
Kranzer Kraken-Maw |

Kranzer looks back at the others. His eyes fall on Bormann.
He whispers, "We got company 'ere. Might be somethin', squeaks." He places a hand on the door handle. "You ready?"
I'm assuming it's unlocked. If the handle sticks he'll unlock it. Kranzer will open the door once someone gives the order. He assumes Bormann will be the first one through.
Disable Device: 1d20 + 7 ⇒ (3) + 7 = 10

Bormann Grimm |

Kranzer assumes correctly. ;)
Bormann nods at Kranzer's whisper, readies his axe, and steps up to take the fore and open the door.

DM RichD |

Kranzer gives a nod to Bormann and steps out of the way. Bormann steps up and opens an iron door that connects this small stone extension to the Plague House’s main building. A large steel lockbox sits in front of a steep stone staircase that winds down into darkness. Three huge rats are in the stairwell.
Bormann Grimm: 1d20 + 1 ⇒ (10) + 1 = 11
Drosk Ironhame: 1d20 + 2 ⇒ (7) + 2 = 9
Gnok Earthstone: 1d20 + 4 ⇒ (4) + 4 = 8
Greta Bolkasdottir: 1d20 + 0 ⇒ (7) + 0 = 7
Jocosa: 1d20 + 3 ⇒ (20) + 3 = 23
Kranzer Kraken-Maw: 1d20 + 3 ⇒ (13) + 3 = 16
Dire Rat 1): 1d20 + 3 ⇒ (20) + 3 = 23
Dire Rat 2): 1d20 + 3 ⇒ (19) + 3 = 22
Dire Rat 3): 1d20 + 3 ⇒ (1) + 3 = 4
Round 1
Jocosa 23(18/18)
Dire Rat 1 23(5/5)
Dire Rat 2 22(5/5)
Kranzer Kraken-Maw 16(11/11)
Bormann Grimm 11(15/15)
Drosk Ironhame 9(8/8)
Gnok Earthstone 8(11/11)
Greta Bolkasdottir 7(10/10)
Dire Rat 3 4(5/5)
First Up: Jocosa (The cat is up first when there are rats? Now don't that beat all! ;) )
Tactical Map Updated

DM RichD |

Round 1
As Jocosa enters the room licking her chops, she tries to bite one of the rats but misses. The rats are excited that dinner has come to them and two of them, their beady, little eyes focused on the huge cat, tries to bite her paws. One of them misses, but one succeeds.
Dire Rat 1 Attack: 1d20 + 1 + 2 ⇒ (6) + 1 + 2 = 9
Dire Rat 2 Attack: 1d20 + 1 + 2 ⇒ (15) + 1 + 2 = 18
Damage: 1d4 ⇒ 3
Next up: Kranzer, but everyone give me their actions and I'll craft a narrative.
Tactical Map Updated.

Bormann Grimm |

"Hah! Rats. Admirable boldness in disgusting form. They've bit off more than they can chew." Bormann says as he steps in behind Jocosa, He aims a low chop at the rat on his left. That's from his perspective. From our eagle-eye map, it would be one of the rats on the right side.
Axe attack: 1d20 + 4 ⇒ (9) + 4 = 13 borderline so I'll roll damage
Damage: 1d12 + 4 ⇒ (12) + 4 = 16

Kranzer Kraken-Maw |

Kranzer rushes into the room with his short blades at the rat that didn't attack Jacosa.
"Tha vermin smell worse than the Ramblehouse's bedsheets!"
Attack (hopeknife): 1d20 + 2 ⇒ (10) + 2 = 12
Damage (sneak attack): 1d4 + 1d6 + 1 ⇒ (2) + (4) + 1 = 7

Greta Bolkasdottir |

Greta steps diagonally and strikes the rat nearest her. Mace to the 'ead!: 1d20 + 1 ⇒ (20) + 1 = 21 for 1d8 + 1 ⇒ (7) + 1 = 8 damage!
Edit! Whoa, crit?: 1d20 + 1 ⇒ (16) + 1 = 17 for an additional 1d8 + 1 ⇒ (7) + 1 = 8 damage!
"Praise Bolka! May the vermin fall before our onslaught!"

Drosk Ironhame |

Round One:
Drosk fires his crossbow at one of the dire rats flanking Jocosa (rat Q10), and then reloads his weapon.
Standard action to fire light crossbow; move action to reload.
Light Crossbow Attack; penalty for firing into combat: 1d20 + 2 - 4 ⇒ (19) + 2 - 4 = 17
Light Crossbow Damage: 1d8 ⇒ 2
Crit Confirmation; penalty for firing into combat: 1d20 + 2 - 4 ⇒ (18) + 2 - 4 = 16
Extra Crit Damage: 1d8 ⇒ 6
No. of Bolts used: 1/20

DM RichD |

Round 1 Cont'
Jocosa lets out a low growl after being bit as Kranzer rushes into the stairwell. He tries to stab a rat with his hopeknife but misses. Bormann next enters the fray and tries to bring his axe down on a rat, but he too misses. Drosk takes careful aim with his crossbow and shoots a bolt dead center into a rat blowing it backwards. Gnok keeps an eye out for other foes while his companion fights her natural enemy. Greta takes her mace, reaches around the corner, and brings it firmly down on the head of another rat killing it instantly.
Round 2
Jocosa 23(15/18) WOUNDED
Dire Rat 1 23(5/5)DEAD
Dire Rat 2 22(5/5)
Kranzer Kraken-Maw 16(11/11)
Bormann Grimm 11(15/15)
Drosk Ironhame 9(8/8)
Gnok Earthstone 8(11/11)
Greta Bolkasdottir 7(10/10)
Dire Rat 3 4(5/5) DEAD
Next Up: Jocosa
Tactical Map Updated[/b]

Jocosa |

Jocosa;c;c;b: 1d20 + 2 ⇒ (11) + 2 = 131d4 + 1 ⇒ (2) + 1 = 31d20 + 2 ⇒ (16) + 2 = 181d4 + 1 ⇒ (4) + 1 = 51d20 + 2 ⇒ (4) + 2 = 61d6 + 1 ⇒ (6) + 1 = 7
Jocosa, roars at the dire rat(Q10) and claws the critter.

Bormann Grimm |

Bormann steps warily to the top of the stairs, peering down into the gloom. He listens for the sound of anything below that might have been alerted to their presence thanks to the fight with the rats.
Perception: 1d20 + 5 ⇒ (10) + 5 = 15

Bormann Grimm |

Bormann adds his 2 coppers, "I think we should finish looking about up here first. We do not want to be cornered wherever the stairs lead with immediate danger behind us as well as in front. We will explore here soon enough."

Drosk Ironhame |

Bormann steps up and opens an iron door that connects this small stone extension to the Plague House’s main building. A large steel lockbox sits in front of a steep stone staircase that winds down into darkness...
Kranzer, can you check the double doors right here"
"Aye, an' maybe check out this large steel lockbox as well," Drosk adds, casting a cantrip to reveal magical auras as he studies the steel lockbox from a distance himself.

Kranzer Kraken-Maw |

"Ya got it cousins!"
Kranzer peers at the doors and the lockbox. He also keeps a watchful eye on the stairs.
Perception (traps): 1d20 + 6 ⇒ (13) + 6 = 19 For the door.
Perception: 1d20 + 5 ⇒ (18) + 5 = 23 For the lockbox.

DM RichD |

The lock on the lockbox proves tough but not impossible as after a few seconds Kranzer hears a click and smiles. He opens the box and finds a potion and two scrolls.

Bormann Grimm |

"Screams? Is someone else here? Or more of the ruin's own memories?" Bormann asks nobody in particular as he takes a listen at the door himself.
Perception: 1d20 + 5 ⇒ (3) + 5 = 8

Drosk Ironhame |

As Kranzer and Bormann investigate the double doors, Drosk takes a moment to attempt to identify the recently discovered magical items.
From Cabinet:
Flask 1 DC 16 Spellcraft check: 1d20 + 7 ⇒ (1) + 7 = 8
Flask 2 DC 16 Spellcraft check: 1d20 + 7 ⇒ (15) + 7 = 22
2 Scrolls DC 17 Spellcraft check: 1d20 + 7 ⇒ (7) + 7 = 14
1 Scroll DC 17 Spellcraft check: 1d20 + 7 ⇒ (3) + 7 = 10
From Lockbox:
Potion DC 17 Spellcraft check: 1d20 + 7 ⇒ (17) + 7 = 24
Scroll 1 DC 17 Spellcraft check: 1d20 + 7 ⇒ (13) + 7 = 20
Scroll 2 DC 17 Spellcraft check: 1d20 + 7 ⇒ (4) + 7 = 11
"Here now, one of the flasks from the cabinet holds a potion of the Shield of Faith spell. This potion from the lockbox is a potion of Invisibility, an' this scroll holds the Barkskin spell. I can't make out what these other items are, though," Drosk announces to his companions.

DM RichD |

As Bormann opens the door he sees two rows of scorched, wrought-iron bed frames that take up most of the space in this soaring chamber, resting between a fire-blackened altar to the southwest and double doors to the northeast. A second set of double doors leads to the northwest, and a single iron door exits the chamber to the southeast. Brightly colored holy figures stare down from the stained-glass windows built into the blackened stone walls, their visages noticeably less damaged than the rest of the room. Even though there is no evidence of an active fire, the smell of burning wood and flesh is heavy in the air. The room is eerily quiet.

Bormann Grimm |

"So this is where the fire killed the plague victims and their healers. It hardly seems to make sense, that a fire might kill so many in a building like this," he says as he enters.
"It looks like there is one more chamber for us to investigate before we take the stairs. So we should not tarry here too long."

Drosk Ironhame |

Brightly colored holy figures stare down from the stained-glass windows built into the blackened stone walls, their visages noticeably less damaged than the rest of the room.
Standing outside the opened doorway, Drosk's eyes narrow as he studies the strangely less-damaged stained-glass windows. "I wonder why they're in such better condition than the rest of the place?" he muses aloud as he casts a cantrip to reveal magical auras. Cast Detect Magic to see if there are any protective magics on the windows. The windows should be within the 60-ft. range of the spell even if I stay outside the doorway.

DM RichD |

Kranzer walks carefully to the next room and besides the general eeriness of the place, sees nothing out of the ordinary. He listens at the door and not hearing anything, gives Bormann the 'Okay'. You see a corridor that looks like it turns to the left.
Tactical Map Updated
Down the corridor?

Kranzer Kraken-Maw |

Kranzer takes his time to sneak into the corridor to the bend to scout it out. He's got his hopeknife and shortsword out and ready.
Stealth: 1d20 + 6 ⇒ (5) + 6 = 11
Perception: 1d20 + 5 ⇒ (13) + 5 = 18

Bormann Grimm |

Bormann gives Kranzer a head start and chance to survey the area from the corner before starting out down the short corridor. He keeps his eye on the dwarf ahead of him, ready to rush to his aid if attacked by something like the rats or spider.

DM RichD |

Kranzer sneaks down the corridor with Bormann, Gnok, Jocosa, Greta, and Drosk keeping a safe distance behind. As he turns the corner, Kranzer sees that most of this room is in shambles, and the western wall has collapsed in a heap of rubble. A staircase to the northeast leads to a wooden loft upstairs; the area beneath the loft is filled with fallen beams, jumbled bricks, and other debris.
Tactical Map Updated

Bormann Grimm |

"The loft would be a good place for a creature to lair, like another one or more of those spiders. Let me lead the way," Bormann says as he sets foot on the stairs and begins to climb.

Drosk Ironhame |

"Aye," Drosk agrees, hefting his loaded crossbow as he follows his companions.

DM RichD |

Bormann Perception DC25: 1d20 + 5 ⇒ (17) + 5 = 22
Drosk Perception DC25: 1d20 + 3 ⇒ (19) + 3 = 22
Gnok Perception DC25: 1d20 + 6 ⇒ (12) + 6 = 18
Greta Perception DC25: 1d20 + 3 ⇒ (4) + 3 = 7
Jocosa Perception DC25: 1d20 + 2 ⇒ (16) + 2 = 18
Kranzer Perception DC25: 1d20 + 5 ⇒ (2) + 5 = 7
As Bormann steps onto the stairs, two huge centipedes crawl from below the stairs and move next to you as their surprise action.
Bormann Grimm: 1d20 + 1 ⇒ (18) + 1 = 19
Drosk Ironhame: 1d20 + 2 ⇒ (8) + 2 = 10
Gnok Earthstone: 1d20 + 4 ⇒ (11) + 4 = 15
Greta Bolkasdottir: 1d20 + 0 ⇒ (13) + 0 = 13
Jocosa: 1d20 + 3 ⇒ (6) + 3 = 9
Kranzer Kraken-Maw: 1d20 + 3 ⇒ (16) + 3 = 19
Centipede 1: 1d20 + 2 ⇒ (9) + 2 = 11
Centipede 2: 1d20 + 2 ⇒ (16) + 2 = 18
Round 1
Bormann Grimm 19(15/15)
Kranzer Kraken-Maw 19(11/11)
Centipede 2 18(5/5)
Gnok Earthstone 15(11/11)
Greta Bolkasdottir 13(10/10)
Centipede 1 11(5/5)
Drosk Ironhame 10(8/8)
Jocosa 9(18/18)
Tactical Map Updated
It's kind of hard to see, but Jocosa, Drosk and Greta are in the hallway and can't see the centipedes until they move into the room.