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Thread: Neverending Dungeon - Karl
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2010-02-06, 11:41 PM (ISO 8601)
- Join Date
- Sep 2009
Neverending Dungeon - Karl
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||K|
3|||
4|||[/table]
There is a door at C-4, south side.
DM notes:
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2010-02-07, 12:14 AM (ISO 8601)
- Join Date
- Jan 2009
- Location
- St. Louis
- Gender
Re: Neverending Dungeon - Karl
Karl taps the areas around him with his ten-foot pole.
If there is no reaction, he proceeds to the door and draws his guisarme.
EDIT: How often do you expect to be posting? Daily, Twice daily, More? It helps let me know how often I need to refresh.Last edited by Olo Demonsbane; 2010-02-07 at 12:17 AM.
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2010-02-07, 12:18 AM (ISO 8601)
- Join Date
- Sep 2009
Re: Neverending Dungeon - Karl
Unlike some people, I don't believe in death traps on the first door.
Opening the door reveals an unlit hallway running to the south and east. Without a light source, it's impossible to determine more.
Edit: On average, thrice a day. Right now, about every five minutes if you're able.
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2010-02-07, 12:23 AM (ISO 8601)
- Join Date
- Jan 2009
- Location
- St. Louis
- Gender
Re: Neverending Dungeon - Karl
Cool...I can post rather often during most evenings, but rarely during weekdays.
Karl cracks a sunrod and walks forward.
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2010-02-07, 12:25 AM (ISO 8601)
- Join Date
- Sep 2009
Re: Neverending Dungeon - Karl
To the south, the hall 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 sunrod's light. 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.
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2010-02-07, 12:28 AM (ISO 8601)
- Join Date
- Jan 2009
- Location
- St. Louis
- Gender
Re: Neverending Dungeon - Karl
Karl will begin going south, stopping at the first split.
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2010-02-07, 12:30 AM (ISO 8601)
- Join Date
- Sep 2009
Re: Neverending Dungeon - Karl
The hall goes east for ten feet before turning north. Five feet north of the bend, there is a door on the east side of the hall.
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2010-02-07, 12:32 AM (ISO 8601)
- Join Date
- Jan 2009
- Location
- St. Louis
- Gender
Re: Neverending Dungeon - Karl
Karl walks over and opens the door.
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2010-02-07, 12:34 AM (ISO 8601)
- Join Date
- Sep 2009
Re: Neverending Dungeon - Karl
Opening the door reveals the following room:
Spoiler
{table]|A_|B_|C_|D_|E_
1|||||
2|||||
3|||||
4||||B|H[/table]
There is a door at A-2, which you are just outside of another at E-4, south side, and another at E-3. There is a human in a chain shirt, holding a longsword, standing behind a beast with patchy dark fur that covers its unhealthy shrunken black skin in some places. Open sores dot its hide and a feral, catlike head glances with it's blank eyes at the wall in front of it.
Initiative: (1d20+2)[8]
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2010-02-07, 12:36 AM (ISO 8601)
- Join Date
- Jan 2009
- Location
- St. Louis
- Gender
Re: Neverending Dungeon - Karl
Initiative (1d20+1)[6]
Enemies first thenLast edited by Olo Demonsbane; 2010-02-07 at 12:36 AM.
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2010-02-07, 12:39 AM (ISO 8601)
- Join Date
- Sep 2009
Re: Neverending Dungeon - Karl
The man gestures for you to leave and places a restraining hand on the beast's neck.
Your turn.
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2010-02-07, 12:46 AM (ISO 8601)
- Join Date
- Jan 2009
- Location
- St. Louis
- Gender
Re: Neverending Dungeon - Karl
Karl runs forward to B3 before thrusting at the beast with his Guisarme.
Touch Attack (1d20+5)[20]
Trip Attempt (1d20+9)[15]
Free Attack (on successful trip) (1d20+9)[21]
Damage (2d4+6)[13]
If my touch attack hit, my Stone Bones maneuver gives me DR 5/adamantine for one round.
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2010-02-07, 12:49 AM (ISO 8601)
- Join Date
- Sep 2009
Re: Neverending Dungeon - Karl
Your attack passes right through the beast. A moment later, it vanishes.
The man casts a spell in your direction, and a wave of color washes over you.
Will save.
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2010-02-07, 12:51 AM (ISO 8601)
- Join Date
- Jan 2009
- Location
- St. Louis
- Gender
Re: Neverending Dungeon - Karl
Will Save (1d20+1)[15]
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2010-02-07, 12:52 AM (ISO 8601)
- Join Date
- Sep 2009
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2010-02-07, 12:56 AM (ISO 8601)
- Join Date
- Jan 2009
- Location
- St. Louis
- Gender
Re: Neverending Dungeon - Karl
Karl 5ft-steps forward, then stabs at the illusionist.
Touch Attack (1d20+5)[21]; hitting here activates my Vanguard Strike
Trip Attempt (1d20+9)[18]
Follow Up Attack (1d20+13)[29]
Damage (2d4+6)[12]
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2010-02-07, 12:57 AM (ISO 8601)
- Join Date
- Sep 2009
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2010-02-07, 12:58 AM (ISO 8601)
- Join Date
- Sep 2009
Re: Neverending Dungeon - Karl
Concentration vs DC 16: (1d20+6)[13]
Spell fizzled.
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2010-02-07, 01:01 AM (ISO 8601)
- Join Date
- Jan 2009
- Location
- St. Louis
- Gender
Re: Neverending Dungeon - Karl
Karl attempts the same maneuver again:
Touch Attack (1d20+5)[11]; hitting here activates my Vanguard Strike
Trip Attempt (1d20+9)[15]
Follow Up Attack (1d20+13)[19]
Damage (2d4+6)[10]
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2010-02-07, 01:02 AM (ISO 8601)
- Join Date
- Sep 2009
Re: Neverending Dungeon - Karl
Miss.
Concentration DC 15: (1d20+6)[7]
It's the battle of incompetence!
Edit: Wait, how did you get Vanguard strike twice?
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2010-02-07, 01:04 AM (ISO 8601)
- Join Date
- Jan 2009
- Location
- St. Louis
- Gender
Re: Neverending Dungeon - Karl
Karl continues to repeat the same motion.
Touch Attack (1d20+5)[25]; Vanguard Strike
Trip Attempt (1d20+9)[10] As an ability check, this doesn't automatically fail on a natural one...right?
Follow Up Attack (1d20+13)[24]
Damage (2d4+6)[12]
I only have 3 maneuvers prepped...and I have extra maneuver. Effectively, I refresh my maneuvers every round.Last edited by Olo Demonsbane; 2010-02-07 at 01:05 AM.
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2010-02-07, 01:06 AM (ISO 8601)
- Join Date
- Sep 2009
Re: Neverending Dungeon - Karl
I believe the official ToB FAQ clarifies that crusaders must ready all five manuevers.
In fact, I'm certain of it. I can dig up a link if you'd like.
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2010-02-07, 01:07 AM (ISO 8601)
- Join Date
- Jan 2009
- Location
- St. Louis
- Gender
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2010-02-07, 01:08 AM (ISO 8601)
- Join Date
- Sep 2009
Re: Neverending Dungeon - Karl
Yes. Can I get a list of your readied maneuvers for bookkeeping?
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2010-02-07, 01:10 AM (ISO 8601)
- Join Date
- Jan 2009
- Location
- St. Louis
- Gender
Re: Neverending Dungeon - Karl
Sure thing: Crusader's Strike, Vanguard's Strike, Stone Bones, Douse the Flames, and Charging Minotaur.
Currently Granted Maneuvers:Spoiler(1d5)[1]
(1d4)[2]
(1d3)[1]
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2010-02-07, 01:11 AM (ISO 8601)
- Join Date
- Sep 2009
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2010-02-07, 01:13 AM (ISO 8601)
- Join Date
- Sep 2009
Re: Neverending Dungeon - Karl
Concentration vs DC 15: (1d20+6)[15]
Take 1 sonic damage and make a fort save vs temporary deafness if it matters to you.
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2010-02-07, 01:15 AM (ISO 8601)
- Join Date
- Jan 2009
- Location
- St. Louis
- Gender
Re: Neverending Dungeon - Karl
Not particularly.
New Maneuver: (1d2)[1]
Karl eschews the indirect approach, concentrating simply on stabbing his opponent.
Attack (1d20+5)[7]
Damage (2d4+6)[8]
I am not rolling well today...oh, and I forgot to mention that I have Martial Stance up. Hasn't mattered yet...Last edited by Olo Demonsbane; 2010-02-07 at 01:16 AM.
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2010-02-07, 01:16 AM (ISO 8601)
- Join Date
- Sep 2009
Re: Neverending Dungeon - Karl
(1d20+6)[20] vs DC 15.
Take another point of sonic damage.
Edit: Martial Stance? I assume you mean Martial Spirit?
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2010-02-07, 01:19 AM (ISO 8601)
- Join Date
- Jan 2009
- Location
- St. Louis
- Gender
Re: Neverending Dungeon - Karl
...Correct. I always get that stance's name wrong...
Attack (1d20+5)[20]
Damage (2d4+6)[12]