
Kazadarin Darlok |

Kaz turns and moves to position himself on the side of the door where the noise is coming from and prepares an attack if the creature comes through the doorway.
Stealth: 1d20 + 8 ⇒ (13) + 8 = 21

Taelreth |

Taelreth initially moves into the side room, taking in the cluttered desk and barred door. No signs of Lamm or the children...we need to keep moving. As she turns to voice these thoughts to the others, she notices Kaz's sudden tenseness. Seeing his location, she moves back into the front room, doing her best to remain quiet and unseen.
Stealth 1d20 + 2 ⇒ (20) + 2 = 22
Her elven grace serving her well, Taelreth makes no sound as she creeps back into the main room, her dark cloak blending in with the shadowy surroundings.

Carpy DM |

The sound of claws clicking on wood grows slowly closer, but pauses while still well inside the next room. There is a moment of silence, and then the still and darkened fishery is suddenly filled with loud booming barks, enough to shake the wood in the boarded-over windows. A massive, mangy-looking dog bounds into the light, still barking like mad, its teeth flashing in the illumination of the cleric's orison.
Initiatives, please.
Dog's initiative: 1d20 + 2 ⇒ (14) + 2 = 16

Kazadarin Darlok |

Initiative: 1d20 + 6 ⇒ (5) + 6 = 11

Kazadarin Darlok |

Attack: 1d20 + 5 ⇒ (8) + 5 = 13
Damage: 2d4 + 6 ⇒ (3, 3) + 6 = 12

Carpy DM |

Crux's acid dart sears the dog's hide, causing it to squeal in pain, but it continues its mad dash forward nonetheless. Hurling itself through the door, it turns its teeth on Kazadarin, standing just inside the doorway.
Bite attack: 1d20 + 3 ⇒ (5) + 3 = 8, damage 1d6 + 3 ⇒ (6) + 3 = 9 plus trip 1d20 + 3 ⇒ (11) + 3 = 14
The dog's attack seems more for show than real intent, though, at least judging by the results it produces. Even caught somewhat off-guard, Kaz manages to fend off the bite with his blade.
Grent is up.
What is your policy on posting out of initiative order, Carpy DM? I'm just doing a simple attack.
I don't object to it, but more often than not, I find that circumstances change enough over a combat round that actions have to be reconsidered anyway. Still, post if you got 'em, I suppose, and perhaps supply a contingency or two if it seems worth it.
Forgot spell effects. That should be attack 20, damage 8.
Bless doesn't increase damage, only attacks.

Grent Ungol |

Grent shoulders his way towards the hound, a grim look on his face. With a savage swing of his shield, he slashes upward with the curved blade in his off-hand.
Move next to the dog and a full two-weapon attack.
Shield: 1d20 + 5 ⇒ (13) + 5 = 18 Damage: 1d6 + 5 ⇒ (3) + 5 = 8
Kukri: 1d20 + 5 ⇒ (12) + 5 = 17 Damage: 1d4 + 2 ⇒ (2) + 2 = 4

Kazadarin Darlok |

I hope you arn't waiting on me, if you are i am sorry I thought my previouse post would cover my attack, but if not I will go again.
Power Attack: 1d20 + 4 ⇒ (2) + 4 = 6
Damage: 2d4 + 9 ⇒ (1, 1) + 9 = 11

Kazadarin Darlok |

Checks himself for a pulse.

GM Agent |

CAMPAIGN MAPS
Shouldering his way to the forefront of the battle, Grent brings his shield down with a fierce backhand swing. The sound of cracking bones can be heard as the reinforced plate impacts the dog's ribcage. The canine utters a short yelp before collapsing under the force of the blow. The creature still lives, but its breathing is extremely shallow.
End of combat. A good place for me to take over.

Kazadarin Darlok |

"Well, there goes the element of suprise." Kazadarin steps into the room the dog came from.

GM Agent |

Crux nods in the direction of the felled canine. "This is probably only the first of Lamm's security measures. He was always a paranoid crudstain." Stepping over the beast and entering the room to the north, Kazadarin responds. "Well, there goes the element of suprise."
Though the light from Crux's sunrod only illuminates a portion of this room, it is strong enough to reveal vague, shadowy forms elsewhere within the space. The room smells heavily of rotting seafood, and Kazadarin recognizes a large, blocky shape in the north wall to be the large double doors leading to the fishery's north face. The ranger's attention is quickly drawn from the area, though, as he catches sight of movement in the room's northeast corner, next to an open door.
A single figure is crouched next to a large, solid shape sitting along most of the eastern wall. The faint light in the room reflects slightly upon the tip of a crossbow bolt located where the figure's hands would be.
Surprise Round Kazadarin gets to act, followed by the NPC. Feel free to roll initiative at this time if you are not acting in the surprise round; if you have not, I'll make initiative rolls for you at the beginning of regular combat.
The combat map will be updated shortly. shaded areas are explored, but unlit. Crux carries the only light source, and the fishery's doors and windows are either boarded or locked for the night; there is no light from natural sources.
Kazadarin Initiative 1d20 + 4 ⇒ (19) + 4 = 23
NPC Initiative 1d20 + 1 ⇒ (20) + 1 = 21

Kazadarin Darlok |

I will wait on the combat map to post my actions. I am thinking a charge since he has a crossbow, but will have to see the area.

Grent Ungol |

Grent takes a long sad look at the wounded dog, considering putting it out of it's misery. It can't be long for this world with those ribs... He gently pets it once. Poor creature - twisted by Lamm into a weapon. You had no choice. With a quick slash of his blade, he cuts the dog's throat. "Pharasma give you rest," he says quietly.
Taking a coup on the dog - 2d4 + 2 ⇒ (4, 4) + 2 = 10

Kazadarin Darlok |

Kazadarin readies his Falchion and moves to engage the figure with the crossbow.
Power Attack
Attack: 1d20 + 4 ⇒ (16) + 4 = 20
Damage: 2d4 + 9 ⇒ (1, 4) + 9 = 14

GM Agent |

"Pharasma give you rest." After whispering a brief prayer to his goddess, Grent puts the injured dog out of its pain. He stands in time to watch as Kazadarin walks completely into the room to the north.
Kazadarin marches toward the shadowy figure in the corner, only to find the footing treacherous next to what turns out to be a large trough of fish guts along the east wall. The rangers stumbles for a moment before regaining his balance, and finishes closing the distance with his opponent. Seeing the man's approach, the sound of wood striking wood can be heard as he drops his crossbow to the ground.
"Lamm is a paranoid crudstain, but someone's got t' call the shots." The rather high pitched voice begin tittering as if finding the statement funny. The figure readies a flail, then pauses a moment to consider the weapon. "That woulda' been better if I used the bow."
You are only allowed a standard action during the surprise round. Kazadarin can use that to close the distance with the NPC, and in so doing forced him to use his action to ready a weapon.
Begin first round of regular combat.
Initiative Rolls
21 -- NPC
20 -- Taelreth
19 -- Evred
18 -- Crux
15 -- Derrian
15 -- Grent

Kazadarin Darlok |

Sorry about that.
Kazadarin faces off against the brute. "Aye, it would have. Now you die."
Perception:
1d20 + 5 ⇒ (5) + 5 = 10
Power Attack:
1d20 + 4 ⇒ (14) + 4 = 18
Damage:
2d4 + 9 ⇒ (2, 2) + 9 = 13

Kazadarin Darlok |

Was rolling perception to make out what i was fighting, if human and +2 Hit +2 Damage please

GM Agent |

Kazadarin slices fiercely at the shadowy form, but the only think his weapon bites into is wood planks. The figure erupts into more titters. "Trying to make me as pretty as you, are we? We'll have none o' that!" The ranger's opponent seems unhampered by the lack of light, and brings his flail down hard upon Kazadarin's skull. [Damage: 11 points]
Before the rest of the party has the opportunity to join the fight, the door to the south bursts open. A blond man in an outdated nightgown stands poised with a wand in one hand, and a lamp in the other. "Keep them back, Hookshanks!" He points with item and a glowing green ball streaks from its end, though it appears to be off target and burns a small hole in the ceiling above Grent's head. A third figure, roughly the size of a child, ducks through the door frame. He moves to attack Grent as well, wielding a small kukri, but the gnome is unable to find an opening in the human's armor.
NPC Flail Attack vs Kazadarin 1d20 + 5 ⇒ (14) + 5 = 19; damage 1d8 + 3 ⇒ (8) + 3 = 11
NPC Wand Activation 1d20 + 7 ⇒ (10) + 7 = 17
NPC Wand Touch Attack vs Grent 1d20 + 2 ⇒ (1) + 2 = 3; damage 1d3 ⇒ 3
NPC Kukri Attack vs Grent 1d20 + 0 ⇒ (5) + 0 = 5; damage 1d3 + 1d6 ⇒ (1) + (3) = 4
19 -- Evred
18 -- Crux
15 -- Derrian
15 -- Grent
23 -- Kazadarin
21 -- NPCs

Taelreth |

"Derrian, Grent--can you handle the wizard? It sounds like Kaz needs some help." With a wave of her hand, Taelreth fades from view. Her disembodied voice shouts, "Kaz, fall back, I'll cover you!"
Casting vanish, and then moving into the middle of the north room; she calls out to Kaz near the door to avoid giving away her location.

Chris Manos |

Derrin moves through Grent carefully fighting defensively, -4 to hot +2 ACtrying to avoid any attacks from the small childlike assailant, and attempts to trip the small creature
Mechanics:
Attack to Trip:1d20 + 0 ⇒ (8) + 0 = 8
[ooc]Target is prone if I succeed on beating it's CMD. if his CMD is 10 or more thanmy roll, I fall on my butt....

Kazadarin Darlok |

Yelling in rage and pain, Kazadarin put everything he has into his next swing at the Half Orc.
Power Attack:1d20 + 6 ⇒ (16) + 6 = 22
Damage: 2d4 + 11 ⇒ (2, 3) + 11 = 16

Grent Ungol |

"Nice knife," says Grent to the small combatant in front of him. He swings hard with his shield and lunges with the knife, looking to defeat the little one and get to the caster behind him.
Shield bash: 1d20 + 2 ⇒ (10) + 2 = 12
Kukri: 1d20 + 2 ⇒ (3) + 2 = 5
Bash damage: 1d6 + 3 ⇒ (2) + 3 = 5
Kukri damage: 1d4 + 1 ⇒ (3) + 1 = 4

GM Agent |

"Derrian, Grent--can you handle the wizard? It sounds like Kaz needs some help." Taelreth fades from view. Several seconds later, Kazadarin hears the Elf's voice, not far behind him. "Kaz, fall back, I'll cover you!"
Back in the front office Evred takes a swing at the gnome that's appeared before the group, but the cleric fails to account for his opponent's decreased size and fails to connect. Meanwhile, Crux whispers the words of a spell, girding himself in magical protections.
Derrian moves to the west past the others, seeking a better position from which to attack the gnome. Seeing a momentary opponent in his defenses, the pint-sized foe manages to cut into the cavalier's side as he passes. [Damage: 3 points] Derrian responds by attempting to trip his attacker, but the gnome manages to dance away from the strike.
"Nice knife." The gnome continues to dance as Grent strikes with both his weapons, and his nimble movements manage to spare him from the attacks. Before the gnome has a chance to respond, though, the room falls silent as Kazadarin roars in rage. Wrenching his sword free of the floorboards, he brings the weapon upward and this time slices through his foe's leather armor. The high-pitched chortling turns to ragged coughs as the ranger's foe begins tasting his own blood. "That's not how the joke is supposed to go..." He begins retreating through the open door behind him, but stumbles and can be heard falling headlong down some stairs. Muted gasps can be heard from the room itself.
The gnome, who looked as if he was about to say something just a moment before, refocuses his attention on Grent. With a look of grim determination, he forces the kukri to find an opening in the man's defenses and draws blood. [Damage: 1 points] Behind him, the man in the nightgown once again casts a spell from his wand, and once again his aim is far from perfect. Clearly growing angry, he casts the item to the floor and begins fumbling though his heavy clothes, finally producing a small vial from beneath the cloth.
The opponent in the north room is at negative hit points and unconscious.
NPC AoO vs Derrian, Small Kukri 1d20 + 5 ⇒ (17) + 5 = 22; damage 1d3 ⇒ 3
Kazadarin, 20% Miss Chance 1d100 ⇒ 24
NPC Attack vs Grent, Small Kukri 1d20 + 5 ⇒ (19) + 5 = 24; damage 1d3 ⇒ 1
NPC Wand Activation 1d20 + 7 ⇒ (7) + 7 = 14
NPC Ranged Touch vs Grent, Wand 1d20 + 2 ⇒ (5) + 2 = 7; damage 1d3 ⇒ 3