
Dain GM |

August 5th
Time: Roughly 9:30 PM
Location: The Square of the Green Peacock
Moon Cycle: Roughly Half Moon; Next Full Moon 8th of August
Moon Cycle
Weather Conditions: Cold, dry
Temperature: 40 F, or roughly 4.4 C
Tairin looked toward Hedran and answered, "Half past nine should be when we're at the entrance to the Catacombs in the Square of the Green Peacock. It should be dark enough by then not to be noticed."
Samir would have returned to the Inn to at least catch your performance. However, he has no idea what happened at the Bath House; how things turned out, or where your next objective is going to be at this time.
Samir will follow Tairin to the entrance to the Catacombs and meet with the others across the street from it in the shadows.
The entrance you are looking at is roughly ten feet wide with large masonry about three or four feet thick making up the walls to the entrance. The entire path seems to slope downwards under a stone overhang. There are dim lights coming from the mouth of the entrance to the Catacombs, almost as if there are torches or braziers lit a short way from the main entrance to provide light.
Samir says nothing as he peers across at the entrance from the shadows. He has no other gear than what he has purchased during the day, besides what he was already carrying.
The only thing Samir purchased during the day with his “Cut” is a Survival Kit, bedroll, and a days worth of dried food; all of which are slung over his back. He is also wearing Studded Leather Armor and a dark, hooded cloak and a dark keffiyeh which is currently open around his face.
”The entrance is there, yes – but when we journey down into it we shall find a wide chamber where the priests guard the tunnel. That is where the lights must be coming from… Further, there will be a metal gate there… If we enter by the main way we must slay the guards, open the gate, and do so before one of them can flee down the tunnel and alert the others.”
”This can be done, though it will be challenging. Or, if you prefer, I know another way… but I do not yet know our objective,” he says.
He would have indicated this earlier, but he wasn’t there to learn about the plans.
”Roughly three blocks from here there was a grating which refuse could be dumped into. Below the grating is a small tunnel which led near to the catacombs.. specifically, it can take us into the main tunnel of the catacomb, though we should be roughly two hundred feet from the main entrance and the guards... The opening between the sewer and tunnel is very narrow, but still wide enough that a person could crawl between the two areas, though with some difficulty."
”However, the sewer itself has a metal grate over it and that grate is kept locked. Further, the smell of refuse from its opening has drawn vermin which descend into the sewer tunnel below. Entering there would avoid the guards; yet we must also be able to open the lock on the grate with stealth so we do not attract the attention of any street rats, and we must then endure what vermin linger near the sewer entrance should we chose to go that route rather than a direct fight with the guards…”
He looks at the company.
”What do you wish to do?”

She Who Knows |

"Neither course seems easy. I think that going in through the sewer seems more prudent. That way we will likely be able to avoid a major battle with the priests, for now anyway. I didn't come to this country to take in the sights and aromas or the sewer, but needs must."

Dain GM |

"Neither course seems easy. I think that going in through the sewer seems more prudent. That way we will likely be able to avoid a major battle with the priests, for now anyway. I didn't come to this country to take in the sights and aromas or the sewer, but needs must."
Samir looks at Red, then he turns and stares at the others for a long moment, then he looks back and Red.
”As this curse seems bound most to your flesh I am wont to agree with your desire in this matter.”
”Meanwhile, your companions have not spoken to gainsay your will.”
”The only logical conclusion is that they are in complete agreement with your plan; if they were not, they would have said otherwise,” he says as his flat eyes stare at the others then look back to Red.
Peering at the dark sky for a moment, Samir gives the directions briefly. He indicates that the party come staggered, in no more than one or two at a time, so that they are not noticed, and that they should all meet as a particular spot somewhere to the east of the entrance.
In time the group has moved to the desired location and no one seems to have noticed the company.
Soon they reach a the outside of a small, run-down looking warehouse. There are multiple windows, but they seem to be covered by wooden planks. Near the back of the warehouse Samir indicates the location of the sewer tunnel. When the party arrives at the place they observe that the area around it has large drifts of loose sand – much like the alley where they dealt with the ambush the night before.
This surprises no one with any skill in Survival, for the fact that untrafficked streets or alleys would have large collections of loose sand after the storm was expected.
You study the sand for a moment and observe there are no obvious tracks or signs of disturbance and that this suggests it has at least been undisturbed since the sandstorm.
Suddenly you hear noises and the party goes instantly silent.
Moving cautiously forward to the warehouse you note that there are thin lights peering from the boarded-up warehouse and you take a moment to observe.
”There are folk inside that look like naught but local scum; they seem to enjoying some sort of smoke; likely indulging in something formed from the poppy,” Samir hisses in a low voice.
”They should not trouble us much, unless they hear us; so we must be cautious in our efforts to open the lock on the sewer and then lower ourselves within,” he adds, his voice still dull.
He glances at the others.
”Who among you shall open the lock,” he whispers with a nod at the rusty looking iron lock on the sewer grating, the foul stench rising from the poorly covered opening.
”Be cautious – it will not be easy to open and the lock is a part of the grate. Thus, if the lock is broken then we will not be able to open the grate and must find another way… Above all, be silent… undue noise could be dangerous,” he adds with a hushed voice.
Who will pick the lock? I'll also need a Stealth Check made while doing it; if you have oil it will aid you in the Stealth Check.
Failure at Stealth means the drug addicts will hear you and at least come to investigate. You suspect that they're a little "off" as they're a bit high; no telling what they do if they find you outside their den - they might ignore you, or they might fight you, or they might run from you... Only a low Stealth Check will tell.
Failure at opening the lock properly likely means the lock will likely be broken; since it's literally part of the grate it's likely that a broken lock means the grating won't be opened easily and it will require an alternative plan.
Speaking of Alternative Plans - right now you have Red with you; she seems to be okay, but your gut tells you the later it is in the night to get inside the Catacombs the greater her chance of being possessed again. That said; the longer you delay at these actions the more dangerous it becomes for all of you.
Cool - so now all we need is someone with Stealth and Disable Device to act.
Good luck!

She Who Knows |

”As this curse seems bound most to your flesh I am wont to agree with your desire in this matter.”
"Everyone and everything seems to want to bind my flesh recently."
”Meanwhile, your companions have not spoken to gainsay your will.”
”The only logical conclusion is that they are in complete agreement with your plan; if they were not, they would have said otherwise,”
"They are just wise enough to trust my judgment."
Perhaps the players have not had an opportunity to post.
”Who among you shall open the lock,”
"I don't know how, sorry."

Dain GM |

”Who among you shall open the lock,”
He glances at the others, then Red responds.
"I don't know how, sorry."
Samir grunts.
"Do not be sorry; in truth, I am not wholly certain why we are here. I know only that we must enter the Catacombs... as to the purpose? It matters little to me..."
He taps his fingertips on the hilt of his blade.
"In those pits are darksome threats and grim dangers which we should all fear; yet besides them is the chance for untold riches were we to be clever and plunder the tombs of a few dead viziers and satraps..."
Then he shrugs.
"But who cares for that, eh? After all, do you want to live forever?" he adds with a roguish glint in his eye.

Tairin of the Veils |

At the end of her performance, Tairin explained to Samir why they were heading down into the Catacombs.
Tairin has her pack, wearing her armour and weapons at her hip.
If we purchased vermin repellent or Anhur crafted some, Tairin would have put some on. Bjoern is carrying the dungeoneering kit, shovel and pick.
Tairin wrinkled her nose at the thought of going through the sewers, with the smell of refuse and the threat of rats and she was about to say something when the decision was made by Samir and Red. She swiftly twisted her hair in a single braid down her back and used a cord to secure it.
Moving past her companions, Tairin crouched down near the metal grate, and, removing the fine thieves tools from her pack, Tairin looked over the grate and its surrounds to first ensure there was no trap set on the metal grate opening or below it. She held her breath as often as she could so as to not breathe in the pungent smells coming from below. Only if she deems it safe, Tairin then quietly and methodically worked to pick the lock, keeping in mind all the possible threats and attempting to keep the lock from breaking.
Stealth: 1d20 + 9 ⇒ (14) + 9 = 23
Perception to check for traps: 1d20 + 6 ⇒ (20) + 6 = 26 (If there's a stone trap, then please add another +2 for Stonecunning, for a total of 28.)
Disable Device with M/W Thieves Tools: 1d20 + 10 ⇒ (15) + 10 = 25

Dain GM |

Bjeorn seems ready to smash the grate with his pick axe, despite the warnings against making noise.
Luckily Tairin was able to dissuade him of the decision to smash things and moved in to try to pick the lock.
Her efforts were successful and the lock on the grate opened.
After a moment of struggling with the weight of the metal the party is able to slowly open it and cluster around the entrance.
The smell pours out and assaults everyone, but it is off little concern. Into the sewer the party must go…
Samir looks up.
”Who shall go first?” he asks.
The inside is dark - you cannot see very far into it. You believe it is at least 8 feet deep, possibly 10. What's your move?

Tairin of the Veils |

Feeling the moment the lock *clicked* open was a satisfying feeling for Tairin. As soon as the grate was moved across, the smell became almost sickeningly pungent. Tairin heald her breath as she lifted the veil over her nose and mouth and ensured it stayed in place.
”Who shall go first?” he asks.
In whispered voice, Tairin stated, "There are some who can see through the darkness. I am not one with such ability. I also do not want to jump down and break my ankle. Hedran, you have a rope. I can use that to climb down when it is my turn. However, I am going down first."
Perception to hear any sounds down in the darkness: 1d20 + 6 ⇒ (4) + 6 = 10
Still in whisper/lowered voice, "If it is deemed safe to do so and acceptable to you, I can draw some magical energy to create light orbs to send down first so we can all see."
(If it's safe to do so and won't give them away, Tairin will cast Dancing Lights to light the dark sewer.)
Only if the group is in agreement, then the following will happen...If not, then please ignore for the time being.
Upon word from the group, Tairin made a few graceful gestures in the air and quietly uttered the word, "Nawwar" and four glowing spheres appeared and moved silently down into the darkness. (Spell lasts 1 minute at this level. It's a cantrip, so it can be repeated when need be. 110ft range.)

Hedran |

"I know how to move around in the dark, and I can see decently enough under poor light conditions" - Hedran comments - "I suggest I go ahead and scout the area, then come back to report"
If Tairin agrees:
Hedran peers into the darkness for any sounds or movement, then begins to make the descent as quietly as he can.
If there are metal or wooden or stone 'stairs' of any sort, Hedran will use them - if not he will tie the rope up top, and move down. Also, if the rope will then become the only means of ingress/egress through the shaft, then he suggests leaving it in place.
Perception: 1d20 + 6 ⇒ (7) + 6 = 13
Climbing: 1d20 + 7 ⇒ (14) + 7 = 21
Stealth: 1d20 + 7 ⇒ (15) + 7 = 22

Tairin of the Veils |

Upon Hedran's suggestion, Tairin nodded and quietly added, "Scout ahead, but not too far forward lest you cross paths with more danger than you can handle. Let me give you a little added protection before you descend." Then she uttered some words in her native tongue; her hands drawing magical energy unto her. She laid a hand on Hedran's forearm, whispering "Muqaawama" and the protective energy spread over him in a soft wave.
Tairin cast Resistance on Hedran. You imbue the subject with magical energy that protects it from harm, granting it a +1 resistance bonus on saves. Lasts 1 minute.

She Who Knows |

"Fine work Tairin."says Red as Tairin picks the locks in silence. Then as Hedran descends into the dark red says "Take care Hedran."

Dain GM |

With the noxious gases emanating from the hole, specifically the smell of methane, it would be dangerous to use actual fire in the sewer tunnel. Only Magical Lights that do not actually burn will be safe, actual fire will ignite the natural gas and likely cause an explosion.
In no time Hedran is lowered into the hole.
He discovers the dimensions of the tunnel down to be roughly the size of the grate – specifically; 3 Feet Square. This narrow tunnel down descends roughly Five Feet and then opens into a wider tunnel running horizontally.
When Hedran reaches the bottom of the tunnel his feet touch sand-covered filth; the recent sandstorm causing loose sand to fall down the grate and dry/thicken the wet mess at the bottom.
He quickly discovers that there is a small heap of refuse which he is able to stand on awkwardly, but as he steps off of it into the horizontal tunnel he quickly realizes that the entire tunnel is very small and narrow.
Specifically, it is only slightly wider than the grate (in this case, 4 Feet Wide) and the height is low; roughly 5 Feet high. This means that anyone who moves through the tunnel and is 6 Feet or Taller is considered to be - Squeezing - through the tunnel, with all the penalties that entails. Those of you who stand 5 – 6 feet will also be at “Squeezing” penalties; but only a -2 to AC and Attack instead of the standard -4.
At this point Samir has indicated that the horizontal tunnel should run West for roughly 300 feet until it passes a point when there is a break in the wall which will be on your right side. This break has loose stones and will not be easy to find, unless you are looking for it.
The stones at the break will likely need to be pulled apart and moved aside; doing this will allow you enter a hallway in the Catacombs which is away from the main entrance and so should be easy to avoid notice if you enter it. It will also be a task that is better done by someone in your company who is strong enough to move piled rubble.
If an enemy comes down the hall they will likely have torches and you will be able to see their light long before they see yours – you hope.
Even so, once you enter the tunnel you believe that it will be hard for your companions to switch their marching order once it is established. Therefore, picking marching order before proceeding would be very good.
It should be easy to climb down the passage into the sewer tunnel; those who might struggle should just be lowered down. Once you’re in the tunnel I will need marching order formally. Then we’ll move forward!
Also; for those of you who wish to have “Vermin Repellent” let me know if you bought it and then please subtract the cost of gold for it from your sheet. For what it’s worth, Vermin Repellent works on only certain sizes of vermin; generally Tiny or Diminutive; Vermin that is Small or Medium will likely not be bothered.

Anhur |

"I will follow you all to protect against attacks from behind. You will be safe with me there." Anhur says confidently. "Let The Red Seer walk before me and Samir before her, that we may bind her if need arises."
He pauses, considering something. After a moment he turns to Tairin with a serious expression on his face. "You are skilled with picks." He states flatly with a small nod.
Survival: 1d20 + 4 ⇒ (11) + 4 = 15
Kno:nature: 1d20 + 6 ⇒ (9) + 6 = 15
"Let us light no fires here, for the gas would explode us all."

Dain GM |

"I will follow you all to protect against attacks from behind. You will be safe with me there." Anhur says confidently. "Let The Red Seer walk before me and Samir before her, that we may bind her if need arises."
Samir cinches the fabric around his face and nods at Anhur's suggestion.
"Let us light no fires here, for the gas would explode us all."
He pauses at the edge of the opening and whispers.
"Those in the catacombs use fire to see their way, when the break between this sewer and their tunnel opens we may be forced to find another way out. If they were to pass by the opening with lit torches this could be dangerous..." he says, then lowers himself in.
At this point the marching order is then Hedren; Bjeorn, Tairin, Samir, Red and Anhur at the rear.
The party then advances slowly through the cramped space of the sewer. As they plod forward they are aware that there are occasionally damp places where the fetid refuses has collected and their boots sink to their ankles in the muck.
At one point they feel air around them and realize the sewer branches into a perpendicular tunnel which travels north south, but their current path continues west and there they must travel until they reach the break in the bricks.
I'll need Perception Rolls from everyone at this time. Thanks!

Tairin of the Veils |

"Fine work Tairin." says Red as Tairin picks the locks in silence.
In lowered voice, "Thank you, Sister. It is good to be able to practice like this."
After a moment he turns to Tairin with a serious expression on his face. "You are skilled with picks." He states flatly with a small nod.
Tairin inclined her head at the Anhur's regard of her work with the lock. Then in discreet voice responded, "I am pleased with these new tools. They are much better than my previous ones. Thank you, Anhur."
INT check (DC 15): 1d20 + 1 ⇒ (10) + 1 = 11
"Let us light no fires here, for the gas would explode us all."
"It is good then we have my magic light orbs." Tairin cast Dancing Lights in the previous post ... I didn't see an objection from other PCs, so she would have cast it. The GM said they would be fine with the sewer gases.
Tairin moved the small orbs along the tight sewer and she silently grimaced every time her boots sunk deeper in the muck. Even with the veil across her nose and mouth, the smell was ingrained in the walls and space and she tried to keep from breathing in too much. She continued to move along, slowly and carefully, with her companions, grateful to be ensconced between the party.
At one point they feel air around them and realize the sewer branches into a perpendicular tunnel which travels north south, but their current path continues west and there they must travel until they reach the break in the bricks.
She cast her eyes about the disgusting sewer, and, also turned her ears to listen to the other sounds inside the sewer.
Perception: 1d20 + 6 ⇒ (11) + 6 = 17 (add +2 to detect unusual stone work or and intuit depth underground from Stonecunning feat, if this is at all relevant.)

Hedran |

Guys, I am going to suggest Hedran taking point at least... 50 or something feet ahead of the rest of the group, so he can actually scout unnoticed, and double back if needed.
If that is not the case, then there is no reason for him to take point, as he is not a 'tank' nor a 'frontliner'. Let me know your thoughts on this.
Perception: 1d20 + 6 ⇒ (7) + 6 = 13

She Who Knows |

"Precisely Right Anhur. No fire. I too can employ for preternatural skills to light our way without hazard. I quite understand everyone wanting to tie me up, but can we play such games somewhere less... filthy.
Hedran, if you wander more than 30 feet from me I can't help you with my hexes if you are attacked. It might be sensible to scout ahead anyway, mind."
For some reason Red's mood seems to have improved.
I can't fail a DC 10 KS nature check so didn't roll. I don't really have a preference as to Hedran playing scout.
DainI am waiting to see if I have the gold to pay for vermin repellent, a question in the discussion thread. If I have the gold I will buy some.

Dain GM |

Via the Perception Checks I only have them from 2 people - but anyway; I'm just going to hold off on the adventure until much later tonight so that everyone will have a chance to buy things before it starts rather than buying them retro actively during the adventure. Here's hoping the list is up soon :)

She Who Knows |

Perception: 1d20 + 6 ⇒ (6) + 6 = 12A further +2 if the roll concerns stone.
Sorry about missing the call for a perception roll Dain. One would expect the person with an Arts degree majoring in English and a Law degree with honors to have this reading thing down pat, but it seems not.

She Who Knows |

DainIt turns out I have some money and have purchased some vermin repellent.
TairinRed repaid you the 10 GP you lent her at the Holy Brothel,with thanks , before we left for the catacombs.

Dain GM |

As the party then reconsiders things it seems that the new marching order has been decided.
Bjeorn at front, followed by Hedran, Tairin, then Red and finally Samir at the end.
Needless to say I’m putting our two heavy fighters on point until I hear otherwise.
As you advance you’re skills Perception are good enough to tell that when you pass the perpendicular tunnel branching past you that the air his shifted and is blowing hard up from behind you. The smell doesn’t seem to change – much – but you suddenly realize that you are upwind for anything before you.
As you ponder this you suddenly hear scuffling in the water before you.
Into the light you’re startled to see what looks like very large rat moving toward you; it’s hungry eyes boring hard into you.
It seems that there’s nothing else to do at this time but one thing…
Roll Initiative Please
1d20 + 3 ⇒ (11) + 3 = 14

She Who Knows |

Intitiative: 1d20 + 4 ⇒ (13) + 4 = 17
Go on rodent, make my day.

Dain GM |

Hmm... I kind of thought you guys would roll one roll for the party, rather than individual rolls to get a party average as I generally don't break up Initiative via individual rolls. At this time your party average is a total of roughly 11; meaning the large rat wins the Initiative.
The rat seems to have none of the issues that medium sized creatures would. For although it is a very large rodent, the fact remains – it is only a small animal.
The therefore rushes forward and attempts to bite Bjeorn –
Bite attack on Bjeorn
1d20 + 2 ⇒ (19) + 2 = 21
If it hits –
1d6 ⇒ 6
EDIT: Bjeorn, I believe that hits you given your AC is at -4; however, your DR soaks a total of 3 damage, meaning you only took 3. Also, I need a Fortitude Save at this time. Also, it's your move...
The rat clamps down into Bjeorn's leg fiercely and sinks its fangs into his calf. However, now it is Bjeorn's time to respond to the foul creature...
Note; remember, given your size you're unfortunately at a -4 to hit as the size of the tunnel is so small.

She Who Knows |

Red attempts to put the giant rat to sleep.
That is the Slumber Hex
Effect: A witch can cause a creature within 30 feet to fall into a deep, magical sleep, as per the spell sleep. The creature receives a Will save DC 15 to negate the effect. If the save fails, the creature falls asleep for a number of rounds equal to the witch’s level.
Why don't I calculate the average party initiative and someone, maybe the first to post when initiative is called for can roll it.
Red +4
Tairin +3
Bjeorn +2
Hedran +3
Average= 3 exactly.
I don't know Samir's initiative mod, Dain will have to give us that if we want to include him.

Dain GM |

That is the Slumber Hex
Effect: A witch can cause a creature within 30 feet to fall into a deep, magical sleep, as per the spell sleep. The creature receives a Will save DC 15 to negate the effect. If the save fails, the creature falls asleep for a number of rounds equal to the witch’s level.
Willpower Save
1d20 ⇒ 8EDIT: The rat is now asleep at Bjeorn's feet but I still need a Fortitude Roll from Bjeorn.

Dain GM |

The rat rushes up and charges Bjeorn and bites into him, then Red was able to put the rat to sleep with a Hex.
Fortitude Save 8
”Are you alright?” Samir calls from the rear.
Bjorn quickly coup the graces the rat.
Bjeorn crushes his blade into the rat’s skull and pulverizes it.
Samir glances behind them and studies the shadows for a moment, then shrugs as the party moves warily forward.
After three to four minutes later Bjeorn can see in the floor a small pile of bricks and rocks lying in the bottom of the sewer. It is possible to crawl over the rocks and bricks and move forward through the sewers, but pausing at the rubble there is the feeling of air wafting through a break in the wall.
Closer inspection that the break is large enough to crawl through with some difficulty, but the other side of it has loosely stacked bricks which were clearly laid there to prevent the smell and other threats from coming from the tunnel.
”Can you see a way in?” Samir hisses out softly.
It is possible that you may be able to push open or pry open the bricks with Strength. A crowbar might help, as well as any other means to figure this out.
There’s plenty of ways to do this, but ultimately I’ll just need a reasonable response (followed by an appropriate check) to indicate how you’d move past the bricks – unless you’d like to keep moving through the sewer?

She Who Knows |

"There is a hole in the wall I think we should investigate. It should be possible to force a way through the bricks. Does anyone have a crowbar or something similar to give to Bjeorn?"

Tairin of the Veils |

"I wish to be gone from this sewer and its stench and rats," Tairin stated in lowered voice, muffled further by the linen veil across her nose and mouth. After a moment of thoughtfulness, she added, "The wall will not come tumbling down if Bjoern hits it too hard? I do not want to be buried under pile of rock and debris in this narrow corridor where fast retreat is not readily available."

Dain GM |

Theoretically Sift would be useful; but it’s mainly used so you can search for a trap from a distance, so if you step on a trigger plate in front of the trap it won’t go off and you’ll still be able to search. In this case, though, there are no traps.
Via your Dungeoneering; at this point I’m going to say you took a Natural 10 (and although you normally couldn’t do that with a Knowledge Check I think we’re all done waiting for Bjeorn to make his Strength check at this point; hence me just moving things forward a bit).
Tairin is able to study the rocks somewhat via her knowledge of Dungeoneering and is able to instruct Bjeorn and point out where best to lay the crowbar for maximum effect.
At this point Bjeorn moves on the opposite side of the rocks to work with Hedran on this –
Strength Check
1d20 + 6 ⇒ (4) + 6 = 10
EDIT: It seems that Bjeorn will be aiding Hedran and the two gain a total of 18 – more than enough to cause the bricks to crumble into the chamber beyond.
As the dust settles the party is able to see that two large bricks have fallen forward. The entire hole is now about two feet high by four feet wide. After some struggling they manage to pull themselves into the space beyond and they can see it is small antechamber roughly 20x20 square. Around them are small alcoves which have stonework built into them; these stones have bronze plaques with what look like names. A final alcove remains empty, but there are loose bricks stacked nearby and you presume that this is a place made ready to bury someone at some point soon – but you do not know when.
Hedran and Bjeorn move to place the bricks in front of the obvious hole in the sewer tunnel beyond. Then they peer around the corner of the antechamber.
There is a dim light to the left – Samir indicates in that direction is the main entrance in the square of the Green Peacock. To the right you see nothing but darkness; but that is likely where you must go.
The main tunnel you’re looking into is roughly ten feet wide, room for two of you to walk side by side.
I’m assuming the same marching order as before? However, given the width of the tunnels you’re free to readjust.
At this time your party moves forward cautiously - Please also detail how you’re using lights at this time - but you see no one. The tunnel then comes to a place where there is a sudden, wide room. This room looks like it is about 40 feet square – you’ve come into the room on the western side.
There seem to be some broken pillars laying on the ground; but most of the room is in good repair.
There is a hallway which lead to the north; this seems to be a smaller tunnel then the one you're walking in; it is only 5 feet wide.
Directly across from you is another tunnel – this one is remains the same width; it is also 10 feet wide.
Finally there is a passage to the south. Moving a bit closer to it you can see this is a stairway and it leads down. The stairway is 5 feet wide and it looks like its very dark.
Which way do you go?

She Who Knows |

"Hmmm. Three directions we can go. I don't really have any reason to prefer one over another except ... maybe what we seek is buried deep, so maybe we should go down. But that is only a hunch. I just want to keep moving and doing something, I feel better since we came down here, despite the stench."
Is anyone making a map? Someone should or take some other step to ensure we don't get lost down here.

Dain GM |

"Hmmm. Three directions we can go. I don't really have any reason to prefer one over another except ... maybe what we seek is buried deep, so maybe we should go down. But that is only a hunch. I just want to keep moving and doing something, I feel better since we came down here, despite the stench." ]
Samir glances at Red, then the others.
"It is alright - I am certain that the others do not have an issue with that decision, else we would know."
Noting the stairs are only five feet wide Samir glances at the others.
"I assume we shall revert to our original marching order as well?" he asks, then shrugs at this point as there is no protest to that plan.
"How do you wish to light the way? Or shall the lady light the way," he says with a glance at Tairin, then shrugs again as he presumes she shall indeed proceed with the method of lighting the way.
The party then advances down the stairs - Bjeorn first, followed by Hedran, Tairin, Red and Samir in the rear.
The stairs descend down into small flights, each flight having nothing on it, but the stairs continue to descend.
You have traveled roughly 100 feet below ground.
The stairs end in a small chamber with a few bricks and rocks laying over the path of the tunnel before you.
Bjeorn is easily able to crawl over the rocks and the rest of the company follows and you advance slowly forward; the air widening around you.
Tairin's light is able to reveal that the room is roughly 20 feet wide and 40 feet long. On the far side of the room is an open doorway - sending her light across the room she can see that the doorway has a tunnel which makes a sharp right turn.
With little to do but advance, the party moves forward and heads to the new doorway and then turns in the tunnel.
The tunnel is also 5 Feet wide and the party advances into it, but they notice that there are broken rocks and bricks on the floor.
The floor is now considered Difficult Terrain to move over
The company advances over roughly 30 feet of Difficult Terrain and they notice that the floor is now smooth and bereft of rubble and continues forward and you see a doorway in another 40 feet which opens into darkness.
However, as you move forward the next 40 feet you think you can hear voices in the next room. You approach the door but you don't enter it yet, pausing - but now you are sure; you hear the sound of voices.
What do you do?

She Who Knows |

Before starting the descent, Red light the way with the light cantrip, saying "Solas! Are any of these rooms bringing back pleasant memories for you Samir?"
Upon reaching the doorway leading to darkness from which the voices are to be heard, Red stops still listening. Red attempts to identify the language being spoken. She speaks Yar-Ammonite, Khazistani, Susrahnite, Bhangari, Djaka, Nabastissean and Zadjite.
Perception: 1d20 + 6 ⇒ (15) + 6 = 21 +2 if the roll involves stone.

Tairin of the Veils |

Tairin continued to direct her little dancing lights as they moved through clear and obstructed chambers and passageways.
She was happier when the stone floor was clear of rubble to trip and traverse over. Her eyes scanned the spaces as they moved, trying to spy past the shadows using her lights in order to note any impending threat or danger.
Perception to note danger or traps on stairs and small chamber: 1d20 + 8 ⇒ (6) + 8 = 14
Tairin saw the door and the darkness beyond. She gestured to Bjoern, who looked like he was ready to move as normal, to be more quiet so as to not be heard. Drawing her scimitar, Tairin began to steadily and quietly move closer to the door, ensuring her lights stayed with her and the others at present and not move beyond to draw the attention from the owners of the voices. Her eyes cast about for any new obstacles or traps which could hinder, harm or alert. If the others asked her to extinguish the magic lights (for stealth reasons), she was ready for that, too.
Tairin's Stealth as she moves closer to the door: 1d20 + 9 ⇒ (13) + 9 = 22
Perception to note traps: 1d20 + 8 ⇒ (20) + 8 = 28 (add +2 for stonework traps for a total of 30.)
Perception to hear what is being said, aiding Red: 1d20 + 6 ⇒ (10) + 6 = 16
(Tairin only understands Yar-Ammonite, Khazistani and Susrahnite at this stage.)

Hedran |

Hedran follows suit after Tairin without a word, as silent as he can, to assist in checking the door, and listening in on the conversation.
Stealth: 1d20 + 6 ⇒ (11) + 6 = 17
Perception door/traps, aid: 1d20 + 6 ⇒ (9) + 6 = 15
Perception hear what is being said, can this be aided?: 1d20 + 6 ⇒ (5) + 6 = 11

Dain GM |

Quick Note on Stealth/Perception
While Lights have a limited radius for how far they allow you to see, the distance light travels is much different. So, for example, if you were on the plains searching the grasses near you for a lost item, your lights would only allow you to search a limited radius from the light source; however, if someone else was on the plains nearly a half a mile away and there was nothing between you both but the dark of night, they could still see the torchlight a long way away.
Tunnels are different as lights typically won’t shine far around corners; but if there is nothing blocking the light it could be easy for an enemy to see your light source even beyond the radius it provides for you to search.
You all halt in the tunnel and do your best not to make a noise and attempt hear what you believe to be whispers.
At this point it is hard to say; you do hear something that sounds to brief and halting to be wind echoing in the tunnels, yet if it is whispers you can make out little except that they sound like the hisses of serpents or snakes.
Bjeorn formally had point and was ready to move forward; given that the tunnel is 5 Feet wide and you do not see any traps, I am assuming Bjeorn is still on point and able to peek around the open doorway, especially given that the radius of the light is 20 feet from each orb, and an additional 20 feet of dim lighting – more then enough to shine into the next room.
Bjeorn, sticking your head around the door you see that the width of this room is roughly 30 feet wide (this extends one grid off the map) and the length of it stretches north into darkness.
Further, you can see that there is quite a bit of broken rubble and rocks in this area, almost as if there has been either a cave-in or an excavation, but you are not sure – the light fades to your north.
The smell of rotted flesh hits all of you full in your face and Bjeorn, you can see in a corner what looks like a corpse with pulpy maggots feasting on it. However, the maggots are not tiny; instead, they seem to be roughly the size of a large dog or small man.
Bjeorn, with the light spilling in to the room you see at least three maggots which are now moving toward you – there may be more to the north.
You can still hear hissing from the north and what sounds like a wounded moan that sounds human…
”Help… me…”
There is more to see beyond the lights; but you will not be able to see more until you advance. Also; though I created a door on the map; there is no literal doorway there; that is just to show what would be the “frame” of the doorway.
Combat Map has been updated
At this time I need a party Initiative –

She Who Knows |

Group Initiative: 1d20 + 3 ⇒ (12) + 3 = 15
"Can anyone understand that speech, or is it just sounds of pain?"

Dain GM |

"Can anyone understand that speech, or is it just sounds of pain?"
1d20 - 1 ⇒ (15) - 1 = 14
You won Initiative - it's your move...
Samir draws his weapon but shakes his head at Red's question.
He does not move his position at the rear of the party; instead, he uses Full Defense to prevent any possible enemy from attacking from the rear.

Tairin of the Veils |

Round 1
In whispered voice, Tairin replied to Red, "No. I do not understand the words, if that is what they are."
With scimitar already in hand, words in her native tongue flow quietly as her other hand draws gestures in the air before her. She touches the free hand to her body and quietly declares, "Muqaawama", as the magical energy she harnessed spreads around her - protection against impending harm.
Standard action: Cast Resistance on herself.
Then transferring her scimitar to her off hand, she draws the scorpion whip from her belt (keeping it furled for now). (Move action)
(AC is 15, HP 18/18, +1 resistance bonus on Saves for 1 minute.)

She Who Knows |

"If you boys move so I can see our foes I can try to assist you by putting enemies to sleep. But I can't see them to do that from here."

Caslav of Lamu |

Caslav's eyes go back and forth between the monstrous maggots and the backlit figure peering through the doorway. I will be discovered one way or another. If that's a temple guard, best to call attention and feign authority... though if these foul worms defeat him, I'll likely be next.
Struggling against dizziness and nausea, the Lamuran gurgles at the maggots and attemps to draw their attention away from the figure in the door and calm them. While keeping his focus on the huge larvae, he calls out between noises in a hoarse whisper. Susrahnite: "I'm pinned... beneath rubble... these worms may be docile... from feeding..."
Wild Empathy: 1d20 + 1 ⇒ (2) + 1 = 3 ...but probably not :)