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View Full Version : Neverending Dungeon Duo - Tex Avery + Avery McTexington



term1nally s1ck
2010-05-13, 12:47 PM
You both arrive in a small, 10x10 curtained off area. There are two torches floating magically at head height. The curtains are thick and opaque, and made of an old, musty fabric.

PhoenixRivers
2010-05-13, 01:08 PM
Avery glances over at Tex, after readying his gear and drawing out his guisarme.

"Shall we?"

Adopt Stance: Iron Guard's Glare

theterran
2010-05-13, 01:20 PM
Shift into Iron Guard's Glare.

"Let's Do It"

Tex pulls out his telescoping pole and extends it out to 12ft. and test the floor of the room for pressure plates and tripwires...

term1nally s1ck
2010-05-13, 01:22 PM
Paired Iron Guard's Glare is cheesy. Just so you know. :smallyuk:

The area you're in seems safe. The curtains seem like they could be opened almost anywhere.

PhoenixRivers
2010-05-13, 01:38 PM
Eh, it's only bringing us up to AC 19 and 20. Not like we did it with 26 AC swordsages or anything.

EDIT: See if I can remove the curtains from whatever is holding them up.

term1nally s1ck
2010-05-13, 01:44 PM
They're hung from 20' high, but if you could reach, you think you could unhook them.

theterran
2010-05-13, 01:51 PM
I'll use my telescoping pole to attempt to pull one to the side, to see what's beyond...

(And it's not terribly cheesy...it could have gotten a lot cheesier :smalltongue:)

term1nally s1ck
2010-05-13, 01:54 PM
Oh, I'm not that bothered. Several of the enemies here are still going to be painful to deal with.

The room looks like:
{table]|A_|B_|C_|D_|E_|F_
1||||||
2||||||
3|||t|x||
4|||x|t||
5||||||
6||||||[/table]
There are doors at A4, A6 west, F4, F6 east. The roof is a lot of rafters 20' above you. The x marks the squares you started in, the t marks the torches. Make a spot check.

PhoenixRivers
2010-05-13, 02:01 PM
Spot: [roll0]

I'm going to begin extending my first 12 foot pole.

theterran
2010-05-13, 02:07 PM
[roll0]

Epic Fail!

term1nally s1ck
2010-05-13, 02:09 PM
You notice that the rafters are not the roof of this room. There's a large space above the rafters, though you can't see anything clearly up there.

PhoenixRivers
2010-05-13, 02:11 PM
Attach my second extending pole to the first, extend it halfway. Now I have an 18 foot pole. Use it to unhook the curtains.

term1nally s1ck
2010-05-13, 02:13 PM
The curtains fall to the ground, and make a nice rug.

While you are doing this, what is Tex doing?

theterran
2010-05-13, 02:16 PM
I'll retract my pole and store it away, drawing my Ranseur incase anything is waiting to get us on the otherside of the curtain!

(So that's why you got 2 poles :smallamused:)

term1nally s1ck
2010-05-13, 02:19 PM
Well, nothing from the other side of the curtain comes for you...but a swarm of bats does appear from the rafters above and attack you both.

[roll0] to Tex
[roll1] to Avery.

[roll2] initiative.

EDIT: You're both bleeding, taking 1 damage a turn. You each have to make a DC 11 Fort save or you can only take a move action this turn.

1/2 damage from slashing or piercing weapons, 1d3 damage from a torch wielded as improvised, and full damage from AoE effects.

PhoenixRivers
2010-05-13, 02:20 PM
I'll be then packing up the curtain into my backpack. Should sell for a bit. From there, I'll detach my two poles, retract them, store them, and draw my Guisarme. Hold it in one hand, grab a torch in the other.

Glance over at my companion. "Where to first? Seems we have some doors available."

term1nally s1ck
2010-05-13, 02:28 PM
Oddly, he's surrounded by bats. Wait, so are you. Aaaah.

theterran
2010-05-13, 02:29 PM
"Well..first we've gotta kill the bats!" :smalltongue:

[roll0] (Gah!)

Roll for Maneuvers
[roll1]
[roll2]

Roll Fort
[roll3]

PhoenixRivers
2010-05-13, 02:37 PM
Init: [roll0]

theterran
2010-05-13, 02:47 PM
Don't forget your Fort Save :smallwink:

PhoenixRivers
2010-05-13, 02:49 PM
Fort save: [roll0]

PhoenixRivers
2010-05-13, 02:54 PM
It looks like my best form of damage here is: Charnel touch. I don't think that AC is relevant here, since swarms don't roll to hit.

Drop guisarme.
Swift action: Punishing Stance.

Charnel touch.
Touch attack: [roll0]
If hit: [roll1] + [roll2] (punishing stance)
If threat: [roll3]
If hit: [roll4]

After that, move out of the swarm, to E1. Turn over.

term1nally s1ck
2010-05-13, 04:24 PM
*checks swarm statistics*

Huh. You'd think these things would be immune to that. All it mentions is immunity to single target spells.

Hit, no kill, though many of the bats are dead.

theterran, what square are you in?

theterran
2010-05-13, 05:15 PM
Where ever I was when the bats attacked, I haven't had a chance to move as they have a higher Init.

PhoenixRivers
2010-05-14, 12:06 AM
I moved as if starting in D3, That would put you at C4.

term1nally s1ck
2010-05-14, 12:40 AM
Well, I think they'd chase the one that hurt it, so they follow.

[roll0] v Avery.

Tex can act freely, Avery needs to make a fort save on his turn to take more than a move action.

PhoenixRivers
2010-05-14, 12:49 AM
Immediate action: Divine Spirit.

-1 turn attempt, +6 HP.

theterran
2010-05-14, 06:24 AM
I'll move to where I'm 10ft from the swarm (not exactly sure if they share the square with Avery or not.

Initiate Leading the Attack Maneuver (if hits, Avery gets +4 on his next attack roll against it)

[roll0]
[roll1] / 2

If Crit

[roll2]
[roll3]/2


Roll for next maneuver
[roll4]

term1nally s1ck
2010-05-14, 01:03 PM
It's currently at D1-E2. Where are you?

theterran
2010-05-14, 01:08 PM
I guess that would put me in E4.

PhoenixRivers
2010-05-14, 01:27 PM
That would put it at my turn.

Fort: [roll0]

PhoenixRivers
2010-05-14, 01:29 PM
Charnel Touch: [roll0] +4 more if theterran's attack hit.
If hit: [roll1] + [roll2]
If threat: [roll3] +4 more if theterran's attack hit.
If crit: [roll4]

Move to B2.

term1nally s1ck
2010-05-14, 02:14 PM
You both hit, it dies. 150XP.

As you recover from the fight, and are watching the rafters warily, you notice a chest in C5, at +15' elevation. It seems precariously balanced on one of the rafters.

theterran
2010-05-14, 02:16 PM
"Hey Avery, I could use that healing touch of yours if you don't mind! Then I guess you could knock that chest out of the rafters..."


Tex puts away his weapon and pulls out his pole again...

PhoenixRivers
2010-05-14, 02:17 PM
You both hit, it dies. 150XP.

As you recover from the fight, and are watching the rafters warily, you notice a chest in C5, at +15' elevation. It seems precariously balanced on one of the rafters.

Recover my guisarme.

Provided nobody is beneath it, I'll use my super long extend-a-pole, and push that thing right on off.

PhoenixRivers
2010-05-16, 02:43 AM
Heal both of us to full, using charnel touch, then shift into Iron Guard's Glare again.

term1nally s1ck
2010-05-16, 02:55 AM
The chest falls from the roof. Luckily, it seems to not be that damaged from the fall.

PhoenixRivers
2010-05-16, 02:56 AM
Open it. If it's locked, use my guisarme as a key... A very stabby key.

term1nally s1ck
2010-05-16, 03:20 AM
Not locked.

Inside appears to be a piece of parchment of some kind. It has something written on it.

PhoenixRivers
2010-05-16, 03:21 AM
Read it. What's the harm?

term1nally s1ck
2010-05-16, 03:41 AM
It's a map of this room. It seems to Indicate that there's something under the floor at E2. Looking at E2, it seems that the stone there could be lifted...

PhoenixRivers
2010-05-16, 03:42 AM
Sure, why not?

Lift the floor tile.

term1nally s1ck
2010-05-16, 03:44 AM
Hmm...what square are you in, and where is Tex?

Also, what are your respective fort modifiers?

PhoenixRivers
2010-05-16, 03:50 AM
I'll be at E3. I'll wait for tex to announce his location.

My fort mod is +2.

term1nally s1ck
2010-05-16, 04:08 AM
Actually, you removed the curtains, so location is irrelevant.

As you lift the flagstone, a pair of darts speed out at you both.

[roll0] for [roll1] vs Tex
[roll2] for [roll3] vs Avery

My eyes only:

[roll4] (Avery), [roll5] (Tex)

Hm. Neither of you feel any different if it hit you.

However, you note that the darts are green-feathered and coated with a slightly sticky liquid.

PhoenixRivers
2010-05-16, 04:16 AM
Remove the darts, heal us up via charnel touch. I'll let Tex make the next move.

theterran
2010-05-17, 06:46 AM
Hrmm...

Note to self...ignore any "help" this dungeon might give...

Tex will head for the door at A4, and with his pole, check for any trips wire/pressure plates, etc.

If nothing is found, he'll open the door.

PhoenixRivers
2010-05-17, 07:20 AM
I'll follow behind. Close behind.

term1nally s1ck
2010-05-17, 08:07 AM
You're not going to look at what was under the flagstone? :smalltongue:

theterran
2010-05-17, 08:15 AM
You mean the one that shot darts at us?

Sure, I'll check the flag stone before opening the door...

Lets see if I can get myself good and poisoned..

term1nally s1ck
2010-05-17, 08:41 AM
There's a small bag containing 50gp and two flasks marked 'Antidote'

theterran
2010-05-17, 09:08 AM
Pocket the stuff and head back toward the door at A-4.

term1nally s1ck
2010-05-17, 09:29 AM
This corridor turns left after 25'.

Oh, a warning. I won't be giving you maps, this time. :smallamused:

theterran
2010-05-17, 09:49 AM
This corridor turns left after 25'.

Oh, a warning. I won't be giving you maps, this time. :smallamused:

So the corridor goes west for 25ft before turning south?

term1nally s1ck
2010-05-17, 12:32 PM
Possibly. I won't be giving compass directions unless you have a way to detect north, either. Finding your way around is a challenge here, and not an easy one :smallamused:

theterran
2010-05-17, 01:21 PM
Pheonix, i'm going to need your mad map making skillz here...cause I suck at it...

you might want to take the lead...:smallconfused:

PhoenixRivers
2010-05-17, 01:34 PM
I can use my map skills to map your progress. I want you in front in case of attack.

I can punishing stance + charnel touch to heal you an average of 8hp a round, and my reach weapon will mean that anything that attacks from melee range deals with Iron Guard's glare until there's a reason for me to up my damage.

Based on me being a healing battery, you taking lead isn't a bad thing. Still, I'd kill for 5 ranks in survival right now.

theterran
2010-05-17, 01:55 PM
Alright, I'll continue checking for pressure plates and trip wires with my 12ft telescoping pole.

around the corner to the left as well...

PhoenixRivers
2010-05-17, 02:01 PM
When in doubt, always follow either the left or right wall. It'll not find everything in a dungeon, but it will discover the full border, and you can work inward from there.

term1nally s1ck
2010-05-17, 02:03 PM
Well, just before you reach the end of the corridor, as you prod the square ahead of you, a dart is fired down the turning. [roll0] broken on a 1.

Turning left, you go 10', turn right, go 10', turn right again, and go 30', triggering a pit trap and jumping it on the way, and then you turn right, and the corridor goes 10' before ending in a door, with a turning left in the same square.

PhoenixRivers
2010-05-17, 02:03 PM
"Door first, or passage first?"

Regardless, I'll approach the door, and stand to its side.

term1nally s1ck
2010-05-17, 02:10 PM
The door doesn't bite as you pass it. Nor bark, for that matter.

theterran
2010-05-17, 03:03 PM
Meh...just continue on the passage...we'll come back to the door...

term1nally s1ck
2010-05-17, 03:23 PM
turning left past the door, you go 10' and turn right. There's a door on the left after 10', and a turning left after 30'.

PhoenixRivers
2010-05-17, 03:41 PM
"Door on the left, or more passagework?"

theterran
2010-05-18, 08:38 AM
Let's keep doing passage work...

or do you want a door? :smallwink:

term1nally s1ck
2010-05-18, 08:52 AM
Well, assuming passageway:

as you probe the square 10' from you, a dart fires down from the square on either side of it. You are suddenly very grateful for that extra 2' of reach.

[roll0] darts survive.

turning left at the end, there's a door on the left after 15', and a turning left after 30'.

theterran
2010-05-18, 09:00 AM
Continue down the passage way.

(This has just been one continuous passage way, and no splits of any sorts, just doors, correct?)

term1nally s1ck
2010-05-18, 09:00 AM
Correct.

This changes now, though.

Split to the right after 20', and the corridor turns left after 30'.

theterran
2010-05-18, 01:25 PM
Wee...

Let's go left!

PhoenixRivers
2010-05-18, 01:35 PM
Boo. All the fun stuff in these places is behind doors. All that's in the hallways is doors and traps.

theterran
2010-05-18, 01:53 PM
Fine, the next door I come across...I'll open :smalltongue:

PhoenixRivers
2010-05-18, 02:59 PM
Current Map, as I've plotted it:http://i174.photobucket.com/albums/w85/maharai23/NedDuo.png

term1nally s1ck
2010-05-18, 04:16 PM
door to the left and a turning right after 20'.

PhoenixRivers
2010-05-18, 05:06 PM
Yay! A door! And by the looks of things, it's the same room as the last two doors we passed.

term1nally s1ck
2010-05-18, 05:26 PM
Opening the door reveals the following room:
{table]|A_|B_|C_|D_|E_
1|||||
2|||S||
3|||||
4|||||[/table]
There is a door at E-2, another at B-4, and another at A-3. There is a strange floating thundercloud with a face.
Initiative:[roll0]

PhoenixRivers
2010-05-18, 05:34 PM
Init: [roll0]

theterran
2010-05-18, 09:22 PM
[roll0]

hrmm...

PhoenixRivers
2010-05-19, 12:12 AM
Move: to C4

Maneuver: Steely Strike

Attack: [roll0]
If Hit: [roll1]
If threat: [roll2]
If Crit: [roll3]

term1nally s1ck
2010-05-19, 05:22 AM
Lol..

It counters with a bolt of lightning and a slam.

[roll0] nonlethal electricity damage, fort halves, and [roll1] for [roll2]+[roll3] electricity.

EDIT: Then it dies. 300XP. (to split, so 150 each).

PhoenixRivers
2010-05-19, 05:32 AM
Fort: [roll0]

Regardless, I'll be charnel touching to full HP.

Woo, XP.

term1nally s1ck
2010-05-19, 05:38 AM
Fort passes.

That encounter is somewhat weak for CR 2...Hm...:smallconfused:

PhoenixRivers
2010-05-19, 05:58 AM
Fort passes.

That encounter is somewhat weak for CR 2...Hm...:smallconfused:

My character is well-designed, and able to hit hard.

In addition, it was able to zap me for 9 total damage while flat-footed. 10 if I failed the fort.

That was about 75% of my HP. Had I not had HP recovery, stick a fork in me, I'd nearly be done.

term1nally s1ck
2010-05-19, 06:05 AM
That's true...

Anyway, corridors. You have three directions to choose from, iirc.

theterran
2010-05-19, 06:23 AM
Apparently all I do is walk in front as a meat shield...:smallsigh:

pull out my pole head back out the door we came in (A-3), and keep on going the way we were going


door to the left and a turning right after 20'

PhoenixRivers
2010-05-19, 06:34 AM
Apparently all I do is walk in front as a meat shield...:smallsigh:

pull out my pole head back out the door we came in (A-3), and keep on going the way we were going

We're both power builds. I doubt many fights will last too far past the first action. I got the initiative drop this time. Watch what happens when you get it.

In addition, we've had 2 fights. In the first, you certainly contributed. In addition, you turned up treasure that I'd have skipped.

term1nally s1ck
2010-05-19, 06:43 AM
You turn right, and go 10' before turning right again, then go 15', before pressing the floor ahead causes a bang and a flash of light which blinds you both for 1 round. You open your eyes, and nothing appears to have happened.

Continuing on 25' more, you turn right, go 20', turn left, and see a left turn after 10', and a corridor that extends further than you can see.

As you step into the corridor, a stone wall slides shut over that turning, and a trap-door appears in the ceiling. You can hear some rumbling, as if a very large, heavy object is coming out of the trapdoor.

Spot-check each, please.

theterran
2010-05-19, 06:48 AM
Really...an Indiana Jones moment? :smallsigh:

[roll0]

term1nally s1ck
2010-05-19, 06:51 AM
You note two things. One, there's a massive freaking wheel coming down the chimney in the ceiling. Two, the floor of this corridor is slightly sloped.

Assuming you warn your ally, you both move out of range as the wheel smacks down into the corridor.

It's going to start rolling soon but you both get to act before it picks up any speed.

Oh, and as it hit the ground, a 'Silence' effect just came into play. You can no longer communicate by speech.

theterran
2010-05-19, 06:58 AM
Is it safe to assume it's sloped toward us? :smallsigh:

PhoenixRivers
2010-05-19, 07:07 AM
Spot: [roll0]

theterran
2010-05-19, 07:08 AM
Don't worry, I would have told you what it was long before it hit the ground :smalltongue:

PhoenixRivers
2010-05-19, 07:22 AM
Hm. Do I try to shoulder ram it and hope that it's either an illusion or nonfatal? Or do I run?

theterran
2010-05-19, 07:40 AM
We've already tested all of the squares behind...I'm running :smalltongue:

term1nally s1ck
2010-05-19, 07:42 AM
Correct.

Ok, details. The wheel is approximately 20' high, it scrapes the ceiling as it rolls. It's almost precisely as wide as the corridor.

It's picking up speed, and you suspect it will be travelling at about 30' a round after you act.

EDIT: It's arrived from behind you...you're on unchecked ground atm.

PhoenixRivers
2010-05-19, 07:48 AM
It's goading us forward into a trap.

Move ahead. If I don't make it, say goodbye to Ma & Pa.

Set my shoulder, close my eyes, and wonder why I get into these situations.

theterran
2010-05-19, 08:01 AM
Wait...it came from behind us?

I thought it was coming from in front of us...:smallsigh:

if that's the case, I'll brace with Avery...

term1nally s1ck
2010-05-19, 08:04 AM
...so, you're letting the wheel hit you?

Sigh.

Luckily, the wheel isn't moving too quickly yet, so we'll go with a bull-rush check. If you manage to resist a 20' wheel of stone, I'll be impressed.

[roll0] str check.

I'll give you Aid another, with a bonus +2 for each 5 you exceed 10 by.

PhoenixRivers
2010-05-19, 08:08 AM
Aid Another: [roll0]

Edit: +2 bonus.

We may be seeing how much damage a holy roller does.

term1nally s1ck
2010-05-19, 08:14 AM
I'm expecting you to lose, but how much you lose by is important..

theterran
2010-05-19, 08:32 AM
So do we both roll Aid Another? I'm confused :smallconfused:

theterran
2010-05-19, 08:35 AM
Aid Another? - [roll0]


*crosses fingers*

(edit) Hrmm...almost a 20...:smallannoyed:

PhoenixRivers
2010-05-19, 08:45 AM
No, I aid you. You get a +2 on that 22, which means we only fail by 3. Woot!

term1nally s1ck
2010-05-19, 09:05 AM
Nice roll.

Ok, you both take [roll0] damage from the very big, solid, stone wheel, and get knocked back 5'.

It's slowed, but it still rolling towards you.

PhoenixRivers
2010-05-19, 09:11 AM
Swift: Punishing stance
Punish my team mate: [roll0] + [roll1] healing.

Fall back a few feet, and brace again. Now that it's slowed, it shouldn't have nearly the same bonus.

theterran
2010-05-19, 09:13 AM
You should really "punish" yourself first...I have rageclaws and can go 10 HP longer than you :smalltongue:

Anywho...

Back up and brace with Avery again.


Aid: [roll0] (Epic Fail!)

PhoenixRivers
2010-05-19, 09:16 AM
Str Check: [roll0]

Edit: Double fail. At least I've got my immediate action heals.

theterran
2010-05-19, 09:29 AM
I have those as well there padre :smalltongue:

PhoenixRivers
2010-05-19, 09:31 AM
Oh, I know. I just like looking out for my team mate before taking care of myself.

term1nally s1ck
2010-05-19, 09:47 AM
Well, it doesn't have the same bonus, but it's still pretty big...

[roll0]

term1nally s1ck
2010-05-19, 09:51 AM
Huh. Well...um.

Reflex saves. I *do* hope you pass these..

theterran
2010-05-19, 09:55 AM
:smallsigh:

[roll0]

Prepare for more epic fail!

PhoenixRivers
2010-05-19, 10:10 AM
Reflex: [roll0]

term1nally s1ck
2010-05-19, 10:29 AM
You both take [roll0] damage and get knocked backwards 10', and prone. Luckily, you avoid getting caught under the wheel.

It's picking up more momentum.

term1nally s1ck
2010-05-19, 10:30 AM
Sorry, wrong dice.

[roll0] damage, not 2d6.

theterran
2010-05-19, 10:44 AM
Quick check of surroundings...

I have 60ft Darkvision...can I see anything down the hall? :smallannoyed:

term1nally s1ck
2010-05-19, 11:13 AM
Yes. You can see the end of the hallway at 60'. You can also see two more walls that slid down over something to the lft after 60', and to the right after 60'.

Also, you landed on a tripwire. Make a listen check each.

theterran
2010-05-19, 11:18 AM
[roll0]

So the walls slid down at the end of the hall as well huh? :smallannoyed:

PhoenixRivers
2010-05-19, 04:38 PM
Immediate action on the damage: Turn attempt for 6hp.

[roll0] + [roll1] to myself

Should we be moving now?

PhoenixRivers
2010-05-19, 04:39 PM
Listen: [roll0]

term1nally s1ck
2010-05-19, 04:51 PM
theterran:
You hear a faint, muted buzzing. this is made strange, by the fact that the hallway is currently silenced..

PR:
You hear nothing.

Yeah, it's your turns, you're lying down, and the angry wheel is getting faster..

PhoenixRivers
2010-05-19, 05:29 PM
Getting up and moving 30 feet away. Next round, barring any craziness, I'll be healing my partner, then moving again.

theterran
2010-05-20, 06:26 AM
I'll follow suit with Avery, get up and move 30ft away.

PhoenixRivers
2010-05-20, 06:39 AM
Round 2 will involve healing my partner:

[roll0] + [roll1]

And continuing farther.

theterran
2010-05-20, 07:03 AM
I reckon I'll continue following Avery...

PhoenixRivers
2010-05-20, 07:17 AM
Following Me? o.O

theterran
2010-05-20, 07:20 AM
Following Me? o.O

I know...scary right? :smalleek:

term1nally s1ck
2010-05-20, 08:32 AM
So yeah...you reach the end of the hallway, the giant wheel is bearing down on you, and looks set to grind your heads against a wall. Any ideas?

PhoenixRivers
2010-05-20, 08:35 AM
How tall is the hallway? Does the wheel extend to the top of it?

theterran
2010-05-20, 08:39 AM
20ft and he said it scrapes the ceiling...

If we could put something in front of it to bar its way, or at least slow it down...

I wish I had an AC or something to sacrifice :smallbiggrin:

term1nally s1ck
2010-05-20, 08:57 AM
*ominous rumbling*

PhoenixRivers
2010-05-20, 09:30 AM
The wall at the end of the hallway... Anything unusual about it? No search check, just a cursory scan while I run in terror towards it.

term1nally s1ck
2010-05-20, 09:51 AM
Not a thing. It's a standard, flat wall.

The wall to the left at the end is one of those walls that slid down, as is the one to the right 5' before the end.

PhoenixRivers
2010-05-20, 10:31 AM
Well, we have two options.

1) We can check out those sliding walls.

2) We can hit the deck.

Here's the point I'm trying to make:http://i174.photobucket.com/albums/w85/maharai23/CaseStudy.png

Note that when a round object hits a flat wall, there's a fair amount of space on the bottom, where the wheel can't roll.

term1nally s1ck
2010-05-21, 12:02 PM
So.....what are you guys gonna do?

PhoenixRivers
2010-05-21, 06:45 PM
Try to ram one of the walls that dropped. Str To break: [roll0]

term1nally s1ck
2010-05-21, 06:51 PM
PR: PR Only.
You run straight through the illusion. Move action to go, then you're down to swift and free actions, and the silence is still in effect.

theterran: You watch as your partner runs into a wall, and appears to vanish through it.

PhoenixRivers
2010-05-21, 06:57 PM
@Terminal/DM:I knew it!

Take my guisarme, and swing it through the Illusion once or twice. He may not be able to hear me, but he can see obvious signs of illusions.

term1nally s1ck
2010-05-21, 07:02 PM
Heh. Ok, spoilers down for now.

theterran, you see a weapon waving in and out of the wall, and figure out that it's an illusion. You duck down the new corridor, and watch the giant wheel crash into the wall at the end of the corridor with bone-crunching force, then drop down a second trap-door that opens in the ground for just long enough for the wheel to drop down, and no longer.

The silence effect is lifted, and you can communicate again.

You've gone 100' down this corridor, there's a door to the right 5' from the end, a turning left 10' from the start, and at the end, it turned left, which is where you ended up. This corridor goes 40' before turning left again.

EDIT: Oh, and 100XP. This one (I think) is worth some extra.

theterran
2010-05-22, 05:15 PM
Whelps...I guess this is dead since PR got banned...

term1nally s1ck
2010-05-22, 05:30 PM
Unfortunately so. You can take his character over, if you so wish?