
| Xianae | 
 
	
 
                
                
              
            
            Lets go to the set of doors Byron mentioned. Everyone seems to have stopped, trying to figure out where to go ... so I start to head to the room with the spiders and turn to the set of double doors opposite the room in question. I look back to see if anyone else has followed me.

| Emmett Escheus | 
 
	
 
                
                
              
            
            Emmett follows, but does not offer his opinion. All door lead to danger. For now that's all he can think of.

|  GM/Lictor Lane | 
 
	
 
                
                
              
            
            Xianae pushes the door open. It sticks a little, but soon yields to her pressure with a creaking whine. Inside she sees a large room with a two-toned marble floor. A match to the door you stand in front of stands across the way and a door to the outside is cracked open to your left. A debris of sticks and bits of brush coats the floor. To your right, a staircase spirals toward the second floor of the building.
Map of Entrance

|  GM/Lictor Lane | 
 
	
 
                
                
              
            
            There are quite a few goblin tracks in the debris on the floor. They seem to mostly go between the doors opposite you and the doors outside. You don't see any evidence of them going upstairs. A fireplace also stands against the north wall. I'll require specific checks for the doors and stairs if you want to check them too.

| Byron Radanavich | 
 
	
 
                
                
              
            
            Ideally, I would take my time listening at / searching the doors (either take 10 or take 20), but if that is not possible...
Perception (Doors - West): 1d20 + 5 ⇒ (10) + 5 = 15.
Perception (Doors - South): 1d20 + 5 ⇒ (2) + 5 = 7.
Perception (Stairs): 1d20 + 5 ⇒ (20) + 5 = 25.

| Xianae | 
 
	
 
                
                
              
            
            Staying beside Bryon I also try to hear anything through the doors or upstairs.
Perception (West Door) : 1d20 ⇒ 12
Perception (East Door) : 1d20 ⇒ 19
Perception (Stairs) : 1d20 ⇒ 18

| Emmett Escheus | 
 
	
 
                
                
              
            
            Emmett takes a look around, studying his surroundings, weary of sneaky predators.
Perception: 1d20 + 4 ⇒ (18) + 4 = 22

| Byron Radanavich | 
 
	
 
                
                
              
            
            Byron nods towards the trapped door.
"You might want to stand back, just in case."
He them pulls out a small leather case, filled with immaculately cared-for tools, and sets to work on the trap...
Disable Device: 1d20 + 7 ⇒ (17) + 7 = 24.

| Emmett Escheus | 
 
	
 
                
                
              
            
            Emmett sighs as the wire is cut and nothing happens.
"Looks like we know where to go..."

| I'm Jo | 
 
	
 
                
                
              
            
            Jo stares at Byron wondering what he is staring at and moves over to the area. He watches Byron take out his tools and clips the trip wire.
Hmmm....wow....what did you cut dare? What did dat do? What would happen if Jo walked into dat?

|  GM/Lictor Lane | 
 
	
 
                
                
              
            
            You push open the door and find yourselves entering a corridor that mirrors the one on the other side of the manor. A small box sits just inside the door with the remains of the trip wire attached to it. A closed double door stands to your left and a closed door to your right. Further to your right, the corridor intersects another corridor, most likely the one you have seen before running along the back of the manor.

| Emmett Escheus | 
 
	
 
                
                
              
            
            Emmett nods as Moondark states the almost obvious. He plays nervously with a button on his jacket, worried of the danger that lays ahead.

|  GM/Lictor Lane | 
 
	
 
                
                
              
            
            Updated Map
Let me know if you guys are ok with your positions.
Byron finds another tripwire on the door he is checking.
You hear a skittering sound and high pitched giggling from the door you are listening at.

| Emmett Escheus | 
 
	
 
                
                
              
            
            Okay too.

|  GM/Lictor Lane | 
 
	
 
                
                
              
            
            Byron 1d20 + 5 ⇒ (15) + 5 = 20
Xianae 1d20 + 0 ⇒ (13) + 0 = 13
Jo 1d20 + 6 ⇒ (1) + 6 = 7
Roman 1d20 + 7 ⇒ (1) + 7 = 8
Moondark 1d20 + 4 ⇒ (1) + 4 = 5
Coran 1d20 + 6 ⇒ (18) + 6 = 24
Emmett 1d20 + 4 ⇒ (3) + 4 = 7
Baddies 1 1d20 + 21 ⇒ (2) + 21 = 23
Baddies 2 1d20 + 10 ⇒ (11) + 10 = 21
Byron 1d20 + 1 ⇒ (4) + 1 = 5
Xianae 1d20 + 3 ⇒ (20) + 3 = 23
Jo 1d20 + 5 ⇒ (20) + 5 = 25
Roman 1d20 + 6 ⇒ (5) + 6 = 11
Moondark 1d20 + 4 ⇒ (16) + 4 = 20
Coran 1d20 + 2 ⇒ (16) + 2 = 18
Emmett 1d20 + 2 ⇒ (17) + 2 = 19
Baddies 1 1d20 + 5 ⇒ (10) + 5 = 15
Baddies 2 1d20 + 6 ⇒ (6) + 6 = 12
Byron snips the wire, again appearing to have met with great success. And that's when things begin to go a little nuts.
Surprise Round: Only Coran can act and acts before the bad guys.
Initiative Order for Round 1: Jo, Xianae, Moondark, Emmett, Coran, Baddies, Roman, Byron
You hear movement in the north corridor and from behind the double doors near Roman.

| Coran Ven den Heuvel | 
 
	
 
                
                
              
            
            Coran takes a 5ft adjust through the doors to H2 casting Shield of Faith on Roman giving him a +2 Deflection bonus to AC. Then Coran Announces "We have incoming through the doors and from the north hall, Let's be ready.

| Xianae | 
 
	
 
                
                
              
            
            I roar some words while gripping my axe tightly, my eyes scanning the area for any enemies. "aso ve persvek nomeno jathila vargach, letoclo ve nar sia wiot vis!"
I have cast True Strike.

| Emmett Escheus | 
 
	
 
                
                
              
            
            Emmett stays where he is, getting ready to cast a curse on whoever steps through the door.
Ready action: Misfortune (Will DC 15)
 
	
 
     
     
     
	
 