conversations: human
conversations:  The air surrounding you fairly hums with the residue of magic, an aftereffect of the spell that brought you to this place. A quick glance reveals that you are in a fairly spacious, rectangular room, devoid of any life save for yourself. The sound of dripping water can be heard faintly, and the stone walls are slick with moisture. In complete defiance of logic, four torches are already lit and resting in brackets, one by each of the doors.
  
  Map: 
   Spoiler 
  {table]|A_|B_|C_|D_|E_|F_|G_
  1|||||||
  2|||||||
  3||||G|||
  4|||||||
  5|||||||
  [/table]
  
  There is a door at A-4, another at B-5, another at D-5, and a fourth at F-1.
   
  
  
  DM notes: 
   Spoiler 
  4, 4, 10
   
conversations: Tanaric:
conversations: human
conversations:  Gerrin walks over to the A4 door, listens for a moment, then opens the door.
  
   
   Spoiler 
  
  Listen  (1d20+6)[ 10 ] 
  Ready action to shapeshift once door is open
   
conversations: Tavar:
conversations: human
conversations:  You hear nothing.
  
  As you lay your hand on the door, several hundred lines of crackling blue energy appear, surrounding the door and much of the adjacent wall in a spiderweb pattern. The energy leaps from the door to your hand, giving you quite a shock.
  
  The previously hidden copper wires are now visible as thin black marks on the door, which they have charred quite thoroughly.
  
   
   Spoiler 
  You take 1 electric damage.
   
conversations: Tanaric:
conversations: human
conversations:  OW! Damnit. 
  
  Gerrin shakes his hand for a moment, takes a deep breathe, and opens the door. As it opens, he changes, his form flowing until it resembles a puma.
  
   
   Spoiler 
  open door, readied action to shapshift once it opens
   
conversations: Tavar:
conversations: human
conversations:  Opening the door reveals an unlit corridor that runs to the north and south. It's impossible to tell how far without a light source.
conversations: Tanaric:
conversations: human
conversations:  Gerrin un-shifts, goes and gets one of the torches from the room, then begins to walk down the hallway.
conversations: Tavar:
conversations: human
conversations:  Bringing the torch out into the hall reveals that it runs north for forty feet before ending in a blank wall. It runs south further than your torch allows you to see.
  
  Twenty-five feet to the north, there is a door on the west side of the hall.
  
  Five feet to the south, there is a door on the west side of the hall. Thirty feet to the south, an east-running hall connects to the one you're in. Forty feet to the south, another east-running hall connects to yours.
conversations: Tanaric:
conversations: human
conversations:  Gerrin walks north to the door on the western wall, puts the torch in a socket if availible, and simply leans it on the wall if no. Once done, he opens the door, shifting as it does so.
conversations: Tavar:
conversations: human
conversations:  You trip over a tripwire five feet away from the door you left. The sound of stone grinding on stone can be heard for perhaps a minute before fading away.
conversations: Tanaric:
conversations: human
conversations:  Gerrin walks north to the door on the western wall, puts the torch in a socket if availible, and simply leans it on the wall if no. Once done, he opens the door, shifting as it does so.
conversations: Tavar:
conversations: human
conversations:  Spot check.
conversations: Tanaric:
conversations: human
conversations:  Spoiler 
   (1d20+6)[ 8 ] 
  
  Am I shifted or not?
   
conversations: Tavar:
conversations: human
conversations:  No reason for you not to be.
  
  Opening the door reveals the following room: 
   Spoiler 
  {table]|A_|B_|C_|D_
  1||||
  2|2|||
  3||||
  4||1||
  5||||
  6||||
  7||||
  [/table]
  
  You see what appears at first glance to be two attractive humans sitting around a fire. However, upon closer examination, you realize that human 1 is actually an elf. A headband is wrapped around his ears, concealing his most distinguishing racial trait, but his delicate features give away his origins. He is wearing leather armor studded with metal, and is carrying a longsword and a buckler, with a longbow across his back. His face is currently twisted in outrage, and he is gesturing emphatically at human 2.
  
