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: NeverEnding DM:
conversations: human
conversations:  Search for traps on the wall sconce holding the torch, then on the door.
  
   
   Spoiler 
  
  sconce:
   (1d20+4)[ 15 ] 
  
  Door:
   (1d20+4)[ 17 ] 
   
conversations: tiny tim:
conversations: human
conversations:  You find no traps, but indeed the torch is grabbable.
  
  Welcome in your dungeon.
conversations: Duskranger:
conversations: human
conversations:  I  take the torch and  press my ear to the door trying to hear what's on the other side.(what's the door made of?)
  
   
   Spoiler 
  
    listen  - (1d20+7)[ 15 ] 
   
  
  
  Ignore that. I have darkvision.
conversations: tiny tim:
conversations: human
conversations:  The doors are made of lead. Thick plates of lead. And you hear nothing except your own bloodflow, but that's because your ear is pressed onto the door.
conversations: Duskranger:
conversations: human
conversations:  I snuff the torch and then slowly open the door, looking outside with my darkvision.
  
   
   Spoiler 
  
  Spot:
   (1d20+7)[ 17 ] 
   
conversations: tiny tim:
conversations: human
conversations:  In front of you is a hallway going south for 35'. There also goes a way east, but you can't see that from in the room.
conversations: Duskranger:
conversations: human
conversations:  Standard procedure: Walk forward one square at a time probing the floor of the square ten in front of me with the 10-foot pole. Then move on to the next square. Tell me if I come along a door or anything like that.
conversations: tiny tim:
conversations: human
conversations:  Good to know that. What way are you going now?
  And how much force are you putting on the pole?
conversations: Duskranger:
conversations: human
conversations:  A reasonable amount of pressure. Not enough to break it though. I think I'll go east.
conversations: tiny tim:
conversations: human
conversations:  Well I need to know do you put your body behind it? And besides the pole is not really breakable unless you have a great amount of strength, it can bend though.
conversations: Duskranger:
conversations: human
conversations:  Yes, I'll put my weight behind it.
conversations: tiny tim:
conversations: human
conversations:  You move a total grant 10' from the door to the east and come across a crossway.
  From there you see:
  
  North goes 20' than east
  West goes to where you came from
  East goes on for longer than your darkvision range but you see:
  After 20' east a door, after 50' another crossroad.
  South goes on for 20' bends west and a door is in that hallway visible at 15'
conversations: Duskranger:
conversations: human
conversations:  I go to the door at the East. What can I see farther down it?
conversations: tiny tim:
conversations: human
conversations:  you move and than uncover a pittrap with your pole. You see it covers the whole square so you move a bit back take a runing start and leap over it (it's or a running start or rolling your choice by the way), than you reach the door, sadly you activate by poking around an acid trap that does:  (1d3)[ 1 ]  damage to you.
  
   You look further into the hallway and you see another door at the end of the hallway.
conversations: Duskranger:
conversations: human
conversations:  Questions:
  1st: Did the acid fall on me or shoot out of a wall or what?
  2nd: How far is the pit from the Door I am at right now?
  3rd: How far is the end of the hallway?
conversations: tiny tim:
conversations: human
conversations:  1# It shot at you from somewhere, where is unknown, just like what triggered it.
  2# The pit is 10' from the door (to the west)
  3# The end of the hallway is visible (from the door where you are now) 50' making the complete hallway 85' long. You're 30' away from the starting room, 50' from you is the end of the hallway (it bends south by the way) and you occupy a 5'square.
conversations: Duskranger:
conversations: human
conversations:  Ok, I open the door.
  
   
   Spoiler 
  
  initiative?
   (1d20+5)[ 13 ] 
   
  
  
  You'd think there would be an attack roll or something on that.
conversations: tiny tim:
conversations: human
conversations:  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)[ 14 ] 
   
conversations: Duskranger:
conversations: human
conversations:  The creature looks at you smiles a wicked smile and breaths on you.
  
  You get  (1d3)[ 3 ]  damage, reflex save for half (minimum is 1).
  
  You also get entangled for  (1d4)[ 2 ]  rounds after that attack he backs away out of your sight.
  
  DM-Notes (Do not Read)
   
   Spoiler 
  
  Bennie moves to E5
   
conversations: Duskranger:
conversations: human
conversations:  Reflex save:  (1d20+7)[ 19 ] 
  
  Is there any way to get unstuck? Could I blast it with Eldritch energy?
conversations: tiny tim:
conversations: human
conversations:  You make the save and take damage and sure off course you can hit it with Eldritch blasts. You would be entangled if you had failed your save (which you don't)
  
  Which does:
   
   Originally Posted by http://www.d20srd.org/srd/conditionSummary.htm 
   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. 
   
conversations: Duskranger:
conversations: human
conversations:  I am going to retreat back out the door and back up 50 feet from the door back the way I came. Ready an action to blast the thing with an eldritch blast if it comes out the door.
conversations: tiny tim:
conversations: human
conversations:  You take more damage for being entangled.
  
  Round 1:  (1d6)[ 4 ]  damage
  Round 2:  (1d6)[ 4 ]  damage
  
  And you are standing there, but nothing follows you.
  
  (and you're dead if I'm right)
conversations: Duskranger:
conversations: human
conversations:  But you said I wasn't entangled because I made my save.....
conversations: tiny tim:
conversations: human
conversations:  Stupid, you're right well, same things apply in that case. You see nothing coming out of the room. Listencheck please.
conversations: Duskranger:
conversations: human
conversations:  Listen check:
   (1d20+7)[ 27 ] 
  
  I think I made it.
conversations: tiny tim:
conversations: human
conversations:  You hear the creature in the other room breathing, but it seems like he does not move at all.
conversations: Duskranger:
conversations: human
conversations:  I move back to the opening of the room, stealthily, and pop my head into the room "Eldritch Blast!" And pop my head back out again.
  
  move silently:
   (d20+9)[ 10 ] 
  
  Attack:
   (d20+6)[ 21 ] 
  
  Damage:
   (d6)[ 1 ] 
conversations: tiny tim:
conversations: human
conversations:  oh, and sudden strike if applicable.
  
   (d6)[ 5 ] 
conversations: tiny tim:
conversations: human
conversations:  The moment you pop your head around the corner (since RAW to attack you must move in the square where you can see him) you get a burst of flame over you:
  
   (1d3)[ 3 ]  reflex for half.
  
  and you're entangled for  (1d4)[ 2 ]  rounds.
  
  On the positive side you do hit him.
  But you have not enough time to pop your head back, since you used your move action and your standard action.
conversations: Duskranger:
conversations: human
conversations:  Reflex save:
   (d20+7)[ 24 ] 
  
  Also, I believe you can gain partial cover against attacks by being around a corner. Detailed in the cover section of the DMG (not sure what page since I don't have it with me right now.) It may also grant the bonus of evasion feat(once again, not sure)
conversations: tiny tim:
conversations: human
conversations:  Since this is an area attack I would not know that.
conversations: Duskranger:
conversations: human
conversations:  That sentence made no sense. Also, I survived past the first page!
conversations: tiny tim:
conversations: human
conversations:  I mean as long as you're head is in the area the flames come over you will get burned. The only way in my eyes to evade an attackroll-less attack is hiding behind the cover. And that would mean missing your attack.
  
  By the way, can't find the cover part in the DMG.
conversations: Duskranger:
conversations: human
conversations:  My Bad, it's on the PHB. It would only grant me a +2 to reflex saves. I guess it's his turn again?
  
  reflex save:
  
   (d20+7)[ 16 ] 
  
  if I'm still alive, eldritch blast.
  
    attack  - (d20+6)[ 20 ] 
    damage  - (d6)[ 5 ] 
conversations: tiny tim:
conversations: human
conversations:  You get another blast of fire for  (1d6)[ 2 ]  damage. Reflex halve(you barely made the save, but still made it so 1 damage.
  
  After that he dies.
conversations: Duskranger:
conversations: human
conversations:  I'm guessing that quite a few people are taken out by this guy. Anyways, I'm gonna close the door and search his body. Taking 20.
conversations: tiny tim:
conversations: human
conversations:  Yes actually, this guy has a pretty good killcount.
  
  You get 150 xp, but there's nothing on the body.
conversations: Duskranger:
conversations: human
conversations:  Is the fire thing out? Or is it still burning?
conversations: tiny tim:
conversations: human
conversations:  If the fire on you would be burning you would be death. So I do not get what you mean?
conversations: Duskranger:
conversations: human
conversations:  You said there was fire inside his mouth before he breathed it.
conversations: tiny tim:
conversations: human
conversations:  After he breathed it the fire is off course gone. And it is firebreath so one of the prerequisites is to breath in my eyes that is😁
conversations: Duskranger:
conversations: human
conversations:  Ok. I'm gonna kill his entire head with eldritch blasts and then drink a ption of CLW(1 left now).
  
  potion:
   (d8+1)[ 8 ] 
  
  And I'm full. Are there any other doors in here? If not, I'll just keep going down this corridor, changing my procedure so that I also throw my grappling hook down the path every 10 feet, and reel it back with the rope.
conversations: tiny tim:
conversations: human
conversations:  Why that? Youre alignment shifts to Chaotic Evil.
  
  For doors look at the map, in this room there is one where you came in and another which is specified on the map (E1 there).
conversations: Duskranger:
conversations: human
conversations:  I am pretty ssure that guy was evil, and he burned me a bit. I think that can be the domain of CG. Anyway, leaving through the door that I came in from and using above mentioned procedure.
conversations: tiny tim:
conversations: human
conversations:  Where to are you going now? On to the crossroad and eventually to the door on the east side, after the eastern route?
conversations: Duskranger:
conversations: human
conversations:  To the Eastern crossroads and then go North.
conversations: tiny tim:
conversations: human
conversations:  North goes on for 10' than bends east for 20' (to a dead end) and with after 10' a way north.
  
  At the end of the northern road (which bends west) there is a door on the north side of the wall.
conversations: Duskranger:
conversations: human
conversations:  I'm going to sneak up to the door (no longer throwing the grappling hook) and listen.
  
    move silently  - (d20+9)[ 10 ] 
    Listen  - (d20+7)[ 20 ] 
conversations: tiny tim:
conversations: human
conversations:  You hear nothing, since the lead does not let any sounds coem through. You do start to hear you're own blood flowing though.
conversations: Duskranger:
conversations: human
conversations:  Sorry about that, I expected to have internet access on my vacation. I open the door and ready an action to move around behind it if there is something dangerous right there.
conversations: tiny tim:
conversations: human
conversations:  Originally Posted by tiny tim 
   Sorry about that, I expected to have internet access on my vacation. I open the door and ready an action to move around behind it if there is something dangerous right there. 
   
  
  Readying an action is not possible outside of combat. RAW and adopted therefore. It was possible 1,5 month ago. Besides that readyingmeans a standard action, not a move action.
conversations: Duskranger:
conversations: human
conversations:  In that case I open the door making sure it stays between me and anything nasty inside.
conversations: tiny tim:
conversations: human
conversations:  Impossible, in this dungeon the doors shift in the wall. And a door is or open or closed. People tried that before you too.
conversations: Duskranger:
conversations: human
conversations:  Well in that case I just open the door.
conversations: tiny tim:
conversations: human
conversations:  Good choice sir, and after door number 1 is:  
   Spoiler 
  
  {table]|A_|B_|C_|D_
  1||||
  2||C|C|
  3||C|C|
  4||C|C|
  5||||[/table]
  The room contains a large chest with a note attached to it’s latch. There are doors at C5, D2 and D1 north.
   
conversations: Duskranger:
conversations: human
conversations:  I read the label.
conversations: tiny tim:
conversations: human
conversations:  The note reads: “Greater rewards await the patient man, but only a fool waits forever.”
conversations: Duskranger:
conversations: human
conversations:  I wait for 2 minutes and then open the chest.
conversations: tiny tim:
conversations: human
conversations:  You open the chest and you find 1 platinum piece on the bottom
conversations: Duskranger:
conversations: human
conversations:  yayz!
  
  I open the door at D1.
conversations: tiny tim:
conversations: human
conversations:  You grab the piece and the chest attacks you, you see that the piece is nothing but a trap and the piece is the tongue of the monster you take  (2d8)[ 9 ]  damage. Okay not really, I am not that mean, yet. 
  
  In front of the now opened door there's a big painted bullseye on the floor. Do you still leave the room from there? The hal goes east and west, how far to both is unseeable from where you are.
conversations: Duskranger:
conversations: human
conversations:  "I'm not touching that"
  
  I go through the third door in the room.
conversations: tiny tim:
conversations: human
conversations:  In front of you you see a T-split. One road goes north, one south, one to the east.
  
  One step outside you see that:
  
  The eastern road goes on for 10' bending north
  North goes on for 10' bending west
  South goes on for 20' bending east
conversations: Duskranger:
conversations: human
conversations:  I'm gonna go east.
conversations: tiny tim:
conversations: human
conversations:  After your movement east you see a road going north for 40' with the following splits:
  
  after 10' a road east
  after 20' a road west
  after 40' the road bends east.
conversations: Duskranger:
conversations: human
conversations:  I'll go down the western path.
conversations: tiny tim:
conversations: human
conversations:  While you move toward the western path you look to the first eastern split and you see a door after 15'.
  
  Do you walk on?
conversations: Duskranger: