conversations: human
conversations:  You awaken in the center of a 10ft by 15ft room with stone walls, ceilings, and floors. A torch is burning on the wall behind you, while the other three walls have closed, metal doors with brackets allowing you to bar them from the inside. Unfortunately, only two metal rods are lying on the floor.
conversations: Tyndmyr:
conversations: human
conversations:  I put the bars on the north and south doors, I open the one to the east.
conversations: Havelock:
conversations: human
conversations:  You peer down a long, gloomy, empty hallway, with half a dozen mouldering wooden doors, all alike, along it's length.
  
   
conversations: Tyndmyr:
conversations: human
conversations:  I search the first door on the right, I'll open it if I don't find anything.
  
   (1d20+2)[ 21 ] 
conversations: Havelock:
conversations: human
conversations:  You see a 10ft by 10ft room, with an Orc(L3) Guarding a chest(L4). He apparently hasn't noticed you yet.
conversations: Tyndmyr:
conversations: human
conversations:  Init:
   (1d20+2)[ 20 ] 
  I Want to see the result before I make my next move.
conversations: Havelock:
conversations: human
conversations:  Activate punishing stance, walk to K3, sapphire nightmare blade:
  
  Concentration roll against AC:  (1d20+7)[ 22 ]  (I guess it's flat-footed anyway, it will definately be so if this succeeds)
  Attack roll:  (1d20+5)[ 25 ]  (-2 if above rolls fails)
  Potential Crit confirmation:  (1d20+5)[ 17 ] 
  
  Damage roll(s):
  Regular damage:  (1d10+3)[ 4 ] 
  Crit:  (2d10+6)[ 22 ] 
  Stance:  (1d6)[ 3 ] 
  If concentration roll succeeds:  (1d6)[ 1 ] 
conversations: Havelock:
conversations: human
conversations:  I am going to assume that we have a dead orc on our hands now, heh.
  
  Does the orc have anything of interest on him?
  
  Search check on the chest:  (1d20+2)[ 7 ] 
  
  I'll open it if nothing is found.
conversations: Havelock:
conversations: human
conversations:  Oh, he's a very, very dead orc.
  
  He's got 1000cp on him, as well as a blue quartz worth 11gp.
  
  In the untrapped chest, you find 80 GP.
conversations: Tyndmyr:
conversations: human
conversations:  Back to the hallway, search Door at I5, open if nothing found:
  
  Search:
   (1d20+2)[ 12 ] 
conversations: Havelock:
conversations: human
conversations:  Nothing found.
  
  At the end of a gloomy, unlit, 30ft hallway, in front of the third and last door, you see a badger, curled up and sleeping quite peacefully.
conversations: Tyndmyr:
conversations: human
conversations:  Move silently up to the Badger:
   (1d20-2)[ 11 ] 
  
  Assuming it doesn't wake up, Coupe de Grace (w/punishing stance for overkill):
  Weapon damage:  (3d10+9)[ 34 ] 
  Stance damage:  (1d6)[ 3 ] 
  
  Basically, I sneak up on it, with a readied action to charge if it awakens, punishing stance active.
  
  Iniative if neccesary:  (1d20+2)[ 22 ] 
  Attack roll:  (1d20+7)[ 27 ] 
  Pot. Critical confirmation:  (1d20+5)[ 17 ] 
  Regular damage:  (1d10+3)[ 8 ] 
  Pot: extra crit damage:  (2d10+6)[ 20 ] 
  Stance damage:  (1d6)[ 3 ] 
conversations: Havelock:
conversations: human
conversations:  It is now an extremely dead badger.
  
  +150xp
conversations: Tyndmyr:
conversations: human
conversations:  Did I get any XP for splitting that orc in two, btw?
  
  I Search the first door in the corridor (relative to where I entered), on the right if on both sides, I open it if nothing is found:
  
   (1d20+2)[ 6 ] 
  
  A map update might be handy now, too.
conversations: Havelock:
conversations: human
conversations:  150 XP for the orc, sorry.
  
   
  
  It's a bit cut off, but you're in the upper right room. It's 25 ft deep, going all the way up to A1.
  
  The room is 15 ft wide, and 25 ft long, and is a bit damp and cold. It's quite gloomy and unlit(roll a spot check if you have a light source or darkvision).
conversations: Tyndmyr:
conversations: human
conversations:  Dwarf, spot:
  
   (1d20)[ 3 ] 
conversations: Havelock:
conversations: human
conversations:  Excellent, darkvision solves many things.
  
  You notice a patch of mold in C6, and a battered, wooden chest in A6.
conversations: Tyndmyr:
conversations: human
conversations:  I investigate the mold with the axe
  
  Search:
   (1d20+2)[ 11 ] 
  
  Then we check the chest before opening:
  Search:
   (1d20+2)[ 6 ] 
conversations: Havelock:
conversations: human
conversations:  The axe not having reach, you have to approach to within 5" to do so. This unfortunately results in  (3d6)[ 11 ]  non-lethal cold damage.
  
  Edit: If this is sufficient to knock you out, you fall backwards, away from the mold, and recover normally, due to your caution in checking it out.
conversations: Tyndmyr:
conversations: human
conversations:  Knocked out? Me?
  
  You say the funniest things, to the chest!
conversations: Havelock:
conversations: human
conversations:  Inside the chest, you find 200 silver pieces. I presume you wait long enough for the nonlethal damage to vanish before venturing back.
conversations: Tyndmyr:
conversations: human
conversations:  Search door on E7, open it up if nothing found.
  
   (1d20+2)[ 19 ] 
conversations: Havelock:
conversations: human
conversations:  Nothing on the door, in the room:
  
  Large, cavernous room stretching 20 feet by 25 feet, dark save for flickering torches, one on each of the short walls. Two battered wooden doors are visible on the far walls.
   DMs 
   
   Spoiler 
  
   (1d50)[ 16 ] 
   
  
  No monsters in here.
conversations: Thelas:
conversations: human
conversations:  Search door on I8, open it up if nothing found.
  
   (1d20+2)[ 19 ] 
conversations: Havelock:
conversations: human
conversations:  Nothing found
  
  ou peer down a long, gloomy, empty hallway, with half a dozen mouldering wooden doors, all alike, along it's length.
  
   
  
  In fact...it looks really familiar, as if you'd looked at it before, from the west end.
conversations: Tyndmyr:
conversations: human
conversations:  J10, same procedure:
  
  Search:
   (1d20+2)[ 22 ] 
conversations: Havelock:
conversations: human
conversations:  The doors safe.
  
  You open the door to a narrow, long hallway travelling north/south, with a somewhat damp, moist feel to it. The hallway is dotted with tiny mushrooms that glow faintly green. It extends 20 feet past your door to the right(south), and 35 feet to the left. It appears to be empty, but you can see five doors, spaced roughly equally apart, all leading east.
conversations: Tyndmyr:
conversations: human
conversations:  Middle door:
  
  Search:
   (1d20+2)[ 16 ] 
  
  open if nothing found.
conversations: Havelock:
conversations: human
conversations:  You notice that the door has three lines scratched faintly into it. No traps, though.
  
  Upon opening the door, you see a 10ft by 10ft room, with a Krenshar inside(far corner, empty 5ft space between ya'll. It looks like a dead end room, with no other doors inside.
  
  You have surprise.
  
  Init:  (1d20+2)[ 6 ] 
conversations: Tyndmyr:
conversations: human
conversations:  Init:
   (1d20+2)[ 21 ] 
conversations: Havelock:
conversations: human
conversations:  So surprise+act first, huzzah!
  
  Punishing strike on, sapphire nightmare blade:
  Concentration roll vs AC:
   (1d20+7)[ 11 ] 
  
  Attack roll, I guess he's flat-footed anyway, if above check failed, -2 on attack.
   (1d20+5)[ 14 ] 
  Damage:  (1d10+3)[ 12 ] 
  Stance damage:  (1d6)[ 1 ] 
  Manouver damage if concentration roll succeeds:  (1d6)[ 4 ] 
conversations: Havelock:
conversations: human
conversations:  I think he's dead, but just in case, round one:
  Attack:  (1d20+5)[ 9 ] 
  Damage:  (1d10+3)[ 5 ] 
  +stance damage:  (1d6)[ 5 ] 
  
  deactivate punishing stance.
conversations: Havelock:
conversations: human
conversations:  He's flatfooted, and while the con check doesnt make it, 12 damage is sufficient to finish him instantly.
  
  +300 XP.
  
  No treasure on the body, unfortunately.
conversations: Tyndmyr:
conversations: human
conversations:  any doors?
conversations: Havelock:
conversations: human
conversations:  Just the one you used to enter, it's a dead end.
conversations: Tyndmyr:
conversations: human
conversations:  E9:
  
  Search, etc:
   (1d20+2)[ 16 ] 
conversations: Havelock:
conversations: human
conversations:  You've got a hallway going down the J row, and another up the 11 col. What path are you taking to E9?
conversations: Tyndmyr:
conversations: human
conversations:  Uhm, now I was just confused, I blame your map.
  
  The door north of the middle door in the corridor I currently am in.
conversations: Havelock:
conversations: human
conversations:  Yeah, my mapping skills are pretty weak.
  
  Door #2 it is(eastern corridor, going N/S along the 11 line).
  
  You open the door, surprising a baboon(G13) with five feet of space between you. Your keen eyes also take in a door leading east on the far side, and a treasure chest made of stone(H13).
conversations: Tyndmyr:
conversations: human
conversations:  Iniative:  (1d20+2)[ 19 ] 
  
  Charge:
  
  Attack  (1d20+7)[ 20 ] 
  Damage  (1d10+3)[ 7 ] 
conversations: Havelock:
conversations: human
conversations:  You down it in a single deft blow, gaining 150 xp.
  
  Searching the body, you find 20 Platinum Pieces(maxed money roll for CR 1/2, nice!)
conversations: Tyndmyr:
conversations: human
conversations:  Search the chest:
   (1d20+2)[ 13 ] 
  
  Then open if nothing suggests that I shouldn't.
conversations: Havelock:
conversations: human
conversations:  Nothing dangerous is visible.
  
  You open the chest and...find a divine scroll of Cure Moderate Wounds. Handy!
conversations: Tyndmyr:
conversations: human
conversations:  With my non-existant UMD?
  
  Moving on, northernmost door, routine search for nasties-&gt;open it up:
  
  Search:
   (1d20+2)[ 9 ] 
conversations: Havelock:
conversations: human
conversations:  The door in this room, or going back out into the hall?
conversations: Tyndmyr:
conversations: human
conversations:  in the corridor.
conversations: Havelock:
conversations: human
conversations:  As you cautiously open the battered door with a crude "1" scratched in it, you see a square room, 15 feet on each side before you. Two doors lead north(C12, C14), and a door leads east(E14). Of course, there's the door you're looking in from the west as well. Inside, you see two ghouls ambling about casually(C14, E14). Your keen eyes also note the existance of a rusted metal treasure chest secured to the eastern wall(D14).
  
  The ghouls have noticed you, but you have surprise.
conversations: Tyndmyr:
conversations: human
conversations:  Initative:
   (1d20+2)[ 17 ] 
  
  I move to H11, that's all I can do in surprise round, yes?
  
  I probably won iniative, but I'll delay for them to come after me in that case.
conversations: Havelock:
conversations: human
conversations:  Yeah, most likely.
  
  Init:
   (1d20+2)[ 15 ] 
   (1d20+2)[ 10 ] 
conversations: Tyndmyr:
conversations: human
conversations:  I delay, their move?
conversations: Havelock:
conversations: human
conversations:  Ghoul #1 comes at you, trying to take a bite.
  
  Bite:  (1d20+2)[ 9 ] 
  Dmg:  (1d6+1)[ 5 ]  +paralysis save.
  
  Ghoul #2 follows behind, but can't get into biting range.
conversations: Tyndmyr:
conversations: human
conversations:  How does the air taste?
  
  Sapphire N. Blade:
  
  Concentration roll vs AC:
   (1d20+7)[ 9 ]  he's flat footed and I do extra damage if succeed, -2 on my attack roll if I don't.
  
  Attack roll:
   (1d20+5)[ 24 ] 
  Damage:
   (1d10+3)[ 7 ] 
   (1d6)[ 2 ] -from manouver, if succesful.
conversations: Havelock:
conversations: human
conversations:  5 foot step further along the corridor, assuming it's corridor and no way for both of them to move in to attack me there.
conversations: Havelock:
conversations: human
conversations:  Maneuver not successful, but you still inflict a good bit of damage.
  
  Ghoul #1 takes another swing at you, with #2 right behind him, hampered by the long, narrow corridor.
  
  Bite:  (1d20+2)[ 19 ] 
  Dmg:  (1d6+1)[ 6 ]  +DC 12 paralysis save.
conversations: Tyndmyr:
conversations: human
conversations:  Fortitude:
   (1d20+5)[ 15 ] 
conversations: Havelock:
conversations: human
conversations:  Not dead yet.
  
  Attack, refreshing expended manouver, too:
   (1d20+5)[ 16 ] 
  Damage:
   (1d10+3)[ 4 ] 
conversations: Havelock:
conversations: human
conversations:  Nearly dead...still up though. Once more from Ghoul #1.
  
  Bite:  (1d20+2)[ 20 ] 
  Dmg: (1d6+1)[ 5 ]  +paralysis save
  
  Edit: Ouch! He's really getting lucky.
conversations: Tyndmyr:
conversations: human
conversations:  more than standard HP on the bastard? (oh wait, 13HP)
  
  Fortitude:
   (1d20+5)[ 16 ] 
conversations: Havelock:
conversations: human
conversations:  Not going all that well, attack:
   (1d20+5)[ 18 ] 
  Damage:
   (1d10+3)[ 5 ] 
conversations: Havelock:
conversations: human
conversations:  That'll kill the near one, and the far one moves up to you over the body of his fellow(take an AoO if appropriate).
  
  Bite:  (1d20+2)[ 15 ] 
  Dmg: (1d6+1)[ 3 ]  +sv vs paralysis.
conversations: Tyndmyr:
conversations: human
conversations:  miss, I do not believe that will trigger an AoO, but anyway:
  
  Attack:  (1d20+5)[ 14 ] 
  Damage:  (1d10+3)[ 6 ] 
conversations: Havelock:
conversations: human
conversations:  Activate Punishing stance.
  Sapphire N. Blade.
  
  Concentration roll vs AC:
   (1d20+7)[ 22 ] 
  Attack roll: (flat-footed AC if above roll is successful, -2 if not)
   (1d20+5)[ 18 ] 
  Damage:  (1d10+3)[ 12 ] 
  Stance:  (1d6)[ 2 ] 
  If concentration roll is succesful:  (1d6)[ 2 ] 
conversations: Havelock:
conversations: human
conversations:  Can I ding now?
conversations: Havelock:
conversations: human
conversations:  Oh, it's a CR3 encounter, so ding away. +900 XP, 100 GP found on the bodies.
conversations: Tyndmyr: