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||N|
  3|||
  4|||[/table]
  
  There is a door at C-4, south side.
   
  
  
  DM Notes: 
   Spoiler 
   Sheet 
   
conversations: term1nally s1ck:
conversations: human
conversations:  This is new. Zorro, buddy what you think happened? Well the only thing to do is try to find a way out. 
   
   Spoiler 
  
  
  search for traps
  
   (1d20+3)[ 5 ] 
   
conversations: Nodwick22:
conversations: human
conversations:  You find a tall, leggy blonde in the corner.
  
  DC 20 spot check:
   
   Spoiler 
  five-o-clock shadow 😦
   
   
  
  No traps.
conversations: term1nally s1ck:
conversations: human
conversations:  Well letsgo.  Looks out the door. Takes out 10' pole and pokes at the ground just out side the door. What do i see
  
   
   Spoiler 
  
   (1d20+1)[ 17 ] 
   
conversations: Nodwick22:
conversations: human
conversations:  Spoiler 
  
  was looking at wrong sheet my spot is actually +6 not +1
   
conversations: Nodwick22:
conversations: human
conversations:  The corridor outside is unlit, and the torchlight doesn't reveal much from within the room. It seems to go East and South, though.
conversations: term1nally s1ck:
conversations: human
conversations:  I take out my liquid sunlight. do i see anything now?
conversations: Nodwick22:
conversations: human
conversations:  Probably...what's the range of light on that? I don't have the book.
conversations: term1nally s1ck:
conversations: human
conversations:  Says it gives off light like a torch
conversations: Nodwick22:
conversations: human
conversations:  To the south: A split east after 20', a T-junction after 30'.
  
  To the east: A north/south junction after 10', a door to the north after 30', and it continues out of your light's range.
conversations: term1nally s1ck:
conversations: human
conversations:  I turn to the east and head toward the door. Using my 10'pole ahead of me checking for traps and tripwires. Zorro is next to me.
conversations: Nodwick22:
conversations: human
conversations:  How hard/where are you pressing with that pole?
  
  Ceilings are 10' high, btw.
conversations: term1nally s1ck:
conversations: human
conversations:  putting most of my weight on to the pole. out in front of me.
conversations: Nodwick22:
conversations: human
conversations:  So just the floor?
  
  In that case, 10' after the intersection, you find a pit trap.
  
  Hopping over the pit trap (or climbing it if your jump mod is &lt;-2), you reach the door.
  
  
  If you check the door for traps:  
   Spoiler 
  Search check &lt;15 
   Spoiler 
  No traps
   
  
  Search check above 15 
   Spoiler 
  Nothing, I'm just messing with you
   
  
   
  
  
  If you didn't check the door for traps, Opening the door reveals the following room: 
   Spoiler 
  
  {table]|A_|B_|C_|D_|E_
  1|||||
  2|||||
  3|||||
  4|||||
  5|||||[/table]
  There are doors at A5 south and E1 north.
  In the room at C3 there is an ugly looking, blue scaled, lizard thing with fire in it's mouth!
  Initiative:  (1d20+1)[ 16 ] 
   
  
  
  If you did check the door for traps, Opening the door reveals the following room: 
   Spoiler 
  
  {table]|A_|B_|C_|D_|E_
  1|||||
  2|||||
  3|||||
  4|||||
  5|||||[/table]
  There are doors at A5 south and E1 north.
  In the room at A3 there is an ugly looking, blue scaled, lizard thing with fire in it's mouth!
  
  It knows you're coming, and breathes acid at you:  (d8)[ 2 ]  halved, reflex to halve again, and you're entangled for  (d4)[ 2 ]  rounds.
  
  DMs:  
   Spoiler 
   (d4+1)[ 3 ] 
   
  
  Initiative:  (1d20+1)[ 4 ] 
   
conversations: term1nally s1ck:
conversations: human
conversations:  I open the door with my battle axe ready to take on whatevers inside.
  
   
   Spoiler 
  
  
  Iniatiave
  
   (1d20+6)[ 15 ] 
   
conversations: Nodwick22:
conversations: human
conversations:  The creature moves to A3, and breathes acid at you:
  
   (d8)[ 1 ]  acid damage, halved, halved again on a reflex save, entangled for  (d4)[ 4 ]  rounds, and recharging for  (d4+1)[ 2 ]  rounds
conversations: term1nally s1ck:
conversations: human
conversations:  Spoiler 
  
   (1d20-1)[ 2 ] 
   
  
   
   Spoiler 
  
  how do i take half a point of dmg and am i still entangled if i suceed on the save?
  if i am i cast summon monster 1 calling for a Celestial Giant Fire Beetle
   
conversations: Nodwick22:
conversations: human
conversations:  You take 1 minimum, and you're still entangled yes.
  
  Entangled = The character is ensnared. Being entangled impedes movement, but does not entirely prevent it unless the bonds are anchored to an immobile object or tethered by an opposing force. An entangled creature moves at half speed, cannot run or charge, and takes a -2 penalty on all attack rolls and a -4 penalty to Dexterity. An entangled character who attempts to cast a spell must make a Concentration  check (DC 15 + the spell’s level) or lose the spell.
  
  So...yeah...Concentration check?
conversations: term1nally s1ck:
conversations: human
conversations:  Spoiler 
  
   (1d20+4)[ 9 ] 
   
  
  
  that should do it
  
  its an agument summoning by the way
conversations: Nodwick22:
conversations: human
conversations:  well...erm...you fail to cast the spell.
  
  Moar acid:
  
   (d6)[ 2 ]  halved.
  
  He breathes fire.
  
   (d6)[ 3 ]  fire damage, reflex halves.
conversations: term1nally s1ck:
conversations: human
conversations:  Reflex
  
   
   Spoiler 
  
   (1d20-1)[ 9 ] 
   
  
  
  well.umm....I tell zorro to attack the Lizard thingy
  
   
   Spoiler 
  
  
  to hit
  
  [roll]1d20+3[/roll]
  
  dmg
  
  [roll]1d6+1[/roll]
   
conversations: Nodwick22:
conversations: human
conversations:  that didnt work....
  
  to hit
  
   
   Spoiler 
  
   (1d20+3)[ 5 ] 
   
  
  
  damage if it hits
  
   
   Spoiler 
  
   (1d6+1)[ 5 ] 
   
  
  
  
  Wow the dice gods hate me tonight
conversations: Nodwick22:
conversations: human
conversations:  Miss. It's your turn again.
  
  You can move, btw, just not as quickly, and you can attack, just not as well.
  
  You've taken 5 damage so far.
conversations: term1nally s1ck:
conversations: human
conversations:  I go to the monster and attack it with my battleaxe.
  
   
   Spoiler 
  
   (1d20+2)[ 11 ] 
  
  on the off chance i hit
  
   (1d8+2)[ 7 ] 
   
conversations: Nodwick22:
conversations: human
conversations:  Miss.
  
   (d8)[ 2 ]  halved for the entanglement,
  
   (d6)[ 1 ]  fire damage, reflex halves for the breath.
conversations: term1nally s1ck:
conversations: human
conversations:  zorro attacks then i attack
  
  zorro's attack
   
   Spoiler 
  
  to hit
   (1d20+3)[ 22 ] 
  
  dmg
  
  [roll]1d6+1[roll]
   
  
  
  my attack
   
   Spoiler 
  
  to hit
   (1d20+2)[ 20 ] 
  
  dmg
  
  [roll]1d8+2[roll]
   
conversations: Nodwick22:
conversations: human
conversations:  Pair of hits:
  
   (d6+1)[ 5 ] 
   (d8+2)[ 6 ] 
  
  damage.
  
  You take [roll]d8[roll] halved acid damage.
conversations: term1nally s1ck:
conversations: human
conversations:  You kill him, but take
  
   (d8)[ 8 ]  halved
   (d8)[ 1 ]  halved
  
  ongoing acid damage before it wears off.
  
  150XP, chainmail.
conversations: term1nally s1ck:
conversations: human
conversations:  Total of 12 damage to you, and 2 to wolfy.
conversations: term1nally s1ck:
conversations: human
conversations:  and im dead well at -2
conversations: Nodwick22:
conversations: human
conversations:  Bad luck...want to restart?
conversations: term1nally s1ck:
conversations: human
conversations:  Sure..why not.
conversations: Nodwick22:
conversations: human
conversations:  Same starting room.
conversations: term1nally s1ck:
conversations: human
conversations:  I exit the room and I turn to the South and head toward the T Juction. Using my 10'pole ahead of me checking for traps and tripwires, putting as much pressure as possible. Zorro is next to me.
conversations: Nodwick22:
conversations: human
conversations:  At the split, you see a corridor that turns north after 10'.
  
  At the T:
  
  West, the corridor turns south after 10'.
  
  East, the corridor turns north after 40', with a door on the northern wall after 35', and a red and white painted bullseye on the ground just outside the door.
conversations: term1nally s1ck:
conversations: human
conversations:  Lets go north.
conversations: Nodwick22:
conversations: human
conversations:  errr which bit where?
  
  There's about 3 norths..plus the northern turning down the eastern hall at the start.
conversations: term1nally s1ck:
conversations: human
conversations:  at the split
conversations: Nodwick22:
conversations: human
conversations:  10' east, you see a 40' corridor north, with a split east/west after 20', and a turning east at the end. There is also a door on the eastern wall after 5'.
conversations: term1nally s1ck:
conversations: human
conversations:  Probably going to regret this but lets check out that door. Again using my 10' pole to check for traps and tripwires. When i get to the door i check for traps if it is not trapped i ready a Acid Splash spell to unleash upon any bad guy in the room.
conversations: Nodwick22:
conversations: human
conversations:  Unless you have something else open the door. you can't keep a readied action, any other action ends it.
conversations: term1nally s1ck:
conversations: human
conversations:  ok then i just open the door.
conversations: Nodwick22:
conversations: human
conversations:  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, which you are just outside of,  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)[ 4 ] 
   
conversations: term1nally s1ck:
conversations: human
conversations:  Spoiler 
  
  
  initive
   (1d20+6)[ 12 ] 
  
  i cast acid splash at the beast.
   
conversations: Nodwick22:
conversations: human
conversations:  Forgot to roll for the spell
  
  [spoiler]
  
  
   (1d20)[ 5 ] 
   (1d3)[ 2 ] 
conversations: Nodwick22:
conversations: human
conversations:  You miss, but it's irrelevant, the illusion of a beast vanishes as the human steps forward to C2, and casts his own acid splash at you:
  
   (d20+2)[ 19 ]  for  (d3)[ 3 ]  acid damage.
conversations: term1nally s1ck:
conversations: human
conversations:  me and zorro both close in on him and attack
  
   
   Spoiler 
  
  my attack and dmg
   (1d20+2)[ 20 ] 
   (1d8+2)[ 3 ] 
  
  zorro's attack and dmg
   (1d20+3)[ 18 ] 
   (1d6+1)[ 7 ] 
   
conversations: Nodwick22:
conversations: human
conversations:  He's still up, and takes a step back, and then releases a spray of colors at you both. 2 will saves please.
conversations: term1nally s1ck:
conversations: human
conversations:  for both or one from each of us?
conversations: Nodwick22:
conversations: human
conversations:  one each.
  
  FILLERCHARACTERS
conversations: term1nally s1ck:
conversations: human
conversations:  Spoiler 
  
   (1d20+4)[ 19 ]  mine
   (1d20+1)[ 3 ]  Zorro's
   
conversations: Nodwick22:
conversations: human
conversations:  Zorro collapses, and will be unconscious for  (2d4)[ 5 ]  rounds, stunned and blind for  (d4)[ 4 ]  rounds, and blind for 1 round.
conversations: term1nally s1ck:
conversations: human
conversations:  YOU HURT MY DOG!!!   attacks the evil guy again
  
   
   Spoiler 
  
   (1d20+2)[ 17 ] 
   (1d8+2)[ 8 ] 
   
conversations: Nodwick22:
conversations: human
conversations:  deaded. nice rolling.
  
  150XP, chain shirt, longsword.
conversations: term1nally s1ck:
conversations: human
conversations:  WOOT! My first kill!
  
  I take the shirt and put it on. I also take the long sword. but leave my studded leather.
  
  i check the room for traps taking 10. taking 20 on the doors.
conversations: Nodwick22:
conversations: human
conversations:  No traps to be found. You do find a discarded scroll, though. (used)
conversations: term1nally s1ck:
conversations: human
conversations:  ill keep it just in case. I open the door at E-3 first. Wat do i see?
conversations: Nodwick22:
conversations: human
conversations:  10' north, the corridor turns east. 10' south, it turns west.
conversations: term1nally s1ck:
conversations: human
conversations:  lets got to the north
conversations: Nodwick22:
conversations: human
conversations:  After 20', the corridor turns north. There's a door south after 15'.
conversations: term1nally s1ck:
conversations: human
conversations:  go to the door and take 20 searching 23 total
conversations: Nodwick22:
conversations: human
conversations:  You find nothing.
conversations: term1nally s1ck:
conversations: human
conversations:  Well then i open the door and hope for the best.
conversations: Nodwick22:
conversations: human
conversations:  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 B1, which you are just outside of, and another at B5. 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)[ 1 ] 
   
conversations: term1nally s1ck:
conversations: human
conversations:  question wats a ripper? and to bad that nat 1 doesnt do anything for me.
  since i have a +6 to Initiative i am just going to assume i got Initiative. I cast summon monster 1 and zorro attacks
   
   Spoiler 
  
   (1d20+3)[ 7 ] 
   (1d6+1)[ 4 ] 
   
conversations: Nodwick22:
conversations: human
conversations:  A big spear.
  
  He shouts steely strike, and smacks down the wolf:
  
   (d20+9)[ 10 ]  for  (2d6+6)[ 11 ]  damage.
  
  EDIT oh, come on.
conversations: term1nally s1ck:
conversations: human
conversations:  do i pick the monster or is it random?
  
  If i pick i call the  Celestial Dog 
  
  i then command it to use smite evil
  
  i attack the orc.
  
   
   Spoiler 
  
   (1d20+2)[ 8 ]  Dogs
   (1d4+2)[ 6 ] 
   (1d20+2)[ 6 ]  Mine
   (1d8+2)[ 3 ] 
   
  
  
  grrrrrrrrrrr
conversations: Nodwick22:
conversations: human
conversations:  You pick.
  
  He yells STONE BONES, and attacks:
  
   (d20+5)[ 20 ]  for  (2d6+6)[ 10 ]  vs the wolf.
conversations: term1nally s1ck:
conversations: human
conversations:  he is down to 3hp
  
  we all attack
  
   
   Spoiler 
  
   (1d20+2)[ 17 ]  mine
   (1d8+2)[ 8 ] 
   (1d20+3)[ 14 ]  Zorros
   (1d6+1)[ 6 ] 
   (1d20+2)[ 7 ]  Summons
   (1d4+1)[ 3 ] 
   
conversations: Nodwick22:
conversations: human
conversations:  you hit, but it does less damage than it should.
  
  Also, you don't get any bonuses to hit from the smite.
  
  The orc shifts stance, and attacks wolfy again:
  
   (d20+5)[ 19 ]  for  (2d6+6)[ 12 ]  damage.
conversations: term1nally s1ck:
conversations: human
conversations:  ..............dangit! and i forgot about augment summoning!.
  
  
  Attack a again.
  
   
   Spoiler 
  
   (1d20+2)[ 14 ] mine
   (1d8+8)[ 11 ] 
   (1d20+3)[ 18 ] Dogs with augmented str from augment summoning
   (1d4+1)[ 4 ] 
   
conversations: Nodwick22:
conversations: human
conversations:  Both miss, he swings at the summon:
  
   (d20+5)[ 19 ]  for  (2d6+6)[ 10 ]  damage.
conversations: term1nally s1ck:
conversations: human
conversations:  just a question how did my 17 hit earlier but the dogs 18 didnt hit now?
  
  i cast acid splash.
   
   Spoiler 
  
   (1d20)[ 12 ] 
   (1d3)[ 1 ] 
   
conversations: Nodwick22:
conversations: human
conversations:  He seems more focused on the dog than on you.
  
  The acid splash hits, but doesn't do much damage.
  
  He yells STONE BONES and swings at the dog again:
  
   (d20+5)[ 25 ]  for  (2d6+6)[ 11 ] 
conversations: term1nally s1ck:
conversations: human
conversations:  Crit confirming:
  
   (d20+5)[ 6 ]  for another  (2d6+6)[ 13 ] 
conversations: term1nally s1ck:
conversations: human
conversations:  dog dissapears into mist. I attack like an idiot. but i dont want to leave my wolf.
  
   
   Spoiler 
  
   (1d20+2)[ 12 ] 
   (1d8+2)[ 8 ] 
   
conversations: Nodwick22:
conversations: human
conversations:  he starts to focus on you now, moves into reach and yells STEELY STRIKE as he attacks.
  
   (d20+9)[ 13 ]  for  (2d6+6)[ 13 ] 
conversations: term1nally s1ck:
conversations: human
conversations:  Spoiler 
  
  
  i attack again.
  
   (1d20+2)[ 13 ] 
   (1d8+2)[ 3 ] 
   
conversations: Nodwick22:
conversations: human
conversations:  he strikes you:
  
   (d20+5)[ 8 ]  for  (2d6+6)[ 14 ] 
conversations: term1nally s1ck:
conversations: human
conversations:  strike him again
  
   
   Spoiler 
  
   (1d20+2)[ 11 ] 
   (1d8+2)[ 3 ] 
   
conversations: Nodwick22:
conversations: human
conversations:  STEELY STRIKE
  
   (d20+9)[ 10 ]  for  (2d6+6)[ 13 ] 
  
  come on, decent roll...
  
  Most. Incompetent. Fight. Ever.
conversations: term1nally s1ck:
conversations: human
conversations:  come nat 20!
  
   
   Spoiler 
  
   (1d20+2)[ 18 ] 
   (1d8+2)[ 8 ] 
   
  
  
  think i actually hit him!
conversations: Nodwick22:
conversations: human
conversations:  Ah...no...that's a miss.
  
  STONE BONES
  
   (d20+5)[ 8 ]  for  (2d6+6)[ 14 ] 
conversations: term1nally s1ck:
conversations: human
conversations:  i attack again
  
   
   Spoiler 
  
   (1d20+2)[ 17 ] 
   (1d8+2)[ 7 ] 
   
conversations: Nodwick22:
conversations: human
conversations:  (d20+5)[ 22 ]  for  (2d6+6)[ 10 ] 
  
  This is getting tiresome.
conversations: term1nally s1ck:
conversations: human
conversations:  well its no longer tiresome.....im dead....again....going to remake this character....something with more hitpoints and more healing power. maybe a cleric/fighter or some such.
conversations: Nodwick22: