Chapter One - The Adventure Begins
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I see you have the ability for light, may you also cast it upon the center piece of my shield my friend?
Dracone will move at the front of the party but, a little behind their scout Fhenryl, with his lighted shield. If Unable to cast, he will walk with a torch in his right hand and his Shield in his left, he will toss the torch in front of him at the first sign of Combat.
As they enter the room with the masks, Dracone will turn and watch the far wall with the open passage.
The ranger's face is taut, his hand patting the handle of his black stone hammer, both nostrils seeming to flare slightly in the manner of a wild animal, as he strains all his senses to detect any sign of incoming movement or danger.
On his way he takes his time to inspect some of the grinning masks on his way past the closed door, finally positioning himself just off the entrance to the lit room. Hugging the rim of the opened gear-gate to find cover, he pokes his head in for a cautious look inside.
Rolls
Perception - (1d20+7)
(1) + 7 = 8
Toe stays behind for now in the entrance room.

You immediately spot the source of the light -- a sunrod lying in the middle of the floor. It sheds enough light for you to make out the contents of the room, which seems to have been a barracks. Gnome-sized cots line the wall, each with a small wooden footlocker at the end. Dust and cobwebs blanket the room, and you can smell the must and disuse. Tiny spiders scurry across the floor and up the walls. You don't see or hear any other movement in the room.
Directly across from the door you're looking through is a circular tunnel bored directly into the wall. It's approximately 5' in diameter and relatively cleanly cut. A small pile of rubble lies on the floor near the tunnel's entrance. You can see by the light of the sunrod that the tunnel goes straight back a few feet before branching off to the left and right.
You can't see the far end of the room without going in, but you're pretty sure that you can't hear or see any creatures from your vantage point.

Rolls
Perception (torch sconce) - (1d20+4)
(16) + 4 = 20
Perception (masks) - (1d20+4)
(14) + 4 = 18
Once at the entrance of the tunnel, he peers into it, attempting to listen to eventual noises coming from the inside, and smelling the stale air, aiming to find clues for any presence, passage or activity of any kind.
Rolls
Perception - (1d20+7)
(3) + 7 = 10
Knowledge (Nature) - (1d20+4)
(18) + 4 = 22
Also, everyone please roll initiative.
Rolls
Initiative Fhenryl - (1d20+3)
(17) + 3 = 20
Rolls
Toe Reflex Save - (1d20+7)
(14) + 7 = 21
Toe Fell Down the Stairs (Damage) - (1d6)
(4) = 4
Secret Roll
Rolls
Skulk #1 Short Sword Attack vs. Fhenryl - (1d20+2, 1d6)
1d20+2 : (1) + 2 = 3
1d6 : (1) = 1
Skulk #2 Short Sword Attack vs. Fhenryl - (1d20+2, 1d6)
1d20+2 : (7) + 2 = 9
1d6 : (1) = 1

Rolls
Skulk #1 Short Sword Attack vs. Fhenryl - (1d20+2, 1d6)
1d20+2 : (7) + 2 = 9
1d6 : (5) = 5
Skulk #2 Short Sword Attack vs. Fhenryl - (1d20+2, 1d6)
1d20+2 : (3) + 2 = 5
1d6 : (6) = 6