
GM/Sea Lord Lane |

The trap door opens into a lightless, cramped room. In the dim light shed by Karsielle's light, Silas can see various cooking and cleaning supplies, foodstuffs, and dry goods. Near the hatch he just opened, rest a pair of toppled crates and shards of broken pottery. A crack of light frames a door to the west, from which spills the sound of people moving about and clanking of kitchen pots.
Silas (Perception) 1d20 + 12 ⇒ (1) + 12 = 13
Silas (Stealth) 1d20 + 11 ⇒ (13) + 11 = 24
Enemy (Perception) 4d20 ⇒ (19, 13, 6, 14) = 52
Enemy (Stealth) 4d20 ⇒ (2, 5, 2, 2) = 11
Silas 1d20 + 5 ⇒ (10) + 5 = 15
Mishael 1d20 + 4 ⇒ (4) + 4 = 8
Suny 1d20 + 4 ⇒ (4) + 4 = 8
Karsielle 1d20 + 2 ⇒ (3) + 2 = 5
Bloody Flag 1d20 + 5 ⇒ (16) + 5 = 21
Enemy 1d20 + 3 ⇒ (20) + 3 = 23
Mishael (Perception) 1d20 + 6 ⇒ (8) + 6 = 14
Mishael (Stealth) 1d20 + 4 ⇒ (10) + 4 = 14
Attack 1d20 + 5 ⇒ (1) + 5 = 6
Attack 1d20 + 5 ⇒ (17) + 5 = 22
Attack 1d20 + 5 ⇒ (19) + 5 = 24
Silas emerges into the room, not seeing anything else present. Mishael pushes her way up a moment later, also not seeing anything.

GM/Sea Lord Lane |

Karsielle's whip crack also misses the quick little monsters. One of them keeps stinging at Mishael's boot while the other two rush for the exposed skin of the elf. Karsielle's flesh proves an inviting target and both scorpions manage to give her a sting. 3 points damage, 2 DC 10 Fort saves or sickened for 1 round
1=Mishael, 2=Silas, 3=Artued, 4=Karsielle 3d4 ⇒ (1, 4, 4) = 9
Sting (Mishael) 1d20 + 5 ⇒ (6) + 5 = 11
Sting (Karsielle) 1d20 + 5 ⇒ (20) + 5 = 25
Sting (Karsielle) 1d20 + 5 ⇒ (19) + 5 = 24
Confirm (Karsielle) 1d20 + 5 ⇒ (17) + 5 = 22
Round 2 Enemy, Bloody Flag, Silas, Mishael, Suny, Karsielle

Mishael |

Mishael swings her cutlass again, attempting to connect with the remaining scorpion by her foot. This time the cramped quarters and speed of the scorpion confound her and she misses.
Attack 1d20 + 7 ⇒ (6) + 7 = 13
Damage 1d6 + 3 ⇒ (6) + 3 = 9

Karsielle |

Karsielle her body strong in the faith of Calistria, feels her holy patron's presence which is enough to fight back against the poison that entered her body. The distraction of the bite, and her movement away (5ft step) is enough to put her off her aim with the whip, and it cracks loudly on the empty floor by one of the scorpions.
Fort Save 1 1d20 + 3 ⇒ (16) + 3 = 19
Fort Save 2 1d20 + 3 ⇒ (7) + 3 = 10
Scorpion Whip attack 1d20 + 2 ⇒ (6) + 2 = 8
Scorpion Whip damage 1d4 - 1 ⇒ (2) - 1 = 1

GM/Sea Lord Lane |

Suny the room above is very cramped and there is room for four people to get at the scorpions one of whom is taking a minus (Karsielle right now) because of the trap door and ladder. You guys are welcome to swap which four characters.
Invoking 24-hour rule for Silas...
Silas finds his sword blow deflected by one of the crates in the room, but manages to stick a dagger right through one of the remaining scorpions. Two left
Sword 1d20 + 7 ⇒ (7) + 7 = 14
Damage 1d8 + 4 ⇒ (7) + 4 = 11
Dagger 1d20 + 7 ⇒ (11) + 7 = 18
Damage 1d4 + 4 ⇒ (4) + 4 = 8
The scorpions angry at being dropped from a crate and then undergoing assault from four (five) angry adventurers sting again. Karsielle dodges back just in time, but this time "Artued" is stung. 1 hp damage
1=Mishael, 2=Silas, 3=Artued, 4=Karsielle 2d4 ⇒ (4, 3) = 7
Sting (Artued) 1d20 + 5 ⇒ (15) + 5 = 20
Sting (Karsielle) 1d20 + 5 ⇒ (13) + 5 = 18

Karsielle |

Karsielle, her annoyance growing lets Calistra's power suffuse her whips tip, as it pulses alternate black and yellow as it flies at the scorpion.
Whip touch attack 1d20 + 2 ⇒ (16) + 2 = 18
possibly dazed for 1 round
Dazing Touch (Sp): You can cause a living creature to become dazed for 1 round as a melee touch attack. Creatures with more Hit Dice than your cleric level are unaffected. You can use this ability 5 times per day equal to 3 + your Wisdom modifier (2).

GM/Sea Lord Lane |

Stunned by Karsielle's whip, the tiny arachnid is no longer able to dodge and "Artued" brings his sword down to finally squish it. Combat over.
Taking a moment to investigate, it looks like someone must have stacked some of the crates from this pantry up on the trap door with the scorpions in a jar on top. When the crates were knocked over, the jar fell and shattered, releasing them.
You can see one door to the west in this room outlined by a crack of light. You continue to hear the sound of people talking and clanking of pots. It does not sound as though your fight with the scorpions has been heard.

"Suny" |

Sunny frowns.
"Here. If tha' peoples we bin chasin' come through this way. Why in't no one on'a other side of this door seemin' upset?" She asks to her companions. Then begins to search around to room for possibly even another way out.
Perception:1d20 + 9 ⇒ (19) + 9 = 28
"They weren't that far ahead of us....Were they?" She asks, puzzled.

Silas Vayn |

Carefully stepping up to the door, Silas peers out. Seeing the kitchen, he can only wonder what's going on. "I think I have to agree with Suny here. I really doubt they came through these kitchens, unless this whole place is a front. Maybe they stashed their cult gear here somewhere, and simply wandered out as bystanders?"
Silas is grasping for straws. He knows that it would be rather strange to have people magically appear out of a closet.