
baldwin the merciful |

Kenji goes over the contents of the box carefully.
Appraise on book:1d20+1
Taking ten on the bars for a total of 11 Appraise
Appraise on Coins:1d20+1
Appraise on the box:1d20+1
I shrug and shut the box tucking in into my rather empty pack.
"We move soon. Befor more knights or bakemono come."He will ask others to examine the box once we are sure we are safe. He's not hoarding it. Oh I at least know whats up with the bars.
The dice Gods were not with you last night with your checks.
The 7 Iron Trade Bars are market with the Sky Citadel's dwarven markings. Each is bar is worth 20 GP.
The remainder looks foreign to your foreign eyes.

baldwin the merciful |

You have been in the sewers long enough now to realize there is pattern that is emerging with the junctions, they are coming around approximately every 90 to 120 feet. The next junction that occurs happens to be four way crossroads. There is a 12 inch plank across the sewage trench in your immediate direction. DC10 acrobatics or long jump check. Currently the sewage and trench is on your left hand side.
Then across the way, there is a wider 2 foot crossing. No skill check is required.
The left hand corner has a larger area where pipes are running from on the wall. There is a larger cesspit in the middle of the intersection where the drainage is flowing into. The sound of running water is continuous.
There are no markings on the corner of the wall that is closest to you. However, if you turn right at the intersection there is a doorway that is 15 feet away. It's an oak door that covers the same archway design as the other two doors you have seen.
What are you all doing?

Shinon |

Shinon startles at the human woman's proximity. Her hot breath on his ear sent a shiver of both confusion and alarm up his spine. He quickly spun around backed away from her, almost falling into Andrea. "R-right," Shinon muttered after he was a safe 10 feet away from her. "Alright. Hey, guys, let's go examine that room. There might be a way out. But there could also be a threat...John? Would you mind opening the door? I'll cover you with my bow."
Shinon walks over to the door and slowly draws his bow. He takes a deep breath and reaches shakily for an arrow, readying an action to fire into the room if he sees an enemy.
Shinon is so uncomfortable from Janiven's actions that I will actually be applying the shaken condition to him for the next 5 rounds while he tries to get ahold of himself. With that in mind (and the fact that Shinon would be shooting through an allies's square) here is the to-hit of his potential attack.
1d20 + 1 ⇒ (19) + 1 = 20
1d8 + 1 ⇒ (1) + 1 = 2

Andrea1 |

Perhaps Duncan and John could go since Duncan needs no light and can peer into the room without alerting anything to his position
When the party next has some light, and she is able to, Andrea will take out a sheet of paper, ink and inkpen and draw a small map of where they have been.

Duncan Redhammer |

Duncan moves to Andrea. Take out a dagger or something girl. I'll cast a light on it an you cover it with yer slip. I'll look in in the dark. If something happens, bring the light out.
Duncan casts light under the material when Andrea is ready.

baldwin the merciful |

The door 15 feet down from the intersection is made of thick stained Oak, crafted with beams and iron framework, there is lever handle to operate the door mechanics.
Can everyone provide an order as to who is near the doorway? Is anyone guarding the flank near the intersection? Who ever is guarding the rear needs to make a perception check.
Shinon nothing like let getting the willies when you are on edge.

baldwin the merciful |

Insdie the room you see a 30 by 30 room filled with a large cesspit and a mechanical wheel that is spinning using hydraulics. The walls are covered with the similar mold tht ws found in the goblins lair.
Lining the back wall is rack with a few assorted tools, pick-fork, hoe and shovel, only the shovel looks usable.

Duncan Redhammer |

Some sorta flow drive. Bring yer light girl. There may be some stairs up or an exit.
Perception1d20 + 2 ⇒ (12) + 2 = 14

Duncan Redhammer |

The waste exit line will head out. We could follow it but the exit end could be grated or too narrow.

HellKnight Armigers |

There a are voices of confusion, arguing coming down from the sewer tunnel. The voices are getting closer and are coming from the left tunnel. Suddenly, there are three knight armigers appearing from another jucture.
John, Andrea and Duncan do not see this as they are in the pump room, and are not involved the frist round of action.
Initiative time:
Armiger1: 1d20 + 2 ⇒ (11) + 2 = 13
Arminger2: 1d20 + 2 ⇒ (11) + 2 = 13
Arminger3: 1d20 + 2 ⇒ (20) + 2 = 22
kenji: 1d20 + 4 ⇒ (13) + 4 = 17
shinon: 1d20 + 3 ⇒ (14) + 3 = 17
Janiven: 1d20 + 5 ⇒ (13) + 5 = 18
Rd2: John, Andre and Duncan can join the fun
John: 1d20 + 1 ⇒ (2) + 1 = 3
Duncan: 1d20 + 2 ⇒ (6) + 2 = 8
Andrea: 1d20 + 0 ⇒ (9) + 0 = 9

HellKnight Armigers |

Armiger 3 stops short noticing the criminals on the other sideof hte sewage tunnel. He is roughly 30 feet away and standing near the 2 foot wide plank ridge. He quickly calls to arms and shots:
1=Janiven
2=boy
3=kenji
4= Shinon
attack on: 1d4 ⇒ 4
He aims and shoots at Shinon. Shinon: 1d20 + 2 ⇒ (6) + 2 = 8
Because of his hurried action he was unable to get a good aim, and his bolt twngs off the tunnel wall.
The men are dressed in Chain Shirts, helmets, heavy boots, long swords, crossbows.
Remember that Armiger's are HellKnights in training.

