Just a quick status check before we wrap up the sewers (yes, finally). Right now, I have Coran down 4 Con, Jo and Ithad down 1 Con, and Franco with 10 hp lost (due to zombies). I don't think you can do anything presently about the Con damage. I think Franco is now AFK, but do you guys want to do anything about his damage?
Coran walks over to Franco, moving his hands over the crushed tissue and bone from the earlier zombie attack. He murmurs as his hands knead the injured areas and a metallic tang momentarily fills Franco's mouth.
Casts Cure Light Wounds1d8 + 1 ⇒ (2) + 1 = 3
The warmth of healing magic fills Franco's wounds, he can feel the wounded areas knitting back together, but some injury remains. Coran continues healing Franco, the tang in his mouth again, lingering longer with the continued healing.
Casts Cure Light Wounds1d8 + 1 ⇒ (3) + 1 = 4
The continued treatment leaves Franco feeling much improved.
I'm going to stop there, but if you want to continue, let me know. Don't forget that you all were also provided with potions from Janiven and have found others in the sewers.
Coran ceases treatment on Franco for a moment and begins to examine his own wounds, as well as those on Jo (assuming Jo allows it) and Ithad.
You see confirmation that the creatures were sucking blood from all of you and that you all have suffered significant blood loss - you most of all. Unfortunately, healing this damage is beyond your current skill and likely beyond the skill of all in your group. It will likely require a night of rest for your two partners, but for yourself, it will probably take four days.
Jo has only Con Damage and wants no one casting magic on him.
He could use some rest and food though. His stomach continues to growl like and angry bear.
Note to all - I will be taking a couple of days in AC. Not sure if I will have access to a hotspot or not. If I do, I will be posting regularly. If not, then I may be AFK until Tuesday. No one cast magic on Jo while I am gone!!!
Coran stops healing Franco "There that should help, once we get somewhere I can rest I can take care of the rest of your wounds. He sighs and looks at Jo and Ithad "Now for the bad news, our wounds are more of common sense medicine and will heal with rest. You two should be feeling better in the Morning as long as we can have uninterrupted sleep. Where my wounds are more serious they will take more then a few evening of rest. Coran looks down at the symbol and points in the direction it shows. "Let's get going and hope we don't hit any more trouble."
After the brief stop for healing, you hurry through the darkened sewers, Coran and Franco leading the way now that you find yourselves so close. Rushing down the tunnel, they alert you that past the next turn, a side tunnel leads to a dead end where a ladder leads to a trap door exit. You round the corner.
Alarra and Satinal spot a writhing, dark serpentine form squeeze through a sewer drain right in front of the end of the tunnel. It doesn't seem to have a head, but somehow you know that it sees you too. The tangle of living darkness turns and heads toward the group.
We will have a surprise round. Satinal acts first, then GM, then Alarra. Oddly, those three are only aware of one another.
Satinal's voice calls out again in that familiar heavenly voice, but it seems to have no affect as the creature crawls down from the grate and moves down the tunnel toward Alarra. It is about four feet long and as it draws close you can see that it looks like it is made of shadow with a thin layer of oily black slime. Tendrils with shadowy claws reach out at you.
Fortunately, the blow as not as deep as it might have been and Alarra comes back to her feet. Some of the slime from the creature comes off on Alarra's neck, a feeling of numbness begins at your neck and begins to spread down your body.
Alarra, were you trying to move through its square or around it? Need to determine where you are now. Also, please make a Fort save.
Moondark, retrieving a stowed item is a move action so you can still take a standard action should you choose.
Alarra dodges around the shadowy creature. Again, its tentacles lash out and claws brush against Alarra, but lightly and no damage is done. A moment later, she has positioned herself behind the creature.
If I followed the plan correctly, here is an updated map
I think we've lost Franco so I will GMNPC him as well.
Franco takes a step forward, positioning himself with his back to the wall and facing the creature. He raises his flail and swings it down as hard as he can against the beast.
Attack1d20 + 3 ⇒ (10) + 3 = 13
The shifting shadowy nature makes the monster difficult to judge though and Franco's blow fails to land.
