The Westraven Witch
1 Ogre Butcher (O)
3 Maw Demons (M)
4 Decrepit Skeletons (S)
1 Evistro, Carnage Demon ©
From the pool, you emerge into the corner of a large chamber that plays host to a grisly scene. The large chamber is lit throughout by a large stove built into one wall, braziers at the far end of the room, and burning candelabras atop a massive dining table in the middle. Additionally, there is a slight glow from the coals beneath a monstrous soup pot as it bubbles a horrid stench into the air, and the aura of mystic runes forming some sort of magic circle on the other side of the room. Near the middle, a tremendous statue of a demonic, fanged toad stares silently atop a raised dais, surrounded on all sides by blood-stained tiles of varying shades. Some appear still wet. At the extreme end, in lieu of a door, a pair of heavy curtains – apparently made from raw flesh – make the boundary to another area. Some weapons racks, boxes, crates, and barrels round out the room’s contents. The occupants of the room are equally disturbing. Four decrepit human skeletons, dripping the foul-smelling soup from which they appear to have emerged, stand at the ready. A tremendous ogre brandishing a large, wicked blade stands near the table’s end, apparently their master. Three other creatures – strange, writhing masses of flesh, claws, and mouths – horrid aberrations, as if someone stitched together random severed parts of the fallen – gurgle and lick razor-teeth with whip-like tongues. Within the magic circle at the far side of the room, a strange ape-like creature with shimmering red skin and rows of sharpened teeth sits waiting, the only occupant that doesn’t look urgent to make you into a meal.
The Ogre Butcher will engage the first character he sees, closing range and using a clay pot to Bloodsoak a dangerous-looking opponent as quickly as possible. This will allow the Maw Demons to move amongst the PCs more easily, allowing them to impose their Snapping Jaws aura and avoid area attacks. The Maw Demons don’t fight intelligently, instead just going after whichever PC is bloodied first, then whichever PC happens to be closest. The Ogre will hold the second clay pot in reserve, in case he needs it to protect himself from the Evistro.
The Decrepit Skeletons grab weapons from the adjacent rack and charge into melee, attacking the closest enemy. So long as the soup pot bubbles, their numbers will replenish (see below).
The Evistro knows no loyalty, but is trapped within a magic circle (see below). If freed by either side, it becomes a three-way fight, as he will show no loyalty to whomever freed him either. Rather, he simply attacks the nearest bloodied creature, regardless of who or what it is. The Evistro understands how the Blood Rock works (see below).
The Ogre Butcher will free the Evistro if battle is going against him (e.g. if two of the Maw Demons are dead or all are bloodied), but will be hesitant to do so if it will expose him to attack (i.e. if he himself is bloodied). He may still free the Evistro while himself bloodied, but only if he has sufficient actions left in the round to move farther from it than the nearest bloodied opponent. The Ogre Butcher understands how the Blood Rock works (see below).
Special Rule: “Bloodied”
Within the Abattoir, the Maw Demons and Evistro have certain abilities that only function normally against/around bloodied creatures. For the purpose of this determination, creatures covered in blood, by either the Ogre Butcher’s special attack or having passed through the pool of watery blood to get here, are considered “bloodied”, until such time as they get cleaned off.
Features of the Area
The Cleaver: the weapon wielded by the Ogre Butcher is, in fact, The Cleaver, which the group will require if they hope to bury Xavier properly.
The Soup Pot: In the east part of the room, an enormous pot of putrid soup bubbles over smoldering coals. On their initiative, in any round in which there are less than 4 Decrepit Skeletons and the soup pot is still intact, jumbles of bones will “hop” out of the east side of the pot and form more Decrepit Skeletons (as a move action), grabbing weapons from the nearby rack (as a minor action), and engage (likely a charge, with their standard action). To prevent this, the pot can be knocked over (bull rush attack vs Fortitude 20), toppled over (standard action from adjacent square, Athletics DC 20), or unbalanced so that it falls over (standard action from adjacent square, Thievery DC 15). Made of iron, smashing the pot is not viable.
The Magic Circle and Evistro: The Evistro knows no loyalty, but is trapped within the magic circle and cannot escape without assistance. Any creature can break the circle by simply smudging it (minor action, must be in a square the circle passes through). This brings the Evistro into the combat as a 3rd side, intent on destroying all, and not particularly caring about the order in which he does it.
The Altar and Statue: A raised section in the middle of the room (5’ high) is host to a bizarre marble statue of some sort of demonic frog. While the statue itself is largely unremarkable, the tiles surrounding it, heavily splattered with the blood of sacrifice, act as Blood Rock (DMG pg 67), allowing critical hits on rolls of 19-20. The denizens of the area are well aware of this fact, and will attempt to maneuver the fight in this direction if possible, putting their backs to the statue. A character making a successful DC 20 Arcana Check will recognize the nature of the Blood Rock.
The Dining Table: The dining table is covered with various cuts of meat, much of it still raw, much of it rotting and covered in maggots, all of it unidentifiable. The food is magical, see Feast of Forbidden Flesh.
The Braziers: The braziers act as Everburning Torches and can be taken from the room. Like Everburning Torches they emit no heat and do not ignite anything exposed to them. If any coals are removed from a brazier, it loses its magical properties immediately, and goes out.
The Bloody Curtains: Two tremendous, heavy curtains of flesh hang from ceiling to floor, forming a disgusting barrier. They can be beaten or burned down fairly easily (AC 4, Fort 12, HP 20) but anyone coming within a square while they are intact will be subjected to an attack, as they belch forth a swarm of tiny grubs. The target must make a saving throw or be infected with Rot Grub Infestation (MM3 pg 167). Beyond these heavy curtains lies The Killing Floor.
Stove: A normal stove.
Weapon Racks: The rack contains an abundance of normal weapons. Most are of very shoddy quality.
Boxes, Crates, and Barrels: The boxes, crates, and barrels contain nothing notable, but are a random assortment of all sorts of common items from the equipment list of the Player’s Handbook. Everything is of poor but functional quality. This is an opportunity for the players to restock on any common PHB items (e.g. rope, pitons, lamp oil) they might require.