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, three 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_
  1||||||||
  2||||||||
  3||||||||
  4|||N|||||
  5||||||||
  6||||||||
  7||||||||[/table]
  
  There is a door at B-1, another at A-5, and a third at E-7.
   
  
  
  DM notes: 
   Spoiler 
  6, 6, 20
   
conversations.from: human
conversations.value: Hyperion: Nar the dread knight looks around and moves toward the door(A-5) and proceeds to open it. He wonders what awaits him behind this door. Monsters? traps? he came to test his skills and this should prove interesting.
conversations.from: human
conversations.value: Tanaric: As you lay your hand on the door, several hundred lines of crackling blue energy appear, surrounding the door and much of the adjacent wall in a spiderweb pattern. The energy leaps from the door to your hand, giving you quite a shock.
  
  The previously hidden copper wires are now visible as thin black marks on the door, which they have charred quite thoroughly. The door squeaks as you push it open, not revealing much. What little you can see seems to be a narrow, unlit hallway leading off to the south, but your eyes can't make out more than a few yards of it.
  
   
   Spoiler 
  You take 1 point of electric damage.
   
conversations.from: human
conversations.value: Hyperion: Nar looks around, the electrical shock announced already the kind of place that he had been put into. He puts his hand on his chest, giving himself some negative energy from his charnel touch. He then proceeds to lit up his lamp. Some illumination might help see further down that hall.
  
  
   
   Spoiler 
   Heal for 1 point of damage from charnel touch.
   
conversations.from: human
conversations.value: Tanaric: The corridor continues as far south as your lantern's light allows you to see.
conversations.from: human
conversations.value: Hyperion: Nar goes down the hall looking around occasionally. Wondering where this hall leads to.
conversations.from: human
conversations.value: Tanaric: You walk down the hall, blissfully unaware of the tripwire in your path. Your leg snaps the hair-thin wire with ease. A rumbling groan can be made out to the south, like stones rubbing roughly against other stones.
  
  At the same point that you snap the tripwire, you see the end of the corridor, thirty feet away. It veers off to the east at a sharp angle.
conversations.from: human
conversations.value: Hyperion: Nar begin running to the apparent only way ahead to the east and wonders how fast those rocks are going to be moving.
conversations.from: human
conversations.value: Tanaric: The sound of grinding rocks fades away as you run south. The corridor takes a sharp eastern bend, then continues for another twenty feet before turning north.
conversations.from: human
conversations.value: Hyperion: Keep following the corridor and turns north wondering what await him further into that place.
conversations.from: human
conversations.value: Tanaric: Five feet away from the northern bend, there is a door on the north side of the hall. The sound of a heated argument can be heard on the other side.
conversations.from: human
conversations.value: Hyperion: Nar moves closer to the door and listen to the argument.
   
   Spoiler 
  
  rolls
  Listen=
   (1d20)[ 9 ] 
  Move silently=
   (1d20)[ 20 ] 
   
conversations.from: human
conversations.value: Tanaric: You don't understand the language being shouted.
conversations.from: human
conversations.value: Hyperion: Nar opens the door then, at least try to, hoping to get the jump on whoever is behind the door.
conversations.from: human
conversations.value: Tanaric: Opening the door reveals the following room: 
   Spoiler 
  {table]|A_|B_|C_|D_|E_|F_
  1||1|||||
  2||||2|||
  3|||||||
  [/table]
  
  Accidentally edited this out. ☹️
   
conversations.from: human
conversations.value: Hyperion: Nar's Looking inside the room:
  
  spot=
   (1d20)[ 7 ] 
conversations.from: human
conversations.value: Tanaric: You realize that human 1 is actually an elf. A headband is wrapped around his ears, concealing his most distinguishing racial trait, but his delicate features give away his origins. He is wearing leather armor studded with metal, and is carrying a longsword and a buckler, with a longbow across his back. His face is currently twisted in outrage, and he is gesturing emphatically at human 2.
  
  Human 2 seems to be only a very attractive human, until you realize that you can see a row of needlelike teeth through the veil across his mouth. He too is wearing studded leather armor, and is carrying a rapier loosely in one hand, with a light crossbow hanging from his belt. He smiles at the elf, a chilling expression that never reaches his eyes.
  
  You have a surprise round.
conversations.from: human
conversations.value: Hyperion: According to what you said I am right out of D3 so #2 is right next to me.
  
  Initiative=
   (1d20+2)[ 6 ] 
  
  Nar slashes the human right in front of him, having no time for petty argument and finding out what they were talking about.
  
   (1d20+3)[ 8 ] 
conversations.from: human
conversations.value: Tanaric: That's a miss.
  
  Elf init:  (1d20+1)[ 16 ] 
  Mr. Toothy init:  (1d20+2)[ 16 ] 
conversations.from: human
conversations.value: Hyperion: alright waiting on their actions with my initiative putting me at the low end.
conversations.from: human
conversations.value: Tanaric: Mr. Toothy stands up and 5-ft steps away from you to E-1. A moment later, mist fills the room, obscuring all vision more than five feet away. You hear the sound of shuffling from the general direction of the elf.
conversations.from: human
conversations.value: Hyperion: Nar casts  Bane. , then move 5 ft. forward inside of the room.
  
   
   Spoiler 
  
  Will Save dc versus fear of 14.
   
conversations.from: human
conversations.value: Tanaric: (1d20-1)[ 18 ] 
   (1d20+1)[ 14 ] 
  
  You see nothing but mist.
conversations.from: human
conversations.value: Hyperion: He moves 10 ft. forward and if he can see a silhouette 5 ft from him, he will attack, if not just ready action to attack, if he can see anybody in melee range.
  
  In case of if attack occurs this round:
  
   (1d20+3)[ 12 ] 
   (2d4+3)[ 10 ] 
conversations.from: human
conversations.value: Tanaric: Spot check, please.
conversations.from: human
conversations.value: Hyperion: spot check
   (1d20)[ 20 ] 
conversations.from: human
conversations.value: Tanaric: You see Mr. Toothy in E-1. It looks like he was trying to hide from you. The mist still grants him concealment, so it's up to you whether you attack or not.
conversations.from: human
conversations.value: Hyperion: I'll attack him. Suppose I don't need to do another attack roll.
conversations.from: human
conversations.value: Tanaric: The attack misses.
  
  Mr. Toothy glares at you, then slinks off into the mist somewhere.
  
  Another spot check, please.
conversations.from: human
conversations.value: Hyperion: Nar glares back at the escaping human.
  spot
   (1d20)[ 2 ] 
conversations.from: human
conversations.value: Tanaric: You see nothing, until an elf appears out of the mist at C-2 and attacks you with his longsword, catching you flatfooted.
  
  Attack:  (1d20+2)[ 3 ] 
  Damage:  (1d8+1)[ 8 ] 
  Concealment (miss on 1-20):  (1d100)[ 9 ] 
conversations.from: human
conversations.value: Hyperion: He turns back looking at the elf and slashes at him.
  
   (1d20+3)[ 22 ] 
   (2d4+3)[ 5 ] 
  Miss chance 20% (1-20):  (1d100)[ 38 ] 
conversations.from: human
conversations.value: Tanaric: Dead elf.
  
  Will save, please.
conversations.from: human
conversations.value: Hyperion: Will Save
   (1d20+2)[ 9 ] 
conversations.from: human
conversations.value: Tanaric: You take  (1d6)[ 2 ]  nonlethal damage, and Mr. Toothy appears next to you in the mist.
conversations.from: human
conversations.value: Hyperion: He turns around looking at him and grins then swings his scythe again.
  
   (1d20+3)[ 8 ] 
   (2d4+3)[ 7 ] 
  Miss chance (1-20):  (1d100)[ 76 ] 
conversations.from: human
conversations.value: Tanaric: Miss.
  
  Spot check again.
conversations.from: human
conversations.value: Hyperion: Nar looks around.
  
  Spot check
   (1d20)[ 6 ] 
conversations.from: human
conversations.value: Tanaric: You see nothing.
  
  Mr. Toothy appears next to you again, attacking you with his rapier and catching you flatfooted.
  
  Attack:  (1d20+2)[ 3 ] 
  Damage:  (1d6)[ 2 ] 
conversations.from: human
conversations.value: Hyperion: He looks at the human feeble attempts to hit him. He slashes again.
  
   (1d20+3)[ 5 ] 
   (2d4+3)[ 10 ] 
  miss chance (1-20):  (1d100)[ 90 ] 
conversations.from: human
conversations.value: Tanaric: Same deal as before. Spot check please.
conversations.from: human
conversations.value: Hyperion: spot check
   (1d20)[ 12 ] 
conversations.from: human
conversations.value: Tanaric: You see Mr. Toothy appear in the mist beside you again. He tries stabbing you with his rapier again, though he doesn't catch you flatfooted this time.
  
   (1d20+2)[ 13 ] 
  Damage:  (1d6)[ 5 ] 
conversations.from: human
conversations.value: Hyperion: Nar is annoyed by the human dancing around him.
  
   (1d20+3)[ 19 ] 
   (2d4+3)[ 10 ] 
  Miss chance:  (1d100)[ 95 ] 
conversations.from: human
conversations.value: Tanaric: And he's dead.
  
  After a half a minute or so, the mist clears.
  
  That's 150 xp for you, along with the following loot:
  
  One set of nice studded leather, one set of less-nice studded leather, one longsword, one longbow, one rapier, one buckler, one light crossbow, twenty arrows, ten crossbow bolts, 12 gp and 460 sp.
  
  Keep in mind that every 50 coins weigh one pound.
conversations.from: human
conversations.value: Hyperion: Nar observes the loot, picks up all the coin, as they would serve for later on. Among the equipment, he picks up the longsword, the longbow with the arrows and the buckler then the nice looking set of studded leather. The rest wouldn't serve him for the moment.
  
  He takes advantage of this break to heal the 2 non lethal damage with his charnel touch. Then proceeds toward the door at e-1.
  
   
   Spoiler 
   current weight total 100.6, so still in the light load range, so no encumbrance.
   
conversations.from: human
conversations.value: Tanaric: Nothing bars your way to the door. Did you want to touch it?
conversations.from: human
conversations.value: Hyperion: Yeah, let's do this. Nar opens the door confidently.
conversations.from: human
conversations.value: Tanaric: Zap! You get another shock of electric damage identical to the first trap you set off.
  
  If you open the door: 
   Spoiler 
  You see a hallway that runs to the north and east.
  
  To the east, the hall runs for 20 feet away from the door you left, ending in a northern bend. There is a north-running hall 10 feet from the door you left. There is a five-foot wide pit 15 feet from the door you left. On the east face of the northern bend, there is another door.
  
  To the north, the hall runs for another 20 feet before taking a bend to the east. There is a door on the west side of the hall, five feet from the door you left.
   
conversations.from: human
conversations.value: Hyperion: Nar heals up again with his charnel touch from the zap. Getting a bit used to getting shock by lightning at this rate.
  He looks at the door not too far from him, this might be worth his time to explore it. He opens the door on the west.
conversations.from: human
conversations.value: Tanaric: Zap! Another jolt of electricity.
  
  It opens into the room you started in.
conversations.from: human
conversations.value: Hyperion: Nar touches his hand again with a charnel touch, then proceeds north until he reaches a door or something stopping his progress. He observes the hall for any possible tripwire like last time.
  
   (1d20)[ 17 ] 
conversations.from: human
conversations.value: Tanaric: The hall turns east fifteen feet from the door.
  
  If you follow that: 
   Spoiler 
  The hall goes east for forty more feet before turning north.
  
  If you follow that: 
   Spoiler 
  Spot check, please.
   
  
   
conversations.from: human
conversations.value: Hyperion: He looks around and follows the hall.
  
  Spot check
   (1d20)[ 19 ] 
conversations.from: human
conversations.value: Tanaric: You see three pairs of glowing red eyes on the walls down the hall, outside the range of your bright illumination.
  
  Roll initiative.
  
   (1d20+3)[ 13 ] 
   (1d20+3)[ 22 ] 
   (1d20+3)[ 23 ] 
conversations.from: human
conversations.value: Hyperion: Initiative:
   (1d20+2)[ 14 ] 
  
  ooc: my next post will be tomorrow callin' it a night.
conversations.from: human
conversations.value: Tanaric: You're currently at the bend of this hallway: 
   Spoiler 
  {table]|A_|B_|C_|D_|E_|F_|G_
  1|-|-|-|-|-|-|
  2|-|-|-|-|-|-|
  3|-|-|-|-|-|-|
  4|-|-|-|-|-||
  5|-|-|-|-|-|-|sss
  5|-|-|-|-|-|-|
  5|-|-|-|-|-|-|
  5|-|-|-|-|-|-|
  5|-|-|-|-|-|-|
  5|||||||N
  [/table]
  
  The squirrels are on the walls, two of them on the east at +5 and +15 elevation, while the other is on the west at +10 elevation. You can see that the hallway splits off to the side five feet behind them, or else continues beyond the range of your light source.
   
  
  
  One of the squirrels moves forward, and suddenly your torch sputters and dims, unable to penetrate the shadows that seem to have come out of nowehere. He, and one of his companions, then disappear. You hear chittering coming from down the hallway.
  
  Fort save, please.
  
  Edit: The one that moved was on the eastern wall at +15 elevation. The other that disappeared was the one on the west wall. You still see the one on the east wall at +5.
conversations.from: human
conversations.value: Hyperion: Squirrels? lol
  Fort Save=
   (1d20+4)[ 19 ] 
conversations.from: human
conversations.value: Tanaric: Nothing happens, except that the third squirrel also disappears from your vision. You continue to hear chittering, but without a listen check you can't narrow it down further.
  
  Edit: Sorry, forgot to mention that they're a bit larger than normal squirrels (still Tiny sized), and have pitch black fur and red eyes.
conversations.from: human
conversations.value: Hyperion: Nar attempts to listen and possibly pinpoint them.
   (1d20)[ 17 ] 
conversations.from: human
conversations.value: Tanaric: The chittering is coming from the east and west walls. Two of the sources are at approximately your head level, while the other is above your head level.
conversations.from: human
conversations.value: Hyperion: Nar heads toward the east wall first to get close to the chittering and possibly attacks whatever come out of the dark.
conversations.from: human
conversations.value: Tanaric: Fifteen feet down the hall, you realize that one of the chittering sounds is coming from the wall directly in front of and to the west of you. You can't see the squirrel, though. Nothing else happens.
conversations.from: human
conversations.value: Hyperion: {ooc: sorry was considering the situation}
  
  Nar looks around not able to see the squirrels and obviously those creatures aren't here to greet him. He puts his hand in the air .
  
   "Nerull feed me their lives!" 
  
  Use 2 rebuke attempts to use profane lifeleech, 30 ft burst, it does 1d6 damage to all creatures [each rolled separately] in the burst and heal me for that amount of damage, no saves.
conversations.from: human
conversations.value: Tanaric: (1d6)[ 2 ] 
   (1d6)[ 3 ] 
   (1d6)[ 3 ] 
  
  Two squirrels fall off the walls, unconscious. Another one does too a moment later.
  
  Fort save.
conversations.from: human
conversations.value: Hyperion: Nar seems satisfied to see the unconscious squirrels.
  fort save=
   (1d20+4)[ 23 ] 
conversations.from: human
conversations.value: Tanaric: Nothing else happens. The squirrels are still alive, though, just knocked out.
conversations.from: human
conversations.value: Hyperion: Alright, Nar would take his time to coup de grace each of them before proceeding.
  (unless you want me to roll for this).
conversations.from: human
conversations.value: Tanaric: 150 xp, and you find what seems to be an orb of solid shadows near one of the squirrels.
conversations.from: human
conversations.value: Hyperion: I take the orb and proceed in the corridor forward.
conversations.from: human
conversations.value: Tanaric: Was that north or west that you wanted to go?
conversations.from: human
conversations.value: Hyperion: oops sorry I meant going North.
conversations.from: human
conversations.value: Tanaric: The hall continues north from the split for forty feet before turning west.
  
  If you follow that: 
   Spoiler 
  The hall continues to the west for twenty feet before turning north.
  
  If you follow that: 
   Spoiler 
  The hall continues north for ten feet before teeing to the east and west.
   
  
   
conversations.from: human
conversations.value: Hyperion: I'll keep going north then west and west again.
conversations.from: human
conversations.value: Tanaric: At the split you see that the hall continues to the east for twenty feet before turning north, and west for twenty feet before turning south.
  
  If you went west: 
   Spoiler 
  You trip over a tripwire ten feet down the hall. The sound of stone grinding on stone can be heard for perhaps a minute before fading away.
  
  If you continue on to the bend: 
   Spoiler 
  You see that the hall continues south for thirty feet before ending in a blank wall.
   
  
   