
Eldin Farstrider |

Seeing Tyndal grab Harven, and Seann staggering around muttering about a staircase, Eldin grabs the tattooed mage under the arm, and begins dragging him in the direction of the latrines.
“Terin, are you alright?” Eldin yells back at the beast doggedly following him. “I’ll heal the wounded once we get out of this heat and smoke.”
Eldin heads as quickly as he can towards the latrines, following the lead of Tyndal, who has of course been there before.
Once they make it through the doorway, and are out of imminent danger of being burnt alive, the priest pulls out his wand of curing and touches it to the worst of Terin’s burns. He then uses the wand on anyone else who appears wounded. “No point in plunging into the unknown in a less than optimal state,” he says.
Given time, Eldin will use 5 charges of the wand to being Terin, Eldin, Anders and Harven back up to full hit points.

Terin "The Beast" Talonshift |

Given time, Eldin will use 5 charges of the wand to being Terin, Eldin, Anders and Harven back up to full hit points.
Do we need to roll this, or just assume full Hit Points?
The beast's form quickly shifts back into that of Terin."Lets go people, move it! Down the shaft! This place isn't gonna be pretty in a moment!" Starts heading down the ladder after Tyndal, clapping a quick hand to Eldin's shoulder in a quick, silent thanks for the curing.

G'mork |

Do we need to roll this, or just assume full Hit Points?
I was going to roll on it earlier, but ran out of time before my contact lens appointment. My feeling is that you won't get time to do more than one, maybe two heals before the flames overtake your area. It's spreading quickly.
The stunning is brief, and ought to be wearing by the time you hit the room.

G'mork |

Ducking under the propped up stone commode, the party quickly descends the now hygienic rope ladder into the fetid, sweltering depths of the Sassarine sewer system. As the last member of the party enters the hole, there is a tremendous blast from above, accompanied by a wave of searing heat and light. The tunnel entrance slams closed, sending Tyndal’s crowbar whirling past you at high velocity, barely missing the party and landing with a loud splash somewhere below you in the now dripping, dank, darkness.
At the bottom of the shaft, there is a stone ledge beside a channel of running water, providing just enough room for the party to spread out into a single column. The source and egress of the water occur beneath stone walls, so it isn’t immediately clear if you’d be able to escape via the waterway. At the far end of the chamber, there is a brick lined tunnel with a curved ceiling. The stonework in the room you currently occupy is of a different type and pattern, as if it were not originally part of the sewer.

Terin "The Beast" Talonshift |

Let's get some light going, guys. Just this one lantern isn't gonna do enough and I would rather have a couple sources of light going incase one goes out. I already used my "light" for today, so I'm afraid I won't be much help there.
I think your crowbow went over there, Tyndal. *Gestures towards the vicinity of where it landed* If it is damaged I will try to fix it. That thing is damn handy!

Eldin Farstrider |

As Terin seems the most badly hurt, Eldin heals him before descending the latrine tunnel. Once down in the sewers he uses several more wand charges to heal the other wounded folk.
9 points on Anders, 4 points on Harven, 6 points on Eldin. That should bring everyone else to full?
To his surprise, Eldin finds that he still has the lantern he picked up earlier. “I have a light source,” he says. “This one is almost out of oil, but I have several flasks of oil in my pack. I can also call on Fharlanghn for a minor light spell, but as it will not last long I shall save it for emergencies.”
Eldin looks up and down the ledge at his fellow adventurers, wrinkling his nose at the smell. “Now, lets try to avoid that water – fellows, is there just the one tunnel out of here, or can we go either way?”

G'mork |

*Gestures towards the vicinity of where it landed*
It's in the water, and if you decide to fish it out, it now bears a distinctive "C" shape.
The waterway is several feet wide, and about roughly waist deep (well, except for Harven).
If you do decide to stick your arm in the water:

Eldin Farstrider |

“Fharlanghn wishes us all to walk more,” replies Eldin, “and in this case I am sure He would be very pleased with us walking down this tunnel – I wish it were otherwise, but I fear there is nothing we can do to fight the fire above. These two lamps we bear should give us enough light. Any luck in finding that crowbar?”
Good use of a star wars quote Sean.

Tyndal Maelglum |

Terin "The Beast" Talonshift |

If you hand me the crowbar I will do what I can to fix it.
Res~turak Min'us! *Sweat begins to bead on Terin's forehead as he tries to will the magic to work.*
Casts Mending, I know that the spell only covers objects up to 1 lb. but I am not trying to weld it just straighten it so I figured I would try. DM can decide if the effort succeeds.

G'mork |

Search =10
Tybdal fishes out a grimy ball of sludge with a glittering point sticking out. Rinsing his fist in the turbid water, the detritus drains away, revealing a tiny silver figurine of a knight jousting on horseback. Inscribed into the base of the miniature are the letters, “L.V.”
For how many rounds is Seann stunned?
Just the initial round. I was thinking of having everyone stunned until they hit the water, but it didn’t quite work out that way (it never does).
Casts Mending
Technically mending won’t unwarp, but make a strength check to straighten it, and we’ll use the mending to repair any metal stress fractures. The bad news is “bend iron bars” is fairly high, but we’ll say you are standing on it and pulling up (bad for your back!) to bring the DC down.

Terin "The Beast" Talonshift |

Second 1 I rolled today in a PBP, I think I will stop rolling for today.
Sorry Tyndal, my magic isn't strong enough to repair this tool, and my grip seems to be less than sure with all the water and sludge. Sorry.

Terin "The Beast" Talonshift |

We could check the main tunnel for a 100 yards and if we fail to locate anything useful, we try the flood overflow tunnel and see where that takes us.
I wonder how long that statue was down here......it may be lost from back in the time when the Vanderboren estate was here or it may be the clumsiness of Ms. Lavinia's brother after he seized goods from the Vault.

Terin "The Beast" Talonshift |

Seann Eoghan wrote:For how many rounds is Seann stunned?Just the initial round. I was thinking of having everyone stunned until they hit the water, but it didn’t quite work out that way (it never does).
So, no Seann isn't stunned now.

Harven Whisperfeet |

"Thanks for patching me up back there. I'll move ahead and check it out. You guys stay here." gives me chance to actually get some peace and quiet. "Yeah, I can see in the dark, so it would be great if you could keep those light sources from silhouetting my position. See you soon."
With that he slips off into the dark. Searching the main tunnel for about 100 feet. Obviously returning earlier if I actually find anything.
Hide (1d20+16=35)
Move Silently (1d20+12=14)
Listen (1d20+7=23)
Spot (1d20+7=19)

G'mork |

Seann is stunned until he can say “soldier’s shoulders” ten times in as many seconds without error.
Harven disappears into the darkness, prowling the core culvert.
The main junction soon opens into a larger area, likely for service, supported by two wide stone columns. A closed wooden door, green with algae, is present behind your position, if you were standing upon the opposite bank of the channel.
As you proceed further, following the path of the water, the tunnel narrows again, and another door becomes visible on your right side. This door has broken away from its corroded hinges, but is currently pinned back into place tightly around the edges with several broken daggers and boat oar blades. A wooden shovel with a broken haft braces the face of the doorway closed. You hear and feel a droning vibration emanating from within the room.
The remainder of the tunnel is a submerged room, ending in a low iron grate, through which the water continues its winding journey under Sassarine

Terin "The Beast" Talonshift |

Terin pulls out his scimitar and kneels by the algae-covered door, trying to listen (10) for any sounds after checking to see if the algae is dangerous of course. Knowledge Nature =20(if you want a survival check instead it would be 21).

G'mork |

The party slogs through the hip deep water, combating the current and portaging Harven in places, to emerge on the other side of the service area. Sopping wet from the waist down, they kneel next to the verdant door, listening intently for any indication of what might be on the other side. Terin rests his head against the doorway, but hearing nothing, only comes away with a wet, green colored earlobe.

G'mork |

Tyndal takes a firm grip on the slick door handle, boldly pushing the door away from the party.
The light from the party’s twin lamps spills into the room, revealing a 15 foot by 20 foot stone room with a door directly opposite the one through which you are peering. Inside the room, thick cobwebs hang from every surface, and the floor glistens with condensation. A hastily abandoned, upside down boat lies on the ground amidst strewn supplies.

G'mork |

The walls here are slick with moisture; this room is more humid than a Sassarine summertime, if that's even possible.
So far nothing appears amiss in the room (at least, nothing has leapt out in a blatant attempt to devour you, or worse), though it does appear that whomever left the boat and supplies did so in great haste.
Tiny spiders scurry away at your approach.