conversations.from: system
conversations.value: ROLEPLAY_MODE: Develop the plot slowly, always stay in character. Describe all actions in full, elaborate, explicit, graphic, and vivid detail. Mention all relevant sensory perceptions. Keep the story immersive and engaging.
conversations.from: human
conversations.value: Tyndmyr: You awaken in the center of a 10ft by 15ft room with stone walls, ceilings, and floors. A torch is burning on the wall behind you, while the other three walls have closed, metal doors with brackets allowing you to bar them from the inside. Unfortunately, only two metal rods are lying on the floor.
conversations.from: human
conversations.value: Mangles: Blocking the doors J and K with the metal bars while trying to be silent moving silently  (d20)[ 4 ]   and opening door at I2 with the sling currently drawn and loaded.
  
  initiative if needed  (d20)[ 11 ] 
conversations.from: human
conversations.value: Mangles: forgot to add that my dog is at i 1
conversations.from: human
conversations.value: Tyndmyr: You enter a 10ft wide room, 30 ft long, with another wooden door on the far side. In the room is four kobolds(F1, E1, E2, C2). A small fire is flickering on the floor(D2).
  
  Two of them heard you open the door(E1, E2), and are starting to act. Surprise round for you and both of them.
  
   
  
  Init, in order listed above:
   (1d20+1)[ 8 ] 
   (1d20+1)[ 19 ] 
   (1d20+1)[ 15 ] 
   (1d20+1)[ 9 ] 
  
  Both E1 and E2 ready an attack for if you get close, since the door is giving you pretty good cover right now.
conversations.from: human
conversations.value: Mangles: "Attack dog."
  
  I will move to G1 and attack the kobold at F1
  
   (d20+2)[ 12 ]  for  (d3)[ 1 ]  damage + Golden Ice ravage DC14
   (d20+2)[ 7 ]  for  (d3)[ 3 ]  damage + Golden Ice ravage DC14
   (d20-3)[ 14 ]  for  (d3)[ 1 ]  damage + Golden Ice ravage DC14
  
  Dogs initiative (i forgot to add it)  (d20+2)[ 21 ] 
conversations.from: human
conversations.value: Tyndmyr: Dog goes first, so bring him on as well.
  
  What type of save is Golden Ice? Save: (1d20)[ 16 ]  -I'll add the other modifiers later.
conversations.from: human
conversations.value: Mangles: Dog will move to E2 if he can attack the kobold at F1 from there or F2 if he cannot and attack the kobold at F1 (Unless he is dead in which case the kobold at E2
  
  dog attack  (d20+3)[ 19 ] 
  dog damage bite  (d6+3)[ 8 ] 
  
  Touch of golden ice
   
   Spoiler 
  
  DC contact 14 vs Fort, for 1d6  + char if any dex initial and 2d6 + char if any dex secondary. I had to look around to see the ruling for this. Apparently if the monster has a positive char bonus it takes extra dex damage. Also If they are evil undead, or evil elemental they take and extra 1 and if they are evil cleric or evil outsider an additional 2 dex damage. All these different conditions stack, so an evil undead elemental outsider cleric would take an additional 6 + char dex damage on a failed save.
   
conversations.from: human
conversations.value: Tyndmyr: Nifty!
  
  Only roll 4 connected, due to them being flat footed at the time, but didn't do sufficient damage to bring him down, and he passed the golden ice save. The dog, however, moved to E2 and viscously attacked the kobold, finishing him off.
  
  Alarmed at the dog, the kobolds in E1 and E2 attempt to spear it repeatedly.
  
  Spear:  (1d20+1)[ 5 ] 
  Dmg:  (1d6-1)[ 5 ] 
  
  Spear:  (1d20+1)[ 2 ] 
  Dmg:  (1d6-1)[ 3 ] 
  
  On the regular init order, then.
conversations.from: human
conversations.value: Tyndmyr: Fortunately for you and your furry friend, their aim is quite poor.
  
  Regular init order of those remaining:
  
  Dog: 21
  E1 kobold: 19
  E2 kobold: 15
  You: 11
  Slinger kobold: 9
conversations.from: human
conversations.value: Mangles: Dog attacks the Kobold at E2
  
  Bite  (d20+3)[ 9 ]  for  (1d6+3)[ 6 ] 