
Harrienys |

Initiative: 1d20 + 5 ⇒ (8) + 5 = 13
Slinking into the shadows
Stealth: 1d20 + 19 ⇒ (13) + 19 = 32
Ah, The Gretch, Alertness is a +2 bonus to Perception and Sense Motive checks, Improved Initiative is the feat that adds +4 to initiative.

Terquem |
T urn 66; 4 of 6 (Day 3, consecutive Turn Count = 235, time 5:10 am)
Round 1
Eckowo – 22
The Gretch – 15
Harrienys – 13
SEE – 1
Eckowo cannot shake a feeling of danger, but he cannot pinpoint what it is that is making him feel this way. He gets to his feet at about the same time that The Gretch also stands. The Gretch is sure he sees something moving. Harrienys blends into the shadows as he feels something dangerous is approaching.
You can take actions in ititiative order, but for this round Eckowo and Harrienys do not “see” the attacker and treat it as an invisible opponent.

Terquem |
Turn 66; 4 of 6 (Day 3, consecutive Turn Count = 235, time 5:10 am)
Round 1
Eckowo – 22
The Gretch – 15
Harrienys – 13
SEE – 1
Eckowo kicks the sleeping cleric, waking him, and as Izabek rouses his eyes fall directly on a mound of the floor that is moving toward Harrienys.
Izabek can roll an Initiative Check, and will go on that count in Round 2
The Gretch releases a bolt of freezing energy toward the elemental and the ray strikes the small mound causing it to pause, briefly, before it rises up out of the ground. It now resembles a tiny reptilian creature made from hard packed dirt, and it is moving toward Harrienys.

Terquem |
Turn 66; 4 of 6 (Day 3, consecutive Turn Count = 235, time 5:10 am)
Round 1
Eckowo – 22
The Gretch – 15
Harrienys – 13
SEE – 1
The small Earth Elemental rushes at Harrienys and attacks him while he tries to figure out what everyone is talking about
Melee Slam Attack: 1d20 + 6 ⇒ (13) + 6 = 19
Damage if Successful: 1d6 + 4 ⇒ (1) + 4 = 5
End of round 1

Izabek |

When Izabek can make his action he will move up to F14 and attack with his weapon.
Attack: 1d20 + 2 ⇒ (19) + 2 = 21
Damage: 1d8 + 2 ⇒ (8) + 2 = 10
Crit Threat: 1d20 + 2 ⇒ (1) + 2 = 3
Crit Damage: 2d8 + 2 ⇒ (8, 3) + 2 = 13

Eckowo |

Yay map! I'd move to flank, except Harrienys' arms are too short. :p
Dropping his shield, Eckowo unleashes his full arsenal of natural weapons on the stone figure.
With power attack:
Claw 1 (B/S): 1d20 + 4 ⇒ (3) + 4 = 7 Damage: 1d4 + 6 ⇒ (4) + 6 = 10
Claw 2 (B/S): 1d20 + 4 ⇒ (6) + 4 = 10 Damage: 1d4 + 6 ⇒ (3) + 6 = 9
Bite (B/S/P): 1d20 + 4 ⇒ (16) + 4 = 20 Damage: 1d3 + 6 ⇒ (3) + 6 = 9
Gore (P): 1d20 + 4 ⇒ (16) + 4 = 20 Damage: 1d6 + 6 ⇒ (2) + 6 = 8
Talons (S): 1d20 + 4 ⇒ (19) + 4 = 23 Damage: 1d4 + 6 ⇒ (3) + 6 = 9

Terquem |
Turn 66; 4 of 6 (Day 3, consecutive Turn Count = 235, time 5:10 am)
End of round 2, end of combat
The sudden onslaught of several attacks at once overcomes the Small Earth Elemental. A blow from Izabek's weapon, a bite from the massive jaws of Eckowo, and another bolt of cold magical energy are all it takes and it breaks apart into a thousand pebbles scattering across the floor.
The party is relieved that they could deal with the wandering monster so quickly, but then they realize that they did not get very much rest.
you rested enough to reset the 1 turn in 6 counter, but not long enough to recover hit points or spells. YOU DO however, level up. Each character now has 1300 experience points and is level 2. You can roll for new hit points in the discussion thread, and then decide what you will do next.

Eckowo |

With a sigh, Eckowo picks up Harrienys and the two apply their muscles to the task of reopening the portcullus. "Next time, we spike it open behind us."
Taking 20, +4 strengthm +2 from Harrienys's aid another, which he can take 10 on.
Also, to be clear, I'm not spiking it this time

Terquem |
Day 3, 235/32 (Current Turn/Turn of the Clock, time 5:10 am) Turn 1 of 6
Eckowo gets just the right amount of “help” from Harrienys and holds open the portcullis for the others. Once everyone is through, he steps back into the previous passageway and lets the portcullis close.
You now stand at the end of a passageway with a portcullis on the north wall (where you’ve just come from), a Good Wooden Door on the south wall, and a metal Door on the west wall.
someone can go to the discussion thread and roll 2 d20 for each door to establish if they are locked or trapped, before you can begin to examine them

Terquem |
Day 3, 235/32 (Current Turn/Turn of the Clock, time 5:10 am) Turn 1 of 6
The Wooden Door on the south wall appears to be neither locked nor trapped
which means it is stuck and requires a strength check, DC 16, to open
The Metal door also appears to be neither locked nor trapped,
so it is also stuck and also requires a strength check to open, DC 28.
You can take 20 on a stuck door to force it open, and each character after the first who takes 10 will add +2 to that 20, and a crow bar adds another +2, so you can just about make it, if you have a crow bar, but I will roll a d6 and that will represent the number of tries it takes to open the door and if I don’t roll a 1, you cannot surprise a monster if one turns out to be on the other side.

Terquem |
Technically you are still in a passageway, and therefore subject to random wandering encounter probabilities. If the space beyond one of the two doors available to you is a Room, then you have an opportunity to spike the doors to that room shut, and rest. Rooms are only accessed by Doors, whereas Chambers and passageways are “open” and things can wander into them.

Eckowo |

Eckowo shrugs his muscled shoulders. "Wood's as good as anything. Lets try it."
Waiting to make sure that everyone else is ready, he applies his crowbar into throwing the wooden door open suddenly - hoping for a nice empty room.
Taking 10, Str +4, Crowbar +2 = 16. It flies open on the first try.

Terquem |
Day 3, 235/32 (Current Turn/Turn of the Clock, time 5:10 am) Turn 1 of 6
Eckowo forces open the door to reveal an empty 10' by 10' room, which looks perfect for getting some much needed rest. A few spikes in the door between the door and the frame should make it very difficult for anyone wandering by to force open the door, even if they did suspect someone was inside.
The party can rest for eight hours without a wandering monster check

Terquem |
Day 3, 283/80 (Current Turn/Turn of the Clock, time 1:10 pm) Turn 1 of 6
After several attempts, some grunting, cursing, and pleading with the gods, the door pops open. There is a passageway on the other side of the door. It is a narrow, dank smelling and low ceiling passageway that extends to the north only 5 feet for ending in a blank wall, but to the south it extends 30 feet, and possibly further.
The passageway is only 5 feet wide, and if you decide to explore it to the south you will need to go single file. Decide what your Marching Order will be if you choose this path
No word from our Rogue, and the recruitment has not generated a new one, yet. I’ll keep working on it. Thanks