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 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: term1nally s1ck:
conversations: human
conversations:  - Uh. Eek! Where am I? Why wouldn't they leave the old Nirk alone?
  
  Kobold slowly brought himself up, and looked around.
  
  - Some old musty dungeon... how creative. Betcha there's nothing to chew on in there. Nirk hungry, Nirk off to get himself something.
  
  With these words, he slung the sack onto his back, and readied the pole. An incantation sounded, and the far end of the pole disappeared in the inky blackness. Moments after Nirk himself disappeared from view as well.
  
   
   Spoiler 
  Darkness on the far pole end, renewed as necessary. Get into hiding by expending an invocation - let's assume I'm taking 10 while not in combat, for 27 Hide and 17 MS. Exit through the door.
   
conversations: redmane:
conversations: human
conversations:  Any unusual vision modes?
conversations: term1nally s1ck:
conversations: human
conversations:  Just the usual darkvision 60' and low-light.
conversations: redmane:
conversations: human
conversations:  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.
conversations: term1nally s1ck:
conversations: human
conversations:  Since I'm rather well hidden, I'll map the area first, without activating or opening anything or engaging anyone. I'll test floor, walls and doors (provided there are any) with the pole, exerting the maximum weight possible, this should take care of the traps (pits should be uncovered, and anything shooting from the walls should activate without hitting me - I assume my pole doesn't mind receiving the damage).
conversations: redmane:
conversations: human
conversations:  As you poke the floor after 30', a splash of acid fires at you:
  
   (d20+10)[ 12 ]  touch attack for  (d3)[ 3 ]  acid damage.
conversations: term1nally s1ck:
conversations: human
conversations:  Not that it matters in this particular case (the attack missed anyway), but, just for the record, I'm 10' away from the place the trap was triggered on. Was the attack coming from the walls, the ceiling, or just flying down the corridor? Was it specifically designed to aim at a different square that it was activated on?
  
  EDIT: the answer notwithstanding, I'll continue on down the corridor.
conversations: redmane:
conversations: human
conversations:  It flew from the air in the middle of the square you poked at you.
  
  You map out the intersections in the corridor.
  
  The first one is a very long corridor, with a north/south junction after 10', and a door north after 30', and another north/south after 50'. You cannot see the end of the corridor.
  
  The next split is a 10' corridor that turns north at the end.
  
  At the end, you can see 10' west before it turns south, and 30' east before it turns north. There's a door north after 20', with a bullseye on the floor right outside it.
conversations: term1nally s1ck:
conversations: human
conversations:  // Remind me to invest in Unseen Servant on the first opportunity... now I can understand why the unlimited healing was advised so strongly... with auto-targeting traps that couldn't be disabled by any means except trapfinding, one does indeed needs unlimited healing.
  
  Continue down the first encountered corridor.
conversations: redmane:
conversations: human
conversations:  Not necessarily, I know for a fact there are ways around it.
  
  The 10' pole trick is just an obvious method to place a counter for.
  
  How much pressure are you pushing with on the pole?
conversations: term1nally s1ck:
conversations: human
conversations:  As much as I can muster... not sure how much that is in pounds.
conversations: redmane:
conversations: human
conversations:  You detect a pit trap shortly after the first junction.
  
  There's another north/south split 60' from the start, and after 85' the corridor turns south, with a door east at the very end.
conversations: term1nally s1ck:
conversations: human
conversations:  I assume the pit is opened now? How big is it? If I should be able to navigate it using rope and hook, without a chance to fall down, I do so. My guess is that the DC is -5 (0 for "a knotted rope with a wall to brace against" and -5 for "Climbing a corner where you can brace against perpendicular walls" - I assume the pit does indeed have corners), and, with my Climb of -2, that's an auto-success.
conversations: redmane:
conversations: human
conversations:  5' across, so you have the chimney modifier too. The DC is -10..
conversations: term1nally s1ck:
conversations: human
conversations:  Continue down the corridor, then, with the same precautions as before.
conversations: redmane:
conversations: human
conversations:  At the next intersection, both corridors turn right after 10'.
  
  At the end, the corridor south goes 10' before turning east.
conversations: term1nally s1ck:
conversations: human
conversations:  Continue down the main corridor.
conversations: redmane:
conversations: human
conversations:  You move a while down the corridor, jump a pit, and turn north to see a notecard placed on the wall.
conversations: term1nally s1ck:
conversations: human
conversations:  Ignore it for now, and move on.
conversations: redmane:
conversations: human
conversations:  There's a turning left after 10', and the corridor turns left after 40'.
conversations: term1nally s1ck: