
Mahdi al-Jabira |

Round 1, Init 19
Dawdling a bit behind the others in examining the statue and the book, Mahdi's head whips up at the animal shrieking ahead. He jogs up thirty feet so that he can see around the corner, and raises his hands with his eyes wide.
"If we can let them come out to us, I'll burn the first one through the door!" he yells.
Readying for a fire jet if he has a clear line that won't hit an ally and will hit a baboon.
Damage: 1d6 ⇒ 1 Reflex 13 for half damage and negating being on fire.

GM Sloth |

Hazim quickly opens the door, revealing an old dormitory that reeks of animals. Four screeching primates bare their teeth, showing hostility to defend their territory. He lets loose a dagger which sinks into the heart of the baboon, killing it instantly before taking a step away from the room.
Mahdi readies to blast one (or more) creatures should they emerge from their domain.
Round 1, Init 16
Baboon #2 runs out, chasing after Hazim. As it exits, Mahdi lets loose a blast of fire that just misses Amiamble's face.
Reflex: 1d20 + 4 ⇒ (19) + 4 = 23
The baboon is barely burnt, but bounces up to bite the belligerent boy.
*bows*
Bite vs Hazim: 1d20 + 3 ⇒ (16) + 3 = 19
Damage: 1d4 + 1 ⇒ (4) + 1 = 5
And rips a significant chunk from Hazim's arm!
Round 1 Cont.
Mahdi. . . 19
Hazim. . . 18
Baboon 2 (wounded). . . 16
Aldebert. . . 15
Amiamble. . . 14
Baboon 1. . . 13
Baboon 4. . . 6
Piddlespots are up.

Amiamble Piddlespot |

Round 1, Init 14
On one hand, assuming getting flank from Aldebert. If Alde takes Bb2 down, then attacks are on the next ones through the door.
Ami's eyes go wide as the baboon takes a bite out of Hazim. Ami squeaks with displeasure. Yeenoghu rumbles as the hunt begins.
Hey! That's the human that I sort of like!
Ami: 1d20 + 1 + 2 ⇒ (20) + 1 + 2 = 23 aid Yeenoghu's bite.
Yeenoghu:
1d20 + 2 + 4 + 2 ⇒ (18) + 2 + 4 + 2 = 26 bite to hit;
1d6 + 1 ⇒ (2) + 1 = 3 damage;
1d20 + 2 + 2 ⇒ (3) + 2 + 2 = 7 claw to hit;
1d4 + 1 ⇒ (2) + 1 = 3 damage;
1d20 + 2 + 2 ⇒ (7) + 2 + 2 = 11 claw to hit;
1d4 + 1 ⇒ (3) + 1 = 4 damage;

Aldebert Piddlespot |

Round 1, Initiative 15
Weapon Equipped = Guisarme
Bolts = 8 of 10
Conditions = None
This morning I moved myself to where I'd be when Hazim was examining the door. If that's not OK, I need to double move to get to the fight. I'm assuming it's OK…
Aldebert swiftly moves into flank with his brother and strikes at the stinky Baboon in front of him.
Guisarme Attack: 1d20 + 4 + 2 ⇒ (10) + 4 + 2 = 16 (+2 flank) damage: 1d6 + 3 ⇒ (6) + 3 = 9
"Hazim how many were in the room? Nasty brutes! They'll be flinging their poo at us next!"

GM Sloth |

I'm okay with assuming you were close by. No problem.
Aldebert moves forward and his weapon strikes true, killing the primate where it stands.
Round 1, Init 13
Baboon #1 runs out screaming, teeth bare, and gets chomped by Yeenoghu. The primate is badly wounded, but is still conscious and retaliates against the large cat.
Bite vs Yeen: 1d20 + 3 ⇒ (7) + 3 = 10
Damage: 1d4 + 1 ⇒ (4) + 1 = 5
Round 1, Init 6
Unfortunately for them, these baboons are quite dumb. #4 runs out as well to defend his territory, and having nowhere to go, moves toward Aldebert with teeth bare.
This will provoke from Hazim, Aldebert, Amiamble, AND Yeenoghu. Jeez... If it's miraculously still alive:
Bite vs Aldebert: 1d20 + 3 ⇒ (7) + 3 = 10
Damage: 1d4 + 1 ⇒ (4) + 1 = 5

Aldebert Piddlespot |

Weapon Equipped = Guisarme
Bolts = 8 of 10
Conditions = None
Round 1 AoO, Initiative 15
Aldebert takes his measure of a swing along with all the others on the poor foolish baboon.
Guisarme Attack: 1d20 + 4 + 2 ⇒ (3) + 4 + 2 = 9 (+2 flank) damage: 1d6 + 3 ⇒ (3) + 3 = 6
Then he lines up the remaining beast and swings heartily.
Guisarme Attack: 1d20 + 4 + 2 ⇒ (1) + 4 + 2 = 7 (+2 flank) damage: 1d6 + 3 ⇒ (5) + 3 = 8
He gains confidence in his abilities with every swing even though he can't hit the broad side of a palatial tent in the wind.

Amiamble Piddlespot |

Round 1, AoO
Ami: 1d20 + 1 + 2 ⇒ (9) + 1 + 2 = 12 to hit;
1d6 + 1 ⇒ (3) + 1 = 4 damage.
Yeenoghu: 1d20 + 2 + 2 ⇒ (17) + 2 + 2 = 21 to hit;
1d6 + 1 ⇒ (2) + 1 = 3 damage.

Hazim Al-Jabira |

Round 2, Init 18
Hazim attempts to roll into position to flank.
Acrobatics1d20 + 8 ⇒ (9) + 8 = 17
When there, he attacks with his scimitar
To hit1d20 + 6 ⇒ (8) + 6 = 14 Add +2 if there is a legal flank.
damage1d6 + 1 ⇒ (3) + 1 = 4
sneak attack if legal 1d6 ⇒ 1

GM Sloth |

Hazim rolls past the baboon without garnering too much attention, swiping his scimitar across the creature's back. It shrieks in pain before collapsing.
Nice job everyone!
Mahdi steps forward, proclaiming something about how awesome Lalaci is, and channels to heal the party's wounds. Just kidding, Bernie! :P
Healing: 1d6 ⇒ 6
A15
Five austere beds line the north wall of this humble office and living quarters. A dented metal chest rests at the foot of each bed, and a simple mosaic pattern of red and orange glass chips brings some color to the wall. A layer of grime and filth coats many of the surfaces in this small room, and the redolent stench of dirty fur hangs heavy in the air.
It seems this room used to be sleeping quarters at one point, but the baboons have taken it over as their den. A few animal bones litter the floor, suggestion perhaps that the pugwampis brought food to the primates to keep them around, and friendly. The chests are dented and unlocked, but are all empty.
No magical auras or anything else here. Where to next?

Hazim Al-Jabira |

Full search of the room.
Hazim will do his usual paranoid searches on the doors outside, after he finishes with the current room.
Starting with door A16. Checking for locks/traps/noises. Asking everyone to give him space, but to keep an eye on the door to his back(A17).
Full search 24/25
perception 1d20 + 4 ⇒ (16) + 4 = 20 if not allowed to take 20.
Stealth1d20 + 8 ⇒ (17) + 8 = 25
and for search for door A17 if not allowed to take 20
Perception1d20 + 4 ⇒ (18) + 4 = 22
Stealth1d20 + 8 ⇒ (4) + 8 = 12
After he finishes his inspections and relates his findings to the group, Which door first, Mahdi? And brothers Piddlespot.

Amiamble Piddlespot |

Feeling cocky, Amiamble follows Hazim to the A16 area, keeping an eye out for baboons or worse.
1d20 + 7 ⇒ (10) + 7 = 17 Perception
Along the way, he stops to whisper to Aldebert.
"We are doing well, brother. I sure hope to find some gnolls soon. Or maybe they are gathering their strength because they fear your mighty blade, Aldebert. You are fighting well today," Ami's eyes beam with pride for his brother.
Edit: Fixt, thanks Mahdi.

Mahdi al-Jabira |

Mahdi toes over one of the now-hacked-apart baboons with some disgust. "Wild animals. Not exactly a true showcasing of our talents."
I can't believe you gave us a Closet Full of Apes, Josh.
At the question of where to go next, Mahdi looks up towards the ceiling as if thinking for a moment. He is consulting the mental map he is forming of the building's layout.
"Let us investigate what lies beyond this door first--" A16 "--and then take the doors to the west." A17, A18.
"By my reckoning we shall have the monastery nearly fully explored if we do so, save for that chamber we passed earlier, and the choir loft."
I don't think Hazim went over to A12, Ami, unless I missed something.
Mahdi will stride to A16, by his brother, and try the door's handle-- opening the door if it is unlocked.

GM Sloth |

1d20 + 17 ⇒ (8) + 17 = 25
1d20 + 17 ⇒ (13) + 17 = 30
The problem with trying to stealth after just having a fight outisde with loud, screeching baboons is that, well...
A16
Beyond a doorless arch appears to be a large kitchen complete with walls lined in shelves and cupboards, a huge central table, and an enormous oven against the north wall. Several drawers and cupboard doors stand askew, and the floor here is a jagged field of broken glass, smashed pottery, bits of sharp stone, jagged bones, and discarded cutlery.
The floor is difficult terrain. Ending your movement in this room requires a DC 12 Reflex save as well to avoid pieces of glass in your feet.
As Hazim cautiously moves to the doorway to examine the contents of the kitchen, it is eerily silent. He is certain he heard bits of noise earlier in his initial sweep of the monastery, but now...
TWANG! TWANG! TWANG!
Three tiny arrows from little pugwampis let fly across the room towards Hazim. Hazim realizes they were hiding behind various kitchen implements on the tables. The creatures seemed to be lying in wait, aware of something coming after the loud combat just outside a moment ago.
Their "readied" actions go off, which is essentially just the surprise round for them.
Shortbow vs Hazim flat-footed: 1d20 + 3 ⇒ (9) + 3 = 12
Damage: 1d3 - 4 ⇒ (3) - 4 = -1
Shortbow vs Hazim flat-footed: 1d20 + 3 ⇒ (3) + 3 = 6
Damage: 1d3 - 4 ⇒ (2) - 4 = -2
Shortbow vs Hazim flat-footed: 1d20 + 3 ⇒ (20) + 3 = 23
Damage: 1d3 - 4 ⇒ (1) - 4 = -3
Critical Confirmation: 1d20 + 3 ⇒ (18) + 3 = 21
2d3 - 8 ⇒ (2, 3) - 8 = -3
Hazim: 1d20 + 4 ⇒ (11) + 4 = 15
Aldebert: 1d20 + 1 ⇒ (2) + 1 = 3
Amiamble: 1d20 + 5 ⇒ (20) + 5 = 25
Pug 1: 1d20 + 6 ⇒ (14) + 6 = 20
Pug 2: 1d20 + 6 ⇒ (18) + 6 = 24
Pug 3: 1d20 + 6 ⇒ (15) + 6 = 21
1d20 + 3 ⇒ (15) + 3 = 18
Round 1
Amiamble. . . 23
Aldebert. . . 21
???. . . 18
Pug 2. . . 17
Mahdi. . . 15
Pug 1. . . 8
Pug 3. . . 8
Hazim. . . 7
Hazim takes 1 point of non-lethal in the surprise round. Piddlespots are up, followed by fun.

Amiamble Piddlespot |

Round 1, Init 23
Ami and Yeenoghu 5' step closer. Ami snaps off a sling stone and reloads while Yeen readies a bite.
1d20 + 4 ⇒ (8) + 4 = 12 to hit;
1d6 + 1 ⇒ (4) + 1 = 5 damage.
Aw crud.
1d6 + 1 ⇒ (1) + 1 = 2 damage

Aldebert Piddlespot |

Weapon Equipped = Guisarme
Bolts = 8 of 10
Conditions = None
Aldebert shrugs at the sound of more Pugawumpi. damn annoying little beasts.
He steps a little closer and readies his guisarme to attack any pugs who leave the room.
Readied Attack:
Guisarme Attack: 1d20 + 4 ⇒ (3) + 4 = 7 or Guisarme Attack: 1d20 + 4 ⇒ (20) + 4 = 24 damage: 1d6 + 3 ⇒ (5) + 3 = 8

GM Sloth |

Round 1,Init 18
From out of the shadows, it strikes. Hearing more battle coming from the hall outside, it waits for the right moment to capture its prey. No one had come and disturbed it yet, but it was hungry and the hunter saw the perfect opportunity.
Ranged Touch vs Mahdi: 1d20 + 5 ⇒ (19) + 5 = 24
Mahdi doesn't see it coming until its too late. Sticky strands begin to suddenly envelope his body. As he turns his head, he sees a large spider, easily the size of one of the halflings, spinning its webs around his body. Its mandibles clack with delight at its impending meal.
Web spinners can create sheets of sticky webbing up to three times their size. They usually position these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a DC 20 Perception check to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot-square section of web has a number of hit points equal to the Hit Dice of the creature that created it and DR 5/—.
A creature can move across its own web at its climb speed and can pinpoint the location of any creature touching its web.
Mahdi can move closer to the spider in a direct line only. No other movement is allowed unless he breaks free. Concentration check will also be required if casting a spell.

Mahdi al-Jabira |

Round 1, init 15
"Ggkkk!"
Oh that is disgusting, is Mahdi's first thought as he realizes he is now covered in sticky gray strands. His poor robes. He twists around as best he can, looking over his shoulder to see the source.
His second thought is Ahhhh!
This manifests aloud as a sort of squeak.
"Sp- BIG SPIDER!" Mahdi yells. Fortunately for him, the thing he is fondest of doing so far in combat situations is not, precisely, a spell.
Light 'em up again. Another of his daily gifts of fire scorches in a withering line towards mister spider, searing away the webs in a direct line between him and the arachnid.
Damage: 1d6 ⇒ 4 Reflex DC 13... etc etc.
"I'm no meal for you, filth!" Mahdi shouts at the eight-legged horror. "You ought to have stuck to horseflies."

GM Sloth |

Round 1, Init 8
The other two pugwampis follow suit, attempting to litter his body with arrows.
Pugwampi 1
Shortbow vs Hazim flat-footed: 1d20 + 3 ⇒ (7) + 3 = 10
Damage: 1d3 - 4 ⇒ (2) - 4 = -2
Pugwampi 3
Shortbow vs Hazim flat-footed: 1d20 + 3 ⇒ (14) + 3 = 17
Damage: 1d3 - 4 ⇒ (1) - 4 = -3
The pugwampis all remain in place, egging on Hazim to come get them.
Another hit on Hazim. -3 NL. Uh oh!

Hazim Al-Jabira |

Round 1; init 7
Mahdi!
Hazim will rush over at fullspeed to help his brother, his face a mask of panic, very different from his normal demeanor.
Charge at spider.
Scimitar1d20 + 6 + 2 - 1 ⇒ (4) + 6 + 2 - 1 = 11
Damage if it hits 1d6 + 1 ⇒ (6) + 1 = 7

Amiamble Piddlespot |

Round 2, Init 23
Ami and Yeenoghu 5' step closer. Ami snaps off a sling stone at P2 and reloads while Yeen readies a bite.
Seeing the spider, Ami shoos Aldebert to go deal with that threat.
1d20 + 4 ⇒ (9) + 4 = 13 to hit;
1d6 + 1 ⇒ (3) + 1 = 4 damage.
1d20 + 2 ⇒ (11) + 2 = 13to hit;
1d6 + 1 ⇒ (5) + 1 = 6 damage

GM Sloth |

Reflex: 1d20 + 4 ⇒ (7) + 4 = 11
The fire blazes forth, destroying the webs and harming the spider in the process.
Hazim charges forward, determined to help his brother, but the blade misses its target.
Round 2
Amiamble. . . 23
Aldebert. . . 21
Spider. . . 18
Pug 2. . . 17
Mahdi. . . 15
Pug 1. . . 8
Pug 3. . . 8
Hazim. . . 7

Aldebert Piddlespot |

Round 2, Initiative 21
Weapon Equipped = Guisarme
Bolts = 8 of 10
Conditions = None
Aldebert considers, and lunges for the spider, "Amiamble - you have the pugs, I'll be right back!"
Guisarme Attack: 1d20 + 4 ⇒ (4) + 4 = 8 damage: 1d6 + 3 ⇒ (5) + 3 = 8

Mahdi al-Jabira |

Spider will take another d6 of fire damage on its turn! SPIDER ON FIIIRE! RAWR!
Damage for when spider comes up: 1d6 ⇒ 1

GM Sloth |

Ami's shot just misses, as the cover from the corner impedes his shot. Aldebert has similar luck, failing to strike the spider.
Round 2, Init 18
The spider hisses as it burns, and angry that it lost its prey. But more meals have thrown themselves forward.
Bite vs Hazim: 1d20 + 2 ⇒ (18) + 2 = 20
Damage: 1d6 ⇒ 6
By my count, that puts Hazim 1 point away from unconsciousness. Also, DC 14 Fort save or take 1d2 ⇒ 1 STR damage.

Mahdi al-Jabira |

Round 2, Init 15
Mahdi's eyes widen as he watches his brother get savagely bitten. The little arrows-- darts really-- of the pugwampis had not been concerning... this spider, on the other hand, is a problem.
He grits his teeth and focuses his attention on the spider again.
Knowledge, nature: 1d20 + 7 ⇒ (11) + 7 = 18 Just making sure that Mahdi knows, IC-ly, that spider bites can be poisonous.
If at first you don't succeed... fry, fry again.
Another fire jet. I'm burning through them. Get it? burning? Ha. Reflex dc 13.
Damage: 1d6 ⇒ 4
"There is a potion to delay the effects of poison in my pack," he calls out. "I cannot move closer through this damned webbing!"

Hazim Al-Jabira |

Round 2, init 7
Hazim grunts in pain and glares at Malki.
Fort save1d20 + 1 ⇒ (18) + 1 = 19
st damage if failed 1d2 ⇒ 1
He steadies himself, face going grim, and swings at the spider.
Scimitar 1d20 + 4 ⇒ (14) + 4 = 18
damage 1d6 + 1 ⇒ (4) + 1 = 5
dagger 1d20 + 2 ⇒ (13) + 2 = 15
damage 1d4 ⇒ 2

GM Sloth |

Round 2, Init 8
The two pugwampis decide to advance on Ami, seeing that he's all alone by the door.
Shortbow vs Ami: 1d20 + 3 - 4 ⇒ (1) + 3 - 4 = 0
Damage: 1d3 - 4 ⇒ (2) - 4 = -2
Shortbow vs Ami: 1d20 + 3 - 4 ⇒ (14) + 3 - 4 = 13
Damage: 1d3 - 4 ⇒ (2) - 4 = -2
Hazim successfully slashes into the spider with both weapons, ichor spilling everywhere, but it does not drop.

Mahdi al-Jabira |

I believe that a creatures that is on fire from fire jet continues to be on fire until put out or until making its full-round Reflex save, just like most 'you are on fire' situations. If so, I'll roll the next round's fire damage now; if not, ignore this.
Fire: 1d6 ⇒ 6

Mahdi al-Jabira |

Oh? Do alchemist's bombs provide an exception to this? I ask because I nearly died to a GM saying the fire didn't go out until I made my save, lol.

Amiamble Piddlespot |

I'm proud of you Mahdi...I was telling my wife that I wish Mahdi was 'arson'. But really, we're no 'match' for your fiery wit. /me waves lighter in tribute.
Round 3, Init 23
Ami snaps a stone at P2 and then reloads.
1d20 + 4 ⇒ (13) + 4 = 17 to hit;
1d20 + 4 ⇒ (16) + 4 = 20 to hit;
1d6 + 1 ⇒ (6) + 1 = 7 damage.
What the hell? That didn't feel right at all!
No coward and with Yeenoghu seeing but pugwamp pate appetizers, Yeenoghu waits for a pug to jump in his mouth.
1d20 + 2 ⇒ (1) + 2 = 3 to hit; (bite)
1d6 + 1 ⇒ (5) + 1 = 6 damage.

Aldebert Piddlespot |

Round 3, Initiative 21
Weapon Equipped = Guisarme
Bolts = 8 of 10
Conditions = None
Not knowing, yet, that he's in the radius of the pug's curse (assuming it goes through walls?), Aldebert swings away at the spider once again without moving. Obviously, if the pugs ability required line of effect/sight/whatever only use the first roll to hit.
Guisarme Attack: 1d20 + 4 ⇒ (11) + 4 = 15 or Guisarme Attack: 1d20 + 4 ⇒ (18) + 4 = 22 damage: 1d6 + 3 ⇒ (3) + 3 = 6
"Ami! You OK back there?!"

Mahdi al-Jabira |

Round 3, Init 15
Satisfied that his brother is out of immediate danger, Mahdi draws his crossbow again and loads another bolt into it, turning around to look at their kitty-riding halfling.
"What is the situation in there, Messire Piddlespot?"
Move to draw, move to load.

GM Sloth |

Round 3, Init 8
Pugwampi #1 looks right into Yeenoghu's eyes, snarling with his tiny little teeth bare.
Casts Speak with Animals
Pugwampi #3 drops his bow, yipping menacingly while drawing his dagger, and moves under Yeenogu's belly.
Yeen tries to bite the creature, but misses initially.
AoO from both Yeenoghu and Ami.