HP 27/27 : AC 23 CMD 22 TAC 10 FAC 23 : Longsword+10; 1d8+5 : Sling+3; 1d4+4 : F+9 R+5 W+8 : INIT+1 Perc+0 CMB+9 LoH 5/5 2d6(+4)
[ooc]"You insist on checking the upper level first? Although it seems the lower level was well guarded? Well, I hope we can clear any stragglers fast."[/B]
There is merit in both paths, as such in order to maintain cooperation, I suggest clearing this level first, as long as we do indeed return to investigate down here. We gave our word to clear the way, not just blaze a path. If the Neatholm folk are to help in the crusade, we can't have them ambushed as they follow our trail.
The worked stone walls of this large room hold a number of shelves, each of which display the preserved bodies of dire rats, bats, rock vipers, cave lizards, and other creatures that pose in eerie stillness. A pair of bedrolls have been laid out to the southeast.
There is a door to the east, and an alcove to the north that contains a ladder leading upward.
A muted roar echoes down the walls of this hallway. Near the eastern end, the worked stone give way to natural cave walls, just before the hall ends at an open shaft. Hanging over the edge of the shaft is a knotted rope—the other end tied to an iron spike driven into the ground.
HP 27/27 : AC 23 CMD 22 TAC 10 FAC 23 : Longsword+10; 1d8+5 : Sling+3; 1d4+4 : F+9 R+5 W+8 : INIT+1 Perc+0 CMB+9 LoH 5/5 2d6(+4)
"I am no friend of rushing water. This could be an well. I am for the chain to investigate first. If you want Dieter, you can draw the rope up. This could really hinder someone who is down there."
"Agree, clear down and then up. Not in the mood to get wet so leave that for later." Kazul heads to chain in H4, stopping by to check NE door in H4.
Perception: 1d20 + 7 ⇒ (8) + 7 = 15
This narrow hallway slopes downward steeply. The walls are stained with foul-smelling streaks of refuse. A mound of rotting garbage lies heaped at the far end of the hallway.
Not going to go through garbage in search of coins, so Kazul climbs down chain, stealthily if possible. He whispers to his companions, "I'll go down first." Climb: 1d20 + 5 ⇒ (4) + 5 = 9
Stealth: 1d20 + 6 ⇒ (9) + 6 = 15
HP 27/27 : AC 23 CMD 22 TAC 10 FAC 23 : Longsword+10; 1d8+5 : Sling+3; 1d4+4 : F+9 R+5 W+8 : INIT+1 Perc+0 CMB+9 LoH 5/5 2d6(+4)
Asking Farsha to let him down second he will also climb down.
The teachings of Iomedea say first in, last out. But I have to give Kazul the lead, he is the best for this job we have. But let a holy woman go down first.... that would be shameful!
Silently, Kazul slides down the chain, but not silently enough...
At the last second, Kazul detects two forms hiding in the dark at the foot of the chain. They lunge at him just as he alights on the stone floor at the bottom. Only his quick reflexes save him from being bludgeoned by their clubs.
One of them calls out a warning. "Mistress! They're here!
Ok, new combat, Round 1. All PCs go, then they do. It's a 20' drop to the floor below, and a DC 5 climb to get down the chain. If you want to go slow and safe, that is.
Enemies!! hisses Farasha to the rest of the group, taking aim at one of the assailants and releasing before she'd even finished uttering the single word.
Farasha's arrow and Dieter's flashing blade nearly finish one of the guards. He staggers backwards to take cover behind the crude wall set up as a barrier. Withdraw to U32, as he only can pick one opponent, Bollwerk and Kazul can take an AoO.
The second guard steps backward and drops into a defensive posture. "Mistress!" He cries again. "They've reached the lower level!"
Round 2. Check the map, watch the moves of your comrades for their location. PCs are up again.
Farasha mutters under her breath as her targets scurry for cover. Moving quickly she slides down the chain and takes up an overwatch position behind her team.
quick climb at half speed dc 10:1d20 + 2 - 4 ⇒ (13) + 2 - 4 = 11 Move to V28
Kazul cuts down the mongrelman trying to fall back, but his swing at the second guard is dodged. Bollwerk is luckier, slashing at the creature's leg and nearly severing it.
Male Human Barbarian (Invulnerable Rager, Urban) 5 / Fighter (Unbreakable) 1 -- HP 67 : AC 20 CMD 21 TAC 11 FAC 19 : F+9 R+4 W+4 : DR 4/- INIT+2 Perception+10
"If they have been warned... perhaps we should wait. They will prepare their defenses, and after enough time has passed may send a party to investigate. We can ambush their scouts, and leave them with fewer forces massed together when we press forward."
Kazul waits 10 minutes, to allow any of their buffs to expire. If they don't come in, he opens the door as a move action, with total defense (+4 AC), in case they have readied actions.
HP 27/27 : AC 23 CMD 22 TAC 10 FAC 23 : Longsword+10; 1d8+5 : Sling+3; 1d4+4 : F+9 R+5 W+8 : INIT+1 Perc+0 CMB+9 LoH 5/5 2d6(+4)
Leaning on the wand Bollwerk contemplates the implication of some cult down here and the fall of Kenebras, enjoying the relative quite before the storm to mentally prepare himself for the tasks ahead.
Patience can be a mighty tool! Use it!
If isn't apparent, you are about to encounter someone of note. I would point you all towards your current state of health, and your stock of CLW potions, which weren't placed here on accident. You have 10 minutes. You have been warned.