
Jayse |

Jayse shakes his head, "The more I learn about you people, the more I'm glad you're my friends instead of enemy..."
I wouldnt' mind getting Mage Armor on Jayse. Hopefully this whole thing won't take longer than 6 hours, but I'd rather be cautious even if we are in for something long.
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As for marching order and how to proceed. My first thought is to put Jayse and Straehan up front. Straehan will be sweeping (both mundanely and arcanically) for traps and clues, and his darkvision will allow him to sneak forward a bit without needing a light source.
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Ushari and Shaggar can take up the second row. She can provide some support fire as well as be in a good position to get a spell or heal off from the heart of the group if the need arises. This also puts Shaggar in a defensible position so we can try to keep him alive. She can carry a light to provide light for herself and Jayse.
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Jofram can take up the back row with bow at the ready. His sharp eyes and low light vision will make him an excellent rear-guard. If he has his bow in-hand, he can be ready to immediately open up a shower of arrows for whatever trouble we run into up-front. And if he gets hit from behind, he's tough enough (and quick enough) to be able to switch to melee and keep them busy while we rush to support him.
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I'm open to other thoughts, though.

Jofram |

Straehan looks at the curious little creature. "Pity. I can see a lot of possibilities in a bladed and envenomed little trouble-maker like that."
"You just might be on to something, Straehan, I could coat some arrows in that poison sap, and perhaps our blades, as well." Looking at Jayse in sudden realization, he amends, "...well, some of our blades. Just don't nick yourselves.
And now, for another Good Idea / Bad Idea?

Ushari Velnokal |

Ushari looks at her ranger companion. "Unless you are trained to handle poison, I would not advise playing around with that stuff. I do not feel like constantly restoring your lost strength each time you prick yourself. Besides, I suspect whoever this Striper is, he is not affected by the poison."
My only suggestion with the marching order would be to switch Jofram and Jayse, so Jofram can follow their tracks, should there be any. If tracking is not possible here for some reason, then Jayse's plan is a good one.

stormraven |

Mage Armor on Jayse and Straehan
You pop the counterweight and the stone slab tips up, revealing a circular stone staircase descending into darkness. Straehan and Jofram head down followed by the rest. The walls have the pebbled snakeskin texture you (except Jofram) saw in the Shaudran ruin in the goblin cave outside of Forestal - though it is rougher and less well preserved here. Clearly, it has not escaped the effects of time.
Arriving in the East-West hallway at the base of the stairs, pale white candles burning along the walls casting a dim light and a fair amount of stinking smoke.

stormraven |

The gnome and the half-elf sneak forward. There is an intersecting short corridor. North are a series of what appear to be prison cells. One door stands open and something rests in the doorframe. To the South, the wall is unblemished by anything other than a single door.
Actions?

Ushari Velnokal |

As Straehan and Jofram look at the intersection, Ushari scans the area around her checking for any hidden doors or panels. She also notes the candles burning with a sense of trepidation.
Who lit these candles? The Striper? Or someone else?
'Shari will check for secret doors along the E/W corridor and also examine the candles. How long ago were they lit? Magical? Poison?
Perception 1d20 + 14 ⇒ (13) + 14 = 27

stormraven |

Ushari examines the walls and finds them solid. She glances at a candle. It appears mundane, judging by the burnt taper and dripping wax. Up close they appear mottled and the tallow is odd. She sees a tiny hair trapped beneath the candle's surface and the burnt smell is sweet and familiar.
It takes Ushari the space of a heartbeat to realise the truth... the candles were created from rendered fat, gnoll fat.
They've probably been burning for a couple of hours.

Jofram |

How long ago were they lit? Magical? Poison?
Candles lit by poison? Devious!
Jofram searches the aged floor for signs of recent travel.
Tracking (look for newest or most common prints): 1d20 + 15 ⇒ (8) + 15 = 23

stormraven |

LOL. All of my BBEGs are badass! This guy wasn't satisfied with Spark so he created a spell to light tapers with a magical, incendiary, poison. Now THAT is eeeevil.
It is difficult to discern recent prints on this floor but the tell-tale drop of sap reveals that the gnoll you've been tracking passed this way and turned South down the corridor.

Jofram |

Indicating the gnoll's direction, Jofram lead's the group south, carefully examining the door they approach.
Shout i=out, if anyone isn't cool with that.

Jofram |

Lol - sure - I read that a bit to fast, it seems.

stormraven |

The ranger and gnome move up the corridor, keeping a close eye on the open cage. As you approach, you see a skeleton lying in the doorway. It almost distracts you from the one hiding in the cage opposite. It lashes out with a spear at the sorcerer just outside its cell. The blow goes wide.
Initiative and Actions?
Stealth 1d20 + 1 + 2 ⇒ (5) + 1 + 2 = 8 Circumstantial
Spear HIT 1d20 + 2 ⇒ (8) + 2 = 10
INIT 1d20 + 6 ⇒ (17) + 6 = 23

Straehan |

Straehan glares at the skeleton. "Watch what you're poking there!"
From her position, Ushari cannot ascertain whether the door is locked or not but it is closed. And the skeleton appears to be common enough - though it is a human one.
Initiative 1d20 + 7 ⇒ (15) + 7 = 22
Work is busy so I'll post as I can.

Jofram |

Initiative: 1d20 + 7 ⇒ (9) + 7 = 16
Heeding Jayse's advice, Jofram first tries to blunt the skeleton's weapon. With a powerful slashing motion, he attempts to sever the spearhead from the shaft.
5' step into range.
Attack (Arcane Stike, Power Attack, Fav. Enemy): 1d20 + 11 - 2 + 2 ⇒ (17) + 11 - 2 + 2 = 28
Damage: 1d10 + 6 + 6 + 2 + 2 ⇒ (6) + 6 + 6 + 2 + 2 = 22
Attack (Arcane Stike, Power Attack, Fav. Enemy): 1d20 + 6 - 2 + 2 ⇒ (16) + 6 - 2 + 2 = 22
Damage: 1d10 + 6 + 6 + 2 + 2 ⇒ (7) + 6 + 6 + 2 + 2 = 23

Jofram |

The latter - am I doing it wrong? If it's overly-complicated, just call it an attack on the skelly, instead.

stormraven |

Nah, I can work with those rolls and apply the correct mods.
Quicker than any of the party, the skeleton thrusts its spear at the gnome yet again and misses. While Straehan debates trying to wrestle the spear from its grasp, Jofram steps in, deflects a blow meant for his throat and shears the spear in half. The skeleton drops the spear remnant and lunges forward, clawed fingers grasping. The cage door begins to swing open.
Our heroes note that the skeleton is fitted with a collar from which a slender metal wire stretches back and into the rear wall of the cell. Since it doesn't stop the skeleton's movement, it clearly isn't meant to restrain it.
Straehan delayed. Should he polish this skelly off or what?
Spear AoO @ Jofram 1d20 + 2 ⇒ (10) + 2 = 12

Jofram |

"Tripwire! Keep the cage shut!"

Jayse |

STR check 1d20 + 5 ⇒ (20) + 5 = 25.
Jayse reacts like an arrow shot from a bow to Jofram's shouted warning. He launches himself between Ushari and Shaggar, rotating as he twists through the air between them without so much as disturbing their clothes. With a certain fascination he watches their slow-motion reactions to his acrobatic feat from inside the Calm. He hits the ground in a roll, using the momentum to slam a heel into the cell door.

Ushari Velnokal |

Ushari turns her attention to the southern corridor, taking the role of rear guard now vacated by Jayse.
A trap! Ingenious!
She heads to the other side of the corridor and readies for trouble heading from the south and quickly scans for any clues to the trap's area.
Move 15' south.
Perception 1d20 + 14 ⇒ (3) + 14 = 17 to look for the trap details.

stormraven |

The Skeleton tries to force the cage door open but its strength is no match for the monk's.
Ushari prepares for the worst... but sees no hoards of evil rampaging up the hallway.
Next Up... Jofram.
STR Check: 1d20 + 2 ⇒ (11) + 2 = 13

stormraven |

Map Updated: Tower of Despair

Ushari Velnokal |

"Yeah, but he will try to escape whatever bonds we place on him" Ushari responds. "If you guys can hold him for a minute, I can see if there is a way to disarm the trap. Also, Jofram do NOT destroy it, that may trigger the trap."
Perception 1d20 + 14 ⇒ (4) + 14 = 18
Disable Device 1d20 + 11 ⇒ (1) + 11 = 12
Heh...not that it matters....

Jofram |

"Jofram do NOT destroy it, that may trigger the trap."
Who, me? Psh - fine...
As Jayse holds the door, Jofram sheathes his sword and attempts to pin the zombomination to the cell door.
Fight Defensively
Grapple / Pin Attempt: Attack 1 (Fav. Enemy): 1d20 + 11 + 2 - 4 ⇒ (10) + 11 + 2 - 4 = 19
Attack 2 (Fav. Enemy): 1d20 + 6 + 2 - 4 ⇒ (17) + 6 + 2 - 4 = 21
I'm not sure how grapple attempts work at this level - If I only get one, that's fine - I just figured I'd supply the roll either way

Jofram |

Can two of us not pin him simultaneously?

Jayse |

One person has to be the Grappler and the other person basically does an Aid Another action, which means that person rolls their grapple check versus a DC 10 (an auto-success for either of us), and the Grappler gets to add a +2 to their roll. Jayse has a +3 advantage over you, which means (dice randomness aside) that's that much closer to an inescapable binding for our little skelly.
SR, would you allow us to do this: This round Jayse rolls a Grapple and subsumes control of the grapple. Next two rounds Jofram does AA's to the Jayse's grapple as he pins > binds the skelly?

stormraven |

If I might lend a machete to your intellectual thicket...
Ushari - to disable the 'trap', you'd have to enter the cage and fight off the skeleton while doing it. Needless to say, those would be some brutal modifiers on the attempt.
Gents - the cage door has a lock. If your goal is to secure the beastie inside, Straehan or Ushari can attempt to use Disable Device to lock the door. Naturally, that will draw an AoO from the skelly and add to the difficulty.
Jayse is correct, we are still on rounds and I'll be taking actions in order. In answer to your final question - since it seems like you guys are discussing and making up the plan while trying to hold the skelly at bay... I will let you adjust your order and implement whatever plan you decide upon but the price will be the Skelly gets a suitable AoO and his full attacks for 1 round while you guys are shifting around, etc. OK?

Jayse |

Here's why I wanted to tie him to the cell door. If successful, ushari and Straehan can get into the cell and really check things out to see what information we can glean from the wires and what-not. Doing that requires locking down the skeleton, and the best thing i could think to do was tie it to the cell door.
So that's my suggestion. Jofram's grapple stands (because he already declared the action), then Jayse take over the grapple and move to pin/tie him up (assisted by Jofram). This would give the skelly an AoO for the initial grapple check by Jofram, then one for his first AA grapple attempt. AFter that, he should be pinned (If Jayse's rolls are successful).
Let me know if y'all think that's a good plan.
Grapple (to take over) 1d20 + 12 + 2 ⇒ (14) + 12 + 2 = 28
Grapple (to pin) 1d20 + 12 + 2 ⇒ (8) + 12 + 2 = 22
Grapple (to tie up) 1d20 + 12 + 2 ⇒ (13) + 12 + 2 = 27
If that works, the skelly can only escape if he can beat a 34 with a grapple or escape artist check.

stormraven |

It looks like Jayse has the rules memorized. :)
Sadly, the skeleton is no match for the Ranger or Monk and it is quickly trussed tightly against the cell bars.
AoO CLAW (Jofram): 1d20 + 2 ⇒ (17) + 2 = 19
AoO CLAW (Jayse): 1d20 + 2 ⇒ (14) + 2 = 16
Not even bothering with the Escape Artist check - it is hopeless.
Hand o' Fate 1d100 ⇒ 58

Jayse |

Jayse claps the dust off his hands as he steps away from the bound pile of bones. He kicks the spear-head across the floor idly as he looks into the cell, "You think there's any information we can get from that wire on our friend here? Might be nice to know what kind of treats to be watching or in this place."
Also, just for clarity, Jayse has Improved Grapple, so I'm not certain he would have provoked for any of that.

Straehan |

Using 'Shari's previous rolls... Perception 18, Disable Device 12
The Cleric/Acrobat examines the collar, the wire, the small hole where the wire feeds into the wall, and inspects the cages and ceiling for any sign of what the trap might trigger. She determines that the wire is a very fine steel, that the hole is greased to allow the wire to move smoothly, and that there is enough play in the wire to indicate that it probably travels a goodly distance. If the wire triggers a trap in this area - she is unable to spot it. She also doesn't see a safe way to disable it.
Throughout her search the gnome is her shadow, following a step behind. He waits until she moves on and then glances carefully at everything she examines. He only draws attention when he climbs up the bars to get a look at a spot on the ceiling that caught Ushari's attention a moment earlier.
Ushari dusts her hands and presents her conclusions to the party. Straehan says nothing until she turns around and sees her 'shadow' watching her intently. His comment, delivered with a curious smile, is enigmatic:
"'Shari, why are you dancing with my Unicorn?"
Perception (Trap Spotting) 1d20 + 17 ⇒ (6) + 17 = 23
Disable Device 1d20 + 16 ⇒ (10) + 16 = 26

Ushari Velnokal |

Unicorn?? By the gods, what is Strae talking about??
Ushari stares at Sraehan for a few long seconds, trying to determine what he was referring to. As she thinks about it, she realizes belatedly on of the gnome specialties was...Trap-spotting!
Returning his smile, she laughs, Well, Strae, I must admit you were a perfect gentleman there! After all 'Ladies first' is how the saying goes, right?"

Straehan |

"'Ladies First' is a fine rule - when your skin doesn't depend on it. If you want to share the responsibility of sweeping for traps and taking point - that's fine with me." He shrugs, "But the price of misjudgment can be high. I'd give that some thought if you are going to volunteer."
"Having said that... I see no error in what you've found. Where-ever that wire leads, it doesn't seem to trigger a trap here."
He places a lead chock delicately in the hole and taps it in place, then kinks the wire, knots it, and cuts it. "It's disabled now, if it hasn't been triggered already."
So, actions? Back to Jofram's suggestion of heading through the Southern door using the standard marching order?