View Full Version : NeverEnding Dungeon - Dromius Drek (PId6)
NeverEnding DM
2010-05-20, 07:34 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=205592)
Welcome to the dungeon. Have fun!
PS - I think your Reflex save's a point too high. It should have a -2 penalty from your Traits and a +1 bonus from Battle Clarity.
Suspicious about the place, Dromius takes out a long pole from his pack and begins probing the spaces nearby, carefully searching the area for any traps or hostile creatures.
Take out my 10 ft pole and Take 10 for my Search check (for 18), using the pole to search through rows 1 through 4 (start at 1A and going right and then down) as well as adjacent walls and the ceiling if that's reachable. If I don't find anything, I'll step into 1A and Take 20 on a Search check (for 28) through all of the same spaces in the same order. During this time, I'll be making a Spot and Listen check at the beginning and at an interval of every 10 rounds.
Reflex is fixed.
OK. Keep track of how long that takes.
Note that you generally need to be next to a square to search it. Poking is not searching.
Regardless, you find nothing.
~25 minutes has passed.
Dromius walks over to the door, and searches it, in case of any traps waiting for him. If he does not find any, he presses his ear against the door and listens to see what's on the other side.
Take 10 on a Search check on the door. If there's nothing, I'll make a Listen check to see if I hear anything on the other side. If nothing, I check the door to see if it's locked.
You find nothing. It's not locked.
Dromius draws his weapon and carefully open a slit on the door, peering through to see what's on the other side.
It's a sliding door, and quite heavy.
You open it a slit. You see some corridor.
I try to slide the entire door open.
The door slides open. Seems to be made of lead.
You see corridors leading east and south.
The south corridor has a turning going east, and then ends in a T-junction about 30' away.
The east corridor reaches a 4-way junction 10' to your east, then continues beyond the limit of your darkvision.
35' to the east is a door set into the north wall.
I walk down the east corridor, Searching adjacent squares/walls every step I take (take 10). Since it appears to be dark, I'll try to be sneaky, Hiding and Moving Silently as I move (Take 10 if possible). I'll peer down the two branching corridors once I reach there. If there's nothing interesting in them, I'll go to the door and Search/Listen there.
OK. At that rate, you'll be travelling at the rate of 5 feet every few rounds.
You search up to the 4-way intersection and find nothing. However, you can see another door 15' to the south.
I'll continue towards the eastern door and Search/Listen there.
As you move east, the floor crumbles from beneath you! Make a Reflex save.
(This was while still Searching, BTW, just in case the "continue" wasn't clear.)
[roll0]
Yup. You searched the square before stepping onto it.
You jump back in time to avoid the pit trap. Looking into it, it appears to be 5' wide and 20' deep.
I'm going to go towards the door 15ft to the south now, still Searching and Hiding. I'll sheathe my weapon and take out my 10 ft pole, and start probing the floor in front of me before I step into it. I'll also probe the walls/ceiling as well if they're reachable.
The ceiling is 20' high, so you can just about reach it if you use all your reach.
How much of the walls are you probing, and how much weight are you putting on the pole?
I'll push lightly with it at first, then put a bit more force behind it if nothing happens. The walls I'll probe at my height and 5 ft above it. I'll travel adjacent to one wall and check that wall and floor in front (unless the corridor is only 5 ft wide, in which case I'll probe both walls).
Corridor's 5' wide.
You're probing the floor, the walls at 0' height, and the walls at 5' height, but not the higher walls or the ceiling, correct?
I am probing the ceiling. If I can reach higher walls, I'll probe those too. For walls and floor, I'll probe 10 ft in front of me.
OK.
You probe south, and the floor immediately south of you crumbles into another pit trap.
You're feeling pretty good about this, until you probe the ceiling and hear a click.
[roll0]
A fusillade of darts shoots down at you from the ceiling.
Attack 1 vs flat-footed AC: [roll0]
Damage: [roll1]
Attack 2 vs flat-footed AC: [roll2]
Damage: [roll3]
I'm going to drink my Potion of Lesser Vigor and wait a few rounds to recover my hp.
How large is the pit in front of me?
5' wide. You can hop it easily.
I'll use my pole to probe the other side first, as well as the walls there that I can reach. Afterward, I'll Jump over, taking 10 on my Jump. Then, I'll continue as before, though looking more closely up above me (Spot checks).
You hop the pit. You reach the door without further incident.
Search + Listen at the door. If nothing, I'll open the door a crack if possible and see what's on the other side. If nothing interesting there, I'll open it fully.
You search and listen at the door and find nothing.
You open the door a crack and see the following:
{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]
You're outside the A2 door.
[roll0]
Do they show signs that they've seen me?
To be determined.
[roll0]
Tanaric
2010-05-20, 12:53 PM
Saph and other DMs only:As the NED runs mostly off of rules as written, rather than common sense, doors can only be open or closed. D&D has no rules for in between states.
Ah. Tanaric's just reminded me that doors in the NED are always either open or closed, not in between. I guess they've got magnetic locks or something.
So yes, the guy's seen you. His initiative action is to gesture for you to leave. The creature turns to stare silently at you.
I switch to Punishing Stance, drop the pole, draw my weapon, say "Make me," and ready an action to use Sapphire Nightmare Blade on the first one that comes within reach.
The two of them stand there and look at you.
Shout at them threateningly, and maintain the readied action.
They don't seem inclined to move.
Switch back to Martial Spirit stance, then move forward to C2 to blast them both with Color Spray. DC 15 saves.
The beast disappears.
The human blasts you with a Colour Spray right back. Will save, DC 13.
Assuming you survive that, he opens the door next to him.
Wow, walked right into that one.
[roll0]
Okay, what's on the other side of the door? Does he do anything else?
You can see a bullseye painted on the floor, and more corridor. He doesn't do anything else.
Switch back to punishing stance and charge him.
[roll0]
[roll1] + [roll2]
Hit. He's hurt but still up.
He steps out into the corridor and casts Colour Spray again. Will save.
Moment of Perfect Mind: [roll0]
5 ft step to follow him, Sapphire Nightmare Blade.
[roll0]
[roll1]
[roll2]
[roll3]
[roll4]
[roll0]
[roll1]
[roll2]
[roll3]
Fun rolls.
Extra dice aren't multiplied on a crit, btw.
Anyway, it doesn't confirm, but it instakills him anyway.
You gain 150 xp. Loot: Chain shirt, longsword.
Thanks, forgot about that.
I'm changing into the chain shirt and putting the longsword and my old armor into pack (going to medium load, speed going down and armor check going up accordingly).
Afterward, I'll be poking/searching the room the normal way, Searching walls/floors/doors/ceilings and Listening at doors. I'll also tap the ground with the bulls-eye with my 10-ft pole from as far away as possible, then leverage the guy's body onto it and see what happens from as far away as possible.
You spend a while searching the room, but don't find anything.
I open the door at E3 with weapon drawn and see what's on the other side. I also peer down the door at E4 that he opened, Spotting at the ceiling/walls to see if there's anything there.
You see a bullseye on the floor with a bloodstain. Other than that, just more corridors.
Look up, spotting at walls/ceiling for the door at E3. Then prod the walls/floor/ceiling with pole if nothing found, up to the limits of the pole. Then Searching the area taking 10. Finally going forth stepping past the bullseye trying not to touch it if nothing else worth noting.
The walls, floor, and ceiling of the room and corridor are thoroughly prodded. You bypass the bulleye (since it was at the south door, rather than the E3 door) and open the door heading east.
The corridor is short. To the south it bends west and goes past the other entrance to the room you just left. To the north it bends east.
I'll follow it to the north, doing the normal search routine as before and again attempting to remain hidden (Take 10).
OK. You move slowly north then east, poking the walls, floor, ceiling, and everything else in sight.
The corridor goes north 10', east 25', then turns north again. There's a door in the south wall just before the turning. You reach the door without incident.
Search/Listen at the door. If I see/hear nothing, I draw my weapon and open the door.
The doors are heavy lead, so you know it's going to be difficult to hear anything through them.
Search finds nothing.
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 chainmail, as well as a pair of goggles.
Initiative:[roll0]
Does the orc look especially hostile?
Not especially.
But in case you haven't guessed yet, the theme of this dungeon is Everything Trying To Kill You (http://tvtropes.org/pmwiki/pmwiki.php/Main/EverythingTryingToKillYou). Encounters generally end with at least one person dead.
We'll see about that. :smallamused:
I sheathe my weapon (not currently threatening or attacking him) and cast Charm Person on him. DC 15 saves.
Will save: [roll0]
Huh.
Well, he's now Friendly towards you. He stops trying to stab you with his Ripper. Guess you're out of initiative.
Which door am I at?
I ask him what he's doing here, and if he knows what's on the other side of the door.
You're at the north door.
Well, the orc (whose name is Stabsy, as it turns out) tells you that the dungeon's some kind of magical maze that resets at regular intervals. He's been killed multiple times, and each time he's reawakened.
To the south is a long east-west corridor. Stabsy doesn't know of any people living that way.
Stabsy's neighbours are Color Spray Guy, who lives to the west, Burny Bernie, who lives to the north, and That Damn Kobold, who lives to the east.
I thank him, Take 10 Search the door to the south, and open it to see what's on the other side.
It's a very long, straight corridor. It runs east and west beyond the limit of your darkvision.
I close the door behind me and begin going East, searching/prodding along the way.
Remind me what/where you're prodding again?
Ground and walls up to 10 ft away, ceiling if reachable. Walls at 0 ft, 5 ft, and 10 ft. Also Searching ground/walls in squares in front of me as well as making Spot and Listen checks as necessary.
Taking 10 on Search? OK.
You get about 5 feet before your prodding of the ceiling triggers another fusillade of darts trap.
[roll0]
Attacks vs flat-footed AC:
Attack 1: [roll0]
Damage: [roll1]
Attack 2: [roll2]
Damage: [roll3]
Attack 3: [roll4]
Damage: [roll5]
Attack 4: [roll6]
Damage: [roll7]
Crit confirm for the first dart.
Attack 1: [roll0]
Damage: [roll1]
Edit: Huh. Guess you're glad for that extra 1 point of AC! :smallwink:
:smalleek:
Well, that chain shirt sure came in handy. I'm at 5 hp.
I go back inside the room to the orc and ask if he has any potions or something.
He doesn't, unfortunately.
Oh yeah, gain 150 XP for the orc, since you've effectively overcome the encounter.
Okay, I close the door again and go on my way then. Continue the way I was going, but I'll refrain from touching the ceiling now.
After another 15' or so, your probing causes the floor to collapse into a pit trap in front of you. It's the same type as before.
I'll probe the other side of the pit, floor and walls, and then Jump across (Take 10) if I don't find anything. Then continue.
After a few more steps, your probing of the wall sets off another trap, and a waver of searing heat rolls over you.
You take [roll0] nonlethal damage, and make a Fort save, DC 11, or be Fatigued.
[roll0]
I fall unconscious. Anything happen within 2 hours?
Let's see.
[roll0]
[roll1]
You wake up to find, to your relief, that nothing has eaten you while you were unconscious.
You get back to the Staggered state after 1 hour, and recover to normal status in 2 hours.
You're still in the corridor. So far you've travelled approximately 40 feet and found 3 traps.
You can now see the end of the corridor, 45 feet ahead of you. It bends north.
Well, no point in not going forward. I'll continue then, only this time I'll Search (Taking 10) the walls and floor 5 ft in front of me. If I don't find anything, I'll prod them with the pole. If I don't find anything then, I'll go forward.
You find another pit trap, hop it, and continue on until you reach the corner.
The corridor goes north 20', then bends back west.
What are you tapping with the pole at the moment?
Floor, walls at 0 ft, 5 ft, 10 ft. I'll Search the squares before tapping though, and not tapping 10 ft away anymore.
You work your way north to the corner without incident.
You can see the corridor goes 30' west before bending south again. Continue on?
As you poke the upper wall on the left, you trigger another heatstroke trap.
[roll0] nonlethal damage.
[roll0]
[roll1]
[roll2]
[roll3]
[roll4]
[roll5]
[roll6]
[roll7]
[roll8]
You get eaten by a wandering monster while unconscious.
You have died.
New game (Y/N)?
Okay, make that 10 hours unconsciousness.
Well, I'll always remember having had the chance to Color Spray Color Spray Guy first before he Color Sprays me. Time to reroll. :smalltongue:
Well, you've learned some valuable lessons. :smalltongue:
Sticking with the same character, or making a new one?
1. Don't touch the ceiling.
2. Don't touch the walls.
3. Everything's out to kill you. :smalltongue:
I think I'll roll up something a bit more... fun, this time. :smallamused:
1. Don't touch the ceiling.
2. Don't touch the walls.
3. Everything's out to kill you. :smalltongue:
Yep, that pretty much sums it up. :smallbiggrin:
Post the character for checking in the recruitment thread when you're done. We have quite a few DMs for level 1, now, so you should be able to get back in soon enough.
Thanks for DMing Saph!
Now time to get back to the lab...
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