Assuming that you all head strieght back to the sewer after grabbing Belisarius..
Your healing has an effect, and after a short time, Belisarius regains consciousness on Orion's back. He still seems disoriented, either from blood loss or from the pain of his maimed hand. They are going to the compound. We need the badge to stop them. He says feebly, and limply raises his hand as if to point at something, although it is not clear exactly what he is doing.
If you do not stop immediately, he attempts to climb out of Orion's grip, but he is still too weak to manage it.
Heading back into the sewers, you retrace your steps (I assume) back to Urrax's compound. All of the bodies and traces of combat are untouched since you passed by on your way away from the compound. After a few minutes, Belisarius feels strong enough to walk on his own, and follows you, cradling his left hand to his chest. You can see now that the first joint has been removed from each of the fingers on his hand, along with his entire little finger, presumably as some sort of torture at the hands of the guards who you rescued him from. Your healing magic has stopped the bleeding but not restored the absent digits.
Kjolmar:1d20 + 5 ⇒ (14) + 5 = 19
Erie:1d20 + 9 ⇒ (6) + 9 = 15
Quodak:1d20 + 7 ⇒ (2) + 7 = 9
Krathok:1d20 + 4 ⇒ (10) + 4 = 14
Orion:1d20 + 6 ⇒ (17) + 6 = 23
Moredrel:1d20 + 8 ⇒ (16) + 8 = 24
Krathok draws his dagger and remains wary.
Since Orion has pointed it out, you can hear the sounds of stomping feet and raised voices coming from the cellar above you. You stand warily for a time, and the noises fade, as whoever it was making the sound presumably left the room. No one emerges from the trapdoor into the sewer where you are.
CLASSIFIED:1d20 + 6 ⇒ (16) + 6 = 22
If no one else makes a motion for the trapdoor once the sound has faded, Kjolmar will say as quietly as he can to his companions, "Wait here," and sneak upward into the cellar. He hopes his training in stealthy pursuit on the plains will help him to move silently in this setting as well.
I did not expect them to notice you. This should be interesting.
Guard 1:1d20 + 0 ⇒ (19) + 0 = 19
Guard 2:1d20 + 0 ⇒ (20) + 0 = 20
Guard 3:1d20 + 0 ⇒ (14) + 0 = 14
Kjolmar - don't forget that you can communicate with those below through the collective with telepathy...
Kjolmar shoots through the collective "Enemies up here; they spotted me!" and backs into the room. He readies an action to attack the first enemies to walk through the doorway.
I guess we should move to combat rounds.
Orion bursts through the trap door readies himself for action.
I don't remember if I picked up the club or not. Just let me know either way and I can work with it.
Remember that there are two rooms. From the sewer you enter the cellar, which is about 30'x40' and is full of overturned boxes and shelves. Kjolmar is in the door of the ground floor which is a long narrow room. The enemies are in the ground floor room.
The combat is really happening in three different rooms right now, Kjolmar is in the Upper Room, Orion is in the Cellar and everyone else is in the Sewer. Please read the appropriate spoiler for the room you are in.
DM 1:1d20 + 2 ⇒ (1) + 2 = 3
DM 2:1d20 + 7 ⇒ (11) + 7 = 18
Kjolmar:1d20 + 3 ⇒ (7) + 3 = 10
Quodak:1d20 + 4 ⇒ (7) + 4 = 11
Erie:1d20 + 6 ⇒ (11) + 6 = 17
Orion:1d20 + 2 ⇒ (13) + 2 = 15
Moredrel:1d20 + 5 ⇒ (17) + 5 = 22
Krathok:1d20 + 1 ⇒ (17) + 1 = 18
Guards Dogpile Grapple:1d20 + 6 ⇒ (4) + 6 = 10
Damage: 1d4 + 3 ⇒ (2) + 3 = 5
Kjolmar stabs at the one he just made an AoO against.
Attack: 1d20 + 5 ⇒ (13) + 5 = 18
Damage: 1d4 + 3 ⇒ (4) + 3 = 7
He then moves backward into the cellar room, hoping to meet with his allies so they can assist him.
Any enemies threatening me get an AoO against AC 22 (due to Mobility).
Knowing that the others would be of more use above, Krathok pauses.
Delay action until the end of the chain.
Orion runs up the stairs in a great bound, his hands twisting into claws as he does so. He tears the throat out of one of the guards and then he and Kjolmar in concert bring down the second of the three soldiers.
Everyone else leaps up out of the cellar to join in the fight beginning in the cellar, including Belisarius, who looks around for some type of weapon once he emerges.
Moredrel's turn for R2, then DM
Sorry for not having the map for last round, some of the positioning which happened was technically impossible but I'll let it slide.Map
The map includes the cellar and a portion of the upper room. The upper room continues above the cellar but it is unlikely that the fight will wind up there.
Depending on DM answer to the above question Orion is either going to move to and attack the guy in E, -2 or the halfdragon. Whichever appears to be the greater threat.
Acrobatics to avoid AOO from guy in G0 1d20 + 6 ⇒ (10) + 6 = 16
Claw attack 1d20 + 6 ⇒ (2) + 6 = 81d4 + 4 ⇒ (4) + 4 = 8
the person in E-2 is a friendly NPC
The one remaining guard staggers for a moment under a crushing invisible force. He hesitates for a moment before swinging at Kjolmar with his sword, and stabbing the dwarf in the side. (9 damage to Kjolmar)
The half-dragon moves into position, and with a flourish of his gloved hands a spray for flames rushes towards Kjolmar and Orion with callous disregard for the guard in the way, who manages to dodge most of the blast. (9 fire damage to Orion and Kjolmar (Ref DC 14 half) The conjured flame also lights a fire on the wooden stairs. Guards, to me. I have found them Shouts the half-dragon, presumably another group of guards attending him.
Valerius (the old man on the map) attempts to rise to his feet but the half-dragon lashes out with his claw and slashes the old man across the face, who miraculously manages to stand up defiantly.
You can see through the exterior door of the upper room (off the map) that the guards outside instead of obeying the half-dragon;s command are kneeling, presumably to someone outside who you cannot see.
Guard Will1d20 + 2 ⇒ (3) + 2 = 5
CLASSIFIED:1d20 + 0 ⇒ (5) + 0 = 5
Guard Attk:1d20 + 4 ⇒ (20) + 4 = 24
Guard Attk:1d20 + 4 ⇒ (16) + 4 = 20
Guard Dmg:1d6 + 3 ⇒ (6) + 3 = 9
Spell Dmg:3d4 ⇒ (2, 3, 4) = 9
Guard Ref1d20 + 1 ⇒ (19) + 1 = 20
CLASSIFIED:1d5 ⇒ 4
Half-dragon Attk:1d20 + 6 ⇒ (18) + 6 = 24
Half-dragon Dmg:1d6 + 5 ⇒ (2) + 5 = 7
@ Orion: Don't forget, you can make a Reflex save to reduce the damage of the fire.
Reflex against fire: 1d20 + 6 ⇒ (1) + 6 = 7
Yowch, that puts me at 3 hp out of 21. It figures I fumble Reflexes on every character that I play who has Evasion.
Kjolmar, now badly hurt, retreats backward into the cellar (to F4), clutching his bleeding side and looking quite haggard. He removes his shortsword from his side as he moves, and throws it to the ground near Belisarius, saying through the collective, "I'm badly hurt as well."
Should I make an Acrobatics check to avoid the fire on the stairs? If so:
Acrobatics: 1d20 + 9 ⇒ (2) + 9 = 11
Ye dice gods, why have you betrayed me in my time of need?
Feeling the pain of Kjolmar scythe through the collective to his mind, Krathok bellows and pulls the pain away through the link.
Manifest Body Adjustment, channeling healing to Kjolmar 1d12 ⇒ 5 1/17 PP left.
Krathok then moves as quickly as he can towards where the fighting it, knowing that any further healing requires him to be in close range.
Belisarius sees what is happening and runs into the fray (G5), scooping up the sword which Kjolmar has tossed him on the way. He waves his hand in the direction of the guard standing in the flames, barely managing to snap his newly foreshortened fingers. Stay and Burn! The guard sways on his feet for a moment and seems disoriented.
Waiting on Erie and Moredrel before DM 2 turn.
Spell Fail:1d100 ⇒ 15
CLASSIFIED:1d20 + 2 ⇒ (14) + 2 = 16
CLASSIFIED:1d20 + 2 ⇒ (4) + 2 = 6
Guard Will:1d20 + 2 ⇒ (1) + 2 = 3