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: The Dark Fiddler: Wasting no time, Crusader bars the doors at J2 and K2, draws his sword, and bursts through door I2.
  
  ((Since I'm pretty sure we both know what's coming *Unless it changed!*, initiative:  (1d20)[ 15 ] ))
conversations.from: human
conversations.value: Tyndmyr: Oh, yeah. Surprise round for you, init for the four kobolds.
  
  Init:
   (1d20+1)[ 18 ] 
   (1d20+1)[ 10 ] 
   (1d20+1)[ 19 ] 
   (1d20+1)[ 5 ] 
conversations.from: human
conversations.value: The Dark Fiddler: All right. Silly me forgot to see what my Granted Maneuvers are, so here we go!
  
   
   Spoiler 
  
  1 Crusader's Strike
  2 Charging Minotaur
  3 Stone Bones
  4 Dousing the Flames
  5 Leading the Attack
  
   (1d5)[ 2 ] 
   (1d5)[ 2 ] 
   
  
  
  Actions to be decided based on results.
conversations.from: human
conversations.value: The Dark Fiddler: {See OOC for other Granted Maneuver: has Charging Minotaur, Douse the Flames}
  
  Crusader initiates his Martial Spirit stance (just in case!) as a swift action and moves near the nearest Kobold, so as to attack next turn.
  
  If, however, he is already by a Kobold, he attacks.
  
   (1d20+7)[ 10 ]  Attack
   (2d6+6)[ 10 ]  Damage
   (1d20+7)[ 24 ]  Crit Confirm
  
  The maneuver he will get next turn (rolled several times in case I get a 2 or a 4):
   (1d5)[ 3 ] 
   (1d5)[ 2 ] 
   (1d5)[ 4 ] 
   (1d5)[ 3 ] 
  
  HP: 13, AC: 15
conversations.from: human
conversations.value: Tyndmyr: He can five ft adjust to one, not that it matters, as a 10 misses.
  
  The slinger in the back goes before you, as does a spearman. Slinger first.
  
  Sling:  (1d20+3)[ 23 ]  -Remember, +4AC to you for being in melee on this attack.
  Dmg:  (1d3-1)[ 2 ] 
  
  
  
  Spear:  (1d20+1)[ 13 ] 
  Dmg:  (1d6-1)[ 1 ] 
conversations.from: human
conversations.value: Tyndmyr: Completely overlooked the possible crit. Here goes.
  
  Sling Crit confirm:  (1d20+3)[ 4 ] 
  Addtl Crit Dmg:  (1d3-1)[ 1 ] 
conversations.from: human
conversations.value: The Dark Fiddler: Crusader strikes at the nearest Kobold with his sword again, initiating Stone Bones. If he hits, he gains DR2/Admantine. His Martial Spirit stance grants him +2 HP if he hits.
  
   (1d20+7)[ 25 ]  - Attack
   (2d6+6)[ 11 ]  - Damage
   (1d20+7)[ 25 ]  - Crit Confirm
  
  AC 15, HP 11 (13 if attack hits), DR2/Admantine if attack hits.
  
  Next granted maneuver:
  1 Crusader's Strike
  2 Leading the Charge
   (1d2)[ 1 ] 
  
  Still granted:
  Charging Minotaur
  Douse the Flames
conversations.from: human
conversations.value: Tyndmyr: Hits and drops the spearman. The other two spearmen and the slinger attack, oblivious to your newly gained DR.
  
  Sling: (1d20+3)[ 19 ] 
  Dmg: (1d3-1)[ 2 ] 
  
  Spears: (1d20+1)[ 19 ] 
   (1d20+1)[ 12 ] 
  Dmg: (1d6-1)[ 5 ] 
   (1d6-1)[ 3 ] 
conversations.from: human
conversations.value: The Dark Fiddler: HP 13 (Delayed damage pool: 4) AC 15
  Furious Counterstike: +1
  Still in Martial Spirit stance (+2 HP if attack hits. Or -2 to delayed damage pool in this case)
  Granted Maneuvers: Charging Minotaur, Douse the Flames, Crusader's Stike
  
  Crusader attacks the nearest Kobold with a mighty shout, initiating Crusader's Stike.
   (1d20+8)[ 14 ]  Attack Roll
   (2d6+7)[ 11 ]  Damage
   (1d20+8)[ 12 ]  Crit Confirm
  
  As long as the Kobold is Chaotic, Neutral (on the Chaos/Law axis), Good, or Evil, Crusader heals:  (1d6+1)[ 3 ]  if the attack hits (or again, -that much to delayed damage pool).
  
  Crusader is granted Leading the Charge as his final maneuver. Next turn, they all reset and he gains them anew.
conversations.from: human
conversations.value: Tyndmyr: Your attack misses, and unfortunately, the kobolds are lawful evil.
  
  They like their previous attempts, so they do the same.
  
  Spears:
   (1d20+1)[ 12 ] 
   (1d20+1)[ 12 ] 
  
  Spear Dmg:
   (1d6-1)[ 0 ] 
   (1d6-1)[ 0 ] 
  
  Sling: (1d20+3)[ 16 ] (you have +4AC against this due to melee)
  
  Spear Dmg:
   (1d3-1)[ 1 ] 