conversations: human
conversations:  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: Tyndmyr:
conversations: human
conversations:  Having rolled a 2 on my die, I'll bar the doors to the north and south, and carefully peek out the central door.
  
  H  (1d20+2)[ 20 ] 
  MS  (1d20+2)[ 15 ] 
  
  S  (1d20-4)[ 5 ] 
  L  (1d20-4)[ 12 ] 
  
  (If allowed) I have a guard dog for no other purpose other than to alert me to dangerous stuff he notices, I have no intention of using it in combat.
conversations: Evil the Cat:
conversations: human
conversations:  More Convenient Link:  Calden 
  
  Currently
  AC:16
  HP:14
conversations: Evil the Cat:
conversations: human
conversations:  No worries on the guard dog, but keep track of where he is, as there's always a possibility of him being drug into combat by others. Or worse, being subject to trap effects.
  
  You peer down a long, gloomy, empty hallway, with half a dozen mouldering wooden doors, all alike, along it's length.
  
   
conversations: Tyndmyr:
conversations: human
conversations:  I typically keep it (the guard dog) right behind me, I'll make mention if I have it stay somewhere else.
  
  Continuing on, I carefully peek inside the nearest door.
  
  S  (1d20-4)[ 0 ] 
  L  (1d20-4)[ 13 ] 
  
  Do I need new H/MS rolls?
conversations: Evil the Cat:
conversations: human
conversations:  You're good on the H/MS, given that it's only been a few feet.
  
  Peering inside through the cracked upon door, you see a 10ft by 10ft room, with a chest(L4).
conversations: Tyndmyr:
conversations: human
conversations:  Thinking to himself,    This is a damned strange place to suddenly wake up in. Lets get a little bit more info before opening a tempting, oh so conveniently placed chest.   
  
  I close the door, and continue down the hall. I'm going to carefully peek inside each door along the way (checking south before north). Unless something specifically notices me, I'll do this all the way down the hall.
  
  Here's a whole bunch of spot and listen checks, use however many you need.
  
  S  (1d20-4)[ -3 ] 
  L  (1d20-4)[ 8 ] 
  
  S  (1d20-4)[ 5 ] 
  L  (1d20-4)[ 10 ] 
  
  S  (1d20-4)[ 1 ] 
  L  (1d20-4)[ 3 ] 
  
  S  (1d20-4)[ -2 ] 
  L  (1d20-4)[ 6 ] 
  
  S  (1d20-4)[ 12 ] 
  L  (1d20-4)[ 4 ] 
  
  S  (1d20-4)[ 9 ] 
  L  (1d20-4)[ 3 ] 
  
  And a few listen checks for the dog. Since he's not looking into any of the rooms, just following me, I won't roll spot for him at this point.
  
  L  (1d20+5)[ 8 ] 
  L  (1d20+5)[ 23 ] 
  L  (1d20+5)[ 21 ] 
  L  (1d20+5)[ 9 ] 
  L  (1d20+5)[ 12 ] 
conversations: Evil the Cat:
conversations: human
conversations:  In the first room to the south, you notice ten by ten room with a chest, then close the door and continue on.
  
  At the first door to your north, your dog starts snuffling, and gently tapping the door with nose, as if he smells something on the other side of it.
  
  If you peek inside that one, roll hide/ms, or you can continue on if you like.
conversations: Tyndmyr:
conversations: human
conversations:  Thinking to myself,    Well that's interesting.   
  
  I signal the dog to stay put for now, and peek inside this door extra carefully.
  
  (I can't take 20 on opening a door, but in my mind I'm being extra careful! 😛)
  
  H:  (1d20+2)[ 9 ] 
  MS:  (1d20+2)[ 20 ] 
  
  S:  (1d20-4)[ 1 ] 
  L:  (1d20-4)[ 11 ] 
  
  
  Hmmm, I really hope whatever is in there isn't looking in my direction.
conversations: Evil the Cat:
conversations: human
conversations:  At the end of a gloomy, unlit, 30ft hallway, in front of the third and last door, you see a badger, whom is curled up and sleeping peacefully.
conversations: Tyndmyr:
conversations: human
conversations:  Awww, How cute. I'd better leave it alone though, they can be tempermental.   
  
  I quietly close the door and continue on down the hall.
  
  (For some reason I decided that Calden likes "cute" stuff, and that this somehow includes most animals that aren't trying to kill him, so he won't attack the adorable sleeping badger.)
conversations: Evil the Cat:
conversations: human
conversations:  Sleeping and adorable do go hand in hand. He's much more tempermental if he awakes.
  
  Neither you nor the dog notice anything at any of the other doors.
conversations: Tyndmyr:
conversations: human
conversations:  * I'm going to look inside each of the doors, carefully, then.
  
  (Basically, I'm trying to get as much as I can of the layout of this area.)
conversations: Evil the Cat:
conversations: human
conversations:  More move silently checks, please?
  
  (If you didn't know, I'm now helping DM this)
conversations: Thelas:
conversations: human
conversations:  Originally Posted by Thelas 
   More move silently checks, please?
  
  (If you didn't know, I'm now helping DM this) 
   
  
  ok,
  
  Move Silently:  (1d20+2)[ 18 ] 
conversations: Evil the Cat:
conversations: human
conversations:  Door at I8: Large, cavernous room stretching 20 feet by 25 feet, dark save for flickering torches, one on each of the short walls. Two battered wooden doors are visible on the far walls. The room is empty.
conversations: Tyndmyr:
conversations: human
conversations:  Any chance I can get a map of the areas I've checked?
conversations: Evil the Cat:
conversations: human
conversations:  There's a slight bit of extra info on there, but I was lazy with the cropping.
conversations: Tyndmyr:
conversations: human
conversations:  Ok, I head over to the first room with the chest and check if anything is different.
  
  Move Silent:  (1d20+2)[ 3 ] 
  Hide:  (1d20+2)[ 5 ] 
  Spot:  (1d20-4)[ 7 ] 
  Listen:  (1d20-4)[ 2 ] 
  
  Listen for Rebel (dog)  (1d20+5)[ 21 ] 
conversations: Evil the Cat:
conversations: human
conversations:  You see a 10ft by 10ft room, with an Orc(L3) Guarding a chest(L4).
  
  He sees you peeking through the door about the same time you see him, so neither of you gets surprise.
  
  Init: (1d20+0)[ 2 ] 
conversations: Tyndmyr:
conversations: human
conversations:  Initiative:  (1d20+2)[ 15 ] 
  
  My Stance of Clarity will target the orc (+2 to AC).
  
  Edit: just realized how little room there is to move; my original plan was to move back 5 ft and set for a charge... then i realized there is no back 5' to move to.
conversations: Evil the Cat:
conversations: human
conversations:  Ok, since I have reach, that puts it within melee range.
  
  * I will Attack it, using Stone Bones maneuver (If my attack hits, DR 5/Adamantine for 1 round)
  
  Then I will move 15' down the hall to J-6
  
  I have my dog just move ahead of me down the hall to keep it away from the orc.
  
  Attack:  (1d20+4)[ 20 ] 
  
  Damage:  (2d6+4)[ 12 ] 
conversations: Evil the Cat:
conversations: human
conversations:  Oh nice. If that drops it, I wont bother to move down the hall.
conversations: Evil the Cat:
conversations: human
conversations:  Orc dead.
  XP: +150
  Loot: I believe nothing save the chest.
conversations: Thelas:
conversations: human
conversations:  I roughly poke the chest to see if anything happens. If it seems safe, I'll go open the chest.
conversations: Evil the Cat:
conversations: human
conversations:  Nothing happens, so inside the chest you find 6,000 copper pieces.
  
  It's a large chest. =)
conversations: Tyndmyr:
conversations: human
conversations:  I'm going to head back to the starting room, move the bar and check the room to the north, peeking inside very carefully.
  
  Hide:  (1d20+2)[ 19 ] 
  Move Silently:  (1d20+2)[ 17 ] 
  Spot:  (1d20-4)[ 9 ] 
  Listen:  (1d20-4)[ 4 ] 
conversations: Evil the Cat:
conversations: human
conversations:  Youlook 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) You catch them by surprise, but one of them spotted you, and as he shouts a warning to his comrades they look to be recovering quickly.
  
   
  
  Surprise round for you, of course.
conversations: Tyndmyr:
conversations: human
conversations:  I move to H-1 and attack the one at F-1
  
  I use Stone Bones Strike with this attack, I am not currently using my stance.
  
  Attack:  (1d20+4)[ 6 ] 
  Damage  (2d6+4)[ 10 ] 
  
  Initiative:  (1d20+2)[ 4 ] 
  What I do next will depend on whether I hit and what my initiative roll is.
conversations: Evil the Cat:
conversations: human
conversations:  Spoiler 
  
  Well, that sucks
  
  Note that I do have Combat Reflexes, I think I may need it this round.
   
conversations: Evil the Cat:
conversations: human
conversations:  Ouch.
  
  Init rolls:
   (1d20+1)[ 3 ] 
   (1d20+1)[ 13 ] 
   (1d20+1)[ 9 ] 
   (1d20+1)[ 10 ] 
conversations: Tyndmyr:
conversations: human
conversations:  The one in F1 five foot adjusts to G1, while the one in E2 moves to G2(provoking an AoO, I presume). The one in E1 five ft adjusts to F1.
  
  The furthest away from you doesn't go until after your init.
  
  Attacks from the two spearmen in range, left one first.
  
  Spears:
   (1d20+1)[ 5 ] 
   (1d20+1)[ 17 ] 
  
  Dmg:
   (1d6-1)[ 4 ] 
   (1d6-1)[ 3 ] 
conversations: Tyndmyr:
conversations: human
conversations:  AoO
  
  Attack:  (1d20+4)[ 21 ] 
  Damage:  (2d6+4)[ 9 ] 
  
  Edit: That 17 hits :(
  
  AC: 16, HP: 11/14
conversations: Evil the Cat:
conversations: human
conversations:  For my action, I activate Steel Wind maneuver and Attack the one at F-1 with my poleaxe, and kick (unarmed strike) G-2 if hes still standing (G-1 if he isn't).
  
  Poleaxe:
  
  Attack:  (1d20+4)[ 12 ] 
  Damage:  (2d6+4)[ 13 ] 
  
  Kick
  
  Attack:  (1d20+4)[ 21 ] 
  Damage:  (1d3+3)[ 5 ] 
  
  Hmm, I have no idea which will still be up, so I'm not sure where I want to move.
conversations: Evil the Cat:
conversations: human
conversations:  The initial attack misses, but the kick connects and drops the little kobold like a rag doll.
conversations: Tyndmyr:
conversations: human
conversations:  Which ones are down? Did the AoO drop the one that went to G2, or did it take until my unarmed attack to drop it?
  
  I'm guessing my AoO dropped the one going to G2 and my unarmed attack dropped the one at G-1. If this is correct, I should currently be unthreatened,  so I'll be sneaky and use my move action to move around the corner to J-1.
  
  Since I'm back in the starting room, my dog will be in the room at K-1, safely behind me.
  
  If I'm wrong and I am currently threatened, I won't move.
conversations: Evil the Cat:
conversations: human
conversations:  Originally Posted by Evil the Cat 
   I'm guessing my AoO dropped the one going to G2 and my unarmed attack dropped the one at G-1. 
   
  
  Apologies for lack of clarity. The above is correct.
  
  The one remaining spearman comes round the corner to get you(AoO of course), no sign of the slinger.
conversations: Tyndmyr:
conversations: human
conversations:  AoO:
  
  Attack:  (1d20+4)[ 11 ] 
  
  Damage:  (2d6+4)[ 10 ] 
conversations: Evil the Cat:
conversations: human
conversations:  No hit, so kobold time.
  
  Spear:  (1d20+1)[ 2 ] 
  
  Atk: (1d6-1)[ 1 ] 
conversations: Tyndmyr:
conversations: human
conversations:  Spoiler 
  
  Assuming the other one doesn't come and join in the fun before my initiative, I'll 5' step to K2. From there, I can attack with my poleaxe.
  
  Attack:  (1d20+4)[ 16 ] 
  Damage:  (2d6+4)[ 12 ] 
   
conversations: Evil the Cat:
conversations: human
conversations:  Spoiler 
  
  
  If that downs this kobold, I'll be applying my stance of clarity to the last kobold.
   
conversations: Evil the Cat:
conversations: human
conversations:  That does indeed drop him, and the other kobold remains out of sight.
conversations: Tyndmyr:
conversations: human
conversations:  Hmm, A sneaky one.
  
  I'll go on full defensive and begin moving into the room using 5' steps until I see him.
conversations: Evil the Cat:
conversations: human
conversations:  He hasn't moved from in front of the far door, and had a readied action to hit you.
  
  Sling:  (1d20+3)[ 17 ] 
  Dmg:  (1d3-1)[ 1 ] 
conversations: Tyndmyr:
conversations: human
conversations:  Exactly what I was expecting, on full defense, 17 won't hit.
  
  If he gets another attack before I go, my ac is currently 16 +2(Stance) +4Total Defense) =22
  
  When I go, I charge!
  
  Attack:  (1d20+6)[ 26 ] 
  Damage:  (2d6+4)[ 11 ] 
conversations: Evil the Cat:
conversations: human
conversations:  Rolling to confirm.
  
  Attack:  (1d20+6)[ 26 ] 
  Extra Damage (x3 Wpn) 4d6+6
  
  Edit: Wtf? Why couldn't I do this on something more impressive than a kobold?
conversations: Evil the Cat:
conversations: human
conversations:  oops, messed up damage roll,  (4d6+8)[ 20 ] .
conversations: Evil the Cat:
conversations: human
conversations:  Oh, he's dead. Quite dead.
  
  +300 XP, in addition to their usual weapons, you find a masterwork longsword on the bodies.
conversations: Tyndmyr:
conversations: human
conversations:  I don't really need it, but it could sell for a bit later, I'll pack it away for now.
  
   
   Spoiler 
  
  After the encounter, Vital recovery kicks in and I heal 4hp, which brings me back to full.
   
  
  
  First, I'll go back and get my dog, and have him follow me, staying back about 10 feet in case of more enemies. Then I'll quietly move up to the north door, and quietly open it to peek inside.
  
  Hide:  (1d20+2)[ 11 ] 
  Move Silently:  (1d20+2)[ 21 ] 
  
  Spot:  (1d20-4)[ 13 ] 
  Listen:  (1d20-4)[ -2 ] 
  
  Listen for the dog, (he's too far back to spot anything, though he may pick up a scent)
  Listen:  (1d20+5)[ 8 ] 
conversations: Evil the Cat:
conversations: human
conversations:  You can't hear anything, especially not yourself. You couldn't hear yourself if you were speaking out loud.
  
  But you do see a kobold and a chest in a 10 ft by 10 ft (by 10 ft) room.
  You have surprise.
conversations: Thelas:
conversations: human
conversations:  Using Stance of Clarity on that kobold, I move up and viciously attack.
  
  (Stone Bones Maneuver)
  
  Attack:  (1d20+4)[ 16 ] 
  Damage:  (2d6+4)[ 11 ] 
conversations: Evil the Cat:
conversations: human
conversations:  Spoiler 
  
  
   
   Originally Posted by Thelas 
   You couldn't hear yourself if you were speaking out loud. 
   
  
  This amused me.
   
conversations: Evil the Cat:
conversations: human
conversations:  You win... a BRAND NEW  CAR  DEAD KOBOLD. And 75 XP.
  
  Now what?
conversations: Thelas:
conversations: human
conversations:  I cautiously open the chest.
conversations: Evil the Cat:
conversations: human
conversations:  It appears quite untrapped and safe. Inside, you find 20GP and a potion of CLW.
conversations: Tyndmyr:
conversations: human
conversations:  Well, I appear to have finished exploring the south trail. I've checked most of the east path. Lets go check the south.
  
  I move back to the starting room and cautiously check the room to the south.
  
  Hide:  (1d20+2)[ 3 ] 
  Move Silently:  (1d20+2)[ 12 ] 
  
  Spot:  (1d20-4)[ 0 ] 
  Listen:  (1d20-4)[ 5 ] 
  
  Dog Listen:  (1d20+5)[ 10 ] 
  
  Wow, I'm expecting to be noticed.... and if there's anything stealthy in there, I probably won't notice it.
conversations: Evil the Cat:
conversations: human
conversations:  Unsurprisingly, you neither hear nor see anything unusual.
  
  Once you open the door, you see a short, narrow, unlit, hallway, five feet in width, and twenty in length. Just over halfway down, a door leads to the left, while at the end, another door leads straight ahead.
conversations: Tyndmyr:
conversations: human
conversations:  Well, the best choice for continuing to expand my understanding of the layout would be the door on the left.
  
  I'll cautiously check that door.
  
  hide  (1d20+2)[ 18 ] 
  move silent  (1d20+2)[ 12 ] 
  spot  (1d20-4)[ 2 ] 
  listen  (1d20-4)[ 5 ] 
  
  dog listen  (1d20+5)[ 11 ] 
conversations: Evil the Cat:
conversations: human
conversations:  You listen, and hear scraping noises. Upon peering cautiously in, you see a particularily messy 15ft by 15ft room, you see two zombie kobolds feasting on the remains of one of their brethren. There is a door on the far side of the room.
  
  They haven't noticed you yet.
conversations: Tyndmyr:
conversations: human
conversations:  Well, lets see if I can make this quick.
  
  Charge!
  
  Attack:  (1d20+6)[ 17 ] 
  Damage:  (2d6+4)[ 13 ] 
  
  (Poleaxe is S/P, so I should be good for their DR)
  
  And Initiative:  (1d20+2)[ 5 ] 
  
  If I win initiative, I'll move back 10 feet and set for a charge. 😏
  
  If that kills the 1st one, Stance of Clarity will target the one still standing.
conversations: Evil the Cat:
conversations: human
conversations:  Initiative:
   (1d20)[ 18 ] 
   (1d20)[ 9 ] 
  
  You hit the zombie, but unfortunately, they're a bit tougher than you'd like.
conversations: Thelas:
conversations: human
conversations:  The one you just attacked will stabbity, as I believe the term is:
   (1d20+1)[ 13 ]  (1d6-1)[ 3 ] 
  The other will charging-stabbity.
   (1d20+3)[ 7 ]  (1d6-1)[ 2 ] 
  
  Your action.
conversations: Thelas:
conversations: human
conversations:  Even with the charge, my AC is 14 (whew)
  
  The one that charged me provokes AoO (Yay reach)
  
  AoO:  (1d20+4)[ 24 ] 
  Damage:  (2d6+4)[ 12 ] 
  
  Bah, they're immune to crits :(
conversations: Evil the Cat:
conversations: human
conversations:  It seems time to unleash the Steel Wind Maneuver.
  
  1st Zombie
  Attack:  (1d20+4)[ 13 ] 
  Damage:  (2d6+4)[ 12 ] 
  
  2nd Zombie
  Attack:  (1d20+4)[ 15 ] 
  Damage:  (2d6+4)[ 14 ] 
  
  If just 1 is still standing, I'll use Stance of Clarity against that one, and move back 15 feet. If both are still standing, I'll still move back, but wont use the stance. If neither are standing, I'll do a Victory Dance.
conversations: Evil the Cat:
conversations: human
conversations:  Due to an armor class of only 13, plus a proclivity for charging, you rain blows down upon the zombies, killing them both.
  
  +300 XP for the zombies.
  
  Assuming you'll be searching the bodies(really, who wouldn't?) and surrounding area, you find a total of 70 silver pieces.
conversations: Tyndmyr:
conversations: human
conversations:  After finishing my victory dance and gathering the money, I'll head over to the door on the far side and quietly peek inside.
  
  Hide  (1d20+2)[ 19 ] 
  Move Silently  (1d20+2)[ 17 ] 
  
  Spot  (1d20-4)[ 3 ] 
  Listen  (1d20-4)[ 5 ] 
  
  Dog's Listen  (1d20+5)[ 10 ] 
conversations: Evil the Cat:
conversations: human
conversations:  As you peer into the darkened, oddly shaped room, you notice two doors to the east, then a number of bats swirling about inside, apparently still unaware of you.
  
  DM Info:
   
   Spoiler 
  
  
  Random roll for room K5: 5bats
   
conversations: Tyndmyr: