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||D|
  3|||
  4|||[/table]
  
  There is a door at C-4, south side.
   
  
  
  DM notes: 
   Spoiler 
   Sheet. 
   
conversations.from: human
conversations.value: theterran: Sweet.
  
  For starters, I'll burn 7 Turn attempts and cast a Persistant Lesser Vigor on myself.
  
  Then I'll pull out my 10ft Pole and poke around toward the door, test the door for traps with the pole, then open it up.
conversations.from: human
conversations.value: Sliver: Alright, but please next time mention vision modes (because Tanaric is the one checking the sheets and I want to update quickly due to being extra busy today) so.. Darkvision 60'
  
  The door opens to a hall going east and south.
  
  East it goes beyond your vision. 10ft into the hall it splits north and south. 30ft inside (20ft from the split) is a door on the northern side, and at the edge of your vision it splits north and south again.
  
  South it goes 30ft and is T-ing east and west. 20ft in there is a split east.
conversations.from: human
conversations.value: theterran: I'll head east, poking with my stick as I go, checking for tripwires, pressure plates, etc.
  
  Sorry about the vision thing, it is Darkvision 60ft 😉
conversations.from: human
conversations.value: Sliver: You are poking only the floor, or walls up to 15ft as well? (can't reach more then that..)
  
  You discover a pit 10ft after the split. The hall goes north for 20ft and turns east, and south it goes 20ft and turns west. There is a door 15ft into the southern hall.
  
  Good night!
conversations.from: human
conversations.value: theterran: Hrmm...to poke the walls...🤨
  
  Sure, I'll poke the walls as well..(though I'm thinking perhaps I shouldn't)
  
  I'll use my Airstep Sandals to fly over the pit and continue.  I'll head for the door 15ft into the southern hall
conversations.from: human
conversations.value: Sliver: Hrm.. You are standing in the center of a + intersection. You came from the west, 10ft to the east is a pit and 10ft beyond the pit is a door. 15ft south is another door.
  
  You either go to the southern door or go over the pit to the eastern door..
conversations.from: human
conversations.value: theterran: Over the pit to the eastern door! (I got these Air Sandals so I can use them!) 🙂
conversations.from: human
conversations.value: Sliver: Alright.. You also see a door 50ft east of the door. The hall turns south there as well.
  
  You reach the door without issue. Do anything or just open?
conversations.from: human
conversations.value: theterran: I'll test it with the pole for traps before opening it.
  
  Otherwise, I'll just open it.
conversations.from: human
conversations.value: Sliver: You should roll Initiative every time you open doors, just in case, to speed things up (at least at this floor). I will assume this is your standard procedure unless you note otherwise..
    (1d4)[ 3 ]  
  Opening the door reveals the following room: 
   Spoiler 
  
  {table]|A_|B_|C_|D_|E_
  1|||||
  2|||||
  3|||1||
  4|||||
  5|||||[/table]
  There are doors at A5 south and E1 north.
  In the room there is an ugly looking, blue scaled, lizard thing with fire in it's mouth! And you are greated with lightning.  (1d4)[ 3 ]  lightning damage reflex DC15 for half. You are also entangled (unless you don't suffer damage).
  Initiative:  (1d20+1)[ 19 ] 
   
conversations.from: human
conversations.value: theterran: Initiatiave  - (1d20+3)[ 13 ] 
    Reflex  - (1d20+3)[ 10 ] 
conversations.from: human
conversations.value: Sliver: You suffer  (1d6)[ 1 ]  electricity damage, no save. The creature opens it's mouth and shoots fire at you  (1d6)[ 1 ]  same save.
conversations.from: human
conversations.value: theterran: Reflex  - (1d20+1)[ 8 ] 
  
  Stupid Entangle!
conversations.from: human
conversations.value: theterran: Wee...my turn!
  
    RTA  - (1d20)[ 20 ] 
    Damage  - (2d6)[ 4 ] 
  
  Hopefully that will hurt him..(confirmation coming soon)
conversations.from: human
conversations.value: theterran: Confirmation  - (1d20)[ 10 ] 
    Damage  - (2d6)[ 12 ] 
  
  *Crosses Fingers*
conversations.from: human
conversations.value: Sliver: You hit but fail to confirm. He breathes more fire.
  
   (1d6)[ 5 ]  electricity damage, no save.
   (1d6)[ 1 ]  fire damage,  DC15 for half. 
conversations.from: human
conversations.value: theterran: Gah, that drops me to 0, fast healing takes me back up to 1.
  
  Assuming I'm just inside the door, I'll move out the door and close it behind me! 😦
conversations.from: human
conversations.value: Sliver: You were attacking with Dissolving Spittle right? Please note anything special about your attacks, always. I'm not the one checking the sheets so you shouldn't assume I know if you target touch ac or you do acid damage..
  
  Anyway,  (1d6)[ 1 ]  electricity damage, and he opens the door.
conversations.from: human
conversations.value: theterran: 😳
  
  Sorry.
  
  I've got the pit one way, what's the other way look like?
  
  (edit) meh...nevermind...if I trip a trap I'm dead...
conversations.from: human
conversations.value: theterran: I'll 5ft step away (in the pits direction if possible w/o me falling in, and I'm assuming I'll still be able to see the beast in the doorway.)
  
  Then I'll Dissolving spittle him (hopefully)
  
    RTA  - (1d20)[ 20 ] 
    AcidDamage  - (2d6)[ 9 ] 
  
  (edit)
  
  Confirm coming...
conversations.from: human
conversations.value: theterran: Confirm  - (1d20)[ 5 ] 
    AcidDamage  - (2d6)[ 7 ] 
  
  *crosses fingers*
conversations.from: human
conversations.value: Sliver: You defeat it.. The entangling effect ended last turn btw..
  
  150xp, chainmail.
conversations.from: human
conversations.value: theterran: That was intense...I thought I was going to die...AGAIN! 😩
  
  Is it safe to assume that the Chainmail is made for a "small" character? 😁
conversations.from: human
conversations.value: theterran: I'll head back into the room, and go toward the other door, check it for traps with my pole, and open it.
  
  (consequently, through which door do I enter the room E1 or A5?)
conversations.from: human
conversations.value: Sliver: A5..
  
  The hall goes east and west.
  
  East for 20ft and turns south. There is a door at the end, northern side.
  
  West for 60ft. 10ft into the hall there is a split north. 20ft beyond that is a split south. 20ft beyond that, is a split north, and at the end it turns north.
conversations.from: human
conversations.value: theterran: I'll keep heading east, checking the floor and walls for traps and tripwires and such...
  
  heading for the door on the north side.
conversations.from: human
conversations.value: Sliver: You reach the door. The hall goes south 20ft and is T-ing east and west.
  
  Opening the door reveals the following room: 
   Spoiler 
  
  {table]|A_|B_|C_|D_
  1||||
  2||C|C|
  3||C|C|
  4||C|C|
  5||||[/table]
  The room contains a large chest with a note attached to it’s latch. There are doors at C5, D2 and D1 north.
   
conversations.from: human
conversations.value: theterran: ...a note...surely to goodness it's not explosive runes at 1st level...
  
  I'll test my way over the the chest with the 10ft pole
  
  ... and...*gulp*...read ... the ... note ...
conversations.from: human
conversations.value: Sliver: “Greater rewards await the patient man, but only a fool waits forever.”
  
  Also, I won't update anymore today.. Have an important exam tomorrow and need to focus..
conversations.from: human
conversations.value: theterran: (Good Luck on the exam!)
  
  I'll wait for 1 minute before attempting to open the chest.
  
  (and hopefully find something nice!)
conversations.from: human
conversations.value: Sliver: In the chest, you find.. Wait, was that Candlejack? Ah never mind, you fi  1 platinum coin. 
conversations.from: human
conversations.value: theterran: White Text...that's just mean 😛
conversations.from: human
conversations.value: theterran: I'll go out the door I came in, and continue heading south, checking for traps, etc. 🙂
conversations.from: human
conversations.value: Sliver: You reach the split. It goes 10ft east and ends with a wall, and 10ft west and turns south. As you poke the wall, you feel sudden heat. You suffer  (2d6)[ 6 ]  nonlethal damage and give me a fort save..
conversations.from: human
conversations.value: theterran: hrmm...I'm betting that was the spell "sunstroke" (I typically like that spell, but not in this instance!)
  
    Fort  - (1d20+4)[ 16 ] 
conversations.from: human
conversations.value: Sliver: Yup.. Save..
conversations.from: human
conversations.value: theterran: I'll wait a few rounds to let Lesser Vigor heal me back up, then continue on West, then south, still poking along.
conversations.from: human
conversations.value: Sliver: The hall goes south for 10ft and splits in a + intersection.
  
  East it goes 20ft and turns south. At the turn is a door on the eastern side.
  
  West it goes.. Back to the burner room and starting room.
  
  South it goes 10ft and turns west. 5ft into the hall is a large blue note card hanging from the wall.
conversations.from: human
conversations.value: theterran: I'll check up to the notecard, and read it...(why do I feel like that chest set me up for something here...but I'm too curious NOT to read it!)
conversations.from: human
conversations.value: Sliver: “Burn Me for Help in Times of Trouble”
conversations.from: human
conversations.value: theterran: Hrmm...would be helpful...if I had brought that torch along...😩
  
  I'll go back to the intersection and head east, towards the door on the eastern side...checking as I go, as always.
conversations.from: human
conversations.value: Sliver: Opening the door reveals the following room: 
   Spoiler 
  
  {table]|A_|B_|C_|D_|E_|F_
  1||||||
  2||||||
  3||||||
  4|||1|||
  5||||||
  6||||||[/table]
  There is a door at A-6 west, which you are just outside of, another at E-1 and another at F-4. There is that damn kobold wearing a chain shirt and holding a short sword.
  Initiative: (1d20+5)[ 12 ] 
   
conversations.from: human
conversations.value: theterran: Initiative  - (1d20+3)[ 11 ] 
  
  It's the Kobold of DOOM! 😦
conversations.from: human
conversations.value: Sliver: It runs towards you, shadows flicker around (grants him 20% miss chance)
  
  His sword splits and he attempts to strike you:
  
   (1d20+4)[ 10 ] 
   (1d20+4)[ 18 ] 
   (1d4+4)[ 7 ]  if both hit: + (1d6)[ 4 ] 
conversations.from: human
conversations.value: theterran: Ack!
  
  5ft step back the way I came and use Dissolving Spittle
  
  Ranged Touch Attack:
    Attack  - (1d20+4)[ 11 ] 
    AcidDamage  - (2d6)[ 3 ] 
  
  (edit) I'm beginning to hate Dissolving spittle...
conversations.from: human
conversations.value: Sliver: Miss. That damn kobold dashes back and leaps forward, shadows flicker again (you should really roll that miss chance next time..) and his sword is covered in flames:
  
   (1d20+4)[ 6 ] 
   (1d4+4)[ 6 ]  +   fire damage  - (1d6)[ 6 ] 
conversations.from: human
conversations.value: theterran: crap...forgot the miss chance.
  
  Another 5ft step back and spit again!
  
  Ranged Touch Attack
    Attack  - (1d20+4)[ 21 ]   -  Miss Chance (High hits)  (1d100)[ 14 ]  (WHY!!!)
  
    AcidDamage  - (2d6)[ 5 ] 
conversations.from: human
conversations.value: Sliver: LOL!
  
  It dashes back and again forward, shadows flicker.
  
   (1d20+4)[ 24 ] 
   (1d4+4)[ 7 ]  +  (1d6)[ 4 ]  + Fort save DC11 or suffer another 20% miss chance (on top of the normal one)
conversations.from: human
conversations.value: Sliver: Crit confirm:
   (1d20+4)[ 8 ] 
   (1d4+4)[ 6 ] 
conversations.from: human
conversations.value: theterran: And I die...yet again...😩
conversations.from: human
conversations.value: Sliver: I think that is That Damn Kobold's first kill, at least in my games.. He usually is killed in the first round (before the first round actually, an alarming number of characters killed it before he did  anything )
conversations.from: human
conversations.value: theterran: Actually, I think you had him kill me last time too...😩
  
  I ALWAYS die to that Kobold...that's like the 3rd time he's killed me!
conversations.from: human
conversations.value: Sliver: I should start writing their kills..
  
  Burny Bernie got a lot.. Another one had a nice amount (probably more then 15) Hmm..
  
  You're making new character?
conversations.from: human
conversations.value: theterran: Of course...
  
  And honestly...I didn't really care for this character...was kinda "blah" IMHO...
  
  And I think the next character will have more than 6 str. 😁
conversations.from: human
conversations.value: Sliver: Was it because you kept missing with your signature move, or because your signature move was something you took from someone else? 😛
conversations.from: human
conversations.value: theterran: 😛
  
  I just have a hard time coming up with characters that will last...in an arena type environment I'm fine...but in something like this...I'm lacking...😩