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||M|
  3|||
  4|||[/table]
  
  There is a door at C-4, south side.
   
  
  
  DM notes: 
   Spoiler 
   Sheet. 
   
conversations: Tanaric:
conversations: human
conversations:  "Huh, oh, let's get this show running, then." Marlin whispers to himself.
  
  He approaches the door quietly, keeping an ear out for sound. When he reaches the door, he looks for any obvious traps.
  
  
  Move Silently  (1d20+10)[ 29 ] 
  Listen  (1d20+6)[ 19 ] 
  Search  (1d20+6)[ 7 ] 
conversations: Narazil:
conversations: human
conversations:  You manage to poke yourself in the eye during your search. You can't really make out much through the tears. 😛
  
  You don't hear anything out of the ordinary.
conversations: Tanaric:
conversations: human
conversations:  Confident in his own searching abilities, Marlin congratulates himself on a job well done. After activating his Invocation (assuming I don't have to roll ASF) See the Unseen, he then slowly opens the door and peaks out. If nothing is apparent, he looks out and in all directions.
  
  
  
  
  Open Lock  (1d20+6)[ 16 ] 
  Spot  (1d20)[ 14 ] 
conversations: Narazil:
conversations: human
conversations:  See the Unseen is See Invisibility and 60ft Darkvision, correct?
conversations: Tanaric:
conversations: human
conversations:  That's right. As the spells  See Invisibility  and  Darkvision .
  
   Also, relevant picture. 
   
   Spoiler 
  
   
   
conversations: Narazil:
conversations: human
conversations:  Opening the door reveals an unlit hallway running to the east and south. To the east, it runs beyond the range of your darkvision. 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.
  
  To the south, it runs for thirty feet before teeing to the east and west. After twenty feet, it splits east.
conversations: Tanaric:
conversations: human
conversations:  I'm.. Not sure I get your description, to be honest. Could I ask you to give me a rough sketch or something? 😳
conversations: Narazil:
conversations: human
conversations: Tanaric:
conversations: human
conversations:  Ah, makes much more sense now. Thanks.
  
  
  Onwards, to the east! Peaking around the corner, north first, then south. If the hallway continues to the north I go there, otherwise I go for the door to the east.
  
  Move Silently  (1d20+10)[ 12 ] 
  Hide  (1d20+12)[ 25 ] 
  Listen  (1d20+6)[ 18 ] 
  Spot  (1d20)[ 7 ] 
  
  If I end up going for door, check if it's locked. If it is:
  Open Lock  (1d20+6)[ 20 ] 
  
  
  Edit: I forgot: Carrying my backpack is a medium load, meaning I take a -3 penalty on my checks, and have a Max Dex bonus of +3. I'd rather have left it in the first room, but obviously up to you.
conversations: Narazil:
conversations: human
conversations:  At the split to the north and 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.
  
  Did you still want to continue east?
conversations: Tanaric:
conversations: human
conversations:  Notice my edit in the previous post. If you decide its tough luck and that its stuck to my back, I put it down here.
  
  
  "Bloody mazes.." I head north, and peak around the corner to the east.
  
  Move Silently  (1d20+10)[ 23 ] 
  Hide  (1d20+12)[ 27 ] 
  Listen  (1d20+6)[ 9 ] 
  Hide  (1d20+12)[ 13 ] 
  Spot  (1d20)[ 14 ] 
  
  15 ft in, and already have had 3 ones. This is not good.
conversations: Narazil:
conversations: human
conversations:  You can just... walk back and put it down, can't you?
  
  It's not like I would trap the outside of a door and not the inside, right? 😉
conversations: Tanaric:
conversations: human
conversations:  With my rolls, I'd stumble and stab myself on my sheathed spear. I leave it in the first room, its gotta be safer than the hallway. Then onwards!
conversations: Narazil:
conversations: human
conversations:  The hall goes east for ten feet before turning north.
  
  If you continue on: 
   Spoiler 
  The hall goes north for ten feet before teeing to the east and west.
  
  To the west, it goes 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's a door on the south side of the hall. At the bend, there's a door on the north side of the hall.
   
conversations: Tanaric:
conversations: human
conversations:  I head east, then north, then thirty feet east (boy am I confused). I head for the door on the south side. First try if its locked, if it is, I try to pick it.
  
  I'll just include my normal rolls every post, you deem when they're needed. 😛
  
  Move Silently  (1d20+10)[ 11 ] 
  Hide  (1d20+12)[ 19 ] 
  Listen  (1d20+6)[ 12 ] 
  Spot  (1d20)[ 14 ] 
  Open Lock  (1d20+6)[ 21 ] 
  
  1 count: 4 😦
conversations: Narazil:
conversations: human
conversations:  As you pass the split to the north, you see that it continues for ten feet before turning east. There's a door on the north side of the bend.
  
  Still continuing on?
  
  Edit: I recommend downloading some graph paper and keeping a map. It makes it easier on both of us.
conversations: Tanaric:
conversations: human
conversations:  Yea, I did. Though when you say the north side of the bend? 🤨
  
  
  And yes, continuing on.
conversations: Narazil:
conversations: human
conversations:  Bends.
  
  The hall goes one way, then turns another. The corner square is a bend. Make a right angle and you'll see what I mean. Since there could be a door on two faces of the bend, I have to specify where it is.
  
  You make it to the door unscathed. It's not locked.
conversations: Tanaric:
conversations: human
conversations:  Ah yes, of course. Sorry, 4 AM here, and other lame excuses.
  
  I open the door quietly, and peek inside.
  
  Hide  (1d20+12)[ 29 ] 
  Listen  (1d20+6)[ 12 ] 
  Spot  (1d20)[ 18 ] 
  Knowing my luck, I might as well roll Init aswell.  (1d20+4)[ 9 ] 
conversations: Narazil:
conversations: human
conversations:  If you plan to hide, it's probably best to do so while having some cover, no? You can manipulate objects (open doors, in this case) from an adjacent square, so it's probably best to stand off to one side. If so, which side are you standing on?
conversations: Tanaric:
conversations: human
conversations:  My plan was to use the door as cover. If that's not possible, I stand at the  opposite side of the doorknob. Marlin's left of the door, I assume
conversations: Narazil:
conversations: human
conversations:  You know, I really need to make a FAQ for this sort of thing.
  
  In D&amp;D, doors are either open or closed. They cannot block a portion of a square from sight, since the rules don't support that happening. They're either closed before you take an action to manipulate them, or open after you've done so.
  
  On a related note, all doors are sliding metal. They neither open in nor out, they simply cease to be in the way. There aren't any doorknobs.
conversations: Tanaric:
conversations: human
conversations:  I see. The more you know. I put myself on the side where I can pull the door towards me, and do so.
conversations: Narazil:
conversations: human
conversations:  Opening the door reveals the following room: 
   Spoiler 
  
  
  {table]|A_|B_|C_|D_|E_
  1|||||
  2|||||
  3|||||
  4|||||
  5|||||[/table]
  
  There is a door at E-1, north side, which you are currently outside (and to the west) of, and another at A-5, south side.
  
  Note that you cannot currently see all of the room. Dimensions are simply given for ease of play.
   
  
  
  Actions?
conversations: Tanaric:
conversations: human
conversations:  I check the closest 5 ft area within the room for traps. If I don't find anything, I peek inside.
  
  Search  (1d20+6)[ 22 ] 
  Spot  (1d20)[ 4 ] 
conversations: Narazil:
conversations: human
conversations:  By peek inside I assume you mean move into the doorway where you can see, which reveals the following: 
   Spoiler 
  
  
  {table]|A_|B_|C_|D_|E_
  1|||||
  2|||||
  3|||1||
  4|||||
  5|||||[/table]
  
  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.
  
  Roll initiative:  (1d20+2)[ 21 ] 
   
conversations: Tanaric:
conversations: human
conversations:  Here we go, I have faith in you Dice Roller!
  [roll0]
  
  Edit: And "Must wait 60 seconds before posting" screwed the roll.
conversations: Narazil:
conversations: human
conversations:  (1d20+4)[ 20 ]  There we go.
conversations: Narazil:
conversations: human
conversations:  He moves into the doorway and breathes a short gout of acid on you.
  
   (1d4)[ 4 ]  acid damage, reflex half. If you take any damage from it, entangled for  (1d4)[ 4 ]  rounds.
conversations: Tanaric:
conversations: human
conversations:  Reflex  (1d20+7)[ 25 ] 
  But I still take damage from it. Entangled.
  
  
  I look it right in its ugly face, "Hey look, there's a three headed monkey!"
  
  Bluff to Feint.  (1d20+4)[ 21 ]  VS opposed Sense Motive+BAB. If it's nonhumanoid, I get a -4 penalty.
  
  I Eldritch Blast it. If Bluff succeeded, Sneak Attack on top of that.
  Attack Roll:  (1d20+5)[ 8 ] 
  EB:  (1d6)[ 4 ] 
  
  SA:  (1d6)[ 3 ] 
conversations: Narazil:
conversations: human
conversations:  Your attack roll didn't include the penalties for entanglement, did it? (-2 to attack rolls, -4 dex, total of -4 to ranged attack rolls)
  
  Regardless, miss.
  
  You take  (1d6)[ 6 ]  ongoing acid damage from the entanglement.
  
  He breathes a line of fire over you, dealing  (1d6)[ 6 ]  fire damage, reflex half.
conversations: Tanaric:
conversations: human
conversations:  Nope, sorry. Forgot.
  Reflex  (1d20+7)[ 16 ] 
  
  I drop into negatives anyway.
conversations: Narazil:
conversations: human
conversations:  In which case, he continues torching your body until you hit -10, because he's mean like that.
  
  You can reroll, or restart with the same character if you like.
conversations: Tanaric:
conversations: human
conversations:  I assumed he would. Guess Marlin ain't so Magnificent.
  
  
  Restarting as Marlin the Mostly Magnificent. Same sheet, different name. 😛
conversations: Narazil:
conversations: human
conversations:  Same room, same everything. Where to?
conversations: Tanaric:
conversations: human
conversations:  *Cough*
  
  "Let's get this show running, then!..  Again ."
  
  Out the first room, to the east. Marlin is now paranoid, and actually looks for traps. Continue east to the door. Stand at side, slide open.
  
  Relevant rolls:
  Move Silently  (1d20+10)[ 28 ] 
  Search  (1d20+6)[ 18 ] 
  Spot  (1d20)[ 11 ] 
  Listen  (1d20+6)[ 13 ] 
  Open Lock  (1d20+6)[ 13 ] 
  Hide  (1d20+12)[ 24 ] 
conversations: Narazil:
conversations: human
conversations:  Is Marlin doing anything special during his search, or just looking?
conversations: Tanaric:
conversations: human
conversations:  He uses his Long Spear to slowly apply pressure on the floor in front of him, without making too much noice.
  Other than that, not really. Also, as soon as he notices his lack of sight, he activates See the Unseen again. 😁
conversations: Narazil:
conversations: human
conversations:  You poke the floor ten feet to the east of the split and it falls out, revealing a twenty foot deep pit.
conversations: Tanaric:
conversations: human
conversations:  "Twenty? I'm not trying that jump. Should've had mamma teach me that spidermaclimb thing instead." 
  I start applying pressure whilst moving back, double-checking the titles I just tapped to be sure. Look both ways at the split, then head south towards the door. Assuming I can make it there, I listen to the door, then  slide it open and look in.
  
  Search  (1d20+6)[ 21 ] 
  Move Silently  (1d20+10)[ 25 ] 
  Listen  (1d20+6)[ 21 ] 
  Spot  (1d20)[ 14 ] 
  Hide  (1d20+12)[ 25 ] 
conversations: Narazil:
conversations: human
conversations:  You poke the floor five feet south of the split, and it falls out there as well.
conversations: Tanaric:
conversations: human
conversations:  Round two, fight! 
  I head north. Then east. Then north. Then east - for the door.  Poke floor, poke floor, poke floor..
   
  Search  (1d20+6)[ 8 ] 
  Move Silently  (1d20+10)[ 22 ] 
  Spot  (1d20)[ 13 ] 
  Listen  (1d20+6)[ 16 ] 
  Hide  (1d20+12)[ 31 ] 
conversations: Narazil:
conversations: human
conversations:  I assume you intend to head back to the same door that gave you your acidic doom last time? There are, after all, two doors east of that T.
conversations: Tanaric:
conversations: human
conversations:  Hence the round two, fight. 😉
  Slimeboy's going down. I'm wearing my lucky hat now.
conversations: Narazil:
conversations: human
conversations:  Okie-dokie then.
  
  Initiative:  (1d20+2)[ 16 ] 
conversations: Tanaric:
conversations: human
conversations:  No sneaking up on him? Darnit.
   (1d20+4)[ 21 ] 
conversations: Narazil:
conversations: human
conversations:  "Hey look, it's a three-headed monkey!"
   (1d20+4)[ 15 ]  for Feint.
  
  Eldritch Blast
   (1d20+5)[ 15 ] 
  
  Damage  (1d6)[ 3 ] 
  
  Sneak Attack  (1d6)[ 1 ] 
conversations: Narazil:
conversations: human
conversations:  Are you sure you really want to Feint when he's already flatfooted? 😛
  
  I'll let you take that back and do something else with your move action if you like.
conversations: Tanaric:
conversations: human
conversations:  Seriously Narazil, stop trying to be clever at 05:23. Too bad you can't full attack with an Eldritch Blast.
  
  
  Standard Action first, then break LOS by moving back 20' from where I came.
conversations: Narazil:
conversations: human
conversations:  You hit with the EB, and hear the sound of the door sliding shut.
conversations: Tanaric:
conversations: human
conversations:  Sigh, it gets to be intelligent, as well?
  I delay an action to shoot it in the face if it pops out, but I'm assuming its staying put in there.
  
  [6 seconds later]
   This  is going to be dangerous. Hokai.
  I attempt to sneak past the door. Move Silently  (1d20+10)[ 12 ] 
  As I stand on the square, past the door which was just closed, to the west, I hook my grappling hook on the door.  Let's find out just how smart this thing is. 
  
  Then I move down the corridor, armed with my trusted Longspear. Tab tab.
  Search takes too long, so perhaps a standard action of pushing down with the spear, then moving up on the square.
  Spot should do it.  (1d20)[ 8 ] 
  
  I move to the far end, 15 feet away from the door I entered, 5 feet from the new door.
  
  I gently begin pulling my rope, until anything makes a sound. Ready Action to shoot its face off.
conversations: Narazil:
conversations: human
conversations:  What, exactly, are you hooking the grappling hook to? It's a big sliding sheet of metal. You're pretty much required to push on it to open it.
conversations: Tanaric:
conversations: human
conversations:  Oh. Crap. Right. Thought I was being clever, here.
  
  Guess there's no way around it. *Gulp*
  
  I wait for 5 rounds, keeping perfectly still at my current location. If nothing happens, I move to open the door.
  Move Silently  (1d20+10)[ 20 ] 
conversations: Narazil:
conversations: human
conversations:  I'd ask if you're sure you want to do that, but...
  
  You're met by a readied blast of fire as you open the door. Assuming you opened it from the side, you have cover, for +4 to reflex.
  
   (1d3)[ 2 ]  fire damage, reflex half, entangling for  (1d4)[ 1 ]  rounds if you take any damage.
conversations: Tanaric:
conversations: human
conversations:  Can be arsed to wait all day. 😉
  
  Reflex:  (1d20+11)[ 31 ] 
  
  "Look, there's a three-headed monkey!"
  
  Bluff to Feint.  (1d20+4)[ 19 ] 
  
  Eldritch Blast Attack Roll at -4:  (1d20+1)[ 20 ] 
  
  Damage:  (1d6)[ 2 ] 
  
  Sneak Attack:  (1d6)[ 3 ] 
conversations: Narazil:
conversations: human
conversations:  Sense motive:  (1d20+1)[ 3 ] 
   
   "What, really? I love three-headed monkies! They're my favorite- OW! That wasn't nice!" 
conversations: Tanaric:
conversations: human
conversations:  Can't edit rolls in.
conversations: Narazil:
conversations: human
conversations:  (1d6)[ 1 ]  ongoing fire damage.
  
  He moves up and breathes some acid on you.  (1d4)[ 2 ]  acid damage, reflex half, entangled for  (1d4)[ 4 ]  rounds.
  
  Edit: I know how to use the die roller. My fingers just move faster than my brain sometimes. 😛
conversations: Tanaric:
conversations: human
conversations:  I'm Guybrush to his Kenny.
  
  Reflex  (1d20+7)[ 21 ] 
  
  "Hey look, another three-headed monkey!"
  
  Bluff:  (1d20+4)[ 23 ] 
  
  Attack Roll:  (1d20+1)[ 4 ] 
  
  Damage:  (1d6)[ 4 ] 
  
  Sneak Attack:  (1d6)[ 6 ] 
conversations: Narazil:
conversations: human
conversations:  "Yay, monkies!" 
  
  Unfortunately, you miss.
  
  Ongoing acid damage:  (1d6)[ 3 ] 
  
  Have a fire breath:  (1d6)[ 6 ]  reflex half.
conversations: Tanaric:
conversations: human
conversations:  Reflex [roll]1d20+7[roll]
  
  I'm at 0 HP.
  
  "You bastard!"
  
  Attack Roll:  (1d20+1)[ 17 ] 
  
  Damage:  (1d6)[ 1 ] 
  
  I drop to -1.
  
  If that doesn't drop him, I'm screwed.
conversations: Narazil:
conversations: human
conversations:  I botched the Reflex:  (1d20+7)[ 22 ] 
conversations: Narazil:
conversations: human
conversations:  It staggers him. If only you had rolled 1 higher.
  
   "Name's Bernie. Burny Bernie. This one's for the monkies." 
  
  He torches your corpse.
  
  Edit: Although, you... might survive. I should probably roll it. 😛
conversations: Tanaric:
conversations: human
conversations:  Ongoing acid damage, three batches:  (1d6)[ 3 ]   (1d6)[ 4 ]   (1d6)[ 1 ] 
  
  Fire damage, reflex half:  (1d6)[ 5 ] 
conversations: Tanaric:
conversations: human
conversations:  Wait, I can take Reflex rolls while dying? 🤨
  
  I hit -10 anyway.
conversations: Narazil:
conversations: human
conversations:  Yep. You're just unconscious, setting your dexterity to 0 (-5 modifier), so it's not exactly likely.
  
  Marlin v 3.0, or something else?
conversations: Tanaric:
conversations: human
conversations:  Something else. Conjuring up sheet shortly.
conversations: Narazil: