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term1nally s1ck
2010-05-02, 06:11 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=191379)

Ikeren
2010-05-02, 04:19 PM
Ikeren goes to the door to the south and taps it with his greatsword. He then opens the door.


Standard marching orders: Tapping the floor, walls, and door with the greatsword, pushing a little to check for pit traps and pressure plates. Should I avoid using knowledge gained in the first attempt?

term1nally s1ck
2010-05-02, 05:30 PM
Your character knows everything you do.

The corridor outside is pitch black...the torchlight doesn't reach outside. What light-sources and vision modes do you have?

Ikeren
2010-05-02, 05:45 PM
Liquid Sunlight: Complete Scoundral: 20 feet light, 20 feet shadowy illumination, and just normal human vision.


Either way, Ikeren grabs the torch rather than pull the liquid sunlight from his pocket. He likes the way it looks.

term1nally s1ck
2010-05-03, 09:08 AM
To the south:

Eastern split after 20'
East/West T-junction after 30'.

To the East:

North/South split after 10'. Door north after 30'. Corridor extends further than you can see.

Ikeren
2010-05-04, 12:33 AM
To avoid the slow process of determining the floor plan of this dungeon, can I do this...;

Ikeren explores the entire first floor, lighting torches as he goes, wielding his guisarm and using that to tap the floors and walls in front of him, without opening any doors or touching any doors. When he finds pit traps, he rests for a moment (regenerating health), climbs out of them and grabs a bit of rubble (5-6 pieces). When he finds other traps (arrows, spells, crushing things, etc), he, he rests a moment (regenerating health) and marks the location of the traps with rubble he steals from pit traps.

If the above works, could I get a floor map of as far as I can explore without opening a single door. If you are not okay with that sort of "standing exploration, then...the following:


Ikeren goes 30 feet to the east to open the door on the north wall.

term1nally s1ck
2010-05-04, 12:54 AM
Hmmm..

Well, nearly.

At a coupla points in this dungeon, you run into large notecards attached to the wall. You find they come in 3 colors...red, green and blue. If you say what you do with them, I can tell you what else goes on.

Ikeren
2010-05-04, 01:06 AM
Aha, something I did not account for.

Ikeren will read all the note cards, then pick them up. The inevitable explosive runes cards, Ikeren will simply wait until the damage has healed (as he has with all the traps he's set off).

term1nally s1ck
2010-05-04, 01:28 AM
The blue one says 'Burn me for help in times of trouble'

The first green one says 'You've been poisoned. Have fun.'

Roll me a Fort save please.

Ikeren
2010-05-04, 01:39 AM
Fort save:
[roll0]

Ikeren
2010-05-04, 01:40 AM
Ikeren shudders as he picks up the green card and reads the words. "Stupid poisons...stupid non-trivial traps. As if I made it past pit traps, spiked arrow traps, probably some crushing ceiling traps, probably some magic traps, but get poisoned."

term1nally s1ck
2010-05-04, 02:55 AM
You feel no different

There's another green card later on. Read it?

Ikeren
2010-05-04, 01:05 PM
Ikeren eyes the green card warily. "This one could be beneficial, like the blue, or poison me again." Knowing it is impossible to guess which (since the colouring is likely merely for tricking overly wary adventurers), Ikeren reads it anyways, since the first poison didn't seem too harmful.

term1nally s1ck
2010-05-04, 04:15 PM
Same as the last green one. Fort save please.

(I'm making you do this, because when you've dealt with the tough ones, I'[ll give you a map.)

Ikeren
2010-05-04, 04:22 PM
Yes, I figured as much. I was just being silly. Lets hope this one does an ambiguous "nothing yet" as well.
Fort save:[roll0]

term1nally s1ck
2010-05-04, 04:29 PM
You feel no different.

At a couple of points in the dungeon, you find yourself looking at a red and white bullseye painted on the ground. What do?

Ikeren
2010-05-04, 04:41 PM
Red and white bullseye: Deal with later once the floor is cleared of nasties. Red notes I'll read, like blue and green.

term1nally s1ck
2010-05-04, 05:46 PM
Red notes went boom. You healed.

http://img14.imageshack.us/img14/1609/floor1plan.jpg (http://img14.imageshack.us/i/floor1plan.jpg/)

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

Ikeren
2010-05-04, 05:59 PM
I'm guessing start room is #12

Ikeren heads back to where he started and starts clearing in a more or less neat pattern from there. He goes to the door to room 6, wielding his Guisarm (greatsword on his back) and opens the door.

term1nally s1ck
2010-05-04, 06:09 PM
Correct.

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]

Ikeren
2010-05-04, 06:47 PM
Initiative: [roll0]
[/spoiler]

term1nally s1ck
2010-05-04, 06:58 PM
The man strides out to B2, and casts a spell. The dog vanishes as the human's attention is elsewhere.

A freezing cold ray is fired at you:

[roll0] vs flatfooted touch for [roll1] damage.

Ikeren
2010-05-04, 07:05 PM
I take 1 damage, I heal 1 damage. HP:15/15 AC: 14/12/9 Saves: 4/1/4
Knowledge Local on the man [roll0]
Knowledge (nature if animal, planes if Blink Dog both are +2) [roll1]
Spellcraft check to identify the mans spell [roll2]
Spellcraft check to identify the dogs spell [roll3]

Second post coming up

Ikeren
2010-05-04, 07:08 PM
HP:15/15 AC: 14/12/9 Saves: 4/1/4
+1 attack/damage versus both dog and man.
Drop the guisarm, free action
Move to A2 (draw the Greatsword as a free action as part of that move)
Initiate Steel Strike
[roll0] [roll1]


Ikeren attacks the man.

term1nally s1ck
2010-05-04, 07:09 PM
Ray of Frost. You could tell that pretty easily OOC, surely :smalltongue:

That spellcraft roll lets you know that the dog was an illusion.

The knowledge rolls let you know that The dog was a Feral Yowler.

The Human is a Human. He appears to be a Sorceror of some type, but much better in combat than most sorcerors.

EDIT: The Human is toast.

150XP, chain shirt, longsword.

Ikeren
2010-05-04, 07:18 PM
Ikeren picks up the sword and chain shirt and moves to room 4, wielding the guisarm to start with again.

You gave me 2 secret doors you shouldn't have :smalltongue:

The knowledge rolls were for knowledge devotion. You're more than allowed to give me no information what so ever with them :smallbiggrin:

term1nally s1ck
2010-05-04, 07:32 PM
Ah, ok then :smallbiggrin:

Meh, the secret doors were obvious. You went through a few traps to get to them, so...

Opening the door reveals the following room:
{table]|A_|B_|C_|D_|E_
1|||||
2|||||
3||||1|
4|||||
5||||| [/table]
There is a door at B5, and another at B1. There is an orc in the middle of the room. It holds a Ripper and wears a chainmail, as well as a pair of goggles.
Initiative:[roll0]

Ikeren
2010-05-04, 07:34 PM
Initiative: [roll0]
Knowledge Local for Knowledge Devotion: [roll1]

Ikeren
2010-05-04, 07:38 PM
Sweet, +2 attack/damage.
Steely Strike: +4 attack, -4 AC on all enemies but the orc.
Move to B1 and attack with the Guisarm (Note: Small and Medium creatures wielding reach weapons threaten all squares 10 feet (2 squares) away, even diagonally. (This is an exception to the rule that 2 squares of diagonal distance is measured as 15 feet.))
Attack [roll0], damage [roll1][roll2]


Ikeren five foot steps into the room and hits the orc with his guisarm.

term1nally s1ck
2010-05-04, 07:41 PM
150XP, chainmail, ripper, sundark goggles, 70gp.

Ikeren
2010-05-04, 08:15 PM
Ikeren picks up everything, and then moves to room 14, open door, wielding guisarm.

term1nally s1ck
2010-05-04, 08:20 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.
In the room there is an ugly looking, blue scaled, lizard thing with fire in it's mouth!
Initiative: [roll0]


I suspect we're gonna have a record for the fastest floor 1 clear.

Ikeren
2010-05-04, 08:44 PM
Init
[roll0]
Knowledge check (local)
[roll1]

Ikeren
2010-05-04, 08:46 PM
+2 attack/damage again: Move to within range with the guisarm (either way, 5 foot step from whichever door I'm at), attack with Steely Strike.
Attack
[roll0]
Damage
[roll1][roll2]


Ikeren calmly slaughters another of the dungeons denziens.

Ikeren
2010-05-04, 08:47 PM
That's a crit, but I don't think I need it. (didn't last time)

term1nally s1ck
2010-05-04, 09:01 PM
150 XP, chainmail.

Ikeren
2010-05-04, 09:11 PM
Grab the chainmail, go to room 5 (the secret door, say), wielding the guisarm as per usual. (I'll update the character sheet in a bit, but also doing some good old EQ gaming atm). [Character Sheet Updated]

term1nally s1ck
2010-05-04, 09:38 PM
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]

Ikeren
2010-05-04, 09:40 PM
I do not beat that.
Knowledge Local
[roll0]
Initiative
[roll1]


Ikeren stands dumb, deaf, and blind.

term1nally s1ck
2010-05-04, 09:43 PM
It breathes acid at you.

[roll0] damage, halved, reflex halves again, minimum 1, and you're entangled for [roll1] rounds if you take damage.

Ikeren
2010-05-04, 09:49 PM
Got 16 or higher on my knowledge check, +2 attack/damage
Free action: Drop the sack and torch being held in one hand.
Move action: move 5 feet (minimum) out of the doorway and into A4.
Standard action: Steely Wind, +4 to attack, -4 to AC against all mobs but this one.
Reflex save: Is irrelevant
Attack: [roll0]
Damage: [roll1][roll2]


Ikeren steps into the room as the goo envelops himself, and then lashes out at the creature.

Ikeren
2010-05-04, 10:04 PM
I just forgot to include the -2 from Entangle


The character is ensnared. Being entangled impedes movement, but does not entirely prevent it unless the bonds are anchored to an immobile object or tethered by an opposing force. An entangled creature moves at half speed, cannot run or charge, and takes a -2 penalty on all attack rolls and a -4 penalty to Dexterity. An entangled character who attempts to cast a spell must make a Concentration check (DC 15 + the spell’s level) or lose the spell.

so the total attack roll is a 14, which I'm praying hits.

term1nally s1ck
2010-05-04, 10:06 PM
with the -2 to hit from the entanglement, you miss.

You take half of [roll0] ongoing damage

He breathes fire now:

[roll1] reflex halves.

[roll2] random dice roll.

Ikeren
2010-05-04, 10:20 PM
HP is currently:
Round 1: 15-1+1 = 15
Round 2: 15-2+1 = 14
Combat:
Free action, drop the guisarm.
Move action: 5 foot step forward and free action draw the greatsword
Standard Action: Attack
Swift action: Flourish my blade, recovering Steely Strike

Ikeren steps forward, dropping his guisarm and drawing his greatsword in one swift action.


Attack: 5+2 (knowledge devotion) -2 (entangled) = +5
[roll0]
Damage
[roll1]

term1nally s1ck
2010-05-04, 10:55 PM
it steps back and unleashes moar fire

[roll0] reflex halves, minimum 1.

[roll1] halved ongoing damage.

Ikeren
2010-05-04, 10:59 PM
5 foot steps back, or moves back, leaving my threatened area and provoking an attack of opportunity? Either way, I get an attack.
Attack and damage, attack is with Steely Strike (if it's an AoO, subtract 4 from the attack roll).
[roll0][roll1]

Ikeren attacks again.

term1nally s1ck
2010-05-04, 11:23 PM
150XP, chainmail.

ongoing damage...you heal it up.

Ikeren
2010-05-04, 11:46 PM
Grab the gear, shove it in sack, and wield the guisarm again, moving to room 16.

term1nally s1ck
2010-05-05, 08:47 AM
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]

Ikeren
2010-05-05, 12:44 PM
Initiative
[roll0]
Knowledge Local check for knowledge devotion (+1 if 15 or under, +2 if 16-25, can't get to +3 yet)
[roll1]

Ikeren
2010-05-05, 12:48 PM
Ikeren moves into the room, dropping the sack. Then he hits the scaly creature with his guisarm.


Free action: Drop sack
Move action: F4 south (outside door) to F3.
Standard Action: Steely Strike: +4 to attack, -4 to AC against all other opponents. Attack bonus: 5, +1 Knowlede Devotion, +4 Steely Strike
[roll0]
Damage
[roll1][roll2]

term1nally s1ck
2010-05-05, 01:16 PM
150XP.

Ehh...jeez.

Ikeren
2010-05-05, 01:20 PM
If that was the colour spraying kobold, I would have used moment of Diamond Mind anyways :smallbiggrin:

Ikeren searches the body of this creature for coins and suck, then moves to room 11, wielding the Guisarm, drops the sack, then opens the door.

term1nally s1ck
2010-05-05, 01:28 PM
You owned the color sprayer in the first room :smallbiggrin:

That was a lashemoi ushemoi.

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.
At 15ft above ground there is a metallic, dog-sized, bug looking construct.
Initiatve: [roll0]

PAHAHAHAHAHA Oh wait you have a reach weapon. :smallfrown:

Ikeren
2010-05-05, 01:30 PM
Initiative
[roll0]
Knowledge...not sure which one to use but they're all +2 except Arcana and Religion (+5)
[roll1]

Just out of curiosity, for the sake of rules purposes, is what I am doing within the definition of "Cold-Blooded Murder"?

Ikeren
2010-05-05, 01:31 PM
Hey, I win initiative. Know:Devotion gives me +1 attack/damage for this creature.
Attack
[roll0]
Damage
[roll1][roll2]

Ikeren moves directly under the creature and then initiates a Steely Strike, swinging his Guisarm in a wide Arc upwards.

term1nally s1ck
2010-05-05, 01:32 PM
For PrC qualification? Probably.

Arcana for the construct.

150XP. Seriously. Dude.

Ikeren
2010-05-05, 01:36 PM
Because I just noticed that Faustian Pacts (insidious and certain) are not banned. They probably should be.

Basically, if I hit, they die. A total attack of +10 or 11 on round 1 gives me a good chance of that. Winning initiatives and my missing caused the Dragonfire Adept to last 3 rounds.

Ikeren searches the remains of the metallic dogs corpse, grabs his sack of loot, goes to Room 10, drops the sack of loot. He thought he'd prefer the greatsword after the first moments of battle, but it seems this Guisarm is working out wonderfully, so he sticks with it, and opens the door.

term1nally s1ck
2010-05-05, 01:41 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]

They win initiative, so the room is plunged into darkness. You can hear them chittering from inside.

Tanaric
2010-05-05, 01:44 PM
Because I just noticed that Faustian Pacts (insidious and certain) are not banned. They probably should be.

Actually, they are. It's not on the front page because I was too lazy to put everything there, but they were definitely smashed with the banhammer.

TS, I'll try to get a list of all the rulings I made and add them to the front page before too long.

Ikeren
2010-05-05, 01:57 PM
Also, the Dragonfire Adept combat could be made far tougher by increasing the size of the room, especially for slow characters like mine: Entangled, I have a move speed of 5 feet; a full move is 10 feet. It has a move of at least 20 feet. As long as I can't corner it, it wins.

Init: [roll0]
Knowlede (Arcana/Religion +5, all else +2) [roll1]

Ikeren steps out of the room and around the corner and then readies an action to hit anything that comes out of the darkness with a Steely Strike. If the Darkness expands, he retreats to the edge of the darkness and re-readies the action.


Attack on the steely Strike
[roll2] (+1 if the knowledge check is 16+)
Damage
[roll3] (+1 if the knowledge check is 16+)

term1nally s1ck
2010-05-05, 01:57 PM
That would be great...I'm a little busy trying to build 2 different floors and still DM threads and try and check cheets and revise for irl exams and prepare for my summer campaign and aaaaaahhhhhhhhhh

Ahem. As I said, a little busy to dredge through 3 threads for rulings.

EDIT: The darkness remains within the room...and nothing comes out.

Do you wish to attack enter the darkness, or how long do you plan to wait?

Ikeren
2010-05-05, 01:58 PM
Whoops, forgot the punishing stance damage
[roll0]

term1nally s1ck
2010-05-05, 01:59 PM
Darkness satys where it is, still chittering, they do not leave.

Ikeren
2010-05-05, 02:05 PM
Ikeren will wait until the Darkness vanishes with his action readied. He's not going in there, and he's not going to turn his back and leave. He'll just wait. (1 hour and 1 minute will give me a good sense of if it's an at-will ability or a hit-dice-duration ability 1/day).

term1nally s1ck
2010-05-05, 02:14 PM
at 30 minutes, it vanishes for a brief moment, then re-appears.

after another 30 mins, it vanished briefly and then re-appears.

Ikeren
2010-05-05, 02:16 PM
Ikeren waits another 30 minutes and six seconds, having a hunch.


If they each get it 1/day...if not, I might skip this encounter and come back...

term1nally s1ck
2010-05-05, 02:30 PM
a flash of light...and the darkness returns.

Ikeren
2010-05-05, 02:45 PM
Damn...

Ikeren listens for the chittering of the creatures and stands at the edge of the darkness, unleashing all 40 of his arrows into the room. He hopes this will draw them from the darkness. If the darkness expands, he retreats some more.



40 Listen check's to get a correct square as per invisibility. Either a flat DC to hear the volume of their chittering, or opposed by their move silently checks, if they go silent when the arrows start to fly.
1[roll0]
2[roll1]
3[roll2]
4[roll3]
5[roll4]
6[roll5]
7[roll6]
8[roll7]
9[roll8]
10[roll9]
11[roll10]
12[roll11]
13[roll12]
14[roll13]
15[roll14]
16[roll15]
17[roll16]
18[roll17]
19[roll18]
20[roll19]
21[roll20]
22[roll21]
23[roll22]
24[roll23]
25[roll24]
26[roll25]
27[roll26]
28[roll27]
29[roll28]
30[roll29]
31[roll30]
32[roll31]
33[roll32]
34[roll33]
35[roll34]
36[roll35]
37[roll36]
38[roll37]
39[roll38]
40[roll39]

2 miss chances (murkey eyed) per attack roll. That's 2 shots at 50%. These will be rolled as D2's with only double 2's (a result of 4) being a success.

1[roll40]
2[roll41]
3[roll42]
4[roll43]
5[roll44]
6[roll45]
7[roll46]
8[roll47]
9[roll48]
10[roll49]
11[roll50]
12[roll51]
13[roll52]
14[roll53]
15[roll54]
16[roll55]
17[roll56]
18[roll57]
19[roll58]
20[roll59]
21[roll60]
22[roll61]
23[roll62]
24[roll63]
25[roll64]
26[roll65]
27[roll66]
28[roll67]
29[roll68]
30[roll69]
31[roll70]
32[roll71]
33[roll72]
34[roll73]
35[roll74]
36[roll75]
37[roll76]
38[roll77]
39[roll78]
40[roll79]

40 attack rolls; if any of these total combinations result in a hit, damage is 1d6+1 (divine favour) +1 (knowledge devotion)
1[roll80]
2[roll81]
3[roll82]
4[roll83]
5[roll84]
6[roll85]
7[roll86]
8[roll87]
9[roll88]
10[roll89]
11[roll90]
12[roll91]
13[roll92]
14[roll93]
15[roll94]
16[roll95]
17[roll96]
18[roll97]
19[roll98]
20[roll99]
21[roll100]
22[roll101]
23[roll102]
24[roll103]
25[roll104]
26[roll105]
27[roll106]
28[roll107]
29[roll108]
30[roll109]
31[roll110]
32[roll111]
33[roll112]
34[roll113]
35[roll114]
36[roll115]
37[roll116]
38[roll117]
39[roll118]
40[roll119]

Ikeren
2010-05-05, 02:52 PM
Attacks:...listing the ones that over came their miss chance, then putting listen check in square [] brackets, putting the attack rolls, which are actually 1 higher cause of knowledge devotion in circle () brackets.
3, [14] (5)
12, [7] (12)
15, [11] (21)
17, [12] (15)
26, [15] (22)
27, [6] (13)
29, [11] (23)
35, [11] (11)
37, [-1] (5)
Notably, that means attacks 15, 26, and 29 are the significant ones.

Ikeren
2010-05-05, 03:00 PM
For reference


A creature blinded by darkness can make a Listen check as a free action each round in order to locate foes (DC equal to opponents’ Move Silently checks). A successful check lets a blinded character hear an unseen creature “over there somewhere.” It’s almost impossible to pinpoint the location of an unseen creature. A Listen check that beats the DC by 20 reveals the unseen creature’s square (but the unseen creature still has total concealment from the blinded creature).


Oh...well, that sucks, then.
Waiting for you to adjudicate this action before I start the next.

term1nally s1ck
2010-05-05, 03:30 PM
Well, you do not pinpoint their squares at any time, so unless you want to gamble on picking a square....

Ikeren
2010-05-05, 06:11 PM
Yeah, I'll just shoot all 40 arrows in randomly, you can roll for which square I hit, which square the mobs are in, and then use the attack rolls above, and if some miracle occurs, I won't even know about it. It's just a delaying move till my next brilliant move.

term1nally s1ck
2010-05-05, 06:17 PM
[roll0] 1-3 hit (random squares) [roll1] 1 to hit
[roll2] 1-3 hit (random squares) [roll3] 1 to hit
[roll4] 1-3 hit (random squares) [roll5] 1 to hit Hits
[roll6] 1-3 hit (random squares) [roll7] 1 to hit
[roll8] 1-3 hit (random squares) [roll9] 1 to hit
[roll10] 1-3 hit (random squares) [roll11] 1 to hit
[roll12] 1-3 hit (random squares) [roll13] 1 to hit
[roll14] 1-3 hit (random squares) [roll15] 1 to hit Hits
[roll16] 1-3 hit (random squares) [roll17] 1 to hit
[roll18] 1-3 hit (random squares) [roll19] 1 to hit
[roll20] 1-3 hit (random squares) [roll21] 1 to hit
[roll22] 1-3 hit (random squares) [roll23] 1 to hit
[roll24] 1-3 hit (random squares) [roll25] 1 to hit
[roll26] 1-3 hit (random squares) [roll27] 1 to hit
[roll28] 1-3 hit (random squares) [roll29] 1 to hit
[roll30] 1-3 hit (random squares) [roll31] 1 to hit
[roll32] 1-3 hit (random squares) [roll33] 1 to hit
[roll34] 1-3 hit (random squares) [roll35] 1 to hit
[roll36] 1-3 hit (random squares) [roll37] 1 to hit
[roll38] 1-3 hit (random squares) [roll39] 1 to hit
[roll40] 1-3 hit (random squares) [roll41] 1 to hit
[roll42] 1-3 hit (random squares) [roll43] 1 to hit
[roll44] 1-3 hit (random squares) [roll45] 1 to hit
[roll46] 1-3 hit (random squares) [roll47] 1 to hit
[roll48] 1-3 hit (random squares) [roll49] 1 to hit
[roll50] 1-3 hit (random squares) [roll51] 1 to hit
[roll52] 1-3 hit (random squares) [roll53] 1 to hit
[roll54] 1-3 hit (random squares) [roll55] 1 to hit
[roll56] 1-3 hit (random squares) [roll57] 1 to hit
[roll58] 1-3 hit (random squares) [roll59] 1 to hit
[roll60] 1-3 hit (random squares) [roll61] 1 to hit
[roll62] 1-3 hit (random squares) [roll63] 1 to hit
[roll64] 1-3 hit (random squares) [roll65] 1 to hit
[roll66] 1-3 hit (random squares) [roll67] 1 to hit
[roll68] 1-3 hit (random squares) [roll69] 1 to hit
[roll70] 1-3 hit (random squares) [roll71] 1 to hit
[roll72] 1-3 hit (random squares) [roll73] 1 to hit
[roll74] 1-3 hit (random squares) [roll75] 1 to hit
[roll76] 1-3 hit (random squares) [roll77] 1 to hit
[roll78] 1-3 hit (random squares) [roll79] 1 to hit

term1nally s1ck
2010-05-05, 06:26 PM
CBA correlating with your rolls.

10 hits as-is.

[roll0] 1 hits [roll1] 15 to hit. Auto-kill if hit.

[roll2] 1 hits [roll3] 15 to hit. Auto-kill if hit.

[roll4] 1 hits [roll5] 15 to hit. Auto-kill if hit.

[roll6] 1 hits [roll7] 15 to hit. Auto-kill if hit.

[roll8] 1 hits [roll9] 15 to hit. Auto-kill if hit.

[roll10] 1 hits [roll11] 15 to hit. Auto-kill if hit.

[roll12] 1 hits [roll13] 15 to hit. Auto-kill if hit.

[roll14] 1 hits [roll15] 15 to hit. Auto-kill if hit.

[roll16] 1 hits [roll17] 15 to hit. Auto-kill if hit.

[roll18] 1 hits [roll19] 15 to hit. Auto-kill if hit.

term1nally s1ck
2010-05-05, 06:28 PM
....150XP.

Lucky little...

Ikeren
2010-05-05, 06:36 PM
Don't you also need to roll 2 miss chances on each of those rolls from Murkey-Eyed?

(Also, my ranged attack bonus was 1 higher from knowledge devotion which I forgot to add).

term1nally s1ck
2010-05-05, 06:57 PM
There was one in the first post, and another in the second, after trimming it down.

meh. you kill them all slightly better.

Ikeren
2010-05-05, 07:05 PM
Ah, I see it now. (My next plan was going to be a readied action charge for when I do get to see them, which would have killed 1 for sure, and probably made me realize they were not a substantial threat. Do I level immediately, or not until I finish the floor?

Ikeren waits for darkness to fall, then collects 50% of the 37 arrows that did not hit the creatures (18). Ikeren then moves to room 15, drops the sack, wields the guisarm, and opens the door.

term1nally s1ck
2010-05-05, 07:09 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]

I assume you're avoiding room 7 by choice?

Ikeren
2010-05-05, 07:29 PM
Hah, nope, missed room 7. Do that one next.
You consistently roll very poorly on initiative...

Knowledge Local for Know Devotion Feat
[roll0]
Init
[roll1]

Ikeren
2010-05-05, 07:31 PM
Hey, you win init this time!
Do I level immediately, or not until I finish the floor?

term1nally s1ck
2010-05-05, 08:18 PM
immediately.

He charges, and dies, I assume.

[roll0] for [roll1]

On 18-20

[roll2] for [roll3]

EDIT: I roll worse on attack rolls, apparently.

Ikeren
2010-05-05, 08:33 PM
1) Does this mob have Spring attack and 40 foot move listed in his entry? My last fight with this mob was a long fight of readied actions as he pounced back and forth. Unless I'm confusing mobs, or AD was editing them on the spot...
2) Do I get to level immediately, or at the end of floor 1?

Free action: Drop the Guisarm
Move action, Draw greatsword.
Standard Action, Attack, Steel Wind
[roll0]
Damage
[roll1]


Ikeren drops the guisarm and lashes out with the greatsword as he draws it.

term1nally s1ck
2010-05-05, 08:52 PM
Yeah, he does. he's not got the highest int, though, so I tend to not do that til he's actually realised his opponent can do some damage.

He will not get chance here, so 150XP, MW scimitar and studded leather, and a potion.

Ikeren
2010-05-05, 09:17 PM
I'd probably play everything highly intelligent by default.

Can I get the answer to the "when to level" question? I'm at 1200 exp now.

Ikeren picks up the stuff and goes on to room 7, drops the stuff, wields the guisarm, and opens the door.

term1nally s1ck
2010-05-05, 09:35 PM
Immediately. I said above, to be fair :smalltongue:

Opening the door reveals the following room:
{table]|A_|B_|C_|D_
1||||
2||C|C|
3||C|C|
4||C|C|
5||||[/table]
The room contains a large chest with a note attached to it’s latch. There are doors at C5, D2 and D1 north.

Ikeren
2010-05-05, 11:26 PM
Ikeren doesn't go into room 7 (on a hunch), and instead moves up to room 2.



Ah, that was what thaat immediately was for.

Alright, next level is Cloistered Cleric +1/Crusader +1
That's BAB +1, Will Save +1, Fort Save +2, HP +8.5, some skills, manouvers, class features, etc.

Crusader's Strike (heal), Charging Minotaur, Stone Bones, Douse the Flames, one more...useless, 2 options: leading the attack or vanguard strike. Not sure which I'll chose, but I won't use either of them (ever) so...

Yeah.

Character sheet should be mostly up to date.

term1nally s1ck
2010-05-05, 11:53 PM
Opening the door reveals the following room:
{table]|A_|B_|C_
1|||
2|||
3||L|
4|||
5|||C [/table]

There is a door at A-2, and another at C1 east. There is a large lever with a bright red handle in the center of the room. There is a cake in the southeast corner of the room, on a tray bolted to the floor, with frosting reading something. . A note attached to the wall above the cake reads something else.

Ikeren
2010-05-06, 12:09 AM
Haha, very funny. Char sheet looking good? I don't think I've made any mistakes...

Ikeren reads the note on the wall.

term1nally s1ck
2010-05-06, 12:16 AM
Yeah, sheet is good.

A note attached to the wall above the cake reads “The Cake Is A Lie. The Room Is A Trap.” in common.

Ikeren
2010-05-06, 12:17 AM
Ikeren shrugs. "Traps haven't really bothered me thus far." he says to himself, and then reads the top of the cake.

term1nally s1ck
2010-05-06, 12:38 AM
“This Is Your Reward For Pulling The Lever; Eat Me Once You Do”

Ikeren
2010-05-06, 12:40 AM
Ikeren decides to arbitrarily trust the cake and not the note. The truism "the cake is a lie" is not frequently true.

As such, he pulls the lever.

term1nally s1ck
2010-05-06, 12:48 AM
:smallamused:

Gravity reverses itself, and you begin to fall to the ceiling. Make a reflex save to catch hold of the lever.

Ikeren
2010-05-06, 12:50 AM
Reflex save
[roll0]
Tumble check to negate the last 10 feet of falling damage, DC 15
[roll1]

term1nally s1ck
2010-05-06, 01:48 AM
[roll0] damage.

You're on the ceiling. The cake is somehow immune, and remains on the floor.

Ikeren
2010-05-06, 02:39 AM
Ikeren will wait an hour to see if the effect fades.

term1nally s1ck
2010-05-06, 02:43 AM
It does.
You fall again.

[roll0]

Ikeren
2010-05-06, 03:17 AM
Ikeren eats a slice of the cake once he is back on the floor.

term1nally s1ck
2010-05-06, 11:15 AM
...Make a fort save, please.

Ikeren
2010-05-06, 12:51 PM
[roll0]

At this point, Ikeren is thoroughly disgusted with room 2 and moves to Room 3.

term1nally s1ck
2010-05-06, 01:02 PM
You resist the initial effects....and the secondary save?

Ikeren
2010-05-06, 01:24 PM
Ikeren casts resistance and guidance in preparation!

[roll0]

term1nally s1ck
2010-05-06, 01:32 PM
...The DC was 17. 17. And you roll a 17 and an 18.

Your character is immune to life.

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]]

Ikeren
2010-05-06, 01:35 PM
YAY! I'm immune to life!

Init
[roll0]
Knowledge Local for the elf
[roll1]
Knowledge Local for the creature with the sharp teeth
[roll2]

term1nally s1ck
2010-05-06, 01:55 PM
The toothy man stands up, and casts obscuring mist.

Ikeren
2010-05-06, 02:01 PM
From room 2, I guess I probably came in door D1.
Free action; drop sack
Free action; drop guisarm
Move action; step to D1, draw greatsword
Standard action, attack.
Crusader random manouvers
[roll0]
Initiate Steely Strike on the elf
Total attack bonus: 6+4+1 (know devotion = +11)
[roll1]
Damage
[roll2]
2 twenty % chance miss chances (2d5, a 1 showing up counts as a miss)
[roll3][roll4]


Ikeren steps into the room and attacks.

Ikeren
2010-05-06, 02:02 PM
Lol, fail. Crusader manouvers also didn't work.
[roll0][roll1]

Ikeren
2010-05-06, 02:04 PM
Grrr, ruins rolls if I try to post within 1 minute of eachother.
One last shot at getting my crusader manouvers (maybe I'll just fight w/o them...)
[roll0][roll1]

term1nally s1ck
2010-05-06, 02:05 PM
He lols as you miss. Take an AoO as he stands. Use [rollv] to get the d5s separately, btw.

[roll0] for [roll1]

The caster then casts color spray at you both. will save please.

Ikeren
2010-05-06, 02:07 PM
He also has a miss chance, but that doesn't hit anyways

Attack of opportunity
Attack
[roll0]
Damage
[roll1]
Will save with moment of perfect mind (YAY)
[roll2]

Ikeren
2010-05-06, 02:08 PM
Forgot miss chance on my AoO: 2d5, a 1 on either = a miss.
[roll0][roll1]

term1nally s1ck
2010-05-06, 02:14 PM
Will save:

[roll0]

If he passes, he'll attack:

[roll1] for [roll2]....Worst. Elf. Ever.

You hear some casting from behind the cloud, then some movement.

Ikeren
2010-05-06, 02:18 PM
Move from D1 to D3. Can I see the creature?
Free action: Another manouver. I have 1 and 2, so now I'm looking for 3,4,or 5
[roll0]

term1nally s1ck
2010-05-06, 03:55 PM
You cannot.

Ikeren
2010-05-06, 04:01 PM
In that case, Ikeren attacks the unconscious man and uses a swift action to regain Moment of Perfect Mind


Attack
[roll0]
Damage
[roll1]
2 miss chances, a 1 on either indicates a miss.
[roll2]

term1nally s1ck
2010-05-06, 04:21 PM
...You miss the unconscious body.

Suddenly, you feel an urge to sleep. Will save.

Ikeren
2010-05-06, 04:34 PM
Moment of perfect mind!
[roll0]

term1nally s1ck
2010-05-06, 04:38 PM
You resist the urge.

Ikeren
2010-05-06, 04:42 PM
Ikeren attacks the sleeping man again, regaining Moment of the Perfect Mind


[roll0]
[roll1]
[roll2] --- a 1 constitutes a miss, again

term1nally s1ck
2010-05-06, 04:47 PM
Hold on, you can't use an immediate action and then a swift to recover maneuvers on the next turn!

Your attack kills him, but no recovering.

Anyway, toothy fires a crossbow at you:

[roll0] for [roll1]

term1nally s1ck
2010-05-06, 04:51 PM
[roll0] for [roll1].

Woo crit threat.

Ikeren
2010-05-06, 04:59 PM
Hold on, you can't use an immediate action and then a swift to recover maneuvers on the next turn!
Duh, right.

Move action to where the crossbow bolt was fired from. If a see the creature, I attack it
[roll0] (6+2 from Know Devotion)
[roll1]
[roll2] (a 1 on either roll = a miss)



Ikeren kills the man, then goes into the mist towards where the crossbow bolt came from.

term1nally s1ck
2010-05-06, 05:07 PM
You find him. You splat him.

150XP, and a lot of stuffs.

masterwork studded leather, rapier, light crossbow with 9 bolts, gaudy noble’s outfit, longsword, studded leather.

Ikeren
2010-05-06, 05:16 PM
Ikeren takes everything, goes to room 9, drops stuff, wields guisarm, and opens the door.

term1nally s1ck
2010-05-06, 05:37 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]

Ikeren
2010-05-06, 05:38 PM
Init
[roll0]
Crusader Manouvers
[roll1]
Knowledge Local check
[roll2]

Ikeren
2010-05-06, 05:42 PM
Move to B1, wielding Guisarm, steely Strike. Ikeren kills!


Attack, damage, Punishing Stance damage.
[roll0]
[roll1]
[roll2]

Ikeren
2010-05-06, 05:52 PM
Natural 1!

term1nally s1ck
2010-05-06, 06:02 PM
He smiles, and goes for the kill.

[roll0] for [roll1]
[roll2] for [roll3]
[roll4] for [roll5]

Ikeren
2010-05-07, 12:25 AM
5 foot step towards me?
Are those 3 attacks? In which case, the first hits, and I take 5 damage.
I put the 5 damage into my delayed damage pool. HP 23/23, Delayed Damage 5.

Free action: Drop guisarm
Move action: Draw Greatsword
Crusader manouver; have 1 and 2, need 3, 4, or 5

Standard Action: Attack, regain Steel Wind
[roll1][damage]3d6+7


Ikeren drops his guisarm, draws his greatsword, and hits the creature.

Ikeren
2010-05-07, 12:30 AM
Damage
[roll0]

term1nally s1ck
2010-05-07, 01:17 AM
yes and yes. Also, that was a crit threat, but it hardly matters.

150XP, 2 small short swords, 4 small darts.

Ikeren
2010-05-07, 01:34 AM
Ikeren moves to room 8, drops the sack of loot, wields the guisarm, and opens the door.

term1nally s1ck
2010-05-07, 01:50 AM
Opening the door reveals the following room:
{table]|A_|B_|C_|D_|E_
1|||||
2|||||
3||||| [/table]
There are doors at A3 west and E3 east.
A string of 4 notes hangs in the center of the room.

Ikeren
2010-05-07, 02:10 AM
Ikeren reads any note that is not red or green :smallbiggrin:

term1nally s1ck
2010-05-07, 02:33 AM
Make a spot check, first.

Ikeren
2010-05-07, 02:35 AM
[roll0]
YAY spot!

term1nally s1ck
2010-05-07, 10:20 AM
Huh. You barely make out the notes.

Anyway, A string of notes hangs from the ceiling in the center of the room. In order, they read: “Fools rush in where angels dare not tread”, and “The follies of youth are best left behind”, and “See reverse side for care instructions” and on the reverse side “There is a reward in this room. The next note says where.” and “KABOOM!”

[roll0] damage.

If the last card is read, the ceiling falls away (Reflex DC 15 to avoid falling bricks, [roll1] bludgeoning damage on fail) and a hay-stuffed sack falls to the ground.

Ikeren
2010-05-07, 12:20 PM
Ikeren doesn't even bother avoiding the bricks. He grabs the sack, and searches through it.

Ikeren
2010-05-07, 12:50 PM
Questions about retraining:
Do I have to do the retraining when I level, or when I rest?
Can I retrain flaws? Can I retrain traits?

term1nally s1ck
2010-05-07, 01:45 PM
Yes, but only one thing.

The sack contains a pair of potions.

Ikeren
2010-05-07, 02:40 PM
I retrained Cautious to Aggressive on last level, then.

Room 13 is the only one I haven't done, aside from the chest in room 7, right? And the ambiguous room I couldn't see into?


Ikeren moves to room 13, drops the sack, wielding guisarm, opens the door.

term1nally s1ck
2010-05-07, 02:47 PM
And room 1.

Opening the door reveals the following room:
{table]|A_|B_|C_
1|||
2|||
3||B|
4|||
5|||
[/table]

There is a door at C1 North, which you are standing just outside of.
Large red button on a raised stone table in the center of the room. Button reads “PUSH ME” in large white letters, written in common.

Ikeren
2010-05-07, 02:53 PM
Ikeren lights a torch and then carefully sets it on the ground (the first one has long since gone out).

Then Ikeren takes four flasks of oil, and throws them on the closest four squares near the door.

Then Ikeren draws his bow and shoots arrows at the push me button, trying to trigger it from outside the room.



You can pour a pint of oil on the ground to cover an area 5 feet square, provided that the surface is smooth. If lit, the oil burns for 2 rounds and deals 1d3 points of fire damage to each creature in the area.


This encounter killed me last time. I don't want to give it a chance this time :smallbiggrin:

18 attack rolls (I stop when I succeed) at a bonus of +4
[roll0]

term1nally s1ck
2010-05-07, 04:17 PM
First shot. Nice.

Floor falls out, swarm, etc.

[roll0]

Ikeren
2010-05-07, 05:23 PM
Init
[roll0]

Knowledge check (nature +2?)
[roll1]

Crusader Manouvers
[roll2]

term1nally s1ck
2010-05-07, 05:26 PM
The swarm starts to move towards you, just managing to climb all the way up the wall, and finishes with one square outside the door, covering you:

[roll0] damage, fort save if you take damage, and fort at the start of your turn.

Ikeren
2010-05-07, 05:30 PM
2 fort saves; I put the 2 damage into my delayed damage pool. 1 point of it heals. Current HP: 22/23
[roll0]
[roll1]

Ikeren
2010-05-07, 06:47 PM
I think that means I'm allowed to act.

Move action: Pick up Torch
Standard Action: Use torch to light 4 pints oil now thoroughly covering the swarm. Since the same swarm is Thoroughly covering me, I might imagine that I would take some of this damage?
If you want an attack roll to hit the oil using the torch, Total Bonus: 6+1 (Divine Favour) +1 (Knowledge Devotion) +1 (Furious Counterstrike) +4 Steely Wind = +13
[roll0]
[roll1]


Ikeren uses the torch to light the oil that he spread over the area in front of him that the swarm had to get through.

term1nally s1ck
2010-05-07, 06:54 PM
Yeah, you light the fire.

[roll0] damage to you, and [roll1] to the swarm (only one square).

I'm surprised you didn't try and knowdevotion + furious counterstrike attack it with the torch.

It's gonna retreat, burning from the fire. Only one square though, so it's 5' below the doorway.

Ikeren
2010-05-07, 07:02 PM
I was under the impression it took up more than one square. Also, it is now in another square I covered in oil. Should that oil not ignite?

Either way,
+2 know devotion, +1 from having high ground, +6 base, +1 divine favour, +1 furious counterstrike = +11, -4 for being an improvised weapon.
[roll0]
For
[roll1][roll2]
Damage


Ikeren steps forward and tries to hit the swarm with the torch.

Ikeren
2010-05-07, 07:03 PM
I have no idea why I rolled +10 there. It should be +7, for a total attack of 23, not 26

Ikeren
2010-05-07, 07:06 PM
Am I allowed to mix cleric and Cloistered Cleric?

term1nally s1ck
2010-05-07, 07:06 PM
The entire room's floor dropped away, I thought you were standing just outside.

Either way, hit and kill.

No rewards, though...

Ikeren
2010-05-07, 07:13 PM
Uh, I was under the impression that it was still within my reach. Either way...If not, it can have been a readied action, and eventually it would have come for me.

Ikeren will search the rubble, then moves to the room he hasn't seen past room 13.

So...can a hypothetical future level be Cloistered Cleric///Normal Cleric?

Tanaric
2010-05-07, 07:16 PM
No, you cannot.

(I -really- need to get around to updating the front page with all these frequently asked questions.)

term1nally s1ck
2010-05-07, 07:17 PM
It was, it was 5' down and 5' forwards. Still within a 5' reach.

That's obvious...it's two levels of the same class, just with an ACF.

Ikeren
2010-05-07, 07:19 PM
After searching the room, Ikeren goes to the mysterious room, wielding his guisarm, and drops his getting-full sack of loot, and then opens the door.


K...

I'll also assume that I can not retrain class-gained feats?

term1nally s1ck
2010-05-07, 07:24 PM
There's a red and white painted bullseye on the floor outside the door.

Ikeren
2010-05-07, 07:55 PM
Ignore it and open the door anyways.

term1nally s1ck
2010-05-07, 08:25 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:[roll0]

Ikeren
2010-05-07, 08:32 PM
Init

Knowledge Arcana
[rol]1d20+6
Crusader manouvers
[roll1]

Ikeren
2010-05-07, 08:34 PM
Sorry, knowledge Arcana:
[roll0]

Ikeren
2010-05-07, 08:35 PM
Attack: 6+1 (know devotion)+4 (Steely Strike)
[roll0]
Damage
[roll1]
[roll2]


Ikeren moves in and attack with guisarm from 10 feet.

term1nally s1ck
2010-05-07, 08:44 PM
Miss!

It steps closer, and starts a grapple.

[roll0] touch attack

If hit, [roll1] grapple roll.

Ikeren
2010-05-07, 09:11 PM
Opposed Grapple check
[roll0]

Ikeren
2010-05-07, 09:19 PM
Fast assumption: I do not get an AoO because it has improved grapple?

term1nally s1ck
2010-05-08, 07:53 AM
Correct, sir.

You are grappled. You may:
Attack with a light weapon at a -4 penalty.
Attempt to escape with an opposed grapple check.
Attempt to do damage with an opposed grapple check.

Tanaric
2010-05-08, 10:38 AM
Mind that Mr. Grapple-happy deals automatic unarmed strike on the successful grapple.

term1nally s1ck
2010-05-08, 11:58 AM
[roll0] of it, in fact.

I forgot that bit...%$%^&*)(&^$ing grapple rules...

Ikeren
2010-05-08, 12:57 PM
I put 5 of that damage into the delayed damage pool, 3 into normal.
1 of the normal heals
HP: 21/23, 5 delayed.

I make an opposed grapple check to escape the grapple
[roll0]


Ikeren tries to escape the grapple.

term1nally s1ck
2010-05-08, 03:40 PM
[roll0]

If escaped, He tries to hug you again.

[roll1] vs touch into [roll2] for [roll]d6+2[/roll[

If no escape, same grapple roll and damage roll.

Ikeren
2010-05-08, 04:14 PM
Rawr, that is exactly my touch AC with the retrained aggressive.
Opposed Grapple
[roll0]


Ikeren opposes the grapple...

Ikeren
2010-05-08, 04:23 PM
HP: 17/23, none delayed.
Suck it, Natural 20.

Crusader Manouvers: Round 1, got 1 and 5
Round 2: [roll0]
Round 3: [roll1] (hope I don't get the same value twice)
Total Attack Bonus: 6+1 Know devotion = 7

Free action: Drop Guisarm
Move action: Draw Greatsword
Standard action: Crusader's Strike (move 1)
Attack
[roll2]
Damage
[roll3]
Heals me for
[roll4]



Ikeren draws his greatsword and attacks! Woo.

Ikeren
2010-05-08, 04:32 PM
Manouver roll for round 3 (just occurred)
[roll0]

term1nally s1ck
2010-05-08, 04:42 PM
And the 20-1 balance is restored.

, [roll1], [rolld6+2

term1nally s1ck
2010-05-08, 04:44 PM
[roll0]

CANNOT ROLL DAMAGE. ERROR. ERROR.

OH. OK. FINE THEN.

Ikeren
2010-05-08, 04:48 PM
Current hp: 17/23, 0/5 delayed

Resist grapple or take 3 damage (17/23 with 3/5 delayed)

[roll0]


Resist the grapple...

Ikeren
2010-05-08, 04:51 PM
Take damage and heal 1, (HP 18/23, 3 delayed)

Attempt to break grapple
[roll0]

Regain last manouver (4, douse the flames)



Ikeren attempts to break the grapple...

term1nally s1ck
2010-05-08, 05:02 PM
HUGBOT WANTS TO HUUUG.

[roll0] for [roll1]

I will lol if the hugbot beats you in the very last room. Sorry, but I will.

Ikeren
2010-05-08, 05:06 PM
Oppose that grapple check
[roll0]

Ikeren
2010-05-08, 05:08 PM
Attempt to break the grapple
[roll0]

Crusader manouvers refresh
[roll1]

Ikeren
2010-05-08, 05:11 PM
Current HP for round 4 is...16/23 with 0/5 delayed.

term1nally s1ck
2010-05-08, 05:11 PM
Huuuuuuug....Huuuuuuuuugggggg.

[roll0]

Next turn, regardless, just start at the touch attack if you break it. Unless you kill him.

[roll1] into [roll2] for [roll3]

Ikeren
2010-05-08, 05:15 PM
I break the grapple, and get grappled.

Oppose the grapple or take 4 damage.

[roll0]

Ikeren
2010-05-08, 05:21 PM
Round 5: HP: 17/23, 4/5 delayed Damage.

Screw escaping the grapple. I deal 1d3+5+1d6, he deals 1d6+2.

Opposed grapple check or take damage, I take a -4 penalty to deal non-lethal

Attack (opposed by his grapple)
[roll0]
Lethal damage: [roll1][roll2]



Ikeren gets sick of trying to escape and just punches the construct in the head.

term1nally s1ck
2010-05-08, 05:26 PM
Auto-wins that check.

Hugbot wants to hugggg.

Want to just repeat til we get a kill?

[roll0] for [roll1]
[roll2]
[roll3] for [roll4]
[roll5]
[roll6] for [roll7]
[roll8]
[roll9] for [roll10]
[roll11]
[roll12] for [roll13]
[roll14]
[roll15] for [roll16]
[roll17]
[roll18] for [roll19]
[roll20]
[roll21] for [roll22]

Ikeren
2010-05-08, 05:33 PM
Done
Round 6:


Resist 5 damage, DC 19
[roll0]

Deal damage, DC 13
[roll1]
Damage
[roll2][roll3]

Ikeren
2010-05-08, 05:35 PM
Round 6: HP: 14/23, 0/5 delayed Damage.

Round 7:
Resist 5 damage, DC 21
[roll0]

Round 7: Do not deal Damage

Round 8: Heal 1 point
Resist 7 damage, DC 11
[roll1]

Round 8: Deal Damage, DC 13
[roll2]
[roll3][roll4]

Round 9: Heal 1 point, check.

Ikeren
2010-05-08, 05:36 PM
Stupid Higher modifier.

Round 9: Hp: 9/23, 5/5 delayed.

Tell me if that 12 damage kills it.

term1nally s1ck
2010-05-08, 05:39 PM
it breaks, yeah. 150XP.

Ikeren
2010-05-08, 05:42 PM
The funny thing is, in one level, I'm going to be a grappler...

Ikeren searches the room, retrieving his guisarm, loot sack, and, etc.

Ikeren opens all 3 doors from this room and then explores the rest of the dungeon, the same way he did initially. [(rest of the map please :smallbiggrin:)

term1nally s1ck
2010-05-08, 06:03 PM
Nothing much to say...you find the exit. And the magic mart.

Ikeren
2010-05-08, 06:05 PM
You're going to have to explain this one to me a little...

But while you're doing that, Ikeren goes back to room 7 and opens the chest.

term1nally s1ck
2010-05-08, 06:07 PM
Aaaand opening the chest, you find another spider swarm.

The exit the is exit. It leads to the next floor. Once you take it, you'll reach a rest room, where you can prep spells/do whatever, then head off to floor 2.

term1nally s1ck
2010-05-08, 06:14 PM
[roll0] initiative

Ikeren
2010-05-08, 06:26 PM
And the magic mart, I can buy whatever gear I want from allowed books?
Init
[roll0]

Crusader manouvers
[roll1]

Knowledge: Nature check
[roll2]

Ikeren
2010-05-08, 06:29 PM
[spoiler]
Free action: Drop guisarm
Move action: Grab torch (still lit since last spider encounter, with my sack)
Standard action: Attack with steel wind

TAB: 6+4 steely wind+2 knowledge nature -4 improvised = +8
[roll0]
Damage
[roll1][roll2]
[/spoiler

Ikeren bends down to grab the torch and then springs up, swinging it at the swarm of spiders.

term1nally s1ck
2010-05-08, 06:53 PM
Ack, sorry, should have been a swarm of bats.

Still dies, though.

No XP or lewt, I'm afraid.

EDIT: No, you do get XP from this one. 150XP.

Ikeren
2010-05-08, 06:57 PM
I think I'll take bonus exp over treasure pretty much whenever I can.

So, magic mart = store, I can buy anything at?


Ikeren drags all the corpses and gear to the room he started in, piling the corpses there. Then he proceeds to take 20 searching the entire floor. When he needs to sleep, he stacks the thousands of pounds of corpses and gear at the door, blocking it thoroughly, and ensuring he'll wake up if anything tries to get through. Refreshing buffs in the morning, of course.

Do I find anything interesting...aside from the bullseyes?

term1nally s1ck
2010-05-08, 07:27 PM
Take 20 would probably still be within your persist duration.

You find nothing at all, bar those secret doors I already put on your map.

And the mart you can buy anything at book price, and sell at half book price (except trade goods obv)

Ikeren
2010-05-08, 07:37 PM
Ikeren moves corpses onto every one of the bullseyes and then looks for some sort of secret to have been released.

term1nally s1ck
2010-05-08, 07:53 PM
Nothing happens.

Ikeren
2010-05-08, 07:55 PM
Oh well.

For gear: It is assumed that I can not continued to abuse Crafting :smallbiggrin: ?

term1nally s1ck
2010-05-08, 07:57 PM
Well, actually, the gap inbetween floors is 'as long as you need', so yeah, go for it. Don't want to shaft artificers, after all.

Ikeren
2010-05-08, 08:00 PM
Sweet.

Uh, price on Ripper, Sundark Goggles, and...

Can I sell the potions unidentified at 1/2 price (as per usual)

Are they all 1st level potions?

Ikeren
2010-05-08, 08:04 PM
Price on the gaudy noble’s outfit?

Ikeren
2010-05-08, 08:09 PM
Loot from Floor1:

1 Longsword (15gp)
2 Chain Shirt (200gp)
2 Chainmail (100gp)
1 MW Scimitar (315gp)
1 masterwork studded leather, (175gp)
1rapier (20 gp)
1 light crossbow with 9 bolts (35.9gp)
1 longsword (15 gp)
2 studded leather. (50gp)
2 small short swords (20 gp)
4 small darts (2 gp)

Total: 947.9gp. Sold for 473.95gp.
Coin: 70gp.
From initial: 0.25 gp
Total: 544.2gp.


1 Potion (Cure Something)
A Blue Note
2 Green Notes
1 ripper,
1 sundark goggles,
1 gaudy noble’s outfit
2 misc potions unknown.

term1nally s1ck
2010-05-08, 08:25 PM
Are you selling the unknown items?

An identify costs 100gp, or you can get a Detect X cast for 1gp (pointless, given that you're a cleric with time to spare.)

Oh, and the scimitar AND the studded leather were masterworked. Shoulda made that clear. 2 MW studded leather.

ripper is 55gp, gaudy noble's outfit is half normal noble's outfit, sundark goggles is 10gp.

Ikeren
2010-05-08, 08:30 PM
Alright, +75 gp for the MW studded leather
5 gp for the sundark goggles
27.5 gp for the Ripper.
18.75 gp for the Gaudy Nobles Outfit (unless it counts as a trade good)

Add: 126.25 gp

New total: 670.45 gp.

Ikeren
2010-05-08, 08:31 PM
Attempt to identify all 3 potions using Wieldskill and Spellcraft:

25 Identify a potion. Requires 1 minute. No retry.

Potion 1: [roll0]
Potion 2: [roll1]
Potion 3: [roll2]

term1nally s1ck
2010-05-08, 08:33 PM
Potion 1 is a CMW.

Ikeren
2010-05-08, 08:33 PM
I'll sell all 3 potions.

CMW = 125gp, what are the next 2 worth?

Ikeren
2010-05-08, 08:36 PM
And, double checking. Rules compendium would be considered the most recent rules update, correct? Do you have that book.

Of particular note, Casting a Swift action spell from a Wand is still a swift action (making spells like Swift Haste useful in wands).

if not, I'll have to dig through some material to find the next-most recent source that says it.

term1nally s1ck
2010-05-08, 08:52 PM
Am aware that swift action wands are a swift action to use.

Not sure what you plan to use though...

EDIT: The other two potions sell for 25gp each.

Ikeren
2010-05-08, 09:08 PM
Blade of Blood, players handbook 2.

845.45 gp total...still just below WBL...guess it's cause I screwed up that chest...


150 gp on MW Greatsword
50 GP on a Wand Chamber from Dungeonscape page 32
Wand of Blade of Blood, CL 1, 20 charges, restricted to Cleric/Crusaders with 5 ranks of Knowledge: Arcana = 189gp.


456.45gp remaining. I'll be a bit updating the rest of the gear.

term1nally s1ck
2010-05-08, 09:17 PM
What book are you using for the discount options?

As for the WBL..well, there was the chest, and one major treasure you missed the chance to get. Roughly 500gp worth.

Ikeren
2010-05-08, 09:21 PM
DMG pg 282.


In the Cake-is-a-lie room?

Ikeren
2010-05-08, 09:26 PM
MW Tool for: Balance, Climb, Knowledge Arcana, Knowledge dungeoneering, Knowledge Local, Knowledge Nature, Knowledge Religion, Knowledge The Planes, Spellcraft, Swim, and Tumble.

11 * 25 gp = 275 gp.

MW Breastplate for 75 gp.


456.45gp - 350 gp = 106.45 gp.

Ikeren
2010-05-08, 09:34 PM
MW for Hide, Jump, Spot and Listen, 80 more arrows.

104 gp.

2.45 gp remaining.

Ikeren
2010-05-08, 09:37 PM
Ikeren, ready to go and well rested, heads to the 2nd floor with his Wand of Blade of Blood in his Greatsword's Wand chamber.

term1nally s1ck
2010-05-08, 10:13 PM
Hmm...Ok, I'll let you have that..nothing more recent in MIC as far as I know for that, so...

And the treasure?

MM 127.

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.

Ikeren
2010-05-08, 10:18 PM
I thought I killed and looted the Gith? Or was there one I missed?
What do the vending machines do?


Ikeren wields his greatsword full time now.
He examines the vending machines. Do they require coins?

Ikeren will open the north door and look out it.

term1nally s1ck
2010-05-08, 10:36 PM
Check the 'typical treasure' part.

Most people don't kill them without entering the room. You're the first, actually.

Ikeren
2010-05-08, 10:38 PM
I am still confused.
There was a Gith. Did I kill it?
If yes, Did I loot it?
If no, why didn't I?


Still looking for info on the vending machines. How many are there? What do I see in them? What's to the north?

term1nally s1ck
2010-05-08, 10:45 PM
Gith? Sorry, My bad. Dunno how I did that.

MMIV, not MM. Swear I put a 4...

Ikeren
2010-05-08, 10:56 PM
LOL ****, the squirrels.

I'm too late to run back, and whatever, I got a decent chunk with wieldskill, so I won't complain.


So...more information on what's in the halway to the north, and what the vending machines do?

term1nally s1ck
2010-05-08, 11:04 PM
Haha, you have to take damage from the darkness to get the nugget. You managed to kill them from outside, by flukiness.

The north door reveals a dimly lit corridor flooded with murky water, running to the east and west. To the east, it runs for thirty-five feet before turning south. To the west, it runs for thirty feet before turning south.

Ikeren
2010-05-08, 11:05 PM
What do the vending machines do? Do they have coin slots? Do they have glass? Can I see inside them? How many are there?

term1nally s1ck
2010-05-08, 11:08 PM
Same as the Magic Mart, just one-use only.

Ikeren
2010-05-09, 12:06 AM
Ikeren exits the door to the north and heads to the east (which then turns south).

term1nally s1ck
2010-05-09, 12:13 AM
Can you swim? The water is very deep. You can't see the bottom, or reach it with anything you own.

Ikeren
2010-05-09, 12:21 AM
Wait, seriously?

Ikeren goes and open the other door.

term1nally s1ck
2010-05-09, 12:41 AM
Indeed.

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.

Again, deep water.

Ikeren
2010-05-09, 12:44 AM
Ikeren goes to the Vending machine and gets a spear with his remaining 2 gold pieces. He throws his greatsword on his back beside the guisarm, and then swims to the south (take 10 for 14, get half my move as a full round action, which is 5 feet per round), onto the sandy beach, and up to the door.

If he hasn't been attacked by then, he'll draw his greatsword, prod the door a bunch, and then open it.

term1nally s1ck
2010-05-09, 12:47 AM
You do indeed get attacked, I'm afraid.

It charges out of the murk as you pass the split, and stabs you with a spear.

[roll0] for [roll1]

[roll2]

Ikeren
2010-05-09, 12:49 AM
Wow, didn't see that coming at all.

I delay 5 of the 7 damage. Current HP: 21/23, 5/5 Delayed
Init
[roll0]
Knowledge Devotion...Religion and Arcana +8, Local +6, Nature, Planes, Dungeoneering +4 (tell me which)
[roll1]
Crusader Manouvers
[roll2]



Ikeren is "surprised" in the loosest sense of the word.

Ikeren
2010-05-09, 12:51 AM
Stupid Crusader Manouvers
[roll0]

term1nally s1ck
2010-05-09, 12:51 AM
Buh...Abberation (Aquatic). I think that's either planes or dungeoneering.

EDIT: I have to go memorise a 300+ page mathematical textbook, and then complete 3 sets of past-paper questions on said book. I might not be on for a while (having said that, I am a pro at procrastination, so I'll probably jump on later today (now 7am).)

If you wish to be very nice to a lazy old DM, there's a few more sheets that need checking in the OP of the current NED thread.

Ikeren
2010-05-09, 12:53 AM
Dungoneering, so only +1 attack/damage.
You're up, you won init

term1nally s1ck
2010-05-09, 12:56 AM
Ok, one last post, then I HAVE to go. I'll be shutting my laptop off.

Well, I would, but I need the music.

NO, I'm shutting it off.

Anyway, full-attack.

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

Ikeren
2010-05-09, 12:56 AM
No worries.

I'll do some more checking, yeah. No magic of Incarnum sort of screws that up a bit (since it seems that, Tome of Battle, and DMM:Persist clerics are the 3 sort of "major all day powers.")

Ikeren
2010-05-09, 01:00 AM
I'm going to need to know what that "attached" ability is...is it like the Dire Weasel one?

And does the water have a current, or is it still?

term1nally s1ck
2010-05-09, 01:00 AM
...two more posts.

[roll0] for [roll1]


Attach (Ex): If a [REDACTED] 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 [REDACTED] loses its Dexterity bonus
to AC and has an AC of 14.
An attached [REDACTED] can be struck with a weapon
or grappled itself. To remove an attached [REDACTED]
through grappling, the opponent must achieve a pin
against the [REDACTED].

edit: yeah, I can handle the Incarnum. Just check the sheets without MoI.

Having said that, there's a feat called Shape Soulmeld. If you see that and no other MoI, just tag that they have it, I'll check it does what it should. Pre-req of 13 Con.

Ikeren
2010-05-09, 01:07 AM
And does the water have a current, or is it still? That greatly affects my next action.

term1nally s1ck
2010-05-09, 01:29 AM
Still water.

Ikeren
2010-05-09, 01:35 AM
Round 1 HP: 12/23, 5/5 Delayed

Move action: Draw greatsword with off hand.
Swift action: Use wand of blade of blood, take 5 damage. HP 7/23, 5/5 delayed. Do an extra 3d6 damage.
Free action: Drop greatsword
Standard Action: Steely Strike
Free action: Heal 1 hit point: HP 8/23, 5/5 delayed.
Free action: I sink a little each round I don't make a swim check. Surprise.

Attack: +6, +1 devotion, +1 steely resolve, +4 steely strike, -2 water. TAB: 10
[roll0]
Damage: [roll1][roll2]



Ikeren sinks a bit, draws his greatsword, utters a word, drops his greatsword, puts his hand back on his spear and dives it through the creature that is sucking on him.

Ikeren
2010-05-09, 01:37 AM
Should be 1 damage higher from Steely Resolve. So total damage is 18...hope that kills it, because otherwise, I'm in trouble.