Realising that the dire bats seemed invulnerable to weapon blows, the monk leaped on one of them to try and bear it to the ground with his weight where the party could really lay into it. The bat was unable to fend off the leaping monk and was soon flapping irratically around, trying to bite his opponent.
The wizard and paladin, hearing the commotion climbed the sloping stairs to reach the balcony room. The paladin's arrow went straight through the wing of one of the bats and she was amazed to see the hole disappear as the skin grew back. The wizard, on the other hand, blew the bat out of the sky with a
scorching ray. These new bats were definitely not as strong as the last ones and a follow-up
magic missile put paid to the second just as it was about to sink it's fangs into the monk's neck.
Both bats now lay on the floor, near-death. As the adventurers watched, the dire bats changed into human form and the scout moved forward to administer healing potions, much to the paladin's surprise. Now concious, the naked pair quickly told of their gratitude at being freed from the curse put on them from a swarm of infected bats. Being merchants, they had been attacked while travelling with a caravan in the desert. The remaining members of the caraven had been eaten, leaving the two survivors to swell the ranks of the dire bats in the belfry. The cleric handed over her priest's vestments for one to wear whilst the scout used his tent as material for more clothing.
Meanwhile, the druid took pot-shots at the remaining dire bats circling above and soon brought down the last creature to have survived the wizard's fireball.
Recklessly, the merchants asked if they had time to collect their belongings before setting back to the tower with the party. The scout quickly climbed to the bell tower and liberated a sack containing 540gp, a pair of gems (460gp), a pair of magical sandals and an arcane waterskin made from the hide of a camel.
After an uneventful night, the party reached the tower of the pit fiend. The guards on the gate stopped the party and checked their papers before enquiring about the couple of poorly dressed additions to their group. The scout explained the story of how they had rescued the pair and broken the curse that had been put on them from bat bites. This aroused the interest of the guards and a short spiked devil with a large pug-like "dog" soon appeared. The strange pair soon sounded the alarm after sniffing the two merchants and the guards quickly grabbed them. Next, another pair of guards appeared to block the entrance whilst the captives were dragged off into the sand some way off. When asked, the guards replied that the infection had to be cleansed. Soon two devils carrying a barrel of oil and torches came over to set fire to the captives whilst they were still in the clutches of the guards. After a couple of minutes the screaming ceased.
The scout could be heard to somewhat coldly bemoan the loss off their embryonic trading empire.
After the party paid their adventurer's tithe (-100gp) and had the magic waterskin identified (-200gp), the scout reported their findings to the devil that had sent them to investigate the belfry, handing over the dragon scales that he had found. Most pleased, the devil gave them another mission - to contact the fire giants that lived in the glass castle where the sun rose and collect their reports on the wherabouts of the brass dragon. He provided one cryptic warning - "don't hang around".
Experience
3 dire bats (CR2) - 225 xp each
2 weak were bats (CR3) - 300 xp each
Labels: Pit Fiend's realm