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: Talking Donkey: "Damnit... maybe I shouldn't piss people off so much.  They might quite leaving me in these horrid places to die.  Oh, well.  Let's see what's around here."  Bella thinks to herself.
  
  Bella will move silently and trie to hide while doing another quick scan of the room.  Assuming she finds nothing else she will bar the door to the south and the door to the east.  Assuming nothing else is going on, she will continue to sneak and peak through the door to the north.
  
  Hide:  (1d20+16)[ 17 ] 
  Move Silently:  (1d20+16)[ 27 ] 
  Search:  (1d20+5)[ 24 ] 
  
  Don't know if you roll the last two or if you want me too but,
  
  Spot:  (1d20+5)[ 6 ] 
  Listen:  (1d20+5)[ 22 ] 
  
  And to see if I can garner any useful information.
  
  Knowledge (Dungeonering):  (1d20+5)[ 12 ] 
conversations.from: human
conversations.value: Tyndmyr: Knowledge: Dungeoneering...all the walls and floors are of stone. Quite wellmade, dwarvencrafted most likely.
  
  Nothing special in your room, save for the available torch, if you wish to take it.
  
  For the door to the north: You see 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). They apparently have no idea that you are there.
conversations.from: human
conversations.value: Talking Donkey: Do I get a map?😁
conversations.from: human
conversations.value: Tyndmyr: Oh yeah, somehow missed that one from the copy. =)
  
   
conversations.from: human
conversations.value: Talking Donkey: Bella begins seething as she sees the rotten vermin.  She lifts her crossbow and lets fly a bolt at the creature in F1.
  
  Attack Roll:  (1d20+6)[ 17 ]  Additional +1 vs. Koblds.
  Damage Roll:  (1d8)[ 4 ] 
  
  In case of crit. only.
  Attack Roll:  (1d20+6)[ 14 ] 
  Damage Roll:  (1d8)[ 6 ] 
  
  Once the arrow has been let fly, move to I-1 and hide.
  
  Hide:  (1d20+16)[ 33 ] 
  Move Silently: (1d20+16)[ 26 ] 
conversations.from: human
conversations.value: Talking Donkey: Oh and Initiative.
   (1d20+5)[ 8 ] 
conversations.from: human
conversations.value: Tyndmyr: You dropped him to 0 HP. He stays where he is, and readies his spear against a charge, not being able to really do anything else.
  
  The other three, from top to bottom, init:
   (1d20+1)[ 16 ] 
   (1d20+1)[ 15 ] 
   (1d20+1)[ 11 ] 
conversations.from: human
conversations.value: Tyndmyr: The two spearmen rush the door(to j2 and H2) while the sling user stands back, covering them(readied action to shoot you if visible). After you take your AoO on the near one, he'll try to stab you if he's still standing.
conversations.from: human
conversations.value: Talking Donkey: Let him attack.  I am using a crossbow.
conversations.from: human
conversations.value: Tyndmyr: Attack roll:  (1d20)[ 9 ] 
conversations.from: human
conversations.value: Talking Donkey: Bella Tumbles back to K1 and fires a crossbow bolt into the closest attacker.
  
  Tumble:  (1d20+8)[ 12 ] 
  Attack:  (1d20+6)[ 15 ] 
  Damage [roll]1d8+1d6[/roll]
conversations.from: human
conversations.value: Talking Donkey: Damage again.
   (1d8)[ 2 ]  + (1d6)[ 1 ] 
conversations.from: human
conversations.value: Tyndmyr: AoO for failed tumble check:  (1d20)[ 10 ] 
  
  He looks bloodied, but not quite beaten. Both of them crowd you, stabbing as they come(K1 and J2)
  
  Attacks:
   (1d20)[ 10 ] 
   (1d20)[ 14 ] 
conversations.from: human
conversations.value: Talking Donkey: Bella attempts to tumble to I-2 and fire at the same creature again.
  Attack:  (1d20+6)[ 9 ] 
  Damage: (1d8)[ 3 ] + (1d6)[ 3 ] 
conversations.from: human
conversations.value: Talking Donkey: Belated Tumble check.  (1d20+8)[ 16 ] 
conversations.from: human
conversations.value: Tyndmyr: The sling user sees you in the doorway, and pops a rock off as you move.
   (1d20+3)[ 8 ] 
  
  The kobold in K1 moves up to J1, attempting to box you in a bit, and they both repeat their earlier attempts to perforate you, while the sling user fires off another bullet.
  
  Spears:
   (1d20)[ 12 ] 
   (1d20)[ 9 ] 
  
  Sling:
   (1d20+3)[ 23 ] 
conversations.from: human
conversations.value: Tyndmyr: Sling Damage:  (1d4-1)[ 1 ] 
conversations.from: human
conversations.value: Talking Donkey: I tumble to G2 and fire my crossbow at the sling thrower while cursing him for hitting me with a stone.
  
  Tumble: [roll]1d20+8/[roll]
  Attack:  (1d20+6)[ 17 ] 
  Damage:  (1d8)[ 8 ] + (1d6)[ 2 ] 
  Hide:  (1d20+16)[ 32 ] 
  Move Silently:  (1d20+16)[ 20 ] 
  
  Stats
   
   Spoiler 
  
  HP: 8/10 I can act as normal to -12 before dying.
  AC: 19 Touch: 16 Flat: 14
   
conversations.from: human
conversations.value: Tyndmyr: Rolling your tumble, due to forum eating yours,  (1d20+8)[ 22 ] 
conversations.from: human
conversations.value: Tyndmyr: The sling-user drops like a rock, while the spearmen scamper after you, ending up in H1 and H2. The prone kobold in F1 stabs at you in desperation, but the exertion causes him to collapse afterward(neg HP).
  
  Spear Attacks:
   (1d20)[ 10 ] 
   (1d20)[ 1 ] 
   (1d20)[ 20 ] 
conversations.from: human
conversations.value: Tyndmyr: Confirming crit:
   (1d20)[ 16 ] 
conversations.from: human
conversations.value: Tyndmyr: No crit, so normal damage:
   (1d6-1)[ 4 ] 
conversations.from: human
conversations.value: Talking Donkey: I let out a little yelp and then move to C2 before firing another shot.
  
  Attacking the already injured Kobold.
  Attack: (1d20)[ 1 ] 
  Damage: (1d8)[ 1 ] + (1d6)[ 6 ] 
  
  Stats
   
   Spoiler 
  
  HP: 4/10 I can act as normal to -12 before dying.
  AC: 19 Touch: 16 Flat: 14
   
  
  
  Was supposed to have +6 on the attack but doesn't matter.
conversations.from: human
conversations.value: Talking Donkey: Originally Posted by 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. 
   
  
  Moving on from here in the next post.
  
  Also, character sheet:  Helgar, Cleric of Clanggedin Truesilver 
conversations.from: human
conversations.value: Talking Donkey: Helgar looks around, makes note of his situation, and decides to go straight ahead.  He bars the doors to the North and South, then readies his Battleaxe as he begins whistling a little tune.  With out stopping to pay attention he walks into the door to the east.
  
  Intentionally doesn't make a listen check.
  
  Spot:  (1d20-1)[ 3 ] 
   
   Spoiler 
  
  HP:13/13
  AC: 19  Flat: 18  Touch: 12
   
conversations.from: human
conversations.value: Tyndmyr: You enter a long, gloomy, empty hallway, with half a dozen mouldering wooden doors, all alike, along it's length.
  
   
conversations.from: human
conversations.value: Talking Donkey: I'll move to J3 and look around while still whistling a little tune.  If I see nothing, I'll open the door adjacent to me and move to K3.  Battle Axe at the ready.
  
  
  Stats:
   
   Spoiler 
  
  HP:13/13
  AC: 19 Flat: 18 Touch: 12
   
conversations.from: human
conversations.value: Talking Donkey: And the spot check:
  Spot: (1d20-1)[ 14 ] 
conversations.from: human
conversations.value: Tyndmyr: You see a 10ft by 10ft room, with an Orc(L3) Guarding a chest(L4).
  
  Neither of you surprise the other, so here's his init:  (1d20)[ 10 ] 
conversations.from: human
conversations.value: Talking Donkey: Rolling initiative:  (1d20+1)[ 9 ] 
  
  Looks like he goes first.
conversations.from: human
conversations.value: Tyndmyr: He bellows something unintelligible at you in orcish, then swipes at you with his falchion.
  
  Attack:  (1d20+4)[ 20 ] 
  Dmg if he connects:  (2d4+4)[ 8 ] 
conversations.from: human
conversations.value: Talking Donkey: As his Falchion puts a huge gash in his armor, Helgar begins cursing in Dwarven.
  
  Activate Wrath Domain to reduce my Wisdom by 12 for 1 round and raise my Strength by 6 for 1 round.
  
  Attack:  (1d20+8)[ 21 ] 
  Damage:  (1d8+7)[ 12 ] 
  
  Stats:
  HP: 5
conversations.from: human
conversations.value: Tyndmyr: The orc crumples to the ground, helpless. Looks like he's dying, to be honest.
  
  +150 XP
conversations.from: human
conversations.value: Talking Donkey: Helgar curses as the orc lies and the ground then steps up beside him and begins kicking him in the side until he is dead.  He will then loot the body and the chest.
  
  After he has the loot he will change the Spell Divine Favor into a Cure Light Wounds and cast it.
  
   (1d8+1)[ 6 ] 
  
  Back to 11 HP now.
conversations.from: human
conversations.value: Talking Donkey: Depending on what loot I get, I may put it on or something, but otherwise if this room has another door, I go through it.  If not, I exit the way I came and open the next door on the right, moving into K-5.  No hide or move silently, back to whistling a tune.
  
  Spot:  (1d20-1)[ 14 ] 
  
  oh and if you need a Search check for anything.   (1d20-1)[ 2 ] 
conversations.from: human
conversations.value: Tyndmyr: The orc has only his equipment on him.
  
  The chest, however, has 100 gold inside.
  
  
  
  
  As you look into K-5, you see three goblins staring at you. Neither surprises the other, so init time.
  
   (1d20+1)[ 5 ] 
   (1d20+1)[ 11 ] 
   (1d20+1)[ 8 ] 