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Tanaric
2009-11-29, 09:20 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 fairly spacious 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, two torches are already lit, one hanging by each of the doors presumably leading out of the room.

Map:{table]|A_|B_|C_|D_|E_|F_|G_
1||||||||
2||||||||
3||||||||
4|||Y|||||
5||||||||
6||||||||[/table]

There is a door at G-3, and another at F-6.

DM notes:3, 7, 18

Yukitsu
2009-11-30, 12:53 AM
I'll start working on my map, bind Amon to myself and drop my halberd against the door at G3 such that I'm not touching it. Then I'll search for traps taking 20 (28) and open the door if there are none.

Amon has darkvision 60, fire breath, and a sucky ram attack that I likely won't be using.

Yukitsu
2009-11-30, 01:42 AM
Oh right, and I need to fail my irrelevant RP- I mean binding check.

[roll0]

And against all odds, I just supressed Amon's influence. I guess I'm not so irritable as I thought I'd be. :smallconfused:

Tanaric
2009-11-30, 02:14 PM
Your halberd triggers a trap on the door. At its touch, a web of concealed copper wires flares to life, a current of crackling blue energy running the length of each wire. Having nowhere better to go, the energy dissipates harmlessly into the air, leaving behind a very scorched door.

Your search reveals nothing other than the wires, which you realize have recharged themselves in the middle of your search.

Yukitsu
2009-11-30, 02:42 PM
I do the halberd thing again and open the door. I'll search as I go down hallways (18 with trapfinding) and follow the left hand rule of mazes.

Tanaric
2009-11-30, 03:15 PM
Opening the door reveals a hallway running to the north and south.

To the north, it runs for thirty feet before teeing to the east and west. There is a door on the east face of the hall after fifteen feet.

To the south, it runs for twenty feet before turning east. After ten feet, it splits east. There is a door on the south face of the bend.

Yukitsu
2009-11-30, 03:49 PM
Bloody heck, left hand rule.


OK, north, will check out the door on the east side. taking 20 on traps for a 28, opening it if none.

Tanaric
2009-11-30, 07:53 PM
You find a tripwire five feet north of the door you just left.

You don't find any traps on the door.

Opening the door reveals the following room:{table]|A_|B_|C_|D_
1|||||
2|||||
3|||R|R|
4|||R|R|
5|||H||
6|||||
7|||||[/table]

There is a door at A-3, which you are standing just outside of, another at D-1 on the north side, and a third at D-7, on the south side. There is a humanoid figure at C-5, wearing a chain shirt and holding a longsword. He is standing next to what seems to be a large reptile with bright green scales and a forked tongue that flickers in and out of its gaping maw.

Yukitsu
2009-11-30, 08:04 PM
If I get a round, I'll move to C6 and breathe fire on them, if not, initiative.

[roll0]

If so, they get reflex 1/2 DC 12 for:

[roll1] damage.

If I win initiative, that's what I'm doing anyway.

Tanaric
2009-12-01, 07:18 PM
[roll0]
[roll1] Whitetext.

The man backs into the southeast corner, and the reptile moves up to stand in the doorway.

Yukitsu
2009-12-01, 08:06 PM
Erm, what were those rolls for? Initiatives, and it's now my turn, or something else?

Tanaric
2009-12-01, 08:11 PM
Yes and yes.

Yukitsu
2009-12-01, 08:17 PM
It moved up to me without attacking? :smallconfused:

I'm gonna go on a hunch here and try moving past it to D5, breathing on the man in the corner.

Damage:
[roll0]

Yukitsu
2009-12-02, 01:41 PM
Anyone there? :smallconfused:

Tanaric
2009-12-02, 01:54 PM
I'm trying to get to these in order. You were about five up from the bottom of my subscription list, and are now at the top. Shouldn't be too long, though.

Tanaric
2009-12-02, 02:39 PM
You move right through it, and the man attempts to dodge out of the way of your fire breath: [roll0]

The illusory reptile vanishes as blinding colors wash over your vision. Will save.

Yukitsu
2009-12-02, 04:13 PM
I'm trying to get to these in order. You were about five up from the bottom of my subscription list, and are now at the top. Shouldn't be too long, though.

Yeah, was just asking because as you can tell, I had to leave for a moment. Man my timing is bad. :smallsigh:

[roll0]

And that's my second inspiration point.

Yukitsu
2009-12-02, 04:18 PM
OK, I believe I pass vs. that colour spray.

I remove my shield as a move action, and throw a bottle at the square he is standing in (DC 5), using an inspiration point.

[roll0]

If I hit, he takes 5 points of damage, and I use another inspiration point, leaving me with 1.

Tanaric
2009-12-03, 12:19 PM
What's doing five points of damage on that throw? I feel really dense for not getting it, but all I see on your sheet is acid or oil, neither of which does a flat 5 damage.

Yukitsu
2009-12-03, 02:20 PM
+ int by using cunning insight, which is why I said I'm down to 1 inspiration point. I can add intelligence to hit, damage, skill checks and saves, which is also why my will save was +6. The bottle was just acid.

Yukitsu
2009-12-03, 02:23 PM
If you rule that cunning insight only works when you roll, which now that I take a second look at it, it seems to imply, change that from the area attack to a ranged touch attack vs. his actual AC, doing the following damage:

[roll0]

Tanaric
2009-12-04, 12:57 PM
Before making an attack roll, damage roll, or saving throw...

So yeah.

Anyway, he's down. He has the listed gear, along with a spell component pouch and three gems. 150 xp.

Yukitsu
2009-12-04, 01:02 PM
I'll put my shield back on, pick up all of his stuff, and check the room for hidden doors and traps, taking 10 getting 18. I'll take 20 on the doors, getting 28.

If there are none, I'll open the north door. If that doesn't have anything interesting/is the hall, I'll then open the south door.

If they're both halls, I'll go back from whence I came, head north, and then head west.

Tanaric
2009-12-04, 03:13 PM
The northern door opens to reveal a hall running to the north and west. To the north, it runs for forty feet before turning west. There is a door on the west side of the hall after ten feet. To the west, it runs for thirty feet before turning south. There is a door on the north side of the hall after ten feet, and it splits south after twenty.

The southern door opens to reveal a hallway running to the south and west. To the west, it runs for twenty feet before teeing to the north and south. To the south, it runs for ten feet before turning west.

Does that change anything?

Yukitsu
2009-12-04, 04:02 PM
Nope, but I will add all that to my map.

As well, as I go down the hall, unless they are trapped, I'm putting out all of the light sources.

Tanaric
2009-12-06, 09:47 PM
There are no light sources in the halls.

You go north from your starting door, then west for ten feet before you find yourself in a hall that runs south for twenty feet and ends in a blank wall.

Yukitsu
2009-12-06, 09:49 PM
I'll search taking 20 along that hall for secret doors (28) and will wonder why it's not dark in here. If I find nothing, I'll go back to the first T intersection and move East.

Tanaric
2009-12-06, 09:51 PM
It's... not dark? You have 60 ft darkvision, no? That's the only reason you can see anything without a light. :smalltongue:

Yukitsu
2009-12-06, 09:55 PM
Ah, I hadn't worried about light in my first run. Now I know to lure things into the darkness of the halls. Mwahahaha!

Tanaric
2009-12-06, 10:45 PM
The wall at the end of the hall looks a little odd to you.

Yukitsu
2009-12-06, 10:50 PM
I'll give it a stiff tap with my shield. Acid in my off hand.

Tanaric
2009-12-07, 01:00 AM
The wall crumbles at your touch, revealing the room you started in. You're just outside the easternmost section of the north wall.

Yukitsu
2009-12-07, 10:38 AM
I'll head to the T intersection and take the east branch.

Tanaric
2009-12-07, 09:05 PM
Okay. It goes east for twenty feet from the split before turning north. There is a door on the north side of the hall after ten feet, and an open one on the south face of the bend.

Yukitsu
2009-12-07, 09:15 PM
I think I know where that open door leads, but I'll glimpse in there anyway. When I find out it is that room I was just in, I'll take 20 checking the north door for traps, then open it if there aren't any.

Tanaric
2009-12-08, 02:42 PM
The open door leads to the room with the illusory creature.

Opening the door reveals the following room:{table]|A_|B_|C_|D_|E_|F_|G_
1|s||||||
2|||||||
3||||x|||
4|||||||
5|||||||
6||v|v|v|||
[/table]

There is a door at G-5, another at F-1, another at F-6, which you are just outside of, and another at A-5.

There is a chest in the middle of the floor, a statue in the far corner, and a row of vases on stands along the southern wall.

Yukitsu
2009-12-08, 03:59 PM
I'll take 20 searching the room for traps, and if there are none, or they can be bypassed, I'll move to the chest, which, if it has no traps, I will open. I'll do the same with the vases.

Tanaric
2009-12-09, 06:40 PM
You find a tripwire on every square between you and the chest. The lid seems a little loose.

Yukitsu
2009-12-09, 07:13 PM
I'm going to walk around the wires, and will try to tip the lid open with my halberd. Not holding it in a combat appropriate manner. At the very end of it with my arm fully outstretched to get the most reach out of it. Arm length + halberd length, I should be able to prod it open from about 8 feet.

Tanaric
2009-12-10, 09:42 PM
As soon as you open the lid you see the plate that was pushing up on it from the inside. A moment later, the vases tip forward and smash onto the floor, releasing a small snake each into the spaces in front of their original locations.

Roll initiative.

[roll0]
[roll1]
[roll2]

Yukitsu
2009-12-10, 09:49 PM
Well that's novel.

[roll0]

Several of them go first. In fact, all of them.

Tanaric
2009-12-12, 01:24 PM
They move to surround you, one to the east, one to the south, one to the west. If you have combat reflexes, you get some AoOs.

If not, bites: [roll0][roll1][roll2]

If any hit, take 1 damage and make a fort save.

Yukitsu
2009-12-14, 12:15 PM
Roight now those rolls are some shonky business right there.

Fort saves
[roll0]
[roll1]

Both have got inspiration.

Gonna move north at an angle to get two of them in my flaming breath with a 5 step, and hope they fail reflex or I roll high.

DC 12 reflex for half, spending an inspiration point.

[roll2]

Tanaric
2009-12-14, 04:30 PM
You take [roll0] con damage.

Reflex: [roll1] [roll2]

Yukitsu
2009-12-14, 05:54 PM
OK, their round. Two basically out of the fight now at least.

Tanaric
2009-12-15, 07:04 PM
They all move to surround you again, but only one bites this time.

[roll0]

Yukitsu
2009-12-15, 07:07 PM
I full defense for 5 rounds with a tower shield.

Yukitsu
2009-12-15, 07:09 PM
Unless they use their non-sentient brains to think up something clever, I breath fire on the full health one, and maybe one of those toasty ones.

Reflex dc 12.

[roll0]

Tanaric
2009-12-16, 03:27 PM
Here's five rounds of bites, then.

Round 1, the two at 0hp pass out after biting you. They hit on a 20: [roll0] [roll1] [roll2]
Rounds 2-5: [roll3] [roll4] [roll5] [roll6]

Tanaric
2009-12-16, 03:42 PM
Aaaand reflex: [roll0]

They're all down. 150 xp, no loot.

Yukitsu
2009-12-16, 03:50 PM
Full defense with a tower shield is actually full cover, but that aside, horray!

Anything in that trapped treasure chest?

Also, I take ten on my secondary poison saves with autohypnosis and pass.

Lastly, a nice lunch of broiled snake meat.

Tanaric
2009-12-17, 11:38 PM
Nothing but hay in the chest.

Mm, snake meat. Yum. :smallyuk:

Yukitsu
2009-12-17, 11:53 PM
Like last time, I'm taking the hay.

I'll take twenty searching the rest of the room while avoiding traps, then try opening them up.