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.
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.
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.
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.
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.
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.
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.
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.
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?
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.
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.
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.
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 = 192d4 + 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.
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
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. :)
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.
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?