[sblock=Sewers and climbing]My bad, I should have been explicit but the x square in the sewers is difficult terrain due to knee-high water.
It was vividly clear in my mind but know that I think about it, I don't think I described it...
Still, that allows Andrec to move against the green square; There are knotted ropes used to climb up. The morgue's floor has been blasted through some magical mean; this is not a normal sewer access.
You can imagine the necromancer used a ritual to create the opening and the spider zombie could climb the walls and attach the ropes.
I'll try to make it up by being very clear as to your options now:
Climbing a rope is DC 10. The roof is two square high so a single move does the trick.
Once you reach the top, though, well, this isn't exactly a ladder; you either use a move action to clumsily hoist yourself on the floor and end up prone in the morgue, or you make an acrobatic check 15 to do it for free in a stylish, Matrix style stunt.
Of course, if you fail the acrobatic check by more than 5, you fall back to the ground, so... It's your call.
Alternatively, one person down in the sewers can use an athletic check DC 10 (standard action) to help push someone up; 10 square is a maximum of 10 feet high and so the legs of the climber are going to be dangling well within reach of a team mates who could push up and help the climber clear the edge of the hole much more easily (without needing a move action).
Finally, once you have climbed up but are still dangling in the hole, you see what's going in the morgue so you can choose to take your standard action while still hanging on for dear life.
Whew. Lots of option. Shorthand version:
(Minor to sheath weapon)
Move Action to climb dc 10
Move action to roll on the floor of the morgue, prone
or
Move action to climb dc 10
+free acrobatic check 15 to ninja your way on the morgue's floor (but risk falling if you fail badly)
Still have a standard action
or
Move action to climb dc 10
Standard action against bad guys while hanging to the rope, spend one turn in that perilous (CA) position.
or
Someone else does an atheltic check 10 (standard) first (while having moved adjacent to you)
Then
Move action to climb dc 10 and ends up prone on the floor.
Free acrobatic 10 to use momentum and roll up standing.
Still have your Standard action.
There was no LOE between Andrec and Jarel from his location, so Inspiring Word didn't work (and wasn't expanded, of course) in the previous turn.
Tor is on autopilot; if anyone wants him to push them up OR if you want to push him up, he'll comply! You can roll him up yourself.
[/sblock]
[sblock=DM Errata]
Montroya : actually, you missed the Spider Zombie. You rolled 15 and its reflex is 17. And that means the SZ didn't take 4 point of damage form OAing Matlal.
[/sblock]
Tor's rage is rising and his attacks gain a frenzied aspect. He tears apart the last sewer zombie and moves next to Andrec.
The zombie that Matal went through is confused for a moment, having taken damage from all direction. He finally steadies himself and moves against Montroya and makes his displeasure felt the only way he knows how.
Meanwhile, Jarec focuses his will and suddenly a blast of corrupted air erupts over Matlal and Jarel-Karn. It smells like rotting corpses but the heroes, disturbingly enough, finds that they have been knee deep in zombies so much today that they have built a resistance to the smell and they shrug the effect!
Meanwhile, smelling a weakened enemy, the Spider zombie tries to finish off Jarel but does not enjoy the same success as previously. On the other hand the nearby zombie grabs ahold of Jarel. He tries to drag Jarel away but the swordmage hold his ground.
[sblock]
Tor
miror: Shifting
Standard: Twin Strike
Twin Strike vs AC 13 (1d20+7=19, 1d20+7=8, 1d8+2=4, 1d8+2=4, 1d8=8) first attack hit, 4+8=12dhp
Move to E11
vs Montroya
vs AC 17+1 (1d20+6=18, 2d6+2=5) right on the nose
Flesh Rotting cloud vs Matala & Jarel
1:Matlal vs for 16 2:Jarel vs For 15 (1d20+5=15, 1d20+5=6, 1d6+3=8) What a load of... And it came with a such a nice onging effect of granting +2 to attack and damage to undead attacking the victims.
Vs Jarel
vs AC 21 (1d20+8=17, 1d6+5=10) miss
vs ref 15 (1d20+4=18) zombie grab (-5 to escape check)
vs Fortitude 15 (1d20+4=13) fail to move
[/sblock]
[sblock=status]
Z3: 15/40 bloodied
Z4: 27/40
SZ : 33/45
Jarec : Flesh rotting cloud expanded
Andrec : 21/22 [3]
Jarel Karn: 11 /37 [11] bloodied,
Matlal : 14 +5 /31 [11] AP bloodied, grabbed/immobilized
Mesa : 23/26 [7]
Montroya : 6/24 [6] bloodied
Tor : 14 (16) /31 [6] bloodied, Shifting
Jarec
Perception 12; low-light vision
HP 47; Bloodied 23
AC 14; Fortitude 13, Reflex 14, Will 16
Dark Staff Strike (Standard, at-will)
+7 vs Armor Class; 1d6+1 damage.
Spider Zombie
Perception 17
HP 45; Bloodied 22
AC 17; Fortitude 15, Reflex 17, Will 14
Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant
OA : Slam (Standard, at-will)
+8 vs Armor Class; 1d6+5 damage.
Halfling Thief (Ht)
Perception 11
HP 34; Bloodied 17
AC 16; Fortitude 13, Reflex 15, Will 14
Dagger (Standard, at-will) Weapon
+7 vs Armor Class; 1d4+3 damage.
Zombie
Perception 10; darkvision
HP 40; Bloodied 20
AC 13; Fortitude 13, Reflex 9, Will 10
Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant
Slam (Standard, at-will)
+6 vs Armor Class; 2d6+2 damage.
[/sblock]