
Fezzik Faststrike |

Fezzik frowns when he hears that whomever was here has escaped. "Guess chose wrong one first," he says as he looks at the tracks to try to determine how many men there were and follow them.
Survival: 1d20 + 5 ⇒ (18) + 5 = 23

DM Jesse Heinig |

Tracking through the mire is slow work - and it's obvious that the people who were here know the marsh well. They hopped across the stepping stones in the water, then headed north, deeper into the swamp.
Unfortunately they clearly know the terrain well. That means they are able to outdistance you - and even if Zinnath wanted to fly to scout ahead for them, this is a thick swamp full of overhanging willow trees and heavy cattail reeds. Not to mention that could be potentially dangerous if he's spotted and they have bows or magic!
There were a total of nine people, all carrying gear and varying amounts of armor (you can tell depending on how heavy their tread is compared to the size of the foot and length of stride - smaller footprint with a short stride but a deep print means someone carrying a lot of weight).

Enoby Illith'vir |

Seeing the room now thoroughly unoccupied, Enoby huffs discontentedly and busies herself carefully searching the room for anything of note (or valuable) they may have left behind.
Perception: 1d20 + 6 ⇒ (13) + 6 = 19

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Deko got a sad look on his face. "Deko not punch bad guy?" he asked, eyes going wide and watery as he looked at Kyrie. Slumping his shoulders, he turned around and walked into the wall next to the doorway.

DM Jesse Heinig |

While they have to stop sometime, if they stay moving for several hours you might wind up tracking all night - and nothing says they aren't going to meet with other bad guys in overwhelming numbers. So while you could track them, it would be, shall we say, ill-advised.

Bataleigha Silvercrest |

Seeing (not without a small measure of relief) that no one seems interested in pursuing the fleeing cultists deeper into the swamp, Bataleigha seconds Fezzik's suggestion about 'exploring fast' and moves to an unexplored area back toward where the snake was killed earlier. There, she stops outside an old door, listening and looking for obvious traps.
Do I need to make two separate Perception checks? Doing so, just in case.
Perception (Basic): 1d20 + 2 ⇒ (9) + 2 = 11
Perception (Search for Traps): 1d20 + 2 ⇒ (5) + 2 = 7

DM Jesse Heinig |

You spread out slightly and search some of the ruins. Bat checks the door to the east nearest the area where the snake was spotted, but finds no evidence of traps and hears nothing from beyond it. Enoby searches the room that the bandits were in and, somewhat surprisingly, discovers a very well-made secret door concealed in the eastern wall. Despite the age and wear on the stone walls of the fortress, the door opens easily, showing a stairway that descends down into a level below - perhaps an escape route, or a dungeon.
Map updated!

Zinnath the Scary |

Let's not forget Rule 65!
"Where do you think those steps go?"

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As the previously hidden stairway was revealed, Deko felt that this was his time to shine. And not just because he got drenched on ale again! Heading to the stairs, he peeked down before carefully putting his weight on them.

Fezzik Faststrike |

Let's not forget Rule 65!
agreed, let's not get a head of ourselves.
Fezzik looks at Zinnath with a confused look on his face. "Down?" he answers. "He smart, he should know. Or am I missing something?" he wonders.
He then shakes his head as Deko moves to the stairs. "First clear this floor. Then stairs," he says as he moves into the hallway to assist Bat.

Enoby Illith'vir |

"I agree with the large one," Enoby states, regarding Fezzik.
"Danger may still lurk up here, and by descending now we risk it striking at our backs."

DM Jesse Heinig |

So what's it gonna be? You've got several spaces left to explore upstairs. Which door? :D

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Once more denied a chance to punch something, Deko turned away from the stairwell and to the first closed door he came across.
Strength Check: 1d20 + 4 ⇒ (3) + 4 = 7
And once more the door withstood his frustration. Turning around, he walked into the opposite wall.

DM Jesse Heinig |

Since folks are having map troubles, I'll move things along a bit...
Deko tries to open the door to the southwest, but it is stuck in the frame. He spins and smacks into the wall on the other side.
The group moves to check and make sure both that Deko is fine (he is, his head being the hardest part of his body) and that nothing in the room responds to his slamming on the door. Fezzik is eventually able to yank the door open. The room beyond is a small conference room, though the table that once occupied it is smashed to flinders. There's still a set of shelving pushed up against the walls. While searching the room (which is devoid of monsters) Zinnath notices something glittery in the narrow crack between the wall and the shelving. Fezzik moves the shelves away from the wall and something clatters to the floor. The group checks carefully to make sure it's not some kind of trap, and you find that it is an ornate cutlass with a well-made, filigreed hilt guard.
This is a masterwork cutlass.
Flush with success, you check the next two rooms in the southern hallway, in the approach toward where you found the giant snake. The southwest room looks like it was once a bedroom, as evidenced by a bed that was smashed to pieces (apparently with maces and axes). The room across the hall from there looks like it was one a salon or sitting room, as noted from the tattered remnants of very opulent fabrics on the floor and walls, but it has been likewise despoiled; as soon as you open the door, a large flock of bats hurriedly flies out, causing confusion for several moments before they are gone.
Just north of the ruined salon is a staircase that goes up, but it only goes half a flight before it is completely blocked with fallen rubble from the collapsed roof.
You switch to the western wing and check there. You notice a small opening in a wall there that goes into a little hallway, possibly a back hall for servants or a storage area, but as you get close, a horde of enormous, hungry rats come surging out from around the corner!
I've updated the map so that you are back in the large open area atop the small stair rise, outside the room with the people who escaped. I've cleared the fog of war from the south wing and added RATS to the map!
Initiative: Bataleigha: 1d20 + 2 ⇒ (13) + 2 = 15
Initiative: Deko: 1d20 + 1 ⇒ (19) + 1 = 20
Initiative: Emory: 1d20 + 4 ⇒ (1) + 4 = 5
Initiative: Fezzik: 1d20 + 4 ⇒ (6) + 4 = 10
Initiative: Kyrie: 1d20 + 7 ⇒ (2) + 7 = 9
Initiative: Zinnath: 1d20 + 8 ⇒ (9) + 8 = 17
Initiative: Rats: 1d20 + 3 ⇒ (15) + 3 = 18
ROUND 1
Deko, then rats, then everyone else!

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Are these individual rats or a rat swarm?
Attack: 1d20 + 5 ⇒ (15) + 5 = 20
Damage: 1d6 + 4 ⇒ (5) + 4 = 9
"DEKO NOW PUNCH THING!" Deko yelled out as he rushed forward. His hand cocked back, he lashed it out and smacked into the first rat he saw.

DM Jesse Heinig |

They are individual two-foot-long rats.

DM Jesse Heinig |

Yep, just didn't have time when I first put 'em down.

Zinnath the Scary |

Once the rats go:
All: "Now that is a lot of rats!"
Against an injured one, or if none are injured, a close one.
Ray of Cold To Hit: 1d20 + 6 ⇒ (19) + 6 = 25 vs touch
Ray of Cold Damage: 1d6 ⇒ 2
All: "Take that rats!"

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Once the rats go:
"Yes. Yes those are. Would that I had Fireball! Or...or even Sleep.
On her turn, Kyrie draws upon her arcane bond to begin to Summon a friendly Eagle.

DM Jesse Heinig |

ROUND 1
Deko does, in fact, punch the thing. The first large rat to come boiling out at him (#19) has its head crushed.
The rats swarm all over toward the party - fortunately they are not smart enough to work together or they'd be a real problem.
Rats rush at Deko!
Rat #16: Attack Deko: 1d20 + 1 ⇒ (5) + 1 = 6
Rat #17: Attack Deko: 1d20 + 1 ⇒ (16) + 1 = 17
Rat #18: Attack Deko: 1d20 + 1 ⇒ (7) + 1 = 8
One manages to latch on to his arm with a ferocious bite!
Rat #17: Damage to Deko: 1d4 ⇒ 3
Two try to attack Bataleigha, although Fezzik has a chance to swing at one as it moves by him.
Fezzik: AoO on Rat #4: 1d20 + 4 ⇒ (19) + 4 = 23
CRUNCH!
Rat #5: Attack Bataleigha: 1d20 + 1 ⇒ (17) + 1 = 18
Somehow it wriggles its tiny rat head through a chink in her armor and bites her.
Rat #5: Damage to Bataleigha: 1d4 ⇒ 2
Rat #10: Attack Fezzik: 1d20 + 1 ⇒ (1) + 1 = 2
Rat #14: Attack Fezzik: 1d20 + 1 ⇒ (19) + 1 = 20
Fezzik is also bit!
Rat #14: Damage to Fezzik: 1d4 ⇒ 1
Rat #9: Attack Fezzik: 1d20 + 1 ⇒ (9) + 1 = 10
Rat #13: Attack Deko: 1d20 + 1 ⇒ (4) + 1 = 5
...and the remaining rats rush to surround the party.
Total damage to party is 3 to Deko, 1 to Fezzi, 2 to Bat.
After that chaos... PARTY UP!

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Attack: 1d20 + 5 ⇒ (16) + 5 = 21
Damage: 1d6 + 4 ⇒ (5) + 4 = 9
High off of his successful smashing of a rat skull, Deko ignored the small little bites he took and swung his fist around to smash into the next rat in his sight.

Bataleigha Silvercrest |

I'm on my craplet today so I can't see the Roll20 map. If I'm remembering things correctly, though, Bat was one square away from a wall to her north, so the plan is to mash any rat in that square and then take a 5-foot step into that square.
Bataleigha winces at the sheer number of rodents the friends face; to minimize the number that will be able to surround (and flank her), the cleric tries to bash the beastie just to her north.
heavy mace: 1d20 + 2 ⇒ (20) + 2 = 22 for bludgeoning damage: 1d8 + 2 ⇒ (6) + 2 = 8
heavy mace (Confirm): 1d20 + 2 ⇒ (9) + 2 = 11 for bludgeoning damage: 1d8 + 2 ⇒ (3) + 2 = 5
Assuming that mashes the rat, Bat takes a 5-foot step into the now gore-spattered but unoccupied square to her north.

Enoby Illith'vir |

Enoby grimaced. Seeing as the chaotic rodent melee had descended upon them so quickly, her bow would be of minimal use. Taking a risk, she drops it on the ground next to her. Drawing her magical short sword, she moves towards one of the rodents threatening Bataleigha and drives her blade towards the creature.
Stab Stab: 1d20 + 2 ⇒ (11) + 2 = 13
Damage: 1d6 + 2 ⇒ (5) + 2 = 7

Zinnath the Scary |

Zinnath will hurl another cold/acid splash at the pile, aiming for one that is injured if possible.
And I'll 5' away if needed, can't see the map.
Acid Splash To Hit: 1d20 + 6 ⇒ (2) + 6 = 8 vs touch
Acid Splash Damage: 1d3 ⇒ 1 acid or cold damage

Fezzik Faststrike |

FYI, as I understand the combat reflexes feat, I believe I get 3 AoO even while flat footed.
As the rats come rushing at the party, Fezzik prepares to smash as many as he can. He feels one bite his ankle, but can't do much about it as he can't see it under him. He pauses for a moment, wishing he had his halberd out instead of his flail as he remembers how difficult it is to de-bone crushed rats. Realizing that the rats have almost reached the casters, he turns to attack one nearing Kyrie but almost trips over a rat and misses. Tourqoise box 2 south of Enoby.
Heavy Flail: 1d20 + 4 ⇒ (3) + 4 = 7
Damage: 2d8 + 4 ⇒ (4, 4) + 4 = 12

DM Jesse Heinig |

FYI, as I understand the combat reflexes feat, I believe I get 3 AoO even while flat footed.
That's correct, but I didn't remember if you had Combat Reflexes. Technically you would've gotten none without it, so that was a total boondoggle on my part.

DM Jesse Heinig |

Yaaay whole post eaten!
Fezzik missing AoOs: 1d20 + 4 ⇒ (4) + 4 = 8
Fezzik missing AoOs: 1d20 + 4 ⇒ (12) + 4 = 16
Fezzik smashes one of the rats even as Bat crushes one under her mace and Enoby stabs an attacker. Kyrie manages to back up and finish her conjuring, but Zinnath's acidic bolt flies wide overhead.
ROUND 2
Deko crushes another rat.
Rats pour forward heedless of danger!
Two rats rush Bat (3 & 10).
Rat attack!: 1d20 + 1 ⇒ (19) + 1 = 20
Rat attack!: 1d20 + 1 ⇒ (5) + 1 = 6
She takes another nasty nip.
Rat damage!: 1d4 ⇒ 3
Two continue to leap and bite at Deko.
Rat attack!: 1d20 + 1 ⇒ (13) + 1 = 14
Rat attack!: 1d20 + 1 ⇒ (18) + 1 = 19
He is also bloodied.
Rat damage!: 1d4 ⇒ 2
Two bite at Fezzik (9 & 14).
Rat attack!: 1d20 + 1 ⇒ (13) + 1 = 14
Rat attack!: 1d20 + 1 ⇒ (18) + 1 = 19
More wounds!
Rat damage!: 1d4 ⇒ 3
Three race toward Enoby and Kyrie; Fezzik tries to guard them.
Fezzik AoOs: 1d20 + 4 ⇒ (6) + 4 = 10
Fezzik AoOs: 1d20 + 4 ⇒ (16) + 4 = 20
Fezzik AoOs: 1d20 + 4 ⇒ (9) + 4 = 13
He manages to get two out of three - not bad!
One manages to close with Enoby and bites at her (15)!
Rat attack!: 1d20 + 1 ⇒ (2) + 1 = 3
And two are stuck squeaking behind their chums.
I think I would like to not run a combat with this many monsters again.
Kyrie, you can make rolls for your summoned creature immediately upon its appearance!
Party actions for round 2! (Deko's action was at the top of the round, since he already posted and that's where his initiative order was.)

Zinnath the Scary |

Initiative 17
Zinnath will continue to keep out of reach of the rats, flying up if needed.
Zinnath switches back to his Cold Ray, firing at an injured one, if Fezzik isn't slaughtering them all in one hit! Otherwise, he will shoot at the ones nearest him, or clearing out what's by Fezzik, so more can come in and get AOO'd by the big guy!
Ray of Cold To Hit: 1d20 + 6 ⇒ (20) + 6 = 26 vs touch
Ray of Cold Damage: 1d6 ⇒ 6
Crit Confirm!!!
Ray of Cold To Hit: 1d20 + 6 ⇒ (18) + 6 = 24 vs touch
Ray of Cold Damage: 1d6 ⇒ 6
BOOM!! A max damage crit from a cold ray! Take that you rats!
All: "There sure are quite a few of these things, can we roast a couple of them for lunch when we are done?"

Bataleigha Silvercrest |

Bataleigha takes a 5-foot step east away from the rats and casts shield of faith upon herself.
New AC values: 20, touch 14, flat-footed 18.

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Kyrie takes a step back from the rat and a large eagle appears before her. The air is pierced by a cry of malice and battle as it unleashes a flurry of iron-hard talons at the huge rat.
5 ' step back. Eagle appears in her former spot.
Talon1 Attack!: 1d20 + 3 ⇒ (15) + 3 = 18
Talon1 Damage!: 1d4 ⇒ 4
Talon2 Attack!: 1d20 + 3 ⇒ (20) + 3 = 23
Talon2 Damage!: 1d4 ⇒ 1
Beak Attack!: 1d20 + 3 ⇒ (4) + 3 = 7 miss
Talon2 Attack! Confirm? : 1d20 + 3 ⇒ (5) + 3 = 8 nope
She follows it with a Force Missile at the nearest living rat.
FM Damage!: 1d4 + 1 ⇒ (4) + 1 = 5

Bataleigha Silvercrest |

[mentally to Zinnath] Tell the others that I'll channel positive energy as soon as possible, but also tell them to call out for it if they're gravely injured!"

Zinnath the Scary |

All: "Bat says she'll definitely energy something something, but if the grave is injured, or something, yell out. Apologies, a lot of that sounded like technical Cleric words that I guess I need to learn."

Fezzik Faststrike |

Fezzik scans the area trying to find a rat he can hit. Turning back towards where they came, he sees one that is blocked by its friends and he swings his heavy flail at it. Tourqoise box 2 west of me
Attack: 1d20 + 4 ⇒ (12) + 4 = 16
Damage: 2d8 + 4 ⇒ (7, 5) + 4 = 16

Enoby Illith'vir |

Enoby, still brandishing her short blade towards the engaged rats, begins chanting in a soft, but forceful tongue: those familiar will recognize it as Undercommon. The chant, lilting yet sinister, coalesces into a song: an ancient Drow battle-hymn.
Enoby begins a Bardic Performance, granting her allies a +1 morale bonus on saving throws vs. Charm and Fear effects and a +1 competence bonus on attack and weapon damage rolls.

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Is Inspire Courage a language-dependant ability? I know you can use either audible or visual, just not sure if the audible component needs to be understood to work.

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I've never seen anything that says it's at all language dependent. Real world example, this song is on my lifting mix, and I can't understand any two words in it. But I challenge you to hear it and not want to lift/kill/conquer something. =)

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Oh, no, I understand that. I listen to foreign artists all the time. (Look up Lumsk if you haven't already.) Just didn't know if it worked mechanically like that. Also, pretty good song.

Enoby Illith'vir |

I looked it up, as that was a concern when I wanted the flavor of singing a song in Undercommon. Inspire Courage is not language-dependant: recipients only need to be able to "perceive" it (i.e. Hear it if the performance is audible, or see it if it is visual). I imagine the devs reasoning was much like what Kyrie pointed out above. ^_^

DM Jesse Heinig |

You can wait for Enoby to start her song and thus gain the bonus from her.
Kyrie and her summoned eagle manage to demolish one of the oncoming rats.
Zinnath's ray of cold blasts a rat near Fezzik (#7). The rat starts to fall over, and Fezzik accidentally bumps it with his foot as he shifts position while fighting, which causes it to bounce across the floor. It chips and shatters as it goes, leaving frozen chunks of innards behind.
Fezzik's flail crushes another rat as well (#8).
Bat casts a defensive spell on herself while Deko smashes the skull of another rat (#9).
ROUND 3
The rats squeal and scatter, running for dark corners and hallways. The warriors lash out to finish them as they try to flee!
Fezzik AoO #1: 1d20 + 5 ⇒ (7) + 5 = 12 (inspired)
Fezzik damage: 2d8 + 5 ⇒ (7, 5) + 5 = 17 (inspired)
WHACK! Another one dies to the flail!
Fezzik AoO #2: 1d20 + 5 ⇒ (2) + 5 = 7 (inspired)
Deko AoO: 1d20 + 6 ⇒ (14) + 6 = 20 (inspired)
Deko damage: 1d6 + 6 ⇒ (6) + 6 = 12 (inspired)
Deko manages to kick one and send it flying into the wall with a nasty crunch!
The five remaining rats flee down the hallways and into the darkness!
COMBAT ENDS
I've moved the remaining rats over to a dark/unexplored part of the map, though if you chase them they will probably squeeze through tiny holes and run away.
Each party member gains 427 xp for this battle. That puts you at 1,593 xp each.

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As the last few rats ran scurrying away from the party, Deko let out a hearty laugh. "Bwahahahaha! Deko have fun squish puny rat!" he exclaimed as he slowly relaxed his muscles. "Who want rat in stew?"