
Lucon |

Lucon seems pale. Even in the murky gloom, you can see small beads of sweat dot his forehead and he is visibly shaken, whether by the wounds he sustained . "Here, little one." the man says weakly, clutching his leg and wincing. "I can walk. Just... help me with this bolt." he says, gingerly touching the bolt still embedded in his shoulder. Lucon will shake off any actual healing, insisting he doesn't need to be fussed over. This is pure roleplay.
After the bolt his pulled loose, he steadies himself, retrieving the scabbard for the longsword in his hands, and gripping the unconcious hellknight by the cheeks, giving him a rough shake "Tsk. This one should wake. I cannot say the same for the others." he says, wincing at his bruised knuckles. "Where is my hammer?" the man mutters to himself, as if it were a question he had asked a thousand times before.
He will hastily begin removing the boy's vambraces, with a worried glance down the passageway they'd come from. "Do you think they're close behind?" he asks, earnestly.
It takes a minute, or ten rounds, to get someone out of chainmail, and far too long to don it while we're being chased. I can't make the perception DC in the spoiler, but I'd like to get a feel for how close they are behind.
Perception: 1d20 + 2 ⇒ (9) + 2 = 11
What is my sword like? The mail?

GM Mug |

The tunnels return to quiet again, the walls seeming still as it's creatures all listened to the fight. Even the sounds of pursuit are quiet for a moment, but then you do hear them picking up again, somewhere off from where you came. You can see the ladder the Hellknights were gathered around is an access to the city, if you attempt to open it you can see it is secured from the surface and appears rather resilient.
I'll be moving you on shortly, anything you want to do here should be done quickly, and in flextime if I've already moved the story forward. Until my post appears, the time is yours. NOTE: You actions will having bearing on any possible pursuit, if they're anything other than 'Not doing anything. The actions I'm referring to include looting, healing, speaking etc... Anything other than leaving immediately affects time, and thus pursuit. Just so we're on the same page.

GM Mug |

Due to the twisted tunnels and strange acoustics, it is virtually impossible to tell how close someone or something is based on sound. You would all know that you bought yourself nearly a 3 three minute head start from the Hellknights in the Tavern. Others coming from sewer access points, or other monsters, would not be subject to the 3 minute buffer. In regards to that buffer, it's not set in stone either, they may take accidental shortcuts, or you might take 'long-cuts' just by following the safer but longer trail to the hideout. You feel confident that you can get the chainmail off before any Tavern pursuit catches up.
EDIT: I should point out, the 'pursuit buffer' is not static or always shrinking, but ebbs and flows. The knights chasing you are just as lost as you are, and have no markers to follow, except possibly footprints. They'll run into their own troubles and deadends just like you. I didn't want it to seem like they were magically drawn after you, they're humanoid too!

Jaiyana Nejem |

If the chainmail is readily identifiable as Hellknight armor Jaiyanna will not bother taking any. If it is not, or is easily altered to not be, she will carry a suit. Otherwise she will strip any potions or valuables off off of her foe and kick him into the muck.
Does someone else want to volunteer to be loot tracker? If not I have no problem keeping tally.
EDIT: GM ninja'd me on the armor description.

Octavia 'Tavi' Delphina |

Tavi can't wear any of the armor, however she is all about spoilers of war. I've set up a spoiler on she page for the Loot already.
Perception -
Search the bodies roll (not the one in the muck)
1d20 + 8 ⇒ (3) + 8 = 11
Quickly, grab what you can and let us be off, others are sure to have heard the sounds of combat by now.
Perception -
To find the sword mark showing the correct path
1d20 + 8 ⇒ (16) + 8 = 24

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Perception1d20 + 1 ⇒ (15) + 1 = 16
Cast detect magic The Viscount looks over the bodies for the telltale glow of a magical aura.
Let's make haste. Do you think these thugs will be able to recognize us? Should we leave them face down in the muck?

GM Mug |

Corneleous detects no magic, and an eagle appears suddenly from the red portal he'd created a few moments before. The red-tinged beast hovers for a moment, beating it's powerful wings, before flying ahead down the tunnels ahead of you. It disappears around a corner quickly, but you can hear it's loud cry rebounding off the walls before cutting off suddenly, as if the animal never was.
After the battle of the hellknight and any business after it, you press on, coming soon to another junction with three branching tunnels (straight, left right). Where the sewers intersect, the sewer water swirls in slow circles caused by the mild current.
Tavi, I'm assuming you were rolling your last perception check for the next available marker and you can apply it to this junction. However, you check does not apply to the mystery perception check because you knew what you were looking for when searching for the marker. Everyone can make a perception check to try and see the mystery spoiler if you desire.

Enko Laberan |

flextime back at the scene of the bodies
Enko bows apologetically to the fallen Hellknights and utters one phrase.
"Cause and effect."
1d20 + 8 ⇒ (8) + 8 = 16
end flextime
[spoiler=marker perception]
1d20 + 8 ⇒ (16) + 8 = 24

Enko Laberan |

flextime back at the scene of the bodies
Enko bows apologetically to the fallen Hellknights and utters one phrase.
"Cause and effect."
1d20 + 8 ⇒ (13) + 8 = 21
end flextime
1d20 + 8 ⇒ (15) + 8 = 23

Lucon |

Perception Check: 1d20 + 2 ⇒ (4) + 2 = 6'
"No. Leave them as they lie." the man booms, drawing up to his full height before shrinking under the gaze of his new companions and falling silent. "They are with Pharasma now." he mutters.
Not wishing to tarry, Lucon will take only the sword, leaving those potions up for grabs, stumbling along ahead, gripping at his leg. As they reach the crossroads, the man's brow furrows, and he looks to the others for leadership.

GM Mug |

Flex Time - Hellknight battle scene, post fighting

Lucon |


GM Mug |

** spoiler omitted **

GM Mug |

Botting Amon
Being conscious of such things, at the next crossroads, Amon can't help but notice the large man gripping his leg. "Hold there Lucon!" He leans close to the leg, smelling it and touching around the edges of the wound. 1d20 ⇒ 14 "Take a potion right now!" he demands, uncorking one and handing it over. Lucon heals for 1d8 ⇒ 3 hp. As the man (presumably) drinks it down, the Oracle watches the wound closely. Amon's head drops, talking to the filthy ground, "He's got Filth Fever, the sewage coating the sword must have done it. Why didn't you say something?!? If worked on quickly enough it's possible to counteract the disease to some extent, giving the victim a greater chance of fighting it off!" Shaking his head at the carpenter, he addresses the group, "The sooner we get him out of here, the better."

Lucon |

An apologetic smile flashes from behind Lucon's whiskers as he's admonished by the halfling, his calloused hands touching the back of his massive neck. "The sooner the better..." he mutters. "No arguments here, my friend."

GM Mug |

An apologetic smile flashes from behind Lucon's whiskers as he's admonished by the halfling, his calloused hands touching the back of his massive neck. "The sooner the better..." he mutters. "No arguments here, my friend."
Continuing to bot Amon
The Oracle continues, speaking in loud annoyed tones to the entire group, "Does anyone else have any wounds of any kind, that may or may not have been caused by a blade coated in sewage? ... Anyone?" Rolling his eyes, he goes on, "More than just disgusting, this sewer is a cesspit of disease. If you injest, or get it in your eyes, or a wound - at all, you're giving yourself a chance to get laid low by Filth Fever. Nasty stuff, stiffening a persons joints so it's harder to move quickly, and breaking down ones constitution, causing tiredness, shortage of breath, etc... If you tell me right away, I can try some things to help the disease from taking hold. Lucon's probably already feeling some effects, to some degree or another." He looks around, "So no one else?

Enko Laberan |

Enko Laberan wrote:** spoiler omitted **** spoiler omitted **

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Brush, brush, if we can't figure out what that metal is we must have haste. I, for one, do not wish to find the pointy end of the sharp things carried by the dead hellknights' companions.
Perception 1d20 + 1 ⇒ (6) + 1 = 7
Knowledge Local1d20 + 8 ⇒ (12) + 8 = 20

AC Visurrian |

AC does what he can to brush off the surrounding area, using his gloves, just in case. I'm trying to know if it has a function that I can think of, like if you push it then the sewer doors flush themselves, or whatever. Trying to identify it. Does it seem a natural fixture in the wall? As if it was built there? Or has it merged into the wall somehow...
Know Dungeon 1d20 + 7 ⇒ (14) + 7 = 21
Know Local 1d20 + 6 ⇒ (7) + 6 = 13
If either applies, if not then whatever roll you think would, if any.
I do also think we should check it for traps, but quickly - when you are ready... of course.

GM Mug |

As soon as Tavi pushes on the plate it sinks an inch into the wall abruptly, and a ten foot section of the tunnel starts to rumble backwards, slowly swinging back and revealing a short corridor, about 15' deep. You get the feeling that the door, however it is powered, would not respond to, or even acknowledge, an attempt to either force it open or keep it from closing. Dust and dirt is kicked up as the huge door swings back on itself, a massive rumbling sound accompanies its movement. The ground inside is littered with bones. At the end of the corridor is another door, this one not hidden at all. There are scratch marks all over the walls and floor, deep gouges set an inch or so apart. It's dark in the hidden corridor, and you can't make out any details on the door without another light source. It seems featureless, that much you can tell, and the whole hidden space gives a sense of something ancient and dark, the bones giving the place a macabre look.

AC Visurrian |

"Hmmm... It seems as if this section, though far from modern, is not so old as the original sewers. It looks like there has been extensive work done to hide it, and the outside of the door is indistinguishable from the surrounding section of tunnel."
"To build onto an already existing sewer would have taken a lot of time, and a LOT of money to do it this well. I must admit that my curiosity is peaked at the moment."

GM Mug |

The light better exposes the entire corridor, and the shadows of the bones are cast larger than life as the pebble lands among them, morbid shadows upon the walls, the rolling shadows giving the illusion of movement to some of the bones for a moment. But as the the pebble rolls to a stop, the illusion is broken, and everything is still. ...Or is it? Bwahahaha! *cough*cough* ahem... excuse me.
From where you stand in the tunnel you can now see the door appears to be constructed of some sort of stone, a dark, empty material than seems to swallow up the light. It's face is indeed featureless, no handle or ridges breaking it's dark surface.
In the sewer tunnel you can now hear the sounds of pursuit again, masked temporarily by the rumbling secret door. It sounds perhaps a little closer than at earlier times, but you have been quite occupied the last minute or two.

Enko Laberan |

"It looks like a cage for an animal," says Enko. He scans the room from where he stands.
1d20 + 7 ⇒ (20) + 7 = 27
heh, sorry Mug, I had thought it was +8 in earlier rolls. Side effect of posting fast on a phone from a (parked) car.

GM Mug |

No worries, I admire the dedication to post from your phone! It's always more difficult/time consuming.

Amon Goethe |
Sorry for the lapse. Again.
Me: "Whew! I'm glad to be better again!"
Flu: "Who said I'm done with you? C'mere, boy!"
Me: "No, Flu! No! Leave me alone!"
*pseudoephedrine-induced coma*
"Perhaps if we douse the lights and stay quiet, the guards will pass us in the tunnels. You keep inspecting that door, I will take a look down the tunnel." Amon creeps down the tunnel toward the sound of their pursuers, keeping himself as quiet as possible.
No more than 30 feet from the party.
Stealth 1d20 + 11 ⇒ (17) + 11 = 28

Enko Laberan |

"...not an animal." Enko's face is grim. He calls into the room.
"Whoever you are, we mean you no harm. Speak or signal if you can."
He turns to the group.
"This room's door could shut behind us if we go in, with no way of exiting. The door is large and powerful. However, there is another door which may lead to another way out. It was not scratched, which means that perhaps the pressing of the plate revealed it as well." He takes a breath.
"The scratches could be made by a creature such as us, and it may yet live, under that pile of bones. I find it hard to believe that a monstrous being would spring out from what appears to be a prison chamber, but anything is possible."
He takes a step into the room.
"If the door closes or I am suddenly set upon, send word to the Upper Reach." He bows slightly.
If Enko is attacked, he will fight defensively and use non-lethal damage until he knows what he's hitting. If his way to the door is blocked suddenly, he will instead use Acrobatics to get out of the room. Readied thusly.

GM Mug |

As Amon moves down the hall a little ways, Enko makes his pronouncement and steps across the plane of the tunnel and into the corridor. As he does so all of the bones begin to quake rapidly and violently, and then begin to move. Skeletons which were scattered about the floor in hundreds of pieces begin forming together again, some were already virtually intact, others were quite scattered. It's impossible to tell from the way the bones are all shaking and rolling in different directions, but if they all eventually form into skeletons, there will be a large, large number of them. The pebble on the floor continues to shine, and the bones moving and jostling over and around each other only heighten the sense of chaos as shadows wiggle fitfully and randomly across the walls and ceiling. Two Skeletons almost immediately rise silently from the churning bones on the floor, empty eyes staring with an otherworldly hunger towards Enko and the group. Four more of them are mere moments away from completion, heads already turns towards the group with the same hungry focus. The rest of the bones appear to have quite some time before they get their parts organized and together... at least as far as any of you can tell.
INIT:
Lucon 1d20 + 1 ⇒ (1) + 1 = 2
Enko 1d20 + 4 ⇒ (10) + 4 = 14
Corneleous 1d20 + 1 ⇒ (6) + 1 = 7
Jaiyana 1d20 + 3 ⇒ (3) + 3 = 6
AC 1d20 + 0 ⇒ (12) + 0 = 12
Tavi 1d20 + 3 ⇒ (15) + 3 = 18
Amon 1d20 + 2 ⇒ (9) + 2 = 11
Skeleton 1 1d20 + 6 ⇒ (9) + 6 = 15
Skeleton 2 1d20 + 6 ⇒ (17) + 6 = 23
Skeleton 3 1d20 - 8 ⇒ (13) - 8 = 5
Skeleton 4 start of round 2
Skeleton 5 start of round 2
Skeleton 6 start of round 2
Initiative Order
Skeleton 2
Tavi
Skeleton 1
Enko
AC
Amon
Corneleous
Jaiyana
Lucon
Skeleton 3
Skeleton 4
Skeleton 5
Skeleton 6
(More Skeletons?)
Post Round 1 actions please.
Enko you can act in a the surprise round due to your perception and proximity, so just have two spoilers, one for the surprise round, and also your Round 1 actions.
EDIT:
Tactical Info: You are all gathered by the door, except Amon, who is 30' back the way you came. Tavi is by the metal plate, Enko is a step inside. Everyone else place yourselves around the 10' wide entrance where you'd like, within 10' of it.

Jaiyana Nejem |

Flex Time (when offered the potion):
Jaiyana shakes her head. "No thanks; the wound is too shallow to waste precious magic upon right now. Some bandages and a good night's rest will have the gash closed in no time. I'll just stay on my guard until we reach safety. Another like it and I'll take you up on the offer, however," she replies, keeping her armored coat on; she should be able to keep up with the halflings even with it donned-and now the danger seemed much greater than a mere pursuit from the rear.
End Flex Time.

AC Visurrian |

He feels a sudden rage that comes from his connection with Shelyn, at the impurity of these creatures.
"You. Foul. Beings. Shelyn send you to Pharasma to rest.
He motions his hand forward, and BOOM, a wave of butterflies and color shoot towards the creature.
So each creature is within 25 ft radius of me, right? if so, he casts disrupt undead to whichever one looks most assembled, and isn't engaged in melee.
Ranged touch attack against the skeletons Touch ac.
1d20 + 1 ⇒ (17) + 1 = 18 to hit touch ac.
1d6 ⇒ 5damage.
If I don't move, can I identify?
Know nature: 1d20 + 12 ⇒ (17) + 12 = 29

GM Mug |

I'm considering Amon as already moved the 30' feet, in stealth.

Octavia 'Tavi' Delphina |

We have not the time for these foes! Withdraw and leave them to distract the Hellknights!
Hold action to see if Enko withdraws.
Withdraw, pointing the way thru the next tunnel.
Fools
Hold place but alert the rest of the party to the new foes