
Hungry Voodoo |

With a nod to the god Angradd, the party moves to strike down the lycanthropes before they can recover. The caravan is secured with a pair of women and the younger children to mind things and the adventurers make their way deeper into the Grand Transept past low dark storehouses now yawning and empty.
You reenter the wide procession passing between a pair of heroic dwarf statues, bronze faces disfigured and marble bases covered in graffiti. All is quiet except the sound of the dwarves' tread and occasional clank of their arms as the tall granite wall partitioning off the rear of the transept is reached.
A broad iron gate stands slightly ajar at the end of the procession. It is noticeably darker beyond the rusted bars as the ceiling begins to slope gradually downward toward the domed roofs of the public buildings beyond. Large white letters written in running paint next to the gate spell out the warning, "Shoosuva".

Chitleen Shudra |

Chitleen puts finger to mouth for the dwarves to be silent for a few moments before applying the searing tincture of enhanced perception not to his eyes... but his nostrils. Choking back upon the burning sensation the elf's nose swells in size and he begins to sniff the air purposefully. He also applies an attar that smells of nothing to his elbows and the musky perfumed scent of the elf disappears also. "A moment..."
Stalking forward slowly Chitleen stops to close his eyes and sniff every hand of steps, cocking his head and using his ears also to ken where the foes may be in hiding...
Cryptbreaker's Draught for Scent
Stealth: 1d20 + 5 ⇒ (17) + 5 = 22
Perception: 1d20 + 10 + 4 ⇒ (2) + 10 + 4 = 16 and auto detect any creatures within 30ft
Idea is to keep fifteen feet or so ahead of the rest and act as an early warning sounding bell.
Edit: I'm beginning to think that dicebot doesn't like my characters being good at the things they're meant to be good at...

Chitleen Shudra |

Grimacing Chitleen steps back and whispers "There is a mound of carrion beyond the wall... whether it hides the dead that walk I know not. Perhaps Lockjaw's sight would lend more information."
Is there just a single entry? - or can we try and circle round for a different approach?

Lockjaw Stoneshield |

"Sar, if'n ye want 'em comin' up yer backside. Lemme look."
Lockjaw will look around the corner at the pile, attempting to find the signs of ambulatory dead.
Perception: 1d20 + 3 ⇒ (13) + 3 = 16
K. Religion: 1d20 + 3 ⇒ (14) + 3 = 17

Karrak Ironhand |

Karrak keeps his crossbow aimed at the pile of corpses while looking for signs of magic.
New spells chosen
HP=30/30
Channel Energy 4/4 remaining
Deflection Aura 1/1
Touch of Good 6/6
Level 0 (5/day):
Create Water
Resistance
Light
Guidance (touch: +1 competence 1 roll)
Detect Magic
Level 1 (4/day + 1 domain):
Prot. from Evil (Domain slot) (touch: 1 min/level, +2 deflection AC, +2 resistance saves; extra bonus against compulsion and evil summoned creatures)
Summon Monster I
Sanctuary
Liberating Command
Bless
Level 2 (3/day + domain):
Barkskin(Domain slot) (touch. +2 natural armor. 10 min/level)
Spiritual Weapon
Silence
Summon Monster II

Tararr Trollspiltter |

"We need ta be a little more mindful about the killing everything we meet after that last battle. I know shouldn't be the one to say so, but ain't any glory dyin' on the tentacles of a carrion crawler."

Chitleen Shudra |
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Chitleen retrieves one of his alkahest vials from his satchel and cocks his head at Lockjaw "A taste? to see if it balks?"
Rolls if he agrees: 1d20 + 6 - 3 ⇒ (1) + 6 - 3 = 4 for 2d8 + 4 ⇒ (6, 3) + 4 = 13 or 2d4 + 4 ⇒ (3, 1) + 4 = 8
I'm out on a training course for a coupla days.
Edit: The sound of weeping can be heard emanating from the corner "Why doesn't Dicebot like me..."

Tararr Trollspiltter |

Hahaha, at least you got all the shartty rolls out of the way in one post, Chitleen, lol. No need to stretch them out over several.
"I'm with Karrak. We need to save our health for the real target. I'll my life at somethin' that deserves."

Hungry Voodoo |

we'll spare Chitleen the embarrassment of dropping a bomb on his foot then.
Favoring a less direct approach that might avoid trouble, the adventurers follow the wall eastward back behind the warehouses. It is a wide alley as there is a twenty foot buffer cleared around the wall.
plans for getting over the wall?

Tararr Trollspiltter |

Perception 1d20 + 8 ⇒ (15) + 8 = 23
"We got one.",Tararr says looking toward a hole near the gate. "Didn't get a good look at what it was, but something is in there. Got anything to force him out,Chitleen? Maybe a thunderstone or somethin'?"

Tararr Trollspiltter |

"I thought a fruity elf might be more likely to attract them than a thunderstone, hahahaha.", Tararr says with a genuine laugh at the elf's ribbing. "But, it seems that our only answer is a quick strike and hope there aren't too many of them for you to handle, skinny.', he finishes with a wink. The comment seems aimed at Chitleen till everyone notices Tararr is looking directly at Lockjaw.

Hungry Voodoo |
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I like the new look, Tararr.
Lockjaw and Tararr lead the group up the stairs which pass under ominous rows of dark windows. Suddenly there is a grinding sound a pile of rubble and bricks tumble from an open window above.
Tararr and Lockjaw- 4d6 ⇒ (3, 1, 3, 5) = 12 damage, Ref 20 save for half damage

Lockjaw Stoneshield |

Ref DC 20: 1d20 + 3 ⇒ (18) + 3 = 21
"Take more'n that!"
Lockjaw dodges the rocks and looks for a way to the windows above.
HP = 38/44
AC = 21/10/21
SR = 9
Weapon Equipped = Mwk Cold Iron Dwarven Waraxe
Speed = 20'
Lay on Hands/day = 5/5 (2d6)
Channel/day = 2/2 (2d6)
Smite Evil/day = 2/2 (+2 hit, +4 damage, +2 deflection AC)
Status Effects = None

Tararr Trollspiltter |

Yeah, I dig that avatar. Far more suitable, I think.
Ref DC 20 1d20 + 4 ⇒ (13) + 4 = 17 -10 points I will never live down.
Tararr, distracted by the suddenly acrobatic Lockjaw, takes a load of rocks on his mohawked head. "Dammit!"

Hungry Voodoo |

Chitleen delicately sniffs at the fallen rocks that now litter the stairs and detects the lingering scent of human and bat. Lockjaw thinks the climb to the opening is possible with Karrak's rope and grappling hook though if there are unseen guards above, climbing might be dangerous. The stairs continue upward before leveling off and turning into the wall and gatehouse.

Lockjaw Stoneshield |

If it looks like the stairs lead to the attacker Lockjaw will go that way, otherwise he'll consider the climb unless we decide otherwise.
"Hah, good thing yer head be so hard! Now let's find and kill the bugger."

Hungry Voodoo |

At the top of the stairs, the stone becomes wood as a bridge leads twenty feet to the top of a stone column and another twenty foot bridge turns at a right angle to the heavy wooden door beneath a huge stone sculpture of a glowering dwarf's face. Stepping off either bridge would lead to a plummet thirty feet to the ground below. Additionally, razor sharp pieces of scrap metal have been tossed into the pit beneath the second bridge.
Karrak catches no movement from the galleries on either side.