As the party enters the great chamber, the priest stops his chanting.
"Intruders!" he shouts.
Lucius Hake grabs the terrified Edith. "
Take her, lord Gluplik," he says.
"We will deal with these."
Then Gluplik speaks. It is a deep and rumbling voice, as if being heard through water, but curiously calm.
"The ritual is not yet complete." the fish creature says.
"She is not yet bound to me."
"Then help us slay them, and we will proceed!" says Hake.
"Indeed," says Gluplik.
"I will do so. Kill them, o my children."
Hake then drags the girl towards the area covered by the curtain.
The two guards step forward, brandishing their maces. One strikes out at Eraden, the second at Virgil.
On Gluplik's command, the smaller fish-creatures begin to move. One rushes at Eraden, claws flailing. The others dive into the deep water and vanish. One emerges seconds later, to grab at Talks-to-the-Moon.
Suddenly two more of the creatures burst out from beneath the murky stream, clawing at Abigail. One's claws cut into her.
Another jumps out at Dante, drawing blood, but failing to drag him in.
The priest follows Hake, speaking a few words in a blasphemous tongue. A mass of pure blackness floats from his fingers towards Eraden, draining life from him, and filling his eyes with a foul, unnatural darkness.
[sblock=actions]
Lucius Hake--Standard: Grab Edith, Move: to G16
Guard X--Move to M14, Standard: Dazing Strike vs. Eraden:
(1d20+4=8) miss
Guard Q: Move to M15, Standard: Dazing Strike vs. Virgil:
(1d20+4=8) miss
Spawn 30--Move to N13, Standard: Claws vs. Eraden:
(1d20+8=14) miss
Spawn 48--Move to Q12, Standard: Pull Them In vs. Talks-to-the-Moon:
(1d20+8=24) 7 damage and spawn shifts to P12. Talks-to-the-Moon's save to avoid being pulled in:
(1d20=5) Speaker is slid to Q12.
Spawn 73--Move: to R13, Standard: Claws vs. Abigail:
(1d20+8=26) 7 damage
Spawn 75--Move: to R15, Standard: Claws vs. Abigail:
(1d20+8=13)
Spawn 56--Standard: Pull Them In vs. Dante :
(1d20+8=25) 7 damage, spawn shifts to O17. Dante save to avoid being pulled in:
(1d20=15)
Spawn 16--Move: to N6, and then to ???
Spawn 86--Move: to N6, and then to ???
Priest--Move: to H15, Standard: Night's Veil vs. Eraden (vs. fort):
(1d20+7=17) Damage: (1d8+3=10) Eraden is Blinded (save ends)[/sblock][sblock=terrain features]Small Rocks: count as difficult terrain
Large Rocks: provide cover to medium creatures and superior cover to small creatures. Can be climbed up on top of, taking an extra square of movement, and requiring a DC 12 athletics check.
Shallow Water: the light blue areas count as difficult terrain
Deep Water: the darker areas can't be moved in normally by creatures without a swim speed. To maneuver, make an athletics check (DC 12) to move half your speed. Deep water is also heavily obscured.
Current: the squares with the arrows indicate a current. At the end of their turn, any character in them will be slid in the direction of the arrows for two squares, or until they enter a square without an arrow.
Stepping Stones: the stepping stones allow normal passage both for people walking above the level of the water, and for those in the water. People in the squares upstream of the stepping stones (P15, Q15) can brace themselves against the current with a minor action, or can allow the current to carry them through.
Curtain: the curtain is of heavy brocade. It can be pulled back one square as a minor action, or as a move action a character can move three squares and pull it back the whole distance.[/sblock][sblock=status]
Guard X - M14 -
No Hits Taken
Guard Q - M15 -
No Hits Taken Hunters Quarry (Dante), Cursed (Alastair)
Lucius Hake - G16 -
No Hits Taken
Priest - H15 -
No Hits Taken
Gluplik - I7-J8 -
No Hits Taken
Spawn 86 - ?? -
No Hits Taken
Spawn 16 - ?? -
No Hits Taken
Spawn 48 - P12 -
No Hits Taken
Spawn 30 - N13 -
No Hits Taken
Spawn 73 - R13 -
No Hits Taken
Spawn 75 - R15 -
No Hits Taken
Spawn 56 - O15 -
No Hits Taken
Abigail - S14 -
17/27 (5/9) AP:1
Alastair - T14 -
24/24 (4/7) AP:1
Dante - O15 -
15/22 (2/6) AP:1
Virgil - N15 -
20/22 (0/2)
Eraden - N14 -
18/28 (7/11) AP:1, blind (save ends)
Talks-to-the-Moon - Q12 -
19/29 (5/9) AP:1
Edith Sturgeon - G15 -
1/1
[/sblock][sblock=map]
[/sblock][sblock=opponents]
Guards
AC:15 Fort:12 Ref:14 Will:12
Mace +4 vs. AC, 1d8+1
Priest
AC:16 Fort:14 Ref:14 Will:17
Quarterstaff +9 vs. AC, 1d8+1
[sblock=religion DC 15]The priest's vestments are a mockery of those of the priests of Netari. The symbols on his robe indicate his allegiance to dark powers of death and destruction.[/sblock]
Lucius Hake
AC:17 Fort:13 Ref:18 Will:14
Dagger +7 vs. AC, 1d4+3
Gluplik
AC:16 Fort:17 Ref:16 Will:16
Claw +7 vs. AC, 1d6+4
[sblock=nature DC 15]Oddly enough, this is not a creature from outside the bounds of the natural world. The ocean depths contain creatures just as many abominations of the far realm.
OOC: Gluplik is a custom monster.[sblock=DC 20]Beware Gluplik's long grasping arms. He can grab you and tear you apart.[/sblock][/sblock]
Spawn
AC:17 Fort:11 Ref:15 Will:12
Claw +8 vs. AC, 7 damage
[sblock=nature DC 15]These unnatural looking creatures are not all that powerful, but are quite dangerous in the water.
OOC: Gluplik's spawn are custom monsters.[sblock=DC 20]They lurk in the water, and will attempt to pull people in if they are too close to the edge.[/sblock][/sblock][/sblock][sblock=Talks-to-the-Moon]There are two more spawn visible in the water at P11 and P13[/sblock]