
Varian "The Stirge" |

Technically the Child of Spines gets spell resistance vs ear piercing scream too. Though it's only 2 damage difference.
-Posted with Wayfinder

GM Zed |

Technically the Child of Spines gets spell resistance vs ear piercing scream too. Though it's only 2 damage difference.
I think we'll let that one slide :)
If there is a possibility that Darc can take a 5ft step to flank the thing, he will ... so you can add +2 on attack rolls if that's the case...
There's no way of taking a 5ft step here - you'd need to move through the Child of Spines' space to get into a flanking position.
Darc, adopting a stance that seems to come naturally, kicks repeatedly at the loathsome thing on legs... again and again he kicks out - yet, for all of his ferocity, only one of his attacks actually hits.
...yet maybe the attacks have unsettled the beast, for when it attempts to stab at Darc, it wavers and flails ineffectually.
Child of Spines, Bite vs Darc: 1d20 + 10 ⇒ (2) + 10 = 12, missing
...and, despite all of the ruckus, still no-one approaches from the western doors.
Everyone may act now

Tella Street |

"Begone," Tella says as she focuses her thoughts on the creature once more.
Caster Check vs Spell resistance: 1d20 + 7 ⇒ (5) + 7 = 12
Her eyes widen for a moment before she flinches away from the horrid creature and clutches her head in pain.
Tried casting Mind Thrust 1 on the little monster.

Varian "The Stirge" |

Auto-pass the perception check.
The Stirge immediately sees what looks like child-sized hands pushing out from the spider creature. "By the gods, it looks like there's a child trapped inside that thing!" He continues to weave and bob, trying to fool the creature before he strikes.
Feint vs non-humanoid: 1d20 + 14 - 4 ⇒ (20) + 14 - 4 = 30
Greatsword, Bless: 1d20 + 8 + 1 ⇒ (13) + 8 + 1 = 22
Damage+Sneak: 2d6 + 13 + 2d6 ⇒ (4, 1) + 13 + (6, 3) = 27
He would like to avoid slicing the apparent child if possible.

Darc Jonash |

Perception 1d20 + 5 ⇒ (8) + 5 = 13
As Darc kicked out at the creature, he notices the child inside as the Stirge calls out too. A child, encased in a prison of spikes, what cruel beast would do such a thing. Darc stops his attacks and starts to admonish the boy in a stern voice, "Stop now young one, whoever punished you like this, it was not us. But if you continue you will suffer under my hand. Stop now and you will not be punished further." He wags his hand at the child, as a teacher scolding a naughty boy.
Full round intimidate 1d20 + 11 ⇒ (13) + 11 = 24

Ruby Nightshade |
Perception: 1d20 + 7 ⇒ (15) + 7 = 22
"Gods have mercy..." Ruby gasps as she sees the small hands pressing from within the monster's body. Realizing that her spear is likely to prove ineffective, she takes a step back and begins casting a spell. Her eyes snap open as three barbed, ghostly-looking chains suddenly burst from the ground and attempt to strike the horrible creature.
Barbed Chain #1: 1d20 + 5 + 4 ⇒ (15) + 5 + 4 = 24
Damage (Slashing): 1d6 ⇒ 5
Barbed Chain #2: 1d20 + 5 + 4 ⇒ (7) + 5 + 4 = 16
Damage (Slashing): 1d6 ⇒ 6
Barbed Chain #3: 1d20 + 5 + 4 ⇒ (14) + 5 + 4 = 23
Damage (Slashing): 1d6 ⇒ 5
___________
Ruby takes a step back and casts Barbed Chains at the CoS. No spell resistance but it does need to make a Will save (DC 15) or be shaken if one of them hits.

GM Zed |

Ruby and Darc, between them, give the creature enough reason to flee... but, perhaps starved of prey, it continues to attack...
...and succumbs to the inevitable. Once more the Stirge swings his blade, and this time the skittering thing cannot survive the devastating blow... screeching, the creature is virtually sliced into two as the metal edge of the sword cleaves through flesh and 'thunks' into the damp floorboards. Quickly, the flaccid body of the beast deflates - with the group concerned that they may be about to find a consumed child, it is some relief to see that it becomes flat and empty against the floor... no evidence whatsoever of anything having ever been contained within it.
Combat Over

Varian "The Stirge" |

Fearful he may have made a terrible mistake as he slices the creature, the Stirge lets out a sigh of relief as no child is found within. Still the entire affair has him ready to take it to Mean. "I don't know how a creature like that gets into the oven, but I bet Urias Mean does. I think it's time for some answers."
After cleaning off the mess from his sword, the Stirge is seen casting a spell on it. Storing Ear Piercing Scream on the sword again. He then readies himself for the next door--the one Elise is guarding--checking for traps or sounds beyond.
Perception: 1d20 + 12 ⇒ (17) + 12 = 29

Ruby Nightshade |
"No wonder the animals in here were going crazy," Ruby shudders. "At the rate we're going we're likely to find all sorts of unnameable creatures and horrors lurking in the closets and under the bed..." she mutters as she readies her spear and moves to stand clear of the door so The Stirge can open it.

Tella Street |

"Just another day in the Blight," Tella replies bitterly as she rubs her temples and keeps her eyes closed, "though, most aren't quite so adamant about rejecting my magic. I'm afraid I wasn't much use in that scuffle."

Varian "The Stirge" |

If everything seems clear, the Stirge wordlessly signals the party his intentions so they can prepare, then opens up the next door.

GM Zed |

Once the group are satisfied it is safe to proceed, the Stirge pushes open the door, leading into a smaller room beyond. Hundreds of books line shelves in this room. The books glower over a peculiarly fleshy alchemist’s laboratory whilst a grim collection of grinning masks and hoods hang from hooks and chains suspended from the ceiling. There are many more hoods than masks, and most of the hoods are double ones - as if the wearer was two-headed. Among the disturbingly fleshy pigskin hoods, hoods made from sacks with eyes cut out, and single huge hoods is a saggy double hood that has had the second hood sewn into it at some time.
Distressingly, the laboratory has clearly been used to experiment upon a selection of the captive felines - several dead cats, shaved and cut open, are pinned to the workbenches within the room.
...there is a single exit, to the west, from this room.
Map update to follow

Darc Jonash |

As Darc looks into the room, he stops and looks around at the others. "This is plenty confusing, all books and masks, not my field at all." He stands guard and watches as the others investigate.

Eliseera Tulman |

Elsie shudders as the scene unfolds before her eyes. "This...this is...horrifying..." Swallowing her bile at the revolting scene she picks around a couple of the hoods. "What did he use these hoods for?"
Perception: 1d20 + 11 ⇒ (15) + 11 = 26

Varian "The Stirge" |

The Stirge is curious about the masks, especially the ones that aren't doubled up. He wonders if there's any indication of an ally or accomplice in those masks.
Other than that curiosity, he seems most interested in guarding the next door. He assumes they are close to their destination, and that an attack might come their way. As such, he keeps a watchful eye. Perception: 1d20 + 12 ⇒ (20) + 12 = 32

Tella Street |

Tella nearly faints when she sees the corpses of the tortured cats. It takes her more than a few moments before she's able to distance herself enough to be able to look at things properly.
Perception Lab: 1d20 + 10 ⇒ (20) + 10 = 30
Perception Door: 1d20 + 10 ⇒ (1) + 10 = 11

GM Zed |

The examination of the hoods reveals nothing other than a willingness of the wearer to don grotesque constructions... and, moving on, the group consider the library of tomes. They have barely considered the titles when a voice, garrulous and vile to listen to, calls out...
"Come out... weapons down and we can talk..."
Pushing the door open, the Stirge reveals a cluttered living room furnished with comfortable oak chairs, a large table, and a small stove. The walls have several cupboards, while across the chamber are several cages and huge bell jars; the animals within start screaming and yelling and howling... and there, stood in the middle of the room, are two rat-like men and, standing behind them, a two-headed man!!!
The man who called out to the group wears voluminous attire that is colourful, if faded, with sewn remnants of at least a hundred other items made into one eye-catching patchwork. However, not one but two heads fight for space through his torn collar, and while one is handsome, with an oiled moustache and neatly groomed hair, the second is a sack of cankerous flesh. At least three mouths open up from this monstrosity, and a look of blind idiocy crosses the abstract features of this unwelcome additional visage.

Tella Street |

Does Tella recognize him from her vision?
"Mister Mahaas, I presume? As you can see I am unarmed and armored, would you be willing to answer a few questions for me if I step into the room," Tella asks from her place behind The Stirge.
Diplomacy: 1d20 + 10 ⇒ (3) + 10 = 13

GM Zed |

Indeed, the man in the room is most certainly the fellow that Tella saw in her vision at the Ghat...
"And who are you, to be trespassing in my home? Uninvited, unknown, unwanted... tell me, my pretty, why should I not let my friends have their fun with you..."
...it isn't obvious, from the way that the man looks around, as to whether his 'friends' are the wererats, the increasingly crazed animals in the cages here or even the spider-like creature from the oven - what is obvious though, is that this man does not mean his 'guests' well.

Eliseera Tulman |

Elsie eyes the rat-men closely and lowers her blade, but she does not sheath her weapon. "Perhaps you should have answered the door when we knocked then." She responds to the freak in a level tone. "Now we only seek some answers. Be truthful, and we shall take our leave. Try to mislead us...and we will see justice done."

Varian "The Stirge" |

The Stirge sheaths his weapon, holds open his hands, and eases into the room. "You want to talk? Tell your rats to stand down. Then we talk."
Other than that request, he seems content to let the ladies do the actual questioning.

Darc Jonash |

Darc stays back, quiet and silently as possible he puts his index finger across his mouth, pointing for Ruby to stay clear of the door. Indicating she should stay hidden until the matters in the room resolve themselves either peaceably or reinforcements should be required to help their companions.

GM Zed |

"Who are you then? The watch? The family? Some upstart vigilante gang? No, no, no... let's not talk of 'justice' - there's no such thing!!!" Pulling a rapier from beneath his garishly coloured cloak, the man nods at the wererats... who approach with their yellowed teeth bared...
Initiative for Party and Enemy
The Stirge, Initiative: 1d20 + 7 ⇒ (19) + 7 = 26
Tella, Initiative: 1d20 + 5 ⇒ (9) + 5 = 14
Darc Jonash, Initiative: 1d20 + 3 ⇒ (10) + 3 = 13
Eliseera, Initiative: 1d20 + 2 ⇒ (18) + 2 = 20
Mahaas and Wererats (averaged), Initiative: 1d20 + 4 ⇒ (10) + 4 = 14
Initiative Order
The Stirge, Eliseera, Tella then
Mahaas and Wererats (Ruby will act with enemies) then
Darc Jonash
The Stirge, Eliseera and Tella may act now

Eliseera Tulman |

Elsie stares at the wererat with a fearful look, unwilling to be subjected to the curse their bite hold. Springing into action she dashes around the lead wererat and stabs hard at it with her rapier.
Move to current square. Acrobatics: 1d20 + 12 ⇒ (18) + 12 = 30
Attack Wererat. Rapier, Canny Tumble: 1d20 + 8 + 2 ⇒ (10) + 8 + 2 = 20 Add +2 circumstance bonus on your next melee attack roll against that opponent and that opponent is denied its Dexterity bonus to AC.
damage: 1d6 + 5 + 4d6 ⇒ (1) + 5 + (3, 3, 1, 5) = 18 also Hampered (all of the target's speeds are reduced by half, to a minimum of 5 feet. In addition, the target cannot take a 5-foot step) for one round.

Varian "The Stirge" |

Seeing that Mahaas is rearing for an attack, the Stirge unsheathes his sword as quickly as he sheathed it. He takes two quick steps forward and brings his blade down hard on the wererat north of him. If he successfully strikes, the magics on the blade trigger as well, calling forth a powerful scream at the Wererat that only it can hear.
Power Attack: 1d20 + 8 ⇒ (11) + 8 = 19; Damage+Sneak: 2d6 + 2d6 + 13 ⇒ (3, 1) + (1, 1) + 13 = 19 And Bleed 6.
Ear Piercing Scream: 3d6 ⇒ (1, 6, 5) = 12 Will DC 13 or dazed; bleeding targets get -1 to save.
AC=21 in any round he power attacks.

Tella Street |

Sorry for the delay. I just now got to where I can post a few minutes ago.
"Try not to kill Mahaas. I don't have a way of getting information from his corpse," Tella tells the others flatly before intoning an arcane chat full of power and strength and touching Darc's shoulder.
"Just because you don't believe it exists in this fetid cesspool of a city doesn't mean that it won't come your time to receive it, Mr. Mahaas," Tella says as she crosses her arms and faces the man squarely, "I've seen the fates that await those that believe themselves above the law, both of mortals and of the divine. Last chance to surrender peacefully before things get ugly... for you."
Casting Bull's strength on Darc.

GM Zed |

The Stirge's blade, screeching with a noise that is imperceptible to everyone except its doomed target, smashes down upon the slow to react wererat... with a crunch of bone and a fountain of gore, the creature collapses to the floor.
The wererat struck by the Stirge is dead regardless of whether it makes the save for half damage!!!
Snarling in anger even as the second head starts to babble in a crazed high-pitched voice, Mahaas skirts around the room until he finds himself in an advantageous position to attack Eliseera... rushing in, he stabs at her with his rapier... he catches her with a brutal blow that leaves a deep wound. And, off balance, Eliseera can't protect herself against the very thing that she feared... a deep bite from the lycanthrope.
Mahaas, Rapier vs Eliseera (flanking): 1d20 + 13 + 2 ⇒ (18) + 13 + 2 = 33, Critical Threat
Mahaas, Confirming Critical: 1d20 + 13 + 2 ⇒ (16) + 13 + 2 = 31, Critical Confirmed for 2d6 ⇒ (2, 2) = 4 plus 5d6 ⇒ (5, 4, 3, 5, 1) = 18 Sneak Damage plus Bleed 5
Wererat, Short Sword vs Eliseera (flanking): 1d20 + 4 + 2 ⇒ (9) + 4 + 2 = 15, missing
Wererat, Bite vs Eliseera (flanking): 1d20 - 1 + 2 ⇒ (15) - 1 + 2 = 16, hitting for 1d4 + 1 ⇒ (2) + 1 = 3 plus Disease and Curse of Lycanthropy
Eliseera must make a DC15 Fortitude Save vs Lycanthropy and a DC14 Save against Disease
To keep us moving along at a good pace, Ruby is going to delay this round.
Everyone may act now

Varian "The Stirge" |

Before Eliseera withdraws, the Stirge attempts to attack the second wererat, bluffing a strike before swinging for real.
Feint: 1d20 + 14 ⇒ (13) + 14 = 27
Greatsword, flanking: 1d20 + 8 + 2 ⇒ (8) + 8 + 2 = 18; Damage+Sneak: 2d6 + 2d6 + 13 ⇒ (1, 6) + (4, 4) + 13 = 28 and Bleed 6 if target is flat-footed.
He will then take a step closer toward Mahaas. Stepping up and to the left.

Tella Street |

"You've seen what they are willing to do. Don't you think it'd be a good idea to surrender to me," Tella asks as she walks up behind The Stirge, infusing her words with mystic power. Her eyes glow white as she unlocks the power of her psyche and unleashes upon Mahaas' mind.
Moving just behind The Stirge. Casting Charm Person on Mahaas, spending 2 points from her Phrenic Pool to increase the DC by 1. Mahaas needs to make a DC 17 Will save to overcome the spell.

Darc Jonash |

Darc skirts around the room, until he is close to the two headed Mahaas, seeking to rip the rapier from the creatures grasp and rasp into the things ear, "You won't be needing this. You are without hope, give up and my friends might even feel generous and let you go with your life." Darc's words and deep slow and full of controlled anger as he awaits for the thing to respond to Tella's special powers.
Improved Disarm CMB 1d20 + 11 + 2 ⇒ (15) + 11 + 2 = 28

GM Zed |

Mahaas, Will Save vs Charm Person (During Combat): 1d20 + 2 + 5 ⇒ (4) + 2 + 5 = 11, Save Failed
Mahaas, his strange mis-shapen head still screeching and whistling, is momentarily quieted... he looks towards Tella then towards the imposing figure of the Stirge - standing over the pair of swiftly despatched wererat - and then back to Tella. Fixing her with strangely attractive eyes, Mahaas lowers his rapier, "You... I could... maybe I should..."
His train of thought is abruptly stopped as Darc rips the weapon from his hands... and any desire to surrender seems to evaporate. Pushing away from Darc and moving through the junk of the room, evan as the various creatures in their cages and jars jump and scratch against their imprisonment, Mahaas pulls a vial of from beneath the depths of his cloak, "Don't none of you move... If you do, I'll burn you all just like I burnt that girl down at the river".
The vial, scorched glass and spherical, seems to contain liquid fire... boiling and arcing within the confines of Mahaas' 'bomb', even the untrained eye can see that this is no mere 'Alchymist's Fire'.

Varian "The Stirge" |

On seeing the bomb and hearing the confession, the Stirge gets really, really mad. He looks into Mahaas's eyes and issues a single command. "DROP!"
SLA to cast Command, Will DC11 or he drops what he's holding and can't pick it up for a round. The really interesting question is whether if he drops it, the flask shatters or not . . .
If this works and the area around Mahaas doesn't turn into an inferno, the Stirge will move three squares diagonally to engage him. Though he recognizes that Tella has a powerful charm effect she might try again.

Tella Street |

Oh she has charm, but that's not what she's going for at the moment. And it's okay, Darc. We're still getting to know each other in character, so some mess ups are bound to happen.
Intimidate: 1d20 + 8 ⇒ (4) + 8 = 12 Fooey. I hope what I have in mind gives Tella an impressive circumstance bonus.
Tella starts laughing, a gentle, chiming sound at first, but growing deeper, more sinister with each moment. Tella's form changes into her normal appearance. White hair, and deep, soul-drinking, black eyes. She grows taller and her clothing changes into dress of reds and blacks.
"Oh very well done! I am truly in awe of courage in immolating a poor, defenseless girl Mahaas, but I already knew that," she crones, her voice smooth as silk and as dark as a starless night.
"By all means, throw that at me, try to burn me as you burned poor Constance, although you probably only knew her as Chantelle. Toss your vial at me and learn the futility of trying to burn a fiend born of hellfire! Do it Mahaas! Do it or surrender and beg for my mercy! Grovel at my feet, worm! NOW!"
Tella concentrates on the vial, sending her will out to from a hand that catches it before it can shatter on the floor.
Lemme know if I need to roll anything for trying to catch the vial with a mage hand cantrip.

GM Zed |

At the Stirge's word, Mahaas resolve seems to wither... he looks, or at least one of his heads looks, somewhat forlornly at the glass vial in his hand...
Mahaas, Will Save vs Command: 1d20 + 2 ⇒ (2) + 2 = 4, Save Failed
As per the rules, Mahaas won't actually drop the item until it comes around to his turn... is the Stirge still going to move to engage?
Darc and Eliseera may all act.
Tella - I think some kind of DEX check will be needed to grab the falling item.

Varian "The Stirge" |

Shoot, should read my spells next time! Also, you'd think that Mahaas would have a higher will save, having two heads to resist. Not that I'm complaining.
Seeing that Mahaas is about to drop the vial, the Stirge stays right where he is. "How does it feel to get a taste of your own medicine, Mahaas?"
Also, I hope Tella actually succeeds. The Stirge, on the other hand, is rather enjoying this poetic justice, even though he risks losing the ability to question Mahaas. That is, if the vial actually breaks if dropped.

Eliseera Tulman |

Elsie's eyes widen as she sees Mahaas refer to the burning women at the river. Knowing that vial was indeed the key to unraveling the mystery. "He must NOT drop it!" She exclaims, her wounds forgotten as she springs towards the misshapen man...
Double move to square upon map. She not able to charge here since Tella is in the way. Once in position she will attempt to catch the vial before it hits the ground.
DEX check: 1d20 + 2 ⇒ (19) + 2 = 21

Darc Jonash |

If Mahaas had to move away more than 5ft from Darc, Darc would have an AoO. Darc is always armed with natural weapons. Just a reminder ... as Darc likes a good trip ... :-)
Sense Motive on Mahaas to determine if he is obeying Stirge or under Tella's influence: 1d20 + 9 ⇒ (13) + 9 = 22
Darc's eyes close to mere slits of hate, watching intently Mahaas' every move. The muscles on the fighter's body tense up, ready to pounce. As he watches Eliseera plunge forward. "Nooo!" he shouted as a reflex to his friends Elise move. Darc gets ready to act, or react to Mahaas' actions. Either to rush and pull Elise from the conflagration should the flask burst forth into flame and death or to tackle Mahhas to the floor and stop his escape.

GM Zed |

Apologies for sudden slowness in posting, loads of work at the end of the week and then Easter fun with the kids...
Darc, seeing Mahaas eyes fixate upon Tella, realises that the freak is almost certain to drop the vial... lucky then that both Eliseera and Tella are ready to avert the potential disaster - Darc's companion dashing across the room and, diving at the last instant, catches the falling container mere inches before it smashes...
Mahaas withdrew from the combat so no AoO... also, I'm kind of playing loose with the rules so that we can have this bit of the adventure...
With both heads growling at the friends, and the vial - Mahaas' apparent bargaining chip - no longer in his grasp, Mahaas thumps at a wall panel behind him... with the unmistakable sound of clockwork a, previously well-hidden, door swings open... and, just beyond this new exit, a 15 feet bridge out into the Castorhage night clatters into position. Shouting at the group, "You'll pay... I'll find you again - and next time, I'll have the upper hand!!!"
...rushing out across the bridge, Mahaas kicks at as he makes it across to the far side - and, collapsing upon itself, the majority of the rickety structure falls into the alleyway below.
So, if you folks plan to chase then we are going to use a narrative variant of the standard Chase Rules... to pursue, folk must make a DC 15 Acrobatics check (to use the ledges / remaining sections of bridge) or a 15-foot-long jump is required to cross... The drop to the floor below is 60 feet.
Everyone may take their turn now.

Varian "The Stirge" |

Drat, I really regret not preparing Cheetah's Sprint!
"You're not getting away that easily . . ." Upset that his prey was on the loose, the Stirge makes the dangerous attempt to leap across to the other side.
Acrobatics: 1d20 + 7 - 1 ⇒ (16) + 7 - 1 = 22
He lets out a sigh of relief as he clears the gap.

Tella Street |

Luckily Tella has Fly as one of her spells.
Placing a hand on Darc, Tella lets out a soft clear note that seems to reverberate in one's head until it sounds like a chord.
[ooc]Casting Fly on Darc
"You have seven minutes, stop him, though I would like to catch him alive. If not, I'm sure he left something here."
Turning to the others, the investigator asks, "anyone else want to go after him?"

Eliseera Tulman |

Elsie staggers to her feet, her heart pounding rapidly now realizing what her fate would have been had she miscalculated. She gingerly hands the vial off to Tella and secures her gear. "We may have the source of this outbreak, but we do not have all the answers! Hang onto this Tella while Darc and I go after him!" She exclaims while she dashes off after the Stirge.
Acrobatics: 1d20 + 12 ⇒ (12) + 12 = 24
GM Zed: Would it be possible to have Ruby cast a Cure spell upon her before Elsie dashes off? *regrets not buying some potions of healing.*