Episode 2
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CB, send in that STR Athletics for Maeriks to catch that portcullis trap if you get a chance. Need to see how this scenario frames out, and having a withdrawal route or not is a component.
(EDIT:) Sizhen stops his progress though and keeps him from injury. The weight and momentum of the iron gate-door is too much. It crashes into the stone floor with a loud bang.
Bryn hears the locking mechanism clack behind the covered panel panel above. He can guess that the portcullis is locked into place now. The exit is shut.
Almost simultaneously, the exterior heavy wood door also swings shut with a creak and the clacking of more metal. Likely some further part of the trap apparatus designed to close the door from the hinges or the outside.
Instantly the small amount of sunlight is gone. Now the only light in the room is the torch held by Kray. After the short explosion of sounds of crashing wood and sliding metal, the caged room is now deathly silent.
Except...
Rolls
Maeriks STR Athletics - (1d20+4)
(4) + 4 = 8
"The bars are irrelevant. Portcullis or not, we were trapped in here the minute we arrived. Our only salvation is to achieve our goal, and that lies within not without. Remember, we are not trapped in here with them. They are trapped in her with us."
The tarps themselves continue to shift and move. It is clear now that something beneath them is stirring, more and more vigorously as if it is a man or creature awakening from slumber.
In a single motion, a woman sits up from under the tarp. The rugged cover falls from her face and shoulders, bunching down around her waist and legs that still sit flush on the floor.
Her eyes are glazed over in a strange color, her eyelids swollen, suggesting that she may be blinded. But then her vision seem to be working. She looks directly at the light. Then she sniffs at the air and gives a heaves as if she is choking or belching.
Putting her hand on the ground and shifting her hips, she throws over a knee to brace herself and stand.
She rises to her feet with wobbly movements, off balance. She is wearing a simple tattered robe dress and necklace of lined teeth of some large fanged beast.
She looks terrible. Beyond haggard, she looks...like a corpse.
Upon one last look, perhaps it is not a woman, but a man. His beard is growing out in stubble.

Emaciated but with a swollen belly, the gaunt sickened man turns and looks at Kray's burning torch, as if stupefied by the fire light.
Prediction: there are two or three more people covered, laying underneath.
What do you do?
Original notes on Room 9 Features.
Now update: south door is closed. Portcullis dropped and locked. Complete absence of sunlight.


While analyzing the monstrosity's movements for weakness, he speaks in High Alijanian through gritted teeth:
Rolls
Insightful fighting insight check - (1d20+9)
(9) + 9 = 18
adv/disadv - (1d20+9)
(13) + 9 = 22
Rolls
CHA Deception Comparison - (1d20-4)
(16) - 4 = 12
Hunched over he glares at the group, sniffing.

He opens his mouth in an appalling gape, but making no scream. But then he gasps.
He looks like a dead man walking.
Anybody: ROLL GROUP INITIATIVE!
Rolls
Initiative - (1d10-1)
(5) - 1 = 4
Initiative Disadvantage - (1d10-1)
(5) - 1 = 4
Trece nods, after sitting in silence listening to Palla Ba's every word "If this is what you wish of me, it shall be done." He takes an extremely meagar sip of tea and stands walking to the door but stopping by the cabinet dresser. "I do not seek wealth, I seek the completion of your requests. I do not seek any repayment from you, you've given me everything." He turns to Palla Ba, snatching the satchel of the dresser and goes into a kneel in one fluid movement "If these are valueless out of my hands, I will take them with the utmost honor. With them, I will kill those that call themselves your enemy, I will erase any one that seeks to lay a harmful hand on you. With this gift your name will live on, darkness will fear the man 'Palla Ba'." He stands and exits, securing the satchel onto his belt.
Rolls
A1: Hit/Damage - (1d20+7, 1d6+4)
1d20+7 : (7) + 7 = 14
1d6+4 : (6) + 4 = 10
A2: Hit/Damage - (1d20+7, 1d6+4)
1d20+7 : (11) + 7 = 18
1d6+4 : (2) + 4 = 6
BA: Hit/Damage - (1d20+7, 1d6+4)
1d20+7 : (11) + 7 = 18
1d6+4 : (4) + 4 = 8
Cool. Let's go with this on the sharp spoons.
The spoon holster has 3 slots. For each:
1) a finely crafted masterwork steel spoon with masterful etchings
2) a rather rugged and impromptu white cast iron spoon
3) the historic spoon that Thirteen crafted himself and used to escape captivity
(The newer spoons 1 & 2 are fashioned in a similar manner to Thirteen's design. They have sharpened ends that make them like knives. These however were actually designed as knife weapons intentionally from the beginning, so they have more of a sturdy look of a real blade, though they commit to the idea of the shape and sizing of a spoon head and handle.)
Stats out like this:
1) Steel: This weapon is +1 to Damage. It is also built for density and strength, so it has Advantage on Saves for breakage if that ever comes up in the future. Generally it should be usable against any opponent, even armored ones.
2) White Cast Iron: Breaks on natural roll of 1. -1 to hit and damage against normal targets.
Versus Devils, Edimmu, and other Helish (DM will identify): +1 to hit and damage. Natural 19 is Critical. Natural 20 is Triple Damage.
3) From here forward, we will consider that Thirteen gets a +1 to hit on Attack rolls with his original spoon. It is an important part of his storyline, it has (seems to have) exceptional emotional value to him, he is extremely familiar with it. So he is a bit better at scoring a hit with it. I do think that a regular spoon has some vulnerability on ruggedness, carries some risk attacking armored opponents and could have longterm wear-and-tear issues. No mechanics on that though, we can just keep it in mind and make it up as we go. You probably get the picture and I will alert you if there is a risk in the circumstance, as mentioned in the battle vs. the clay Golem.
I generally think of spoon knives as naturally 1d3 damage in a normal person's hand, but I'll defer to whatever you have going on with the Monk build or your interpretation of damage. I think it is higher for some reason because it is a Monk weapon, but I haven't read up on that anytime lately. With these new weapons on damage dice, just rate them out in whatever way that you are doing that makes sense for the original spoon. They are different in construction maybe, but the same in terms of translation mechanics.[/note]
TR1
As quick as lightning, Trece steps forward and assaults the sickly man who is lurching towards Sizhen.
Trece stabs the man in the side of the head with the first strike. Blood coats Trece's small spoon blade.
The man's body surges from the pain, but before he stumbles Trece follows with a devastating abdominal thrust punch and then a piercing second stab that punctures into the man's left chest, likely nicking a lung.
The thin man crumples to the floor like a skin-bag of bones and does not move.
note="HypCo,lenpelletier"]Sizhen and Trece notice that there was a sound of puffing air when the strange man was hit with the spoon knife in the chest.
Now that the man is on the ground, there is a small wispy line of gray vapor puffing out of that injury site. It is an odd detail, and easily missed in the low light of the torch, but these guys see it because they are right there close.[/note]
The old man is gasping and belching as he walks. Disgusting.
His old deathly face contorts and clenches. He is crushing his eyelids opened and closed repeatedly.
Moving to intercept the belching, deathly man, he unleashed Serpent's Judgement with a surging thrust to the gut, ripping the serrated black Otessite blade downward and out to the side in an effort to carve open the man's chest cavity.
Any extra attacks can be distributed to any remaining enemies.
Kray Mercon
link to main character sheet & group stats
Vitals
AC: 20 (base 18) + (2 Med Shield)
HP: 68/68
Status Effects: None
Death Saves: +0/-0
Initiative: +5
Hit Dice: 6/6 Fighter, 1/1 Barbarian
Weapons and Armor
Equipped
Armor: None
Right Hand: Serpents Judgement +1 / Attack Bonus:
+9 (Weapon 1 + DEX 5 + 3 Prof) / Damage: (1d8+7)
Left Hand: Medium Shield
Carried
Falcata / Attack Bonus: (DEX 5) / Damage (1d6+0 Left Handed)
Gaerimundi Knife / Attack Bonus: (DEX 5) / Damage: (1d4+5)
Dagger x4 / Attack Bonus: (DEX 5) / Damage: (1d4+5)
Bow / Attack Bonus: (DEX 5+Archery 2
Quiver: Long Bow (15/15 arrows--recover? hit /miss / Damage: (1d8+5)
Tcho-Tcho Spear Guns: Javelins x3 -----They suffer -5 on Range ratings (both for normal and long range) when used above water. They gain a +5 on Range ratings (both for normal and long range) when used underwater.
When used underwater, they do not suffer Disadvantage if fired within 5'.
When used underwater, Critical Hits deliver an additional die of damage (though modifiers not added for a third time) and the victim's Movement Rate is reduced by 1/2 during its next turn.
SERPENT'S JUDGEMENT

Tactics
Refresh rest times noted in parentheses
Attacks per Turn: 2
Maneuvers: 4/4 (short rest)
---d8: Parry, Precision Attack, Rally
Action Surge: 1/1 (short rest)
Second Wind: 1/1 (short rest)
Lucky: 3/3 (long rest)
Rage: 2/2 (long rest)
Fighting Style Archery: Ranged Attacks +2
Weapon Specialization: +1 damage with Light Blades
Commitment to Contract: 0/2
---Allows a mercenary PC to choose to gain Advantage on an Attack Roll, Damage Roll, Ability Check, or Saving Throw of his choice, before or after a normal roll result is visible. 1/day at 1st level, 2/day at 5th level, 3/day at 10th level.
Saving Throws
Brown text indicates proficiency
Strength: +4
Dexterity: +8
Constitution: +6
Intelligence: 0
Wisdom: 0
Charisma:+3
Feats
Observant: Read lips
Lucky: 3 re-rolls per day (see Tactics above)
Resilient: DEX save proficiency
Friends with Everyone: +1 CHA. Persuade & Deception.
Ability Score Increase: DEX +2
Skills
Brown text indicates proficiency
Acrobatics +5
Animal Handling +0
Arcana +0
Athletics +4
Deception +9
History +0
Insight +0
Intimidation +6
Investigation +5 (Passive 15)
Medicine +0
Nature +0
Perception +8 (Passive 18)
Performance +3
Persuasion +9
Religion +0
Sleight Of Hand +5
Stealth +8 (Passive 17)
Survival +0
Tool Proficiency
Cartography
Dice
Languages
Yuoric - Native/Literate
Dannein - Fluent
Gaeirmundi - Fluent
Kortellan - Intermediate
Rolls
Serpents Judgement 1 - (1d20+9, 1d8+7)
1d20+9 : (17) + 9 = 26
1d8+7 : (3) + 7 = 10
Serpents Judgement 2 - (1d20+9, 1d8+7)
1d20+9 : (12) + 9 = 21
1d8+7 : (8) + 7 = 15
Torch BA - (1d20+8, 1d4)
1d20+8 : (8) + 8 = 16
1d4 : (4) = 4
The man is surprisingly still standing. His hands grip the gaping wound at his abdomen. Kray brings the Judgement around again, arching from high downward, raking across the man's shoulder, chest, and belly, splitting another fatal wound almost corner to corner.
As the man stumbles back Kray hits him full on in the head, using the torch in full swing as a club.
A flash of light. A burst of sparks that blast out and then fall to the ground. When the torch hits the man's head, his body drops to the floor with a loud thud. After an instant expansion of light, the fire of the torch almost extinguishes as the burning part of the sticks are knocked free at the impact. Near complete darkness falls over the room for a brief instant.
Kray holds the torch angled straight down so that the burning tips can again ignite the greater part of the tightly wrapped wood bundle. Slowly the fire grows back again, Kray turns the torch, and the fire stabilizes again.
The old decrepit man's body lies in a heap near Kray's feet.
There is gore scattered on the ground, blood pouring out.
And also, Kray sees...coming out of the man's belly. ....smoke?
Still in the failing light, the pitter-patter of feet. Running from right to left along the back wall!
When the torch flame revives and gradually covers the room again in the orange fire light, everyone sees her standing over at the west (left) wall. Apparently she skittered away from the tarp and looped around to the side of the statues.
Now she stands staring at the men with empty eyes. She is crouched for action, somewhat like a cat, but also shaking. She gasps for air. Her face showing the signs of painful heaves and draws.
There is blood on her face and chest. The tissue around her eyes is swollen and the surface of her eyes is milky and dull. Her simple dress is in taters and most of her body is exposed. Her skin is blotchy with some sort of discoloration or sores.

She stares at the group from the side of the room, partially shielded behind one of the left-most statues. Her chest continues to rise and fall violently, which is causing her shoulders and head to rock back and forth
Smoke?
It looked dead. And that was before Kray opened it up with Judgement. The smoke coming from its gut was something he had never seen on any battlefield, or anywhere.
In an instant, the Hive, the fish mongrel men, the Black Ziggurat... all the strangeness of their time in the Borgh Riac. And then there was the abomination in the ghetto.
In that brief moment, Kray wondered if there was witchcraft or sorcery at work here. Or something else altogether.
Here we fucking go again.