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||I|||
  3|||||
  [/table]
  
  There is a door at D-3, east side. Unless otherwise mentioned, all doors are sliding metal.
   
conversations.from: human
conversations.value: Gossipmonger: Illusio stands up, dusts himself off, and searches the room methodically (taking 20 for a result of 27) - floors, wall, and door.
  
  Edit: Aaaand  character sheet , for completeness.
conversations.from: human
conversations.value: Tanaric: You find a web of concealed copper wires on the door. They seem to carry a current of some sort.
  
  (I can't help you beyond this point, as Tavar has the actual map for this dungeon. Just giving you a quickie update.)
conversations.from: human
conversations.value: Gossipmonger: Illusio stands well back (25 ft) and cast Open on the door. Assuming that works, he readies his hammer and steps outside the room.
  I'll be taking 20 to search ahead of me all the way, if that's okay.
conversations.from: human
conversations.value: Tavar: Okay, I'm here, but have nothing to add at the moment. Missed your post.
conversations.from: human
conversations.value: Gossipmonger: Heh, I think I just ninjaed my DM. Also, I guess I should mention I'm holding my everburning torch in one hand.
conversations.from: human
conversations.value: Tavar: That does work. Looking into the hallway, you see that it runs both north and south, before turning west and east, respectively.
conversations.from: human
conversations.value: Gossipmonger: *flips coin*
  North it is! Onward and upward, etc etc.
  
  Edit: I'll follow any turns until I come to something of note. Doors, forks in the road or whatever.
conversations.from: human
conversations.value: Tavar: Turning west, you see the path forks 3 ways: south, then 2 different ones going north.
conversations.from: human
conversations.value: Gossipmonger: Hmmmm. Let's mix it up and head south this time.  I'm living on the edge. 
conversations.from: human
conversations.value: Tavar: You can now go east or west. West lead to a door, and the hall also turns north. east leads to a northern turn.
conversations.from: human
conversations.value: Gossipmonger: Let's see what's behind door number two!
  I'll take 20 on my search, and then open it if it's untrapped.
conversations.from: human
conversations.value: Tavar: West, then?
  
  You find nothing, and open the door. It's a 15ft e-w by 10ft n-s room. The dor is in the upper east. In the lower west, there is a man in robes and a gold/silver diadem, reading a scroll.
  Int- (1d20+1)[ 9 ] 
conversations.from: human
conversations.value: Gossipmonger: Heh, yeah, should've said west.
  
  Initiative: (1d20+2)[ 5 ] 
conversations.from: human
conversations.value: Tavar: He casts a spell, and the scroll glows blue for a moment.
conversations.from: human
conversations.value: Gossipmonger: I drop my torch, move to the lower east corner and cast Colour Spray on him! DC  16  17 Will Save vs Mind-Affecting Illusion.
  
  Edit: Forgot my +1 for being a gnome.
conversations.from: human
conversations.value: Tavar: (1d20+4)[ 13 ]  
  
  If successful, casts a spell. Take  (1d4+1)[ 3 ]  Damage, and a -4 penalty to str. 
conversations.from: human
conversations.value: Gossipmonger: Hooray! How many Hit Dice is he? I'd assume 1-2, so:
  
  unconscious, blind, stun:  (2d4)[ 3 ] 
  blind, stun:  (1d4)[ 4 ] 
  stun: 1
  
  (all in rounds)
  Also, move up and hit him in the face with my hammer!
  Attack:  (1d20+3)[ 4 ] 
  Damage:  (1d6+1)[ 5 ] 
  
  Edit:...😡
conversations.from: human
conversations.value: Tavar: 2 round of unconsciousness left. Coup De Grace might be in order.
conversations.from: human
conversations.value: Gossipmonger: Yup. Coup-de-grace now. It's full round so I couldn't do it before. Still.
  Auto-crit for:  (3d6+3)[ 16 ] 
  The Fort save will probably be unnecessary, I'm thinking.
conversations.from: human
conversations.value: Tavar: Yep. He's dead. Get 150xp, and the diadem, worth 50gp.
  
  You could have 5ft steeped over to him.
conversations.from: human
conversations.value: Gossipmonger: Ugh, of course I could have. It's only a 15 ft room. Well, didn't make much of a difference in the end. I'll just try to never repeat that mistake ever again.
  Well, I'll grab the loot, search the room, and if I don't find anything then I'll head out the room and go north.
  Grabbing my torch first, of course.
conversations.from: human
conversations.value: Tavar: Nothing else. You head north, then west, then north, then east, then south, then east, then north, then west, then north, then east. There is a door in front of you, and the hallway turns north, leading to a 4-way intersection.
conversations.from: human
conversations.value: Gossipmonger: This place is a veritable maze.
  Well, I'm still in good shape (knock on wood), so let's make with the door opening.
conversations.from: human
conversations.value: Tavar: You see two humanoid sitting before you at a fire, in a 30ft e-w by 15ft n-s room. The door is in the upper west, and the closes humanoid is 15 ft away. Make spot and int.
   (1d20+2)[ 19 ] 
   (1d20+1)[ 13 ] 
conversations.from: human
conversations.value: Gossipmonger: Spot:  (1d20)[ 19 ] 
  Init:  (1d20+2)[ 19 ] 
  
  Edit: YAY!
conversations.from: human
conversations.value: Gossipmonger: Initiative tie-breaker:  (1d20+2)[ 10 ] 
conversations.from: human
conversations.value: Tavar: To break tie: (1d20+2)[ 12 ] 
  
  You notice that the closer humaniod is an elf, while the farther one has jagged teeth hidden behind a veil.
  
  The mist covers the room. Opponents adjacent have concealment, farther have total concealment. Listen check to pinpoint.
conversations.from: human
conversations.value: Gossipmonger: Mist... how annoying.
  Listen:  (1d20+2)[ 17 ] 
conversations.from: human
conversations.value: Tavar: You detect no movement.
conversations.from: human
conversations.value: Gossipmonger: I'll take a double move out the room and north up the corridor.
conversations.from: human
conversations.value: Tavar: The elf exits the mist, and goes around the western corner, drawing his bow.
conversations.from: human
conversations.value: Gossipmonger: How far away is he? If I can get within 15ft in one move, I'll Colour Spray him right up in his face.
  If not, I guess I'll charge him?
  Attack if necessary:  (1d20+5)[ 18 ] 
  Damage:  (1d6+1)[ 3 ] 
conversations.from: human
conversations.value: Tavar: You've moved 40ft away(double move). Plus, he's around the corner. You can't see him.
conversations.from: human
conversations.value: Gossipmonger: Sorry, I assumed I could see him since you told me what he was doing.
  I'll move to the corner and ready an action to hit anyone that walks up to me.
conversations.from: human
conversations.value: Tavar: You can't do both of those. You are 40ft from the door, and have a move of 20. If you spend both move actions to close with the corner, you no longer have a standard action with which to ready an action.
conversations.from: human
conversations.value: Gossipmonger: Ugh, sorry. That was dumb of me. I guess I'll just move up to the corner then, and see what happens.
conversations.from: human
conversations.value: Tavar: 😏
  
  Okay, first off, make a will save, dc 13, or be unconscious for  (2d4)[ 6 ]  rounds, blinded and stunned for  (1d4)[ 3 ]  rounds, and stunned for 1 round.
conversations.from: human
conversations.value: Gossipmonger: Will save:  (1d20+2)[ 19 ] 
  *crosses fingers*
  Edit: Yesssssss.
conversations.from: human
conversations.value: Tavar: Okay, now the elf fires his longbow.
   (1d20+3)[ 12 ] 
   (1d8)[ 6 ] , then moves up to you, drawing his longsword.
  
  Then, make another will save, same things, for  (2d4)[ 6 ] 
   (1d4)[ 1 ] .
  
  then your turn.
conversations.from: human
conversations.value: Gossipmonger: Elf misses me.
  Will save:  (1d20+2)[ 7 ] 
  Edit: Noooooo!
conversations.from: human
conversations.value: Tavar: Okay, after a time, you wake up. The elf is still stunned next to you, though you don't have your weapon in hand. You are prone.
conversations.from: human
conversations.value: Gossipmonger: Hmmmm. Surprised I wasn't stabbed to death. I'll stand up and Colour Spray the elf.
conversations.from: human
conversations.value: Tavar: Will save (1d20-1)[ 17 ]  What's the dc?
conversations.from: human
conversations.value: Gossipmonger: Well, that's the exact DC. So that's a save then. Curses. I assume he gets to act now.
conversations.from: human
conversations.value: Tavar: Yes. He stands ups as well, retrieving his sword as he does so, then attacks.
   (1d20+2)[ 11 ] 
   (1d8+1)[ 8 ] 
conversations.from: human
conversations.value: Gossipmonger: Swing and a miss!
  I 5 ft step back, and Colour Spray again. (To everyone's surprise, I'm sure.)
conversations.from: human
conversations.value: Tavar: (1d20-1)[ 19 ] 
  
  if successful, he'll move forward and attack.
   (1d20+2)[ 6 ] 
   (1d8+1)[ 4 ] 
conversations.from: human
conversations.value: Gossipmonger: Another miss, another step, another colour spray.
  How dreadfully tedious 😛 (no, not really. I'm actually very nervous for my poor little gnome)
conversations.from: human
conversations.value: Tavar: Will save (1d20-1)[ 10 ] 
  
  if successful, he'll move forward and attack.
   (1d20+2)[ 4 ] 
   (1d8+1)[ 7 ] 
  
  I can't believe I'm rolling 20's on the saves, 4 on the attacks.
  
  Not any longer. Roll for how long he's out, please.
conversations.from: human
conversations.value: Gossipmonger: Fiiiiinally.
  
  Unconscious:  (2d4)[ 4 ] 
  Blind:  (1d4)[ 2 ] 
  
  I'll go pick up my hammer, then move back next to him. I assume I can do that in one turn.
conversations.from: human
conversations.value: Gossipmonger: Well, I suspect I'll have enough time for a coup-de-grace.
  Damage:  (3d6+3)[ 10 ] 
conversations.from: human
conversations.value: Tavar: Yeah. The CdG? If so, he's dead.
  Gain 75 xp, and you're choice of a longsword, a longbow, studded leather armor, 20 arrows.
  
  Note that you've lost any money plus the gold and silver diadem.
conversations.from: human
conversations.value: Gossipmonger: Tasty, tasty xp. Well, I guess I'll go search the room. If there's nothing exciting in there, I'll come back to that four way intersection to the north.
conversations.from: human
conversations.value: Tavar: There's nothing. To the north, the hall turns east. To the west, it turns north. To the east, it t's north and south.
conversations.from: human
conversations.value: Gossipmonger: I'll take the west and then north passage. Hmmm, used up 4 out of 7 colour sprays. Might have to be less trigger-happy with them.
conversations.from: human
conversations.value: Tavar: West, then north, then east. You now can open a door to your south, or continue on to the magic shop. Note that you can sell as much as you like at the shop, and visit it and return as often as you like.
conversations.from: human
conversations.value: Gossipmonger: Heh, don't really have much to sell at the moment. I'll try this door to the south, then.
conversations.from: human
conversations.value: Tavar: Opening the door, you see an elaborate chest in the south east corner.
conversations.from: human
conversations.value: Gossipmonger: Well, this couldn't possibly be a trap. How big is the room?
  I'll use detect magic. 60ft range should be enough, and I'll scan everything thoroughly. Do I sense anything?
conversations.from: human
conversations.value: Tavar: Nope. Nothing. It's 30ft e-w by 20ft n-s.
conversations.from: human
conversations.value: Gossipmonger: Alright then. I'll take 20 on searching the room as I make my way to the chest.
conversations.from: human
conversations.value: Tavar: On each square you find a tripwire, but you make it to the chest without incident(I assume you uses the shortest path). You find nothing on the chest.
conversations.from: human
conversations.value: Gossipmonger: Yeah, shortest path. I'll move back a bit and cast open on the chest.
conversations.from: human
conversations.value: Tavar: It vanishes with an audible pop.
conversations.from: human
conversations.value: Gossipmonger: Huh. Neat trick for a non-magic chest. I'll take 20 (for a result of 27) on searching the rest of the room. If I find nothing, I'll go back to the intersection and take the northern path.
  Edit: I should put in modifiers and the like more often, I guess.
conversations.from: human
conversations.value: Tavar: There are ways to defeat detect magic....
  
  Also, in the south west corner, you find a invisible, chest like object.
conversations.from: human
conversations.value: Gossipmonger: Well, obviously there was trickery of some sort at work. Which honestly shouldn't be surprising in this place, really.
  I guess I'll open the invisible chest to make up for the disappearing one.
conversations.from: human
conversations.value: Tavar: It contains 60 pp, 37gp, a Darkwood Buckler(205), a masterwork warhammer(lucky, 308), and a potion of enlarge person(250)
conversations.from: human
conversations.value: Gossipmonger: I take it all! I'll go sell my regular hammer, the buckler and the potion.
  Then I'll return to the intersection and take the northern path.
conversations.from: human
conversations.value: Tavar: You go north, then east, then south, then east. There is a door in front of you, and another on the wester wall(the hall turns north.)
conversations.from: human
conversations.value: Gossipmonger: I'll try the western door first.
conversations.from: human
conversations.value: Tavar: You find a web of copper wires on the door.
conversations.from: human
conversations.value: Gossipmonger: I'll step back and cast open. Hooray for cantrips!
conversations.from: human
conversations.value: Tavar: Door sparks, then opens. The room is 20ft w-e by 15ft n-s, with the door in the upper east. In the room, you see 3 squirrel like creatures.
  Int: (1d20+3)[ 7 ] 
conversations.from: human
conversations.value: Gossipmonger: Init:  (1d20+2)[ 20 ] 
  
  Hokay. Looks like I'm up first. Gonna need a new post to roll some dice.
conversations.from: human
conversations.value: Gossipmonger: 5 ft step closer, drop torch.
  Acid Splash one of the squirlys.
  
  Ranged Touch:  (1d20+2)[ 21 ] 
  Dmg:  (1d3)[ 3 ]  acid
conversations.from: human
conversations.value: Tavar: it dies. The remaining 2 cast something. Make 2 fort saves vs dc 13.
  1st: (1d6)[ 2 ]  cold damage, 1 str damage
  2nd: (1d6)[ 2 ]  cold damage, 1 str damage
  In any case, darkness covers the area.
  Listen check to pinpoint.
   (1d20+11)[ 20 ] 
   (1d20+11)[ 29 ] 
conversations.from: human
conversations.value: Gossipmonger: Fort 1:  (1d20+5)[ 15 ] 
  Fort 2:  (1d20+5)[ 23 ] 
  
  That's to resist the cold and the strength drain, yes?
  
  Listen:  (1d20+2)[ 20 ] 
conversations.from: human
conversations.value: Tavar: Yes. Okay, you know one of them is on the southern wall, about 10ft from where you are now. Remember, everything has concealment at the moment.
conversations.from: human
conversations.value: Gossipmonger: Thrice-cursed concealment. Wait, if it's a darkness effect, my everburning torch might counter it.
  
  From SRD:
  
   Continual Flame
  Evocation [Light]
  Level: Clr 3,  Sor/Wiz 2 
  Light spells counter and dispel darkness spells of an equal or lower level. 
  
  Also:
  
   Everburning Torch
  
  This otherwise normal torch has a continual flame spell cast upon it. 
  
  Gonna wait for a ruling on that before I decide what to do.
conversations.from: human
conversations.value: Tanaric: The darkness extinguishes your torch.
conversations.from: human
conversations.value: Gossipmonger: Well, that's the opposite of what I was hoping for ☹️
  Stupid evil squirrels.
  I'll walk into the center of the room and drop a Sleep spell - Will save DC 14, covers the whole room.
conversations.from: human
conversations.value: Tavar: The creature attack.
   (1d20+6)[ 15 ] 
   (1d20+6)[ 13 ] 
  
  Each hit deals 1 damage. If any hit, make a dc 10+damage dealt concentration check, or loose the spell.
  
  Will saves:
   (1d20+1)[ 16 ] 
   (1d20+1)[ 18 ] 
conversations.from: human
conversations.value: Gossipmonger: Nope, both miss. Looks like they're still awake though.
conversations.from: human
conversations.value: Tavar: right. you're move, then.
conversations.from: human
conversations.value: Gossipmonger: Oh right, I have initiative. Well. Ummm. One last Sleep spell, I guess, before I'm forced to hammer on them.
conversations.from: human
conversations.value: Tavar: They attempt to nibble your ankles to death again.
   (1d20+6)[ 21 ] 
   (1d20+6)[ 8 ] 
  
  same deal as last time for damage and the conc check.
   (1d20+1)[ 18 ] 
   (1d20+1)[ 14 ] 
conversations.from: human
conversations.value: Gossipmonger: Bah. One hits.
  Conc:  (1d20+7)[ 27 ]  vs. 11.
  
  Edit: Not that it mattered, since they passed their saves anyway.
conversations.from: human
conversations.value: Gossipmonger: I'm assuming it's their turn now. Also, since they attacked me, does that mean I know where they are?
conversations.from: human
conversations.value: Tavar: Oh, they're in your square. and nope, it's your turn.
conversations.from: human
conversations.value: Gossipmonger: Oh, okay then. 5 foot step away and swing with my hammer.
  Attack:  (1d20+4)[ 22 ] 
  Miss on a 1:  (1d5)[ 3 ] 
  Damage:  (1d6+1)[ 2 ] 
conversations.from: human
conversations.value: Tavar: Enough to drop it. The other attacks.
   (1d20+6)[ 15 ] 
conversations.from: human
conversations.value: Gossipmonger: That's a miss.
  Repeat of last round.
  Attack:  (1d20+4)[ 21 ] 
  Miss:  (1d5)[ 1 ] 
  Damage:  (1d6+1)[ 4 ] 
   I attack the darkness. 
  (Sorry. I couldn't resist.)
conversations.from: human
conversations.value: Tavar: It's sharp, pointy, teeth aim for your ankles.
   (1d20+6)[ 22 ] 
conversations.from: human
conversations.value: Gossipmonger: Argh, I am bitten!
  Same old, same old.
  Attack:  (1d20+4)[ 12 ] 
  Miss:  (1d5)[ 5 ] 
  Damage:  (1d6+1)[ 4 ] 
conversations.from: human
conversations.value: Tavar: And again. Though at this point, I think you're out of the darkness, and thus get an AOO when it moves into your square.
   (1d20+6)[ 20 ] 
conversations.from: human
conversations.value: Gossipmonger: Another hit, if my AoO doesn't kill it.
  AoO:  (1d20+4)[ 21 ] 
  Damage:  (1d6+1)[ 7 ] 
  And then the usual, if he isn't dead.
  Attack:  (1d20+4)[ 22 ] 
  Damage:  (1d6+1)[ 5 ] 
conversations.from: human
conversations.value: Tavar: He's dead. Gain 150xp.
conversations.from: human
conversations.value: Gossipmonger: Woo! Guess it's time to search the room then.
conversations.from: human
conversations.value: Tavar: You find nothing.
conversations.from: human
conversations.value: Gossipmonger: I guess squirrels don't need much in the way of worldly possessions. Even magical evil squirrels of doom.
  I'll head east down the passage and open the door.
conversations.from: human
conversations.value: Tavar: Okay. You see 3 elves sitting in a room.
  
  Int (1d20+1)[ 9 ] 
conversations.from: human
conversations.value: Gossipmonger: Initiative:  (1d20+2)[ 12 ] 
  
  Edit: Great! How are they positioned?
conversations.from: human
conversations.value: Tavar: One 15ft from you, in a straight line. The others adjacent to him, but at a diagonal. Like this:
  _ E _
  E _ E
conversations.from: human
conversations.value: Gossipmonger: Hmmm. I'll walk up to the closest elf and hammer him in the face.
  Attack:  (1d20+4)[ 5 ] 
  Damage:  (1d6+1)[ 5 ] 
  
  ...🫤
conversations.from: human
conversations.value: Tavar: Swing and a miss. The others attack, surrounding you as they do so.
   (1d20+2)[ 13 ] 
   (1d8+1)[ 7 ] 
   (1d20+4)[ 16 ] 
   (1d8+1)[ 9 ] 
   (1d20+4)[ 16 ] 
   (1d8+1)[ 5 ] 
conversations.from: human
conversations.value: Gossipmonger: Those all miss. Now that they're all together I'm going to move to a spot where I can zap them with my last colour spray.
  If I survive the AoOs, Will DC 17.
  u: (2d4)[ 4 ] 
  b: (1d4)[ 2 ] 
  s:1
conversations.from: human
conversations.value: Tavar: AOO:
   (1d20+2)[ 18 ] 
   (1d8+1)[ 3 ] 
   (1d20+2)[ 9 ] 
   (1d8+1)[ 3 ] 
   (1d20+2)[ 14 ] 
   (1d8+1)[ 8 ] 
  
  Saves:
   (1d20-1)[ 4 ] 
   (1d20-1)[ 2 ] 
   (1d20-1)[ 2 ] 
conversations.from: human
conversations.value: Gossipmonger: First one hits me.
  I'll step up to one and CDG.
  Damage:  (3d6+3)[ 11 ] 
  And I'll repeat that for the other two, to speed things up.
  Damage:  (3d6+3)[ 16 ] 
  Damage:  (3d6+3)[ 9 ] 
conversations.from: human
conversations.value: Tavar: Dead. Gain 150xp. Also, each of them has the following: buckler, longsword, longbow, 20 arrows, studded leather.
conversations.from: human
conversations.value: Gossipmonger: I'll go sell all their stuff. I'll go pick up and sell the other elf's loot from the room with creepy-toothy-guy too, if it's still there.
  And I'll buy and consume a potion of cure light wounds, too.
  Heal:  (1d8+1)[ 8 ] 
conversations.from: human
conversations.value: Gossipmonger: The elf room only had one door, right?
  I'll return to the intersection and take the eastern passage, then turn north.
conversations.from: human
conversations.value: Tavar: This route goes back to the hallway with the 2 northern going hallways and 1 southern leading one.
conversations.from: human
conversations.value: Gossipmonger: &gt; Go North.
  
  Wait, did I come down one of the northern passages? I'm a liiiittle bit confused now, could I possibly get a map, pretty please?
conversations.from: human
conversations.value: Tavar: Here's a map. Doesn't have rooms, you're the red dot. The blue ones are unexplored areas.
   
   Spoiler 
   
   
conversations.from: human
conversations.value: Gossipmonger: Okay, I see what confused me. I didn't connect some of the passages that I should have.
  I'll go to the blue dot on the top right then.
conversations.from: human
conversations.value: Tavar: ......
  ...
  That actually leads to a loop, with nothing interesting. Not sure why I included it...
conversations.from: human
conversations.value: Gossipmonger: Haha, well then. Hmmm. That can't be the whole level, so I'm going to search for secret doors. I'll do a loop of the whole level, taking 20 as per usual.
conversations.from: human
conversations.value: Douglas: Looking at my map of this level from when I went through it, the loop from the top right blue dot actually does not connect with the other blue dot, and the other two points where a line just ends should also have blue dots.
conversations.from: human
conversations.value: Tavar: Douglas is right: the blue dot's don't connect. Assuming you want to check out the next dot, you go to the dot, then north, then east. To your north is a door, covered in what look to be tripwires.
  
  And while yes, there are more continuations, I didn't feel like drawing them, and they aren't part of the confusion.
conversations.from: human
conversations.value: Gossipmonger: Well, that's fair enough.
  
  I'll cast Open on the door.
conversations.from: human
conversations.value: Tavar: The door opens. In the room before you you see 3 skeletons.
  Int: (1d20+5)[ 15 ] 
conversations.from: human
conversations.value: Gossipmonger: Init:  (1d20+2)[ 15 ] 
conversations.from: human
conversations.value: Tavar: Wow, you tied.
  How far are you from the door? To explain the hallway you were in went north, then turned east for 15ft. 10ft into this eastern segment, there is a door.
conversations.from: human
conversations.value: Gossipmonger: I think in a tie, higher modifier goes first?
  Max range of Open is 25 ft, but I don't think I could see the door from that far away, so I'll go with 10 ft. away, at the corner.
conversations.from: human
conversations.value: Tavar: The skeletons do nothing.