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|||Y|||||
  5||||||||
  6||||||||[/table]
  
  There is a door at G-3, and another at F-6.
   
  
  
  DM notes: 
   Spoiler 
  3, 7, 18
   
conversations: Tanaric:
conversations: human
conversations:  I'll start working on my map, bind Amon to myself and drop my halberd against the door at G3 such that I'm not touching it.  Then I'll search for traps taking 20 (28) and open the door if there are none.
  
  Amon has darkvision 60, fire breath, and a sucky ram attack that I likely won't be using.
conversations: Yukitsu:
conversations: human
conversations:  Oh right, and I need to fail my irrelevant RP- I mean binding check.
  
   (d20+2)[ 20 ] 
  
  And against all odds, I just supressed Amon's influence.  I guess I'm not so irritable as I thought I'd be.  🤨
conversations: Yukitsu:
conversations: human
conversations:  Your halberd triggers a trap on the door. At its touch, a web of concealed copper wires flares to life, a current of crackling blue energy running the length of each wire. Having nowhere better to go, the energy dissipates harmlessly into the air, leaving behind a very scorched door.
  
  Your search reveals nothing other than the wires, which you realize have recharged themselves in the middle of your search.
conversations: Tanaric:
conversations: human
conversations:  I do the halberd thing again and open the door.  I'll search as I go down hallways (18 with trapfinding) and follow the left hand rule of mazes.
conversations: Yukitsu:
conversations: human
conversations:  Opening the door reveals a hallway running to the north and south.
  
  To the north, it runs for thirty feet before teeing to the east and west. There is a door on the east face of the hall after fifteen feet.
  
  To the south, it runs for twenty feet before turning east. After ten feet, it splits east. There is a door on the south face of the bend.
conversations: Tanaric:
conversations: human
conversations:  Bloody heck, left hand rule.
  
  
  OK, north, will check out the door on the east side.  taking 20 on traps for a 28, opening it if none.
conversations: Yukitsu:
conversations: human
conversations:  You find a tripwire five feet north of the door you just left.
  
  You don't find any traps on the door.
  
  Opening the door reveals the following room: 
   Spoiler 
  {table]|A_|B_|C_|D_
  1|||||
  2|||||
  3|||R|R|
  4|||R|R|
  5|||H||
  6|||||
  7|||||[/table]
  
  There is a door at A-3, which you are standing just outside of, another at D-1 on the north side, and a third at D-7, on the south side. There is a humanoid figure at C-5, wearing a chain shirt and holding a longsword. He is standing next to what seems to be a large reptile with bright green scales and a forked tongue that flickers in and out of its gaping maw.
   
conversations: Tanaric:
conversations: human
conversations:  If I get a round, I'll move to C6 and breathe fire on them, if not, initiative.
  
   (d20+3)[ 17 ] 
  
  If so, they get reflex 1/2 DC 12 for:
  
   (d6+4)[ 5 ]  damage.
  
  If I win initiative, that's what I'm doing anyway.
conversations: Yukitsu:
conversations: human
conversations:  (1d20+2)[ 21 ] 
   (1d20)[ 18 ]   Whitetext. 
  
  The man backs into the southeast corner, and the reptile moves up to stand in the doorway.
conversations: Tanaric:
conversations: human
conversations:  Erm, what were those rolls for?  Initiatives, and it's now my turn, or something else?
conversations: Yukitsu:
conversations: human
conversations:  Yes and yes.
conversations: Tanaric:
conversations: human
conversations:  It moved up to me without attacking?  🤨
  
  I'm gonna go on a hunch here and try moving past it to D5, breathing on the man in the corner.
  
  Damage:
   (d6+4)[ 9 ] 
conversations: Yukitsu:
conversations: human
conversations:  Anyone there?  🤨
conversations: Yukitsu:
conversations: human
conversations:  I'm trying to get to these in order. You were about five up from the bottom of my subscription list, and are now at the top. Shouldn't be too long, though.
conversations: Tanaric:
conversations: human
conversations:  You move right through it, and the man attempts to dodge out of the way of your fire breath:  (1d20+2)[ 12 ] 
  
  The illusory reptile vanishes as blinding colors wash over your vision. Will save.
conversations: Tanaric:
conversations: human
conversations:  Originally Posted by Tanaric 
   I'm trying to get to these in order. You were about five up from the bottom of my subscription list, and are now at the top. Shouldn't be too long, though. 
   
