
Daxius Veronius |

Knowledge (dungeoneering) 1d20 + 5 ⇒ (11) + 5 = 16
Daxius is clearly torn between his natural curiosity and the need to make haste. He doesn't like the implications of the rippling water, and calls out softly. "They're on to us. Let's move past this dangerous distraction and make good our egress!"
EDIT: Just made the Know check. He adds, "That sewage pool is likely the home of a deadly, foul monstrosity! Do not enter the room, and move swiftly past!"
Daxius moves forward as quickly as the group allows, dividing his attention between the rippling sewage and the tunnels to their rear.

GM Elberion |

As Daxius and Nicolai speak a tentacle tipped with three eyes rises from the pool and blinks lazily at the group.

GM Elberion |

As you hustle past the opening a loud yawn escapes and you can hear a sloshing of fetid water.
At the same time a light peaks out of the darkness behind you and a voice belows in the darkness: Halt, and submit to the law!

GM Elberion |

Running requires a dc10 acrobatics check.
janniven1d20 + 4 ⇒ (20) + 4 = 24
the boy1d20 + 4 ⇒ (7) + 4 = 11
In the flickering light you see four armigers (trainee hellknights) pursuing you.

GM Elberion |

Armigers are local youths who want to join the hellknights, only about 10% ever make it into their ranks. The rest make do with their year as an armiger and go on to other professions.
In that time, they are well-trained and decently equipped.

Daxius Veronius |

Perception1d20 + 7 ⇒ (9) + 7 = 16
Considering the consequences of slipping, Daxius decides to move with a sense of purpose, but doesn't actually break out into a run. He discards the idea of firing his crossbow at the pursuers, but begins to suspect it will come to violence sooner rather than later.

GM Elberion |

The Armigers see some of you running and attempt to pick up their pace.
Armiger acrobatics
1d20 ⇒ 10
1d20 ⇒ 20
1d20 ⇒ 18
1d20 ⇒ 12

GM Elberion |

We are in chaotic pre-initiative/it-might-never-come-to-that time.
The Armigers are beyond the mist, you only hear them accelerate. :b
You are speeding along a long stretch of sewer tunnel, there was a side-chamber which you have now passed.
The group is being stretched out now as some people run and others just hustle along.

Daxius Veronius |

If Daxius thinks he has time before their pursuers come through the obscuring mist, he'll set his crossbow down, use his shield to scoop up some sewage water (the slimier the better), and dump it on the ledge behind him. He'll then grab up his crossbow and keep moving. He's hoping that one of the armigers will slip and slow them all down. If he doesn't think he has time, or if he realizes he can't reach the sewage with his shield, he won't risk it.

GM Elberion |

As you rush along, Astra slips on the slimy, narrow path and tumbles into sewer.
Behind you, beyond the mist, you hear a strange, strangled roar...

Astra Vesper |

"And now I'm glad I wore something under it."
She still looks scared but embarrassment seems to cover that up for the most part. She grabs climbs out of the water.
Climb:1d20 ⇒ 17
And tries to run again.
Acrobatics:1d20 + 8 ⇒ (10) + 8 = 18
The dip into the sewer water appears to have improved her grace and agility quite a bit.

Hyngrot |

Hearing the splash behind him, Hyngrot pauses the group for a moment, waiting to make sure Astra gets back up before hurrying them back along.
"Hopefully that 'thing' back there keeps them busy." Rather not have 'em on my conscious either.
Acrobatics 1d20 ⇒ 10

GM Elberion |

Behind you, you hear a loud splash, a bellow and a scream.

GM Elberion |

Fort: 1d20-1 uh-oh.
Okay so what exactly happens now?
You don't know... :D
As Astra pulls herself out of the effluence, gasping and spitting and blinking dirty water out of her eyes, a young man in the uniform of an armiger plunges through the obscuring mist.
He has dropped his weapon and a large gash in his right leg seeps blood onto the path. His eyes betray a wild fear.
acrobatics for slicked section 1d20 + 2 ⇒ (9) + 2 = 11
Disorientated, he stumbles onto the path slicked Daxius' wash of sewer water and plunges into the sewer with a despairing cry.

Daxius Veronius |

Daxius, having pointed his crossbow at the armiger, raises an eyebrow in pleased surprise as the man plops into the water. He keeps hold of his weapon in one hand as he helps Astra out of the water with the other. "After you, Miss Vesper." He ensures she's moving along again, takes another quick look backward, then continues to follow the group at a brisk pace.

Astra Vesper |

Astra seems to have a bit of an internal struggle. She keeps looking back at the kid before, inevitably...
"DAMMIT!"
She rushes back to help the armiger, tucking the dagger back into the waist of her pants.
"Here. I may not agree with you, but I sure as Hells ain't going to watch you drown."
Strength Check (just use as aid another):1d20 ⇒ 9
... The dice gods must hate me.

GM Elberion |

ff 1d20 + 2 ⇒ (17) + 2 = 19
With a little assistance from Nicolai, and a little well-meaning tugging from Astra, the young man hauls himself out of the water.
He looks up at you all with startled eyes.

Pontia Canario |

Knowledge (Local) check: 1d20 + 8 ⇒ (13) + 8 = 21
This may be foolish, but we left wisdom behind long ago. Let's see if we can't bring him around.
The young wizard almost smiles. "Come on, soldier. Under the circumstances, we'll have to ask you to surrender your weapons and keep quiet, but if we're all very lucky you should live to see another day."

GM Elberion |

In the tunnel behind you, the mist is beginning to thin It will disperse next round.
A low roar echoes across the tunnel, followed by a loud crunch. A wave lurches along the sewer-stream.
The young man gulps. He has already lost his weapon but he drops his shield into the stream with a broad shrug.

GM Elberion |

janniven1d20 + 4 ⇒ (15) + 4 = 19
boy 1d20 + 4 ⇒ (4) + 4 = 8
armiger1d20 + 0 ⇒ (11) + 0 = 11

Daxius Veronius |

Daxius ensures that he remains at the back of the group, making it clear that he's pointing his crossbow square at their prisoner's back. "I am watching you very closely, Armiger. Make any false moves at your peril."
Intimidate1d20 + 5 ⇒ (1) + 5 = 6
[ooc]EDIT: My continued miserable luck with the dice roller validates the decision below.
He continues to hustle along, grimacing at the crunching noises, but he still isn't spooked enough to risk running.

GM Elberion |

The chaos and noise of the encounter with armigers and something are left behind and you pass down more corridors of sewer.

GM Elberion |

Hyngrot calmly guides your group through the twisting tunnels. You can't help but feel you have been underground for a long time, either the tunnels twist or you are crossing to another district of the city.
The oppressive tunnels have kept you all quiet and the armiger has not said a word. The most talk comes from Janniven, offering soothing whispers to the boy, Morosino.