nally s1ck
2010-12-02, 09:09 PM
Well, you take another d6 damage every turn for [roll0] turns.

Beelzebub1111
2010-12-02, 09:12 PM
Well, you take another d6 damage every turn for [roll0] turns.
[roll0] damage

Beelzebub1111
2010-12-02, 09:13 PM
-6 and dying

[roll0]
[roll1]
[roll2]
[roll3]
Negative six and stable. I have three and a half days of unconsciousness, though something will come along and eat me by then.

term1nally s1ck
2010-12-02, 09:20 PM
Yeah, he pops back out after a couple of rounds to finish you off.

You can restart if you only edit items or swap feats. Any other changes would require you to re-submit.

Beelzebub1111
2010-12-02, 09:26 PM
I'll restart. No equipment changes. No feat exchanges.

term1nally s1ck
2010-12-02, 09:31 PM
Ok. Everything is the same. What do?

Beelzebub1111
2010-12-02, 09:38 PM
Okay then, take the torch
Enter the hallway invoke Dark One's Own Luck to reflex saves
Go to the end of the hallway, turn west.

term1nally s1ck
2010-12-02, 09:43 PM
You go west 10', south 10', and turn east. There appears to be no end to this corridor within sight, and no features.

Do you wish to continue down said corridor?

Beelzebub1111
2010-12-02, 09:50 PM
Search each five feet for 20 feet down, stopping if I find anything.
[roll0]
[roll1]
[roll2]
[roll3]

term1nally s1ck
2010-12-02, 10:03 PM
Nothing x4. You can barely make out a door north about 60' away after moving forward 15'.

Beelzebub1111
2010-12-02, 10:15 PM
Hmm...I'll head down that way towards the door, taking 20 on my search checks down the hall for a result of 28 (2 minutes a square, that's nearly 2 hours)

term1nally s1ck
2010-12-02, 10:18 PM
You find 2 pits on the way, but you reach the door.

Beelzebub1111
2010-12-02, 10:24 PM
Well...that's better than falling down them.
Invoke DOOL for Will Saves
Search the door
[roll0]
Disable Device
[roll1]
Open Lock
[roll2]

term1nally s1ck
2010-12-04, 10:41 AM
No traps, no lock.

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]

Beelzebub1111
2010-12-04, 01:08 PM
Initiative: [roll0]

Beelzebub1111
2010-12-04, 01:11 PM
Got the jump on him! Let's roll!

Five Foot Step to B5

Eldritch Blast vs. Flat Fooded Touch w/Sneak Attack
[roll0]
[roll1] + [roll2]

[roll3]
[roll4]

term1nally s1ck
2010-12-04, 01:56 PM
Nice damage rolls. He drops.

150XP, Ripper, javelin, sundark goggles, and random loot to the tune of:

[roll0]

term1nally s1ck
2010-12-04, 01:57 PM
[roll0] x100sp

[roll1] x10gp gem

[roll2] A Wand.

Beelzebub1111
2010-12-04, 05:53 PM
At work right now. I'll update when I get home, but what are the stats on a ripper/what book is it from?

Beelzebub1111
2010-12-04, 09:54 PM
Okay, time to adjust my weight allowance. I will take the sack out of my pack.
I'll put in the Ripper (still would like to know what book that's from, and does it have a sheath), the silver pieces, and the Sundark Goggles (how much to they weigh?) in the sack. As well as my Crowbar, My Rope, and My Spare Torches in there as well.

I'll pocket the wand and gems

From now on, Before I enter search a door, I will leave the sack drop my sack outside the room next to the door in the direction I just came from.

*Singing* "I love stealin'; I love takin' things."

term1nally s1ck
2010-12-05, 07:05 AM
Not certain on the book, but it's basically a greatsword but Piercing damage, like a big spear.

and it costs 55gp.

sundarks are 1lb.

