
DMFflash |

That's funny, BTW for future consideration, the DC to hear a walking creature is10. As you are not distracted or in danger, you could take 10 on this roll, especially for the low stealth guys. I'll allow a one time retcon for those of you that would've taken that option if you knew about it
-Posted with Wayfinder

DM Fflash |

Utility Room
Moving quietly, you head south through a small chamber past two picked clean skeletons wearing the rags of laborer’s garb sprawled on the floor of this otherwise empty room.
Lockerbrie points at them and whispers as you pass, "Greedy sewer workersss, caught by spiders ... long gone now."
Sewer Falls
He continues to the south without a further glance and then holds up a hand as you approach the next room, whispering again, [smaller][/b]"Beasts in the northeast and southwest pipes, don't get close ... follow me."[/b][smaller]
He hugs the western wall as he moves into the room. A flight of stairs leads up to a wide stone crossing ten feet above the dark waters below in the center of this large room.
Your plan?

Vuloo |

Vuloo will follow lockerby up the stairs and into the chamber, carefully following the ghoul's instructions as he crosses the room. He will stay clear of the area below the pipes. He scans the ceiling as he moves through the room, crossbow ready.
Perception: 1d20 + 4 ⇒ (9) + 4 = 13

DM Fflash |

"No ... giant eel-fish. They live in the pipes like underwater ones live in rocks. They're fast and have an exceptional reach, now quiet!"
As he enters the room quietly, Fulmen's question and his retort ring out across the chamber.
In a split second, a flash of green and gold leaps from the northeaster pipe lunging out across the intervening gap nearly 15 feet as a serpent -like creature extends its neck out snapping long jaws just a foot short of Fulmen and then retreats.
Lockerbrie, turns and gives the half-elf a hard stare and then proceeds south angling directly southeast across the middle platform and then hugging the eastern side of the southern path.
Assuming everyone follows?

DM Fflash |

Lockerbrie leads you south down a corridor and then down a set of spiral steps that spit you out to the west. A vast darkness is at the end of the hallway and he ghoul turns and looks at you all, whispering, "No lightssss and no more speaking from here forward."
Assuming you douse the lights ...
Three pale blue humanoids with bulging white eyes, wild hair, four-fingered hands, and strange weaponry are seated around a table arguing. They don't notice you.
Knowledge checks below, roll once and read all results that you make
For those without Darkvision, you cannot see anything but you can all hear the following in a medium-pitched nasally voice.
If you approach with light ...
Everyone can read the Darkvision spoiler
A gasp is heard from down below and the three humanoids push back their chairs and start shouting at each other and pointing at you.
Only make the rolls below if directed to do so in an appropriate spoiler above
Actions depending on which course you chose above

Vuloo |

Vuloo shakes his head and whispers to the others, "There's no way I'm following him without light. For all we know this could be a trap."

Relan* |

Knowledge Dungeoneering, when he see's the creatures.: 1d20 + 5 ⇒ (16) + 5 = 21
Relan is content to be lead ahead in the dark, for now. He says nothing.

Fulmen |

I only have low-light vision, so if we're dowsing the light I'll be blind. Trusting the ghoul since he hasn't led us astray so far I'll go with the group consensus of no light.
Remembering my training I'll focus on taking deep controlled breaths to steady my nerves and regulate my heart beat as I follow closing those that can see in absolute darkness.

DMFflash |

Hmm, reread the room description, the blue fungus actually allows illuminates the room (albeit shadowy). Everyone can read the darkvision spoiler above. My apologies
As you get closer to the edge of the balcony, your eyes adjust and you are just able to make out the 2 sets of stairs and figures in the distance.
After their discussion (above), the blue humanoids stand up and begin to disperse, gathering papers and packs from the table.
-Posted with Wayfinder

Relan* |

Relan tenses and looks to the ghoul to see if they will attack the three or let them leave the room unchallenged.
How high up are we? Do both sets of stairs go up?

Relan* |

Are any of said blue humanoids getting closer to us? The problem is that if Relan drops he can only move 20' into the room and still get an attack. If one is moving towards the spiral stair he will do as follows.
The lightly armored fighter drops from the balcony onto the floor lightly and moves to attack.
Acrobatics: 1d20 + 4 ⇒ (13) + 4 = 17
Closing to within 10' of one of the blue skinned humanoids he uses the blade to tangle the creatures feet tripping him to the floor.
Trip Attack: 1d20 + 12 ⇒ (14) + 12 = 26

Fulmen |

Fulmen was inclined to let them disperse, but if Relan jumps into attack then Fulmen will back him up.
I suppose we can't have them going off and kidnapping people
Fulmen will use storm burst
Ranged Touch: 1d20 + 4 ⇒ (20) + 4 = 24
Confirm Crit: 1d20 + 4 ⇒ (17) + 4 = 21
dmg: 1d6 + 1 ⇒ (5) + 1 = 6
dmg: 1d6 + 1 ⇒ (5) + 1 = 6
Spells
Level 0: 4/4
Create Water
Detect Magic
Know Direction
Stabilize
Storm Burst: 5/6
Level 1: 3/4
Cure Light Wounds x2
Shillelagh x1 (-1)
Darts: 12
Goodberry:

DM Fflash |

Balcony Surprise ... Surprise Round
Init: Port, Lockerbrie, Cad, Relan, Braelex, Aidon, Amiculus, Vuloo, Andel, Atlatia, Fulmen
Relan drops down to the ground, and surprisingly none of the blue dwarves hear him. He starts his charge just as Aidon delivers his outburst, which the creatures do notice, the nearest one starting as Relan rushes toward him. (Map has Relan next to him, he would have stopped one step further back, so I'll take that into account next round and adjust map accordingly. Don't believe you can trip at the end of a charge, so move action is all you get for this round
Lockerbrie follows Relan over the edge, landing nimbly and soundlessly on his feet with cat-like grace, hunger evident throughout his entire body.
Everyone else has their surprise round actions (1 action only ... move or standard) ... Aidon choose your grease 4-square target (range is 25 +5/lvel ... Fulmen, pick a target for your storm burst
Aidon Init: 1d20 + 2 ⇒ (12) + 2 = 14
Andel Init: 1d20 + 1 ⇒ (13) + 1 = 14
Braelex Init: 1d20 + 4 ⇒ (2) + 4 = 6
Fulmen Init: 1d20 + 1 ⇒ (19) + 1 = 20
Lockerbrie Init: 1d20 + 7 ⇒ (15) + 7 = 22
Relan Init: 1d20 + 2 ⇒ (17) + 2 = 19
Vuloo Init: 1d20 + 1 ⇒ (14) + 1 = 15
Cadmius Init: 1d20 + 6 ⇒ (17) + 6 = 23
Portoquie Init: 1d20 + 6 ⇒ (10) + 6 = 16
Atlatia Init: 1d20 + 6 ⇒ (1) + 6 = 7
Lockerbrie Acro: 1d20 + 11 ⇒ (12) + 11 = 23
Ignore all these dice rolls, I had a double post and deleted the first one, so these are all inaccurate based on the rolls I wrote this with

Relan* |

So, Relan double moved? He cannot charge as he he had to jump down this round. I was hoping he could move and attack, but of not he will stop 15' back so that any movement towards him will net him an AOO, which he will use to trip.

Aidon Jade Davian |

Actually I didn't realize this room was this big, can I instead Daze Monster the monster Relan is fighting?
DC 15 Will Save

DM Fflash |

Balcony Surprise ... Surprise Round
Init: Port, Lockerbrie, Cad, Relan, Braelex, Aidon, Amiculus, Vuloo, Andel, Atlatia, Fulmen
Updated Relan's placement
Braelex fires at the second creature in the middle across the table, nicking it in the shoulder. Aidon casts a spell reaching out to the blue humanoid's mind and attempts to cloud it, but finds a resistance to his attempt. The summoner powers through and the blue gnome's eyes go crossed in his head as he stands there dumbfounded
Please roll caster level checks for any spells cast from here on out
Vuloo targets the far one and attempts to paralyze it, but it shakes it off.
Meanwhile, Andel studies the creatures for a bit and then states, "I dont know what they are, sorry," before firing his bow missing wide. Finally Fulmen, also able to penetrate the creature's spell resistance snaps a burst of storm power in front of its nose, the dazed creature taking nearly the full brunt of the micro storm.
Actions Round 1?
Aidon Caster level check: 1d20 + 4 ⇒ (18) + 4 = 22; fail
Port Save vs daze monster: 1d20 + 6 ⇒ (2) + 6 = 8; fail
Vuloo Caster level check: 1d20 + 4 ⇒ (12) + 4 = 16; success
Cad Save vs hold person: 1d20 + 6 ⇒ (11) + 6 = 17; success
Andel Knowledge: 1d20 + 4 ⇒ (1) + 4 = 5; fail
Andel vs P: 1d20 + 4 ⇒ (1) + 4 = 5; miss
Fulmen Caster level check: 1d20 + 4 ⇒ (15) + 4 = 19; success
A 3
C 0
P (12)

Andel Gesseran *NPC* |
- Thassilonian
- Aklo
- Boggard
- Goblin
- Giant
- Undercommon
- Engineering +11
- Geography +11
- History +13
- Local +14
- Nature +10
- Nobility +11
- Planes +11
- 2nd: heroism, allegro
- 1st: borrow skill (DC15), chord of shards (DC15), comprehend langs, timely inspiration (DC15)
- 0: dancing lights, mage hand, message, read magic, summon instrument, unwitting ally (DC14)

Fixed Andel's profile so his languages/skills/spells known show in his post for your info

Relan* |

If its ok, Relan will use his previous attack to move 5' and trip the derro. If the creature moves first, he will use that roll as an AOO.

Fulmen |

Balcony Surprise
Round 2
HP: 25/32
AC: 15
Fulmen moves into the room closer to Relan and fires another Storm Burst
Ranged Touch Attack: 1d20 + 4 ⇒ (7) + 4 = 11
dmg: 1d6 + 1 ⇒ (1) + 1 = 2
Spells
Level 0: 4/4
Create Water
Detect Magic
Know Direction
Stabilize
Storm Burst: 4/6
Level 1: 3/4
Cure Light Wounds x2
Shillelagh x1 (-1)
Darts: 12
Goodberry:

DM Fflash |

Balcony Surprise Round 1
Init: Port, Lockerbrie, Cad, Relan, Braelex, Aidon, Amiculus, Vuloo, Andel, Atlatia, Fulmen
The wild-eyed humanoid in front of Relan blinks his eyes a couple times and then shakes his head, slowly coming out of the effects of Aidon's spell. Lockerbrie rushes by the warrior and leaps at the small blue man, ripping and rending flesh with his teeth, but his eagerness leads him to be unable to penetrate the man's armor.
The far derro moves forward with a sense of reluctance and then snaps his fingers and a burst of sound explodes next to Relan's ear. Next to him, Lockerbrie grabs his head and moans rocking side to side. Relan: Take 1d8 ⇒ 3 sonic damage and make a Fort Save DC15 or be stunned 1 round.
Depending on Relan's save ... the creature may or may not be tripped.
Braelex fires another bolt at the middle man ... no, a woman on closer inspection ... and scores another hit.
Vuloo opens a lifelink to Relan and Andel shoots into the fray, but misses wide.
The female turns and makes a harsh clicking sound, touching a chair she just vacated and the area around her darkens noticeabily, taking the two far humanoids out of the party's view.
Fulmen lashes out at the near man again, but this time he dodges aside and the miniature squall explodes harmlessly on the wall (even if he's on the ground).
Actions Round 2?
Lockerbrie Bite vs Port: 1d20 + 6 ⇒ (10) + 6 = 16
Lockerbrie Save vs Sound Burst: 1d20 + 5 ⇒ (2) + 5 = 7; fail
Andel vs Port: 1d20 + 4 ⇒ (13) + 4 = 17; miss
A 6
C 0
P (12)
L 3