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: "Uh... my head..." 
  
  Cleric walks up to the center door, and examines it for anyway to see what lays beyond.
conversations.from: human
conversations.value: Tyndmyr: It's a solid metal door, but the hinges appear to be well maintained, so hopefully it won't squeek if you peek past it.
conversations.from: human
conversations.value: The Dark Fiddler: As a precaution, Cleric bars the doors at I1 and K1, and goes to peek past the door at J2.
  
  If needed, a "Move" Silently check:
  
   (1d20-1)[ 1 ] 
conversations.from: human
conversations.value: Tyndmyr: You peer down a long, gloomy, empty hallway, with half a dozen mouldering wooden doors, all alike, along it's length.
  
   
conversations.from: human
conversations.value: The Dark Fiddler: Cleric removes the bar from the door at I1, puts it at J2, and attempts to peer through the door at I1.
conversations.from: human
conversations.value: Tyndmyr: Roll hide and move silently. =)
conversations.from: human
conversations.value: The Dark Fiddler: (1d20-4)[ 12 ] 
   (1d20-4)[ 8 ] 
  
  Fun fact: I forgot my AC penalty on my last check. Good thing it didn't matter.
  
  Another fun fact: I had to delete and repost this because the rolls were coded wrong.
conversations.from: human
conversations.value: Tyndmyr: You peer into 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). Unfortunately, one of the Kobolds looks like he heard something, as he's standing up and glancing around.
  
   
conversations.from: human
conversations.value: The Dark Fiddler: Cleric decides that an empty hallway is better than a group of Kobolds, and goes back to J2 to re-bar door I1. However, he also draws his Morning Star, in case it is needed.
  
  Move Silently, if needed:
   (1d20-4)[ -1 ] 
conversations.from: human
conversations.value: Tyndmyr: All four kobolds hear you this time, and scamper to their feet, and head for the door.
  
  Hmm, how to resolve the one kobold getting through while you try to bar it...opposed strength check?
  
   (1d20-1)[ 4 ] 
conversations.from: human
conversations.value: The Dark Fiddler: Strength check, alrighty.
  
  I think I have a chance here, unlike my Hide and Move Silently checks. 😛
  
  Str:  (1d20+2)[ 8 ] 
conversations.from: human
conversations.value: Tyndmyr: The repeated slams of kobolds are no match for a barred metal door, and you get the rod in just in time.
conversations.from: human
conversations.value: The Dark Fiddler: Cleric hurries into the unbarred door, and stops to ponder whether to take the left or the right doorway. It takes only a few seconds, and he decides to forgo stealthiness for the element of surprise, and charges through the doorway on the right.
conversations.from: human
conversations.value: Tyndmyr: You charge into a ten by ten room with an orc guarding a chest. Unfortunately, he's heard some odd noises, so neither of you surprise the other.
  
  Init:  (1d20)[ 7 ] 
conversations.from: human
conversations.value: The Dark Fiddler: Initiative roll:  (1d20-1)[ 18 ] 
  
  When Cleric's turn comes, he charges at the Orc in a panic. (Not literal charge though).
  
  Attack Roll:  (1d20+4)[ 19 ]  (+1 vs Orc)
  Damage:  (1d8+3)[ 6 ] 
  
  Crit Confirm if needed:  (1d20+4)[ 13 ] 
  
  Edit: AC 13 (Touch 9, FF 14), HP 14
  
  Also, I'm off to bed for tonight. Can't wait to pick this back up.
conversations.from: human
conversations.value: Tyndmyr: The critical strike lops the orc's head off his shoulders, ending the fight in a single blow.
  
  +150XP
  
  On the orcs body, you find the following loot:
  6000 copper pieces
  A sapphire pendant on a silver chain(value 1600 GP)
  Masterwork Half-Plate.
conversations.from: human
conversations.value: The Dark Fiddler: I'd hate to give up this, but I rolled a 15 on my attack roll, and got a 19 after the +4.
  
  If you still want to keep it, I'm ok with that. 😏
conversations.from: human
conversations.value: Tyndmyr: All you needed was a thirteen, so you're good either way. =)
conversations.from: human
conversations.value: The Dark Fiddler: Cleric puts the pendant around his neck, under his Holy Symbol. He switches his armor with the Orc's, and puts all the copper pieces into his pack.
  
  He opens the treasure chest.
conversations.from: human
conversations.value: Tyndmyr: In the chest he finds: 10 Plat
conversations.from: human
conversations.value: The Dark Fiddler: Clerics smiles at his luck, and replaces the Platinum with all of his Copper, deciding that the trade is more than fair enough for him.
  
  He crosses to the door on the opposite side of the hall and peers in.
  
  MS:  (1d20-7)[ 8 ] 
  Hide:  (1d20-7)[ 5 ] 
  
  I love my MS and Hide checks. 😛
conversations.from: human
conversations.value: Tyndmyr: Heh, the disadvantages of armor.
  
  At the end of a gloomy, unlit, 30ft hallway, in front of the third and last door, you see a badger, whom you've just awoken, and who is trundling torward you furiously.
  
  Init: (1d20+3)[ 14 ] 
   
conversations.from: human
conversations.value: The Dark Fiddler: (1d20-1)[ 19 ]  - Initiative
  
  Cleric charges at the Badger if he goes first.
  
   (1d20+5)[ 7 ]  - Attack Roll
   (1d8+3)[ 9 ]  - Damage
   (1d20+5)[ 18 ]  - Possible Crit Confirm
  
  If Cleric doesn't go first, he charges if possible. If not, he simply walks up and smashes the badger with his Morning Star, his attack roll is 2 lower than the rolled attack.
  
  Edit: Cleric has AC 16, HP 14. If he charges, his AC drops to 14.
conversations.from: human
conversations.value: Tyndmyr: You miss the badger, and he explodes in a frenzy of claws and teeth.
  
  Claw attacks:
   (1d20+4)[ 13 ] 
   (1d20+4)[ 17 ] 
  
  Bite Attack:
   (1d20-1)[ 7 ] 
conversations.from: human
conversations.value: Tyndmyr: Claw damage:  (1d2-1)[ 1 ] 
conversations.from: human
conversations.value: The Dark Fiddler: Cleric glares at the badger and smashes at it with his morning star.
  
   (1d20+3)[ 9 ]  - attack
   (1d8+3)[ 8 ]  - damage
  
   (1d20+3)[ 17 ]  - crit confirm
  
  AC: 16 HP: 13
conversations.from: human
conversations.value: Tyndmyr: His beady little eyes stare angrily at you from his furry face, as he continues his efforts to claw your face off.
  
  Claw attacks:
   (1d20+4)[ 10 ] 
   (1d20+4)[ 17 ] 
  
  Bite Attack:
   (1d20-1)[ 12 ] 
conversations.from: human
conversations.value: Tyndmyr: Claw Damage:  (1d2-1)[ 0 ] 
  
  Cmon, death by badger! =)
conversations.from: human
conversations.value: The Dark Fiddler: Oh nooo.... 1 damage....
  
  Cleric, pretty pissed off at this point, smashes the badger again with his morning star, giving a mighty shout.
  
   (1d20+3)[ 21 ]  attack roll
   (1d8+3)[ 6 ]  damage
  
   (1d20+3)[ 18 ]  crit confirm
  
  AC: 16 HP: 12
conversations.from: human
conversations.value: Tyndmyr: You took him down to 0, but unfortunately for you, injuring him sends him into a rage.
  
  Claw attacks:
   (1d20+6)[ 26 ] 
   (1d20+6)[ 22 ] 
  
  Bite Attack:
   (1d20+1)[ 12 ] 
conversations.from: human
conversations.value: The Dark Fiddler: (1d20+3)[ 23 ]  - Attack Roll
   (1d8+3)[ 7 ]  - Damage
   (1d20+3)[ 14 ]  - Crit Confirm
  
   "I'm getting really annoyed now! Taste my Morning Star WRATH!" 
conversations.from: human
conversations.value: Thelas: If either previous claw hit, it does one damage.
  And you finally killed a badger.
  Why are you so proud of that?
  XP: +150
  Loot: sorry, but it's only a badger.
  
  (if you didn't know, I'm now helping DM this)
conversations.from: human
conversations.value: The Dark Fiddler: Cleric channels his prepared Virtue spell into a Cure Minor Wounds and casts it on himself. He glares at the corpse of the badger, and spits on it. He then travels to the end of the hallway and opens the door, too aggravated to bother with stealth.
conversations.from: human
conversations.value: Tyndmyr: Mmm, what light/ability to see in dark do you have at the moment?
conversations.from: human
conversations.value: The Dark Fiddler: Dwarven Darkvision to 60 ft.
conversations.from: human
conversations.value: Thelas: You enter a 15ft by 15ft room, with six goblins inside(A3, A4, A5, B3, B5, C4). There is a door on C3.
  