Beelzebub1111
2010-12-05, 07:31 AM
Alright then, I'll switch Dark One's Own Luck to Fortitude saves then head towards the door to the north.
[roll0]
[roll1]
[roll2]

(Also, How far did that hallway that I came from go, or did it continue an additional 60ft?)

term1nally s1ck
2010-12-06, 07:58 AM
at least another 60'.

5' east, the corridor turns north.

15' west, the corridor turns south.

Beelzebub1111
2010-12-06, 10:42 AM
"Hmm...according to that map I drew, west and south should hit a dead end, but the best treasure is always at a dead end, So I'll head west"

I'll take 20 on search checks and light a new torch if this one goes out.

term1nally s1ck
2010-12-06, 07:37 PM
Actually, you find a door west, and then it meets up with the corridor with the bullseye outside a door.

Beelzebub1111
2010-12-06, 09:09 PM
Wait a second....*Checks Compass* silly me! I got turned around.

If I go west and south from that new door, it leads down in to that near endless hallway. If I head east and north...I think I'm lost.

http://i53.tinypic.com/2h5tppu.jpg
I'm at that corner northwest of the orc/ripper room, what do I see?

term1nally s1ck
2010-12-06, 09:38 PM
O_o

Lol.

http://img508.imageshack.us/img508/6563/beezelbubmapfloor1.jpg (http://img508.imageshack.us/i/beezelbubmapfloor1.jpg/)

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

Beelzebub1111
2010-12-06, 09:57 PM
OH! well...crap...One mistake and I'm around in circles.

I'll go West then South and check out the more northern door, first.
Invoke Dark One's Own luck to Fortitude
[roll0]
[roll1]
[roll2]
Before I Open the Door, Invoke Dark One's Own Luck to Will

term1nally s1ck
2010-12-06, 10:24 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]

Beelzebub1111
2010-12-06, 11:20 PM
"HOLY CRAP!"
[roll0]

Beelzebub1111
2010-12-06, 11:27 PM
Move into C-1.


"HAVE A HEALTHY BREAKFAST OF ARCANE ENERGIES SUCKER!"

Shoot the guy in armor with an Edritch Blast, Flatfooted Ranged Touch Attack
[roll0]
[roll1] + [roll2]
[roll3]
[roll4]

term1nally s1ck
2010-12-07, 12:22 PM
He takes the hit.

The creature vanishes.

The human moves closer, then hits you with a wave of rainbow light.

Make a will save or be stunned, blind, and unconscious for [roll0] rounds, then blind and stunned for [roll1] rounds, and stunned for 1 round after that.

Beelzebub1111
2010-12-07, 12:40 PM
Lets hope that the dark one that I'm dreawing luck from is one of the strong willed ones.

[roll0]

term1nally s1ck
2010-12-07, 12:41 PM
Very much a pass.

Beelzebub1111
2010-12-07, 02:24 PM
"Well then, have a taste of your own medicine!"
[roll0]
Five foot Step away
Eldritch Blast. Possibly to flat footed touch (If he fails Sense Motive)
[roll1]
[roll2]
[roll3]

[roll4]
[roll5]

Done

EDIT:
OOF! that's probably a miss even with the feint, Shadow Bless me...

term1nally s1ck
2010-12-15, 11:27 AM
That is indeed a miss.

Another color spray, another Will save please.

Beelzebub1111
2010-12-15, 12:52 PM
The random nimber gods have not smiled on me recently here's hoping that they had a change of heart

[roll0]

Edit: Well F*** you, too Random number god

term1nally s1ck
2010-12-15, 01:12 PM
No change of heart.

I'm gonna guess you're quite dead.

[roll0]
of:
[roll1] for [roll2] (vs disabled AC)
[roll3]
[roll4]
[roll5]
[roll6]
[roll7]
[roll8]
[roll9]

15 damage enough?

Beelzebub1111
2010-12-15, 01:33 PM
that's plenty, thanks. not my lucky day...

term1nally s1ck
2010-12-15, 03:00 PM
Restart?

Y/N

Beelzebub1111
2010-12-15, 05:36 PM
N

I'll be making a new character shortly