
"Quill" |

CLW Wand -> 1d8 + 1 ⇒ (2) + 1 = 3
CLW Wand -> 1d8 + 1 ⇒ (7) + 1 = 8
CLW Wand -> 1d8 + 1 ⇒ (6) + 1 = 7
Quill pulls out her own wand, "I got more if you need it. I would like to think that the acid wand was an investment...just not sure how long it will take to pay off. And don't worry, if he tries to use it again on us, I will NOT be merciful. That was a once in a life-time offer. And none of the human punks roaming down here are likely to get a similar offer."

GM Gangsta Kingpin |

She did the unexpected. That was a nice prize to give back, but the creature didn't sneak attack you in the dark. It could have killed Andrezi, and easily gotten away.
That, too, is unexpected.

GM Goblin King |
You travel about 200 feet north. Andrezi notices a rusty, padlocked, solid metal door, about 5' off the ground.
perception DC 15:

Andrezi Zeldana |

Perception: 1d20 + 8 ⇒ (12) + 8 = 20 (+10 vs. Humans, +10 in Urban environments, +12 vs. Human in Urban environments)
"The blood is dry here. It would seem to me that the man was tortured to death beyond this door and the body was left where we had found it as a matter of disposal."
Turning his attention away from the door briefly, and toward Quill and Sidoze "Shall we try to pick the lock and see what lies beyond the door?"

Sidoze |

Sidoze looks at the lock for a while before backing off waving to the other two. "I was never one to really go about picking locks. By all means go ahead."
Waving his hands he recreates the three balls of light from earlier to give some more light for the otehrs to see by.

"Quill" |

Quill pulls out a small leather bag. She unties a straps and the bag opens to reveal and collection of odd shaped tools and picks. Selecting two she sets to work on the lock. With an audible <click> she steps back and smiles. "Like I said. The more they want me out, the more I want in. After you." She looks up at Andrezi as she folds up her tool set and readies her sword again.
Disable Device -> 1d20 + 7 ⇒ (16) + 7 = 23

GM Goblin King |
The lock looks like it hasn't been there long. Quill removes it easily. The hinge is at the top.

Andrezi Zeldana |

Andrezi slides up to the corner as the hall turns south, peaking around to see what is making the noise.
Stealth: 1d20 + 12 ⇒ (9) + 12 = 21 (+14 in Urban environments)
Perception: 1d20 + 8 ⇒ (10) + 8 = 18 (+10 vs. Humans, +10 in Urban environments, +12 vs. Human in Urban environments)

GM Gangsta Kingpin |

The light isn't too good, but you can just make out the antennae and mandibles of a pair of man-sized giant insects. One is on the floor, the other on the ceiling.

Andrezi Zeldana |

Andrezi pulls back to the others and whispers, "We've got a pair damn big bugs up there."
"Ready?" he asks as he draws his paired blades.

Sidoze |

Sidoze grimaces under his mask I hate bugs He thought to himself before he began to mutter to himself before a glow began to surround his hand.
"Yeah Im ready, you two?" He asks in reply His rapier held in his other hand.
Ready to cast Ray of Enfeeblement at first bug
Stealth
1d20 + 8 ⇒ (14) + 8 = 22

GM Gangsta Kingpin |

Sidoze can move his dancing lights to illuminate the bugs. They're ugly, but seem hesitant to attack. The light seems to annoy them a bit, but they stay put.

GM Gangsta Kingpin |

As Quill suspected, the light makes the roaches skitter back. They're not usually aggressive unless they're really hungry, and these apparently aren't.
I gotta redo the map a bit. 5' passage south, for now.

Andrezi Zeldana |

Andrezi continues down the passage, attemping to be quiet and keeping an open eye as he moves.
Stealth: 1d20 + 12 ⇒ (6) + 12 = 18 (+14 in Urban environments)
Perception: 1d20 + 8 ⇒ (10) + 8 = 18 (+10 vs. Humans, +10 in Urban environments, +12 vs. Human in Urban environments)

Andrezi Zeldana |

"Anyone have a strong preference as to what direction we go? West is likely to take us back to where we came from." the assassin says scanning the ground for any signs of previous passage.
Perception: 1d20 + 8 ⇒ (4) + 8 = 12 (+10 vs. Humans, +10 in Urban environments, +12 vs. Human in Urban environments)
Survival (Tracking): 1d20 + 6 ⇒ (11) + 6 = 17 (+8 vs. Humans, +8 in Urban environment, +10 vs. Humans in Urban Environments)

GM Gangsta Kingpin |

Once Grogori uses his dancing lights spell to assist, Andrezi can tell from marks on the ground that the trail leads east.
There's no obvious danger, so place yourselves and I'd like you to all roll perception checks.

Andrezi Zeldana |

Perception: 1d20 + 8 ⇒ (17) + 8 = 25 (+10 vs. Humans, +10 in Urban environments, +12 vs. Human in Urban environments)

GM Gangsta Kingpin |

D'oh! He's not even here!
You note a lot of holes in the ceiling; old viaducts of various kinds, sizes and ages. Absalom may have sprung up all at once centuries ago, but it's been maintained, broken, expanded and changed a lot over that time.
At the east end, you see a crawl-able tube going up. Andrezi knows that the body was dropped down it, then moved to its current location.

Andrezi Zeldana |

"Sidoze, bring one of those balls of light over here. Let's see if it even remotely looks like something we could climb up...should we actually want to."

GM Gangsta Kingpin |

It goes about 20' straight up. On the east side of it, there is what looks like a standard wooden interior door, straight up and down.
The sides are rough, and it's an easy climb. DC 10

"Quill" |

"Will be hard to get a rush through that door, if that is what we want to do. Give me a boost, I will check it out."
Climb -> 1d20 - 1 ⇒ (15) - 1 = 14
Climb -> 1d20 - 1 ⇒ (7) - 1 = 6No progress
Climb -> 1d20 - 1 ⇒ (12) - 1 = 11
Climb -> 1d20 - 1 ⇒ (18) - 1 = 17
With only a single slip and a catch, Quill makes her way up (with less grace than she is accustomed) and listens at door.
Perception -> 1d20 + 8 ⇒ (10) + 8 = 18

"Quill" |

Quill shakes her head in the negative. She will brace herself and try to examine the door latch. If it looks safe she will attempt to open it.
Perception -> 1d20 + 8 ⇒ (12) + 8 = 20
If needed: Disable Device -> 1d20 + 7 ⇒ (16) + 7 = 23

"Quill" |

Quill flashes a smile from up the shaft, signals all clear and moves into the room and waits for the others.
She will tie off a rope if someone brought any and wishes it used, or will wait for the climbers.
She will listen at the next door.
Perception -> 1d20 + 8 ⇒ (6) + 8 = 14

Andrezi Zeldana |

Andrezi follows Quill up the shaft.
Climb: 1d20 + 5 ⇒ (6) + 5 = 11
Climb: 1d20 + 5 ⇒ (6) + 5 = 11
Climb: 1d20 + 5 ⇒ (3) + 5 = 8
Climb: 1d20 + 5 ⇒ (9) + 5 = 14