Urn Your Pay (Rae judging)

Ter-raen's blade flashes in a swathe of destruction as well.

(ooc: T's aoo is a nat 20 for 9 damage, but swarms aren't subject to crits. This swarm takes half damage from slashing weapons, so it has taken a total of 10 damage so far, and is looking rather the worse for wear. Trouvere, could you just give me actions for the whole party, until we hear from serow?)
 

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The big half-orc swipes his blade through wings and bodies again (1d20+6=20, 1d6+4=10) and then bursts out through the fluttering mass past Erf, covered in scratches and cuts.

Gildrim, swinging wildly, follows on his heels, just as bloody, yelling "Shut th' duir, Erf!"

Fennen lunges forward to snap at passing birds (1d20+3=16, 1d6+3=8) as Erf waves and shouts, then swings his enfeebled arm to close the door in the face of the menace.[sblock=OOC]Ter-raen's attack might just do it by itself; Gildrim's certainly won't help. They move to G5 and F5 respectively. Erf's usual Aid Another fails. Erf shuts the door.[/sblock]
 

The crows flap wildly about the room, becoming more and more frenzied with fear as Ter-raen slaughters more of them on his way out of the room, but their tiny minds cannot seem to understand what to do about it. They ignore Gildrim's flailings, but when Fenenn begins snarling and barking, snapping his bloody jaws at each bird that approaches, they find that this, at least, is a threat that they know what to do about. In moments, the vast majority of the birds swirl southward out of the not-so-boarded-up window. The hall is empty save for occasional individual birds too wounded or frightened to find their way out, and presenting no real threat.

Erf closes the door anyway, just in case, and starts pulling feathers out of Fenenn's coat.

ooc: Victory! The swarm is dispersed.
 

Ter-raen sheaths his blade, pausing to wipe off some of the blood and feathers from the extremely messy fight. He realises that wiping only seems to spread the mess around a bit more, and if he had a mirror he would probably be quite scared to even talk to himself. But thankfully, he doesn't have a mirror. Turning to Gildrim, he spreads his palms out to his sides and shrugs. "Eh, come we finish looking into this room?"

OOC: Apologies!!! The notification email went into my spam folder again...
 

"Aye, lat me juist dae whit Ah can fur ye. It's nae much - Grendath helps thaes wha help thaimsels. Or somethin'."

Gildrim prods Ter-raen with a stubby finger while chanting briefly, and unless he's just imagining it, a beak slash or two close up.

"Ane left - fur emairrrgencies! Ah think we shoud rest up efter we paidle throu th' craw sh- droppin's. Weel, lat's git it ower wi'."

OOC: CmW, Ter-raen 14/25.
 

Ter-raen thanks Gildrim for closing a few wounds. Sometimes, Ter-raen wishes he had such magical powers as well, it'd be so much more convenient after a bar brawl. And so, he opens the door again.
 

Opening the door again and shooing away the few remaining crows, you enter the southern room. Even with the window open to the outside air, the smell is incredible. With watering eyes, you take inventory of the room. The most interesting item is the strongbox you noticed earlier. It is a large, heavy cabinet of solid steel, with internal hinges and a recessed, sturdy lock. The rest of the room's furniture, a desk and some chairs, several shelves, and a large basket, is a mess. The desk is covered in inches of feathery bricks, mortared with dried excrement. Its drawers have been pushed out and made into nests, the contents shredded by sharp beaks or carried away. The shelves are in a similar state.

ooc: I'll be introducing Karm shortly, a level 1 druid in need of adventure. Very shortly, in fact...
 

[sblock=Karm]As the shimmering air becomes too painful to look at you blink. Suddenly you feel a powerful tug, and you cannot hold on to Volidar's arm. "No!" you hear faintly, as if from a great distance. Then, suddenly everything is quiet again. You are alone, save for your companion; there is no sign of Volidar or Weel.

The first thing that strikes you about your new surroundings is the smell, the heavy, pungent stench of deep swampland: rotting moss and vegetation, stagnant water, a hint of sulfurous swamp gases, and mildew so ubiquitous as to be part of the food chain. You are no stranger to swamps in your wanderings; after all, Verdante loves these lands too, but all your previous dealings with swamps have involved making your way into them and growing gradually accustomed to the smell as it grew imperceptibly thicker. This time, one breath was scented with a fresh breeze through pines, and the next breath finds you in deep swampland.

About thigh deep, you realize suddenly, as the water soaks through your clothing. It is slimy, and the bottom squishes unpleasantly, but at least it is not cold. Your companion whines mournfully as he half-swims, half wades in the muck.

Looking around, you see that it is nearing twilight. There are few trees nearby; indeed the only notable feature of the landscape is a single hill rising out of the swamp perhaps a quarter mile to the north, with a scattering of foliage decorating its slopes. As you look at it, you see a flicker of movement, an orange glow.... could it be a fire?
[/sblock]
 

[sblock=Karm] "Kuma," he whispers, "I don't know what's going on. We will get back to solid ground, but you must be quiet! I think we can make it there before the last of the light is gone.

Karm and Kuma try to make their way through the thick muck towards the foot of the hill. The overwhelming stench that first assailed their nostrils grows less abrasive, and Karm whispers a quiet prayer to Verdante.
Thank you, Green Man, for blessing us with safe passage here. I know that this is your will.

[sblock=ooc]the following is asuming that they make it safely to the foot of the hill[/sblock]
Karm and Kuma finally arrive at the foot of the hill,
both panting, they collapse on the solid ground, breathing hard. After a brief rest, Karm takes their armor out of his pack. He puts Kuma's armor on first and packs his heaviest items into the pockets on it. Then he dons his own armor and straps his shield to his arm.
[/sblock]
 
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"Ah've mah dwairrven lock pick haur," Gildrim suggests, indictating his morning star. "Dae ye think it'll appen wi' a few guid taps?"

He presses a triangular sliver of flesh back into place on his scrubby cheek and winces.

"It'll mak a fair stramash, but we'd leuk richt gomerels if we left this caibinet alane, an' it turned oot th' Urn wis within. Not that Ah think it is."

OOC: 2-h, he can do 1d8+4; Ter-raen can do 1d8+6.
 

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