As Gragnor slinks his way into the other room, the full noxious nature of middenstone manufacturing hits him. The stench and humidity in the air here is cloying and choking. He manages not to vomit so as to avoid giving himself away, but the nausea wave is unmistakeable to Kalgor; Gragnor is definitely out of sorts from it. Still, the cat moves forward, relaying what he sees to his summoner.
There is no proper floor in this room, only a series of five-footwide middenstone walkways passing along and over a series of pits ten feet below. Though he's moving slowly to avoid decection, the eidolon recognizes that the slick film which has accumulated on the walkways would make navigating them a bit of a challenge for anyone moving at a normal pace.
The ground is obscured by a layer of foul-smelling, bubbling water through which a tangle of violet middenstone pipes weave. Numerous huge metal cauldrons containing a nasty, bubbling violet sludge simmer in the pits, each vat cradled in a nest of steaming pipes. Above, the open ceiling is a tangle of timbers, ropes, chains, and pulleys, many bearing hooks sized for the rings around the cauldron rims below. The room has some measure of ambient light, though a source isn't apparent. Ropes and slippery ladders descend into the morass below every five feet along the edges of the slippery walkways.
Gragnor makes out a quartet of humans trudging about without much energy, Sloshing through the pit, tending the sludge. That lethargy seems to be working to the cat's advantage, as none of them appear to have noticed his presence. They have kerchiefs covering their mouths--likely in an attempt to avert some of the stench.
To the north is a warehouse containing bins of coal, barrels, cages, and other supplies. Beyond this, a huge steaming furnace churns and roars under an upraised observation deck. The cat notices four more of the workers moving through their duties with the same lack of verve as their fellows.
[sblock=ooc]Good gracious, Gragnor has some crazy Stealth.
Okay, let's see if I can get this all clear first time out:
* The squares on B2 are all on the same level, but are 10 feet above the blue areas. I've screened the workers who are down the level.
* Fumes in here are much more potent than out in the lobby. Base save Fort DC is 15 each round you're in the room to avoid being sickened while there. Gragnor failed his save.
* The walkways are slick. Moving at more than half speed requires a DC 5 Acrobatics check to avoid falling prone. Failing by 5 or more means you slip entirely off the walkway and fall to the vats below.
* You can use a free hand to make use of rails and chains to help steady you for a +5 on the Acro check, but that means the hand is not considered free for any actions during the round.
* Moving at full speed on the walkways gives a -5 on the Acro check.
* Area B3 is another 15' above the walkways in B2.[/sblock]
[sblock=Rylidak mini-stats]
Rylidak Kel
Initiative: +1
Speed 20/30 (Heavy armor)
AC: 20 (Touch 11, Flat 19)
HP: 56 Current: 56
CMB: +10
CMD: 21
Fort: +8
Reflex: +5
Will: +6
Special: Immune fear, disease
Conditions:
In Hand: +1 aberration bane longsword
Consumables
Arrows: 20/20
CLW Wand charges: 50/50
Acid: 1/1
Alch Fire: 2/2
Liquid Ice: 2/2
Antitoxin: 2/2
Holy Water: 3/3
Tanglefoot bag: 1/1
Universal Solvent: 1/1
Scroll Bull's Str: 1/1
Melee: +1 Longword +11/+6 (1d8+5/19-20) (+2 dmg two-handed)
Ranged: MW Composite Longbow +4 STR +8/+3 (1d8+4/x3)
Divine Weapon +1
Smite Evil: +2 to hit, +6 dmg, +2 deflection AC
Combat Feats: Power Attack (-2/+4), Furious Focus (ignore attack penalty 1st power attack ea round w/ two hands)
Lay on Hands: 7/7 (3d6; Mercies: Sickened, Staggered)
Smite Evil: 2/2 (Special: 2 LoH for extra Smite - Oath of Vengeance)
Divine Weapon: 6 minutes
Orc Ferocity: 1/1
Spells:1st (DC 15): Lesser Restoration, Bless[/sblock]