
Musami Forgeborn |

Musami moves to look into the alcove again. He remembers there being rats here and wants to check if they are still there. One second Jacosta. I will check this alcove then look down whichever hallway you like. There were rats here earlier, I am sure of it.

GM Darkblade |

Assuming you have no light source
The alcove turns back on itself, a small 5' x 5' hall onto a similarly sized landing that holds a set of stairs leading down. The stairs are lined on both sides with shelves. The stairs are covered in a spongy mass of fur, dirt, and debris several inches thick, possibly gathered over a long series of years. The area is silent as Musami approaches. From the clog of fur it is difficult to see much further, but it appears the stairs turn again heading deeper below the moat house.

Musami Forgeborn |

Musami moves now to peer down the passage heading south.

GM Darkblade |

Braggi: 1d20 + 6 ⇒ (20) + 6 = 26
Cedryk: 1d20 + 8 ⇒ (20) + 8 = 28
Hedgewyk: 1d20 + 5 ⇒ (12) + 5 = 17
Filnefillan: 1d20 + 6 ⇒ (6) + 6 = 12
Jocasta: 1d20 + 6 ⇒ (17) + 6 = 23
Musami: 1d20 + 2 ⇒ (13) + 2 = 15
Toruk: 1d20 + 1 ⇒ (19) + 1 = 20
GM Roll A: 1d20 ⇒ 1
GM Roll B: 1d20 ⇒ 9
GM Roll C: 1d20 ⇒ 2
GM Roll D: 1d20 ⇒ 17
GM Roll E: 1d20 ⇒ 5
From the main hallway your light sources give you a quick glance down each of the two hallways, to the west and south. The additional light illuminates the floors as well, showing faint traces of tracks not noticed previously, faint tracks of a mid-sized serpent and the four plus one toed paws of a larger lizard.
The western hallway has two closed doors on the southern wall, one closed half-door, top section missing, on the northern wall. The hallway ends passing through an open archway into a western room 20' deep, width undetermined. The area is dark, with a strong smell of urine and shyte lingering in the air. The lizard tracks seem to come and go from this hallway. Something heavy has been dragged down this hallway recently, from the bandit's chamber.
The southern hallway appears to have two closed doors on the western wall, one closed door on the eastern wall and ends passing through an open archway into a southern room roughly 20' deep, width undetermined. The snake tracks seem to have passed this way some long time ago, but nothing recently.
The extended lights in the main hallway have also apparently agitated the rats dwelling in the alcove to the north. Several squeaking voices have begun chattering within the alcove, at this point a low background noise, but rising slowly as more seem to awaken to the intrusion in the area.

Toruk the Traveler |

Toruk cautiously walks down the southern hallway and opens the first closed door that he comes to.
Perception: 1d20 + 2 ⇒ (20) + 2 = 22

GM Darkblade |

GM Roll: 1d20 ⇒ 6
Toruk finds the first door opens off the western wall into a long, narrow room partially cut off by the exterior stairs. The room is 20' long and 15' deep at it's southern end, 5' deep at it's northern end aligned with the main hall. The room is a cluttered mess of burnt and discarded furniture mixed with beams collapsed from the second story above. He does note however that a sword seems to have been partially hidden behind a charred and tilted bookshelf along the diagonal wall. The hilt is gilded in brass, the rest of the blade hidden from view.

Toruk the Traveler |

Toruk carefully scans the room for traps and then detects magic on the blade. If there is no obvious danger he removes the blade for a closer look.
Perception: 1d20 + 2 ⇒ (20) + 2 = 22

Musami Forgeborn |

Seeing Toruk disappear through a doorway Musami moves down to stand by the doorway in case Toruk needs help.

GM Darkblade |

Toruk detects no magic and finds nothing like a trap, just a blade someone had attempted to hide recently, likely one of the brigands previously encountered.
The blade is a longsword, well crafted and balanced. The hilt is made of brass, finely etched with a military scene, a commander leading a troop of humans against a band of maybe orcs, though they appear slightly larger and have larger tusks. masterwork

Braggi Wrongeye |

Braggi is about to enter carelessly in the room, but Cedryk's advise makes him hesitate. "Ummm..."
So, seeing that nothing seems to be here, he walks to the next door on the western wall and opens it cautiously, as if he expected something to jump at his face.

GM Darkblade |

Braggi opens the door onto a small bedchamber, or rather the wrecked remains of a bedroom. The bed has been hacked apart, soiled repeatedly from the odor, and set aflame at some point recently. The skeletal remains of a body, including a grinning skull staring menacingly at the sailor, lay scattered amongst the cinders and ashes. The room is ten feet wide, 15 feet deep.

Musami Forgeborn |

There is one more door in the corridor, isn't there?
Musami moves to the other door in the corridor and tries it.

GM Darkblade |

Musami crosses the hall and opens the last doorway, shoving abit as it is stuck do to some of the ceiling debris having collapsed into the room. Musami's opening the door causes a large hooded snake to rise up from behind a small crate and lash out at him menacingly. Doorway counts as difficult terrain to cross from clutter.
The room is 10' wide by 15' deep and is cluttered with crates, burnt timbers, and ceiling beams.
Musami: 1d20 + 1 ⇒ (14) + 1 = 15
Snake: 1d20 + 6 ⇒ (20) + 6 = 26
The snake strikes out at the dwarf, attempting to drive him from it's territory. Bite: 1d20 + 5 ⇒ (16) + 5 = 21, fangs digging into his forearm for Damage: 1d6 + 7 ⇒ (4) + 7 = 11 and causing a colorless deluge of venom to seep into and across his wrist. Fort Save Please

Musami Forgeborn |

Fort: 1d20 + 6 ⇒ (1) + 6 = 7
Of course I find the snake and of course I roll a 1
Musami will swing his earthbreaker at the offending snake.
Earthbreaker: 1d20 + 7 ⇒ (17) + 7 = 24Damage: 2d6 + 6 ⇒ (6, 3) + 6 = 15

GM Darkblade |

Musami's heavy hammer blow smashes the snake mid-length, crushing muscles and tearing at it's scaly hide, seriously injuring the creature. It attempts a second strike to drive him from it's lair, bite: 1d20 + 5 ⇒ (16) + 5 = 21, again finding an opening, this time on the dwarf's thigh, the bite doing Damage: 1d6 + 7 ⇒ (3) + 7 = 10, causing more poison to pump into the dwarf's system. Fort Save Please
Toruk pushes his way into the opening to aid the dwarf, the pair shoulder to shoulder, thigh to thigh in the tight confines. Toruk may strike at the snake as well as Musami.

Musami Forgeborn |

Fort Save: 1d20 + 6 ⇒ (3) + 6 = 9

GM Darkblade |

The poison seems to be coursing through Musami's system quite quickly, doing significant Damage: 2d2 ⇒ (1, 2) = 3 to his overall stamina. Constitution Damage, -2 HP reduction thus far As the poison causes shock to his system, the dwarf staggers, then collapses unconscious from the haditoxins. My math shows Musami at -3 HP, still requiring a successful Fort Save.
As the dwarf falls either Jocasta or Braggi would be close enough to step into his place and either pull him from the room or assist Toruk in fighting off the serpent.

Musami Forgeborn |

Fort save for next round. Once I pass I'll make saves to stabilize.
Fort Save: 1d20 + 6 ⇒ (17) + 6 = 23

Filnefillan "Fil" Lotusbow |

Once able, Fil will identify the snake and if it can be 'milked' after death for its venom. Might as well have a stock of this for spell components.
Knowledge: Nature: 1d20 + 8 ⇒ (3) + 8 = 11
Other than that, he would close to point blank attempt to fire on the snake.
Attack, Point Blank with cover: 1d20 + 1 + 2 - 4 ⇒ (10) + 1 + 2 - 4 = 9

GM Darkblade |

Filnefillan is unsure about this particular snake and how to go about obtaining any potential venom remaining.
Due to the tight constraints of the doorway Fil will not be able to move up and fire at the snake.
Milking a creature for venom requires surgical tools, time, and a clean container to hold the venom. A successful Handle Animal check will allow someone to obtain the venom Survival from a dead creature, and Craft Alchemy is needed to successfully preserve the venom for long term storage.

Musami Forgeborn |

I think Toruk is ahead of me initiative wise, but rolling stabilize check now since i will be away from keyboard for a bit at a meeting, then picking up my kids from school, then teaching a karate class
Roll to Stabilize DC13: 1d20 + 3 ⇒ (20) + 3 = 23

GM Darkblade |

Jocasta's dagger passes over Musami, missing the snake and bouncing off amongst the clutter and debris of the small storage room.
Standing ready at the rear Cedryk, Hedgewyk, and Filnefillan seem a bit distracted, not noticing the shadows creeping closer until a squeaking, roiling mass of black and brown rats comes crawling forward, over and around the clutter of the main hall, the brighter light of their shared spells illuminating the swarm and driving the creatures into a frenzy.
Cedryk: 1d20 + 8 ⇒ (10) + 8 = 18
Hedgewyk: 1d20 + 5 ⇒ (5) + 5 = 10
Filnefillan: 1d20 + 6 ⇒ (5) + 6 = 11
Rat Swarm Stealth: 1d20 + 14 ⇒ (6) + 14 = 20
Cedryk: 1d20 + 2 ⇒ (1) + 2 = 3
Hedgewyk: 1d20 + 1 ⇒ (14) + 1 = 15
Filnefillan: 1d20 + 5 ⇒ (9) + 5 = 14
Rat Swarm: 1d20 + 6 ⇒ (9) + 6 = 15
The swarm rushes into the brightness of the Light, focusing on the closest figure, the tiny leshy Hedgewyk. The mass crawls over him, tearing at his form for Damage: 1d6 ⇒ 1, causing him to nearly panic as they begin to chew apart his seed pods and twig weapons. Distraction Fort Save: 1d20 + 3 ⇒ (12) + 3 = 15, covering the poor homunculus in a splattering of filth, muck, and excrement as he retreats back to his master.
The party is temporarily split in half. Band 1 consists of Braggi, Jocasta, Musami, and Toruk fighting the King Cobra. Band 2 consists of Cedryk, Filnefillan, and Hedgewyk fighting the Rat Swarm. The swarm is massed at the opening to your 10' wide hallway, allowing 2 people to fight side by side. Hedgewyk is clinging to Cedryk's position, Filnefillan at Cedryk's side, the swarm ended it's rushing movement adjacent to both. There is 10' of space between Band 1 and Band 2. Until Hegewyk, Cedryk, or Filnefillan moves past Band 1 into the open and unexplored room at the end of the hall or shifts positions with a willing member of Band 1 neither band is permitted to combat the other band's opponent.
Initiative Order: Band 1
First Group: King Cobra and Rat Swarm
Band 1: Braggi, Jocasta (Acted), Musami (Unconscious/Stable) and Toruk
Band 2: Cedryk, Hedgewyk, & Filnefillan

Braggi Wrongeye |

"What? A snake? I hate snakes!" Braggi tries to wield his big weapon and cut the head of the snake in one strike. "Crouch!"
Greatsword swing: 1d20 + 6 ⇒ (9) + 6 = 15
Damage: 2d6 + 7 ⇒ (6, 3) + 7 = 16

GM Darkblade |

The hooded viper weaves a hypnotizing dance back and forth, it's head flaring out widely as it watches it's foes' movements, dodging both men's strikes. It hisses and spits, watching for a chance to strike on it's own.
Out in the hallway the feral rats squeak and squeal eagerly, desiring to tear into the defenders before them.
Initiative Order: Band 2
First Group: King Cobra and Rat Swarm
Band 1: Braggi, Jocasta (Acted), Musami (Unconscious/Stable) and Toruk
Band 2: Cedryk, Hedgewyk, & Filnefillan

Filnefillan "Fil" Lotusbow |

Fil is going to try to knock the rats out en masse, using Color Spray (DC 15), stepping back and hitting the entire swarm at once.
"Cover your eyes Cedrick and Hedgy!" he shouts as he begins to cast, more as a precaution than anything, as he intends to angle the spell in such a way to not hit them (a right angle spray).

GM Darkblade |

The rod seems to work no better than his ordinary quarterstaff, in fact stinging and tingling a bit in his hand after the strike, but still crushes a few rats between it and the ground.
The swarm seems to take more notice of the vibrant wave of colors washing over it from Fil's spell, pausing a moment, crawling over themselves as rats near the bottom of the mass crawl over their fellows to sniff the air, having lost sight or sense of their foes. Rat Swarm Will Save: 1d20 + 2 ⇒ (2) + 2 = 4
Elsewhere, the King Cobra continues it's menacing strikes against those intruding upon it's cluttered domain. The serpent Strikes Out: 1d20 + 5 ⇒ (19) + 5 = 24 at Toruk, catching the warrior under the forearm, fangs doing Damage: 1d6 + 7 ⇒ (6) + 7 = 13, pumping some of it's remaining venom into his system. Fort Save Please
Initiative Order: Band 1
First Group: King Cobra and Rat Swarm
Band 1: Braggi, Jocasta, Musami (Unconscious/Stable) and Toruk
Band 2: Cedryk, Hedgewyk, & Filnefillan
Odds/Evens: 1d32 ⇒ 12

GM Darkblade |

Jocasta's dagger nicks the snakes hood, tracing a small scratch through the scaly skin, but continues onwards and strikes a different crate with a heavy thunk, sticking and vibrating from the blow. So very close, but not a hit.
Initiative Order: Band 1
First Group: King Cobra and Rat Swarm
Band 1: Braggi, Jocasta (Acted), Musami (Unconscious/Stable) and Toruk
Band 2: Cedryk, Hedgewyk, & Filnefillan

GM Darkblade |

The poison coursing through Toruk's blood seems to sap at his vigor, Con Damage: 1d2 ⇒ 2, causing him some distress and weakening his verve. -2 HP, another Fort Save Required next round
Initiative Order: Band 1
First Group: King Cobra and Rat Swarm
Band 1: Braggi, Jocasta (Acted), Musami (Unconscious/Stable) and Toruk
Band 2: Cedryk, Hedgewyk, & Filnefillan

Braggi Wrongeye |

Seeing the snake seems to be quite a problem, Braggi tries once more to finish it at once, this time using the point of his sword to gain some precision in such a reducted space.
Greatsword, Power Attack, Reckless Abandon: 1d20 + 6 + 1 - 1 ⇒ (16) + 6 + 1 - 1 = 22
Damage: 2d6 + 7 + 3 ⇒ (2, 4) + 7 + 3 = 16

GM Darkblade |

Sometime Braggi will have to explain to me how Power Attack benefits accuracy in a desperate situation.
Braggi launches a strong thrust at the cobra, catching it along it's length and running the blade downwards in a deep slash, splitting the serpent open and dropping it wetly behind the crates.
Initiative Order: Band 2
First Group: Rat Swarm
Band 1: Braggi, Jocasta, Musami (Unconscious/Stable) & Toruk (Poisoned)
Band 2: Cedryk, Hedgewyk, & Filnefillan

Braggi Wrongeye |

Sorry, I inverted the order of the modifiers: Power Attack should grant a -1 and Reckless Abandon should grant a +1 (and -1 to AC). The result is the same, but I made it more confusing. Once more, sorry.