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2010-06-08, 01:17 PM (ISO 8601)
- Join Date
- May 2010
NeverEnding Dungeon - Rellayron Nur (Ditto)
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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2010-06-08, 03:36 PM (ISO 8601)
- Join Date
- Dec 2005
Re: NeverEnding Dungeon - Rellayron Nur (Ditto)
Rel tries to snitch the torch to bring with him, if it'll come loose, and opens the door to see what's ahead.
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2010-06-08, 03:43 PM (ISO 8601)
- Join Date
- May 2010
Re: NeverEnding Dungeon - Rellayron Nur (Ditto)
The torch comes loose, no problem.
When you open the door and look out, you see the passage go 35 feet south before ending. 5 feet ahead of you, the passage runs east. 25 feet ahead of you, the passage has a split to the east. 35 feet ahead of you (at the end of the passage), it goes east and west.
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2010-06-08, 03:55 PM (ISO 8601)
- Join Date
- Dec 2005
Re: NeverEnding Dungeon - Rellayron Nur (Ditto)
Confused... so the door opens South, and between this door and the end of the hall there are two branches east, plus the east-west passage at the end of the hall? Is the hallway lit?
Room
____
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. |--
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. |--
. |
.--|--Last edited by Ditto; 2010-06-08 at 03:56 PM.
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2010-06-08, 04:02 PM (ISO 8601)
- Join Date
- May 2010
Re: NeverEnding Dungeon - Rellayron Nur (Ditto)
More Like:
___**___
...|***___
...|**|
...|**|
...|**|__
...|***___
__|**|__
_______
And no, the passage isn't lit. But a torch and low light vision lets you see quite far.
* is part of the passages.Last edited by candycorn; 2010-06-08 at 04:05 PM.
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2010-06-08, 04:09 PM (ISO 8601)
- Join Date
- Dec 2005
Re: NeverEnding Dungeon - Rellayron Nur (Ditto)
Got it. I'll step outside and explore immediately east, right outside the door. I'll take my time scooting along and making sure the ceiling doesn't sneak up on me and kill me.
Move silently (1d20+6)[21]
Search -Take 20- +7 = 27
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2010-06-08, 04:14 PM (ISO 8601)
- Join Date
- May 2010
Re: NeverEnding Dungeon - Rellayron Nur (Ditto)
Taking 20 takes 2 minutes per 5 foot square. Are you searching floors only? Walls and ceilings?
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2010-06-08, 04:43 PM (ISO 8601)
- Join Date
- Dec 2005
Re: NeverEnding Dungeon - Rellayron Nur (Ditto)
Floors will do, I suppose, since that's all I'm walking on. And I just woke up in a magical land where everything is probably going to kill me, so I'm in no hurry yet. How far ahead does the first east path stretch?
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2010-06-08, 04:49 PM (ISO 8601)
- Join Date
- May 2010
Re: NeverEnding Dungeon - Rellayron Nur (Ditto)
The torch gives you normal light to 40 feet, and shadowy light to 80 feet.
The passage travels for 80 feet. At 10 feet, the passage splits north and south. At 30 feet, there's a door on the north side of the hallway. At 60 feet, the passage splits north and south. At 80 feet, the passage turns south. Also at 80 feet, there's a door on the east wall.
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2010-06-08, 08:16 PM (ISO 8601)
- Join Date
- Dec 2005
Re: NeverEnding Dungeon - Rellayron Nur (Ditto)
I'll take a few minutes careful advance to check out the first N/S corridor at 10'. Where do I see that leading?
I'm kind of curious to see how far I can go without opening a door. Probably a novel approach.
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2010-06-08, 09:12 PM (ISO 8601)
- Join Date
- May 2010
Re: NeverEnding Dungeon - Rellayron Nur (Ditto)
The passage goes north for 20 feet (and then turns east).
The passage goes south for 20 feet (and then turns west). There is a door 15 feet south of you, on the east wall.
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2010-06-09, 08:54 AM (ISO 8601)
- Join Date
- Dec 2005
Re: NeverEnding Dungeon - Rellayron Nur (Ditto)
I'll go north to look what's east, still moving super cautiously (Search 27).
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2010-06-09, 10:40 AM (ISO 8601)
- Join Date
- May 2010
Re: NeverEnding Dungeon - Rellayron Nur (Ditto)
You Travel 20 feet north.
The passage goes 10 feet east before turning north.
You travel 10 feet east.
The passage goes 10 feet north before ending. At 10 feet, the passage splits east and west.
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2010-06-09, 11:25 AM (ISO 8601)
- Join Date
- Dec 2005
Re: NeverEnding Dungeon - Rellayron Nur (Ditto)
Following the snaking corridor to the east-west junction.
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2010-06-09, 11:29 AM (ISO 8601)
- Join Date
- May 2010
Re: NeverEnding Dungeon - Rellayron Nur (Ditto)
The passage goes west for 30 feet. At 20 feet west, the passage splits north. At 30 feet west, the passage turns north.
The passage goes east for 50 feet. At 20 feet east, the passage splits north. At 30 feet east, there is a door on the south wall of the corridor. At 50 feet east, there's a door on the north wall of the corridor. At 50 feet east, the passage turns south.
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2010-06-09, 11:45 AM (ISO 8601)
- Join Date
- Dec 2005
Re: NeverEnding Dungeon - Rellayron Nur (Ditto)
I need to draw a map, shee... I will go east and take the first (only) North branch that way.
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2010-06-09, 11:49 AM (ISO 8601)
- Join Date
- May 2010
Re: NeverEnding Dungeon - Rellayron Nur (Ditto)
Along the way, you discover a pit trap (halfway between the intersection and the split north). A jump check (DC 10, or DC 5 with a running start) will get you over it.
The passage goes 10 feet north. 10 feet north, there's a door on the north wall. 10 feet north, the passage turns east.
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2010-06-09, 12:47 PM (ISO 8601)
- Join Date
- Dec 2005
Re: NeverEnding Dungeon - Rellayron Nur (Ditto)
I've got a fearful penalty to my jump check. I think I'd actually be better climbing down and back up the other side. I assume the pit covers the entire width of the hallway? How deep is it? Can I trigger it to drop the floor without actually stepping on it, or would it be possible to use Disable Device to attempt to jam the trigger/sensor?
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2010-06-09, 12:51 PM (ISO 8601)
- Join Date
- May 2010
Re: NeverEnding Dungeon - Rellayron Nur (Ditto)
"Disabling" a pit trap collapses the floor safely. Jamming the floor to stop it from falling isn't possible. It is 20 feet deep. The hallway is 5 feet wide, as is the pit. It's a 5x5 pit.
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2010-06-09, 01:20 PM (ISO 8601)
- Join Date
- Dec 2005
Re: NeverEnding Dungeon - Rellayron Nur (Ditto)
If it's just a flat plain pit, I'ma try bypassing it the long way. I'll knock the floor in, climb down, and back up again. That's a Use Rope check to affix my grappling hook (+3 skill, +2 for silk rope), [url=http://www.d20srd.org/srd/skills/climb.htm]Climb[/url=] down (+3 skill), shake the hook loose and throw it back up the other side, and Climb up.
Forgive me if I'm stepping on your toes with computing DCs, and definitely let me know if I forgot to add in any modifiers. Just trying to make my crawling slowly along a little more expedient.
UR: (1d20+5)[7] vs DC 10 (affix grappling hook)
Climb down: (1d20+5)[14] vs DC 10 (rope with wall to brace against)
UR: (1d20+5)[24] vs DC 14 (10 + 2 for each 10 ft I'm throwing the grappling hook)
Climb up: (1d20+5)[14] vs DC 10 again
I guess the first UR fails... but wait, I'm reading the entry again. Do I need to make a check to secure the rope at the top, right in front of me?Last edited by Ditto; 2010-06-09 at 01:22 PM.
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2010-06-09, 01:38 PM (ISO 8601)
- Join Date
- May 2010
Re: NeverEnding Dungeon - Rellayron Nur (Ditto)
Yes, you have to make a check. The second Use Rope works, and once you add in all the climb bonuses (-5 for perpendicular wall, -10 for a chimney with an opposite wall). With your +5 modifier and a base DC of 20 (with -15 modifiers), you can make the climb check without a rope, on a roll of 1.
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2010-06-09, 02:05 PM (ISO 8601)
- Join Date
- Dec 2005
Re: NeverEnding Dungeon - Rellayron Nur (Ditto)
Great! My lousy first roll is sufficient then. My math is weak. That's what DMs are for!
I'll pack away the rope and continue to the north and around the corner to the east, past the door.
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2010-06-09, 02:25 PM (ISO 8601)
- Join Date
- May 2010
Re: NeverEnding Dungeon - Rellayron Nur (Ditto)
When you head east, you see a red notecard hanging on the wall ahead of you.
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2010-06-09, 02:41 PM (ISO 8601)
- Join Date
- Dec 2005
Re: NeverEnding Dungeon - Rellayron Nur (Ditto)
I should like to read this notecard.
What's ahead in this east-leading corridor?
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2010-06-09, 02:48 PM (ISO 8601)
- Join Date
- May 2010
Re: NeverEnding Dungeon - Rellayron Nur (Ditto)
The passage goes east 10 feet to the notecard, then turns north.
You turn the card over. It reads as follows:Spoiler"BOOM!"
(1d6)[5] force damage
The passage leads north 30 more feet. At 20 feet, the passage splits east. At 30 feet, the passage splits east and west.Last edited by candycorn; 2010-06-09 at 02:49 PM.
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2010-06-09, 03:39 PM (ISO 8601)
- Join Date
- Dec 2005
Re: NeverEnding Dungeon - Rellayron Nur (Ditto)
Figures. I'll burn my Inflict Light Wounds to cast CLW (1d8+1)[8] Back up to full health.
I'll move up to look down the east branch, then look at where the east-west split leads as well.Last edited by Ditto; 2010-06-09 at 03:39 PM.
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2010-06-09, 03:43 PM (ISO 8601)
- Join Date
- May 2010
Re: NeverEnding Dungeon - Rellayron Nur (Ditto)
The east branch goes east 30 feet. At 25 feet, there's a door on the south wall, with a red and white painted bull's eye on the floor in front of it. At 30 feet, the passage turns south.
The east/west split: Runs east for 20 feet, and turns north. Also runs west for 20 feet, and turns north.
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2010-06-09, 03:48 PM (ISO 8601)
- Join Date
- Dec 2005
Re: NeverEnding Dungeon - Rellayron Nur (Ditto)
A bullseye, you say? No thanks!
I'll continue my North-and-east prowl as far as that'll take me.
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2010-06-09, 03:54 PM (ISO 8601)
- Join Date
- May 2010
Re: NeverEnding Dungeon - Rellayron Nur (Ditto)
After taking the east split, you go 20 feet, and it turns north. The hallway goes north 50 feet. After 25 feet, there's a door on the west wall. After 50 feet, the passage turns west.
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2010-06-09, 04:04 PM (ISO 8601)
- Join Date
- Dec 2005
Re: NeverEnding Dungeon - Rellayron Nur (Ditto)
Continue North to the west turning.