Round 2
Initiative: Plonk 20, (Rawhide 8a), Flawed 8b, Gannon 7, iron dogs 3
Plonk cleverly rolls past the iron dogs and towards the door [Dexterity check, roll of 5 on d20, +1 Dex, +6 on action die, +6 on 2nd die, +6 on 3rd die, +2 on 4th die, total 26, success]. You look at the door. It's locked here, too, so you start to see if you can't work the lock a bit [Open Lock check, roll of 20 on d20, automatic success]. You're not sure if it's luck or chance, but you roll one of the tumblers over just a bit, adjust another, and jam the third, and the sucker pops open. So much for magic locks.
Gannon, Flawed: The doors snap open to reveal Plonk and two iron dogs inside an old forge. Rawhide lies on the ground, bleeding and unconscious, just beyond the dogs.
Conditions
Flawed 7/7 hp
Gannon 5/9 hp
Plonk 6/7 hp, 3/5 AP
Rawhide -3/13 hp (unconscious)
[sblock]OOC: And that's what we call an exploding action die — at the Boston Game Day, CarlZog rolled something like five 6s followed by a 5 for healing (in GT, you can use them for healing). And, apparently, my dice don't only roll natural 20s for me (that DC was sick high, but a 20's a 20 and y'all are heroes, so...). Good times. And we pause again in the middle of round 2 to allow Knight Otu and MadMaxim a chance to change previously stated actions...
OOC for Ashy: Did you want to use an AP to stabilize Rawhide if he doesn't get healed?[/sblock]