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Leewei
2011-04-30, 10:24 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=292369)

candycorn
2011-04-30, 10:43 AM
Character Features:

Vital Recovery: Once per encounter, when I recover maneuvers, I gain 4 HP (3 + initiator level).

Mantles:Energy
Granted Power: Expend Psionic Focus and choose an energy type. Gain resistance 5 to that energy type for a number of rounds equal to 3+Wisdom modifier (5 rounds)

Elements:
Granted Power: When you gain psionic Focus, choose an option below. Gain the benefit as long as you remain focused.

Air: Treat falls as if they were 20 feet shorter.
Earth: +4 on Balance checks and checks to resist bull rushes.
Fire: Melee attacks deal 1 additional Fire damage.
Water: Gain a swim speed equal to your base land speed.

Control Flames (http://www.d20srd.org/srd/psionic/powers/controlFlames.htm)
Energy Ray (http://www.d20srd.org/srd/psionic/powers/energyRay.htm)

Maneuvers:Punishing Stance: -2 AC, melee attacks deal +1d6 damage

Moment of Perfect mind: Counter: Use Concentration check instead of Reflex save
Steely Strike: Strike: Melee Attack with additional +4 to hit. Opponents other than the one attacked get +4 to hit me.
Charging Minotaur: Strike (Full round action) Bull Rush, Additonal +4 bonus, if win push back and deal 2d6+Strength Mod

candycorn
2011-04-30, 10:54 AM
Initial preparations:

Light Sunrod, tuck into my belt.
Take torch from wall.
Attempt to gain my psionic focus until successful:DC 20:
[roll0]
[roll1]
[roll2]
[roll3]
[roll4]
[roll5]
[roll6]
[roll7]
[roll8]
[roll9]
Stop when focus is gained.
When focus is gained, Elements mantle is set to Air (falls are treated as 20 feet shorter).

I know of 2 trap types on this floor. 20 foot pit traps, and a poison dart trap, laced with drow poison. I'm not sure how many of each exist, as my last trip had me mostly airborne in hallways.

For pit traps:If I encounter a pit trap, I will fail my reflex save, and allow my Elements mantle to negate the damage. I will then climb out of the pit, taking 10. If any pits are greater than 20 feet deep, I will deal with those as I reach them.

If I encounter dart traps: then they shouldn't penetrate my DR, unless they get a lucky crit. As drow poison is an injury poison, it shouldn't deliver if the dart doesn't damage me. After the attack, I will pick up the poisoned dart with my gauntleted hand, and carefully place it in my backpack.

Any notes in the hallways:Do not read them, but take them from the wall with a gauntleted hand and place them in my backpack.

For any other traps, stop after encountering them and I will set a procedure for them.

Exploration:I wish to walk every hallway that I can walk without opening a door. I will disregard bullseyes on the hallway floors, and note the location of doors, but I do not want to open a single door until I have explored every bit of hallway.

Leewei
2011-04-30, 11:12 AM
With those precautions, you'll be able to negotiate the halls pretty much trivially. There are three dart traps that attack you:
[roll0] (If any are 20, roll crit confirm: [roll1] for [roll2])

Edit: 2 darts bounce off you. The 3rd misses entirely. Congrats on your 3 darts.

Leewei
2011-04-30, 11:15 AM
There are 33 doors and a couple of dead-end passages. Is there any particular priority on opening the doors?

candycorn
2011-04-30, 06:24 PM
When convenient, if I could know how many notes I collected, I would appreciate.

Now, I've endured all these encounters before, so if allowed, I'll start with encounters by what's in the room. If not, I guess I'll start south to north.

1st room I want: Orc with Ripper, south entrance.

Method before entering:
Expend focus (gain Fire Resistance 5)
Refocus until focused:[roll0]
[roll1]
[roll2]
[roll3]
[roll4]
Choose Fire when focused (melee attacks do an extra point of fire damage).

Open door.

Init:[roll5]

Leewei
2011-04-30, 06:30 PM
Cards acquired: Red x2, Green x2, Blue

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
2011-04-30, 06:31 PM
"Steely Strike!"

[roll0] for [roll1] (-5 for your DR not included)

candycorn
2011-04-30, 06:37 PM
7 damage taken.

Swift: Punishing Stance.
Standard: Steely Strike.

Attack: [roll0]
Damage: [roll1] + [roll2] + 1 fire

candycorn
2011-04-30, 06:38 PM
Incorrect damage on the greataxe.

Damage: [roll0] + 5 (punishing stance, above) + 1 (fire) = 17 damage.

Leewei
2011-04-30, 06:39 PM
Is that damage roll die correct? Never mind. 150xp, Ripper, chain shirt, sundark goggles, CR1 loot.

candycorn
2011-04-30, 06:43 PM
Recover maneuvers, Heal 4 hp.

Currently at: 11/14.

Whenever I transit hallways, first expend focus for a random resistance, then refocus for air element.

Next room. Room with the color spray caster and the illusionary dog. (east entrance)

Prep: Expend focus (Acid resist 5).
Refocus: [roll0]
[roll1]
[roll2]
[roll3]
[roll4]
Open door.

Init: [roll5]

Leewei
2011-04-30, 06:45 PM
Loot:[roll0]
Coin (as needed): [roll1] | [roll2] x100sp | [roll3] | [roll4] | [roll5]
Goods (as needed): [roll6] (2+1=3) x 10gp
Items (as needed): [roll7] Wand of lesser vigor (10 charges)

Leewei
2011-04-30, 06:49 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]

Leewei
2011-04-30, 06:50 PM
His pet vanishes. He blasts you with color spray. Will save, DC13.

candycorn
2011-04-30, 07:02 PM
Color spray, right off the bat. Hm. Last DM never had this one do that.

Will: [roll0]

candycorn
2011-04-30, 07:03 PM
My Turn:

Swift: Enter Punishing Stance.
Standard: Steely Strike.

Attack: [roll0]
Damage: [roll1] + [roll2] + 1 fire

Leewei
2011-04-30, 07:18 PM
Miss. He concentrates and hits you with a sonic snap ray of frost.

[roll0] for [roll1] sonic damage.

Typically, he readies an action. In your case, rather than waste two posts when you're already familiar with the encounter, I just had him gun ya.

Edit: Also, I should've made a concentration check for him. Pointless since the spell isn't effective, regardless.

candycorn
2011-04-30, 07:23 PM
Sonic snap doesn't do that. It's a level 0 spell that deals 1 damage, and forces a will save or be deafened for a round. (SpC, p.195)

Recover maneuvers (Recover 4 hp, going to 14/14, regardless of sonic snap's effect).
Attack: [roll0]
Damage: [roll1] + [roll2] +1 fire.

Leewei
2011-04-30, 07:25 PM
Fixed the spell. He's definitely going for damage.

Splut. 150xp, chain shirt, longsword, spell component pouch, blank scroll paper.

candycorn
2011-04-30, 07:30 PM
Loot everything up... Move to room with the fire breathing entangling dragon man.

Before opening:

Expend focus (Fire resist 5).
Regain Focus.

If unsuccessful on the first try, refocus (long as it takes), then retry.

(If the first refocus is successful, great. If not, looking for 2 successes in a row).

Refocus attempts:[roll0]
[roll1]
[roll2]
[roll3]
[roll4]
[roll5]
[roll6]
[roll7]
[roll8]
[roll9]
[roll10]
[roll11]
[roll12]
[roll13]
[roll14]

Elements focus: Fire (+1 fire damage on melee attacks)

Open door.

Leewei
2011-04-30, 09:36 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.
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]

candycorn
2011-04-30, 09:39 PM
Init: [roll0]

Leewei
2011-04-30, 09:49 PM
Foosh! The creature is satisfyingly dismayed as its fire washes over you without apparent effect.

candycorn
2011-04-30, 10:04 PM
And I shall...

Enter Punishing Stance.
Move next to it, and use Steely Strike.
Attack: [roll0]
Damage: [roll1] + [roll2] (Slashing) + 1 (Fire).

Leewei
2011-04-30, 11:28 PM
You're having absolutely rotten luck tonight with that insanely high attack bonus.

The creature acts in desperation, breathing [roll0] (1=Acid | 2=Cold | 3=Electricity) on you for [roll1] /2 damage (DC15 save halves again), plus entangle for [roll2] rounds. It then moves back 5'.

candycorn
2011-04-30, 11:55 PM
Reflex: [roll0]

Move Adjacent.
Attack: [roll1]
Damage: [roll2] +[roll3] + 1 fire

EDIT: And I was thinking my luck was meh on initiative, haha.

Leewei
2011-05-01, 12:03 AM
Entangle penalizes your attack roll (-2), but that'll still hit and kill Bernie.

Over the next four rounds, you take [roll0] acid damage.

Also, 150xp and chainmail.

candycorn
2011-05-01, 12:11 AM
After the first round (4 additonal, 6 total), I will expend my focus to gain Acid Resist 5 for 5 rounds.

I will then recover maneuvers, healing 4, bringing me to 12/14.

Recover focus: [roll0]
[roll1]
[roll2]
[roll3]
[roll4]

next room: that damn Kobold (as my previous dm referred to it as).

Entry method:

Expend focus (Cold resist)
Regain focus.
If I regain in 1 round, great. If not, refocus, and try again. Once I get cold resist and a next round refocus, then I expend for fire resist, and open door.

Refocus outside kobold room:[roll5]
[roll6]
[roll7]
[roll8]
[roll9]
[roll10]
[roll11]
[roll12]
[roll13]
[roll14]

candycorn
2011-05-01, 12:12 AM
Not successful outside kobold room.

Continue: [roll0]
[roll1]
[roll2]
[roll3]
[roll4]
[roll5]
[roll6]
[roll7]
[roll8]
[roll9]
[roll10]
[roll11]

EDIT: Success. Open door.

Cold resist 3/5
Fire Resist 1/5

candycorn
2011-05-01, 12:16 AM
Init: [roll0]

Leewei
2011-05-01, 09:35 AM
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
2011-05-01, 09:37 AM
The kobold rushes in to attack you.

[roll0], [roll1]

If either hit, take [roll2] (-5 DR) damage plus [roll3] fire damage (-5 for resist fire). If both hit, take an additional [roll4] cold damage (-5 for resist cold).

The kobold also gains concealment.

candycorn
2011-05-01, 09:42 AM
Two misses. Hm.

Steely strike:

Attack: [roll0]
Miss: [roll1] 1 misses
Damage: [roll2]

Leewei
2011-05-01, 09:52 AM
You were flat-footed, so those actually hit. I think that's 4 damage after your DR and ER.

Leewei
2011-05-01, 09:56 AM
You miss the kobold. It tumbles back 10', then moves up, striking again.

Striking the ground, it shoots sparks past you, that grow and flicker into existence as a small fire creature.

Tumble: [roll0]

[roll1] vs AC (effectively +2 flank) for [roll2] (-5 DR) damage. Also, make a Fort save if hit. Also also, the kobold gains concealment again.

candycorn
2011-05-01, 10:12 AM
Recover maneuvers (heal 4 hp).

Strike: [roll0]
Damage: [roll1]

Miss: [roll2] 1 misses
Murky Eye: [roll3] 1 misses

EDIT: Sorry, I see (1d20+6)[7], and I think a roll of 1.

candycorn
2011-05-01, 10:13 AM
Fort:[roll0]

Leewei
2011-05-01, 10:29 AM
Attack, recover maneuvers.

[roll0] for [roll1] damage.

Edit: Whoops, you're right. Just a basic attack.

Leewei
2011-05-01, 10:30 AM
Confirm: [roll0] for [roll1] damage (DR soaked the initial 5, above)

Edit: There's your 1. :smallsmile:

candycorn
2011-05-01, 10:34 AM
Waaaaaaiit a second.

I know those maneuvers. They're all shadow hand and desert wind. That makes this kobold a swordsage. For a Warblade (like myself), recovering all maneuvers is as simple as taking a swift action and then using a standard action for either an attack or for nothing.

For a swordsage to recover maneuvers, it must take a full round action doing absolutely nothing.... Then it gets ONE maneuver back. No attacks, no moving. Just a full round action, pick one maneuver, and get it back.

Source: TOB, p. 16, column 1, last paragraph before the section on stances known.

Leewei
2011-05-01, 10:40 AM
Corrected the above entry. It'll also tumble to gain concealment ([roll0]). Your turn.

candycorn
2011-05-01, 10:42 AM
Ready an action: Steel Wind if it tries to do anything.

That'll catch it before it gets concealment from Child of Shadow.

When the turn starts:

Attack: [roll0]
Damage: [roll1]

Leewei
2011-05-01, 10:45 AM
Was that Steely Strike?

Good tactic, but your dice betray you again.

The kobold will repeat round-by round:

Tumble: [roll0]
Attack: [roll1] for [roll2] damage

Tumble: [roll3]
Attack: [roll4] for [roll5] damage

Tumble: [roll6]
Attack: [roll7] for [roll8] damage

Tumble: [roll9]
Attack: [roll10] for [roll11] damage

Tumble: [roll12]
Attack: [roll13] for [roll14] damage

Tumble: [roll15]
Attack: [roll16] for [roll17] damage

candycorn
2011-05-01, 10:52 AM
Yes, Steely Strike.

Next round: Recover maneuvers, Attack:

Attack: [roll0]
Damage: [roll1]
Conceal: [roll2]
Murky: [roll3]

And draw a tindertwig.

Next Round: Light Tindertwig, and

Ready action: Steely Strike with Spike Gauntlet, if he does anything.

Attack: [roll4]
Damage: [roll5]

candycorn
2011-05-01, 10:53 AM
That should HOPEFULLY be a hit, and a kill. Next tactic was gonna be using Control flames.

Should be a hit for 0 before the kill, as well as a miss (8 attack for 8).

Leewei
2011-05-01, 11:10 AM
Sweet victory. 150xp, small chain shirt, small shortsword, masterwork tumble tool (Cirque du Soleil monogrammed elbow pads)

candycorn
2011-05-01, 11:17 AM
Excellent. Next, let's go to the room with the scrabbly ghoulish humanoid with the claws.

Outside the room: Expend focus for cold resist.

Refocus: [roll0]
[roll1]
[roll2]
[roll3]
[roll4]

candycorn
2011-05-01, 11:19 AM
Choose Fire (additional fire damage).
Enter Punishing Stance.
Open door.

Init: [roll0]

Leewei
2011-05-01, 11:22 AM
Since the odds of pulling off focus are just less than 50%, feel free to "take 3" instead of banging in all the die rolls.

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]

candycorn
2011-05-01, 11:27 AM
Actually, they're exactly 50%. 11-20 succeeds, 1-10 fails.

Holy poop, I won an initiative roll!?

What do I do?

Oh, decisions....

Move adjacent, Steely Strike!

Attack: [roll0] vs FF AC.
Damage: [roll1] + [roll2] slashing + 1 fire

Leewei
2011-05-01, 11:29 AM
Oh, right. "Take 2" then, if you'd like.

Ahem. Anyway. "ROAR!"

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

candycorn
2011-05-01, 11:32 AM
That's 1 hit, for 1 damage! Down to 11/14.

Sometimes, it's important to get a 1 round refocus. But if it's not, I'll just assume take 2 rounds.

Recover Maneuvers (Heal 4, to 14/14)
Attack: [roll0]
Damage: [roll1] + [roll2] slashing + 1 fire

Leewei
2011-05-01, 11:42 AM
"ROAR!"

"Aw, crapcakes, my torso went missing!"

150xp, no loot.

candycorn
2011-05-01, 11:44 AM
Next....

The bug-looking acid spitting robot.

Prior to entry: Expend focus for Acid resist 5.

Refocus (2 rounds).
Fire Focus (fire on melee)
Holding 2 javelins.

Open door.

Init:[roll0]

Leewei
2011-05-01, 11:47 AM
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]

candycorn
2011-05-01, 11:51 AM
Enter the room, go to B4.

Throw a javelin: [roll0]
Damage: [roll1]

Leewei
2011-05-01, 12:11 PM
*hssss-blork*

It pukes acid all over you for [roll0] damage, DC14 reflex halves.

candycorn
2011-05-01, 12:17 PM
Reflex: [roll0] Half damage is 5, negated by resistance.

candycorn
2011-05-01, 12:18 PM
Javelin toss again: [roll0]
Damage: [roll1]
Draw a javelin.

Leewei
2011-05-01, 12:21 PM
Since the breath attack is a line, 50% chance it hits your unattended javelin: [roll0] (1-50 => your javelin is destroyed)

candycorn
2011-05-01, 12:24 PM
Ummm... The unattended javelin wouldn't be in my square, or even in a line to me. it'd be somewhere below the thing. It's on the ceiling, right? Shooting down at B4, from B6. It's shooting a bunch of air, and my square. But the javelin's not in my square. It's over where I threw it.

Leewei
2011-05-01, 12:24 PM
The 2nd javelin hits it. On its turn, it climbs down and attacks you with a pincer: [roll0] (confirm 20: [roll1]) for [roll2] (only 1d4 on a non-crit, so checking for crit / confirm)

candycorn
2011-05-01, 12:27 PM
Punishing stance!
Steely strike (Spiked gauntlet):

Attack:[roll0]
Damage: [roll1] + [roll2] + 1 fire

Leewei
2011-05-01, 12:32 PM
Hmm. I was under the impression that the battlemap was 2d. I suppose a line breath effect would still be only 5' tall.

The critter is programmed to clean up trash, such as your "discarded" javelin. It isn't particularly bright, but it would use its breath attack as efficiently as possible against both your character and unattended objects. The 50% chance was a seat-of-the-pants check to see if it could hit both your character and the javelin.

Since a breath attack can originate on any corner occupied by a creature, I'll rule that it takes a 5' step down, then originates its breath into the square where your javelin fell. In light of this, you can ret-con your 2nd javelin toss into a move and Steely Strike if you'd like.

candycorn
2011-05-01, 12:39 PM
Here's a side view map, up to +15
{table]|A_|B_|C_|D_
+15|X|||
+10||||
+05||||
+00|J||Me|
[/table]
X is the bug.
J is the javelin that missed.
Me is my character.

There is no way possible that, even with a 5 foot step, it can hit the javelin and me.

Leewei
2011-05-01, 12:53 PM
It isn't limited to a 5-foot step, in any case.

Your Steely Strike doesn't kill it. It double-attacks.

[roll0]. If either is a 20, confirm: [roll1] for [roll2] damage.

candycorn
2011-05-01, 01:29 PM
Recover Maneuvers.

Attack (spiky gauntlet): [roll0]
Damage: [roll1] + [roll2] +1 fire

Leewei
2011-05-01, 05:30 PM
Miss. It double-claws: [roll0], confirm a 20: [roll1] for [roll2] on a successful crit.

candycorn
2011-05-02, 01:28 AM
Standard: Expend Focus (Acid Resist 5) for another 5 rounds.

Done.

Leewei
2011-05-02, 07:56 AM
snip-snip!

[roll0], confirm if either is a 20: [roll1] for [roll2]

candycorn
2011-05-02, 08:04 AM
Steely Strike:

Spike Gauntlet: [roll0]
Damage: [roll1] + [roll2]

Leewei
2011-05-02, 08:17 AM
*krintch*

150xp

candycorn
2011-05-02, 05:49 PM
Collect my gear. (9 javelins left)

Continue to the room with the white dragon kobold.
Prior to opening door:
expend focus (cold resist)
Refocus (2 rounds)
open door.

Init: [roll0]

Leewei
2011-05-02, 06:02 PM
Opening the door reveals the following room:
{table]|A_|B_|C_
1|||
2|||
3||1|
4|||
5|||
6|||[/table]
There is a door at A-1 west, B-1, and another at C-1 east
There is a gnome sized figure with a white dragon’s head, ivory scales and short swords standing in the room
Initiative:[roll0]

candycorn
2011-05-02, 06:10 PM
Move to B2.
Punishing stance
Steely strike!

Attack:[roll0]
Damage: [roll1] + [roll2] + 1 fire.

Leewei
2011-05-02, 06:58 PM
"Rar!"

It attacks with shortswords and a nip:

Claw: [roll0] (Confirm 19-20: [roll1]) for [roll2]
Claw: [roll3] (Confirm 19-20: [roll4])for [roll5]
Bite: [roll6] (Confirm 20: [roll7]) for [roll8]

candycorn
2011-05-02, 07:07 PM
Attack: [roll0]
Damage: [roll1] + [roll2] +1 fire

Leewei
2011-05-02, 07:12 PM
Miss. Seeing that its attacks do only little, it blasts you with freezing breath for [roll0] damage, reflex 13 halves (-5 CR).

candycorn
2011-05-02, 07:16 PM
No damage.

Recover maneuvers (no healing, at full).
Attack: [roll0]
Damage: [roll1] + [roll2] + 1 fire

Leewei
2011-05-02, 07:23 PM
*gib*

150xp, four small darts, two small shortswords.

candycorn
2011-05-02, 07:25 PM
And that brings me to level 2.

One moment, gonna level.

candycorn
2011-05-02, 07:59 PM
I have gained a level in Cloistered Cleric / Warblade.

This nets me Uncanny dodge, a new maneuver (Sapphire nightmare blade), +1 fort save, and 1d12+2 hp from warblade.

From Cloistered Cleric, I gain 6 skill points (1 - concentration, 5 Knowledge Local), 2 domains + Knowledge Domain, and +2 Will save.

Domain choices are Spell (+2 Concentration, +2 spellcraft), and Time (Improved Initiative). Knowledge Domain is exchanged for Knowledge Devotion.

Spending 5 minutes in this room to reselect maneuvers (readying sapphire nightmare blade instead of charging minotaur).

Moving on to the next room. Believe 2 elfish things, one with color spray.

Leewei
2011-05-02, 08:15 PM
Opening the door reveals the following room:
{table]|A_|B_|C_|D_|E_
1|||||
2|||2||
3|||||
4|||1||
5|||||[/table]
Around a fire are sitting 2 humans. A better look reveals one of them to be an elf and the other has another set of sharp teeth. Elf is #2. They have equipment. You like equipment, don’t you? There is a door at A5 south, E5 south and D1.
Initiative:[roll0]
[roll1]]

candycorn
2011-05-02, 08:21 PM
Initiative: [roll0]

Leewei
2011-05-02, 08:25 PM
The room clouds up as the pointy-toothed man gestures. You're up.

candycorn
2011-05-02, 08:28 PM
Enter the room, move to B3.

Punishing Stance.
Steely Strike the human elf one that hasn't moved.

Attack: [roll0]
Damage: [roll1] + [roll2] + 1 fire.

candycorn
2011-05-02, 08:29 PM
Conceal: [roll0]
Murky eye: [roll1]

1 misses.

Leewei
2011-05-02, 09:19 PM
Hit and killed the Elf.

Ka-RAINBOW. Will save, please.

candycorn
2011-05-02, 10:06 PM
Moment of Perfect mind: [roll0]

candycorn
2011-05-02, 10:11 PM
Move to C4. If I see the pointy teeth thing, attack:

Attack: [roll0]
Damage: [roll1] + [roll2] + 1 fire.

In either case, close my eyes (blind vs attackers).

Leewei
2011-05-02, 10:18 PM
You don't see him. You close your eyes. He does something. Your turn again.

candycorn
2011-05-02, 10:22 PM
Recover maneuvers.

Listen for signs of what he might be doing.

Listen: [roll0]

Leewei
2011-05-02, 10:36 PM
You believe you hear movement East of you.

candycorn
2011-05-02, 10:40 PM
His turn. Eyes still closed, I'll open them at the start of my next turn.

Leewei
2011-05-02, 10:49 PM
Whatever activity was going on seems to have quieted down.

candycorn
2011-05-02, 10:58 PM
Move east.

C4 > D5 > E5 > E4 > D4 > D3 > E3.

Leewei
2011-05-02, 11:08 PM
When you open your eyes, you see him in D4, apparently trying to hide.

candycorn
2011-05-02, 11:09 PM
Steely strike into D4.

Attack: [roll0]
Damage: [roll1] + [roll2] + 1 fire.

Miss: [roll3]
Murky eye: [roll4]
miss on 1.

Leewei
2011-05-02, 11:13 PM
You obliterate him. He flies into multicolored pieces like shattering stained glass.

Another wave of colors blasts you.

candycorn
2011-05-02, 11:16 PM
Moment of perfect mind: [roll0]

Close my eyes next round.

The round after, recover maneuvers.

Leewei
2011-05-02, 11:21 PM
Make another Will save.

candycorn
2011-05-02, 11:22 PM
Will: [roll0]

Leewei
2011-05-02, 11:26 PM
You recover your maneuvers. Make another Will save.

Also, reviewing your sheet - it looks like you need to update character level to 2. Also, I think you should have 23hp (14 + 9).

candycorn
2011-05-02, 11:46 PM
You recover your maneuvers. Make another Will save.

Also, reviewing your sheet - it looks like you need to update character level to 2. Also, I think you should have 23hp (14 + 9).

-1 for the quick trait.

Will: [roll0]

candycorn
2011-05-03, 04:33 AM
Pending something nasty from the will save, open eyes on my turn.

Leewei
2011-05-03, 08:16 AM
You're dazed.

Okay, I see the issue. Warblade would get you 6hp + 3 (Con) -1 (Quick) for 2nd level. It looks like the HP/die following level 1 has either changed, or else I misremembered it. Time to update my own character.

You hear a door open to the East. Your action.

candycorn
2011-05-03, 08:21 AM
Hm. Move to E5. See if there's an open door.

Leewei
2011-05-03, 09:27 AM
The door is closed. Will save!

candycorn
2011-05-03, 03:56 PM
...If he's casting within 5 feet, wouldn't I see him on completion of the action? If he's over 5 feet away, he wouldn't see me to target me with these spells?

Moment of Perfect mind: [roll0]

Leewei
2011-05-03, 04:22 PM
Save made. You see him now - he was hiding near the door.

candycorn
2011-05-03, 04:39 PM
Steely strike: [roll0]
Damage: [roll1] + [roll2] + 1 fire

If this is a level 1 spell makin the fog, it's gotta be ending soon.

candycorn
2011-05-03, 04:40 PM
Miss: [roll0]
Murky: [roll1]

Leewei
2011-05-03, 05:09 PM
Splut, 150xp, masterwork leather armor, light crossbow, 10 bolts, gaudy noble's outfit, studded leather armor, longsword, longbow, 10 arrows

It's like a pinata in a cloud!

candycorn
2011-05-03, 05:17 PM
Continue on... Ummm.... Speedy hobgoblin thing with a scimitar?

Init: [roll0]

Leewei
2011-05-03, 05:21 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, which you are just outside of, another at A-1 North, and another at E-3. You see a nearly 7' tall, horned hobgoblin-esque creature, wearing studded leather, and wielding a scimitar.
Initiative:[roll0]

candycorn
2011-05-03, 05:46 PM
Assuming that ties go to the higher modifier:

Punishing stance!
Move to D4, Steely Strike!

Attack: [roll0]
Damage: [roll1] + [roll2] + 1 fire.

EDIT: BOO, Nat 1.

Leewei
2011-05-03, 06:04 PM
They do, and whiff!

"Blargle bargle!"

[roll0] for [roll1]
Confirm 18-20: [roll2] for [roll3]

candycorn
2011-05-03, 06:15 PM
Well, If he's obliging enough to stick around, I'm obliging enough to hit him again!

Sapphire nightmare blade:

Concentration: [roll0] (DC = AC of hobgoblin thing)

If Success, Attack vs FF: [roll1]
If no success, attack vs normal AC, and -2
Damage: [roll2] + [roll3] + 1 fire
If success: [roll4] additional damage.

Leewei
2011-05-03, 06:51 PM
Success, miss. The critter moves 5' alongside you, then attacks, then moves off to the far corner.

[roll0] for [roll1]
Confirm 18-20: [roll2] for [roll3]

candycorn
2011-05-03, 07:10 PM
Move adjacent. Recover maneuvers.

Attack: [roll0]
Damage: [roll1] + [roll2] +1 fire

Leewei
2011-05-03, 07:12 PM
Move 5', smack, run to opposite corner.

[roll0] for [roll1]
Confirm 18-20: [roll2] for [roll3] extra.

candycorn
2011-05-03, 07:16 PM
Move adjacent. Steely Strike.

Attack: [roll0]
Damage: [roll1] + [roll2] + 1 fire

Leewei
2011-05-03, 08:47 PM
Crunch! Down it goes. 150xp, masterwork studded leather armor, masterwork scimitar, potion.

candycorn
2011-05-03, 09:01 PM
Nice... Next... ummm... The room with the big treasure chest. I still have 2 more living creatures, but we'll get those after I open the chest.

Leewei
2011-05-03, 09:04 PM
Um, call it 8pp. Next?

candycorn
2011-05-03, 09:05 PM
Squirrels, I suppose.

Init: [roll0]

Leewei
2011-05-03, 09:06 PM
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]

Leewei
2011-05-03, 09:10 PM
The room goes black. Take [roll0] damage and make a Fort save or take 1 point of Strength damage as well.

candycorn
2011-05-03, 09:16 PM
I haven't quite entered yet, and the last time I ran this, the darkness spell provided concealment, but not total concealment, correct?

Fort: [roll0]

My turn: Punishing stance, move to far side of the room,.Steely Strike on the bottom squirrel (which should be flat footed).

Attack: [roll1]
Damage: [roll2] + [roll3] + 1 fire
Miss: [roll4]
Murky: [roll5]

Leewei
2011-05-03, 09:19 PM
Correct regarding concealment. Damn stuff made you miss, too.

The squirrels swarm you, biting your feet for no effect.

candycorn
2011-05-03, 10:10 PM
Recover Maneuvers, heal 4 hp. (20/22)
Melee Attack: [roll0]
Damage: [roll1] + [roll2] + 1 fire

candycorn
2011-05-03, 10:11 PM
Miss: [roll0]
Murky: [roll1]

Leewei
2011-05-03, 10:21 PM
Splut, gish, stomp. 150xp. The other squirrels can't hurt you. 150xp and a lump of shadowy essence. Also, not that it matters much for this fight, but you got Strength-damaged. Attack rolls and damage degrade accordingly.

candycorn
2011-05-03, 10:26 PM
Splut, gish, stomp. 150xp. The other squirrels can't hurt you. 150xp and a lump of shadowy essence. Also, not that it matters much for this fight, but you got Strength-damaged. Attack rolls and damage degrade accordingly.

-1 to attack and damage, check.

Guess all that's left is the huggy guy.

Init: [roll0]

Leewei
2011-05-03, 10:27 PM
Opening the door reveals the following room:
{table]|A_|B_|C_|D_|E_
1|||||
2|||||
3||||1|
4|||||
5|||||
6||||| [/table]
There is a door at A-3, and another at A-5, E5 and D6. There is a metallic humanoid standing in the room looking at you.
Initiative:HUGBOT SAD BECAUSE IT CANNOT BEAT A 27

candycorn
2011-05-03, 10:29 PM
Move adjacent.

Steely Strike: [roll0]
Damage: [roll1] + [roll2] + 1 fire

Leewei
2011-05-03, 10:30 PM
Hit, kill, 150xp.

All he wanted was to be loved. Tragic.

candycorn
2011-05-03, 10:34 PM
I think that's all the combat encounters on the floor.

Recover maneuvers, restored to 22/22.

Calculating loot, gonna likely sell it all, but I've gotta get everything tabulated and totalled.

candycorn
2011-05-03, 11:03 PM
{table=header]Item | Value | Sells for
3 darts (coated with drow poison) | 1.5g + 225g | 113.25 g
scimitar (mw) | 315g | 157.5 g
Ripper | 55g | 27.5 g
Longsword x2 | 30g | 15 g
shortsword x3 | 30g | 15 g
Darts x4 | 2g | 1g
Light Crossbow | 35g | 17.5 g
Longbow | 75g | 37.5 g
10 arrows | 1g | 0.5 g
10 bolts | 1g | 0.5 g
Chain Shirt x3 | 300g | 150 g
Chainmail | 150g | 75 g
Leather armor (mw) | 160g | 80 g
studded leather armor | 25g | 12.5 g
studded leather armor (mw) | 175g | 87.5 g
Sundark Goggles | 10g | 5 g
Goods: 30gp | 30g | 15 g
Spell Component pouch | 5g | 2.5g
Tumble tool (MW) | 50g | 25 g
gaudy noble's outfit | 37.5g | 18.75 g
Potion (hobgoblin) | 300g | 150 g
Shadow lump | 1000g | 500 g
4 notes (2 red, 2 green, blue) | ??? | ???
Blank scroll paper | ??? | ???
900 sp | 90 g | 90 g
Total: | XXX | 1483g, 2s, 5c[/table]
This doesn't count the value of the scroll paper or the notes.

Leewei
2011-05-03, 11:27 PM
I'll see if I can get my hands on the 2nd floor notes. If not, either TS or Jarian will need to take over from here.

candycorn
2011-05-03, 11:49 PM
I'm working on purchases, so there's time. Also, if the notes have any value, or the scroll does, let me know.

Leewei
2011-05-03, 11:51 PM
Scroll is paper, 4 notes are parchment. I need to find out about 2 notes.

candycorn
2011-05-04, 02:03 AM
Current Gold: 1486 g, 2s, 5c
Sell:
Greataxe (+10gp)
Javelin (+5sp)
Purchase:

2 Potion of spider climb (lvl 1, spider domain) (-100gp)
MW Greatsword (-350gp)
Acid flask x 4 (-40gp)
Antitoxin x1 (-50gp)
Healing Belt (-750gp)
Rations (1day) (-5sp)
Holy Symbol (wooden) (1gp)
Remaining: 205g, 2s, 5cp

Rest 1 day, prepare spells.

TheFallenOne
2011-05-04, 10:23 AM
I'll jump in here shortly for a friendly hint: you can get cheaper Spider Climb potions through the Spider domain, first level spell

candycorn
2011-05-04, 10:41 AM
So noted. Twice as many potions for 1/3 the price!

term1nally s1ck
2011-05-05, 03:41 PM
All notes sell as parchment, bar red ones which are worth 10gp more (so sell for 5gp + copper)

If that's you ready, I'll start you on floor 2.

candycorn
2011-05-05, 03:45 PM
Parchment x2: 4sp
Red Parchment x2: 20g 4sp

Total sell value: 10g 4sp.

Ready.

term1nally s1ck
2011-05-05, 03:54 PM
You come to in the following room:{table]|A_|B_|C_|D_|E_|F_|G_|H_
1|x|x|||||x|x
2|x|||||||x
3||||||||
4||||||||
5||||||||
6|x|||||||x
7|x|x|||||x|x[/table]

There is a door at D-1, and another at D-7. There are vending machines in the room, with a notice that you can use these precisely once.

candycorn
2011-05-05, 03:57 PM
Open south door. Expend focus to get Acid Resist 5.
Take 10, get focus back.

Choose Elements: Water. Gain Swim speed 40.

term1nally s1ck
2011-05-05, 03:59 PM
The south door reveals a 15-foot wide corridor, flooded with murky water. It runs south for fifty feet before ending in a sandy beach that continues for another thirty feet, ending in a door. 15ft down the hall there is a 15ft wide corridor splitting towards the east.

candycorn
2011-05-05, 04:00 PM
Enter water. Greatsword NOT drawn.

Spot check as needed: [roll0]
Listen: [roll1]

Head south towards the sandy beach, though I'm sure I'll encounter something before then.

