
Faywen Marisal |

Faywen follows after Erond and waits.

Trox Ragmend |

Trox makes sure he is close to the front when any door is open. He does his best to listen for any hint of danger.
Perception: 1d20 ⇒ 5

GM Fuzzfoot |

Reynard checks for traps, and finding none opens the door to reveal a hall ending in another door. Performing the same routine, you proceed through the next door.
The southern wall of this room is a bank of cells with iron doors, six in all. The rest of the room is obviously a torture chamber; a rack sits against the far wall, an iron maiden stands to the north, and a fire pit smolders below a spiky cage dangling from a chain in the ceiling to the east.
There are no prisoners here.

Faywen Marisal |

Faywen moves through the room, examining the cages and torture implements but making no comments about what she finds. Eventually, she finds herself at the easternmost door on the north wall. "Reynard, would you mind checking this door for me?"

GM Fuzzfoot |

The fox replies, "Smells like fear and death. We must be close, but I don't recognize these surroundings."
He only got as far as the double doors east of D12, but the battle was mainly within D12.
Erond checks for Faywen, who opens the door upon getting the all clear.
A dusty nest of rags, dog hides, and straw sits in the northeast corner of this room. To the south, a long workbench cluttered with pliers, hooks, tongs, saws, and knives runs along the wall. There also appear to be some keys here, which look like they probably unlock the cells in the previous room.

Faywen Marisal |

Faywen grabs the keys, just in case, and nods to the fox. "I feel that we're approaching our goal as well. Is everyone ready? We'll want to hurry before Erond's magics wear out."

Trox Ragmend |

When asked if they are ready Trox just nods and waits for the others to commit. Once ready he will be sure, as always, to be near the front.

Druamin |

"Yes, let's keep moving on and clear this place out."
Is the plan to go north through the door into the area west of D12?

Faywen Marisal |

I think so, though if we want to be real clever about it we could come in through the eastern entrance as well. Coming in through the narrow hallway lessens the chances of us being swarmed, though.

GM Fuzzfoot |

So, final plan? there is a short hall with stairs up to the raised area in D12.

Faywen Marisal |

I'm good with that!

Trox Ragmend |

Trox nods and moves towards the stairs ready to clear this place out.

Druamin |

I'm good with that plan.
Druamin looks around and spots Kuba snuffling around the room. "Come on." He pats his thigh. "Don't want you to be left behind."

Reynard Freeman |

Reynard says "Wait one." Diging through various pouches in his lab coat, Reynard comes up with several flasks. "These are alchemical weapons. Everybody take one. We can through these together when we enter, hopefully catch them off guard. Aim for large groups of enemies."
I have 4 each alchemist's fire and alkali (acid damage). Take what you want, I'll keep the extra.

Faywen Marisal |

Faywen takes one of each and puts them into her belt pouches, with a nod of thanks.

Druamin |

"Ha!" Druamin says with a chuckle. He pulls a small vial from a pouch at his belt and holds up a small vessel that looks like one that Reynard is holding. "Looks like we're thinking the same thing. I already have a few of these fire things." He puts the vial back. "But I'll take some of that acid. If no one else wants it, that is."
I'll take 1 alkali flask but I have 3 alchemist fires already

GM Fuzzfoot |

You enter, and find two hounds waiting, apparently expecting you from the other entrance.
Druamin: 1d20 + 1 ⇒ (18) + 1 = 19
Erond: 1d20 + 5 ⇒ (13) + 5 = 18
Faywen: 1d20 + 3 ⇒ (5) + 3 = 8
Reynard: 1d20 + 2 ⇒ (13) + 2 = 15
Trox: 1d20 + 2 ⇒ (15) + 2 = 17
Vinccenso: 1d20 + 1 ⇒ (7) + 1 = 8
Nasties: 1d20 + 6 ⇒ (4) + 6 = 10
Round 1: (Bold may act)
Druamin
Erond
Trox
Reynard
Yeth hounds
Faywen

Druamin |

Druamin eyes the hounds from across the room. "Kobu! Here!" He barks an order to Kobu who, sensing the urgency of the matter, moves with haste to Druamin's side. The dwarf druid then extends a hand towards the norther yeth hound and recites a few magical words.
Cast Hold Animal on the red hound. DC 16 will save to negate. It will last 3 rounds. The subject can try a new save on each turn.

Druamin |

Knowledge(religion): 1d20 + 1 ⇒ (15) + 1 = 16
Druamin pauses before completing the spell. "What? They aren't animals?"
GM, is my knowledge enough for me to know this? Do I retcon my action or lose the spell?

Trox Ragmend |

Seeing the natural pinch point Trox knows where he should be. He moves to the bottom of the stairs, shield raised, and waits for the hounds to come to him.

Reynard Freeman |

Reynard draws a vial from one of the many pockets on his coat and quickly downs it. A different one appears in his other hand, as if by magic. As it does so, he begins to grow, quickly towering over the others.
Move Action: draw extract of Enlarge Person
Move Action: drink extract (Accelerated Drinker Trait)
Swift Action: draw Feral Mutagen from spring-loaded wrist sheathe
Knowledge(Religion): 1d20 + 4 ⇒ (5) + 4 = 9

GM Fuzzfoot |

I should have read ahead... I spend an hour looking to see if Hold Animal would work against outsiders, and then I see you all worked it out... :) feel free to choose a different action.
Erond puts an arrow in the closer hound, and it whelps in pain. Apparantly silver was the right call.
Round 1: (Bold may act)
Druamin
Erond
Trox
Reynard (Enlarged)
Yeth hounds: Red, Blue (11 damage)
Faywen

Trox Ragmend |

Trox did a double move.

Druamin |

"Well then. I suppose we'll have to do this the hard way." Druamin pulls a sling off his belt and loads a small stone in the pouch.
Wielding my sling. I think that takes all my actions.

GM Fuzzfoot |

In response to seeing intruders, both hounds begin to howl, and bone-chilling bay that seems like it could be heard for miles! Your small fox friend jumps out of his skin and runs to the other areas.
Each of you must make 2 Will saves, DC 12, or become panicked for 2d4 rounds. This is a sonic mind-affecting fear effect.
Then they move towards you, taking flight as they do! They are now 10' off the floor.
Round 1: (Bold may act)
Faywen (pending 2 Will DC 12 saves)
Round 2: (Bold may act)
Druamin (pending 2 Will DC 12 saves)
Erond (pending 2 Will DC 12 saves)
Trox (pending 2 Will DC 12 saves)
Reynard (Enlarged) (pending 2 Will DC 12 saves)
Yeth hounds: Red (10’ above floor), Blue (11 damage - 10’ above floor)
Faywen

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Erond notches and fires two silver arrows (at blue).
Attack Longbow RS DA : 1d20 + 5 ⇒ (15) + 5 = 201d8 + 3 ⇒ (8) + 3 = 11
Attack Longbow RS DA : 1d20 + 5 ⇒ (3) + 5 = 81d8 + 3 ⇒ (4) + 3 = 7
will : 1d20 + 6 ⇒ (7) + 6 = 13
will: 1d20 + 6 ⇒ (6) + 6 = 12

Trox Ragmend |

My sheet shows hero points. Are we using heropoints or did I just forget to turn that off in herolab? I only ask because there is no chance Trox will pass two saves. :)

GM Fuzzfoot |

Yes, we are usign hero points, but I don't think anyone ever has...

Druamin |

Will: 1d20 + 8 ⇒ (18) + 8 = 26
Will: 1d20 + 8 ⇒ (9) + 8 = 17
Does Kobu need a will save too? Do you want a token for Kobu on the map?
With the ear-splitting howls Druamin scowls. The hounds closed in faster than he expected. He drops his sling and switches his hands to his battleaxe. He steps up to the closest hound and swings the axe across its body but fails to connect.
battleaxe@blue: 1d20 + 6 ⇒ (1) + 6 = 7

Faywen Marisal |

Will: 1d20 + 4 ⇒ (17) + 4 = 21
Will: 1d20 + 4 ⇒ (11) + 4 = 15
Faywen shakes her head, throwing off the psychic assault from the yeth hounds. Rushing forward past the massive Reynard, she pushes her way into the room and flings a burst of water at the nearest flying creature.
Water blast with 1 Burn: 1d20 + 7 ⇒ (19) + 7 = 26
Water blast damage with 1 Burn: 2d6 + 7 ⇒ (5, 3) + 7 = 15
That's aimed at the blue hound.

GM Fuzzfoot |

Does Kobu need a will save too? Do you want a token for Kobu on the map?
Yes, and yes please.
Panic Attack, Reynard: 2d4 ⇒ (1, 1) = 2 rounds.
Erond hits with his first arrow, and the blast of water smacks into the flying hound as well. Between the two attacks, the blue hound falls, and bursts into a puff of smoke as it hits the ground.
Trox - need your saves and Round 2 action (assuming you have one!)

Faywen Marisal |

You can do it! Don't forget you have Bless still active, so that's a +1!

Trox Ragmend |

Will: 1d20 + 2 + 8 ⇒ (4) + 2 + 8 = 14
Will: 1d20 + 2 + 8 ⇒ (1) + 2 + 8 = 11 [ooc] Balls [/b]
Trox digs deep into her heroic nature to summer her will to battle but.... a flash of her past crosses her mind. Blood. People she was to protect dead. A wound, a bad one.
She runs.

Druamin |

Kobu will save: 1d20 + 2 ⇒ (14) + 2 = 16
Kobu will save: 1d20 + 2 ⇒ (15) + 2 = 17
Added Kobu to the map

GM Fuzzfoot |

Yah, this is what happened to the fox too... only reason he made it back to town!
The hound charges the closest foe, which seems to be Kobu. Fortunately, the hound completely missed the target, and is left at ground level.
Bite: 1d20 + 7 ⇒ (1) + 7 = 8
Round 2: (Bold may act)
Faywen (pending 2 Will DC 12 saves)
Round 3: (Bold may act)
Druamin
Erond
Trox (panicked)
Reynard (Enlarged) (panicked until round 3)
Yeth hounds: Red

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Planes : 1d20 + 7 ⇒ (10) + 7 = 17
Erond notches and fires two silver arrows. Should have a clear shot from here.
Attack Longbow RS DA PBS: 1d20 + 7 ⇒ (14) + 7 = 211d8 + 4 ⇒ (3) + 4 = 7
Attack Longbow RS DA PBS HE : 1d20 + 7 + 1 ⇒ (18) + 7 + 1 = 261d8 + 4 ⇒ (7) + 4 = 11

Faywen Marisal |

Just checking, since it's still on the initiative order: do you want me to make more will saves?

GM Fuzzfoot |

No - sorry - forgot to remove those. You are up, though.

Faywen Marisal |

Concerned as she is about Trox fleeing further into the ruins, Faywen keeps her focus sends forth another battering blast of water at the remaining hound.
Water blast with 1 Burn: 1d20 + 7 + 1 ⇒ (13) + 7 + 1 = 21
Water blast damage with 1 Burn: 2d6 + 7 ⇒ (1, 2) + 7 = 10