conversations: human
conversations:  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 fairly spacious, 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, two torches are already lit and resting in brackets, one by each of the doors.
  
  Map: 
   Spoiler 
  {table]|A_|B_|C_|D_
  1|||||
  2|||||
  3|||||
  4||G|||
  5|||||
  6|||||
  7|||||
  [/table]
  
  There is a door at A-1, north side, and another at D-4.
   
  
  
  DM notes: 
   Spoiler 
  5, 11, 4
   
conversations: Tanaric:
conversations: human
conversations:  Guess-Talt slowly gets to his feet, then listens for anything out of the ordinary.
  
  Listen check:  (1d20+8)[ 19 ] 
  
  Unless something of note is heard, he then ties his sack o'gear to his belt with his rope, leaving 15ft of slack in between. He'll drag this behind him as he goes.
  
  The greatclub is removed from sack, so as to be ready to use if something horrible comes through the door, and the 10-ft ladder is also removed.
  
  Once his preparations are complete, he 5ft adjusts to the 5-row(should be B-5), and uses the ladder to poke cautiously at the D-4 door.
conversations: Tyndmyr:
conversations: human
conversations:  Poking the door causes a web of concealed copper wires to flare to life in a flash of brilliant blue energy. Having nowhere better to go, it dissipates harmlessly into the air, leaving behind a very scorched door covered with burnt wires.
conversations: Tanaric:
conversations: human
conversations:  Guess-Talt takes a moment to cast Mage Armor on himself, just in case, and poke the door a second time to see if it happens again.
  
  If it does not, he will then swap the ladder for his weapon, and cautiously open the door a crack to peer through.
  
  Spells:
   
   Spoiler 
  
  Sorc:
  0: none cast today.
  1: one cast today.
  
  Current effects:
  Mage Armor(+4AC, 1 hr remaining)
   
conversations: Tyndmyr:
conversations: human
conversations:  Nothing happens when you poke the door again.
  
  You'll need a light source to see anything other than the fact that the hall goes east.
conversations: Tanaric:
conversations: human
conversations:  Not trusting the torches on the wall, Guess removes one from his pack and lights it up.
conversations: Tyndmyr:
conversations: human
conversations:  The hall continues east for ten feet before turning north.
conversations: Tanaric:
conversations: human
conversations:  Guess lays down the ladder on the ground, covering the 10 feet of hallway, then picks up his club and walks on top of the ladder slowly, keeping an eye out for anything dangerous.
  
  Reactive spot: (1d20+2)[ 20 ] 
  Reactive listen: (1d20+8)[ 26 ] 
conversations: Tyndmyr:
conversations: human
conversations:  Interesting approach. Unfortunately for you, a ladder weighs enough to snap the tripwire laid five feet in front of the door.
  
  The sound of stone grinding on stone fills the air as soon as you lay the ladder down.
conversations: Tanaric:
conversations: human
conversations:  From here, can I see what sort of trap I triggered with the above spot roll?
conversations: Tyndmyr:
conversations: human
conversations:  You don't see anything special. You continue to hear rumbling for about a minute before it fades away.
conversations: Tanaric:
conversations: human
conversations:  Guess shrugs, then slowly, carefully walks down the ladder, and peers around the corner.
conversations: Tyndmyr:
conversations: human
conversations:  It runs north for ten feet before turning east.
conversations: Tanaric:
conversations: human
conversations:  Guess prods the ground firmly with his club in the corner square, then, if nothing happens, steps off the ladder. He then reels in his bag o' stuff to his current location.
  
  Assuming nothing happened to this point, he then lifts up his ladder, and places it in the hallway to the north.
conversations: Tyndmyr:
conversations: human
conversations:  Kay.
  
  And what now? Walk along it?
conversations: Tanaric:
conversations: human
conversations:  You got it!
conversations: Tyndmyr:
conversations: human
conversations:  The hall goes east for forty feet before turning north again.
conversations: Tanaric:
conversations: human
conversations:  Rinse and repeat every ten feet unless something happens.
  
  Reactive spot:  (1d20+2)[ 20 ] 
  Reactive listen:  (1d20+2)[ 21 ] 
  
  Edit: Listen is supposed to be +8.
conversations: Tyndmyr:
conversations: human
conversations:  At the bend, the hall continues north for ten feet before turning east.
  
  Because non-twisty passages are no fun.
conversations: Tanaric:
conversations: human
conversations:  Round every twist, I do the same, unless I see something out of the ordinary.
conversations: Tyndmyr:
conversations: human
conversations:  The hall continues east for twenty feet before turning north. After ten feet, it splits south.
  
  I figure a decision is out of the ordinary. 😉
conversations: Tanaric:
conversations: human
conversations:  Indeed. I peer down the northern hallway, and if nothing unusual presents itself, take that option.
conversations: Tyndmyr:
conversations: human
conversations:  As you pass the southern split, you see that it continues for thirty feet before turning east. It splits west after twenty feet.
  
  At the northern bend, you see that the hall continues for thirty feet before turning west.
conversations: Tanaric:
conversations: human
conversations:  Head along the northern way, then west, etc. If any further splits appear, unless the halls look different in nature, I'll take the one to the left.
conversations: Tyndmyr:
conversations: human
conversations:  Fifteen feet to the north, your ladder snaps another tripwire. You hear the sound of stone grinding on stone again, slightly louder than before.
conversations: Tanaric:
conversations: human
conversations:  Mmm, interesting. I wait until it stops, then continue onward.
conversations: Tyndmyr:
conversations: human
conversations:  At the bend, the hall continues west for ten feet before turning south. It continues south for twenty feet before turning west. It goes west for ten feet before turning north. The hall continues north for thirty-five feet before ending in a door. The hall splits west after twenty feet, and east after thirty.
conversations: Tanaric:
conversations: human
conversations:  A door, eh? Lets check out the door. I prod the door from 10 feet away with the ladder, and if nothing happens, go up to it and search the door for traps.
  
  Search:  (1d20-1)[ 2 ] 
  
  If I find nothing, I will then carefully open the door a crack, then peer through.
conversations: Tyndmyr:
conversations: human
conversations:  As you pass the western split, you see that it continues beyond the range of your torch light. It splits south after thirty feet.
  
  As you pass the eastern split, you see that it continues for twenty feet before turning north.
  
  Nothing happens when you poke the door.
  
  Opening the door reveals the following room: 
   Spoiler 
  {table]|A_|B_|C_|D_|E_|F_|G_
  1|||||||s
  2|v||||||
  3|v|||x|||
  4|v||||||
  5|||||||
  6|||||||
  7|||||||[/table]
  
  There is a door at E-7, which you are just outside of, and another at E-1.
  
  There is a row of vases along one side of the wall, a statue in the far corner, and a chest near the center of the room.
   
conversations: Tanaric:
conversations: human
conversations:  I'll use the ladder to go to the statue, however, I'll be searching the floor in front of me for traps before each hop. I should specify that I'm travelling along the south, then east wall in doing so.
  
  Search:  (1d20-1)[ 14 ] 
  
  Assuming the lack of any traps, I will then use 50ft of rope to tie the ladder in front of the statue, and tie the statue up as much as is reasonably possible.
  
  Use rope:  (1d20+3)[ 20 ] 
  
  I'll then go search the chest for traps:
  Search:  (1d20-1)[ 8 ] 
conversations: Tyndmyr:
conversations: human
conversations:  Ffft! 
  
  A dart flies through the air as you snap a tripwire in the first square with your ladder.
  
  Want to continue?
  
  Edit: Technically, you actually snapped two with that ladder placement. So two darts.
conversations: Tanaric:
conversations: human
conversations:  Well, if they didn't hit me, sure, though of course, I make a mental note of the locations of the tripwires, and where the darts came from, so as not to stumble across them later.
conversations: Tyndmyr:
conversations: human
conversations:  I figured you were laying down the ladder ahead of you, before you entered the door. Yea or nay?
conversations: Tanaric:
conversations: human
conversations:  Oh, definitely. I'll be doing that until the point where I tie the ladder to the statue.
conversations: Tyndmyr:
conversations: human
conversations:  I meant that you put it on those squares before entering the room. You'll be shot in the face if you're in the way in the future. 😛
  
  As an aside, have you considered probing for wires first?
conversations: Tanaric:
conversations: human
conversations:  I have, but figured that setting them off isn't that big of a deal, provided it happens in front of me. It has the bonus of making anything non-resettable not dangerous in the future.
  
  Im sure I'll regret this the first time I hit an AoE trap, but hey, it'll work great until then. I will, however, check like a paranoid psycho when the ladder is not available.
  
  As for using the ladder before entering the room, yup. Moving before putting it down is needlessly risky.
conversations: Tyndmyr:
conversations: human
conversations:  Oookay... as you slap the ladder down again, you snap two more wires. You're in the path of one of the darts.
  
   (1d20+10)[ 15 ]  vs flatfooted AC, for  (1d4+1)[ 3 ] 
conversations: Tanaric:
conversations: human
conversations:  Thanks to mage armor, it bounces off harmlessly. Still, Guess isn't thrilled with this, so after this 10ft move, he picks up the ladder, and starts taking 20 searching each area, assuming that each has a tripwire in this room.
conversations: Tyndmyr:
conversations: human
conversations:  What's your search pattern?
conversations: Tanaric:
conversations: human
conversations:  Well, being a halfling, I don't have to cover a lot of height. I'll check for trip wires first, then floor panels, then look at the wall for anything visibly dangerous. Obviously, I'll avoid any of these that I see.
  
  I'll continue navigating to the statue by hugging the south, then east walls.
conversations: Tyndmyr:
conversations: human
conversations:  Sorry, I should have been more clear: how are you going about this search? Visual only?
conversations: Tanaric:
conversations: human
conversations:  Yup. Touching things is bad. Also, there will be nothing silly like getting closer to traps to view them in detail. Im happy avoiding things, and living in blissful ignorance about their little details.
conversations: Tyndmyr:
conversations: human
conversations:  It's only fair to warn you that tripwires have a search DC of 20, then.
conversations: Tanaric:
conversations: human
conversations:  *looks at negative search modifier*
  
  Huh, I'd like to amend my plan, then. I'll stick with the ladder method. Otherwise, same movement plan.
conversations: Tyndmyr:
conversations: human
conversations:  Okay. You ladder snaps two more tripwires to the north (in the G-5-6 squares, by my reckoning). You in the range of one of the darts.
  
   (1d20+10)[ 17 ]   (1d4+1)[ 4 ] 
conversations: Tanaric:
conversations: human
conversations:  Ouch, that stings a bit. Oh well, when you don't have trapsense, some things have to be done the hard way. Continuing on up north, using the same tactic.
conversations: Tyndmyr:
conversations: human
conversations:  More tripwires in the G-3-4 squares, this time. You're in range of one of the darts again.
  
   (1d20+10)[ 14 ]   (1d4+1)[ 4 ] 
conversations: Tanaric:
conversations: human
conversations:  Yay for mage armor.
  
  After using the ladder on G-2, G-1, search check on the statue, taking twenty(19).
  
  If no traps found on it, use rope check check on the statue(note, only 30 feet of rope used, because the other 20 feet is being used to link my bag 15ft behind me.
  
  Use Rope:  (1d20+3)[ 20 ] 
conversations: Tyndmyr:
conversations: human
conversations:  Another dart, yay.  (1d20+10)[ 17 ]  for  (1d4+1)[ 3 ] 
  
  A close examination reveals that the statue is marble beneath all the dust, and although presumably valuable, is very, very heavy. You notice a small flask tucked away behind the base.
  
  And what exactly are you trying to do with the rope?
conversations: Tanaric:
conversations: human
conversations:  I was going to tie it up, on the assumption that it was either trapped or going to come alive. Im tying it so that it wont be able to move much if it does(Never mind the ladder on it though...thats overkill).
  
  I will now drink a potion of CLW:  (1d8+1)[ 4 ] , then attempt to carefully pull out the flask using an unlit torch as a stick.
conversations: Tyndmyr:
conversations: human
conversations:  'Kay. You do so. What now?
conversations: Tanaric:
conversations: human
conversations:  If I can't identify it by looking at it, I cast detect poison at the flask. Assuming it's not poisonous, I add it to the bag. DC 20 wis check to determine exact type if poison:  (1d20+2)[ 8 ] 
  
  I then ladder my way down to G-3, then directly left to the statue. Once there, I take twenty(19) searching the statue for traps or loot.
conversations: Tyndmyr:
conversations: human
conversations:  It's not poisonous.
  
  Also, statue? You mean chest, I presume?
  
  If so, you snap two more wires on your way there. You're in the path of one of them (again).  (1d20+10)[ 23 ]  for  (1d4+1)[ 3 ] 
conversations: Tanaric:
conversations: human
conversations:  Sorry, chest indeed.
  
  If no traps are found, I open the chest with my club, taking care not to stand in front of it.
  
  Edit: Ouch. Thank goodness I had a fair amount of hp on this build.
conversations: Tyndmyr:
conversations: human
conversations:  The chest lid lifts easily - too easily, in fact. Too late you realize that there was a pressure plate under the lid of the chest, which has a false bottom.
  
  The sound of three breaking vases wrests your attention away from the chest. All of the vases have been tipped forward, releasing a small snake each into the squares in front of their original locations. Roll initiative.
  
   (1d20+7)[ 19 ] 
   (1d20+7)[ 19 ] 
   (1d20+7)[ 16 ] 
conversations: Tanaric:
conversations: human
conversations:  Curses...I knew it was a trap of some sort...
  
  Init:  (1d20+3)[ 23 ] 
conversations: Tyndmyr:
conversations: human
conversations:  Can't complain about that roll.
  
  I five ft step back to E3, and begin casting sleep.
conversations: Tyndmyr:
conversations: human
conversations:  The snakes advance to E-2, F-2, and E-4, and bite you.
  
   (1d20+4)[ 8 ] 
   (1d20+4)[ 8 ] 
   (1d20+4)[ 11 ] 
  
  If any hit, take 1 damage and make a fort save.
conversations: Tanaric:
conversations: human
conversations:  Phew. Was counting on that.
  
  I presume I can't take an AoO while concentrating, so sleep goes off. DC14 will for each. I'll resume turn once I know which is snoozing.
conversations: Tyndmyr:
conversations: human
conversations:  (1d20+1)[ 6 ] 
   (1d20+1)[ 16 ] 
   (1d20+1)[ 5 ] 
  
  E-2 and E-4 are out.
conversations: Tanaric:
conversations: human
conversations:  Excellent, than I'll attempt to club the alert one.
  
  Greatclub attack:  (1d20+2)[ 14 ] 
  Dmg:  (1d8)[ 5 ] 
conversations: Tyndmyr:
conversations: human
conversations:  That's a miss.
  
  F-2 wakes up E-2, which  wakes up E-3.  5-ft steps and wakes up E-4.
  
  E-4 tries to bite you.  (1d20+4)[ 14 ]  1 damage if it hits, plus a fort save.
conversations: Tanaric:
conversations: human
conversations:  Still unbitten.
  
  Once more, swing at E-4.
  
   (1d20+2)[ 22 ] 
  Dmg:  (1d8)[ 6 ] 
conversations: Tyndmyr:
conversations: human
conversations:  Crit confirm:  (1d20+2)[ 9 ] 
  Crit Dmg: (1d8)[ 6 ] 
conversations: Tyndmyr:
conversations: human
conversations:  F-2 and E-2 bite you again.
  
   (1d20+4)[ 19 ]   (1d20+4)[ 10 ] 
conversations: Tanaric:
conversations: human
conversations:  Ouch, the 19 connects. Any hp damage with that?
  
  Fort save:  (1d20+5)[ 18 ] 
conversations: Tyndmyr:
conversations: human
conversations:  The bite is 1d2-2, minimum 1. So 1 damage.
  
  You pass the fort save.
conversations: Tanaric:
conversations: human
conversations:  18 should be a pass, so rolling another attack(on the one that bit me, of course).
  
  Greatclub:[roll]1d20+2[/rolll]
  Dmg:  (1d8)[ 7 ] 
conversations: Tyndmyr:
conversations: human
conversations:  Bah. Can't type roll.
  
  Atk Roll:  (1d20+2)[ 20 ] 
conversations: Tyndmyr:
conversations: human
conversations:  Animal abuse! 🫤
  
  The last snake standing tries to bite you again.  (1d20+4)[ 22 ] 
conversations: Tanaric:
conversations: human
conversations:  Yeah, they're abusing me! Again w the biting.
  
  Fort Save:  (1d20+5)[ 13 ] 
  
  Spells and Stats:
   
   Spoiler 
  
  Sorc:
  0: one cast today.
  1: two cast today.
  
  Current AC: 17
  Current HP: 9(max of 17)
  
  Current effects:
  Mage Armor(+4AC, 1 hr remaining)
   
conversations: Tyndmyr:
conversations: human
conversations:  Presuming that either passes, or the poison doesn't affect my attack roll(they're usually con), here goes my next attack.
  
  Atk:  (1d20+2)[ 12 ] 
  Dmg:  (1d8)[ 4 ] 
conversations: Tyndmyr:
conversations: human
conversations:  Miss. Another bite.  (1d20+4)[ 18 ] 
conversations: Tanaric:
conversations: human
conversations:  Nother hit.
  
  Fort Save:  (1d20+5)[ 15 ] 
  
  Swing back:  (1d20+2)[ 10 ] 
  Dmg:  (1d8)[ 1 ] 
  
  Spells and Stats:
   
   Spoiler 
  
  Sorc:
  0: one cast today.
  1: two cast today.
  
  Current AC: 17
  Current HP: 8(max of 17)
  
  Current effects:
  Mage Armor(+4AC, 1 hr remaining)
   
conversations: Tyndmyr:
conversations: human
conversations:  If this thing seriously bites you to death... 😛
   (1d20+4)[ 10 ] 
conversations: Tanaric:
conversations: human
conversations:  At this point, it's looking distinctly possible. =)
  
  Atk:  (1d20+2)[ 12 ] 
  Dmg:  (1d8)[ 3 ] 
conversations: Tyndmyr:
conversations: human
conversations:  Bite, rinse, repeat.  (1d20+4)[ 13 ] 
conversations: Tanaric:
conversations: human
conversations:  Luck is turning, I can feel it.
  
  Atk:  (1d20+2)[ 6 ] 
  Dmg:  (1d8)[ 5 ] 
conversations: Tyndmyr:
conversations: human
conversations:  Turning its back on you, that is. In shame.
  
   (1d20+4)[ 23 ] 
conversations: Tanaric:
conversations: human
conversations:  Noo...just when I needed it most.
  
  Fort save:  (1d20+5)[ 18 ] 
  
  My attack:  (1d20+2)[ 20 ] 
  Dmg:  (1d8)[ 8 ] 
conversations: Tyndmyr:
conversations: human
conversations:  Okay, it's down.
  
  Secondary fort saves coming your way by the time you finish CDGing the snakes.
  
  Let's see if you survive first.
conversations: Tanaric:
conversations: human
conversations:  My first action is to chug my last potion of CLW:  (1d8+1)[ 6 ] 
  
  One fort save each, eh? Lemme count.
conversations: Tyndmyr:
conversations: human
conversations:  Four, looks like.
  
   (1d20+5)[ 18 ] 
   (1d20+5)[ 22 ] 
   (1d20+5)[ 10 ] 
   (1d20+5)[ 8 ] 
  
  
  Spells and Stats:
   
   Spoiler 
  
  Sorc:
  0: one cast today.
  1: two cast today.
  
  Current AC: 17
  Current HP: 13(max of 17)
  
  Current effects:
  Mage Armor(+4AC, 1 hr remaining)
   
conversations: Tyndmyr:
conversations: human
conversations:  You take  (1d66)[ 35 ]  con damage.
  
  150 xp, no loot.
conversations: Tanaric:
conversations: human
conversations:  *ahem*
  
  As amusing as it would be to have a death attack like that on a normal viper... [roll1d6[/roll] con damage.
conversations: Tanaric:
conversations: human
conversations:  *incoherent grumbling* 
   (1d6)[ 5 ] 
conversations: Tanaric:
conversations: human
conversations:  I drop to 9 con, and lose 5hp as a result of the ability dmg. 8 hp remaining.
  
  I go back to the right wall, back to the statute, and reclaim my precious rope and ladder.
  
  I then retrace my path along the right wall, then south wall, until arriving at the door in E-7, which I take 20 searching for traps(19). Does the door open inward or outward?
conversations: Tyndmyr:
conversations: human
conversations:  You came through the door at E-7. 😛 It didn't spontaneously develop traps.
  
  Unless otherwise noted, all doors are well-fitted sliding metal, with no handles or the like.
conversations: Tanaric:
conversations: human
conversations:  Ah, gotcha.
  
  Then at E-1, I take 20 searching for traps, then, if none are found, I poke that door open with my club, while standing off to the side.
conversations: Tyndmyr:
conversations: human
conversations:  That's another two tripwires snapped to get to the door from your already cleared path. You're in the way of one of the darts.  (1d20+10)[ 20 ]  for  (1d4+1)[ 4 ] 
  
  The door isn't trapped. Opening it reveals that the hall runs for another twenty feet before teeing to the east and west.
conversations: Tanaric:
conversations: human
conversations:  4hp remaining.
  
  I ladder my way down the hallway, and take the left fork.
conversations: Tyndmyr:
conversations: human
conversations:  At the split, you see that the hall goes east for twenty feet before turning south. To the west, the way you're headed, it continues for thirty feet before turning south. It goes south for ten feet before turning west again. It goes for twenty feet before turning south again. There is a door on the north side of this bend.
conversations: Tanaric:
conversations: human
conversations:  Take 20(19) searching for traps, then pry the door open with mah club.
conversations: Tyndmyr:
conversations: human
conversations:  Opening the door reveals the following room: 
   Spoiler 
  {table]|A_|B_|C_
  1|1||
  2|||[/table]
  
  There is a door at C-3, south side, which you are just outside of. There is a seemingly human man standing in the room, wearing chainmail, a red silk headband, a silver chain around his wrist, and something that seems a holy symbol at his neck. He is holding a spiked chain.
  
  Roll initiative:  (1d20+2)[ 13 ] 
   
conversations: Tanaric:
conversations: human
conversations:  Init:  (1d20+3)[ 20 ] 
conversations: Tyndmyr:
conversations: human
conversations:  Huh. Im dry on first level spells, soo...I cast Sonic Snap on him(1 dmg, no save; DC 13 will save to avoid being deafened for a round), then take a move action back through the halls. The ladder gets left where it was.
conversations: Tyndmyr:
conversations: human
conversations:  (1d20)[ 16 ]   Whitetext. 
  
  You hear the sound of a door sliding shut.
conversations: Tanaric:
conversations: human
conversations:  Lovely. I slowly, cautiously walk back to the door.
  
  If I find nobody on the way, and it's shut, I crack the door open a lil bit, and if I can see him, cast sonic snap on him again.
conversations: Tyndmyr:
conversations: human
conversations:  He's inside the doorway, and has a readied action to smack you if you open the door.
  
  So that'll be  (1d20+3)[ 16 ]  vs flatfooted, for  (2d4+3)[ 5 ]  +  (1d6)[ 5 ] .
conversations: Tanaric:
conversations: human
conversations:  Concealment bonus for only opening the door a crack?
conversations: Tyndmyr:
conversations: human
conversations:  I don't think you can do that, technically. The door is either open or closed, depending on whether you've manipulated it or not.
  
  Unless you know otherwise, of course.
conversations: Tanaric:
conversations: human
conversations:  Hmm, possible interpretation of the sliding door. Swinging doors are harder, since an enemy can just shove through them on his way to you, but sliding doors could, at least in theory, be partially opened.
  
  As for how that works with regards to the rules specifically, I'm not sure. The SRD doesn't specify either way, but all of it's rule specific stuff is aimed at hinged doors. It just mentions that sliding doors exist.
  
  Im fine either way, if this guy ends up dead, I've another build idea.
conversations: Tyndmyr:
conversations: human
conversations:  As far as I know, manipulating a door is a simple open/shut. Otherwise I'd have to get into varying degrees of cover depending on interpretation of how much "I open it a little ways" means and such, and nobody wants that.
  
  Well, except Guess-Talt, but whatever. 😛
  
  You take a spiked chain to the face unless I'm mistaken.
conversations: Tanaric:
conversations: human
conversations:  Nifty, I'll roll up a newer, much more broken character then, and try again. =) Expect a sheet ooh, tomorrow or friday.
conversations: Tyndmyr: