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 look around and listen for nearby enemies (just in case) and search the room (including the ceiling and the walls) for traps. Then I grab the torch.
  I'll immediately extinguish it and douse it on the wet wall or the ground, before putting it in my backpack (go go free improvised club!).
  
  I draw my scimitar and head carefully to the door, again watching carefully for traps. I'll see if I can hear anything on the other side, and then look through the keyhole.
  
  
  An OOC question: should I make any of the above rolls, or are these made behind-the-scenes (i.e. by you) or whenever appropriate (such as when you make a spot check in my stead when there's a hidden enemy about)?
conversations: Freshmeat:
conversations: human
conversations:  Generally speaking, you make the rolls. On occasion, I'll roll my own dice on my desk when I don't want you to know something's going on.
  
  Edit: There is no keyhole. Unless otherwise mentioned, all doors are of the sliding metal variety. They are solid sheets of metal, thick enough to block divination effects.
conversations: Tanaric:
conversations: human
conversations:  Fair enough.
  
  Spot (room):  (1d20+5)[ 20 ] 
  Traps (taking 20) (this includes inspecting the door):  27 
  Listen (taking 10):  15 
  
  Oh, and I'll do it sneakily too:
  Hide: [roll]1d20+10/roll]
  Move Silently:  (1d20+8)[ 28 ] 
  
  Assuming I hear nothing (and find no traps), I take my 10-foot pole in my left hand and gently push the door open from a distance. Because that's what real adventurers do!
conversations: Freshmeat:
conversations: human
conversations:  Re-doing that messy hide roll:
   (1d20+7)[ 10 ]  (-3 penalty included)
  
  Also: I'd like to point out that because of my armor check penalty, this roll and the move silently one takes a -3 penalty.
conversations: Freshmeat:
conversations: human
conversations:  Opening the door reveals an unlit hallway running to the south and east. To the south, it runs for thirty feet before teeing to the east and west. After twenty feet, it splits east.
  
  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.
  
  Note that all distances are relative to your current position, which is presumed to be in the doorway so you can actually see outside.
conversations: Tanaric:
conversations: human
conversations:  Interesting indeed.
  
  From where I'm standing, I look out for traps in the near vicinity (particularly the area leading to the corridor to the south-west). In the meantime, I also listen for anything noteworthy.
  
  Search (for traps): taking 20 for  27 
  Listen (for anything of note): taking 20 for  25 
  
  I then sneak southwards (do I need to make another roll here? 🤨) , sticking close to the left-most wall.
  
  I take a look down the corridor opposite of the left wall (the one 20 feet from the door and which branches east) and then peek around the corner down the corridor leading to the west.
conversations: Freshmeat:
conversations: human
conversations:  Hm, a spot check might be prudent too:
  
   (1d20+5)[ 13 ] 
conversations: Freshmeat:
conversations: human
conversations:  You don't find anything within ten feet to the south of the door (the range of a search check.)
  
  If you're searching the whole way: 
   Spoiler 
  You find nothing up to the split east. At the split, the hall continues to the east for ten feet before turning north. There's a door on the east side of the hall, five feet to the north.
  
  You find a magical trap five feet to the south of the split east. It seems to activate on a touch, but has a blind spot on the square you found it on.
  
  How do you want to proceed?
   
  
  
  If not: 
   Spoiler 
  At the split, the hall continues to the east for ten feet before turning north. There's a door on the east side of the hall, five feet to the north.
  
  Continuing on to the T, you see that it continues to the west for ten feet before turning south, and to the east for forty feet before turning north. Thirty-five feet to the east, there's a door on the north side of the hall. There's a bullseye painted on the floor outside the door.
   
conversations: Tanaric:
conversations: human
conversations:  I'll be searching the whole way. I'll leave the trap alone for now and continue further down south, looking down the east and west corridors.
  
  Spot:  (1d20+5)[ 7 ] 
conversations: Freshmeat:
conversations: human
conversations:  Continuing on to the T, you see that it continues to the west for ten feet before turning south, and to the east for forty feet before turning north. Thirty-five feet to the east, there's a door on the north side of the hall. There's a bullseye painted on the floor outside the door.
  
  Mind that taking 20 on each square takes 2 minutes per square. I hope you brought refreshments.
conversations: Tanaric:
conversations: human
conversations:  Hm, good point.
  
  I'll head down along the western corridor and look around the corner leading southwards.
  
  Spot - Taking 10 for 15
  Listen - Taking 10 for 15
  Search - Taking 10 for 17
conversations: Freshmeat:
conversations: human
conversations:  It runs south for ten feet before turning east.
  
  If you follow that: 
   Spoiler 
  The hall runs east beyond the range of your darkvision.
   
conversations: Tanaric:
conversations: human
conversations:  I throw a quick glance at the wall to the left, on the off-chance there's a secret door there:
  
  Search -  (1d20+7)[ 11 ] 
  
  I then sheathe my scimitar and take my sling and bullets and slowly move down the long corridor to the east, making the following checks every couple of steps:
  
  Spot - Taking 10 for 15
  Listen - Taking 10 for 15
  Search - Taking 10 for 17
  
  It's been a while, so I'll make a hide and move silently check too:
  
  Hide:  (1d20+7)[ 15 ] 
  Move Silently:  (1d20+5)[ 11 ] 
conversations: Freshmeat:
conversations: human
conversations:  The wall looks normal to you.
  
  After thirty-five feet, the floor falls out under your feet. Reflex save.
conversations: Tanaric:
conversations: human
conversations:  Reflex:  (1d20+4)[ 8 ] 
conversations: Freshmeat:
conversations: human
conversations:  You fall down a twenty-foot pit, taking  (2d6)[ 9 ]  falling damage.
conversations: Tanaric:
conversations: human
conversations:  9 damage? Grah. ☹️
  
  I take a moment to listen for enemies:
  
  Take 10 for  15 
  
  If I don't hear anything, I remove my armor, take my grappling hook and swing it upwards, hoping that one of the hooks catches hold in between two floor tiles. Or something.
  
  Then I climb up (take 10 for 14) and put my armor back on.
  Edit: and survey my surroundings, obviously. (in regards to the current map layout, additional corridors et al)
  
  -----------------
  Current HP: 5/14
conversations: Freshmeat:
conversations: human
conversations:  Thirty feet east of the pit, there's a door on the north side of the hall. Beyond that, the hall continues east further than you can see.
conversations: Tanaric:
conversations: human
conversations:  I pull out my 10-foot pole and continue east down the hall until I get to the door on the north side, using my pole to clear a path by poking on those tiles ahead of me.
  
  If at all possible, I also do this sneakily:
  (armor class penalty of -2 included [I noted this down incorrectly earlier - it should be -2, not -3])
  
  Hide:  (1d20+8)[ 11 ] 
  Move Silently:  (1d20+6)[ 8 ] 
  
  Once (if) I reach the door, I take 10 on a spot and listen check for  15  each.
  I then inspect the wall opposite of the door for traps and then the door itself, taking 20 both times for  27 .
conversations: Freshmeat:
conversations: human
conversations:  Apologies. I was under the impression that you had asked for Sliver to be your DM.
  
  Fifteen feet beyond the pit, you poke the floor and a sphere of acid forms in midair, then flies toward you.
  
   (1d20+5)[ 22 ]  ranged touch vs flatfooted AC, for  (1d3)[ 3 ]  acid damage.
conversations: Tanaric:
conversations: human
conversations:  I actually did, but he may have missed that post. I'll remind him should I live for a surprising stretch of time, which probably won't be the case. 😛
  
  HP: 2/14
  
  
  Hm, I'll continue further down the hall, taking 20 on my disable device check for every tile I'm about to step on. I'll probably be dead before food becomes an issue anyway, and even then I've got a couple of rations. I should pass a door on my left [to the north of this corridor] (the one I was heading towards before encountering the sphere), which I will also check for traps. But either way, I'll leave the door as is and continue moving eastwards.
  
  I'll ignore any traps I encounter. That is to say, I'll step over them or go around them, but won't try to disable them if I can bypass them. When I find them, I'd just like to know where they are and what they do (pitfall, sphere-trap, arrow trap, Indiana Jones-style massive boulder, etc.), for future reference.
  
  I'll be taking 10 on spot and listen checks along the way, for  15  each.
conversations: Freshmeat:
conversations: human
conversations:  I assume you mean Search, not DD on every square.
  
  If so, you reach the door without issue. You don't find anything out of the ordinary on it. Thirty feet further to the east, you find a pit trap.
conversations: Tanaric:
conversations: human
conversations:  I'll trigger the trap from a distance with my 10 foot pole and inspect it.
  
  If the pit is no wider than 5 feet, I'll jump over it (after removing my armor).
  
   (1d20+2)[ 6 ] 
  
  If the pit is wider than 5 feet, and no deeper than 10 feet, I'll instead climb down (removing my armor again and using my grappling hook). I'll take 10 for  14  then and climb back up on the other side. I'll check the pit for enemies first, of course.
  
  I then put on my armor and continue searching for traps, (taking 20 for 27) as I head further eastwards.
  
  If the pit is  both  wider than 5 feet and deeper than 10 feet, I instead back up until I'm at the door I just passed again, and then I'll go explore there.
conversations: Freshmeat:
conversations: human
conversations:  The pit is 5 feet wide and 20 feet deep.
  
  You jump across with relative ease, though might I suggest taking 10 in such a situation?
  
  Afterward, you head east for another fifteen feet before the hall turns north. It runs north for twenty feet before turning west.
conversations: Tanaric:
conversations: human
conversations:  Originally Posted by Tanaric 
   You jump across with relative ease, though might I suggest taking 10 in such a situation? 
   
  
  Aye. Good point.
  
  
  I follow the corridor northwards and then westwards, making the usual checks along the way.
  
  Search - 27
  Spot/Listen - 15
conversations: Freshmeat:
conversations: human
conversations:  West for thirty feet, then the hall turns south and runs for ten feet before turning west again. Five feet to the south (the middle of this short hall), you find a pit trap.
conversations: Tanaric:
conversations: human
conversations:  I'll take a running start and jump over the pit if it's length is 10 feet or less, and after removing my armor* (taking 10 for  12 ).
  
   * I don't think it's necessary here, but eh, whatever 
  
  I then put my armor back on and continue down the hall, making the usual checks once again (search 27, spot/listen 15).
conversations: Freshmeat:
conversations: human
conversations:  ...how are you taking a running jump with only 5 feet of hall to move in? 🤨
conversations: Tanaric:
conversations: human
conversations:  Right. 😳
  
  I'll jump without a running start then if the pit is no wider than 5 feet.
  If it's longer, I'll carefully climb down the pit (after triggering it from a distance with my 10-foot pole) and climb back up on the other side (taking 10 for 12).
conversations: Freshmeat: