
TheAlicornSage |

The open doorway is a hallway leading further into the ship. About 15' down is an intersection with a hall going left and about 30' down the hall turns right.

TheAlicornSage |

Turning into the hallway, you come to the intersection 15' down. You can go left or straight. The left hallway turns right (we'll say north) and the straight hallway turns right (we'll say east).

TheAlicornSage |

Turning left, the hallway heads west then north, then west, then north again, each segment about 15' and at the end is a door facing east.

Belamros Arroway |

Belamros quietly glances towards Galador, then cautiously approaches the door.
Perception for Suspicious Stuff: 3d6 + 13 ⇒ (1, 1, 3) + 13 = 18 I just remembered we're doing 3d6, not d20.

TheAlicornSage |

This door doesn't have anything wrong with it that you can see, though given the dust patterns, it seems to have been opened recently.

TheAlicornSage |

3d6 ⇒ (4, 6, 2) = 123d6 ⇒ (5, 1, 4) = 103d6 ⇒ (3, 6, 4) = 133d6 ⇒ (6, 3, 3) = 123d6 ⇒ (3, 4, 3) = 10
Peering in, you see lots of darkness to the left, no sources of light save your own. Off to the left you hear some shuffling, lots of it, and it seems headed your way.

Belamros Arroway |

Belamros nods, and pulls back outside the door. She closes the door until it is almost shut (leaving enough of a crack that we can still hear what is on the other side) and holds her cloak over the lantern, so as to block the light from getting through.

TheAlicornSage |

After a long wait, the door opens. With the light covered, you can't seem but you get the idea of two large, and unfriendly, things in the doorway.
3d6 ⇒ (1, 1, 3) = 53d6 ⇒ (5, 5, 3) = 133d6 ⇒ (3, 1, 5) = 9
Belamros hears something approaching from direction you came.
In the total darkness, normal vision is inadequate, thus they have total concealment.

Belamros Arroway |

"Haven't they already come to us?" Belamros whispered, referring to the figures in the doorway.
Delaying my initiative for when I am adjacent to any of the figures, at which point I will throw down the cloak and attack.

TheAlicornSage |

Indeed, Belamros is already adjacent. Galador is 5' away. Is the cloak the one covering the lamp?

Belamros Arroway |

Belamros throws the cloak (yes, the one covering the lamp) to the side, and launches her fists at the nearest shape! Excluding Galador.
Alright. I'm not quite sure what to do from here, so I'll just roll what I hope I'm supposed to roll and we'll go from there.
Attack 1 of 3: 3d6 + 10 ⇒ (6, 4, 4) + 10 = 24
Damage 1 of 3: 1d8 + 21 ⇒ (4) + 21 = 25
Attack 2 of 3: 3d6 + 10 ⇒ (4, 4, 3) + 10 = 21
Damage 2 of 3: 1d8 + 18 ⇒ (3) + 18 = 21
Attack 3 of 3: 3d6 + 5 ⇒ (5, 3, 6) + 5 = 19
Damage 3 of 3: 1d8 + 18 ⇒ (8) + 18 = 26
For the injury roll, I add 2 (penetration value of bludgeoning) + 12/9 (12 for the first hit, 9 for the rest) = 14/11.

TheAlicornSage |

Atks and dmg look right, except how is your dmg bonus so high? From my count, you have +12/+9 for strength and +4 for power attack. As I am hardly omniscient about the rules, what am I missing? or did I forget something?

Belamros Arroway |

I'm really not sure. I have a habit of doing all the math beforehand (with the sources of everything) and then trusting the numbers I've written down, but I guess I didn't do that here. I'll change it, and then if I figure it out later I can always change it back.
The new totals for the damage rolls are 21, 17, and 22, respectively.
1d8 + STR + PowAtk + AoMF(+1) = 1d8 + 12/9 + 4 + 1 = 1d8 + 17/14. I have adjusted my character sheet accordingly.

TheAlicornSage |

21 beats dc 18 by 3, so bad guy Adam takes an injury and -1 on future soak rolls. 17 ties with 18-1, favor the defender, so just and additional -1 soak rolls. 22 beats 18-2 by 6, so Adam takes another injury and another -2 on further soak rolls.
Injury rolls, 3d6 +2 (bludgeoning) +12/+9 (str) -5 (Adam's natural armor) -2 (Adam's con).
Injuries: 3d6 + 7 ⇒ (4, 2, 2) + 7 = 153d6 + 4 ⇒ (6, 5, 3) + 4 = 18
So a 15 and an 18. A broken arm and a cracked rib for -1 con.
A presence is felt behind the door, Belamros throws the cloak and reveals a four limbed creature, black and scaly, she grabbed an arm and struck the joint, breaking it and leaving the limb hanging, then in a quick twist swats aside another arm opening it's guard and kicks right in the chest with a loud crack and a howl of pain from the creature.
As soon as Belamros attacks, another such creature passes by and attacks Galador.
Galador's attack goes first, but unless he hits really hard. he likely will still take a dc 19 attack. Belamros takes 3 dc 19 attacks.

Belamros Arroway |

This is the defensive save we're making?
Save 1: 3d6 + 9 ⇒ (4, 6, 3) + 9 = 22 1 wound point gained?
Save 2: 3d6 + 9 - 1 ⇒ (2, 4, 3) + 9 - 1 = 17 Failure by 2, so an injury and an additional -1?
Save 3: 3d6 + 9 - 2 ⇒ (4, 4, 1) + 9 - 2 = 16 Failure by 3, so another injury and an additional -1?
I should probably have remembered to have cast barkskin on myself.

TheAlicornSage |

You roll ac vs static atks (players roll all the dice, mostly. At least for this encounter). So those are to determine what hits and what doesn't. I should have included damage so I'll include that now. *looks it up* Dmg is only 6 points, so you roll soak (fort save plus armor/etc) vs dc 6. Success takes 1 wound point. Failure takes 1 Wound point plus 1 per 5 points by which you failed the the roll, in addition to an injury.

TheAlicornSage |

The attacks are dc 19. Belamros has +14 AC, so rolls 3d6+14 vs dc 19. Success means that Belamros evaded, parried, or blocked the attack.
Belamros' AC rolls: 3d6 + 14 ⇒ (3, 4, 6) + 14 = 27
Belamros' AC rolls: 3d6 + 14 ⇒ (3, 6, 5) + 14 = 28
Belamros' AC rolls: 3d6 + 14 ⇒ (1, 1, 5) + 14 = 21
Belamros easily evaded the attacks of the creature.

Belamros Arroway |

Having evaded the monster's blows, Belamros launches another flurry against it.
Attacking the same one I already went for
Attack 1: 3d6 + 10 ⇒ (4, 6, 6) + 10 = 26
Damage 1: 1d8 + 17 ⇒ (1) + 17 = 18
Attack 2: 3d6 + 10 ⇒ (3, 3, 6) + 10 = 22
Damage 2: 1d8 + 14 ⇒ (7) + 14 = 21
Attack 3: 3d6 + 10 ⇒ (4, 3, 1) + 10 = 18
Damage 3: 1d8 + 14 ⇒ (5) + 14 = 19