When we arrive at the camp where I slew the men and took their captive, we stay back and scan for guards (passive perception is 24). If there are none and we aren't assailed, then I let them know to be wary (readying any ranged weapons while hidden in the nearby brush) as I investigate a bit and look for any signs of fresh tracks or that the camp may have been disturbed (18 check). If all is clear, I lead them down the facing and into the gully where the crevasse in the hardpan is located. I will carefully lead them in. I'm hopeful that the deadfalls that I triggered still allow a little bit of room to squirm through so we don't have to do any excavation.
Your inspection of the camp reveals that it has been disturbed since you left. But not by any humans. Carrion birds and scavengers have worked over the fetid corpses. Their remnants will be picked clean soon.
You take the men quietly to the opening in the ground and enter the lair unaccosted.
I'll be trying to attempt to excavate any of the deadfall rocks that I triggered on the way out before. Just the ones required to let us pass, nothing more. Obviously, I want to do this without triggering any falls that might alarm the marauders - Thievery - and I'm going to attempt to Stealthily lead the men through the small, hidden passage into whatever lies beyond. I'm going to give you a series of rolls in case you need them: 19, 5, 20, 3. Passive Perception for any signs of reset traps or enemies is 24.
One of the two men that Terilion picked serves as torchbearer for your small group. The warm tufts of your bears fur greet your hand now and again as you move through the tunnel. He is plastered to your side, determined to protect you.
1) Passive Perception 24 reveals that there has been no effort to reset the deadfalls.
2) Thievery - Your first roll @ 19 (28 total) will be for the careful excavation attempt to allow access for your bear and the 3 men you lead without triggering an injurious or noisy collateral deadfall in the process. You are successful.
3) As you make your way down the enlarging, precipitous descent that you navigated before, the sound of water beyond your sight again fills your ears. Passive Perception 24 reveals that the triggered deadfall that claimed the leader of the ragtag group you slew still lies where you left it, as does his ruined, cold, bloated corpse. There are no tracks or signs of passage here.
Seeing his corpse reminds you of the intricate, fishbone-carved necklace that you found on him. It surely belongs to someone in the village.
4) Group Stealth - The next 3 rolls will be to quietly lead them down the rear chamber and infiltrate the lair without drawing attention. Unfortunately (for you!), 5, 20, and 3 will not succeed regardless of how you allot them. 2 of the 3 will fail at the Hard DC. As you navigate the final portions of the precarious descent, just 15 feet from the bottom, your collective movement disturbs some loose rocks. When they crash to the floor they echo ominously and then the sound of "sploosh" occurs as they fall into some deep water. The sound of a hundred or more bats exploding into action accompanies the crackling impact of the rocks. The cavern you're about to enter must open up considerably.
5) Your Passive Perception of 24 alerts you to the sound of a human voice emanating from the cavern "shhhh...shhhh...did you hear that?..." Then...nothing.
What are you doing? Lets keep it incremental at this point.
Below are the stats for the Assault Team Swarm, Terilion once it is bloodied, and your Bear Companion.
ASSAULT TEAM
[sblock]
Assault Team
Level 7 Large humanoid (swarm)
HP Bloodied 42 (see Terilion) Initiative + 5
AC 20, Fortitude 19, Reflex 18, Will 18 Speed 6
Resist half damage from melee and ranged attacks; Vulnerable 10 to close and area attacks
Traits
Spear Hedge * Aura 1
Any enemy that ends its turn in the aura takes 5 damage.
Swarm
The assault team can occupy the same space as another creature, and an enemy can enter its space, which is difficult terrain. The assault team cannot be pulled, pushed, or slid by melee or ranged attacks. It can squeeze through any opening that is large enough for a Medium creature.
Standard Actions
Cage of Spears * At-Will
Attack: Melee 1 (two creatures); +12 vs. AC
Hit: 1d10 + 5 damage, and the target is slowed and cannot shift (save ends).
Coordinated Javelins * Encounter
Attack: Ranged 10 (three creatures); +12 vs. AC
Hit: 3d6 + 7 damage and the assault team shifts 3 squares.
Athletics 11, Endurance 11, Perception 9, Stealth 10[/sblock]
* When the assault team loses their 42 HP, they are removed from play and Terilion remains (at bloodied). The Assault Team and Terilion share the 1 healing surge (21 HP) they are allowed.
TERILION
[sblock]
Terilion
Medium natural humanoid, human
Level 7 Soldier, Leader
HP 42/84; Bloodied 42 Initiative +8
AC 23, Fortitude 20, Reflex 19, Will 18 Speed 6
Standard Actions
Harrying Spear (weapon) * At-Will
Attack
: Melee 2 (one creature); +12 vs. AC
Hit
: 2d8 + 4 damage.
Effect
: If the target willingly leaves a square adjacent to Terilion before the end of the his next turn, he can deal 7 damage to the target as an opportunity action.
Javelin (weapon) * At-WIll
Attack
: Ranged 10 (one creature); +12 vs. AC
Hit
: 2d8 + 6 damage.
Fight to the Last (healing, weapon) * Encounter
Attack
: Close burst 2 (enemies in the burst); +12 vs. AC
Hit
: 2d8 + 4 damage.
Effect
: Terilion regains 2d6 hit points for each enemy hit.
Triggered Actions
My Life For Yours * At-Will
Trigger
: An enemy adjacent to Terilion hits one of the his allies with a melee attack.Effect (Immediate Interrupt)
: The attack hits Terilion instead. After the attack is resolved, Terilion uses
Harrying Spear against the triggering enemy as a free action.
Athletics 11, Endurance 11, Perception 9, Stealth 10[/sblock]
BEAR COMPANION
[sblock]
Bear Companion
Medium natural beast
Level 7 Companion (Soldier, Leader)
HP 68; Bloodied 34 12 HS @ 17 Initiative +6
AC 22, Fortitude 21, Reflex 19, Will 19
Speed 6 Low-light vision
Standard Actions
Frenzied Mauling * At-Will
Attack: Melee 1 (one creature); +12 vs. AC
Hit: 1d12 + 8 damage and one creature adjacent to you other than the primary target takes 4 damage.
Ursine Crush * At-Will
Requirement: The bear companion cannot be grabbing a creature.
Attack: Melee 1 (one creature); +10 vs. Fortitude
Hit: 1d12 + 7 damage, and the bear companion grabs the target (escape DC 18).
Defenseless Prey * At-WIll
Target: One creature grabbed by the bear companion.
Effect: The target gains vulnerable 5 to all damage until the end of your next turn and one ally adjacent to the target can make a melee basic attack against it.
Minor Actions
Loyal Companion's Presence (healing) * Encounter
Effect: Close burst 5 (one creature in the burst). The target can spend a healing surge and gains 2d6 additional HP.
Challenging Roar * Encounter
Attack: Close blast 3 (enemies in the blast); +10 vs. Will
Hit: The bear companion pushes the target up to 3 squares, and the target is marked until the end of the bear companion's next turn.
Miss: The bear companion can push the target 1 square.
Skills: Athletics +12, Endurance +7, Intimidate +12, Perception + 11, Stealth +5[/sblock]