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Rizban
2013-05-30, 01:30 AM
{table=head]|Player|Character|Race|Class
Aldurin|Urth Mrorg (http://www.myth-weavers.com/sheetview.php?sheetid=579501)|Water Orc|Totemist 2
[/table]

You are led out into a large, open field surrounded by bleachers filled by countless thousands of people from all races imaginable. As you look up, you see large, shimmering sheets of energy dancing with color. After a second, you realize that it is a closeup view of your face. Yes, they will be watching you as you journey deep into the dungeon below!

You arrive at your designated entry point, a set of large iron double doors set into a large concrete slab. Large red numbers on the screen above you count down.

00:04

00:03

00:02

00:01

00:00

The crowd erupts into cheers and applause as the door open before you. The loud creak of their hinges drowned out by the shouts that surround you. The stairs before you beckon you into the darkness below.

http://www.mornproductions.com/DCO/Aldurin2.png

http://www.mornproductions.com/DCO/Aldurin.png

Aldurin
2013-05-30, 01:41 AM
Urth is put off by the audience, being a hunter while thousands constantly watch you normally means you're being a terrible hunter, but as long as that didn't interfere directly then he'd be fine.

Warily, Urth proceeds down the stairs into the ultimate hunting grounds.

Current Essentia allocation is 1 essentia to Wyrm Claws (+1 enhancement bonus to both claw attacks) and 2 essentia in Manticore belt (Spot and Jump bonus are +6 and the spike volley shoots three spikes at once).

Rizban
2013-05-30, 02:19 AM
You descend into a 10-foot wide hallway that stretches 80 feet straight south before ending at a wooden door. The floor is made of unfinished stone, which might prove treacherous should you have to fight on it, and the walls and ceiling are of the same material.

The light entering from the open doors behind you appears to be the only source of light in the area.

Aldurin
2013-05-30, 02:27 AM
Urth looks about the hallway warily, unsure of any danger between him and the door.

[roll0] Spot check.

Rizban
2013-05-30, 02:28 AM
Other than the aforementioned door and hallway, you see nothing of note.

Aldurin
2013-05-30, 02:35 AM
The wary water orc decides it's safe to approach the door, and he attempts to slowly open it when he reaches it.

Rizban
2013-05-30, 02:37 AM
20 feet down the hallway, the ground shifts beneath your feet, requiring you to make a reflex save as the ground falls away beneath you.

Aldurin
2013-05-30, 02:47 AM
Flaw, why must you betray me so early?
[roll0]

Rizban
2013-05-30, 02:58 AM
You successfully pull back as the floor falls into an open pit. The pit is 10 ft x 10 ft and 20 ft deep.

Aldurin
2013-05-30, 03:08 AM
Urth chuckles at the sight of the trap, and a moment later he's on the other side, proceeding to the door.

Move 1 essentia point to Blink shirt to increase the range to 20 feet, teleport across, and resume the normal essentia assignment.

Rizban
2013-05-30, 03:12 AM
You reach the door without triggering any further traps.

The door itself appears to be a normal wooden door reinforced by bands of iron.

Aldurin
2013-05-30, 03:26 AM
Urth attempts to open the door.

Almost tempted to resume my "break check on unlocked doors" gig from Aldhaven's dungeons.

Rizban
2013-05-30, 03:27 AM
The door is firmly locked.

Aldurin
2013-05-30, 03:29 AM
Urth holds his claw to the door, considering the possibilities, but instead he just blinks directly to the other side of the door.

Rizban
2013-05-30, 03:49 AM
The room is 70 ft east to west and 90 ft north to south and built of the same material as the hallway. The room is lit by four torches, one in each corner.

Small insects scatter as you appear in the room. There are no other obvious creatures in the room.

There are no objects visible in this otherwise empty room.

There are two doors.


((There's now a map in the first post.))

Aldurin
2013-05-30, 11:37 AM
Urth teleports to the nearest door and attempts to open it.

Rizban
2013-05-30, 12:30 PM
Assuming you mean nearest other than the one you teleported past. :smalltongue:When you try to open the door, the 5 ft x 5 ft section of floor on which you stand directly in front of the door pops up, knocking you backwards and possibly to the ground. Reflex to avoid.

Aldurin
2013-05-30, 01:10 PM
[roll0] shoulda been a raptoran with all these floor trap around.

Rizban
2013-05-30, 03:03 PM
The floor catches you completely off guard, shoving you backward 10 feet, but you manage to maintain your footing. Unfortunately, the floor onto which you're shoved also begins to give way... Reflex save.

Aldurin
2013-05-30, 03:10 PM
[roll0] now to assume that everything I can and can't see that is and isn't real is trapped.

Rizban
2013-05-30, 04:30 PM
You manage to get off of the floor just before it collapses.

Like the first pit, this one is also 20 feet deep. Unlike the first pit, the floor appears to be moving, alive with a swarm of vicious insects.

Aldurin
2013-05-30, 04:47 PM
Urth looks at the bugs for a moment, then fires a volley of spikes into the pit to see just how tough they are.

Spike attack in the pit, each spike targets a different bug.

[roll0] Attack
[roll1] Confirm
[roll2] Damage
[roll3] Crit

[roll4] Attack
[roll5] Confirm
[roll6] Damage
[roll7] Crit

[roll8] Attack
[roll9] Confirm
[roll10] Damage
[roll11] Crit

Rizban
2013-05-30, 04:51 PM
Only the first spike deals any damage to the swarm, but even that is minimal.

Aldurin
2013-05-30, 04:58 PM
Seeing the resilience of the swarm, Urth decides to leave it alone as he teleports to the the far door in the room and attempts to open it.

Rizban
2013-05-31, 09:19 AM
This door is made of stone, reinforced by steel bands. It is standing slightly open. Just after you teleport into place, you notice a small periscope watching you through the crack. The moment you appear, it disappears behind the door, and the sounds of rustling movement can be heard.

Aldurin
2013-05-31, 01:41 PM
Urth opens the door and takes a step back from the doorway as he does so.

5-foot step to the left (of the map, not Urth).

Rizban
2013-05-31, 09:31 PM
For clarity, it's easiest to use North, S, E, or W.On the other side of the door is a small goblin and strange human woman wearing a feathered mask, you immediately recognize them as the team from Aldhaven. The goblin holds a crossbow while the woman is unarmed. You do notice she has soulmelds...

You're now in "combat rounds" and have used your move and 5ft step. Standard remains, though there have been no hostile actions from either party.

Aldurin
2013-05-31, 11:06 PM
Urth, upon seeing the other team, teleports to the other side of the room and says, "Small hunting grounds, if we meet already. I will not consider you prey if you do the same courtesy for me."

Move essentia to blink and teleport to the west edge of the room.

Rizban
2013-06-01, 06:36 AM
The goblin speaks.

"Since you seem to be walking blindly into any traps you find, I don't think we have to worry about you not falling to something else. Perhaps you'd like us to help you not break your neck in opening that door to the north?"

Aldurin
2013-06-01, 01:38 PM
Urth still remains in a wary stance, "Sure, mind the bugs."

Rizban
2013-06-02, 07:30 AM
The two cross the room while watching you warily and examine the door. They quickly figure out the trap and open the door safely. Or, rather, they open the door without standing on the floor panel as it pops up.

On the other side of the door is another room, this one unlit. You are only able to see a portion of it from the door, but it seems empty...

Stepping back, the woman motions to let you go first.

"There you go! All yours."

Aldurin
2013-06-02, 01:43 PM
Urth cautiously teleports to the door and steps through the threshold.

[roll0] spot check

Rizban
2013-06-02, 07:47 PM
The room is 30 ft x some distance. The east/west distance extends beyond the limit of your darkvision. You do, however, spot a door on the north wall. The room still seems empty.

Rizban
2013-06-02, 10:00 PM
"I think we'll head off in a different direction. Don't see any point in competing with you any farther," says the goblins as he shuts the door behind you.

Aldurin
2013-06-03, 01:29 AM
Urth begins to flick his tail, flinging spikes around the room and systematically landing them in a grid pattern to cover the floor.

Urth uses his spike attack to attack all visible squares of the floor with one spike each, starting from the south and systematically going west-to-east (three squares per turn this way since it can multi-target).

Rizban
2013-06-03, 03:25 AM
After you get to the fourth row, two small, shadowy forms dart out of the darkness and rush you.

Roll initiative.

Aldurin
2013-06-03, 03:37 AM
Game on. [roll0]

Rizban
2013-06-03, 03:48 AM
The first thing vanishes from sight. Less than an instant later, you feel its fangs, dripping with saliva and venom, attempting to pierce your flesh from behind.

[roll0]
Damage - [1] + Poison, Fort save if hit.

Turning to get a better view of the creature you see a tiny monstrous spider. Unlike a normal spider, however, this abomination's body appears composed of silvery gray-green crystal and metal, though it is obviously a living creature.

The second creature seems to be hanging back for the moment.

Aldurin
2013-06-03, 12:26 PM
Fort save [roll0].

Rizban
2013-06-03, 05:09 PM
You resist the poison. As the second spider thing is waiting and watching, it's your turn.

Aldurin
2013-06-03, 05:31 PM
Urth quickly turns his claws on the spider behind him, attempting to slash under the material it's encased in.

Full-attack with claws, with a point of essentia in the soulmeld granting them.

[roll0] Attack
[roll1] Confirm
[roll2] Damage
[roll3] Crit

[roll4] Attack
[roll5] Confirm
[roll6] Damage
[roll7] Crit

Rizban
2013-06-03, 06:26 PM
The first hit from your claw shreds through the spider's crystalline exoskeleton, leaving it in a crumpled heap on the ground as its organs seep out.

The second leaves it well into the negatives.

While you are busy with the first spider, the second one leaps down at you from the ceiling.

[roll0]
Damage - [1] + Poison

Aldurin
2013-06-03, 09:32 PM
[roll0], I'd rather not find out what kind of poison it is.

. . . but it looks like I will anyway.

Rizban
2013-06-03, 09:33 PM
You feel the foul effects of the spider's venom, taking [roll0] Con damage.

Your turn.

Aldurin
2013-06-03, 09:40 PM
Urth immediately retaliates and does his best to sink his claws into the spider.

Full-attack funtimes.

[roll0] Attack
[roll1] Confirm
[roll2] Damage
[roll3] Crit

[roll4] Attack
[roll5] Confirm
[roll6] Damage
[roll7] Crit

Rizban
2013-06-03, 09:47 PM
You shred the spider's body, spilling its ichor on the the ground.

You earn 200xp from the combat.

Aldurin
2013-06-03, 09:48 PM
Urth takes a moment to regain his composure, then he examines the spiders for anything of value before teleporting to an opening the north door.

Rizban
2013-06-03, 09:56 PM
He identifies that the spiders themselves are composed largely of magically resonate crystal that could be worth quite a bit.

He also gets the idea that if he jabbed his claws into their poison glands, one into each spider, he could use their poison against his next foe... with only a slight chance of poisoning himself in the process.

Aldurin
2013-06-04, 02:40 AM
Urth decides to poison his claws before putting both spiders in his backpack. Can't let a good kill go to waste.

Time to see if I suddenly lose 4 constitution due to bad luck.

Rizban
2013-06-04, 03:52 AM
The spiders weigh 12lbs each.

[roll0] You manage not to poison yourself. Unfortunately, their glands had only enough poison for one dose each. Your first attack with each claw will be poisoned.

Aldurin
2013-06-04, 04:19 AM
Urth teleports to the visible northern door and opens it.

Rizban
2013-06-05, 04:18 AM
The door is locked.

Aldurin
2013-06-05, 12:56 PM
Urth teleports to the other side of the door.

Rizban
2013-06-05, 09:04 PM
The room you enter is unlike the rest of the dungeon you've seen so far. The walls here are of carefully finished stone. The ceiling is covered with a mural depicting a swarm of fiendish rats.

As you are looking at the ceiling, you suddenly realize you're not alone in the room. Three vaguely humanoid shapes linger in the shadows at the edge of your vision, weapons drawn.

Aldurin
2013-06-06, 01:56 AM
Urth quickly responds to this encounter by slinging 3 spikes at the middle figure.

Spike attack, hopefully putting the middle foe into the wall.

[roll0] Attack
[roll1] Confirm
[roll2] Damage
[roll3] Crit

[roll4] Attack
[roll5] Confirm
[roll6] Damage
[roll7] Crit

[roll8] Attack
[roll9] Confirm
[roll10] Damage
[roll11] Crit

Rizban
2013-06-06, 04:47 AM
Only your first attack hits. The creature sways in place under the barrage, and you hear the creaking of dry bones.

The creatures do not otherwise move.

Aldurin
2013-06-07, 02:13 AM
Urth launches another volley, not willing to risk the figures being idle undead.

Another spike volley on the middle creature.

[roll0] Attack
[roll1] Confirm
[roll2] Damage
[roll3] Crit

[roll4] Attack
[roll5] Confirm
[roll6] Damage
[roll7] Crit

[roll8] Attack
[roll9] Confirm
[roll10] Damage
[roll11] Crit

Rizban
2013-06-10, 11:44 AM
Other than swaying calmly in place from the impacts, the figures do not move.

Aldurin
2013-06-10, 01:11 PM
Urth carefully approaches the figures, just enough to get a better look at them.

Teleport 10 feet toward the not-skeletons?

Rizban
2013-06-12, 11:39 AM
The "creatures" appear to be training dummies of some sort suspended from the ceiling. You can't imagine what their purpose would be in this dungeon, except perhaps to cause the more impulsive runners to waste resources for no reason.

Aldurin
2013-06-12, 01:48 PM
Urth approaches the dummies and examines them more thoroughly, to make sure he's not missing anything.

[roll0] search on the dummies.

Rizban
2013-07-28, 11:54 AM
Sorry about disappearing. Did you still want to continue this?

Aldurin
2013-07-28, 01:35 PM
Let's continue the suicide run.

Rizban
2013-07-28, 01:44 PM
You find nothing of note on the dummies.

Aldurin
2013-07-28, 01:48 PM
Satisfied at the lack of threats, Urth moves back to the door and teleports back into the hallway.

Rizban
2013-08-10, 01:18 PM
You teleport back into the room you were in earlier, where you fought the crystal spiders (the room south of Room 33).

Aldurin
2013-08-10, 01:39 PM
Urth teleports 20 feet east to explore the rest of the room.

Shouldn't I be able to see farther than the 20 ft range on the map since I have 60 ft darkvision?

Rizban
2013-08-12, 11:24 AM
Normally, yes. Right now, no... As to why... :smallamused:You teleport to the east. Just as you arrive, a tiny creature nearby holding a strange torch with a flickering black flame lets out a fearful squeak and disappears into a small hole in the ground. A door closes seamlessly over the hole. With the torch gone, your darkvision clears.

You notice a door in the far east wall.

Aldurin
2013-08-12, 12:55 PM
Urth teleports to the door and, barring any lethal interruptions, teleports to the opposite side of it.

Rizban
2013-08-12, 05:33 PM
On the other side is a 50 foot hallway extending east. There is a door in the far wall. The hall turns south just in front of the door.

Aldurin
2013-08-12, 08:17 PM
Urth teleports to the other door and looks further down the hallway.

Rizban
2013-08-12, 08:19 PM
This side or the other side?

Aldurin
2013-08-12, 08:41 PM
West side, still in the current room.

Rizban
2013-08-12, 08:45 PM
The hallway goes south 60 feet. There are two hallways on the west side.

Aldurin
2013-08-14, 01:47 PM
Yeah, unusual layout in a trapfest makes me go NOPE.

Urth deems the south hallway too much of a risk, teleporting to the east side of the door he's next to.

Rizban
2013-08-14, 01:53 PM
This 30 x 90 room is composed of the exact same materials as the rest of the dungeon so far; however, the floor, walls, and ceiling of this room are covered in a faintly glowing, yellow fungus, the larger patches of which seem to move or twitch almost imperceptibly.

The fungus crushed beneath your feet releases a puff of yellow spores. Make a Fort save.

Aldurin
2013-08-14, 02:49 PM
[roll0] always a nice touch.

Rizban
2013-08-14, 02:53 PM
Failing your save, you become nauseated and sickened. You also feel the tendrils of a deep darkness pulling at the edges of your consciousness as a wave of drowsiness fights to overcome you.
In other words, failing your next save in 1 minute means unconsciousness.

Aldurin
2013-08-14, 02:56 PM
What's the symbol on the map that's two squares above the door I just bypassed?

Rizban
2013-08-14, 02:57 PM
a broken door

Aldurin
2013-08-14, 03:01 PM
Urth panics from the fungus' effects and makes a dash for the dummy room, not wanting to be caught in the open passed out.

Assuming nothing stops me on the way out of this crippling trap . . .

Standard action to teleport 20 feet west, then again the next turn. The third turn will be a double move to the door to room 33 and then the fourth turn will be a standard action to teleport into the room. He'll then wait out the effects of the fungus.

Rizban
2013-08-14, 03:02 PM
Nauseated reduces you to 1 move action per turn and prevents spells, SLAS, and anything requiring concentration.

Aldurin
2013-08-14, 03:04 PM
Ok, change that to single moves where he attempts to open each door in his path in hopes that it isn't locked.

Rizban
2013-08-14, 03:06 PM
Opening the door out of this room causes a dart to fire at your back from across the room.

[roll0] - [roll1]
Fort save if it hits.

Aldurin
2013-08-14, 03:10 PM
[roll0] I'm a smooth operator in the dungeons.

Rizban
2013-08-14, 03:12 PM
You resist the poison on the dart.

Fleeing back to Room 33, it takes you exactly 1 minute (10 rounds) to get there and close the door behind you. You slump to the floor leaning against the door and fight against sleep. Fort save.

Rizban
2013-08-14, 03:14 PM
I checked the distance and number of doors. It actually does take you exactly 10 rounds to get there, assuming you leave all other doors open.

Also, your not the first to encounter this room... :smallamused:

Aldurin
2013-08-14, 03:14 PM
[roll0] as long as the saves aren't against death, I'll roll with them.

Rizban
2013-08-14, 03:35 PM
You feel the strength drain from your limbs as the darkness claims you. You awaken [roll0] minutes later, still feeling a bit sick. Thankfully, the intense nausea seems to have passed.
No longer nauseated.
Still sickened, taking the -2s to your rolls.

Aldurin
2013-08-14, 08:18 PM
Urth activates a charge from his healing belt [roll0] and then proceeds to directly west of the doorway to enter the fungus room. Once he gets here, he teleports 10 feet north (or two squares in case you aren't going by 5x5) to get to the hallway he thinks is behind the broken door.

Time for the big gamble of this ability, optimally this is how I die far, far later in the dungeon.

Rizban
2013-08-14, 08:25 PM
Map squares are definitely 10x10.

Frankly, I'm glad you survived that room. I fully expect someone to die in there eventually... It's a good thing you made the save on that dart too, or you might have had a much more difficult time surviving.
This 20 ft by some distance room appears to be decorated in a way reminiscent of a Shakespearean drama. One wall is painted to resemble a castle. There is a narrow wooden stage in front of it. One of the painted castle towers has an actual balcony about 5 feet off the floor with a makeshift rope made of bed sheets dangling from the front of it.

The scene continues along the wall farther north than you can see. You can see a door in the west wall that appears to be the front door of the castle.

Aldurin
2013-08-14, 08:43 PM
Urth decides to investigate the stage, teleporting up to the balcony and looking for anything interesting.

Search: [roll0] Result: I barely notice the balcony with that kind of roll.

Rizban
2013-08-14, 09:17 PM
There is an open doorway at the top of the balcony in the west wall. The doorway is small, requiring you to squeeze through if you wish; however, the doorway itself is impenetrable blackness as if shadow itself had become a solid mass...

Aldurin
2013-08-15, 03:04 AM
Deciding that he doesn't want to associate himself with things he can't see, Urth instead teleports 20 feet north to examine the rest of the room.

Rizban
2013-08-15, 03:13 AM
The room continues north with a similar wall mural. There are a number of benches shoved against the north wall, some stacked haphazardly on the others. You feel like that if this were a real stage used in a real production, they would be positioned out in the room for those watching.

Aldurin
2013-08-15, 03:17 AM
Urth maintains his northward teleporting until he hits the end of the room or something of interest.

Rizban
2013-08-15, 03:19 AM
The benches are on the north wall. Does he attempt to teleport beyond the wall?

Aldurin
2013-08-15, 04:30 AM
Urth returns to the balcony and attempts to fit himself through the small hole of darkness.

Rizban
2013-08-15, 09:12 PM
As soon as you touch the blackness, you feel an irresistible force dragging you into it. You don't have to try hard at all.

A moment of vertigo later, you find your soul writhing in hell yourself sprawled on the floor in a different room of the dungeon with no apparent way to return...

The room is 70 x 50 and seems completely barren save for a single door in the west wall.

http://www.mornproductions.com/DCO/Aldurin2.png

Aldurin
2013-08-15, 09:16 PM
Urth teleports to the door and then teleports to the other side.

Rizban
2013-08-15, 09:50 PM
You teleport into a large room with apparently no floor, nothing but endless darkness below. Thankfully, you land on one of the rickety wooden catwalks that crisscross the room.

Aldurin
2013-08-16, 02:20 AM
Urth looses three spikes at the adjacent wall, picking them up and dropping them down the pit, listening to try to determine the depth.

[roll0] Listen check in case it's THAT deep.

Rizban
2013-08-16, 02:24 AM
The spikes disappear into the darkness below. You hear nothing long after they are out of sight.

Aldurin
2013-08-16, 02:50 AM
Urth uses his teleportation to hop between the sturdiest-looking catwalk in attempt to reach the southern door, which he teleports to the other side of if he makes it.

Rizban
2013-08-21, 02:04 PM
Sorry, I somehow became unsubscribed to this thread! :smalleek: You should have nudged me.You once again manage to bypass the danger without having to actually deal with it.

Teleporting to the other side of the door, you find yourself in a small 10 x 10 hallway between two doors. You barely have time to take note of that fact before the floor falls away beneath your feet. With both doors closed, there is no safe landing to which you could jump nor even a ledge wide enough to grab. You plummet to the floor below, taking [roll0] falling damage.

Aldurin
2013-08-21, 02:13 PM
Urth uses another charge from his healing belt [roll0] and uses his spike volley on the southern wall a couple of times in attempt to create handholds to climb up.

Should I make attack and damage rolls for this?

Rizban
2013-08-21, 02:15 PM
After launching the spikes, you find that the wall is rather rough and could be climbed by taking 10, though it's not going to be the easiest climb to make...

Aldurin
2013-08-21, 02:34 PM
Urth makes the slow and cautious attempt at climbing, when he makes it halfway he teleports up to the other side of the door at the top.

Rizban
2013-08-21, 02:42 PM
The south door?

Aldurin
2013-08-21, 02:55 PM
Yeah, the south door.

Rizban
2013-08-21, 03:11 PM
You enter a large room, 70 x 90. The room is filled with spider web, gauze-like sheets of cobweb fluttering in a slight breeze, obscuring your vision beyond a short distance. You catch a glimpse of movement on the edge of your darkvision, but it is beyond the distance you can see.

Aldurin
2013-08-21, 06:27 PM
Can I get an updated map? I'd like to know direction as warping into solid objects will snap me in two at this point.

Rizban
2013-08-21, 06:32 PM
I included it in the first post with the other map.

Aldurin
2013-08-22, 04:47 AM
Ok, I just didn't see the updated version of the current map when I posted that.

Urth cautiously proceeds east to the nearest door, moving normally first before teleporting.

50 feet east through a move and 20 foot teleport (or less if the webs impede movement).

Rizban
2013-08-22, 02:29 PM
No problem.
You make it about 30 feet before you hear the ravenous hiss of a massive spider and find yourself stuck fast to a sticky web you failed to spot. Vibrations from the web would seem to indicate that the spider is coming!

Aldurin
2013-08-22, 02:41 PM
Urth does his best to take a strong stance on and prepares himself to strike against the spider when he sees it.

Ready action (if I can do that out of initiative), spike volley on the first enemy that comes within Urth's vision.

[roll0] Attack
[roll1] Confirm
[roll2] Damage
[roll3] Crit

[roll4] Attack
[roll5] Confirm
[roll6] Damage
[roll7] Crit

[roll8] Attack
[roll9] Confirm
[roll10] Damage
[roll11] Crit

Rizban
2013-08-22, 02:56 PM
With luck, you catch a glimpse of the spider hidden among its webbing on the ceiling as it approaches you. You let loose your volley, and two of the spikes hit!

The spider, much larger than yourself, drops from the ceiling upon you, attempting to force you to the ground! [roll0]

Aldurin
2013-08-22, 04:21 PM
Oh god why [roll0]

Rizban
2013-08-22, 04:45 PM
The spider quickly wraps you with its legs, grappling you. Your turn.

Aldurin
2013-08-22, 05:04 PM
Urth teleports out of the spider's grasp, reappearing 20 feet to the east.

I don't know if Incarnum powers can be disrupted during a grapple, so concentration check just in case [roll0]

Rizban
2013-08-28, 07:50 PM
Been on the road the past few days and had really spotty internet. I did, however, do some research in the mean time to respond to your post.

Because it mimics a spell, and every meldshaper base class has Concentration as a class skill, I'm inclined to say that it can be disrupted. However, the expanded Concentration skill entry says that you don't need to make a check when "activating a soulmeld’s effect". As written, it seems as though the intention was for soulmelds to fall under the Actions in Combat category of "Activate a magic item other than a potion or oil" and the grapple category of "Activate a Magic Item," which I'll admit fits with the described nature and function of soulmelds.

I am forced to say that you don't need to make a Concentration check; however, I'm suddenly a bit less happy with Incarnum because of this.You teleport to the east.

The spider suddenly looks very confused, regains its feet, looks around briefly, and leaps at you.
[roll0]
[roll1] + [roll2] Str damage Fort DC 13.

Aldurin
2013-08-29, 08:11 AM
Urth channels some power into his claws and attempts to flay the spider before it can kill him.

Yeah, having a magic system with such a lenient supply economy be non-disruptable is out-of-place. I honestly thought it should be like invocations where they can still be disrupted and not relentlessly spammed in close-quarters without dire consequences.

[roll0] fort save, operating the following attacks on the assumption of a save.

Urth puts 1 essentia from Manticore Belt into Claws of the Wyrm to add a +1 enhancement bonus to his claw attacks, then a full-attack into the spider with the claws (which should use up the poison from earlier).

(-2 to all results should the previous fortitude save fail)
[roll1] Attack
[roll2] Confirm
[roll3] Damage
[roll4] Crit

[roll5] Attack
[roll6] Confirm
[roll7] Damage
[roll8] Crit

Rizban
2013-08-30, 07:12 PM
I think that I'll add it in Specific Rulings that when a soulmeld can be disrupted if it mimics a spell that can be disrupted and that ranged attacks provoke AoOs as normal for ranged attacks.Both of your attacks hit, and the spider is heavily wounded. Just as it looks ready to attack you again, the poison kicks in. The damage to its Constitution causes the spider to pass out on the floor in front of you.

Aldurin
2013-08-30, 07:26 PM
Urth wastes no time in making sure the spider stays dead, winding up a powerful throw with his tail to embed the spikes into the spider at point-blank, then uses the last charge from his healing belt and searches the spider.

That's actually a bit better, I think that's good.

Coup de grace on the spider with the spikes for [roll0] damage. Healing for [roll1] and taking the time to take 20 on the search check for a result of 21.

Rizban
2013-08-30, 07:33 PM
You actually can't coup de gras with a ranged weapon... I'll just assume you throw them until it's dead.Unfortunately, the spider is just a spider. The spider itself has nothing of value on it, and its poison glands are not such that you can even poison your own claws again.

Aldurin
2013-08-30, 07:37 PM
Oh right, the rules say a bow or crossbow. It's a shame, since that would be cool.

Urth, still moving a bit stiff from his wounds, teleports over to the eastern door and then directly to the other side of it.

Rizban
2013-09-04, 03:03 PM
You find yourself in a 50 foot long hallway.

Aldurin
2013-09-05, 09:18 AM
Urth makes 3 teleports to cross the hallway and traverse to the other side of the door at the end.

Rizban
2013-09-05, 08:26 PM
You enter a 30 x 30 room that seems to be more like a natural cavern than a constructed room, given the stalactites on the ceiling. The room otherwise appears empty.

Aldurin
2013-09-06, 09:22 AM
Urth teleports to the other door and to the other side, making sure that his jumps stop in areas not directly under the larger stalactites.