Shinon |

Shinon will let loose an arrow on one of the knights, catching him off-guard.
Shinon attacks Armiger 2, who will be flat-footed against his attack.
Shinon is still shaken (4 rounds left)
1d20 + 3 ⇒ (17) + 3 = 20
1d8 + 1 ⇒ (7) + 1 = 8

baldwin the merciful |

Note that because the route of travel is not direct to get to the enemy any one who wants to cross the first plank needs an Acrobatic check DC10. There are 15 foot of planks and it is careful movement, 3/4 speed, if you want to increase the speed add 2 to the DC check for normal speed.
The second bridge does not require a skill check. Armiger 3 is at the other end of the second bridge (another 15 feet away) Arminger 2 and 1 are 5 feet behind Arminger 3.

Kenji Masada |

As best I can tell I am not close enough to engage but I have the best chance of crossing the plank.
Acrobatics:1d20 + 7 ⇒ (19) + 7 = 26
I move up to the second plank and hold a defensive stance. +2 to my AC.
I turn to the others. This is a dumb move but Kenji doesn't know how good these guys are. "Run! I hold'em here! You get to safety!" I stand valiantly ready to hold off the enemy.

HellKnight Armigers |

Armiger #1 shots at Kenji with his light crossbow.
Arminger2 shooting at Kenji: 1d20 + 2 ⇒ (10) + 2 = 121d8 ⇒ 8
His hurried shot misses the nimble man.
Armiger # 2 shoots at 1d4 ⇒ 4 at Shinon
Shooting at Shinon: 1d20 + 2 ⇒ (13) + 2 = 151d8 ⇒ 8
With bullsese accruacy the bolt peirces Shinon's flesh.
Both #1 use their move action to reload, #2 is pulling a small vial.

baldwin the merciful |

Rd 1 Recap
As John, Andrea and Duncan take a quick look around the pump room, the remaining members of the party are engaged by Hellknight Armiger's (Hellknights in training) at the the fourway sewer juncture.
Armiger #3 shot at Shinon but missed with his bolt.
janiven shot at #3 and hit him squarely with an arrow.
Kenji nimbly crossed the narrow plank to hold off the enemy. He took up a defensive stance.
Shinon shot at #2 and wounds him wiht an arrow.
Armiger #1 shot at the defensive Kenji but missed.
Armiger #2 shot at Shinon and hit for 8 pts of damage.
Armiger #1 is reloading.
Armiger #2 and 3 are pulling out small bottles.

Shinon |

Shinon takes a crossbow bolt hard to the chest. Staggering, his earlier hesitation vanishes and he looks up with fire in his eyes. "Better watch out, because I'm serious now," he says to the Armiger coldly, his voice dripping with venom.
Blood starts to leak from his chest and it's obvious to any onlooker that one more attack like that and Shinon will be down for the count.
Shinon knocks an arrow and aims right for the Armiger's head, between the eyes. He lets it fly.
Yeah, 8 points is enough for Shinon to get over his earlier flustering, so he is no longer shaken. He's gonna own this guy.
Attacking the Armiger who damaged him:
1d20 + 5 ⇒ (11) + 5 = 16
1d8 + 1 ⇒ (7) + 1 = 8

Shinon |

Shinon's Perception: 1d20 + 7 ⇒ (17) + 7 = 24
Shinon narrows his eyes and glares at the two remaining Armigers. "Who else wants some?" he asks, dropping his bow and drawing a potion, popping the top off the vial and downing it in one gulp.
Free action to drop the bow, move action to draw the potion, standard action to drink it.
Healed for: 1d8 + 1 ⇒ (6) + 1 = 7
Obviously, this doesn't happen until Shinon's next initiative. If Shinon's hit points drop below 0 before then, stabilization check:
1d20 + 1 ⇒ (9) + 1 = 10

baldwin the merciful |

Andrea as you exit the hydraulic room, you catch a flicker of light in your right eye coming from down the tunnel...approximately 60 feet away. The sound of boots, chain rattling and a booming voice, "There they are! STOP! in the name of Law. Throw down your weapons." three more armgers are approaching from your right side.
To your left comrades are engaged in ranged combat with a group of armigers.
I assumed during the surprise round that your party indicated there was trouble. So basically, the three of you were near the door. You can draw and load your crossbow, take a 5-ft step out of the room and fire. This format of gaming requires a lot of latitude and free roaming. I don't think anyone benefits for being absolute sticklers with this format. Yes you can shoot, just pick which side you are engaging. Also roll to confirm the critical hit with the light crossbow.
The folloing have not taken an action in RD2: Kenji, Duncan, John.

Kenji Masada |

On my turn, if I can I move forward to the nearest foe and jab.
Attack:1d20 + 3 ⇒ (15) + 3 = 18 For:1d6 + 2 ⇒ (5) + 2 = 7
Being in base contact with a foe gives any shooters a -4 to hit me or my foe. So unless the guy who shot at me has precise shot, he'd miss anyways.
If the above actions are not possible, Kenji takes a full round where he is and makes a full defense resulting in a +4 to AC.
"You not take any more heroes! You not defend own sity from monsters! You traitors!