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||T|
  3|||
  4|||[/table]
  
  There is a door at C-4, south side.
   
  
  
  DM notes: 
   Spoiler 
   Sheet. 
   
conversations: Tanaric:
conversations: human
conversations:  Thurirl casts Light on his hat, followed by 2 counts of Enlarge person channeled to his Divine minion. Then, knowing that his spellcasting has already rendered any sneaking impossible, he moves bravely to the door and opens it. He is wielding his spiked chain.
conversations: Adumbration:
conversations: human
conversations:  Opening the door reveals a hallway running to the east and south. To the east, the hall runs beyond the range of your light. After ten feet, it splits to the north and south. After thirty feet, there is a door on the north side of the hall.
  
  To the south, the hall runs for thirty feet before teeing to the east and west. After twenty feet, it splits east.
conversations: Tanaric:
conversations: human
conversations:  The hall extends east beyond the Light and south.
  
  To the east: 10ft ahead the hall splits north and south. 30ft ahead there is a door on the northern wall.
  
  To the south: 20ft down the hall splits east. 30ft down it ends in a T intersection to the east and west.
  
  Tanaric: That is one of my games! 😛
conversations: Sliver:
conversations: human
conversations:  ...oh. You asked for this one, didn't you? My mistake. 😳
  
  Carry on, Sliver. *bows out*
conversations: Tanaric:
conversations: human
conversations:  Thurirl moves east, to the door on the northern wall. Jiggling his spiked chain merrily, he opens the door.
  
  (Jeah, he is not going to believe in any traps until proven otherwise. Also, have you taken into account that low-light vision doubles the range of vision in torch-light?)
conversations: Adumbration:
conversations: human
conversations:  At the intersection, you see the hall running north for 20ft before turning east, and south it runs for 20ft before turning west. 15ft south from your position there is a door on the eastern part of the wall.
  
  10ft east from the intersection, you feel the floor failing below you. Roll reflex.
conversations: Sliver:
conversations: human
conversations:  Reflex save:
   (1d20+2)[ 16 ] 
  
  Let's see a good, clean roll...
conversations: Adumbration:
conversations: human
conversations:  You manage to step aside before the floor fails below you. It is a 20ft deep pit.
conversations: Sliver:
conversations: human
conversations:  Is there any way to rig it back to the 'trapped' position?
conversations: Adumbration:
conversations: human
conversations:  Not really.
conversations: Sliver:
conversations: human
conversations:  Ah, well. Thurirl follows the hall north, taking the appropriate turn to east, following the hall as far as it goes. If there's another intersection, he takes left. If there's a door, he opens it.
conversations: Adumbration:
conversations: human
conversations:  After turning east, the hall continues for 10 feet before turning north. Then there is a T intersection to the east and west. To the west the hall continues for 20ft before splitting north and another 10ft before turning north. To the east it continues for 20ft before splitting north and 10 more ft before there is a door at the southern wall. It continues beyond sight. You move east, and after 10ft the floor below you starts to fail. Roll reflex.
conversations: Sliver:
conversations: human
conversations:  Aaargh! The intersections, they be killing me!
  
  Reflex save:
   (1d20+2)[ 14 ] 
  
  EDIT: I he survives, he will continue taking lefts and moving onwards. This time, though, he will be jumping over every other square, taking 10 on his jump checks.
conversations: Adumbration:
conversations: human
conversations:  This time, you fail to get away in time! The floor crumbles below you and you fall to your  (2d6)[ 5 ]  falling damage! You are inside a 20ft deep pit.
conversations: Sliver:
conversations: human
conversations:  "Well, that was bound to happen, eventually." He asks the divine minion to heal him.  (1d6)[ 4 ] 
  
  Triumphantly he draws forth a grappling hook. Then, looking around embarrassed. "Well, now I know what I forgot. Rope."
  
  Then he attempts to climb up, taking 10 for a total of 13.
conversations: Adumbration:
conversations: human
conversations:  Your out, what side are you climbing out of?
conversations: Sliver:
conversations: human
conversations:  The way he came, actually. He retraces his steps to the door that he saw but walked past, casting Enlarge person on himself.
  
  He opens the door.
  
