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As the agents runs the hundred yards separating them from the dam, the 'boss lady' update them on the situation.
-''We made some arrests at other smuggling bases. Smugglers, angels, zombies, devils... it's a mess. But based on some arrests our analysts have untangled some threads. It seems we are dealing with an alliance between the churches of Bane and Vecna. And as you know, the supreme leader of the chruch of bane is the Emperor of Karth. Their interest in this is clear. Vecna's interest is muddier... But that's for the investigators to figure out. Right now we have reasons to suspect that the dam is under attack. No one is answering over there on the resonance crystal network. Get there soon. Our engineeres believe they intended to dump the grey death in the water and then bust the dam. The flooding would have made the contamination even worse. But even without the poison, the desturction of the dam would be a catastrophe. Hurry!''
After an exhausting race, the agents reach the top and are greeted by the sight of two dead guards. The poor guys were obviously caught by surprise. The team warily enters the structure. As soon as the door are opens they are welcomed by a hail of shadowy shurikens which both misses the alert combattants.
stealth (1d20+13=29, 1d20+13=29) 2 success
Dagran;Nathan +2 CA, -2 range (1d20+10=14, 2d4+3=10, 1d20+10=11, 2d4+3=8)
[sblock] both miss
Initiative (Leyra,Nathan,Barrion,Garrick,Mirage,Dagran,Bad guys) (1d20+6=23, 1d20+3=15, 1d20+4=23, 1d20+11=13, 1d20+7=24, 1d20+5=25, 1d20+10=20)
Leyra, Barrion, Mirage and Dagran beat the Bad guys initiative.
[sblock=Secondary objective]You have the choice of being careful and face a tougher fight after this one or power through and face an easier fight after...
If you kill the opposition in before my bad guys have acted a sixth time (beside the surprise round), you will manage to reach the main ritual chambers while the opposition is still completing their preparation and there will be no countdown. If it takes more than five, they will be entrenched and there will be a countdown on the next fight...[/sblock]
[sblock=Info about the terrain]
DIM LIGHT! There is poor lighting throughout the map once you pass the first double line. Dim and dirty light crystals lodged inside the walls provide some limited illumination. Nathan and Garrick; watch it. Your PCs don't have low-light vision. Target in dim light have concealment to attacker without low-light vision.
The XX area are makeshift covers gathered by the two assailants. It's an assortment of furniture. It grants superior cover from ranged attack across it to anyone adjacent who doesn't have any enemies adjacent to him (the assumption being that you hunch behind it and maximize the cover, which you can't do if your neigbour is trying to decapitate you.)
You can jump on it as part of your normal movement with a jump (athletic) 25 check. If you try it and fail you end your movement prone in the square before the XX. Otherwise, a simple move allows you to step on it. However you reach the top of this mini barricade, you then need to make a balance (acrobatic) 20. Fail, by 5 or more and you become prone, fail by less and you stand but your move ends. Either way, you concede combat advantages. XX is difficult terrain and cost double to move. You can forego the balance check and choose to simply crawl on it, conceding both combat advantage and taking -2 to attack but at least being certain to move forward.
Teleportation ; remember you need LOS.
The entrance doors are open so ignore the double line in front of Nathan and Dagran. Otherwise, double line indicate closed doors. They take a minor action to open... if unlocked. DC 22 thievery or DC 17 strenght check standard action otherwise.
You are almost on top of the dam. This corridor is inside the dam, right before the roof. The grey squares next to Garrick is a stair that lead to the actual roof.
The system of linked 5x5 rooms are ritual rooms. That's where arcane engineers conduct the rituals required to strenghten and maintain the integrity of the whole structure. These are secondary rooms. Your intel suggests that the lead bad guys are located at the main chamber, in the heart of the building, on lower levels, and will conduct a ritual to weaken and bring down the dam.
The room to the right is a locker room for some of the personnel.
[/sblock]
[sblock=Monsters Stats]
Mad Monk
Senses Perception +10
HP 68; Bloodied 34
AC 22; Fortitude 16, Refl ex 20, Will 18
AoO = +12 vs. AC; 1d8 + 4 damage.
Low Light Vision
Currently enjoy superior cover.
[/sblock]