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||G|
  3|||
  4|||[/table]
  
  There is a door at C-4, south side.
   
  
  
  DM notes: 
   Spoiler 
   Sheet. 
   
conversations: Tanaric:
conversations: human
conversations:  First, Grok searches every floor space (taking 20 to do so, finds everything with a DC of 26 or less) and then Searches every wall space (taking 20 to do so, finds everything with a DC of 26 or less), and then searches ever ceiling space (taking 20 to do so, finds everything with a DC of 26 or less). And then finally Searches the door (taking 20 to do so, finds everything with a DC of 26 or less).
conversations: Justyn:
conversations: human
conversations:  You can't technically search the ceiling from where you're at, since you can only Search areas up to ten feet away.
  
  Nevertheless, you find nothing. If you intend to take 20 on floors and all the walls as you go, I hope you brought refreshments. 😉
conversations: Tanaric:
conversations: human
conversations:  Originally Posted by Tanaric 
   You can't technically search the ceiling from where you're at, since you can only Search areas up to ten feet away.
  
  Nevertheless, you find nothing. If you intend to take 20 on floors and all the walls as you go, I hope you brought refreshments. 😉 
   
  
  I got it in my head that Climb speed meant I didn't have to make Climb checks. I still get +9 to all climb checks though. Also, would you mind if I made an adjustment to how I allocated my skill points in light of my mistake?
  
  Anyway, I'll open the door and take a look around.
conversations: Justyn:
conversations: human
conversations:  You can adjust your skillpoints prior to starting your exploration of the dungeon, sure. Let me know when you're finished.
conversations: Tanaric:
conversations: human
conversations:  Okay, I changed 4 ranks in Escape Artist to 4 Ranks in Climb. That gives me a +13 bonus to Climb checks.
  
  Ready to go then.
conversations: Justyn:
conversations: human
conversations:  Opening the door reveals an unlit hallway that runs to the east and south. It's impossible to determine more without a light source.
conversations: Tanaric:
conversations: human
conversations:  I'll take the torch off the wall, and then hold it outside the door, and then take a look. (Remember, low-light vision.)
  
  
  Man, I  really  misunderstood how climb speeds worked...
conversations: Justyn:
conversations: human
conversations:  Taking the torch outside reveals that the hall runs to the south for thirty feet before teeing to the east and west. After twenty feet, it splits east.
  
  It also runs to the east for eighty feet before turning south. After ten feet, it splits to the north and south. After thirty feet, there is a door on the north side of the hall. After sixty feet, it splits to the north and south. At the bend, there is a door on the east face of the hall.
  
  Note that all distances are relative to your current position, which is assumed to be just outside the doorway.
conversations: Tanaric:
conversations: human
conversations:  Grok starts making his way over to the eastern door, Searching the floor and walls along the way (And taking 20; finds everything with a search DC of 26 or less).
conversations: Justyn:
conversations: human
conversations:  At the split to the north/south, you see that the hall continues north for twenty feet before turning east, or south for twenty feet before turning west. Fifteen feet to the south, there is a door on the east side of the hall.
  
  Ten feet beyond the split, you find a pit trap in the hallway.
conversations: Tanaric:
conversations: human
conversations:  I'll take the north hallway, Searching every tile and wall (taking 20).
conversations: Justyn:
conversations: human
conversations:  The hall runs east for ten feet, then north for ten feet before teeing to the east and west. To the west, it runs for thirty feet before turning north. After twenty feet, it splits north.
  
  To the east, it runs for fifty feet before turning south. After twenty feet, it splits north. After thirty feet, there is a door on the south side of the hall. At the bend south, there is a door on the north side of the hall.
conversations: Tanaric:
conversations: human
conversations:  I'll look down each of the hallways, Searching (taking 20) every tile before I enter it (but not researching ones I've already searched). Then I'll Search (taking 20) the door facing south, and listen at it.
  
   
   Spoiler 
  
    listen  - (1d20+6)[ 19 ] 
    listen  - (1d20+6)[ 10 ] 
    listen  - (1d20+6)[ 10 ] 
   
conversations: Justyn:
conversations: human
conversations:  Findings to the west: The first hall goes north for twenty feet before turning east. The second hall goes to the north for thirty feet before turning east.
  
  Findings to the east: The northern split goes for ten feet before turning east. There is a door on the north side of the bend.
  
  You don't hear anything at the requested door.
conversations: Tanaric:
conversations: human
conversations:  I'll search the eastmost passage too, with the usual take 20-searching-each-tile-before-entering it.
  
  And then, I'll backtrack, take 20 searching the opening mechanism, and open the door a crack, hiding behind it.
  
   
   Spoiler 
  
  [roll=Open Lock, if necessary]1d20+6[roll]
  [roll=Disable Device, if necessary]1d20+7[roll]
  [roll=hide]1d20+9[roll]
  [roll=spot]1d20+6[roll]
  [roll=listen]1d20+6[roll]
   
conversations: Justyn:
conversations: human
conversations:  Messed up the rolls:
  
   
   Spoiler 
  
    Open Lock, if necessary  - (1d20+6)[ 14 ] 
    Disable Device, if necessary  - (1d20+7)[ 23 ] 
    Hide  - (1d20+9)[ 26 ] 
    Spot  - (1d20+6)[ 19 ] 
    Listen  - (1d20+6)[ 15 ] 
   
conversations: Justyn:
conversations: human
conversations:  The eastmost passage goes south for twenty feet before teeing to the east and west.
  
  Which door are you opening?
conversations: Tanaric:
conversations: human
conversations:  The one facing south, the one I searched and listened at.
conversations: Justyn:
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 A5 south, and another at E1 north, which you are just outside of.
  
  There is an incredibly ugly, blue-scaled humanoid inside the room. Blue and red flames flicker in its open mouth. It wears long robes, but they are so worn and burnt that they do very little to conceal the chainmail beneath them.
  
  Initiative:  (1d20+2)[ 12 ] 
   
conversations: Tanaric:
conversations: human
conversations:  Shouldn't I get a surprise round unless he beats my Hide roll (26) with a spot check?
    initiative  - (1d20+3)[ 11 ] 
  
  If I do:
   
   Spoiler 
  
  Under 30 Ft, so +1 to attacks and damage from Point Blank Shot.
    attack  - (1d20+7)[ 25 ] 
    damage  - (1d6+1)[ 3 ] 
    sneak attack  - (1d6)[ 3 ] 
   
conversations: Justyn:
conversations: human
conversations:  Er, I must have missed that bit.
  
  You can't open the door "a crack". In D&amp;D, doors are either there or not, after you spend a move action to manipulate them. You can, however, hide to one side of the door and manipulate the door from an adjacent square, gaining cover/total cover from something inside, depending on where it is.
  
  So, which side of the door are you hiding on?
conversations: Tanaric:
conversations: human
conversations:  Originally Posted by Tanaric 
   Er, I must have missed that bit.
  
  You can't open the door "a crack". In D&amp;D, doors are either there or not, after you spend a move action to manipulate them. You can, however, hide to one side of the door and manipulate the door from an adjacent square, gaining cover/total cover from something inside, depending on where it is.
  
  So, which side of the door are you hiding on? 
   
  
  I'll open it from the western side (which should grant enough cover to hide), then fire from that space.
  
  If I can't fire from that space, I'll take a 5-foot step and fire from in front of the door.
conversations: Justyn:
conversations: human
conversations:  You both have mutual total cover from your position beside the door. In the doorway, you pop him solidly with an arrow.
  
  On his turn, he responds by moving into the doorway and breathing a short gout of acid on you.  (1d4)[ 3 ]  acid damage, reflex half, entangled for  (1d4)[ 4 ]  rounds.
conversations: Tanaric:
conversations: human
conversations:  Originally Posted by Tanaric 
   You both have mutual total cover from your position beside the door. In the doorway, you pop him solidly with an arrow.
  
  On his turn, he responds by moving into the doorway and breathing a short gout of acid on you.  (1d20+5)[ 15 ]  acid damage, reflex half, entangled for [roll1] rounds. 
   
  
  If I make the save, am I still entangled?
  
   (1d20+5)[ 15 ] 
conversations: Justyn:
conversations: human
conversations:  You make the save.
  
  And yes.
conversations: Tanaric:
conversations: human
conversations:  So... -2 to all attack rolls, and -4 to my dexterity, which gives me: -2 to my AC with a  further  -2 to my attacks, and -2 to reflex saves.  Yay . 🫤
  
  I've been meaning to ask: what is the climb DC of the walls and ceiling here?
  
  Anyway, I'll take a 5-foot step to the west, and activate Total Defense.
  
   
   Spoiler 
  
  HP:11
  AC:20 (or 24 if he stays in the room and tries to attack)
   
conversations: Justyn:
conversations: human
conversations:  It's a base of 25, +5 for being slick, usually -10 for chimney climbing.
  
  You take  (1d6)[ 6 ]  ongoing acid damage from the entangling substance.
  
  The creature moves out into the hall with you and breathes a gout of fire over you, dealing  (1d6)[ 1 ]  fire damage, reflex half.
conversations: Tanaric:
conversations: human
conversations:  Originally Posted by Tanaric 
   You take (1d6)[ 6 ] ongoing acid damage from the entangling substance. 
   
  
  That's just unfair. I just lost  half  my hit points: How do I get rid of that?
  
  
   
   Originally Posted by Tanaric 
   The creature moves out into the hall with you and breathes a gout of fire over you, dealing (1d6)[ 1 ] fire damage, reflex half. 
   
  
    Reflex  - (1d20+3)[ 15 ]  Watch this be a 1.
conversations: Justyn:
conversations: human
conversations:  As far as I know, there is no method of removing the entanglement in this case. It's very overpowered, yeah.
  
  This room is mostly for the completionists who want to eke out every bit of xp they can. I really don't advise anyone unprepared for the encounter to fight it once they know where it is.
  
  You make the save.
conversations: Tanaric:
conversations: human
conversations:  Originally Posted by Tanaric 
   As far as I know, there is no method of removing the entanglement in this case. It's very overpowered, yeah.
  
  This room is mostly for the completionists who want to eke out every bit of xp they can. I really don't advise anyone unprepared for the encounter to fight it once they know where it is.
  
  You make the save. 
   
  
  Considering that death and restarting with the same character, and taking a mulligan on this room both will have all but identical results; can we cut out the time of re-exploring the dungeon and just pretend I never opened up this room in the first place?
  
  And top of that, unless I roll  perfectly , I'm dead anyway.
conversations: Justyn:
conversations: human
conversations:  If you like. Where to now?
conversations: Tanaric:
conversations: human
conversations:  Right, I'll take a look at the door at the end of the far east of the hall. Search it and do the whole deal.
  
   
   Spoiler 
  
  Taking 20 on Search
    Listen  - (1d20+6)[ 22 ] 
    Listen  - (1d20+6)[ 20 ] 
    Listen  - (1d20+6)[ 11 ] 
    Open Lock  - (1d20+7)[ 24 ] 
    Disable Device  - (1d20+6)[ 13 ] 
   
conversations: Justyn:
conversations: human
conversations:  Opening the door reveals the following room: 
   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. You're outside C-5.
   
conversations: Tanaric:
conversations: human
conversations:  Originally Posted by Tanaric 
   Opening the door reveals the following room: 
   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. You're outside C-5.
   
   
   
  
  I'll search each and every floor tile and wall that I can reach from the ground. Then, I'll search the entire chest, and then  look  at the note without touching it.
  
   
   Spoiler 
  Taking 20 on all Search checks.
   
conversations: Justyn:
conversations: human
conversations:  Well, the room seems normal. The chest seems normal too, if overly large.
  
  Are you  looking  at the note, or  reading  it?
  
  If the former, it looks like a note.
conversations: Tanaric:
conversations: human
conversations:  Originally Posted by Tanaric 
   Well, the room seems normal. The chest seems normal too, if overly large.
  
  Are you  looking  at the note, or  reading  it?
  
  If the former, it looks like a note. 
   
  
  Fine, I'm  reading  the note without touching it. 😛
conversations: Justyn:
conversations: human
conversations:  "Greater rewards await the patient man, but only a fool waits forever."
conversations: Tanaric:
conversations: human
conversations:  ... You know what? I'm going to do this  scientifically .
  
  I get out one of my trusty 10-foot poles, and give the chest a couple of firm pokes.
conversations: Justyn:
conversations: human
conversations:  Thunk thunk thunk. 
  
  Nothing happens.
conversations: Tanaric:
conversations: human
conversations:  Grok:  Ride chest like a mechanical bull.
conversations: Justyn:
conversations: human
conversations:  Grok rides the chest like a mechanical bull after climbing up in some manner. He looks very silly while doing it.
conversations: Tanaric:
conversations: human
conversations:  (I forgot all about this. 😦)
  
  Grok gets off of the chest, and starts investigating the lock.
  
  
   
   Spoiler 
  
  Taking 20 on the Search check.
  
    Disable Device, if I find a trap or something  - (1d20+6)[ 9 ] 
  
  And I'll take 20 on opening the lock if I can and if I need to AND if I can't find a trap or was able to disable any trap there, but if not...
    open lock  - (1d20+7)[ 17 ] 
   
conversations: Justyn:
conversations: human
conversations:  It's not locked. There's just a note, and a big, unlocked chest.
conversations: Tanaric:
conversations: human
conversations:  Originally Posted by Tanaric 
   It's not locked. There's just a note, and a big, unlocked chest. 
   
  
  Alright, I'll try to open it.
conversations: Justyn:
conversations: human
conversations:  There's one platinum piece inside.
conversations: Tanaric:
conversations: human
conversations:  Originally Posted by Tanaric 
   There's one platinum piece inside. 
   
  
  If I close it and wait for a while, will there be more in there? Or was this like  Schrödinger's  treasure chest, and there will never be more in it now that I know there is only one platinum piece in it?
conversations: Justyn:
conversations: human
conversations:  You could close it and try to find out, if you like.
  
  If you do, how long do you wait?
conversations: Tanaric:
conversations: human
conversations:  Originally Posted by Tanaric 
   You could close it and try to find out, if you like.
  
  If you do, how long do you wait? 
   
  
  Long enough to  map   check out  the hallways beyond the doors in this room.
  
  So, I'll Search the doors (guess) and take a look around.
conversations: Justyn:
conversations: human
conversations:  Northern door: Hall goes to the east and west. To the east, it runs for five feet before turning south. To the west, it runs for twenty-five feet before teeing to the north and south. There is a large red and white bullseye painted on the floor outside the door.
  
  Eastern door: Hall runs to the north, east, and south. To the north, it runs for five feet before turning west. To the east, it runs for ten feet before turning north. To the south, it runs for twenty feet before turning east.
conversations: Tanaric:
conversations: human
conversations:  (Man, I keep forgetting about this, sorry. ☹️ )
  
  Anyway, I'll look down both sides of the eastern split.
  
  (Taking 20 to Search each space before moving.)
conversations: Justyn:
conversations: human
conversations:  At the northen bend, it runs for forty feet before turning east. After ten feet, it splits east. After twenty feet, it splits west.
  
  Backtracking and heading south to the eastern bend, it runs for sixty feet before turning south. After twenty-five feet, there is a door on the south side of the hall. After thirty feet, it splits north.
conversations: Tanaric: