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Ah yes, apologies. Let's go.

(Male Human Expert 1)

You all make your back through the streets of Punjar around mid-morning. Many of the usual dangers are gone and asleep at this time of day and you make your way back to the demesne very easily.

Arriving back at the demesne, you find the gate once again closed. A quick inspection by Dannad, however, reveals that while the gate is closed, it was never re-locked, and remains open for anyone. The bodies you left in the alley are all gone, and were you all none-the-wiser, you'd think nothing untoward had happened at all.

The strange "smoke" continues to billow sporadically out of the charnel house and the fountain's miasma still rolls over your feet and stains your skin and clothing. The Beggar-King's abode is still eerily quiet.


"It does seem as if Athuro might have kept his word. There's hope for him yet as a rodent operative."


My apologies for being absent. I've gotten slammed with class assignments. Distractions such as Left 4 Dead 2 haven't helped either.

(Male Human Expert 1)

Waiting on a bit more to go on. There are several ways you could go at this point. Please review the map on the Obsidian Portal Wiki to help you make your decisions.


Well, either we go through the door in the captain's room, or we go through the mystery door that's on the street, near the fountain. Even with Arthuro's help, there's probably still some people who moved in up there. Still, if we don't clear out whoever's in there now, they could just attack us from behind later.

Here's the map.


Captain's door first and see how it goes.


Dagobert the Luckless wrote:
Captain's door first and see how it goes.

I just realized, there isn't actually another door in the captain's room, just some windows. My mistake.


In which case the choice is easier. Through the other door in the wall unless anyone has a better idea.

(Male Human Expert 1)

I'll be moving things along later this afternoon, probably around 4PM (EST). I'm currently on campus juggling responsibilities between classes. Stay tuned for our regularly scheduled programming.

(Male Human Expert 1)

The wooden door opens with little trouble, having no apparent locks on it. Inside you see there are bars on the door, but the heavy plank that would hold it shut lies unused up against the far wall.

Immediately to your right is a set of stairs leading down into a large open room. A stale smell of sweat and rot wafts up to the top of the stairs where you stand.

The room below is quiet and unlit.

Map update will come later tonight. My files are currently in the middle of a rather large backup transfer.


Check out the room at the top of the stairs first.

(Male Human Expert 1)

The top of the stairs isn't so much a room as a simple landing. It is about 10ft. by 10ft. (~3x3 meters), constructed of wooden planks, and well worn by hundreds of footsteps over many years of use.

(M Eladrin Pursuing Avenger)

Hawkseer turns to Vandis. "Shall we?" He grins unpleasantly.


Vandis nods in the affirmative.

(M Eladrin Pursuing Avenger)

Hawkseer looks at the stairs more carefully.

"Do we have anyone good with traps?" He casts a meaningful look at Dannad.

Perception: 1d20 + 8 ⇒ (18) + 8 = 26


"I am not liking this smell you know. There has been no proper rubbish removal for some time, in my professional opinion."

(Male Human Expert 1)

Hawkseer:
Your keen eyes can make out nearly every detail of the creaky wooden stairs, but they spot no discernible traps.

UPDATED MAP

(M Eladrin Pursuing Avenger)

Hawkseer starts down the steps.

(Male Halfling Rogue 2)

My apologies for my absence. >,<. I suuuck (Grad School does as well).
Dannad slips in behind Vandis as they begin to head down the stairs.
"Good with traps, 'e says. How does 'e think we got in the first time." He mutters under his breath.

(Male Human Expert 1)

UPDATED MAP (Refresh browser)

The chamber is home to a staggering number of flea-ridden cots, bedrolls, and pallets (Many more than are actually shown on the map). Half-burnt candles are wedged into every crack and crevice. The air is thick with the stink of sweat and refuse. All is silent and deathly still.

(M Eladrin Pursuing Avenger)

"The Dog Brothers? Or more?"


1d20 + 4 ⇒ (4) + 4 = 8

Dagobert has a rootle around. Fruitlessly.

"The smells putting me off, I must admit."

(Male Human Expert 1)

A good rootle produces nothing of value other than a few personal effects of those that once slept here. Strangely, the cold pallets indicate that no one has really stayed here in quite some time. On the north wall is a set of double doors and there is also another set of stairs along the east wall that lead down to another set of doors.

Dagobert, please make a perception check for me with a +5 bonus.

