Episode 1
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Luckily the close tie-off is so high, up upon the exposed overhang that provided such a perfect anchor. Since the other side had to be anchored to the balcony rail itself, it will be the end part of the crossing which will have the most risk of someone dipping down into the water. But whatever it is, it is as good as it gets, and hopefully good enough.
The water of the great pool room is crystal clear. Completely opposite of the entire trip through the murk at all other locations so far. The radiant glow of the distant torchlight on the other side, projecting in from somewhere outside of vision beyond the far balcony, makes a low glow on the entire room. With the great rising columns emerging from the water, the ornate stone work of the balconies, the remaining cracked mosaics on the walls. If this place were not a death trap swarming with enemies, there is no doubt that it would be a beautiful and awe-inspiring sight to see.
No longer needing the light necklaces, everyone has all loose items packed in and tied down. Hinka made the wall crossing look easy, but the lightweight agile barefooted Tcho-Tcho was built and trained for climbing. That route was clearly impossible for most men. Hopefully this system will work. And with the "haxital" creature yet to be seen, hopefully this crossing can remain quiet and without incident.
But everyone knows not to expect that as a forgone conclusion. While each climber crosses, all others, on both sides, will be poised for action, ready to react with a variety of pre-planned responses.
Y'all, liberty tooken to set this scene up and cut to the chase. The whole ordeal of rope prepping, getting Hinka around, tie-offs near and far, figuring out a successful arrow launch technique, all while trying to be quiet in a shadowy chamber with a pool monster just over the edge and supposedly guards just around the corners - I don't want to discount how edgy, uncertain, and time-consuming those tasks would have been in real life. All that stuff doesn't just come together perfectly. There are some moments of doubt, debate, and anxiety to put it all together, make adjustments, and pin it all down.
BUT that's not what we want to focus time on, right? I think it is fair to just try to soak up the realism of the moment as a feeling and then get on to the ABILITY CHECKS!!!
So there it is, just below. Blued up for participation and required action response.
Good luck.
Shimmying across the rope from close balcony to far balcony.
Style of hanging on: PC choice.
Speed: as per Climbing Speed
Dash is possible, but forces Check at Disadvantage.
DC 6 to get across successfully. Coast to coast.
DC 5 to get across successfully part of the way, but at one moment during the crossing, the character slips, catches himself, and is dangling below the rope for 1d2 rounds before pulling back up and continuing. After back up, he can continue on successfully to the other side.
If you get the temporary fall down, roll the 1d8. These are increments of how far along the stretch the character is, roughly 10' each, before he falls and hangs on outstretched below the rope.
On a roll of 1, 2, 3, or 8, he is out of the water. Those are the higher angling points of along the route.
On a roll of 4, must make a DEX check DC 8 to pull feet up at the last moment before touching the water.
On a roll of 5, 6, or 7, the character drops at the lowest part of the slump of the rope. His feet and/or legs break the surface of the water.
6 is the roll that corresponds to the lowest slump in the line. That means water up to thigh level.
Rolls
Acrobatics - (1d20+6)
(16) + 6 = 22
Rolls
Str(Athletics) check - (1d20+4)
(10) + 4 = 14
Rolls
Athletics - (1d20+7)
(4) + 7 = 11
Perception - (1d20+3)
(11) + 3 = 14
Signal, "Danger. Enemies."
Hinka tucks back to hide in the shadows.
Still on the origin side, Kray and Ivor see the others across the pool shift to action response stance.
Rolls
Stealth - (1d20+8)
(11) + 8 = 19
Perception - (1d20+5)
(5) + 5 = 10
Maeriks Mac Hannoc ✎

Vitals
Combat Proficiency Setting (+2 available): Attack Bonus +2 / AC +0
AC: 12 (+2 DEX + 0 proficiency)
HP: 33/37
Temp HP: 4
Initiative: +2
Status Effects: None
Death Saves: +0/-0
Hit Dice: 1/1 Druid, 1/3 Fighter
Weapons and Armor
Equipped
Armor: None
Right Hand: Shortsword / Attack Bonus: +6 (STR 4 + 2 proficiency) / Damage: (1d6+4) / Finess, light, piercing
Left Hand: Dagger / Attack Bonus: +6 (STR 4 + 2 proficiency) / Damage: (1d4+4) / Finesse, light, thrown (range 20/60), piercing, lanyard

Carried
Maul "Reave" / Attack Bonus: +6 (STR 4 + 2 proficiency) / Damage: (2d6+4) / Heavy, Two-handed, bludgeoning
Handaxe / Attack Bonus: +6 (STR 4 + 2 proficiency) / Damage: (1d6+4) / Light, thrown (range 20/60), slashing
Dagger / Attack Bonus: +6 (STR 4 + 2 proficiency) / Damage: (1d4+4) / Finesse, light, thrown (range 20/60), piercing, lanyard
Javelin x 3 / Attack Bonus: +6 (STR 4 + 2 proficiency) / Damage: (1d6+4) / Thrown (range 30/120), piercing
Tactics
Refresh rest times noted in parentheses
Action Surge: 1/1 (short rest)
Second Wind: 1/1 (short rest)
Savage Attacker: 1/1 (turn)
Spell Casting
---Level 1 0/2 (long rest)
---AB: +6, Save DC 14
Barbaric Justice:
---Must be acting on specific tenets of the Barbaric Code of Honor
---Roll with advantage (STR, CON, Some WIS, Attack, Damage) 1/1 (day)
---Add additional damage die on critical hit
Saving Throws
Brown text indicates proficiency
Strength: +4
Dexterity: +2
Constitution: +3
Intelligence: 0
Wisdom: +6
Charisma:-1
Feats
Savage Attacker: Once per turn, reroll damage dice and choose result to take
Great Weapon Fighting: Reroll 1s and 2s on damage dice
Improved Critical: Crit on 19 or 20
Gourmand: Detect poisoned food, prepare special meal on long rests
Skills
Brown text indicates proficiency
Acrobatics +2
Animal Handling +6
Arcana -2
Athletics +4
Deception -1
History -1
Insight +6
Intimidation -1
Investigation -2 (Passive 8)
Medicine +6
Nature +0
Perception +4 (Passive 14)
Performance -1
Persuasion -1
Religion -2
Sleight Of Hand +2
Stealth +2 (Passive 12)
Survival +6
Tool Proficiency
Cook’s utensils, Herbalism kit, Vehicles: Water
Languages
Dannein - Native
Rolls
Dex(Stealth) Check - (1d20+2)
(5) + 2 = 7
Wis(Perception) Check for the hell of it. DMs love when players be rollin - (1d20+4)
(8) + 4 = 12
Rolls
Stealth - (1d20+1)
(8) + 1 = 9
I'd ready a bow shot but it's clear the group is advancing toward the enemy, cutting off access to the balcony and line of fire.
Dice for the crossing. EDIT: That roll should only be +5.
Kray Mercon
link to main character sheet & group stats
Vitals
Combat Proficiency Setting (+3 available): Attack Bonus +3 / AC +0
AC: 18 (base 18) + (0-3 from set Combat Proficiency)
HP: 50/50
Status Effects: None
Death Saves: +0/-0
Initiative: +5
Hit Dice: 4/4 Fighter, 1/1 Barbarian
Weapons and Armor
Equipped
Armor: None
Right Hand: Yatagan / Attack Bonus: (DEX 5) + (0-3 Combat Proficiency) / Damage: (1d8+5)
Left Hand: Falcata / Attack Bonus: (DEX 5) + (0-3 Combat Proficiency) / Damage (1d6+0 Left Handed)
Carried
Gaerimundi Knife / Attack Bonus: (DEX 5) + (0-3 Combat Proficiency) / Damage: (1d4+5)
Dagger / Attack Bonus: (DEX 5) + (0-3 Combat Proficiency) / Damage: (1d4+5)
Bow / Attack Bonus: (DEX 5+Archery 2) + (0-3 Combat Proficiency)
Quiver: Long Bow (15/15 arrows--recover? hit /miss / Damage: (1d8+5)
Tcho-Tcho Spear Guns: Javelins x3 -----They suffer -5 on Range ratings (both for normal and long range) when used above water. They gain a +5 on Range ratings (both for normal and long range) when used underwater.
When used underwater, they do not suffer Disadvantage if fired within 5'.
When used underwater, Critical Hits deliver an additional die of damage (though modifiers not added for a third time) and the victim's Movement Rate is reduced by 1/2 during its next turn.

Tactics
Refresh rest times noted in parentheses
Maneuvers: 4/4 (short rest)
---d8: Parry, Precision Attack, Rally
Action Surge: 1/1 (short rest)
Second Wind: 1/1 (short rest)
Lucky: 1/3 (long rest)
Rage: 1/2 (long rest)
Fighting Style Archery: Ranged Attacks +2
Commitment to Contract: 0/2
---Allows a mercenary PC to choose to gain Advantage on an Attack Roll, Damage Roll, Ability Check, or Saving Throw of his choice, before or after a normal roll result is visible. 1/day at 1st level, 2/day at 5th level, 3/day at 10th level.
Saving Throws
Brown text indicates proficiency
Strength: +4
Dexterity: +8
Constitution: +6
Intelligence: 0
Wisdom: 0
Charisma:+3
Feats
Observant: Read lips
Lucky: 3 re-rolls per day (see Tactics above)
Resilient: DEX save proficiency
Ability Score Increase: DEX +2
Skills
Brown text indicates proficiency
Acrobatics +5
Animal Handling +0
Arcana +0
Athletics +4
Deception +6
History +0
Insight +0
Intimidation +6
Investigation +5 (Passive 15)
Medicine +0
Nature +0
Perception +8 (Passive 18)
Performance +3
Persuasion +6
Religion +0
Sleight Of Hand +5
Stealth +8 (Passive 17)
Survival +0
Tool Proficiency
Cartography
Dice
Languages
Yuoric - Native/Literate
Dannein - Fluent
Gaeirmundi - Fluent
Kortellan - Intermediate
Rolls
Acrobatics - (1d20+8)
(13) + 8 = 21
Will apply Maeriks' surprise action as the Movement.
Sorry CB, Maeriks does not get a Surprise Attack, but he did ensure it for everyone else.
2 of the creatures below (approx 7 feet tall). Creatures holding spears, wearing belts with knives.
2 scantily clad Dannein women (dark hair, ages approx 15 and 20). Women carrying large pottery vases, 1 each.
The ambushers come up behind the creatures as they run after Maeriks, down the hall towards a left turn from the balcony (they had originally come in from the hallway to the right, dashing after Maeriks and passing the balcony entrance without investigating sufficiently).
The girls are startled and are also standing behind the creatures, so the ambushers sort of have to charge in in front of the girls.

First come, first served on Advantage Surprise Attack.
We'll see where we are after that.