Dagobert's rope uncoils and drops down the shadowy pit of earth and broken floorboards and stops just a few feet from splashing into the murky waters below.
The bobbing shadow of the cage, cast by torchlight further in the caverns, is the only other thing visible.
Galad, realizing he could do little to help Vandis escape from the cage from here and not willing to risk dropping into the water, moves over to the figure on the divan.
Move over to the divan and Heal check on the drugged girl:1d20 + 9 ⇒ (12) + 9 = 21
The girl has likely been drugged with some narcotic. Anything can be obtained in Smoke so it's impossible to judge what was given to her without longer study. She seems to be unharmed, however, and breathing and pulse are normal.
Dagobert helps as best he can and Galad checks on the young girl on the divan who seems to have no awareness of her surroundings.
"Oi, see if you can rouse her...."
Dannad looks about. Perception 1d20 + 1 ⇒ (16) + 1 = 17
"There's gotta be sommat else here...."
He moves the fallen figure off of the carpet and lifts the corner, looking for the fine outlines of another trap door.
Galad moves to help Dagobert secure the rope while the spirit continues to keep watch.
So, get Hawkseer and Dannad down there safely to help Vandis out? Also, if anyone needs healing down there, just yell and I'll try rappelling down far enough to use a Healing Spirit on you.
Makes sense. Dagobert can also heal a bit, but his relationship with gravity isn't the best. We need the antidote off the bloke on the ceiling as well if we can find it.
Dagobert ties off the rope.
If he's got a minor left, he'll use it to look at the room for likely hiding places for more antidote.
1d20 + 5 ⇒ (1) + 5 = 6 - Perception. Or maybe not. He'll just gawp then.
Dannad continues to search for access to the lower level that doesn't involve a precarious climb.
Is there anything around the divan? 1d20 + 1 ⇒ (16) + 1 = 17 Perception
Dagobert also looks before moving to the drugged child.
"Nasty sort of trap, I call this," he comments quietly.
1d20 + 5 ⇒ (8) + 5 = 13 - Perception aid another to find useful way down
1d20 + 10 ⇒ (11) + 10 = 21 - Heal on child.
If he can't do both, he'll just use the Perception check.
Hawkseer looks down and sees the water below, about 20-25 feet down from his current perch. Dagobert's rope hangs about 6 feet above it now that it's been tied off. As far as Hawkseer can tell the water is clean, but it's too dark to completely judge its depth. He knows that he's about 30 feet from the shore though, where Vandis' cage continues to swing drunkenly between cranks of the enormous winch.
Dannad looks around with Dagobert's aid, but any other exits must be well hidden.
Dagobert:
The girl has likely been drugged with some narcotic. Anything can be obtained in Smoke so it's impossible to judge what was given to her without longer study. She seems to be unharmed, however, and breathing and pulse are normal.
Hawkseer slides down Dagobert's rope and lands in the cold water, the surprise of which takes his breath away for a moment. However, without the burden of heavy armor, he is able to make some headway towards the dimly lit shore.
Back up top Dannad, Dagobert, and Galad put their efforts together and manage to find a small, secret door located behind the northern most tapestry after Galad notices a breeze coming from behind it.
Opening the door reveals a damp, cramped tunnel with hundreds of crudely carved, earthen steps spiraling down through the earth.
As your cage moves further into the cavern, you see the large creature pulling the winch. It is an extremely large ape with dusky brown coloring and it is currently shackled to the contraption that it's been trained to operate.
Vandis continues to conserve his energy while Hawkseer uses some of his own to pull himself onto the rocky shore of the underground river.
Dannad and Dagobert start hoofing it down the stairs, and fortunately don't have to duck down much in the narrow passage. They manage to get about half way down the muddy steps.
Vandis waits patiently in the cage as a band of hobgoblins finally make their way around the corner. One of them rushes over to the winch, giving a wide berth to the large ape, who snorts and grunts at the hobgoblin as he walks by.
Pulling a complex sequence of chains unlatches the bottom of the cage, and Vandis begins to plummet once again, this time towards the ground and the inside of the slave pit.
Vandis, you can make an athletics check to cling to the inside or top of the cage or you can fall into the pit and take 2d10 ⇒ (2, 8) = 10 falling damage and be knocked prone.
With a sword in each hand, Vandis is unprepared to save himself from the drop and falls into the caged area below.
Vandis:
When you land, the grubby looking dwarf being kept in there rushes over to help you up.
"Ye're not a slave are ye' lad?" he asks.
Hawkseer, currently the Hobgoblins can't see you and you can't see them, but you can hear several guttural voices speaking in goblin and Vandis is obviously looking at something move around before the bottom of his cage opens.
Dannad, the stairs are somewhat chaotic and mostly just spiral down. Assuming you, Galad, and Dagobert spend your turns double moving, you'll spill out of a small alcove around T32.
Hawkseer will be able to make it to the top of the ladder before he's spotted, but then he'll run out of total cover to conceal himself.
This may not apply in this situation, but my read of the latest Stealth rules (Compendium) is that, once hidden, any concealment or cover will do to remain hidden. Is there any such on the higher tier, or is it exposed?
Sorry Hawkseer, nothing at the top of the ladder. The floors have been worked and worn down. Currently you're still hidden very well though, since it'll take you 3 more squares to get to the top of the ladder.
Dannad and Galad arrive inside the large, underground cavern. The river flows to their left and the slave cages
Vandis defies gravity and the slick iron bars of the slave pits and muscles his way up to the top. The hobgoblins and other nearby slaves can only stand slackjawed at the man's amazing feat of strength. Vandis now sits perched at the top of the pits, underneath the swing cage above.
That was a DC 23 check by the way. :)
Dagobert finally enters behind the others and takes in the scene. Hawkseer perched and cautious looking upon the ladder, and Vandis perched at the top of a group of large, iron bordered cells. A group of hobgoblins stand gawking at Vandis but have yet to do anything.
Vandis' gesture is not taken well by the hobgoblins, who snap out of their slack jawed posture after looking at each other. All three of them put arrow to bow and prepare to draw.
These hobgoblins are armed with leather armor, light shields, short bows, and short swords.