
Gilen Reidford |

Gilen chuckles to himself as Alassa speaks. Not leaving evidence of his presence was basically impossible, and he had a feeling the same went for most of these people.
He shoulders his axe and strolls through the door, keeping a hand on his coin pouch. Assuming the roll passed. If it didn't, he'll just lay into it with his axe.

Malph Rumlinger |

Malph peers through the gap in the door but has no interest in being first.
"Well the the lock is tight, but the door isn't. I can probably slip through, but can't see much. Since we split the reward, I'm certainly not going in alone. Is anyone else as slim and fit as me and able to slip through?"
Malph turns with a wink. Then he grins at Gilen.
"You look eager to smash a hole in case no one fits."
Then Malph sees Matsudaira's awkward pose and remembers the fumbled sunrod under the monk's cloak. Malph points at the dim light showing through.
"Or we can throw that in and take a glance first. I wouldn't want to go in either way if there's a spook waiting right there." Knock, knock Malph goes on the door.
Malph then grabs and rattles the chain on the door.
"I think this will keep us from being terribly sneaky either way if we try to squeeze past."
Malph continues to ramble, slightly embarrassed that the lock stumped him. Suddenly, he stops with his jaw open. "Oh wait, you!" He thrusts a finger at Alassa. "You're not human, are you? What can you see through this crack?"
Slyphs appear to have Darkvision, if I'm reading your character sheet correctly, Alassa ;-)

Gilen Reidford |

Gilen grins back at Malph. He asseses the break in the entrance and is halfway through the entrance before Malph mentions Alassa's vision. Gilen pauses, looking back, and shrugs. Already half way through. What's the worst that could happen? He turns back to squeezing though the entrance. It is a tight fit with his gear, and it takes a few elbows and kicks--accompanied by obligatory growling--before he finally inches his way through.
Immediately after he frees himself from the opening, he draws his Greatsword from his back and gives the door a begrudging thump with the massive weapon's pommel. He mumbles to himself for a moment before calling out to the others. Not dead yet. You lot coming?

Malph Rumlinger |

Seeing the young barbarian and Slyph slip through and hearing no cries of distress, Malph slips through after them.
Malph then hides himself in the shadows out of the crack's light.
With low-light vision, he should still be able to identify a safe place reasonably far from the crack.
Malph follows the party around once they all arrive, staying just out of the light from the sunrod handed off to Matsudaira.
Stealth: 1d20 + 10 ⇒ (15) + 10 = 25

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Viviana takes up the rear of the party and attempts to squeeze through the door as well, wincing as she realizes just how loud her armor is.
Can I actually squeeze through the crack with my scale mail on?

Alassa Vaenar |

On the other side of the door Alassa looks around seeing where the exits in this room are and if there is anything unusual to spot in this area. She casts Detect Magic to see if there is any magical auras in the room.

Matsudaira |

While Alassa attempts to sense any magical fields in the area Matsudaira settles comfortable on the floor and meditates upon the events of the past few hours.
I only wanted to show Thrune that the populous does not agree with what he is doing, and now I am here in a stable with this group of interesting people.

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Viviana frowns down at Matsudaira and resists the urge to kick him. Instead she leans in and whispers, Are you insane? I don't think this is the time or place, Matsudaira.

Matsudaira |

Matsudaira looks up at Viviana.
I am simply calming myself in preparation for the chaos which no doubt will come.
Matsudaira springs lightly to his feet, glancing around the room looking for signs of danger.

Alyksandrei |
This aged stable leans slightly to one side, its roof precariously propped up by aged wooden walls. The air reeks of stale urine. Except for the sunrod you brought with you, the place is pitch black.
As you are orienting yourselves and getting organized, you hear something growling - just before a large dog attacks Matsudaira!
Dog Lead: 1d20 + 2 ⇒ (1) + 2 = 3
Dogs: 1d20 + 1 ⇒ (6) + 1 = 7
Matsudaira: 1d20 + 1 ⇒ (16) + 1 = 17
Alassa: 1d20 + 3 ⇒ (2) + 3 = 5
Viviana: 1d20 + 1 ⇒ (11) + 1 = 12
Gilen: 1d20 + 2 ⇒ (7) + 2 = 9
Malph: 1d20 + 2 ⇒ (6) + 2 = 8
Sorry for the low rolls, guys, but at least your enemies rolled low too. I think the RNG hates me, but this is faster than having you all roll individually.
Surprise round: The dogs each get a turn, then we start Round 1.
Dog Lead on Matsudaira: 1d20 + 3 ⇒ (13) + 3 = 161d6 + 3 ⇒ (5) + 3 = 8trip: 1d20 + 3 ⇒ (20) + 3 = 23
Dog 1 on Viviana: 1d20 + 2 ⇒ (6) + 2 = 81d4 + 1 ⇒ (3) + 1 = 4
Dog 2 on Gilen: 1d20 + 2 ⇒ (2) + 2 = 41d4 + 1 ⇒ (2) + 1 = 3
Matsudaira, you take 8 damage and are prone.
Init Order
Matsudaira 17
Viviana 12
Gilen 9
Malph 8
Dogs 7
Alassa 5
Dog Lead 3
Party Up! Post your actions, but if you can please provide an alternate or two in case your original action is made obsolete by the results of someone else's turn.

Malph Rumlinger |

Since he's separated from the group, Malph moves in to flank whichever dog he is closest to. He pokes at the dog from behind with his short sword.
Attack: 1d20 + 3 ⇒ (9) + 3 = 12
Damage: 1d4 + 1d6 ⇒ (3) + (6) = 9 Short sword + sneak attack for flanking

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Depending on the space in question and my maneuverability here, I'm either going to attack the dog attacking Matsudaira (preferred) or just attack the one in front of me.
Viviana sees her companion go down and calls out in alarm. She brings her shield up just in time to block the dog bearing down on her, pushing it away and striding towards the first hound to take a swing at it, careful not to hit Matsuidara.
Longsword: 1d20 + 4 ⇒ (6) + 4 = 101d8 + 2 ⇒ (8) + 2 = 10
or if I can't get to him, same roll against the dog in front of me

Gilen Reidford |

Gilen notices the feral beast just in time to brace his unsavory steel blade between himself and the foaming jaws of his hungry opponent. Just as the dog recoils from its unsuccessful attack, Gilen hefts his two-handed sword and sends it plumetting downwards with an excited bellow.
Attack: 1d20 + 4 ⇒ (16) + 4 = 20. If there's Damage: 2d6 + 3 ⇒ (3, 6) + 3 = 12.
Btw, his AC is 15 when he's using the sword.

Alyksandrei |
@Alassa:
I'm not quite sure where you all are in relation to each other, but I was working on the assumption you were all somewhat near the door (as opposed to on the far side of the building), and within about 10 feet of at least one party member.
Matsudaira is basically underneath the dog that attacked him. Viviana is beside them, in melee range of the dog, with a smaller dog at her heels. Malph is in melee with the other dog, who is near Gilen. Alassa is close to the group, but not necessarily in melee range.
Does that help?
---------
Matsudaira, I believe standing up from prone provokes AoOs (Attack of Opportunity). Dog Lead: 1d20 + 3 ⇒ (7) + 3 = 101d6 + 3 ⇒ (5) + 3 = 8trip: 1d20 + 3 ⇒ (9) + 3 = 12 The dog snaps at Matsudaira as he stands up, but catches only air.
Viviana's sword comes close to hitting the lead dog, ruffling his fur. Matsudaira's kick snaps the dog's jaws shut, a solid blow. The lead dog is not looking good.
Malph's strike against Gilen's attacker connects, but the dog's hide is tougher than it looks. Gilen's swing, on the other hand, nearly takes the dog's head off. (It's good and dead, in case you couldn't tell!)
The dog attacking Viviana tries again to bite her: Dog 1: 1d20 + 2 ⇒ (19) + 2 = 211d4 + 1 ⇒ (4) + 1 = 5
Alassa, you're up.

Alassa Vaenar |

Alassa looks around quickly to see if there is any more hidden threats.
Perception: 1d20 + 2 ⇒ (9) + 2 = 11
Alassa then moves to a position where she has a clear shot on one of the dogs without being blocked by a PC's body and channels electrical energy through her hands. It crackles and then she unleashes a ray of energy into one of the dogs that is still up.
Electrical Ray: 1d20 + 3 - 4 ⇒ (14) + 3 - 4 = 13 VS Touch
If that is a hit the dog is shocked for 1d6 ⇒ 5 electrical damage.

Malph Rumlinger |

Should we post for round 2?
Malph continues to sneak around the edge of battle, poking in at the nearest distracted dog.
Attack: 1d20 + 3 ⇒ (16) + 3 = 19
Damage: 1d4 + 1d6 ⇒ (3) + (5) = 8

Matsudaira |

Assuming the lead dog will be still on me. Rolling up damage, but it will be for after the dog has another go at me.
Flurry attach 1 to hit: 1d20 + 2 ⇒ (8) + 2 = 10
Flurry attach 2 to hit: 1d20 + 2 ⇒ (16) + 2 = 18
Flurry attach 1 damage: 1d6 + 3 ⇒ (6) + 3 = 9
Flurry attach 1 damage: 1d6 + 3 ⇒ (5) + 3 = 8

Alyksandrei |
Alassa's energy bolt electrifies her target, causing it to freeze and twitch. This one is in even worse shape than the lead at the end of round 1!
Matsudaira (down 8)
Viviana (down 5)
Gilen (full health)
Malph (full health)
Dogs (Dog 1 down 5; Dog 2 dead)
Alassa (full health)
Dog Lead (down 7)
Matsudaira misses with his first blow, but his second connects solidly. The lead dog collapses. Dead!
Init Order
Matsudaira 17
Viviana 12
Gilen 9
Malph 8
Dogs 7
Alassa 5
Dog Lead 3
Viviana, Gilen - you're up. The only remaining target is Dog 1, harassing Viviana.

Gilen Reidford |

Gilen laughs as arterial spray speckles his bare arms and kicks the nearly beheaded corpse to the ground. He turns to the final dog as Viviana goes for the kill. He heaves his sword over his head and down onto the dog's flank. Even if Viviana succeeds in killing the target, overkill is always more fun.
Attack: 1d20 + 4 ⇒ (20) + 4 = 24 In case of Damage: 2d6 + 3 ⇒ (4, 6) + 3 = 13
Oooh, a crit :D. Is there crit confirming in this ruleset, or should I just roll the extra damage?

Alyksandrei |
According to the rulebook, you need to confirm the crit. I'm not sure I like that rule, so...I think we'll use RAW for now, but I reserve the right to change that decision. In this case, though, it doesn't really matter, so you don't need to unless you want to.
Gilen strikes a mighty blow, slicing open the dog's belly in an explosion of guts.
Now that the dogs are in pieces on the floor, what would you all like to do? The building is still dark except for your single light source (a sunrod, I believe?). There are definitely things in the room you could investigate.
As you finish the fight, the door you entered from slams shut.

Alassa Vaenar |

Alassa looks to the door and then says, "Well it seems that this place might be haunted to begin with. The rumors look to have some truth to it. Nonetheless, it seems that whatever power is active her has closed the path behind us. This leaves us one choice, to go forward and see what is ahead."
With that Alassa with her darkvision goes to investigate the other things in the room, in hopes of finding any secret doors or other hidden secrets that may be of use.

Alyksandrei |
The door opens easily as far as the chain will allow as Viviana tugs on it. However, it only stays open a moment before slamming shut again when she releases it.

Alassa Vaenar |

Perception: 1d20 + 2 ⇒ (16) + 2 = 18
Alassa hears the laughter and looks in its direction for a moment, but then concentrates on the grate. She tests the lock with a tug and finding it pretty strongly locked looks to Malph and says, "It appears there might be some passageway under this grate. It is currently locked though and I know no spells that can open locks. Could you pick the lock to this grate?"
She points it out to Malph and the rest of the party.

Malph Rumlinger |

"Is anyone able to tend to Viviana and Matusdaira's bites? Those puppies sure packed a punch."
Perception: 1d20 + 2 ⇒ (10) + 2 = 12
Malph focuses on the grate.
Disable Device: 1d20 + 6 ⇒ (11) + 6 = 17
Retry until taking a 20, if possible.
But I'm going to assume that failed. Correct me if I'm wrong.
"These spooky locks are making my skills kind of useless... Oh. I wonder if this would help."
Malph pulls out a vial of acid and uncorks it. A steady hand drips a few drops into the keyhole. Returning the cork and vial to their original location, Malph walks over the the dead dogs and breaks off a long tooth. After waiting a little longer for the acid, he jams the tooth in and out of the lock, trying to break any pins.
"This lock is a little too fresh for an unused stable."
Can Malph see past the grating at all with his low light vision? If not, he beckons Matsudaira closer. How far down does the passageway go?

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Viviana looks down at the meager amount of healing she's provided for Matsudaira, paling slightly in embarrassment (which you may or may not see in the dim light).

Alassa Vaenar |

Alassa sees perfectly with her Darkvision but ceases to comment at the weakness of the spell as to not upset Viviana.
Alassa looks around to the other doors and the area in general and says to the party, "Perhaps there is another way to get down into that grate. Unless everyone using that passage is a master locksmith, there must either be a key to the grate or an alternate route down somewhere. Let us go and try one of these doors for starters."

Malph Rumlinger |

While everyone else looks at the other doors and loudly talks about giving up, Malph sneaks through the grating and tries to stealthily pull back and peak through the door he spotted through the grating.
Stealth: 1d20 + 10 ⇒ (16) + 10 = 26
This risk better be worth it, Malph thought to himself. All alone on this side of the grating with no gold promised. What am I thinking?

Alassa Vaenar |

Alassa goes to the closest the left and checks it for traps.
Perception: 1d20 + 2 ⇒ (14) + 2 = 16
If there is no traps to be found she says, "I will check this door out in case there is something on the other side."
She then opens the door.

Matsudaira |

Can I perhaps fumble around by the meager light of the sunrod to see what I can find? Going to make some rolls, use what you think is relevant. Probably perception I guess?
Perception to find interesting things: 1d20 + 6 ⇒ (3) + 6 = 9
With that roll I am guessing I find splinters and tetanus

Alyksandrei |
Alassa finds no traps on the door. Opening it, she finds an abandoned office: a single desk and chair, empty cupboards with the doors hanging open, a few stray pieces of paper. Everything is coated in dust and looks like it hasn't been touched in decades.
The door to the other room rattles and swings open, then shut, then open, then shut. The chair in the room Alassa is in scrapes its way across the floor, then abruptly stops, reverses direction, and moves again.
Matsudaira looks around the large room, but finds only debris, dust, and darkness. As he searches, several piles of debris shift and move when he's near. Some pieces even float up and toward him, while others bang together loudly, echoing oddly.

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Viviana is still looking around, wary, with her hand near her sword at all times. She is ready to help at a moment's notice, but she lets the other character explore while attempting to heal herself more proficiently than she did Matsuidara.
Cure Light Wounds: 1d8 + 1 ⇒ (1) + 1 = 2
Dang it, I'm really bad at healing for some reason...