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 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, one hanging by each of the doors presumably leading out of the room.
  
  Map: 
   Spoiler 
  {table]|A_|B_|C_|D_|E_|F_|G_
  1||||||||
  2||||||||
  3||||||||
  4|||V|||||
  5||||||||
  6||||||||[/table]
  
  There is a door at G-3, and another at F-6.
   
  
  
  DM notes: 
   Spoiler 
  3, 8, 11
   
conversations: Tanaric:
conversations: human
conversations:  . . . 
  
  Wielding his spiked chain, Valve will get a candle from his backpack, light it with one of the torches available, then put it on his head.
  
  He will then proceed to search for traps at both doors, taking 20 for a 27. Also, take 20 on a listen check.
conversations: Bayar:
conversations: human
conversations:  Both doors are thoroughly laced with concealed copper wires, which presumably carry a current of some sort. You hear nothing.
conversations: Tanaric:
conversations: human
conversations:  Taking out his tools from his pack, Valve attempts to disarm the G 3 trap.
  
   (1d20+7)[ 20 ] 
conversations: Bayar:
conversations: human
conversations:  You successfully divert the current away from the wires. Care to try the doorknob?
conversations: Tanaric:
conversations: human
conversations:  Take 20 search on the untraped door for 27.
conversations: Bayar:
conversations: human
conversations:  You find nothing but the disabled wires. Incidentally, you realize that the trap will automatically reset after a while, if that's of any importance to you.
conversations: Tanaric:
conversations: human
conversations:  Open door. Take 20 on listen checks.
conversations: Bayar:
conversations: human
conversations:  Opening the door reveals a hallway running north and south. It's impossible to tell how far with only the feeble light of your candle, though. You still hear nothing.
conversations: Tanaric:
conversations: human
conversations:  Go down the south corridor, looking for traps along the way. Pls roll for me as i am on mobile phone.
conversations: Bayar:
conversations: human
conversations:  A couple search checks: 
   Spoiler 
   (1d20+7)[ 13 ] 
   (1d20+7)[ 15 ] 
   (1d20+7)[ 26 ] 
   
  
   Let's see how that went first. 
  
  Your leg snaps a tripwire that you failed to notice on the first square south of the door. A loud rumbling, like that of stone grinding against stone, fills the air for perhaps a full minute before fading away. Nothing else happens.
  
  Continue on, or?
conversations: Tanaric:
conversations: human
conversations:  Continue on 30 ft then take 20 on listen.
conversations: Bayar:
conversations: human
conversations:  Ten feet from the first door, the corridor sprouts a second, east-running hall. By the light of your candle, you can make out that there is a pit in the eastern hall, though you can't make out how far it extends.
  
  If you continue south as far as you're able: 
   Spoiler 
  The corridor takes a sharp eastern bend twenty feet after the first door you left. There is a door on the south face, directly in your path. You hear the sound of soft talking, but can't make out words.
   
conversations: Tanaric:
conversations: human
conversations:  Valve will continue down the path southwards as much as possible. He still keeps an eye for possible traps.
  
  Search Check just in case:  (1d20+7)[ 20 ] 
  
  Can the door be reached ? Or is the pit in the way ?
conversations: Bayar:
conversations: human
conversations:  The door can be reached just fine. The pit is in the eastern hallway, not blocking your movement south.
  
  You find no traps.
conversations: Tanaric:
conversations: human
conversations:  Valve will take 20 on a listen check while staying near the door. Then he will search for traps on the door.
  
   (1d20+7)[ 16 ] 
  
  He still has his Spiked chain in hand.
conversations: Bayar:
conversations: human
conversations:  You hear the soft murmurs of talking, though you can't make out the words.
  
  You find no traps.
conversations: Tanaric:
conversations: human
conversations:  Put thieves tools back in pack.
  
  Open door slowly, spiked chain ready to attack anything that acts hostile towards Valve. (charge, move to attack)
  
   Dont want to hurt anyone ! 
conversations: Bayar:
conversations: human
conversations:  Opening the door reveals the following room: 
   Spoiler 
  {table]|A_|B_|C_|D_|E_|F_
  1|||||||
  2|||||||
  3||||1|||
  4||2|||||
  5|||||||
  [/table]
  
  There is a door at B-1 (which you are standing just outside of), another at A-4, and a third at F-5, on the south side of the room.
  
  Two seemingly human figures are seated around a small campfire in the room. Spot checks, please.
   
conversations: Tanaric:
conversations: human
conversations:  Spot check:  (1d20-5)[ 7 ] 
conversations: Bayar:
conversations: human
conversations:  You realize that human 1 is actually an elf. A headband is wrapped around his ears, concealing his most distinguishing racial trait, but his delicate features give away his origins. He is wearing leather armor studded with metal, and is carrying a longsword and a buckler, with a longbow across his back. He smiles at you, as though at an inside joke.
  
  Human 2 seems to be only a very attractive human, until you realize that you can see a row of needlelike teeth through the veil across his mouth. He too is wearing studded leather armor, and is carrying a rapier loosely in one hand, with a light crossbow hanging from his belt. He smiles too, a chilling expression that never reaches his eyes.
  
  Both stand, but neither move to attack you.
  
   
   Spoiler 
  I presume you were going to roll diplomacy or something?
   
conversations: Tanaric:
conversations: human
conversations:  I'm confused, I dont know how I arrived here, and dont want to harm no one. 
  
  Diplomacy:  (1d20)[ 10 ] 
conversations: Bayar:
conversations: human
conversations:  Neither seems swayed by your attempt at making peace.
  
  Initiative time.
  
  Elf:  (1d20+1)[ 10 ] 
  Mr. Toothy:  (1d20+2)[ 6 ] 
conversations: Tanaric:
conversations: human
conversations:  Initiative:  (1d20+4)[ 15 ] 
conversations: Bayar:
conversations: human
conversations:  You dont like ? Why dont you like me ? WHY ???    
  
  Valve attempts to charge toothy.
  
  Attack:  (1d20+6)[ 18 ] 
  Damage:  (2d4+4)[ 9 ] 
conversations: Bayar:
conversations: human
conversations:  Hit and a kill.
  
  The elf doesn't seem at all bothered by his companion's death. He calmly steps toward you and attacks.
  
  Attack:  (1d20+2)[ 10 ] 
  Damage:  (1d8+1)[ 5 ] 
conversations: Tanaric:
conversations: human
conversations:  Was that a 5ft step ? I will assume it was.
  
   Valve KILL !!!   
   (1d20+4)[ 14 ] 
   (2d4+4)[ 6 ] 
conversations: Bayar:
conversations: human
conversations:  Valve miss!
  
  Yes, it was a 5-ft step.
  
  The elf attacks you again, unnaturally calm even for one of his race.
  
  Attack:  (1d20+2)[ 20 ] 
  Damage:  (1d8+1)[ 7 ] 
conversations: Tanaric:
conversations: human
conversations:  Structural damage detected. Countermesure activated. 
  
  5 ft step into A3 (I assume the wall is the map border).
  
  Initiate trip attempt.  You must construct aditional pylons ! 
   (1d20+4)[ 15 ]  VS touch AC
conversations: Bayar:
conversations: human
conversations:  Strenght check (forgot):  (1d20+3)[ 21 ] 
conversations: Bayar:
conversations: human
conversations:  The wall is indeed the map border unless specified otherwise. The elf cannot beat your opposed strength, and goes prone.
  
  On his turn, he rises, provoking an AoO, then 5-fts toward you and attacks again if he's still alive.
  
  Attack:  (1d20+2)[ 10 ] 
  Damage:  (1d8+1)[ 7 ] 
conversations: Tanaric:
conversations: human
conversations:  I see you. 
   (1d20+4)[ 17 ] 
   (2d4+4)[ 8 ] 
   Are you still there ? 
conversations: Bayar:
conversations: human
conversations:  He's quite dead.
  
  That's 150 xp for you, along with the following loot:
  
  A nice set of studded leather armor, a rapier, a light crossbow, ten crossbow bolts, a less-nice set of studded leather armor, a longsword, a longbow, twenty arrows, 78 gp, 390 sp, and a gemstone of indeterminate worth.
conversations: Tanaric:
conversations: human
conversations:  First, close the door I came in.
  
  Loot everything. Put in backpack. Will take the elf's headband and put it across my wrist as a trophy.
  
  They I decapitate them both.
  
  Tie their heads to my waist.
  
  After than, I check the Door at F5 for traps.
  
   (1d20+7)[ 20 ] 
conversations: Bayar:
conversations: human
conversations:  You find no traps on the door, but you might have been distracted by admiring your new trophies.
conversations: Tanaric:
conversations: human
conversations:  Valve will drop a pair of Holly and Mistletoe near the mutilated bodies. Then he will grab his now heavy backpack in his left hand, while grasping his spiked shield in the right hand.
  
  (HP: 8/13 ; backpack held in left hand, free action to drop ; Spiked chain held in right hand, free action to grasp it with two hands)
  
  He will proceed to open the door in F5.
conversations: Bayar:
conversations: human
conversations:  Opening the door reveals a hallway that runs south and west, but the feeble glow of your candle reveals nothing more.
conversations: Tanaric:
conversations: human
conversations:  Valve searches the otherside of the door for traps. Take 10 for 17.
conversations: Bayar:
conversations: human
conversations:  You find nothing.
conversations: Tanaric:
conversations: human
conversations:  Then valve will just go westwards. After 10 ft, he will again make a search check for any traps.
  
   (1d20+7)[ 18 ] 
  
  Then he will continue to go westwards until anything interesting appears.
conversations: Bayar:
conversations: human
conversations:  The hall only extends west for 10 feet away from the door. After that, it bends south.
  
  If you follow the southern bend: 
   Spoiler 
  You trip over a tripwire five feet down the hall. The sound of grinding stones can be heard for perhaps a minute before fading away.
   
conversations: Tanaric:
conversations: human
conversations:  Valve will go southwards then.
  
  Edit: You gotta be kidding me, again ?
conversations: Bayar:
conversations: human
conversations:  I kid you not. 😉
  
  Still going south after that?
conversations: Tanaric:
conversations: human
conversations:  Yeah, I guess.
conversations: Bayar:
conversations: human
conversations:  Fifteen feet after the tripwire, the hallway splits off to the west. It also continues south. You cannot tell how far either one extends.
conversations: Tanaric:
conversations: human
conversations:  At the juction, I take 20 to search for traps westwards and southwards.
  
  Then, I go westwards, if there are no traps.
  
  Also, a map would be good.
conversations: Bayar:
conversations: human
conversations:  No traps.
  
  You've explored these sections of the map: 
   Spoiler 
   
   
conversations: Tanaric:
conversations: human
conversations:  Ok, I'll go eastwards then. Oh, and can you please give LOS to my match in round 74 ?
conversations: Bayar:
conversations: human
conversations:  You're currently at the west/south split at the bottom of the map. Which way did you want to go?
conversations: Tanaric:
conversations: human
conversations:  Westwards. Had my phone upside down.
conversations: Bayar:
conversations: human
conversations:  The hall goes west for twenty feet before turning north.
  
  If you go north: 
   Spoiler 
  The hall continues for twenty feet before it splits, heading north and west.
   
conversations: Tanaric:
conversations: human
conversations:  I take 20 on my search for traps and tripwires, then continue northwards.
conversations: Bayar:
conversations: human
conversations:  Ten feet from the split, you come across a door on the east side of the hallway.
conversations: Tanaric:
conversations: human
conversations:  *sigh*  Search check:  (1d20+7)[ 24 ]  (for traps or tripwires)
  
  Take 20 on listen check.
conversations: Bayar:
conversations: human
conversations:  You find no traps.
  
  You hear nothing out of the ordinary.
conversations: Tanaric:
conversations: human
conversations:  Open door.
  
  Then request map complete with new room.
conversations: Bayar:
conversations: human
conversations:  The door opens into the room you just left, west side.
  
   
   Spoiler 
   
   
conversations: Tanaric:
conversations: human
conversations:  Damn. Go back, and west on the corridor.
conversations: Bayar:
conversations: human
conversations:  The west hall continues for sixty feet before turning north.
  
   
   Spoiler 
  Have you considered getting a bigger light source?
   
conversations: Tanaric:
conversations: human
conversations:  Valve continues to walk down the west corridor.
  
  OOC: Well, I have a Light Infusion, if I wanted to burn infusions already...
conversations: Bayar:
conversations: human
conversations:  He then goes northwards.
conversations: Bayar:
conversations: human
conversations:  Ten feet from the northern bend, the hall splits off to the east in addition to continuing north.
conversations: Tanaric:
conversations: human
conversations:  Take 20 on checking for traps in north and east. Then go eastwards.
conversations: Bayar:
conversations: human
conversations:  You find no traps. The hall continues to the east for twenty feet before turning north.
  
  If you go north: 
   Spoiler 
  You step on a pressure plate at the bend.
   (1d4)[ 2 ]  darts shoot out of the wall at you.
  
  Rolls (as many as needed):  (1d20+10)[ 15 ]  (1d20+10)[ 17 ]  (1d20+10)[ 27 ]  (1d20+10)[ 28 ] 
   (1d4+1)[ 4 ]  (1d4+1)[ 4 ]  (1d4+1)[ 5 ]  (1d4+1)[ 3 ] 
   
conversations: Tanaric:
conversations: human
conversations:  Move eastwards then take 20 on search check for traps and tripwires northwards.
conversations: Bayar:
conversations: human
conversations:  You find a pressure plate at the bend.
conversations: Tanaric:
conversations: human
conversations:  Disarm trap !  (1d20+7)[ 9 ] 
  
  If Valve is uncertain that he disarmed it properly, he will poke the plate with the spiked chain.
conversations: Bayar:
conversations: human
conversations:  Oh, that's... that's bad...
  
  You fail by at least five, and the trap goes off. Let's see how bad it's gonna be for Valve...
  
   (1d4)[ 4 ] 
conversations: Tanaric:
conversations: human
conversations:  Four darts shoot out of the adjacent walls toward you.
  
  Attacks vs flatfooted:  (1d20+10)[ 18 ]  (1d20+10)[ 30 ]  (1d20+10)[ 29 ]  (1d20+10)[ 11 ] 
  
  Damage:  (1d4+1)[ 2 ]  (1d4+1)[ 3 ]  (1d4+1)[ 4 ]  (1d4+1)[ 4 ] 
  
  Hey, at least you have DR, so it won't be too terrible. I hope.
conversations: Tanaric:
conversations: human
conversations:  Crit confirm on dart 2.
  
   (1d20+10)[ 26 ] 
  
  Ffff. Forgot the damage roll. I rolled my own die to save space. Came up 2, for a total of 3 extra damage.
conversations: Tanaric:
conversations: human
conversations:  Another 5 damage for a total 10.
  
   Hull failure imminent. Deploying nanobots. 
  
  Repair light damage infused in Valve:  (1d8+2)[ 4 ] 
conversations: Bayar:
conversations: human
conversations:  And again.
  
   (1d8+2)[ 4 ] 
  
  Edit: Is the trap still there ?
conversations: Bayar:
conversations: human
conversations:  You didn't disarm it properly. It discharged. Do you want to poke it again to see if it fires a second time?
conversations: Tanaric:
conversations: human
conversations:  Poke it from around the corner with my spiked chain.
  
  My hp is now 10.
conversations: Bayar:
conversations: human
conversations:  The pressure plate depresses again. Nothing happens.
conversations: Tanaric:
conversations: human
conversations:  Ok. Going northwards now.
conversations: Bayar:
conversations: human
conversations:  The hall continues to the north for ten feet before turning west. There is a door on the eastern side of the bend.
conversations: Tanaric:
conversations: human
conversations:  Go slowly towards the door, watching for any tripwires or traps or pitfalls or any other wacked out stuff.
  
  After Valve reaches the door: Take 20 on search check for traps, then for listen check. If there are no traps and no noise is heard, open the door, Spiked chain at the ready.
conversations: Bayar:
conversations: human
conversations:  There's a web of wires in front of the door. You can't step over these.
conversations: Tanaric:
conversations: human
conversations:  Web of wires. Disable device:  (1d20+7)[ 25 ] 
conversations: Bayar:
conversations: human
conversations:  You manage to clip and splice the wires in such a way that they no longer impede your movement, and you avoid setting any of them off.
conversations: Tanaric:
conversations: human
conversations:  I'd be sweating like a troglodyte...if I was a meatbag. 
  
  Open the door slowly. Peer inside it. Map would be usefiul at this point.
conversations: Bayar:
conversations: human
conversations:  Opening the door reveals the following room: 
   Spoiler 
  {table]|A_|B_|C_|D_|E_|F_
  1||s||||
  2||-|-|-|-|s
  3|||s|||[/table]
  
  There is a door at A-1, west side, which you are just outside of. There are three skeletons holding longspears inside the room, standing around a pit of yet indeterminable depth.
   
  
  
  Roll initiative.
  
   
   Spoiler 
   (1d20+5)[ 12 ] 
   (1d20+5)[ 17 ] 
   (1d20+5)[ 15 ] 
   
conversations: Tanaric:
conversations: human
conversations:  Initiative:  (1d20+4)[ 24 ] 
  
  Valve will move 15 feet backwards (back in the hallway) and ready an action to hit any skeletons that come outside the room.
conversations: Bayar:
conversations: human
conversations:  The skeletons shuffle up nearer the door (B-1 stays where it is, you hear the others move closer), but don't leave the room.
conversations: Tanaric:
conversations: human
conversations:  Meatless meatbags. You are no match for a superior being. 
  
  Get within 10 feet of the skeleton in the doorway.
  
  Spiked  shield  chain attack:  (1d20+4)[ 15 ] 
  Damage:  (2d4+4)[ 10 ] 
  
  Edit: Dunno why I keep writing spiked shield  
conversations: Bayar:
conversations: human
conversations:  Your chain smacks it hard, cracking off most of its ribs and chipping its clavicle. It responds by stabbing at you with its longspear.
  
   (1d20+1)[ 12 ] 
   (1d8+1)[ 9 ] 
conversations: Tanaric:
conversations: human
conversations:  Foolish bonepiles, I wield powers you cant even comprehend ! Witness my perfection ! 
  
  Valve will attack the skeleton again:
  
   (1d20+4)[ 14 ] 
  [/roll]2d4+4[/roll]
conversations: Bayar:
conversations: human
conversations:  Messed up the damage dice, but it didnt matter since it was a miss (AC 15 I suppose).
  
  After missing, Valve will take a 5ft step out of the skeletons threatened area.
  
  next turn he will again take a 5ft step backwards so that the skeleton wont be able to reach him from the doorway. He will then start infusing his spiked chain with Personal Weapon Augmentation, choosing the Bane (undead) Special ability. This will take 1 minute, during which I assume the skeletons to just sit there and wait for Valve to come within reach.
conversations: Bayar:
conversations: human
conversations:  The skeleton steps into the doorway and pokes at you.
  
   (1d20+1)[ 18 ] 
   (1d8+1)[ 4 ] 
  
  After that, you are correct. It does not follow you out.
conversations: Tanaric:
conversations: human
conversations:  After I finish casting my infusion, Valve will take a 5ft step towards the door and smash the skeleton with his undeadbane Spiked chain.
  
  Attack:  (1d20+6)[ 21 ] 
  Damage:  (2d4+4)[ 8 ]  +  (2d6)[ 4 ] 
   You are dead. Again. 
conversations: Bayar:
conversations: human
conversations:  Quite so.
  
  The other skeletons are still inside the room, 10ft from the doorway.
conversations: Tanaric:
conversations: human
conversations:  Valve will ready action to smash puny skeletons with chain when skeletons swarm at empty space in doorway  
conversations: Bayar:
conversations: human
conversations:  You're 10 ft outside the door, right?
  
  If so, they don't oblige you.
conversations: Tanaric:
conversations: human
conversations:  Then 5ft step near door and smash puny skeleton that is in doorway.
  
   (1d20+6)[ 23 ] 
   (2d4+4)[ 7 ] + (2d6)[ 6 ] 
conversations: Bayar:
conversations: human
conversations:  A very good smash.
  
  The other skeleton moves into range and stabs you.
  
   (1d20+1)[ 21 ]   (1d8+1)[ 6 ] 
conversations: Tanaric:
conversations: human
conversations:  Aaaand crit confirm:  (1d20+1)[ 20 ]   (1d8+1)[ 5 ] 
conversations: Tanaric:
conversations: human
conversations:  Bloody hell, if I dont negate that crit, I am dead.
  
   (1d4)[ 1 ]  on a 1, the crit damage is negated.
  
  Edit: **** yes ! Thank you dice !
  
  Only 4 damage taken 😁
conversations: Bayar:
conversations: human
conversations:  We got a traitor in our midts. And what do we do with traitors ? We kill them dead ! 
   (1d20+6)[ 15 ] 
   (2d4+4)[ 7 ]  +  (2d6)[ 8 ] 
conversations: Bayar:
conversations: human
conversations:  Yes we does. 150 xp and three longspears.
  
  A close examination of the room will reveal that the pit is thirty five feet deep. There is a chest in the middle of the pit.
conversations: Tanaric:
conversations: human
conversations:  Ok. I take 20 to lock the door using either Disable device or open lock. That should make this room marginally safer.
  
  Then I will attempt to rest. Because warforged do not sleep, I'll just assume that they remain aware of their surroundings when resting. (if you want to houserule it otherwise, please do before Valve actully attempts to rest)
conversations: Bayar:
conversations: human
conversations:  The doors are sliding metal sheets set into well-fitted tracks in the floor and ceiling. The only handles to speak of are slight indents where one can apply a little pressure to slide them, but any more causes something propped against them to slide off the door. It's possible to bar them open, but not closed.
  
  Attempting to sleep will cause random assassins to appear with a vaguely defined desire to kill you.
conversations: Tanaric:
conversations: human
conversations:  Umm, so I am not allowed to rest ? Or what ?
  
  I mean, someone might not be attracted to what appears a non-functional golem in the corner of the room...
conversations: Bayar:
conversations: human
conversations:  Pretty much, yeah. You could always go looking for the vending machines if you wanted to buy some potions of repair light damage.
  
  Whether or not they have any logical reason for doing it, random assassins will find you if you try to rest.
conversations: Tanaric:
conversations: human
conversations:  Then how does one recover spells/levels up properly ?
conversations: Bayar:
conversations: human
conversations:  There's a resting area at the start of the next floor.
conversations: Tanaric:
conversations: human
conversations:  Bah. Then, if there are no more doors here, I will go back into the hallway and go westwards, taking 20 on searching for traps and tripwires.
  
  Note: If I rest at the start of the next floor, can I go back to this floor afterwards ?
conversations: Bayar:
conversations: human
conversations:  There aren't any more doors, but there's still the chest I mentioned before, in the middle of the sunken pit.
  
  If you go to the next level, you can't come back here. You can, however, access the magic mart on this level and stay around.
conversations: Tanaric: