Day 1, Afternoon (turn 1, round 2)
Weeba moves into the hall and checks all around. Satisfied that he is alone in the corridor, he moves up toward the bag but stops short, peeking around the corner: from the light of Digsby's torch he can see that the corridor continues another 40 feet in to the west before opening into a big room occupied by what looks like a dishevelled mass of ratty camping gear. He cautiously pokes the bag with his sword to find that it is in fact empty save some dried and stale bread crumbs.
Digsby moves up behind Weeba and the two of them are now peering down the hall into this makeshift bedroom. Neither of them see any bodies or movement within.
Behind the party, Doughty Doughball holds his torch aloft and keeps his eye on the large foyer. Presently he hears the soft tapping of footsteps echoing through the halls. At the very edge of the torchlight he can barely see the doorway opposite them, the one leading eastward, creak open and two figures appear. They snort in amazement and then bark a challenge in some strange language full of grotesque grunts and slavering slurs. The figures begin to move quickly toward Doughty!
Actions? (more Friday morning)
Light sources: Digsby's torch (burning for 6 turns), Doughty's torch (burning for 5 turns)
Biddle Spratt, Hypnotist Extraordinaire (Wiz, ST 9/12 LK 14 DEX 10 — Adds: +2/+2) CON: 11/11
Digsby Mudfoot, Halfling Gardener (War, ST 7 LK 12 DEX 15 — Adds: +1/+4) CON: 20
Doughty Doughball, Halfling Cook (Rog, ST 5 LK 7 DEX 15 — Adds: -3/+0) CON: 4/16
Garrick the Fortunate, Elven Archaeologist (Wiz, ST 7 LK 17 DEX 12 — Adds: +3/+3) CON: 9/9
Weeba Zortz, Warrior in Triplet (War, ST 13 LK 10 DEX 17 — Adds: +6/+11) CON: 9/10