
Lorlenn |

The Boarding House
Round: 3
HP: 1
AC: 15, Touch: 11, Flat: 14[/ooc]
channel energy uses: 4 (of 4)
bit of luck uses: 3 (of 5)
agile feet rounds: 5
Lorlenn casts longstrider and moves to flank Thug 2 with Relan.
Speed is now 35'.

DM Fflash |

The Boarding House Roun 3
Initiative: Braelex, Lorlenn, Relan, Andel, Clarence, Thugs, Fulmen
Clarence, you are also blessed giving you another +1 to hit plus a -4 for firing into melee at least until you pick up Precise Shot ... which I continuously forget about
Braelex places an extremely well-aimed crossbow bolt straight into the same hole left by Relan's sword. The thug collapses in a gurgling fit.
Lorlen casts a quick spell improving his speed and in a few steps ends up opposite Relan who with a devastasting flourish spins off the first thug and cuts the second from sternum to abdomen. The thug staggers for a second until Andel raps him on the head with his quarterstaff and the thug's eyes roll back in his head as he crumples.
END COMBAT! Each thug wears chainmail and carries a light steel shield, morningstar, light crossbow, 10 bolts, and 35 sp
Andel vs Thug 2: 1d20 ⇒ 20; HIT;Crit confirm: 1d20 ⇒ 13; fail;Damage: 1d6 ⇒ 1

Relan |

"It's just a scratch.. ow." he turns to look up at the rooftop where the lady was seen. Feeling the warm healing glow, Relan stretches "Ahhh thats much better, thanks." Sheathing his sword, he grabs one of the bloodied thug's legs and starts dragging him up the path to the house.

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)

"Lady Heidmarch described her as," Andel adopts a regal position raising his head a bit and affecting an imperious tone as he does his best impression of your Venture-Captain, " a dark curly-haired woman with olive skin. She generally wears a red headband along with traditional Sczarni garb. Thin but well-built, average height."
Looking to the roof that Fulmen pointed out and there is no one to be seen.

DM Fflash |

Guard Shack
You drag the bodies (one is still alive) into the small shack leaning against the side of the building. It was likely originally a storage shed of some sort. Boarded windows look into an interior littered with fresh garbage and debris of recent habitation. A chair and a two piles of blankets resembling beds are the only signs of any furniture. A strong odor of raw sewage permeates the room.
There are no exits from this shack given it's not part of the actual building. Is the party heading to the building where Fulmen spotted the onlooker (about 3 buildings to the north) or staying here to explore?

Relan |

Relan drags the dead man into the room and throws him on the floor then moves to help Lorlenn with his burden. "So this one seems to have some life left in him, maybe we wake him up and find out what he knows about the house and the woman." He begins to search the small shack, "Anyone got any rope?"

Braelex |

Braelex wrinkles her nose at the smell. "I think this was used as an outhouse. Let's circle around and check the rest of the building."
She turns, but then hesitates. Grimacing, she returns to the shack and starts to make a thorough search.
Take 20 = 25

Fulmen |

Fulmen approaches the door leading to the larger building and listens carefully through the door a moment then says,"I don't think the woman I saw on the roof is Natalya. Let's enter the main building and continue our search. Maybe the woman I saw is one of the Tower Girls."
Perception: 1d20 + 9 ⇒ (7) + 9 = 16

Fulmen |

"What is this place? Some kind of sewage outpost? It smells horrible!"
"Relan, leave the guard. We risk detection the longer we waste time here. I'm not going to use my magic to heal him. He'll live and with luck he'll remain unconscience for quite a while yet."
"I don't hear anything on the other side of the door, but the sound of dripping."

DM Fflash |

Since I don't expect Chapman to post, we'll press.
The Entry
The unlocked, untrapped door pushes open into boarding house. The entire floor of the entry chamber has collapsed into the pool of water five feet below. The earthen walls of this flooded subcellar ooze with foul rivulets, and the smell is abominable. Two oozing sewer pipes protrude through the east wall of this pit just above the level of the sewage. Part of the ceiling above the entrance has collapsed, revealing an attic crawlspace above; a rickety ladder leads up from the water into the crawlspace. A door stands in the far wall across the sludge pit. A wooden plank balanced between both doors makes a precarious bridge between the two doors.
In DCM I assume you open the door and don't step in. All your actions following are predicated on that. I'll always set you up in marching order (if able) unless otherwise directed by you

DM Fflash |

The Entry
Fulmen slides along the edge of the wall, shimmying up to the ladder. He turns to climb it.
We're gonna play a little choose your own adventure here: Fulmen, make a DC 15 Perception check. Based on his result, everyone read the spoiler that he warrants.
You note the ladder is in terrible shape, rotten through and it won't support your weight. You do think with a bit more effort you could potentially climb the wall (Climb check DC 20 if you try)
You step on the ladder and make it up two rungs before the entire thing collapses underneath you dumping you unceremoniously into the sludge below. The good thing is, the sludge breaks your fall and you take no damage. The bad thing is, you're in the sludge ... whatever it's composed of. Make a DC 12 Fortitude save or contract filth fever

Lorlenn |

First person should be the one with the best Acrobatics score, with the rope (if we have one) tied around them in case of a fall. They tie off on the other side, then work our way from lightest to heaviest.
For the sake of argument, unless there's disagreement, let's go: Braelex, Fulmen, Andel, Lorlenn, Relan, and Clarence.

DM Fflash |

The Entry
Wrinkling her nose, Braelex grabs the rope and tentatively steps out on the plank. It rocks sharply under her weight with a loud rap, but once she walks along it, it holds in place. Bowing slightly in the middle, she makes it to the other side and secures the rope on the far side while Fulmen secures it on the near side and starts across.
Halfway across, noises are heard. Echoing slightly through the sewer pipes, a several high-pitched voices in a foreign language. You hear shuffling in the pipes.
Further Acro checks to cross are DC 5 with the rope as long as you have 1 hand on it. You've got about 1 round of prep before initiative. I'll let you roll your own initiative for once :)
Braelex Acro: 1d20 + 3 ⇒ (13) + 3 = 16
Perception: 1d20 - 1 ⇒ (7) - 1 = 6

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)

Linguistics: 1d20 + 6 ⇒ (9) + 6 = 15
"Goblins!" Andel hisses. "They know we're here, prepare yourselves!"