The Gathered Host
RoomDCC 72 · p.7
Open source p.7Area 1-5 – The Gathered Host
A dozen or so strange animals are gathered atop the fallen stones of the ruined foyer: a large black goat, a cat, an enormous boar, a raven, a trio of toads, a large snake, a wide-eyed owl, and more. All watch you intently, their gazes never wavering.
Beyond the strange collections of animals, you can hear drums and chanting and see a glow coming from the sunken inner ruins.
The animals are all familiars of the witches within the chapel. Intelligent, they do not seek to engage the party, but rather part before them, allowing the PCs to pass. If attacked, the familiars retreat into the ruins (area 1-6).
While all the familiars fight to the death for the mistresses, most can only distract PCs. Statistics are only provided for those that offer a threat. Slaying familiars inflicts havoc on the witches in area 1-6. For every familiar slain, reduce one witch’s hp to 5, and remove the witch’s ability to cast 2ndlevel spells.
Goat: Init ; Atk gore melee (); AC 12; HD ; hp 4; MV 30’; Act ; SP immune to mind-affecting magic; SV Fort , Ref , Will ; AL N.
Boar: Init ; Atk gore melee (); AC 14; HD ; hp 10; MV 30’; Act ; SP immune to mind-affecting magic; SV Fort , Ref , Will ; AL N.
Owl: Init ; Atk talons melee (); AC 15; HD ; hp 3; MV fly 45’; Act ; SP immune to mind-affecting magic; SV Fort , Ref , Will ; AL N.
Snake: Init ; Atk bite melee ( + poison); AC 9; HD ; hp 2; MV 15’; Act ; SA poison (DC 15 Fort save or + dmg), immune to mind-affecting magic; SV Fort , Ref , Will ; AL N.
Vulture: Init ; Atk talons melee (); AC 14; HD ; hp 5; MV fly 40’; Act ; SP immune to mind-affecting magic; SV Fort , Ref , Will ; AL N.