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Leewei
2011-04-14, 01:15 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=283299)

Moranica
2011-04-14, 04:13 PM
Bob takes a moment to focus his mind and realizes that a challenge lies ahead of him. Both he and his psicrystal move to the door and try to listen for any sounds on the other side of it.

Bob [roll0]
Psicrystal [roll1]

Leewei
2011-04-14, 04:15 PM
Bob hears the sound of the ocean. Psicrystal hears nothing.

Moranica
2011-04-14, 04:17 PM
Taking care not to stand in the doorway (at B4), Bob carefully opens the door.

Psicrystal stays in his square unless otherwise noted.

Leewei
2011-04-14, 04:25 PM
You see a typical dungeon hallway, 5' wide. In the torchlight, you see the tunnel extending to the South and to the East from the doorway.

What kind of extraordinary senses do you have?

Moranica
2011-04-14, 04:37 PM
I have .... a torch (I only have 10, so if possible I'll take the one from the 1st room. I carry my scythe in one hand, torch in the other, so I will have to drop the torch if I enter combat.

My psicrystal has

Sighted (Ex)
Although it has no physical sensory organs, a psicrystal can telepathically sense its environment as well as a creature with normal vision and hearing. Darkness (even supernatural darkness) is irrelevant, as are areas of supernatural silence, though a psicrystal still can’t discern invisible or ethereal beings. A psicrystal’s sighted range is 40 feet.

and is telepathically linked to me.

Leewei
2011-04-14, 05:42 PM
A torch sheds normal light to 20', then shadowy light another 20'. The crystal doesn't notice anything different from what you see at the moment. The passage goes 35' South into a T-intersection with a similar W-E passage. 25' South, it branches to the East.

Moranica
2011-04-15, 02:59 AM
Bob has his psicrystal check intikken the t intersection. If it seems safe he moves there as well.

Should i keep a map or will you?

Leewei
2011-04-15, 07:45 AM
Feel free to map but ask for confirmation as needed.

The crystal moves to the intersection without incident. To your dismay, however, there is a pop and sizzle as you follow, just as you are about to step into the intersection. [roll0] vs ff-touch AC for [roll1] acid damage.

Along the way, you have noted the following:

The first East passage has a 4-way intersection at 10 feet, and a door on the North wall at 30'. It proceeds East into the darkness.

The second East passage turns North after 10'. You see the edge of a door on the East wall 5' North of this bend.

At the T-intersection, the West passage turns South after 10'. The East passage has a door on the North wall after 35'.

Moranica
2011-04-15, 09:12 AM
Bob notices the damage to his body, but realizes he doesn't have time for rest. He also releases his stance, as it is silly to walk around with 2 less AC and not seeing any opponents. (changed in sheet) He moves east and listens at the door.

Bob [roll0]
Psicrystal [roll1]

Map
http://i55.tinypic.com/izu6vo.jpg

Leewei
2011-04-15, 09:40 AM
As Bob approaches the door, he notices something on the floor that makes him feel uneasy. A large bullseye (5' diameter) has been painted on the floor in front of the door.

Did you still want to listen at the door?

Moranica
2011-04-15, 11:21 AM
Bob searches for any triggers. If he doesn't find anything he also throws one of his torches (not on fire) in the bulls eye from at least 10 ft away.

[roll0]

Leewei
2011-04-15, 11:26 AM
Bullseye! 50 points. The points, they do nothing. Next action?

Moranica
2011-04-15, 12:49 PM
Bob feels awesome with his newly earned points. He uses his power Vigor (granting 5 tempory hp for 1 minute), steps forward, listens and if he hears nothing, he opens the door.

Leewei
2011-04-15, 12:56 PM
He hears nothing, he opens the door.

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]

Moranica
2011-04-15, 01:07 PM
Initiative [roll0]

Moranica
2011-04-15, 02:08 PM
Also, knowledge checks

Arcana [roll0]
Religion [roll1]
History [roll2]
Local [roll3]

Leewei
2011-04-15, 02:21 PM
Knowledge-wise, you get nothing.

The man holding the beast back moves back from you and motions for you to leave. He has an action readied.

Moranica
2011-04-15, 02:26 PM
Bob nods in understanding, points at the door at E3 and tries to exit through the door at E3. (first opening it if neccesary. Also closing it behind me)

Leewei
2011-04-15, 02:33 PM
He nods, allowing you to pass. When you're 10 feet past him, you hear soft chanting. Looking back, you are blasted with light of every imaginable color. Make a Will save.

Moranica
2011-04-15, 02:39 PM
Quickly Bob realizes he's in trouble. Using his Moment of perfect mind manuever to fight the effects of the light.

Moment of perfect mind allows me to use my concentration check instead of a will save.

[roll0]

Also, I assume the 1 acid damage went through my 2/adamantine dr?

Leewei
2011-04-15, 02:52 PM
You succeed. You are now 10 feet from the human. You have a standard action left.

Moranica
2011-04-15, 02:56 PM
Bob moves next to the man and his beast, dropping the torch and holding his scythe tightl.

"You really shouldn't have done that, you know...."

Leewei
2011-04-15, 03:11 PM
The beast vanishes. The man steps toward the door from which you entered, then flicks a few gestures and blasts you with a ray of freezing magic.

Concentration: [roll0]

The magic has little effect.

Moranica
2011-04-15, 03:15 PM
Bob smiles....

He takes on his punishing stance again (swift action, +1d6 damage, -2 ac) and swings at the man.

Attack [roll0] (in case of crit [roll1])
Damage [roll2] + [roll3]

Leewei
2011-04-15, 03:33 PM
The human backs into the hallway and sends another riot of colors blasting through your senses. Will save, please!

Moranica
2011-04-15, 03:34 PM
Did I hit? And do I get an attack of opportunity?

Will save [roll0]

Leewei
2011-04-15, 03:36 PM
No to both. He 5-foot-stepped through a doorway and has cover from you until you follow. Save passed - your action.

Moranica
2011-04-15, 03:39 PM
Bob steps closer (5 ft step) and swings again using his steely strike manuever (+4 ab, opponents also get +4 ab this turn).

Attack [roll0]; crit [roll1]
Damage [roll2] + [roll3]


ps. I only crit on nat. 20.

Leewei
2011-04-15, 04:02 PM
You mess him up, but he doesn't fall down. On his action, he closes the door. You're up.

Moranica
2011-04-15, 04:11 PM
Bob opens the door, steps forward into the hallway and yells:
"Surrender now!! And I'll let you live."

Leewei
2011-04-15, 04:14 PM
You see him down the hall a ways. He blasts you with cold. [roll0] for [roll1] damage.

Moranica
2011-04-15, 04:17 PM
(2 temp hp left)

Bob is furious and charges!

Attack [roll0]
Damage [roll1] + [roll2]

Leewei
2011-04-15, 05:13 PM
The man retreats 5' and blasts you again: [roll0] for [roll1] cold. shoots wide.

Moranica
2011-04-15, 05:21 PM
A step and Another swing!

Attack [roll0]
Damage [roll1] + [roll2]

Leewei
2011-04-15, 05:56 PM
He backs up yet again and zaps: [roll0] (adjust by -1; still a miss) for [roll1] cold damage.

Moranica
2011-04-15, 06:03 PM
A step and a swing!

Attack [roll0]
Damage [roll1] + [roll2]

Leewei
2011-04-15, 06:13 PM
Whiff!

Step and zap: [roll0] for [roll1] cold.

Moranica
2011-04-15, 08:35 PM
Again

Attack [roll0]
Damage [roll1] + [roll2]

Moranica
2011-04-15, 08:37 PM
Crit for 4x
[roll0]

Leewei
2011-04-15, 09:48 PM
Wow, so that's what a spleen looks like.

(Not that it's needed here, but for future crits, please roll out the damage. In this case, you'd do an additional 6d4+3. Not bad!)

Gain 150xp, chain shirt, longsword

Moranica
2011-04-16, 02:09 AM
Bob returns to the room, searching it for anything usefull. While walking back he takes note of what he sees.

[roll0]

Could you give me hall lengths etc. for my map?

Leewei
2011-04-16, 09:48 AM
The hall he entered was actually the one from which you came into the room. You would note that it turns North, apparently wrapping around the SE corner of the man's room.

Searching typically involves a 5' x 5' section of dungeon. I can apply the roll to the first area of significance in the room if you'd like, but I'll still need an indication of how you proceed with the search. Would North to South rows with West to East squares (similar to reading) work for you?

Moranica
2011-04-16, 10:10 AM
That would work well enough. I'm not sure how many rolls that would still require, so you can roll for me.

Leewei
2011-04-16, 09:40 PM
[roll0]
[roll1]
[roll2]
[roll3]
[roll4]
[roll5]

You don't notice anything unusual aside from a torch burning high on the wall. A closer look doesn't reveal anything unusual.

Moranica
2011-04-17, 03:43 AM
Bob exits the room through the south door and goes W. All the way until the corner going north again and looks around it.

Leewei
2011-04-17, 03:57 AM
The door is clearly the West entry to the room you just entered. The passage goes through the 4-way intersection you originally noted, then out of sight to the North.

Moranica
2011-04-17, 04:45 AM
At the 4 way intersection, Bob goes left, goes left at the corner in front of the starting room. Then all the way down to the T split at which he goes right, till the corner.

Leewei
2011-04-17, 05:01 AM
Just before reaching the 4-way, the floor collapses under your foot. Reflex DC15 or take [roll0] damage.

Moranica
2011-04-17, 05:55 AM
[roll0]

Bob recharges his maneuvers and will try and continue as said before.

I should really call him Awesome Bob (with all those 20's)

Leewei
2011-04-17, 08:31 PM
With a Move of 30 or higher, you can simply jump over the pit by taking 10. The passage continues North 20' past the intersection, then jogs East 10', then heads back North another 10' - into a T-intersection with a West-East passage.

Moranica
2011-04-18, 04:56 AM
At the T intersection, Bob turns to the east.


Is my map still good? Blue are hallways, dark blue rooms, orange are doors and green are continueing hallways that I haven't discovered yet.
http://i55.tinypic.com/f383m1.jpg

Leewei
2011-04-18, 05:20 AM
20' to the East, a hall branches off heading North. 30' to the East, there is a door on the South wall. Regarding the map, eliminate the F column and it looks pretty much spot on.

10' East of the T-intersection, the floor drops out again. Reflex DC-15 or take [roll0] damage.

Also, West of the T-intersection, the passage branches North at 20', then turns North at 30'.

Moranica
2011-04-18, 06:24 AM
Reflex [roll0]

Bob uses vigor (5 new temp. hp!) and opens the door in the south wall.


OOC: Lol at holding on with the poor reflexes flaw.

Leewei
2011-04-18, 06:25 AM
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.
Near the center of the room, a horribly ugly creature with dingy blue scales marred here and there by large, pinkish-white sections of scar tissue stands at the ready, tongues of blue fire licking fanglike white teeth. The creature appears to be wearing chainmail beneath the remnants of an outfit that is almost entirely burned away, with only a few charred remnants remaining.
Initiative: [roll0]


Feel free to roll initiative when opening doors.

Moranica
2011-04-18, 06:31 AM
Init [roll0]

CHARGE!!!! (after he activates punishing stance and using steely strike manuever)

Attack [roll1]
Damage [roll2] + [roll3]

Leewei
2011-04-18, 11:02 AM
The creature breathes fire at you. It clings to your arms and legs, hindering your movement. Take [roll0] /2 fire (Reflex 15 halves). Also, you're entangled for [roll1] rounds.

It then backs away, provoking an AoO (you're at -2 due to entanglement).

Moranica
2011-04-18, 12:42 PM
Reflex [roll0]

Attack [roll1]
Damage [roll2] + [roll3]

Moranica
2011-04-18, 12:46 PM
Awesome bob!

So the fire Damage is 2/2 /2?

Confirming Crit. [roll0]
[roll1]

Save didn't prevent me from getting entangled right?

Moranica
2011-04-18, 01:05 PM
Assuming still being entangled and his foe more then 5 ft away.

Bob flourishes a bit with his scythe and so recovers his manuevers. (swift action to recover and standard action to do nothing)

Leewei
2011-04-18, 01:19 PM
150xp, chainmail.

Minimum damage is always 1hp. You'll get burned for [roll0] the next round, then the fires burn out.

Moranica
2011-04-18, 01:28 PM
Ouch, that's a nasty afterburn! I'm at 18 hp now.

Bob searches the room. (you can roll again)

When he's done, he exits through the south door at A5 and goes east.

Leewei
2011-04-18, 01:35 PM
30' East of the door, there is another 4-way intersection. On your way there, you hear a menacing spritz. [roll0] vs FF Touch AC for [roll1] acid damage.

Moranica
2011-04-18, 01:38 PM
Bob really starts to dislike intersections. :smallbiggrin:

He continues on eastwards.

(he releases his stance btw)
(searching the room gave no results? not that he's any good at it :smallbiggrin:)

Leewei
2011-04-18, 01:42 PM
Nothing in the room. 20' East of the intersection, the passage turns South. There is a door on the East wall.

Moranica
2011-04-18, 01:48 PM
Opening the door!

Initiative [roll0]

Leewei
2011-04-18, 02:03 PM
Opening the door reveals the following room:
{table]|A_|B_|C_|D_|E_|F_
1||||||
2||||||
3||||||
4|||1|||
5||||||
6||||||[/table]
There is a door at A-6 west, another at E-1 and another at F-4. There is a kobold wearing a chain shirt and holding a short sword.
Initiative:[roll0]

Leewei
2011-04-18, 02:05 PM
Noting your entrance, the kobold streaks to the door at A6 and attacks. As it does so, its outline and weapon blurs (it gains concealment).

[roll0], [roll1]

If either hits, [roll2] damage.
If both hit, add another [roll3] cold damage.

Moranica
2011-04-18, 02:15 PM
"Hey!! That's a nasty kobold!! Bad kobold!"

Attack [roll0]

Damage [roll1]

(AC 19; 12 hp)

Leewei
2011-04-18, 02:26 PM
Miss.

"Weg! Narf!"

It tumbles back and moves in again, sword blazing.

Tumble: [roll0]
Attack: [roll1] for [roll2] + [roll3] fire damage.

That was spectacular, up until it swung at you. It has concealment again. You're up.

Moranica
2011-04-18, 02:48 PM
Hitting

Attack [roll0]
Damage [roll1]

Moranica
2011-04-18, 02:49 PM
You should have told him, you don't mess with awesome bob.

Confirming crit [roll0]
Damage [roll1]




OOC: W T F ..... I like this rolling, except for confirmation.

Leewei
2011-04-18, 02:51 PM
Concealment miss chance: [roll0] (1-20=miss)

If you hit, 150xp, small chain shirt, small shortsword, masterwork Tumble tool (gyroscopic kneepads)

Moranica
2011-04-18, 02:54 PM
Can I use spellcraft of knowledge arcane to see if any of the items so far are magical?

Bob takes the exit at F4 after searching the room.

Leewei
2011-04-18, 03:07 PM
Short of an epic level Spellcraft check, you'd need to use detect magic to determine if an item is magical.

Leewei
2011-04-18, 03:09 PM
The passage goes East 10' from the door, then Winds North and South. Another pit trap pops open ([roll0] damage; Reflex DC15 negates this)

Moranica
2011-04-18, 03:10 PM
reflex [roll0]

Moranica
2011-04-18, 03:22 PM
Bob looks upon his ravaged body and activates his power stone.

Repair construct [roll0]

Soon, he would be able to do this himself.

He then continues north.

Leewei
2011-04-18, 03:29 PM
Climbing out of the pit trap isn't terribly difficult. Once out, you continue and find yourself at a T-intersection with your passage merging East into a North-South hallway. Roughly 30' to the North, the passage turns West. 10' to the South, the passage also turns West. On the wall to the South, you see a large red notecard.

Moranica
2011-04-18, 03:30 PM
Bob has his psicrystal go and read the notecard if possible, if not, Bob goes himself and will try to read it from 10 away.

Leewei
2011-04-18, 03:37 PM
What languages does the psicrystal speak? Nevermind. Did some reading.

Leewei
2011-04-18, 03:42 PM
Bob's psicrystal reads the note. BOOM! It takes [roll0] force damage.

Moranica
2011-04-18, 03:48 PM
Ouch. Taking the south passage west.

Leewei
2011-04-18, 04:04 PM
Another pit trap for [roll0] (DC25 reflex negates), then you're back at the SW door to the kobold room (coming from the South).

Moranica
2011-04-18, 04:44 PM
Reflex [roll0]

This time Taking the north passage going west.

So close!

Leewei
2011-04-18, 05:05 PM
You step on a tripwire, unleashing a dart. [roll0] vs FF AC for [roll1] damage. The dart has some stuff smeared on it as well. Ah, whatever.

Moranica
2011-04-18, 05:08 PM
Psion coated slam Attack?

term1nally s1ck
2011-04-18, 07:57 PM
Miss.

"Weg! Narf!"

It tumbles back and moves in again, sword blazing.

Tumble: [roll0]
Attack: [roll1] for [roll2] + [roll3] fire damage.

That was spectacular, up until it swung at you. It has concealment again. You're up.
Relevant. :P (http://www.youtube.com/watch?v=ZaI2IlHwmgQ&feature=player_profilepage#t=60s)

Leewei
2011-04-19, 12:45 AM
Poison dart. Hurt like the dickens, but hey, you now have a dart. The poison doesn't seem to affect warforged particularly much.

Moranica
2011-04-19, 02:29 AM
Sweet!! Bob's thinking about strapping the dart to his forhead and headbutting people in the face. :smallcool:

Still taking the north passage going west.

Leewei
2011-04-19, 10:38 AM
30' after the turn, the passage branches to the North and continues to the West. You see a door on the South wall, heading to the kobold's room.

Moranica
2011-04-19, 10:51 AM
Taking the north branche.

Leewei
2011-04-19, 11:16 AM
It turns East, then after several feet North, then finally West again, before ending in a door.

Moranica
2011-04-19, 11:30 AM
Bob uses vigor and opens the door.

Init [roll0]

Leewei
2011-04-19, 12:00 PM
Opening the door reveals the following room:
{table]|A_|B_|C_
1|||
2|||
3|||
4|||
5|||
6||1|[/table]
There is a door at A5 and C5.
On the wall at B-6, +15 elevation, there is a large, nearly dog-sized construct of bronze plating. It has a vaguely insectile shape, with an oval carapace, six spike-tipped legs, and a round head with two oversized mandibles protruding from its "mouth", which is little more than a wide, funnel-shaped hole.

The construct's head turns to look at you as you enter the doorway.
Initiatve: [roll0]

Moranica
2011-04-19, 12:00 PM
"Oh yeah!! Let's do the robot."

Knowledge rolls
Arcane 1d20+6
Local 1d20+6
Religion 1d20+6
History 1d20+6

Moranica
2011-04-19, 12:01 PM
Knowledge rolls
Arcane [roll0]
Local [roll1]
Religion [roll2]
History [roll3]

Moranica
2011-04-19, 12:14 PM
Bob runs to the door on the opposite side of the room, exits and closes the door behind him.

Leewei
2011-04-19, 02:46 PM
Opening or closing a door is a move action, as is crossing the room. If you'd like, you can cross and open the door.

Moranica
2011-04-19, 02:48 PM
Sounds good!

Leewei
2011-04-19, 02:52 PM
The creature turns its head and sprays you with acid for [roll0] damage (Reflex halves).

Moranica
2011-04-19, 02:58 PM
Reflex [roll0] dc?

Bob goes through and closes the door.

Leewei
2011-04-19, 04:34 PM
You beat the DC, so only 2hp of acid damage to you. You leave the room and enter another 5' wide hallway. The hall travels another 15', then terminates in a T-intersection with a North-South passage. After 5', the passage branches to the North. Peeking into this passage, you see that it goes 30' into a West-East T-intersection.

Moranica
2011-04-19, 05:00 PM
That's 3 temp hp left for 7/8 rounds.

Following the hallway for 15 ft to the T. Going north there.

Leewei
2011-04-19, 05:32 PM
After 10', the passage branches West. After 30', it turns East.

Moranica
2011-04-20, 02:27 AM
Taking the east turn!

Leewei
2011-04-20, 08:27 AM
After 10', you see the previously-mentioned T-intersection (the passage splits South). After 30', it splits North.

Moranica
2011-04-20, 09:10 AM
Going north! :smallsmile:

Leewei
2011-04-20, 09:35 AM
Acid sprays at you just before the corner: [roll0] vs FF Touch AC for [roll1] damage. The passage turns West for 10', then back North, then suddenly down. Reflex DC-15 or take [roll2] damage.

Moranica
2011-04-20, 11:12 AM
Reflex [roll0]

To the next level? :smalltongue:

Leewei
2011-04-20, 11:53 AM
20' deep pit. Fortunately, it's remarkably easy to climb out of. How many HPs are you at right now?

Moranica
2011-04-20, 12:28 PM
14, and one pp left. He might go and try to rest somewhere soon. Warforged don't sleep, so after 8 hours of guard duty he should be good. :smallsmile:

Also, poor reflexes was the worst possible flaw to take. :)

He keeps heading north btw.

Leewei
2011-04-20, 12:34 PM
Resting almost anywhere is unadvised, even for warforged.

After climbing out of the pit, you proceed. After traveling East for a bit, you find a green notecard on the wall. Immediately North of this, the passage merges into a T-intersection with a West-East passage.

Moranica
2011-04-20, 12:38 PM
Bob reads the notecard.

Leewei
2011-04-20, 01:07 PM
"Congratulations, you've been poisoned!"

Not that they could poison a warforged, ... could they?

Fort save, please.

Moranica
2011-04-20, 01:23 PM
Fort [roll0]

Going east at t if i live.

Leewei
2011-04-20, 02:03 PM
Whatever malfunction this has wrought seems too subtle for you to pin down. You proceed East. After 20', the passage turns South. It goes at least 40' South.

Moranica
2011-04-20, 02:31 PM
Going south then!

Leewei
2011-04-20, 02:46 PM
After 50', it turns West. A bit shy of 50', the floor falls out again. DC-15 or [roll0] damage.

Moranica
2011-04-20, 02:58 PM
Ref [roll0]

Continueing on.

And not a single 1 so far. :smallbiggrin:

Leewei
2011-04-20, 03:04 PM
The path shortly loops back to the T-intersection (West, East, North) you were at a little while ago. Unexplored passages are to the North (then West), or West and South.

Moranica
2011-04-20, 03:08 PM
Going North, then west!

Leewei
2011-04-20, 03:14 PM
The passage goes 40', then turns South. From there, you see a door on the East wall 20' to the South of the corner. One step toward it and the floor falls out yet again. Reflex 15 or take [roll0] damage.

Moranica
2011-04-20, 03:21 PM
These floors.....

Reflex [roll0]

Bob will vigor and open the door.

Init [roll1]

Leewei
2011-04-20, 03:31 PM
Bob's Reflex saves continue to astound.

Opening the door reveals the following room:
{table]|A_|B_|C_|D_
1||||
2||||S
3||||
[/table]
You see three demon squirrels on the wall at +5, +10, and +15 respectively.

[roll0]
[roll1]
[roll2]

Moranica
2011-04-20, 03:38 PM
'Bring it!! Chipmunks!"

Leewei
2011-04-20, 03:54 PM
You're enveloped in darkness. Two of the three creatures vanish immediately. Take [roll0] damage and roll a Fort save or take a point of Strength damage.

Moranica
2011-04-20, 04:02 PM
If my damage reduction negates the damage, do I still roll fort?

In case I do. Fort [roll0]

Moranica
2011-04-20, 04:03 PM
Knowledge rolls
Arcane [roll0]
Religion [roll1]
Local [roll2]
History [roll3]

Can I try and hit them in the direction I got hit from?

Jarian
2011-04-20, 04:05 PM
*ninjasmokebomb*

Damage reduction applies only to physical attacks, and only specific types at that. The exact details are spelled out better in the Rules Compendium rather than the SRD, but untyped, elemental, or otherwise magical damage is unaffected by damage reduction.

*ninjasmokebomb*

Leewei
2011-04-20, 04:16 PM
Whoa. Ninja!

I believe your DR does count against falling damage, by the way. Not the damage from these things, though.

Speaking of which, these are Skiurids - magical beasts from the plane of shadows. They somehow gather the life essence of their victims using the darkness they generate. The DR doesn't help here, but the Fort save succeeds, assuming warforged can be affected by stat damage at all.

The last one vanishes. Only swirling, wonky darkness is visible in the room.

Jarian
2011-04-20, 04:18 PM
Falling damage is bludgeoning damage (except in the case of spiked pits or the like), which is reduced by DR, so yeah.

Leewei
2011-04-20, 04:22 PM
Your action, by the way.

Moranica
2011-04-20, 04:28 PM
I was doing the DR for falling damage already. (otherwise I'd be dead :smallbiggrin:)

Does my psicrystal see them? And can he help me attacking them?

Leewei
2011-04-20, 04:32 PM
Hmm, good point. Your psicrystal also takes a point of damage. Is it with you or inside the room?

Moranica
2011-04-20, 04:36 PM
In my square, I do believe it's immune though.

A psicrystal has immunity to poison, sleep, paralysis, stunning, disease, death effects, necromancy effects, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), and any effect that requires a Fortitude save unless it also works on objects or is harmles. It is not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. It cannot heal damage, but it can be repaired. Psicrystals do not have the usual construct traits of darkvision and low-light vision.

Leewei
2011-04-20, 04:39 PM
It takes the point of damage, but isn't otherwise affected.

Moranica
2011-04-20, 04:56 PM
Spellcraft [roll0] to know duration.

Spot(bob) [roll1]

Spot(Psi) [roll2] (he is sighted, so the darkness doesn't affect him)

If I can't attack them, Bob goes back out the room and closes the door. (there was only 1 door right?)

Leewei
2011-04-20, 05:18 PM
No clue as to the duration. Both Bob and his pet rock are outside the room, adjacent to the one door. Bob and his pet can enter the room, or close the door as you see fit.

Moranica
2011-04-21, 03:59 AM
If he isn't attacked outside the door, Bob waits there, otherwise he runs all the way back to the S chamber.

He would wait for 5 minutes, then open the door again.

Init [roll0]

Leewei
2011-04-21, 08:11 AM
Actually, he isn't attacked, nor does the darkness affect him further (aside from hampering vision).

Moranica
2011-04-21, 08:19 AM
Sweet, seaching the room then and taking 20 to do so. (22 total)

(might do this for all the other rooms :))

Leewei
2011-04-21, 09:50 AM
DEATH FROM ABOVE!

The demon squirrels swarm down from the walls, nipping at you. It kind of tickles. After a while, it gets boring and you just kill them off.

You get 150xp. Also, a strange chunk of shadowy stuff about the size of a fig coalesces from the darkness.

Moranica
2011-04-21, 09:52 AM
Nooooo.. aaaaaaaaaaahhhh.........the pain............

I imagine Bob having the squirels on him, running into a wall and crushing them.

Bob, being an idiot, eats the fig.

Leewei
2011-04-21, 09:54 AM
Not that it'd do much, but can warforged actually eat?

Moranica
2011-04-21, 09:56 AM
What was I supposed to do with it?

They don't need to eat, but they have a mouth so..... probably not.

Also het searches the room.

Leewei
2011-04-21, 10:44 AM
Aside from dead demon squirrels and an unappetizing lump of shadowy goo (with warforged tooth marks), you don't find anything.

Moranica
2011-04-21, 11:41 AM
Bob closes the room from the inside (only 1 door right?) and stands against the door to prevent anybody from coming in. He waits like this until his power points have replenished.

Leewei
2011-04-21, 11:47 AM
DM use:[roll0]
[roll1]
[roll2]
[roll3]
[roll4]
[roll5]
[roll6]
[roll7]

Leewei
2011-04-21, 11:50 AM
The first hour goes by without incident. Afterwards, you hear something howl and slam into the door.

Initiative: [roll0]
Bull rush: [roll1]

Make an opposed roll.

Moranica
2011-04-21, 12:24 PM
Init [roll0]

Bullrush [roll1]

Leewei
2011-04-21, 12:32 PM
You stagger forward, permitting a humanoid with matted, stinking fur, a battleaxe, and lots of attitude to enter in. Your action.

Moranica
2011-04-21, 12:37 PM
Die!!

Attack [roll0]
Damage [roll1]

Leewei
2011-04-21, 12:47 PM
You miss. The creature howls and giggles, bringing its weapon around at your face.

[roll0] for [roll1]

term1nally s1ck
2011-04-21, 12:54 PM
DM:
I'm intrigued as to how someone is bull-rushing a sliding door...

Moranica
2011-04-21, 12:55 PM
"Silly creature, I am Awesome Bob! Join me, and you may live."

[roll0] for [roll1]

Moranica
2011-04-21, 12:57 PM
DM:
I'm intrigued as to how someone is bull-rushing a sliding door...

All is fair in love and Awesome Bob dungeons.

...... just realised the DM part meant I wasn't supposed to read that. Sorry!

Leewei
2011-04-21, 02:01 PM
DM:
I'm intrigued as to how someone is bull-rushing a sliding door...

DM quotes should be seen as private, FYI.

TS, I'm not aware of anything special about these doors. Is there something somewhere that I should read?

Leewei
2011-04-21, 02:02 PM
Hit, not killed.

HOWWWL-HEEHEEHEE!

[roll0] for [roll1]

term1nally s1ck
2011-04-21, 02:04 PM
Erm, oops. I may have not actually included that in the notes...:smallredface:

Carry on as is for now, I'll do an edit.

Moranica
2011-04-21, 02:07 PM
Ouch!

Activating puniching stance and steely strike.

Attack [1d20+6[/roll]
Damage [roll0] + [roll1]

Moranica
2011-04-21, 02:10 PM
[roll0]

Nervous breakdown.

He has +4 attack as well, if he lives.

term1nally s1ck
2011-04-21, 02:20 PM
Steely strike is -4 AC to all targets except the one you hit.

Jarian
2011-04-21, 02:22 PM
+4 to attack, not -4 to AC. Relevant for things like Sapphire Nightmare Blade.

Leewei
2011-04-21, 03:18 PM
You finish off the creature, which howls in rage before disolving away into smoke. No XP or loot, but your injuries seem real enough.

Moranica
2011-04-21, 03:20 PM
Can Bob resume his "rest" or would he need to start over again?

Leewei
2011-04-21, 03:21 PM
Rest needed is extended by 1 hour per interruption. In effect, he'd need to start over.

Of relevence to Bob:Daily Power Point AcquisitionTo regain used daily power points, a psionic character must have a clear mind. To clear his mind, he must first sleep for 8 hours. The character does not have to slumber for every minute of the time, but he must refrain from movement, combat, manifesting powers, skill use, conversation, or any other demanding physical or mental task during the rest period. If his rest is interrupted, each interruption adds 1 hour to the total amount of time he has to rest to clear his mind, and he must have at least 1 hour of rest immediately prior to regaining lost power points. If the character does not need to sleep for some reason, he still must have 8 hours of restful calm before regaining power points.

Moranica
2011-04-21, 03:36 PM
The path shortly loops back to the T-intersection (West, East, North) you were at a little while ago. Unexplored passages are to the North (then West), or West and South.

Going back to this part and taking the west path.

Leewei
2011-04-21, 03:44 PM
There are two West passages. You're pretty sure one gets you back to the squirrel room. The other leads to another T-intersection (North-South passage) with a door. The passage to the North turns West immediately. You're pretty sure the South branch takes you back to that nasty kobold.

Moranica
2011-04-21, 03:47 PM
Btw, I stopped mapping, it was impossible. Taking the north passage.

Leewei
2011-04-21, 03:52 PM
After turning West, the passage goes 30' into a T-intersection with a North-South passage. Immediately West of you, you see a door on the South wall. And in front of that door? A 5-foot diameter bullseye menages from the floor.

Moranica
2011-04-21, 03:57 PM
Bob goes back to the other door (at the T) and opens it.

Init [roll0]

Leewei
2011-04-21, 04:00 PM
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 Collossal Paragon Infernal Half-dragon Dire Mimic large chest with a note attached to it’s latch. There are doors at C5, D2 and D1 north.

Moranica
2011-04-21, 04:17 PM
I have my crystal read the note. Unless it doesn't explode etc. I open the chest.

Leewei
2011-04-21, 04:34 PM
Disappointingly, it fails to explode.

The note reads, "Greater rewards await the patient man, but only a fool waits forever."

Still open the chest?

Moranica
2011-04-21, 08:38 PM
Yup. :) i do.

Leewei
2011-04-21, 09:00 PM
Inside, you see a lot of empty chest. Also, 4 shiny platinum coins.

Moranica
2011-04-22, 02:25 AM
Sweet, (1 coin for each room?).

Bob takes the coins and goes to the door with the bulleye. He throws the chainshirt he got as loot on the bullseye. If nothing happens, he steps on it and opens the door.

Init [roll0]

Leewei
2011-04-22, 07:29 AM
Actually, that's just the North door to this room. Happily, you do beat the chest's initiative roll.

Moranica
2011-04-22, 07:54 AM
Bob realises he's been running around in circles. Time for a new approach!

Taking only routes that he is familiar with Bob goes to the farthest SE unexplored route possible.


(is this ok?)

Leewei
2011-04-22, 08:27 AM
That's fine. Do you have a preference for South or East?

Moranica
2011-04-22, 08:32 AM
South :smallbiggrin:

Leewei
2011-04-22, 08:43 AM
You travel the passages near the kobold's room quite thoroughly. You then proceed West, looking for more passages to the South -- and find one at a 4-way roughly between the kobold's and the fire-breather's rooms. The South branch of the passage turns West after 10'. You see a door on the South wall immediately afterward. You also see a blue note card hanging on the wall.

Moranica
2011-04-22, 08:47 AM
My psicrystal will read the note.

After that (if he lives) I will open the door.

Init [roll0]

Bob isn't very good at these initiatives.

Leewei
2011-04-22, 08:53 AM
"Burn me for help in times of trouble."

Take the note (Y/N)?

Also, 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]

Leewei
2011-04-22, 08:57 AM
"CHARGING MINOTAUR!"

Bull Rush: [roll0]

Make an opposing Strength check.

Moranica
2011-04-22, 08:57 AM
Yes, sounds good. :smallbiggrin:

Moranica
2011-04-22, 08:58 AM
I cannot make that. :)

[roll0]

I am heavy metal though!

Leewei
2011-04-22, 10:23 AM
Take [roll0] damage.

Moranica
2011-04-22, 10:37 AM
NOOOOOOOOOOOAAAAAAAAAHHHH

.......

silence....

Bob has died...


Apparently he couldn't live up to his name.. Awesome Bob. Now he is just Bob and another Bob will take up the title Awesome Bob.

Moranica
2011-04-22, 10:41 AM
I want to thank you for running this for me. I had loads of fun and will definatly try again!

Leewei
2011-04-22, 10:52 AM
Stabsy (this orc) is probably the single nastiest encounter on 1st floor. He killed the hell out of my character the first time through as well.

Moranica
2011-04-22, 11:03 AM
ToB is strong!! Awesome Bob is on the bench already. :smallbiggrin:

Jarian
2011-04-22, 02:19 PM
Leewei/DMs:Stabsy has 14 dex. Why is his initiative a straight d20 roll?

Also, his room is suspiciously lacking in doors since the update. :smallwink:

Leewei
2011-04-22, 02:25 PM
Jarian:I'm just stupidly copying and pasting from the GoogleDoc. TS maintains it. If I'm given edit rights, I'd be happy to fix it.

term1nally s1ck
2011-04-25, 05:45 PM
:smallredface::smallredface::smallredface:

I'd name the colour sprayer, stabsy, and bernie the three hardest encounters. Hard to pick one. Also, problem fixed.

Moranica
2011-04-26, 08:42 AM
I don't think I've met Bernie yet. Can't wait. :smallbiggrin:

Leewei
2011-04-26, 09:17 AM
By the way, has Bob mk2 been checked?

Moranica
2011-04-26, 09:30 AM
It got some comments, so I made the adjustments and am ready to get final check.

Bob (http://www.myth-weavers.com/sheetview.php?sheetid=283299)
m CN (yes, he is an idiot) Warforged Psion (shaper)// Warblade, Level 1, Init +3, HP 14/14, DR 2/adamantine, Speed 20
AC 23, Touch 13, Flat-footed 22, Fort +5, Ref +2, Will +0, Base Attack Bonus 1, Power Points 4/4
Slam +3 (1d4+2, x2)
Long sword +3 (1d8+2, 19-20/x2)
Adamantine body feat, Heavy wooden shield (+8 Armor, +2 Shield, +1 Dex, +2 Misc)
Abilities Str 14, Dex 12, Con 14, Int 18, Wis 8, Cha 6
Condition None

Lot's of small adjustments. His playstyle will be the same. :smallbiggrin:

This time I'm going try and keep the map up to date and in proper order.

Leewei
2011-04-26, 10:51 PM
We're going to need someone with Tome of Battle to check that sheet, Moranica. Once that's done, I'd be happy to DM you again. Alternately, if you can give me a list of changes from the original, I'll see what I can do.

Moranica
2011-04-27, 06:20 AM
Changelog:
16 con 12 str -> 14 con 14 str
Scythy -> Longsword and shield
Boost construct feat -> Vital recovery feat (heals after each encounter)
Psionic body (2hp/psionic feat) -> Body fuel (recover pp by taking ability damage)
Poor reflexes (flaw) -> Shaky (flaw)
Force screen (power) -> Catfall (power)
Steel wind (manuever, allows attack on 2 enemies) -> Saphire nightmare blade (manuever, conc. check for extra 1d6 damage)
Punishing stance (extra 1d6 damage, -2 AC) -> Stance of clarity (+2 AC vs 1 opponent, -2 vs the others)
Bought extra: 10-foot pole, power stone (control flames), power stone (grease)

To sum it up
- Higher AC
- Less hp (21 -> 14)
- A lot more healing
- A lot more power points (through body fuel -1 str, -1 con, -1 dex for 2 pp)
- A 10 ft pole to prod the ground in front of me.

Leewei
2011-04-27, 09:19 AM
Looks good.

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=283299)

Moranica
2011-04-27, 10:05 AM
NAB or New Awesome Bob searches the room. (take 20)

He then opens the door.

Leewei
2011-04-27, 11:12 AM
Nothing discovered in the room.

The door opens to a hallway that proceeds South and East.

To the South, it proceeds 35' into a T-intersection with a West-East passage. It also branches East at 25'.

Due to the door location, you cannot see farther than 5' East before entering the passage.

Moranica
2011-04-27, 11:31 AM
Putting his shield on his back and sword on his side, Bob then takes his 10 ft pole and moves out of the room while prodding the hallway with the pole. He then turns east.

Leewei
2011-04-27, 11:45 AM
How far can your character see? Aside from torchlight spilling from the first room, the hallway is dark.

Moranica
2011-04-27, 11:47 AM
I take the torch with me. Can I use the pole with 1 hand?

Leewei
2011-04-27, 11:59 AM
It'll be awkward, but I'll allow it if your character doesn't have a weapon ready.

Moranica
2011-04-27, 12:02 PM
:smallbiggrin: So be it, he's using the pole and torch, if he meets combat he'll drop it and grab his sword and shield. (he'll switch before every door as well)

Leewei
2011-04-27, 12:51 PM
Next question: How and where does your character use the 10' pole?

Moranica
2011-04-27, 01:57 PM
While walking through the hallways he taps/prods the floor in front of him to look for (mainly) pit traps.

Leewei
2011-04-27, 02:43 PM
The East passage extends beyond the limit of your torchlight.

10' to the East, there is a 4-way intersection. 30' to the East, in shadowy light, you make out a door on the North wall.

Proceeding toward the door, you trigger a pit trap with your pole just as you cross the intersection. Jumping the pit is a DC of 10; unfortunately, your modifier is too low to allow you to just take 10. There may be other ways across the pit, if you get creative.

Moranica
2011-04-27, 05:13 PM
Bob is an idiot and his jump check is his best. Jumping!

[roll0]

Taking the north turn.

Leewei
2011-04-27, 05:28 PM
The North passage actually doesn't require a jump check. The pit trap is 10' East of the intersection.

20' North of the intersection, you turn East. After 10', you turn back North. After another 10', you end up in a T-intersection with a West-East passage.

Moranica
2011-04-28, 01:26 AM
:smallbiggrin: You see, Bob really is an idiot, jumping over non existant pit traps.

Taking the western passage.

Leewei
2011-04-28, 10:28 AM
20' West of you, the passage splits, heading North. Another 10' after, it turns North.

You can also see to the East from the intersection. 20' to the East, a passage splits off heading North. 30' to the East, there is a door on the South wall. The passage also continues beyong the range of your torchlight.

Heading West, you reach the intersection without incident. You see the North branch turn East after 20'.

Moranica
2011-04-28, 11:32 AM
Continueing west, past the branch and around the corner going north again, until the first intersection.

Btw, how many attempts did it take you to beat lvl 1?

Leewei
2011-04-28, 11:51 AM
The passage goes North 30', then turns East. At 20', you trigger a pit trap with your 10' pole.

My character actually made it through on his second attempt. I had both good and bad luck contributing to that record. I just wrapped up 3rd floor a couple days ago. There are currently four floors available.

Moranica
2011-04-28, 01:06 PM
Jump [roll0]

And continuing on.

All with the same char?

Leewei
2011-04-28, 01:15 PM
That jump check fails. [roll0] damage.

Yep, I used the same character. TS elected to change some game mechanics, so I got to re-spec the character at the end of 3rd floor. He's essentially the same, though. Dwarven (mostly) Ranger // Wizard

Moranica
2011-04-28, 02:47 PM
Crap, also used the wrong mod for my jump. It's with a -3.

I use catfall to prevent the falling damage (immediate action, 1 pp)

I keep going north, then east.

Leewei
2011-04-28, 03:35 PM
You climb out without further issue. After turning East, the passage goes 20', then turns South. After 10' South, it turns West. Also, there is a door at this corner on the East wall.

Moranica
2011-04-28, 03:52 PM
When Bob gets to the door he switches to his sword and shield, laying the pole and torch on the ground. He uses vigor and opens the door.

Init [roll0]

Leewei
2011-04-28, 04:18 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.
Initiative: [roll0]

Leewei
2011-04-28, 04:20 PM
"AROOO!!!!"

The thing charges at you, slashing viciously: [roll0] for [roll1]

Moranica
2011-04-28, 04:25 PM
Bob activates his stance (I forgot to switch it on, but it will be on always from now on)

And takes a swing at the guy using his saphire nightmare blade manuever.

Concentration check [roll0] vs. his AC
Attack [roll1] (-2 if conc. check fails)
Damage [roll2] + (if conc. check is good) [roll3]

Leewei
2011-04-28, 04:28 PM
Bob slashes at the creature, infuriating it.

"Rar!"

It slashes twice:
[roll0] for [roll1]
[roll2] for [roll3]

Moranica
2011-04-28, 04:35 PM
Realizing he is now taking some real damage Bob swings again. (swift action to recover manuever.

Attack [roll0]
Damage [roll1]

Leewei
2011-04-28, 04:42 PM
"Rar twice!"

[roll0] for [roll1]

[roll2] for [roll3]

Moranica
2011-04-28, 04:49 PM
Alright, saphrire blade stuff again!!

Concentration check [roll0] vs. his AC
Attack [roll1] (-2 if conc. check fails)
Damage [roll2] + (if conc. check is good) [roll3]



EPIC BATTLE!!!

Leewei
2011-04-28, 05:00 PM
"Rar yet again!"

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

Moranica
2011-04-28, 05:07 PM
And once more!! (good thing warforged don't tire)

(swift to recover + vital recovery (heals 4 hp))

Attack [roll0]
Damage [roll1]

If I kill him, I search the room (take 20)

Leewei
2011-04-28, 05:09 PM
Not dead yet. Also, "RAAAR!"

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

Moranica
2011-04-29, 01:57 AM
Bob tirelessly swing his longsword again.

Attack [roll0]
Damage [roll1]

Leewei
2011-04-29, 08:39 AM
"...rar?"

150xp, no lewt.

Moranica
2011-04-29, 09:01 AM
Bob goes back through the door he entered and switches back to Pole and Torch. He then procedes West (using the pole again).

Leewei
2011-04-29, 09:47 AM
The passage extends West 10', then South 20', where it hits the West-East passage you followed over here. Halfway there, you get goobed on by a trap:

[roll0] for [roll1]

Moranica
2011-04-29, 10:19 AM
Bob goes back into the room and opens the door at F4 South.

Leewei
2011-04-29, 10:23 AM
Another 5' wide passage. It goes 10' South into a T-intersection with a West-East passage. You're pretty sure it's the same passage you came up earlier. The passage also bends and goes East at your door.

Moranica
2011-04-29, 10:26 AM
Bob goes to the door in the south wall, east of the T-split.

He switches to sword and shield and opens the door.

Initiative [roll0]

Bob is so good at initiative stuff.

Leewei
2011-04-29, 10:29 AM
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.
Near the center of the room, a horribly ugly creature with dingy blue scales marred here and there by large, pinkish-white sections of scar tissue stands at the ready, tongues of blue fire licking fanglike white teeth. The creature appears to be wearing chainmail beneath the remnants of an outfit that is almost entirely burned away, with only a few charred remnants remaining.
Initiative: [roll0]

Leewei
2011-04-29, 10:31 AM
"Fwoar"

You're on fire!

[roll0] /2 damage, DC15 Reflex halves (min 1) fire.

Also, you're entangled for [roll1] rounds. Gooey napalm breath.

Moranica
2011-04-29, 11:29 AM
Reflex [roll0]

Bob moves next to him. (that's 10 ft right?, which is Bob's max move)

Leewei
2011-04-29, 11:34 AM
Okay. Bob also has a standard action, albeit with penalties for being entangled.

Moranica
2011-04-29, 12:10 PM
He swings his sword! SAPHIRE NIGHTMARE BLADE!!!

Concentration [roll0] vs AC
Attack [roll1] -2 penalty right? (another -2 if conc. fails)
Damage [roll2] + [roll3] (if conc is good)

Leewei
2011-04-29, 12:15 PM
Miss.

You take [roll0] fire damage.

The thing backs up and breathes again for [roll1] damage, Reflex DC15 halves.

Moranica
2011-04-29, 12:20 PM
Reflex [roll0] including dex penalty

Bob swings again. Steely strike.

Attack [roll1]
Damage [roll2]

Leewei
2011-04-29, 12:35 PM
Hit but not dead. He backs away and breathes again: [roll0] fire, DC15 reflex halves.

Leewei
2011-04-29, 12:36 PM
Also, [roll0] fire from the entangling.

Moranica
2011-04-29, 12:47 PM
Omg, we have a new dead awesome bob.

Making a minor adjustments. Switching body fuel for improved initiatief.

Care to rerun? :)