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:  Very matter-of-factly, Willem bars the southern and eastern door, then throws open the northern door.
  
  
  Edit: Link to char sheet for reference  http://www.myth-weavers.com/sheetvie...sheetid=162953 
conversations: brakisaurus:
conversations: human
conversations:  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, but they look to be recovering quickly
  
   
conversations: Tyndmyr:
conversations: human
conversations:  "Kobolds? Looks like I picked the right path!" 
  
  Charge to F2, attack the kobold in E2. Powerattack for 1
  
  Attack: (d20+5)[ 11 ]  Damage: (d12+6)[ 18 ] 
conversations: brakisaurus:
conversations: human
conversations:  Ooo, I just splattered the air.
  
  Init:  (d20+1)[ 9 ] 
conversations: brakisaurus:
conversations: human
conversations:  Init rolls(top to bottom, left to right):
   (1d20+1)[ 14 ] 
   (1d20+1)[ 12 ] 
   (1d20+1)[ 18 ] 
   (1d20+1)[ 10 ] 
conversations: Tyndmyr:
conversations: human
conversations:  ((Casualty #1, inc!))
conversations: brakisaurus:
conversations: human
conversations:  As your greataxe slides harmlessly off the leather of a kobold, the three closest to you take the opportunity to stab at you with their spears, while the furthest pops off a shot with a sling.
  
  Sling(you'll get the bonus AC for being in melee, of course):
   (1d20+3)[ 19 ] 
  
  Spears:
   (1d20)[ 11 ] 
   (1d20)[ 13 ] 
   (1d20)[ 1 ] 
conversations: Tyndmyr:
conversations: human
conversations:  Originally Posted by Tyndmyr 
   As your greataxe slides harmlessly off the leather of a kobold, the three closest to you take the opportunity to stab at you with their spears, while the furthest pops off a shot with a sling.
  
  Sling(you'll get the bonus AC for being in melee, of course):
  [roll0]
  
  Spears:
  [roll1]
  [roll2]
  [roll3] 
   
  
  AC is 14 due to charge, so Sling still hits
conversations: brakisaurus:
conversations: human
conversations:  Oh, right, charge.
  
  Sling dmg: [roll]1d4[/roll]
conversations: Tyndmyr:
conversations: human
conversations:  On my turn, I will again attack the kobold in front of me:
   (d20+4)[ 20 ]   (d12+4)[ 7 ] 
  
  If that's enough to kill it, I will cleave to my left:
   (d20+4)[ 21 ]   (d12+4)[ 7 ] 
conversations: brakisaurus:
conversations: human
conversations:  Bah. Can't edit in die rolls, posting again.
  
  Sling dmg:  (1d4)[ 2 ] 
  
  You cleave wonderfully, dropping them both. They're alive, but they won't be doing anything.
conversations: Tyndmyr:
conversations: human
conversations:  Chattering fearfully to each other, the suddenly concerned kobolds continue to press the attack.
  
  Sling:  (1d20+3)[ 17 ] 
  
  Spear:  (1d20)[ 4 ] 
conversations: Tyndmyr:
conversations: human
conversations:  Thanks to no more kobold in the way, the sling hits again.
  
  Damage:  (1d4)[ 2 ] 
conversations: Tyndmyr:
conversations: human
conversations:  "Stupid rocks! Stop that!" 
  
  I'll charge past the spear-wielder in E1, probably provoking, to D2 to strike at the slinger.
  
   (d20+6)[ 14 ]   (d12+4)[ 16 ] 
  
  And turning around to cleave if he drops:
   (d20+4)[ 19 ]   (d12+4)[ 6 ] 
  
  ((I only get +2 atk on the charge attack and not hte cleave, right?))
conversations: brakisaurus:
conversations: human
conversations:  Yup, not that it matters, AC15.
  
  Attack of opportunity from the melee chap:
   (1d20)[ 1 ] 
  
  The kobold with the sling drops it, and draws his spear.
  
  Both attempt to stab you.
   (1d20)[ 8 ] 
   (1d20)[ 6 ] 
conversations: Tyndmyr:
conversations: human
conversations:  Let's try that whirlwind splatter again...
  
  Ex-slinger:
   (d20+4)[ 5 ]   (d12+4)[ 7 ] 
  
  And the possible cleave:
   (d20+4)[ 5 ]   (d12+4)[ 13 ] 
conversations: brakisaurus:
conversations: human
conversations:  In an effort to break the chain of melee misses, both of them take another jab.
  
   (1d20)[ 12 ] 
   (1d20)[ 17 ] 
conversations: Tyndmyr:
conversations: human
conversations:  I believe that's a hit, but as Im entirely clueless regarding stances, correct me if not.
  
  Damage roll:  (1d6-1)[ 2 ] 
conversations: Tyndmyr:
conversations: human
conversations:  ((I don't have any fancypants stances, just a regular cleric :) I'm down to 4 HP. ))
  
  
  In an effort to break the brains of melee kobolds, Willem takes another swing.
  
  Ex-slinger:
   (d20+4)[ 19 ]   (d12+4)[ 7 ] 
  
  Please god let me cleave:
   (d20+4)[ 11 ]   (d12+4)[ 5 ] 
conversations: brakisaurus:
conversations: human
conversations:  One of them drops, his strangled cry ending abruptly as his head smashes into the stone floor.
  
  The other, growing desperate in the absence of his comrades, takes another stab.
   (1d20)[ 14 ] 
conversations: Tyndmyr:
conversations: human
conversations:  Poor lonely kobold, all alone! Not for long. Now just lay down and play nice! 
   (d20+4)[ 18 ]   (d12+4)[ 11 ] 
conversations: brakisaurus:
conversations: human
conversations:  With such a convincing argument, how can he resist? Through the logic of your axe, he sees the truth and the floor.
  
  +300 xp
  -Loot-
  1800 SP
  Aquamarine worth 700 GP
  Onyx worth 50 GP
conversations: Tyndmyr:
conversations: human
conversations:  Assuming that kills him, I'm going to burn my Command for a CLW, healing for  (d8+1)[ 8 ] 
  
  Before searching for treasure, I'm going to try to creep up to the closed wooden door on the other side of the room and listen for noises.
  
  Move Silently:
   (d20-4)[ -3 ] 
  
  Listen:
   (d20+2)[ 10 ] 
conversations: brakisaurus:
conversations: human
conversations:  After Willem clanks and stumbles very loudly over to the door, he checks the slinger for extra bullets to use in his own sling.
conversations: brakisaurus:
conversations: human
conversations:  (yeah, he's dead)
  
  You hear nothing at the door.
conversations: Tyndmyr:
conversations: human
conversations:  If there are any sling bullets left, I'll add them to my stash, then carefully open the door.
conversations: brakisaurus:
conversations: human
conversations:  Yup, 8 sling bullets remaining. I should have mentioned, but whatever weapons they were using can be considered lootable as well.
  
  Inside of the small 5ft by 10ft room, you see nothing but a small treasure chest.
  
  Edit: Misread notes. And a kobold. A particularly unobservant kobold who rolled a 1 on his listen check.
conversations: Tyndmyr:
conversations: human
conversations:  ((Heh...1 on MS vs 1 on Listen, thank god for intervening carpentry))
  
   Surprise Round 
  Line up a shot with my sling:
   (d20+1)[ 2 ]   (d4+3)[ 4 ] 
  Drop sling and draw greatsword
  
  Initiative  (d20+1)[ 7 ] 
conversations: brakisaurus:
conversations: human
conversations:  Init:  (1d20+1)[ 6 ] 
conversations: Tyndmyr:
conversations: human
conversations:  "I knew I was never any good with this slingy mumbo jumbo. I bet he'll understand the same logic as his last bud, though." 
  
  Charging him.
   (d20+6)[ 19 ]   (d12+4)[ 6 ] 
conversations: brakisaurus:
conversations: human
conversations:  His fallen, incapacitated body is getting blood over the wooden chest.
  
  +150 XP
  -Loot on his Body-
  80 GP
conversations: Tyndmyr:
conversations: human
conversations:  "That was a bit easier. Now, for my favorite game...WHAT'S IN THE BOX!?" 
  
  Willem prods the chest sharply with the tip of his greatsword, then opens it if nothing bad happened.
conversations: brakisaurus:
conversations: human
conversations:  Nothing bad does happen, so you discover a potion of CLW and twenty gold pieces lying inside.
conversations: Tyndmyr:
conversations: human
conversations:  Willem scoops up that fat loot. He spends some time searching the room for exits or other oddities.  
   Spoiler 
   (d20)[ 15 ]  (d20)[ 10 ]  (d20)[ 17 ]  (d20)[ 13 ] 
   
  
  
  If I don't find anything here, I'll retrace my steps back to the starting room, shutting all doors behind me. I'll take the bar off the southern door and open it.
conversations: brakisaurus:
conversations: human
conversations:  Nothing of note, just lots of grime.
  
  Once you open the door, you see a short, narrow, unlit, hallway, five feet in width, and twenty in length. Just over halfway down, a door leads to the left, while at the end, another door leads straight ahead.
conversations: Tyndmyr:
conversations: human
conversations:  I'll employ my sneaksy cleric skills to hide and move silently up to the door on the left and listen at it to try to get an idea of what might be beyond, then open it.
   
   Spoiler 
  
  Hide:  (d20-4)[ 14 ] 
  Move Silently:  (d20-4)[ -2 ] 
  Listen:  (d20+2)[ 12 ] 
   
conversations: brakisaurus:
conversations: human
conversations:  You hear movement..then you hear it coming torward your door. Up to you if you still want to open it.
conversations: Tyndmyr:
conversations: human
conversations:  I pause a few seconds and ready to attack anything coming through the door. If it doesn't open the door, I'll open it myself in 2 rounds in an attempt to surprise whatever's on the other side.
  
  ((Man, this roller really does not want me to move silently at all. I should take a hint...)
conversations: brakisaurus:
conversations: human
conversations:  You hear a lot of scrabbling at the door for a bit, then the door opens, and a zombie kobold stumbles out.
  
  Take your best shot. =)
conversations: Tyndmyr:
conversations: human
conversations:  Surprise Round:
   
   Spoiler 
  
  Attack (d20+4)[ 20 ]  Damage: (d12+4)[ 14 ] 
   
  
   Aieee! Come and get me, ya undead goon! 
  
  Initiative:
   
   Spoiler 
  
   (d20+1)[ 5 ] 
   
  
  
  My next action if I win init:
   
   Spoiler 
  
  Attack (d20+4)[ 20 ]  Damage: (d12+4)[ 15 ] 
   
  
  
  That will probably be my action if I don't win init, too, unless something really really bad happens in the interim.
conversations: brakisaurus:
conversations: human
conversations:  He looks quite pounded...they get no attack action in the round they spend moving out, so init time.
  
  Init: (1d20)[ 18 ] 
   (1d20)[ 16 ] 
conversations: Tyndmyr:
conversations: human
conversations:  Both zombies go before you, starting with the badly injured one, and attempt to stab you with their rather crusty looking spears.
  
  Attack: (1d20+1)[ 12 ] 
  Dmg if hits: (1d6-1)[ 1 ] 
  
  Attack: (1d20+1)[ 18 ] 
  Dmg if hits: (1d6-1)[ 2 ] 
conversations: Tyndmyr:
conversations: human
conversations:  "Ack! Two of them!? Somehow I didn't see the second bugger sneaking up behind the first. Behold the radiance of my strength and glory, and BE GONE." 
  
  Turn Undead
   
   Spoiler 
  
  Turning Check:  (d20+1)[ 6 ] 
  Turning Damage:  (2d6+2)[ 9 ] 
   
  
  
  OR I can fail my turning check miserably.
  5 foot step back away from them towards the door to the starting area.
conversations: brakisaurus:
conversations: human
conversations:  ((OOC: How did they both get out to attack me, if the hallway is 5 feet wide and I'm standing in front of the door? Also, where did the second zombie come from?))
conversations: brakisaurus:
conversations: human
conversations:  Yknow, good point. Ignore the second attack, he was standing behind moaning instead.
conversations: Tyndmyr:
conversations: human
conversations:  Both of them 5 ft adjust torward you, and the nearest one attempts to stab you again.
  
  Attack: (1d20+1)[ 4 ] 
  Dmg if hits: (1d6-1)[ 4 ] 
conversations: Tyndmyr:
conversations: human
conversations:  Attempt to obliterate the front zombie with my greataxe:
   (d20+4)[ 16 ]   (d12+4)[ 8 ] 
  
  Take another 5' step backwards (if I calculate correctly, this puts me just outside the door of the opening area?) and glare menacingly at the heaping masses of dragonblooded flesh.
conversations: brakisaurus:
conversations: human
conversations:  That drops the nearest one, and his mate spends his entire action shambling up to you, so no attack for him.
conversations: Tyndmyr:
conversations: human
conversations:  "Sit down, boy, just like your pappy did!" 
  
  Attack: (d20+4)[ 13 ] 
  Damage:  (d12+4)[ 7 ] 
  
  End turn
conversations: brakisaurus:
conversations: human
conversations:  Despite the obvious damage to his face, he's not bright enough to know when to quit.
  
  Attack: (1d20+1)[ 2 ] 
  Dmg if hits: (1d6-1)[ 5 ] 
conversations: Tyndmyr:
conversations: human
conversations:  "This one's for the crappy treasure you'll probably give me!" 
  
  Attack  (d20+4)[ 10 ] 
  Damage  (d12+4)[ 12 ] 
conversations: brakisaurus:
conversations: human
conversations:  "Braaaainssss"
  
  Attack: (1d20+1)[ 20 ] 
  Dmg if hits: (1d6-1)[ 1 ] 
conversations: Tyndmyr:
conversations: human
conversations:  "No brains for you!"
  
   (d20+4)[ 7 ] 
   (d12+4)[ 15 ] 
conversations: brakisaurus:
conversations: human
conversations:  ((If the situation remains as it is, I won't be doing anything but hacking at the thing until it dies or I take another 4 damage (I'm at 9 right now). Here's a few rounds worth of rolls to speed things up...))
  
   
   Spoiler 
  
   (d20+4)[ 19 ]   (d12+4)[ 9 ] 
   (d20+4)[ 6 ]   (d12+4)[ 6 ] 
   (d20+4)[ 24 ]   (d12+4)[ 6 ] 
   (d20+4)[ 9 ]   (d12+4)[ 14 ] 
   
conversations: brakisaurus:
conversations: human
conversations:  ((Same here))
   
   Spoiler 
  
   (1d20+1)[ 17 ]  (1d6+1)[ 3 ] 
   (1d20+1)[ 10 ]  (1d6+1)[ 3 ] 
   (1d20+1)[ 18 ]  (1d6+1)[ 5 ] 
   (1d20+1)[ 8 ]  (1d6+1)[ 3 ] 
   
  
  EDIT: My apologies, the +1 should say -1.
  EDIT 2: After all that, he drops on your first roll.
  XP: +300
  Loot: +4000 cp.
  
  (if you didn't know, I'm now helping out DM)
conversations: Thelas:
conversations: human
conversations:  Willem scoops the coin into his bag, along with the currently-unused bar from the first room, then goes to investigate the room that the zombies came out of.
conversations: brakisaurus:
conversations: human
conversations:  It's a 15ft by 15ft square room, with a dead kobold in the center that the zombies were apparently feeding on. There's also a door on the far side of the room.
conversations: Tyndmyr:
conversations: human
conversations:  Willem checks to make sure the kobold is truly and surely dead, cutting off its head so that it hopefully won't rise as a zombie to attack him. After searching the body and immediate area for any treasure, he sneaks up to the door to inspect it and listen for anything on the other side.
  
  Move Silently  (d20-5)[ 15 ] 
  Listen  (d20+2)[ 10 ] 
  
  That's some impressive chainmail sneakery!
conversations: brakisaurus:
conversations: human
conversations:  Inside the dark, L shaped room, you see two doors to the east, and one to the north. In the center of the room, you spot a Skeletal Wolf, who hasn't spotted you yet.
conversations: Tyndmyr:
conversations: human
conversations:  Surprise Round: Willem charges the skeleton with his greataxe, swinging mightily.
   
   Spoiler 
  
  Attack:  (d20+6)[ 16 ] 
  Damage:  (d12+4)[ 5 ] 
   
  
  
  Initiative:
   
   Spoiler 
  
   (d20+1)[ 10 ] 
   
  
  
  Of course I'd roll min damage 😦
conversations: brakisaurus:
conversations: human
conversations:  Seemingly unfazed by your hit, the wolf tries to take a bite outta you.
  
  Atk:  (1d20+2)[ 18 ] 
  Dmg:  (1d6+1)[ 5 ] 
conversations: Tyndmyr:
conversations: human
conversations:  Fearing for his life, Willem brandishes his holy symbol with one hand and attempts to Turn the monstrosity.
  
  Turning Check: 
   Spoiler 
  
   (1d20+1)[ 21 ] 
  Turning Damage:  (2d6+2)[ 8 ] 
   
conversations: brakisaurus:
conversations: human
conversations:  The first round following the turning, Willem spontaneously casts Cure Light Wounds, replacing his memorized Obscuring Mist.
   (1d8+1)[ 9 ] 
  
  The second and subsequent rounds after the turning, Willem maneuvers to within 15' of the skeletal wolf and lets lose with a sling bullet
  2nd Round After Turning: 
   Spoiler 
  
  Sling Attack:  (d20+1)[ 10 ] 
  Sling Damage:  (1d4+3)[ 5 ] 
   
  
  3rd Round After Turning: 
   Spoiler 
  
  Sling Attack:  (d20+1)[ 7 ] 
  Sling Damage:  (1d4+3)[ 7 ] 
   
  
  4th Round After Turning: 
   Spoiler 
  
  Sling Attack:  (d20+1)[ 13 ] 
  Sling Damage:  (1d4+3)[ 4 ] 
   
conversations: brakisaurus:
conversations: human
conversations:  More attacks, because it doesn't look like any of those hit:
  5th Round After Turning: 
   Spoiler 
  
  Sling Attack:  (d20+1)[ 9 ] 
  Sling Damage:  (1d4+3)[ 6 ] 
   
  
  6th Round After Turning: 
   Spoiler 
  
  Sling Attack:  (d20+1)[ 4 ] 
  Sling Damage:  (1d4+3)[ 5 ] 
   
  
  7th Round After Turning: 
   Spoiler 
  
  Sling Attack:  (d20+1)[ 5 ] 
  Sling Damage:  (1d4+3)[ 6 ] 
   
  
  
  This is getting embarassing -_-
conversations: brakisaurus:
conversations: human
conversations:  8th Round After Turning: 
   Spoiler 
  
  Sling Attack:  (d20+1)[ 2 ] 
  Sling Damage:  (1d4+3)[ 5 ] 
   
  
  9th Round After Turning: 
   Spoiler 
  
  Sling Attack:  (d20+1)[ 15 ] 
  Sling Damage:  (1d4+3)[ 6 ] 
   
  
  
  OOC note:
   
   Spoiler 
  
  Even if I'm able to maneuver him into a position where he's forced to cower (+2 to my attack rolls) I don't think any of rounds 2-7 would have hit except for possibly Round #Turning+4, and 4 damage wouldn't drop this.
   
conversations: brakisaurus:
conversations: human
conversations:  He's cowering, because he can't open doors, and you're in front of the one you opened. Thus, his AC is 13, and you've pegged him twice for a total of 10 damage.
  
  I believe you get one more attack before the turning expires, then it's back to him.
conversations: Tyndmyr:
conversations: human
conversations:  Willem drops his sling, pulls his Greataxe, mutters a quick prayer, then charges the skeletal beast again.
   
   Spoiler 
  
  Attack:  (d20+6)[ 26 ] 
  Damage:  (d20+4)[ 11 ] 
   
conversations: brakisaurus:
conversations: human
conversations:  Damage:  (d12+4)[ 5 ]  Slashing
  (Accidentally rolled a d20 instead of d12 in the previous post for damage, this is the correct amount)
  
  GAAAAAAAAAAAAAAAH min damage again. Anything but that would get through his DR. FML 😡
conversations: brakisaurus:
conversations: human
conversations:  The skeletal wolf regains it's courage, and once again tries to take a bite out of you.
  
   (1d20+2)[ 16 ] 
  Dmg: (1d6+1)[ 7 ] 
conversations: Tyndmyr:
conversations: human
conversations:  Willem prays for the mercy of the Gods above and beseeches their power to turn this gosh darn hellforsaken skeletal wolf.
  
  Turning Check  (d20+1)[ 18 ] 
  Turning Damage  (2d6+2)[ 6 ] 
  
  
  
  aajhlkjlkajh MADE IT
conversations: brakisaurus:
conversations: human
conversations:  First round after turning: burn my last spell slot for spontaneous CLW  (d8+1)[ 2 ] 
  
  Second round after turning: Sling that motherfckr
   (d20+1)[ 10 ] 
   (d4+3)[ 7 ] 
conversations: brakisaurus:
conversations: human
conversations:  Third round after second turning:
   (d20+1)[ 12 ] 
   (d4+3)[ 4 ] 
  Fourth round after second turning:
   (d20+1)[ 21 ] 
   (d4+3)[ 7 ] 
  Fifth round after second turning:
   (d20+1)[ 15 ] 
   (d4+3)[ 5 ] 
  
  4th round after 2nd turning gives wolf cumulative 17 damage; fifth is 22 total, if it needs it.
conversations: brakisaurus:
conversations: human
conversations:  Oh, he dies. Definitely.
  
  +300 XP.
conversations: Tyndmyr:
conversations: human
conversations:  Ding! Leveling up to Cleric 2.
  
  Willem retreats back to the starting room, and replaces the bar on the southern door. The eastern door remains barred. He's going to rest 2 rooms north, in the room that had the single kobold and treasure chest.
  
  How much HP is gained by resting?
conversations: brakisaurus:
conversations: human
conversations:  A full nights rest(8hr for most races) lets you recover 1hp per character level.
  
  How hours or days will you be resting?
conversations: Tyndmyr:
conversations: human
conversations:  He'll rest for 8 hours. If nothing manages to break through his barricades, he'll then move back to the room that had the skeletal wolf in it.
conversations: brakisaurus:
conversations: human
conversations:  DM Info:
   
   Spoiler 
  
  1st Hour:  (1d50)[ 35 ] 
  2st Hour:  (1d50)[ 28 ] 
  3st Hour:  (1d50)[ 40 ] 
  4st Hour:  (1d50)[ 36 ] 
  5st Hour:  (1d50)[ 11 ] 
  6st Hour:  (1d50)[ 39 ] 
  7st Hour:  (1d50)[ 25 ] 
  8st Hour:  (1d50)[ 28 ] 
  
  First mob, if more than one,  (1d2)[ 2 ]  1 is east, 2 is south. Any mob results after two are unnecessary.
   
conversations: Tyndmyr:
conversations: human
conversations:  You hear nothing in particular all night.
  
  Which door do you use to return to the skeletal wolf room, east or south?
  
  DM info:
   
   Spoiler 
  
  Gnoll in southern hallway.
  2x kobold in east hallway.
  
  He heard nothing.
   
conversations: Tyndmyr:
conversations: human
conversations:  The same way I came from before -- south.
conversations: brakisaurus:
conversations: human
conversations:  As you open the door south from the starting room into the narrow, dark hallway, you see a Gnoll inside, ten feet from you. Fortunately, you've taken him by surprise.
conversations: Tyndmyr: