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: term1nally s1ck: 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: Okay, Teleported to an empty room, still got my tools, let's start this thing
   
  Search the torch  (1d20+8)[ 11 ] 
  Search the door  (1d20+8)[ 18 ] 
  If no traps are found take the torch and open the door.
  
  Edit: In hindsight, would you be rolling search checks?
conversations.from: human
conversations.value: term1nally s1ck: No traps.
  
  You roll your own checks, don't worry.
  
  Opening the door reveals a corridor to the south.
  
  After 5', there's a split east.
  
  After 25', there's a split east.
  
  After 35', the corridor ends in a T-junction.
  
  The corridor is 5' wide, and unlit apart from the torch you hold.
conversations.from: human
conversations.value: Beelzebub1111: I'll take the first eastern split, Searching for traps along the way taking 10 for a result of 18.
conversations.from: human
conversations.value: term1nally s1ck: To the east, you see a north.south junction after 10', a door north after 30', and the corridor continues on long after your light fades.
  
  At the junction, you can see 20' north and south, and both corridors turn to the right.
conversations.from: human
conversations.value: Beelzebub1111: Go to the door
  Listen at the door:  (1d20-1)[ 8 ] 
  check for traps  (1d20+8)[ 24 ] 
  If trapped: Disable Device  (1d20+8)[ 27 ] 
  See if it's locked
  If locked: Open Locks  (1d20+9)[ 17 ] 
  
  Invoke Dark One's Own Luck to Will saves
conversations.from: human
conversations.value: term1nally s1ck: No traps, no noise, no lock.
  
  The door is a sheet of lead that appears to slide into the wall.
conversations.from: human
conversations.value: Beelzebub1111: Lead? Hmm...
  I'll Slide open the door.
conversations.from: human
conversations.value: term1nally s1ck: Oh, along the way, your character steps on a Pit trap. Make a reflex save to avoid falling in for  (2d6)[ 7 ]  falling damage.
conversations.from: human
conversations.value: Beelzebub1111: PIT TRAP? (how far down the hallway?)
    Reflex Save  - (1d20+5)[ 11 ] 
  
  Eew...don't like the look of that.
conversations.from: human
conversations.value: term1nally s1ck: 10' past the first junction.
  
  You fall, taking 7 damage.
conversations.from: human
conversations.value: Beelzebub1111: Disabled...
  
  Well...this looks like a good spot to take a nap.
  
  I'll take off my armor and use my empty sack to cover myself while I rest for 8 hours
conversations.from: human
conversations.value: term1nally s1ck: Huh.
  
   (d100)[ 98 ] 
   (d100)[ 45 ] 
   (d100)[ 45 ] 
   (d100)[ 54 ] 
   (d100)[ 29 ] 
   (d100)[ 21 ] 
   (d100)[ 65 ] 
   (d100)[ 10 ] 
  
  EDIT: You wake up refreshed and happy.
conversations.from: human
conversations.value: Beelzebub1111: I didn't have any chance to bleed out. I was at 0, not -1.
  
  1 hit point isn't exactly refreshed, but it's better than nothing and time to climb out of the hole.
  
  This is going to suck
  putting everything in my sack, at the top of the pit, put on my armor again.
  Climb check:  (1d20+4)[ 10 ] 
conversations.from: human
conversations.value: term1nally s1ck: It was for something else entirely. Had the rolls been different, you'd be very dead.
  
  Opening the door reveals the following room: 
   Spoiler 
  
  {table]|A_|B_|C_|D_|E_
  1|||||
  2|||||
  3|||L||
  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!
  Initiative:  (1d20+1)[ 21 ] 
   
conversations.from: human
conversations.value: Beelzebub1111: uh oh!
    initiative  - (1d20+7)[ 14 ] 
conversations.from: human
conversations.value: term1nally s1ck: Well, this is mean..
  
   (d6)[ 3 ]  halved, minimum 1, and halved again on reflex, again minimum 1 unless you have evasion.
  
  Also, you're entangled if you take damage.
conversations.from: human
conversations.value: Beelzebub1111: I take one, I'm disabled and entangeld.
  
  on my init I...Close the damn door!
  
  Also, I'm probably dead.
  
  Short dungeon trip.
conversations.from: human
conversations.value: term1nally s1ck: Well, you take another d6 damage every turn for  (d4)[ 1 ]  turns.
conversations.from: human
conversations.value: Beelzebub1111: Originally Posted by term1nally s1ck 
   Well, you take another d6 damage every turn for  (1d6)[ 6 ]  turns. 
   
  
   (1d6)[ 6 ]  damage
conversations.from: human
conversations.value: Beelzebub1111: -6 and dying
  
   (1d100)[ 7 ] 
   (1d100)[ 91 ] 
   (1d100)[ 55 ] 
   (1d100)[ 49 ] 
  Negative six and stable. I have three and a half days of unconsciousness, though something will come along and eat me by then.
conversations.from: human
conversations.value: term1nally s1ck: Yeah, he pops back out after a couple of rounds to finish you off.
  
  You can restart if you only edit items or swap feats. Any other changes would require you to re-submit.
conversations.from: human
conversations.value: Beelzebub1111: I'll restart. No equipment changes. No feat exchanges.
conversations.from: human
conversations.value: term1nally s1ck: Ok. Everything is the same. What do?
conversations.from: human
conversations.value: Beelzebub1111: Okay then, take the torch
  Enter the hallway invoke Dark One's Own Luck to reflex saves
  Go to the end of the hallway, turn west.
conversations.from: human
conversations.value: term1nally s1ck: You go west 10', south 10', and turn east. There appears to be no end to this corridor within sight, and no features.
  
  Do you wish to continue down said corridor?
conversations.from: human
conversations.value: Beelzebub1111: Search each five feet for 20 feet down, stopping if I find anything.
   (1d20+8)[ 20 ] 
   (1d20+8)[ 14 ] 
   (1d20+8)[ 9 ] 
   (1d20+8)[ 9 ] 
conversations.from: human
conversations.value: term1nally s1ck: Nothing x4. You can barely make out a door north about 60' away after moving forward 15'.
conversations.from: human
conversations.value: Beelzebub1111: Hmm...I'll head down that way towards the door, taking 20 on my search checks down the hall for a result of 28 (2 minutes a square, that's nearly 2 hours)
conversations.from: human
conversations.value: term1nally s1ck: You find 2 pits on the way, but you reach the door.
conversations.from: human
conversations.value: Beelzebub1111: Well...that's better than falling down them.
  Invoke DOOL for Will Saves
  Search the door
   (1d20+8)[ 19 ] 
  Disable Device
   (1d20+8)[ 11 ] 
  Open Lock
   (1d20+9)[ 13 ] 
conversations.from: human
conversations.value: term1nally s1ck: No traps, no lock.
  
  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+2)[ 6 ] 
   
conversations.from: human
conversations.value: Beelzebub1111: Initiative:   (1d20+7)[ 17 ] 
conversations.from: human
conversations.value: Beelzebub1111: Got the jump on him! Let's roll! 
  
  Five Foot Step to B5
  
  Eldritch Blast vs. Flat Fooded Touch w/Sneak Attack
    attack  - (1d20+3)[ 19 ] 
    damage  - (1d6)[ 6 ]  +   sneak attack  - (1d6)[ 6 ] 
    Crit Confirm  - (1d20+3)[ 16 ] 
    crit damage  - (1d6)[ 5 ] 
conversations.from: human
conversations.value: term1nally s1ck: Nice damage rolls. He drops.
  
  150XP, Ripper, javelin, sundark goggles, and random loot to the tune of:
  
   (d100)[ 49 ] 
conversations.from: human
conversations.value: term1nally s1ck: (4d4)[ 7 ]  x100sp
  
   (2d4)[ 6 ]  x10gp gem
  
   (d100)[ 1 ]  A Wand.
conversations.from: human
conversations.value: Beelzebub1111: At work right now. I'll update when I get home, but what are the stats on a ripper/what book is it from?
conversations.from: human
conversations.value: Beelzebub1111: Okay, time to adjust my weight allowance. I will take the sack out of my pack.
  I'll put in the Ripper (still would like to know what book that's from, and does it have a sheath), the silver pieces, and the Sundark Goggles (how much to they weigh?) in the sack. As well as my Crowbar, My Rope, and My Spare Torches in there as well.
  
  I'll pocket the wand and gems
  
  From now on, Before I enter search a door, I will leave the sack drop my sack outside the room next to the door in the direction I just came from.
  
  *Singing*   "I love stealin'; I love takin' things."  
conversations.from: human
conversations.value: term1nally s1ck: Not certain on the book, but it's basically a greatsword but Piercing damage, like a big spear.
  
  and it costs 55gp.
  
  sundarks are 1lb.
conversations.from: human
conversations.value: Beelzebub1111: Alright then, I'll switch Dark One's Own Luck to Fortitude saves then head towards the door to the north.
    Search  - (1d20+8)[ 9 ] 
    Disable Device  - (1d20+8)[ 23 ] 
    Open Locks  - (1d20+9)[ 19 ] 
  
  (Also, How far did that hallway that I came from go, or did it continue an additional 60ft?)
conversations.from: human
conversations.value: term1nally s1ck: at least another 60'.
  
  5' east, the corridor turns north.
  
  15' west, the corridor turns south.
conversations.from: human
conversations.value: Beelzebub1111: "Hmm...according to that map I drew, west and south should hit a dead end, but the best treasure is always at a dead end, So I'll head west"
  
  I'll take 20 on search checks and light a new torch if this one goes out.
conversations.from: human
conversations.value: term1nally s1ck: Actually, you find a door west, and then it meets up with the corridor with the bullseye outside a door.
conversations.from: human
conversations.value: Beelzebub1111: Wait a second....*Checks Compass* silly me! I got turned around.
  
  If I go west and south from that new door, it leads down in to that near endless hallway. If I head east and north...I think I'm lost.
  
   
   Spoiler 
   
   
  
  I'm at that corner northwest of the orc/ripper room, what do I see?
conversations.from: human
conversations.value: term1nally s1ck: O_o
  
  Lol.
  
     
  
  Uploaded with  ImageShack.us 
conversations.from: human
conversations.value: Beelzebub1111: OH! well...crap...One mistake and I'm around in circles.
  
  I'll go West then South and check out the more northern door, first.
  Invoke Dark One's Own luck to Fortitude
    Search  - (1d20+8)[ 15 ] 
    Disable Device  - (1d20+8)[ 21 ] 
    Open Locks  - (1d20+9)[ 16 ] 
  Before I Open the Door, Invoke Dark One's Own Luck to Will
conversations.from: human
conversations.value: term1nally s1ck: 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)[ 12 ] 
   
conversations.from: human
conversations.value: Beelzebub1111: "HOLY CRAP!" 
    Initiative  - (1d20+7)[ 26 ] 
conversations.from: human
conversations.value: Beelzebub1111: Move into C-1.
  
   
  "HAVE A HEALTHY BREAKFAST OF ARCANE ENERGIES SUCKER!" 
  
  Shoot the guy in armor with an Edritch Blast, Flatfooted Ranged Touch Attack
    Attack vs. Flatfooted Touch  - (1d20+3)[ 18 ] 
    Damage  - (1d6)[ 4 ]  +   Sneak Attack  - (1d6)[ 4 ] 
    Crit Confirm  - (1d20+3)[ 15 ] 
    Crid Damage  - (1d6)[ 4 ] 
conversations.from: human
conversations.value: term1nally s1ck: He takes the hit.
  
  The creature vanishes.
  
  The human moves closer, then hits you with a wave of rainbow light.
  
  Make a will save or be stunned, blind, and unconscious for  (2d4)[ 8 ]  rounds, then blind and stunned for  (d4)[ 3 ]  rounds, and stunned for 1 round after that.
conversations.from: human
conversations.value: Beelzebub1111: Lets hope that the dark one that I'm dreawing luck from is one of the strong willed ones.
  
    Will Save  - (1d20+4)[ 21 ] 
conversations.from: human
conversations.value: term1nally s1ck: Very much a pass.
conversations.from: human
conversations.value: Beelzebub1111: "Well then, have a taste of your own  medicine! " 
    Bluff Check to Feint  - (1d20+7)[ 19 ] 
  Five foot Step away
  Eldritch Blast. Possibly to flat footed touch (If he fails Sense Motive)
    Attack  - (1d20+3)[ 7 ] 
    Damage  - (1d6)[ 2 ] 
    Sneak Attack if Feint Worked  - (1d6)[ 6 ] 
    Crit Confirm  - (1d20+3)[ 10 ] 
    Crit Damage  - (1d6)[ 5 ] 
  
  Done
  
  EDIT:
  OOF! that's probably a miss even with the feint, Shadow Bless me...
conversations.from: human
conversations.value: term1nally s1ck: That is indeed a miss.
  
  Another color spray, another Will save please.
conversations.from: human
conversations.value: Beelzebub1111: The random nimber gods have not smiled on me recently here's hoping that they had a change of heart
  
    Will Save  - (1D20+1)[ 11 ] 
  
  Edit: Well F*** you, too Random number god
conversations.from: human
conversations.value: term1nally s1ck: No change of heart.
  
  I'm gonna guess you're quite dead.
  
   (2d4)[ 3 ] 
  of:
   (d20-1)[ 14 ]  for  (d8-1)[ 2 ]  (vs disabled AC)
   (2d8-2)[ 8 ] 
   (2d8-2)[ 7 ] 
   (2d8-2)[ 10 ] 
   (2d8-2)[ 5 ] 
   (2d8-2)[ 13 ] 
   (2d8-2)[ 7 ] 
   (2d8-2)[ 4 ] 
  
  15 damage enough?
conversations.from: human
conversations.value: Beelzebub1111: that's plenty, thanks. not my lucky day...
conversations.from: human
conversations.value: term1nally s1ck: Restart?   
   Y / N 
conversations.from: human
conversations.value: Beelzebub1111: N 
  
  I'll be making a new character shortly