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||C|||
  5|||||
  6|||||
  7|||||
  [/table]
  
  There is a door at A-1, north side, and another at D-4.
   
  
  
  DM notes: 
   Spoiler 
  5, 13, 2
   
conversations: Tanaric:
conversations: human
conversations:  "This is the absolute last time I go drinking with orcs. Time to see what I've gotten myself into." 
  Taking a quick swig from his waterskin, Cudar searches the room, focusing on each of the doors before doing a general sweep.
  
  Door A1:  (1d20+9)[ 22 ] 
  Door D4: (1d20+9)[ 20 ] 
  Room:  (1d20+9)[ 29 ] 
   
   Spoiler 
  Posting the  link to my character sheet  for easy reference. I do have trapfinding.
   
conversations: pirateking89:
conversations: human
conversations:  You find a web of concealed copper wires on the A-1 door. You don't find anything on D-4. You see that the wall on the south side of D-7 looks... odd.
  
  Also, roll a couple more search checks for general purpose. They'll be applied in order, until you post new ones.
conversations: Tanaric:
conversations: human
conversations:  Search checks
   
   Spoiler 
  
   (1d20+9)[ 27 ] 
   (1d20+9)[ 11 ] 
   (1d20+9)[ 13 ] 
   (1d20+9)[ 14 ] 
   (1d20+9)[ 24 ] 
   (1d20+9)[ 24 ] 
   
  
  
  Slowly uncoiling the grappling hook and rope from his waist, Cudar gains his bearing and takes aim at the copper wire, hoping to pull it from the door from at least 15 feet away.
  
  Use rope check
   (1d20+3)[ 7 ] 
  Ranged atk
   (1d20+2)[ 16 ] 
  
  If he fails the first time, he'll continue until he succeeds before returning to the south wall and examining it in more detail.
   (1d20+9)[ 10 ] 
conversations: pirateking89:
conversations: human
conversations:  The wires are pulled free in a blinding flash of blue energy. The copper wire is so scorched it's probably all but useless.
  
  You see nothing new about the wall. In fact, if you hadn't seen it before, you wouldn't even realize that anything was amiss with it.
conversations: Tanaric:
conversations: human
conversations:  Cudar recoils the rope and hook around his waist, takes a torch from it's resting place, then slowly slides open the door.
conversations: pirateking89:
conversations: human
conversations:  Opening the door reveals a hall that runs to the east and west. To the east, it continues for fifteen feet before turning north. To the west, it continues for twenty-five feet before turning south.
conversations: Tanaric:
conversations: human
conversations:  Cudar starts searching carefully, taking slow, purposefull steps up the western passage, trying to find any more traps or tricks while listening to see if he can get any other clues to his whereabouts.
  
  Listen:  (1d20+7)[ 19 ] 
  (Search checks were already made, I guess.)
conversations: pirateking89:
conversations: human
conversations:  Ah, sorry, no. Slipped my mind. You find a tripwire five feet to the west of the door you just opened.
conversations: Tanaric:
conversations: human
conversations:  Cudar carefully steps over the wire, then examines where it connects to the wall, to see if harming the wire would cause more problems for him.
conversations: pirateking89:
conversations: human
conversations:  It appears that any severe change in wire tension might cause something to happen.
  
  You can easily step over any wires you find, and your character remembers where they are without issue.
conversations: Tanaric:
conversations: human
conversations:  Cudar continues on down the hall to the west, stopping 10 feet before the corner, continuing to keep his eyes open for traps.
conversations: pirateking89:
conversations: human
conversations:  You don't find any more traps. I don't think you can see any more of the hall than you could before.
conversations: Tanaric:
conversations: human
conversations:  Cudar then takes one more shuffling step forward and chucks the torch down the hall, without looking down himself. If he hears no response from that direction following the torch, he will step around the corner himself.
  
  Listen:  (1d20+7)[ 23 ] 
conversations: pirateking89:
conversations: human
conversations:  You hear your torch strike a wall nearby. Looking around the corner reveals that the hall continues south for ten feet before turning west. Your torch is lying on the floor in the corner. It looks sad to be abused so.
conversations: Tanaric:
conversations: human
conversations:  Stepping out carefully and checking the floor and walls for more tripwires, Cudar walks on and gathers up his torch.
conversations: pirateking89:
conversations: human
conversations:  The hall continues to the west for ten feet before turning north.
  
  Roll another batch of search checks. Five or so.
conversations: Tanaric:
conversations: human
conversations:  Cudar goes to the bend, checking the walls and floors as usual, before repeating his routine with the torch, throwing it down the hallway and listening for a response.
  
   
   Spoiler 
  
   (1d20+9)[ 14 ] 
   (1d20+9)[ 23 ] 
   (1d20+9)[ 18 ] 
   (1d20+9)[ 19 ] 
   (1d20+9)[ 10 ] 
  
  Listen:
   (1d20+7)[ 12 ] 
   
conversations: pirateking89:
conversations: human
conversations:  Torch abuse!
  
  It hits the wall without issue.
conversations: Tanaric:
conversations: human
conversations:  Assuming he hears nothing, Cudar steps around the corner, doing a quick sweep for tripwires and pressure plates.
conversations: pirateking89:
conversations: human
conversations:  The hall goes north for thirty feet before turning east.
conversations: Tanaric:
conversations: human
conversations:  Cudar trods forward, cautious for tripwires and traps as always. As he does so, he pulls one of the smokesticks out of his pack and stuffs it into his belt for easy access. He'll stop just before the turn and peer out, keeping most of his body hidden.
conversations: pirateking89:
conversations: human
conversations:  The hall continues east for thirty feet before turning south.
conversations: Tanaric:
conversations: human
conversations:  "Is it just a big circle? What a strange place..."
  Cudar takes off down the 30 ft stretch, keeping an eye out for tripwires and pausing just before turning the corner to take a peek around it.
conversations: pirateking89:
conversations: human
conversations:  The hall continues to the south for ten feet before turning east again.
conversations: Tanaric:
conversations: human
conversations:  Cudar continues down the hall, turning the corner and continuing to look for tripwires.
conversations: pirateking89:
conversations: human
conversations:  Post Deleted cause I'm an idiot.
  
  (There were search rolls, so the thing will pop up. I will reroll them next post)
conversations: pirateking89:
conversations: human
conversations:  The hall continues to the east for ten feet before turning north.
  
   
   Spoiler 
  What are your relevant means of detecting hidden/invisible/concealed/secret objects or doors?
   
conversations: Tanaric:
conversations: human
conversations:  Cudar follows the path east, then north.
  
   
   Spoiler 
  
  Rogue trapfinding, elven affinity for hidden doors, listen +7, search +9, spot+7.
   
conversations: pirateking89:
conversations: human
conversations:  The path continues north for ten feet before turning east.
  
  At the bend, you see that the hall continues east for thirty feet before turning north. There is a door on the east face of this bend. Ten feet from the bend you're at, the hall splits south.
conversations: Tanaric:
conversations: human
conversations:  Cudar goes to the door, examining everywhere, but specifically, the place where the path splits south, for traps. Assuming everything is clear and he sees nothing down the southern path, he will proceed to the door to check for traps.
  
   (1d20+9)[ 24 ] 
   (1d20+9)[ 23 ] 
   (1d20+9)[ 25 ] 
   (1d20+9)[ 13 ] 
   (1d20+9)[ 25 ] 
   (1d20+9)[ 26 ] 
conversations: pirateking89:
conversations: human
conversations:  The split south continues for twenty feet before turning west. The bend continues north for ten feet before teeing to the east/west.
  
  You find a tripwire in front of the door.
conversations: Tanaric:
conversations: human
conversations:  Cudar pulls the light mace off his belt, wielding it in his right hand and the torch in his left. He then slides open the door and peers in.
conversations: pirateking89:
conversations: human
conversations:  Opening the door reveals the following room: 
   Spoiler 
  {table]|A_|B_|C_|D_
  1||||
  2||||3
  3|2|||
  4||||1
  [/table]
  
  There is a door at A-1, west side, which you are just outside of. There are three elves in the room, all wearing studded leather armor and all with bucklers strapped to their arms. Two (2,3) are carrying longswords, while the third (1) is holding a longbow. They look wary.
   
conversations: Tanaric:
conversations: human
conversations:  "Hail, brothers. Answer me a question... where the hell are we?"
  
  Cudar steps inside the room and drops his torch.
conversations: pirateking89:
conversations: human
conversations:  "A very good question," one of the elves responds slowly, seeming to consider your words. "The where, we know not. The why... did you perhaps encounter a human by the name of Giem?"
conversations: Tanaric:
conversations: human
conversations:  "I have not encountered him... where did you find him at?"
  
  Cudar lowers the mace so as to be less threatening, but steps to be standing face to face with the closest elf.
conversations: pirateking89:
conversations: human
conversations:  Spoiler 
  Giem=GM=DM=Me. It's a poor joke.
  
  Also, while I can RP this out if you like, I didn't give anything in the dungeon a reason for being there aside from them having a listing in a monster manual. It'll probably be more than a little contrived.
   
conversations: Tanaric:
conversations: human
conversations:  Spoiler 
  I just wanted to talk to him to get close enough to nail the first elf with a flatfooted sneak attack. I will do so now, unless you have any major objections.
   
  
  
  Cudar, taking advantage of the elfs lowered defenses while they were parleying, flashes his mace up in an arc that just catches the elf under the chin.
  
  ATK:   (1d20+4)[ 13 ] 
  DMG:  (1d6+2)[ 8 ] 
  SA:    (1d6)[ 5 ] 
conversations: pirateking89:
conversations: human
conversations:  That's a miss.
  
  You get two longswords and an arrow in return for your efforts.
  
   (1d20+2)[ 12 ]   (1d20+2)[ 18 ]   (1d20+3)[ 21 ] 
   (1d8+1)[ 5 ]   (1d8+1)[ 9 ]   (1d8)[ 2 ] 
conversations: Tanaric:
conversations: human
conversations:  well, that was fast.
  Whenever you want me to, I'll be happy to start DM'ing in other games.
conversations: pirateking89: