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: Duskranger:
conversations: human
conversations:  okay
  is there anything else in the room aside from the torch, myself, and the door?
conversations: Psilulz:
conversations: human
conversations:  As far as you can see not really no.
conversations: Duskranger:
conversations: human
conversations:  okay
  then i guess ill search the door for traps
  taking 20...
  which gives me a 27 search check
conversations: Psilulz:
conversations: human
conversations:  You know that takes a long time right?
conversations: Duskranger:
conversations: human
conversations:  thought it only took like two minutes?
  im not timed on this or anything am i?
conversations: Psilulz:
conversations: human
conversations:  You're not, but you do not have darkvision, so you need a lightsource and lightsources are not unlimited most of the time.
  
  As long as it is by the way only the door, go ahead, if you want to reasearch everything that way, than it will take a long long time.
  
  Where are the bonuses from PRECOGNITIVE VISIONS putted into.
conversations: Duskranger:
conversations: human
conversations:  Actually, Eyes of the Abyss grants 30' Darkvision, as well as some other bonuses and penalties.
conversations: term1nally s1ck:
conversations: human
conversations:  Originally Posted by term1nally s1ck 
   Actually, Eyes of the Abyss grants 30' Darkvision, as well as some other bonuses and penalties. 
   
  
  I saw it. That's why I researched the feats. Now I know where everything comes from. So now hoping he goes and play.
conversations: Duskranger:
conversations: human
conversations:  i put the bonuses from precog visions into attack and ac, already calculated into both on the character sheet
  ill tell you if/when i ever decide to reallocate them after resting
  
  but yeah, ill take 20 to search the door for traps
conversations: Psilulz:
conversations: human
conversations:  You find nothing on the door.
conversations: Duskranger:
conversations: human
conversations:  then ill open the door and look around
conversations: Psilulz:
conversations: human
conversations:  You see a road going east and one going south from your point.
  
  You see at the road in front of you that it goes east after 20' and it ends in a T-junction after 30' where you can go west or east.
  
  If you look in the road going east after 10'you see a junction you can go north and south there and after 30' you see a door.
  
  How do you proceed?
conversations: Duskranger:
conversations: human
conversations:  i suppose ill head down the east hallway, very slowly, searching for traps along the way, how about two searches every 5', stopping right before the north/south junction
  so im moving 10' it looks like
  and making 4 searches
  
  1st 5'
   
   Spoiler 
   (1d20+7)[ 13 ] 
   (1d20+7)[ 24 ] 
   
  
  2nd 5'
   
   Spoiler 
   (1d20+7)[ 26 ] 
   (1d20+7)[ 12 ] 
   
conversations: Psilulz:
conversations: human
conversations:  If you roll, I wouldn't mind one search for every 5' but what do you search, and how?
conversations: Duskranger:
conversations: human
conversations:  specifically i'd be searching the floors for any sort of plates that look like they'd trigger a trap if pressured and the walls for any wires sticking out or any other sort of trappy business
conversations: Psilulz:
conversations: human
conversations:  Oke, let's put it this way,  one search check / 5', or you could take 10. Just saying.
  
  And do you search with a pole? Or with your bare hands?
conversations: Duskranger:
conversations: human
conversations:  i guess ill just roll
   (1d20+7)[ 9 ] 
   (1d20+7)[ 26 ] 
  
  
  and ill use my eyes to search... and the pole probably XD
conversations: Psilulz:
conversations: human
conversations:  But still I need to know how you search, because I need to know how you push on the pole, hoe much weight, where do you put it?
  
  And you missed your jump penalty: -6 for every 10' beneath 30' speed (sorry just saw it)
  And why is the ACP nowhere written in (most of your skills have Armor Check Penalties where they need to cope with).
  Your swim is to be honest only -8, just to point it out.
conversations: Duskranger:
conversations: human
conversations:  okay
  well i'd be putting quite a bit of weight on it, but not like leaning all of my body weight on it... and mostly poking the floor where i'd be walking (edit): towards
  
  the acp is noted in the armor, but i didn't apply them to the skills on the sheet
  just figured they'd be added in on case-by-case
  i can put them into each of the skills if you'd like tho
conversations: Psilulz:
conversations: human
conversations:  Please do, they are always there. As long as you're in armor that is.
  I mean tumbling is hard with a breastplate on, as is swimming, jumping, moving silently etcetera.
  
  On the other hand after 10' east you come by a road who goes norts (or you can still go east) to the east yo usee a door, 20'away from you and in front of you is a 5' pit which you just uncovered by poking it.
  
  You know you're ACP = -6 right?
conversations: Duskranger: