Mean and Green, part 5

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Log Info

  • Title: Mean and Green, part 5
  • Emitter: Williwaw
  • Characters: Ashes, Asmli, Delilah, Donna, Strike, Victor
  • Place: The Alexandrian Sewers
  • Time: Monday, August 31, 2020, 7:37 PM
  • Summary: The party rushes into the battle bowl, discovering the previous party engaged in combat. They immediately join to assist. The prime strategy is to push the demons into the sewage. It's hard to do than to plan. There are two platforms, with the lower one being very slippery. Donna and Strike slip and fall on it. Victor attacks at Range, Delilah attempts to set one on fire. Asmli manages to land a killing blow with his double-weapon. The other party, Team Leblanc, abandon their injured friend, leaving Ashes to try and heal her. The goblin-like demons moan in unsettling ways. The battle continues.
-=-=-=-=-=-=-=-=  Appearing  -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Ashes        5'11"    177 Lb     Hobgoblin         Female    A somber arvec in grey clothes with a skull face
Asmli        4'2"     178 Lb     Storm Dwarf       Male      Blonde khazad-mornir, walking with a limp.
Delilah      5'4"     106 Lb     Human             Female    A golden haired human girl in white robes.
Donna        5'4"     106 Lb     Human             Female    A black-haired human girl in black robes.
Strike       5'11"    155 Lb     Half-Elf          Female    A dusky grey half elf girl in grey and black clothes.
Victor       6'6"     290 Lb     War Golem         Male      Pale humanoid War Golem in heavy armor.
-=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=

-=-=-=-=-=-=-=-=  As the GM  -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Williwaw
-=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=

The party is facing a collection point for the city's.... undesirable fluids. Like a raher larger bowl with one side somewhat flat.

The passage they have followed to get here has a channel in the middle funelling those fluids, with space to walk on either side. About five feet before it enters the chamber, the channel slopes down at about 45 degrees. The walk continues into the chamber and then turns to the right. There is a bridge over the gap to get to the other side of the channel, not across the chamber, just to the walk on the other side. It is made of stone, but like the other ones, kind of slick from spray and lack of maintenance.

The collection bowl itself is halfway ringed by two paths. An upper one, which is the one the party's current walkway joins up on.. and a lower one. The lower one is accessable by ladders at each passage leading into the chamber, of which there are three. The party is on the south one, there is also one on the west and one on the north. In the bowl, the materials collect, and then get funneled into a large hole/tunnel/pipe that goes into the eastern wall/bottom of the bowl at a downwards angle.

It's like fighting in a giant toilet.

The lower walk, one is able to cross the channeled filth via iron grates, though the moisture may or may not have left that iron in a reliable state. On the same token, there are railings, but many have broken away. The remaining railings aren't very trustworthy.

There are two fallen forms, which look like two humans, one that has just been freshly killed. Assuming from the blade that's just been pulled out of their chest. They are both on the lower walk, one looking like it had fallen down there. Two more, a human and an elf, are locked in combat at the western passage. The adventurers arrive in time to see one on the higher walk covering the one climbing up the ladder with a spear.

There are a fair number of baddies. The most numerous all seem to be humanoid. A few seem to be in remnants of adventuring gear, though others seem to be wearing what would be typical labourer clothes. Most seem to be in various states of disrepair. Weapons also vary.. a few bear swords, but others wield what appears to be tools instead. As weapons. They all have their heads covered in tattered rags, concealing most of their face aside from their eyes. There are seven of them. There are also two figures scaling the walls, one above the outflow tunnel, and one by the northern passage. These resemble goblins, vaguely. Grey-skinned. And no eyes. Sockets where the eyes should be.

Two of the humanoids with the wrappings around their faces are trying to drag the fellow climbing the ladder. Two more are standing above the bodies of the other two non-baddies. Those are all on the lower level. The other three are on the upper level, looking like they were about to rush the desperate fight at the ladder."

GAME: Williwaw rolls 1d20+18: (20)+18: 38
GAME: Asmli rolls knowledge/military theory: (19)+6: 25

Due to Asmli's knowledge of underground warfare, this loosely resembles one of the possible scenarios he discussed while the party were tromping along searching for these demons.

GAME: Williwaw rolls 1d20+8: (10)+8: 18
GAME: Williwaw rolls 1d20+8: (4)+8: 12
GAME: Williwaw rolls 1d20+8: (12)+8: 20
GAME: Williwaw rolls 1d20+8: (13)+8: 21
GAME: Williwaw rolls 1d20+8: (10)+8: 18
GAME: Donna RAGES!, gaining +2 to melee attack/damage/Will saves and 12 temporary HP
GAME: Donna rolls acrobatics: (3)+12: 15
GAME: Donna rolls finesse+1: (7)+10+1: 18
GAME: Donna rolls reflex: (16)+7: 23
GAME: Donna rolls 1d6+2+1: (2)+2+1: 5

Donna doesn't seem to charge into battle, so much as *smear,* due to the magics warping and twisting her silhouette. The pale-blue fire leaking from her eyes and arms, however, do a good job of marking her path as she hurtles along the walkway, and leaps off to bring a heavy spiked steel fist down on top of one of the assailants on the lower end...

Only for her leading foot to come down on a puddle of awful, and fly right out from under her, bringing the sullen brawler down flat on her back.

GAME: Strike rolls melee+2: (3)+8+2: 13

By the decaliter.

Strike sees the two bodies in the basin, but grants they may be past their ai-... and Donna is going DFA before she's completed the thought. The hal-Mul doesn't follow, instead rushing the gaggle of creatures pursuing the adventurers on the higher tier. As she closes the final gap, she thrusts a heel strike at one of the beings with thum and fingertips pinnin the holy water ampuoule to her palm, but mistimes, merely announcing presense and intent.

Bother.

GAME: Victor spends ONE use of TELEKINETIC FIST.
GAME: Victor rolls ranged+1-4: (12)+6+1+-4: 15
GAME: Victor rolls 1d4+3: (3)+3: 6

Victor takes in the scene, performs some hasty calculations and then slows to a stop. He raises a hand. His fist grows momentarily hazy as something forms and then detaches. A fist-sized distortion streaks across space and thumps into one of the enemies. "I realize that appearance is often considered a subjective rating..." he notes. "But I do not find them overly 'ugly'."

The upper path is dry enough that there's no real risk of bad footing. The lower one is sketchy.

<OOC> Ashes says, "channel"
GAME: Ashes rolls 2d6: (9): 9

Ash intended to follow after Victor and Strike, on the upper walkway, but there are some injured on the lower one. She changes her mind, and her plan. Taking out her holy symbol, and holding on tightly to a railing, she channels the healing energy of Vardama, while whispering a short prayer, "Feiu of the Tears, let them fight longer."

It's going to heal friend and foe, which the Goddess is probably okay with. The foes likely too. The friends... may have their fighting dragged out. In louder, but still flat monotones she says, "I'm here to help."

There is not much effect with one of them.. but the one who was stabbed through the chest coughs as the channel washes over her. Coughs blood, but the prayer may have brought her back from the brink.

So far, there are two on walls, one about 30' away to Delilah's right, one 60' away dead ahead. None of the enemies are /on/ ladders.. two are at the base of the one off to the left, which leads to the western passage. Three FOOTs are on the upper passage between you and the western passage, four (including the ladder two) are on the lower path between you and the western passage. Strike is engaged with the closest of the upper FOOTs, Donna with the closest of the lower FOOTs. The two fallen adventurers are in close proximity to Donna and the two near her. IN fact, the baddies are basically sharing squares with their bodies.

The two that are on the walls, 30' and 60' away, if they were to fall off, well, the one to the right would probably land in the soup. The one further away would land on the upper path across the way.

GAME: Delilah casts Grease. Caster Level: 6 DC: 16
GAME: Williwaw rolls 1d20+9: (3)+9: 12

Delilah runs into the room, and comes to an abrupt halt at the edge because, let's be real, this place is nasty. The smell! The sights! Good grief. This is horrid. The golden-haired sorceress takes a moment to control the urge to retch, while her sister is charging headlong into battle, healing is being deployed, and such like. As she gets her stomach under control she straightens, and cracks her knuckles. "Well, if I have to be down here, then you've got to pay the price." Her eyes and brands glow blue, and traces a similarly luminous rune in the air. "In y'go," she flatly instructs, sending the spell right at the nearest enemy climbing up the wall -- or rather, at the wall. The resulting oily explosion sends that poor man haplessly skidding down the wall, directly into the churning vortex of...

Yeah... let's not think about that.

Anyway, he's gone, and Delilah dusts off her hands.

GAME: Asmli rolls weapon4+2: (2)+10+2: 14

Ha. He'd guessed correctly. Pleased with himself, Asmli takes a moment to assess the situation, a moment that sees his companions jumping into the fray far faster than he. Finally ... there isn't any help for it. Heavy armor isn't useful for skating on poop-covered floors, especially when one can only feel one of one's legs. One of his companions is three-on-one, so a little help is called for! Unfortunately, his charge into the fray is wild, slicing in front of the creature.

The far not-gobber shrieks in an odd, staccato fashion. One might almost call it... a cackle. And then it starts moving along the wall towards the western passage. The pair of LeBlancs fighting at the ladder shudder in response."

On the far wall, the grey-skinned creature somewhat resembling a goblin... more like a goblin's evil cousin who has been living in the caves for far too long and was forced to eat its own eyes maybe... turns its head to regard the new arrivals. Eyeless sockets seem to widen, then the creature opens its mouth and emits a cackle like shriek that echoes around the chamber. Then, like a spider it begins to scurry along the wall towards the desperately fighting adventurers, both of whom seem to shrink a little under the demon's laughter.

GAME: Donna rolls finesse+1+2: (1)+10+1+2: 14 (EPIC FAIL)

Donna meant to do that. Falling into a puddle of liquid muck was part of her cunning plan.

That's what she's going to tell herself as she clambers back to her feet, burning eyes daring her opponents to even *think* about saying otherwise. Shaking the gunk off one fist, she loops a wild hook toward one of the unnatural combatants, that not only misses, but misses *hilariously.*

...That's fine. She meant to do that, too.

One of the upper trio continues on to attack the Leblancs. The other two turn to face Strike and Asmli.

GAME: Williwaw rolls 1d20+6: (11)+6: 17
GAME: Williwaw rolls 1d20+6: (10)+6: 16
GAME: Williwaw rolls 1d20+1: (16)+1: 17
GAME: Williwaw rolls 1d20+6: (3)+6: 9
GAME: Williwaw rolls 1d20+1: (10)+1: 11
GAME: Williwaw rolls 1d8+2: (4)+2: 6
GAME: Williwaw rolls 1d6+1: (5)+1: 6
GAME: Williwaw rolls 1d8+2: (8)+2: 10

The three hostile humanoids on the upper level separate at once as they finally become aware of the new danger. One continues on towards their original target, driving his sword at the spear wielding adventurer by the ladder causing her to cry out... blood is drawn. The other two turn to face the new danger. One attacks the charging dwarf, though fails to beat Asmli's defenses.. the same cannot be said for Strike's assailant. It strikes her with its sword, and then.. the rags upon its face seem to part just enough to reveal a rather un-human maw as it bites her.

GAME: Williwaw rolls 1d20+6: (11)+6: 17
GAME: Williwaw rolls 1d20+1: (9)+1: 10
GAME: Williwaw rolls 1d20+6: (17)+6: 23
GAME: Williwaw rolls 1d20+1: (11)+1: 12
GAME: Williwaw rolls 1d8+2: (2)+2: 4

The two hostile humanoids on the lower paths turn as one upon Donna, ignoring the possibly recovering body in favour of the more pressing threat... Donna's punch target seems to have even less luck than she, however, but its partner manages a bit more of an effective strike upon her.

GAME: Strike spends ONE point of KI POOL.
GAME: Strike rolls weapon0: (3)+9: 12
GAME: Strike rolls weapon0: (1)+9: 10 (EPIC FAIL)
GAME: Strike rolls weapon0-5: (2)+9+-5: 6

Well, that could have gone better. Having blown her surprise, Strike is somewhat surprised in turn by the nature of the mauling she gets for her efforts. She then turns to moussing his hair with the whiff of a fist paset the creature's head, hangs up her foot on the railing with a terrible thrusting kick, and her followup backfist only buys her time to get her leg free.

<pre>GAME: Victor rolls ranged+1-4: (4)+6+1+-4: 7

Victor takes a few steps towards the fracas. But after quickly glancing at the walls he decides to stay where he is. Another hazy fist-sized projectile of force streaks across the room. This one ricochets off the ground at an 'ugly's' feet.

GAME: Ashes casts Ill Omen. Caster Level: 1 DC: 14
GAME: Ashes rolls 1d20+1: (7)+1: 8 (Caster Check vs SR)

Well, the healing worked. It wasn't clear if the enemies benefitted. The fallen adventurer hasn't gotten up. She is probably better off if she doesn't, that remains to be seen. Ash watches as all of Strike's blows go wide. She had a good plan, and tipping that foe into the poo seems like a great idea. A little bad luck should help. She stares intently, willing misfortune, a living symbol of ill. Too bad the bad luck bounces back on her.

GAME: Delilah casts Grease. Caster Level: 6 DC: 16
GAME: Williwaw rolls 1d20+0: (15)+0: 15
GAME: Williwaw rolls 1d20+0: (14)+0: 14

Delilah hikes up her skirt with one hand and picks her way forwards, stepping carefully around anything... not nice. "Watch out, Donna!" she calls as a second opponent moves in to engage her bloodraging sister. She has a quick glance around at what's going on; Victor and Strike are fighting over there, Ashes is doing divine stuff but seems to be okay... So she casts the same spell again. "IN YOU-- DANGIT!" she shouts, as the one she targets falls, but not quite where she wanted. "Oh you just wait."

GAME: Williwaw rolls 1d20+8: (7)+8: 15

One of the downed adventurers.. the one you all witnessed being stabbed actually starts to move. Groaning, and crawling away from the two Foot demons fighting Donna. She makes it only a few short feet before she manages to cry out a weak, "Wait... No!" The explanation for her cry becomes obvious... up above, the adventurer on the ladder finally manages to scrabble away from the two Foot demons below, thanks in no small part to the distraction given by your arrival and Victor's telekinetic punch. The spear wielder up top loops the butt of her weapon behind the knees of the demon who attacked her and pulls, toppling it over. Then she grabs the ladder climbing elf.. "Come on, Venta! We gotta go!" The elf doesn't seem to argue... and the pair dash into the western passage, leaving their wounded third... and probably dead fourth... behind.

GAME: Asmli rolls weapon4-2: (17)+10+-2: 25
GAME: Asmli rolls weapon4-2: (17)+10+-2: 25
GAME: Asmli rolls 1d8+5: (7)+5: 12
GAME: Asmli rolls 1d6+4: (4)+4: 8

Now that he is set and stable, Asmli finally falls into a rhythm, this time reversing the urgrosh in two lightning-quick strikes that both find their mark and sink deep into overly tough flesh. Did someone overcook these things?

The two Foot demons at the ladder seem to hesitate.. then one scrambles up the ladder and takes chase after the two adventurers fleeing down the western passageway. The other one hesitates longer... looks at the crawling woman left behind, hefts its sword.. then, instead, emits a sound that for all the world sounds like a burp. A long, roiling one felt deep in the bones of all of you. Then it climbs the ladder.

GAME: Donna rolls will: (10)+6: 16
GAME: Victor rolls will: (1)+6: 7 (EPIC FAIL)
GAME: Asmli rolls will: (6)+3: 9
GAME: Ashes rolls will+2: (12)+8+2: 22
GAME: Williwaw rolls 1d8+3: (2)+3: 5

A sound that hurts.

<OOC> Williwaw says, "evil eye upon Asmli. Will save please."
GAME: Asmli rolls will: (18)+3: 21

The small, spindly grey skinned demon continues to scurry along the walls, ever closer to the combat. Close enough to affix the dwarven urgosh specialist with an eyeless gaze. From the depths of the eyeless sockets radiates.... pure evil.

GAME: Donna rolls finesse+1+2-2: (15)+10+1+2+-2: 26
GAME: Donna rolls finesse+1+2-2: (4)+10+1+2+-2: 15
GAME: Donna rolls finesse+1+2-2-5: (6)+10+1+2+-2+-5: 12
GAME: Donna rolls 1d6+1+2+2: (4)+1+2+2: 9
GAME: Donna rolls 1d6+1+2+2: (5)+1+2+2: 10
GAME: Williwaw rolls 1d100: (89): 89

"SONOFA--!" Is all Donna gets out as, now that she has finally recovered her balance, most of her opponents seem to have skedaddled. As well as her protection target. This does not amuse Donna -- rather the opposite -- And her eyes fall on the prone demon.

Even supernaturally resilient, demon faces make a *very* good method by which one works out one's aggression, and Donna's gauntlets each crunch against demon jaw.

<OOC> Williwaw says, "Okay, THIS time... Ashes, Strike and Delilah make will saves."
GAME: Williwaw rolls 1d20+6: (15)+6: 21
GAME: Williwaw rolls 1d20+1: (2)+1: 3
GAME: Williwaw rolls 1d20+6: (16)+6: 22
GAME: Williwaw rolls 1d20+1: (9)+1: 10
GAME: Strike rolls will: (16)+4: 20
GAME: Delilah rolls will: (12)+5: 17
GAME: Ashes rolls will: (20)+8+2: 30
GAME: Williwaw rolls 1d8+2: (2)+2: 4
GAME: Williwaw rolls 1d8+2: (1)+2: 3
GAME: Williwaw rolls 1d8+3: (8)+3: 11
GAME: Williwaw damaged you for 5 points. 21 HP remaining.

The far Foot demon climbs to its feet, turning to regard the lot of you.. in particular, Strike and those behind her. That same, bone-vibrating burp erupts, leaving in its wake a queasy, sickening sense of not-right. The other two press their attacks upon Strike and Asmli, swords slashing and inhuman maw's snapping.

<OOC> Williwaw says, "Alright. Donna, take an AoO"
GAME: Williwaw rolls 1d20+6: (9)+6: 15
GAME: Donna rolls finesse+1+2: (1)+10+1+2: 14 (EPIC FAIL)
GAME: Williwaw rolls 1d20+1: (2)+1: 3
GAME: Williwaw rolls 1d20+6: (2)+6: 8
GAME: Williwaw rolls 1d20+1: (3)+1: 4

The two Foot demons below do their best to try and fight back against the blurred form of Donna.. the one who fell manages to get to its feet, carefully, then almost manages to slip again and fall into the slurry to its side as it strikes at Donna. Its partner fares little better.

GAME: Strike rolls cmb: (19)+8: 27
GAME: Strike rolls weapon0: (12)+9: 21
GAME: Strike rolls weapon0-5: (10)+9+-5: 14
GAME: Strike rolls 1d8+3: (5)+3: 8
GAME: Strike rolls 1d8+3: (3)+3: 6

Strike is less than heartened by her performance thus far, and the damange she's taken in reponse encourage her to changing targets to try and quicken the pace. The half-mul hooks a foot behind the creature wounded by Asmli and spills it to the ground. Without disrupting her balance, the repackaged soul brings her foot around and up before thrusting her boot into it's chest in time with it's landing in staccato thuds.

<OOC> Ashes says, "channel heal"
<OOC> Ashes says, "2nd of 5"
GAME: Ashes rolls 2d6: (3): 3

"Feiu of the Tears, we could use some help." Ashlee says, holding on to the railing and her holy symbol, giving it a little shake. Briefly, things feel eerie and still, which is a pleasant change from frentic and full of sewage. Then it's back to the swirl. The brief improvements in health affecting friends.

GAME: Victor casts Monstrous Physique I. Caster Level: 5 DC: 18
GAME: Donna rolls will: (9)+6+2: 17

Victor lowers his arm. He opens and closes the fingers of that hand. Then he begins to chant a spell. Wings sprout from his back, along with a tail. Limbs elongate, claws extend from his fingertips. A pair of wicked horns extend from the sides of his forehead, as long and curved as they can be while still remaining suitable...to gore. The monstrous form turns its head in the direction of the ugly that burped at him, and roars.

Meddling adventurers might be forgiven for thinking the second of the two eyeless demons was gone forever. Or at least until it washed up on a beach somewhere. But somehow it has managed to climb back up the tunnel, much like a spider like, fighting against the current of the draining filth, covered in... well, it's best not to get into that. It pokes its head out of the tunnel, spray splashing against it as it fixes Donna with a baleful, soulless gaze much like its twin on the other side of the chamber.

GAME: Delilah casts Scorching Ray. Caster Level: 6 DC: 17
GAME: Delilah rolls ranged: (4)+6: 10

Time for a change of tactic. Delilah continues manouvering herself forwards to the best vantage point, so she can lay down a good spell on the one that's busy messing with HER SISTER. "HEY! UGLY!" she yells at it, before tracing a different couple of sigils on the air; they coalesce into a fiery lance, which she releases to sizzle through the air -- just as she's buffeted by whatever horribleness it is they're up to that rattles her brain. So, she scorces the daylights out of some filth-covered walls instead. "Err... WAIT ONE MOMENT! We will try that again. Don't move."

GAME: Williwaw rolls 1d8+1: (7)+1: 8

Out of immediate reach, though certainly not far enough to be considered save, the sole remaining member of the other adventurers manages to pull forth a glass vial... she bits the cork and pulls it free, then quaffs the liquid inside as fast as she can, nearly choking upon it.

GAME: Asmli rolls weapon4-2: (20)+10+-2: 28 (THREAT)
GAME: Asmli rolls weapon4-2: (15)+10+-2: 23 (Confirmed)
GAME: Asmli rolls weapon4-2: (3)+10+-2: 11
GAME: Asmli rolls 3d8+15: (14)+15: 29

Meanwhile, Asmli sees Strike put a FOOTie on its wallet, and his khazad eyes glitter. Seizing the opportunity, he brings the axe head down on it rather in the way of one chopping firewood, and he splits the thing neatly in two to reveal, not organs, but a muscly, mushy mess inside. So occupied is he, though, in wrenching the weapon free, that his next strike with the other end misses entirely.

The smell in the room does not improve.

He stares down at the thing, then looks up for his next target.

At the top of the ladder to the western passage, the Foot demon there had taken a step to follow its fellow to chase after the fleeing adventurers. But as Asmli cuts down.. or rather, cuts in twain.. one of the Foot demons facing the dwarf and mulblood, it turns and advances towards them instead.

As it does, it once more attacks with that evil, not-quite subsonic burp.

GAME: Asmli rolls will: (6)+3: 9
GAME: Williwaw rolls 1d8+3: (3)+3: 6
GAME: Strike rolls will: (17)+4: 21
GAME: Asmli rolls will: (7)+3: 10
GAME: Donna rolls will: (13)+6: 19

The western spider-goblin continues to focus its evil eye upon Asmli, particularly now that one if its brethren has fallen to the dwarf's fine urgosh.

The battle continues.

Ghoulish cp line.png

Combatty Stuff

 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 |     Name      |  CHP (T) |  HP  |
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 | Ashes.........|   24     |  26  |
 | Asmli.........|   42     |  53  |
 | Delilah.......|   21     |  23  |
 | Donna.........|   47 +3  |  47  |
 | Strike........|   27     |  47  |
 | Victor........|   53     |  55  |
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

 ===================== Current Initiative Order - Round 4 =====================
 ---Init--Name------------AOO-Notes--------------------------------------------
  >> 26   Baxus            1   <<
 ------------------------------------------------------------------------------
     21   Donna            1  So Blurry; Raging (4 rnds active); -2 AC (3  
                              rnds remaining)                              
 ------------------------------------------------------------------------------
     15   Upper FOOT Sold  1  
 ------------------------------------------------------------------------------
     15   Lower FOOT Sold  1  
 ------------------------------------------------------------------------------
     14   Strike           4  
 ------------------------------------------------------------------------------
     14   Victor           1  
 ------------------------------------------------------------------------------
     13   Ashes            1  
 ------------------------------------------------------------------------------
     11   Stockles         1  
 ------------------------------------------------------------------------------
     11   Delilah          1  
 ------------------------------------------------------------------------------
     8    Team LeBlanc     1  
 ------------------------------------------------------------------------------
     5    Asmli            3  -2 Attack (0 rnds remaining)                 
 ------------------------------------------------------------------------------
     5    Ladder FOOT Sol  1  
 ------------------------------------------------------------------------------
 ==============================================================================

<OOC> Williwaw says, "Now, Four of you have already mentioned moving.. I will allow you to modify that a bit if you'd like. When limited to a single standard action, one of the options you have is a partial charge. These quarters are fairly close.. so a partial charge would get you in range and allow you to attack one of the FOOT groups if you wished. The upper path is fairly dry. Moving further than 15' in a round on the lower walk will require an acrobatics check to avoid falling. If you choose to charge one of the ones below, I'd allow a death from above type of attack, but it would definiately require an acrobatics check to keep your footing upon landing.. and failure may have dire consequences."