Erden's magical owls slam angrily into Sardo Numspa just as his transformation is complete. Where a well-dressed Kaspeathan stood mere moments ago now towers a skeletal, winged demon, its twisted horns seeming to almost scrape the crumbling ceiling! The demon sidesteps, not out of fear for you it seems (though he does eye you all with more respect now than he did before you wounded him) - he seems to be avoiding the ray of afternoon sunshine falling from the door you all just crashed through. The sunlight illuminates the formerly dim, windowless room, helping you to see additional details you missed before: Profane symbols are scrawled and etched across the crumbling walls and floor. Next to the Child's cage is a circular grate of some sort. Perhaps it leads to a cellar, or escape through the sewers? One can only guess.
It's hard to think about any of that this instant as the demon swipes at Baracus with razor-sharp claws. The half-orc feels the claws rending flesh, bone and sinew before they actually connect; it's as if the demon willed the wounds into being with its malice rather than with its claws.
Baracus takes 10 Psychic damage. Ignores Damage Resistance.
The giant rats charge. The first one, its face criss-crossed with scars, finds a soft spot behind Baracus' knee with its claws, then rears up and latches onto Rydler's shoulder with its teeth.
Baracus takes 8 slashing damage before DR.
Rydler takes 12 piercing.
"Back, damn you! Guard the child!" Sardo Numspa snarls cuffing the rat with a vicious backhanded swing, sending the minion tumbling into the pile of rugs, sending up a cloud of dust and fluttering, grey-winged moths.
Seeing this, the other rat halts its charge and scurries back as ordered, glaring at the group with mismatched eyes, one black and one red. You can hear the rest of the rats out in the back alley scrabbling at the door, but it's locked and barred from inside.
Heroes' turn. Go!
OOC:
Enemies:
SARDO NUMSPA: AC 13, taken 21 damage
ROUS 1 (scars): AC 10, taken 10 damage
ROUS 2 (mismatched eyes): AC 10, taken 0 damage
ROUS 3 (locked out, in the alley): AC 10, taken 0 damage
ROUS 4 (locked out, in the alley): AC 10, taken 0 damage
ROUS 5 (locked out, in the alley): AC 10, taken 0 damage
ROUS 6 (locked out, in the alley): AC 10, taken 0 damage
Battlefield Features:
1. Pile of moth-eaten rugs
2. Heap of broke furniture
2. Rotting stairs leading up
3. The Golden Child
4. Circular grate in the floor
5. Locked & barred door to the back alley
6. Ray of sunshine