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:  After checking each of the doors for traps, Daibhid bars the north and south doors, takes the torch off the wall, then listens at the east door and, if he hears nothing, opens it.
  
  Search N:  (1d20+2)[ 22 ] 
  Search E:  (1d20+2)[ 17 ] 
  Search S:  (1d20+2)[ 8 ] 
  
  Listen E:  (1d20+3)[ 5 ] 
   
   Spoiler 
   link to Character, for easy access 
   
conversations: pirateking89:
conversations: human
conversations:  Edit: Also, no traps found.
  
  You hear nothing, so you open the door.
  
  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:  Checking for traps as he goes, Daibhid wanders to the first north door and slowly pushes it open, unsheathing his rapier as he goes.
  
  A few search rolls
   
   Spoiler 
  
   (1d20+4)[ 6 ] 
   (1d20+4)[ 13 ] 
   (1d20+4)[ 12 ] 
   (1d20+4)[ 17 ] 
   (1d20+4)[ 22 ] 
   
conversations: pirateking89:
conversations: human
conversations:  At the end of a gloomy, unlit, 30ft hallway, in front of the third and last door, you see a badger, curled up in a fuzzy ball, and sleeping peacefully.
conversations: Tyndmyr:
conversations: human
conversations:  Setting the torch down where he is currently, daibhid sneaks over to the badger, still sweeping the ground for traps and, finding none and the badger not waking up, impales the badger on his rapier.
  
  CDG
   (1d6+2)[ 6 ] x2
  
  if it wakes up, simple attack:
   (1d20+5)[ 19 ] 
   (1d6+2)[ 5 ] 
conversations: pirateking89:
conversations: human
conversations:  It dies in it's sleep, granting you 150 XP.
conversations: Tyndmyr:
conversations: human
conversations:  Daibhid goes back to the first north door and slowly pushes it open.
conversations: pirateking89:
conversations: human
conversations:  You peer past the door to 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) They apparently are unaware of your presence.
  
   
conversations: Tyndmyr:
conversations: human
conversations:  Daibhid swips the flash pellet out of his pouch and throws it to land at the feet of the kobold at E1.
  
   (1d20+2)[ 22 ]  vs. DC 10, I think.
  
   
   Spoiler 
  If it hits, kobolds within 5 ft must make DC 15 fort save (may be higher due to Kobold's nightvision) or be blinded for 1 round, dazed for second round.
   
conversations: pirateking89:
conversations: human
conversations:  Definitely a hit, so here's the saves, from closest to furthest.
  
  Fort Saves:
   (1d20+2)[ 20 ] 
   (1d20+2)[ 21 ] 
   (1d20+2)[ 15 ] 
   (1d20+2)[ 13 ] 
conversations: Tyndmyr:
conversations: human
conversations:  First three saved, last one stares into the lights.
  
  Init for the kobolds, same order.
   (1d20+1)[ 21 ] 
   (1d20+1)[ 15 ] 
   (1d20+1)[ 16 ] 
   (1d20+1)[ 20 ] (staring at pretty, pretty lights right now)
conversations: Tyndmyr:
conversations: human
conversations:  With a roar, Daibhid charges into the room, swinging his battle-axe at the first kobold in range.
  
  Init:
   (1d20+7)[ 8 ] 
   
   Spoiler 
  
  Charge and attack kobold at F1 if first. If not, move and attack closest. You can add the +2 at your discretion
  Atk:
   (1d20+5)[ 24 ] 
  Dmg:
   (1d6+2)[ 5 ] 
   
conversations: pirateking89:
conversations: human
conversations:  So, definitely no charge. Instead I'll take a step back to funnel them through the door.
  Crit Confirm:
   (1d20+5)[ 11 ] 
conversations: pirateking89:
conversations: human
conversations:  Aright, they go before you, so the three closest ones crowd torward you, spears out. The distant one is staring at pretty lights.
  
  Due to the door, only two can attack you, and the one to the left will have trouble hitting you, due to the concealment provided by the wall. So, you get +4 AC vs him.
  
  The first kobold charges at you spear upraised, but your AoO(counted the above roll as that) knocks him dead, so the one behind him takes his place(without charge bonus).
  
  Guy on right:
  Atk: (1d20+1)[ 15 ] 
  Dmg:  (1d6-1)[ 2 ] 
  
  Guy on left(+4 Ac against him):
  Atk: (1d20+1)[ 5 ] 
  Dmg:  (1d6-1)[ 3 ] 
  
  Your turn.
conversations: Tyndmyr:
conversations: human
conversations:  Flicking the blood of the dead kobold off his rapier, Daibhid then extends directly at the heart of the kobold directly in front of him. With a loud cry, he bursts out into a lunge, attempting to pierce the kobold's chest before recovering into his on-guard.
  
  Atk on kobold at H2:  (1d20+5)[ 8 ] 
  Dmg roll: 1d6+2[/roll]
conversations: pirateking89:
conversations: human
conversations:  Well, your broken damage roll doesn't matter, because you missed.
  
  Right:  (1d20+1)[ 19 ]  (1d6-1)[ 3 ] 
  Left:  (1d20+1)[ 8 ]  (1d6-1)[ 4 ] 
conversations: Thelas:
conversations: human
conversations:  Wincing in pain from the kobold's attack, daibhid decides to be a bit more reserved with his next attack. A simple extension and lean places the strike at the kobold directly in front of him.
   (1d20+5)[ 8 ] 
   (1d6+2)[ 4 ] 
conversations: pirateking89:
conversations: human
conversations:  No joy, Im afraid. The kobolds gleefully attack you again.
  
  Left Spear: (1d20+1)[ 5 ] 
  Dmg:  (1d6-1)[ 1 ] 
  
  Right Spear: (1d20+1)[ 18 ] 
  Dmg:  (1d6-1)[ 4 ] 
  
  The back kobold opts to take a shot at you with his sling instead. +4AC for you against this attack, due to you being in melee.
  
  Sling: (1d20+3)[ 15 ] 
  Dmg:  (1d4-1)[ 3 ] 
conversations: Tyndmyr:
conversations: human
conversations:  Tired of being jabbed and shot at, Daibhid lashes out with one more big thrust at the kobold in front of him before taking a 5 foot step to the left to get out of the shot of the slinger.
  
  Attack (1d20+5)[ 15 ] 
  damage (1d6+2)[ 8 ] 
conversations: pirateking89:
conversations: human
conversations:  Plonk.
  That's the sound of a kobold falling over, dead (or dying).
  Sling: (while it has a clear shot, using delays as necessary):
   (1d20+3)[ 13 ]   (1d3-1)[ 1 ] 
  Spear: (this guy moves into the other's place)
   (1d20+1)[ 16 ]   (1d6-1)[ 4 ] 
conversations: Thelas:
conversations: human
conversations:  Daibhid takes a 5 foot step backwards, then stumbles back down the hallway, trying to draw the kobold into charging him  and having an opportunity to end the fight quickly.
conversations: pirateking89:
conversations: human
conversations:  Slight technical note. You get an AoO on the kobold that moved around the corner to spear you, since he can't 5ft adjust diagonally through the doorway. Good tactical move.
conversations: Tyndmyr:
conversations: human
conversations:  Wonderful. I was hoping to get the chance to poke him to death.
  Also - I am currently disabled (assuming I don't kill him with the first AoO). Do further Attacks of Opportunity knock me down to -1?
  Attack of opportunity:
   (1d20+5)[ 11 ] 
  Damage
   (1d6+2)[ 3 ] 
  
  Attack of Opportunity if he comes downt he hall after me
   (1d20+5)[ 24 ] 
  damage
   (1d6+2)[ 8 ] 
conversations: pirateking89:
conversations: human
conversations:  Well, yes they will.
  
  So, the bad news is that the first AoO doesn't kill him. The good news is that the second one definitely does, and the slinger hiding in the room(the one who was staring at pretty lights), lacking LOS, doesn't know you fell over, so you should be able to take stabilization rolls without fear of CDG.
conversations: Tyndmyr:
conversations: human
conversations:  Stabilization rolls 90+ succeeds
  -1  (1d100)[ 8 ] 
  -2 (1d100)[ 74 ] 
  -3 (1d100)[ 25 ] 
  -4 (1d100)[ 50 ] 
  -5 (1d100)[ 91 ] 
  -6 (1d100)[ 9 ] 
  -7 (1d100)[ 38 ] 
  -8 (1d100)[ 69 ] 
  -9 (1d100)[ 85 ] 
  
  So I stabilize at -4 HP, but have no way to heal myself aside from natural healing.
conversations: pirateking89:
conversations: human
conversations:  So get back to the stabilization checks!
conversations: Thelas:
conversations: human
conversations:  Stable -&gt; consciousness checks (hourly)
  Success on 90 or higher means back to 0 HP, conscious
  
  -5 (1d100)[ 67 ] 
  -6 (1d100)[ 90 ] 
  -7 (1d100)[ 6 ] 
  -8 (1d100)[ 55 ] 
  -9 (1d100)[ 56 ] 
  -10 (1d100)[ 74 ] 
  Dead
conversations: pirateking89:
conversations: human
conversations:  2 Hours after slaying the kobold, Daibhid awakens from unconsciousness with -5 hitpoints and takes his time looting the kobold body in the hall, praying for some kind of healing item.
conversations: pirateking89:
conversations: human
conversations:  Tyndmyr 
   
   Spoiler 
  
  Encounter rolls? Can't be too nice to our poor PCs, after all.  😏
   
conversations: Thelas:
conversations: human
conversations:  Gotcha!
  
  DM Info:
   
   Spoiler 
  
  Hour 1:  (1d50)[ 18 ]    Location:  (1d3)[ 1 ]  1-N, 2-E, 3-S
  Hour 2:  (1d50)[ 30 ]    Location:  (1d3)[ 2 ]  1-N, 2-E, 3-S
  
  Oooh, fun. A tiny animated object(w wheels) has poked it's head into the kobold room to the north. It and the kobold aren't going at it...yet. If left alone for much longer, though, they will.
  
  In the east hallway, eight rats have arrived. Presumably hoping to pick over a corpse.
  
  Fortunately, the rats can't open the door, and the construct isn't highly aggressive, so neither interferes with his recovery. Lucky.
  
  Loot for entire kobold encounter: 700 SP.
   
  
  
  Public Info: While your recovery was uninterrupted, no joy on the healing item. Just silver pieces(there are 700 in total between the four kobolds, assume he has 1/4th of them).
conversations: Tyndmyr:
conversations: human
conversations:  Daibhid picks up the spear that the kobold had been fighting with and uses it as a walking stick back to the room he started in. He uses the spear to bar the third and final door, then lays out his bedroll and goes to sleep, planning on resting for several days.
  
  (Gonna rest for 4 days @ 24 hours/ day. Should put me back to 1. Let me know if bad stuff happens. That will run me out of food/water, so I'm gonna have to start making checks an hour after I wake up.)
conversations: pirateking89:
conversations: human
conversations:  DMs 
   
   Spoiler 
  
  Okay, there are no encounters listed for the main room, but I think it's reasonable to still roll 4 encounter rolls for each adjacent room - each encounter will then attempt to break the barred door, attacking on a successful break. They'll try for one round per point of WIS, say (10 if no WIS).
  Sound good?
  Rolls in that case:
   (8d50)[ 37 ][ 7 ][ 38 ][ 16 ][ 35 ][ 27 ][ 34 ][ 34 ](228) 
  In case of a 50:
   (1d50)[ 2 ] 
   
conversations: Thelas:
conversations: human
conversations:  DM Info:
   
   Spoiler 
  
  Wolf Skeleton -&gt; In hallway
  Small Earth Elemental -&gt; In room to the north. It and the construct do away with the kobold, and chill together.
  Gnoll in hallway to the south.
  
  These doors are pretty much impossible to break through, being both metal and barred. Nothing on this level has the requisite strength.
   
  
  
  You rest happily, but hear the sounds of violence to the north.
  
  Food/water checks should be ok for a bit...I'd have to check, but I believe it takes at least an extra day to make starvation checks.
conversations: Tyndmyr:
conversations: human
conversations:  If all else fails, I'll roast the badger. Yum.
  
  Daibhid draws his rapier and pulls the spear to stop barring the door, then listens at it before cracking the door open and peering out.
  
  Listen:  (1d20+3)[ 22 ] 
  Move silently (door opening):  (1d20+3)[ 4 ] 
  Spot:  (1d20+3)[ 9 ] 
conversations: pirateking89:
conversations: human
conversations:  You hear the sounds of two things creaking inside. Your call if you still want to open the door knowing that.
conversations: Tyndmyr:
conversations: human
conversations:  In his weakened state, Daibhid decides against an all out assault against two unknown enemies. Instead, he listens at the north and south doors after barring the east again.
  
  Listen N:  (1d20+3)[ 16 ] 
  Listen s:  (1d20+3)[ 12 ] 
conversations: pirateking89:
conversations: human
conversations:  Oh, you were listening east? Sorry, that was the response for north.
  
  At both east and south, you hear movement that sounds like a single monster. Damn, I can't roll tonight.
conversations: Tyndmyr:
conversations: human
conversations:  Only one, wonderful.
  Daibhid cracks the east door and peers out, attempting to identify his foe.
  
  (can use old MS and spot, but I'll roll here.)
  Spot:  (1d20+3)[ 8 ] 
  Open door silently:  (1d20+3)[ 7 ] 
conversations: pirateking89:
conversations: human
conversations:  As you peer out, you see a skeletal wolf 10ft away. It's facing away from you, and hasn't noticed you yet.
conversations: Tyndmyr:
conversations: human
conversations:  Whispering a hurried prayer to the gods in thanks that it lacked the ears to hear the sliding door, Daibhid sheathes his rapier, draws his mace, then moves forward and brings it crashing down into the wolf's spine.
  
  Attack:  (1d20+4)[ 7 ] 
  Damage:  (1d6+2)[ 7 ] 
conversations: pirateking89:
conversations: human
conversations:  Alerted by your mace glancing off it's bones harmlessly, the suddenly angered skeletal wolf whips around and snaps at you.
  
  
  Bite:  (1d20+2)[ 17 ] 
  Dmg:  (1d6+1)[ 3 ] 
conversations: Tyndmyr:
conversations: human
conversations:  Doh, forgot to roll init first. I'll do that now, and of course, if the wolf loses, you get another flatfooted attack before the above wolf attack takes effect.
  
  Wolf Init:  (1d20+7)[ 9 ] 
conversations: Tyndmyr:
conversations: human
conversations:  Init:  (1d20+7)[ 27 ] 
  
  Daibhid lets out a violent roar and swings his mace in another attack.
  
  Attack:  (1d20+4)[ 7 ] 
  damage (1d6+2)[ 7 ] 
conversations: pirateking89:
conversations: human
conversations:  Damn, all 7's for you eh?
  
  Back to you for another round, then.
conversations: Tyndmyr:
conversations: human
conversations:  OOC: ****e, I'm at 0 again.
  
  Praying that this attack will bring down the wolf, Daibhid grasps the mace in both hands and attempts to crush the skull of his opponent before he passes out from his injuries.
  
   (1d20+4)[ 17 ] 
   (1d6+2)[ 6 ] 
conversations: pirateking89:
conversations: human
conversations:  Stabilization rolls 91+ succeeds.
  -1: (1d100)[ 88 ] 
  -2:  (1d100)[ 80 ] 
  -3:  (1d100)[ 39 ] 
  -4:  (1d100)[ 43 ] 
  -6: (1d100)[ 18 ] 
  -7: (1d100)[ 13 ] 
  -8:  (1d100)[ 22 ] 
  -9:  (1d100)[ 35 ] 
  -10:  (1d100)[ 67 ] 
  
  Edit: Daibhid is dead, regardless of whether or not he managed to kill the skeleton. How sad.
conversations: pirateking89:
conversations: human
conversations:  Well, you did kill the skeletal wolf. Exactly enough hp, too. Damn close.
  
  This does earn you 300xp, so if that's enough to push you over to leveling, the added hp(since level gain is instant) will save you.
conversations: Tyndmyr: