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 cramped, rectangular 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 bracket by the sole door visible in the room.
  
  Map: 
   Spoiler 
  {table]|A_|B_|C_|D_
  1|||||
  2||R|||
  [/table]
  
  There is a door at A-1, west side.
   
  
  
  DM notes: 
   Spoiler 
  2, 5, 3
   
conversations.from: human
conversations.value: Tavar: Raz begins by examining the door for traps, disarming any that he finds. Afterwards, he opens the door.
  
  
   
   Spoiler 
  
  Search (1d20+6)[ 7 ] 
  dd (1d20+6)[ 10 ] 
   
conversations.from: human
conversations.value: Tanaric: You find nothing on the door.
  
  As you lay your hand on the door, several hundred lines of crackling blue energy appear, surrounding the door and much of the adjacent wall in a spiderweb pattern. The energy leaps from the door to your hand, giving you quite a shock.
  
  The previously hidden copper wires are now visible as thin black marks on the door, which they have charred quite thoroughly.
  
   
   Spoiler 
  You take 1 point of electric damage.
   
conversations.from: human
conversations.value: Tavar: Dammit, not again. Wait, what do I mean "again"? 
  
  Raz then opens the door.
conversations.from: human
conversations.value: Tanaric: Opening the door reveals an unlit corridor running to the north and south. You can't tell more without a light source.
conversations.from: human
conversations.value: Tavar: Raz takes off the sack over his everburning torch.
conversations.from: human
conversations.value: Tanaric: The hall runs to the north for ten feet before turning east. It runs to the south for forty feet before turning east.
conversations.from: human
conversations.value: Tavar: Raz moves to the first turn, searching for traps as he goes.
   
   Spoiler 
  
  MS[roll]1d20+6/[roll]
  Taking 10 on search checks, yielding 16.
  DD1 (1d20+6)[ 8 ] 
  DD2 (1d20+6)[ 20 ] 
  DD3 (1d20+6)[ 19 ] 
  DD4 (1d20+6)[ 22 ] 
   
conversations.from: human
conversations.value: Tanaric: Was that north or south?
  
  Also, it's only fair to tell you that the lowest Search DC in this dungeon is 20.
conversations.from: human
conversations.value: Tavar: North. And really? So a skill monkey pretty much has to roll above average or he's screwed. Interesting.
conversations.from: human
conversations.value: Tanaric: There are precisely three traps in the entire dungeon floor that can really do anything of note.
  
  I'll let you figure out which ones they are.
  
  You trip over a tripwire five feet from the door you left. You hear the sound of stone grinding on stone for perhaps a minute before fading away.
  
  If you continue on: 
   Spoiler 
  Upon reaching the bend, you see that the hall continues to the east for thirty feet before turning to the south. There is a short (five foot) hall ending in a door ten feet from your bend, on the north side of the corridor.
   
conversations.from: human
conversations.value: Tavar: Raz moves to the door, searching as he goes, and being sure to search the door. He then opens it and takes a look.
  
   
   Spoiler 
  
  MS (1d20+6)[ 17 ] 
  Search1 (1d20+6)[ 20 ] 
  DD1 (1d20+6)[ 26 ] 
  Search2 (1d20+6)[ 9 ] 
  DD2 (1d20+6)[ 10 ] 
  Search3 (1d20+6)[ 11 ] 
  DD3 (1d20+6)[ 9 ] 
  Search4 (1d20+6)[ 10 ] 
  DD4 (1d20+6)[ 22 ] 
   
conversations.from: human
conversations.value: Tanaric: You find a tripwire in front of the door.
  
  Opening the door reveals the following room: 
   Spoiler 
  {table]|A_|B_|C_|D_|E_|F_|G_
  1|||||||
  2|||||1||
  3|||||||
  4|||||||
  5|||||||
  6|2|||3|||
  7|||||||
  [/table]
  
  There is a door at B-7 which you are standing just outside of, another at A-5, and a third at G-4.
  
  There are three elves in the room. Two (2,3) are holding longswords, while the third (1) is holding a longbow. All three are wearing studded leather armor and bucklers. They look wary.
   
conversations.from: human
conversations.value: Tavar: If possible, Raz concentrates for a moment, cause a  swarm of bats  to appear.
  
   
   Spoiler 
  initiative (1d20+2)[ 8 ] 
  Swarm in squares B7, A7, B6, and A6. It deals  (1d6)[ 2 ]  damage to the elf at A6.
   
conversations.from: human
conversations.value: Tanaric: Summon Swarm has a one-round casting time, meaning they'd appear at the start of your next turn. Still want to do that?
conversations.from: human
conversations.value: Tavar: True. Forgot about that. Um... well then. Standard Eldritch Blast against the elf at A6.
  Attack:  (1d20+2)[ 21 ] 
  Damage (1d6)[ 2 ] 
  
  Then, take a five foot step to the left of the door(to A8 on that map)
conversations.from: human
conversations.value: Tanaric: Initiative:
  
   (1d20+1)[ 6 ] 
   (1d20+1)[ 17 ] 
   (1d20+1)[ 15 ] 
conversations.from: human
conversations.value: Tanaric: The elf you blasted lets out a cry of pain, quickly stifled, then advances and tries to impale you on his sword.
  
   (1d20+2)[ 8 ] 
   (1d8+1)[ 4 ] 
  
  The other drops his sword, draws his bow, and tenses as though preparing to do something.
  
  You act before the third one.
conversations.from: human
conversations.value: Tavar: Five foot step back,
  Attack  (1d20+2)[ 9 ] 
  Damage  (1d6)[ 5 ] 
conversations.from: human
conversations.value: Tanaric: That puts you in the east/west hallway again, by the way.
  
  The elf follows suit.
  
   (1d20+2)[ 8 ] 
   (1d8+1)[ 7 ] 
  
  The others remain in the room.
conversations.from: human
conversations.value: Tavar: Five foot step back/over as the case may be.
  Attack  (1d20+2)[ 20 ] 
  Damage  (1d6)[ 2 ] 
conversations.from: human
conversations.value: Tanaric: He coughs up some blood before retreating back into the room. You hear the door slam shut a moment later.
conversations.from: human
conversations.value: Tavar: Raz returns to the door, taking a moment to summon a swarm of bats. After doing so, he opens the door.
conversations.from: human
conversations.value: Tanaric: Do either  (1d20+3)[ 12 ]  or  (1d20+3)[ 19 ]  hit your flatfooted AC?
conversations.from: human
conversations.value: Tavar: My FFAC=12, so I think that means both hit.
conversations.from: human
conversations.value: Tanaric: I really don't want another PC death, so we'll say you have partial cover from the door.
  
   (1d8)[ 3 ] 
  
  Two of the elves had readied actions to shoot you when you opened the door. I'll tell you exactly where they were in a moment.
conversations.from: human
conversations.value: Tavar: Remember that I have dr 2.
  
  Edit; just realized, I could have taken a flaw, right? Dammit. If i had, I would have dr 3 instead.
conversations.from: human
conversations.value: Tanaric: Oh. Well, if you want another arrow to the face, by all means...
  
   (1d8)[ 6 ] 
  
  Anyhow, the elves with the bows are in A-3 and D-3. The other one is in C-7.
conversations.from: human
conversations.value: Tavar: I never said that, just pointing out that I won't immediately die. Plus, remember that I'm also in the middle of a swarm of bats.
conversations.from: human
conversations.value: Tanaric: Soft cover from those, then.
  
  You're up.
conversations.from: human
conversations.value: Tavar: So, how much damage did I take?
  
  Anyways, I can't actually control the bats, but since the C7 elf is closet, they attack him. This provokes, but since they are Diminuative, they take no damage from weapon attacks. The move and attack, and the elf takes  (1d6)[ 1 ] . It also takes 1 damage per round, and additionally must make a Dc 11 fort save at the start of it's turn or be nauseated for 1 round.
  
  Raz maintains concentration and moves back down to the end of the hallway.
conversations.from: human
conversations.value: Tanaric: The elf passes out.
  
  Mind that the range on the bats is 25 feet.
  
  You hear shouts and what sounds like someone drawing a sword, but not quite.
  
  Your go again, though you can't see into the room right now.
conversations.from: human
conversations.value: Tavar: I have no control over the bats, at this point it should attack any living creature within it's range until said creatures death. Oh, and are you sure about the range thing? I thought that just determined where you could summon them, and after that they could go wherever.
conversations.from: human
conversations.value: Tanaric: No, I'm not sure about that. It makes sense, though. Still...
  
  If you don't plan on taking part in the battle: 
   Spoiler 
  
   (1d20-2)[ 15 ] 
   (1d20-2)[ 4 ] 
   (1d6)[ 5 ] 
   (1d20+1)[ 5 ] 
   (1d20+1)[ 9 ] 
   (1d20-2)[ 18 ] 
   (1d20-2)[ 12 ] 
   (1d6)[ 2 ] 
   
  
  
  Let's see what happens for the next two turns.
  
  Edit: The elves are dead on turn one.
conversations.from: human
conversations.value: Tavar: Really? Umm, Raz approachs the door and peak in.
conversations.from: human
conversations.value: Tanaric: They have four hp. The bats did 5 damage. 😛 The elves are bleeding out on the floor, a swarm of bats surrounding them.
conversations.from: human
conversations.value: Tavar: Raz waits for the bats to finish the job, then ceases to concentrate on the spell.
conversations.from: human
conversations.value: Tanaric: 150 xp for  the bats  you, and the following loot list:
  
  three sets of studded leather armor, three longswords, three longbows, three bucklers, fifty-seven arrows, 22 gp, 150 sp.
conversations.from: human
conversations.value: Tavar: Raz takes the money, leaving the rest. He then approaches the door at A5. After looking for traps and disarming any that he finds, he first concentrates for a full round, summoning a swarm of bats centered on his square(they don't attack him). He then opens the door, looking inside.
  
   
   Spoiler 
  
  MS (1d20+6)[ 11 ] 
  Search1 (1d20+6)[ 19 ] 
  DD1 (1d20+6)[ 17 ] 
   
conversations.from: human
conversations.value: HCL: The bats might not attack you but you would still be nauseated on a failed save
conversations.from: human
conversations.value: Tavar: Fine, then I summon them in the square behind me.
  
  Edit: okay, my question in the RAW thread was answered. The range for summoning spells only counts for what range you can summon them. Do we want to follow that, or the original ruling? I'm fine with either.
conversations.from: human
conversations.value: Tanaric: Opening the door reveals a hall that runs to the north and south. To the south, it runs for ten feet before ending in a blank wall. To the north, it runs for forty feet before turning east. Thirty feet to the north, an east-running corridor joins with yours.
conversations.from: human
conversations.value: Tavar: Raz moves to the first crossroad.
  
   
   Spoiler 
  
  MS (1d20+6)[ 12 ] 
  Search1 (1d20+6)[ 20 ] 
  DD1 (1d20+6)[ 22 ] 
   
conversations.from: human
conversations.value: Tanaric: The hall continues to the east for ten feet before turning north.
conversations.from: human
conversations.value: Tavar: Raz heads down the eastern hallway to the next intersection.
    
   Spoiler 
  
  MS (1d20+6)[ 21 ] 
  Search1 (1d20+6)[ 8 ] 
  DD1 (1d20+6)[ 17 ] 
  Spot (1d20+4)[ 12 ] 
  Listen (1d20+4)[ 11 ] 
   
conversations.from: human
conversations.value: Tanaric: (1d4)[ 2 ]   Whitetext. 
conversations.from: human
conversations.value: Tanaric: You step on a pressure plate at the bend, and two darts fly out of the wall toward you.
  
   (1d20+10)[ 18 ]   (1d20+10)[ 27 ]  vs flatfooted.
  
   (1d4+1)[ 2 ]   (1d4+1)[ 5 ] 
  
  The hall continues to the north for ten feet before teeing to the east and west.
conversations.from: human
conversations.value: Tavar: Holy crap, I'm at 1 hp. those things are killer.
  
  Raz coninues down the hallway, being extremely careful about traps.
  
   
   Spoiler 
   go to next intersection, taking 20 on trap searches, leading to a total of 26.
  
  
  MS (1d20+6)[ 22 ] 
  DD1 (1d20+6)[ 22 ] 
   
conversations.from: human
conversations.value: Tanaric: You find no more traps.
  
  The hall continues to the west for ten feet before turning south. It continues to the east for ten feet before turning south as well.
conversations.from: human
conversations.value: Tavar: Raz goes down the west hallway, being extremely careful about traps.
  
   
   Spoiler 
   go to next intersection, taking 20 on trap searches, leading to a total of 26.
  MS (1d20+6)[ 10 ] 
  
  DD1 (1d20+6)[ 25 ] 
   
conversations.from: human
conversations.value: Tanaric: It turns south, revealing the same hallway you just came up. Before you turned and walked over the dart trap, anyway.
conversations.from: human
conversations.value: Tavar: Raz goes east all the way.
   
   Spoiler 
   taking 20 on trap searches, leading to a total of 26.
  MS (1d20+6)[ 19 ] 
  DD1 (1d20+6)[ 16 ] 
   
conversations.from: human
conversations.value: Tanaric: Goes south for ten feet, then turns east.
  
  If you go to the next bend: 
   Spoiler 
  It goes for twenty feet before turning south.
   
conversations.from: human
conversations.value: Tavar: Raz goes around the bend, following the hall until the next turn.
   
   Spoiler 
  
  MS (1d20+6)[ 12 ] 
  Taking 20 on search, 26
  DD (1d20+6)[ 22 ] 
   