
Archibald "Zeke" von Hoftenkraf |

Dylan yells "can anyone see them?"
In response to Dylan's query: "Nope!"
Zeke kicks off round two by tossing a bomb into the darkness. Given that the Derro was directly in front of him, and now Amendithas says that he's off to Zeke's left, he'll basically take the same shot he just did, but slightly to his left.
Perception: 1d20 + 9 - 4 ⇒ (19) + 9 - 4 = 24
"Eyyy-oop"
Bomb: 1d20 + 5 + 1 - 2 ⇒ (11) + 5 + 1 - 2 = 15 (PBS, darkness)
Chance: 1d100 ⇒ 85
Fire Damage: 2d6 + 2 + 1 ⇒ (5, 4) + 2 + 1 = 12 (PBS), (4 splash damage, DC 13 Reflex save for 1/2 splash damage)
Misfire Direction: 1d8 ⇒ 3
Zeke then listens carefully from the darkness to determine if he hit anything Derro-y with his bomb:
Perception: 1d20 + 9 ⇒ (16) + 9 = 25

Amendithas |

Amendithas follows after Derro #1, roaring the entire time for the benefit of those who are unable to see him.
Large Bastard Sword: 1d20 + 6 ⇒ (10) + 6 = 16
Damage: 2d8 + 6 ⇒ (2, 3) + 6 = 11

Dylan Arroway |

Dylan not wanting the creatures to sneak around in the darkness and excape through the passageway steps back to the entrance and stands guard relying on his friends to finish the job.

GM Grecko |

Round 1 Summary
Round 1 got started with a Bang as Zeke tossed a bomb onto the derro's
Amendithas immediately reacts and moves in for a deadly strike on Derro 1
Dylan follows behind and illuminates the room.
The first derro moves back and casts darkness, snuffing the light inside the cavern.
The Second takes a step back and fires a bolt at Zeke, missing him in the process.
Ralof moves and fires into the darkness (unable to pinpoint the Derro)
Direction: 1d8 ⇒ 2
He misinterprets Zeke's gaze and fires over his head towards what he thinks is the proper area. (Since he can see Zeke, its not fair to say the misfire would hit you.)
Round 2 Begins - half summary
Zeke Lobs a bomb in, also having not pinpointed the Derro.
Direction: 1d8 ⇒ 4 Just off direction.
The bomb explodes anyway...
Reflex: 1d20 + 3 ⇒ (5) + 3 = 8 You hear the derro grunt in pain.
Ammy takes a move that would normally provoke, but the creatures have crossbows out so they can't, and swings at Derro #1, just missing the creature.
Dylan heads back to an area with a bit more light.

GM Grecko |

Derro #1 large eyes get even bigger as Ammy seems to see through their darkness. In a panic he steps back and waves his four fingered hands says a few words. Suddenly a loud BOOM! encompasses Amendithas.
Damage: 1d8 ⇒ 6
Ammy Fortitude Save: 1d20 + 6 ⇒ (3) + 6 = 9 Target DC15
Amendithas is stunned for 1 round.
The second Derro continues to fire at Zeke as he moves back.
D2: 1d20 + 5 + 2 ⇒ (17) + 5 + 2 = 24 (+2 invisible to Zeke)
D2 Dmg: 1d6 + 0 ⇒ (5) + 0 = 5
D2 Sneak Attack: 1d6 ⇒ 5
The bolt stings a bit more than normal. On Zeke's next turn he will need a Fortitude save vs Poison DC14...
*Edit.. Stealth rolls and Map
D1: 1d20 + 9 ⇒ (4) + 9 = 13
D2: 1d20 + 9 ⇒ (11) + 9 = 20

GM Grecko |

I missed something crucial.. They are in effect sniping.. should be a -20 to their stealth..
Zeke did hit because he did pinpoint even with his -20 to perception roll.
Ralof possibly has as well.. Miss Chance: 1d100 ⇒ 84
So both Ralof and Zeke hit their target as they successfully pinpointed them last round.. My bad.
Their sniping stealth for next round:
D1 = -7
D2 = 0

GM Grecko |

Round 2 full summary
Zeke Lobs a bomb in, Causing the Derro #2 great pain
Ammy takes a move that would normally provoke, but the creatures have crossbows out so they can't, and swings at Derro #1, just missing the creature.
Dylan heads back to an area with a bit more light
Derro #1 moves back and casts Sound Burst on Amendithas. He is stunned for the round.
Derro #2 Steps back and Fires a bolt at Zeke, potentially poisoning him.
Ralof is unable to pinpoint #2 but does pinpoint Derro #1, He fires a shot but his shot misses the mark.
Ryder's Ghost begins playing an ill-timed game of Marco-Polo with you guys. As if the darkness wasn't creepy enough.
Round 3 Begins

Archibald "Zeke" von Hoftenkraf |

"Gah!", as Zeke takes the hit from the bolt.
Fortitude: 1d20 + 4 + 2 ⇒ (1) + 4 + 2 = 7 (poison resistance)
Perception: 1d20 + 9 - 20 - 4 ⇒ (1) + 9 - 20 - 4 = -14 (darkness, 'blind')
Bomb: 1d20 + 5 + 1 - 2 ⇒ (8) + 5 + 1 - 2 = 12
Chance: 1d100 ⇒ 67
Fire Damage: 2d6 + 2 ⇒ (5, 2) + 2 = 9 (4 splash damage, DC 13 Reflex save for 1/2 splash damage)
Misfire Direction: 1d8 ⇒ 7
That's 4 of Zeke's 6 bombs for the day thrown, and I'm afraid it's going to be a total waste... Didn't make the save for the poison... not a good round, not a good around at all. Two nat-1s and an 8. Bleck.

Dylan Arroway |

Hearing the battle take place farther way, Dylan will wade back into the black spouting words of encouragement to Amendithas "Hit the darn thing you son of a kobald. They are little more than flies to a fly swatter with that sword of yours, you scruffy looking smurf herder."
Inspiring Word +2 morale bonus on attack rolls, skill checks, ability checks, and saving throws to Amendithas for round 4
Acrobatics: 1d20 ⇒ 17(to move at normal rate)

GM Grecko |

Zeke takes Str: 1d2 ⇒ 1 Strength Damage from the poison. The poison persists, and you need to make another save on your next turn.
While Zeke is unable to pinpoint D2 he launches a bomb in his direction anyway.
D2 Reflex: 1d20 + 3 ⇒ (5) + 3 = 8... He Screams out in pain.
--
One of the consequences of Amendithas being stunned this round is he drops whatever he is holding (including his sword)
--
Dylan moves on in next to Amendithas giving him some inspiring words.
--
Derro #1 who's quite mad, (but not stupid), see's the deadly weapon drop to the floor. He five foot steps up, grabs the sword and tosses it as far as he can away from Amendithas. (the back corner of the room)
Thrown weapon: 1d20 + 5 - 4 - 2 ⇒ (1) + 5 - 4 - 2 = 0 (-4 improvised thrown weapon. -2 Oversized, -2 Range increment)
He doesn't even come close to his target. misfire: 1d8 ⇒ 3
The misfire takes the sword nearly two squares away from its intended target, (marked by #3)
--
Derro #2 is not sitting to well, and trys to escape. He starts his escape past Dylan and Ammy (with total concealment / stunned, they do not provoke an AoO) He starts to leave out a small tunnel on the west wall.

Archibald "Zeke" von Hoftenkraf |

For the top of round 4:
The loss in strength puts Zeke at a Medium load, until he sheds a little gear.
Fortitude: 1d20 + 4 + 2 ⇒ (3) + 4 + 2 = 9 (poison resistance)
Perception: 1d20 + 9 - 20 - 4 ⇒ (7) + 9 - 20 - 4 = -8 (darkness, 'blind')
Assuming that Zeke hears that the Derro he was targeting has left the scene, or at least does not hear that he's still in the same vicinity he was, Zeke switches tactics to using his bow...
"Amendithas, did I get him?"
Zeke only takes a shot if he's able to pinpoint the location of the other Derro:
Bow: 1d20 + 6 + 1 - 2 ⇒ (13) + 6 + 1 - 2 = 18 (PBS, darkness)
Chance: 1d100 ⇒ 29
Damage: 1d6 ⇒ 3
Misfire Direction: 1d8 ⇒ 6

GM Grecko |

Round 3 Summary
Zeke launched a bomb causing some splash damage on #2 (upon further review, that splash damage hit #1 as well)
Reflex: 1d20 + 3 ⇒ (6) + 3 = 9
-
Amendithas was stunned from the sound burst.
-
Dylan moved forward and speaks some words of encouragement
-
Derro #1 moves ahead and tosses Amendithas' sword across the room
-
Derro #2 Starts running away
-
Ralof launches an arrow at Derro #1 (whom didn't have the opportunity to stealth that round) But the shot misses the mark
Round 4 Begins
Zeke takes another STR: 1d2 ⇒ 1 points of STR damage. He fires his bow, but the miss chance sends the arrow wide.
(You have 2 more rounds of poison left unless you make your save, then it stops)

Dylan Arroway |

Longsword: 1d20 + 5 - 2 ⇒ (20) + 5 - 2 = 23(darkness)
Damage: 1d8 + 2 ⇒ (1) + 2 = 3
Longsword: 1d20 + 5 - 2 ⇒ (2) + 5 - 2 = 5(darkness)reconfirm
Damage: 1d8 + 2 ⇒ (2) + 2 = 4

Amendithas |

Recovering from being stunned, Amendithas decides he's had enough of this. He draws his knife and attacks Derro #1.
Kukri: 1d20 + 8 + 2 ⇒ (3) + 8 + 2 = 13 (Rage/Power Attack + Morale Bonus)
Damage: 1d4 + 6 ⇒ (1) + 6 = 7
If he misses

GM Grecko |

Amendithas misses the derro.
------
Checking to see if Dylan pinpoints the derro
Perception: 1d20 + 3 - 20 - 4 ⇒ (5) + 3 - 20 - 4 = -16 (Darkness, Blind)
He still pinpoints since the Derro was unable to stealth last round.
His attack potentially hits depending on miss chance
MC: 1d100 ⇒ 86
Dylans Longsword digs into the derro.
-----
Derro #1 moves back 5 feet and grabs his crossbow and fires at Ammendithas.
Because he is not simply withdrawing, he will try to acrobatics away from Ammy to retrieve his weapon.
D1 Acrobatics: 1d20 + 2 ⇒ (8) + 2 = 10 (Fail, Ammy gets an AoO)
D1 : 1d20 + 5 ⇒ (6) + 5 = 11 Miss
Resolving AoO. (using same modifiers as his previous post)
Ammy AoO: 1d20 + 8 + 2 ⇒ (15) + 8 + 2 = 25
Ammy Dmg: 1d4 + 6 ⇒ (4) + 6 = 10
The Derro Slumps to the ground.
---
Derro #2 Continues his retreat.

Dylan Arroway |

Dylan asks "Did anyone get hit during the fight?" Dylan waits for a response. "Speak up so I can find you." Dylan then makes his way over to whomever needs his healing. Using his sword to feel around the room so he don't run into anything, he puts his sword away and fiddles around looking for his wand.
let me know if you used a charge of the wand or if you did not need any healing

Archibald "Zeke" von Hoftenkraf |

Fort: 1d20 + 4 + 2 ⇒ (8) + 4 + 2 = 14 (poison resistance)
Fort: 1d20 + 4 + 2 ⇒ (14) + 4 + 2 = 20 (poison resistance)
Zeke is at 12 of 23 HP, and accepts your offer of healing
"Yeah, I'm hurt... He got me good... I think I may have been poisoned... I'm feeling very weak. Can you carry some of my things sir Orc-Man?"

Archibald "Zeke" von Hoftenkraf |

Zeke thanks Dylan for the healing as he transfers some gear into Amendithas's pack. The 2 points of strength damage plus the 2 point strength reduction from the mutagen has brought Zeke down to a strength of 6, and a light-load carrying capacity of just 23 lbs (that's with the benefit of his MW backpack).
"Right then, let's get this over with then, shall we? We can come back later when the all this black is gone. Was that your sword I heard clatter against this wall? It sounded large..."
Zeke heads back out the tunnel that he entered from. He maintains his mutagen power for now, and sneaks up to the door at the end of the east tunnel.
Stealth: 1d20 + 6 + 1 ⇒ (15) + 6 + 1 = 22 (mutagen)
As Zeke listens carefully at the door, he slowly inches it open and peeks inside:
Perception: 1d20 + 9 ⇒ (14) + 9 = 23

GM Grecko |

A few things to clean up.
Ralof and Dylan needed no healing. By my count your HP levels for the Zeke and Ammy were as follows, with your CLW wand in ( ).
(x)Zeke - 12/23 (+7) = 19/23
(x)Amendithas - 30/37 (+4) = 34/37
I'm assuming you heal them outside the Darkness since per the rules, you still have a miss chance to heal with touch spells. You can heal up more if you'd like before Zeke goes off to scout ahead.
Ammy comes out of his rage, and subsequent fatigue rounds while Dylan is healing. He clearly saw his sword get thrown and can go retrieve it.
For any arrow you shot, you have a 50% chance to retrieve any misses. Hits are always destroyed.
---
Onto the door. You do not hear anything beyond the door. It could be because there is nothing there, or it could hiding very quietly. You slowly inch it open...
The room is darker than usual. The glowing moss that is present through most of the cavern is not present here. Through the glow that permeates through the crack as you open it, you can see an opening immediately to your left and right, and a faint outline of a wide, yet rough hallway straight ahead of you. At the end of the hallway, you can see the dim glow of moss again in a connecting hallway that exits to your right.
You swear you see a face on the opposite wall where the glow peers through at the end of the hallway. With additional light you could see it more clearly.

Dylan Arroway |

Dylan will heal Zeke once more, Amendithas does not look too bad and will heal him after or during the next encounter.
CLW Wand: 1d8 + 1 ⇒ (6) + 1 = 7

Dylan Arroway |

Assuming Zeke relayed the info to the group, Dylan will suggest "I don't like the idea of going in blind with multiple entrances, let's check out what is at the end of the other tunnel."

Archibald "Zeke" von Hoftenkraf |

I wouldn't say we'd be going in 'blind'... I just think it's dark in areas, which isn't unexpected.
After peeking in, Zeke whispers back to the group, "It's dark, but I don't see anything where there is some light... there's a long hall, and some side passages... Sir Man-Orc, come take a look and tell us what you see."

GM Grecko |

I'll post the description assuming Ammy takes a peek.
Ammy Stealth: 1d20 - 2 ⇒ (14) - 2 = 12
Ammy Perception: 1d20 + 4 ⇒ (4) + 4 = 8
You take a peek through the door. Along the walls of this hallway are dozens of skulls embedded into the various nooks and crannies along the corridor.
You can't be too certain from this distance, but most of them appear to be humanoid. Some of them are smaller, possibly gnomes or even children, while the majority of them are larger adults. A closer examination could reveal more info.

Amendithas |

Amendithas creeps forward a little more to investigate. Can't update the map at the moment, but he'll try to move 3 squares in--peering around the corner to his left to make sure there isn't something lurking there before he moves on.
Perception: 1d20 + 4 ⇒ (9) + 4 = 13

GM Grecko |

Amendithas moves in to investigate the hall. He stops briefly to check out a small tunnel to his right. It's the beginnings of another tunnel system, although it is in the early stages of development. The Derro appear to be digging more and more tunnels throughout the area.
To your left, there is a closed door.
I'll stop you there in case you want to alter where you wish to head next with the new info

Amendithas |

Amendithas informs his companions what he's discovered.
"If no one objects, I'm going to check a little further down the tunnel before we decide about the door."
Stealth: 1d20 - 2 ⇒ (6) - 2 = 4
Perception: 1d20 + 4 ⇒ (17) + 4 = 21

Dylan Arroway |

Dylan has no objections "if there are no creatures in the room I think we should all enter the room so we are prepared for any hostilities."

Dylan Arroway |

Dylan and the others will fallow Amendithas into the Hall with Dylan last to enter covering the the light from his sword with his cloak.
stealth: 1d20 + 2 - 5 ⇒ (9) + 2 - 5 = 6 (Armor Check Penalty)
perception: 1d20 + 3 ⇒ (14) + 3 = 17

GM Grecko |

Ralof - Stealth: 1d20 + 2 ⇒ (19) + 2 = 21
Zeke - Stealth: 1d20 + 6 + 1 ⇒ (3) + 6 + 1 = 10 (mutagen)
Ralof - Perception: 1d20 + 10 ⇒ (3) + 10 = 13
Zeke - Perception: 1d20 + 9 ⇒ (17) + 9 = 26
The light penetrates the hallway making things much easier to see. You see the many carved out nooks filled with several yawning skulls.
Zeke in particular catches a glimpse down one of the skeletons mouths as the light from Dylans sword hits it just right. The hole inside the mouth is deeper than it should be for the size of the nook. The tell-tale sign of acid erosion is very evident to this well trained alchemist.
You get the immediate sense that the hallway is trapped, and your presence has already triggered it's activation. If you don't get out soon, you will be the unfortunate recipient of an acid attack.
I moved you as far as stealth allowed (1/2 movement.. Double move) Dylan said he wanted to bring up the rear, so I have you setup there.

Archibald "Zeke" von Hoftenkraf |

Per discussion on hangouts... Dylan in fact came into the hall sword-a-blazing (not hidden)
Zeke says loudly enough for all to hear, "It's a trap! Get away from the skulls!"
Zeke hustles back to the north to the tunnel door.
Stealth: 1d20 + 6 + 1 - 5 ⇒ (5) + 6 + 1 - 5 = 7 (mutagen, moving just less than normal speed)
**edit** I revised the map so that we all went back to the north end of the tunnel and snuggled-in next to the door (a 5-ft space has plenty of room for two people to stand next to each other). I copied the map Grecko posted to hangouts where the black boxes show where the skulls are:

GM Grecko |

You get back just in time as the entire hallway becomes littered with multiple acid splashes. The ground sizzles for a bit as the acid eats in...
Amendithas - Perception: 1d20 + 4 ⇒ (11) + 4 = 15
Dylan - Perception: 1d20 + 3 ⇒ (1) + 3 = 4
Ralof - Perception: 1d20 + 10 ⇒ (19) + 10 = 29
Zeke - Perception: 1d20 + 9 ⇒ (11) + 9 = 20
As the acid dissipates, Ralof hears a sickening sound of bone on bone as three of the skulls (that did not spray acid) come slithering out of their nooks.
Amendithas - Initiative: 1d20 + 3 ⇒ (13) + 3 = 16
Dylan - Initiative: 1d20 + 3 ⇒ (20) + 3 = 23
Ralof - Initiative: 1d20 + 3 ⇒ (1) + 3 = 4
Zeke - Initiative: 1d20 + 2 ⇒ (17) + 2 = 19
Creatures - Initiative: 1d20 + 2 ⇒ (20) + 2 = 22
Since Ralof was the only ones to see them, He can act in the surprise round.. A reminder that the surprise round is limited to a single standard action.
Surprise Round Begins
The creatures cant do much but move as they did not have a direct line for a charge since they came out of the nooks during the move.
Ralof can then take his standard action for the surprise round, then Round 1 will begin at the top with Dylan.

Dylan Arroway |

Dylan will drop his sword and pull out his morningstar while moving past Ralof to the empty square.
Morningstar: 1d20 + 4 ⇒ (10) + 4 = 14
damage: 1d8 + 2 ⇒ (7) + 2 = 9
I think my movement causes an AoO

Archibald "Zeke" von Hoftenkraf |

Zeke can't pass up the opportunity of blasting three creepers; after the creepers go, Zeke lobs a bomb at #2:
Ranged Touch: 1d20 + 5 + 1 - 4 ⇒ (1) + 5 + 1 - 4 = 3 (PBS, cover) (omg)
'Splode: 2d6 + 2 + 1 ⇒ (1, 2) + 2 + 1 = 6 (PBS)
Splash damage to #1 & #3: 5 (DC 13 Reflex save for 1/2 splash damage)
No splash damage to Amendithas's or Ralof's squares (Precise Bomb)
miss direction: 1d8 ⇒ 2 (omg) = 1 square short, and one square to the left of Zeke = Ralof's square, meaning everyone on the map, except creeper #3 is subject to the splash damage with our without the PBS bonus?.
Reflex for 1/2: 1d20 + 5 ⇒ (10) + 5 = 15 = Zeke only takes 2 damage.
"Woooooo!"
The direct hit damage doesn't apply at all on a miss like this - it will be all splash damage. On a miss, Precise Bomb has no effect either (so look out!)

GM Grecko |

Ralof, during the surprise round will provoke an AoO from both creatures.
Bite #1: 1d20 + 5 ⇒ (13) + 5 = 18 Hit
Dmg #1: 1d6 + 1 ⇒ (3) + 1 = 4
Bite #2: 1d20 + 5 ⇒ (13) + 5 = 18 Hit
Dmg #1: 1d6 + 1 ⇒ (2) + 1 = 3
When the bites dig in, Ralof feels a venom in his veins DC13 fort
Ralof Fort: 1d20 + 5 ⇒ (18) + 5 = 23 For Bite1
Ralof Fort: 1d20 + 5 ⇒ (11) + 5 = 16 For Bite2
Ralof is able to shake off the effect. He composes himself and fires a deadly shot at #1.. Confirming a Critical. (i'll roll the rest of the x3 crit)
DMG: 2d8 + 6 + 2 + 4 ⇒ (1, 5) + 6 + 2 + 4 = 18 (2x STR,PBS,Deadly Aim)
Ralof's Arrow hits just below base of the skull, hitting a pivotal juncture of head / neck / and ribs. Upon impact, pieces of bone explode and scatter in various directions. A small tooth dislodges from the skull as it hits the ground. It bounces up from the ground, landing in Zeke's pocket. You swear you see a satisfied smirk from the corner of Ralof's mouth.
-----
Round 1 Starts
Dylan may want to adjust his tactics as #1 is dead. I'll wait for his response before posting.

Dylan Arroway |

Well with seeing the skeleton go down, dropping the sword Dylan moves to the other Alcove and swings with all his might.
Morningstar: 1d20 + 4 ⇒ (19) + 4 = 23
damage: 1d8 + 2 ⇒ (5) + 2 = 7
Here is a fortitude save if the AoO hits
Fortitude: 1d20 + 5 ⇒ (16) + 5 = 21

GM Grecko |

The Creature cannot AoO dylan as they've used theirs on Ralof already.
Dylans Morningstar bites into the creature sending a few ribs flying.
----
Creature #3 slithers over 5 feet and begins to sway back and forth. The display is not unlike a snake charmer charming a cobra. Unfortunately for the hero's, it is them who are being charmed.
Will Saves (DC13)
Ammy: 1d20 + 1 ⇒ (11) + 1 = 12
Dylan: 1d20 + 5 ⇒ (20) + 5 = 25
Ralof: 1d20 + 1 ⇒ (19) + 1 = 20
Zeke: 1d20 + 2 ⇒ (18) + 2 = 20
Wowzers! Only Ammy fails the save
Ammy is DAZED for rds: 2d4 ⇒ (3, 3) = 6 Rounds. (thats a lot of rounds sorry Ammy)
Creature #2 Sees a Dazed Ammy and turns his attention towards Ralof.
C2 att: 1d20 + 5 ⇒ (18) + 5 = 23
C2 dmg: 1d6 + 1 ⇒ (6) + 1 = 7
Ralof Fort: 1d20 + 5 ⇒ (6) + 5 = 11 :(
Ralof seizes up bow in hand. He seems motionless as if PARALYZED.
rds: 1d4 ⇒ 1 (whew, only for a round though)
*Edit. Forgot the *** MAP ***

Archibald "Zeke" von Hoftenkraf |

Seeing Ralof's shot obliterate the first creeper, Zeke thinks to himself, I have got to get me some of those arrows...
Zeke will drop his morningstar and use a move action to grab a few blunt arrows out of the stoich Ralof's quiver. He'll drop all but one at his feet and fire it at creeper #2.
Arrows grabbed: 1d4 ⇒ 3 eh??
Bow: 1d20 + 6 + 1 ⇒ (4) + 6 + 1 = 11 (PBS)
Damage: 1d6 + 0 - 2 ⇒ (6) + 0 - 2 = 4 (Strength penalty)

GM Grecko |

Round 1 Summary
Dylan moves to Ammy's side and takes chunk out of one of the creatures..
The third creature does a little snakelike shimmy and dazes Ammy. (6rds)
The second bites Ralof, paralyzing him. (1rd)
Zeke grabs some of Ralofs arrows, but misses the mark.
Ammy is dazed (5rds left)
Ralof is paralyzed (0rds left)
Round 2 Begins

GM Grecko |

Dylan channels energy (heal living creatures) By my calc, Amendithas gets back to full health and Ralof is only down 4 now.
As a side note.. you don't have to drop your morning star, you can shift it over to your shield hand temporarily as you present your holy symbol.
---
Ralof comes out of his paralysis at the beginning of these creatures turn. Seeing that he is a threat again, Creature 2 strikes again.
C2 att: 1d20 + 5 ⇒ (4) + 5 = 9 Miss
#3 slithers up to attack as well...
C3 att: 1d20 + 5 ⇒ (8) + 5 = 13 Miss
Ralof is free to attack this round.
***MAP***
*Edit - Zeke does have kn: arcana, but hasn't rolled it yet.. might want to see what you can know about these things.

Archibald "Zeke" von Hoftenkraf |

Kn Arcana: 1d20 + 6 ⇒ (7) + 6 = 13

Archibald "Zeke" von Hoftenkraf |

Zeke takes another shot at #2 with a blunt arrow:
Bow: 1d20 + 6 + 1 ⇒ (7) + 6 + 1 = 14 (PBS)
Damage: 1d6 + 0 - 2 ⇒ (4) + 0 - 2 = 2 (Strength penalty)