  
  Yeah, was just asking because as you can tell, I had to leave for a moment.  Man my timing is bad.  😩
   (d20+6)[ 23 ] 
  
  And that's my second inspiration point.
conversations: Yukitsu:
conversations: human
conversations:  OK, I believe I pass vs. that colour spray.
  
  I remove my shield as a move action, and throw a bottle at the square he is standing in (DC 5), using an inspiration point.
  
   (d20+5)[ 13 ] 
  
  If I hit, he takes 5 points of damage, and I use another inspiration point, leaving me with 1.
conversations: Yukitsu:
conversations: human
conversations:  What's doing five points of damage on that throw? I feel really dense for not getting it, but all I see on your sheet is acid or oil, neither of which does a flat 5 damage.
conversations: Tanaric:
conversations: human
conversations:  + int by using cunning insight, which is why I said I'm down to 1 inspiration point.  I can add intelligence to hit, damage, skill checks and saves, which is also why my will save was +6.  The bottle was just acid.
conversations: Yukitsu:
conversations: human
conversations:  If you rule that cunning insight only works when you roll, which now that I take a second look at it, it seems to imply, change that from the area attack to a ranged touch attack vs. his actual AC, doing the following damage:
  
   (d6+4)[ 10 ] 
conversations: Yukitsu:
conversations: human
conversations:  Before making an attack  roll , damage  roll , or saving throw... 
  
  So yeah.
  
  Anyway, he's down. He has the listed gear, along with a spell component pouch and three gems. 150 xp.
conversations: Tanaric:
conversations: human
conversations:  I'll put my shield back on, pick up all of his stuff, and check the room for hidden doors and traps, taking 10 getting 18.  I'll take 20 on the doors, getting 28.
  
  If there are none, I'll open the north door.  If that doesn't have anything interesting/is the hall, I'll then open the south door.
  
  If they're both halls, I'll go back from whence I came, head north, and then head west.
conversations: Yukitsu:
conversations: human
conversations:  The northern door opens to reveal a hall running to the north and west. To the north, it runs for forty feet before turning west. There is a door on the west side of the hall after ten feet. To the west, it runs for thirty feet before turning south. There is a door on the north side of the hall after ten feet, and it splits south after twenty.
  
  The southern door opens to reveal a hallway running to the south and west. To the west, it runs for twenty feet before teeing to the north and south. To the south, it runs for ten feet before turning west.
  
  Does that change anything?
conversations: Tanaric:
conversations: human
conversations:  Nope, but I will add all that to my map.
  
  As well, as I go down the hall, unless they are trapped, I'm putting out all of the light sources.
conversations: Yukitsu:
conversations: human
conversations:  There are no light sources in the halls.
  
  You go north from your starting door, then west for ten feet before you find yourself in a hall that runs south for twenty feet and ends in a blank wall.
conversations: Tanaric:
conversations: human
conversations:  I'll search taking 20 along that hall for secret doors (28) and will wonder why it's not dark in here.  If I find nothing, I'll go back to the first T intersection and move East.
conversations: Yukitsu:
conversations: human
conversations:  It's... not dark? You have 60 ft darkvision, no? That's the only reason you can see anything without a light. 😛
conversations: Tanaric:
conversations: human
conversations:  Ah, I hadn't worried about light in my first run.  Now I know to lure things into the darkness of the halls.  Mwahahaha!
conversations: Yukitsu:
conversations: human
conversations:  The wall at the end of the hall looks a little odd to you.
conversations: Tanaric:
conversations: human
conversations:  I'll give it a stiff tap with my shield.  Acid in my off hand.
conversations: Yukitsu:
conversations: human
conversations:  The wall crumbles at your touch, revealing the room you started in. You're just outside the easternmost section of the north wall.
conversations: Tanaric:
conversations: human
conversations:  I'll head to the T intersection and take the east branch.
conversations: Yukitsu:
conversations: human
conversations:  Okay. It goes east for twenty feet from the split before turning north. There is a door on the north side of the hall after ten feet, and an open one on the south face of the bend.
conversations: Tanaric:
conversations: human
conversations:  I think I know where that open door leads, but I'll glimpse in there anyway.  When I find out it is that room I was just in, I'll take 20 checking the north door for traps, then open it if there aren't any.
conversations: Yukitsu:
conversations: human
conversations:  The open door leads to the room with the illusory creature.
  
  Opening the door reveals the following room: 
   Spoiler 
  {table]|A_|B_|C_|D_|E_|F_|G_
  1|s||||||
  2|||||||
  3||||x|||
  4|||||||
  5|||||||
  6||v|v|v|||
  [/table]
  
  There is a door at G-5,  another at F-1, another at F-6, which you are just outside of, and another at A-5.
  
  There is a chest in the middle of the floor, a statue in the far corner, and a row of vases on stands along the southern wall.
   
conversations: Tanaric:
conversations: human
conversations:  I'll take 20 searching the room for traps, and if there are none, or they can be bypassed, I'll move to the chest, which, if it has no traps, I will open.  I'll do the same with the vases.
conversations: Yukitsu:
conversations: human
conversations:  You find a tripwire on every square between you and the chest. The lid seems a little loose.
conversations: Tanaric:
conversations: human
conversations:  I'm going to walk around the wires, and will try to tip the lid open with my halberd.  Not holding it in a combat appropriate manner.  At the very end of it with my arm fully outstretched to get the most reach out of it.  Arm length + halberd length, I should be able to prod it open from about 8 feet.
conversations: Yukitsu:
conversations: human
conversations:  As soon as you open the lid you see the plate that was pushing up on it from the inside. A moment later, the vases tip forward and smash onto the floor, releasing a small snake each into the spaces in front of their original locations.
  
  Roll initiative.
  
   (1d20+7)[ 24 ] 
   (1d20+7)[ 14 ] 
   (1d20+7)[ 19 ] 
conversations: Tanaric:
conversations: human
conversations:  Well that's novel.
  
   (d20+3)[ 9 ] 
  
  Several of them go first.  In fact, all of them.
conversations: Yukitsu:
conversations: human
conversations:  They move to surround you, one to the east, one to the south, one to the west. If you have combat reflexes, you get some AoOs.
  
  If not, bites:  (1d20+4)[ 23 ]  (1d20+4)[ 11 ]  (1d20+4)[ 21 ] 
  
  If any hit, take 1 damage and make a fort save.
conversations: Tanaric:
conversations: human
conversations:  Roight now those rolls are some shonky business right there.
  
  Fort saves
   (d20+5)[ 6 ] 
   (d20+5)[ 17 ] 
  
  Both have got inspiration.
  
  Gonna move north at an angle to get two of them in my flaming breath with a 5 step, and hope they fail reflex or I roll high.
  
  DC 12 reflex for half, spending an inspiration point.
  
   (d6+4)[ 9 ] 
conversations: Yukitsu:
conversations: human
conversations:  You take  (1d6)[ 2 ]  con damage.
  
  Reflex:  (1d20+5)[ 16 ]   (1d20+5)[ 16 ] 
conversations: Tanaric:
conversations: human
conversations:  OK, their round.  Two basically out of the fight now at least.
conversations: Yukitsu:
conversations: human
conversations:  They all move to surround you again, but only one bites this time.
  
   (1d20+4)[ 10 ] 
conversations: Tanaric:
conversations: human
conversations:  I full defense for 5 rounds with a tower shield.
conversations: Yukitsu:
conversations: human
conversations:  Unless they use their non-sentient brains to think up something clever, I breath fire on the full health one, and maybe one of those toasty ones.
  
  Reflex dc 12.
  
   (d6+4)[ 7 ] 
conversations: Yukitsu:
conversations: human
conversations:  Here's five rounds of bites, then.
  
  Round 1, the two at 0hp pass out after biting you. They hit on a 20:  (1d20)[ 15 ]   (1d20)[ 17 ]   (1d20)[ 12 ] 
  Rounds 2-5:  (1d20)[ 9 ]   (1d20)[ 15 ]   (1d20)[ 2 ]   (1d20)[ 10 ] 
conversations: Tanaric:
conversations: human
conversations:  Aaaand reflex:  (1d20+4)[ 9 ] 
  
  They're all down. 150 xp, no loot.
conversations: Tanaric:
conversations: human
conversations:  Full defense with a tower shield is actually full cover, but that aside, horray!
  
  Anything in that trapped treasure chest?
  
  Also, I take ten on my secondary poison saves with autohypnosis and pass.
  
  Lastly, a nice lunch of broiled snake meat.
conversations: Yukitsu:
conversations: human
conversations:  Nothing but hay in the chest.
  
  Mm, snake meat. Yum. 🤢
conversations: Tanaric:
conversations: human
conversations:  Like last time, I'm taking the hay.
  
  I'll take twenty searching the rest of the room while avoiding traps, then try opening them up.
conversations: Yukitsu: