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NeverEnding DM
2011-04-01, 01:26 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=271257)

Beelzebub1111
2011-04-03, 08:27 AM
Assessment: Location unknown.
Objective: seek exit

Walk over to the door

Observation: Light source deemed unessicary and counter-productive towards personal survival.
Task: Searching door for traps

[roll0]

term1nally s1ck
2011-04-03, 09:20 AM
The door is a door.

Beelzebub1111
2011-04-03, 10:24 AM
I open...the door.

term1nally s1ck
2011-04-03, 10:35 AM
Assuming you have darkvision:

You see a 5' wide corridor going south.

After 5', and 25', it splits east.

The corridor ends in a T-junction after 35'.

Beelzebub1111
2011-04-03, 11:57 AM
Outsider Traits, Darkvision 60ft

Assessment: Location appears labrinthine in nature. Initiating standard maze protocol
take the first east passage.

term1nally s1ck
2011-04-03, 12:19 PM
After 10', a north/south split.

After 30', a door north.

After 60', a north/south split.

The corridor extends further than you can see.

Beelzebub1111
2011-04-03, 12:26 PM
Hand on the left wall, Heading north. taking 10 on search checks in each square for a result of 20.

Jarian
2011-04-03, 02:15 PM
Hi, I'll be taking over DMing this thread for now.

Hm. It seems there was a slight slip in the original hall description. This is what you actually saw when you opened the door.

Opening the door reveals a hallway running to the south and east.

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

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

Does that change anything in your search pattern?

For the record, with regards to the doors in this place:

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.

Beelzebub1111
2011-04-03, 02:35 PM
No changes still heading north.

Jarian
2011-04-03, 02:38 PM
Would you like to declare a standard operating procedure for exploration, to speed things up? For instance, some people prod squares with ten-foot poles, some throw around bags of flour, some take 20 on search checks every step of the way... Would you like to do something of the sort?

Jarian
2011-04-03, 03:04 PM
Ah, sorry, I see that you did specify you were taking 10 on search checks. Okay, lefthand rule, here we go. If there are splits in path, the bolded section is the path you're taking.

You reach the split and head north for twenty feet, then east for ten feet, then north for ten feet before reaching a T in the path. To the east, the hall runs for fifty feet before turning south. After twenty feet, it splits to the north, after thirty feet, there is a door on the south side of the hall. To the west, the hall runs for thirty feet before turning north. After twenty feet, there is a split to the north.

At the turn north, the hall runs for thirty feet before turning east. After twenty feet, the floor starts to buckle beneath your feet as you step on a concealed pit trap that your searching failed to reveal.

Reflex save please.

Beelzebub1111
2011-04-03, 07:25 PM
Spending an inspiration for this encounter.
[roll0]

Jarian
2011-04-03, 07:26 PM
Ker-splat.

You fall down a 20 foot shaft, taking [roll0] bludgeoning damage.

Beelzebub1111
2011-04-03, 07:36 PM
Status: Damage beyond 50% threshold. Further exploration halted until repairs are made

Tap self with Lightning Gauntlets until healed. Healing 1 for every 3 points of damage
[roll0]
[roll1]
[roll2]
[roll3]
[roll4]
[roll5]

EDIT: Healed after two rounds, not bad.

Beelzebub1111
2011-04-03, 07:38 PM
WHELP time to clime out of this hole, Could I take 10 to climb out? or is 13 not enough if I brace myself on the corner.
[roll0] Just in case

Did I pass any doors on the way here? If not, I'll continue on my pattern. This time taking 20 on my searches for a result of 30. Not like I'll run out of light or anything.

Jarian
2011-04-03, 07:41 PM
You have corner and chimney modifiers. It's impossible to fail in a meaningful fashion unless you have a -lots to climb, and you don't. So, pressing on.

You did not pass any doors. I'll mention them when you do.

Next post will continue your exploration. Grabbing dinner.

Jarian
2011-04-03, 08:03 PM
You crawl out of the pit and continue north for ten feet where the hall bends east, then east for twenty feet where the hall bends south, then south for twenty feet where the hall bends west. There is a door on the east side of this bend.

I assume you wished to stop for doors.

Beelzebub1111
2011-04-04, 04:51 AM
Yes
Assumption: Maze contains at least two rooms. Thought: Perhaps it is possible to find assistance

[roll0]
[roll1]
[roll2]

then open the door.

Jarian
2011-04-04, 02:57 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, which you are just outside of, and F4 south.
In the room is a gray skinned, wrinkled humanoid, crawling low with claws extending from it's hands.
Initiative: [roll0]

Beelzebub1111
2011-04-04, 03:09 PM
Monstrous biological life form detected, entering combat protocol
[roll0]

Beelzebub1111
2011-04-04, 03:11 PM
Hah! by 1!

Move to C3
Attack with Lightning Gauntlet
[roll0]
If I Hit, I will spend a point of inspiration on the damage roll
[roll1]

Jarian
2011-04-04, 03:18 PM
Your electrical assault heavily damages the creature. It responds with a flurry of claws.

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

Jarian
2011-04-04, 03:20 PM
Crit confirm:

[roll0] for [roll1] bonus damage.

Beelzebub1111
2011-04-04, 04:23 PM
Witty Banter: That was clawful, I hope you'll find this shocking

[roll0]
[roll1]

Jarian
2011-04-04, 04:31 PM
The creature fights on in silence, apparently unable to understand your humor.

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

Beelzebub1111
2011-04-04, 04:35 PM
Damn...I'm out. Stupid critical hits...

Jarian
2011-04-04, 04:48 PM
Restart Y/N?

Beelzebub1111
2011-04-04, 05:26 PM
Yes. I'll be taking the exact same actions, Except this time, taking 20 on my hallway search checks and coming back to this room. Roll for initiative?

Jarian
2011-04-04, 08:15 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, which you are just outside of, and F4 south.
In the room is a gray skinned, wrinkled humanoid, crawling low with claws extending from it's hands.
Initiative: [roll0]

Beelzebub1111
2011-04-04, 08:37 PM
take 2
[roll0]

Beelzebub1111
2011-04-04, 08:38 PM
Move to C3
[roll0]
If I hit spend inspiration for damage
[roll1]

Jarian
2011-04-04, 09:14 PM
The creature's body is wracked by electrical surges, puffs of smoke rising from its skin, but it still manages to unleash a flurry of claws at you.

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

Beelzebub1111
2011-04-04, 09:24 PM
Battle Cry: FOR PRIMUS!

Touch [roll0]
[roll1]

Jarian
2011-04-04, 09:36 PM
Shocking!

150 xp, no loot.

Beelzebub1111
2011-04-05, 04:14 AM
Below 50% Damage threshold, activate Healing protocol
Same as before, go until I'm healed fully.
[roll0]/3
[roll1]/3
[roll2]/3
[roll3]/3
[roll4]/3
[roll5]/3
[roll6]/3

After Four Rounds, I am healed. Checking once around the room for secret doors, taking ten. Then heading out the door I came from and continuing my pattern.

Jarian
2011-04-05, 08:18 PM
No secret doors revealed.

Continuing west from entry door:

The hall runs west for ten feet before turning south. It runs south for twenty feet before teeing to the east and west. After ten feet, you find a magical trap of some sort on the ground, but it doesn't seem to trigger unless touched from a distance, so you bypass it without issue.

At the T, you find yourself back in the hallway that brought you to the previous room. You head east, still following the lefthand wall. This takes you east beyond the first T that brought you here. Ten feet to the east of that split, you find a pit trap, but can bypass it easily by taking 10 on a running Jump check. Ten feet beyond the pit, you take a split north, which runs for ten feet before turning east. At the bend, the hall runs east for ten feet before turning north. There is a door on the north wall of the bend.

Opening the door reveals the room you just left.

Heading back out, you see a note tacked to the bend north. With only darkvision, you can't make out anything special about the note.

Beelzebub1111
2011-04-06, 05:00 AM
Observation:Obviously a trap, but I have no other option at this point.

I'll go up to the note....and read it....against my better judgement.

Jarian
2011-04-06, 12:49 PM
You can't read with darkvision by default. Do you have a means of doing so?

Beelzebub1111
2011-04-06, 01:27 PM
You can't read with darkvision by default. Do you have a means of doing so?


Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise—invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.
It says nothing about not being able to read, just that I cannot discern color. I think that you're thinking of how infra-vision was in second edition.

Jarian
2011-04-06, 05:01 PM
Hm. I could have sworn...

KABOOM.

The note blows up in your face, dealing [roll0] force damage.

Beelzebub1111
2011-04-06, 11:43 PM
Why am I not suprised?
[roll0]/3
[roll1]/3
[roll2]/3
[roll3]/3
[roll4]/3

Beelzebub1111
2011-04-06, 11:45 PM
Healed after 2 rounds. I guess I'll continue down the road. If I came full circle, then the first chance to turn go the way that I didn't go before, then continue my leftward journey.

Jarian
2011-04-07, 08:29 PM
From the bend north:

The hall goes north for thirty feet before teeing to the east and west. You pass a split to the east after twenty feet, which runs for thirty feet before turning south, with a door on the south wall of the hall after twenty-five feet.

At the T, the hall runs to the east for twenty feet before turning north, and to the west for twenty feet before turning north. You head west. At the bend, the hall runs north for forty feet before turning east, with splits east after ten and twenty feet. At the first split east, you see that the hall runs for ten feet before turning north, with a door on the east side of the bend.

Do you want to deviate from the lefthand rule to investigate the door?

Beelzebub1111
2011-04-07, 08:35 PM
Not if I have to deviate from the path, I'd rather go through this place methodically.

Jarian
2011-04-07, 08:36 PM
Pressing on...

At the second split east, you see that the hall runs for ten feet before turning south. There is also a note tacked to the western wall here. Investigate?

Beelzebub1111
2011-04-07, 09:01 PM
Fool me once, shame on...shame on you. fool me...you can't get fooled again.

ignore.

Jarian
2011-04-07, 09:03 PM
This is why darkvision is boring. There's a whole 'nother level of awesome to the notes if you can see more than black and white. :smallamused:

At the bend, the hall runs east for twenty feet before turning north. After fifteen feet, there is a door on the south side of the hall.

Beelzebub1111
2011-04-07, 09:05 PM
Status: Initiate Door Protocol.
[roll0]
[roll1]
[roll2]

Open the door....assuming it isn't locked and I don't break it.

Jarian
2011-04-07, 09:13 PM
Opening the door reveals the following room:
{table]|A_|B_|C_|D_|E_
1|||||
2|||||
3|||||
4|||1||
5|||||
6|||||[/table]
There is a door at A-6 west, another at A-1 north which you are just outside of, and another at E-3. Near the center of the room, you see a nearly 7' tall, horned creature that bears a strong resemblance to hobgoblins, though it appears to move on all fours. The creature wears studded leather armor and has a scimitar grasped in one of its hands.
Initiative:[roll0]

Beelzebub1111
2011-04-07, 09:22 PM
Explative: Oh sh...

[roll0]

Jarian
2011-04-07, 09:34 PM
The creature bounds up to you, lashes out with its scimitar, then doubles back and ends its movement in E-5.

Scimitar: [roll0] for [roll1]
Potential critical: [roll2] for [roll3] bonus damage.

Beelzebub1111
2011-04-07, 09:48 PM
Banter: Your aim could use work, maybe I can conduct an eye exam.
Move to D4
[roll0]
[roll1]

Jarian
2011-04-07, 09:50 PM
The creature barks in pain, then moves toward the door, taking a swing at you with its scimitar as it goes.

[roll0] for [roll1]

The creature slips out the door and heads west.

Edit: Movement does not provoke AoOs.

Beelzebub1111
2011-04-08, 05:24 AM
Taunt: COWARD!
Move to C3
Tap myself with the gauntlets
[roll0]/3 = 2

Jarian
2011-04-08, 05:26 AM
The creature comes barreling in through the door again, takes another swing, then doubles back out the doorway.

[roll0] [roll1]

Beelzebub1111
2011-04-08, 05:33 AM
Expletive: &!*@

Move to E6
Ready Action: When the creature is adjacent tap it with the gauntlet.

Jarian
2011-04-08, 05:34 AM
The creature comes running back through the door for another attack. Take your readied action.

Beelzebub1111
2011-04-08, 05:39 AM
[roll0]
[roll1]

Jarian
2011-04-08, 05:41 AM
Mm... toasty!

150 xp, scimitar, studded leather armor, potion of some sort.

Beelzebub1111
2011-04-08, 05:55 AM
Ouch...Down to 1. That was too close for comfort.
[roll0]/3
[roll1]/3
[roll2]/3
[roll3]/3
[roll4]/3
[roll5]/3
Healed after 5 rounds

Once healed I'll take the scimitar and the potion...still no really good loot. Unless this scimitar is magic, not that I can tell.

Then I'll head back out the door I came and continue the left wall trick.

Jarian
2011-04-08, 06:00 AM
Scimitar was masterwork.

Lefthand rule will bring you to a multiple choice: two doors directly across from one another. Do you have a preference between east and west?

Beelzebub1111
2011-04-08, 06:01 AM
West, I suppose

Jarian
2011-04-08, 06:02 AM
Opening the door reveals the following room:
{table]|A_|B_|C_
1|||
2|||
3||L|
4|||
5|||C [/table]
There is a door at A-2, and another at C1 east. There is a large lever with a bright red handle in the center of the room. There is a cake in the southeast corner of the room, on a tray bolted to the floor, with frosting reading something. A note attached to the wall above the cake reads something else.

Beelzebub1111
2011-04-08, 06:11 AM
Conufusion: Wait...what?
Head over to the cake and read the writing on it, I suppose.

Jarian
2011-04-08, 06:14 AM
The cake's writing reads (in bright pink frosting, no less)

This is your reward for pulling the lever; eat me once you do.

Beelzebub1111
2011-04-08, 06:16 AM
Look up at the note above the cake...bracing myself for another explosion.

Jarian
2011-04-08, 06:23 AM
"The CAKE is a liE, the RoOM is a trAP"

Beelzebub1111
2011-04-08, 06:31 AM
Sarcastic Observation: Well DUH!
Take out my rope tie it around the lever, step outside the room and pull on the rope using the lever.

[roll0]
Umm....After failing to tie that knot, I'll take 10.

Jarian
2011-04-08, 06:32 AM
The lever slides into the reversed position with a grating noise.

The force pulling on the rope abruptly reverses - the slack now pulls up instead of down.

Beelzebub1111
2011-04-08, 07:37 AM
I'll pull the rope taught, then peek my head into the room looking up.

Jarian
2011-04-08, 02:25 PM
The cake is now floating five feet in the air, the chain attached to the platter pulled tight.

Beelzebub1111
2011-04-08, 02:43 PM
Can I see the ceiling of this room?

Jarian
2011-04-08, 02:46 PM
Twenty feet high, like every other one you've seen.

Beelzebub1111
2011-04-08, 03:11 PM
Okay then, I'm going to hold on to the rope tightly and pull myself into the room trying to get to the lever. to move it to the upright position, would that be a climb check?

Jarian
2011-04-08, 03:16 PM
...sure. I assume you didn't think to knot your rope beforehand.

Beelzebub1111
2011-04-08, 06:15 PM
...sure. I assume you didn't think to knot your rope beforehand.

Well, I was expecting things to fall down...not up. I'll drop my shield outside the room first so I can take ten on that climb check

Jarian
2011-04-08, 09:07 PM
*climbclimbclimb*

You flip the lever back to its original position. Gravity abruptly rights itself, and you crash the remaining five feet to the floor. What next?

Beelzebub1111
2011-04-08, 09:43 PM
Ignore this room, I probably won't like what would happen if I flip the switch the other way anyways.

I'll take my shield, and head back out the door I came in, to enter the door that was on the east.
[roll0]
[roll1]
[roll2]

Jarian
2011-04-08, 09:45 PM
Opening the door reveals the following room:
{table]|A_|B_|C_|D_|E_
1|||||
2|||||
3||||| [/table]
There are doors at A3 west and E3 east.
A string of 4 notes hangs in the center of the room.

No lookie:[roll0]

Beelzebub1111
2011-04-09, 05:03 AM
Walk cautiously into the room. Not going for the notes just yet...I'll head to A1 and hang out in the corner there.

Jarian
2011-04-09, 01:40 PM
Hangin' out, chillin', livin' the good life. Yeah. :smallcool:

Nothing happens.

Beelzebub1111
2011-04-09, 01:58 PM
Cautiously step forward and examine one of the notes.[roll0]

Beelzebub1111
2011-04-10, 11:35 AM
that's weird, my post didn't bump the thread.

Jarian
2011-04-10, 04:37 PM
That's odd...

So you want to read the fourth note on the string?

Beelzebub1111
2011-04-10, 04:58 PM
If there's a noticable order I'll go with the first (top to bottom or something like that) but if there's not I'll go with that one.

Jarian
2011-04-10, 05:04 PM
They do hang in order, yes.

The top note reads: "Fools rush in where angels dare not tread."

Beelzebub1111
2011-04-10, 05:09 PM
Interesting, and useless. Next?

Jarian
2011-04-10, 05:12 PM
"The follies of youth are best left behind."

Beelzebub1111
2011-04-10, 05:17 PM
Similarly Cryptic, next?

Jarian
2011-04-10, 05:30 PM
"See reverse side for care instructions."

Beelzebub1111
2011-04-10, 05:45 PM
Flip it and brace for explosion

Jarian
2011-04-10, 05:47 PM
"There is a reward in this room. The next note says where."

Beelzebub1111
2011-04-10, 06:05 PM
Is there a reverse to the first two notes?

Jarian
2011-04-10, 06:20 PM
No. The same message is printed on both sides.

Beelzebub1111
2011-04-10, 07:08 PM
Okay then...fourth..note.

Jarian
2011-04-10, 07:09 PM
KABOOM.

The note explodes in your face, dealing [roll0] force damage. The blast also destabilizes a loose section of the ceiling, causing a shower of large bricks to rain down on you. Reflex save.

Beelzebub1111
2011-04-10, 07:26 PM
I knew it [roll0]

Wow, the dice roller does not want me to roll saving throws today

Jarian
2011-04-10, 07:27 PM
Take [roll0] bludgeoning damage as your form is pummeled by bricks. Amidst the rocky shower, a hay-stuffed sack falls to the floor.

Beelzebub1111
2011-04-10, 07:48 PM
Sarcastic Status: Wonderful...
[roll0]/3
[roll1]/3
[roll2]/3
[roll3]/3
[roll4]/3
[roll5]/3

Beelzebub1111
2011-04-10, 07:50 PM
After three rounds of healing I'll search the sacks of hay. Taking ten at first then rolling for good measure.
[roll0]

Jarian
2011-04-10, 07:52 PM
There are two potions inside, each a milky white liquid with occasional swirls of pink.

Beelzebub1111
2011-04-10, 08:10 PM
I'll put them in my pouch, Head out the hallway that I came in and continue the way I was going, Lefthand on wall, yadda yadda yadda

Jarian
2011-04-10, 08:20 PM
Opening the door reveals the following room:
{table]|A_|B_|C_|D_|E_
1|||||
2|||2||
3|||||
4|||1||
5|||||[/table]
Two humanoids occupy the room. One has slender, pointed ears and delicate features, while the other appears completely human except for a too-wide mouth that is revealed to be full of needle-like teeth as it grins upon seeing you. The first creature wears studded leather and carries a longsword, longbow, and light shield, while the second wears studded leather over what appears to be a noble's garb, and carries a rapier and crossbow.

There is a door at A5 south, and another at E5 south and D1, which you are just outside of.
Initiative:[roll0]
[roll1]

Beelzebub1111
2011-04-10, 08:23 PM
Querry: I don't suppose you'll be any more helpful than my previous hosts?
[roll0]

Beelzebub1111
2011-04-10, 08:26 PM
5 foot step to D1
1d20+2
If I hit spend inspiration on damage
[roll0]

Beelzebub1111
2011-04-10, 08:27 PM
huh...let me try that again
[roll0]
and I'll only spend the inspiration if I hit.

EDIT: Okay, now I'll draw that pink swirlled potion and end my turn.

Jarian
2011-04-10, 08:55 PM
S-s-s-shocking!

He goes down in one.

The elf draws an arrow and looses, then retreats to the southwest corner of the room.

[roll0] for [roll1]

Beelzebub1111
2011-04-10, 09:00 PM
Drink Potion (hoping for healing)
Then move to B4

Jarian
2011-04-10, 09:03 PM
[roll0] healing.

The elf drops his longbow and draws his longsword, taking a slash at you with it.

[roll1] for [roll2]

Beelzebub1111
2011-04-10, 09:22 PM
Taunt: With attacks like that, no wonder your friend fell so easily
[roll0]
[roll1]

Jarian
2011-04-10, 09:23 PM
The elf makes a disparaging remark about your parentage in Elvish.

Longsword: [roll0] for [roll1]

Beelzebub1111
2011-04-10, 09:29 PM
Correction: I withdraw my previous remark. You fight well. Perhaps we could team up and escape this place together.
[roll0]
[roll1]
EDIT: GAH! Stupid Dice Roller!

Jarian
2011-04-10, 09:31 PM
The elf scowls and attempts to behead you.

[roll0] for [roll1]

Beelzebub1111
2011-04-10, 09:32 PM
And he Succeeds. Stupid Biased Dice roller.

Jarian
2011-04-10, 09:33 PM
It's your own fault for taunting an elf. Nothing good ever comes from taunting an elf.

Play again Y/N?

Beelzebub1111
2011-04-10, 09:38 PM
N. I got so far on luck that I don't think I could make it any further a second time.

Jarian
2011-04-10, 09:39 PM
Okay. See you around then. Unsubscribing now. :smallsmile: