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Thread: Neverending Dungeon - Shard
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2010-01-08, 03:01 PM (ISO 8601)
- Join Date
- Sep 2009
Neverending Dungeon - Shard
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:Spoiler{table]|A_|B_|C_
1|||
2||S|
3|||
4|||[/table]
There is a door at C-4, south side.
DM notes:
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2010-01-08, 03:54 PM (ISO 8601)
- Join Date
- Nov 2009
Re: Neverending Dungeon - Shard
I'll move to and open the door.
Last edited by userpay; 2010-01-08 at 03:56 PM.
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2010-01-08, 05:11 PM (ISO 8601)
- Join Date
- Sep 2009
Re: Neverending Dungeon - Shard
Opening the door reveals an unlit hallway running to the south and east. To the south, it runs for thirty feet before teeing to the east and west. After twenty feet, it splits east.
To the east, it runs beyond the range of your darkvision. After ten feet, it splits to the north and south. After thirty feet, there is a door on the north side of the hall. After sixty feet, it splits to the north and south.
Note that all distances are relative to your current position.
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2010-01-08, 05:56 PM (ISO 8601)
- Join Date
- Nov 2009
Re: Neverending Dungeon - Shard
I head to that door I can see. If I detect a trap (ie dwarfs stonecunning thing) then stop.
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2010-01-08, 05:59 PM (ISO 8601)
- Join Date
- Sep 2009
Re: Neverending Dungeon - Shard
Spoiler(1d20+7)[19] Whitetext.
You walk east toward the door. As you pass the split to the north and south, you see that it continues to the north for twenty feet before turning east, or to the south for twenty feet before turning west. Fifteen feet to the south, there is a door on the east face of the hall.
Ten feet beyond the split, the floor falls out beneath your feet. Reflex save.
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2010-01-08, 06:11 PM (ISO 8601)
- Join Date
- Nov 2009
Re: Neverending Dungeon - Shard
Well then
(1d20+5)[17]
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2010-01-08, 06:26 PM (ISO 8601)
- Join Date
- Sep 2009
Re: Neverending Dungeon - Shard
You pass. Which side of the pit do you want to end up on?
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2010-01-08, 06:30 PM (ISO 8601)
- Join Date
- Nov 2009
Re: Neverending Dungeon - Shard
far side preferably, in the direction i was heading.
Last edited by userpay; 2010-01-08 at 06:33 PM.
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2010-01-08, 06:42 PM (ISO 8601)
- Join Date
- Sep 2009
Re: Neverending Dungeon - Shard
In that case, I assume you continue on to the door. You reach it without further issue.
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2010-01-08, 06:50 PM (ISO 8601)
- Join Date
- Nov 2009
Re: Neverending Dungeon - Shard
Search the door twice for traps.
(1d20+7)[13]
(1d20+7)[13]
And open if no traps/don't detect any.Last edited by userpay; 2010-01-08 at 09:34 PM.
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2010-01-10, 01:13 AM (ISO 8601)
- Join Date
- Nov 2009
Re: Neverending Dungeon - Shard
*Twidles thumbs*
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2010-01-10, 07:00 PM (ISO 8601)
- Join Date
- Sep 2009
Re: Neverending Dungeon - Shard
Sorry, been a little busy.
No traps on the door that you can detect.
Opening the door reveals the following room:Spoiler{table]|A_|B_|C_|D_|E_
1|||||
2|||||
3||1|||
4|||||
5|||||[/table]
There is a door at B-1, and another at B-5, which you are just outside of.
There is an orc inside the room, garbed in chainmail and wielding a two-handed spear with a serrated, stabbing head. He has a javelin strapped to his side. He stops his chanting as soon as he sees you, readying his spear to attack.
Initiative: (1d20+2)[8]
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2010-01-10, 07:34 PM (ISO 8601)
- Join Date
- Nov 2009
Re: Neverending Dungeon - Shard
init then (1d20+3)[20]
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2010-01-10, 07:40 PM (ISO 8601)
- Join Date
- Nov 2009
Re: Neverending Dungeon - Shard
I mind thrust him spending an extra power point.
(2d10)[17]
DC will save 15
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2010-01-11, 06:18 PM (ISO 8601)
- Join Date
- Sep 2009
Re: Neverending Dungeon - Shard
Unless I'm missing something incredibly obvious, you don't have a means of bypassing the 1PP/Manifester Level cap on manifesting powers. If you do, point it out.
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2010-01-11, 06:37 PM (ISO 8601)
- Join Date
- Nov 2009
Re: Neverending Dungeon - Shard
Oh right forgot about that, ill reroll then.
(1d10)[4]
DC will 14
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2010-01-11, 11:36 PM (ISO 8601)
- Join Date
- Sep 2009
Re: Neverending Dungeon - Shard
Will: (1d20)[19]
Doing anything with your move action, or is your turn done?
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2010-01-11, 11:39 PM (ISO 8601)
- Join Date
- Nov 2009
Re: Neverending Dungeon - Shard
Turn done.
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2010-01-12, 01:02 PM (ISO 8601)
- Join Date
- Sep 2009
Re: Neverending Dungeon - Shard
He charges to B-5 and stabs at you.
(1d20+7)[24] for (2d6+6)[15] damage.
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2010-01-12, 01:12 PM (ISO 8601)
- Join Date
- Nov 2009
Re: Neverending Dungeon - Shard
Ouch, that kills me. Large spear I take it?
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2010-01-12, 01:34 PM (ISO 8601)
- Join Date
- Sep 2009
Re: Neverending Dungeon - Shard
A ripper, actually. Planar handbook.
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2010-01-12, 02:07 PM (ISO 8601)
- Join Date
- Nov 2009
Re: Neverending Dungeon - Shard
Crafty an't ye? Well I guess I'll do up a ToB guy here soon.