OOC:
Wow! That was fast! Rather than draw this out needlessly, I'll let you optimize a bit ...
And, yes, Ealdwig does get 2d6 for his Evade. Forgot about that Trait, but you caught it, so we're good!
Stee's hit knocks the morlock attacking Ealdwig down to its last thread, but Ealdwig misses, leaving it still standing for the moment.
Felix and Brewner's mighty blows do massive damage to the other morlock, reducing it from being undamaged to being on its last leg.
Grin fires his crossbow at the first one, killing it. Then, seeing it fall, is able to retarget the second one, and brings it down, too!
As quickly as it started, the battle is over. The caged animals were making a lot of noise during the fight, but as it ends, they quickly quiet down. The party stands still for a moment in the brief quiet to see if more are coming. Instead, they don't hear anything, leading them to believe they have at least a little while before more might come. Oddly, they hear nothing from the doors they barred.
Just so you don't have to scroll back, here is the description of the large cavern ...
Quote:
[The little corridor] opens into a larger chamber. A rush of cool moist air washes over you along with the smells of water and filth as well as the sounds of something stirring. Moving through the square passage you quickly reach the larger area to reveal a cavernous room. The floors and walls show signs of skilled work but also massive cracks and broken and fallen stone. As the light spills into the chamber you see several crude cages that are empty. The room is at least 100' long and 60' wide and over 30' tall but large sections of the ceiling have collapsed and sections of wall have fallen in, Besides the empty large cages, there is a variety of small animals, goats, dogs, cats, sheep, chickens, all stuffed in cramped cages built from what looks like scraps of furniture, household goods, and mud. Scattered around the room are scraps of what look to be tools, scrolls, a few coin, clay tablets, and bones. Multiple identical hallways at regular intervals lead away from the room. At one end of the room a dim blue glow can be seen beyond the light of the lanterns.