
Pillette |

"The north door is unlocked. And there doesn't appear to be any danger. But it's more likely any who fled is behind a locked door, right?"
She will move over to the west door and take a look, slipping the goggles down over her eyes.
Perception: 1d20 + 6 ⇒ (10) + 6 = 16 (+1 for trapfinding)
If she doesn't see a trap, she'll try her hand at the lock.
Disable Device: 1d20 + 10 ⇒ (10) + 10 = 20
Her plan is to unlock without opening (and hopefully without notice), trying to give the group the option of the north or west door...

Mortimer Smith |

Mortimer halts his progress into the Pool Chamber and scans the floor for tracks
.
Survival,Tracking: 1d20 + 1 ⇒ (15) + 1 = 16
"Monsters and Despair, huh? Doesn't sound natural...", he trails off, finally distracted by his environment. "Does this chamber seem like some kind of initiation or sacrificial platform to anyone else?"
He sniffs at the air some more.
"It's getting colder the closer I get to this Pool, and I swear I saw something moving through the water. Tynan, Pillette -- did you want to check for tracks or -- traps -- before we investigate any further in this chamber?"

Tynan Swale |

"Sure Mort, I can give the area a look."
Tynan moves to Mort, and scans the floor around the pool for any signs of recent passage.
Survival-Tracking: 1d20 + 7 + 1 ⇒ (5) + 7 + 1 = 13 (+1 tracking)
"It's getting colder the closer I get to this Pool, and I swear I saw something moving through the water."
Tynan looks closely at the pool, trying to discern what Mort might have spotted earlier.
Perception: 1d20 + 10 ⇒ (12) + 10 = 22

GM Rat Sass |

Pillette's attempt at lockpicking the West door's lock is unsuccessful.
Your examination of the West door's lock has something familiar about it. The same coloration of the stone worked into its metal seems to match the stone key Tynan collected earlier from the personal quarters of Thedrick.
Tynan approaches the dark pool, and studies its surrounds. Both he and Mort are able to see light prints in the gathered dirt that seem to come and go from the pool, returning to each of the doors.
There appear to be faint scratches along the stone floor, accompanied by dried blood, that lead up to the low stone walls of the pool itself.
The dragon's eyes don't appear to detect anything of aura in the central hall, nor the side hallways. No lingering evil spells of strength have been cast recently, nor does there appear to be any creatures or items of strong evil that have been destroyed in the area.

Tynan Swale |

"Pillette, I think I found the key to this door earlier when I was searching Thedrick's room... at least, it was made of the same kind of stone. I gave it to Mort."
-----
"I'm not seeing anything in the pool Mort, but there are signs of scratches and dried blood here. I suppose something could have been dragged into the pool while trying to claw itself free of it's captor."
Tynan looks around, and takes a step away from the pool, just to be safer.
"Anyway... I think that stone key I gave you earlier opens the west door. We should keep searching for Kendra that direction."

Pillette |

"Anyway... I think that stone key I gave you earlier opens the west door. We should keep searching for Kendra that direction."
Pillette will return to report on her investigation.
"As far as I can tell, the door is not trapped but it is locked." If I were fleeing, I would want a locked door between me and my pursuers.She will take a look at the areas that concern Mort and Tynan.
Perception: 1d20 + 6 ⇒ (5) + 6 = 11 (+1 more for trapfinding)
"Even if Kendra went into the pool, I don't know if we could retrieve her." I an only hold my breath for so long. Locked doors seem like a much safer obstacle to overcome.

Solrisa Iome Arabasti |

Solrisa considers, thinking.
"I just have a feeling she went behind us somehow. I'm going back around to look again," Sol says.
"Rae? Do you want to come real quick? I just want another set of eyes as I walk back through that area to make sure there is nothing we missed."
If Rae agrees, Sol will go one way and Rae the other, up the stairs and around to see if the priestess was around.

Raella Grim |

"Rae? Do you want to come real quick? I just want another set of eyes as I walk back through that area to make sure there is nothing we missed."
If Rae agrees, Sol will go one way and Rae the other, up the stairs and around to see if the priestess was around.
"I wouldn't miss it for the world." She offers dryly. Unless there is some complication, Rae will follow Sol's plan.

Mortimer Smith |

"Pillette, I think I found the key to this door earlier when I was searching Thedrick's room... at least, it was made of the same kind of stone. I gave it to Mort."
Huh? Oh right, the key that didn't open the wooden chest.
Mortimer rifles through his backpack for the marble key."The north door is unlocked. And there doesn't appear to be any danger. But it's more likely any who fled is behind a locked door, right?"
"That would make sense, unless in their haste they didn't bother to take the time to relock the door. And if this unlocks the West door, what are the odds that there is more than one copy of this key laying around?"
"Even if Kendra went into the pool, I don't know if we could retrieve her."
"I'm thinkin' she'd have to be a shapeshifter to have gone in there. In that case, she'd definitely have the advantage even if I thought I'd want to go in after her. No. I wouldn't think to ask anyone to go in there," he says, sniffing at the air again. "It's cold, and I'm not even sure that's all water," he adds, wrinkling his nose in disgust.
"I just have a feeling she went behind us somehow. I'm going back around to look again,"
Mortimer considers this possibility.
"It does look like the trail ends on this side of the Asmodoor. I don't see how, but is it possible we missed a secret door or something back there?"
Worry stone in one palm and marble key in the other, Mort prepares to follow the Twins back through the Asmodoor. If nothing else, he wants to be sure that someone doesn't try to carry out any grudges they might be holding against a certain swine.

GM Rat Sass |

Mortimer takes to the stairs, winding upwards, stopping at one of three platforms that overlook the central pool. A stone fixture in the wall, a carving of a torch, flickers with the appearance of flame light.
You expect to peer into the depths of a watery well, but the density of the liquid proves much more opaque than water. Aside from the chill rising from the surface, you are able to see nothing more than the surface of the pool. There doesn't seem to be a film covering the surface of the pool, so you may presume that dipping your head below the pool's surface will result in no further observations.
Solrisa and Raella, accompanied by Mortimer, make a backtracking sweep of the Asmodean wing of the underground complex. The dire boar can be heard shifting about well beyond its doors. The sisters come together, confident that Kendra is not to be found from that direction.
When the three return empty-handed, Mortimer moves to the West door, and unlocks it with the stone key. Beyond the doorway lies a stone hallway that slowly descends around a bend, until it's lost to the darkness.
Roll20 map is updated.

Mortimer Smith |

C'mon, ladies!
Mortimer gingerly swings the door open as though he expects everything to be completely different colors beyond. He's neither surprised or disappointed to discover yet another dull grey stone hallway.
Survive,Track: 1d20 + 1 ⇒ (5) + 1 = 6
He shifts to the far edge of the floor against the wall on the north side, keeping off the central path as much as possible to avoid messing up whatever tracks might be there.
"I can see nothing in the darkness that is that pool. It's unnaturally dark in fact. We should check it later when we have time."
"Aside from us, is there anything down here that is natural?" he whispers.
He peeks around the bend, then continues down the hallway keeping as close to the wall as possible if the coast is clear.

GM Rat Sass |

1d20 ⇒ 19
1d20 ⇒ 18
You are unable to see any signs of Kendra's passage along the stone floor behind the West door. There are light signs of pacing, of some kind of cat-like creature, however.
Mortimer and Ascaria bring their light to bear on the curving hallway. A small expanse of cave opens up in the light ahead. The pocket is roughly twenty feet wide, the floor and ceiling littered with stalagmites and stalactites, respectively. The ceiling is roughly twenty feet at its highest points. Squares occupied by stalagmites are considered difficult terrain, indicated by the black circles on the map.
A pair of white eyes reflects in the torchlight, 15' high, darting from behind a stalactite.

Tynan Swale |

"Wait Mort." Tynan's voice is quiet, but the worry is evident. "I don't see Kendra's tracks, but there are some belonging to a feline of some sort. It appears to have been pacing near the door."
Tynan peers into the area past Mort, watching for what seems an eternity...
Perception: 1d20 + 10 ⇒ (12) + 10 = 22
"I don't see anything though, so be careful..."

Mortimer Smith |

"Part of the mine?"
Mortimer peers into the pointy gloomy space.
"Does this scream 'Trap!' to you too?""I don't see Kendra's tracks, but there are some belonging to a feline of some sort. It appears to have been pacing near the door."
Lovely.
"Rae, maybe you should be in front! You're the best!"
That'll shake something loose.
"Well, this is the Jackal door. Let's just hope they've got really huge feet in proportion to their body size," he offers quietly yet cheerily. "Do you mind if I yell?" he whispers to Tynan.
"We know you're here. Come out you skulking coward!" he bellows, slamming his fist into the stone wall.
When that results in nothing, he'll just start navigating through the stalagmites, pausing to help anyone through if necessary.

GM Rat Sass |

Almost as if in answer to the giant's goading, two sling stones zing by Mort's head.
Sling Stone: 1d20 + 7 ⇒ (7) + 7 = 14 for 1d4 + 1d6 ⇒ (1) + (4) = 5 damage
Sling Stone: 1d20 + 7 ⇒ (2) + 7 = 9 for 1d4 + 1d6 ⇒ (1) + (3) = 4 damage
"உங்கள் கைமுட்டிகள், நீங்கள் மாடு மனிதன் பவுண்டு. திரும்பி போ. இப்போது."
"Pound your fists, you cow man. Go back. Now.
Two white-eyed, pale-skinned creatures hang from the stalactites above. They seem quite comfortable in their current position, though their brows knit against Mort's ioun torch.
Ascaria: 1d20 + 1 ⇒ (16) + 1 = 17
Mortimer: 1d20 + 2 ⇒ (11) + 2 = 13
Pillette: 1d20 + 4 ⇒ (12) + 4 = 16
Raella: 1d20 + 2 ⇒ (13) + 2 = 15
Solrisa: 1d20 + 4 ⇒ (4) + 4 = 8
Tynan: 1d20 + 4 ⇒ (10) + 4 = 14
M: 1d20 + 8 ⇒ (19) + 8 = 27
The two creatures work their way from the stalactites, along the wall and down, entering the same space directly in front of Mortimer. Only when both are in position do they attack the giant with wooden clubs. They swing with ease while fighting next to each other.
Club: 1d20 + 5 + 2 ⇒ (3) + 5 + 2 = 10 for 1d6 + 2 + 1d6 ⇒ (1) + 2 + (5) = 8 damage
Club: 1d20 + 5 + 2 ⇒ (6) + 5 + 2 = 13 for 1d6 + 2 + 1d6 ⇒ (3) + 2 + (4) = 9 damage
Round 1
M- 27
Ascaria- 17
Pillette- 16
Raella- 15
Tynan- 14
Mortimer- 13 (-5hp)
Solrisa- 8
Black circles indicate difficult terrain. The party is up!

Ascaria |

Round: 1, Initiative: 17
Weapon Equipped = CLW wand
Cold Iron Bullets (2/10), Silver Bullets (10/10)
Conditions = Read Magic (10/30m)
Life Link (3) = Mort, Sol, Tynan
Channel Energy (0/7) (DC: 15)(Avoid 4) (2d6+1)
Amiable Blunder (1/1) (if Diplomacy failed by >5, reroll to avoid worsening attitude)
Melee Attack: BAB +2, Size +1 Damage: +0
Ranged Attack: BAB +2, Dex +1, Size +1 Damage: +0
Spells (Caster Level 3, Concentration +7)
Once per Day: Arcane Mark,
Zero (14): Create Water, Detect Magic, Light, Mage Hand, Prestidigitation, Spark, Stabilize
First (15): (1/6) Bless, Cure Light Wounds, Diagnose Disease, Liberating Command
Though he cannot see, he feels Mort’s pain and eases his suffering*. He then moves up, hoping to see something of the opposition, but twisted tunnels and his own eyes fail him. He refreshes his light casting Light on his hat band.
* Mort heals 5hp of damage thanks to Ascaria.

Raella Grim |

Round 1, Init 15
Rae rushes up to attack the latest obstacles between her and an end to this job.
attack: 1d20 + 5 ⇒ (5) + 5 = 101d10 + 7 ⇒ (5) + 7 = 12

Pillette |

Round 1, Init 16
AC: 16 (T: 14 FF: 12)
HP: 21/21
Fort +3 | Ref +6 | Will +0
Melee - +3 / Ranged - +6 (+7 Point Blank)
Equipped: Crossbow
Perception +6/ Know (Dungeoneering) +6 / Know (Local) +7 / Sense Motive +4
Pillette will move forward to try and find a shot at the creatures attacking Mort.
Assuming she can get a reasonable bead on a foe, she'll let loose a bolt. Otherwise, she'll ready to fire any anything threatening that steps into a clear shot.
Crossbow: 1d20 + 6 + 1 - 4 ⇒ (9) + 6 + 1 - 4 = 12 (Point Blank, cover)
Damage: 1d8 + 1 ⇒ (2) + 1 = 3

Tynan Swale |

Round 1, Init 14
Following Rae's lead, Tynan closes on the creatures, slipping past Mort to take up a position past him. (Yes, I realize this may provoke) He stabs at the closest figure.
Sword Attack: 1d20 + 7 ⇒ (15) + 7 = 22
Sword Damage: 1d6 + 1 ⇒ (1) + 1 = 2
HP:20/22
Saves:F3,R7,W2

Mortimer Smith |

AC 17, 21 on AoO; 23/26 HP
BAB = +3 (level 3)
ToHit = 1d20+7
RHit = 1d20+7-2 (-1 to hit, +2 dam on Power Attack)
LHit = 1d20+7-2 (-1 to hit, +2 dam on Power Attack)
Throw = 1d20 + BAB + Dex
Fort+4 (+4 vs inhaled and contact poisons, +2 vs. disease)
Reflex+5
Will+2
Initiative+2
CMD = 20, 18 if flat footed
Round 1, Init 13
The first shot hits the bridge of Mortimer's nose squarely, causing a stinging sensation to burn through his already beaten brow and he winces. He drops the light crossbow.
"Augh!" It's just one damned Thing after another down here.
When the blur clears he focuses on one of the club wielding creatures and swings.
"உங்கள் கைமுட்டிகள், நீங்கள் மாடு மனிதன் பவுண்டு. திரும்பி போ. இப்போது."
"Not a bit of it. Now kindly get out of our way!"
LHit: 1d20 + 7 - 2 - 1 + 2 ⇒ (18) + 7 - 2 - 1 + 2 = 24 -Power Attack, +Flank for Damage: 1d6 + 4 + 2 ⇒ (4) + 4 + 2 = 10 +Power AttackRHit: 1d20 + 7 - 2 - 1 + 2 ⇒ (10) + 7 - 2 - 1 + 2 = 16 -Power Attack, +Flank for Damage: 1d6 + 4 + 2 ⇒ (5) + 4 + 2 = 11 +Power Attack

GM Rat Sass |

Ascaria answers violence with reparations. Pillette gains line-of-sight, but misses one of the creatures due to a stalagmite. Raella joins Mortimer in the close confines, also missing her target. Tynan whisks by despite the uneven ground, hoping to strike a creature. The creatures take full advantage of the slim man's attempt to pass, knocking him to the lip of unconsciousness for his boldness. In his staggered condition, Tynan checks his swing as he tries to remain standing.
AoO, Club: 1d20 + 5 + 2 ⇒ (18) + 5 + 2 = 25 for 1d6 + 2 + 1d6 ⇒ (1) + 2 + (5) = 8 damage
AoO, Club: 1d20 + 5 + 2 ⇒ (20) + 5 + 2 = 27 for 1d6 + 2 + 1d6 ⇒ (6) + 2 + (4) = 12 damage
Confirm Critical?: 1d20 + 5 + 2 ⇒ (4) + 5 + 2 = 11 for 1d6 + 2 ⇒ (1) + 2 = 3 damage
Mortimer remains standing despite the flurry of attacks, and almost drops one of the creatures as both his fists find clammy skin. Solrisa girds herself for the opportunity to defend her friends.
The injured creature coughs blood on its companion, setting both creatures' determination to stand their ground and prevent the interlopers from passing. They both attack Mortimer.
Club: 1d20 + 5 + 2 ⇒ (10) + 5 + 2 = 17 for 1d6 + 2 + 1d6 ⇒ (6) + 2 + (5) = 13 damage
Club: 1d20 + 5 + 2 ⇒ (14) + 5 + 2 = 21 for 1d6 + 2 + 1d6 ⇒ (3) + 2 + (2) = 7 damage
They hisssss in their combat prowess.
Round 2
Round 1
M- 27 (-10hp)
Ascaria- 17 (-5hp)
Pillette- 16
Raella- 15
Tynan- 14 (-20hp, Staggered)
Mortimer- 13 (-20hp)
Solrisa- 8
Black circles indicate difficult terrain. The party is up!

Ascaria |

Round: 2, Initiative: 17
Weapon Equipped = CLW wand
Cold Iron Bullets (2/10), Silver Bullets (10/10)
Conditions = Read Magic (10/30m)
Life Link (3) = Mort, Sol, Tynan
Channel Energy (0/7) (DC: 15)(Avoid 4) (2d6+1)
Amiable Blunder (1/1) (if Diplomacy failed by >5, reroll to avoid worsening attitude)
Melee Attack: BAB +2, Size +1 Damage: +0
Ranged Attack: BAB +2, Dex +1, Size +1 Damage: +0
Spells (Caster Level 3, Concentration +7)
Once per Day: Arcane Mark,
Zero (14): Create Water, Detect Magic, Light, Mage Hand, Prestidigitation, Spark, Stabilize
First (15): (1/6) Bless, Cure Light Wounds, Diagnose Disease, Liberating Command
Still in the dark, and more alone as everyone moves up, Ascaria is pummeled by the damage done to both Tynan and Mort*. He moves up so he can see the opposition, and is happy to see one with the blooming injuries caused by Mort’s fists.
”Hell Blessed…” he mutters under his breath, as he heals himself.
Cure Light Wounds: 1d8 + 1 ⇒ (4) + 1 = 5
* Mort heals 5hp of damage thanks to Ascaria.
* Tynan heals 5hp of damage thanks to Ascaria.

Raella Grim |

Round 2, Init 15
Rae attacks, wishing she had the energy to get truly upset, but it's been a very long day already.
attack on the wounded clubbing creature: 1d20 + 5 ⇒ (12) + 5 = 171d10 + 7 ⇒ (6) + 7 = 13

GM Rat Sass |

What Mortimer begins, Raella finishes. The creature bares its teeth in surprise, falling to the uneven ground, its blood effortlessly coursing around the irregularities in the floor. Its comrade barks in dismay.
Pillette reloads, and takes another shot at the second, sickly-skinned skulker. Her effort is rewarded, as the bolt finds its mark.
Crossbow: 1d20 + 6 + 1 - 4 ⇒ (15) + 6 + 1 - 4 = 18 (Point Blank, cover)
Damage: 1d8 + 1 ⇒ (2) + 1 = 3
Tynan, Mortimer, and Solrisa are up!

Solrisa Iome Arabasti |

Round 2, Init 8
Sol delays, trying to get into the fight.
"Get him, Rae!"
AC=20
HP=28/28
Right hand = long sword
Left hand = equipped shield
LoH 1/3 used
Quik Shirt 1/1 used
[ dice]1d20+5+1[/dice] to hit (+bless)
[ dice]1d8[/dice] damage.

Tynan Swale |

Round 2, Init 14
Clubbed into near oblivion by the two creatures, Tynan feels Ascaria's healing energies once again return him from the brink.
"Thanks Ascaria!
I'll definitely watch this awful terrain more closely from this point forward... don't want to be caught unawares again.
Eyeing the creature carefully, Tynan stabs his short sword at it's pale frame. (studied target)
Sword Attack: 1d20 + 7 + 1 ⇒ (4) + 7 + 1 = 12 (+1 studied)
Sword Damage: 1d6 + 1 + 1 ⇒ (3) + 1 + 1 = 5 (+1 studied)
Still unsteady from his wounds, Tynan's thrust falls short of its mark.
HP:5/22
Saves:F3,R7,W2

Mortimer Smith |

AC 17, 21 on AoO; 08/26 HP
BAB = +3 (level 3)
ToHit = 1d20+7
RHit = 1d20+7-2 (-1 to hit, +2 dam on Power Attack)
LHit = 1d20+7-2 (-1 to hit, +2 dam on Power Attack)
Throw = 1d20 + BAB + Dex
Fort+4 (+4 vs inhaled and contact poisons, +2 vs. disease)
Reflex+5
Will+2
Initiative+2
CMD = 20, 18 if flat footed
Round 2, Init 13
"Thanks Canary!" bellows Mortimer as he feels the warmth of Ascaria's healing surge through him once again.
Mortimer tries to pick up the remaining D'd Thing by the neck and break its back on his knee.
LHit: 1d20 + 7 - 2 - 1 ⇒ (16) + 7 - 2 - 1 = 20 -Power Attack for Damage: 1d6 + 4 + 2 ⇒ (3) + 4 + 2 = 9 +Power Attack
RHit: 1d20 + 7 - 2 - 1 ⇒ (2) + 7 - 2 - 1 = 6 -Power Attack for Damage: 1d6 + 4 + 2 ⇒ (1) + 4 + 2 = 7 +Power Attack
The nasty thing manages to slip from his grasp at the last second.

GM Rat Sass |

Tynan stands his ground, and swings in place, missing the pale-skinned creature in his study. Mortimer levels a solid blow, encouraging the creature to think twice about its positioning. Solrisa delays, hoping for space to open up in the dank cave.
The injured creature takes a hint, and barks as it retreats back across the cave, carefully avoiding attacks at its flank. For all its barking, a third skulker reveals itself, taking up positioning alongside its mate. The two creatures await the onslaught.
Round 3
M- 27 (-12hp)
Ascaria- 17 (-10hp)
Pillette- 16
Raella- 15
Tynan- 14 (-15hp)
Mortimer- 13 (-15hp)
Solrisa- 8
Black circles indicate difficult terrain. Roll20 map is updated. The party is up!

Solrisa Iome Arabasti |

Round 3, Init 8
Sol moves up and readies to strike one of the baddies if they get close.
Ready:
1d20 + 7 ⇒ (3) + 7 = 10 to hit (+bless)
1d10 + 3 ⇒ (7) + 3 = 10 damage.
AC=20
HP=28/28
Right hand = long sword
Left hand = equipped shield
LoH 1/3 used
Quik Shirt 1/1 used
[ dice]1d20+7[/dice] to hit (+bless)
[ dice]1d10+3[/dice] damage.

Ascaria |

Round: 3, Initiative: 17
Weapon Equipped = CLW wand
Cold Iron Bullets (2/10), Silver Bullets (10/10)
Conditions = Read Magic (10/30m)
Life Link (3) = Mort, Sol
Channel Energy (0/7) (DC: 15)(Avoid 4) (2d6+1)
Amiable Blunder (1/1) (if Diplomacy failed by >5, reroll to avoid worsening attitude)
Melee Attack: BAB +2, Size +1 Damage: +0
Ranged Attack: BAB +2, Dex +1, Size +1 Damage: +0
Spells (Caster Level 3, Concentration +7)
Once per Day: Arcane Mark,
Zero (14): Create Water, Detect Magic, Light, Mage Hand, Prestidigitation, Spark, Stabilize
First (15): (1/6) Bless, Cure Light Wounds, Diagnose Disease, Liberating Command
Ascaria watches the last creature flee. He must drop Tynan (immediate) from his healing, but he leaves Mort* as he winces slightly.
”Sorry Tynan, I, er, well…”
He moves up and cures himself with the wand once again.
Cure Light Wounds: 1d8 + 1 ⇒ (5) + 1 = 6
* Mort heals 5hp of damage thanks to Ascaria.

Mortimer Smith |

AC 17, 21 on AoO; 13/26 HP
BAB = +3 (level 3)
ToHit = 1d20+7
RHit = 1d20+7-2 (-1 to hit, +2 dam on Power Attack)
LHit = 1d20+7-2 (-1 to hit, +2 dam on Power Attack)
Throw = 1d20 + BAB + Dex
Fort+4 (+4 vs inhaled and contact poisons, +2 vs. disease)
Reflex+5
Will+2
Initiative+2
CMD = 20, 18 if flat footed
Round 3, Init 13
"Thanks again, Canary."
Mortimer retrieves the loaded light crossbow at his feet and trundles through the difficult terrain to once again taunt and torture the creatures -- already having a torrid time -- with his Ioun Torch.
How many of these things can there be?
I demand an immediate and innate Intimidate attempt just for the torchered sentence.

Raella Grim |
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Round 3, Init 10
"Oh no you don't.' Rae races after the retreating ruffians.
double move, and aid another on Mort's intimidate check.

Tynan Swale |

Round 3, Init 14
Tynan moves forward a few steps over the uneven terrain, leaving room for the more heavily armored sisters to get past him. Swiftly pulling a throwing dagger from his bandolier, he throws it at his well-studied foe.
Throw Dagger: 1d20 + 7 + 1 ⇒ (10) + 7 + 1 = 18 (+1 studied)
Dagger Damage: 1d4 + 1 + 1 ⇒ (4) + 1 + 1 = 6 (+1 studied)
HP:5/22
Saves:F3,R7,W2

GM Rat Sass |

Ascaria hemorrhages, then heals. Pillette reloads and fires, unhindered by the front line at the moment.
Heavy Crossbow: 1d20 + 6 + 1 ⇒ (14) + 6 + 1 = 21 for 1d8 + 1 ⇒ (2) + 1 = 3 damages
Raella surges forward, pushing past the white-eyed creatures, preventing their retreat. For her trouble, she's swung at twice.
AoO, Club: 1d20 + 5 + 2 ⇒ (9) + 5 + 2 = 16 for 1d6 + 2 + 1d6 ⇒ (6) + 2 + (4) = 12 damage
AoO, Club: 1d20 + 5 + 2 ⇒ (16) + 5 + 2 = 23 for 1d6 + 2 + 1d6 ⇒ (2) + 2 + (1) = 5 damage
Tynan almost takes down the wounded creature, reducing the duo's strength greatly, but Raella's dash causes him to pull his throw. Mortimer retrieves his crossbow, then pushes forward across the rocky floor. Solrisa readies a swing, should the creatures step forward.
Denied the chance to retreat, the two creatures try desperately to make a path. They bash at Raella, only one of them succeeding in making a dent.
Club: 1d20 + 5 + 2 ⇒ (17) + 5 + 2 = 24 for 1d6 + 2 + 1d6 ⇒ (5) + 2 + (2) = 9 damage
Club: 1d20 + 5 + 2 ⇒ (4) + 5 + 2 = 11 for 1d6 + 2 + 1d6 ⇒ (3) + 2 + (2) = 7 damage
They both snarl loudly, their noises echoing down the hall.
Round 4
M- 27 (-15hp)
Ascaria- 17 (-9hp)
Pillette- 16
Raella- 15 (-14hp)
Tynan- 14 (-15hp)
Mortimer- 13 (-10hp)
Solrisa- 8
Black circles indicate difficult terrain. Roll20 map is updated. The party is up!

Raella Grim |

Round 4, Init 15
Rae grumbles, striking at the closest of the creatures.
attack on nasty thing: 1d20 + 5 ⇒ (17) + 5 = 221d10 + 7 ⇒ (7) + 7 = 14

GM Rat Sass |

Pillette, on a streak of sorts, loads and fires a bolt that proves deadly to the injured creature.
Heavy Crossbow: 1d20 + 6 + 1 - 4 ⇒ (20) + 6 + 1 - 4 = 23 for 1d8 + 1 ⇒ (3) + 1 = 4 damage
Heavy Crossbow: 1d20 + 6 + 1 - 4 ⇒ (14) + 6 + 1 - 4 = 17 for 1d8 + 1 ⇒ (8) + 1 = 9 damage
Raella cleaves heavily into the fresh creature, but it still stands, despite the massive damage to its sickly frame.
Ascaria, Tynan, Mortimer, and Solrisa are up!

Ascaria |

Round: 4, Initiative: 17
Weapon Equipped = CLW wand
Cold Iron Bullets (2/10), Silver Bullets (10/10)
Conditions = Read Magic (10/30m)
Life Link (3) = Mort, Sol
Channel Energy (0/7) (DC: 15)(Avoid 4) (2d6+1)
Amiable Blunder (1/1) (if Diplomacy failed by >5, reroll to avoid worsening attitude)
Melee Attack: BAB +2, Size +1 Damage: +0
Ranged Attack: BAB +2, Dex +1, Size +1 Damage: +0
Spells (Caster Level 3, Concentration +7)
Once per Day: Arcane Mark,
Zero (14): Create Water, Detect Magic, Light, Mage Hand, Prestidigitation, Spark, Stabilize
First (15): (1/6) Bless, Cure Light Wounds, Diagnose Disease, Liberating Command
Mort heals a little more* as Ascaria continues to pass healing onto the big man.
He then moves up along the wall so as to keep everyone in focus. He is not pleased with the damage to Rae, but there is nothing he can do at this time to help her.
He also heals himself yet again, muttering ”Hell Blessed” under his breath as he moves without giving the phrase any thought.
Cure Light Wounds: 1d8 + 1 ⇒ (8) + 1 = 9
* Mort heals 5hp of damage thanks to Ascaria.

Tynan Swale |

Round 4, Init 14
Tynan moves up on the remaining creature whose attention is focused on Raella, and eyes it for any weakness in its defenses. He lashes out with his sword, striking at a vulnerable spot on the creature's back.
Short Sword: 1d20 + 7 + 2 ⇒ (12) + 7 + 2 = 21 (+2 flank)
Sword Damage: 1d6 + 1 + 1d6 ⇒ (2) + 1 + (6) = 9 (1d6 sneak attack)
HP:5/22
Saves:F3,R7,W2