  Human 2 seems to be only a very attractive human, until you realize that you can see a row of needlelike teeth through the veil across his mouth. He too is wearing studded leather armor, and is carrying a rapier loosely in one hand, with a light crossbow hanging from his belt. He smiles at the elf, a chilling expression that never reaches his eyes.
  
  There is a door at D-6, which you are just outside of, and another at A-7, south side.
   
  
  
  Roll initiative.
  
  Elf: (1d20+1)[ 12 ] 
  Mr. Toothy:  (1d20+2)[ 10 ] 
conversations: Tanaric:
conversations: human
conversations:  initiative (1d20+4)[ 5 ] 
conversations: Tavar:
conversations: human
conversations:  The elf moves into the doorway and tries to slash you with his longsword.
  
  Attack:  (1d20+2)[ 7 ] 
  Damage:  (1d8+1)[ 9 ] 
  
  A moment later, Mr. Toothy moves to B-3 and mist fills the room. Turn by turn spot and listen checks are probably a good idea. You can still see the elf in front of you, but he has concealment. Anything further away has total concealment.
conversations: Tanaric:
conversations: human
conversations:  Gerrin lunges forward in order bite the elf.
  
   
   Spoiler 
  spot: (1d20+6)[ 24 ] 
  listen: (1d20+6)[ 21 ] 
  
  Attack: (1d20+4)[ 8 ] 
  Concealment (1d5)[ 5 ]  1 misses
   
conversations: Tavar:
conversations: human
conversations:  The elf takes your attack as a personal insult, and tries to spit you on his sword.
  
   (1d20+2)[ 4 ] 
   (1d8+1)[ 9 ] 
  
  After that, you hear movement to the northwest, and then flashing colors cover your vision.
  
  Will save.
conversations: Tanaric:
conversations: human
conversations:  Spoiler 
  Will: (1d20+4)[ 5 ] 
  
  Do you want to just roll saves and stuff?
   
conversations: Tavar:
conversations: human
conversations:  I can roll them for you if you like, but I find most people like it better when they do it themselves. Rolling a 1 hurts a little less when you do it. 😉
  
  You and the elf pass out for  (2d4)[ 4 ]  rounds, then are blinded and stunned for  (1d4)[ 3 ]  rounds, then are stunned for 1 round.
  
  Let's see how long that was, first.
conversations: Tanaric:
conversations: human
conversations:  When you come to and are finished being stunned, you find that the elf is the only one remaining in the room. He recovers just before you, standing and attacking you. The mist is gone by this time.
  
   (1d20+2)[ 5 ]  vs Prone AC.
   (1d8+1)[ 6 ] 
   
   Spoiler 
  Normally that guy loots all your money if he knocks you out, but since it's melded with your form...
   
conversations: Tanaric:
conversations: human
conversations:  Gerrin quickly stands as well, accepting the moment of weakness in order to get into a more advantageous position as soon as possible. Once up, he attacks.
   
   Spoiler 
  You can roll saves if you wish. Probably speed things up.
  attack (1d20+4)[ 16 ] 
  Damage (1d6+4)[ 8 ] 
  
  Spot (1d20+6)[ 12 ] 
  Damage (1d20+6)[ 24 ] 
   
conversations: Tavar:
conversations: human
conversations:  AoO from the elf as you stand.
  
   (1d20+2)[ 17 ]  vs Prone AC.
  
   (1d8+1)[ 4 ] 
  
  He dies from your attack, regardless.
  
  That's 50 xp, and the following loot list: studded leather armor, longsword, buckler, longbow, twenty arrows. His pockets were cleaned out by Mr. Toothy.
conversations: Tanaric:
conversations: human
conversations:  Gerrin unshifts, first casting a spell to heal his wounds, then taking the longsword and longbow. He then moves to the A7 door and opens it, shifting as he does so.
  
   
   Spoiler 
  Cast Cure Minor wounds.
   
conversations: Tavar:
conversations: human
conversations:  Opening the door reveals a short (five foot) hallway that ends in another door. It's dark in there, though, so it's probably a good idea to bring along a light source.
conversations: Tanaric:
conversations: human
conversations:  Gerrin goes back to where he left the torch, unshifts, and takes the torch with him, goes to the door, and opens it, shifting as he does so.
conversations: Tavar:
conversations: human
conversations:  Opening the door reveals the following room: 
   Spoiler 
  {table]|A_|B_|C_|D_|E_|F_|G_
  1|||||||
  2|||||||
  3||-|-||||
  4||1|||||
  5|||||||
  6|||||||
  7|||||||[/table]
  
  
  You see a man seated behind a desk. He appears to be human, aside from his glowing blue eyes. He is wearing red robes of what appear to be silk, along with a gold and silver diadem. He looks up from a scroll on the desk as you open the door, quirking an eyebrow.
  
  There is a door at D-1, which you are just outside of, another at B-1, another at G-4, and another at A-4.
   
conversations: Tanaric:
conversations: human
conversations:  Gerrin unshapeshifts as the man makes no hostile actions.
   Hello there. Can you tell me where we are? I just suddenly found myself here, and I'm a bit lost. 
conversations: Tavar:
conversations: human
conversations:  Which language are you speaking that in?
conversations: Tanaric:
conversations: human
conversations:  Let's start with common, then in sylvan, Goblins and Druidic to see if I get a response.
conversations: Tavar:
conversations: human
conversations:  The man is visibly shaken by your sudden transformation, but he responds to your first attempt at conversation, albeit with a disconcerted edge to his voice. He scoops up the scroll as he talks, tucking it into a pocket of his robe.
  
  "I... don't know, to be honest. I've been trying to figure out what went wrong with my spell that it brought me here..." He scratches his head absently, and a patch of his hair comes away on his fingers. He looks at it in shock, then at you.
  
  "What...?"
conversations: Tanaric:
conversations: human
conversations:  What kind of spell was it? And have you been attacked recently? I was while I was looking for a way out. 
  Noticing the man's expression.
   What is it, what's wrong? 
conversations: Tavar:
conversations: human
conversations:  The man groans wordlessly and lifts a hand to his forehead. "I feel... faint..." he murmurs, slumping onto the desk.
  
  Spot check.
conversations: Tanaric:
conversations: human
conversations:  (1d20+6)[ 14 ]  Come on don't fail me now...
conversations: Tavar:
conversations: human
conversations:  You notice that his skin is turning red and blotchy at an alarming rate. He seems to have passed out.
conversations: Tanaric:
conversations: human
conversations:  Gerrin shifts to animal form in order to better contend with any challenges.
conversations: Tavar:
conversations: human
conversations:  Nothing happens immediately. The man's skin turns a cherry red and starts swelling up.
conversations: Tanaric:
conversations: human
conversations:  Gerrin backs down the hallway and into the other room, moving a total of 30ft.
conversations: Tavar:
conversations: human
conversations:  Aaaand a listen check.
conversations: Tanaric:
conversations: human
conversations:  (1d20+6)[ 8 ]  come on dice...
conversations: Tavar:
conversations: human
conversations:  You hear something akin to a wet  plop .
conversations: Tanaric:
conversations: human
conversations:  Gerrin moves forward to investigate, though a sinking sensation tells him that he already knows what it is...
conversations: Tavar:
conversations: human
conversations:  You come upon a terribly gruesome sight. Bits of flesh and puddles of blood are splattered all across the desk and the floor surrounding the man - or where the man used to be. In his place is a skeleton calmly removing the flesh from above its left eye socket with one finger. Much of the muscle still clings to the thing's bones, but the vast majority seems to have been cast off already.
conversations: Tanaric:
conversations: human
conversations:  Gerrin Charges the beast, giving it a terrific bite.
  
  Attack (1d20+7)[ 14 ] 
  Damage (1d6+5)[ 9 ] (note, does all damage types)
conversations: Tavar:
conversations: human
conversations:  Miss.
  
  The quasi-skeleton swipes at you with both hands.
  
   (1d20+2)[ 17 ] 
   (1d20+2)[ 3 ] 
   (1d4+1)[ 3 ] 
   (1d4+1)[ 3 ] 
  
  Make a will save for any attacks that hit.
conversations: Tanaric:
conversations: human
conversations:  Dodging the blows, Gerrin snaps at it again.
  Attack (1d20+4)[ 11 ] 
  Damage[/roll]1d6+4[/roll]
conversations: Tavar:
conversations: human
conversations:  Another full attack as the skeleton tries to rip your face off to match its own.
  
   (1d20+2)[ 5 ] 
   (1d20+2)[ 21 ] 
   (1d4+1)[ 4 ] 
   (1d4+1)[ 3 ] 
conversations: Tanaric:
conversations: human
conversations:  Will save: (1d20+4)[ 21 ] 
conversations: Tavar:
conversations: human
conversations:  You feel a chill pass through your body, but nothing happens.
conversations: Tanaric:
conversations: human
conversations:  Dodging the blows, Gerrin snaps at it again.
  Attack (1d20+4)[ 17 ] 
  Damage (1d6+4)[ 5 ] 
conversations: Tavar:
conversations: human
conversations:  Your bite crunches off a few of its ribs.
  
  Being the mindless creature it is now, it continues with its attack pattern.
  
   (1d20+2)[ 13 ] 
   (1d20+2)[ 21 ] 
   (1d4+1)[ 2 ] 
   (1d4+1)[ 5 ] 
conversations: Tanaric:
conversations: human
conversations:  Will save (1d20+4)[ 16 ] 
  
  Dodging the blows, Gerrin snaps at it again.
  Attack (1d20+4)[ 17 ] 
  Damage (1d6+4)[ 6 ] 
conversations: Tavar:
conversations: human
conversations:  You feel another chill run through your body, but you shake it off again.
  
  You crack off the rest of its ribs and put a chip in its clavicle.
  
  It does what it does best, and tries to kill you again.
  
   (1d20+2)[ 22 ] 
   (1d20+2)[ 4 ] 
   (1d4+1)[ 2 ] 
   (1d4+1)[ 2 ] 
conversations: Tanaric:
conversations: human
conversations:  Crit confirm:  (1d20+2)[ 13 ] 
   (1d4+1)[ 3 ] 
  
  See, that's the bad thing about PbP. Can't fudge rolls to save lives. 😛
conversations: Tanaric:
conversations: human
conversations:  Hmm...Good Game. I'm Disabled, which pretty much means I can't survive. Wow, you got some lucky rolls there...
  
  Nevermind, forgot the crit...
conversations: Tavar:
conversations: human
conversations:  You still have a movespeed of 50 feet/round, against a mindless undead. 😉
conversations: Tanaric:
conversations: human
conversations:  Move speed of 25 ft. Remember, I'm disabled. Plus doing so provokes an AOO.
  
  And anyway, I missed your crit post. I'm actually dying.
conversations: Tavar:
conversations: human
conversations:  How did a 13 hit you? 🤨
  
  And yeah, forgot about that half speed clause for a moment. Blame it on being way too tired to be DMing. 😁
conversations: Tanaric:
conversations: human
conversations:  Good point. I think it's getting a bit late for me.
  
  Still, Gerren attempts to flee, moving 25 feet back. He provokes an AOO.
conversations: Tavar:
conversations: human
conversations:  (1d20+2)[ 14 ] 
   (1d4+1)[ 3 ] 
  
  Edit: 25 feet puts you in the room before the short hallway, I believe. Do you want to stop anywhere in particular?
conversations: Tanaric:
conversations: human
conversations:  When able, Gerrin will continue to move through the room till he is outside of it. Then he unshifts, closes the door, and casts lesser vigor(fast healing 1 for 11 rounds).
  
  Edit: no, not really.
conversations: Tavar:
conversations: human
conversations:  I'm putting you at the other side of the door to the short hallway, then.
  
  The skeleton stops in the short hallway and claws at you.
  
   (1d20+2)[ 22 ] 
   (1d4+1)[ 4 ] 
  
  OH COME ON.
  
  ...stupid dice.
conversations: Tanaric:
conversations: human
conversations:  Good game. Really, I blame my really low rolls and your high ones. You needed to roll an 18 or above to hit me, and you managed to do that about half the time.
conversations: Tavar:
conversations: human
conversations:  Eheh. Want to restart the dungeon, since that was only the second room? Or try with a different character, if you had a couple you wanted to play?
conversations: Tanaric: