View Full Version : Neverending Dungeon - Drake v 2.0
11-19-2009, 09:18 PM
The air surrounding you fairly hums with the residue of magic, an aftereffect of the spell that brought you to this place. A quick glance reveals that you are in a cramped, 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, a torch is already lit, resting in a bracket by the sole door visible in the room.
There is a door at A-1, west side.
DM notes:2, 1, 9
11-19-2009, 09:43 PM
Drake the Second searches the door (take 10, +11 for 21.) In fact, he'll go ahead and search every square of the room just for the heck of it.
Afterwords, Drake goes ahead and pokes the door from a distance with his 10' pole, just to be on the safe side, then opens it.
11-19-2009, 09:44 PM
You find a web of concealed copper wires on the door.
Poking them causes the usual reaction.
Does Drake 2.0 have darkvision?
11-19-2009, 09:45 PM
Before he leaves the room Drake casts Mage Armor on himself (beguiler slot, 15 AC now), then opens the door and steps into the corridor beyond. Draconic Senses grants darkvision 60' (and blindsense 20', although that probably won't be relevant yet) so he forgoes any light source.
11-19-2009, 09:47 PM
Opening the door reveals a hall that runs to the north for ten feet before turning east, and to the south for forty feet before turning east.
11-19-2009, 09:52 PM
Drake heads north and then east, searching the path as he goes (taking 10 for 21). He'll continue following the corridor, searching for and bypassing any traps he can find, until he either finds a fork, a dead end, or runs into a trap he didn't see.
(Not poking anything yet, if +11 search isn't good enough I'm willing to accept the first trap I run into as a hubris tax.)
11-19-2009, 10:05 PM
You find a tripwire five feet north of the door.
At the bend, you see that the hall continues to the east for thirty feet before turning south. There is a short (five foot) hall ten feet down on the north side, ending in a door.
11-19-2009, 10:09 PM
Drake takes 10 searching the door. If the customary copper wires are there he will deploy Ye Stick of Poking, then listens at the door (take 10 for Listen of 17.)
11-19-2009, 10:09 PM
Which languages does Drake speak?
11-19-2009, 10:11 PM
Common, Draconic, Dwarvish.
11-19-2009, 10:14 PM
You hear muffled speech in a language you don't understand.
11-19-2009, 10:14 PM
Since apparently the search didn't find anything, Drake goes ahead and opens the door.
[roll0] if needed
11-19-2009, 10:19 PM
Opening the door reveals the following room:|A_|B_|C_|D_|E_|F_|G_
There is a door at B-7 which you are standing just outside of, another at A-5, and a third at G-4.
There are three elves in the room. Two (2,3) are holding longswords, while the third (1) is holding a longbow. All are wearing studded leather armor, with bucklers strapped to an arm. Roll initiative.
11-19-2009, 10:21 PM
Here's hoping this goes better than my first roll. Those three rolls are like... just random rolls that have nothing to do with enemy initiative, right? [roll0]
11-19-2009, 10:22 PM
Oh god. Calling it now: double natural 20 with longbow.
11-19-2009, 10:24 PM
Elf 1 pegs you with an arrow - [roll0] vs flatfooted for [roll1]
Elf 3 moves to C-7 and attempts to prove Elven supremacy, slashing you for [roll2] vs flatfooted. Damage: [roll3]
Elf 2 moves to A-7 and does the exact same thing, because I'm tired and can't thing of anything special to say about it. [roll4] [roll5]
11-19-2009, 10:35 PM
That's 3 hits for 15 damage. Drake's down to 3 HP.
On the bright side, this probably means I won't have to worry about dying to Color Spray again!
Drake takes a 5' step back and casts Obscuring Mist. Bear in mind he has blindsense 20' (at least for the next three seconds or so.)
11-19-2009, 10:37 PM
An arrow flies into the square where the archer saw you last, though he's firing blind due to the mist.
[roll0] vs flatfooted, for [roll1]
Misschance: [roll2] Miss low.
Edit: Right, blindsense. You know that the other two elves are in the same squares as they were before.
11-19-2009, 10:43 PM
Drake takes a 5' step west (this should put him in the north corner of the first hallway he stepped into, right?), pulls out a potion of lesser vigor and chugs it.
11-19-2009, 10:44 PM
Correct. You hear the door slide shut.
11-19-2009, 10:50 PM
Drake sits in the corner for 6 rounds taking full defense. Assuming the elves don't come out and jump him, he'll spend the 7th round casting Shield (AC 19, 17 flat-footed) and moving back up to the door.
11-19-2009, 10:52 PM
Nothing stops you.
11-19-2009, 10:54 PM
Open the door again (obscuring mist should still be in effect). Is this still considered one running combat, or are we doing initiative & flat-footedness again?
11-19-2009, 10:56 PM
The encounter is still going for the purposes of the initiative count.
Your blindsense doesn't reveal anything.
11-19-2009, 11:04 PM
Opening the door was a move action, so Drake will take a 5 foot step to B7 and take total defense (23 AC, but still 17 flat-footed.) If I'm counting right Obscuring Mist wears off at the end of this round.
11-19-2009, 11:14 PM
It wears off right before the start of your next round.
Which is when you get pegged by three arrows, one from each of the elves holding readied actions on the far side of the room, at A-B-C-1.
[roll3] [roll4] [roll5]
11-19-2009, 11:20 PM
Well, that was nice of them to line up! Drake moves to A-4 and burns a level 1 sorcerer slot to use Draconic Breath, spraying a 30' cone of fire on the elves. DC 13 Reflex for half.
11-19-2009, 11:23 PM
11-19-2009, 11:24 PM
C-1 goes down. The other two remain standing, but look weak.
They each pop off another arrow at you, then fall over unconscious.
11-19-2009, 11:27 PM
No hits due to shield, so Drake's safe and will coup de grace the dying elves then commence looting. While he's at it, Drake also does a take 10 search on the other two doors.
11-19-2009, 11:30 PM
150 xp and three sets of the following: studded leather armor, longbow, longsword, buckler, along with 55 arrows, 40 gp and 20 sp.
Nothing of note on the doors.
11-19-2009, 11:33 PM
Drake pockets the coins and goes to open the door at A-5 and takes a look outside. If there's nothing prompting immediate action (i.e. more enemies), he'll go open G-4 and take a look out that door too.
11-20-2009, 01:56 PM
Opening the A-5 door reveals a hall running to the north and south. To the south, it runs for ten feet before ending in a blank wall. To the north, it runs for forty feet before turning east. Thirty feet to the north, it splits east.
Opening the G-4 door reveals a hall that runs to the north and south. To the south, it runs for fifteen feet before turning east. There is a door on the south face of the bend. To the north, it runs for twenty-five feet before turning west.
11-20-2009, 02:12 PM
(Drake continues to use a standard hallway-travel procedure of take 10 for a search of 21, sticking with visual searching for now)
Drake exits through the west door and heads to the dead end, taking 20 to search it (31) and poking all walls if nothing turns up.
Assuming everything's normal and solid:
Drake will head back through the room to the east side and go search and listen (17) at the door in the south bend.
11-20-2009, 04:08 PM
The wall is just a normal wall as far as you can tell.
You don't hear anything special, but you do see a tripwire outside the door.
11-20-2009, 04:10 PM
Drake hesitates, considering what happened the last time he opened a door unprepared. But screw it! Drake throws open the door.
and if needed [roll1]
11-20-2009, 04:14 PM
Opening the door reveals the following room:|A_|B_|C_|D_
There is a door at A-1, north side, which you are standing just outside of, and another at D-1, east side. There is a man, seemingly human except for his glowing blue eyes, seated in C-3 behind a table in B-2/C-2. He is wearing dark red robes that appear to be made of silk, and there is a worked silver and gold diadem atop his head. He looks up from a roll of parchment on his desk when you open the door, raising an eyebrow.
Boy, this looks familiar.
11-20-2009, 04:15 PM
He pops you with a spell before you can react, and you take [roll0] force damage, and have a -4 penalty to strength until further notice.
11-20-2009, 04:21 PM
"Hey!" Drake burns another sorcerer slot for a breath attack: [roll0], DC 13 Reflex for half. If that fails to drop the spellcaster Drake moves to B-1 and tries to hop up to C-2 ([roll1].)
(Clearly I should've saved Yakkety Sax for Drake II, it would be extremely apropos given his rolls.)
11-20-2009, 04:25 PM
It doesn't drop him, and you smash your chin into the desk.
He responds by casting another spell, which creates a loud snap right next to your ear, dealing 1 sonic damage. Will save.
11-20-2009, 04:29 PM
Will save: [roll0]
11-20-2009, 04:31 PM
You're deafened for one round.
11-20-2009, 04:38 PM
"OW. SCREW YOU, THAT HURTS." Drake burns a level 1 beguiler slot for another draconic breath. [roll0], DC 13 again. He also circles around to B-3 just in case.
11-20-2009, 04:38 PM
He passes out regardless of his save.
11-20-2009, 04:42 PM
Drake takes out his morningstar and pulps the guy's skull for good measure (after removing the diadem, of course), then takes 10 searching the corpse and the east door.
11-20-2009, 04:44 PM
The robe and some crumpled parchment is all you find.
11-20-2009, 04:47 PM
Drake gives the desk the once-over too and takes a look inside any unlocked drawers he can find while waiting for the strength penalty to wear off.
Once it's gone, he'll open the east door and take a look outside.
11-20-2009, 04:50 PM
Four pieces of parchment, twelve inkpens, two jars of ink.
Opening the door reveals a north-south hall. To the north, it runs for five feet before turning east. To the south, it runs for five feet before turning east.
11-20-2009, 04:53 PM
This kind of looks like a cul-de-sac, so Drake will take a look up both bends.
(Incidentally, the previous room was described as being a door in the south wall of a bend heading east. How far did the tunnel extend down the bend?)
11-20-2009, 04:55 PM
It's on the south face of the bend. I.e., right in the corner where it turns.
The north hall turns out to run east for thirty feet before teeing to the north and south.
The south hall turns out to run ten feet before turning south.
Edit: Misread that. One moment.
The hall that had the door leading to this room ran east for another ten feet from the door before turning north.
11-20-2009, 05:00 PM
From the door he just left, Drake will take the north branch and search his way eastward to the T intersection, then turn north there too and continue down the corridor that way.
11-20-2009, 06:19 PM
At the intersection, the hall runs north for fifty feet before turning east, and south further than you can see. To the south, the hall splits west after twenty feet, and east after thirty.
11-20-2009, 06:25 PM
Drake follows the tunnel all the way north and east, still searching.
11-20-2009, 06:44 PM
You find another tripwire halfway up the hall.
At the bend, the hall continues east for fifty feet before turning south.
11-20-2009, 06:52 PM
"Follow that corridor!" Drake shouts for no particular reason. Then he does exactly that.
(Keep going until Drake reaches a dead end, intersection, or gets nailed by something that 21 search didn't find.)
11-20-2009, 06:55 PM
Drake charges east, then south for twenty feet, then east for ten feet, then south for twenty feet, then west for ten feet, then north for ten feet, whereupon he sees a hall that runs to the west for twenty feet before turning south. There is a door on the north face of the bend.
You stepped over some more tripwires on the way, by the by.
11-20-2009, 06:57 PM
Drake listens at the door (take 10 for 17 again.)
11-20-2009, 07:33 PM
You don't hear anything.
11-20-2009, 07:34 PM
Drake skips that door for now and heads southwards, again searching down the corridor wherever it goes until he comes to a junction or dead end.
11-20-2009, 07:53 PM
The hall continues south for ten feet before turning east. You notice that the wall on the west face of the bend seems odd.
11-20-2009, 07:56 PM
You mean the west face of the bend at the south end?
At any rate, Drake investigates the new bend to the east to see how far it goes, then uses Ye Stick of Poking to give the funny-looking wall a serious tapping.
11-20-2009, 07:59 PM
Sorry, yes. Ten feet east before turning south again.
The wall crumbles at your touch, revealing the following room:|A_|B_|C_|D_
There is a "door" at D-2, and a very ornate chest replete with gilded, platinum-filligreed, gem-studded locks at A-6.
11-20-2009, 08:04 PM
"Very unsuspicious!" Drake leans in close and searches the hell out of the first square (D-2), taking 20 for a search of 31. If everything looks safe, he'll poke it just to be sure before moving in. He'll continue searching in this manner in a straight line southwest (towards A-5) until he finds something dangerous.
11-20-2009, 08:05 PM
There's a tripwire in the first square you searched.
11-20-2009, 08:09 PM
Drake steps over the tripwire. Assuming he doesn't set something else off in doing so, he resumes his search towards the chest.
11-20-2009, 08:09 PM
You find a tripwire in every square you mentioned.
11-20-2009, 08:13 PM
Still ignoring the tripwires, Drake proceeds to look over the chest itself (take 20 again.)
11-20-2009, 08:13 PM
Looks normal, if excessively fancy for the surroundings.
11-20-2009, 08:15 PM
"Hmm. This feels strangely familiar for no logical reason at all!" Drake remarks. He takes a moment to do a quick scan of all the surrounding squares he hasn't searched yet (just take 10 on each for 21, see if that finds anything.)
11-20-2009, 08:16 PM
Tripwires. Lots of them.
11-20-2009, 08:20 PM
Drake will try searching the rest of the room to see if there are any differences visible. Taking 10, not enough time to take 20 everywhere.
11-20-2009, 08:22 PM
The only difference you see is that there's no tripwire in D-6.
11-20-2009, 08:24 PM
Hmm, I think I see where this might be going. Take 20 searching D-6, then.
11-20-2009, 08:25 PM
Nothing that you didn't see before.
11-20-2009, 08:26 PM
"Hmm, now I'm curious." Drake retrieves a sack and tries draping it on top of the chest.
11-20-2009, 08:30 PM
It disappears with an audible pop as soon as the sack touches it.
11-20-2009, 08:37 PM
Did the sack stay behind?
11-20-2009, 08:38 PM
11-20-2009, 08:41 PM
Aw, I was hoping that would work. But there's only one other point of interest in this room, so...
Drake picks up the sack and lobs it into D-6.
11-20-2009, 08:47 PM
It comes to rest over a chest-shaped invisible object.
11-20-2009, 08:48 PM
"That was easier than I thought. I figured the chest had teleported to another room, behind another secret door or something. I mean, hypothetically. In an alternate dimension of some kind. Because this is clearly the first time I have ever encountered a tripwire-filled room with an ornate vanishing chest."
Drake feels around at around lid-ish height and tries to open the chest-shaped object.
11-20-2009, 09:23 PM
You couldn't say for sure, but the absence of locks on this chest leads you to believe it's not the same one that just disappeared.
Opening the chest reveals a single potion nestled in amongst 25 pp and 1,280 sp.
Mind the coin weight if you go lugging it around. :smallwink:
11-20-2009, 09:28 PM
I kind of figured the lock was just for show. Who needs a lock on their magic vanishing chest, really?
Spellcraft on the potion to try to ID it: [roll0]. If that doesn't work, cast a beguiler Detect Magic and at least see what school it's in.
11-20-2009, 09:28 PM
One aura, faint, illusion.
11-20-2009, 09:31 PM
Okay, Drake bags up the loose coins in the sack he has handy (carried in hand for easy ditching) and stows the mystery potion in his backpack, then heads back out to the corridor. There was a hallway going a short ways east then turning south, so he'll follow that a bit.
11-20-2009, 09:41 PM
East ten feet, south ten feet, east twenty feet, south thirty feet, west ten feet before turning south, door on north side of bend.
I'm not even bothering to check notes for tripwires anymore, unless you have an objection?
11-20-2009, 09:44 PM
Not really. If I ever feel like playing with the tripwires I figure I can just ask then.
Drake takes a look at what's south of the bend and listens at the door (take 10 for 17 as usual.)
11-20-2009, 09:45 PM
The hall runs south for forty feet before ending in a door.
You don't hear anything.
11-20-2009, 09:46 PM
Drake will check out the tunnel to the south and listen at that door too, then.
11-20-2009, 09:47 PM
You hear some soft murmurs in what you think is Draconic, though you can't make out the exact speech.
11-20-2009, 09:51 PM
Drake decides to take the better part of valor and turns around. He heads all the way back to the big room where the elves were and goes through the west door, then follows that hallway north to the next bend (he should pass a branch heading eastward on the way.)
11-20-2009, 09:53 PM
You did indeed pass a branch. It goes east for ten feet before turning north.
At the bend, the hall runs east for twenty feet before turning south. Ten feet down, the hall splits south.
11-20-2009, 09:55 PM
"Hrm, I think I see where this is going..."
Drake decides to check out the bend at the end of the hall, but he's probably not going to be interested in what's in that direction, so after taking a look he heads back to the hallway by the starting room and heads all the way to the south end.
11-20-2009, 10:02 PM
It goes south for ten feet before turning east.
Next up on your list, the hall continues east for forty feet before turning south. There is a door on the north side of the hall after twenty feet.
11-20-2009, 10:04 PM
Drake listens at the door before checking out what's beyond the bend to the south. (If nothing noteworthy can be heard, go ahead and keep following the tunnel past the bend.)
11-20-2009, 10:05 PM
You hear chittering.
11-20-2009, 10:09 PM
"I should probably be conserving my resources, but this I gotta see!"
Drake takes the precaution of chugging his other potion of lessor vigor and waiting seven rounds, so his HP is mostly full. Then he opens the door.
11-20-2009, 10:20 PM
Opening the door reveals the following room:|A_|B_|C_
There is a door at C-5, south side, which you are standing just outside of. There are three black-furred, red-eyed squirrels on the back wall, two (A, C) at +5 elevation, while the other (B) is at +10.
11-20-2009, 10:23 PM
Er... I already did, since I kind of figured this would be happening, but if you want to give me a reroll... [roll0]
11-20-2009, 10:24 PM
Oops, no, I don't want to give you a reroll. That's what I get for copy/paste.
11-20-2009, 10:25 PM
The room becomes blanketed in shadows that your darkvision doesn't pierce, and the squirrels (with the exception of the one in the A row) disappear from your vision.
11-20-2009, 10:25 PM
Are any of them detectable with blindsense?
11-20-2009, 10:27 PM
Not from your current position, no.
11-20-2009, 10:31 PM
Okay, Drake moves to C-4 and (barring any nasty interruptions) burns his last sorcerer slot for a cone of fire directed at the northwest corner, which should cover the north wall.
"Hey, I can take Draconic Breath for damage-dealing and crowd control, 2d6 is like 7+ damage on average which is plenty for CR 1ish mobs"... sigh.
11-20-2009, 10:33 PM
How high are you aiming?
Edit: Also, make two fort saves.
11-20-2009, 10:36 PM
Dang, that is a... good question. Is blindsense picking any of them up yet?
11-20-2009, 10:37 PM
Original locations, near as you can tell.
Two fort saves, if you please.
11-20-2009, 10:38 PM
Aiming 5' up, then.
(hey, I broke double digits on a saving throw! wow.)
11-20-2009, 10:39 PM
You take [roll0] damage, and 2 strength damage.
Two burnt forms fall off the walls, and you feel the urge to make another fort save. Because it's so tempting and all.
11-20-2009, 10:41 PM
Drake was at 9 HP coming out of the azurin fight, and has had 8 rounds of fast healing now, so that puts him at... 11 for now.
11-20-2009, 10:43 PM
Nothing happens. Blindsense says the squirrel moved up out of your range of sense.
11-20-2009, 10:45 PM
Hmm. Drake will retreat to just outside the door. Does the darkness extend into the hallway?
11-20-2009, 10:49 PM
11-20-2009, 10:55 PM
Okay, Drake steps five feet to the side along the hallway and pulls out his two vials of acid, then sits and defends for up to three more rounds for his lesser vigor to finish up (14 HP), if he's uninterrupted.
(Oh yeah, I guess he'd better drop the bag o coins too, if he's going to hold both vials.)
11-20-2009, 10:57 PM
11-20-2009, 10:59 PM
Okay, with the vials in hand Drake walks back towards C-1, stopping if he picks anything up with blindsense.
11-20-2009, 11:00 PM
Entering the room requires you to make two more fort saves, first.
Once you get to C-1, if you continue:Another fort save! Yay! :smalltongue:
11-20-2009, 11:02 PM
Drake disapproves of CR 1-ish monsters that spam multiple Fort saves per round at will. :smallannoyed:
11-20-2009, 11:04 PM
Technically it's one fort save for each time they used the ability, and you're subject to it again if you leave and re-enter the area.
That's another [roll0] damage and 1 strength damage on the second save.
11-20-2009, 11:05 PM
So what's the extra one for making it to C-1? (Which Drake will be doing, unless blindsense picks something up first.)
11-20-2009, 11:07 PM
Another use of the ability, of course. :smallbiggrin:
Your blindsense was 20 ft range?
11-20-2009, 11:08 PM
If he's getting extra uses of the ability from me walking around on my turn this fails to make me any happier.
11-20-2009, 11:08 PM
He's in B-1, +20 elevation.
11-20-2009, 11:12 PM
Drake uses his standard action to throw an acid vial at the bugger. There is no possibility this tactic could backfire!, he thinks to himself.
[roll1], <50% misses
Wait, forgot the increment is 10' rather than 20'. Technically that's a 9, but I'm guessing it wouldn't have hit anyhow.
11-20-2009, 11:15 PM
The squirrel disappears from its spot at +20, and your blindsense tells you that it's in the square next to you, though you can't see it.
11-20-2009, 11:15 PM
Any attacks from the squirrel? (i.e. how many dozen fort saves do I roll now?)
11-20-2009, 11:16 PM
None, no new fort saves.
11-20-2009, 11:21 PM
Using acid vials is probably marginally less of a good idea against an adjacent opponent, so Drake stows the acid vial and casts Acid Splash instead.
[roll1], <50% misses
11-20-2009, 11:32 PM
You become aware of the squirrel as it appears in your square, biting you and catching you flatfooted. [roll0]
If it hits, take 1 damage.
11-20-2009, 11:36 PM
Flat-footed AC is 13, so safe for now.
Full attack on the squirrel:
[roll0], [roll1], [roll2]
[roll3], [roll4], [roll5]
11-20-2009, 11:39 PM
Your second claw catches the squirrel and takes it down to negatives.
11-20-2009, 11:41 PM
Drake takes sadistic pleasure coup de gracing the squirrels with his bare claws.
When he's settled his sociopathy he decides to leave the dark room for the time being, and heads back out to the corridor to explore down the hallway south of the next bend.
11-20-2009, 11:42 PM
150 xp, and you find what looks to be a marble-sized orb of solid shadows in a corner of the room before you leave.
11-20-2009, 11:47 PM
Drake pockets the orb, but he still plans on exploring the south bend of the hall.
oh yeah those were totally CR 1/2, way to go WotC
11-20-2009, 11:48 PM
They have 2hp. Now get your nose out of the monster manual before I smite you with nonstandard things. :smalltongue:
The south hall continues for ten feet before teeing to the east and west.
11-20-2009, 11:50 PM
Drake checks out the tee intersection. If nothing of interest is immediately visible he'll search the way west.
Don't have whatever book those jerks are in, I'm just extrapolating from the experience rewards.
11-20-2009, 11:52 PM
Every encounter on this floor is 150 xp, regardless of actual CR total.
To the west, the hall runs for forty feet before turning south. There is a door on the south side after thirty feet.
To the east, the hall runs for fifty feet before turning north.
11-20-2009, 11:55 PM
Drake searches and listens at the door, but skips it for now regardless. He follows the hallway around the west bend and continues until he finds anything new.
11-20-2009, 11:58 PM
The hall continues south for thirty feet before turning east. It then continues beyond the range of your darkvision. It splits north after forty feet.
11-21-2009, 12:00 AM
Drake takes a look up the split to the north, then continues on all the way down to the east.
11-21-2009, 12:24 AM
It runs north for ten feet before turning east.
The hall continues east for forty feet past the split before turning north.
11-21-2009, 12:27 AM
At the junction Drake will go north and take a quick look down the eastern path, then he goes back to the main hall and heads all the way east to the bend.
11-21-2009, 12:28 AM
It goes east for twenty feet before turning north.
It goes north for twenty feet before turning west.
In that order.
11-21-2009, 12:30 AM
This is looking suspiciously like a loop, but at the far east bend Drake will go ahead and head north and around to the west.
11-21-2009, 12:31 AM
You find a pressure plate in the corner before you turn the bend.
11-21-2009, 12:33 AM
Scratch that, then. Drake heads back to the T-junction and heads up north, east, and north again to see what's around the next bend that way.
11-21-2009, 12:35 AM
A hall that runs to the same corner you just left.
11-21-2009, 12:37 AM
"Yyyyyup. Let's see... where haven't I been?" Other than all the rooms because I am a wuss.
Drake traces his way back to the giant north/south hall a little bit east of the creepy azurin office, and heads all the way down the south path, checking the branches as he passes them.
11-21-2009, 12:41 AM
The western branch goes for twenty feet before turning north. There is a door on the south side of the bend.
The eastern branch goes for twenty feet before turning north.
The entire hall runs south for seventy feet from the point where you come out, ending with you on the far eastern side of the T south of the squirrel room.
Good enough to be coherent?
11-21-2009, 12:44 AM
Quite good, thank you.
At the eastern branch Drake heads east and north and generally just follows that path wherever it goes.
11-21-2009, 12:51 AM
North for ten feet, east for ten feet, south for fifty before turning west. There's a door on the east face, five feet down.
11-21-2009, 12:54 AM
Listen at the door, but otherwise skip it for now. Go all the way south and west and keep following.
11-21-2009, 12:56 AM
West ten feet, north thirty, west ten, south forty before turning east, with a door on the south face of the bend.
11-21-2009, 12:57 AM
No noise at the previous door?
Again, take 10 listen at the new door, but continue following the path to the east.
11-21-2009, 12:59 AM
No, and no again. Things don't generally try to attract notice in a lethal dungeon.
It goes east for twenty-five feet before ending in a door. It splits south after ten feet.
11-21-2009, 01:01 AM
Head down the south branch to wherever it leads.
(Don't worry, I'll move on to opening rooms and letting you kill me again soon...)
11-21-2009, 01:03 AM
Vending machines! Exits! Yay!
Now buy something and go back to dying please. :smallbiggrin:
11-21-2009, 01:10 AM
Huzzah! I'm not sure how these work... identification is 1 gold each, right? Assuming that's correct, Drake will ID the mystery potion and the diadem, and sell the diadem off if it's non-magical.
11-21-2009, 01:11 AM
The diadem is nonmagical, and sells for 50 gp.
The potion is Invisibility.
That'll be 2 gp.
11-21-2009, 01:18 AM
"Hrm... I'm going to need more loot."
Drake's got 25 platinum and 1280 silver from the chest, in addition to 20 loose gold he started with and 50 gold from the diadem (less 2 for identification costs.) He buys a potion of lesser restoration, a potion of lesser vigor, and two scrolls of shield, which should all come to 400 gold and leave him with 46g left if there are no additional surcharges.
11-21-2009, 01:22 AM
Why not buy a paladin version and save some cash, though?
11-21-2009, 01:28 AM
Oooh, didn't realize that spell list shenanigans were legitimate. Okay, make that a paladins' potion of lesser restoration--that saves 200g, right?
Regardless, Drake drinks it to cure some of his strength damage [roll0], then heads back to the last intersection and goes west to the door at the bend. He'll use a scroll of Shield, then open the door.
11-21-2009, 01:33 AM
Paladin lesser resto potions aren't shenanigans. Trying to pull a stunt with master specialist touch range personal spells will cause the floor to fall out and the ceiling to come crashing down shortly after, though.
Opening the door reveals the following room:|A_|B_
There is a single warforged inside, his body gleaming with adamantium plates. He holds no weapon.
There's a door at B-1, north side.
11-21-2009, 01:35 AM
My last gaming group found them shenanigan-worthy enough :smallfrown:
11-21-2009, 01:49 AM
Oh! I thought that you got a 15. Doh.
The warforged charges and attempts to grapple you.
[roll0] vs flatfooted touch.
If successful, opposed grapple: [roll1]
Edit: That should be a +5 on the touch attack.
11-21-2009, 01:53 AM
hahahahahahahahahahahaha Drake doesn't roll 15s
Touch attack hits, so [roll0]
11-21-2009, 01:57 AM
Take [roll0] nonlethal damage. And you're now grappling, obviously.
Edit: Somehow I remembered to include IUS bonuses, but forgot about it changing to lethal? I r smart.
11-21-2009, 02:01 AM
Drake attempts to escape the grapple: [roll0]
I should probably just stop bothering with roll tags and just insert a 1 for all rolls
11-21-2009, 02:02 AM
Opposed grapple again: [roll0]
11-21-2009, 02:03 AM
Oh, right. Damage as he smushes the life out of the tiny little dragon man: [roll0]
11-21-2009, 02:04 AM
Drake attempts to escape again: [roll0]
11-21-2009, 02:06 AM
Opposed grapple: [roll0]
11-21-2009, 02:08 AM
For reference, how far does the hallway to the vending machine area extend?
11-21-2009, 02:09 AM
South? Twenty feet before turning east.
East? Forty feet before you hit a Teleportation Circle of sorts.
11-21-2009, 02:13 AM
Since Drake's escape attempt seems to have succeeded, he'll escape to the east and risk an AoO by moving at full 30' speed down the south branch and east towards the exit.
11-21-2009, 02:15 AM
AoO grapple touch attack: [roll0]
11-21-2009, 02:16 AM
Since that's going to call for an opposed grapple: [roll0]
11-21-2009, 02:17 AM
And [roll1] if you fail.
"Puny sack of flesh. Die! :smallfurious:"
11-21-2009, 02:18 AM
"I regret... nothing! Except... everything... randomly... failing to work for me..."
Because of course the one time Drake rolls high, so does the grappler.
Sooo Drake is at 1 HP. I'm going to go out on a limb and assume there'll be another grapple attempt for the warforged's turn, so [roll0]
11-21-2009, 02:20 AM
Yes. Somehow I keep forgetting to roll these all in one post.
11-21-2009, 02:22 AM
I'm not dead yet? :smallconfused:
11-21-2009, 02:23 AM
Grapple if you fail that: [roll1] for [roll2] if you fail again.
11-21-2009, 02:26 AM
Drake squeezes out to the west this time, which should put him back at the bend with the door. This time he'll pass on the AoO, and 5' step to the north instead.
If the warforged succeeds on another touch attack to grapple: [roll0]
11-21-2009, 02:27 AM
The warforged steps out and tries to touch you again. [roll0]
Auto-pass grapple, for [roll1]
"Puny fleshsack. You are not worthy."
Cue Yakkety Sax?
11-21-2009, 02:28 AM
*sniff* He died as he lived... rolling natural 1's.
11-21-2009, 02:42 AM
Is it time for Drake 3.0, the long lost cousin, or someone else?
11-21-2009, 03:05 AM
I think I'll shelve the draconicness for now and see what else I can put together.
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