
GM Rednal |
Sadly, despite Phaenox's best efforts over a period of time, there's no trace of whatever mechanism the drow used to open the door and escape from the room - it was definitely there, but whoever put the door in that location put an abnormal amount of time and effort into hiding it within the wall, and it seems no closer to giving up its secrets.

Taranis Nox |

As the others strip the drow and search the wall Taranis makes his way to Binx's unconscious side. I'm not particularly skilled, but if someone else knows a thing or two, I'm willing to give them a hand. If not I'll try as best I can to wake him. If worse comes to worse though, I can carry him. As long as his net weight is 255 lbs or less, I can carry him and everything else I've got without any weight penalties.

Hetra Karet |

And with that, they were gone.
A plume of black darkness filled the room, quickly fading with the Drow slipping out through some sort of side passage, or so the others said. They seemed to examine the east wall, leaving Hetra with nothing to do.
Nudging the bodies, Hetra looks for one of the crossbows, in addition to the bolts, but cannot seem to find them. Where? Maybe the others took them? Leaving that aside, Hetra took the rest of the money pouch, and looked at the rest of it, seeing if there were any other possibly useful items in the Drow's stockpile.
Perception: 1d20 + 3 ⇒ (20) + 3 = 23

Asimi Skia |

So what did she find on the bodies as she stripped them? Also, I figured let our healer actually help otherwise I would try an untrained heal check. If they don't report in I will
She would keep her work up stripping the bodies.

GM Rednal |
The drow didn't seem to have much in the way of equipment on them when they arrived in the area - only a standard rapier of their normal make and a hand crossbow, each of which is still loaded with four darts. They don't seem to have any of their sleepy poison on them, either, and the other darts appear to be clean - they may not have been entirely prepared to enter this area whenever (and however) they arrived. Their clothing is too torn up to be truly wearable, but if stacked in several layers, they might serve as a sort of makeshift blanket to help against the cold.

Asimi Skia |

She would wonder why they would have only one dart poisoned on them if the rest were clean. That didn't make sense but she would take some of the darts and their gear gets added to a pile. The clothes going over the one currently unconcious, giving him a second layer.
Seeing him have no luck with finding the door she would take her time and see if she could spot it amongst the stone.
Taking 20 = 31

Hetra Karet |

Picking up the crossbow, Hetra looked it over. An unusual device, the arrowshooter wouldn't be as useful for him, but it could be useful as a backup ranged weapon.
Placing the Crossbow in my backpack, along with any remaining darts.
"The door should be over here, right?" Hetra walks over and begins helping, poking on the wall to try and find any sort of secret switch.
Aid Another on Perception, if possible: 1d20 + 3 ⇒ (14) + 3 = 17

GM Rednal |
After far too much time spent searching, Asimi is finally able to find a tiny, almost invisible fissure in the stone - and by running along it, eventually finds a latch hidden within the stone itself. From there, it's finally possible to trace the full outline of the door and unlock a passage into the next chamber.
However, in Thackery's case, it remains to be seen what (if anything) the others will do... but aside from that, going by the map, the ways to new areas are north through a normal door and into a long passage or east into the room that the drow escaped into... with no idea of what might be waiting inside.

Alkariani |

Looking between the two options, Alkariani pointed to the north. "I suspect those people will trap the routes they use. Let's use them as a last resort for now. We know from the map that this way leads to another largish room. Hopefully we can circle around and find those enemies from another direction." And find them they would have to. Alkariai remembered the mission requirements. Defeat all enemies

'Thackery Binx |

Binx continues to lie motionless. Fortunately, he doesn't appear to be drooling.

Hetra Karet |

"I don't know how to fix something like that..." Hetra speaks quietly as he glances towards Thackery. "Maybe he'll be ok if we wait around for a while or something?"

Hetra Karet |

They all didn't know.
Perhaps...
perhaps.
Hetra knelt down beside Thackery, trying to study where the man had been hit. While he wasn't trained in the art of healing, he could at least attempt?
Try?
Heal Check: 1d20 - 1 ⇒ (3) - 1 = 2

Phaenox |

Phae sighs and walks over to their fallen ally. He begins to search the young man for anything that might be of use in bringing him around. Does Binx have any personal healing stuff on him? Even something that can be only used on him, I think can still be affective if I administer it

'Thackery Binx |

It's worth a shot, but I think the problem is that I've been poisoned. After all, I only took 1pt damage from that crossbow bolt.

Taranis Nox |

I'm in the same boat, I can channel positive energy, but it wouldn't fix him.... though I do find pathfinder ironic for not allowing bonuses to saves when someone uses a supernatural ability but will give bonuses for trained skills that basically do the same thing.

GM Rednal |
The timely intervention of Phaenox is just enough to waken Thakery from what would have been hours of sleep in the freezing cold atmosphere of the dungeon - with potentially fatal consequences, where frostbite would be the least of his concerns. With the loot divided, the enemies searched, and their companion rescued from a most unwelcome fate, it seems it's time to decide where to go next...

Asimi Skia |

Asimi pulls out her chalk marking the door and paces out the wall to see where it enters the rooms or hall to the side and marks that on her map.
"Either way will be ambush. Hallway is at least narrow. Am I still lead?"

Asimi Skia |

Asimi nodded and would check the northern door for traps or locked. "Be ready for attacks."
Perception: 1d20 + 13 ⇒ (12) + 13 = 25
Asimi would set up to open the door and peak through if it was neither. She expected trouble on the other side.

'Thackery Binx |

Thackery slowly blinked awake. "What happened? The last thing I remember is a nasty Drow shooting me."

GM Rednal |
The northern door of the room is a strong specimen of its kind, wooden and well-carved. It's also unlocked, allowing the group to easily proceed forward into the hall - which, at least from here, is completely empty for as far as can be viewed. It's quite a long hallway, though, and from here there's no telling what might be down it past the turn marked on the map.

GM Rednal |
There don't seem to be any traps along the way - and nobody trips one that you missed, either. However, around the first corner in the hallway is a group of demonic faces that have been physically carved into the wall of the dungeon. There is nothing particularly special about them - no traps or other markings. They're just... there. A quick peek around the corner heading forward reveals that there are no other creatures in the hallway.

Alkariani |

Alkiriani glanced at the demonic faces with a frown. What was the point in carving them in such a random place? Glancing at it, she murmured, "Gilah", checking for any magic before passing.

Asimi Skia |

Asimi would nod to herself and start searching the bend and the northern hall heading north.
Perception: 1d20 + 13 ⇒ (15) + 13 = 28
I can not wait to grab the Trap Spotter Talent

GM Rednal |
There is no magic to be found within the carvings; they simply continue to exist in their place. The passage north is rather more relevant, because there are no traps along the way, but the door is solidly locked (DC 30) and unlikely to open very easily. Of course, there's always the option of simply breaking it down (DC 15), considering it's nothing more than a simple wooden door with an unusually good lock, but that would certainly cause a bit of noise...

Asimi Skia |

Asimi looked at the others and motioned that it was a difficult lock. She looked more irritated. But she seemed willing to take the time to get it open.

Taranis Nox |

Well, do we pick it, smash it or go the other way? Taranis grunts and rubs his arms eager to keep moving and stay warm.
any way we can update and mark the cleared rooms as we go? I'm having trouble keeping track of which room we are in.

'Thackery Binx |

Thackery, embarrassed by his earlier weakness, defers to the rest of the party.

Alkariani |

"Whatever brought us here wants us to kill everything," Alkariani replied with a shrug. "Bar the supplies we posses we cannot get food until we leave, and we don't know what will happen if we leave after failure. Besides, we are trying to kill everything - the noise might draw them to us."
Of course, the Bard wasn't certain if that was a wise move, or a just one - but until they ran across something not out to kill them it wasn't an issue.

Asimi Skia |

"Time, means stay in the cold. Eventually it will get to us."
She shrugs and will work at the lock with her tools.
Taking 20 = 30 so just get it open

GM Rednal |
The lock eventually clicks open - while very challenging, it's neither enchanted nor trapped, and the group is ultimately able to pass into the room. This particular chamber is... empty, as it turns out, with no particularly interesting features except for the two doors on the right that the map says lead to the next chamber. This architectural choice doesn't make a whole lot of sense, but then, most of these dungeons are rather nonsensical anyway...
Room #16 cleared.

Asimi Skia |

Asimi would frown looking at the two doors wondering why one was locked. She figured she would try the door that wasn't locked first and look through.
Sorry really rough week. I'm back

GM Rednal |
The door easily swings open on its hinged, revealing the next room of the dungeon - and two goblins, towards the other side of the room, who'd nevertheless been looking your way when the door was opened! There's no hiding now, and they seem surprisingly eager to fight...
Roll Initiative. The Goblins are against the far wall, ~55 feet away from the door. As usual, those who beat their roll can act immediately; no surprise round.
Initiative: 1d20 + 6 ⇒ (1) + 6 = 7