
| Alric Morgaine | 
 
	
 
                
                
              
            
            it ain't getting up because of the amount of damage on it - or because of the grease?
"Glad you approve, Radbar. I couldn't seem to hit it for any damage, so I thought I'd help all of you if I could. I'm just glad it worked. They don't always fall down."
Since we are only first level still, the grease only lasts a minute, but it IS dismissable... IF the creature is down from damage, Alric will go ahead and dismiss it now.

|  Cerinnibert | 
 
	
 
                
                
              
            
            Cerin peers into the room the creature was guarding to make sure no one else sneaks up on them as Radbar searches.
Perception: 1d20 + 7 ⇒ (16) + 7 = 23

| Arabeth | 
 
	
 
                
                
              
            
            Arabeth smiles, shifts closer and looks at Blythe's weapon.
"Well...with a little money invested and some ingenuity..." She offers support quietly. Though not wanting to distract from the parties continued exploration of these tunnels.

|  Cerinnibert | 
 
	
 
                
                
              
            
            Cerin sneaks a short way down each corridor and listens for any sounds that might indicate their quarry.
Stealth: 1d20 + 6 ⇒ (5) + 6 = 11
Perception: 1d20 + 8 ⇒ (12) + 8 = 20
if needed for second corridor:
Stealth: 1d20 + 6 ⇒ (2) + 6 = 8
Perception: 1d20 + 8 ⇒ (15) + 8 = 23

|  Cerinnibert | 
 
	
 
                
                
              
            
            Cerin turns back to the others waiting at the junction and motions to them to follow him down the passage, pointing to his ears, then down the corridor, then motioning them to be quiet.
As soon as they start towards him, he creeps slowly forward to try and take a peek at whoever is talking, scimitar ready.
Stealth: 1d20 + 6 ⇒ (4) + 6 = 10

|  DaWay | 
 
	
 
                
                
              
            
            the slinking of Radbar's movements alerts the creature to your presence. Inside you see two of those creatures you had just dispatched mere moments ago arguing over what appears to be a leg bone.
This large chamber was obviously once a prison, as testified by the twenty cells that line the room’s perimeter. A rickety wooden platform overlooks the room, with two flights of stairs descending to the prison floor ten feet below. A five-foot-wide wooden walkway runs from the northern edge of the platform to a passageway to the east.
group init: 1d20 + 5 ⇒ (4) + 5 = 9
sinspawn init: 1d20 + 5 ⇒ (11) + 5 = 16

| Alric Morgaine | 
 
	
 
                
                
              
            
            Alric, in a swift action, activates his archaeologist's luck, then draws his bow and fires at one of the creatures.
to hit: 1d20 + 3 + 1 - 4 ⇒ (20) + 3 + 1 - 4 = 20
dmg if hits: 1d6 + 1 ⇒ (5) + 1 = 6

| Arabeth | 
 
	
 
                
                
              
            
            Arabeth steps slightly to the side (5' step) to both allow herself more space to swing her sword and to begin moving into a position in/with which to flank these new foes.
AoO:1d20 + 3 ⇒ (20) + 3 = 23 (I do believe as they run to chomp on our tasty seeming paladin)
Dam:1d8 + 1 ⇒ (8) + 1 = 9
Att Roll:1d20 + 3 ⇒ (12) + 3 = 15
Dam Roll:1d8 + 1 ⇒ (4) + 1 = 5
Confirm Crit:1d20 + 3 ⇒ (1) + 3 = 4
Meh...

|  Cerinnibert | 
 
	
 
                
                
              
            
            Cerin stabs and slashes at one of the creatures as it runs past him to get at the big, juicy paladin.
AoO: Attack: 1d20 + 3 ⇒ (1) + 3 = 4
Damage: 1d4 + 1 ⇒ (2) + 1 = 3
Attack: 1d20 + 3 ⇒ (13) + 3 = 16
Damage: 1d4 + 1 ⇒ (1) + 1 = 2

| Blythe Astor | 
 
	
 
                
                
              
            
            "Oh sod the noise..." Blythe curses, steps forward and blasts one of the creatures with her pistol, the sound reverberating in the tight space like a fistful of fire-crackers.

| Radbar Blaist | 
 
	
 
                
                
              
            
            Still embarrased about the noise he made, Radbar swings at the nearest one, five foot stepping to get into flank with one of the others if possible.
Iomedae send you back where you came from.
1d20 + 6 ⇒ (11) + 6 = 171d8 + 3 ⇒ (7) + 3 = 10

|  DaWay | 
 
	
 
                
                
              
            
            Yes you are in the NW corner. There is nothing of note for you guys. Doors lie to the south and a passage to the east. Off topic- the thistle top portion is quickly approaching. I am just offering this to put on the table. As an alternate we can run this battle as a PFS mission. If you would like to I would be willing to change your characters over so you may participate in that bottle and garner PFS Credit with it, after the battle is done I will award your characters with XP and the loot as if these were the ones to do it. I need a group concensus however.

|  Cerinnibert | 
 
	
 
                
                
              
            
            Cerin peers down the hall to the east and listens for any movement.
Perception: 1d20 + 8 ⇒ (1) + 8 = 9
I think the dice roller is stuck. I have rolled a 1 on every single perception check!

|  Cerinnibert | 
 
	
 
                
                
              
            
            Cerin puts his finger to his lips to let everyone know to be quiet, then points to the east and mouths the word 'goblins'.
Readying his blade, he slinks down the corridor in an attempt to hear the conversation a little better and find out what the groaning noise is, confident the others will be there to keep him from getting in over his head. With his ear for languages, he thinks he is able to pick out a few words he recognizes, as there is some similarity in syntax with their language and orc and, strangely enough, dwarven...
Stealth: 1d20 + 6 ⇒ (7) + 6 = 13

|  DaWay | 
 
	
 
                
                
              
            
            Following through the corridor to the east you come across a room containing several ancient relics of what appear to be torture implements, although their function and style seem strange and archaic. In one corner sits a spherical cage with spikes protruding inward from its iron bars. In another stands what appears to be a star-shaped wooden frame, its surface studded with hooks. And in the center of the room is a long table covered with leather straps and a number of cranks that seem designed to rotate and swivel.
The moaning comes from another door to the east while the door to the south is eerily silent.
 
	
 
     
    