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Thread: Neverending Dungeon - Grok
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2010-01-08, 03:39 PM (ISO 8601)
- Join Date
- Sep 2009
Neverending Dungeon - Grok
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||G|
3|||
4|||[/table]
There is a door at C-4, south side.
DM notes:
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2010-01-08, 10:06 PM (ISO 8601)
- Join Date
- Jan 2007
Re: Neverending Dungeon - Grok
First, Grok searches every floor space (taking 20 to do so, finds everything with a DC of 26 or less) and then Searches every wall space (taking 20 to do so, finds everything with a DC of 26 or less), and then searches ever ceiling space (taking 20 to do so, finds everything with a DC of 26 or less). And then finally Searches the door (taking 20 to do so, finds everything with a DC of 26 or less).
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2010-01-08, 10:08 PM (ISO 8601)
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- Sep 2009
Re: Neverending Dungeon - Grok
You can't technically search the ceiling from where you're at, since you can only Search areas up to ten feet away.
Nevertheless, you find nothing. If you intend to take 20 on floors and all the walls as you go, I hope you brought refreshments.
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2010-01-08, 11:55 PM (ISO 8601)
- Join Date
- Jan 2007
Re: Neverending Dungeon - Grok
I got it in my head that Climb speed meant I didn't have to make Climb checks. I still get +9 to all climb checks though. Also, would you mind if I made an adjustment to how I allocated my skill points in light of my mistake?
Anyway, I'll open the door and take a look around.Last edited by Justyn; 2010-01-08 at 11:57 PM.
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2010-01-09, 11:16 AM (ISO 8601)
- Join Date
- Sep 2009
Re: Neverending Dungeon - Grok
You can adjust your skillpoints prior to starting your exploration of the dungeon, sure. Let me know when you're finished.
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2010-01-09, 08:56 PM (ISO 8601)
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- Jan 2007
Re: Neverending Dungeon - Grok
Okay, I changed 4 ranks in Escape Artist to 4 Ranks in Climb. That gives me a +13 bonus to Climb checks.
Ready to go then.
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2010-01-10, 06:57 PM (ISO 8601)
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- Sep 2009
Re: Neverending Dungeon - Grok
Opening the door reveals an unlit hallway that runs to the east and south. It's impossible to determine more without a light source.
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2010-01-10, 10:47 PM (ISO 8601)
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- Jan 2007
Re: Neverending Dungeon - Grok
I'll take the torch off the wall, and then hold it outside the door, and then take a look. (Remember, low-light vision.)
Man, I really misunderstood how climb speeds worked...
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2010-01-12, 12:47 PM (ISO 8601)
- Join Date
- Sep 2009
Re: Neverending Dungeon - Grok
Taking the torch outside reveals that the hall runs to the south for thirty feet before teeing to the east and west. After twenty feet, it splits east.
It also runs to the east for eighty feet before turning south. 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. At the bend, there is a door on the east face of the hall.
Note that all distances are relative to your current position, which is assumed to be just outside the doorway.
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2010-01-12, 02:15 PM (ISO 8601)
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- Jan 2007
Re: Neverending Dungeon - Grok
Grok starts making his way over to the eastern door, Searching the floor and walls along the way (And taking 20; finds everything with a search DC of 26 or less).
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2010-01-12, 03:39 PM (ISO 8601)
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- Sep 2009
Re: Neverending Dungeon - Grok
At the split to the north/south, you see that the hall continues north for twenty feet before turning east, or south for twenty feet before turning west. Fifteen feet to the south, there is a door on the east side of the hall.
Ten feet beyond the split, you find a pit trap in the hallway.
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2010-01-12, 06:38 PM (ISO 8601)
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- Jan 2007
Re: Neverending Dungeon - Grok
I'll take the north hallway, Searching every tile and wall (taking 20).
Last edited by Justyn; 2010-01-12 at 06:38 PM.
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2010-01-12, 09:27 PM (ISO 8601)
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- Sep 2009
Re: Neverending Dungeon - Grok
The hall runs east for ten feet, then north for ten feet before teeing to the east and west. To the west, it runs for thirty feet before turning north. After twenty feet, it splits north.
To the east, it runs for fifty feet before turning south. After twenty feet, it splits north. After thirty feet, there is a door on the south side of the hall. At the bend south, there is a door on the north side of the hall.
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2010-01-13, 01:35 AM (ISO 8601)
- Join Date
- Jan 2007
Re: Neverending Dungeon - Grok
I'll look down each of the hallways, Searching (taking 20) every tile before I enter it (but not researching ones I've already searched). Then I'll Search (taking 20) the door facing south, and listen at it.
Spoiler
listen - (1d20+6)[19]
listen - (1d20+6)[10]
listen - (1d20+6)[10]
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2010-01-13, 08:21 PM (ISO 8601)
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- Sep 2009
Re: Neverending Dungeon - Grok
Findings to the west: The first hall goes north for twenty feet before turning east. The second hall goes to the north for thirty feet before turning east.
Findings to the east: The northern split goes for ten feet before turning east. There is a door on the north side of the bend.
You don't hear anything at the requested door.
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2010-01-14, 01:02 AM (ISO 8601)
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- Jan 2007
Re: Neverending Dungeon - Grok
I'll search the eastmost passage too, with the usual take 20-searching-each-tile-before-entering it.
And then, I'll backtrack, take 20 searching the opening mechanism, and open the door a crack, hiding behind it.
Spoiler
[roll=Open Lock, if necessary]1d20+6[roll]
[roll=Disable Device, if necessary]1d20+7[roll]
[roll=hide]1d20+9[roll]
[roll=spot]1d20+6[roll]
[roll=listen]1d20+6[roll]
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2010-01-14, 01:03 AM (ISO 8601)
- Join Date
- Jan 2007
Re: Neverending Dungeon - Grok
Messed up the rolls:
Spoiler
Open Lock, if necessary - (1d20+6)[14]
Disable Device, if necessary - (1d20+7)[23]
Hide - (1d20+9)[26]
Spot - (1d20+6)[19]
Listen - (1d20+6)[15]
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2010-01-14, 07:27 PM (ISO 8601)
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- Sep 2009
Re: Neverending Dungeon - Grok
The eastmost passage goes south for twenty feet before teeing to the east and west.
Which door are you opening?
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2010-01-14, 08:27 PM (ISO 8601)
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- Jan 2007
Re: Neverending Dungeon - Grok
The one facing south, the one I searched and listened at.
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2010-01-15, 03:02 PM (ISO 8601)
- Join Date
- Sep 2009
Re: Neverending Dungeon - Grok
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 A5 south, and another at E1 north, which you are just outside of.
There is an incredibly ugly, blue-scaled humanoid inside the room. Blue and red flames flicker in its open mouth. It wears long robes, but they are so worn and burnt that they do very little to conceal the chainmail beneath them.
Initiative: (1d20+2)[12]
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2010-01-15, 05:49 PM (ISO 8601)
- Join Date
- Jan 2007
Re: Neverending Dungeon - Grok
Shouldn't I get a surprise round unless he beats my Hide roll (26) with a spot check?
initiative - (1d20+3)[11]
If I do:
Spoiler
Under 30 Ft, so +1 to attacks and damage from Point Blank Shot.
attack - (1d20+7)[25]
damage - (1d6+1)[3]
sneak attack - (1d6)[3]
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2010-01-15, 05:56 PM (ISO 8601)
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- Sep 2009
Re: Neverending Dungeon - Grok
Er, I must have missed that bit.
You can't open the door "a crack". In D&D, doors are either there or not, after you spend a move action to manipulate them. You can, however, hide to one side of the door and manipulate the door from an adjacent square, gaining cover/total cover from something inside, depending on where it is.
So, which side of the door are you hiding on?
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2010-01-15, 07:43 PM (ISO 8601)
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- Jan 2007
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2010-01-15, 10:03 PM (ISO 8601)
- Join Date
- Sep 2009
Re: Neverending Dungeon - Grok
You both have mutual total cover from your position beside the door. In the doorway, you pop him solidly with an arrow.
On his turn, he responds by moving into the doorway and breathing a short gout of acid on you. (1d4)[3] acid damage, reflex half, entangled for (1d4)[4] rounds.
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2010-01-15, 10:41 PM (ISO 8601)
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- Jan 2007
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2010-01-15, 10:52 PM (ISO 8601)
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- Sep 2009
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2010-01-16, 12:36 AM (ISO 8601)
- Join Date
- Jan 2007
Re: Neverending Dungeon - Grok
So... -2 to all attack rolls, and -4 to my dexterity, which gives me: -2 to my AC with a further -2 to my attacks, and -2 to reflex saves. Yay.
I've been meaning to ask: what is the climb DC of the walls and ceiling here?
Anyway, I'll take a 5-foot step to the west, and activate Total Defense.
Spoiler
HP:11
AC:20 (or 24 if he stays in the room and tries to attack)
Last edited by Justyn; 2010-01-16 at 12:37 AM.
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2010-01-16, 01:09 AM (ISO 8601)
- Join Date
- Sep 2009
Re: Neverending Dungeon - Grok
It's a base of 25, +5 for being slick, usually -10 for chimney climbing.
You take (1d6)[6] ongoing acid damage from the entangling substance.
The creature moves out into the hall with you and breathes a gout of fire over you, dealing (1d6)[1] fire damage, reflex half.
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2010-01-16, 02:07 AM (ISO 8601)
- Join Date
- Jan 2007
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2010-01-16, 02:40 AM (ISO 8601)
- Join Date
- Sep 2009
Re: Neverending Dungeon - Grok
As far as I know, there is no method of removing the entanglement in this case. It's very overpowered, yeah.
This room is mostly for the completionists who want to eke out every bit of xp they can. I really don't advise anyone unprepared for the encounter to fight it once they know where it is.
You make the save.