The wounded orc pushes the door open with his shoulder and leaves cursing under his breath, leaving a trail of dripping blood behind him as he goes. With the last of the enemies gone, the remaining girls could finally catch their breath and turn their attention to helping each other with their lives no longer in imminent danger. There was no one else in he chamber now, and the top floor appeared to be safe at least a little while longer... it was unknown if the leader of the savages they fought would be back with reinforcements or turn tail and flee for real.<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Experience</div><div class="spoiler_body">As stated in the OOC thread, each participating character gets 702 experience points for fighting off the waves of enemies at a handicap and witnessing (and surviving!) Hagan's treachery.</div></div><br/><br/>The chamber was now marred by the signs of their battle, the polished stone eaten rough by acid in sever spots and the decoration torn and burned in places. The dead orcs carried filthy armor that likely wouldn't fit the girls and there wasn't likely enough time to strip all of them naked either. Their weapons were ripe for the taking however, a pair of falchions from Kursk's dead companions, along with two javelins. The shaman had a masterfully crafted morningstar, along with a fine chain shirt, also of mastercraft quality on him, probably looted from a dead human soldier in an earlier skirmish. The armor showed signs of wear and was weathered. the orcs didn't care much for it, but it wasn't seriously damaged thankfully. Veagle also dropped a vial, similar to what he drank his potion from that allowed him to keep fighting despite his injuries. the glass was slightly cracked from falling down and the precious liquid was slowly seeping onto the stone below.<br/>The last two orcs who arrived only carried their filthy leathers and their weapons: a sap and the greatsword they took from Kayerie. Kursk's whip was still lying about as well as Yustissa's holy symbol ripped from her neck, a silver charm depicting a lotus blossom, the same symbol that Hagan used and was probably given to her by the High Priest. Her weapon was also still lying on the ground, even a quick inspection revealing that the bronze longsword was at least of masterwork quality.<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Loot</div><div class="spoiler_body">2 Javelins<br/>2 Falchions<br/>Masterwork Morningstar<br/>Masterwork Chain Shirt<br/>Sap<br/>Kayerie's Greatsword<br/>Silver Holy Symbol (Lotus)<br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Yustissa's Masterwork Longsword</div><div class="spoiler_body">This masterfully crafted bronze sword has a hilt shaped like a female angel with her spread wings forming the guard. Along the blade, an engraving with tiny runes reads: "My heart and soul for the greater good, let the wicked be judged by the Maiden's Wrath." Detect Magic reveals the weapon to be magical, but its properties are only revealed through the use of the Identify spell.</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Unidentified potion</div><div class="spoiler_body">The vial contains a swirling, slightly transparent, slimy tonic that is blue in color. It smells like coffee and lettuce, but tastes like garlic. <div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Identify, Spellcraft DC:16</div><div class="spoiler_body">Potion of Cure Light Wounds, CL1. Heals 1d8+1 hit points</div></div></div></div></div></div><br/><br/>Flying outside above the balcony, Aleria perceiving the world from her familiar can now spot the secret door that connects back to the Pilgrim's Path, and can also see that the battle below is not going very well. More beastmen came from the tower and they are slowly but surely overwhelming the humans.<br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Aleria can make a Knowledge (Geography) check if she has it: DC 20</div><div class="spoiler_body">Looking down at the valley from up here, Aleria can more or less place the whereabouts of the caves they came through. If the tremors they experienced continued and a full-blown earthquake shook the region, the entire valley might collapse into the caves, taking with it everyone fighting down below and possibly the tower as well.</div></div>