Initiative: [roll2]

term1nally s1ck
2011-05-05, 04:14 PM
You do indeed.

It attacks as you cross the junction, charging from out of sight.

[roll0] for [roll1]. You see it as it gets 10' away, so if you have the reach can take an AoO.

[roll2]

term1nally s1ck
2011-05-05, 04:15 PM
Having won init, it full attacks.

[roll0] for [roll1]
[roll2] for [roll3]
[roll4] for [roll5] and attached.

candycorn
2011-05-05, 04:26 PM
Question: You say it charges from out of sight. I was under the impression that charges were full round actions, and in the surprise round, it only has a standard action.

That said, All attacks hit. 6 damage, 0 damage, 0 damage, 0 damage. If the attach requires breaking my skin, it fails.

Steely Strike: [roll0]
Damage: [roll1]

term1nally s1ck
2011-05-05, 04:51 PM
If you are able to take only a standard action or a move action on your turn, you can still charge, but you are only allowed to move up to your speed (instead of up to double your speed). You can’t use this option unless you are restricted to taking only a standard action or move action on your turn. (http://www.d20srd.org/srd/combat/specialAttacks.htm#charge)

In specific circumstances, including the surprise round, you can manage it as a standard.

The attach doesn't need to break your skin.

Attach (Ex): If an X hits with its bite attack, it
uses its powerful jaws to latch onto the opponent’s body
and automatically deals bite damage each round it remains
attached. An attached X loses its Dexterity bonus
to AC and has an AC of ?
An attached X can be struck with a weapon
or grappled itself. To remove an attached X
through grappling, the opponent must achieve a pin
against the X.

Assuming you continue to hit it, you hurt it, and then it starts draining your blood.

d4+1 automatic bite damage. Sigh. DR/somethingnobodyhas. :smalltongue:

However, it has a bit more vicious of an effect. [roll0] Con damage.

candycorn
2011-05-05, 05:04 PM
Whenever damage reduction completely negates the damage from an attack, it also negates most special effects that accompany the attack, such as injury type poison, a monk’s stunning, and injury type disease. Damage reduction does not negate touch attacks, energy damage dealt along with an attack, or energy drains. Nor does it affect poisons or diseases delivered by inhalation, ingestion, or contact. (http://www.d20srd.org/srd/specialAbilities.htm#damageReduction)

I would say that if it can't break my skin, it might have a bit of trouble with a blood drain.

term1nally s1ck
2011-05-05, 05:09 PM
The thing is, all of those abilities state explicitly that they must damage the opponent. This one doesn't need that, it just needs to hit.

candycorn
2011-05-05, 05:19 PM
The thing is, all of those abilities state explicitly that they must damage the opponent. This one doesn't need that, it just needs to hit.

And the wording of the text I pointed out is that most special effects are negated. Then it gives a very specific list of special effects that are not. This isn't a touch attack, energy damage dealt along with an attack, energy drain, contact or inhalation poison, or contact or inhalation disease.

The reasoning you are using is a logical argument that since the examples of things blocked involve damage, that only things that involve damage are blocked.

It's like saying, "Most round objects are not allowed in the car, such as baseballs, basketballs, softballs, and tennis balls. This does not apply to oranges, cantaloupes, or balloons."

It's like taking that, and interpreting it as "Only round sports equipment isn't allowed in the car." While it is correct that all the specific examples given involve dealing damage, that does not change the fact that most special effects that accompany attacks are negated when damage reduction negates all damage from the attack. Most special effects = the majority of special effects. That means that the default is: special effect negated.

Look at injury poison: "This poison must be delivered through a wound. If a creature has sufficient damage reduction to avoid taking any damage from the attack, the poison does not affect it. Traps that cause damage from weapons, needles, and the like sometimes contain injury poisons."

Your logical extension has no rules basis. It would be equally valid to state a logical extension that for blood to leave the body, it must do so through a wound. That would also have the advantage of making sense.

Leewei
2011-05-05, 05:35 PM
@candycorn: While I happen to agree with your interpretation for tabletop play, something to keep in mind is that NED is RAW trumps RAI, or even common sense, for that matter. In this game, it is possible to petrify an earth elemental.

term1nally s1ck
2011-05-05, 05:43 PM
Whenever damage reduction completely negates the damage from an attack, it also negates most special effects that accompany the attack, such as injury type poison, a monk’s stunning, and injury type disease.

That sentence, by itself, is not a hard and fast rule. Most is not all, and never will be all. It then goes on to give examples of types of effects that do not break DR, and because of that you believe that no further abilities printed in any books ever again can activate through DR.

'most effects...such as...' is pretty clear. Special effects that work in the same way as those effects (which is all when you deal damage) do not apply through DR. It doesn't mean that we now assume that by default every special effect is negated unless we have a specific rule otherwise. There is NO logical step that makes any sense that lets us jump from the statement of 'Most.' to 'Everything unless specifically exempt.'

candycorn
2011-05-05, 05:44 PM
@candycorn: While I happen to agree with your interpretation for tabletop play, something to keep in mind is that NED is RAW trumps RAI, or even common sense, for that matter. In this game, it is possible to petrify an earth elemental.

AND RAW IS THAT MOST SPECIAL EFFECTS ARE NEGATED WHEN DAMAGE REDUCTION COMPLETELY NEGATES DAMAGE FROM AN ATTACK.

To say that because the specific examples given list damage as a requirement, that only attacks which use that terminology are negated? THAT IS RAI.

RAW is simple: Most special effects are negated. There's your default.

Specific special effects are then listed that are NOT negated. "Attach" is not one of them. "Blood drain" is not one of them.

That's the RAW. Any attempt to use examples to infer additional restrictions on that statement is RAI.

And as you just said. Here in the NED, RAW trumps RAI.

EDIT: Buh? Rules are only hard and fast rules when they screw the player, now? There's no such thing as a "kinda" rule. It's a rule.

RULES COMPENDIUM:
Wounds heal immediately, or the weapon bounces off harmlessly, and the attacker knows the attack was ineffective.
Damage reduction doesn’t reduce the damage from energy attacks, spells, spell-like abilities, and supernatural abilities. Nor does it affect poisons or diseases delivered by inhalation, ingestion, or contact.
Whenever damage reduction completely negates the damage from an attack, it also negates most special effects that accompany the attack, such as injury poison and injury disease. Attacks that deal no damage because of the target’s DR can’t distract a creature from concentrating.

So, what you're telling me... what you're ACTUALLY trying to tell me, is that it can pour wine out of the bottle... without opening the bottle.

This can't even distract creatures from concentrating, but yet, a 30 HP creature in a half damage environment gets an auto-kill ability.

I could see if it attached via a touch attack. That's listed as one of the things not negated. But it's not. It requires a standard attack.

Now, the rules compendium states that DR actually makes attacks ineffective.

Tell me, does this attack seem... Ineffective, to you?

Or does this attack seem like it is going to Auto-kill a 16 con character in 4 rounds, without having to do a damn bit of damage?

I can understand that the encounters are supposed to be challenging. What I don't understand is why the DM's, on top of that, feel obliged to twist the rules to the greatest disadvantage of the player. That, I don't understand.

If we aren't comparing similarities, then most special effects are negated.

If we are, then sucking blood out is most similar to injecting poison in.

Only in "happy screw the player land" does your 'interpretation' have any ground to stand on.

candycorn
2011-05-05, 06:08 PM
That sentence, by itself, is not a hard and fast rule. Most is not all, and never will be all. It then goes on to give examples of types of effects that do not break DR, and because of that you believe that no further abilities printed in any books ever again can activate through DR.

No, because of that, I believe that abilities which exist in Core, and are not referenced as exceptions, are not exceptions.

Please reference Dire Weasel (http://www.d20srd.org/srd/monsters/direWeasel.htm) in the SRD. Only difference is that this monster has a bucketload more life, is in a much more inhospitable environment for PC's, and has more effective attacks.

The attach and blood drain are identical.

Leewei
2011-05-05, 06:09 PM
1. The "most effects" clause would still be true, even if Attach works despite DR.

2. The exceptions list cites examples and is not exhaustive.

I'll leave you and TS to this discussion.

term1nally s1ck
2011-05-05, 06:09 PM
Most is not and never will be All. It is NOT setting default behaviour.

Most things, such as blah, is EXPLICITLY stating that these are the types of things that get negated by DR. If it were setting default, there would NOT be a 'such as' clause in there. If it was, "Whenever damage reduction completely negates the damage from an attack, it also negates most special effects that accompany the attack," you'd have a good argument, since there's no attempt to explain what types of effects are stopped, so we'd assume it was default behaviour. Sadly, that is NOT where the sentence ends, and you've been ignoring that last clause for this entire conversation.

The 'Such as' gives us a type or types of abilities that are negated by DR. We're also given examples of abilities that do penetrate DR. The only thing in common with the first set and not with any of the last is the requirement to do damage with the attack.

Fluff isn't going to change my mind, I'm not really that interested in it unless it's a total immersion breaker on a huge scale like Darkness causing light. It attacked, stayed attached, and your body healed around the teeth. People re-fluff classes, and people can come up with fluff for things that interact in a strange way.

candycorn
2011-05-05, 06:27 PM
The HP for the creature is also statted incorrectly.

3d8 + 6 (28) means that 3d8 = 22... Or 7, 8, 7.

Statistics blocks use average HP. Now, 18 HP is much more in line with the actual average ( 4, 4, 4, +6) roll.

If you want similar examples, please reference any and every other monster entry in existence.

And I'm not ignoring that second part. I just view examples as seperate from RAW, seeing as the books screw them up more often than not. I reference "most things are stopped, such as XXX" to not be an all inclusive list. I then see "These things are explicitly not stopped." Most things are stopped - rule. These things aren't stopped - rule. "such as blah blah" - examples, not rules. In other words: An example of a rule application will have much less weight than the rule itself.

Meanwhile, I'll continue on the screw the player express here.

Move out of the water. Draw Greatsword.
Drain half my con again.

term1nally s1ck
2011-05-05, 06:40 PM
Goood catch on the HP, I've put the edit into the notes (and will PM the other DMs)

[roll0] con damage EDIT: Wtf. Just wtf.

Normally, when an example usage is given, I ignore it, because it comes after a proper description of the rule.

The problem here is that it would literally be giving examples of....everything? It's nonsensical as a sentence if you read it as defining a general rule, because you just can't give examples of something which applies to everything. You give exceptions, not examples. That was what made my mind up between it being a generalisation, or a flat rule.

candycorn
2011-05-05, 06:43 PM
Goood catch on the HP, I've put the edit into the notes (and will PM the other DMs)

[roll0] con damage EDIT: Wtf. Just wtf.

Normally, when an example usage is given, I ignore it, because it comes after a proper description of the rule.

The problem here is that it would literally be giving examples of....everything? It's nonsensical as a sentence if you read it as defining a general rule, because you just can't give examples of something which applies to everything. You give exceptions, not examples. That was what made my mind up between it being a generalisation, or a flat rule.
Exceptions, however, are just that. They are how things DIFFER from the norm.

So most sports balls are round. Footballs are not.

Footballs are the exception.

Most special attacks are negated. XXXX are not.

XXXX are the exception.

Recover maneuvers. Heal 5.

Attack: [roll0]
Damage: [roll1]

And a miss. Go ahead and sap half my remaining con.

term1nally s1ck
2011-05-05, 06:47 PM
Hrm.

You know. You're right.

I apologise, I don't know what about that sentence just didn't make sense, but:

Most sports balls are round, like tennis balls and soccer balls. Footballs are not.

Makes perfect sense.

Rewinding a few rounds, you took 6 damage, hit back for 5, and it makes another full attack:

[roll0] for [roll1]
If nat 20:
[roll2] for [roll3]

[roll4] for [roll5]
If nat 20:
[roll6] for [roll7]

[roll8] for [roll9] If this one crits and does enough damage, attach. Unlikely.
If nat 20:

[roll10] for [roll11]

EDIT: I feel the need to apologise for prior comments, I was a little too harsh and dismissive of some of what you said. Sorry for not giving your point enough consideration, and I promise to give your points more thought in the future before responding in such a knee-jerk manner.

candycorn
2011-05-05, 06:58 PM
Attempt Sapphire Nightmare Blade: Concentration: [roll0] (DC = AC)

Attack: [roll1] for [roll2] piercing.
If Concentration not successful, subtract 2 from attack roll.
If concentration successful, add [roll3] to the damage.

And don't worry about it. I suspect I was letting frustration be the enemy of clarity, which makes it kinda hard to get the point across.

EDIT: And you better believe if that hadn't been overturned, I was gonna buy a whole bunch of Holy Liberator crafted Level 1 scrolls of lesser restoration after this fight, lol.

term1nally s1ck
2011-05-05, 07:00 PM
He is barely alive, though not disabled yet.

[roll0] for [roll1]

[roll2] for [roll3]


[roll4] if 20 I'll roll crit.

candycorn
2011-05-05, 07:01 PM
Recover maneuvers, heal 5. (20/22)

Attack: [roll0] for [roll1]

term1nally s1ck
2011-05-05, 07:05 PM
Kill. 300 XP, spear.

candycorn
2011-05-05, 07:06 PM
Continue on to the shore, and the door.

term1nally s1ck
2011-05-05, 07:10 PM
Giant map.

http://img823.imageshack.us/img823/3909/room2q.jpg (http://imageshack.us/photo/my-images/823/room2q.jpg/)

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

You are the second south-facing door from the left.

EDIT: Star is a note, purples are floating platforms' movement.

candycorn
2011-05-05, 07:12 PM
Expend focus (acid resist).

Refocus (take 10) : fire. melee attacks deal +1 fire damage.

walk around to the star and look at it.

Please note: I learned from last time. I have 2 hands. I have 2 gauntlets. This is not a coincidence.

term1nally s1ck
2011-05-05, 07:16 PM
I did see that, so provided you don't grab anything in your mouth, you'll be fine. :smalltongue:

The note reads "I hope you brought a shovel"

candycorn
2011-05-05, 07:19 PM
Screw that. I've got one purchase, I'm not wasting it on this. If I have to go back and get something, I'll get it then. Continue to nearest door. Open it.

term1nally s1ck
2011-05-05, 07:22 PM
Southern door to the east of the note, or northern door directly north?

candycorn
2011-05-05, 07:24 PM
Let's try northern. I'm willing to bet it's sandy beaches and water, though.

term1nally s1ck
2011-05-05, 07:26 PM
Correct, it loops around to the northern door. It does extend further east after the door though.

candycorn
2011-05-05, 07:28 PM
I ain't worried too much about that yet. I can always come back.

South door.

term1nally s1ck
2011-05-05, 07:35 PM
You discover lava.

5' below ground level, is lava.

Every 10', there's a 5' wide force floating platform (so 5' gaps between em.)

35' away, there's a split e/w. The corridor turns east after 40' more.

candycorn
2011-05-05, 07:44 PM
That's a good candidate for spider climb, but let's save it for a sec.

Next door, going counterclockwise.

term1nally s1ck
2011-05-06, 11:52 PM
The next door is filled with darkness.

candycorn
2011-05-07, 12:21 AM
Activate my sunrod. Does that give me visibility (with concealment)?

term1nally s1ck
2011-05-07, 01:38 PM
Sadly, no.

candycorn
2011-05-07, 07:03 PM
Question: Would Sunrod + Ebon Eyes do it?

term1nally s1ck
2011-05-07, 07:06 PM
Sadly, no.

A Continual Flame would completely counter it, though.

candycorn
2011-05-07, 07:27 PM
I thought you ruled darkness effects as lowering light one step. That would make things in natural bright light shadowy...

I'm not entirely how well my grok jives with areas requiring spells at levels before they become available. This was exactly what I was talking about when I said ebon eyes is absolutely useless. Whenever it can just be said, "no, I'm altering how darkness works so that you can't see in it no matter what, then saying a spell whose one and only sole purpose is to allow you to see in darkness doesn't actually allow you to see in darkness..."

The combination of rulings you've made on magical darkness renders Ebon Eyes to not be worth the cost of the parchment it's printed on, much less the scribing costs, and certainly not worth the memorization slot. (reason: Can't be used to forego light entirely, because it doesn't work in total darkness. Can't be used in magical darkness, because that's 'screw off, candy, only way through it is brute force higher level spells'... So all it does is make my sunrod light light up a little farther in a hallway that's naturally dark.)

So, with that, I say, screw yet another room, moving on. If I happen to reach something I need to buy, I'll end up paying the 110gp tax for being able to play on level 2, and buy some rock with Continual flame on it.

term1nally s1ck
2011-05-07, 08:15 PM
I've ruled Ebon Eyes to negate any and all concealment due to darkness. This includes most hide in plain sight and similar effects based on already having concealment (although it isn't clear about that, I need to make it so. Any idea how to word it?)

Basically, before hand due to extremely unclear wording, it negated any and all darkness effects of any level at any time. I've decided to go with one side of the abilities, and allow it to COMPLETELY ignore any and all darkness, magical or no, provided you can pinpoint them in another way if the area is in total darkness. It's a niche use, but for the cost of a level 1 scroll, you always want to have one on you. There are a few abilities that unless I did that have basically one counter at the level they exist at, and most people will just not have that ability. You will face one of those on a later floor. I needed to have SOMETHING to give the average opponent a chance, and the easiest way to solve that problem was to re-rule a spell that is unclear as-is and in a loose interpretation, would negate those effects.

And this area is using two darkness effects, actually. Deeper Darkness, and Darkness. It also contains an enemy against which the darkness doesn't matter as much if at all, depending on your outs to it, and is the ONLY area of darkness of this type within the NED. Remember, this floor was originally made by Tanaric, and he actually refused to accept Ebon Eyes as allowing you to see in total darkness, making it only have an effect in total concealment, and set both Darkness and Deeper to total concealment at all times. If I was making it, this would not exist, and I'd leave it as deeper darkness by RAW (with the pathfinder edit), and that would suffice as an obstacle and a boost for the encounter.

However, I did not make this dungeon. Out of respect for Tanaric, I've left these floors as created as much as possible, only changing bits and pieces to make them more internally consistent and rules-consistent. If I get this big and interesting enough to justify publishing it in some form, even if it is an online thing, I will remake the second and fourth floor. 1st and 3rd would need tweaks, but they are pretty well balanced vs the expected power curve and consistent as is.

Floor 5 is a more standard floor, with no questionable abilities based on shoddy wording, and no DM fiat involved in the basic setup of sections. I do hope it is fairer in the way it works, even if it's more of a challenge than any previous floor.

I hope that this helped explain why I've done some of this, cos I can see why it might be frustrating. You have NO idea how long I went through this debate with myself over these types of area, because my options were limited to leaving them as-is and ebon eyes at full power, and the game was basically 'do you know that ebon eyes exists as a spell'. I didn't want such a binary decision to exist in a guaranteed death scenario, so I switched Ebon eyes around and made it public info so people would both be informed of its existence, and what situations it would solve. If they still don't use it, I no longer feel like I've put them in an auto-loss scenario, cos I've made the answer clear and available. (At least, I thought I had. I think I need to clarify it more, since it isn't clear to you what I've set it to do.)

candycorn
2011-05-07, 08:33 PM
My only issue is that when you tinker with the rules for darkness, you alter comparative power levels between these effects.

By altering darkness to allow total darkness to be achieved, you increase the power level of the darkness spell.

Ebon eyes was designed under the concept that no darkness effect under level 3 provided total darkness (and only Blacklight, at that). Based on that, a level 1 spell, that negated very specific higher level spells is reasonable in power, especially when compared to Protection from Evil, which negates Dominate spells (and possession, and other similar effects) of a much higher level, in addition to protecting vs summons and providing AC boosts.

Based on that, when you allow lower level spells the extra power of total darkness without similarly affecting the spells which were originally designed with countering them in mind, you skew the balance of the system. I don't know how to possibly word what you're wanting simply, because you're stating that the only effect is to negate certain highly rare and situational effects.

It's like if I altered Protection from evil to only work against possession and dominate Su abilities, and had no effect on dominate spells, nor did it have any other benefits vs summoned creatures.

At that point, the ability is just so damn situational, that it's no longer useful. Just as layered darkness effects can amplify darkness, so too should layered detection amplify sight abilities. In this case, Ebon eyes allowing you to see normally in magical darkness? Should allow light sources to function normally for you, even in areas of magical darkness. That's seeing normally (not enough to see in and of itself, but enough to see with sufficient sources that would penetrate mundane darkness of the same type). In addition, it should allow darkvision to function normally.

That would restore Ebon Eyes to the power level it was designed for.

The current one? Unless you have to deal with HiPS (Su, based on darkness only), a very specific template or two, or one of 2 races, the level 1 spell has no function at all (and in areas of magical darkness, not even then). Other situational defensive buffs of that level have much broader application, or generally useful functions other than the situational effect (shield, Prot from X, etc).

There is something to be said for keeping things close to original design, but there's also something to be said for identifying flaws or weaknesses that amount not to a challenge, but to out-and-out fiat, and correcting them to provide for a challenge that may not be easy, or even fair, but at least consistent with rules.

term1nally s1ck
2011-05-07, 09:31 PM
Hrmmmm...

You make good points, and I'll need to think about them. Having to make such drastic changes to a spell based on one encounter does seem imbalanced. I may well decide to remove that encounter, rebalance floor 4, and reset Ebon Eyes to allow you to see normally in Magical darkness, and ignore the miss chance from mundane shadowy conditions. Which is a pretty obvious reading.

No guarantees, and it won't happen soon (I'll need to replace an entire encounter, and out of simple balance of the people the floor must challenge, I may have to replace it with more than one, which causes other issues...), but it's quite likely.


Right now...I'll set Ebon Eyes as above. Negates magical darkness, ignores miss chance from mundane concealment due to lighting. I won't post it in the recruitment thread, because people are running through floor 4 atm and will be facing the current version.

candycorn
2011-05-09, 12:22 AM
DarknesS:Ok, well, I'll give things some thought too... I've just been going over level 1 effects, and the general power level is that concealment is in the range of level 1, or its equivalent (20% miss chance, applied universally).

Level 2 has more options. Long duration wider versions of 1 (deeper darkness vs darkness), versions of 1 with more flexibility (fog cloud vs obscuring mist), selective application of miss chance (blur).

Also, level 2 spell effects have a total concealment option, but it doesn't otherwise hinder enemies (invisibility, only grants total concealment to one thing, and ends if used with direct offense).

I'll treat this room like it is being handled (need continual light), but comparing power levels is certainly something to think about, and evaluating the impact of rules alterations on the darkness effect is something that warrants some attention.

Move on. I would like to check each remaining door, open them all, then I'll choose my path.

term1nally s1ck
2011-05-09, 11:09 AM
I suspect I don't need to rebalance this area, but that's due to something you don't know yet. I *will* leave Ebon eyes as negating magical darkness and removing partial concealment from mundane shadowy.

On the other hand, I just plain dislike the ability on 4th that caused me to re-do ebon eyes. EDIT: Since you will never face it, I'll tell you. It was a very yound shadow dragon with UMD items and wands of acid arrow and magic missile (15 charges each). Shadow Blend is just ridiculous, and only Touchsight and Mindsight can detect it at this level, IF you get into range. I'm gonna kill it with fire, and replace it. Any really nasty CR5 encounters you know of? :smalltongue:

The only other doors open onto more water from the northwest area, and they all link up and loop around, and one opens into a 15'x60' room. There's a door at either end, in the centre, you are at the western end.
There is no floor except for one 5' platform at the far end, and the westernmost 5' of the room. There is a notecard to your right and a switch to your left.

candycorn
2011-05-09, 11:42 AM
I suspect I don't need to rebalance this area, but that's due to something you don't know yet. I *will* leave Ebon eyes as negating magical darkness and removing partial concealment from mundane shadowy.

On the other hand, I just plain dislike the ability on 4th that caused me to re-do ebon eyes. EDIT: Since you will never face it, I'll tell you. It was a very yound shadow dragon with UMD items and wands of acid arrow and magic missile (15 charges each). Shadow Blend is just ridiculous, and only Touchsight and Mindsight can detect it at this level, IF you get into range. I'm gonna kill it with fire, and replace it. Any really nasty CR5 encounters you know of? :smalltongue:

The only other doors open onto more water from the northwest area, and they all link up and loop around, and one opens into a 15'x60' room. There's a door at either end, in the centre, you are at the western end.
There is no floor except for one 5' platform at the far end, and the westernmost 5' of the room. There is a notecard to your right and a switch to your left.

CR 5, you say? I'll send you a PM with ideas... Though I will hate myself when I get to floor 4.

As for now? Cast Spider climb from scroll, and crawl down the wall of the lava room. I'll explore the whole hallway before opening any doors.

term1nally s1ck
2011-05-09, 02:38 PM
The wall, how high off the ground, and any other precautions?

candycorn
2011-05-09, 03:15 PM
Same height I would be if I were standing on the platforms, and testing the wall with a gauntleted hand before moving forward... Never know if there are random grease patches, after all.

term1nally s1ck
2011-05-09, 03:16 PM
How hard do you test?

candycorn
2011-05-09, 03:26 PM
Test to ensure spider climb can grip the surface, then put a solid amount of weight on the hand, then, if nothing goes boom, move into that square.

term1nally s1ck
2011-05-09, 04:07 PM
Hrrrrmkay.

You find a chest with a note attached.

candycorn
2011-05-09, 04:32 PM
Check the note.

term1nally s1ck
2011-05-09, 04:46 PM
"I hope you have a good way of getting back"

The prior corridor leading to it had no platforms.

candycorn
2011-05-09, 04:48 PM
I shall muse that the note did not hope in vain... and open the chest.

term1nally s1ck
2011-05-09, 06:29 PM
New floor 4 update. More, tougher, and oddly fairer encounters.

You find two rocks. Thunderstones. Got a pikachu handy?

candycorn
2011-05-10, 04:30 AM
New floor 4 update. More, tougher, and oddly fairer encounters.

You find two rocks. Thunderstones. Got a pikachu handy?

I wonder which one you chose, or if you went with one of your own. Need to get to level 4 and find out.

Continue around the hallway. If my progress is too slow to navigate the hallway in 10 minutes, shorten to checking that spider climb works only.

term1nally s1ck
2011-05-10, 09:13 AM
I've actually added 4 encounters (and removed 2). No suggestions were taken as-is, but several were modified and used.

I'm willing to allow you to move at basically half speed with that, since it's not that much to do, but as you note on the way back, some walls fall away under pressure. If you hadn't been checking, you'd be making reflex saves vs falling into lava. :smalleek::smalleek:

You find another chest in a room behind one of the walls that fell away.

candycorn
2011-05-10, 09:18 AM
Hm. No notes? Gotta have something wrong with it.

Provided it doesn't look locked: Drink an antitoxin, just in case there's a contact/inhalation poison here. Then open it.

And I really hope Fat Albert wasn't spellstitched... sigh.

term1nally s1ck
2011-05-10, 09:24 AM
Nope, no templates. :smalltongue:

The chest contains 2 potions.

candycorn
2011-05-10, 09:32 AM
Nope, no templates. :smalltongue:

The chest contains 2 potions.

That's good. DR 5 would have sucked on that Chassis, not even counting SR, SLA's, and save boosts.

I'll take the potions, and continue onward with exploration.

And at least I could have survived the first round of lava contact (assuming it works like the Rock to Lava spell) had I fallen, long enough to spider climb out and get energy resist to endure the next few rounds, and use some of my vigor wand for the rest. Still, would have sucked.

term1nally s1ck
2011-05-10, 09:54 AM
You find a creature down a hallway in a small room. He resembles Bernie from floor 1, but slightly bigger.

[roll0]

candycorn
2011-05-10, 10:01 AM
Init: [roll0]

Bernie?

candycorn
2011-05-10, 10:04 AM
I think I'll enter punishing stance, move in and make a steely strike, unless something about the description indicates potential for energy attacks.

Steely Strike: [roll0]
Damage: [roll1] + [roll2] +1 fire

candycorn
2011-05-10, 10:06 AM
Mistyped damage for greatsword: [roll0]

term1nally s1ck
2011-05-10, 10:08 AM
Bernie was the dragonfire adept.

candycorn
2011-05-10, 10:55 AM
Eh, worse comes to worse, I can energy resist next round. For future rooms, I usually expend my focus for an energy resist, regain it (taking 10), and choose fire for my elements, provided there's a door.

Typically, it's fire resist, but it has varied, and can be any energy type, even the strange ones, like positive, negative, force, etc.

Keep my action.

term1nally s1ck
2011-05-10, 05:31 PM
No door here, you just turned a corner to find him.

He breathes.

[roll0] halved and halvable, [roll1] rounds of entangling.

candycorn
2011-05-10, 05:46 PM
What energy type?

Reflex: [roll0]

My turn: Expend focus, gain resist 5 to whatever energy type just hit me.

term1nally s1ck
2011-05-11, 08:02 AM
Fire.

Hrm.

Next round: [roll0] and [roll1] fire.

Round after: [roll2] cold, halved, halved again on ref save, and entangled for [roll3] rounds. [roll4] fire.

[roll5] cooldown..

candycorn
2011-05-11, 08:05 AM
After the fire, Sapphire Nightmare blade:

Concentration: [roll0] (DC = AC)
Attack: [roll1] (If concentration not successful, -2)
Damage: [roll2] + [roll3] + 1 fire
If concentration successful: [roll4] additional

EDIT: Removed fire damage (didn't matter, horrible miss, but corrected for posterity)

candycorn
2011-05-11, 08:06 AM
Reflex for Cold: [roll0]

Next round, Regain Focus: [roll1] DC 20

EDIT: 1 cold damage (total damage taken: 2)

Will take cold damage for 1 round more.

Next Round, expend focus for Cold resist 5 for 5 rounds.

And you're killin me on those entangle durations, haha.

term1nally s1ck
2011-05-11, 08:11 AM
[roll0] and [roll1] vs resist 5s.

He blinks at you. For 4 more rounds.

[roll2] and [roll3] vs resist 5s.
[roll4] and [roll5] vs resist 5s.
[roll6] vs resist 5s.
Nothing.

I'd roll his next round, but I think you'll kill him.

candycorn
2011-05-11, 08:15 AM
Recover maneuvers.
Attack: [roll0] (-2 entangle)
Damage: [roll1] + [roll2] (healing to full)

Next round: Steely strike
Attack: [roll3] (-2 entangle)
Damage: [roll4] + [roll5]

Next Round: Sapphire Nightmare

Concentration: [roll6]
Attack: [roll7] (-2 if concentration < AC) (-2 entangle)
Damage: [roll8] + [roll9]
If Concentration => AC: [roll10] more damage

candycorn
2011-05-11, 08:16 AM
Crit confirm: [roll0]
Additional Damage: [roll1]

term1nally s1ck
2011-05-11, 08:20 AM
300XP, chainmail.

candycorn
2011-05-11, 08:31 AM
After the damage that punched through the resist, and the healing, I should be at 20/22.

Recover focus (Fire), loot it up, continue onward.

candycorn
2011-05-13, 03:24 PM
Not sure if you're busy, or if this got lost in the updates... Posting a bump in case of the latter.

term1nally s1ck
2011-05-14, 09:49 PM
You find a salamander. It's at the other end of a room made of two separate largeish platforms, but you have spiderwalking so you basically ignore all of the above bar 'it's about 30' away'

[roll0]

candycorn
2011-05-15, 12:06 AM
Init: [roll0]

Provided I can safely do so:

Enter punishing stance.
Move adjacent.
Steely Strike: [roll1]
Damage: [roll2] + [roll3] + 1 fire

If threat (19-20): [roll4]
Extra damage on crit: [roll5] + 1 fire

term1nally s1ck
2011-05-15, 06:16 PM
Full attack:

[roll0] for [roll1] and [roll2] fire.

[roll3] for [roll4] and [roll5] fire and [roll6] grapple for [roll7] and [roll8] fire

candycorn
2011-05-15, 06:22 PM
First attack hit. 0 damage, 5 fire.
Second attack missed.

My turn: Expend focus, Gain Fire Resist 5 for 5 rounds.

term1nally s1ck
2011-05-15, 06:27 PM
[roll0] for [roll1] and [roll2] fire

[roll3] for [roll4] and [roll5] fire

If hit, [roll6] grapple for [roll7] and [roll8] fire

EDIT: Erm, it does note otherwise in the Salamander's description. One size larger at most.

candycorn
2011-05-15, 06:32 PM
Miss, Miss.

My turn: Sapphire Nightmare Blade.

Concentration: [roll0] DC = AC

Attack: [roll1] (if concentration not successful, attack at -2, if concentration successful, attack vs FF AC)

If Hit: [roll2] + [roll3]
If Concentration successfull: [roll4] additional

If threat (19-20): [roll5]
If crit: [roll6]

term1nally s1ck
2011-05-15, 06:34 PM
300 XP, Spear, and standard loot. MiC CR 2 if you care to do further rolls yourself.

[roll0]

candycorn
2011-05-15, 06:57 PM
MiC, CR2:[roll0]

Edit: Didn't see you made the first roll

candycorn
2011-05-15, 07:00 PM
Coin: [roll0] x100 gp
Goods (B): [roll1] x10gp (call it a bloodstone for simplicity)
Item (2): [roll2] (least crystal of lifedrinking)

candycorn
2011-05-15, 07:03 PM
Recover maneuvers, heal 5 hp (return to 20/22). Loot, continue on.

candycorn
2011-05-15, 07:06 PM
MIC CR2, result 40:

Coin: [roll0] x1000sp

Items:

1/2: [roll1] -Potion of Remove Fear
1: [roll2] -Wand of Ray of Enfeeblement (10 charges)

term1nally s1ck
2011-05-15, 07:06 PM
There's one last chest, and then you've explored.

candycorn
2011-05-15, 07:09 PM
Open the chest... gauntlets protect vs contact, DR will hopefully protect vs injury. I hope no poison, but I'm solid in case I do get it.

Before opening:
recover focus.
Gain fire resist. (fire 1/5)
recover focus (fire 2/5)
gain acid resist (fire 3/5, acid 1/5)
recover focus (air) (fire 4/5, acid 2/5)
Open chest.

term1nally s1ck
2011-05-15, 07:16 PM
2 potions.

candycorn
2011-05-15, 07:17 PM
Collect those, and return to the main room. Cast Ebon eyes, light my sunrod, and start down the passage that's dark.

term1nally s1ck
2011-05-15, 07:21 PM
You walk through a few corridors, and an odd smell assails you. Know: Nature?

candycorn
2011-05-15, 07:28 PM
[roll0] (Max DC 10)

term1nally s1ck
2011-05-15, 07:34 PM
....

You know nothing.

Cross roads, arriving from the west. which way?

candycorn
2011-05-15, 07:35 PM
Follow the left wall, which should take me north.

candycorn
2011-05-24, 07:36 PM
Bumping, as this may have been overlooked in updates.

term1nally s1ck
2011-05-27, 02:13 PM
After a distance, you enter a more open room.

There's a swarm of Tiny wasps that look vaguely demonic (red eyes, black skin, yadda yadda) inside.

[roll0]


Very sorry for the delays, IRL has been being a bitch.

candycorn
2011-05-27, 02:30 PM
Init: [roll0]

A swarm? :smallsigh:

Are the component creatures tiny in size?

And no worries, I'm a patient sorta person.

term1nally s1ck
2011-05-27, 02:35 PM
Tiny they are, I'm afraid.