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Thread: Neverending Dungeon - Marlin
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2010-02-01, 02:36 PM (ISO 8601)
- Join Date
- Sep 2009
Neverending Dungeon - Marlin
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_
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2||M|
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4|||[/table]
There is a door at C-4, south side.
DM notes:
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2010-02-01, 02:51 PM (ISO 8601)
- Join Date
- Mar 2009
Re: Neverending Dungeon - Marlin
"Huh, oh, let's get this show running, then." Marlin whispers to himself.
He approaches the door quietly, keeping an ear out for sound. When he reaches the door, he looks for any obvious traps.
Move Silently (1d20+10)[29]
Listen (1d20+6)[19]
Search (1d20+6)[7]
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2010-02-01, 03:53 PM (ISO 8601)
- Join Date
- Sep 2009
Re: Neverending Dungeon - Marlin
You manage to poke yourself in the eye during your search. You can't really make out much through the tears.
You don't hear anything out of the ordinary.
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2010-02-01, 04:00 PM (ISO 8601)
- Join Date
- Mar 2009
Re: Neverending Dungeon - Marlin
Confident in his own searching abilities, Marlin congratulates himself on a job well done. After activating his Invocation (assuming I don't have to roll ASF) See the Unseen, he then slowly opens the door and peaks out. If nothing is apparent, he looks out and in all directions.
Open Lock (1d20+6)[16]
Spot (1d20)[14]
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2010-02-01, 04:04 PM (ISO 8601)
- Join Date
- Sep 2009
Re: Neverending Dungeon - Marlin
See the Unseen is See Invisibility and 60ft Darkvision, correct?
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2010-02-01, 04:10 PM (ISO 8601)
- Join Date
- Mar 2009
Re: Neverending Dungeon - Marlin
That's right. As the spells See Invisibility and Darkvision.
Also, relevant picture.
Spoiler
Last edited by Narazil; 2010-02-01 at 05:58 PM.
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2010-02-01, 08:41 PM (ISO 8601)
- Join Date
- Sep 2009
Re: Neverending Dungeon - Marlin
Opening the door reveals an unlit hallway running to the east and south. 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.
To the south, it runs for thirty feet before teeing to the east and west. After twenty feet, it splits east.
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2010-02-01, 08:50 PM (ISO 8601)
- Join Date
- Mar 2009
Re: Neverending Dungeon - Marlin
I'm.. Not sure I get your description, to be honest. Could I ask you to give me a rough sketch or something?
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2010-02-01, 08:54 PM (ISO 8601)
- Join Date
- Sep 2009
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2010-02-01, 08:58 PM (ISO 8601)
- Join Date
- Mar 2009
Re: Neverending Dungeon - Marlin
Ah, makes much more sense now. Thanks.
Onwards, to the east! Peaking around the corner, north first, then south. If the hallway continues to the north I go there, otherwise I go for the door to the east.
Move Silently (1d20+10)[12]
Hide (1d20+12)[25]
Listen (1d20+6)[18]
Spot (1d20)[7]
If I end up going for door, check if it's locked. If it is:
Open Lock (1d20+6)[20]
Edit: I forgot: Carrying my backpack is a medium load, meaning I take a -3 penalty on my checks, and have a Max Dex bonus of +3. I'd rather have left it in the first room, but obviously up to you.Last edited by Narazil; 2010-02-01 at 09:09 PM.
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2010-02-01, 09:08 PM (ISO 8601)
- Join Date
- Sep 2009
Re: Neverending Dungeon - Marlin
At the split to the north and 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.
Did you still want to continue east?
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2010-02-01, 09:11 PM (ISO 8601)
- Join Date
- Mar 2009
Re: Neverending Dungeon - Marlin
Notice my edit in the previous post. If you decide its tough luck and that its stuck to my back, I put it down here.
"Bloody mazes.." I head north, and peak around the corner to the east.
Move Silently (1d20+10)[23]
Hide (1d20+12)[27]
Listen (1d20+6)[9]
Hide (1d20+12)[13]
Spot (1d20)[14]
15 ft in, and already have had 3 ones. This is not good.Last edited by Narazil; 2010-02-01 at 09:12 PM.
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2010-02-01, 09:12 PM (ISO 8601)
- Join Date
- Sep 2009
Re: Neverending Dungeon - Marlin
You can just... walk back and put it down, can't you?
It's not like I would trap the outside of a door and not the inside, right?
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2010-02-01, 09:14 PM (ISO 8601)
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- Mar 2009
Re: Neverending Dungeon - Marlin
With my rolls, I'd stumble and stab myself on my sheathed spear. I leave it in the first room, its gotta be safer than the hallway. Then onwards!
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2010-02-01, 09:27 PM (ISO 8601)
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- Sep 2009
Re: Neverending Dungeon - Marlin
The hall goes east for ten feet before turning north.
If you continue on:SpoilerThe hall goes north for ten feet before teeing to the east and west.
To the west, it goes 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's a door on the south side of the hall. At the bend, there's a door on the north side of the hall.
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2010-02-01, 09:32 PM (ISO 8601)
- Join Date
- Mar 2009
Re: Neverending Dungeon - Marlin
I head east, then north, then thirty feet east (boy am I confused). I head for the door on the south side. First try if its locked, if it is, I try to pick it.
I'll just include my normal rolls every post, you deem when they're needed.
Move Silently (1d20+10)[11]
Hide (1d20+12)[19]
Listen (1d20+6)[12]
Spot (1d20)[14]
Open Lock (1d20+6)[21]
1 count: 4Last edited by Narazil; 2010-02-01 at 09:33 PM.
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2010-02-01, 09:35 PM (ISO 8601)
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- Sep 2009
Re: Neverending Dungeon - Marlin
As you pass the split to the north, you see that it continues for ten feet before turning east. There's a door on the north side of the bend.
Still continuing on?
Edit: I recommend downloading some graph paper and keeping a map. It makes it easier on both of us.
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2010-02-01, 09:40 PM (ISO 8601)
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- Mar 2009
Re: Neverending Dungeon - Marlin
Yea, I did. Though when you say the north side of the bend?
And yes, continuing on.
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2010-02-01, 09:42 PM (ISO 8601)
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- Sep 2009
Re: Neverending Dungeon - Marlin
Bends.
The hall goes one way, then turns another. The corner square is a bend. Make a right angle and you'll see what I mean. Since there could be a door on two faces of the bend, I have to specify where it is.
You make it to the door unscathed. It's not locked.
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2010-02-01, 09:46 PM (ISO 8601)
- Join Date
- Mar 2009
Re: Neverending Dungeon - Marlin
Ah yes, of course. Sorry, 4 AM here, and other lame excuses.
I open the door quietly, and peek inside.
Hide (1d20+12)[29]
Listen (1d20+6)[12]
Spot (1d20)[18]
Knowing my luck, I might as well roll Init aswell. (1d20+4)[9]
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2010-02-01, 09:48 PM (ISO 8601)
- Join Date
- Sep 2009
Re: Neverending Dungeon - Marlin
If you plan to hide, it's probably best to do so while having some cover, no? You can manipulate objects (open doors, in this case) from an adjacent square, so it's probably best to stand off to one side. If so, which side are you standing on?
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2010-02-01, 09:56 PM (ISO 8601)
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- Mar 2009
Re: Neverending Dungeon - Marlin
My plan was to use the door as cover. If that's not possible, I stand at the opposite side of the doorknob. Marlin's left of the door, I assume
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2010-02-01, 10:03 PM (ISO 8601)
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- Sep 2009
Re: Neverending Dungeon - Marlin
You know, I really need to make a FAQ for this sort of thing.
In D&D, doors are either open or closed. They cannot block a portion of a square from sight, since the rules don't support that happening. They're either closed before you take an action to manipulate them, or open after you've done so.
On a related note, all doors are sliding metal. They neither open in nor out, they simply cease to be in the way. There aren't any doorknobs.
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2010-02-01, 10:04 PM (ISO 8601)
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- Mar 2009
Re: Neverending Dungeon - Marlin
I see. The more you know. I put myself on the side where I can pull the door towards me, and do so.
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2010-02-01, 10:08 PM (ISO 8601)
- Join Date
- Sep 2009
Re: Neverending Dungeon - Marlin
Opening the door reveals the following room:
Spoiler
{table]|A_|B_|C_|D_|E_
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5|||||[/table]
There is a door at E-1, north side, which you are currently outside (and to the west) of, and another at A-5, south side.
Note that you cannot currently see all of the room. Dimensions are simply given for ease of play.
Actions?
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2010-02-01, 10:13 PM (ISO 8601)
- Join Date
- Mar 2009
Re: Neverending Dungeon - Marlin
I check the closest 5 ft area within the room for traps. If I don't find anything, I peek inside.
Search (1d20+6)[22]
Spot (1d20)[4]
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2010-02-01, 10:17 PM (ISO 8601)
- Join Date
- Sep 2009
Re: Neverending Dungeon - Marlin
By peek inside I assume you mean move into the doorway where you can see, which reveals the following:
Spoiler
{table]|A_|B_|C_|D_|E_
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3|||1||
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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.
Roll initiative: (1d20+2)[21]
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2010-02-01, 10:18 PM (ISO 8601)
- Join Date
- Mar 2009
Re: Neverending Dungeon - Marlin
Here we go, I have faith in you Dice Roller!
[roll0]
Edit: And "Must wait 60 seconds before posting" screwed the roll.Last edited by Narazil; 2010-02-01 at 10:21 PM.
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2010-02-01, 10:21 PM (ISO 8601)
- Join Date
- Mar 2009
Re: Neverending Dungeon - Marlin
(1d20+4)[20] There we go.
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2010-02-01, 10:22 PM (ISO 8601)
- Join Date
- Sep 2009
Re: Neverending Dungeon - Marlin
He moves into the doorway and breathes a short gout of acid on you.
(1d4)[4] acid damage, reflex half. If you take any damage from it, entangled for (1d4)[4] rounds.