Cade wastes no time and lunges at the fallen ogre, smashing his bloody morningstar into the ogre's throat, crushing its windpipe and piercing the carotid artery.
"That won't be botherin' us again," he remarks.
"You guys ar'right? That looks painful. Yeh oughta do somethin' 'bout it." he adds, looking at Veran's, Fabhal's, and Feldar's wounds.
"Try fightin' better next time. Less wild swings, more careful thrusts 'n' slices 'n' wallops. If yer so eager t' kill stuff, make sure ya do it right wit' the first few strikes. Granted, 'at was my first time facin' an ogre, but I got used t' it quick 'nuff. Surround yer enemies 'n' give 'em the double-whammy from both sides."
As he talks, the rogue takes a careful look at the chest in the room, inspecting it for traps. After a minute or two, he gets out a few small tools and works on the chest and whatever lock it may have. If he finds anything potentially dangerous during his inspection, he warns the rest of the group to vacate the room for a minute.
[sblock=ooc]Taking 20 on a Perception check of the chest and the 5-foot space it's in. So a 30 with Trapfinding. If Cade finds any traps on it, he'll warn the group and wait for them to exit the room, then attempt to disarm any found traps with Disable Device, a check of 14. Once the trap-searching and disarming (if any) is done, Cade will open the chest, with a Disable Device check of 16 to open locks if necessary.
1d20+9=14, 1d20+9=16
Stupid InvisibleCastle REALLY hates me.

A 14 probably springs whatever trap might be present, dangit, and it's too low to retry. If there's a lock and Cade survives whatever trap he might be springing with his horrible luck, I'll just take 20 on the check to open the lock after my first cruddy check of 16 to open the lock, if any.
With these rolls, I really, really hope that chest isn't trapped.....[/sblock]