View Full Version : Neverending Dungeon - Shazarus
11-12-2009, 12:59 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 fairly spacious, rectangular 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, four torches are already lit and resting in brackets, one by each of the doors.
There is a door at A-4, another at B-5, another at D-5, and a fourth at F-1.
DM notes:4, 3, 11
11-12-2009, 01:04 AM
Shazarus lets out a silent roar, filled with excitement "Blood, death and glory ahead!" he walks confidently towards the door at F1 and opens it with his pole.
Edit: Ah yeah, he takes the torch at the door to light the dark corridor.
11-12-2009, 01:05 AM
Oho! Someone learned his lesson from the last time, I see. :smallcool:
The door is laced with the wires you found in your past life. They crackle with energy, etc, etc. The door opens, revealing an unlit hallway five feet long, ending in a door.
11-12-2009, 01:10 AM
Shazarus pokes his pole in the short hallway and then shoves his sack in. If he notices a tripwire he will pick up the sack and put it after the wire, not disrupting it. After making sure the hallway is no longer trapped he will shove the sack out of the way a bit and search the door (stepping above the wire if found) taking 20. if concealed wires are found he will disrupt them gently with his pole and open the door.
11-12-2009, 01:11 AM
You find a tripwire right in front of the door. Poking the door does nothing but make noise.
11-12-2009, 01:13 AM
I note that I poke only if I do find concealed wires (after taking 20 on the search) and so I didn't do such a thing. Shazarus shoves the sack aside, being careful not to disrupt the tripwire and opens the door.
11-12-2009, 01:27 AM
Right, right... so no wires, no poking.
Opening the door reveals the following room:|A_|B_|C_|D_|E_|F_|G_
There are three humanoid skeletons in the room, all holding longspears. There is a door at E-5, which you are just outside of, and another at E-1.
11-12-2009, 01:32 AM
How likely is it for Shazarus to assume that trying to slice bone is no good and crushing it is much better?
11-12-2009, 01:33 AM
As likely as it is that you yourself know such a thing. There's no penalty for metagaming here.
11-12-2009, 01:41 AM
Shazarus charges at the skeleton at D4, trying to bash it with his shield, if hitting using an inspiration to add int to damage.
11-12-2009, 01:45 AM
The skeleton crumbles to dust.
The other two move to F-3 and C-4, respectively, and attempt to poke you.
11-12-2009, 01:49 AM
Shazarus manages to stay clear (thank gods, with those damage rolls) and steps towards the F3 skeleton to bash him good.
[roll0] spending inspiration here
[roll1] if hit spending here too
11-12-2009, 01:51 AM
Another skeleton bites the dust.
The last remaining one attempts to poke you again.
And fails miserably.
11-12-2009, 01:55 AM
Stepping towards the last skeleton, Shazarus attempts to bash it good
[roll1] - last inspiration for this encounter
11-12-2009, 01:56 AM
150 xp, and your loot is three longspears.
11-12-2009, 01:57 AM
Er, wait. You had to move through a threatened area to reach him.
Didn't matter anyway. :smalltongue:
11-12-2009, 02:01 AM
I took a 5ft step anyway. If he can strike, then a 5ft step should be enough to reach him..
Shazarus roars "Flawless victory! Yeah!" and collects one longspear.
He collects his pole and wheat and approaches the door at E1. Examining it, if trapped he will poke it. And he opens it.
11-12-2009, 02:06 AM
You had to be in the E or F row to hit the one in the F row, and the other was in the C row. Couldn't have 5-ft stepped to hit him.
You find no traps on the door. Opening it reveals a hall that runs to the north for fifteen feet before turning west.
11-12-2009, 02:08 AM
With his regular routine of pole and wheat, Shazarus continues down the corridor.
11-12-2009, 02:29 AM
You find a tripwire just outside the door.
Gotta run for the night.
11-12-2009, 02:32 AM
I will proceed as noted, passing the wheat above the wire and moving on in the same routine.
