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term1nally s1ck
2011-04-14, 04:44 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.coyotecode.net/profiler/view.php?id=10615)

Psionic Dog
2011-04-15, 06:56 AM
Purelight. (http://www.coyotecode.net/profiler/view.php?id=10615)

The elf had heard rumors of this place. Something about traps. Lots of traps. Best start prepared.

First, he draws forth a powerstone and activates a charge of Inertial armor. After a moments thought he draws his potion of poison delay and drinks that too.

Next, he tosses a sling stone at the door softly enough not to risk destroying the lead ball.

Lastly he starts walking around the room's perimeter to warm up and retrieve the tossed ball. One lap turns into 20 as Purelight uses his passive elven senses to effectively take 20 searching the entire room for secret doors in return for a slightly longer walk.

Stats, Buffs, Time:
3 rounds to buff and toss the stone, 50ft per lab x 20 laps = 1000 ft walk, / 30 ft/round = 33 rounds.

Current time: T +3.3 minutes. <--??

Buffs:
Inertial Armor: 1-hour duration, expires at T+60 minutes.
Delay Poison: 2-hour duration, expires at T+120.1 minutes.


Detection Stuff
Low-Light Vision
+10 Spot
+10 Listen
+4 Search (Elf Sense: automatic search if passing within 5ft of secret door)

term1nally s1ck
2011-04-15, 08:03 AM
The door is made of lead, and appears to slide into the wall to open.

Your searching reveals nothing.

Psionic Dog
2011-04-15, 12:45 PM
One way out then.

Purelight stares accusingly at the door, then sets about making preparations for his escape.

He unpacks his heavy shield and extra sling stones: setting the shield face down on the floor with the bag of 20 extra sling bullets on top. He then takes his 10ft pool and gives the trap decoy an experimental push. At 25 lbs it weights nearly what a skinny halfling thief would, and even if it proves to take as much effort to push it as carry it he should still be able to move along at full speed. In theory however it should only take 40% as much effort to push since he can push/drag 2.5 times more than he can lift (1150lbs vs 460lbs). Still, best find out now rather than latter. To help keep the pressing loneliness at bay he names it Bob.

Assuming Purelight finds he can move normal speed while pushing his weighted shield, he then lights a torch of his own off the one in the corner and sticks it into the slingstone bag on his shield, flaming end up. This last touch complete, the elf activates a wild-surged Vigor on himself, gives the door a last poke with a 10-ft pole, and then tries to open it. If it proves locked or stuck he retrieves his crowbar from his pack animal and returns to give a more energetic attempt.

[roll0]
With crowbar Purelight has a +5 Str on checks to break down/force open doors.
If he has to force the door he'll start by taking 10 for 15.

Edit: That's not good. Purelight looses 1 round dazed, and worse looses a PP.

Timing
~3 rounds to unpack, prep, and test Bob the inanimate Trap Detector.
~2 rounds to cast vigor and attempt door opening. +1 round to retrieve crowbar and attempt forcing door if locked/stuck. +1round lost dazed.


Current time: T +3.9 minutes. <--??

Buffs:
PPs: 3/5
Inertial Armor: 1-hour duration, expires at T+60 minutes.
Delay Poison: 2-hour duration, expires at T+120.1 minutes.
Vigor: 2-minute duration, expires at T+5.7 minutes.

Detection Stuff
Low-Light Vision
+10 Spot
+10 Listen
+4 Search (Elf Sense: automatic search if passing within 5ft of secret door)

term1nally s1ck
2011-04-17, 08:30 PM
Door opens freely.

The corridor outside goes south.

Immediately outside the door, it turns east. After 25', it splits east again.

After 35', it ends in a T-junction.

Psionic Dog
2011-04-18, 07:27 AM
The elf pulls out a grappling hook and implements Step #1 in his trap avoidance plan: with an underhand toss he sends the grapple arching through the air aimed loosely at the ceiling 35ft down the corridor. Hopeful to preemptively spoil any tripwires or illusionary floor segments he reels his hook. This percussion completed Purelight walks 25ft down the corridor to turn #2, pushing bob 10ft ahead of himself. He leaves his pack animal back in the room for now.

Timing
~1 rounds to draw and toss the grapple.
~1 rounds reel in grapple and then walk 25 ft.

Current time: T +4.1 minutes. <--??

Buffs:
PPs: 3/5
Inertial Armor: 1-hour duration, expires at T+60 minutes.
Delay Poison: 2-hour duration, expires at T+120.1 minutes.
Vigor: 2-minute duration, expires at T+5.7 minutes.

Detection Stuff
Low-Light Vision
+10 Spot
+10 Listen
+4 Search (Elf Sense: automatic search if passing within 5ft of secret door)

term1nally s1ck
2011-04-18, 10:21 AM
You trigger a trap near the end of the corridor.

A blob of acid forms, hovers for a second or two, then speeds towards you:

[roll0] vs ff touch, for [roll1] acid damage.

Psionic Dog
2011-04-18, 11:15 AM
Purelight winces slightly and thanks his foresight for putting up a vigor before finding a worthy foe.

If all of the traps prove to be ranged he'll be in trouble, but for now he continues with his plan.

term1nally s1ck
2011-04-18, 11:48 AM
At the first turn, you saw a n/s junction at 10', and a door north 20' after that. That corridor goes further than you can see.


The second turning goes 10' before turning north.

Psionic Dog
2011-04-19, 06:58 AM
Purelight sweeps his 10-ft pole up/down the short 10-ft middle passage before following bob in and looking north.

term1nally s1ck
2011-04-20, 12:35 PM
It meets up with the crossroads you saw at the first split, and there's a door east 5' north of you.

Psionic Dog
2011-04-21, 06:39 AM
The elf tosses his grapple out 5-ft past the cross road intersection and drags it back after stepping halfway back around the corner for cover.

Next, he pokes the near door with his 10ft pole twice, and then advances to said door pushing bob ahead as he moves. Taking a deep breath he then tries to open the door.

Timing
~1 rounds to sweep 10ft corridor with pole, and then advance.
~1 rounds to toss and retrieve grapple.
~1 round poke, and then advance to door.
~0.5 round to attempt opening door.

Current time: T +4.45 minutes. <--??

Buffs:
PPs: 3/5
Inertial Armor: 1-hour duration, expires at T+60 minutes.
Delay Poison: 2-hour duration, expires at T+120.1 minutes.
Vigor: 2-minute duration, expires at T+5.7 minutes. (7 temp hp remain)

Detection Stuff
Low-Light Vision
+10 Spot
+10 Listen
+4 Search (Elf Sense: automatic search if passing within 5ft of secret door)

term1nally s1ck
2011-04-21, 12:21 PM
Opening the door reveals the following room:
{table]|A_|B_|C_|D_|E_
1|||||
2|||||
3|||||
4||||B|H[/table]
There is a door at A-2, another at E-4, south side and another at E-3. There is a human wearing a chain shirt and holding a longsword standing behind a beast with patchy dark fur that covers its unhealthy shrunken black skin in some places. Open sores dot its hide and a feral, catlike head glances with it's blank eyes at the wall in front of it.
Initiative:[roll0]

Psionic Dog
2011-04-22, 06:54 AM
Ah, worthy dungeon foes.
[roll0]

term1nally s1ck
2011-04-25, 05:49 PM
The caster steps forward, and casts a spell, generating a spray of colours.

Make a will save..

The creature, you notice, disappears as this happens.

Psionic Dog
2011-04-25, 07:14 PM
The human in chain steps forward to cast a spell. Truely this is an evil dungeon of deception Purelight thinks as the light reaches out to meet him...
[roll0]

term1nally s1ck
2011-04-25, 07:22 PM
...well, that went badly..

You are unconscious for [roll0] rounds.

term1nally s1ck
2011-04-25, 07:25 PM
Coup de graces:

[roll0]
[roll1]
[roll2]

Psionic Dog
2011-04-25, 07:28 PM
well, the damage is survivable if the save works.
...
[roll0]
[roll1]
[roll2]

term1nally s1ck
2011-04-25, 07:29 PM
SHockingly, deaded.

That was some poor dice luck...gonna do a restart?

Psionic Dog
2011-04-25, 07:50 PM
... yah, I think I'll take the restart.

I thought about doing some char tweaks like switching races, but I think I'll give things another go first.

Psionic Dog
2011-04-29, 06:16 AM
That's funny... the thread update notification got eaten.


Anyway...

The elf had heard rumors of this place. Something about traps. Lots of traps. Best start prepared.

First, he draws forth a powerstone and activates a charge of Inertial armor. After a moments thought he draws his potion of poison delay and drinks that too.

Next, he tosses a sling stone at the door softly enough not to risk destroying the lead ball.

Lastly he starts walking around the room's perimeter to warm up and retrieve the tossed ball. One lap turns into 20 as Purelight uses his passive elven senses to effectively take 20 searching the entire room for secret doors in return for a slightly longer walk.


Assuming Purelight finds he can move normal speed while pushing his weighted shield, he then lights a torch of his own off the one in the corner and sticks it into the slingstone bag on his shield, flaming end up. This last touch complete, the elf activates a wild-surged Vigor on himself, gives the door a last poke with a 10-ft pole, and then tries to open it. If it proves locked or stuck he retrieves his crowbar from his pack animal and returns to give a more energetic attempt.

I think that takes Purelight back before dice rolls are required, even if the dungeon randomizes itself.

term1nally s1ck
2011-05-01, 02:28 PM
You see precisely the same as before. Apologies for slow updates.

Psionic Dog
2011-05-02, 02:51 PM
Evil must be at work here.
Purelight steps into the hallway, and turns right at the first corridor.

He activates Detect Evil, and advances down with Bob 10ft ahead alert for evil until he detects evil, springs a trap, or finds something alive in this cold dark place.

term1nally s1ck
2011-05-02, 03:06 PM
The door is to the south, and the corridors go south and east. There's no right turn...

Psionic Dog
2011-05-02, 03:15 PM
*headbang*
East corridor.

Purelight heads down the east corridor from the south door using his New-Improved-Surprise-Suppression method.

term1nally s1ck
2011-05-02, 04:46 PM
Shortly after the junction (which turns right 20' in both directions, with the door east 15' south), Bob falls down a pit.

Psionic Dog
2011-05-03, 10:21 AM
PureLight manual secures his grapple and climbs down the rope down into the pit to retrieve Bob, and re-assembles him topside in the junction.

This complete the elf pushes Bob up the north branch from the junction, scanning for evil.

Take 10 accelerated climbing 8 vs DC 5 rope with wall to brace against.

~1 round to activate Detect evil and push Bob east into pit.
~2 rounds to secure grapple, climb into pit and pickup/stow Bob.
~2 rounds to climb back out of pit, reassemble Bob and repack grapple.
Current time: T +4.4 minutes. <--??

Buffs:
PPs: 3/5
Inertial Armor: 1-hour duration, expires at T+60 minutes.
Delay Poison: 2-hour duration, expires at T+120.1 minutes.
Vigor: 2-minute duration, expires at T+5.7 minutes.

Detection Stuff
Low-Light Vision.
+10 Spot
+10 Listen
+4 Search (Elf Sense: automatic search if passing within 5ft of secret door)

term1nally s1ck
2011-05-05, 03:36 PM
10' east, 10' north, you're at a T.

West: Turns north at 20' and 30'.

East: Turns north after 20', door south after 30', Door north and turning south after 50'.

Psionic Dog
2011-05-09, 07:02 AM
Purelight turns east, and advances 30 ft to the south door, continuing to push Bob and scan for evil. Once there he'll attempt to scan for evil behind the door, pause to listen. Finally, he pokes the door with 10ft pole and then tries to open it.

Take 10 on Active Listen check for 20, hopefully in addition to any relevant passive checks.

Timing:
~1 round to advance,scanning to junction.
~1 round to advance,scanning to door.
~1 round to listen & scan behind door.
~1 round to poke & open door.
Current time: T +4.8 minutes. <--??

Buffs:
PPs: 3/5
Inertial Armor: 1-hour duration, expires at T+60 minutes.
Delay Poison: 2-hour duration, expires at T+120.1 minutes.
Vigor: 2-minute duration, expires at T+5.7 minutes.

Detection Stuff
Low-Light Vision.
+10 Spot
+10 Listen
+4 Search (Elf Sense: automatic search if passing within 5ft of secret door)

Psionic Dog
2011-05-22, 07:23 PM
Is there any other information I should add?

term1nally s1ck
2011-05-27, 02:10 PM
Nope, I've just been SUPER busy. Back nows.

You don't detect anything, though Bob falls down a pit on the way to the door.

As you listen, you hear heavy breathing and shuffling movement, like something is dragging along the floor.