Coran chants softly and reaches his hand out to brush against Jo's arm. Jo is filled with a sense of greater confidence in his ability to strike the foe.
Jo, you're up. Since rage is a free action, you can move into that square and attack if you choose.
Jo's hammer descends right toward the center of the beast.
Concealment1d100 ⇒ 15
Incredibly, the shadows seem to contort in front of your eyes. What was the center is merely an edge and the mighty hammer blow falls harmlessly to the side.
At nearly the same time, Ithad's bolt is launched directly at the creature also seemingly true.
Concealment1d100 ⇒ 64
This time, the creature's tricks do not suffice and the arrow strikes the center of the creature. Wisps of shadow erupt to the sides and it seems to momentarily lose control of the tentacles before reasserting control.
This can only be one of Westcrown's legendary shadow beasts, but you don't know anything more than that. Perhaps a different sort of knowledge would yield answers.
The beasts tentacles last out again, this time reaching toward Jo.
Attack1d20 + 4 ⇒ (9) + 4 = 13 Attack1d20 + 4 ⇒ (16) + 4 = 20 Attack1d20 + 4 ⇒ (19) + 4 = 23
Two of them strike the giant figure - one on his arm and the other across his chest.
Damage1d4 + 2 ⇒ (1) + 2 = 3 Damage1d4 + 2 ⇒ (1) + 2 = 3 To keep things moving, I'll go ahead and make the Fort saves for Jo. If you guys don't like this, let me know and we'll revert to having you make your own. Fort save1d20 + 6 ⇒ (19) + 6 = 25 Fort save1d20 + 6 ⇒ (6) + 6 = 12
A feeling of numbness penetrates Jo's skin from both of the wounds. The one in his arm stops there, the numbness from the wound in his chest spreads through his body, giving him a feeling of sluggishness, like he can't quite feel his extremities.
-2 penalty to Dexterity (not damage)
Satinal moves up behind Jo and scoops up a stone from the tunnel floor. He whispers in his otherworldly voice and the stone begins to shine with a bright light.
End of Round 1
Moondark's vial arcs over half the party before dropping right onto the shadow beast.
Concealment1d100 ⇒ 54
A burst of flame envelopes the creature for a moment before burning out, but not before licking out and singing Jo and Franco.
1d6 ⇒ 3 1 point of fire damage to Jo and Franco
Jo and Alarra, the burst of light seems to melt off the shadowy slime that was numbing you. Your -2 penalty to Dex is no longer in effect.
Franco swings the flail down at the shadow beast again.
Attack1d20 + 3 ⇒ (13) + 3 = 16 Concealment1d100 ⇒ 6
Like Jo's earlier blow, it appears that Franco is going to strike the beast, but the shadows shift and swirl and the flail misses.
Coran steps up, his years of practice in the dark and previous encounter with the shadow beasts having inured him to the difficulty of fighting in shadowy conditions. His shortsword slicks out and slices through the shadowy mass.
Guidance is only for one round and btw, the warhammer only threatens on a natural 20 unless you have a special talent I'm forgetting.
Jo swings his hammer down and again, it appears to slam right into the midst of the creature's mass.
Concealment1d100 ⇒ 33
This time, his strike is true and it crushes into the heart of the beast. It falls to the floor, but then, right before your eyes, the creature deteriorates into wisps of shadow and fog. A moment later, it has vanished except for a small smooth oily black stone laying on the ground.
Ithad does not see any other moving shadows, but now that you know what you've faced, a palpable sense of danger pervades the sewer tunnel. You've all heard stories of larger groups of shadow beasts before.
Moondark looks more closely at the stone. It is a small, smooth stone, about the size of two or three gold coins. It has a strange looking surface to it - an oily look even though there doesn't seem to be anything coating it. You've never seen anything like it before.
Coran looks quickly at the remains of the shadow beast thinking about the black stone and what it could be. "That looks a bit small for a heart, but what could it be?"Knowledge Local1d20 + 3 ⇒ (16) + 3 = 19
To the touch, the stone is cool, smooth, and slick. Strangely, the stone seems lighter than it should be for what would be typical for a stone that size. Coran isn't sure exactly what it represents, but vaguely recalls hearing that once or twice shadow beasts have been slain and some sort of residue has been left behind. He also recalls stories that there are some in the city said to offer bounties for such evidence that a shadow beast has been slain.
Leaving the Hellknight helmet on the floor, Moondark packs it away and together the seven of you move to the ladder at the end of the tunnel.
One by one, you make your way up the ladder, pushing through a warped, wooden trapdoor and emerging into the Westcrown night. You're all in a narrow alley, but it is difficult to determine where in Westcrown you might be.
Franco gestures toward a boarded up door down the alley, "This way everyone." He knocks on the door. After about a minute, you can see evidence of a light moving toward the door. A moment later the door creaks open. It is evidence that this is a normal door, cleverly disguised as those it is boarded shut. A familiar female face is lit by a sunrod, "By the grace of the Inheritor, you made it, quickly come inside."
It is Janiven.
Congratulations, you're all now 2nd level. Go ahead and level up and I can answer any questions you have in the discussion thread.
And you're doing fantastic too. Your choice on hp to take average rounded up (for example, a d8 would be 5 hp) or to roll (in discussion thread). Also, favored class bonuses from the APG are in effect.
Janiven hugs you each enthusiastically as you each come in the door, "I was so worried about you when I went after Morosino. I finally caught him and when I came back to where I left you, there was a group of Hellknights. It didn't sound like they had you, so we took another route out of the sewers. Thank Iomedae that you've made it."
You can see as you enter that you're in what must once have been a temple to Aroden. "Come with me. There are others here that I'd like you to meet." She begins leading the way deeper into the old temple.
Janiven leads you down a short hall, "It was a temple of Aroden in the days before the god died. Like many other Aroden shrines and temples, the ownership passed to the church of Iomedae. But with the ascendancy of Asmodeus-worship in Westcrown, this temple, like many others fell into disuse and was abandoned. When Arael came to Westcrown several years ago, he was distraught at the condition of the city's abandoned shrines to Aroden and selected this one as a safe house and headquarters."
You can see as you move through the temple that the doors and windows are screened dark curtains to keep interior light from being heard outside. As you move deeper into the temple, you can hear excited voices coming from up ahead.
You've heard of a half-elf named Arael through Mother Muddlum. He is said to be a priest of Iomedae that came to Westcrown a few years ago. You've heard her mention that he has been of help to her in smuggling halfling slaves out of Westcrown - most recently with help from a halfling named Fiosa.
Janiven replies, "Arael is the leader of our group, "Children of Westcrown", "Scions of Aroden", whatever we call ourselves. Unfortunately, as Morosino blurted out at Vizio's, he's been captured by the Dottari and the Order of the Rack is trying to work through the Westcrown bureaucracy to get him in their hands."
She opens a door at the end of the hall and the voices get a little louder, you can see a light glowing from an open door ahead on the right. "I'd been hoping to get you all to join us, but given the start you've experienced, I'd understand if you all want to go home in the morning and never talk to me again."
She continues leading you toward the door, "Since you should spend the night at least so you don't get hauled in by the Dottari or eaten by a shadow beast, why don't you come meet the rest of our group that's here tonight."
"I've heard good things about Arael. I'm sorry to hear he was taken by the Dottari. I'm not sure I'm willing to risk the same fate for your cause, but I'll take you up on your offer of shelter tonight anyway."
Coran studies the temple of the fallen god, wondering if the walls could talk what wonders could he hear. "I want to hear more on the cause, but I am pretty sure I will be willing to join your fight. As for a place to stay wonderful." Looking at Jo "Wouldn't want to face any of those shadow beasts on my own. looking back at Janiven Thank you for your hospitality"
Janiven wrinkles her nose, "Eeew. Jo real stinky too. I can definitely wrassle up a couple more rabbits, but why don't we get you all a chance to clean up quick first. I guess it should be expected after traipsing around in the sewers for a few hours. Morosino and I were dreadful too."
She takes a quick left turn down another hall and gestures to a couple doors. "Ok, boys in here and girls in this one. We've only got a couple baths, so you'll have to take turns or just freshen up. Morosino and I will be back with water."