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:  I will cast my Devil's Sight Invocation. Bar the North and East Doors. Listen at the South Door. Oh, and put out the torch.
  
    Listen  - (1d20)[ 4 ] 
  
  Note: I corrected my character sheet to have 8 silver rather than 80.
conversations: Dax Thura:
conversations: human
conversations:  Ah, nice. Darkvision is so underrated. =)
  
  No sounds coming from the south door.
conversations: Tyndmyr:
conversations: human
conversations:  Snap! I should have taken 20.
  
  Ready morningstar. Open door quietly.
  
    MS  - (1d20+3)[ 9 ] 
    Hide  - (1d20+1)[ 21 ] 
conversations: Dax Thura:
conversations: human
conversations:  You see an unlit, narrow, empty hallway, twenty feet in length, five feet in width, with two mouldering wooden doors, one on the left just past halfway down, and one at the end, straight ahead.
conversations: Tyndmyr:
conversations: human
conversations:  Move quietly to first door and listen.
    MS  - (1d20+3)[ 14 ] 
  Take 20 on Listen = 20
  
  Move quietly to second door and listen.
    MS  - (1d20+3)[ 4 ] 
  Take 20 on Listen = 20
  
  I will quietly open door with least sound coming from it.
    MS  - (1d20+3)[ 13 ] 
conversations: Dax Thura:
conversations: human
conversations:  At the first door, you hear unpleasant sounding scraping and munching noises. Moving quietly on to the second door, you think you hear some faint movement, much softer than the other, followed by a muttered phrase in a language you're not familiar with.
  
  Your call on which door to go through.
conversations: Tyndmyr:
conversations: human
conversations:  I'll take the South door.
    Move Silent  - (1d20+3)[ 14 ] 
conversations: Dax Thura:
conversations: human
conversations:  In the center of a 15ft square dark room, an lone kobold is standing, wearing nothing but a floppy cloth hat, which bears the word "Sorrc" on it. You also note another wooden door in the center of the east wall.
  
  Init:  (1d20+1)[ 20 ] 
conversations: Tyndmyr:
conversations: human
conversations:  I knew I should have picked up Draconic. Oh well, next level.
  
    Init  - (1d20+2)[ 4 ] 
  
  I'll blast him
    RTouch  - (1d20+2)[ 14 ] 
    EB Dmg  - (1d6)[ 3 ] 
conversations: Dax Thura:
conversations: human
conversations:  He beats your init(and wasn't surprised, having heard you listening outside the door), and thus, gets a spell off before you blast him.
  
  Magic Missile:  (1d4+1)[ 3 ] 
  
  Your etherial blast hits, causing him to cough up some blood, but not enough to drop him.
  
  Seeing how it worked last time, he takes the same approach this round:
  
  Magic Missile:  (1d4+1)[ 4 ] 
  
  Your go.
conversations: Tyndmyr:
conversations: human
conversations:  That's interesting because I plan to do the same thing as well.
  
    RTouch  - (1d20+2)[ 19 ] 
    Dmg  - (1d6)[ 1 ] 
  
  If that doesn't take him out and I expect it won't, I could be your first casualty. Oh! I just realized that I haven't been using PB Shot. It hasn't mattered yet, but I will remember it for next time.
  
  Move up to him for the chance at an AoO.
conversations: Dax Thura:
conversations: human
conversations:  He drops to the ground, down, but not out(0 hp). He shouts loudly in draconic, then takes his one standard action to cast Ray of frost, being dry on first level spells. He then collapses from the exertion.
  
  Rtouch:  (1d20+1)[ 8 ] 
  Dmg:  (1d3)[ 3 ] 
conversations: Tyndmyr:
conversations: human
conversations:  Snap! I was editing while you posted. Can I get the AoO?
conversations: Dax Thura:
conversations: human
conversations:  In case you say yes.   Morning Star  - (1d20)[ 6 ]  and   Dmg  - (1d8)[ 8 ] 
  
  Doesn't matter anyway.
conversations: Dax Thura:
conversations: human
conversations:  I'll loot him.
conversations: Dax Thura:
conversations: human
conversations:  He dies horribly.
  
  +300 XP.
  
  Loot:
  1 floppy pointed cap, with "Sorrc" on the front of it.
  300 silver pieces.
conversations: Tyndmyr:
conversations: human
conversations:  I will wear his floppy cap as a badge of honor in remembrance of my first kill. I will listen at the door on the east wall.
  
  [roll=listen]1d20[/roll]
  
  btw, can I get a map? I think I missed a door.
conversations: Dax Thura:
conversations: human
conversations:  Stupid  stupid
  
    listen  - (1d20)[ 14 ] 
conversations: Dax Thura:
conversations: human
conversations:  Use a potion of CLW  (1d8+1)[ 2 ] 
conversations: Dax Thura:
conversations: human
conversations:  OK, use other potion of CLW  (1d8+1)[ 7 ] 
conversations: Dax Thura:
conversations: human
conversations:  You hear nothing at the door to the east.
  
  Map of area, you're in lower left room:
   
conversations: Tyndmyr:
conversations: human
conversations:  I will drag Hatrack the kobold to the door on the east wall. I will use him as a body shield as best I can while opening the door. If there is a beastie inside that might enjoy him as a snack, I will oblige them by shoving Hatrack inside the room.
  
  Init  (1d20+2)[ 11 ] , just in case.
conversations: Dax Thura:
conversations: human
conversations:  In a particularily messy 15ft by 15ft room, you see two zombie kobolds feasting on the remains of one of their brethren.
  
  Now they have two of their brethren to feast on.
  I'm sure they'll thank you later.
  
  The zombies are too busy feasting to attack you, however.
  
  What will you do?
  
  (if you didn't know, I'm now helping DM this)
conversations: Thelas:
conversations: human
conversations:  I'm feeling combative, so I'll interrupt their meal.
  
  Eldritch Blast  (1d20+3)[ 18 ] 
  Dmg  (1d6+1)[ 5 ] 
  
  Does the door open out of my location or into my location? I would like to close it just enough to be able to continue to use my eldritch blast while having cover from them. I realize that they are probably stronger than I am, but every little bit helps.
conversations: Dax Thura:
conversations: human
conversations:  a) The door opens out, at least this one.
  b) Your attack hits one of the kobold zombies, but doesn't drop it.
  
  Initiative:
   (1d20)[ 13 ]  &lt;- damaged
   (1d20)[ 17 ]  &lt;- undamaged
  
  Roll initiative.
conversations: Thelas:
conversations: human
conversations:  Sorry, I should have rolled initiative already.
  
  Init  (1d20+2)[ 3 ] 
  EB  (1d20+3)[ 5 ]  remember this is a ranged touch attack
  Dmg  (1d6+1)[ 4 ] 
  
  Also a strength roll to keep the door shut  (1d20)[ 15 ] 
conversations: Dax Thura:
conversations: human
conversations:  You know there's a reason there were bars for doors, right?
  Attack misses.
  Strength check of zombies:
  Main door-basher:  (1d20-1)[ 16 ] 
  Aid another door-basher:  (1d20-1)[ 13 ] 
conversations: Thelas:
conversations: human
conversations:  That means the door bursts open.
  Your move.
conversations: Thelas:
conversations: human
conversations:  Yeah, I remembered the bars, but I didn't want to all the way back to get them. I now see the error of my ways though and will retreat 30 feet or as far as I can go and blast the injured one as soon as I can, holding a standard action if I must.
  
  EB  (1d20+3)[ 19 ] 
  Dmg  (1d6+1)[ 6 ] 
conversations: Dax Thura:
conversations: human
conversations:  That'll hit.
  The first zombie is severely weakened, while the second is at full strength.
  
  They both shamble towards you, and while one is pretty much next to you, it can't attack this round.
  
  Your move.
conversations: Thelas:
conversations: human
conversations:  I'll take a 5 foot step and blast the injured one again.
  
  EB  (1d20+3)[ 13 ] 
  Dmg  (1d6+1)[ 3 ] 
conversations: Dax Thura:
conversations: human
conversations:  See above, but replace severely with very severely.
  
  This time, it 5ft steps and whacks you.
   (1d20+1)[ 7 ]   (1d6-1)[ 0 ] 
conversations: Thelas:
conversations: human
conversations:  "Would you die already... again I mean."
  Wash rinse repeat. 5' step and
  EB  (1d20+3)[ 17 ] 
  Dmg (1d6+1)[ 6 ] 
conversations: Dax Thura:
conversations: human
conversations:  Barely still upright, the zombie takes another swing at you(after 5ft adjusting closer, of course).
  
   (1d20+1)[ 2 ] 
   (1d6-1)[ 4 ] 
conversations: Tyndmyr:
conversations: human
conversations:  Fall down already!
  step and shoot
  EB  (1d20+3)[ 21 ] 
  Dmg  (1d6+1)[ 6 ] 
conversations: Dax Thura:
conversations: human
conversations:  He listens to your command and dies again like a well behaved zombie.
  
  The other zombie charges you, and dumbly repeats the tactics of his erstwhile comrade.
  
   (1d20+3)[ 12 ] (due to charge)
   (1d6-1)[ 0 ] 
conversations: Tyndmyr:
conversations: human
conversations:  In fact, the step and shoot is my plan. In hopes of speeding this up some, here's several turns worth of my plan.  I will not deviate from this plan if at all possible.
  
  EB  (1d20+3)[ 19 ] 
  Dmg  (1d6+1)[ 7 ] 
  
  EB  (1d20+3)[ 9 ] 
  Dmg  (1d6+1)[ 3 ] 
  
  EB  (1d20+3)[ 9 ] 
  Dmg  (1d6+1)[ 7 ] 
  
  EB  (1d20+3)[ 10 ] 
  Dmg  (1d6+1)[ 4 ] 
  
  EB  (1d20+3)[ 6 ] 
  Dmg  (1d6+1)[ 2 ] 
  
  Also, if I get to a door, I'll try to use it as cover again.
  Str Check  (1d20)[ 16 ] 
  Str Check  (1d20)[ 5 ] 
  Str Check  (1d20)[ 3 ] 
  Str Check  (1d20)[ 2 ] 
  Str Check  (1d20)[ 7 ] 
  
  Finally, if I'm backed into a corner, some concentration checks
  Concentration  (1d20+6)[ 13 ] 
  Concentration  (1d20+6)[ 21 ] 
  Concentration  (1d20+6)[ 17 ] 
  Concentration  (1d20+6)[ 9 ] 
  Concentration  (1d20+6)[ 16 ] 
conversations: Dax Thura:
conversations: human
conversations:  There's enough room that provided you circle, you needn't worry about being cornered, the zombie not being bright enough to do more than follow you around.
  
  Your first blast connects, but unfortunately, the rest do not, falling just short of the 11 touch repeatedly.
  
  5 attacks:
   (1d20+1)[ 5 ] 
   (1d6-1)[ 4 ] 
   (1d20+1)[ 3 ] 
   (1d6-1)[ 0 ] 
   (1d20+1)[ 5 ] 
   (1d6-1)[ 1 ] 
   (1d20+1)[ 11 ] 
   (1d6-1)[ 3 ] 
   (1d20+1)[ 3 ] 
   (1d6-1)[ 4 ] 
  
  The zombie is filled with fail.
conversations: Tyndmyr:
conversations: human
conversations:  Then I shall circle and continue with the plan.
  Blast  (1d20+3)[ 14 ] 
  Dmg  (1d6+1)[ 5 ] 
  
  Blast  (1d20+3)[ 5 ] 
  Dmg  (1d6+1)[ 5 ] 
  
  Blast  (1d20+3)[ 12 ] 
  Dmg  (1d6+1)[ 4 ] 
  
  Blast  (1d20+3)[ 20 ] 
  Dmg  (1d6+1)[ 3 ] 
  
  Blast  (1d20+3)[ 9 ] 
  Dmg  (1d6+1)[ 6 ] 
  
  Blast  (1d20+3)[ 4 ] 
  Dmg  (1d6+1)[ 4 ] 
  
  Blast  (1d20+3)[ 7 ] 
  Dmg  (1d6+1)[ 6 ] 
conversations: Dax Thura:
conversations: human
conversations:  He gets off three more attacks, you having dropped him to 0 on your third attack, he collapses from damage and exertion following this effort.
  
   (1d20+1)[ 17 ] 
   (1d6-1)[ 4 ] 
   (1d20+1)[ 15 ] 
   (1d6-1)[ 1 ] 
   (1d20+1)[ 18 ] 
   (1d6-1)[ 0 ] 
  
  XP: +300
  Loot: 60 SP, and of course, the usual kobold gear(sling and spear).
conversations: Tyndmyr:
conversations: human
conversations:  Does this include the loot from the room? Search it if it does not, including the zombies' original meal. Take loot to 1st room and store it. Make sure doors are still open along the way. Listen at the east door of the kobold zombie room.
  
  Listen  (1d20)[ 10 ] 
conversations: Dax Thura:
conversations: human
conversations:  No additional loot on the dead kobold, save for the usual set of kobold weapons.
  
  You hear nothing from the next room.
conversations: Tyndmyr:
conversations: human
conversations:  Open door and see what's inside.
  
  Move Silent  (1d20+4)[ 19 ] 
  Initiative (just in case)  (1d20+2)[ 7 ] 
conversations: Dax Thura:
conversations: human
conversations:  There are five bats swirling about in the middle of the room(L6). They chirp to each other as their blindsense notices you.
  
  Init:
   (1d20+2)[ 4 ] 
   (1d20+2)[ 8 ] 
   (1d20+2)[ 10 ] 
   (1d20+2)[ 9 ] 
   (1d20+2)[ 9 ] 
  
  Assume they are all within striking range of the ground unless otherwise stated. After all, this rooms only 10ft high.
conversations: Tyndmyr:
conversations: human
conversations:  Four bats attack:
  
  Huh...I cant find out what damage they can deal...but everything has the potential to deal some damage. Assume any hit is 1 nonlethal damage, due to it essentially being a nonproficient unarmed attack, then, and size modifiers will knock it down to 1hp.
  
  Atks:
   (1d20)[ 10 ] 
   (1d20)[ 13 ] 
   (1d20)[ 2 ] 
   (1d20)[ 15 ] 
conversations: Tyndmyr:
conversations: human
conversations:  I see no reason to change a winning formula, so I will continue with my battle plan. As long as I have space I will 5foot step and Eldritch Blast. If I crit please take the next in line. I will target the one with the lowest init first. Just in case, I will roll some concentration checks as well.
  
  Blast  (1d20+3)[ 15 ]  Dmg  (1d6+1)[ 6 ] 
  Blast  (1d20+3)[ 5 ]  Dmg  (1d6+1)[ 7 ] 
  Blast  (1d20+3)[ 13 ]  Dmg  (1d6+1)[ 4 ] 
  Blast  (1d20+3)[ 18 ]  Dmg  (1d6+1)[ 2 ] 
  Blast  (1d20+3)[ 12 ]  Dmg  (1d6+1)[ 6 ] 
  Blast  (1d20+3)[ 21 ]  Dmg  (1d6+1)[ 3 ] 
  Blast  (1d20+3)[ 18 ]  Dmg  (1d6+1)[ 3 ] 
  Blast  (1d20+3)[ 8 ]  Dmg  (1d6+1)[ 2 ] 
  Blast  (1d20+3)[ 21 ]  Dmg  (1d6+1)[ 4 ] 
  Blast  (1d20+3)[ 23 ]  Dmg  (1d6+1)[ 4 ] 
  Blast  (1d20+3)[ 10 ]  Dmg  (1d6+1)[ 2 ] 
  Blast  (1d20+3)[ 12 ]  Dmg  (1d6+1)[ 2 ] 
  Blast  (1d20+3)[ 7 ]  Dmg  (1d6+1)[ 4 ] 
  Blast  (1d20+3)[ 14 ]  Dmg  (1d6+1)[ 7 ] 
  Blast  (1d20+3)[ 18 ]  Dmg  (1d6+1)[ 2 ] 
  Blast  (1d20+3)[ 18 ]  Dmg  (1d6+1)[ 6 ] 
  Blast  (1d20+3)[ 23 ]  Dmg  (1d6+1)[ 4 ] 
  Blast  (1d20+3)[ 23 ]  Dmg  (1d6+1)[ 3 ] 
  Blast  (1d20+3)[ 18 ]  Dmg  (1d6+1)[ 7 ] 
  Blast  (1d20+3)[ 17 ]  Dmg  (1d6+1)[ 6 ] 
  
  Concentration [roll]1d20+6[/roll]
  Concentration [roll]1d20+6[/roll]
  Concentration [roll]1d20+6[/roll]
  Concentration [roll]1d20+6[/roll]
  Concentration [roll]1d20+6[/roll]
  Concentration [roll]1d20+6[/roll]
  Concentration [roll]1d20+6[/roll]
  Concentration [roll]1d20+6[/roll]
  Concentration [roll]1d20+6[/roll]
  Concentration [roll]1d20+6[/roll]
  Concentration [roll]1d20+6[/roll]
  Concentration [roll]1d20+6[/roll]
conversations: Dax Thura:
conversations: human
conversations:  Stupid concentration checks.
  
  Concentration  (1d20+6)[ 14 ] 
  Concentration  (1d20+6)[ 15 ] 
  Concentration  (1d20+6)[ 13 ] 
  Concentration  (1d20+6)[ 17 ] 
  Concentration  (1d20+6)[ 11 ] 
  Concentration  (1d20+6)[ 7 ] 
  Concentration  (1d20+6)[ 26 ] 
  Concentration  (1d20+6)[ 7 ] 
  Concentration  (1d20+6)[ 17 ] 
  Concentration  (1d20+6)[ 15 ] 
  Concentration  (1d20+6)[ 23 ] 
  Concentration  (1d20+6)[ 16 ] 
conversations: Dax Thura:
conversations: human
conversations:  Round 1: You miss.
  
  Bats:
   (1d20)[ 2 ] 
   (1d20)[ 6 ] 
   (1d20)[ 9 ] 
   (1d20)[ 3 ] 
   (1d20)[ 1 ] 
  
  Round 2: You miss.
  
  Bats:
   (1d20)[ 11 ] 
   (1d20)[ 17 ] 
   (1d20)[ 7 ] 
   (1d20)[ 20 ] 
   (1d20)[ 17 ] 
  
  Round 3: You miss.
  
  Bats:
   (1d20)[ 12 ] 
   (1d20)[ 9 ] 
   (1d20)[ 6 ] 
   (1d20)[ 1 ] 
   (1d20)[ 5 ] 
  
  Round 4: You drop one.
  
  Bats:
   (1d20)[ 1 ] 
   (1d20)[ 2 ] 
   (1d20)[ 2 ] 
   (1d20)[ 18 ] 
  
  
  Round 5: You miss.
  
  Bats:
   (1d20)[ 4 ] 
   (1d20)[ 6 ] 
   (1d20)[ 19 ] 
   (1d20)[ 3 ] 
  
  Round 6: You drop one.
  
  Bats:
   (1d20)[ 8 ] 
   (1d20)[ 6 ] 
   (1d20)[ 10 ] 
  
  Round 7: You drop one.
  
  Bats:
   (1d20)[ 18 ] 
   (1d20)[ 8 ] 
  
  Round 8: You miss.
  
  Bats:
   (1d20)[ 9 ] 
   (1d20)[ 9 ] 
  
  Round 9: You drop one.
  
  Bats:
   (1d20)[ 19 ] 
  
  Round 10: You finish em off.
  
  XP: +150.
conversations: Tyndmyr:
conversations: human
conversations:  I am at 0 hit points. I will not perform an action that would cause me to go to negative hit points. I plan to go back to the starting room, shut the door and use a spear, there should be one along the way, or my morningstar to bar the door. I will rest a day to regain hit points. Again, I won't take an action if it will cause me to go to negatives. Since the damage from the bats is non lethal, I get back 1HP per hour, so after 8 hours, I am healed from them. I should also get back 1HP from resting for 8 hours. Anything exciting happen during that time? Do I effectively bar the last door?
conversations: Dax Thura:
conversations: human
conversations:  Shouldn't be a problem. I don't believe you start bleeding out from non-lethal anyhow.
  
  The first hour, you hear a strange buzzing to the south. The remainder of the time, you hear nothing suspicious.
  
  Edit: Yes, you do manage to get the spear into the sockets for the bar, and it looks like it'll hold.
  
  
  DM info: Random encounter information.
   
   Spoiler 
  
  Hour 1: Giant bee, south.
  Hour 2: Nothing.
  Hour 3: Nothing.
  Hour 4: Nothing.
  Hour 5: Nothing.
  Hour 6: Constrictor snake, north. Neither Alswell nor the kobolds know it's there. If ignored for long enough, it'll probably try to eat kobolds.
  Hour 7: Orcs patrol of 4 goes up and down the central hallway. Alswell didn't hear them(woohoo, nat 1).
  Hour 8: Nothing.
   
conversations: Tyndmyr:
conversations: human
conversations:  How much time has passed including my searches and combats? 10 hours?
  I'll undue the South door and make sure that the rooms I've cleared out are still safe. I'm wary of that buzzing I heard so many hours ago.
  
  Some rolls just in case
  MS  (1d20+4)[ 19 ] 
  HS  (1d20+2)[ 6 ] 
  Listen  (1d20)[ 3 ] 
  Spot  (1d20+2)[ 22 ] 
  MS  (1d20+4)[ 23 ] 
  HS  (1d20+2)[ 12 ] 
  
  Init  (1d20+2)[ 10 ] 
  Blast  (1d20+3)[ 10 ]   Dmg  (1d6+1)[ 5 ] 
  Blast  (1d20+3)[ 13 ]   Dmg  (1d6+1)[ 6 ] 
conversations: Dax Thura:
conversations: human
conversations:  Probably not even 9 hrs yet. Searches and combat take surprisingly little time unless you're a fan of taking twenty for everything.
  
  You open the door to the hallway leading south, and you see a giant bee ambling slowly along the ceiling(5ft up). Up to you whatcha do with it.
  
  Init, if you decide to nuke it, and it doesn't die right off:  (1d20+2)[ 21 ] 
conversations: Tyndmyr:
conversations: human
conversations:  Please use the rolls from my last post.
  Here are a few more rolls just in case though.
  Blast  (1d20+3)[ 17 ]  Dmg  (1d6+1)[ 3 ] 
  Blast  (1d20+3)[ 19 ]  Dmg  (1d6+1)[ 6 ] 
  Blast  (1d20+3)[ 17 ]  Dmg  (1d6+1)[ 5 ] 
conversations: Dax Thura:
conversations: human
conversations:  Touch of 12, so first shot misses, rousing the bee into action.
  
   (1d20+2)[ 10 ] 
  Dmg:  (1d4)[ 3 ]  + poison(DC11 fort)
conversations: Tyndmyr:
conversations: human
conversations:  You land a hit, damaging the bee.
  
   (1d20+2)[ 17 ] 
  Dmg:  (1d4)[ 3 ]  + poison(DC11 fort)
  
  Nother hit.
  
   (1d20+2)[ 18 ] 
  Dmg:  (1d4)[ 3 ]  + poison(DC11 fort)
  
  And the bee takes another blast and dies.
conversations: Tyndmyr:
conversations: human
conversations:  If hit multiple times, only take one save(they only have one stinger).
  
  Primary damage:  (1d4)[ 3 ]  Con. Secondary damage will be the same, though you'll get another save.
conversations: Tyndmyr:
conversations: human
conversations:  I was hit twice for 6 damage leaving me at 3 hit points.
  Fort Save  (1d20+2)[ 22 ] 
conversations: Dax Thura:
conversations: human
conversations:  Only count the first hit. It's a special rule of the bee that since it only has one stinger, it can only sting once, and after that, slowly, helplessly dies.
  
  +150 XP. No goods save for a small amount of honey deposited on the wall. If you collect it, it'll extend your trail rations by 1 day.
conversations: Tyndmyr:
conversations: human
conversations:  Ok, I'll collect the honey.
  I'll go to the south door in the room of the kobold sorcerer formerly known as sorc (O,2) and listen. I'll open it if it sounds like there's only one opponent in the room. I plan to continue with the 'scoot and shoot' tactic.
  MS  (1d20+4)[ 10 ] 
  Listen  (1d20)[ 5 ] 
  Initiatve  (1d20+2)[ 18 ] 
  Blast  (1d20+3)[ 10 ]   Dmg  (1d6+1)[ 3 ] 
  Blast  (1d20+3)[ 19 ]   Dmg  (1d6+1)[ 3 ] 
conversations: Dax Thura:
conversations: human
conversations:  Nothing heard, so you open it, ready to blast. Nothing inside the room, however, it appears just as you left it.
conversations: Tyndmyr:
conversations: human
conversations:  I haven't done this room yet. After taking on the Sorc, the kobold sorcerer, I fought the 4 kobold zombies, then the bats in O,6. I believe that this should be a new room for me.
conversations: Dax Thura:
conversations: human
conversations:  My bad, thought you were listening at the door of the sorc's room.
  
  Here you go:
  
  You enter a 15ft by 15ft room, with two Orcs inside(S5, Q6). There is a door on the far side. You didn't hear them in advance, but apparently, they didn't hear you either. You have surprise.
  
  Init for them:
   (1d20)[ 20 ] 
   (1d20)[ 13 ] 
conversations: Tyndmyr:
conversations: human
conversations:  I am so dead.
  
  Init  (1d20+2)[ 3 ] 
conversations: Dax Thura:
conversations: human
conversations:  You have surprise, take your half-action.
conversations: Thelas:
conversations: human
conversations:  I'll run, shutting doors behind me until I get to the starting room where I can bar the door as I did while I was resting.
conversations: Dax Thura:
conversations: human
conversations:  Your closing the door, followed by running, definitely alerted them. You hear them following behind you, but your lead is sufficient to reach the room and bar the door just before they slam against it.
conversations: Tyndmyr:
conversations: human
conversations:  Whew! Ok I'll wait for a couple of hours for them to give up. Then I'll listen at the door to see if they are still there.
  
  Listen  (1d20)[ 19 ] 
conversations: Dax Thura:
conversations: human
conversations:  You hear both of them(good check!). One apparently is still near the door, and the other is further within the hallway.
  
  DM Info: 
   Spoiler 
   There is one orc waiting with a readied action outside this door, the other orc is waiting at the far end of the hallway, readying an action at the other door.
   
conversations: Tyndmyr:
conversations: human
conversations:  Ok, well screw them. I'll leave that door barred and go north.
  
  Listen  (1d20)[ 8 ] 
  Move Silent  (1d20+4)[ 18 ] 
  Init  (1d20+2)[ 16 ] 
  Blast  (1d20+3)[ 15 ]   Dmg  (1d6+1)[ 4 ] 
  Blast  (1d20+3)[ 7 ]   Dmg  (1d6+1)[ 7 ] 
conversations: Dax Thura:
conversations: human
conversations:  Hearing nothing at the north door, you pop it open.
  
  You enter 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 had no idea you were coming, so the nearest(F1) dies in the surprise round.
  
  Init for the remaining three, in order.
   (1d20+1)[ 17 ] 
   (1d20+1)[ 18 ] 
   (1d20+1)[ 13 ] 
conversations: Tyndmyr:
conversations: human
conversations:  E1 and E2 go before you, and move up to H1 and H2 respectively. The kobold in H2 does so via charge.
  
  E1 Kobold(you get partial cover, +4 AC, against him, due to fighting through the doorway)
  Spear: (1d20+1)[ 8 ] 
  Dmg:
   (1d6-1)[ 1 ] 
  
  E3 Kobold(Charging)
  Spear: (1d20+3)[ 14 ] 
  Dmg:
   (1d6-1)[ 1 ] 
  
  Your Round 1 shot is a miss.
  
  C2 kobold takes a pop at you with his sling.(you get +4 AC against him, due to being in melee)
  Sling: (1d20+3)[ 14 ] 
  Dmg:
   (1d3-1)[ 0 ] 
  
  Round 2:
  
  E1 Kobold(you get partial cover, +4 AC, against him, due to fighting through the doorway)
  Spear: (1d20+1)[ 17 ] 
  Dmg:
   (1d6-1)[ 3 ] 
  
  E3 Kobold
  Spear: (1d20+1)[ 3 ] 
  Dmg:
   (1d6-1)[ 4 ] 
  
  Your go.
conversations: Tyndmyr:
conversations: human
conversations:  I will lay down and begin to bleed out. Thank you very much.
conversations: Dax Thura:
conversations: human
conversations:  Coup de grace, coup de grace, coup de grace.
  
   (2d6-2)[ 2 ]  and Fort 10 + damage dealt or die.
   (2d6-2)[ 1 ]  and Fort 10 + damage dealt or die.
   (2d6-2)[ 8 ]  and Fort 10 + damage dealt or die.
  
  Just making the death official here.
conversations: Thelas: