conversations.from: system
conversations.value: ROLEPLAY_MODE: Develop the plot slowly, always stay in character. Describe all actions in full, elaborate, explicit, graphic, and vivid detail. Mention all relevant sensory perceptions. Keep the story immersive and engaging.
conversations.from: human
conversations.value: Tanaric: 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||M|
  3|||
  4|||[/table]
  
  There is a door at C-4, south side.
   
  
  
  DM notes: 
   Spoiler 
   Sheet. 
   
conversations.from: human
conversations.value: jojolagger: I😦 check for traps.
  Sadly as this is my first PbP thing on GitP I have no clue how to use the dice roller.☹️
conversations.from: human
conversations.value: Tanaric: (roll)1d20+x(/roll), with square brackets. See  this post  for more information.
conversations.from: human
conversations.value: jojolagger: thanks
  I search for traps  (1d20+8)[ 27 ] 
conversations.from: human
conversations.value: Tanaric: Whatever you searched looks completely normal.
conversations.from: human
conversations.value: jojolagger: I open the door and look through.
conversations.from: human
conversations.value: Tanaric: Opening the door reveals a hallway running to the east and south. Without a light source, it's impossible to determine more.
conversations.from: human
conversations.value: jojolagger: I pick up the light torch and look through the doorway.
conversations.from: human
conversations.value: Tanaric: 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, the hall runs beyond the range of your torch 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.
conversations.from: human
conversations.value: jojolagger: I head to the farthest south wall I can see and look around.
conversations.from: human
conversations.value: Tanaric: As you pass the eastern split on the southern path, you see that it runs for ten feet before turning north.
  
  At the east/west T to the south, which is the farthest you can go south currently, you see that the hall runs to the west for ten feet before turning south, or to the east for forty feet before turning north. Thirty-five feet to the east, there is a door on the north side of the hall. There is a large red and white bullseye painted on the floor in front of the door.
conversations.from: human
conversations.value: jojolagger: I head west and look south
conversations.from: human
conversations.value: Tanaric: The hall continues south for ten feet before turning east.
conversations.from: human
conversations.value: jojolagger: I go to the south end and look east
conversations.from: human
conversations.value: Tanaric: The hallways extends to the east beyond the range of your vision.
conversations.from: human
conversations.value: jojolagger: I travel east Until I see something of interest.
conversations.from: human
conversations.value: Tanaric: You find something of interest thirty-five feet to the east. The floor starts to fall out underneath your feet. Reflex save.
conversations.from: human
conversations.value: jojolagger: Reflex save of  (1d20+1)[ 16 ] 
conversations.from: human
conversations.value: Tanaric: You pass. Which side do you want to end up on?
  
  Incidentally, thirty feet further down the hall, there is a door on the north side.
conversations.from: human
conversations.value: jojolagger: I want to end up on the side I was traveling to before the floor fell out. Also I take out My large Greatsword (12 ft. long) and begin poking the ground ahead of me as I continue my journey. If I make It outside the door without incident I stop.
conversations.from: human
conversations.value: Tanaric: When you poke the ground fifteen feet beyond the pit, a small ball of acid forms in midair and flies toward you.
  
  Ranged touch:  (1d20+5)[ 18 ] 
  Acid damage:  (1d3)[ 3 ] 
conversations.from: human
conversations.value: jojolagger: I search for the acid trap  (1d20+8)[ 19 ]  (if I roll 24 I spend 1 inspiration point to boost my search check to 25.)
conversations.from: human
conversations.value: jojolagger: I know I failed as it is clearly a magical trap with a DC of 25 or higher.
  Thus I search Again  (1d20+8)[ 16 ]  on a roll of 24 I boost it.
conversations.from: human
conversations.value: jojolagger: again  (1d20+8)[ 19 ]  😡
conversations.from: human
conversations.value: jojolagger: 😡I take a 20 for 28 ha😩
conversations.from: human
conversations.value: Tanaric: Heh.
  
  The trap is where it's supposed to be, inactive for now.
conversations.from: human
conversations.value: jojolagger: I disable the trap (disable device)  (1d20+10)[ 24 ] 
conversations.from: human
conversations.value: jojolagger: 😦Just realized the DM rolls disable device secretly. Sorry.
conversations.from: human
conversations.value: Tanaric: You can roll it if you like. Makes no difference to me.
  
  The trap is still there, inert for the time being.
conversations.from: human
conversations.value: jojolagger: Is the mechanism reliant on physical parts?  Would smashing it stop it?
conversations.from: human
conversations.value: Tanaric: No. It's a magic trap. It will not trigger again for the time being.
conversations.from: human
conversations.value: jojolagger: I continue to the door poking with my greatsword and taking a 20 on searching every square.
  
  P.S. as I expect to be dead by the end of this page I would like to know how much damage an arrow would do in melee for one of my new character ideas.
conversations.from: human
conversations.value: Tanaric: An arrow used in melee is an improvised dagger, as I recall. -4 attack penalty, dagger stats otherwise.
conversations.from: human
conversations.value: jojolagger: 😁
  Do I reach the door useing my above mentioned method?
conversations.from: human
conversations.value: Tanaric: Twenty-five feet beyond the acid trap, you poke the floor and it falls out. 
  
  Whoops. Forgot where you were. You reach the door without issue.
conversations.from: human
conversations.value: jojolagger: I cast detect magic to see If there is/are any magical effects on the other side of the door. While I am at it I also Check to see if there are any other magic traps near me.
conversations.from: human
conversations.value: Tanaric: You don't see anything on the door, but you do detect some auras to the west, where you came from.
  
  Edit: And to the east.
conversations.from: human
conversations.value: jojolagger: I Pinpoint the locations and strenghts of each aura. Any that are in my line of sight have their school identified if they are below 3rd level. I assume they are traps.
conversations.from: human
conversations.value: Tanaric: Locations relative to the door.
  
  West: One aura, faint, fifteen feet away, ground level. One aura, faint, fifty-five feet away, ground level.
  
  East: One aura, faint, fifty feet away, ten feet above ground level.
  
  Roll spellcraft.
conversations.from: human
conversations.value: jojolagger: I take a ten for 18 That lets me identify the schools for spells up to 3rd level or CL 7 non-spell effects.
conversations.from: human
conversations.value: Tanaric: West: Conjuration.
  
  East: Necromancy.
conversations.from: human
conversations.value: jojolagger: I listen at the door taking a 20 for a total of 19.
conversations.from: human
conversations.value: Tanaric: You hear some low chanting in a language you don't understand.
conversations.from: human
conversations.value: jojolagger: Sword in hand, I cast true strike and open the door.
conversations.from: human
conversations.value: Tanaric: 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)[ 18 ] 
   
conversations.from: human
conversations.value: jojolagger: My initiative  (1d20-1)[ 19 ]  ☹️
conversations.from: human
conversations.value: jojolagger: 😏 hey a natural 20. With my -1 modifier I thought I was dead meat.
  I charge him with my sword.
  Attack roll  (1d20+24)[ 41 ]  True strike FTW
  Assuming I hit I deal  (3d6+8)[ 20 ]  damage (I am using Cunning Insight)😎
conversations.from: human
conversations.value: Tanaric: Your attack should "only" be +22, shouldn't it?
  
  No matter. He explodes.
  
  150 xp, chainmail, ripper, sundark goggles.
conversations.from: human
conversations.value: jojolagger: +2 from charge. Could I please get sources for those Items?(other than the chainmail)
  Also what about the javlin at his side?😏
conversations.from: human
conversations.value: Tanaric: Ripper is in the planar handbook. It's essentially a greatsword in spear form, dealing piercing damage and costing 5 gp more.
  
  Sundark goggles are in... the PH2? Races of Stone? Drow of the Underdark? One of those, I think. 😛
  
  They let you ignore light sensitivity. 10 gp.
  
  And yes, you get the javelin too.
conversations.from: human
conversations.value: jojolagger: I search the room completely. (I take a 20 for 28)
conversations.from: human
conversations.value: Tanaric: You find a lot of stone and some orc blood.
conversations.from: human
conversations.value: jojolagger: I exit the room and head east. I take a twenty (28) searching every square, in addition to Poking with my Greatsword.
conversations.from: human
conversations.value: Tanaric: Thirty feet east of the door, you find a pit trap.
conversations.from: human
conversations.value: jojolagger: How big is the pit.
conversations.from: human
conversations.value: Tanaric: 5-ft square, 20 ft deep.
conversations.from: human
conversations.value: jojolagger: I back up and take a runnig jump across.  (1d20+5)[ 10 ] 
conversations.from: human
conversations.value: Tanaric: And you're across safely.
  
  The hall continues to the east for another forty feet before you find another pit trap. Fifteen feet beyond the pit, the hall turns north.
conversations.from: human
conversations.value: jojolagger: I take a running jump across and take a ten (15). I then continue with the search and poke traveling to the point where the hall turns north.
conversations.from: human
conversations.value: Tanaric: The hall continues north for twenty feet before turning west.
conversations.from: human
conversations.value: jojolagger: continue north using the standard procedure until I can head west.
conversations.from: human
conversations.value: Tanaric: You move north unimpeded. The hall goes west for thirty feet before turning south.
  
  If you continue on: 
   Spoiler 
  The hall goes south for ten feet before turning west. Five feet to the south, you stumble upon a pit trap.
   
conversations.from: human
conversations.value: jojolagger: Sure continue. standard jump over pit and keep going crossing all (5 ft.) pits taking a ten off a running jump.
  Also could you please show me a map? I'm totally lost right now😁.
conversations.from: human
conversations.value: Tanaric: There's only five feet of hall to the north of the pit. You need twenty feet for a running jump.
  
  I can't give you a map at the moment, but I'll try to when I get more time.
conversations.from: human
conversations.value: jojolagger: I'll wait for a map.
conversations.from: human
conversations.value: jojolagger: I throw my grappling hook and anchor it to near corner where it turns west. Take a ten to secure (15 vs. DC 12). Take a ten crossing for 13 (should be enough).
conversations.from: human
conversations.value: Tanaric: Yep.
  
  The hall runs west for thirty feet before turning north.
conversations.from: human
conversations.value: jojolagger: continue standard system
conversations.from: human
conversations.value: Tanaric: The hall goes north for ten feet, then west for five feet before ending in a blank wall.
conversations.from: human
conversations.value: jojolagger: Map please.
conversations.from: human
conversations.value: Tanaric: Spoiler 
   
   
  
  
  Should be correct.
conversations.from: human
conversations.value: jojolagger: I head back to the point I will have LoS to the rooms 12 door, standard procudure, jump/grapple/ready action to dodge trap. as necessary.
conversations.from: human
conversations.value: Tanaric: Room 12 is the room you started in. Where do you want to go from there?
conversations.from: human
conversations.value: jojolagger: I head to the door I saw in the second corridor after leaving room 12 (also known as the 2nd left most door on the map.) standard travel
conversations.from: human
conversations.value: Tanaric: 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 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.
  
  Roll initiative.
  
   (1d20+2)[ 13 ] 
   
conversations.from: human
conversations.value: jojolagger: Ok.  (1d20-1)[ 10 ] 
conversations.from: human
conversations.value: Tanaric: The man gestures for you to leave, and places a restraining hand on the beast's neck as it bares its teeth at you.
  
  Your turn.
conversations.from: human
conversations.value: jojolagger: Is the man wearing armour? If so What kind? Does he have any visible weapons?
conversations.from: human
conversations.value: Tanaric: Sorry, I copy/pasted that from one of Sliver's old games before he noted it...
  
  The man has a chain shirt and a longsword.
conversations.from: human
conversations.value: jojolagger: I charge the animal using inspiration to boost attack roll. attack roll  (1d20+8)[ 26 ] 
  if I hit  (3d6+4)[ 16 ]  damage
conversations.from: human
conversations.value: Tanaric: Your attack passes right through the beast. It vanishes a moment later, and the man casts a spell in your direction. A wave of color washes over you.
  
  Will save.
conversations.from: human
conversations.value: jojolagger: ok.  (1d20+2)[ 12 ] 
conversations.from: human
conversations.value: jojolagger: well, as color spray is 11+casting stat mod save, I appear to be ruined.
conversations.from: human
conversations.value: Tanaric: Unconscious:  (2d4)[ 5 ] 
  Blind/stunned:  (1d4)[ 2 ] 
conversations.from: human
conversations.value: Tanaric: Four CDGs for you, then.
  
   (2d8-2)[ 12 ] 
   (2d8-2)[ 10 ] 
   (2d8-2)[ 2 ] 
   (2d8-2)[ 12 ] 
  
  If you survive those, make some fort saves vs Death.
conversations.from: human
conversations.value: jojolagger: I'm at -30 hp.😁 LOL
conversations.from: human
conversations.value: Tanaric: There is no "overkill". There is only "open fire!" and "I need to reload!".
  
  😛
conversations.from: human
conversations.value: jojolagger: I'll be back with a better build. And a way to rest in the dungeon. And a way to use sanctuary as an offensive spell.