  (Hmm. Did you build this place with the principles of the maze in mind? Would I have gotten to the exit if I had continued taking lefts?)
conversations: Adumbration:
conversations: human
conversations:  I am unsure which door you mean, so would you mind quoting my post regarding the door?
conversations: Sliver:
conversations: human
conversations:  Originally Posted by Sliver 
   After turning east, the hall continues for 10 feet before turning north. Then there is a T intersection to the east and west. To the west the hall continues for 20ft before splitting north and another 10ft before turning north. To the east it continues for 20ft before splitting north and  10 more ft before there is a door at the southern wall . It continues beyond sight. You move east, and after 10ft the floor below you starts to fail. Roll reflex. 
   
  
  I have to confess, I am a bit confused by the layout myself. For one, I'm not sure if everything you've written is something my character sees, or is merely typed out to swiften the process.
conversations: Adumbration:
conversations: human
conversations:  Map:
   
  
  Helps?
conversations: Sliver:
conversations: human
conversations:  Presumably room 12 is the starting point? (Map definitely isn't the way I pictured it in my head. This helps a lot, thanks.)
  
  Thurirl will open the southern door to the room between the two halls with pits. Just before opening, he will cast Enlarge person on himself, and open the door 10 ft away, poking his head in to see what's there.
conversations: Adumbration:
conversations: human
conversations:  Keep in mind that being a Large creature in a 5-ft hallway will result in being forced to squeeze, and will bring the accompanying penalties.
conversations: Tanaric:
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 A-5, south side, which you are just outside of (1 square to the west, he sees you), and another at E-1, north side. There is a remarkably ugly humanoid creature inside the room, its entire body covered in blue scales, with patches of darker blue in places. Flames flicker inside its mouth, tiny wisps of red and orange. His body is covered by burned and tattered robes that do little to conceal the chainmail beneath them.
  
  Roll initiative.
  
   (1d20+1)[ 2 ] 
   
conversations: Sliver:
conversations: human
conversations:  Initiative:
   (1d20+2)[ 18 ] 
  
  Hmm.
conversations: Adumbration:
conversations: human
conversations:  You act first..
conversations: Sliver:
conversations: human
conversations:  Presumably winning initiative, Thurirl moves to A5, occupying A5-B5. He attempts to trip the opponent with his spiked chain.
  
  Melee touch attack:
   (1d20+4)[ 24 ] 
  Opposed strength checks (dex for him, if greater):
   (1d20+8)[ 18 ] 
  
  If he is tripped, Thurirl gains a normal melee attack against him, as per Improved Trip.
  
  Attack:
   (1d20+4)[ 6 ] 
  Damage:
   (2d6+6)[ 17 ] 
conversations: Adumbration:
conversations: human
conversations:  (1d20+1)[ 2 ]  opposed check..
conversations: Sliver:
conversations: human
conversations:  *gives Sliver's dice a sideways look*
  
  I thought Tavar was supposed to roll all the double 1s.
conversations: Tanaric:
conversations: human
conversations:  Indeed.. Lets try this Entangling Exhalation?
  
  Not trying to stand up, Burny a cone of fire towards you.  (1d3)[ 3 ]  fire damage (DC15 ref for half), you are entangled for  (1d4)[ 4 ]  rounds.
conversations: Sliver:
conversations: human
conversations:  Reflex save:
   (1d20+2)[ 20 ] 
  
  Regardless, Thurirl attempts another swing at the fire-breathing thingie.
  
  Attack:
   (1d20+2)[ 14 ] 
  Damage:
   (2d6+6)[ 10 ] 
conversations: Adumbration:
conversations: human
conversations:  It's down. You get 150xp, chainmail and for the next 4 rounds  (1d6)[ 4 ]  (1d6)[ 3 ]  (1d6)[ 4 ]  (1d6)[ 1 ]  fire damage.
conversations: Sliver:
conversations: human
conversations:  On the first round, Thurirl prompts his divine minion to heal him for  (1d6)[ 4 ] .
  
  On the second, he channels another Enlarge person to his minion.
  
  On the third, he heals again.  (1d6)[ 5 ] 
  
  EDIT: That puts him at... 8 hitpoints. I think.
conversations: Adumbration:
conversations: human
conversations:  Thurirl searches the creature, in case there's more loot, taking 10 for a total of 11. He removes the armor from the creature and tosses it into the sack.
  
  After that, he goes to look at the other door he has seen, to the south. By then the Enlarge person has probably worn off.
  
  He drops his sack and opens the door.
conversations: Adumbration:
conversations: human
conversations:  Turning south at the intersection you realize the floor is failing below you. Reflex!
conversations: Sliver:
conversations: human
conversations:  Some people rely on their wits and skills to keep them alive.
  
  I trust blind luck. 😛
  
  Reflex:
   (1d20+2)[ 13 ] 
conversations: Adumbration:
conversations: human
conversations:  And you find yourself inside a 20ft deep pit!  (2d6)[ 7 ] 
conversations: Sliver:
conversations: human
conversations:  That leaves Thurirl at 1 hitpoint, I believe. He toughs it out bravely, and channels another heal through the minion.  (1d6)[ 1 ] 
  
  His last one, probably. Does healing with Cantrips give 1d3 or half of 1d6?
  
  
  EDIT: Ouch.
conversations: Adumbration:
conversations: human
conversations:  Does it really matter what you roll? 1d6/2 or 1d3?
conversations: Sliver:
conversations: human
conversations:  I guess not. Thurirl channels the rest of his spells via his divine minion.
  
   (4d3)[ 8 ] 
  
  EDIT: That puts him at 10 hitpoints. He proceeds on his way - this time poking the space in front of him with a 10-foot pole. Then he opens the door.
conversations: Adumbration:
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,  which you are just outside of, another at E-4, south side 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. They don't seem to react to you.
   
conversations: Sliver:
conversations: human
conversations:  Interesting...
  
  Thurirl moves to D2.
  
  If they react in a hostile manner (e.g. roll initiative):
   
   Spoiler 
  
  Initiative:
   (1d20+2)[ 20 ] 
  
  Thurirl does his trip routine on the human:
  
  Melee touch attack:
   (1d20+4)[ 8 ] 
  Opposed strength checks (dex for him, if greater):
   (1d20+7)[ 11 ] 
  
  If he is tripped, Thurirl gains a normal melee attack against him, as per Improved Trip.
  
  Attack:
   (1d20+4)[ 5 ] 
  Damage:
   (2d4+4)[ 11 ] 
   
  
  
  If they do not act hostile, Thurirl readies an action to do his trip routine on the human if he makes sudden, hostile movements, such as draw a weapon or command his beast to attack. Use the rolls in the spoilers. As a free action, Thurirl speaks: "Hello? Who are you?"
conversations: Adumbration:
conversations: human
conversations:  The man shakes his hand and motions his hand at the door.
conversations: Sliver:
conversations: human
conversations:  After a moment of silence, Thurirl nods and backs away quietly, closing the door behind him.
  
  After that, Thurirl continues south to the intersection and heads west, prodding the floor before him with the 10-foot pole. If he comes to a door, he opens it.
conversations: Adumbration:
conversations: human
conversations:  As you turn south to head towards the intersection, you trigger a trap! Acid trap!  (1d20+8)[ 14 ]  (1d3)[ 1 ] 
conversations: Sliver:
conversations: human
conversations:  Flat-footed AC 14, Touch AC 12, so it hits either way. Does the damage continue, or was that all?
conversations: Adumbration:
conversations: human
conversations:  That is all. Back in 30 min.
conversations: Sliver:
conversations: human
conversations:  Roger. I think I'll hit the library, will be back in about an hour, probably.
  
  Thurirl does what I said he would do in the previous post. (Head south, west from the intersection, open any door.)
  
  EDIT: Without forgetting to prod the floor with the 10-ft pole. Whatever good that does.
conversations: Adumbration:
conversations: human
conversations:  At the intersection, the hall continues east for 40ft and turns north. 35ft into that hall there is a door on the northern wall. To the west it continues 10ft before turning south.
  
  If you go west:
   
   Spoiler 
  The hall goes 10ft south before turning east.
  If you go south:
   
   Spoiler 
  The hall continues east beyond your sight.
  If you continue east:
   
   Spoiler 
  As you poke 10ft into the hall, an orb of acid comes flying at you!
   (1d20+8)[ 14 ] 
   (1d3)[ 3 ] 
  If you continue east:
   
   Spoiler 
  As you poke the floor 35ft into the hall, the floor fails and reveals a 20ft deep pit. You see a door 30ft from the pit.
  
  Map:
   
   Spoiler 
   
   
  
   
  
   
  
   
  
   
conversations: Sliver:
conversations: human
conversations:  Thurirl takes the eastern path, turning north accordingly. At the door he once again drops the sack and opens the door.
  
  Oh, and he has yet again prodded the floor in front of him the whole way.
conversations: Adumbration:
conversations: human
conversations:  On the floor in front of the door you see a large red and white bullseye painted on the floor.
  
  If you open the door: 
   Spoiler 
  As you open the door the same man you have just seen turns to look at you, eyebrow raised.
   
conversations: Sliver:
conversations: human
conversations:  Durrr. I took the wrong turn. Thurirl closes the door again, picks up his stuff and heads west.
  
  He goes south. (opens spoiler.)
  
  He continues east, prodding the floor, as always. The orb hits. Thurirl is at 4 hitpoints now.
  
  He steps gingerly over the pit, continuing to the door. "I have a bad feeling about this," he mutters very quietly.
  
  He opens the door.
conversations: Adumbration:
conversations: human
conversations:  Your prodding trigger another acid orb being thrown at you,  (1d20+8)[ 26 ]  (1d3)[ 1 ]  does that change anything?
conversations: Sliver:
conversations: human
conversations:  Well, it changes that he is at 3 hp now. I really need trapfinding for my next character.
  
  EDIT: Changes nothing else.
conversations: Adumbration:
conversations: human
conversations:  Opening the room reveals the following:
  
   
   Spoiler 
  {table]|A_|B_|C_|D_|E_
  1|||||
  2|||||
  3|||1||
  4|||||
  5|||||[/table]
  
  There is a door at B-5 which you are outside of and another one at B-1. In the room stands an orc wearing chainmail and holding a Ripper and has a javelin. He wears some kind of goggles.
  
  Roll initiative.
  
   (1d20)[ 12 ] 
   
conversations: Sliver:
conversations: human
conversations:  Initiative:
   (1d20+2)[ 17 ] 
conversations: Adumbration:
conversations: human
conversations:  You start..
conversations: Sliver:
conversations: human
conversations:  Thurirl attempts to trip the orc with his spiked chain, after 5-foot stepping into B5.
  
  Melee touch attack:
   (1d20+4)[ 10 ] 
  Opposed strength checks (dex for him, if greater):
   (1d20+7)[ 15 ] 
  
  If he is tripped, Thurirl gains a normal melee attack against him, as per Improved Trip.
  
  Attack:
   (1d20+4)[ 10 ] 
  Damage:
   (2d4+4)[ 10 ] 
  
  What's a Ripper, by the way?
conversations: Adumbration:
conversations: human
conversations:  You will have to google or ask Tanaric that..
  
  Your attack fails to connect, now you must face Stabsy and his Ripper! "Steely Strike!" he shouts and sends the unknown weapon towards you.
  
   (1d20+9)[ 26 ] 
   (2d6+6)[ 13 ] 
  
  Hey! Exactly at -10!
conversations: Sliver:
conversations: human
conversations:  If he is throwing the weapon, Thurirl gains an AoO. (which he will use to trip.
  
  If he is using a melee attack, I must congratulate you on finding a one-handed reach weapon and concede defeat.
  
  Well, either that or he uses 5-foot step, but it would be nice to mention that. 😛
conversations: Adumbration:
conversations: human
conversations:  It's a 2 handed weapon. Yes, he 5ft steps.
conversations: Sliver:
conversations: human
conversations:  Originally Posted by Sliver 
   It's a 2 handed weapon. Yes, he 5ft steps. 
   
  
  Ah, right. I just got confused by the description, what with the javelin and all. 🙂
  
  I think I'll make a cleric/ardent next...
conversations: Adumbration:
conversations: human
conversations:  Ahh.. My first kill.. I'm so proud!😏
conversations: Sliver:
conversations: human
conversations:  A ripper is a two handed spear, 2d6 damage, 19-20 crit range.
conversations: Tanaric: