There is a sudden dreadful snarl from behind Sonya. That ragged hermit is there, yet somehow terribly changed... bigger, almost 7 feet tall, bulkier... with claws and fangs and wielding a wicked-looking push dagger!
He aims a slash with his dagger at Sonya!
Creature-hermit attack: 1d20 + 12 ⇒ (17) + 12 = 29, damage 1d4 + 2d6 + 7 ⇒ (1) + (2, 4) + 7 = 14
He then leans in to bite as well!
2nd attack: 1d20 + 6 ⇒ (5) + 6 = 11, damage 2d6 + 3 ⇒ (2, 6) + 3 = 11 - the effect is as if you have been both stabbed and then slashed with the claws of some giant beast... most strange, must be enchanted in some way!
OK, inititatives and actions, please.
Hermit/creature initiative: 1d20 + 3 ⇒ (14) + 3 = 17
OK, the situation begins to stabilise.
Wererat #4 puts up his sword and changes, his body squirming horribly for a moment as he assumes his human form.
"OK," he says. "Are we making a terrible mistake here? We thought Girrigz made sense, that we had to defend ourselves against the walkers above, and that the best defence is a good offence, but maybe we are wrong."
Ashe, Wererat #5 (looking like a pincushion) is close to death, Wererat #2 is out cold and ought to be relatively easy to save.
Wererat #1 says "Girrigz is our leader, but if you guys are correct we may have made a mistake in following him... unless that is you intend to kill us - he looks hard at Shakhan - just because we did follow him."
Tragen, of course you may take that route if you fancy it.
Jack, sorry to lose you. Do you want to go completely or be written out in such a way that you could come back if things change for you?
Shalastar, that sounds sensible. There isn't anywhere else you lot haven't been that could contain any more convicts for you to gather up!
Durok, undeterred by the green vapour, lays into the tatzlwyrm with a vengeance, tearing and trampling it into a bloody pulp. Gorguk, satisfied with his horse's victory, charges over to hit the other tatzlwyrm, slicing into it with his longsword and chopping its head off!
Rhasadilara raises her bow again, but has time to decide not to fire as her target is decapitated before she's at full draw. Calinder likewise readies his crossbow.
Barnabus, do you want to cancel your summoning?
Well done, especially Paladin and Mount!
Skeleton initiative: 1d20 + 3 ⇒ (12) + 3 = 15
Merian mutters to her deity, while Dillan reacts swifty bringing his sword up to hit the flaming headless skeleton. Sorin joins in, poking it with his spear.
Barret shows his preference to get up close and personal, stepping in to smash it with a fist... (but takes 1d6 ⇒ 1 fire damage as he does so, it's well alight!)
The fiery headless skeleton lashes out once more, turning on Barret this time.
Skeleton attack: 1d20 + 6 ⇒ (20) + 6 = 26, damage 1d6 + 9 ⇒ (4) + 9 = 13 plus 1d6 ⇒ 4 fire damage.
Tre'duinne shouts something incomprehensible as a beam shoots forth from his fingers striking the skeleton. He orders Dariat forwards. Dariat had better roll his initiative if he's going to join in!
Note for me:
skeleton has taken 15 damage so far...
Actions for Round 2 please.
Varrel comes in to a graceful landing, his boots touching down in front of a rather startled wererat as he attempts to send it to sleep...
Wererat #5 save: 1d20 + 3 ⇒ (19) + 3 = 22 - it blinks and carries on.
Shakhan is in the zone, axe swinging towards the next foe - which is poor Wererat #5! Shakhan's blow misses, however.
Wererat #4 closes with Gronk, and attacks with a short sword.
Wererat #4 attack: 1d20 + 4 ⇒ (15) + 4 = 19, damage 1d6 + 2 ⇒ (3) + 2 = 5
Ashe finally manages to make himself heard. Wererat #5 stops its advance and turns towards the Paladin, saying "Why are you attacking us, then?"... at which point two of Una's bolts thud into its back and it topples over, stone dead!
Wererat #3 says "We thought he had the best interests of our people at heart...". From the north wall, Wererat #1 says "I surrender... we didn't mean any harm"
Gronk's mystical flail continues its assault, the second blow striking Wererat #4. He reaches out to touch it, gathering his powers, but fails to connect...
To sum up the situation:
Wererat #1: Is standing looking at Ashe, over by the north wall.
All dire rats are dead or fled. The rat swarm has gone back whence it came. And the shrieker is dead too.
OK, next round!
There's plenty of magic here... as you might imagine! But no undead, Sonya.
Those pondering the significance of what they see realise that it's a representation of the Barque of Nethys, a craft upon which the devotees of the All-Seeing Eye believe their god traveled the multiverse.
Map Update - could I have a marching order, please?
As previously noted, the door to this room - which appears to be a guard room rather than a cell - hangs slightly ajar. Within stands a table surrounded by a few rickety chairs, along with a pair of mouldy but serviceable cots. A winch is affixed to the north wall.
As soon as Dillan moves up to the door, there is movement within... and a burning, headless skeleton lunges towards him, wielding a hand axe!
Skeleton's attack: 1d20 + 6 ⇒ (3) + 6 = 9, damage 1d6 + 9 ⇒ (3) + 9 = 12 plus 1d6 ⇒ 2 fire damage.
OK, initiatives and actions, please...
Gorguk charges in, on foot for once with Durok beside him, and slashes at Tatzlwyrm #1 with his sword. The blade slices into the beast's flank, drawing a gout of blood. It squeals, and veers... straight into Durok's teeth! The warhorse clamps down on the tatzlwyrm's throat, worrying it like a dog.
Meanwhile, Rhasadilara stands up and draws, classic archer pose as she concentrates and looses an arrow which hits t'other tatzlwyrm fair and square. It's not slowed, however, and proceeds to attack Gorguk, its neck darting forward as it attempts to bite...
Tatzlwyrm #2 attack: 1d20 + 5 ⇒ (14) + 5 = 19, damage 1d6 + 3 ⇒ (4) + 3 = 7
Tatzlwyrm #1 seems to be at death's door, with Durok's teeth in its throat. It opens its mouth wide and emits a choking cloud of green vapour. Durok might care to make a Fortitude save.
Barnabus, if you want to cast, please roll your initiative first! Anyone else? On to Round 2, then.
Gordie says "The sergeant and his cronies are liable to be gambling most of the night - maybe about 4am. The Warden will already be in his tower and tends to be grumpy if called - and nothing short of banging on his door will get his attention at all. Why, last year there was a fire in the kitchen and he only found out about it the next morning when he came out to ask where his breakfast was!"
He thought for a moment.
"If you had a spellbook when you came here, it's likely the Warden has it. He fancies himself quite the scholar, you know."
OK, a brawl it is :)
The tatzlwyrms have dragon's heads filled with sharp teeth, and two arms ending in grasping claws. A cloud of greenish vapour wafts from each gaping maw. They are about six feet long, with green scaly hides, and yellow eyes.
And they'd better roll their initiatives...
Tatzlwyrm #1: 1d20 + 2 ⇒ (14) + 2 = 16
Tatzlwyrm #2: 1d20 + 2 ⇒ (16) + 2 = 18
No surprise, they look like they intend to lunge forwards and bite Gorguk.
What are you going to do?
Anyone else wishing to engage in ranged combat - or to charge in - is welcome to roll an inititive & state actions as well. Remember, state actions & make the necessary die rolls, then I'll write up the resolution of the round...
OK, you all head north down the passageway labelled 'The Oubliette.' There is a door to your left, that hangs slightly ajar. At the end of the passageway, you can see a raised portcullis beyond which a rectangular room opens out, lined with iron doors. In the middle of the room, a hinged ten-foot-square metal grating lies over a dark pit in the floor. A thick rope has been tied to the grating and dangles into the pit below.
Amon sneaks off through the crumbling passageway. It may be a natural cleft or one that was roughly dug out - it certainly does not show the sophisticated stonework of the hall you just left.
Eventually, a vast cavern looms ahead, its outlines obscured by eerie vapours. Foul with the scent of ancient decay, these noisome mists crawl unnaturally along the chamber's irregular floor. Unnerving outlines rise among the strange miasma, then fade back into nothingness as quickly as they appeared. An ancient barge dominates the chamber, hanging unsupported in the air. Little more than a skeleton of scorched spars and torn planks, portions of the ancient vessel flicker and fade, almost as unstable as the shifting vapors around it.
Gorguk has reached the edge of the stream by now. Both tatzlwyrms are now aroused - hissing and rearing up in threatening postures. You get the strong impression that they will attack if you go any closer.
Todin, raising the curtain for a moment I'll tell you it's a DC30 lock, so take 20 and you'll get in!
Todin, this is a tricky one alright, so you set back on your heels, contemplate it for a moment, utter a hair-curling imprecation on its maker and his parents, then return to your labours... after a full five minutes of effort (never since you first began to learn how to pick locks have you taken so long!) it springs free!
The chest contains a dozen bottles of rotgut whiskey and a large leather bag full of coins - some 1,235 gp!
Tragen, meanwhile, is poking through the weapons stashed in the armoury. The assortment of confiscated weapons includes a shiv made from a women's metal comb (treat as a dagger), a heavy mace, spear, quarterstaff, battle axe, rapier, great sword, trident and glaive. All are unmarked and useable, even if they could use a little attention in terms of polishing!
Varrel continues his airborne assault on Wererat #2, eventually bringing the beast down.
Shakhan swings at the panicked, blinded dire rat (#1) and slices it in twain!
Wererat #4 enters the fray, heading towards Gronk. It'll take him until next round to close with him.
Wererat #6 advances on Ashe, pausing as it sees he's tending to one of its fallen comrades rather than attacking it. Ashe, you apply your healing powers to Wererat #3, which is huddled in a quivering ball having been attacked by Varrel in Round 1. It looks up in appreciation and whispers "Who are you? What do you want with us?"
Una is still pumping out bolts, one hits Wererat #4 as it heads south and the other hits Wererat #6 which is standing looking at Ashe in amazement. Wererat #6 goes down.
Icabhod has apparently had enough of that pesky shrieker and launches a scorching ray at it. It utters a final even shriller screel and falls silent.
Gronk, I will allow your spiritual weapon to have an AoO, if you can get it to hit anything!
Wererat #6 is heading towards Una, but will not get close until next round.
OK, next round folks! Are you enjoying the brawl?
Todin, it depends how safe you feel around your fellow convicts... :)
No sign of any external threat, though.
Todin strips off his mail shirt and sets to work with a will. The armoury door's lock clicks open with surprising ease. Inside are six spare sets of gear for guards: chain shirt, heavy steel shield, long sword and longbow. There is also a rack holding a dozen more leather-wrapped clubs. Further, there is also a stock pile of 240 arrows in twelve quivers. These items (save for the arrows and the clubs) bear the mark of Talingarde somewhere on them. There is also an assortment of weaponry that the guards have confiscated over the years. These weapons are jumbled together and obviously little cared for.
Todin then turns his attention to the chest from under the sergeant's bed. This proves more resistant and fails to open on his first attempt.
As Gorguk continues to advance the tatzlwyrm slowly gets up, still hissing and looking very cross. An animal behaviourist would no doubt tell you that it is acting territorially and wants to be left alone.
Varrel, still airborne, seeks another target and swings at Wererat #1, but misses it.
Shakhan's arena-honed reflexes direct a mighty blow at the dire rat that bit him, bowling it ass-over-teakettle into the side of the chamber, where it lies unmoving.
Ashe, no doubt peeved that his fine oratory was being drowned out by a pesky shrieker, heaved a flask of alchemist's fire at the incoming rats. There's a lot of thrashing and squealing as a nasty smell of singed fur and burned rat spreads through the room, vying with the stench of the sewers. The surviving rats slow their advance...
Una fires two crossbow bolts in quick succession, her fingers blurring on the winch. The first skewers the leading wererat coming in from the east, and it drops in its tracks. The three behind it dodge to the sides, evading her second bolt.
Ichabod sees what Ashe is doing and adds a flask of his own. The rat swarm (what's left of it) turns as one and bolts back whence they came.
Dire rat #1 is still panicking, its mouth open as it shrills its fear.
Gronk, nearest to the shrieker, hurls a javelin towards the middle of the room then conjures up a glowing heavy flail which he flourishes menacingly at the 3 advancing wererats...
... for whom I'd better roll initiatives as they'll join the fray next round!
Wererat #4 Initiative: 1d20 + 2 ⇒ (18) + 2 = 20
The shrieker continues to make its awful din!
Next round actions and rolls, please.
Varrel targets Wererat #3 from above... poor critter doesn't stand a chance and curls into a quivering ball at his onslaught.
Shakhan darts swiftly into the cavern... unfortunately he hasn't told me what he's doing, so for now he's standing in the centre of the chamber sizing up the opposition!
Ashe charges in on Shakhan's heels, shield high and yelling "JUSTICE CALLS! You warerats.. Eries Yelloweyes has told us of what Girrigz's 'warmonger' intends and we are here to stop him! Yelloweyes wishes as many of you to be spared as will abandon the warmonger... flee now or face our WRATH!!!", heads towards the northmost wall of the cavern.
Una, squeezing in beside him, fires at Wererat #2 - which squeals in a thin high-pitched voice as the bolt thuds into its hip.
Icabhod strolls in and sends a fridgid blast at Wererat #2, which falls over at this point.
Dire rat #1 runs in a circle, clearly unable to see what it's doing and panicking.
Gronk heads south. As he steps over the 'stream' there is a deafening SHREEEEK which appears to emanate from the clump of fungi growing by the wall. It goes on and on, making everyone's head hurt.
Wererat #1 is rubbing at its eyes, but Dire rat #2 although very slow to react bares its teeth and charges at Shakhan and bites him!
Dire rat attack: 1d20 + 4 ⇒ (11) + 4 = 15, damage 1d4 ⇒ 4.
A swarm of rats begins boiling through the north entrance, a couple of dire rats behind them... and four more wererats enter from the east, splashing through the stream towards the fray!
Tragen is busy trashing an already messy room... in the wardrobe he finds a bottle of what looks like 'rotgut' whiskey, only there appear to be some ground-up herbs floating in it.
Under the bed, Sotha finds a chest with a substantial lock.
Meanwhile Malak mutters something under his breath and starts scanning for magic. There's none in the sergeant's bedroom, nor in the storeroom.
Shalastar, with Gordie never far from him (and casting adoring glances all the while), pokes around the clothing. Nothing is particularly fine, but there is a good black cloak of stout wool and a tunic that doesn't look too bad except it hangs on him like a tent... the sergeant is, shall we say, on the burly side.
Sorry, was sure you lot wanted the storeroom first. Never mind...
Tragen turns his attentions to the door to the Sergeant's quarters (#15), and soon has the door clean off its hinges. This room appears to be the large and slovenly kept bed chamber of the sergeant of the guard. There is a bed, a small table and a wardrobe, and a lot of battered clothing and equipment strewn around.
Oh, the Sergeant isn't here. Just saying...
Your wish is my command: Map
Wererats & dire rats are all north of the 'stream' running through C2.
I shall resolve Round 1 of the fight tomorrow morning my time. If anyone wants to change an action in the meantime, that's OK.
After some frenetic if obscure gesturing from Shakhan, Varrel rises up into the air, still unnoticed by the wererats, although one of the dire rats looks around a bit puzzled as if it senses something is wrong. Then Varrel gets close enough to cast his glitterdust spell.
The sparkling motes shower down attracting the attention of all three wererats.
Wererat #1 Will save: 1d20 + 5 ⇒ (1) + 5 = 6 - Blinded!
The jig is up, so we'd better have initiatives from all involved, please. If anyone else wants to rush in to help Varrel, get rolling...
Here's my critters' initiatives:
Wererat #1 Initiative: 1d20 + 2 ⇒ (6) + 2 = 8
On closer inspection, all you need to do to read the nameplates is to wipe away the soot that covers them. To the north lies "The Oubliette." To the west lies "Reaper's Hold." To the south lies "The Nevermore." And to the east once stretched "Hell's Basement."
OK, so Barret wants to go north... from here you can see a passageway that appears to open out into a kind of courtyard. There's one door opening off the passageway to the left. There's something in the centre of the courtyard, some kind of low structure on the floor with something dangling down from above.
There's no sound save for your own breathing...
From Surprise Round
Silena - Venom damage: 1d2 ⇒ 2 Con.
Snake initiative: 1d20 + 5 ⇒ (20) + 5 = 25
The snake strikes at Silena again.
Snake attack: 1d20 + 2 ⇒ (2) + 2 = 4, damage 1d4 - 1 ⇒ (3) - 1 = 2
Jengren and Calain are the first to react. Jengren looses a bolt of electricity which crackles around the base of the altar just missing the snake... possibly because Calain has just chopped its head off!
The snake's body drops limply to the floor. Silena's chain rips into it, doing further (if futile) damage.
Sonya steps up to Silena (hopefully avoiding whirling chains!) and lays a hand on the bite mark. Silena feels a warmth countering the chill effects of the venom.
As everyone gets their breath back, you are able to see that the snake carvings at the base of the altar have not moved... the live snake just seemed to appear there at the base of the altar. Odd. You cannot see any hole out of which it might have come.
Venom mechanics: The venom is DC13, so Sonya's healing has worked. Silena, the effects will last for 6 rounds, you need to make a Fortitude save for each round (one, of course, has been made and failed), but you have the +4 bonus from Sonya's healing. At least the second bite didn't connect so you only have one lot of venom to contend with. Any further failed saves means an additional 1D2 Con damage.
Brute force and ignorance does its work, and Tragen breaks his way through the door. It would appear that supplies for the gaol are stored here. There are 200 torches, ten lanterns, two 10 gallon kegs of lantern oil, six spare guard uniforms, dozen signal horns, twenty 50’ lengths of rope and two barrels labeled ‘emergency rations’.
Hanging in a special rack are several brands with the runic F symbol and a specially made brazier for heating them. You all immediately recognize these items as the brands that marked you on arrival at the gaol.
You all look around. Grim and disturbing, this temple represents the darker side of magic, the unchecked power that possesses the godking Nethys in his destructive aspect. In this place, it appears that the priests of the All-Seeing Eye celebrated magic's destructive potential, even as they hardened themselves against power's allure.
The carved designs upon the pillars are no mere decorations: arcane casters examining them can tell that they form a sort of ancient magical formula.
Silena advances cautiously on the altar, taking care not to touch it. (Wise lady!) It is perfectly clean and polished with sculpted serpents around the base. As Silena gets within ten feet of the altar, one of the serpents seemingly comes to life, a medium-sized viper slithers out to attack!
Serpent attack: 1d20 + 2 ⇒ (19) + 2 = 21, damage 1d4 - 1 ⇒ (3) - 1 = 2, plus a Fortitude save, please.
Silena, & the rest of you for that matter, may now react: initiatives, actions & rolls, please.
There is nothing magical in here, Tre'duinne.
I'll repost the description, though: Four dark hallways exit from this large empty chamber, each striking out in one of the four directions of the compass (you came in from the east), and each decorated with a soot-caked brass nameplate affixed to the ceiling just above the entrance. A rubble-choked stairway leads up in the middle of the room, while eight skeletons dressed in scorched prisoners’ robes lie on the ground - now looking a lot more battered and splintered than they did when you arrived!
"Oh, no, my love, the Sergeant is a bit of a night owl. He's probably over in the gatehouse right now," says Gordie. "But he will have the keys with him."
Time passes oddly in gaols. It is dark outside though, with a moon shining down out of a mostly clear sky, a few clouds scudding past and obscuring it from time to time. Probably about 9pm.
OK, which door is getting bashed in or its lock picked first?
Ashe, you detect three evil presences quite close by on the far side of the crack in the wall, and four more further away.
Varrel sneaks forwards, blending with the particularly nasty surroundings, and slithers through the crack. The flow of sewer filth oozes into a rough-hewn stone cave beyond it, pooling near its center before continuing through a crude channel in the western wall. Fat black mushrooms and other disgusting fungus grow thick around the pool of slime, one to the south being noticeably larger than the rest. Several low alcoves are cut into the walls, each filled with moldering hay, filthy furs, and tiny bones.
Three wererats, in hybrid form, are present, along with a couple of dire rats. They haven't noticed our elf magus yet...
Hands will be waved, then...
The party trudges through nasty slimy smelly passages for what seems like ages. Eventually, though, you come to a tunneled-out gap in the sewer wall, just as Eries Yelloweyes said.
Through the disgustingly visible haze of noxious sewer reek, the flow of unmentionable slop through the sewer tunnel's filth-slick channel unexpectedly forks. Most continues on its expected path, but a small stream of ooze diverts off through a wide cleft in the mouldy masonry wall. The man-sized crack cuts deep into the rock behind the wall, and wisps of thin white smoke issue forth.