
| Keil | 
 
	
 
                
                
              
            
            Original post was eaten...trying again.
Keil gives Brok a dirty look.  Knowing the danger that lurks within this last chest, the fetchling is apprehensive.  Fortunately, Arlok's suggestion gives the shadowy man reason to smile and, feeling more at ease with himself, takes up his treasured metallic picks.  Lewdly licking his lips Keil positions himself before the tiny opening provided by the chest's lock. He is about to start when his fingers halt in mid air.  Keeping his eyes fixed on the chest, Keil's raspy voice warns, "Alchemical agents are unpredictable. You should leave." The shadowy man waits for anyone who chooses to leave before nimble bony fingers begin manipulating snake shaped picks and jagged hooks coaxing them to poke and prod the tiny concealed wires and springs.  Keil works steadily pausing only briefly at opportune moments to check his progress, then...click.      
Disable Nuclear Device: 1d20 + 9 ⇒ (16) + 9 = 25
Disable Locking mechanism: 1d20 + 9 ⇒ (16) + 9 = 25

| Brok Nunnelnoggin | 
 
	
 
                
                
              
            
            I did do an aid another to help you, it's not like I wasn't up there with a handkerchief mopping your brow while you decided whether to cut the red wire or the green one.
ok, I'm a goblin .... so it was probably a dirty handkerchief
"Whew...." Brok exclaims a sigh of relief after the fetchling disarms the bomb.

| Keil | 
 
	
 
                
                
              
            
            Just Keil's charming personality playing out (& a Charisma of 7), don't take offense :) And I missed the aid roll, thanks for the assist.

| Grezzor | 
 
	
 
                
                
              
            
            "Perfectly executed indeed" - Grezzor nods in approval, twirling the scroll around in his hands, and putting it away - "We should continue however, as there are still unexplored paths to the north"

| Praetor Grey | 
 
	
 
                
                
              
            
            Grey watched from the doorway, keeping an eye behind them as the trapspringers worked. He was beginning to enjoy himself.
"I admit I was skeptical about this venture at first. The reputation of this place is fearsome, and this group is... eclectic. It seems there is much to be said for diversity."

| Brok Nunnelnoggin | 
 
	
 
                
                
              
            
            Brok patiently waits for the others to assemble themselves after dealing with the slime and traps. He eats what appears to be a 3 month old biscuit to settle the rumbles in his belly.
As soon as everyone is set he says "Well, I guess there's more to see." and he sets off back the way they came.
When they reach the cross passage with the unexplored tunnels, (position updated on map) he examines the eastern tunnel for danger.
perception for traps: 1d20 + 9 + 2 + 1 ⇒ (7) + 9 + 2 + 1 = 19
If all appears well, he'll advance to the door and check it as well.
perception for traps: 1d20 + 9 + 2 + 1 ⇒ (9) + 9 + 2 + 1 = 21

| Keil | 
 
	
 
                
                
              
            
            Keil hesitates but leaves the alchemical device behind.  Slipping in behind Brok, the shadowy man scans the halls with the goblin.  Whispering to his goblin friend, Keil remarks "If memory serves, that door leads back to the beginning." Feeling confident in himself, the fetchling checks the northern passage while Brok takes care of the corridor leading to the east.  
Perception Aid Brok East: 1d20 + 6 ⇒ (14) + 6 = 20
Perception Passage to the north: 1d20 + 6 ⇒ (20) + 6 = 26
Token placed

| Komm the "Grandfather" | 
 
	
 
                
                
              
            
            Brok with Keil's help is able to scout ahead a short distance down both corridors and locates a pit trap down one passage. The other passage winds southward farther than the goblin feels comfortable in scouting ahead.
Keil finds yet another pit trap in the passage heading to the north.
Map updated. Brok, which door did you want to check out?

| Keil | 
 
	
 
                
                
              
            
            Kneeling before the trap, Keil retrieves a piece of chalk from within his cloak and marks the floor.  Sniffing, the shadowy man shrugs and once again takes out his leather fold of tools.  Selecting a few sharp looking implements he inserts the tools into a gap in the floor where skinny fingers manipulate an unseen trigger. A moment later another satisfactory click sings in Keil's dark ears,  or at least that is what he hopes...  
Disable Device: 1d20 + 9 ⇒ (19) + 9 = 28

| Brok Nunnelnoggin | 
 
	
 
                
                
              
            
            Brok claps Keil on the shoulder to congratulate him on disarming the pit trap.
Then he moves to check the left hand door to the north for traps (moved token on map)
perception: 1d20 + 9 + 2 + 1 ⇒ (4) + 9 + 2 + 1 = 16

| Keil | 
 
	
 
                
                
              
            
            Nodding Keil falls comfortably in behind the ranger, This is professionalism...
Perception: 1d20 + 6 ⇒ (20) + 6 = 26 - Wow! Dice are hot today...

| Grezzor | 
 
	
 
                
                
              
            
            As he falls in place behind the others, Grezzor is slightly surprised at what seems to be displays of... Comraderie. He does understand this is all probably only due to the fact they are there for a common goal, and shrugs it away.

| Brok Nunnelnoggin | 
 
	
 
                
                
              
            
            "Someone was saving all the best parts of this places victims for himself ....." Brok says as the crouches down at the entrance to the room.
He squints in the dim light, studying the floor and the walls for anything suspicious before letting anyone else enter the room.
perception: 1d20 + 9 + 2 + 1 ⇒ (15) + 9 + 2 + 1 = 27

| Arlok "The Mighty" | 
 
	
 
                
                
              
            
            Arlok is amused at the site of the skulls. He picks up two of them and wedges some fingers in to move the mouths around. He leans down putting one in Brok's face.
"Hello goblin Brok. You are great goblin. You found my head. Now I at peace. So what you wish in return." He laughs and nudges Brok nearly pushing him too the ground.
"Skulls not talk silly. It Arlok talking." He laughs even more quite amused with himself.

| Brok Nunnelnoggin | 
 
	
 
                
                
              
            
            "Heh .... good one Arlok" Brok says in response.
"Anyone have any idea what might have done this?"

| Keil | 
 
	
 
                
                
              
            
            Taking up an arrow from his quiver Keil attempts to slide the tip and shaft into one of the holes.

| Brok Nunnelnoggin | 
 
	
 
                
                
              
            
            A thought occurs to Brok and he looks quickly up at the ceiling
perception: 1d20 + 9 ⇒ (5) + 9 = 14
"All in the top of the head ...." he says.

| Malzii | 
Peering into the room, Malzii snorts with laughter at Arlok's antics but the smile quickly fades from her face as Brok suddenly looks up at the ceiling of the room. "Brok-goblin smart thinker; could be sneaky trap like poison gas or slimes. Pass skull to Malzii, want to take closer look at hole."
Once one of the skulls is handed to her, she carefully inspects the small hole bored into the top, trying to determine if it might have been made by a weapon or perhaps a creature.
Kn. Nature: 1d20 + 5 ⇒ (12) + 5 = 17

|  Vargrenz | 
 
	
 
                
                
              
            
            Varg, as usual, stands almost unmoving with his arms crossed as he carefully watches the rest move about. He expects something to happen and is prepared to respond to the best of his abilities.

| Komm the "Grandfather" | 
 
	
 
                
                
              
            
            Brok and Praetor examine the ceiling for any traps or unusual features, and find nothing. Meanwhile Malzii examines the skulls. They look like humanoid skulls, some of them human and a few are even orcish. The hole was apparently placed into each one after they died and judging by the placement of each hole it looks to be a trophy mark of some kind.

| Keil | 
 
	
 
                
                
              
            
            Moving out of the room, Keil taps Brok in the shoulder and waves for him to follow.  "There are other doors to secure."  The fetchling points towards the other door at the end of the opposite hallway.  When the goblin is ready, Keil falls in behind as a second set of eyes.
Perception Aid Brok: 1d20 + 6 ⇒ (8) + 6 = 14

| Brok Nunnelnoggin | 
 
	
 
                
                
              
            
            Brok follows Keil out into the hall and helps him check the other door headed north.
perception: 1d20 + 9 + 2 + 1 ⇒ (14) + 9 + 2 + 1 = 26

| Komm the "Grandfather" | 
 
	
 
                
                
              
            
            Brok and Keil slip next to the door and check it out. While the door itself is not locked the goblin does hear noises on the other side. A closer listen reveals faint snoring mixed with some kind of rattling punctuated by muttered voices. The ranger is certain these are human voices, at least two and probably more.

| Brok Nunnelnoggin | 
 
	
 
                
                
              
            
            Brok crouches and grabs a fold of Keil's clothing, pulling the fetchling along as he quietly backs down the hall to where the rest of the group is waiting.
When the fetchling balks at being handled by the little goblin, Brok puts one finger to his mouth in the universal motion for quiet and then jabs his finger at the door they were checking in two sharp stabbing motions.
When the duo get back down the hall to the rest of the group, Brok again motions for quiet.
In a low voice he tells the group "Human enemies on other side of door. At least three, probably more from the sound of it."
"The door isn't locked. At least one is asleep. I think we can surprise them and take care of them quickly."
"The only thing we don't know is if this is the only way in and out of where they're living. One of the tunnels to the east might connect to these rooms as well. If we're going to have a fight, I don't want any of them to get away."

| Keil | 
 
	
 
                
                
              
            
            Drawing his blades Keil shakes his head in disagreement, "It makes no difference. With our numbers, I say we rush them. Magics block the exits while the others slice and dice."

| Brok Nunnelnoggin | 
 
	
 
                
                
              
            
            "Whatever you guys want to do, I'm good with it." Brok says as he checks the tension on his crossbow.
completely up to the brawlers how you want to handle this

| Keil | 
 
	
 
                
                
              
            
            With everyone standing at the ready, Keil reaches for the door.  As quietly as he can, the fetchling turns the knob then holds up three fingers to the warriors gathered behind him.  Slowly lowering one finger at a time, he counts down mouthing, Three, two, one... then throws open the door. 
Stealth: 1d20 + 11 ⇒ (6) + 11 = 17

| Komm the "Grandfather" | 
 
	
 
                
                
              
            
            1d20 - 1 ⇒ (3) - 1 = 2
1d20 - 1 ⇒ (12) - 1 = 11
1d20 - 1 - 10 ⇒ (14) - 1 - 10 = 3
1d20 - 1 - 10 ⇒ (1) - 1 - 10 = -10 surprised.
.
Initiative
Arlok: 1d20 + 2 ⇒ (3) + 2 = 5
Brok: 1d20 + 4 ⇒ (2) + 4 = 6
Grezzor: 1d20 + 10 ⇒ (2) + 10 = 12
Keil: 1d20 + 6 ⇒ (16) + 6 = 22
Malzii: 1d20 - 1 ⇒ (2) - 1 = 1
Praetor Grey: 1d20 + 0 ⇒ (18) + 0 = 18
Raaz Al'Zuul: 1d20 + 1 ⇒ (8) + 1 = 9
Vargrenz: 1d20 + 2 ⇒ (2) + 2 = 4
.
Bandits 1d20 + 2 ⇒ (9) + 2 = 11
The fetchling pulls open the door and sees immediately this room is a mirror image of the opposite room which means there are no apparent exits. Of more immediate concern are the four human males in here. Two of them are asleep on the floor in their bedrolls at the far end of the room, while the other two are playing some sort of dice game on a makeshift table, actually just a beam of wood held up by two stone blocks. The men are dressed in shabby clothing, a heavy cloak covering up their studded leather armor. Their weapons appear well cared for, though they are obviously caught off guard by your appearance as they are not held at the ready. The look on their is a mix of surprise followed by a growing alarm as they realize you should not be here...
Round 0 (Surprise): Keil, Praetor Grey, Grezzor, Men, Raaz, Brok, Arlok, Vargrenz, Malzii.
Everyone may take a single standard or move action here.
MAP updated.

| Keil | 
 
	
 
                
                
              
            
            Round 0 Surprise + Round 1 Init 22
With a nasty sneer etched upon his face, Keil lifts up his blade menacingly,  "Morning!" Darting to the end of the room, the shadowy man leaps upon one of the sleeping men. 
Round 1 Coup d'grace: 2d6 + 1d6 ⇒ (6, 2) + (1) = 9
MA to the closest sleeping human | Preparing for a Coup d'grace, as Keil has the jump on them Init wise I've rolled the damage.

| Brok Nunnelnoggin | 
 
	
 
                
                
              
            
            Brok squeezes up against a wall to let his murderous companions move past more easily.

| Arlok "The Mighty" | 
 
	
 
                
                
              
            
            Arlok simply walks forward and raises his glaive.
"Arlok so happy to find human meal. Arlok so hungry."
This will be if any come at me or move through my threat with my reach.
AoO: 1d20 + 7 ⇒ (2) + 7 = 9
Damage: 1d10 + 9 ⇒ (9) + 9 = 18

| Komm the "Grandfather" | 
 
	
 
                
                
              
            
            OK moving things along here...
Not giving the humans a chance to respond here, you all rush to engage them save Brok, Grezzor and Praetor who hang back from joining the melee.
Surprise round completed!
Keil drives his blade deep into one of the sleeping human's throat. With a gurgling sound, he shudders briefly before becoming still. The human takes 9 points of damage and is DEAD... (Fort save DC 19: 1d20 + 3 ⇒ (3) + 3 = 6 fail).
Praetor and Grezzor glance behind them making sure no one else moves up behind the group as they wait for a signal their skills will be needed. Both Grezzor and Praetor will Delay.
Human #1 Attack: 1d20 + 3 ⇒ (19) + 3 = 22; damage: 1d6 + 1 ⇒ (1) + 1 = 2
Human #2 Attack: 1d20 + 3 ⇒ (3) + 3 = 6; damage: 1d6 + 1 ⇒ (3) + 1 = 4
Crit?: 1d20 + 3 ⇒ (12) + 3 = 15 no.
The two humans gasp at seeing their companion brutally murdered and quickly realize the direness of their situation. They grab their own blades and swing at the gray dwarf who has stepped in front of them with an air of desperation. One of them manages to get past Vargrenz's defenses cutting him slightly. Vargrenz takes 2 points of damage.
Perception DC 10, battle nearby: 1d20 - 1 + 10 ⇒ (13) - 1 + 10 = 22 success, awake.
The sounds of combat erupting nearby wakes up the other sleeping human who stares at you all with a terrified look on his face even as he reaches for his weapons lying next to him. The human will be able to act next round. Though he is not currently armed, he is not flat footed.
Round 1: Keil, Men, Raaz, Brok, Arlok, Vargrenz, Malzii, Praetor Grey, Grezzor.

| Keil | 
 
	
 
                
                
              
            
            The other sleeping human is still lying prone though, right?

| Brok Nunnelnoggin | 
 
	
 
                
                
              
            
            Brok covers the corridor behind them with his crossbow.
readied action to shoot anything attracted by the noise
 
	
 
     
     
    