
Darkmeer |

Oswaldo, you are correct that none of the doors respond to a "hello, how are you?" or any other phrase you can think of.
A dozen small cots and chests line the walls of this 10-foot wide, 30-foot long room. Small cobwebs blanket most of the cots and chests, with tiny spiders scurrying around. Two rough-hewn tunnels, each about 4-feet in diameter and tubular in shape, breach the eastern and southern walls. Stony Rubble covers the floor near each tunnel.
In the center of the floor, a 1-foot tall stone rod with a golden tip sits in the middle of the room, granting shadowy illumination, and creating many strange shadows in the room.
As Borden and Chandos each step into the room, they miss the humanoid standing right next to the door, staring at the golden rod in the middle of the room, like a moth to a flame. Each of you are struck by one of the same types of creatures you fought above in the locksmith's shop.
Chandos, you take 6 damage, while Borden, you take 7 damage.
Someone roll initiative for the group, please. Map has been updated.

Borden Alhurst |

Borden yelps again as these creatures get the jump on them again. Newly acquired rapier flashing in the dim light, Borden moves to flank the first creature as he jabs out.
Attack:1d20 + 7 ⇒ (3) + 7 = 10
Damage:1d6 + 1 ⇒ (6) + 1 = 7
Sneak damage:2d6 ⇒ (5, 5) = 10

Chandos Tiberias |

I am assuming that Borden has already moved before me and made his attack.
Chandos quickly moves to clear the doorway and make room for his friends. As he does, he draws his longsword and slashes mightily at the first humanoid.
"you will feel my anger when I stick this steel in your face!" he retorts sharply.
Move action: draw longsword
No action: 5' step to K12 (opposite Oswaldo w/wall between)
Attack humanoid 1: 1d20 + 5 ⇒ (3) + 5 = 8
Damage: 1d8 + 2 ⇒ (4) + 2 = 6
Although the wall didn't show up, I am assuming that it is there and prevents me from getting flanking with Oswaldo.
I am also assuming that Borden moved I11 in order to get flanking with me.
If not, just figure out where you want us.

Feli B'urnan of the South |

Hearing the curses of his companions, Feli turns his attention to the combat and shoots his bow.
Rapid shot, 5ft step if necessary to shoot at #2. (incl. Precise Shot and Point Blank Shot. 1d20 + 6 ⇒ (9) + 6 = 151d6 + 1 ⇒ (4) + 1 = 51d20 + 4 ⇒ (12) + 4 = 161d6 + 1 ⇒ (5) + 1 = 6
edit: oh forgot to remove -2 from the first shot.

Darkmeer |

All:

Darkmeer |

Borden deftly steps over, to flank the creature, but his blow does not succeed in striking the creature. Chandos's strike has little effect as well, while Ky'sstaa moves into the room and attempts to strike the second creature, also to no avail. Both of Feli's shots hit #2, dropping it to the ground. Moonpate's shot with the acid strikes the door, hissing loudly as it eats into the wood itself (but not triggering the traps).
Oswaldo's healing burst seems to negate any of the problems associated with the two arrows sticking out of #2 as well as healing his companions.
The first creature lashes out at Borden, missing horribly. The second creature stands up, provoking an attack of opportunity from Ky'sstaa.
1d20 + 6 ⇒ (11) + 6 = 17 and damage 1d8 + 3 ⇒ (7) + 3 = 10
who Hits with the attack, dropping the creature.

Oswaldo |

Oswaldo's healing burst seems to negate any of the problems associated with the two arrows sticking out of #2 as well as healing his companions.
I guess I thought it went without saying, but if there's any possibility of moving to avoid the enemies when healing, Oswaldo will do so.
I guess it's true what they say: when you "presume", it makes a "pres" out of "u" and "me"!

Darkmeer |

As Borden's deft strike hits the creature's heart, it falls down onto the ground. The sudden silence is broken by Dreav as he walks into the room. The two creatures, rasping for breath, are lying on the ground, unconscious.
"They look Hale and Healthy to me," he says plainly. "We should likely go out from whence we came, should we not?" He asks.
Oswaldo, you may rescind that "bit of luck" on Ky'sstaa, so that you save it for later if you'd like, since Borden's strike finished the creature offe.

Borden Alhurst |

"Yeah, I'm not quite comfortable to be going through those holes yet, not when we have a nice big cooridor to go down. Maybe we can move a few of the beds to block the passage.We can always move them again if the other cooridor ends up leading nowhere."
With that, Borden moves to lend what strength he could to the task of blocking the tunnels.

Darkmeer |

It takes about 15 minutes to block the tunnels sufficiently for Borden's and Chandos' taste. Once this is done, you continue to the corridor, which leads down a short distance further, before coming to a T-intersection, with one side going straight north before a dead end to the north about 50 feet or so north of the corner, while the other end continues on a bit further, although the details are hazy (the edge of Chandos' darkvision doesn't see an end to the passage).
Straight ahead in the T itself is a doorway, and to the north there are 5 doorways visible, with 3 on the west side of the hall, and two on the east side of the hall. To the south there are only 3 doors, tow on the west side, and one on the east side (which is at the edge of Chandos' darkvision). The door in front of everyone, much like the doors in the previous room, is set with a letter in the locking mechanism. This one is set with a "Z."
South or north, and what is the party order? I've spoilered what I believe to be the case due to OOC tags not working the way I want them to.
So, in the actual marching order I would see
Borden
5-foot space (longer if Borden wants to space things out)
Chandos/Ky'sstaa
Oswaldo/Moonpate (or Feli)
Feli (or Moonpate)/Dreav

Darkmeer |

Starting directly in front of you and going north, on the west wall, the doors are each marked with a different letter. Z, D, and N. From south to north on the east wall is an I and an E. All of the doors radiate magic, or you assume that from the way that Dreav is muttering.
Borden: Roll a perception check.
The hallway itself is very quiet, much nicer than the sounds of violence from earlier.

Darkmeer |

So I lied, the map is done tonight.
The northern corridor leaves you cold, as there are no entrances or open doors. To the south, there is more corridor, as well as a few doors more. The walls here, as they are elsewhere, are expertly carved from the pumice and other stone throughout this corridor.
Do you want to enter one of the doors, or explore the southern corridor? I have placed everyone in position for either going south or remaining for the decision.

Darkmeer |

The Map has been updated.
The corridor is dark, without much light, and the trailing of Oswaldo's light hits something that doesn't look right to Borden. Sure enough, there is a section of the floor, 10-feet wide, that is likely a pitfall trap of some sort. Looking up, it appears that this same trap also will trigger a rockfall from above. Yes, this is the drop-splat trap of Zogonia fame.
Moving down the hall as he has, the only door revealed is yet another "J" door. Probably keyed similarly to the one in in room J3. Currently, there are no sounds other than those you are currently expecting.
Borden:

Chandos Tiberias |

"On the one hand, I would rather check the other doors before personally risking crossing that death trap. On the other hand, something telss me it is far more likely that we will need to safely pass through such obstacles if we are to reach our goal.
So, I would argue to enter the door beside me or the one just beyond the trap. However, I think it might be advisable to check for some sort of hidden passageway near the door beyond the trap. To me, if you leave soemone a visible way out of an ending corridor they may be far less likely to search for a hidden exit. However, I am by no means a ,astery of trickery, so you can take my two coppers of advice for what it is worth."

Borden Alhurst |

Stopping the others from advancing, he takes a close look at the floor in front of him as he listens to what the others had to say. Continuing his examination, he will take out his tools as he says, "Well, I can see about what I can do about disabling this trap, though while it is still cleverly designed, it isn't as complex as the design of the doors and any sort of trap that they could possibly hold. Another option we might have is returning to explore the dug out passages we found in the room with all the beds. It is possible that the creatures, what ever they may be, couldn't find a way around the doors either and as such, dug the tunnels in order to get around." That said, Borden then puts all his attention into disarming the very lethal trap.
Darkmeer:

Darkmeer |

Borden successfully implements a way to disarm the trap, with a pair of pins, likely left there by the gnomes, that strategically pin the pit up, and prevent the rockfall from coming down.
At the end of the hall to the 'South,' as Borden searches for more traps, his hand passes through the wall itself.
Don't have the door letters available at the moment, I will update the map on Friday to reflect what Borden has found.

Feli B'urnan of the South |

"Well done Borden, that was some impressive tinkering you did there."
Feli marvels at the sight of Borden's hand actually going through a wall.
"Wow, well now that's something! What lies hidden by such a wall? Surely something of the gnomes, they seem to like tricks like that."
I'm off for a week, probably no internet, feel free to DM Feli