(Male Halfling Rogue 2)

The halfling prods one of the mats with his foot, his eyes scanning the room as he does so.

"Aweful lot more'n those that gave us such a warm welcome.... Wonder where they've all gotten to?"

The halfling searches the room tangentially to Dagobert.

"Don't seem t've been 'ere in a long whiles. Odd, that, wot with how they's supposedly in competition with the guild."

The halfling looks over his shoulder at the group.

"You'd think someone as paranoid as our target would be more likely to 've kept this room filled o' 'is lackeys."
19 Perception on checking the room.


1d20 + 9 ⇒ (14) + 9 = 23 - Perception check at +5

"The average rodent is not stupid, Dannad. They will change nests if the need arises."

Dagobert rubs his chin. "Of course, that doesn't happen very often and it would need to be something major."

(Male Human Expert 1)

Dagobert:
You hear something that the others haven't picked up on yet. To your trained senses, however, the sounds of dozens of scurrying rats is obviously coming from the northern doors that Dannad is approaching.

Dannad begins opening the doors as everyone else rootles around.

Could everyone please give me their coordinates and a preemptive initiative roll?

(M Eladrin Pursuing Avenger)

Location is probably right. Init 1d20 + 3 ⇒ (15) + 3 = 18


"Rats! I can hear them. It's amazing really."

Dagobert points at the northern doors and stands entranced at the prospect of proper rodents.

"I don't imagine these will be happy rats you know. The air can't be doing them any good at all."

X23. 1d20 + 1 ⇒ (3) + 1 = 4 - init.


O19. Initiative: 1d20 ⇒ 13

(Male Halfling Rogue 2)

O-22, probably. Could we get an enlarged map of the room? Initiative = 18

Dannad stops and looks back at Dagobert, his hand still on the door.

"Rats?"

The halfling begins to draw his magic dagger with his other hand.


"Rats indeed. Hard to tell through the door of course, but based on what we've seen so far, these will not be happy rodents. I would advise caution."


Galad stands there, ready.

One quick question to the DM:

Spoiler:
Are spirit companions subject to burst/blast attacks? The common interpretation is that they aren't (since the power says they can be targeted by melee and ranged attacks without mentioning bursts/blasts, and that they're otherwise just like conjurations, which can't be otherwise attacked.), but I just wanted to check with you since we're probably going to be fighting something with a close burst or two.

(Male Human Expert 1)

Galad The Redeemed wrote:

Galad stands there, ready.

One quick question to the DM: ** spoiler omitted **

Galad:
About to hit the sack, but I'll have an answer for you by tomorrow morning. I must consult my rulebooks.

P23.

1d20 + 1 ⇒ (2) + 1 = 3

(Male Human Expert 1)

The party stands poised for attack after Dagobert's warning. Dannad's hand rests on the handle of the door.

(Male Human Expert 1)

Just waiting for confirmation that you're going to brave through the rats. One aye and I'll move things ahead.


Uh, aye? There's nowhere else to go that we know of...


Poised is what we are.

(Male Halfling Rogue 2)

"Right. Caution.... Rats. Got it."
The halfling rolls his eyes as he turns back to the door. Tightening his grip on his dagger, he glances at Vandis.

"Ready?"

On Vandis' confirmation the Halfling swings open the door and presses himself to the wall beside it.

(Male Human Expert 1)

This rickety room is stacked high with grimy crates, casks and boxes. Chittering forms sit atop the stacks, watching you with flashing eyes. Soon, the rodent forms gather and swarm, covering everything in their path.

UPDATED MAP (Refresh browser to load updates)
Hit Points

Dannad
Hawkseer
Galad

Rat Swarm 1
Rat Swarm 2
Dagobert
Vandis

  • The swarms have an aura 1 that allows them to make extra attacks.

    Galad:
    Finally had the time to look up your question and I'm inclined to agree with you. Seems a little cheesy, but your companion is immune to burst and blast attacks.

  • (M Eladrin Pursuing Avenger)

    Hawkseer swiftly moves into action and then pauses, possibly in dismay, as he sees the scores of rats that he can kill but one at a time. Nonetheless, he promises, "Dagobert, for you."

    Move: E, NE, NE to O23. Minor: Oath of Enmity on R2. Standard: Ready

    Spoiler:
    Focused Fury on R2 moving adjacent. 1d20 + 7 ⇒ (12) + 7 = 19 2d4 + 4 ⇒ (1, 2) + 4 = 7 On hit, push different adjacent enemy (presumably R1) two squares -- say, to L23.
    Foo -- eaten by boards, was an 18 to hit for 8 damage.

    This may look strange, folks, but I'm hoping it will pay off.


    Dagobert nods sagely. "Very interesting. Those pustules indicate a severe environmental problem."


    Galad comes around the corner and summons his spirit, which attempts to skewer one of the rats.
    moving to Q23, putting my spirit in M23, then using Defending Strike on R2.[ooc] 1d20 + 4 ⇒ (12) + 4 = 16

    1d8 + 4 ⇒ (4) + 4 = 8

    (Male Human Expert 1)

    Going to wait awhile longer for Dannad. My schedule is packed right now with final exam week coming up but I'll try and post at least once every night (EST) so those in the states will have something to check before bed and those across the pond can check it out during breakfast. :)


    Good luck with the exams.

    (Male Human Expert 1)

    Dannad scratches his head with his dagger, shrugs, and tosses it into the nearest pile of rats. Several of them are sliced open as the twirling dagger cuts a swath through the swarm, but the gap is quickly filled by more scurrying forms. Dannad moves back cautiously.

  • Sly Flourish on R2; 1d20 + 10 ⇒ (13) + 10 = 23 vs. AC for 1d4 + 9 ⇒ (4) + 9 = 13 damage.

    "I ain't gonna' run into that, they'd 'ave me down right quick."

    Galad's shadowy doppelganger is summoned once more amidst the rats but its spectral sword fails to have any effect on the rats scurrying all about it.

    Both rat swarms surround the spirit companion and try to bite it and climb up it. It is to no avail, however, as the creatures soon realize their teeth can do nothing against the insubstantial conjuration.

  • Even at max damage they can't hurt the spirit companion. They're stupid beasts, but they're not going to keep trying to eat something they can't even hurt. This will be the only round they try to attack the companion.

    Hawkseer stands by with a prepared attack that is thwarted by the appearance of the spirit companion.

    UPDATED MAP (Refresh browser to load updates)
    Hit Points

    Dagobert
    Vandis
    Dannad

    Hawkseer (Focus Fury Readied)
    Galad
    Rat Swarm 1
    Rat Swarm 2 (oath target)

  • The swarms have an aura 1 that allows them to make extra attacks.


  • Tutting at the tragic condition of the rodents before him, Dagobert mutters some gentle words, intended to put them out of their misery.

    "Don't stand next to them. They'll be upset you see. Can't help themselves really, it's in their nature. I don't like to see this. Not at all. What sorry specimens."

    Maledictor's Doom. No roll. Close burst 5. Each enemy takes a -1 penalty to attack rolls and saving throws to the end of my next turn. Whenever a target is hit by a fear attack before the end of my next turn, they can be pushed one square as a free action.

    Whispers of Defeat. Close burst 5. Fear effect. V Will.
    Hit: Until the end of your next turn, the target takes a -2 penalty to attack rolls, and whenever the target misses with an attack, it takes 9 psychic damage.

    1d20 + 5 ⇒ (9) + 5 = 14 - v Rats 1
    1d20 + 5 ⇒ (17) + 5 = 22 - v Rats 2

    If either of those hit, rattys can be pushed. Where would be most useful folks?


    Move to M25. Cleave vs R1.

    1d20 + 8 ⇒ (11) + 8 = 19

    1d10 + 6 ⇒ (5) + 6 = 11

    If that hits, R2 takes 4 damage as well.

    Vandis moves to engage the horrid vermin and slashes back and forth.

    (Male Human Expert 1)

    Dagobert's invocation quells some of the squealing and the rodents settle down some, slightly less aggressive than a few moments ago.

    Vandis takes their momentarily docile state as an opportunity to cut a swath. Several rats fall to his sweeping blade.

    UPDATED MAP (Refresh browser to load updates)
    Hit Points

    Dannad
    Hawkseer (Focus Fury Readied)

    Galad
    Rat Swarm 1 (-2 attk, 9 dmg on miss)
    Rat Swarm 2 (oath target, -2 attk, 9 dmg on miss)
    Dagobert
    Vandis

  • The swarms have an aura 1 that allows them to make extra attacks.

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