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||M|
  3|||
  4|||[/table]
  
  There is a door at C-4, south side.
   
  
  
  DM notes: 
   Spoiler 
   Sheet. 
   
conversations: Tanaric:
conversations: human
conversations:  Morekal begins to get a feel for his surroundings a bit.    Search  - (1d20+3)[ 15 ] 
  
  If he finds nothing of interest, he'll go grab the torch off the wall.  Assuming nothing happens after grabbing the torch (probably not a safe assumption) he'll open the door and have a look.
conversations: Master_Rahl22:
conversations: human
conversations:  Opening the door reveals to halls, one going south and one east.
  
  East: It goes beyond the light of the torch (if you have other vision modes note them). 10ft into the hall there is a split north and south. Another 20ft there is a door on the northern side.
  
  South: It goes for 30ft. 20ft into the hall there is a split east. After another 10ft it ends with a T intersection going east and west.
conversations: Sliver:
conversations: human
conversations:  No other vision modes.  Morekal moves 20 ft. south and looks down the hallway to the east.
conversations: Master_Rahl22:
conversations: human
conversations:  The hall goes east for 10ft before turning north. You see a door right after the turn, on the eastern side.
conversations: Sliver:
conversations: human
conversations:  Morekal advances 10ft to the south, checking in both directions.  Assuming nothing attacks him, he will head west at the T there.  Also, I suppose I should mention that he is holding his greatsword.
conversations: Master_Rahl22:
conversations: human
conversations:  The hall goes east 40ft before turning north. 35ft into the hall there is a door on the northern side.
  
  To the west it goes for 10ft before turning south. It goes 10ft south before turning east. It goes east beyond your vision.
conversations: Sliver:
conversations: human
conversations:  Morekal heads south, examining the hallway to the east.
conversations: Master_Rahl22:
conversations: human
conversations:  Like I said, it goes east beyond your vision.
conversations: Sliver:
conversations: human
conversations:  Morekal will advance as far as he can currently see and the take another look around.  How far is my vision distance currently?
conversations: Master_Rahl22:
conversations: human
conversations:  As you only have the torch, you see up to 40ft ahead.
  
  35ft into the hallway you feel the floor failing below you. Roll reflex.
conversations: Sliver:
conversations: human
conversations:  Reflex  - (1d20+1)[ 8 ] 
  
  Assuming I survive this, I'll enter Hunter's Sense stance to give me the Scent ability.  Meant to say that before, but since I didn't, it will happen now.
conversations: Master_Rahl22:
conversations: human
conversations:  You fall into a pit 20ft deep.  (2d6)[ 8 ] 
conversations: Sliver:
conversations: human
conversations:  I sheathe my sword and get out my rope and grappling hook.  I toss the hook up with a total of +2 to my Use Rope against the DC12.  I then auto-succeed on the DC -5 Climb check (5 for rope with wall, -10 for chimney) and spend 3 move actions climbing out.  Once at the top, I put the rope and hook back in my pack, redraw my sword, and continue east.
conversations: Master_Rahl22:
conversations: human
conversations:  The DC of use rope is 10+2 for every 10ft you need to throw the grappling hook. You need to hit DC14.
conversations: Sliver:
conversations: human
conversations:  Ok, well the SRD says that the Use Rope check is made secretly so I don't know if it will hold.  I was just quoting that to help speed things up.  So did I get the rope to stick?
conversations: Master_Rahl22:
conversations: human
conversations:  And if you fail by 5 or more and it sticks, there is 50% chance that it won't matter if you failed or not. Anyway, you can make the roll yourself instead of me rolling secretly. But you pass and out of the pit.
  
  You reach a door. (it is 30ft beyond the pit) You still can't see the end of the hall.
conversations: Sliver:
conversations: human
conversations:  Is the door to the north or south?  I'll enter either way, but it matters for the map I'm making. 😉
conversations: Master_Rahl22:
conversations: human
conversations:  It is to the north. You can also request a map when you feel confused.
  
  Opening the door reveals the following
   
   Spoiler 
  {table]|A_|B_|C_|D_|E_
  1|||||
  2|||||
  3||||1|
  4|||||
  5||||| [/table]
  There is a door at B5, which you are just outside of, and another at B1. There is an orc in the middle of the room. It holds a Ripper and wears a chainmail, as well as a pair of goggles.
  Initiative:[roll]1d20 [/roll]
   
conversations: Sliver:
conversations: human
conversations:  (1d20)[ 20 ]  reroll that one..
conversations: Sliver:
conversations: human
conversations:  What's a Ripper?
  
    Initiative  - (1d20)[ 16 ] 
conversations: Master_Rahl22:
conversations: human
conversations:  A greatsword in spear form. It rushes towards you!
  
   (1d20+5)[ 18 ] 
   (2d6+6)[ 12 ] 
conversations: Sliver:
conversations: human
conversations:  That puts me at -6, but Rageclaws are cool. 😁
  
  I take a 5ft step to B-5 (assuming that he stopped at B-4 to attack with reach), swift action activate Law Devotion for +3 to attack, and then use Sapphire Nightmare Blade to attack the orc.    Concentration  - (1d20+9)[ 26 ]   If that beats his AC, he's flat-footed and I deal an extra d6 damage.  If not, this attack is at -2.
  
    Attack  - (1d20+7)[ 11 ] 
    Damage  - (2d6+4)[ 13 ]  and  (1d6)[ 1 ]  if Conc. above succeeded.
conversations: Master_Rahl22:
conversations: human
conversations:  You manage to surprise him but the attack glances off his armor.
  
  "Steely Strike!" he shouts
  
   (1d20+9)[ 16 ] 
   (2d6+6)[ 14 ] 
conversations: Sliver:
conversations: human
conversations:  Sigh, note to self: Buff before opening doors.  So now that I'm dead, do I go back in the queue for a room or can I start again or what?
conversations: Master_Rahl22:
conversations: human
conversations:  Depends on you. You can make a new character and wait, or restart with same character from the beginning of this dungeon.
conversations: Sliver:
conversations: human
conversations:  I'll go ahead and restart.  I just had some rolls not go my way and made some bad decisions.  So, can I just say that I've done everything I did up to the point where I would've fallen in the pit trap?  If so, I'll Jump over the square that has the pit trap and then continue on past the door with the Orc in it.
  
    Jump  - (1d20+5)[ 22 ] 
conversations: Master_Rahl22:
conversations: human
conversations:  I guess.. 30ft beyond the door the floor fails below you again. Reflex.
conversations: Sliver:
conversations: human
conversations:  Reflex  - (1d20+1)[ 8 ] 
  
  If I fall in and survive the fall, the routine will be the same as last time for getting out.  Use Rope at +2, auto-succeed on the Climb checks to get out.
  
  Son of a... the exact same Reflex save roll as last time...
conversations: Master_Rahl22:
conversations: human
conversations:  (2d6)[ 7 ]  falling damage.
  
  15ft beyond the pit you see the hall turning north. 25ft beyond that point, the floor fails below you again. Another reflex.
conversations: Sliver:
conversations: human
conversations:  I've learned from the last time.  After climbing out of that last pit, Morekal manifests Vigor on himself for 5 THP.
  
    Reflex  - (1d20+1)[ 16 ]   What sucks is that I can add my Int to reflex saves, but only to a max of my Warblade level.
  
  Also, I'm retarded.  I completely forgot that I have a Psicrystal which could be walking out in front of me...  If that reflex isn't good enough, same routine again to climb out, activate the Piscrystal's self-propulsion, re-manifest Vigor, and have the Psicrystal walk one square in front of me.  Also, I'm still in the Hunter's Sense stance, granting me Scent.
conversations: Master_Rahl22:
conversations: human
conversations:  You reach the turn. The hall continues 20ft north before turning west. I can't see how the Psicrystal could trigger a pit trap..
  
  If you turn west:
   
   Spoiler 
  
  The hall continues west for 30ft before turning south.
  If you continue south:
   
   Spoiler 
  The hall goes south 10ft before turning west. 5ft into the hall the floor fails below you again. Reflex. DC15. If fail:  (2d6)[ 6 ]  damage.
  If you continue west:
   
   Spoiler 
  It continues west for 30ft and turns north. Then north 10ft turning west. Then continues 5ft before ending with a wall.
   
  
   
  
   
conversations: Sliver:
conversations: human
conversations:  Originally Posted by SRD 
   Self-Propulsion (Su)
  
  As a standard action, its owner can will a psicrystal to form spidery, ectoplasmic legs that grant the psicrystal a land speed of 30 feet and a climb speed of 20 feet. 
   
  
  It's a creature walking in front of me.  Admittedly I don't know much about pit traps, and if diminutive creatures can't set them off, then so be it.
  
  I continue following the hallway, although I'm a bit confused about where things are at the moment.  I have that super long hallway with 2 traps and a door in it, then I turned north and went 25 before that latest pit trap.  Is it 20ft past that where the next turn starts?
  
    Reflex  - (1d20+1)[ 11 ]   If I fall and take any damage, I'll re-manifest vigor after climbing out.  Once at the dead end, I'll   Search  - (1d20+3)[ 4 ]  for secret doors.
conversations: Master_Rahl22:
conversations: human
conversations:  Yeah, that's not going to cut it. 🫤
  
  Ok, so I return to the door that led to the orc of death last time, jumping over the pit traps that I know about.  I manifest Force Screen, activate Law Devotion for the +3 to AC putting my AC at 21, then throw open the door.
  
    Initiative  - (1d20)[ 10 ] 
conversations: Master_Rahl22:
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 B5, which you are just outside of, and another at B1. There is an orc in the middle of the room. It holds a Ripper and wears a chainmail, as well as a pair of goggles.
  Initiative: (1d20)[ 13 ] 
   
conversations: Sliver:
conversations: human
conversations:  It's your turn, Orc of Death beat my initiative again...
conversations: Master_Rahl22:
conversations: human
conversations:  "Dragon Bones charge!" 😁
   (1d20+7)[ 26 ] 
   (2d6+6)[ 18 ] 
conversations: Sliver:
conversations: human
conversations:  I think I will shout out what actions they take more often..
  
  Confirm crit:
   (1d20+7)[ 23 ] 
   (2d6+6)[ 13 ] 
  
  Thats quite impressive, don't you think?
conversations: Sliver:
conversations: human
conversations:  ... Impressive isn't the word that comes to mind.  So, any way that I can start over again and just NEVER ENTER THAT FREAKING ROOM? 😡
conversations: Master_Rahl22:
conversations: human
conversations:  Uhm.. Yeah..
conversations: Sliver:
conversations: human
conversations:  You know, I'm thinking this isn't for me.  I built a character for combat, not traps.  There have been way more traps than combats, and the combat is apparently unbeatable.  I could build a character for disarming traps, but that's not fun to me.  Thanks for your time.
conversations: Master_Rahl22:
conversations: human
conversations:  I assure you that the combats are beatable, just that you had less luck then others so far.. And the traps at floor 1 don't require much dedication (or can be ignored with enough HP and infinite healing)
conversations: Sliver: