
The Chronicler |

a dimmer.
Bowen see's definite signs of passage along the hallway to the north. It is very likely that the boy went this way. The full light of the axed reveals that just ten feet north of the intersection there is a room filled with steam. There is possibly a fountain within the steam, though it will be necessary to move into the room to see better.
There is the sound of water coming from the room as well.

Rall Kirnast |

a dimmer.
Bowen see's definite signs of passage along the hallway to the north. It is very likely that the boy went this way. The full light of the axed reveals that just ten feet north of the intersection there is a room filled with steam. There is possibly a fountain within the steam, though it will be necessary to move into the room to see better.
There is the sound of water coming from the room as well.
Rall, dizzy and tired, hangs back and waits to see what the others want to do.

Chloe "Clover" Verjust |

"Pssst. Chloe? Did Savram 'skitter' much last time you saw him?"
Chloe flashes the deputy a look of annoyance she would normally reserve for a small child making light of something that should be serious.
"It's probably just a rat," she suggests.

Bowen Quaid |

Knowledge (dungeoneering)
1d20+7=13
Add one if it should have been a nature check for a total of 14
Bowen looks at the lizard before hugging the opposite wall. "Lets just try and keep away from it. No need for any more creatures to die for us."

Arla Kalandras |

Arla watches as Bowen tosses the dried meat into the room, readying her spear in case the occupant of the room is something more than just a rat.
Not sure if Arla can see into the room or not. If she saw the lizard, then she'll try to identify it. If not, ignore. :)
Knowledge(Nature): 1d20+9 = 19
The druid attempts to stay close to Rall, well aware that the sheriff might not be at his best if something dangerous confronts the group and may need extra assistance.

The Chronicler |

Details in the steam become apparent as the party enters the room.
A large fountain dominates the room, Steam is rolling off the superheated water which is being poured out from a stone obelisk at the fountain's center.
There is a pair of partially open double doors on the other side of the room.
One bluish gray bipedal lizard, about a foot tall at the shoulders, is near the meat but there is a second lizard perched on the edge of the fountain on the other side of the room.
As the party fully enters the room both lizards suddenly rise up, hissing. Bluish sparks ripple across their small frames.
The party, I am guessing is not surprised but the creatures are at the moment threatening to attack, giving just a few seconds of warning. You can retreat before they make an attack or else roll initiative.

The Chronicler |

The one lizard grabs the meat and swallows it and then hops back up onto the lip of the fountain. As soon as the adventurers move back to the door, the lizards calm down, eyeing the party warily. The crackling electricity around them seems to dissapear.
Don't forget the applications of Knowledge (nature), Handle Animal, or other similar skills.

Bowen Quaid |

Knowledge (nature)
1d20+9=25
Rummaging through his rations he brings out the rest of todays meat and lays them out.
The Chronicler

The Chronicler |

Bowen

Chloe "Clover" Verjust |

Knowledge (nature) check... 1d20+5 = 9
"I don't recognize their breed," Chloe says, "But maybe they're just guarding their nest...or some younglings?"

Bowen Quaid |

"Lets keep away from the fountain. We can continue to give them bits of meat and perhaps get around them safely."
Bowen tosses a few more strips of meat then turns to the party, "Oh, they are shock lizards, they can hurt us pretty bad if we anger them. So be nice." He hands the others strips of meat to toss as well.
Handle Animal
1d20+3=20

The Chronicler |

Bowen manages to keep the lizards calm as the party hugs the walls and moves around the edge of the room to the other set of doors.
The lizards eye the party curiously the whole time after the meat is gone, but they do not attack.
Peeking through the double doors reveals a large dark room.
As Bowen sticks his axe through the door to get a better look, he sees that the room is perhaps fifty feet wide and thirty feet long.
Each side, east and west, of the room has statues lining the walls. The statues on the left are of dwarves holding forth spears for battle. The statues on the right are of dwarves holding shields.
There is another set of double doors on the other side of the room, thirty feet away to the north. They are closed.
A child can be heard quietly sobbing inside the room, towards the left, where the soldiers with spears stand guard. As the light shines into the room, the child's breathing quickens as in fear.
What do you do?

Bowen Quaid |

Perception
1d20+9=22
"Savram? We are here to help you, we already saved the others. Are you alone?"
Bowen turns his head and relays the layout of the room to the others.

Chloe "Clover" Verjust |

Sense Motive?
Sense Motive check... 1d20+6 = 8
"Don't come in," the boy intones again, still crying.
"Don't be ridiculous," Chloe replies, "We're coming to get you. Just stay where you are..."

Arla Kalandras |

Standing next to Rall, Arla peers at the open door, although she is unable to see anything more than darkness, due to being further back in the group. She hears the child's voice, though. Did he think they were monsters too? She couldn't begin to imagine what he had been through in the last few days.

Bowen Quaid |

Sense Motive
1d20-2=2
Hearing nothing more than a scared child Bowen turns to the others, "I think someone else should go to the child before me. I've never been a pleasing sight to any of the towns children."

Chloe "Clover" Verjust |

"I'll go," he says. Rall steps forward towards the boy's voice.
Chloe frowns and puts a hand on Rall's shoulder. "No," she tells him, "It's better if it's me. At least Savram knows me. Maybe I can calm him."
"And besides," she notes, "You're still looking rather pale. It's probably best if you stay with Arla for now."
Chloe then steps past Bowen and Rall to enter the room, looking around cautiously for anything that might have frightened the boy or otherwise prove dangerous.

The Chronicler |

As Chloe enters the room, the boy shakes his head in fright and whimpers, "noo..."
Chloe can make out details better as she moves into the room. The chamber is arched. The statues to the east depict fearsome dwarven warriors clad in simple plate armor holding aloft war-hammers. The statues to the west, where the boy lies crouching, are strange caricatures of dwarves. They are obese, pig nosed brutes with huge grinning mouths and beady eyes. There are two lines of these spear wielding dwarves, the front line kneeling, the back line standing. Both lines are leveling their spears at the dwarven smiths on the east wall. Chloe suddenly notices a kobold corpse impaled on one of the spears...
The room suddenly lurches, pivoting as if on some great axis. The west wall falls away and the east wall swings high.
Savram screams.
Chloe falls right at the spears that are suddenly below her.
Trap - Round 1:
Spear Trap: (1d20+10=29)
Damage: (1d8=1)
Chloe manages to roll to avoid the worst. But the room is still on its side and there is a noise on the upper side as if something more is about to happen.
Those at the door can still see into the room. The noise from the trap going off however has made the shock lizards suddenly agitated.
Reactions?

Rall Kirnast |

"You keep those blue things off our backs. I'll save the ...," Rall falters as the words sound odd coming from him. "I'll see what I can do to help Chloe."
I'm not sure if I understand the situation clearly but I the room has shifted somehow and Chloe is down now? If that's right, then I'm going to take my rope and look for a place to tie it off and then throw it down to her.