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dammit post eaten. Going to go ahead and call the combat. Please use one more round of rage, but that is the end of it.
2 +1 studded
Marlowe takes time examining the room, with Edric's advice, and he points to a spot on the altar, and tells Marhok to push. Beneath a cache of healing potions is found.
T h e stash is in a
These coins were specific to the bastards. However, the practice is not that uncommon. Kill someone and leave your calling card on them. They eyes covered with a coin is something bone has seen in his travels, and dozens of other things left on bodies as a calling card all over as well.
the ghouls fall around Edric
Thats a babau!
what he knows:
16 This gaunt, abyssal creature is a babau, a demon that specialises in stealth and assassination. This result reveals all outsider and tanar'ri traits.
21 As well as its natural attacks, a babau can also take advantage of foes that it catches unaware to place a telling blow, much like a trained rogue does. Babau speak Abyssal, Celestial and Draconic.
26 Resistant to many forms of attack, babau are, however, vulnerable to good aligned weapons, and those made of cold iron. They do however have a protective coat of acidic slime which can damage or destroy most things that touch it.
The babau vanishes.
One of the ghouls next to Marhok falls te other does not but Marhok fibishes that job. The two attacking edric seem to make their save as well. They attack and scrape edrick cheek for 3 damage and a fort save.
The scroll is finished casting and ... we must wait for a description of what comes through, when I am at a computer
1 and 2 are the leader types, he black circle is marlowe
Marlowe, quickly slaps a holy water onto a bolt and fires at #1
1d20 + 11 ⇒ (11) + 11 = 22 for 1d8 + 1 + 1 + 5 + 2d4 + 6 + 1d6 ⇒ (7) + 1 + 1 + 5 + (4, 4) + 6 + (1) = 29 The bolt slams into the foes chest and holy water slashes into its face burning it causing it to scream
I suspect there are evil doers inside, give me a moment. Marlowe says, he quietly unlocks the door, then moves around to the back and suddenly it sounds as if someone is making an attempt to break in from the back.
The va u l ted ce i l i n g of t h i s ma ssive s a n c t u a ry rea ches nearly t h i rty
Inside there are two ghoulish looking characters, with holy symbols on religion check please and what look like 6 ghouls.
HEROES YOU HAVE SURPRISE, but NOT INIT MAP COMING
“Dead Sector” refers to the northern ruins, though older
Wiscrani can tell you this used to be Rego Plea (formerly
home to house slaves, servants, and lesser trades) before
Aroden’s Fall. Inside this sector are the “low trades”
the nobles wished not to see, including many forges or
smithies still useful, if not in good repair. The bulk of the
abandoned or ruined buildings were once taverns, inns,
rooming houses, and stables. Now, most are either squats
and partial homes for barbaric humans, dens of thieves,
or even the lairs of monsters from leucrotta to goblins
and tieflings strong enough to survive. There may even be
gargoyles still bound to guard areas that have long since
fallen to ruin around their perches.
The Dusk Market: The ruins of Westcrown serve as
home of the infamous Dusk Market, a wandering bazzaar
that sets up within the shells of formerly opulent temples,
viras, theaters, and other grandiose ruins. Here the daring
and foolish might come to buy all manner of contraband,
often under the eyes of bribed rundottari. The Dusk Market
is a semi-secret marketplace, where drugs, exotic poisons,
strange creatures, kidnapped slaves, and nearly any other
vice one can imagine are traded freely. It takes its name
from the fact that it only operates in the two hours before
sundown. Nearly any ne’er-do-well or crooked rundottari
can tell would be visitors where the market is going to set
up on any given night—for a price.
The Ramble Gardens: Without continuous tending, the
parks and gardens of former viras either died off or grew
out of control. While many are now weed-choked brambles,
some other now-wild plants draw folk into the Dospera.
These ruins shelter a number of herbs and plants quite
rare west of the Arthfell Forest, as well as several deadly
plants like assassin vines and even a few giant flytraps.
Hippa does not see anything, and she thinks Dog was saying hello.
Marlow moves up to the stables and readies his crossbow and nods to Edric who opens it.
T h e s h a r p t a n g of m u sty, decayi ng straw fi l l s t h i s l a rg e sta b l e .
Most ofthe weapons are broken beyond repair, but a few still
remain serviceable, including a masterwork battleaxe, a +1
lon13sword, three cold iron daggers, and a +I cold iron lon13spear
The flaming head of the Gargoyle flies off.
Marlowe reloads his crossbow and smiles. Well I guess they know we are here. Give me a minute here. He drinks down another vial and his skin seems to grow bark on it. He then pulls out a yellowish one, and holds it ready.
He looks around. Well it looks like there are three buildings to go through. There is the chapel itself, which with luck has some healing supplies hidden inside, there are the stables, and then the living area. I suspect the stables are the least complex to check out, followed by the chapel then the living area. How do you want to attack it all?
Marlowe steps back again and pulls a flask of what looks like acid from his belt and he slams it onto the point of his bolt, then he raises it to eye level and fires it at the gargoyle, his eyes seem to intensely focus on the creature, as if selecting the perfect place to fire at.
1d20 + 13 ⇒ (18) + 13 = 31 for 1d1d8 + 5 + 1 + 1 + 1d6 + 6 ⇒ (6) + 5 + 1 + 1 + (5) + 6 = 24 and the gargoyle burns 1d6 ⇒ 1
Marlowes for burns brightly and it closes inane swipes but only manages to land a single hit on the shockingly nimble detectamist.
Edric takes a small cut on his cheek and takes 4 damage
Marlowe steps back and pulls a small purplish glowing vial and downs it. His limbs seem to stretch at the joints and his skin thickens
you won't be hitting me again