Ok sure. We'll continue later. Good night
11-12-2009, 01:51 PM
The corridor continues to the west beyond the range of your torch light.
11-12-2009, 01:55 PM
Shazarus decides against going that way for now, turns back with his stuff and returning to the main room, not forgetting to step above the tripwires. He then pokes the door at D5 and opens it, moving on in the same pole wheat routine.
11-12-2009, 02:12 PM
*whistles* Overload huh?:smallbiggrin:
11-12-2009, 02:21 PM
Thirty-two subscribed threads. :smallsigh: I'll get back to this one in a bit...
11-12-2009, 02:50 PM
*nudge* Sorry to be impatient.. :smallredface:
11-12-2009, 06:21 PM
Opening the door reveals a corridor that runs to the east for fifteen feet before ending in a blank wall.
11-12-2009, 11:47 PM
Heya, I'm back..
Shazarus closes the door and approaches the one at B5, poking and opening it.
11-12-2009, 11:59 PM
Opening the door reveals a hall that runs to the south for twenty feet before turning to the west. There is a door on the east side of the bend.
11-13-2009, 12:02 AM
Pole and wheat routine, Shazarus continues until reaching the door. Search 20, if concealed wires disarmed by gentle poking.
11-13-2009, 12:14 AM
Opening the door reveals the following room:|A_|B_|C_|D_|E_
There is a door at A-3, which you are just outside of, another at A-7, west side, and another at E-5.
There is a humanoid figure at E-1, wearing a chain shirt and holding a longsword. He is standing next to what seems to be a large reptile with bright green scales and a forked tongue that flickers in and out of its gaping maw.
11-13-2009, 12:22 AM
That is new.. I don't recall at the moment but I think you can draw a weapon while moving and still attack. If that is so, Shazarus opens every door holding the shield and torch, ready to drop the torch and start battle. Otherwise, he holds his sword already.
Shazarus looks at the humanoid and speaks "Who are you?" in common and elven if needed.
11-13-2009, 12:26 AM
With a BAB of +1 or higher you can draw a weapon as a free action while moving.
The man shakes his head quickly and makes a gesture for you to leave. The reptile hunches in on itself for a moment, and suddenly a mass of bright red red membranes appear next to jaws, fanned out in a predatory fashion.
If you've seen Jurassic Park, think the little dinosaur that spit blinding poison, but bigger. A lot bigger.
11-13-2009, 12:34 AM
"Ally or enemy, there are no shades here" silently, to himself
if I win initiative or can act right away:
Shazarus dashes towards the reptile and draws his sword, "Sapphire Nightmare Blade!"
[roll2] -2 if concentration failed
[roll4] - if hit then use inspiration
11-13-2009, 12:35 AM
And a couple rolls for my use:[roll2]
11-13-2009, 12:39 AM
If I did start, and totally fail, I use Stance of Clarity against the reptile.
11-13-2009, 12:40 AM
Which square did you move to, exactly?
11-13-2009, 12:41 AM
I guess B3..
11-13-2009, 12:45 AM
Your sword passes through the reptile without halting. A moment later, it winks out of existence.
The man takes a step toward you, and blinding colors cover your vision.
Yeah, it's Color Spray again. Will save.
11-13-2009, 12:48 AM
If I can - Moment of Perfect Mind. If not, normal saving through..
MoPM is with +6. Will saving through is +1 and +3 from inspiration.
11-13-2009, 12:50 AM
Well, you're unconscious for [roll0] rounds, then blind and stunned for [roll1], then stunned for a round. Let's see what happens...
11-13-2009, 12:51 AM
Yeah, you're pretty much screwed. You take the following damage while unconscious and likely have to make some crazy fort saves...
Edit: If you're alive after all that... make some fort saves.
11-13-2009, 12:53 AM
I would be at -1.. But it is death anyway.. Cya with a new character then :smallamused:
11-13-2009, 12:54 AM
You're dead. :smallsigh:
*makes note about Color Spray on monster lists needing review*
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