  Init:
   (1d20+1)[ 11 ] 
   (1d20+1)[ 11 ] 
   (1d20+1)[ 4 ] 
   (1d20+1)[ 7 ] 
   (1d20+1)[ 9 ] 
   (1d20+1)[ 21 ] 
  
  (Please confirm this is the right room, because it seems like I'm giving you the wrong one)
conversations.from: human
conversations.value: The Dark Fiddler: (It seems to be right. What bad luck.)
  
  AC: 16 (Touch 9, Flatfooted, 16)
  HP: 11
  
  Cleric curses under his breath and swings his morning star at the nearest goblin.
  
   (1d20-1)[ 7 ]  - Initiative
   (1d20+3)[ 4 ]  - Attack Roll
   (1d8+3)[ 10 ]  - Damage
   (1d20+3)[ 4 ]  - Crit Confirm, if needed
conversations.from: human
conversations.value: Tyndmyr: No joy, unfortunately. The one nearest to you takes a swipe with his morning star, while another four take the opportunity to hurl javelins at you.
  
  Morning Star:
   (1d20+2)[ 6 ] 
  
  Javelins:
   (1d20+3)[ 7 ] 
   (1d20+3)[ 23 ] 
   (1d20+3)[ 15 ] 
   (1d20+3)[ 19 ] 
  
  
  --Dmg--
  
  Morning Star:
   (1d6)[ 4 ] 
  
  Javelins:
   (1d4)[ 2 ] 
   (1d4)[ 1 ] 
   (1d4)[ 1 ] 
   (1d4)[ 1 ] 
conversations.from: human
conversations.value: Tyndmyr: Pretty lucky on damage, all things considered.
  
  Confirming crit on one javelin:
   (1d20+3)[ 12 ] 
  
  Addtl Dmg if crit:
   (1d4)[ 3 ] 
conversations.from: human
conversations.value: The Dark Fiddler: (Gotta love it when crit confirms fail)
  
  Cleric lets out a curse, and smashes the nearest goblin again.
  
   (1d20+3)[ 8 ]  Attack Roll
   (1d20+3)[ 6 ]  Crit Confirm
   (1d8+3)[ 9 ]  Damage
  
  AC 16 HP 9
conversations.from: human
conversations.value: Tyndmyr: Once more, with feeling. And the gobbie who was low on init.
  
  Morning Star:
   (1d20+2)[ 8 ] 
  
  Javelins:
   (1d20+3)[ 17 ] 
   (1d20+3)[ 14 ] 
   (1d20+3)[ 14 ] 
   (1d20+3)[ 8 ] 
   (1d20+3)[ 9 ] 
  
  
  --Dmg--
  
  Morning Star:
   (1d6)[ 1 ] 
  
  Javelins:
   (1d4)[ 4 ] 
   (1d4)[ 2 ] 
   (1d4)[ 3 ] 
   (1d4)[ 3 ] 
   (1d4)[ 2 ] 
conversations.from: human
conversations.value: The Dark Fiddler: Cleric winces at the javelin that struck him, and attacks (and perhaps for the last time) the morning star Goblin, hell-bent on taking down one, at the very least.
  
   (1d20+3)[ 9 ]  - Attack roll
   (1d8+3)[ 6 ]  - Damage
   (1d20+3)[ 10 ]  - Crit Confirm
  
  AC 16 HP 5
conversations.from: human
conversations.value: Thelas: Once more, with feeling.
  
   (1d20+2)[ 19 ]  (1d6)[ 1 ] 
   (1d20+3)[ 19 ]  (1d4)[ 1 ] 
   (1d20+3)[ 17 ]  (1d4)[ 2 ] 
   (1d20+3)[ 7 ]  (1d4)[ 3 ] 
   (1d20+3)[ 20 ]  (1d4)[ 1 ] 
   (1d20+3)[ 11 ]  (1d4)[ 4 ] 
conversations.from: human
conversations.value: The Dark Fiddler: AC 16, HP 0
  
  Cleric realizes that his death is nigh, and decides to give up after one last attack. He casts Inflict Light Wounds on the nearest Goblin.
  
   (1d20+3)[ 18 ]  Touch Attack on nearest Goblin
   (1d8+1)[ 8 ]  Damage
  
  The stress of casting the spell causes Cleric to drop to -1 HP. He falls unconscious and is now dying.
  
  Looks like it's time to roll up a new character.
conversations.from: human
conversations.value: Tyndmyr: Fraid so. At least you took the green bastard with you.