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term1nally s1ck
2011-05-09, 06:34 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=289687)

BillyBobJoe
2011-05-09, 06:46 PM
Pettilin lights a sunrod and puts it in his pocket. He draws his dagger and summons a rat swarm on occupying the 10' square in the bottom corner and immediately drops concentration, ending the summon. If nothing happens, he moves to the door and opens it.

term1nally s1ck
2011-05-09, 07:01 PM
Um. Ok...

The swarm attacks the nearest target....you. [roll0] damage and fort save vs disease?

BillyBobJoe
2011-05-09, 07:04 PM
A spell that depends on concentration is dismissible by its very nature, and dismissing it does not take an action, since all you have to do to end the spell is to stop concentrating on your turn.

As the SRD. I can summon it, and dismiss it with no action on my turn.

term1nally s1ck
2011-05-09, 07:06 PM
Except that summon swarm doesn't end until 2 rounds after you stop concentrating.....:smalltongue:

BillyBobJoe
2011-05-09, 07:07 PM
The warlock invocation only has a duration of Concentration, not Concentration+2 rounds.

term1nally s1ck
2011-05-09, 07:14 PM
Bah, being caught out by the short description. You are correct, and a pile of very confused rats flash in and out of existence.

BillyBobJoe
2011-05-09, 07:21 PM
He moves and opens the door.

term1nally s1ck
2011-05-09, 07:23 PM
Opening the door reveals a corridor heading south and east.

To the south, there's a split east after 20', and a T after 30'.

To the east, there's a n/s junction after 10', a door north after 30', a n/s junction after 60', and it goes on past your vision range.

BillyBobJoe
2011-05-09, 07:31 PM
Pettilin Flashrats the 10' square out of the doorway and moves to the opposite wall. He will Flashrat the 10' square to the east and moves to the edge of the range assuming nothing happens. He will continue this way down until the door, where he will open the door.

term1nally s1ck
2011-05-09, 07:40 PM
...huh.

You trigger a pit shortly after the intersection. 20' deep, 5' across.

You can clear it in any meaningful way.

To the north and south, the corridor turns right after 20'. There's a door east 15' south.

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]

BillyBobJoe
2011-05-09, 07:48 PM
He steps into the pit trap and Takes 10 on the climb check for a 10.

Initiative: [roll0]

Burny Thing's turn.

term1nally s1ck
2011-05-09, 07:58 PM
The creature moves forward and blasts you with FIRE.

[roll0] damage, halved, halved again on a ref save (damage is always mimimum 1). If you take damage, you are Entangled for [roll1] rounds.

BillyBobJoe
2011-05-09, 08:03 PM
Reflex Save: [roll0]

Pettilin Summons a spider swarm in the room, enters Martial Spirit, and 5' steps out of the doorway and into the hallway.

term1nally s1ck
2011-05-09, 08:07 PM
You take [roll0] more damage from the entangled fire.

[roll1] swarm damage.

he fires at the swarm for [roll2] fire. EDIT: swarm dies.

BillyBobJoe
2011-05-09, 11:28 PM
A spider swarm has 9 Hit Points, so it would still be alive. Also, what about the saves for poison and distraction? If it fails its save against the distraction, it couldn't take its action.

term1nally s1ck
2011-05-09, 11:36 PM
[roll0]
[roll1]

Huh. I swore Swarms took double damage from AoE. Can't find it anywhere.

BillyBobJoe
2011-05-09, 11:42 PM
Both of those saved, so I'm going to move in, drop concentration, and... well crap, we haven't been keeping track of my granted maneuvers have we... umm... I'll go ahead and do that.


[roll1]
[roll2]
[roll3]

So that's all but Vanguard Strike. Pettilin moves in and Crusader Strikes.
[roll]1d20+2 Including the -4 from entangled.
1d3 damage
1d6+3 healing

BillyBobJoe
2011-05-09, 11:50 PM
Let's try that again, shall we.

[roll0]
[roll1]
[roll2]
:smallyuk: the dice gods hate me today apparently.

term1nally s1ck
2011-05-10, 08:59 AM
You take another [roll0] fire damage, he takes [roll1], he makes some saves [roll2] [roll3]

Assuming 2 passes, he steps back and blasts both you and the swarm with fire.

[roll4] halved, halved again on ref save, min 1, and entangled for [roll5]

BillyBobJoe
2011-05-10, 02:46 PM
:smallfrown: I'm at 2/15...

moves in and stabs it (Hopefully)
[roll0]
[roll1]

Yeah, I'm dead. It blasts me, I take minimum of 1 damage, and the fire burns me for minimum 1 damage, so yeah.

term1nally s1ck
2011-05-10, 05:29 PM
Bad dice luck. :smalleek:

Want to give it another shot without horrible rolls?

BillyBobJoe
2011-05-10, 07:02 PM
Hopefully. Do I start in the beginning room again?

BillyBobJoe
2011-05-12, 02:34 PM
*Pokes thread with a 10' pole*

BillyBobJoe
2011-05-13, 06:53 PM
So is this an appropriate time to bump?:smalltongue:

term1nally s1ck
2011-05-14, 10:23 PM
Oh, sorry, I thought I'd posted. Yes, you do start in the same room.

BillyBobJoe
2011-05-14, 10:26 PM
He follows the same flashrat strategy as before, instead heading the other direction.

term1nally s1ck
2011-05-14, 10:38 PM
You get to the end of the corridor.

At the split, the corridor went 10' east and turned north.

At the T, the corridor goes 10' west then turns south. It also goes 40' east and turns north. After 30', there's a door with a bullseye painted on the floor outside it.

BillyBobJoe
2011-05-14, 10:42 PM
He flashrats all the area between him and the door, the 5' steps and flashrats the target.

BillyBobJoe
2011-05-16, 10:17 PM
*le magic bump*

BillyBobJoe
2011-05-18, 08:18 PM
Umm... 4 day bump.

BillyBobJoe
2011-05-20, 09:32 PM
More bumpage.

term1nally s1ck
2011-05-27, 02:06 PM
As he flashrats the target, a thousand gold coins rain from the ceiling!!












Nah, just kidding. Nothing happens.

BillyBobJoe
2011-05-27, 02:09 PM
He goes through the door.

Initiative: [roll0]

term1nally s1ck
2011-05-27, 02:38 PM
Opening the door reveals the following room:
{table]|A_|B_|C_|D_|E_
1|H||||
2||B|||
3|||||
4|||||[/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]

BillyBobJoe
2011-05-27, 02:39 PM
He places a spider swarm on them and closes the door.

term1nally s1ck
2011-05-27, 02:41 PM
...

Ah.

So, [roll0] damage, and they poof.

You hear shuffling inside the room, and then your turn again.

BillyBobJoe
2011-05-27, 02:42 PM
He concentrates and moves 20' away from the door in the direction he came.

THIS is how it was supposed to work.

term1nally s1ck
2011-05-27, 02:49 PM
Oh. Well, in that case, the human opens the door at the end of round 1. He's not staying in a room with spiders. (and no way to kill them)

BillyBobJoe
2011-05-27, 02:50 PM
Did they make the saves for poison and nausea?

term1nally s1ck
2011-05-27, 02:53 PM
He made his save for nausea, but you don't know if he made the save for poison. Do you change your R2?

BillyBobJoe
2011-05-27, 02:55 PM
I'm not changing anything. He moves back 20', drops concentration, and summons a bat swarm.

term1nally s1ck
2011-05-27, 02:59 PM
So is that your new R2, or your R3?

Either way

[roll0] damage, either bleeding or [roll1] vs poison, and [roll2] fort vs distraction.

If he passes, he moves 10' towards you and uses color spray. Will save.

EDIT: He doesn't pass, so he steps outside the room and shuts the door on the swarm.

BillyBobJoe
2011-05-27, 03:05 PM
He summons a new bat swarm after dropping concentration, and moves back 20 more feet.

term1nally s1ck
2011-05-27, 03:09 PM
[roll0] damage, and [roll1] fort vs distraction.

If pass, he'll move 30' and color spray you. If fail, he'll move backwards 30' and around the corner.

He dies to bleeding. 150XP, chain shirt, longsword.

BillyBobJoe
2011-05-27, 03:22 PM
He flashrats down the hallway.

term1nally s1ck
2011-05-27, 03:27 PM
Which way? East then north?

BillyBobJoe
2011-05-27, 03:32 PM
Yep, going down the way he went.

term1nally s1ck
2011-05-27, 05:50 PM
You go 20' north past the other door out of his room, turn east, and there's a door south after 15', and it turns north after 20'.

candycorn
2011-05-27, 07:40 PM
I'll be taking this over, to free TS up for higher floor DMing.

Incidentally, it's not double damage, but AoE's are more effective vs swarms.


A swarm is immune to any spell or effect that targets a specific number of creatures (including single-target spells such as disintegrate), with the exception of mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects) if the swarm has an Intelligence score and a hive mind. A swarm takes half again as much damage (+50%) from spells or effects that affect an area, such as splash weapons and many evocation spells.

candycorn
2011-05-30, 04:51 AM
Bump for player attention.

BillyBobJoe
2011-05-31, 07:24 PM
Oops, hi there. Anyways, Pettilin flashrats the whole hallway, and heads over to the door.

Initiative: [roll0]

candycorn
2011-05-31, 09:49 PM
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]

Doors are at B1 and B5. You are outside of B1.

candycorn
2011-05-31, 09:51 PM
The orc moves to the doorway (B1) and strikes, yelling "STEELY STRIKE!"

Attack: [roll0]
Damage: [roll1]

EDIT: Why can't I roll that good in MY thread? Sigh.

BillyBobJoe
2011-05-31, 10:03 PM
****... I'm deaded. Again. Well, it's time for this build to retire. I will be making a different character, and will post the build here.

candycorn
2011-05-31, 10:05 PM
Are you at full life before the hit? Because Crusader gives you a 5hp delay damage pool.

BillyBobJoe
2011-05-31, 10:08 PM
Oops, always forget about that. Anyways, rolling maneuvers

[roll0]
[roll1]

BillyBobJoe
2011-05-31, 10:20 PM
God, I hope this hits

[roll0]
[roll1]

Heals 2 HP if the attack hits.

Edit: :smallbiggrin:

BillyBobJoe
2011-05-31, 10:21 PM
Confirmation:

[roll0]
[roll1]

Edit: I am now at 0 HP and disabled.

candycorn
2011-05-31, 10:28 PM
you get +1 to attack and damage for having damage in your delay pool. 2 damage total.

The orc shouts, "STONE BONES", and strikes again.

Attack: [roll0]
Damage: [roll1]

BillyBobJoe
2011-05-31, 10:30 PM
Yay, he missed.

Umm, I move away 20'? I provoke an AoO.

candycorn
2011-05-31, 10:58 PM
I am assuming you travel down the hallway in the direction you came from, unless you tell me that you are travelling down the hallway that you haven't flashratted.

AoO: [roll0]
Damage: [roll1]

BillyBobJoe
2011-05-31, 11:01 PM
Dead, There is no way I can do anything while unconscious. So, new character time. (I do not like this one)