
Byron Halfleaf |

As a matter of course, I've never believed it a good idea that the rogue keep track of the loot. Byron's a half-elf, by the way.
Five gems does equate to one a piece, plus one to go to the party fund, which I'd be happy to hang on to. Barkskin should go to the fighter and a potion of cure light wounds to those that may actually see combat, Kellic Why is he staring at me like that? Is he worried about the way the bard eyes me? I'll have to tell him that I'm not competition., Vulgar and me.
To the room o' puddles, Perception 1d20 + 9 ⇒ (16) + 9 = 25 with special care not to step in any of the water. Leave the body to check out the door on the south eastern wall, Perception 1d20 + 9 ⇒ (13) + 9 = 22 and traps (including the ones that would shoot back into the room). Disable device 1d20 + 7 ⇒ (13) + 7 = 20. Then decide with the group what to do with the body, or who's going to touch the slimy thing to loot it. That would leave me standing, without anything unexpected happening, in square L7.

DM Krallek |

As you enter the room a small reptilian creature bounds out from under one of the shelves. He rushes at Byron and as he does so you notice a shock of electric energy jump from one of the horns on his head to the other.
Byron, we will need a reflex save. Now the description in the book says it is "constitution" based. So I suspect that means you swap your dex bonus out for your con bonus? At any rate, the dc for that roll will be 12 for half damage otherwise you will take 1d8 ⇒ 4 damage.
Lol, sorry but I will need to fix the map later. Right now you will have to suffice with a blue X for the lizard.

Kellic Runefist |

As you enter the room a small reptilian creature bounds out from under one of the shelves. He rushes at Byron and as he does so you notice a shock of electric energy jump from one of the horns on his head to the other.
Byron, we will need a reflex save. Now the description in the book says it is "constitution" based. So I suspect that means you swap your dex bonus out for your con bonus? At any rate, the dc for that roll will be 12 for half damage otherwise you will take 1d8 damage.
Lol, sorry but I will need to fix the map later. Right now you will have to suffice with a blue X for the lizard.
No, the con based thing is so that you know the dc save is basednon it's con. If we drain it's con the dc goes down. :)

Kellic Runefist |

Kellic will tumble to 5H and attack
1d20 + 8 ⇒ (7) + 8 = 15 acrobatics to avoid the AoO
1d20 + 5 ⇒ (5) + 5 = 10 to hit
1d8 + 3 ⇒ (4) + 3 = 7 damage
Son of a..! That dam thing is fast... But worse is the fact that while we were sitting there watching the elf play with a rock, that man was dying! Oh the humanity! Why were these men joined at the hip?

DM Krallek |

That was a surprise round so we need to roll initiative first...
Initiative:
Kellic: 1d20 + 8 ⇒ (7) + 8 = 15
Byron: 1d20 + 5 ⇒ (4) + 5 = 9
Pixie: 1d20 + 3 ⇒ (16) + 3 = 19
Vulgar: 1d20 + 2 ⇒ (12) + 2 = 14
Badguy(s): 1d20 + 6 ⇒ (11) + 6 = 17
So the order is
Pixie
Badguy
Kellic
Vulgar
Byron
Pixie: I will gimp Pixie so he will shoot his bow. 1d20 + 5 ⇒ (11) + 5 = 16 and hit for 1d6 + 1 ⇒ (2) + 1 = 3 damage.
Shocker Lizard: Attacks Byron 1d20 + 4 ⇒ (19) + 4 = 23 and hit for 1d4 ⇒ 2 damage. The previous damage you took from the shock was non lethal by the way.
Kellic: You cant make it to 5h with an acrobatics tumble. Remember you can only move half your speed unless you want that -10 penalty. I've moved you to I7 instead and you can make your attack from there. You bypassed his CMD so your tumble would have worked at half speed but at full speed you would get the AoO. I won't apply your move until you approve of the position. Let me know. Either way, your attack missed.
Vulgar: Steps to G7 and takes a wild swing at the lizard. You missed but normally you would get a further penalty as the lizard should have cover from that location.

Byron Halfleaf |

Yikes! By Calistria's Coinslot, I thought I would have seen all that there was to see in this room! Little bugger came out of nowhere.
Reflex: 1d20 + 5 ⇒ (7) + 5 = 12 And what was that? A lightning bolt? What kind of lizard is this?
Move to G6 and have at it with my rapier: 1d20 + 1 ⇒ (8) + 1 = 9 to hit, for 1d6 + 1 ⇒ (3) + 1 = 4 damage.
Take that you little beastie! Arrg! My ankle!
4 damage total taken, leaving me at 4.

DM Krallek |

Pixie: I will gimp Pixie so he will shoot his bow. 1d20 + 1 ⇒ (12) + 1 = 13 and hit for 1d6 + 1 ⇒ (6) + 1 = 7 damage.
Shocker Lizard: will attack Byron again 1d20 + 4 ⇒ (10) + 4 = 14 and misses.
And Vulgar leans in with a heavy blow that severs the head of this nasty little elecro beast!
Nice work all.

DM Krallek |

Nope, but the dead body has a nice looking rapier on it. Oh, and the body is a lizardman. He seems to have burn marks on it similar to the ones suffered by Byron.
Either your attack or the Dwarf's attack would have done the job. So if you are keeping score of such things, then put the tally for the kill next to your name.

DM Krallek |

To Byron:
Byron finds a masterworks rapier

Byron Halfleaf |

*Whispers to Vulgar.* The monk's bloodlust must last for a while after a fight. The way he downed that lizard, that door's going to be in trouble. *Grins.*
*Moves to H3 to get direct sight-line through door, finds some shadows to blend in with (1d20 + 9 ⇒ (10) + 9 = 19) and readies bow to shoot.*

DM Krallek |

What door are you kicking at? The unopened one at L7? It opens under your barrage of fisticuffs and you see a room much like the one you are in but with the wall and floor blown out from the earthquake. Across the way you also see another door which you surmise must be the one that was stuck in the last room with the footprints.

Byron Halfleaf |

Perception 1d20 + 9 ⇒ (9) + 9 = 18 to investigate the newly opened area.
If nothing, back to the staircase. Climb sneakily up the stairs 1d20 + 9 ⇒ (2) + 9 = 11. If the same set up as down here, listen at the door 1d20 + 9 ⇒ (11) + 9 = 20 and check for traps 1d20 + 9 ⇒ (13) + 9 = 22.
Do we know how tall or how many floors are in this tower based on what we've seen from the outside on our approach? Is this the last floor?

DM Krallek |

Byron carefully sneaks out into the newly opened room. As he approaches the door he notices that the "room" appears to be empty other than the gigantic hole in the wall and the floor. A quick peek outside confirms his guesses, you are on the second floor and the tower appears to be about 4 stories tall.
The party heads back to the stairs and sneaks slowly up to the third floor landing. The trip is uneventful. As you listen at the door you hear absolutely nothing. There is no traps on the door but it is locked. A rudimentary glance at the lock shows it to be of very high quality.
I will update the map this morning sometime boys. Sorry for the delay. The landing on the next floor is identical to the one on this floor for reference purposes. If you choose to play a turn you can base it on that.

Kellic Runefist |

*Kellic leans in close to the door and his eyes squint with concentration*
I can't hear anything, but there is something... a presence I have not felt since...
There are undead on the other side!!! Cry HAVOK!!!
*Kellic kicks open the door and moves to engage the first thing he sees*
1d20 + 3 ⇒ (7) + 3 = 10 Strength to kick open the door.
Kellic gains the ability to detect undead!

DM Krallek |

Byron, Pixie, and Vulgar stand and stare in amazement as the monk leans close to the door, squints his eyes like he is taking a particularly difficult poop, screams something unintelligible and starts kicking the door. The monk bounces off and is flung backwards and partway down the stairwell by the inertia of his violent kick rebounding off a solid oak door.
Byron looks at the monk in disgust and says Well, there goes any chance of surprise dummy.
Vulgar looks at the monk and says Nice one! Let that be a lesson to ya Mr. Door! *Vulgar chuckles and shakes his head*
Pixie looks at the monk and says And they think I am crazy.
Kellic says My legs! The pain in my legs. It's a sign I tell ya. For some people, when their toes ache it means there's a storm coming. For me, when my legs hurt it means there's undead coming!
Actually, Kellic gains the ability to limp.

Kellic Runefist |

*Kellic lands like a cat and springs again at the door, this time noting that its a pull door and not a push, and pulling it open*
Never give up! Never surrender!
There is no way, with a 19 Dex, monk training and maxed acrobatics that a 10 on a strength check would result in being flung backwards... do you even know how physics work? At most he came to an abrupt stop. Now come on DM, start putting some real effort into this!

Byron Halfleaf |

*Shakes head.* Lemme help you out.
Open lock: 1d20 + 7 ⇒ (5) + 7 = 12
2nd try: 1d20 + 7 ⇒ (2) + 7 = 9
3rd: 1d20 + 7 ⇒ (4) + 7 = 11
4th: 1d20 + 7 ⇒ (9) + 7 = 16 This is looking broken...
5th: 1d20 + 7 ⇒ (3) + 7 = 10
6th: 1d20 + 7 ⇒ (8) + 7 = 15 Kellic, get ready to bash this thing again.
7th: 1d20 + 7 ⇒ (13) + 7 = 20
*42 seconds later, this door (better) opens up. Takes a moment to ensure that everyone is in position, then opens the door with a flourish, letting the monk and fighter rush in to confront whatever is in the room and alerted to our presence. Draws rapier and follows.*

DM Krallek |

Ok, for the sake of argument, lets pretend that Kellic understands physics and is just trying to push my buttons.
There is no rush on the door Byron, so you can take a 20 on this one. The door opens under your barrage of attempts and you see ....
A message from the DM saying Tune in next time where you will get the description of the room
Sorry boys, I am on my way to do an XMAS photoshoot at the outlaws place. Then I am off to the hospital to visit my mom. I will get this posted tonight. I promise!!
Test Dice Rolls:
1d20 + 7 ⇒ (13) + 7 = 20
1d20 + 7 ⇒ (10) + 7 = 17
1d20 + 7 ⇒ (4) + 7 = 11
1d20 + 7 ⇒ (15) + 7 = 22
Byron, I've come to the conclusion that its just you.

DM Krallek |

Ok sorry for the delay. I've now created the map for the 3rd level. Once Byron figures out the lock you see the following:
Two stone altars, one black and one white, sit at either end of this large chamber, which takes up two wings of the tower on this level. The crumbling remains of wooden benches sag in front of each altar beneath rotting ceiling tapestries. Carved symbols and writings snake along the walls. The burnt corpses of two troglodytes lie on the floor in the center of the room.

DM Krallek |

Two humanoid skeletons, wreathed in auras of eternal flame, inhabit this room. They defend the temple from any intruders; their jaws open in soundless screams as they raise their weapons and attack.
Initiative:
Kellic: 1d20 + 8 ⇒ (8) + 8 = 16
Byron: 1d20 + 5 ⇒ (17) + 5 = 22
Pixie: 1d20 + 3 ⇒ (14) + 3 = 17
Vulgar: 1d20 + 2 ⇒ (20) + 2 = 22
Badguy(s): 1d20 + 6 ⇒ (19) + 6 = 25
So the initiative order is like this:
Badguys
Byron
Bulgar
Pixie
Kellic
Both skeletons converge on Kellic as he is the one to enter the room. Kellic, you've run into the room but since you are last in initiative, I will allow you to change your turn if you choose to.
Burning skeleton 1 attacks Kellic with 1d20 + 2 ⇒ (16) + 2 = 18 and a 1d20 + 2 ⇒ (1) + 2 = 3 for 1d4 + 2 ⇒ (3) + 2 = 5 and 1d4 + 2 ⇒ (4) + 2 = 6
Burning skeleton 1 attacks Kellic with 1d20 + 2 ⇒ (17) + 2 = 19 and a 1d20 + 2 ⇒ (19) + 2 = 21 for 1d4 + 2 ⇒ (2) + 2 = 4 and 1d4 + 2 ⇒ (4) + 2 = 6
Kellic has taken 10 damage! What do the rest of you do?

DM Krallek |

Byron, seeing danger, rushes into the room, leaping over the fallen corpse of his comrade, and deftly tucks into a roll into position behind one of the flaming beasts! Quickly whipping up his rapier to parry an attack he then smashes the beast in the face with the guard. The skeletons smokey head snapped back as three of his teeth shatter and fall to the ground; the aura about his head explodes in a gout of flame.
Bryon takes 1d6 ⇒ 3 damage.
Reeling but not yet disposed of, the skeleton turns his feral gaze upon the half elf; his face cracking in a toothless grin.
Vulgar sees his opportunity and steps in to smash the thing with his axe while his attention was focused on the half elf. He brings his axe down in a vicious overhead swing that decapitates the beast who once again erupts in flame.
The flames slash up Vulgars arm and he takes 1d6 ⇒ 6 damage. And the beast is dead.
Pixie quickly whips up his bow to take a shot at the remaining skeleton. 1d20 + 4 ⇒ (12) + 4 = 16 and hits for 1d6 + 1 ⇒ (5) + 1 = 6 damage. Again the beast erupts in flame where the weapon struck but as it was a ranged attack, there is no damage. And the second skeleton falls!!
Nice round of combat boys.
Pixie rushes to the side of his fallen mate and gently applies his one remaining salve.

DM Krallek |

It wasn't a surprise round. You were ready for them and they were ready for you. So I just rolled initiative and we started the first round of combat as someone entered the room. At any rate, the first skeleton missed you and the second one hit you. Had you hit either skeleton, you would have taken 1d6 damage from the fire. So its kind of a moot point really.

Byron Halfleaf |

1 hp left
*Pats parts of his clothing that show smoke from the exploding skeleton, flicking off any embers that are still in danger of igniting.*
Well, if I felt a bit better, I might be in the mood to celebrate our best combat success yet. *pant* Say, could we take a moment to catch our breath, and make sure that we are not about to catch on fire? I'm feeling a bit rough... *Quaffs potion*
1d8 + 1 ⇒ (4) + 1 = 5, bringing me up to 6 hit points.

DM Krallek |

Whoa! Seriously? Kellic, you need to relax. I shall quote page 178 from the Core Rule Book for you ...
Determine which characters are aware of their opponents. These characters can act during a surprise round. If all the characters are aware of their opponents, proceed with normal rounds. See the surprise section for more information.
I determined that since you knocked on the door they knew you were coming and waited in ambush from the south. You didn't tell me what square you were going to so I placed you 2 squares in.
You apparently knew they were there as well. Though I suspect this was more through meta-gaming than through anything in the description of the room. So I gave you the benefit of the doubt and determined that there was no surprise on either side.
You also came dead last in initiative. If I had ruled that you were not aware of them and done a perception check then it is entirely possible that they may have gotten surprise attacks AND first round attacks before you got your turn.
And now that everyone has reported in their HP we can proceed with your perception check.
You determine that this particular room has yet to be looted as much of the rest of the tower seems to be. The two dead troglodytes lead you to believe that the lizard men must have tried and died for their efforts to loot this room so they left it alone and locked the door behind them.
Behind the altar to the north you find a strongbox. It is locked but time has not been kind to the metal locks. They have deteriorated greatly over the last several hundred years. Byron is able to determine that there are no traps on the box and with little effort he opens the lock and peers inside where you find the following ...
8 platinum pieces
A wand of Cure Light Wounds (5 charges)
An amulet of natural armor
A flat green gem that is triangular in shape.
And a scroll of "Shatter"

Vulgar |

we had better let that upset monk get first dibs on the loot, he's getting hot under the collar
Hey Monk...ye can have whatever ye want, just stop freaking out punching doors and waking the dead (literally). You should think about going back to that there place where they teach ya monk manners too
*gulps a potion*
1d8 + 1 ⇒ (5) + 1 = 6
Ahhhhhh...hits the spot...BUUUURRRRRPPPP. Never mind, manners are overrated

Vulgar |

wait a minute there thief...that there triangle shaped gem stone *points to the flat triangle shaped gemstone*
lemme see it
*takes gemstone, places it near the haft of new war-axe*
By the sweaty balls of Torag!! It fits perfectly!! HAR, I'm a keeping this here stone my boys!!