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: Leewei: 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||S|
  3|||
  4|||[/table]
  
  There is a door at C-4, south side.
   
  
  
  DM notes: 
   Spoiler 
   Sheet 
   
conversations.from: human
conversations.value: Beelzebub1111: Check the door for traps, take 10 for a total of 20. Take the torch, open the door.
conversations.from: human
conversations.value: Leewei: No traps found.  Shockingly, nothing jumps out and kills you when you open the door.  (I'm submitting a dungeon defect on that account.)  You see a typical dungeon passage proceeding South and East.  After 25' South, the passage branches to the East.  After 35' South, it ends in an intersection shaped like an upside-down T.
  
  So, what precautions are you taking to extend your doomed Wood Elf's life?
conversations.from: human
conversations.value: Beelzebub1111: Every square I'll take ten on my search check for a 20.
  
  I'll head down the first left. Torch in one hand, flail in the other.
conversations.from: human
conversations.value: Leewei: You cautiously proceed out the door.  After 10', you reach a four-way intersection.   (1d100)[ 88 ]  Sadly, nothing jumps out to kill you (again).
  
  After 20', the North branch turns East.
  
  The East branch has a door on the North wall after 20'.  At 50' or so, there is another four-way intersection.  After it proceeds 70', it turns South at another door.
  
  The South branch has a door on the East wall at 15', turning West after a further 5'.
conversations.from: human
conversations.value: Beelzebub1111: I'll head down the north hallway. Again, taking ten as I head up.
conversations.from: human
conversations.value: Leewei: You fail to detect or trigger any traps.
  
  After a brief 15' jog to the East, the passage again proceeds North 10' into a T-intersection.
  
  20' to the West, the passage splits into a North passage.  30' to the West, the passage turns North.
  
  To the East, the passage splits into a North passage after 20'.  At 30', there is a door on the South wall.  At 50', the passage turns South with a door on the North wall.
conversations.from: human
conversations.value: Beelzebub1111: Go west, and follow it all the way. From this point forward assume that I'm taking ten on searches for every square. Don't forget that as an elf, I automatically search for any secret doors that I pass by.
conversations.from: human
conversations.value: Leewei: The passage continues North for 30', then turns East.  After 20', you come across a cleverly-hidden pit trap.  Too cleverly hidden, unfortunately.  Reflex-15 or take  (2d6)[ 10 ]  damage from the 20' drop.
conversations.from: human
conversations.value: Beelzebub1111: Reflex Save, Flat footed  - (1d20+3)[ 9 ] 
  
  Ah crap...
conversations.from: human
conversations.value: Beelzebub1111: If I can brace myself against both walls, I can climb up automatically by taking ten, otherwise I'll need a Climb check to get out. DC 15 for the corner.
    Climb Check  - (1d20+2)[ 20 ] 
  
  EDIT:
  Made it either way, Continue onward, Two hitpoints should be enough...Hope I can find a cleric to steal a healing spell from.
conversations.from: human
conversations.value: Leewei: *CrUnCh*
  
  That ...   hurt  .
  
  Climbing out, fortunately, is easy (Climb DC-5, Take 10 allowed).  Unless you decide to do something in the pit, you can be out and on your way.
conversations.from: human
conversations.value: Leewei: Ninja'd!
  
  After moving 20 feet East, the passage turns South.  After 10' South, you come across a (non-secret) door on the East wall.  The passage then turns West and looks like it rejoins itself in a loop.
conversations.from: human
conversations.value: Beelzebub1111: I'll head up to the door, Check for traps:
    Search  - (1d20+10)[ 12 ] 
    Disable Device  - (1d20+6)[ 9 ] 
    Open Lock  - (1d20+7)[ 16 ] 
  
  If I don't find anything and once it's unlocked I'll take up my flail and open the door.
conversations.from: human
conversations.value: Leewei: Scandalously, the door has no apparent traps.
  
  Opening the door reveals the following room: 
   Spoiler 
  {table]|A_|B_|C_|D_|E_|F_
  1||||||
  2||||||
  3||||1||
  4||||||[/table]
  There are doors at A3 and F4 south.
  In the room is a gray wrinkled humanoid, crawling low with claws extending from it's hands.
  Initiative:  (1d20)[ 14 ] 
   
conversations.from: human
conversations.value: Beelzebub1111: Crap, I hope that this thing isn't undead.
  
    initiative  - (1d20+7)[ 17 ] 
conversations.from: human
conversations.value: Beelzebub1111: Move to C3
    Steely Strike vs Flat Footed AC  - (1d20+8)[ 23 ] 
  Opponents other than this thing have a +4 to hit me this turn
    Damage  - (1d8+3)[ 5 ] 
    Crit Confirmation  - (1d20+8)[ 13 ] 
    Crit Damage  - (1d8+3)[ 4 ] 
  
  Forgoing sneak attack damage to try and steal a first level spell.
  
  Chosing him as my target for stance of clarity.
conversations.from: human
conversations.value: Leewei: No spells.
  
  Your strike enrages it!  It counterattacks:
  Claw #1:  (1d20+5)[ 15 ]  for  (1d4+2)[ 5 ]  damage
  Confirm if 20 (25): 
   Spoiler 
   (1d20+5)[ 6 ]  for  (1d4+2)[ 3 ]  extra damage
   
  
  Claw #2:  (1d20+5)[ 11 ]  for  (1d4+2)[ 5 ]  damage
  Confirm if 20 (25): 
   Spoiler 
   (1d20+5)[ 18 ]  for  (1d4+2)[ 5 ]  extra damage
   
conversations.from: human
conversations.value: Leewei: That's two misses.  You're up!
conversations.from: human
conversations.value: Beelzebub1111: Okay....HEY LOOK OVER THERE! 
    Feint: Bluff vs Sense motive  - (1d20+6)[ 19 ] 
  Swift action, Recover Maneuvers
    Attack vs AC (Flat-Footed if Feint is Successful)  - (1d20+4)[ 6 ] 
    Crit Confirmation  - (1d20+4)[ 16 ] 
    Damage  - (1d8+3)[ 6 ]  +   Sneak Attack if Feint is Successful  - (1d6)[ 1 ] 
conversations.from: human
conversations.value: Leewei: Not that it matters; Sense Motive:  (1d20)[ 8 ] 
  
  Your attack misses.  It counterattacks:
  Claw #1:  (1d20+5)[ 20 ]  for  (1d4+2)[ 5 ] 
  Confirm 20 (25):  
   Spoiler 
   (1d20+5)[ 9 ]  for  (1d4+2)[ 5 ]  extra damage.
   
  
  Claw #2:  (1d20+5)[ 20 ]  for  (1d4+2)[ 3 ] 
  Confirm 20 (25):  
   Spoiler 
   (1d20+5)[ 12 ]  for  (1d4+2)[ 5 ]  extra damage.
   
conversations.from: human
conversations.value: Leewei: Looks like you're at -6.  Unless you have a class feature or item that allows you to keep kicking, that'll be a wrap.  Try again?
conversations.from: human
conversations.value: Beelzebub1111: I'll try this one again, My Roll-Fu is not with me today.
  
  I'll start out the first room the same. Go south then take the next east passage. This time I'll be taking 20 on my search checks.
conversations.from: human
conversations.value: Leewei: So noted.  At 2 minutes a square, your torch will last 30 squares, FYI.
  
  You note pressure plates on the walls and ceiling 10' out of the room heading down the passage to the South.  The passage turns and heads North, back to the first four-way intersection.  You can also see a door just around the corner on the East wall.  You've used 10 minutes (5 squares) so far.
conversations.from: human
conversations.value: Beelzebub1111: Hmmm....I'll Go to that door, this time taking ten on each square...I think my next character will have darkvision...
  
    Search  - (1d20+10)[ 15 ] 
    Disable Device  - (1d20+6)[ 9 ] 
    Open Lock  - (1d20+7)[ 19 ] 
  
  Open the door, holding my flail.
conversations.from: human
conversations.value: Leewei: No traps nor lock on the door.
  
  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, another at E-4, south side and another at E-3. There is a human wearing a chain shirt and holding a longsword 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.
  Initiative: (1d20+2)[ 21 ] 
   
conversations.from: human
conversations.value: Beelzebub1111: Huh, I was hoping for a one-on-one fight here.
    initiative  - (1d20+7)[ 23 ] 
conversations.from: human
conversations.value: Beelzebub1111: ooh neat! I get to go first!
  Move to E-3
  Attack the human, foregoing SA to Steal a first level spell
    Steely Strike vs Flat Footed  - (1d20+8)[ 25 ] 
    Damage  - (1d8+3)[ 10 ] 
    Crit Confirmation  - (1d20+8)[ 21 ] 
    Crit Damage  - (1d8+3)[ 5 ] 
  He's my dancing partner for Stance of clarity.
conversations.from: human
conversations.value: Leewei: The human is also flat-footed.  Nevermind.  You're fishing for a spell, I see.
conversations.from: human
conversations.value: Leewei: Spell theft:  
   Spoiler 
  Spell list sorted by level, then by alphanumeric.
   (1d4)[ 4 ] 
   
  
  
  Congratulations, you have a  color spray  spell memorized.
conversations.from: human
conversations.value: Leewei: The creature fades as the human desperately readies his longsword and hacks at you.
  
    (1d20-1)[ 3 ]  for  (1d8-1)[ 7 ]  damage.
  Confirm 19-20 (18-19):  
   Spoiler 
   (1d20-1)[ 8 ]  for  (1d8-1)[ 7 ]  extra damage.
   
   
conversations.from: human
conversations.value: Beelzebub1111: Misses!
   SA-FI-YA NI-TO-MAYA BU-RAI-DO! 
    Saphire Nightmare Blade Concentration Check vs AC  - (1d20+5)[ 9 ] 
    Attack roll vs Flat Footed if concentration check succeeds  - (1d20+4)[ 12 ] 
  attack is at -2 vs regular AC if concentration check fails.
    damage  - (1d8+3)[ 11 ]  plus   Sneak Attack  - (1d6)[ 2 ] 
    Crit confirmation  - (1d20+4)[ 20 ] 
    Crit Damage  - (1d8+3)[ 8 ] 
conversations.from: human
conversations.value: Leewei: That's a whiff.
  
  He counterattacks with obvious desperation.
  
    (1d20-1)[ 0 ]  for  (1d8-1)[ 6 ]  damage.
  Crit confirm 19-20 (18-19):  
   Spoiler 
   (1d20-1)[ 14 ]  for  (1d8-1)[ 7 ]  extra damage.
   
   
conversations.from: human
conversations.value: Beelzebub1111: Trading moves back and forth...
    Feint vs Sense Motive  - (1d20+6)[ 7 ] 
  Swift Action Recover maneuvers
    Attack  - (1d20+4)[ 23 ] 
    Damage  - (1d8+3)[ 8 ]  plus   Sneak Attack  - (1d6)[ 3 ] 
    Crit Confirmation  - (1d20+4)[ 20 ] 
    Crit Damage  - (1d8+3)[ 4 ] 
conversations.from: human
conversations.value: Leewei: That finishes him.  (I won't bother checking Sense Motive.)
  
  150xp, longsword, chain shirt, um, and some colored sand.
conversations.from: human
conversations.value: Beelzebub1111: No random treasure rolls? Ah well...
  
  I guess I'll take the longsword, Ditch my current armor and switch for the chain shirt.
  
  Walk around the room to detect secret doors...huh, myth-weavers is down right now...
  If it's up for you first could you roll for secret door detection?
  
  Then I guess I'll take the door at E3
conversations.from: human
conversations.value: Leewei: Spoiler 
  *scrubbed badly-formatted rolls*
   
conversations.from: human
conversations.value: Leewei: You walk around the room for a few rounds. 
   Spoiler 
   (1d20+10)[ 21 ] 
   (1d20+10)[ 19 ] 
   (1d20+10)[ 19 ] 
   (1d20+10)[ 15 ] 
   
  
  
  No secret doors.
conversations.from: human
conversations.value: Beelzebub1111: So I'll take the door at E3 then.
conversations.from: human
conversations.value: Leewei: You enter a 5' wide corridor.  It goes 10' North, then turns East.  It also goes 10' South, then turns West.
conversations.from: human
conversations.value: Beelzebub1111: I'll go down the north road.
conversations.from: human
conversations.value: Leewei: Are you taking 10 or 20 on search attempts, by the way?  Regardless, after the passage turns West, you see it proceed for 20', then turn North again.  5' before the turn, there is a door on the South wall.
conversations.from: human
conversations.value: Beelzebub1111: 10 this time.
  
  I'll take the door to the south.
conversations.from: human
conversations.value: Leewei: No traps again.  How about that?
  
  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 B5, and another at B1. There is an orc in the middle of the room. It holds a Ripper and wears a chainmail, as well as a pair of goggles.
  Initiative: (1d20)[ 16 ] 
   
conversations.from: human
conversations.value: Beelzebub1111: Holy Crap! It's an orc! I knew this place was evil 
    initative  - (1d20+7)[ 12 ] 
conversations.from: human
conversations.value: Leewei: STEELY STRIKE!  
  
  It advances and attacks you.   (1d20+9)[ 10 ]  for  (2d6+6)[ 13 ]  damage.
  Confirm 19-20 (28-29):  
   Spoiler 
   (1d20+9)[ 29 ]  for  (2d6+6)[ 15 ]  extra damage
   
  
  
  Fortunately for you, he nearly drops his ripper.  Your turn.
conversations.from: human
conversations.value: Beelzebub1111: Natural 1!
   Hah! you have the depth perception of your pathetic god! Here's a gift from your friend: 
  Five foot step Northwest into the hallway and Color Spray at the caster level and save DC was for the guy that I took it from...I assume I don't have to roll for spell failure since we're wearing the same armor.
conversations.from: human
conversations.value: Leewei: Will save:  (1d20)[ 19 ] 
  Assuming that makes, he yells   STONE BONES!   and swings at you  (1d20+5)[ 18 ]  for  (2d6+6)[ 11 ] 
   If not, he falls unconscious, blinded and stunned for  (2d4)[ 7 ]  rounds, then blinded and stunned for  (1d4)[ 1 ]  round(s), then blinded for 1 round. 
   Edit: Yep, that made. 
conversations.from: human
conversations.value: Leewei: *Bump*
   Invisible text to appease the 10-character restriction. 
conversations.from: human
conversations.value: Beelzebub1111: I'll post today, but I'm AFB At the moment.
conversations.from: human
conversations.value: Beelzebub1111: Feint:   Bluff vs Sense Motive  - (1d20+6)[ 20 ] 
    Steely Strike  - (1d20+8)[ 28 ] 
    Damage  - (1d8+3)[ 11 ]  +   Sneak Attack  - (1d6)[ 3 ] 
    If critical  - (1d20+8)[ 16 ] 
    crit damage  - (1d8+3)[ 9 ] 
  
  EDIT: WOO HOO! CRITICAL!
conversations.from: human
conversations.value: Leewei: Sense Motive:  (1d20)[ 16 ] 
  
  Edit: Crit confirms, Sneak Attack applies as well; you kill the Hell outta him.  150xp, chainmail, ripper, goggles, and ...
conversations.from: human
conversations.value: Leewei: DM use:
   
   Spoiler 
   (1d100)[ 13 ] 
   (1d100)[ 96 ] 
   (1d100)[ 95 ] 
   
conversations.from: human
conversations.value: Leewei: More DM use: 
   Spoiler 
   (1d100)[ 100 ] 
   (1d100)[ 9 ] ,  (1d100)[ 19 ] 
   
conversations.from: human
conversations.value: Leewei: He was wearing a ring encrusted with the biggest emeralds you've ever seen, worth [SPOILER] (2d6)[ 9 ]  x1,000gp.  He also was carrying  (2d4)[ 7 ]  flasks of alchemical acid.
  
  Also, Yahtzee.
conversations.from: human
conversations.value: Beelzebub1111: LOOTIN' TIME! I'll take the ring and put it on, just in case it's magic. Stash the acid vials and enter the room searching for secret doors, once around taking ten for 20, and another rolling.
  
   
   Spoiler 
    Search  - (1d20+10)[ 15 ] 
   
conversations.from: human
conversations.value: Leewei: You find a secret door on the East side of E2.
conversations.from: human
conversations.value: Beelzebub1111: I will take...the secret door.
conversations.from: human
conversations.value: Leewei: A 5' wide passage heads East away from the room 10', then turns South.  After 15', it then turns East again, after which point, you hear a crack and a sizzle.   (1d20+10)[ 18 ]  vs. flat-footed AC for  (1d3)[ 2 ]  acid damage.
conversations.from: human
conversations.value: Leewei: Am I right to think that this gets you to -1 HP?
conversations.from: human
conversations.value: Beelzebub1111: Yes it does...stupid traps with a DC higher than 20. Not having trap sense in this dungeon really is a death sentience. Time to work on another character.
conversations.from: human
conversations.value: Leewei: Most PCs just have a good healing mechanism such as Fast Healing, Crusader Strike or so on.  If it's any consolation, I think you got more GP in loot than I've seen from anyone on the first floor -- more than I've gotten in the first two, in fact.  Shoot me a PM or else just post a link when you're ready.