
SeanDM |

Aurr, with an 8, you get to roll again. If you get a 5 or less you fall, 10 or more and you're down safely. In between those two and you're just stuck there shaking on the rope.
ALSO, remember you have 3 temp hp.
So, you will only take 1 point of damage from the fall, and if you guys get a chance to catch your wind, you'll get your temps back.

SeanDM |

I know that Rive has the athletics to make it down to the next tunnel without trouble. So, depending on what Aurr rolls...
The group makes it to the next tunnel down.
Aurr, when you get down to the tunnel (eventually, either by falling or climbing) your natural ability to notice things allows you to pick up a faint trace of noise coming from the left tunnel. It's tough to say what it sounds like, but it could be a conversation...
What would the group like to do?
Direction Options:
You can go left or right, both directions turn after about 25 feet. There is a noticeable light coming from the left hand tunnel.

Aurr, Artificier |

Athletics roll:1d20 ⇒ 1 yeah defintely a bad roll
Aurr fell face first on the stone but from his lower perpective he notices a light from the Left tunnel.
"Mumble mumble Left" Aurr gets up and spits out dirt from his mouth..
"We should probaly head left...or maybe someone can go scout ahead?"

Katsuye |

Do we need to help or "help" our NPC friends come down into the tunnel? I am really good at it.
I nod in agreement with Cog, and remembering that he seems to be quite the sneaky fellow, suggest that he and I attempt to move down the tunnel ahead of the rest of the group.
Perhaps we can get a better idea of what is causing the noise...
As we move into the tunnel...
Stealth check
1d20 + 11 ⇒ (16) + 11 = 27
shneaky, shneaky

SeanDM |

Theeb assists Kartus, and then easy muscles his own way down to the tunnel below.
Katsuye (with an Excellent stealth roll) silently pads her way through the shadows and towards the bend. Cog follows a little less stealthfully.
Katsuye, when you get to the turn you notice a few things:
1) after the natural tunnel goes around the bend, it widens a bit (the tunnel you're in now is a little less than 5ft wide, after the bend it widens out to almost 10ft across)
2) after the bend, 20ft from the turn, the natural tunnel opens into a chasm (you'll need to get closer to know more - but it looks like the natural tunnel ends and there is wide gap to the other side)
3) on the other side of the chasm you can just make out the shape of worked stone and a man-made hallway.
4) and of course you spot the source of the light and the sounds Aurr heard:
There is a group of 5 humans that look to be in the process of crossing the chasm (two are already across). A make-shift rope bridge has been constructed.
Of the three left on your side: one looks ready to make the crossing, one looks to be helping, and the last has his back to the chasm and is looking your way, sword drawn and shield ready -- it does not appear that he can see you (your stealth beats his active perception check).
Tell me if there is something more you would like to know about, check out... whether you yell "HI!" or whatnot.

Katsuye |

I will hold and assess the situation carefully, quietly and quickly
Does it look like they are all willingly crossing? My first desire would be to know if we've somehow managed to stumble on the group that has our captives. What do they look like? Are they clearly soldiers from Guilder, members of the brute squad, general ruffians...?
Perception check(?)
1d20 - 1 ⇒ (17) - 1 = 16

SeanDM |

As I told you, it would be absolutely, totally, and in all other ways inconceivable. No one in Guilder knows what we've done, and no one in Florin could have gotten here so fast. - Out of curiosity, why do you ask?
Katsuye,
All five members seem to be willingly crossing -- the one that is getting ready to cross is being helped even. No one seems to be forcing them (No one appears to be a captive).From what you can see:
Two guys on this side are armed with sword and shield.
The other three are dressed in leather, one carries a couple of swords and a crossbow. The other two leather wearers have bags and pouches all over them -- they remind you of Aurr (and all his magical bits and pieces).
As for the perception check (which is pretty good for your character! nice roll). They are not wearing House Tharashk's colors of yellow and orange nor any offical red and black colors from the Kingdom of Karrnath (meaning, they are NOT dressed like allies you know of).
A higher perception might see more... Or even a knowledge check (History, or a really good Arcana check) on their clothing and such. But that's all your 16 can get you.

SeanDM |

A couple of things:
1) remember when you first entered the town of Karholm (where you were hired for this journey), you did some Streetwise Checks. You found a few unsubstantiated rumors. Two of them included mysterious groups in the area:
House Cannith (the mage crafters guilds)
The Kingdom of Thrane (a neighboring kingdom, birthplace of the Silver Flame, and on "nuetral" terms with Karrnath
Seeing this crew sets off a warning bell in your brain and helps you remember those rumors (<< see them here >>).
2) ALSO remember that House Thareshk also sent out other groups of adventurers on this expedition. This could be a friendly group of adventurers you've come across.
Then again, it's probably just some local fisherman, out for a pleasure cruise, at night... in... eel-infested waters...
:)

Katsuye |

Before our group stumbles in to this unprepared, I reluctantly leave my post and quickly head back to Cog. We need to gather and make a decision fast. I signal to Cog that we need to move back to our group quickly and quietly and I move past him (assuming that he knows what I mean).
Once within the lit area I signal to the group: giving them a count of the people up ahead and their general position and type (i.e. how many with obvious weapons), ask if anyone else wants to look, remind them of the quiet needed to be maintained and wait for a response.
Although I appear to stand patiently, I keep my head turned slightly...not to look behind us but to tilt my ear in the direction from which I'd come.

SeanDM |

Katsuye wondered if anyone else wanted to go look.
Keep in mind she reported that there was a guard on duty, so you would need a good stealth roll to avoid detection from the guard...
OR
It sounds like you guys want to go charging around the corner to fight them... though you don't know much more about them then they're human.
Also note, that in the time it's taken for Katsuye to get back and report, it's possible that the fellow making his way across the rope bridge is close to the other side, if not all the way over there... meaning Unknown-Guy-#4 will start his way across soon.
What's everyone want to do?

Katsuye |

Aurr, if we were in a city, I would agree that subterfuge is the best move. I don't know that they woud believe anything said by a random person wandering around in these underground tunnels.
I grimace. It is really a smile but it is hard for you to tell.
Perhaps we should wait until they have moved on and then follow across the chasm before trying to engage? If we get caught in a fight with a chasm between us it may prove to be too dangerous.
Ideas?

Katsuye |

Aurr, we can certainly try that. I am not too bad at talking to people if it comes to that. I am just more about pushing people to do what I want through lies or scariness than speaking sweetly.
Since they are probably close to crossing, does anyone want to try sneaking up and getting a better look? Kat is not particularly good at history or local knowledge unless it is a city. It might give you a hand in diplomacy later. Kat's report would have been very military strike team in style since that is what she does.

SeanDM |

Aurr, if you want to sneak up to te cave, roll a Stealth Check - we'll say that Katsuye can aid you (she's already been to the corner, knows the loose rocks, can tell the nature of the guy on guard duty...). She can't fail an assist roll with Steath (her bonus is that high), so assume you get a +2 from her. Then you can make your Perception and/or Knowledge checks.
Ans hey, if you fail and he spots you, there's always that Diplomacy thing you could fall back on :)
As mentioned before, there is a good chance that the guy that was on the rope bridge is probably to the other side, and Unknown-Guy-#4 is readying his traverse (that would put 3 guys on the other side, 1 on your side, and 1 "on the bridge" or readying to cross). That may aid you in your stealth.
We'll have to get a cart and strap Rive into it and just wheel him around as necessary...
Seriously, those rats must've struck a nerve -- maybe Ray's at home checking every corner and shadow for rats, or just sitting in the tub trying to scrub the image of tiny rat feet out of his brain.

Aurr, Artificier |

I change my face just in case and remove any sigils or signs that we are working for House Karnath
Stealth Roll 1d20 + 2 ⇒ (2) + 2 = 4 Yep not being stealthy at all... sigh
I am assuming I make some noises by stepping on something loud or scream like a girl at the sight of bugs or something
Knowledge (history)check:1d20 + 4 ⇒ (16) + 4 = 20 As they all turn their attention towards me I can all clerly see their faces maybe even recognise something maybe?
Pre emptive Diplomacy check 1d20 + 9 ⇒ (5) + 9 = 14 I would attempt to engage in a non-threatning conversation right away
"Hello? Is anyone there? I am soooo lost...."

SeanDM |

Making sure I understand placement of everyone.
We have Aurr and Rive around the corner ready to talk/kick-butt.
Cog, Katsuye (stealthed), (I assume) Atreos, and Kartus and Theeb all wait around the bend so they cannot be seen (though you may have bee heard).
Aurr is about as stealthy as an elephant charging through the underbrush... As you turn the corner, the armed gaurd Katsuye described is currently collecting up his sword and shield from the ground (he must've set them down to help unknown-#4 across the rope bridge). Meanwhile, the man that is currently on the bridge (the man known as "unknown-#4") begins making his way back to your side (he was only about 5 feet out... so it's not far for him to get back to you).
This means three guys wait on the far side (two spellcastery types, like Aurr; and one other dressed in leather with all sorts of weaponry on him) and two guys are on this side (another dressed in leather with various weapons and one in heavy mail now with sword and shield).
Aurr, it's an easy History check for you. The group is made up of two artificers both wearing House Cannith colors/logos/mantles. It is very clear this group is either all from House Cannith or working for House Cannith.
Openning Hailing Frequencies:
The heavily armored one, "HALT!"
The other one on this side eyes the two if you (you're covered in dirt and look to have been through quite a bit). He mumbles to the big guy, "Maaten, they do look like they could be lost." (Aurr, your good Diplomacy roll has bought a little bit of uncertainty from them... they're willing to listen to your first few words at least.)
Rive, either make a Bluff roll (to pretend to be non-threatening) or a Diplomacy roll if you truly intend to just talk to them --> DC 10 on either - both will be considered Asist rolls for Aurr, so Rive if you succeed Aurr gets a +2, if you fail it's a -1.
Aurr, it's your move. What do you want to do now...

Aurr, Artificier |

"Wait! Are you with House Canntih? Quickly my companion and I were sent to help you! Cannith got word that Cordus has sent some mercanries your way to stop you. We are all here to assist you."
Another Diplomacy roll 1d20 + 8 ⇒ (15) + 8 = 23
"As an artificier myself and a changeling I serve House Cannith. This is Rive, an accomplished warrior"
I show them my true changeling face to show them I have nothing to hide
Bluff Roll to aid in diplomacy if needed 1d20 + 3 ⇒ (11) + 3 = 14
"Please let us help with your objectives. Perhaps we can help?
[ooc]Oh man I hope I can pull this off! Anyone else have any suggestions about what else we could do?[ooc]

Katsuye |

Aurr is handling this pretty well. I went back and re-read Codrus' information. House Cannith reached out for help in discovering the device and House Thrask was assigned to it. In some ways we are here to "help" them since we're working for House Thrask. They just don't know that we're here to help relieve them of the device or knowledge of it once we find it.

Aurr, Artificier |

My intention is really just for them to drop their guard so me and Rive can get closer and learn something before we attack. Maybe even get close enough to surprise them. This suberfuge wont last long with Kartus and Theed in the back there. I DO NOT want them thinking we are actually betraying House Karnath. Maybe Cog and Katsuye can try to Stealth closer if I get them talking some more? Atreos will stay with Kartus and Theeb in the back for now.

SeanDM |

Just a quick clarity poin (and maybe to help refresh mission objectives) :
House Cannith was only the communications go between. There was a lost emissary (Martush) on his way back to his home Kingdom of Karrnath. He was ambushed, got lost, found something big, and tried to report his where-abouts to the throne. The only way he could get a message back was using House Cannith "technology". They agreed to relay his message on to the throne of Karrnath.
Then Karrnath commissioned House Tharashk to go and find the emissary and device, for the crown. That's where you came in.
Now, House Cannith heard the message (think of them as an old fashioned operator on a phone) they would definitely be interested in the device for their own agendas (maybe to keep, maybe to sell to other kindgoms, maybe to prevent Karrnath... you don't know).
You're definitely NOT here to help House Cannith.
You're hired by House Tharashk to help the Kindgom of Karrnath.

SeanDM |

"Wait! Are you with House Canntih? Quickly my companion and I were sent to help you! Cannith got word that Cordus has sent some mercanries your way to stop you. We are all here to assist you."
"As an artificier myself and a changeling I serve House Cannith. This is Rive, an accomplished warrior"
"Please let us help with your objectives. Perhaps we can help?
EXCELLENT Diplomacy roll! And it's a nice touch to show your true face, it gains a little trust. Your Bluff roll wasn't superb, but that extra touch and using actual names gives you the clear success.
The use of Codrus's name gets you another moment or two of relaxed tension from the two guys on your side on the chasm (there's the heavily armored one called Maaten, and the less armored one who had been crossing and now doing most of the talking, being called "unknown-guy-#4"). Maaten drops his shield a bit. His sword is still leveled in your direction, but you can tell he seems to be relaxing and waiting. The other guy seems thoroughly confused, and doesn't mind showing it.
He tries to quietly shout across the chasm (he's trying to project his voice without actually shouting... kind of like a forceful whisper really) "Did Terris mention sending help our way?"
One of the artificers gives a clear "NO" head shake.
The unnamed guy then slowly turns back to you and Rive, "Wait... who are you guys again?"
Your two good Diplomacy rolls have given you some room.
Do you want to keep talking and see what comes?
Do you want to use the chatter to get Rive within weapons range (it means Aurr has to get close too)?
Something else entirely?
At this point, you're pretty sure that you would have to start Bluffing to keep the conversation going. No more Diplomacy checks.
What would the group like to do?

Aurr, Artificier |

History check to try and remeber the name of a superior in House Cannith 1d20 + 4 ⇒ (2) + 4 = 6 And that is a big failure...
I know that this bluff will not last long... Me and Rive get closer while I continue my bluff1d20 + 3 ⇒ (8) + 3 = 11 Not so great roll...
After this I suggest we all attack regardless of the outcome. I beleive the group would be able to tell as I am struggling to bluff my way through this conversation.
"Of course Terris woudn't of mentioned anything to you. There is leak in communication! Someone intercepted your message and they now know what he is looking for! Let's hurry up and find it and bring it back to him! " Hoping they let slip the location of Terris and maybe some inkling of what he is looking for...

SeanDM |

"Of course Terris woudn't of mentioned anything to you. There is leak in communication! Someone intercepted your message and they now know what he is looking for! Let's hurry up and find it and bring it back to him! "
Nice plan. I'll give you some info in a bit.
In the meantime:It doesn't look like Maaten or his unnamed friend are buying it anymore...
Roll Initiative!
Oh I need the following checks from everyone:
Atreos - I need an Insight check
Aurr - I need a Bluff check
Cog - I need an Insight check
Katsuye - I need an Insight check
Rive - I need a Bluff check
I'm going to use these to see if you can get a surprise round off on these guys.

Katsuye |

I see from my friends' reactions that things are not going as well as we'd hoped. Although I cannot hear Aurr's exact words, I can hear the uncertainty creeping into his voice. I signal to Kartus and Theeb that fighting will break out soon and lean forward to listen for the moment.
Insight check
1d20 - 1 ⇒ (13) - 1 = 12
Initiative
1d20 + 4 ⇒ (19) + 4 = 23
Current Stealth = 17
Sean, let me know if I need to roll again for stealth

SeanDM |

WOW, those were some huge rolls from Atreos and Katsuye, niiiiice!
I think Cog and Aurr are just saving up their good rolls :)
(initiative roll) and Checks from the group:
(16) Atreos - Insight: 26
(13) Aurr - Bluff: 13
(13) Cog - Insight: 6
(23) Katsuye - Insight: 12 (current stealth 17)
(??) Rive - I need a Bluff check and Initiative
I'm going to use these to see if you can get a surprise round off on these guys.
I'll give Rive a bit today, and then this evening I'll let you all know what order things are in, and who's got surprise :)

Rive |

Insight Check: 1d20 + 6 ⇒ (15) + 6 = 21
Rive, seeing that Maaten and friend are starting to suss them out, tries to throw them off just long enough to get his blade out before they attack. He belts out the first thing that comes to mind.
Wait! We've brought Terris his eggplant! Bluff roll1d20 + 3 ⇒ (9) + 3 = 12
Rive notes that the conversations is going pretty much where he'd expected it to. And kind of wanted it to.... He feels the ol' adrenaline start to flow!
Initiative Check: 1d20 ⇒ 20But then he apparently is distracted by something multi-legged and slimy crawling up his leg.

SeanDM |

"Of course Terris wouldn't of mentioned anything to you. There is leak in communication! Someone intercepted your message and they now know what he is looking for! Let's hurry up and find it and bring it back to him!"
Maaten just snorts, "Ha!"
His unname buddy grins wickedly as he turns back from his companions across the way, "Since he's already found the device, your little story seems a bit off, mate." He draws a blade from his belt... "I guess it's not a good day for the two of you to be lost and alone."As Aurr and Rive inch a step closer (Rive mumbling something about delivering eggplant), one of the artificers from across the ways blurts out "Blast them and lets get on our way" (Again, they try to shout across the gap without actually yelling... it's a forceful whisper, enough to get their voice to the other side, but not too loud for whatever reason... could be they felt the cave in from before? or it could be they have a baby with them and they're trying not to wake it...)

SeanDM |

Some notes about the House Cannith party in front of you, Maaten is well armored and armed with sword and shield -- he looks like the toughest of the group. There are two skirmishers that are dressed in leather and have various weapons on them (a few swords and ranged weapons), and then there are two artificers, both dressed in leather with various items hanging from their belts and pack (one of them "#1" has been doing the communication from that side of the gap, he also appears to be dressed/armed better than his fellow arcanist).
No one gets any surprise. Aurr and Rive's Bluff Checks weren't high enough to surprise the two on this side of the chasm. And Atreos is able to sense (from behind the cave wall no less!) that it's on... so, no surprise -- just regular combat.
Brown (dirt floor) = normal movement
Grey (stone-worked floor) = normal movement
Cream/White (Rocks) = if it fills the square, you cannot enter it -- Rocks block all line of sight and line of effect
There is a rope from H13 to I7, it takes an Athetics Check to climb across the rope.
The BLACK ZONE is the Chasm! It is 15 - 20 feet across, you would need to make an Athletics Check to jump it, if you fall in you'll find out how deep it is.
Orange Dots indicate marked by Rive.
Purple Dots indicate cursed by Cog.
Red Dots indicate bloodied enemies (bloodied players are NOT indicated)
Maaten: ????
Skirmishers: ????
Artificers: ????
Initiative - bold shows who's turn it is
Katsuye -- stealthed (17)
Skirmisher1
Skirmisher2
Rive
Atreos
Kartus & Theeb
Artificer1
Artificer2
Aurr
Cog
Maaten
<< MAP >>
Katsuye, you're up!
Jumping At its closest point it's 15' across.
With a running start (move 2 sq ahead of time) you need to get above a DC20 Athletics Check to get to the other side.
If you fail but get at least a 15DC, you are allowed to try to catch yourself on the opposite ledge (see below)
If you failed your original jump check and didn't get at least a 15 -or- if you fail to catch yourself, YOU FALL.
Use the Rope
The rope is 5 squares long. Each movement on the rope requires 2 points of movement. So most of you will have to spend two move actions to get across the rope. EACH move action (not each square moved), each move action requires you to make a DC10 Athletics Check. If you succeed, you can move.
If you fail by less than 5, you cannot move -- you're clinging to the rope, but you haven't fallen.
If you fail by more than 5, YOU FALL.
(If by chance you fall and you are next to the cliff edge, you can try to catch yourself - see below)
**IF you take damage while you are climbing across the rope, you have to make a new Athletics Check (DC 10 / DC15 if you're bloodied), fail by any amount and you fall, succeed and you're still on the rope.
CATCHING YOURSELF FROM FALLING
You are allowed to make EITHER a regular Saving Throw (DC 10) or a new Athletics Check (DC 15) to catch hold of the edge and just hang there. You would need to spend another move action to pull yourself up.