There is no reply to Draglin's threat, but a thudding sound can be heard from the far corner of the room as if someone is jostling a locked door. In fact, that is exactly what it is,
"You shouldn't leave so soon dearie," Mab taunts from atop the staircase,
"we've barely gotten to know each other." She looks down to Draglin,
"He's over in the far corner by the cellar door, but it must be locked. He's not going to get out that way."
OOC:
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I'm going to put Dante's new character in with the same hook that I give to THB. That should work. I'll award XP as soon as this last thug gets his come-uppins...or until he escapes
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[sblock=status]
Gloom
E8 20(22)/81HP 11/11HS 0AP
Bloodied
Draglin
J1 32/74HP 5/9HS Bloodied 1AP, Rain of Steel (1d6+4 damage to enemies starting turns adjacent to Draglin, rolled during Draglin's turn)
Dante
N12 -18(-38)/67HP 5/6HS 0AP
Dying, Immobilized, OG 10 fire (save ends both), OG 10 poison (separate save ends), Vulnerable 10 fire (separate save ends), Prone.
Virgil
N9 76/94 2/2HS
Auntie Mab
M13 47/60HP 7/7HS 0AP
Max
L11 33/67HP 8/8HS 1AP
Bloodied
Human Ruffian 1
L1 4/96HP Bloodied Dazzling Strike Hidden
Human Slavehunter -S,-1 -7/103HP Dead
Human Ruffian 4 -T,-3 0/96HP Dead
Human Knife Fighter -V,-4 -7/214HP Dead
Human Blademaster 2 -S,0 15/94HP Dead
Human Ruffian 3 -U,-5 -18/96HP Dead
Human Blademaster 1 -12/94HP Dead
Human Ruffian -22/96HP Dead
[/sblock][sblock=Map]
[/sblock][sblock=Terrain]
The Staircase: The staircase is in tatters. Mab, Max, and Gloom are 15 feet above the cellar floor. The stairs are demolished, but the walls still have various timbers attached. Reaching the floor can be done in one move action by:
- Scaling the wall (DC 25 athletics check) will get them safely to the floor. Failure by 4 or less means that the PCs turn ends on the rope. Failure by 5 or more means that the PC falls, taking 2d10 fall damage.
- Using a rope (DC 10 Athletics check) will get you down, but there is a 50/50 chance that the rope will catch fire from the cage causing 1d10 fire damage to the climbing PC, destroying the rope, and causing a fall for 1d10 fall damage.
- Jumping down will reduce damage to 1d6 fall damage on a successful DC 18 Acrobatics check.
GM: | I am, however, open to creative solutions | |
Wine Racks: These block line of sight and effect. They can be toppled by a DC 20 strength check. Once toppled, squares on the opposite side of the toppling creature are difficult terrain until the end of the encounter. Creatures in this area when the wine rack topples take 1d6 damage and grant CA until the start of their next turn.
Foodstuff Pile: This pile blocks line of sight and effect. The pile cannot be knocked over, but it can be climbed requiring 3 squares of movement per map square. The climbing creature must succeed on a DC 20 Acrobatics check, or fall, taking 1d10 fall damage.
"Small" Barrels (I7-G7 and I9-G9): These barrels are five feet long and 3 feet in diameter. They are stacked to the ceiling. They block line of sight and effect. They cannot be moved because they are bolted into place on a frame. Since they are stacked to the ceiling there is really no incentive to climb them.
Large Casks: These enormous casks block line of sight and effect. They too are immobile.
Cellar door: There is a keg ramp up a small set of stairs at the far end of the cellar that leads to the street. The door is padlocked from the outside and barred from the inside.
"Secret" Passage: At K13, there is a man-sized opening in the wall leading down a dark corridor, that has been boarded over. A rope hangs down from the ceiling in front of the boards reading, "Closed by order of the Nightwatch."
Desk and Shelf (I5-F5): Basic furniture. Costs 1 extra square of movement to climb over, provides cover to those on the opposite side, can be flipped with a DC 15 strength check. Flipped tables grant total concealment and superior cover to prone creatures on the opposite side. Ths table contains some books and ledgers, a quill, and inkwell, a candelabra, and a strongbox.
The Grate (C12-B13): This serves as the drainage point in the floor. Water can be heard gurgling beneath. A DC 15 strength check can open the grate. The closed grate does not hinder movement.[/sblock][sblock=Fiery Cage]
[/sblock]
[sblock=Spiked Pit Trap]
[/sblock][sblock=Infernal Oil]
[/sblock]
[sblock=Elemental Accelerant]
[/sblock][sblock=Enemy Stats]
[/sblock]