Shay lowers the shutter on his lantern, leaving himself only enough light to not walk right into a wall. He keeps his free hand stretched out to touch the wall anyway, just in case. The stone head seems to move sluggishly, as if its spirits have been dampened in some way.
The three continue to head south, Babushka keeping a close eye out. Her sharp gnomish vision spots a string of thread on the dry part of ground that is the same deep red color as Jerrard's robes. As it seems unlikely the podmen have suddenly started wearing clothing, this seems strong evidence that the sorcerer came through this way. The portcullis should be another fifty or sixty feet down this way.
Meanwhile, ignoring his wounds, Jerrard engages with the Sinister Shroom. He thrusts forward, and the Shroom awkwardly parries the blow. It's clear from the creature's stance and reaction time, it isn't terribly skilled with the blade. The Shroom does not even have the sense to keep its free hand behind its back, removing it as a target. Moving quickly, before the Shroom can recover, Jerrard thrusts again, this time cutting across the creature's left arm.
The Shroom hisses at the sight of its own blood. The wound is not deep, but the creature seems outraged and shocked to have been cut at all. The creature's eyes dart to the paladin and hybrid, just as they tear themselves free from the magical webbing. It sincerely doubts its chances of taking on all three by itself. It had to act now, before they could regroup and gang up on it. The Shroom slashes right at Jerrard's sword hand, hoping to disarm him. Jerrard easily parries the clumsy attempt. Frustrated, the Shroom turns his back on the mage and heads out the south door, back into the darkness of the vat room.
=============================
Shay,
Babushka, and
Locky travel another 60 feet. Babushka looks for signs of passage (1, success).
Jerrard attacks the Sinister Shroom (4, miss) and (17, hit) for 5 damage.
Thuskar moves 1 foot through the webbing. He is free!
Elvenoff moves 1 foot through the webbing. He is free!
The Sinister Shroom attempts to disarm Jerrard (
1d20-4): 4, miss. He then turns and runs.
Elite Podman 01 is stuck and cannot move.
Elite Podman 02 is stuck and cannot move.
Round 8!
Party's Initiative (
1d10): 10
Enemy's Initiative (
1d10): 4
(Enemy's turn!)
The Sinister Shroom continues to flee.
.X.X.X.X.X.X.X.X._.X.X.X.X.X.
.X.X.X.X.B._
.1._._._._.D.D.X.
.X.s
._._._._.2 .X.X.X.X._._.X.
.X.
_.t .t.4._._.X.
.X.
_._._._.
3.J.X.
.X._._.T.E.D._.X.
X – Solid rock
t – Table
B – Book shelf
s – Scroll case
D - Door
J – Jerrard
E – Elvenoff
T – Thuskar
1-4 – Elite Podman
S – Sinister Shroom
Grey area - Webbing
(OOC: Jerrard, because the Shroom failed to disarm you and turned its back on you, you are allowed to make one free attack with a +2 bonus as it runs. However, here's the rub, if you intend to pursue. Picking your torch back up or lighting a new one will cost a round, giving the Shroom more time to escape. But blundering out into the darkness could be problematic itself. Up to you on whether you and the others want to chase after it, or let it go and try and regroup with the others. Oh, and your web spell should last another 3/4 of an hour or so, if you're wondering about the trapped Elite Podmen.)