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: NeverEnding DM:
conversations: human
conversations:  "Just call me Case."
   
  
  While I'm personally fond of word monsters, they can get tiring when you have to repeatedly type them down. 😛
   Anyway, here's my sheet again. 
  
  Let me know if it checks out. *subscribes*
  
  EDIT: Impromptu stat block that I'll copy/paste/modify for future posts:
  
   
   Spoiler 
  HP: 8/8
  AC: 19, touch 15, flat-footed 15.
  PP: 13/13
  Inspiration: 5/encounter
  
  Powers:
  Minor creation, psionic
  Entangling ectoplasm
  Energy ray
   
conversations: Adumbration:
conversations: human
conversations:  It looks good, now that I've cleared up my question on your feats.  You may begin when ready.
conversations: candycorn:
conversations: human
conversations:  Oookay, I just realized I forgot to bring a light source. Ah well, I'll just use that torch.
  
  Let's start by poking all the adjacent squares with the 10-foot-ladder, extending just the right amount of force to trigger any pit traps. Then I'll take 20 to search those squares, for a total of 30. Then, if no traps are revealed,  poke the rest of the squares with the ladder too, and repeat.
  
  Then take 20 to search the torch holder too, drop prone 10 feet away from the torch, and poke it down. Then pick it up.
  
  Finally, poke the door with the ladder, and then search that too, taking 20.
  
  Do I discover anything?
conversations: Adumbration:
conversations: human
conversations:  You discover that poking things is fun!
  
  But you don't discover any traps.  The torch comes down about as easily as you'd expect when trying to use a cumbersome 10 foot long object to raise it out of its sconce...
  
  Which is to say, it takes a minute to do.
conversations: candycorn:
conversations: human
conversations:  Okay, pick up the torch and lever the door open with the ladder.
  
  Currently formulating a plan to explore all non-encounter areas of the map before fighting stuff.
conversations: Adumbration:
conversations: human
conversations:  Takes a bit of time to get the ladder just right in the handle to start the door sliding, but once you do, it slides seamlessly into the wall.
  
  Your "explore the map" strategy needs to be able to cover what happens if you encounter a trap, and then I'll give you the rest of the information.
  
  As for the current area, from your position in the room, at the doorway:
  
  The hallway extends south 35 feet.
  
  At 5 feet, the passage splits east.
  At 25 feet, the passage splits east.
  At 35 feet, the passage ends in a T-intersection (east and west).
conversations: candycorn:
conversations: human
conversations:  Roger. Go left at each junction, following the left-hand side of the wall at all times. Drag the ladder 10 feet ahead of the character to trigger traps, and take 10 to search each square before stepping on it (check modifier +10). This should - as far as I can tell - give me the whole map accessible without opening any doors.
  
  Upon encountering a pit trap without falling into it, use the ladder as a bridge if possible, otherwise use silk rope and grappling hook to cross if necessary. This only if there's no easy way around the trap.
  
  Upon falling into a pit trap, augment reflex saves with inspiration points for a +10 modifier to help avoid it. Upon failure, if still alive and conscious, use the grappling hook and rope to cross.
  
  Upon encountering a different sort of trap, pause and let me know.
  
  Missing anything?
conversations: Adumbration:
conversations: human
conversations:  Bump? ☹️
conversations: Adumbration:
conversations: human
conversations:  Sorry, didn't see the update.
  
  There are some sections that your tactic won't work.  However:
  
  Your ladder does reveal pit traps.  After several turns, and a jumped pit trap, you hit a trap that you don't have listed.
  
  Your ladder triggers a "click".  A small orb of acid shoots out at you!
  
  Touch attack  (1d20+8)[ 11 ]  for  (1d3)[ 1 ]  acid.
conversations: candycorn:
conversations: human
conversations:  If it's a touch attack against my flat-footed AC (10) it hits, but if it's just a touch attack, it misses.
  
  In any case, take 20 to find out the trigger areas, mark them down and move onwards.
conversations: Adumbration:
conversations: human
conversations:  The trigger area is marked.
  
  How will you deal with this type of trap in the future?
conversations: candycorn:
conversations: human
conversations:  Take it in the chest, I guess, mark it down and move on. Did I take damage from the last one?
conversations: Adumbration:
conversations: human
conversations:  Nope.  It's not against flat footed AC.
  
  Next thing:
  
  After a short distance farther, and several turns, you find a red note card, affixed to the wall.
conversations: candycorn:
conversations: human
conversations:  Memorize the spot, move on.
conversations: Adumbration:
conversations: human
conversations:  At an intersection, you notice a green notecard on the wall.
  
  Assuming you note the location and keep moving:  
   Spoiler 
  You trip another pit trap farther along and get over it.
  
  You round a corner a short distance farther to find a red and white bullseye on the ground, right in front of a door.
   
conversations: candycorn:
conversations: human
conversations:  Continue... and continue.
  
  As a matter of fact, for now ignore all features that don't directly attack me. (Mark them down, of course, but ignore none the less.)
  
  Sorry if I come off terse, it's just that I've gone through this part once already, and so I'm using minimum effort on it. I'll be more elaborate and... attentive at later parts. (Particularly once I start opening the doors.) 🙂
conversations: Adumbration:
conversations: human
conversations:  Ok.  Noted.
  
  You take another acid trap:
  Touch:  (1d20+8)[ 11 ]  for  (1d3)[ 1 ] 
  
  After that, you discover and avoid a trip line in the hallway.
  
  Then another acid trap:
  Touch:  (1d20+8)[ 22 ]  for  (1d3)[ 1 ] 
  
  Another bull's eye.
  
  Averted pit trap.
  
  Another bullseye.
  
  Another acid trap:
  Touch:  (1d20+8)[ 16 ]  for  (1d3)[ 1 ] 
  
  Another Bullseye.
  
  Couple pit traps averted.
  
  Another 2 Acid traps:
  Touch:  (1d20+8)[ 11 ]  for  (1d3)[ 3 ] 
  Touch:  (1d20+8)[ 16 ]  for  (1d3)[ 3 ] 
  
  Another tripwire.
  
  Another red note card.
  
  Another pit trap averted.
  
  A blue note card.
  
  A bullseye.
  
  A few more pit traps.
  
  Another 4 Acid traps:
  Touch:  (1d20+8)[ 28 ]  for  (1d3)[ 2 ] 
  Touch:  (1d20+8)[ 17 ]  for  (1d3)[ 3 ] 
  Touch:  (1d20+8)[ 22 ]  for  (1d3)[ 1 ] 
  Touch:  (1d20+8)[ 9 ]  for  (1d3)[ 1 ] 
  
  After that, you've reached the starting point again, and have navigated through most of the dungeon hallways.
conversations: candycorn:
conversations: human
conversations:  Okay, I'm dead. Now what?
conversations: Adumbration:
conversations: human
conversations:  *Headdesk*
  
  And here I was thinking you had a cunning plan to eat all the potentil damage, and you could just find out the floor layout.
  
  Then that happens.
conversations: term1nally s1ck:
conversations: human
conversations:  Now you find a way to absorb, negate, or heal acid damage.
conversations: candycorn:
conversations: human
conversations:  Originally Posted by term1nally s1ck 
   *Headdesk*
  
  And here I was thinking you had a cunning plan to eat all the potentil damage, and you could just find out the floor layout.
  
  Then that happens. 
   
  
  Jeah, that was the plan all right. Last time around I encountered only 1 acid trap. I don't know if you've changed the floor plan, or if I just didn't get as far as I thought the last time. (Note: got to the vendor, didn't get to second level. Had something around 800-900 xp IIRC.)
  
  
   
   Originally Posted by candycorn 
   Now you find a way to absorb, negate, or heal acid damage. 
   
  
  I need to think... Is 30 enough to find the acid traps?
  
  If so, I'll just have to take 20 on the whole bloody place and buy some rations.
conversations: Adumbration:
conversations: human
conversations:  Sleeping in the neverending dungeon is an exceedingly *Bad Idea*.
conversations: candycorn:
conversations: human
conversations:  Taking 20 does only cost 2 minutes, though. You only need to worry about sleep past 24 hours, which would be 720 squares. If you think that's enough, go for it.
conversations: term1nally s1ck:
conversations: human
conversations:  A bit less.  2 mins to search a square, 1 round to step in.
  
  685 squares is a day, assuming no fights.
conversations: candycorn: