As the determined party burst into the decaying shrine and launch their surprise attack, the gang of humans are clearly shocked. Some of the weaker looking of the bunch are obviously unnerved by the speed at which Growl dispatches two of their companions, they look to the chain wielding man that was overseeing their work.
"
What do we do Tomas?" One of them asks nervously.
"
Quickly, spread out damn you, if you dun't bunch t'gether the walkin bucket can't do that to ya!" he replies, his annoyance at being found clear in his voice.
"Murderersss! Asss Neteri is my witnesss justice will be ssserved!"
"What manner of evil is this? You're defiling a shrine!"
"
I ain't seen no murders today 'cept the two your mate there just commited! So dun't be castin no 'spertions, and there ain't been no god ere in donkey's years. Still, we can't be 'avin no witnesses. Get 'em boys!"
The petty criminals spread out across the chamber, their clubs at the ready while two of the more agile looking of the group dart behind nearby pillars, one looses a dagger which finds a home in Ceryx's shoulder causing him to grimace in pain.
The remaining bandit moves up to Skalisss and smacks him soundly over the head with his mace causing the dragonborn's eyes to roll and the room to spin, during the distraction he deftly dodges back out of the paladin's reach.
Tomas moves up behind the pillar nearest Skalisss, Ceryx and Brother Shane, a wicked grin on his face as he whirls his chain like a lasso before loosing it with a loud grunt. The chain smashes into the pillar sending chunks of rock and debris flying into the group of adventurers, fortunately the would be rescuers are nimble enough to avoid any chunks large enough to cause any damage.
Amid the confusion of the battle, two previously hidden human guards; each wielding halberds, move out from behind one of the warrior statues and charge Growl with malicious intent. The warforged manages to evade one of the strikes, but unfortunately the second halberd catches him off guard and gives the druid a minor wound.
"
You ain't helpin noone mate, you is gonna play wif us!" the guard taunts.
[sblock=Actions]
Bandit 3 -

Dazing Strike vs Skalisss; 1d20+4= 24 vs. AC (crit); 9 damage and growl is dazed until the end of the bandits next turn.
Bandit 1 -

Dagger vs Ceryx; 1d20+6= 25 vs. AC; 1d4+3= 7 damage.
Tomas -

Stonebreaker I12>J14; 1d20+6= 11, 1d20+6= 7, 1d20+6= 7 vs. Ref; all miss.
Guard 2 -

Charges growl; 1d20+10+1= 15 vs. AC; miss.
Guard 1 -

Charges growl; 1d20+10+1= 20 vs. AC; 1d10+3= 6 damage and marked until the end of the guards next turn.
Rolls[/sblock]
[sblock=Status]
26 - Human Bandit 1
- Human Bandit 2
- Human Bandit 3 (3 Damage)
Dazing Strike
- Tomas ()
2 shrouds,
Stonebreaker
- Human Rabble 1
- Human Rabble 2
- Human Rabble 3
- Human Rabble 4
- Human Rabble 5 DEAD
- Human Rabble 6 DEAD
- Human Guard 1
- Human Guard 2
22 - Brother Shane (HP-24/24 S-8/8)
19 - Growl (HP-29/35 S-11/11)
Marked (Guard 1)
12 - Ceryx (HP-21/28 S-9/9)
11 - Skalisss (HP-30/39 S-11/11)
Dazed
8 - Mikara (HP-20/20 S-6/6)
Hidden
Features of the Area
(skill checks may reveal more information on some of these features.)
- Alter
- Illumination: Dim light
- Pillars
- Ruins: These crumbled statues are difficult terrain
- Statues: The three remaining large statues are beginning to crumble with age.
- Cencers: These braziers cast normal light on the dais.
[sblock=Monster Stats]
Tomas - AC ? / Fort ? / Ref ? / Will ? / HP ?

Stone Breaker (recharge 4 5 6) One square of ruins within 2 becomes the origin of a burst 1 or blast 3; +6 vs. Reflex; 1d6 + 1 damage and the target is dazed until the end of Tomas’ next turn.
Bandits - AC ? / Fort 12 / Ref ? / Will ? / HP ?
Dagger: 5/10; +6 vs. AC; 1d4+3 damage.
Dazing Strike: (enc) +4 vs. AC; 1d8+1 damage, the target is dazed until the end of bandits next turn and bandit may shift 1 square.
Rabble - AC ? / Fort 13 / Ref ? / Will ? / HP 1
Mob Rule - Rabble gain +2 P bonus to defences while at least two other rabble are within 5 squares.
Guard - AC ? / Fort ? / Ref ? / Will ? / HP ?
Halberd: Reach 2; +10 vs. AC; 1d10+3 damage and the target is marked until the end of the guards next turn.
[/sblock][/sblock]
[sblock=Map]
[/sblock]