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NeverEnding DM
2011-04-01, 12:57 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=268398)

Halae
2011-04-01, 02:07 AM
Clang would raise an eyebrow at all this if he could. instead, he just takes the torch off the wall and then checks the door for traps. He takes a 20.

term1nally s1ck
2011-04-01, 02:13 AM
As you grab the torch, it takes offence, and attacks:

[roll0] for [roll1] bludgeoning damage.

Halae
2011-04-01, 02:17 AM
Clang takes 2 damage, thanks to his damage reduction

He backs up and takes stock. mechanically, he takes a 5-foot step backwards so he doesn't provoke an attack of opportunity and readies an action to slam it should it make any hostile movements

term1nally s1ck
2011-04-01, 02:19 AM
It pokes forward, and tries to set you on fire:

[roll0] for [roll1] fire damage, and reflex save vs being set on fire.

Halae
2011-04-01, 02:25 AM
Too bad Clang's armor isn't flammable, otherwise he'd be in trouble. the Torch monster doesn't break AC

However, it did provoke Clang's readied slam attack

[roll0] [roll1]

term1nally s1ck
2011-04-01, 02:26 AM
Technically, there's no reason you can't be set on fire, but I'll go with it, you just take the d6.

It goes back to firing you:

[roll0] for [roll1] fire.

Halae
2011-04-01, 02:38 AM
another miss. If this thing starts rolling a ten or higher, I'm afraid I might end up dying against the first monster in the dungeon, and that's not cool

Also, I was under the assumption that if the attack didn't connect, I wouldn't have to make the save. I'll make it now in case you want me to [roll0]

Anyways, another slam [roll1][roll2]

term1nally s1ck
2011-04-01, 02:39 AM
You hit it, and it attacks back:

[roll0] for [roll1] fire.

The reflex does nothing, as you're immune to being on fire.

Halae
2011-04-01, 02:48 AM
it misses, and clang attacks back

[roll0] [roll1]

term1nally s1ck
2011-04-01, 02:50 AM
Hit. The torch breaks. 50XP.

Halae
2011-04-01, 02:52 AM
Clang does a happy dance

then he moves over to the door and takes a 20 on his search check for absolutely anything that is in the least bit threatening

term1nally s1ck
2011-04-01, 02:53 AM
As you search the door, it hits you.

for [roll]3d6

Halae
2011-04-01, 02:56 AM
ugh, I totally should have seen that coming.

Tankfully, it doesn't get past his armor. again.

Retributive slam attack
[roll0] [roll1]

EDIT: I rolled a 1! uh oh...

term1nally s1ck
2011-04-01, 02:57 AM
[roll0] for [roll1]

Halae
2011-04-01, 02:58 AM
at least I'm fairly safe, since this thing can only hit me on a 20

[roll0] for [roll1]

term1nally s1ck
2011-04-01, 03:32 AM
hit, but you don't penetrate hardness.

[roll0] for [roll1]

Halae
2011-04-01, 03:42 AM
So wait, I'm locked in combat with an animated door that can only hit me on a 20 and I can only deal actual damage if I roll maximum? This... may take a while

[roll0] for [roll1]

term1nally s1ck
2011-04-01, 03:45 AM
AC is 12.

Want to roll a lot of rounds?

[roll0] for [roll1]
[roll2] for [roll3]
[roll4] for [roll5]
[roll6] for [roll7]
[roll8] for [roll9]
[roll10] for [roll11]
[roll12] for [roll13]
[roll14] for [roll15]
[roll16] for [roll17]
[roll18] for [roll19]
[roll20] for [roll21]
[roll22] for [roll23]
[roll24] for [roll25]
[roll26] for [roll27]
[roll28] for [roll29]

Halae
2011-04-01, 03:46 AM
[roll0] for [roll1]
[roll2] for [roll3]
[roll4] for [roll5]
[roll6] for [roll7]
[roll8] for [roll9]
[roll10] for [roll11]
[roll12] for [roll13]
[roll14] for [roll15]
[roll16] for [roll17]
[roll18] for [roll19]
[roll20] for [roll21]
[roll22] for [roll23]
[roll24] for [roll25]
[roll26] for [roll27]
[roll28] for [roll29]

EDIT: ooooh, I think I might have done 2 damage in there!

term1nally s1ck
2011-04-01, 03:49 AM
2 damage it is.

The thing has 15 HP.

Erm...50 rounds?

[roll0] for [roll1]
[roll2] for [roll3]
[roll4] for [roll5]
[roll6] for [roll7]
[roll8] for [roll9]
[roll10] for [roll11]
[roll12] for [roll13]
[roll14] for [roll15]
[roll16] for [roll17]
[roll18] for [roll19]
[roll20] for [roll21]
[roll22] for [roll23]
[roll24] for [roll25]
[roll26] for [roll27]
[roll28] for [roll29]
[roll30] for [roll31]
[roll32] for [roll33]
[roll34] for [roll35]
[roll36] for [roll37]
[roll38] for [roll39]
[roll40] for [roll41]
[roll42] for [roll43]
[roll44] for [roll45]
[roll46] for [roll47]
[roll48] for [roll49]
[roll50] for [roll51]
[roll52] for [roll53]
[roll54] for [roll55]
[roll56] for [roll57]
[roll58] for [roll59]
[roll60] for [roll61]
[roll62] for [roll63]
[roll64] for [roll65]
[roll66] for [roll67]
[roll68] for [roll69]
[roll70] for [roll71]
[roll72] for [roll73]
[roll74] for [roll75]
[roll76] for [roll77]
[roll78] for [roll79]
[roll80] for [roll81]
[roll82] for [roll83]
[roll84] for [roll85]
[roll86] for [roll87]
[roll88] for [roll89]
[roll90] for [roll91]
[roll92] for [roll93]
[roll94] for [roll95]
[roll96] for [roll97]
[roll98] for [roll99]
[roll100] for [roll101]
[roll102] for [roll103]
[roll104] for [roll105]
[roll106] for [roll107]
[roll108] for [roll109]
[roll110] for [roll111]
[roll112] for [roll113]
[roll114] for [roll115]
[roll116] for [roll117]
[roll118] for [roll119]

Halae
2011-04-01, 03:53 AM
Actually, I'm going to take a step back at this point and see if it can follow me

5-foot step away from the eeeeeeevil door

term1nally s1ck
2011-04-01, 03:56 AM
It flaps madly.

Halae
2011-04-01, 04:03 AM
so... it's not coming to destroy me? that's good.

assuming it doesn't assault me or something by tearing off of its hinges, I'm going to spend the one minute casting time to cast Personal weapon augmentation: Construct Bane on my fists. That should level the playing field.

Note, by fists I mean my slam attack

term1nally s1ck
2011-04-01, 04:08 AM
Sure, it flaps madly for a minute.

What exactly does that do?

Halae
2011-04-01, 04:14 AM
it means my slam attack, for the next 10 minutes/level, act as construct bane weapons, giving me a +2 on attack and damage, and an extra 2d6 damage on top of that, but all this only applies against constructs, which I'm hoping the door is. This infusion, however, can only be used on weapons that I wield, throw, or fire. I can't do it to another character's equipment. not that that matters. Essentially, I grant on +1 ability to the weapon of my choice, and I chose construct bane. the 1 minute casting time limits it's use, however.

With my newly magicked up slam, I'll make a charge attack against the door

for [roll]1d4+6+2d6

Halae
2011-04-01, 04:15 AM
ok, let's try that slam damage again

[roll0]
[roll1]

13 damage. reduced by five will deal 8

term1nally s1ck
2011-04-01, 04:16 AM
smash bang wallop.

[roll0] for [roll1]

Halae
2011-04-01, 04:18 AM
[roll0] for [roll1][roll2]

12 damage this time. that should do it in.

term1nally s1ck
2011-04-01, 04:19 AM
A 6 misses:

[roll0] for [roll1]

Halae
2011-04-01, 04:21 AM
oh, right, of course.

Sam old same old
[roll0] for [roll1][roll2]

There we go.

term1nally s1ck
2011-04-01, 02:45 PM
and that's it dead.

50XP.

Halae
2011-04-01, 08:44 PM
alrighty then. what do I see through the new doorhole? keep in mind I'm not going out there just yet

term1nally s1ck
2011-04-01, 08:55 PM
You see a sign saying "April Fool's!"

Halae
2011-04-01, 09:06 PM
"Hilarious" the warforged says.

Ok, but what else besides the sign?

Halae
2011-04-02, 04:59 PM
... just sort of waiting for a response now...

term1nally s1ck
2011-04-02, 05:16 PM
*has had this tab open for 5 days. Fail.*

You see a corridor south, 5' wide, with east splits at 5' and 25'. The corridor ends in a T-junction after 35'.

Halae
2011-04-02, 05:24 PM
Clang gives the hallway a dubious look, then reaches down to pick up the remains of the door. He's going to start pressing down the tiles in front of him with as he moves along, if there's a plank left from the door long enough to do that.

Assuming he manages that, He'll go to the first turn off, the one at 5' and look down it, making sure his head is the only thing visible from the hallway there, since he wants to be able to pull himself out of the way if there's a trap or something

term1nally s1ck
2011-04-02, 05:47 PM
The door was part of the april fools, it's back to a normal (though made of lead and on rollers) door. You recover your infusion and any lost HP. I'll even let ya keep the XP. :smalltongue:

Halae
2011-04-02, 05:53 PM
Woo! XP at no cost!

alright, so assuming that I'm still inside the room, not yet through the door, I'm going to open it, see if that hallway was part of April fools too :smallamused:

term1nally s1ck
2011-04-02, 05:55 PM
No, the hallway is there. You just have nothing to poke it with.

Halae
2011-04-02, 05:58 PM
Heh, okie dokie then, I'll take a peek around the corner at the first turn off, the one at 5'

term1nally s1ck
2011-04-02, 06:12 PM
Any cool vision modes?

Either way, you see a turning south after 10'. The corridor extends further than you can see unless you have HUGE DARKVISION, and is unlit.

Halae
2011-04-02, 06:17 PM
Nope, Warforged have standard vision. I'm going to have to change that if this character falls through :smalltongue:

Is there a torch on the wall somewhere?

term1nally s1ck
2011-04-02, 06:20 PM
Yeah, the one that beat you up has respawned, and doesn't try and kill you anymore.

You see a north/south split after 10', and a door north after 30'.

Halae
2011-04-02, 06:34 PM
I go up to the door, pulling the scroll of Charm person off of my belt just in case there's a humanoid on the other side, and open the door. Keep in mind, a warforged can slam with any part of their body, just the same as an unarmed strike can be made. This is nice, despite the fact that a torch and a scroll are taking up my hands

term1nally s1ck
2011-04-02, 06:35 PM
After 15', the floor begins to crumble. Make a reflex save.

Halae
2011-04-02, 06:45 PM
Reflex Save
[roll0]

term1nally s1ck
2011-04-02, 06:48 PM
You fall, taking [roll0] falling damage.

Halae
2011-04-02, 06:52 PM
20 foot fall? ho damn, I forgot to buy rope :smalleek:

Clang casts repair light damage on himself [roll0]

What would be the climb DC for the walls?

term1nally s1ck
2011-04-02, 06:56 PM
With a chimney and corner, basically 0. You can get out without even really trying provided you don't have a -lots modifier.

Halae
2011-04-02, 07:02 PM
well, if I take a 10 then i can get out easy enough, so I'll just climb out like that and continue proceeding towards the door.

However! I'm not going to walk willy nilly again. I'll be making search checks on every square in front of me, to make sure that doesn't happen again

search checks on the floor
[roll0]
[roll1]
[roll2]
search check on the door
[roll3]

term1nally s1ck
2011-04-02, 07:06 PM
Touching the door, it seems warm to your hand. Do you wish to enter?

Halae
2011-04-02, 07:08 PM
Warm? I don't like that. I take a 20 to search it top to bottom for anything remotely dangerous

term1nally s1ck
2011-04-02, 07:22 PM
It's a warm door.

Halae
2011-04-02, 07:28 PM
Clang looks at it skeptically, but takes the scroll off his belt again just in case, then opens the door quickly, so that he can get the drop on whatever is inside

Halae
2011-04-02, 10:46 PM
I'm uh, kind of waiting again. Did you do the tab thing again, or are we waiting for something?

term1nally s1ck
2011-04-03, 02:11 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]

Halae
2011-04-03, 02:33 PM
A lizard! uh oh

Initiative
[roll0]

If I win initiative (I certainly hope so :smalltongue:) then I'll make a charge attack
[roll1] for [roll2]

term1nally s1ck
2011-04-03, 03:05 PM
He 5' steps back, and breathes fire.

[roll0] halved damage, reflex save halves again, minimum 1 damage, and you're entangled for [roll1] rounds unless you have fire resistance.

Halae
2011-04-03, 03:11 PM
Reflex save
[roll0]

Entangled for the 2 rounds, and depending on whether I pass the reflex save, I'm either at 10 or 9 HP

EDIT: I'm gonna go out on a limb here and say i failed the reflex

term1nally s1ck
2011-04-03, 03:12 PM
Yup, that's a fail.

Halae
2011-04-03, 03:15 PM
Ok, escape artist checks for the next couple of rounds. That is, assuming i can make them

[roll0]
[roll1]

term1nally s1ck
2011-04-03, 03:17 PM
You can move, by the way. You'd just take the -2s.

Halae
2011-04-03, 03:26 PM
*facepalm*

Sorry, I don't get entangled often

Alright, moving up to attack the little fire breather
[roll0] for [roll1]

term1nally s1ck
2011-04-03, 03:30 PM
Miss.

You take [roll0] fire damage from the entangling fire, and [roll1] fire damage, cos he breathes again.

Halae
2011-04-03, 03:36 PM
Down to 4 hp. this is bad :smalleek:

cast repair light damage on myself
[roll0]

That brings me back up to max

term1nally s1ck
2011-04-03, 03:46 PM
You take [roll0] damage

and [roll1] halved, ref halves again, 1 damage means entanged again for [roll2] rounds.

BTW, you could have halved the damage from the breath last round on a ref save, too.

Halae
2011-04-03, 03:59 PM
Reflex Save
[roll0]

Attack!
[roll1] for [roll2]

EDIT: Welp, I'm toast

term1nally s1ck
2011-04-03, 04:04 PM
Play again?

Y/N

Halae
2011-04-03, 04:13 PM
I'll go with yes

term1nally s1ck
2011-04-03, 04:14 PM
Same starting room, no evil tricks this time. Opening the door reveals the same thing.

Halae
2011-04-03, 04:22 PM
Ok, I take the torch and open the door. Assuming it's the same hallway, I'm going to go to the second intersection this time, the one at 25' and look down the hall

term1nally s1ck
2011-04-03, 04:59 PM
After 10', it turns north.

Halae
2011-04-03, 05:02 PM
hmm... I'm going to go to the end of the hall (up t the T intersection) and see what's down either direction

Halae
2011-04-05, 08:12 PM
*Twiddles thumbs*

term1nally s1ck
2011-04-06, 09:13 PM
After 10' west, it turns south.

After 35' east, there's a door north, and it turns north after 40'.

Halae
2011-04-06, 09:15 PM
I'll take the west passage then, and look around the corner.

term1nally s1ck
2011-04-06, 09:17 PM
Do you have a trapsearching routine of some sort?

Halae
2011-04-06, 09:28 PM
I would like to roll a single search check on each of the different squares I cross. That means it makes me take an incredibly long time to do, but since I don't sleep or eat that's not much of a problem. in fact, I could go so far as to say I take a twenty on every square I cross.

... Should I be doing that, since time isn't an issue? Yes, I think I should.

Before stepping onto any given square, Clang will take a twenty on his search check for that area. It'll take me massive amounts of time, but if I make the monsters die of old age before I get there, so much the better :smalltongue:

term1nally s1ck
2011-04-06, 10:09 PM
What's your search modifier?

Halae
2011-04-06, 10:10 PM
+7, so my searches will get me a 27 at all times

term1nally s1ck
2011-04-06, 10:14 PM
O_o'''

Wow.

Impressive.

Well, ok.

The first trap you find is a pit trap, 5' across. How would you get across it and any further pits?

Halae
2011-04-06, 10:23 PM
Well, I'll disable them taking as long as it takes to do so. with a +7 modifier, that means that unless I set it off by accident by rolling a 1 there's no problem. So, whenever I find a trap, I'll first take a 10 on my Disable device, giving me a 17. If that doesn't work, then I'll sit there until I either disable it or accidentally trigger it (Without me being on top, of course)

Slow and steady wins the race, eh?

term1nally s1ck
2011-04-06, 10:26 PM
Well, you will probably fail at some point. If the trap is tripped, revealing a 20' deep, 5' wide pit, what do?

Halae
2011-04-06, 10:46 PM
Take a running jump. taking a 10 on a jump check, as long as I have a running start, will get me 8 feet, so getting across isn't a problem

term1nally s1ck
2011-04-06, 10:58 PM
Cool cool.

Ok, the other type of trap you find is a magical trap of some sort.

What do?

Halae
2011-04-06, 11:12 PM
Well, since It's a magical trap, that means the DC is over 20. I guess that means I'll have to roll for it. I'll roll 20 times, If I roll a 1 then I set it off by accident. If I roll high enough to disable it before I set it off, the obvious happens, and I continue on my way

Disable device checks
[roll0]
[roll1]
[roll2]
[roll3]
[roll4]
[roll5]
[roll6]
[roll7]
[roll8]
[roll9]
[roll10]
[roll11]
[roll12]
[roll13]
[roll14]
[roll15]
[roll16]
[roll17]
[roll18]
[roll19]

term1nally s1ck
2011-04-06, 11:17 PM
Lol. 20, then 1.

Disabled.

You face another 2 of those on the way to the first thing of interest on your journey down the VERY LONG CORRIDOR.

Seriously, this corridor is insanely long.

(Also, if you give me an exploration pattern, I'll tell you where you go, and stop at an Interesting Thing (tm).

Halae
2011-04-06, 11:30 PM
Arighty then. Clang will always turn down the first intersection he comes to. If it's a T or + intersection, he will always turn left. Always searching squares. Yeah, just tell me when I come to traps I actually have to roll to disable, and when I get to something interesting.

As far as those two extra magical traps?
Disable device for the first one
[roll0]
[roll1]
[roll2]
[roll3]
[roll4]
[roll5]
[roll6]
[roll7]
[roll8]
[roll9]
[roll10]
[roll11]
[roll12]
[roll13]
[roll14]
[roll15]
[roll16]
[roll17]
[roll18]
[roll19]

And trap number 2, if I don't die against the first one or something
[roll20]
[roll21]
[roll22]
[roll23]
[roll24]
[roll25]
[roll26]
[roll27]
[roll28]
[roll29]
[roll30]
[roll31]
[roll32]
[roll33]
[roll34]
[roll35]
[roll36]
[roll37]
[roll38]
[roll39]

EDIT: ouch, definitely set off trap 2

term1nally s1ck
2011-04-06, 11:45 PM
Trap 2 fires!

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

Halae
2011-04-06, 11:49 PM
Oh no! My HP is reduced to 8! :smalltongue:

I'll deal with the damage for now. Just in case the trap resets, I'll move on before it can fire off another shot

Am I getting XP for all these traps, anyways? or will it be part of a lump sum at the end?

term1nally s1ck
2011-04-07, 12:28 AM
Sadly no. Any set of traps that is solvable by rolling a barrel down each corridor isn't really worth giving XP for.

EDIT: You find a door north. The seemingly interminable corridor continues to the east.

Halae
2011-04-07, 12:31 AM
I pick up my scroll of sleep off my belt and cautiously open the door, hopefully ready for anything

term1nally s1ck
2011-04-07, 12:34 AM
Opening the door reveals the following room:
{table]|A_|B_|C_|D_|E_
1|||||
2|||||
3||||1|
4|||||
5||||| [/table]
There is an orc in the middle of the room, twirling a wickedly serrated spear between its hands as it performs what you assume to be combat maneuvers. Beneath its simple uniform, you make out the pattern and distinctive rustle of chainmail.

The orc pauses mid-swing as it notices you, adjusting its stance to one of calm readiness.
Initiative:[roll0]

Halae
2011-04-07, 12:37 AM
Initiative
[roll0]

Even if he goes first I'll still go with Use Magic Device to activate the Scroll of Sleep
[roll1]

term1nally s1ck
2011-04-07, 12:38 AM
[roll0] Will save.

term1nally s1ck
2011-04-07, 12:39 AM
He moves towards you and strikes in a very focused way:

[roll0] for [roll1]

Halae
2011-04-07, 12:47 AM
The attack misses.

5-foot step back

Move action to retrieve Scroll of Hypnotize from Clang's belt

Standard action to ACTIVATE!
[roll0]

(Note, I forgot to add the +2 bonus fro having Scribe Scroll and being an artificer so the bonus is +9 rather than +7)

term1nally s1ck
2011-04-07, 12:49 AM
[roll0] will save

Halae
2011-04-07, 12:58 AM
Ah, a failure!

ok, duration is [roll0]

I make the suggestion "Go and find yourself some treasure. there might be some in the rooms I skipped all the way back there." and point back in the direction I came from. Since this is a suggestion rather than a Charm or domination, it has to at least seem reasonable, so that's what I did :smalltongue:

term1nally s1ck
2011-04-07, 01:00 AM
He seems to understand, thinks, grins, yells FOOOOOOOD, and runs off down the corridor you just came from. 300XP. What now, oh intrepid adventurer?

Halae
2011-04-07, 01:07 AM
Now? now I search the room. Is it bare like the beginning room, or is there something in it?

term1nally s1ck
2011-04-07, 01:20 AM
Pretty bare. There is a bit of oot, but I'm lazy and cba rolling for it. Remind me at some point to roll you some standard loot.

Halae
2011-04-07, 01:25 AM
You got it, DM man.

After gathering his "loot", Clang will exit the room ad travel down the hall that he hasn't yet. Specifically, the interminable eastern corridor. And he maintains his barrel rolling strategy, despite the absence of a barrel.

term1nally s1ck
2011-04-07, 07:39 AM
Another pit, another disarm, and then another magic trap.

Halae
2011-04-07, 12:40 PM
Alrighty then, disrm trap time...

[roll0]

Halae
2011-04-07, 12:43 PM
Damn, that screwed it. According to the SRD, I'm not able to try again. How is the trap set off? Pressure plate on the floor, or something coming near it?

Also, when you get back online, I want me some generic loot :smalltongue:

term1nally s1ck
2011-04-08, 04:51 PM
[roll0] vs touch for [roll1] acid.

Halae
2011-04-08, 04:54 PM
Wait, I thought that it would only activate if I rolled a 1? and, er, you didn't answer my question

term1nally s1ck
2011-04-08, 05:14 PM
Seems to just be contact with the area.

"If you fail by 5 or more, something goes wrong. If the device is a trap, you spring it. If you’re attempting some sort of sabotage, you think the device is disabled, but it still works normally. "

Halae
2011-04-08, 05:17 PM
Alright, thanks for the clarification. So, that means I'm down to 5 HP.

Cast Repair Light Damage!
[roll0]

Then continue on my merry way

EDIT: geeze that healing could have gone better. still, 7 is better than 5.

Halae
2011-04-10, 04:56 PM
*Bump* .

term1nally s1ck
2011-04-10, 08:08 PM
Yet another pit, a pit, and a magical trap.

Halae
2011-04-10, 08:17 PM
urk. magical trap. Let's see if this one brings me a bit closer to death :smalltongue:

[roll0]

term1nally s1ck
2011-04-10, 09:02 PM
Yup.

[roll0] for [roll1]

Halae
2011-04-10, 09:10 PM
Curses! I just healed that 2 damage!

Well, nothing for it. Repair Light Damage
[roll0]

And, for if I come across another magical trap before I get to a door...
[roll1]

EDIT: *Facepalm* oh infusions, why have you forsaken me?

That was my last one

term1nally s1ck
2011-04-10, 09:14 PM
You reach a dead end, though the wall looks kinda odd...

Halae
2011-04-10, 09:32 PM
If Clang could raise an eyebrow, he would. So I'm going to kick the wall

Slam attack damage!
[roll0]

term1nally s1ck
2011-04-10, 09:33 PM
You re-enter the room you just cleared.

Halae
2011-04-10, 09:39 PM
For a moment, Clang just stands there, looking a bit stunned and a bit angry.

He is now going to "Harumph" and sit in a corner. He's now going to spend eight hours repairing himself

[roll0]

Oh yeah, would you mind rolling the standard loot I found in this room, since, you know, it's kind of appropriate in some strange way?

EDIT: woo, back to full health! Do I get back my infusions for the day though?

term1nally s1ck
2011-04-10, 09:40 PM
Yeah, sure...

Loot: [roll0]

DM rolls:

[roll1]
[roll2]
[roll3]
[roll4]
[roll5]
[roll6]
[roll7]
[roll8]

term1nally s1ck
2011-04-10, 09:42 PM
After 4 hours, you hear a groan, and the orc you just killed gets up. He's a ZOMBIE. AHHHHH.

[roll0] init.

Halae
2011-04-10, 09:44 PM
[roll0]

Initiative

EDIT: wait a moment, I sent him careening down a hallway under the effect of a suggestion. why is he dead and back here?

Jarian
2011-04-10, 09:46 PM
The dungeon works in mysterious ways.

...especially when you try to rest.

term1nally s1ck
2011-04-10, 09:47 PM
Erm. Ok...

The ORc is now dead, and walks back through the door.

He's a ZOMBIE. AHHHH.

term1nally s1ck
2011-04-10, 09:48 PM
Anyway, he charges.

[roll0] for [roll1]

Halae
2011-04-10, 09:52 PM
oh, the poor orc must have run afoul of the GODDAMN ACID TRAPS

He didn't break my AC, so SLAM
[roll0] for [roll1]

term1nally s1ck
2011-04-10, 09:53 PM
Actually, he fell headfirst down a pit.

Hit, but he DRs it all.

[roll0] for [roll1]

Halae
2011-04-10, 10:00 PM
oh.

oh no.

Without infusions, I don't do enough damage to kill this sucker. meaning he only needs to get a 19 or 20 to hit my AC, and then he does enough damage to knock me unconscious, if not kill me outright

it might take a while, but that's game, unless I run away screaming.

Actually, that's an absolutely horrid tactic, as I don't have enough time to search and disable traps without dealing with Mr. Rotting Orc, and if I just go running like a chicken with my head cut off I'll activate more traps than I'll be able to deal with.

Alright then, I'm boned. New character time. One that doesn't have to deal with HARDNESS and DAMAGE REDUCTION :smallannoyed:

I can have him ready in an hour or two :smalltongue:

Jarian
2011-04-10, 10:07 PM
Yes... YES... IT'S WORKING. IT'S WORKING!

I feel compelled to laugh maniacally and rub my hands together, evil mastermind style, just by reading this thread.

Halae
2011-04-10, 10:10 PM
huh.

Actually, it seems I still have my old character sheet for Trame (http://www.myth-weavers.com/sheetview.php?sheetid=284955), who I was originally going to play but then decided on Clang

As far as it goes, he's taking the Half-Dragon Racial Advancement class in Races of the Dragon. Because of the way it's built it assumes you have a character level already, so the way I built it was that it had the technical second level on one side of his gestalt. Should I change that, or Is it good the way it is?

EDIT: also, can I have a map of what I've done so far?

term1nally s1ck
2011-04-10, 10:14 PM
Uhhhh....

I'll look through it when I've had sleep.

Halae
2011-04-10, 10:15 PM
Fair enough - take your time

Halae
2011-04-13, 01:20 AM
Alright, let's get to this.

Liam starts in the beginning room again, right? this time without the only two features of the room assaulting me?

term1nally s1ck
2011-04-13, 01:21 AM
Yeah, I guess we can use this thread. Your character checked out well, but I didn't want to put it inrecruitment cos other people are due checking.

Halae
2011-04-13, 01:24 AM
due checking? I'm sorry, I'm not sure what you mean by that :smallconfused:

Jarian
2011-04-13, 01:26 AM
He means that other people's sheets need checking too, and it would be bad form to update with only one thread when they've been waiting.

Halae
2011-04-13, 01:30 AM
fair enough. I can wait then :smallsmile:

term1nally s1ck
2011-04-13, 01:34 AM
Yours has only a couple of flaws. You have no skill ranks invested, and you have no purchase log.

Halae
2011-04-13, 01:37 AM
oh, right, those :smallredface:

Just a minute...

Halae
2011-04-13, 01:42 AM
there we go. I love how simple skill points are for level 1 characters, and the equipment was pretty easy too. It's in the currency box on my sheet

Jarian
2011-04-13, 09:48 PM
Assuming those were the only mistakes, shall we?

Halae
2011-04-13, 09:50 PM
I was under the impression we were still waiting for all the sheet checks, but sure, if we're moving on

Starting room, right? No being attacked by the only two features of the room?

Jarian
2011-04-13, 09:55 PM
Meh. I'm not in the mood to go over sheets with a fine-toothed comb tonight, and this is just sitting here to no good use.

The starting room does not, in fact, try to kill you.

Halae
2011-04-13, 09:57 PM
hehe, alright then. I take the torch and open the door

Jarian
2011-04-13, 09:58 PM
Opening the door reveals a hall that runs to the east and south.

To the east, it runs beyond the range of your torchlight. After ten feet, it splits to the north and south. After thirty feet, there is a door on the north wall of the hall.

To the south, it runs for thirty feet before teeing to the east and west. After twenty feet, it splits to the east.

Halae
2011-04-13, 10:03 PM
Liam uses his spiderwalking to walk on the roof. Combined with his Planar Chausuble, this makes him virtually immune to all the traps in these hallways.

He'll take the eastern passage, holding the torch out to make sure he doesn't burn himself

Jarian
2011-04-13, 10:05 PM
Clever.

Unfortunately, you're not entirely right.

As you reach the four-way split, you step on a pressure plate on the ceiling. A mechanical click sounds, and...

[roll0]

Jarian
2011-04-13, 10:06 PM
Four pinholes appear in the ceiling, each releasing a dart.

[roll0] vs flatfooted AC for [roll1] piercing damage.
[roll2] vs flatfooted AC for [roll3] piercing damage.
[roll4] vs flatfooted AC for [roll5] piercing damage.
[roll6] vs flatfooted AC for [roll7] piercing damage.

Halae
2011-04-13, 10:08 PM
O_o

The three that hit me knock me down to negative hit points. How high is the roof? I'm going to be taking falling damage

EDIT: nevermind, that's flat-footed attacks. They all hit, knocking me down to -6

Jarian
2011-04-13, 10:09 PM
All ceilings are twenty feet high unless otherwise noted.

Halae
2011-04-13, 10:10 PM
Falling Damage!
[roll0]

Halae
2011-04-13, 10:11 PM
The falling damage would have killed me anyways, pretty much. Mulligan?

Jarian
2011-04-13, 10:15 PM
'kay.

What changes this time?

Halae
2011-04-13, 10:19 PM
Walking on the walls this time :smalltongue:

It's going to be kind of silly if this has a different kind of trap this time

Jarian
2011-04-13, 10:22 PM
The walls are twenty feet high. You'll need to be a bit more specific than that.

Halae
2011-04-13, 10:25 PM
Right. Walking 5 feet off the ground, so there's 5 feet between me and the floor, and ten between me and the roof. For the most part I'll stay on what would be the left hand side of the corridors I come to if I was standing on the ground, but note that just using my hands I should be able move over to the other side if needed.

Jarian
2011-04-13, 10:29 PM
Mkay.

I assume you have a general layout of the area you want to go to from *checks* six pages of exploration, right?

Halae
2011-04-13, 10:31 PM
TS never really described where I was, I just told him I preferred taking lefts and was searching every single area for traps.

Thus, I have no idea what a map of floor 1 would look like :smallbiggrin:

That said, I'm going to turn North at the intersection. Something Tells me north is the way

Jarian
2011-04-13, 10:35 PM
Ah. Well then. I guess I'll start detailing things for you.

From the four way split, you head north for twenty feet where the hall turns east, then east ten feet where it turns north, then north ten feet where it tees to the east and west.

To the east, the hall runs beyond the range of your torchlight. After twenty feet, the hall splits to the north. After thirty feet, there is a door on the south side of the hall.

To the west (lefhand path leads this way) the hall runs for thirty feet before turning north. After twenty feet, the hall splits north.

If you don't want to be apprised of choices like these, I can just apply your lefthand rule until something out of the ordinary pops up.

Halae
2011-04-13, 10:38 PM
nah, that had me going in trapped circles last time :smallannoyed:

I'll take the eastern hall, using the power of magic to essentially flip which side of the hall I'm on until I get to my preferred position. When the hall turns north, I'll turn north as well

Jarian
2011-04-13, 10:40 PM
At the split north:

The hall runs north for ten feet before turning east, with a door on the north side of the bend. Investigate?

Halae
2011-04-13, 10:43 PM
Hmm...

Alright, I'm going to stay attached to the wall her, but I'm going to open the door in a very particular way.

I'll open it from the side so that the door is between me and the opening, making is so that whatever's inside won't be able to see me, then I'll move so that I'm ten feet above the doorframe and wait for something to come out

Jarian
2011-04-13, 10:46 PM
The doors here do not work that way.

On the subject of doors: "It is a door. It's made of lead, about a foot thick as far as you can tell. It slides rather than being pulled or pushed, disappearing into the stone wall. The door features a shallow depression in one side as a "handle", though it appears impossible to brace anything against the depression in such a way as to block the door shut, as any pressure would cause the bracing object to simply slide out."

What does that change?

Halae
2011-04-13, 10:48 PM
Curses, he thought of that too! :smallannoyed:

Alright then, I'm going to open it from above, and then go up ten feet so that my back is against the roof, and ready an action eldritch blast whatever comes out

Jarian
2011-04-13, 11:05 PM
Opening the door reveals the following room:{table]|A_|B_|C_|D_|E_|F_
1||||||
2||||||
3||||1||
4||||||[/table]
There are doors at A3, and F4 south, which you are just outside of.

In the room is a gray skinned, wrinkled humanoid, crawling low with claws extending from it's hands.

Initiative: [roll0]

Note that you have not yet moved from above the doorway; initiative is rolled upon first contact.

Halae
2011-04-13, 11:10 PM
I really hope I can beat that initiative. Otherwise I'm pretty pathetic
[roll0]

"Hello!" Liam says cheerfully and launches a blast into the thing's face. I'm gonna go out on a limb here and guess it's a ghoul.

Attack roll Vs. Touch AC [roll1] for [roll2] damage

After blasting it, I'll back my way up the wall, so that my back is to the stone of the roof

Jarian
2011-04-13, 11:12 PM
It is not, in fact, a ghoul, as you could likely infer from what I'm about to tell you.

Roll to confirm that crit threat.

Halae
2011-04-13, 11:22 PM
Sweeeeeet

[roll0] for crit confirmation

Different DMs have different ways of doing it, so do I just multiply the damage I did by two, or do I roll again? to save time if it's the latter, then here's the roll
[roll1]

Jarian
2011-04-13, 11:26 PM
When you make an attack roll and get a natural 20 (the d20 shows 20), you hit regardless of your target’s Armor Class, and you have scored a threat. The hit might be a critical hit (or "crit"). To find out if it’s a critical hit, you immediately make a critical roll—another attack roll with all the same modifiers as the attack roll you just made. If the critical roll also results in a hit against the target’s AC, your original hit is a critical hit. (The critical roll just needs to hit to give you a crit. It doesn’t need to come up 20 again.) If the critical roll is a miss, then your hit is just a regular hit.

A critical hit means that you roll your damage more than once, with all your usual bonuses, and add the rolls together. Unless otherwise specified, the threat range for a critical hit on an attack roll is 20, and the multiplier is ×2.

Exception: Extra damage dice over and above a weapon’s normal damage is not multiplied when you score a critical hit.

So yes, you roll again.

---

You hear shuffling movement from inside the room, and the door slams shut.

Halae
2011-04-13, 11:30 PM
Damn, it's smart.

Alrighty then, different tactic.

