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||S|
  3|||
  4|||[/table]
  
  There is a door at C-4, south side.
   
  
  
  DM notes: 
   Spoiler 
   Sheet. 
   
conversations: Tanaric:
conversations: human
conversations:  I move to and open the door.
conversations: userpay:
conversations: human
conversations:  Opening the door reveals the same stuff you saw last time, if you're keeping a map. If not, I'll detail it again.
conversations: Tanaric:
conversations: human
conversations:  I walk south probing the floor infront of me with the pole, if I find or detect a trap stop and trigger it with the pole. If its triggered by the pole I'll try triggering it a second time with the pole.
conversations: userpay:
conversations: human
conversations:  You poke the floor five feet beyond the split to the east, and a small orb of acid forms in midair and flies toward you.
  
   (1d20+5)[ 19 ]  ranged touch vs flatfooted AC, for  (1d3)[ 2 ]  acid damage.
  
  Poking the spot again doesn't do anything.
conversations: Tanaric:
conversations: human
conversations:  (ooc: If the persistant lesser vigor wasn't already activated I'd like to activate it right now)
  I proceed down the hall doing the same thing as before.
conversations: userpay:
conversations: human
conversations:  In that case, you reach the split to the east and west without issue. To the west, it continues for ten feet before turning south. To the east, it continues for forty feet before turning north. After thirty-five feet, there is a door on the north side of the hall. There is also a bullseye outside the door, painted on the floor.
conversations: Tanaric:
conversations: human
conversations:  I go west still poking away with the pole.
conversations: userpay:
conversations: human
conversations:  You go west, then south for ten feet before finding yourself in a hall that runs to the east further than you can see.
conversations: Tanaric:
conversations: human
conversations:  Well continue going east I suppose poking away.
conversations: userpay:
conversations: human
conversations:  Blah blah acid traps, blah, blah...
  
  Thirty five feet to the east, you hit a pit trap. I forget whether you have a normal crossing procedure for those or not. Regardless, thirty feet beyond the pit, you see a door on the north side of the hall.
conversations: Tanaric:
conversations: human
conversations:  Does the pole give me a way to get across? Or maybe the grappling hook and rope? Otherwise I have to turn back, my jump sucks to much.
conversations: userpay:
conversations: human
conversations:  You could climb down and then up with the grappling hook, provided your modifier isn't -10 or more. It's DC 0 to climb a knotted rope.
conversations: Tanaric:
conversations: human
conversations:  Okay I'll do that then and poke away untill I reach the door, do the pokes on it, then open it. My weapon will be in my right hand and pole in the left.
conversations: userpay:
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 B-1, and another at B-5, which you are just outside of.
  
  There is an orc inside the room, garbed in chainmail and wielding a two-handed spear with a serrated, stabbing head. He has a javelin strapped to his side.
  
  Initiative:  (1d20+2)[ 4 ] 
   
conversations: Tanaric:
conversations: human
conversations:  Okay I need to start making a map of this...
   (1d20+2)[ 7 ] 
conversations: userpay:
conversations: human
conversations:  Drop pole and move forward to attack the orc.
   (1d20+3)[ 15 ] 
   (1d8+3)[ 11 ] 
conversations: userpay:
conversations: human
conversations:  Flatfooted means that hits, dropping him.
  
  150 xp, chainmail, ripper, sundark goggles.
conversations: Tanaric:
conversations: human
conversations:  I'll put the ripper in/on my backpack (I seem to recall hearing that quarter staffs and the like can be strapped to backpacks) and I'll wear the sundark goggles. Pick the pole back up, and open the far door.
conversations: userpay:
conversations: human
conversations:  Opening that door reveals a hall running to the east and west. To the east, it runs for five feet before turning north. To the west, it runs for fifteen feet before turning south.
conversations: Tanaric:
conversations: human
conversations:  I'll go east poking away.
conversations: userpay:
conversations: human
conversations:  The hall turns north, and runs north for twenty feet before turning east. After five feet, there is a large blue note pinned to the wall. After ten feet, it splits to the east and west.
conversations: Tanaric:
conversations: human
conversations:  I know I'm probably gonna regret this but read the note and then continue to the intersection.
conversations: userpay:
conversations: human
conversations:  The note says "Burn me for help in times of trouble."
  
  Does that change anything?
conversations: Tanaric:
conversations: human
conversations:  Hrm well I'll take it with me I guess.
conversations: userpay:
conversations: human
conversations:  The intersection is the second north/south split in the long eastern hallway directly outside your starting room. To the east, it continues on for another twenty feet before turning south. There is a door on the east face of the bend. To the west, it takes you back toward your starting room.
conversations: Tanaric:
conversations: human
conversations:  Bah I'm having issues making a map, I'm trying to draw it with the distances and dimentions your saying but the corridors are running ontop or into each other when they shouldn't.
  
  Anyway theres a door between me and the starting point right? I'll go to and open that, poking away with the pole.
conversations: userpay:
conversations: human
conversations:  Would you rather I show you a map of what you've explored so far, so you can see where the errors are coming from?
conversations: Tanaric:
conversations: human
conversations:  That would be nice.
conversations: userpay:
conversations: human
conversations: Tanaric:
conversations: human
conversations:  Ah very good, thank ye so much. I'll go south, west, south, and west 1 to that door there, poking away with the pole as I go.
conversations: userpay:
conversations: human
conversations:  Opening the door reveals the following room: 
   Spoiler 
  
  
  {table]|A_|B_|C_|D_|E_
  1|||||
  2|||||
  3|||||
  4||||B|H[/table]
  
  There is a door at A-2,  E-4, south side, which you are just outside of, and another at E-3. There is a human standing behind a beast with patchy dark fur that covers its unhealthy shrunken black skin in some places. Open sores dot its hide and a feral, catlike head glances with it's blank eyes at the wall in front of it.
  
  Roll initiative.
  
   (1d20+2)[ 6 ] 
   
conversations: Tanaric:
conversations: human
conversations:  init
   (1d20+2)[ 4 ] 
  Drop pole, attack the human.
  attack
   (1d20+3)[ 6 ] 
  damage
   (1d8+3)[ 11 ] 
conversations: userpay:
conversations: human
conversations:  He delays his turn until after yours, and the beast vanishes.
  
  You miss.
  
  He casts a spell in your direction. Take an AoO.
conversations: Tanaric:
conversations: human
conversations:  (1d20+3)[ 18 ] 
   (1d8+3)[ 10 ] 
conversations: userpay:
conversations: human
conversations:  Hit and down. 150 xp, longsword, chain shirt, spell component pouch.
conversations: Tanaric:
conversations: human
conversations:  Grab my pole again, then after going back to the second intersection east of the starting room go east to that door poking away.
conversations: userpay:
conversations: human
conversations:  You make it to the door unimpeded. The hall there runs south for ten feet before turning east.
conversations: Tanaric:
conversations: human
conversations:  Open dat door please.
conversations: userpay:
conversations: human
conversations:  Opening the door reveals the following room: 
   Spoiler 
  {table]|A_|B_|C_|D_|E_|F_
  1||||||
  2||||||
  3||||||
  4||||1||
  5||||||
  6||||||[/table]
  
  There is a door at A-6, west side, which you are just outside of, another at E-1, and another at F-4.
  
  There is a kobold in the room, garbed in a chain shirt and holding a short sword.
  
  Initiative:  (1d20+5)[ 6 ] 
   
conversations: Tanaric:
conversations: human
conversations:  init
   (1d20+2)[ 3 ] 
conversations: userpay:
conversations: human
conversations:  The kobold moves into the doorway, shadows writhing about its body as it goes (20% concealment from attacks).
  
  A small fire elemental appears behind you, lasting just long enough to distract you before winking out.
  
  Attack vs flatfooted AC:  (1d20+7)[ 12 ]  for  (1d4+4)[ 6 ]  +  (1d6)[ 2 ] 
  
  If it hits, make a will save.
conversations: Tanaric:
conversations: human
conversations:  Doesn't hit. Drop pole.
  attack
   (1d20+1)[ 14 ] 
  damage
   (1d8+3)[ 4 ] 
conversations: userpay:
conversations: human
conversations:  Miss.
  
  He tumbles away from you ( (1d20+8)[ 13 ]  vs DC 15 to avoid an AoO) then, back. The shadows swirling around his body return as he rolls toward you, stabbing with a sword suddenly made of fire.
  
   (1d20+5)[ 19 ]  for  (1d4+4)[ 5 ]  +  (1d6+1)[ 3 ]  fire damage.
conversations: Tanaric:
conversations: human
conversations:  Uh I guess I get aoo?  (1d20+3)[ 11 ]   (1d8+3)[ 5 ] 
  And I do believe you hit, 19 ac. Attacking again.
   (1d20+3)[ 17 ]   (1d8+3)[ 7 ] 
conversations: userpay:
conversations: human
conversations:  Don't forget the 20% concealment for your attacks.
  
  Miss on both.
  
  He tumbles away and back again ( (1d20+8)[ 23 ]  vs DC 15) and the shadows reappear.
  
  His swings at you again, and as he does so, a phantom copy of his sword strikes at you from another angle.
  
   (1d20+5)[ 20 ] 
   (1d20+5)[ 23 ] 
   (1d4+4)[ 5 ]  and  (1d6)[ 4 ]  if both hit.
conversations: Tanaric:
conversations: human
conversations:  Thank god for rage claws. Tough for a kobold, actually do they could as goblinoid? If so we should be adding one to all the attack rolls...
   (1d20+3)[ 23 ]   (1d8+3)[ 9 ] 
conversations: userpay:
conversations: human
conversations:  roll to conferm
   (1d20+2)[ 21 ] 
conversations: userpay:
conversations: human
conversations:  Ah right the miss chance  (1d100)[ 86 ] 
conversations: userpay:
conversations: human
conversations:  Kobolds are Reptillian (Dragonblooded), not Goblinoids.
  
  Your attack hits and sends him into the negatives. 150 xp, chain shirt, shortsword.
conversations: Tanaric:
conversations: human
conversations:  Pick my pole back up and then poke then open door at E1.
conversations: userpay:
conversations: human
conversations:  Nothing happens when you poke the door.
  
  Opening it reveals a hallway running to the east and west.
  
  To the west, it runs for twenty-five feet before turning north.
  
  To the east, it runs for thirty-five feet before turning south. After five feet, it splits north.
conversations: Tanaric:
conversations: human
conversations:  Go east then north.
conversations: userpay:
conversations: human
conversations:  The hall goes north for ten feet before turning east.
  
  If you continue on: 
   Spoiler 
  The hall goes east for thirty feet before turning north.
  
  If you continue on: 
   Spoiler 
  The hall goes north for twenty feet before turning west.
  
  If you continue on: 
   Spoiler 
  The hall goes west for fifteen feet before ending in a door.
   
  
   
  
   
conversations: Tanaric:
conversations: human
conversations:  Poke and open door.
conversations: userpay:
conversations: human
conversations:  Opening the door reveals the following room: 
   Spoiler 
  
  {table]|A_|B_|C_
  1|||
  2|||
  3|||
  4|||
  5|||
  6||1|[/table]
  There is a door at A5 and C5.
  At 15ft above ground there is a metallic, dog-sized, bug looking construct.
  Initiatve:  (1d20+3)[ 15 ] 
   
  
  
  roll initiative.
conversations: theterran:
conversations: human
conversations:  init
   (1d20+2)[ 10 ] 
  If he goes first he'll have to ready an action to attack when the thing comes into range.
conversations: userpay:
conversations: human
conversations:  It looks at you, then spews acid at you.
  
    AcidDamage  - (3d4)[ 9 ]  Reflex Halves
conversations: theterran:
conversations: human
conversations:  reflex
   (1d20+4)[ 24 ] 
  Right... the one thing I'm not prepped to handle. I suppose I'll go back to the coridor, close the door, and wait to see if it will open the door (ie ready action to strike if it opens the door) or otherwise wait till I'm fully healed.
conversations: userpay:
conversations: human
conversations:  It does not follow you out the door.
conversations: theterran:
conversations: human
conversations:  Go back to the last intersection and go west instead.
conversations: userpay:
conversations: human
conversations:  Traveling west, you walk 10ft and trigger a trap 10ft ahead of you (with your pole)
  
  Against FF Touch:   Attack  - (1d20+8)[ 14 ] 
    Acid  - (1d3)[ 3 ] 
  
  You walk another 20ft and the hallway turns north for 30ft before turning west.
  20ft down the hall is a door on the west side, and a split east.
conversations: theterran:
conversations: human
conversations:  Open the door.
conversations: userpay:
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 (which you are outside of) and D1 north.
   
conversations: theterran:
conversations: human
conversations:  Read the note.
conversations: userpay:
conversations: human
conversations:  A note attached to the latch reads “Greater rewards await the patient man, but only a fool waits forever.”
conversations: theterran:
conversations: human
conversations:  Attempt to open it, if locked try to force/bash it open.
conversations: userpay:
conversations: human
conversations:  You open it to find 3pp
conversations: theterran:
conversations: human
conversations:  Pocket moneys then open D1.
conversations: userpay:
conversations: human
conversations:  You open the door and see a red and white bulls eye on the ground just outside the door.
  
  The hallway runs east/west.
  East it runs for 5ft before turning south.
  West it runs for 30ft before Teeing north/south
conversations: theterran:
conversations: human
conversations:  Move to and open C5
conversations: userpay:
conversations: human
conversations:  Opening the door, you see the hallway goes south for 20ft before Teeing east/west.
  
  And goes east out of sight.  There's a door 20ft east on the south side, a split north at 30ft, and a split south at 50ft.
conversations: theterran:
conversations: human
conversations:  go to and open the door.
conversations: userpay:
conversations: human
conversations:  Opening the door reveals the following room: 
   Spoiler 
  
  {table]|A_|B_|C_|D_|E_
  1|||||
  2|||||
  3|||||
  4|||||
  5|||||[/table]
  There are doors at A5 south and E1 north, which you are outside of.
  In the room there is an ugly looking, blue scaled, lizard thing with fire in it's mouth!
  Initiative:  (1d20+1)[ 12 ] 
   
conversations: theterran:
conversations: human
conversations:  init
   (1d20+2)[ 17 ] 
  Okay if I go first then charge the sucker, if he stays at range charge him anyway.
  attack (add charge bonus if I get it)
   (1d20+3)[ 4 ] 
  damage
   (1d8+3)[ 10 ] 
conversations: userpay:
conversations: human
conversations:  You charge in, trip, and impale yourself 
  You miss.
  
  The beast opens its mouth and breaths fire on you.
  
    FireDamage  - (1d3)[ 3 ]  Reflex Halves.
  You are also entangled for   Rounds  - (1d4)[ 3 ]  and take an addition 1d6 fire damage each of those rounds.
conversations: theterran:
conversations: human
conversations:  reflex
   (1d20+4)[ 6 ] 
  Entangled? Can I still attack? If so.
   (1d20+3)[ 8 ] 
   (1d8+3)[ 5 ] 
conversations: userpay:
conversations: human
conversations:  Failed Save.
  
  Yes, you can still attack, though you now have a -2 to attack while you're entangled, and a -4 Dex.
  
  He opens his mouth, and breaths fire again.
  
    FireDamage  - (1d6)[ 3 ]  Reflex halves.
  
    firedamage  - (1d6)[ 4 ]  (from entangle)
conversations: theterran:
conversations: human
conversations:  reflex
   (1d20+4)[ 10 ] 
  attack again with a -2 penalty...
  [roll]1d20+1[roll]
   (1d8+3)[ 10 ] 
conversations: userpay:
conversations: human
conversations:  Attack  - (1d20+1)[ 6 ]  (reroll for you)
  
  Also, your Reflex save failed.
  
  It opens its mouth and lightning spring forth!
  
    ElectricDamage  - (1d4)[ 1 ]   Reflex Halves (it's 1 regardless) and your entangled with electricity now for  (1d4)[ 3 ]  Rounds
  
   
   Spoiler 
    Rounds  - (1d4)[ 3 ] 
   
  
    FireDamage  - (1d6)[ 4 ]  (Last Fire Entangle, next round starts Electric)
conversations: theterran:
conversations: human
conversations:  Thank god I bound rageclaws.
   (1d20+1)[ 7 ]  (entangle added inalready)
   (1d8+3)[ 7 ] 
  And is it just me or is this thing not rolling to hit?
conversations: userpay:
conversations: human
conversations:  He opens his mouth and out comes more fire.
  
    Fire  - (1d6)[ 5 ]  Reflex Halves
  
    Electric  - (1d6)[ 5 ] 
conversations: theterran:
conversations: human
conversations:  reflex
  [roll]1d20+4[roll]
  Gah, I'll drink my potion of cure light wounds.
  [roll]1d8+1[roll]
  Okay before the potion, not counting the reflex save damage, I am at -5 (rageclaws). In the event I survive to my next turn I'll roll the next set to speed things up.
  [roll]1d20+1[roll]
   (1d8+3)[ 4 ] 
conversations: userpay:
conversations: human
conversations:  And I fail at rolling...
   (1d20+4)[ 8 ] 
   (1d8+1)[ 2 ] 
   (1d20+1)[ 10 ] 
conversations: userpay:
conversations: human
conversations:  More Fire
  
    Fire  - (1d6)[ 1 ]  Reflex Halves
  
  and more entangled electricity
  
    Electric  - (1d6)[ 4 ] 
conversations: theterran:
conversations: human
conversations:  Yep looks like that kills me, now just have to make a map of where I've been before I make a new character...
conversations: userpay: