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||N|
  3|||
  4|||[/table]
  
  There is a door at C-4, south side.
   
  
  
  DM Notes: 
   Spoiler 
   Sheet 
   
conversations: term1nally s1ck:
conversations: human
conversations:  Holy strides cautiously towards the door, testing the floor in front of him with each step, tapping and prodding with his pole. He tests the door thoroughly with his pole before attempting to open. Before he opens it, he stores his pole, draws out a Sunrod, activating it and wedging it in his pack so that it is secured, while still illuminating his path. He draws his warhammer, and attempts to open the door.
  
  Question:
   
   Spoiler 
  Do you want me to put rolls, OOC stuff, etc. in spoilers, or just in the post?
   
conversations: Elistan:
conversations: human
conversations:  In post. Keep the OOC tagged as OOC though, I'd hate for you to do something sarcastic OOC and it end up with you dead cos I took you seriously.
  
   (1d4)[ 4 ] 
   
  The door doesn't take kindly to being prodded, and attacks:
  
   (1d20+9)[ 13 ] 
   (3d6+6)[ 19 ]  
  
  You open the door. Outside the door, you can see a hallway extending further than your light reaches to the East, and a hallway to the south extending 30'.
  
  To the East you see:
  A North/South split after 10', a door on the North wall after 30', and a North/South split at the very edge of your light, 60' away.
  
  To the South you see: A split to the East after 20', and a T East/West at the end for the corridor, 30' away.
conversations: term1nally s1ck:
conversations: human
conversations:  Holy transfers his warhammer to his other hand and grabs his 10' pool, feeling his way down the east passage. He stops at the split and looks both ways before continuing on to the door on the northern wall, first testing it with the pole, then gripping his warhammer in his right hand again and opening the door.
  
  OOC: I believe you can hold a shield and a weapon in the same hand, but you don't really get the benefit of either. It makes it quicker to draw the weapon, IIRC.
conversations: Elistan:
conversations: human
conversations:  You can draw a weapon as part of a move action for free (if you have BAB +1, anyway..), so unless you don't get chance to move, it makes little difference.
  
  Your 10' Pool makes a lot of splashing and noise, but isn't very effective at finding traps.
  
  Realising your mistake, you grab your pole, and carry on with your plan.
  
  At the junction you can see:
  
  To the North:
  20' corridor ending in a turn to the east.
  
  To the South:
  20 foot corridor ending in a turn to the west, with a door on the eastern wall 15' in.
  
  Out of interest...how hard are you pushing things with that pole? And are you checking the walls?
conversations: term1nally s1ck:
conversations: human
conversations:  OOC: Hehe, I even thought about that, and I was like, "Better make sure I always spell that right." So much for that idea. And prodding things pretty hard, though not like smacking them with it or anything. Walls, floor and ceiling.
conversations: Elistan:
conversations: human
conversations:  Ceiling is 20' high, you can't reach it.
  
  You find a Pit trap 10' East of the intersection. It's 5' across.
conversations: term1nally s1ck:
conversations: human
conversations:  Holy walks to the edge of the pit trap and feels the ground on the far side with his pole, before leaping across and going up to the door, as before.
  
  OOC: That would be  nasty  to have a trap in the space right after the pit trap, so you jump the pit and land on the poison arrow trap. Ouch! And I'm off to work, so that's it for now.
conversations: Elistan:
conversations: human
conversations:  You jump the pit, and there is no trap.
  
  You open the door, as you said, thoroughly checking it first.
  
  Opening the door reveals the following room: 
   Spoiler 
  
  {table]|A_|B_|C_|D_|E_
  1|||||
  2|||||
  3|||||
  4|||||
  5|||||[/table]
  There are doors at A5 south and E1 north.
  In the room there is an ugly looking, blue scaled, lizard thing with fire in it's mouth!
  
  Somehow it knows you are there, and breathes fire at you.
   (1d6)[ 1 ]  Fire damage, Reflex save for half. If you take any damage, you are entangled for  (1d4)[ 3 ]  rounds.
  
  Initiative:  (1d20+1)[ 18 ] 
   
conversations: term1nally s1ck:
conversations: human
conversations:  Holy attempts to dodge the fire spewed at him by the creature. He readies himself for battle, muttering a brief prayer.
  
  Ref Save:
   (1d20)[ 9 ] 
  
  Initiative:
  
  
  Maneuvers:
   (1d5)[ 4 ] 
   (1d4)[ 1 ] 
   (1d3)[ 1 ] 
  
  1. Crusader's Strike
  2. Stone Bones
  3. Douse the Flames
  4. Charging Minotaur
  5. Vanguard Strike
conversations: Elistan:
conversations: human
conversations:  Umm, forgot to include the actual dice for Init:
   (1d20)[ 18 ] 
conversations: Elistan:
conversations: human
conversations:  It wins, through higher modifier, so moves up closer to you, and breathes acid at you.
  
   (1d8)[ 2 ]  halved, and reflex halves again (minimum 1), if you take damage, entangled further for  (1d4)[ 2 ]  rounds.
  
  Ongoing damage from the fire:  (1d6)[ 5 ]  halved.
  
  DB Breath weapon online in  (1d4)[ 1 ]  rounds.
conversations: term1nally s1ck:
conversations: human
conversations:  *pokes Terminally*
  
  No abusing the already cheesy DFA. We only entangle with one type of damage at a time here. 😛
conversations: Tanaric:
conversations: human
conversations:  I'm only gonna do one lot of damage a round...but if that new roll was higher than 2, it would last longer than the fire one would.
conversations: term1nally s1ck:
conversations: human
conversations:  Holy grunts a bit, but moves forward and slams his warhammer into the skull of the monster, hoping to keep himself protected from physical harm.
  
  OOC: Swift to activate Martial Spirit, though it's always active. Stone Bones on the small blue freak, though it probably won't help against a DFA. Attack:  (1d20+4)[ 24 ]  Damage:  (1d8+3)[ 5 ] 
  
  Stats: HP 8/11, Maneuvers: Crusader's Strike, Charging Minotaur, and  (1d2)[ 2 ]  Vanguard Strike.
  
  Stances: Martial Spirit (Active)
conversations: Elistan:
conversations: human
conversations:  Crit Conformation:  (1d20+4)[ 19 ]  Damage:  (2d8+6)[ 14 ] 
conversations: Elistan:
conversations: human
conversations:  Well, he's been thoroughly smited.
  
   (1d6)[ 6 ] 
   (1d6)[ 4 ] 
  
  and then your entanglement fades away.
conversations: term1nally s1ck:
conversations: human
conversations:  150XP, Chainmail.
conversations: term1nally s1ck:
conversations: human
conversations:  Holy wearily replaces his warhammer and pulls out his pole, moving across the room to the door, carefully opening it, following the same procedure as before.
  
  OOC: Not taking the Chainmail, since I can't carry it. It's not worth wearing anyway, since it's +1 AC for -10 ft move. Taking a few rounds to heal to full, though. And off to bed, most likely gone till Monday.
conversations: Elistan:
conversations: human
conversations:  Outside the new door:
  
  To the West: The corridor goes 20', with a door to the north at the end, where it turns south.
  
  To the East: After 10' you see a split to the north, after 30' a split to the south, and after 50' a split north, and the corridor turns to the north at the edge of your vision at 60'
conversations: term1nally s1ck:
conversations: human
conversations:  Holy turns west, feeling his way along with the pole, and approaches the door, after looking down the South passage, first. He tests the door, and opens it, after drawing his warhammer.
conversations: Elistan:
conversations: human
conversations:  My apologies, I got east and west mixed up in my last post.
  
  You go to the east, look to the south and see an east/west T junction after 20', and then head through the door.
  
  Opening the door reveals the following room: 
   Spoiler 
  
  {table]|A_|B_|C_|D_
  1||||
  2||C|C|
  3||C|C|
  4||C|C|
  5||||[/table]
  The room contains a large chest with a note attached to it’s latch. There are doors at C5, D2 and D1 north.
   
conversations: term1nally s1ck:
conversations: human
conversations:  Holy cautiously reads the note on the chest, test it with his pole, and attempts to open it.
conversations: Elistan:
conversations: human
conversations:  A note attached to the latch reads “Greater rewards await the patient man, but only a fool waits forever.”
conversations: term1nally s1ck:
conversations: human
conversations:  Holy examines the chest for any obvious traps, and attempts to open it. If it's locked, he bashes the lock with his warhammer, and  then  opens it.
  
  Search (no trapfinding):
   (1d20-1)[ 19 ] 
  
  Edit: Crap! Wasted a 20!
conversations: Elistan:
conversations: human
conversations:  You get 1 Platinum Piece.
conversations: term1nally s1ck:
conversations: human
conversations:  Holy mutters under his breath, "Must not have been patient enough, eh?" He heads to the door in the north, and opens it.
  
  OOC: The door at the north side of D1.
conversations: Elistan:
conversations: human
conversations:  There's a red and white painted bullseye on the floor just outside the door.
conversations: term1nally s1ck:
conversations: human
conversations:  Holy pokes the bullseye with his pole, and, assuming that nothing happens, turns and opens the other door (the one at D2).
conversations: Elistan:
conversations: human
conversations:  Nothing happens when you poke it.
  
  To the north, the corridor goes 10' before turning west. To the east, it goes 10' before turning north. To the south it goes 20' before turning east.
conversations: term1nally s1ck:
conversations: human
conversations:  Holy strides east, testing the floor and walls with his pole, and follows the hallway around the bend, to the north.
conversations: Elistan:
conversations: human
conversations:  10' to your north is a turning east, 20' north is a turning west, 40' to your north the corridor turns east and ends.
conversations: term1nally s1ck:
conversations: human
conversations:  Holy heads north, stopping to look down each side passage, but continuing on to the turning east at the end.
  
  OOC: Just assume that I test floors/walls/doors unless I say otherwise, just to save time.
conversations: Elistan:
conversations: human
conversations:  First turning: after 10' there's a split north, at 20' the corridor ends in a door.
  
  Second turning: after 10' it turns north.
  
  Third turning: after 10' it splits south, after 30' it splits north, after 40' the corridor turns south.
conversations: term1nally s1ck:
conversations: human
conversations:  Holy returns to the first turning, and walks to the door, opening it after drawing his warhammer.
conversations: Elistan:
conversations: human
conversations:  Opening the door reveals the following room: 
   Spoiler 
  
  {table]|A_|B_|C_
  1|||
  2|||
  3|||
  4|||
  5|||
  6||1|[/table]
  There is a door at A5 and C5.
  At 15ft above ground there is a metallic, dog-sized, bug looking construct.
  
  It knows you're there, and breathes acid at you.  (3d4)[ 6 ]  acid damage, reflex save for half.
  Initiatve:  (1d20+3)[ 10 ] 
   
conversations: term1nally s1ck:
conversations: human
conversations:  OOC: How high would I need to jump to attack it?
  
  Init:  (1d20)[ 7 ] 
conversations: Elistan:
conversations: human
conversations:  Doesn't matter, it comes to you.
  And attacks.
  
   (d20+1)[ 7 ] 
   (1d4)[ 4 ] 
conversations: term1nally s1ck:
conversations: human
conversations:  Holy blocks the attack with his shield and strikes back, positioning himself to absorb any blows that may strike him.
  
  OOC: Using Stone Bones. In Martial Spirit Stance. Attack:  (1d20+4)[ 17 ] 
  Damage:  (1d8+3)[ 8 ] 
conversations: Elistan:
conversations: human
conversations:  OOC: Oops. Maybe I should roll for my maneuvers...
   (1d5)[ 5 ] 
   (1d4)[ 2 ] 
   (1d3)[ 2 ] 
  
  1. Crusader's Strike
  2. Stone Bones
  3. Douse the Flames
  4. Charging Minotaur
  5. Vanguard Strike
conversations: Elistan:
conversations: human
conversations:  That's a hit, and it's hurt. I can't be bothered rolling its attacks, though, since its best damage doesn't penetrate the DR.
  
  You tank it for a turn, and it's your go again.
conversations: term1nally s1ck:
conversations: human
conversations:  Holy slams his warhammer into the creature again.
  
  OOC: Well, a crit would, wouldn't it? Anyway, Attack:  (1d20+4)[ 14 ] 
  Damage:  (1d8+3)[ 5 ] 
  
  Maneuver:  (1d2)[ 2 ]  Charging Minotaur.
conversations: Elistan:
conversations: human
conversations:  Possibly.
  
  He full-attacks.
  
   (d20+1)[ 17 ] 
   (d4)[ 1 ] 
   (d20+1)[ 5 ] 
   (d4)[ 2 ] 
conversations: term1nally s1ck:
conversations: human
conversations:  Holy slams smashes his warhammer into the monster yet again, hoping to finish it off.
  
  Attack:  (1d20+4)[ 5 ] 
  Damage:  (1d8+3)[ 5 ] 
  
  This round: Crusader's Strike
  
  Next Round:  (1d5)[ 1 ] 
   (1d4)[ 2 ] 
   (1d3)[ 1 ] 
  
  1. Crusader's Strike
  2. Stone Bones
  3. Douse the Flames
  4. Charging Minotaur
  5. Vanguard Strike
conversations: Elistan:
conversations: human
conversations:  Miss. It attacks you again:
  
   (d20+1)[ 20 ] 
   (d4)[ 3 ] 
   (d20+1)[ 3 ] 
   (d4)[ 1 ] 
conversations: term1nally s1ck:
conversations: human
conversations:  Holy grunts and strikes back, once again preparing to absorb any blows the creature may direct his way.
  
  OOC: Stone Bones.
  Attack:  (1d20+4)[ 17 ] 
  Damage:  (1d8+3)[ 9 ] 
  
  Maneuver:  (1d2)[ 2 ] 
  
  HP: 9(11 if I hit)/11
conversations: Elistan:
conversations: human
conversations:  *crunch*
  
  We have a winner!
  
  150XP.
conversations: term1nally s1ck:
conversations: human
conversations:  Pull out the pole and exit through the door.
  
  OOC: At C5.
conversations: Elistan:
conversations: human
conversations:  I would like to complain that you've taken the wierdest path ever.
  
  You go 15' east, 20' south, 30' west, and 10' south before reaching a junction.
  
  To the West:
  Door on the south wall after 5', Corridor turns north after 30'.
  To the East: Corridor turns south after 30'
conversations: term1nally s1ck:
conversations: human
conversations:  Holy approaches and opens the door, after drawing his warhammer.
  
  OOC: 😎 That's just how I roll...
  
  Maneuvers:
   (1d5)[ 4 ]  Charging Minotaur
   (1d4)[ 1 ]  Crusader's Strike
   (1d3)[ 1 ]  Stone Bones
  
  1. Crusader's Strike
  2. Stone Bones
  3. Douse the Flames
  4. Charging Minotaur
  5. Vanguard Strike
conversations: Elistan:
conversations: human
conversations:  Opening the door reveals the following room: 
   Spoiler 
  
  {table]|A_|B_|C_|D_|E_|F_
  1||||||
  2||||||
  3||||||
  4|||1|||
  5||||||
  6||||||[/table]
  There is a door at A-6 west, another at E-1, which you are just outside of, and another at F-4. There is a kobold wearing a chain shirt and holding a short sword.
  Initiative: (1d20+5)[ 17 ] 
   
conversations: term1nally s1ck:
conversations: human
conversations:  Initiative:  (1d20)[ 19 ] 
conversations: Elistan:
conversations: human
conversations:  Holy charges across the room and strikes at the small, scaly monster.
  
  OOC: Excellent, I get to go first!
  
  Stone Bones. Still in Martial Spirit.
  Attack:  (1d20+4)[ 10 ] 
  Damage:  (1d8+3)[ 10 ] 
conversations: Elistan:
conversations: human
conversations:  that's a miss...
  
  The kobold smirks, and his blade is wreathed in shadow and fire as he swings.
  
   (d20+4)[ 6 ] 
   (d4+4)[ 8 ]  +  (1d6)[ 2 ]  + (1d6+1)[ 2 ]  fire damage, and make a fort save.
conversations: term1nally s1ck:
conversations: human
conversations:  Holy blocks the blow with his shield and strikes back, trying to limit the mobility of the kobold.
  
  OOC: I forgot to roll for my next maneuver, so I'll use Douse the Flames, if I get it, otherwise just a normal attack.
  Attack:  (1d20+4)[ 23 ] 
  Damage:  (1d8+3)[ 10 ] 
  
  Maneuver:  (1d2)[ 1 ] 
conversations: Elistan:
conversations: human
conversations:  The Kobold is smote, and you receive 150XP, a shortsword, and a chain shirt, all Small.
conversations: term1nally s1ck:
conversations: human
conversations:  Holy exits by the door to his left, again drawing out his 10' pole and feeling his way forward.
  
  OOC: Leaving the loot, and exiting by the door at F4.
conversations: Elistan:
conversations: human
conversations:  You go 10' E, 10' N, 10' E, 10' S and jump over a pit, 10' S, 10'E, and reach a junction:
  
  To the north, the corridor turns west after 30'. To the south, the corridor turns west after 10'.
conversations: term1nally s1ck:
conversations: human
conversations:  Holy turns North, around the bend.
conversations: Elistan:
conversations: human
conversations:  You trigger a tripwire with your poking, which thunks harmlessly against the opposite wall. When you turn west, you realise you're back at the northern door to the kobold's room.
conversations: term1nally s1ck:
conversations: human
conversations:  Dirk'a, dirk'a, dirk'a. I meant south at the junction, duh. I am stupid, sometimes...
conversations: Elistan:
conversations: human
conversations:  You go south 10', west 60', hopping a pit in the process, north 10' and find the other door to the kobold's room. To the west, you can see a north/south split after 20', and you realise you're now at the other end of the corridor east of your starting room.
conversations: term1nally s1ck:
conversations: human
conversations:  Head to the split and turn south. There should be a door on the east side of that hallway, and Holy enters it, with warhammer ready.
  
  OOC: Should it be necessary, I'll include Init and maneuvers in this post:
  Init:  (1d20)[ 7 ] 
  
  Maneuvers:
   (1d5)[ 3 ] 
   (1d4)[ 4 ] 
   (1d3)[ 1 ] 
  
  1. Crusader's Strike
  2. Stone Bones
  3. Douse the Flames
  4. Charging Minotaur
  5. Vanguard Strike
conversations: Elistan:
conversations: human
conversations:  On the way to the doorway, you see a large blue notecard attached to the wall.
conversations: term1nally s1ck:
conversations: human
conversations:  Holy stops to read it.
conversations: Elistan:
conversations: human
conversations:  "Burn me for help in times of trouble"
conversations: term1nally s1ck:
conversations: human
conversations:  "Huh. I suppose I'll take that with me," Holy mutters, before continuing on to the doorway, stuffing the notecard in a pocket on his pack.
conversations: Elistan:
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 B1, which you are just outside of, and another at B5. 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.
  
  He knows you're there, and charges.
  
   (d20+7)[ 18 ] 
   (2d6+6)[ 13 ] 
  Initiative: (1d20)[ 18 ] 
   
conversations: term1nally s1ck:
conversations: human
conversations:  Well, I suppose that's that. -2 HP, and all...
conversations: Elistan:
conversations: human
conversations:  Yeah, he's a vicious one...To be fair, that's what you get with weapon focus, 18 Str, and a 2-handed weapon.
  
  Want to try another runthrough?
conversations: term1nally s1ck:
conversations: human
conversations:  Nah, I think I'll make a different character, this time.
conversations: Elistan:
conversations: human
conversations:  Holy growls and strikes back, hoping to revitalize himself with his attack, misses, and promptly drops dead.
  
  OOC: Crusader's Strike.
  Attack:  (1d20+4)[ 10 ] 
  Damage:  (1d8+3)[ 10 ] 
  Healing:  (1d6+1)[ 5 ] 
conversations: Elistan:
conversations: human
conversations:  That's a miss.
conversations: term1nally s1ck: