conversations: human
conversations:  The four of you are lead into the forested hills outside of town, the mentor assigned to your group a young paladin who at least some of you have received healing from after particularly nasty sparring matches. His name is Murkon Sevanti. He's a friendly young man, believes in fighting back the darkness in the world and puts his faith in nature and the innate good of the world. He started the march with friendly chit chat, but has grown silent as the hills get steeper and the underbrush thicker. Soon he calls the group to halt. He turns to the four of you and nods.   "Alright, there is an old dungeon up ahead, Deep Well. Monsters and evil humanoids have a habit of infesting it every few months so it is a perfect location to run you initiates through a final test. I'll be waiting out here for you to get in there and clear out any monsters that are calling this dive home. Can't tell you much, but most likely you'll find some kobolds. Maybe a nasty beast or two. Usually nothing too dangerous though one group ran into a very young dragon once. They hurt it enough to make it run, which is good enough as beating it really. But it's straightforward: Go in; kill monsters; take their stuff. The Keeper always places a small blue orb in the deepest room on a pedestal and enchants it so only initiates can take it. Get the orb and bring it to me and you will have passed this last test. Simple enough. Good luck! Try not to get killed."   He gives a chuckle and sends the group to the cave. The front entrance way resembles the visage of a humanoid face, mouth open wide as a stairway leads down into the side of the hill. The group enters and descends the short staircase, arriving in a small 20ft by 20ft room. The staircase is in the south east corner and their is a door on the west wall in the north-western corner of the room. The room has wall scones with unlit torches in them, leaving the room dark unless one of your party lights the place up.
conversations: Croverus:
conversations: human
conversations:  Rolen the Rogue  says   Let's get some light in here. 
   
   Spoiler: Actions/Rolls 
  
  Experimentaly uses Firebolt Cantrip to light   one   torch.
  
  Attack:
   (d20+5)[ 14 ] 
  
  Damage
   (d10)[ 8 ] 
   
conversations: 2D8HP:
conversations: human
conversations:  Zernok, the cleric of Imater  says:  What are you doing I ha... 
conversations: IronLionShark:
conversations: human
conversations:  Fenise looks at the other elf incredulously.
conversations: Adrian Gecko:
conversations: human
conversations:  Rolen fires a bolt of flame at a torch, the magicaly created energy blows one of the wall torches to pieces, leaving smoldering remains that very quickly go out.
conversations: Croverus:
conversations: human
conversations:  Zernok lights the remaining torches with one of his own.
conversations: IronLionShark:
conversations: human
conversations:  Fenise puts a hand on Rolen's shoulder reassuringly. "Don't worry, we all make mistakes." She knew how difficult it was to control offensively powered spells.
conversations: Adrian Gecko:
conversations: human
conversations:  Va'aldis shifts the grip on his battleaxe and looks at Rolen while motioning to the door,
  
   "Who first - you or me?" 
conversations: Conaldar:
conversations: human
conversations:  Rolen the Rogue  trying to salvage some dignity, says   Let me go first, without a torch. 
   
   Spoiler: Actions/Rolls 
  
  Explores, using Darkvision and Stealth,
  
  Perception:
   (d20+5)[ 8 ] 
  
  Stealth:
   (d20+9)[ 27 ] 
   
conversations: 2D8HP:
conversations: human
conversations:  Zernok scoots back a few feet.
conversations: IronLionShark:
conversations: human
conversations:  Fenise looked at the group and asked: "what part of the formation should I be in?"
conversations: Adrian Gecko:
conversations: human
conversations:  Spoiler: Rolen 
  You are fairly confident that you are nigh invisible as you cling to the shadows! But there seems to be some kind of distracting wind blowing in steady gusts through the dungeon that make it hard to hear anything. As you leave the starting room you enter a hall, ten feet wide as you look left and right. From where you are the hall continues left 30ft then turn right. The other direction the hall continues 20ft then ends at a dead end. There is a door visible on the opposite side of the hall to the right, about 10ft down the hallway.
   
  
  
  The rest of the party lose sight of Rolen as he melts into the shadows, slipping out the only door into the dungeon beyond.
conversations: Croverus:
conversations: human
conversations:  Zernok replies  Just get behind or next to me and you should be fine  (Zernok is a bit behind the rogue and fighter)
conversations: IronLionShark:
conversations: human
conversations:  Rolen the Rogue  comes back and reports to Va'aldis,    There is a strong wind. As you leave the starting room you enter a hall, ten feet wide as you look left and right. From where you are the hall continues left 30ft then turn right. The other direction the hall continues 20ft then ends at a dead end. There is a door visible on the opposite side of the hall to the right, about 10ft down the hallway.
   
conversations: 2D8HP:
conversations: human
conversations:  Fenise nods. "Let's go in."
conversations: Adrian Gecko:
conversations: human
conversations:  The group enters the hallway. All of you can hear the regular gusts of wind that are coming from somewhere deeper in the dungeon. The hallways looks as it was described.
conversations: Croverus:
conversations: human
conversations:  Zernok readies his mace in his right hand and keeps his lit torch in his left.
conversations: IronLionShark:
conversations: human
conversations:  Originally Posted by 2D8HP 
   There is a door visible on the opposite side of the hall to the right, about 10ft down the hallway.
  [/color] 
   
  
   Let's go that way. 
conversations: IronLionShark:
conversations: human
conversations:  Fenise feels her heart pound in her chest. The excitement of exploring this dungeon and the anticipation of the danger makes her so nervous, she begins to sweat.
conversations: Adrian Gecko:
conversations: human
conversations:  The group makes its way to the door, Rolen at the lead with Va'aldis close behind. The door appears to be solid wood. The handle on the door doesn;t budge. Close inspection reveals it to be rusted shut. Listening at the door, one of the heroes can just barely make out the crackling of a fire.
  
   
   Spoiler: On a perception of 15 or higher 
  Anyone listening at the door that gets a 15 or higher on Perception can also just barely heard some kind of rattling sound, like small bones or stones being rolled around, and low grunting and grumbling sounds.
   
conversations: Croverus:
conversations: human
conversations:  Zernok decides to place his torch against the door and holds it there. After several seconds the wood starts to hiss as moisture that has built up in the wood evaporates and escapes. It will take a while to really catch the door on fire at this rate.
conversations: Croverus:
conversations: human
conversations:  Zernok puts his mace on his waist and pours some oil on the door.
conversations: IronLionShark:
conversations: human
conversations:  The oil covers the door and as the torch is put near it the oil catches, the door now covered in the burning oil. The hissing is louder as the door rapidly starts drying out and begins to properly burn. The group hears startled sounds on the other side of the door, like shouting in a monstrous language.
  
   
   Spoiler: Those that speak Goblin 
  "Smell that? Door is burning! Door on fire! Peoples have come!"
   
conversations: Croverus:
conversations: human
conversations:  OOC: roll for initiative?
conversations: Adrian Gecko:
conversations: human
conversations:  Rolen  Whispers to Va'aldis,
    Goblins are behind door, and they know they have visitors
   
   
   Spoiler: Actions/Rolls 
  
   
   Originally Posted by 2D8HP 
   Initiative:
  (d20+5)[20] 
   
   
conversations: 2D8HP:
conversations: human
conversations:  Originally Posted by 2D8HP 
    Rolen  Whispers to Va'aldis,
    Goblins are behind door, and they know they have visitors
   
   
   Spoiler: Actions/Rolls 
   
   
   
  
  Va'aldis nods at Rolen,
  
  "Right. I'm ready for 'em ..."
  
  the warrior raised his shield somewhat while slowly shaking his battleaxe in preparation for conflict ....!
conversations: Conaldar:
conversations: human
conversations:  Whispering a few words, Fenise casts  mage armor . A soft glow temporarily outlines her figure before her robes and body are strengthened.
conversations: Adrian Gecko:
conversations: human
conversations:  Zernok moves back behind the fighter, leaves the torch and draws his mace.
conversations: IronLionShark:
conversations: human
conversations:  A few seconds pass and nothing happens other than the crackling of the flames on the door, which are starting to die down as the oil is consumed by the fire and the wood blackens.There is no more noise coming from the other side of the door and no goblins have show up to attack the group. The door remains closed. The hallway glows with the flickering light of the flames on the door, Zernok's torchlight, and a soft bluish glow from Fenise's Mage Armor.
  
   
   Spoiler: Order 
  Please post in relative initiative order. Posting out of order is ok but your action happens on your initiative regardless of post order. You still have not spotted the goblins so you do not In Character know when they act.
   
conversations: Croverus:
conversations: human
conversations:  Rolen  Whispers
    Goblins are quiet, they may set trap. Shall I Firebolt door?
   
conversations: 2D8HP:
conversations: human
conversations:  Rolen the Elf  says  Stand back. 
   
   Spoiler: Actions/Rolls 
  
  Experimentaly uses Firebolt Cantrip to burn through the door.
  
  Attack:
   (d20+5)[ 16 ] 
  
  Damage
   (d10)[ 4 ] 
   
conversations: 2D8HP: