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||C|
  3|||
  4|||[/table]
  
  There is a door at C-4, south side.
   
  
  
  DM notes: 
   Spoiler 
   Sheet. 
   
conversations.from: human
conversations.value: Ragven: Wait a second, what happened to my wolf?
  
  EDIT: Well, I have Trapfinding.  Do a visual search of the whole room.  Taking 20, because I'm sure as hell not dying on the first room.
conversations.from: human
conversations.value: Tanaric: Your wolf is with you. Somewhere. Pick a square.
  
  Taking 20 on a visual search reveals nothing out of the ordinary.
conversations.from: human
conversations.value: Ragven: OK, wolf is to my left.
  
  Poke at the floor with the ladder to attempt to trigger traps.  If that fails, do the same to the door.
conversations.from: human
conversations.value: Tanaric: Your ladder thanks you for deigning to use it for such honorable tasks, but regrets to inform the Master that it cannot detect any such "undesirables" in the searched areas.
conversations.from: human
conversations.value: Ragven: Direct wolf to stand next to door.  If I can get it to touch the door, even better (not sure how much control I have over it).
  
  If there's nothing there, then use trapfinding on door with a take 20 search.  Then listen at the door with my listening cone.  If there's still nothing, cautiously open it.
  
  Standard Operating Procedure for doors is
  -Have Animal go first
  -take 20 on a search
  -Listen with cone (to prevent those nasty ear-eating beasties)
conversations.from: human
conversations.value: Tanaric: There very possibly will not be room for both you and your companion in front of the doors much of the time. In such instances, would you rather you or the wolf stand to one side while it's opened?
conversations.from: human
conversations.value: Tanaric: In any event, you find nothing of note, and slide the door open without issue.
  
  Opening the door reveals a hall running to the south and east. Without a light source, it's impossible to determine more.
conversations.from: human
conversations.value: Ragven: Originally Posted by Tanaric 
   There very possibly will not be room for both you and your companion in front of the doors much of the time. In such instances, would you rather you or the wolf stand to one side while it's opened? 
   
  
  Honestly, I'd rather use the wolf as cover, if possible.  Otherwise, I'll be to the side with my wolf out of the way, since this is the first level and I doubt you're going to be putting in any counter-counter-traps yet.
  
  
  Poke the lit torch with the ladder (not on the fire), then, if nothing goes wrong, take it.
  
  Light a candle from that torch, leave the candle in the room
conversations.from: human
conversations.value: Tanaric: It reacts in a very torchy fashion. Which is to say, not at all.
  
  With the torch, you see that the hall continues to the east beyond the range of your 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.
  
  To the south, it continues for thirty feet before teeing to the east and west. After twenty feet, it splits east.
conversations.from: human
conversations.value: Ragven: Is this correct?
  
     
conversations.from: human
conversations.value: Tanaric: You forgot the eastern split twenty feet down the south hall.
  
  Also, it's worth noting that, unless otherwise mentioned, all doors are sliding metal.
conversations.from: human
conversations.value: Ragven: Proceed south 15'.  Moving silently, taking 10 (another Standard Operating Procedure), and doing mutual aid-another with my wolf on the check.
  
  EDIT: Um, how do I do rolls on this forum?
conversations.from: human
conversations.value: Tanaric: (roll)1d20+x(/roll) in square brackets.
  
  The split east continues for ten feet before turning north. You can barely make out that there is a door five feet to the north of the bend.
conversations.from: human
conversations.value: Ragven: Aid another on wolf:  (1d20+4)[ 16 ] 
  Aid another from wolf:  (1d20+3)[ 12 ] 
  
  Continue southwards to T.  Take 10 (20 doesn't really make sense) on listen checks as I go.
  
  Taking 20 on visual search, of course, and using my 10' ladder to poke and prod like a blind windowasher
conversations.from: human
conversations.value: Tanaric: Are you poking only the floor, or the walls as well?
  
  Edit: Also, your wolf is walking in front of you this whole way?
conversations.from: human
conversations.value: Ragven: Wolf is to my side, I guess.
  
  And I'm inspecting/poking walls floors and ceilings, as well as making cautious sweeps of the air to check for tripwires.
conversations.from: human
conversations.value: Tanaric: It's a five foot wide hallway. There's no room to your sides. Would you rather it be in front of or behind you?
  
  It does have relevance, yes.
conversations.from: human
conversations.value: Ragven: Behind, presumably, since I otherwise would only be poking 5' ahead of the wolf, which would be pretty dumb...
  
  EDIT: Unless I can have the wolf put a rung of the ladder in its mouth, which is even dumber.
  
  Anyway, continue onward, following righthand wall, until I have to make another decision.
conversations.from: human
conversations.value: Tanaric: As you poke five feet beyond the eastern split, a small ball of acid forms in the air and flies toward you.
  
  Ranged touch:  (1d20+10)[ 27 ] 
  Damage:  (1d3)[ 1 ] 
  
  I assume dealing with a trap constitutes a decision.
conversations.from: human
conversations.value: Ragven: Charnel touch to regain the hp.
  
  Take 20 on search check to find the trap, and see if it's still active.
conversations.from: human
conversations.value: Tanaric: Inert.  Whitetext. 
conversations.from: human
conversations.value: Ragven: If it's possible to go back and remove the starting door for use as an improvised tower shield, I'll do so.  Otherwise, continue onward following right wall and SOP.
conversations.from: human
conversations.value: Tanaric: Yea-no, no you can't take off the door for a tower shield.
  
  You go south, then west for ten feet, then south for ten feet, then poke the floor ten feet east of you and trigger another acid trap.
  
   (1d20+5)[ 17 ]  ranged touch for  (1d3)[ 2 ]  acid damage.
  
  Beyond, the hall continues east out of sight.
conversations.from: human
conversations.value: Ragven: Charnel touch up to full.
  
  Continue onward following righthand wall.  Heal up with charnel touch after any further acid splash traps.
  
  Can I get a map the next time I find a door?
conversations.from: human
conversations.value: Tanaric: Fifty-five feet beyond the first trap, you find a door on the north side of the hall. There are some more pit traps and acid traps along the way, but since they don't really bother you...
  
  Map later.
conversations.from: human
conversations.value: Ragven: Take 20 to search the door for traps (result of 27)
  Take 20 with listen using the listening cone (decreases DC by 3 for listening through door) (result of 24)
conversations.from: human
conversations.value: Tanaric: You hear some low chanting in a language you don't speak.
conversations.from: human
conversations.value: Ragven: Listen for a minute or so, to see if the chanting continues.
conversations.from: human
conversations.value: Tanaric: It does.  text. 
conversations.from: human
conversations.value: Ragven: Take 20 on listen to see if I can find the number and approximate locations of the chanters.
  
  That's a 24, still using my listening cone.
  
  
  I assume my wolf can't aid another on listen checks, because that would be silly.
conversations.from: human
conversations.value: Tanaric: It seems to be coming from either directly north of the door or very close to it. No pinpoint.
conversations.from: human
conversations.value: Ragven: Can I have my wolf ready an action to charge in at a 30 degree angle as soon as I open the door?
conversations.from: human
conversations.value: Tanaric: Since you can't partial charge unless you're restricted to a move/standard (such as being a zombie or being disabled), no. You can't ready a partial charge.
conversations.from: human
conversations.value: Ragven: Ack, looks like my computer ate my earlier reply.
  
  
  Anyway, listen to the walls with the listening cone at 10' increments out to 60' (or until I am unable to hear voices), and determine where the chanting is loudest.
conversations.from: human
conversations.value: Tanaric: Directly north of the door, it seems.
conversations.from: human
conversations.value: Ragven: Well, might as well take the plunge.
  Light a torch, placing it right in front of the door.
  
  Tye twine to the protruding part of the sliding door (taking 10), stand 10' to the north of the door, have my wolf stand 5' north of it (readying an action to attack the next opponent within range)
  
  Then pull the twine to open the door.
conversations.from: human
conversations.value: Tanaric: There seems to have been some miscommunication. According to my map, you're in a long, narrow, east-west hallway. You can't really be north of the door on the north side of the hall.
conversations.from: human
conversations.value: Ragven: I must have been confused about the "door to the north".
  
  Well, change the actions to opening it from whatever side the door slides to make it work.