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<blockquote data-quote="IndyPendant" data-source="post: 2578383" data-attributes="member: 8738"><p>With Terrek soon to be lowered down above them, Ydyr decides to hang and carefully drop to the earth below, while Jerek and Lehko hang on up above and wait to see what happens. The earth here is almost...mucky, and stains the hands slightly. The walls of this large cavern are covered with moss and fungus--the source of the sickly light, and probably within the tunnel above as well. Some sickly-looking plants and saplings grow in the moist earth. However, it is the two figures that command his attention. They are shovelling earth into a wheelbarrow. Or...they were.</p><p></p><p>As Ydyr watches, they turn to face him--and he is startled to see that only snippets of flesh remain adhered to spots on their skulls, all he can see at first of their cloaked figures. Dropping their shovels, the skeletons raise their talon-like fingers, obviously intending to attack him!</p><p></p><p><span style="font-size: 9px">((Initiative: Lehko/22; Kuma/19; Terrek/15; Heirmund/14; Ydyr/9; Jair/9; Skeletons/6; Jerek/6.))</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">((Ydyr is standing 40' from the two skeletons. Lehko and Jerek are hanging to the vines 10' above him. They can carefully hang and then drop as a full-round action without taking damage by making a DC 5 Jump check. Or, they can try to make a DC 15 jump check and jump down as a move action. In either case, a failed roll means the character takes 1d6 falling damage, and a character without ranks in jump will fall prone unless they beat the DC by 5 or more. Note that no one except Ydyr can see the figures or knows anything is wrong quite yet, as Lehko and Jerek have at most a 20'-radius view of the room below them due to their position in the pit; however, Ydyr can easily call out a warning if he wishes.))</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">((Terrek is currently 10' above Lehko and Jerek, and being slowly lowered by Kuma and Jair while Heirmund looks down the pit and guides them. Once Lehko and Jerek are out of the way, Terrek can be safely lowered as a full-round action--but he will still be stuck in the harness.))</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">((The pit is 80' from the upper room's floor to the lower room's ceiling. Kuma, Jair, and Heirmund, at the top of the pit, only have a line of sight to a 10'-diameter square of the room below.))</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">((Jerek, please hold your action until I post the skeleton's action. I'll have the next round of posts start with your action, since the skeletons very nearly go last.))</span></p></blockquote><p></p>
[QUOTE="IndyPendant, post: 2578383, member: 8738"] With Terrek soon to be lowered down above them, Ydyr decides to hang and carefully drop to the earth below, while Jerek and Lehko hang on up above and wait to see what happens. The earth here is almost...mucky, and stains the hands slightly. The walls of this large cavern are covered with moss and fungus--the source of the sickly light, and probably within the tunnel above as well. Some sickly-looking plants and saplings grow in the moist earth. However, it is the two figures that command his attention. They are shovelling earth into a wheelbarrow. Or...they were. As Ydyr watches, they turn to face him--and he is startled to see that only snippets of flesh remain adhered to spots on their skulls, all he can see at first of their cloaked figures. Dropping their shovels, the skeletons raise their talon-like fingers, obviously intending to attack him! [size=1]((Initiative: Lehko/22; Kuma/19; Terrek/15; Heirmund/14; Ydyr/9; Jair/9; Skeletons/6; Jerek/6.)) ((Ydyr is standing 40' from the two skeletons. Lehko and Jerek are hanging to the vines 10' above him. They can carefully hang and then drop as a full-round action without taking damage by making a DC 5 Jump check. Or, they can try to make a DC 15 jump check and jump down as a move action. In either case, a failed roll means the character takes 1d6 falling damage, and a character without ranks in jump will fall prone unless they beat the DC by 5 or more. Note that no one except Ydyr can see the figures or knows anything is wrong quite yet, as Lehko and Jerek have at most a 20'-radius view of the room below them due to their position in the pit; however, Ydyr can easily call out a warning if he wishes.)) ((Terrek is currently 10' above Lehko and Jerek, and being slowly lowered by Kuma and Jair while Heirmund looks down the pit and guides them. Once Lehko and Jerek are out of the way, Terrek can be safely lowered as a full-round action--but he will still be stuck in the harness.)) ((The pit is 80' from the upper room's floor to the lower room's ceiling. Kuma, Jair, and Heirmund, at the top of the pit, only have a line of sight to a 10'-diameter square of the room below.)) ((Jerek, please hold your action until I post the skeleton's action. I'll have the next round of posts start with your action, since the skeletons very nearly go last.))[/size] [/QUOTE]
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