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: NeverEnding DM: 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: Force: Well, this should be fun...  Shen mutters. He spends two rounds and 14 turn attempts to cast Persisted Lesser Vigor and Persisted Shield of Faith on himself, then makes the following skill checks to see if he can gain any additional knowledge about his surroundings:
  
   
   Spoiler 
   Listen: [roll0]
  Search: [roll1]
  Spot: [roll2]
   
  
  
  If he doesn't notice anything out of the ordinary, he moves to the door at C4, opens it, and looks out.
  
  OOC: Do I update my character sheet with Shield of Faith's bonus?
conversations.from: human
conversations.value: Saph: Might as well.
  
  Your skill checks reveal [roll1].  (Don't preview them!)
conversations.from: human
conversations.value: Force: Whoops. Let's try this again...
  
  Listen:  (1d20+7)[ 19 ] 
  Search:  (1d20+3)[ 4 ] 
  Spot:  (1d20+5)[ 7 ] 
conversations.from: human
conversations.value: Saph: You hear and see the room.
  
  You search the square you're in and find nothing much.
conversations.from: human
conversations.value: Force: Alright. Drawing his greatsword, Shen opens the door at C4, walks outside, and looks about him, ready for a fight.
conversations.from: human
conversations.value: Saph: You step out into a corridor that runs east and south.
  
  It is dark.   You are likely to be eaten by a grue. 
conversations.from: human
conversations.value: Force: Shen makes his will save against gruphobia  Cursing his lack of foresight, Shen steps back into the room and grabs the torch from the wall. If it's permanently affixed, he takes one of the torches he's carrying and uses the wall torch to light it, then walks out of the room once more.
conversations.from: human
conversations.value: Saph: Shen finds a torch.
  Shen takes a torch.
  You are holding a greatsword and a torch.
  
  The corridor south runs for 30', passing a side passage before ending at a T-junction.
  The corridor east runs further east than you can see.  10' to the east, it hits a 4-way junction.  Further on, in the shadowy light of the torch, you can see a door set into the north wall.
conversations.from: human
conversations.value: Force: Shen considers his options for a moment, then walks east to the door in the north wall. He presses his ear to the door and listens for any sort of noise from within.
  
   
   Spoiler 
  Listen:  (1d20+7)[ 8 ] 
   
conversations.from: human
conversations.value: Saph: You get about twenty feet before the floor crumbles out from underneath you.  Make a Reflex save.
conversations.from: human
conversations.value: Force: Reflex:  (1d20+2)[ 13 ] 
conversations.from: human
conversations.value: Saph: You fall into a 20-foot pit.  You take  (2d6)[ 3 ][ 4 ](7)  falling damage.
conversations.from: human
conversations.value: Force: Shen moans with pain at his injuries, then kneels and waits for his healing to kick in. After Lesser Vigor heals the damage, he gets out his grappling hook, attaches the rope to the hook, and casts it above him (taking 10 on his Use Rope check), then climbs out of the pit (taking 10 on the check). Afterwards, he recovers his grappling hook and rope and continues to the door with the intent to listen, as before. (if a new skill check is needed,  (1d20+7)[ 17 ]  listen)
conversations.from: human
conversations.value: Saph: You reach the door and listen.  You hear nothing.
  
  Since the door seems to be made of heavy lead, however, this isn't surprising.  It seems to open via sliding.
conversations.from: human
conversations.value: Force: Shen opens the door. If there is a creature inside the room (initiative =  (1d20+1)[ 13 ] ) and he goes first, he throws the torch at the creature [roll]1d20-4[/roll], two-hands his greatsword, and activates his Stance of Clarity against the monster in question (+2 AC). If there is more than one monster, he makes those actions against the one closest to him.
conversations.from: human
conversations.value: Force: Whoops. Messed up the attack roll.  (1d20-4)[ 8 ] 
conversations.from: human
conversations.value: Saph: That'll depend on who wins initiative . . .
  
  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)[ 20 ] 
   
conversations.from: human
conversations.value: Saph: You're outside the door at A5.
  
  The lizard thing wins initiative.
  
  He moves to A3 and breathes fire on you!  Take half of  (1d6)[ 4 ]  damage.  Reflex DC 15 to halve the damage again (minimum damage 1).
  
  If you take any damage, you are  entangled  for  (1d4)[ 2 ]  rounds.
conversations.from: human
conversations.value: Force: Reflex =  (1d20+2)[ 14 ] 
  
  Shen takes a move action to move next to the creature, shifts into Stance of Clarity, and attacks with Stone Bones!
  Attack:  (1d20+4)[ 7 ] 
  Damage:  (2d6+4)[ 9 ] 
  If hit: gain DR 5/Adamantine for one round.
conversations.from: human
conversations.value: Force: Current HPs: 6 (9-4 from the fire, +1 from Lesser Vigor)
conversations.from: human
conversations.value: Saph: You miss.  You only took 2 points from the fire, though, so your HP at the start of its turn is 8.
  
  At the beginning of its turn, however, you take another  (1d6)[ 4 ]  from the entangling flames.
  
  The lizard steps NE and breathes more fire on you!  Take half of  (1d6)[ 4 ]  damage.  Reflex DC 15 to halve the damage again (minimum damage 1).
  
  If you take any damage, you are  entangled  for  (1d4)[ 4 ]  rounds.
conversations.from: human
conversations.value: term1nally s1ck: Saph:
   
   Spoiler 
  Don't use multiple entanglements, it's unclear if the damage stacks.Refresh it every time it runs out, but otherwise just use the regular BW.
   
conversations.from: human
conversations.value: Saph: TS:
   
   Spoiler 
  OK, I'll just have them overlap rather than stack, then.
   
conversations.from: human
conversations.value: Force: Reflex:  (1d20+2)[ 11 ] 
  
  If you make one heap of all your winnings... Shen moves next to the creature, activates Burning Blade, and attacks.
  
   (1d20+4)[ 10 ] 
  
  Damage:  (2d6+4)[ 10 ]  +  (1d6+1)[ 2 ] 
conversations.from: human
conversations.value: Saph: Another miss, unfortunately.  The dice are not being kind to you.
  
  You take  (1d6)[ 5 ]  fire damage from the entangling flame, and he breathes fire on you again.  A full  (1d6)[ 5 ]  damage this time, Reflex DC 15 half.
conversations.from: human
conversations.value: term1nally s1ck: ...And lose, and start again at your beginnings?
conversations.from: human
conversations.value: Force: ... and never breathe a word about your loss.
  
  Once more, with feeling, Saph?
conversations.from: human
conversations.value: Saph: Go for it.  You reawaken in the starting room, as before.  You're fully aware of your past lives, by the way.  😉
conversations.from: human
conversations.value: Force: Shen stares up at the ceiling.  Well, that went REALLY well . He casts his spells, takes the torch from the wall, draws his greatsword, and exits the room as before. This time, he goes south and looks down the side passage (which points which way?)
conversations.from: human
conversations.value: Saph: East.  You can see a door just around the corner.
conversations.from: human
conversations.value: Force: Shen walks over to the door, sets down his torch next to it, slides open the door, and two-hands his greatsword.
  
  Initiative:  (1d20+1)[ 19 ] 
conversations.from: human
conversations.value: Saph: 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)[ 11 ] 
  
  You're outside A2.
   
conversations.from: human
conversations.value: Force: Attempt to identify the beast and its abilities:
  
  Knowledge (arcana):  (1d20+3)[ 18 ] 
  (local):  (1d20+5)[ 13 ] 
  (nature):  (1d20+5)[ 13 ] 
  
  Also, what size category is the beast?
conversations.from: human
conversations.value: Saph: Creature looks like something called a Feral Yowler.  It's a . . . beast . . . yowling . . . thing.  (Sorry, don't have the description.)  It's Medium-sized.
conversations.from: human
conversations.value: Force: In that case... Shen moves to C4, actives Burning Blade, and strikes with Stone Bones!
  
   (1d20+4)[ 20 ] 
  
  If he hits, he does [roll]2d6+4+1d6+1[/roll] damage and gains DR 5/adamantine for 1 round.
conversations.from: human
conversations.value: Force: Whoops.  (2d6+4)[ 10 ]  +  (1d6+1)[ 6 ] 
conversations.from: human
conversations.value: Saph: You swipe your sword through the thing and it vanishes.
  
  The human casts a spell, and a cone of rainbow colours blasts out at you!  Will save.
conversations.from: human
conversations.value: Force: Will save:  (1d20+5)[ 22 ] 
  
  If Shen makes the save, he 5-foot steps towards the human and attacks.
  
   (1d20+4)[ 23 ] 
  
  Dmg:  (2d6+4)[ 14 ] 
  
  Also, dang, an illusion?:P
conversations.from: human
conversations.value: Saph: It was.  The human wasn't, though, as evidenced by the fact that you just cut him in half.
  
  You gain 150 xp, a chain shirt, and a longsword.
conversations.from: human
conversations.value: Force: Heh. Figures. Shen leaves the loot for pickup later. He also goes back and grabs his torch. Next, he refreshes his maneuvers, substituting Shadow Blade Technique for Blistering Flourish. Finally, he leaves via the south door.
conversations.from: human
conversations.value: Saph: Painted on the floor just outside the door is a large red and white bullseye.
  
  The corridor itself goes west into darkness, and also east for 5' before turning north.
conversations.from: human
conversations.value: Force: Shen prods the bullseye with his 10ft pole as hard as he can, attempting to trigger any traps. He also attempts Spot and Search attempts without touching or stepping on the bullseye.
  
   
   Spoiler 
  Spot:  (1d20+5)[ 25 ] 
  Search:  (1d20+3)[ 6 ] 
   
conversations.from: human
conversations.value: Force: On second thought, take 20 on the search check.
conversations.from: human
conversations.value: Saph: It seems like a painted bullseye on the floor.  Nothing special about it at all.  You could step on it fine, no problem.
conversations.from: human
conversations.value: Force: Shen considers what he's run into so far in the dungeon, backs away from the bullseye back into the room, and opens the eastern door instead.
conversations.from: human
conversations.value: Saph: It's the northern bend of the same corridor.  It runs another 10' north and then bends east.  Peeking around the corner, you see another door 15' east.
conversations.from: human
conversations.value: Force: Using the 10ft pole to press down hard on the floor all the way, Shen walks to the door. He puts down his torch and pole, two-hands his greatsword, and slides open the door.
  
  Initiative:  (1d20+1)[ 20 ] 
conversations.from: human
conversations.value: Saph: 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 chainmail, as well as a pair of goggles.
  Initiative: (1d20)[ 5 ] 
   
  
  You're at the north door.
conversations.from: human
conversations.value: Force: Shen calls fire around his blade (burning blade), charges, and strikes with Stone Strike!
  
   (1d20+6)[ 11 ] 
  
  Dmg:  (2d6+4)[ 10 ]  +  (1d6+1)[ 4 ] , gain DR 5/adamantine for 1 round.
conversations.from: human
conversations.value: Saph: Miss.
  
  The orc yells “STEELY STRIKE” and stabs you with his Ripper.
  
  Attack:   (1d20+9)[ 23 ] 
  Damage:   (2d6+6)[ 10 ] 
conversations.from: human
conversations.value: Saph: Hmm.
  
  By my count that puts you to -1.  You drop.
  
  At the beginning of your turn your Fast Healing takes you up to 0 and you're conscious again, prone, and staggered.
  
  You have one standard action . . . make it a good one.  😁
conversations.from: human
conversations.value: Force: That puts Shen at -1 HPs. OW, ToB monsters? Shoulda expected it.
  
  Lesser Vigor pops him up to 0 hps and disabled. Shen attacks with Shadow Blade Technique, which requires two rolls...
  
   (1d20+4)[ 8 ] 
   (1d20+4)[ 17 ] 
conversations.from: human
conversations.value: Force: Go with the higher one and hope it hits. Damage if it does...  (2d6+4)[ 8 ] 
conversations.from: human
conversations.value: Saph: Unfortunately it misses, unless you have a way to counter the penalty from being prone.
conversations.from: human
conversations.value: Force: No way to counter it. Shall we go with "Once more, with feeling?:P"
conversations.from: human
conversations.value: Saph: Seems like.  You get stabbed to death.
  
  You're back in the starting room again.  I think you know the directions by now.  😉
conversations.from: human
conversations.value: term1nally s1ck: so, 1 kill, 2 deaths. Do we think this one can die to every encounter on floor 1?
conversations.from: human
conversations.value: Force: Yup. OK, time to build a new character. DMM requires too much investment, methinks.
  
  Thank you for your time, Saph.
conversations.from: human
conversations.value: Saph: No problem.  I think your current character's could be good enough with a couple of tweaks, though, if you're interested in advice.