I'm going to move to the hallway leading up to the doorway, so that I can see into it and, it it was open, into the room a little. I'm twenty feet away, and fifteen feet up on the wall. Then I'm going to use Eldritch blast until the door is destroyed. This may take some time, but as I don't have to beat hardness and it has the AC of a door, I can do it

Jarian
2011-04-13, 11:31 PM
Why don't you have to beat its hardness, again? I thought you took the Spiderclimb invocation, not Shatter.

Halae
2011-04-13, 11:44 PM
Eldritch Blast is magical damage, and thus not affected by hardness :smalltongue:

besides, there's no way I could shatter a door with baleful utterance at level one, unless all that lead weighs less than ten pounds

Jarian
2011-04-13, 11:58 PM
That's not how hardness (http://www.d20srd.org/srd/exploration.htm#hardness) works.

Lead has hardness 10 afaik, so your EB can't damage the doors whatsoever.

Halae
2011-04-14, 12:07 AM
... huh. I thought energy attacks bypassed hardness, so oh well.

Anyways, I'll go back over to the door, just above it again, and open it. Do I have to roll initiative again? if so, to save time...
[roll0]

term1nally s1ck
2011-04-14, 05:07 PM
Opening the door reveals the following room:{table]|A_|B_|C_|D_|E_|F_
1||||||
2||||||
3||||1||
4||||||[/table]
There are doors at A3 and F4 south.
In the room is a gray wrinkled humanoid, crawling low with claws extending from it's hands.

He's just inside the door, and ANGRY.

He's also prepared, as he steps out the door and beats you mercilessly.

[roll0] for [roll1]

Halae
2011-04-14, 05:13 PM
well crud. Can't say I wasn't expecting it.

I'll eat an AoO for this, but I'm going to go into the room, past wrinkly the claw beast. I'll then go up the wall so that I'm inside and up the wall.

Then another blast! You know, if he doesn't kill me outright with his AoO
[roll0] for [roll1]

term1nally s1ck
2011-04-14, 05:16 PM
He's in the doorway, so you can't get past him. Can't go diagonally across solid objects.

Halae
2011-04-14, 05:18 PM
Curses.

Go back up the wall and do the same then. Still take an AoO
[roll0] for [roll1]

term1nally s1ck
2011-04-14, 05:20 PM
[roll0] for [roll1]

You miss, he wanders back into the room and closes the door.

Halae
2011-04-14, 05:25 PM
So, my options are to either sit a deal with him or move on? crud, I'm going to go find something easier to deal with, or that I can trick into letting me onto the inside roof before it rips my head off.

Time to take the eastern corridor then. I take my favored position - five feet off the ground, ten feet away from the roof, on the left side of the hallway and start walking

term1nally s1ck
2011-04-14, 05:34 PM
The corridor ends after 20', and there's a split north after 10'.

Make a spot check.

Halae
2011-04-14, 05:36 PM
[roll0]

spot

term1nally s1ck
2011-04-14, 05:50 PM
You see nothing I did not already say.

Halae
2011-04-14, 05:53 PM
I think I'll turn down the northern turn off

term1nally s1ck
2011-04-14, 05:55 PM
Gotta go to bed now, do me a favour and post again to trigger my subscription in the morning?

Halae
2011-04-14, 06:00 PM
You got it.

Have a good sleep, man :smallwink:

term1nally s1ck
2011-04-15, 08:06 AM
Door north and a turn west after 20'.

Halae
2011-04-15, 05:17 PM
Ok, I go above the door and open it, seeing what's inside

term1nally s1ck
2011-04-16, 08:17 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.

Halae
2011-04-16, 09:14 AM
I'll drop to the ground here and approach the chest cautiously. Is the chest locked?

term1nally s1ck
2011-04-20, 12:33 PM
Nope, it's unlocked.

Halae
2011-04-20, 02:52 PM
So, I could pick up the note and have it go boom in my hands, or it might just be a note. urk.

I move to the side of the chest, and do my best to open it from there, rather than in front of it where mechanical traps would expect me to be. Unless it's an explosion.

term1nally s1ck
2011-04-20, 04:00 PM
It opens to reveal nothing. It was empty.

Halae
2011-04-20, 04:24 PM
Then I was probably right - I'm guessing the note's trapped.

Well, nothing for it. I'm going to go back out of the room and continue along the path that I haven't taken yet

term1nally s1ck
2011-04-20, 04:45 PM
The corridor ends in a T after 20'.

To the east, it ends in a dead end after 10'. Make a spot check.

To the west, it turns south after 10'.

Halae
2011-04-20, 04:47 PM
Spot
[roll0]

Tencharacters

term1nally s1ck
2011-04-20, 05:35 PM
The wall at the dead end seems different somehow. Like the stones don't quite seem to fit together the same as the rest of the dungeon...

Halae
2011-04-20, 05:41 PM
Liam quirks an eyebrow and uses an eldritch blast on the wall

term1nally s1ck
2011-04-20, 05:45 PM
Opening the door wall 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. You are outside A4.
Initiative:[roll0]

Halae
2011-04-20, 05:57 PM
Initiative
[roll0]

term1nally s1ck
2011-04-20, 05:59 PM
He does a tumbling splitting sword shadow wreathed flaming double strike of DOOM.

[roll0] vs flatfooted.
[roll1] vs flatfooted.

[roll2] plus [roll3] fire damage, plus [roll4] cold maybe.

He has concealment, too.