
DM Irthos |

You find out that a bunk is 4 coppers a night, a flop is 4 silvers a night, and a flathouse is 5 gold a night. Bunks are little more then places to sleep out of the rain with only a curtain for privacy. Flops are small simple single rooms that share privies, baths, and kitchens. Flathouses are nice well kept dwellings, it is the best a visitor can expect without paying long term rent.
Edited

Indeo Hospice |

When everyone comes back from their respective tasks and meets up again for the evening Indeo comes back to the group with the rates quoted to him by the barkeep read the spoiler for me above
"I think the flop should be sufficient for my needs for the night"
Unless anyone has more to say Indeo will head back over toward the barmaid he spoke with earlier and retire for the evening.
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I'm anxious to get this party started so personally I'd like get on the road asap

DM Irthos |

Dispite the early hour Absalom is still awake and busy. You manage to hail a camel cab that takes you to the east gate. Once you leave the city proper you start to notice a change as you travel, the land becomes littered with bones, broken weapons, and shallow graves. Following the map and after a few hours you arrive.
The ruined siege castle now being called the Fallen Fortress rises out of the churned earth of the Cairnlands. No doors or windows mar the otherwise smooth expanse of the tower's walls. The tower is quatrefoil in plan; its eastern wing has largely collapsed, exposing the interior floors to the open air. Only the topmost level seems whole, though its eastern portion hangs precariously over the mountian of rubble left by the collapse. At ground level, the rubble frames a gaping hole in the side of the building that provides access to the tower's darkened interior.

Nngara Erebrian |

Well, unless someone else has a better idea, lets see what we can find. By the way, did Skaar or Devlin find anything about this mysterious amulet or the odd human who sent us on this wild goose chase?
My vote is to head in through the opening unless someone else sees some other way in.

Indeo Hospice |

That morning Indeo is the last to appear. His eyes are a bit bloodshot and his hair is a mess but beyond that he appears battle ready.
*yawn* Alright lets get goin, no sense waiting arou*yawn*nd any longer than necessary
As they leave the gates of the city Indeo perks up considerably, even starting to whistle a tune. The whistling dies off as they come upon the derelict castle.
This place looks...challenging.

DM Irthos |

It takes an action to draw a weapon so Colyne I will convert your attack to a throwing handaxe.
Two dogs, the one that attacked Nngara among them, flee after taking stinging blows. Only two remain, one going after the wounded wizardess. His fangs bite deep into her flesh as his brother did, the wound is too great and the world goes dark for her.
1d20 + 2 ⇒ (17) + 2 = 19
1d4 + 1 ⇒ (3) + 1 = 4
Dog 1 and 3 leave the battle. Nngara takes 4 dmg and falls. She is not dead yet but dying, knocked out you could say.

Nngara Erebrian |

hp: 0/8
I am confused as to whether this is the first or second round and whether there was some type of surprise round.
Also, could we have established a marching order - if I was in the middle behind the fighter and paladin, were there and attacks of opportunity? Also, what about when the dogs fled. Just some questions as there is no battlemap at present.
Having taken a serious hit, I switch to total defense (AC +4).
I do not know what actions I can take at 0 hp.
Indeo --> Not sure, but I think that the channel energy would also heal the dogs. Cure light wounds would be better.

DM Irthos |

Its the first round, the init order is up and the last one to post actions for is dog 2. Sense you guys did not have a marching order I am treating you guys as being spread out, not to far but not close enough to be guarding each other. The channel energy has no effect on the dogs as the ones who were hurt ran off already. Nngara your at 3 hp so you can take normal actions but are currently flat footed with a dog next to you.

Nngara Erebrian |

I am on total defense at this point, doubt I could hit any of them. - this will last until my turn next round I believe.
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How did the other two dogs attack me and also run away without giving me an attack of opportunity - just a little confused as to the sequence of things.

DM Irthos |

I had them run away because the party was unprepared and with my rolls you would have died before round 2 came around. If they had stayed, at the start of round 2 you would have most likely had 4 dogs flanking you with little to no chance of survival. I am not out to murder you guys. If your worried about exp you still get it even if they run. :P

DM Irthos |

It takes an action to draw your weapon, so I am subing your weapon attack for a claw attack. Pays to be a lizardfolk in a fight.
Scar tears at the dog landing a hit. The dog ingores the lizardfolk going after the weakened and wounded elf. But Scar's sweeping claws catch the beast before it can attack.
1d20 + 3 ⇒ (13) + 3 = 16
1d4 + 3 ⇒ (4) + 3 = 7
Dog 2 is dead. Round 2 starts.

Nngara Erebrian |

hp: 3/8 (unless someone else has healed my by then)
If I am still alive once my turn comes:
(a) If no dogs are close enough for an AoO, I will cast Acid Splash at the most wounded looking dog.
Melt back into the earth from whence you came vile b*tch.
Ranged Touch Attack: 1d20 ⇒ 19
Damage 1d3 ⇒ 1
(b) If there is still a dog nearby trying to kill me - I will remain on Total Defensive with +4 to AC

Nngara Erebrian |

OUCH That hurt. I do not know about you all, but in the future, we might want to stay in a slightly tighter grouping. I may be the only lady in the group and have an easier time attracting gentlemen and getting free drinks, but I would prefer if it was just potential suitors and not monsters who I attracted. It is your decision, but I would prefer to not become dog food quite yet.
Um, Mr. Indeo, how many more of those heals do you have, I still have a nasty bite in my leg.
HP: 3/8

Deslin Swifthand |

The elf is right, there's little point in having two strong big warriors if it's our wizard who gets caught in melee says Deslin. By the way... Are you carrying a steak Nngara? Those dogs seemed to have it for you He looks at the party before adding I think I should stay at the back, I'm no use in a melee, but I'm quite handy with a bow... a mischievous grin appears in his face ...ad I have a few tricks in my short sleeves

Nngara Erebrian |

Not sure exactly how the keep is set up. I am assuming that the collapsed eastern part is like a middle with the north and south being wings? Please correct me if I am wrong.
My vote is to see what is in the eastern part. It is partially collapsed, however if there is an important item, I would assume that it would have been kept in the center/eastern part of the fortress. So we might as well start there. From its appearance, the south is more or less inaccessible. So, lets start with the smaller partially collapsed east, and if we find nothing, then move north.

Indeo Hospice |

So am I to understand our only options on the ground floor where we entered are North and West?
"Hmm, heads we go North, tails we go West?"
Indeo flips a copper coin 1d2 ⇒ 2
"Tails it is, my vote is to explore the western wing before heading through those arches to the north."

DM Irthos |

You entered from the hole in the wall of the east wing. Their are only two places to go from with in the east wing. You can go to the north wing. Or you can go to the south wing, but the south wing is blocked by rubble so you can only go north. In order to get to the west wing you have to pass thru the north or south wing. You can only access the stairway from the west wing too. Thats the design of the tower. Let me know if your still foggy on something.