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: Tanaric: 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 fairly spacious 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, two torches are already lit, one hanging by each of the doors presumably leading out of the room.
  
  Map: 
   Spoiler 
  {table]|A_|B_|C_|D_|E_|F_|G_
  1||||||||
  2||||||||
  3||||||||
  4|||G|||||
  5||||||||
  6||||||||[/table]
  
  There is a door at G-3, and another at F-6.
   
  
  
  DM notes: 
   Spoiler 
  3, 15, 7
   
conversations.from: human
conversations.value: RandomAction: Ok, fixed the saves.
  
  Start by lighting a sunrod and hang it from my belt. Walk towards the southern door, stopping in F-4 and poke it with the 10' pole. After whatever happens, move closer and listen for any noises.
  
  Listen:  (1d20+3)[ 20 ] 
  
  If that fails to do anything, then I will take 20 to try again.
conversations.from: human
conversations.value: Tanaric: Your prodding triggers a trap on the door. At the touch of the pole, a web of concealed copper wires flares to life, a current of crackling blue energy running the length of each wire. Having nowhere better to go, the energy dissipates harmlessly into the air, leaving behind a very scorched door.
  
  You hear nothing out of the ordinary.
conversations.from: human
conversations.value: RandomAction: Forgot this earlier, spend time shaping my soulmeld.
  
  Move towards the door and open it.
   Listen for anything:  (1d20+3)[ 13 ] , after that try to be sneaky as I go through it: Hide  (1d20+7)[ 12 ]  Move  (1d20+7)[ 26 ] .
  Try to see if I spot anything as I pass through the door. Spot  (1d20-1)[ 0 ] 
  Can I use my pole to sweep ahead of me for traps, having the tip drag on the floor as I push it?
conversations.from: human
conversations.value: Tanaric: Yes, you can use your pole in that manner. I would strongly advise it, even.
  
  How far does a Sunrod illuminate brightly?
conversations.from: human
conversations.value: RandomAction: Ok, then I wish to do so with the pole.
  
  Sunrod - 30' radius with 60' radius shadowy.
  
  side note - It is your turn in the R-76 FFA.
conversations.from: human
conversations.value: Tanaric: The hall continues to the south for fifty feet before taking turning to the east. There is a door on the east side of the hall, twenty feet away from the door you stepped out of. There is a west-running hall connected to yours thirty feet from the door you stepped out of.
  
  I'll take my turn soon.
conversations.from: human
conversations.value: RandomAction: Using the pole ahead of me, I will walk towards the door and poke it gently. Then I will listen for any sounds. (Taking 20 if possible)
  After any effects I will quietly go to the door and open it.
  Hide:  (1d20+7)[ 15 ] 
  Move:  (1d20+7)[ 19 ] 
  Spot:  (1d20-1)[ 8 ] 
conversations.from: human
conversations.value: Tanaric: Which languages do you speak? I can't keep track of all the sheets. 😛
conversations.from: human
conversations.value: RandomAction: Just common. I thought that the Duskblade got Draconic, but I was wrong. (The description doesn't say.)
  
  I am not at my home right now, so I am away from books.
conversations.from: human
conversations.value: Tanaric: You hear surprised shouting in a language you don't understand.
conversations.from: human
conversations.value: RandomAction: Ok, I am back now.
  
  Walk over and open the door, while trying to hide and be quiet.
  
  Hide:  (1d20+7)[ 23 ] 
  Move:  (1d20+7)[ 22 ] 
  Spot:  (1d20-1)[ 11 ] 
conversations.from: human
conversations.value: Tanaric: Opening the door reveals the following room: 
   Spoiler 
  {table]|A_|B_|C_|D_|E_|F_
  1||||||
  2||||||
  3||||||k
  4||k|||k|
  5|||k|||
  [/table]
  
  You see four kobolds standing around a large fire. Two are holding slings (F-3, E-4), and the other two are holding spears. They're all looking at you.
  
  There is a door at B-1,  another at A-4, which you are standing just outside of, and a third at F-5, south side.
   
conversations.from: human
conversations.value: RandomAction: They can see me even with the high hide roll?
  
  Anyways, rolling Ini: [roll[1d20+3[/roll]
  
  Let's see how they roll.
conversations.from: human
conversations.value: RandomAction: Try this again  (1d20+3)[ 22 ] 
conversations.from: human
conversations.value: Tanaric: Rolls for my use: 
   Spoiler 
   (1d20)[ 17 ]  (1d20)[ 5 ]  (1d20)[ 18 ]  (1d20)[ 3 ] 
   (1d20)[ 16 ]  (1d6)[ 6 ]  (1d4)[ 3 ] 
   
  
  
  You act first.
  
  And they saw you because you were standing right in the doorway and opened the door. You didn't have cover to hide.
conversations.from: human
conversations.value: RandomAction: Question: Do the spears they are using have reach? i.e. are they longspears
  
   "One will be victorious." 
   R-1: 
  I may or may not take a 5' step(according to the above answer.)
  Cast Color Spray, this should hit the first two kobolds.
  
  (Did you get my PM about the animal companion?)
conversations.from: human
conversations.value: Tanaric: They are normal spears.
  
  I didn't get your PM about anything.
  
   (1d20)[ 16 ]  (1d20)[ 3 ] 
  
  C-5 goes down (roll duration), but the other stays up. You still have a move action left if you want to take it.
conversations.from: human
conversations.value: RandomAction: Strange, I sent you a PM about what animal would make a good combat companion for the wizard variant in the UA.
  
  I will not take the previously mentioned 5' step.
  
  Duration: Unconcious/Blinded/Stunned  (2d4)[ 8 ] , then Blinded/Stunned  (1d4)[ 2 ]  then stunned for 1 round.
conversations.from: human
conversations.value: Tanaric: A thousand pardons for the delay.
  
  F-3 and E-4 attempt to peg you with slings.
  
   (1d20+3)[ 23 ] 
   (1d20+3)[ 5 ] 
   (1d3-1)[ 2 ] 
   (1d3-1)[ 2 ] 
  
  B-4 takes a step toward you and tries to spear you.
  
   (1d20-1)[ 15 ] 
   (1d6-1)[ 4 ] 
conversations.from: human
conversations.value: Tanaric: Crit confirm:  (1d20+3)[ 13 ] 
   (1d3-1)[ 0 ] 
conversations.from: human
conversations.value: RandomAction: 2 points of damage, no sweat.
  
  Glitch,R-2:
  Flurry the kobold next to me.
  Attack1: (1d20+2)[ 7 ] 
  Attack2: (1d20+2)[ 5 ] 
  Crit, attack1: (1d20+2)[ 18 ] 
  Crit, attack2: (1d20+2)[ 3 ] 
  damage1: (1d6+2)[ 6 ] 
  damage2: (1d6+2)[ 4 ] 
  crit dmg #1: (1d6)[ 2 ] 
  crit dmg #2: (1d6)[ 3 ] 
  
  End turn.
  
  Hp:8/10
  AC:18
conversations.from: human
conversations.value: Tanaric: That's a double miss. Two more slings and a spear for your troubles.
  
   (1d20+3)[ 4 ] 
   (1d20+3)[ 8 ] 
   (1d20-1)[ 2 ] 
   (1d3-1)[ 0 ] 
   (1d3-1)[ 2 ] 
   (1d6-1)[ 4 ] 
conversations.from: human
conversations.value: RandomAction: Glitch, r-3
  
  Glitch hisses in anger as he attempts another flurry on the nearby kobold.
  
  Attack1: (1d20+2)[ 10 ] 
  Attack2: (1d20+2)[ 19 ] 
  crit1: (1d20+2)[ 16 ] 
  crit2: (1d20+2)[ 8 ] 
  Damage1: (1d6+2)[ 4 ] 
  Damage2: (1d6+2)[ 3 ] 
  crit dmg1: (1d6)[ 5 ] 
  crit dmg2: (1d6)[ 5 ] 
  
  After attacking take a 5' step to move behind the corner to gain cover.
conversations.from: human
conversations.value: Tanaric: You punch him in the face, breaking a couple of his teeth.
  
  Everyone in the room moves out of your line of sight.