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:  Erik casts an eye around the room somewhat confused as to how he came here. Pushing himself up he looks at the three doors to see if there is any light coming from underneath them.
conversations: Sky Pilot:
conversations: human
conversations:  Unfortunately, all three doors are pretty well fitted to the frames, and in the very slight cracks around all three, no light can be seen.
conversations: Tyndmyr:
conversations: human
conversations:  Erik uses the bars on the ground to bar the doors to the north and the south, he then listens at the door to the east before opening it. Erik has his Halberd in is hands.
conversations: Sky Pilot:
conversations: human
conversations:  You hear nothing.
  
  Once 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:  I'm assuming the hallway is not illuminated, so Erik grabs the torch from the western room. He shoulders the halberd in one hand, so that if he needs too, he will drop the torch and wield the halberd in both hands. He moves to first door to the south along the hallway, listens and then opens the door.
conversations: Sky Pilot:
conversations: human
conversations:  You hear the sound of a single creature inside the room.
  
  Upon opening the door, you see a 10ft by 10ft room, with an Orc(L3) Guarding a chest(L4). You've taken him by surprise.
conversations: Tyndmyr:
conversations: human
conversations:  Erik has the drop and silently drops the torch, gripping the Halberd in both hands. He takes a 5 foot step to K3 and attacks the Orc.
  
  [ROLL]1d20+5[/ROLL] Attack
  [ROLL]1d8+3[/ROLL] Damage
conversations: Sky Pilot:
conversations: human
conversations:  Yeah, it's picky bout that. Use separate tags, like so [roll] 1d20+8 [/roll], only without the spaces. You'll have to make a new post, since edits don't work with rolls.
conversations: Tyndmyr:
conversations: human
conversations:  Ah thanks 😦 hopefully I get it right this time around
  
  [roll] 1d20+5 [/roll] attack
  [roll] 1d8+3 [/roll] damage
conversations: Sky Pilot:
conversations: human
conversations:  and again.... without the spaces...
  
  [roll0] attack
  [roll1] damage
conversations: Sky Pilot:
conversations: human
conversations:  Alright maybe this time...
   (1d20+5)[ 24 ]  attack
   (1d8+3)[ 5 ]  damage
conversations: Sky Pilot:
conversations: human
conversations:  You actually get +4 to dmg, thanks to 1.5 * str bonus to 2h weapons.
  
  As a result, he crumples in a single blow, and lies bleeding and incapacitated on the ground. You gain 150 XP, and find 250 SP and Banded Mail armor(val:250GP) on the body.
conversations: Tyndmyr:
conversations: human
conversations:  Erik feels slightly guilty over killing an unarmed opponent and then remembers the taunts of "the watered-ale of evil" he got at junior blackguards camp and decides that he can live with it. He takes the coins and the mail, deciding not to don it as the little (i.e none) stealth he has at the moment is his only friend. He picks up the torch and examines the chest, is it locked?
  
  edited for awful spelling...
  thanks for the heads up too on the damage its been a while and my first PbP
conversations: Sky Pilot:
conversations: human
conversations:  Erik will attempt to open the chest
conversations: Sky Pilot:
conversations: human
conversations:  Originally Posted by Sky Pilot 
   edited for awful spelling...
  thanks for the heads up too on the damage its been a while and my first PbP 
   
  
  Np, it's something Ive forgotten many a time myself.
  
  The chest is neither locked nor trapped. Inside you find 100GP exactly.
conversations: Tyndmyr:
conversations: human
conversations:  Thanking his luck that he didn't cop a dart to the back or lose a hand in a steel trap, Erik decides to leave the banded mail and take the coins instead. He finishes off the Orc before heading north and picking up the torch. He proceeds down the hallway till he reaches J5 at which point he pauses and listens for any noises behind the doors to the north and south.
conversations: Sky Pilot:
conversations: human
conversations:  Both rooms appear strangely silent, though you know the closed doors could be muffling sound to an extent.
  
  Admin Note:
   
   Spoiler 
  
  Room K5 Encounter: Small Viper.
   
conversations: Tyndmyr:
conversations: human
conversations:  Erik turns first to the north door, as he didn't hear anything he opens the door and shines light into the room. He keeps his Halberd in one hand but gets ready to drop the torch in case the room is occupied.
conversations: Sky Pilot:
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. The doors lead west, east, and north respectively.
conversations: Tyndmyr:
conversations: human
conversations:  Erik cheaks out the badger trying not to wake it... is it tied or chained up?
conversations: Sky Pilot:
conversations: human
conversations:  Not so far as you can see. He's comfortably curled up in the corner against the door napping, and there's no sign of any ropes or other restraints.
conversations: Tyndmyr:
conversations: human
conversations:  Erik carefully places the halberd down and draws his longsword. He approaches quietly and attempts to deliver a Coup de Grace to the sleeping badger
  
  Damage:  (1d8+4)[ 9 ]  x two as its a crit?
conversations: Sky Pilot:
conversations: human
conversations:  Normal crit damage is roll dmg twice, but in this case, it's not going to matter, as the badger is quite dead as a result.
  
  +150 XP.
conversations: Tyndmyr:
conversations: human
conversations:  Erik heads back to pick up the halberd, before moving back to the badger. He listens carefully to see if he can hear anything behind the doors. Looking down at the dead badger he quickly searches it and the surrounding area to see if any valuables have been dropped.
conversations: Sky Pilot:
conversations: human
conversations:  No valuables are visible in this room, but you do hear the sounds of movement beyond the door at the end of the hall. Multiple creatures, sounds like. The doors to the east and west, you hear nothing at.
conversations: Tyndmyr:
conversations: human
conversations:  Hearing sounds to the north, Erik decides to take the bull by the horns and throws open the door to the north. Halberd at the ready he quickly assesses the room.
conversations: Sky Pilot:
conversations: human
conversations:  You enter a 15ft by 15ft room, with six goblins inside(A3, A4, A5, B3, B5, C4). There is a door on the left side of the wall you entered.
  
  Initiative:
   (1d20+1)[ 18 ] 
   (1d20+1)[ 20 ] 
   (1d20+1)[ 8 ] 
   (1d20+1)[ 11 ] 
   (1d20+1)[ 15 ] 
   (1d20+1)[ 13 ] 
conversations: Thelas:
conversations: human
conversations:  Erik is surprised to see so many goblins but grins madly
  
  Initiative:
  [roll0]
  
  Edit: Wrong map!
conversations: Sky Pilot:
conversations: human
conversations:  Inititive:
   (1d20+2)[ 16 ] 
  
  Teach me to preview... if my map is out please let me know
conversations: Sky Pilot:
conversations: human
conversations:  That's a rather nifty mapping tool there, I like it(layout looks perfect).
  
  The two goblins at the top of init are, unfortunately, the ones in A3 and A4, so they'll toss javelins at you(you get +4 cover against these attacks due to the angle of the entrance, and the intervening goblins.
  
  A4 Goblin w Javelin: (1d20+3)[ 22 ] 
  Dmg: (1d4)[ 1 ] 
  
  A3 Goblin w Javelin: (1d20+3)[ 12 ] 
  Dmg: (1d4)[ 3 ] 
conversations: Tyndmyr:
conversations: human
conversations:  Erik grunts as a javlin grazes his shoulder drawing blood. Goblins might not stack up one on one but there are a lot of them. Not wasting time he drops the torch and stabs the halberd at the goblin in C4. Although its got cover he is staying in the doorway to try and limit the numbers he has to face at once
  
  Attack roll at Goblin in C4
   (1d20+5)[ 10 ] 
  
  Damage for attack
   (1d8+4)[ 7 ] 
conversations: Sky Pilot:
conversations: human
conversations:  A5 goblin moves up to C5 to attack, and swings his morning star at you, heedless to his blocking the shots of those behind him.
   (1d20+2)[ 20 ] 
  Dmg:  (1d6)[ 6 ] 
  
  B3 goblin moves to A5, and tosses a javelin(+4 AC for being in melee against all these javelins) -2javelins left.
   (1d20+3)[ 22 ] 
  Dmg:  (1d4)[ 4 ] 
  
  B5 also tosses a javelin(+4 AC for being in melee against all these javelins) -2javelins left.
   (1d20+3)[ 5 ] 
  Dmg:  (1d4)[ 2 ] 
  
  C4 also swings a morningstar(+4 AC for door cover)
   (1d20+2)[ 7 ] 
  Dmg:  (1d6)[ 5 ] 
  
  A3 and A4 sit out of LOS, shrieking vaguely threatening epithets in goblinoid.
conversations: Tyndmyr:
conversations: human
conversations:  Erik screams in pain as the goblin in front of him slashes deeply into his thigh and another javelin slams into his chest. Is that bubbles coming out? He hopes not as terror starts to take over his actions. It can't end like this... killed by Goblins! He screams as he lashes out with the halberd at the goblin in front of him.
  
  Attack
   (1d20+5)[ 12 ] 
  Damage
   (1d8+4)[ 8 ] 
conversations: Sky Pilot:
conversations: human
conversations:  Your cry seems to only encourage the goblins, as does the near miss.
  
  C5 goblin swings his morning star at you, still heedless to the blocking the shots of those behind him.
   (1d20+2)[ 7 ] 
  Dmg:  (1d6)[ 2 ] 
  
  B3 goblin tosses another javelin, since the tactic seemed to work well last time(+4 AC for being in melee against all these javelins) -1 javelin left.
   (1d20+3)[ 12 ] 
  Dmg:  (1d4)[ 2 ] 
  
  B5 also tosses a javelin(+4 AC for being in melee against all these javelins) -1 javelin left.
   (1d20+3)[ 18 ] 
  Dmg:  (1d4)[ 1 ] 
  
  C4 also swings a morningstar(+4 AC for door cover)
   (1d20+2)[ 3 ] 
  Dmg:  (1d6)[ 6 ] 
  
  A3 and A4 are still audible around the corner of the room. (down to 2 javelins each)
conversations: Tyndmyr:
conversations: human
conversations:  Dodging more dodgiful than a dodgy man in a dodgy town on dodgy day during the dodgy festival, Erik is relieved that he is still breathing. Perhaps not for long though he trys to clear some space swing again at the goblin in front and then taking a five foot step back down the corridor (OOC assuming I can 5 foot step after an attack).
  
  Attack roll
  
   (1d20+5)[ 15 ] 
  
  Damage roll
  
   (1d8+4)[ 9 ] 
conversations: Sky Pilot:
conversations: human
conversations:  You successfully splatter the goblin in front of you(C5), then step 5 ft down the hallway to E5.
  
  B5 tosses his last javelin at you.
   (1d20+3)[ 21 ] 
  Dmg:  (1d4)[ 4 ] 
  
  The goblin in C4 moves around the corner up to D5.
  (1d20+2)[3]
  Dmg: (1d6)[6]
  
  The other three goblins crowd in behind the front liner, but really don't have the room to do anything more.
conversations: Tyndmyr:
conversations: human
conversations:  Erik screams horribly as the last javelin thuds into his helmet. Falling to his knees his last thought is that he can taste key lime pie.
conversations: Sky Pilot: