
| Lleidr | 
 
	
 
                
                
              
            
            Lleidr will use the spider climb effect to get past the more dangerous stretches and keep up with the longer legged humans.
Reflex: 1d20 + 9 ⇒ (17) + 9 = 26

| ziltmilt | 
 
	
 
                
                
              
            
            Shadow Tower, the Stairs
The stairs under your feet shake upon the sound of one of the massive tower bells giving an ear pounding ring as it tears free from its supports and smashes through the rotting timbers.
Lleidr is dead under the center, but the halfling manages to scramble up from beneath the bell's looming shadow just in time. Unfortunately, Ned is frozen, unable to react before the bell strikes (26 hp dmg). The stairs under Ned are smashed into splinters and chunks of worm eaten wood, which rain down on the stone floor far below. The bell crashes onto the floor and then is smashed into pieces.
Fortunately, Ned's training has saved his life once more. The bruised ranger hangs by a hand grip, holding onto a banister which has been bent and twisted by the falling bell. Ever so slowly, the banister's few remaining supports pop and twist their nails, threatening to drop Ned into the emptiness below.
Even worse, the party is divided by a 10' stretch of destroyed staircase. Selia and Nich are on one side, at a lower height than Ned and Lleidr.
From above, you hear the guard yell again. "HUZZAH! I warned you to keep away. Now you'll listen, right! I've got 3 more bells!!"
Sense motive, anyone?

| Lleidr | 
 
	
 
                
                
              
            
            Lleidr will hold up to see if Ned needs help climbing back up.  If he does,
Aid Another: 1d20 + 1 ⇒ (14) + 1 = 15
If he doesn't need help, I guess Lleidr will try to help figure out how Selia and Nich will get across.

| Nicholae Szabo | 
 
	
 
                
                
              
            
            Sense Motive with guidance added: 1d20 + 7 + 1 ⇒ (15) + 7 + 1 = 23
Ned was trudging along whereas Nich, I thought, was leading the way, running - a bit surprised he is on a higher level than I

| Nicholae Szabo | 
 
	
 
                
                
              
            
            He's lying about the bells but buggered if I know how we are going to cross that gap? Oh for a spell of flying.
If I summon up a eagle or something, can they pull / aid another Ned up? Guys. There is NO way I am going to attempt a jump in full plate - I think I am out of it for now

| Lleidr | 
 
	
 
                
                
              
            
            Zilt, if Ned doesn't need help climbing up, Lleidr will look where the stairs were smashed for foot and hand holds for Nich and Selia to use to get across the gap. If nothing else, maybe chinks that can be dug out or have pieces of wood wedged in?

| ziltmilt | 
 
	
 
                
                
              
            
            Where the stairs are gone, you see a series of 8 iron hooks, each as thick as a man's finger and the size of his hand, projecting from the stone wall which had been used as supports for the stairs. Two of them are smashed from the bell and their shape is now mangled, but nonetheless appear firmly embedded in the masonry. Each hook is little more than a foot apart; 'hook' may be somewhat misleading. They're essentially J shaped braces, meant to cradle a timber in their bow.
Ned manages to bring his other arm up, to better hang onto the broken arm of wood. Inching over with great care, he manages to grab a stable step at Lleidr's feet before the supporting nails give way, and the banister tumbles down into the darkness below.
So, he's still hanging, but hanging to a more stable (hopefully) piece of structure.

| Lleidr | 
 
	
 
                
                
              
            
            "C'mon, Ned, you look like the last shriveled apple hanging off the branch!
Lleidr will continue to do his best Spider-man impression, holding his action in case Ned needs help climbing up or the others need help crossing over the gap.

| Nicholae Szabo | 
 
	
 
                
                
              
            
            C'mon Ned - don't fall old man! Besides we need you to string a rope so that we can cross... so climb up!

| Selia D`Averam | 
 
	
 
                
                
              
            
            Selia casts grease on Ned's hands, and.. wait, maybe that's not right...
I don't think Bizrip is able to help her over. But if he can assist Ned in a climb check or something, Selia will calm him back down.
"Go on up, boys! I'll send some critters up to join you."
Selia begins casting Summon Monster II, which will take a full round, but target to place him furthest point up the stairs in range.

| Nicholae Szabo | 
 
	
 
                
                
              
            
            What would be the DC to cross? And if Selia held a rope on one side and Ned the other would that lower the DC, forming a railing so to speak? If Ned and liedr secure the rope as well then if I fall it, the rope would catch me. Soooo - who has rope?

| Lleidr | 
 
	
 
                
                
              
            
            [dice=climb]d20+12 (plus assists?)
"Apple is it? Well, it's all about core strength"
As the incredible awfulness of Ned's pun worms its way into Lleidr's mind, the young halfling's eyes go blank and his face slack. ...such a bad joke..., he mumbles over and over, staring at the man he once thought his friend. With a deliberateness lacking malice, he takes the Fang and begins stabbing at Ned's fingers, hoping to help the man end the horrible existence that spawned that wordplay.
btw, I'm now convinced Ned is being played by Zilt. There's no way another person in the universe could come up with that bad a pun :)

| Lleidr | 
 
	
 
                
                
              
            
            A rogue with an 8 STR. Rope weighs 10#, and Lleidr's light load maxes at 19.5#. If I had realized that this was a campaign instead of a module, I'd have balanced the ability scores a little more. Of course he has magic storage now, so I'm out of excuses.

| Nicholae Szabo | 
 
	
 
                
                
              
            
            Of course!.
Nicolae channels energy twice.
4d6 ⇒ (6, 3, 2, 5) = 16 and 4d6 ⇒ (4, 3, 3, 4) = 14
Healing everyone.
Then he uses his summon monster II as cure moderate wounds slot to heal Ned for an additional 2d8 + 7 ⇒ (1, 5) + 7 = 13
Hows everyone now?

| Nicholae Szabo | 
 
	
 
                
                
              
            
            Add 1 more HP Ned thanks to a trait bonus I have
I think its just best if we push on as fast we we can. Selia's spell won't last forever

| ziltmilt | 
 
	
 
                
                
              
            
            What's the duration of the summoning, Selia? While the ant can surely outpace the party and manage the stairs more easily, there's quite a bit of staircase left!
Bizrip see the city guardsman panic and run towards the NW corner of the upper tower, where the staircase finally ends. There is an opening to the outside featuring crude scaffolding and stairs which pick back up, on the tower's outer wall, going up towards the pinnacle.
The guard runs through the opening and then disappears around the corner, leaping up the outer stairs.

| ziltmilt | 
 
	
 
                
                
              
            
            Several rounds pass as you make your way up the steps while trying to avoid pitfalls. You're close to the top of the tower now.
Three immense bronze bells hang from timbers here, affixed by rusting lengths of chain and thick ropes. Above the bells are massive gears and
clockworks, although they seem both rusted and scavenged—many of the smaller components are missing entirely. The rickety wooden stairs wind up and around them but don’t quite reach the ceiling above, coming to an end at an opening in the wall. Here, the stairs continue up the exterior of the tower to a room that must lie just beyond the ceiling directly above the bells.
There's 2 rounds left in the giant ant's summoning before you reach the exit that the guardsman disappeared into.
 
	
 
     
     
     
	
 