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:  Beguilatron, as silently as possible, picks up the metal bars and barricades the north and south doors. He then readies his bow and opens the east door.
  
   
   Spoiler 
  
  MS
   (1d20+5)[ 21 ] 
  HIDE
   (1d20+4)[ 14 ] 
   
conversations: TheStillWind:
conversations: human
conversations:  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:  Beguilatron will step lightly to the first door and open it.
  
   
   Spoiler 
  
  MS
   (1d20+5)[ 24 ] 
  HIDE
   (1d20+4)[ 18 ] 
   
conversations: TheStillWind:
conversations: human
conversations:  You see a 10ft by 10ft room, with an Orc(L3) Guarding a chest(L4). He appears to have no idea that you're here.
conversations: Tyndmyr:
conversations: human
conversations:  Beguilatron casts charm person on the orc.
  
  DC 14 Will to resist
  
  If the orc looks entranced, he will say, "Hello, Friend, I haven't seen you in so long I hardly remember your face."
conversations: TheStillWind:
conversations: human
conversations:  Will save? What's that?
  
   (1d20-2)[ 0 ] 
  
  "Huh? Grug happy see you too! Hug!"
conversations: Tyndmyr:
conversations: human
conversations:  I'm assuming there are no more doors in this room.
  
  "Well, Grug, why don't we find some nice shinnies together. Get you stuff from your chest and lead the way. You were always tougher than me. O and lets play the quiet game too."
  
  Beguilatron will motion to the next door on the right down the hallway at J
conversations: TheStillWind:
conversations: human
conversations:  "Grug not know what in chest. Grug supposed to guard chest until boss-orc come back."
  
  OOC: Opposed charisma check to determine if you can convince him to leave his post. Unfortunately for Grug, he's got a 6 Cha.
  
  Cha:  (1d20-2)[ 5 ] 
conversations: Tyndmyr:
conversations: human
conversations:  so do I
  
  [ROLL]1d20-2[ROLL]
conversations: TheStillWind:
conversations: human
conversations:  try again
  
  
   (1d20-2)[ 8 ] 
conversations: TheStillWind:
conversations: human
conversations:  "Well...grug do want shinies...", he says as he kicks the box, knocking it loose of it's mounting. "Wait. Grug bring box with. Grug guard box AND get shiny!"
  
  OOC: looks like you've got a pet orc for an hour.
  
  Grug happily accompanys you to the next door to the right, and kicks it in. It's an L shaped room, curving to the right, and is currently empty. It has one door to the west, and two to the east.
conversations: Tyndmyr:
conversations: human
conversations:  OOC: 😎 That is the plan. Could you tell me the duration as it expires 50% and just before the end.
  
   I will check all three doors for traps and try to disable them.
   
   Spoiler 
  
  Search
   (1d20+7)[ 22 ] 
   (1d20+7)[ 10 ] 
   (1d20+7)[ 13 ] 
  
  Disable Device
   (1d20+7)[ 13 ] 
   (1d20+7)[ 21 ] 
   (1d20+7)[ 26 ] 
   
  
  After that I will ready my bow and motion to grug
  "Get ready grug"
  
  I will move to a position as far away from the west door as possible and point to the west door.
  "Open it up, grug, I'll cover you"
conversations: TheStillWind:
conversations: human
conversations:  He opens the door to a particularily messy room, 15 ft square, with two kobold zombies in the center, feasting upon a kobold corpse. They look up in surprise as the orc kicks the door in.
  
  You have surprise, but I'll roll init for both zombies to keep things quick:
   (1d20)[ 3 ] 
   (1d20)[ 19 ] 
conversations: Tyndmyr:
conversations: human
conversations:  Surprise 
   
   Spoiler 
  
   Attack with bow : the zombie further away from grug
  [roll0]
  Crit confirm
  [roll1]
  Damage
  [roll2]
  Crit
  [roll3]
   
  
  
  
  my initiative
  [roll4]
  
   My turn 
   
   Spoiler 
  
   Standard-Attack with bow : the same zombie if it isn't dead yet
  Apply penalty if i am attacking into melee
  [roll5]
  Crit confirm
  [roll6]
  Damage
  [roll7]
  Crit
  [roll8]
   
  
  
  
  I am assuming grug is a standard 1st level warrior, if not adjust as needed.
   Grugs surpise 
   
   Spoiler 
  
  Free-   Drop chest
  
  Ready Attack if a zombie engages
  [roll9]
  Crit confirm
  [roll10]
  Damage
  [roll11]
  Crit
  [roll12]
   
  
  
  Grug's initiative
  [roll13]
  
   Grug's turn 
   
   Spoiler 
  
  
  Move- Engage Zombie if not already in melee
  
  Standard- Attack with Falchion
  [roll14]
  Crit confirm
  [roll15]
  Damage
  [roll16]
  Crit
  [roll17]
   
conversations: TheStillWind:
conversations: human
conversations:  Is that because I previewed the post?
  
   Surprise 
   
   Spoiler 
  
   Attack with bow : the zombie further away from grug
   (1d20+2)[ 10 ] 
  Crit confirm
   (1d20+2)[ 5 ] 
  Damage
   (1d6)[ 2 ] 
  Crit
   (1d6)[ 1 ] 
   
  
  
  
  my initiative
   (1d20+2)[ 11 ] 
   My turn 
   
   Spoiler 
  
   Standard-Attack with bow : the same zombie if it isn't dead yet
  Apply penalty if i am attacking into melee
   (1d20+2)[ 6 ] 
  Crit confirm
   (1d20+2)[ 3 ] 
  Damage
   (1d6)[ 5 ] 
  Crit
   (1d6)[ 6 ] 
   
  
  
  
  I am assuming grug is a standard 1st level warrior, if not adjust as needed.
   Grugs surpise 
   
   Spoiler 
  
  Free-   Drop chest
  
  Ready Attack if a zombie engages
   (1d20+4)[ 24 ] 
  Crit confirm
   (1d20+4)[ 9 ] 
  Damage
   (2d4+4)[ 8 ] 
  Crit
   (2d4+4)[ 10 ] 
   
  
  
  Grug's initiative
   (1d20)[ 10 ] 
   Grug's turn 
   
   Spoiler 
  
  
  Move- Engage Zombie if not already in melee
  
  Standard- Attack with Falchion
   (1d20+4)[ 18 ] 
  Crit confirm
   (1d20+4)[ 12 ] 
  Damage
   (2d4+4)[ 9 ] 
  Crit
   (2d4+4)[ 7 ] 
   
  
  
  
  
  Edit: Grug rolled a critical on a monster that is immune ugh.
conversations: TheStillWind:
conversations: human
conversations:  A zombie comes after each of you(not knowing precisely where you are, I'll assume they can 5ft adjust to you. If they can charge instead, they will). Grug brutally kills his in two blows, but both zombies get a stab in first.
  
  Spear vs you:  (1d20+1)[ 19 ] 
  Atk:  (1d6-1)[ 0 ] 
  
  Spear vs Grug:  (1d20+1)[ 14 ] 
  Atk:  (1d6-1)[ 4 ] 
  
  Grug wins out over his opponent, but he's down to a single hp.
conversations: Tyndmyr:
conversations: human
conversations:  Current HP 11/11
  
  Beguilatron will move 5ft adjust to a safe distance away from the zombie and fire his bow.
   
   Spoiler 
  
  Attack with bow
   (1d20+2)[ 6 ] 
  Crit confirm
   (1d20+2)[ 12 ] 
  Damage
   (1d6)[ 6 ] 
  Crit
   (1d6)[ 3 ] 
   
  
  
  Grug will attack the remaining zombie
   
   Spoiler 
  
  Attack with falchion
   (1d20+4)[ 9 ] 
  Crit confirm
   (1d20+4)[ 13 ] 
  Damage
   (2d4+4)[ 7 ] 
  Crit
   (2d4)[ 4 ] 
   
conversations: TheStillWind:
conversations: human
conversations:  Neither connects, but the zombie turns to attack Grug, him being a slightly more fearsome opponent, having just destroyed his comrade.
  
  Spear vs Grug:  (1d20+1)[ 11 ] 
  Atk:  (1d6-1)[ 2 ] 
conversations: Tyndmyr:
conversations: human
conversations:  Current HP 11/11
  
  Beguilatron will  5ft adjust to 10ft away from the zombie and fire his bow.
  
   
   Spoiler 
  
  
  Attack with bow
   (1d20+2)[ 7 ] 
  Crit confirm
   (1d20+2)[ 17 ] 
  Damage
   (1d6)[ 3 ] 
  Crit
   (1d6)[ 3 ] 
   
  
  
  Grug will attack the remaining zombie
  
   
   Spoiler 
  
  
  Attack with falchion
   (1d20+4)[ 13 ] 
  Crit confirm
   (1d20+4)[ 18 ] 
  Damage
   (2d4+4)[ 10 ] 
  Crit
   (2d4)[ 4 ] 
   
conversations: TheStillWind:
conversations: human
conversations:  Beguilatron misses, but Grug impacts his zombie, severely wounding it before being stabbed in turn for  (1d20+1)[ 20 ]  (1d6-1)[ 3 ] .
conversations: Thelas:
conversations: human
conversations:  Grug!!
  
  
   
   Spoiler 
  
  Attack with bow
   (1d20+2)[ 20 ] 
  Crit confirm
   (1d20+2)[ 15 ] 
  Damage
   (1d6)[ 2 ] 
  Crit
   (1d6)[ 2 ] 
   
conversations: TheStillWind:
conversations: human
conversations:  Unless you've somehow got slashing arrows, the zombie looks remarkably unbothered by your direct hit.
  
  Zombie charge time.
  
  Spear:
  Atk: (1d20+3)[ 9 ] 
  Dmg:  (1d6-1)[ 2 ] 
conversations: Tyndmyr:
conversations: human
conversations:  Damn forgot about that.
  
  OK I will make a break for the door leading back into the long hallway.
  
  move 1/2 speed and tumble to avoid AOOs
  Tumble
   (1d20+4)[ 17 ] 
  
  If i can make it out into the hallway I will use my other move action to close the door. If i cant make it in one move I will use my other move to exit and move west toward the starting room.
conversations: TheStillWind:
conversations: human
conversations:  You tumble out into the hallway safely and shut the door. Unfortunately, you can hear the zombie scraping at the other side(used his move to get to the door), and see no way to bar this door.
conversations: Tyndmyr:
conversations: human
conversations:  [/QUOTE]
  
  
  
  
  
  +I think I am currently in J5.
  I will move 20 feet to I2  in the the first room. Drop my bow. Then unbar the north door.
  
  Zombie should then open the door I guess. Doesn't matter really.
  
  +Next round I will 5 foot step to J2 close the door and bar it
  
  After that I will pick up my bow and prepare for the north room.
  
  That Zombie was a catastrophe.
  My kingdom for a slashing ranged weapon.
conversations: TheStillWind:
conversations: human
conversations:  Sounds good. You hear the kobold zombie slobbering at the door to the east, but you have no trouble barring the door in time.
  
  Any checks before going north?
conversations: Tyndmyr:
conversations: human
conversations:  Question are the doors made of wood?
  
  OK
  Listen check
   (1d20+2)[ 3 ] 
  
  EDIT: I don't think that 3 is going to give me much info. So I will open the north door. Also never mind just saw the doors in this room are made of metal.
conversations: TheStillWind:
conversations: human
conversations:  The 3 does not in fact hear anything(yay -5 for listening through a closed door).
  
  You throw open the doors 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) You catch them by surprise.
  
   
conversations: Tyndmyr:
conversations: human
conversations:  mmmmm delicious living opponents
  
  
  Surprise round
  
  Cast sleep DC 14
  I should be able to hit them all in the 10ft burst
  
  
  
  Initiative
   (1d20+2)[ 7 ] 
conversations: TheStillWind:
conversations: human
conversations:  Sleep being a full round action, it's unfortunately not usable in a surprise round. Now, if you manage to sneak up without being seen entirely, that's a different scenario, in which sleep is indeed awesome.
  
  Init, from closest to furthest:
   (1d20+1)[ 5 ] 
   (1d20+1)[ 6 ] 
   (1d20+1)[ 18 ] 
   (1d20+1)[ 5 ] 
  
  Edit: Yeah...you get a surprise round, then the only one of them who acts before you is a ways away from you...before you act again. This bodes ill for the kobolds.
conversations: Tyndmyr:
conversations: human
conversations:  AH didn't catch that ok then
  Surprise round
   
   Spoiler 
  
  free 5ft step to H2
  
  Attack with bow on C2 kobold
   (1d20+2)[ 14 ] 
  Crit confirm
   (1d20+2)[ 9 ] 
  Damage
   (1d6)[ 4 ] 
  Crit
   (1d6)[ 4 ] 
   
  
  
  Round 1
   
   Spoiler 
  
  Color spray DC 14   hitting a vertical cone  G2, F1, F2, E1, E2
   (2d4)[ 4 ]   (1d4)[ 1 ] 
   
  
  
  
  EDIT:Yes 14 just enough to hit FF AC
conversations: TheStillWind:
conversations: human
conversations:  You skillfully snipe off the far kobold, then, before they can act, blast the rest with a color spray.
  
  Saves from closest to furthest:
   (1d20-1)[ 17 ] 
   (1d20-1)[ 16 ] 
   (1d20-1)[ 13 ] 
conversations: Tyndmyr:
conversations: human
conversations:  The furthest one, entranced by the pretty colors, does nothing, while the lucky two next to you stab at the frightening newcomer with their spears.
  
  Spear:  (1d20+1)[ 9 ] 
  Dmg:  (1d6-1)[ 4 ] 
  
  Spear:  (1d20+1)[ 21 ] 
  Dmg:  (1d6-1)[ 0 ] 
conversations: Tyndmyr:
conversations: human
conversations:  Crit confirm for spear #2.
  
  Spear Crit confirm:  (1d20+1)[ 4 ] 
  Extra Dmg if confirmed:  (1d6-1)[ 5 ] 
  
  Edit: Nope, just the 1 damage from the regular hit.
conversations: Tyndmyr:
conversations: human
conversations:  Luckily my DR1/adamantium stops that
  
  5ft step back color spray again DC 14  (2d4)[ 8 ]   (1d4)[ 1 ] 
conversations: TheStillWind:
conversations: human
conversations:  Both kobold drop to there knees as color assaults their eyes and fall the ground unconscious.
  
   (1d20-1)[ 11 ]  'bold 1
   (1d20-1)[ 12 ]  'bold 2
conversations: Demons_eye: