As night falls, the heroes meet with a dock worker that Sheila had contacted to arrange for providing a boat to the group.
Once in the water, the party quickly realizes that they are lacking any experience in maritime matters, and that navigating the small boat will be time consuming task. After about an hour of sloshing through the water, they approach the Irespan piling known as The Crow.
While they see no signs of life inside, they do spot a small platform where several other small rowboats are tied off. Approaching, they tie off their boat and enter the structure through a small opening that looks as if it were physically knocked out.
Inside, the find the remains of a small camp which Roland Kaddren posits must once have comprised roughly fifteen individuals.
Moving deeper into the structure, they enter a room with stairs leading upward. Inside, a large rat shrieks at their approach and flees up the stairs. After a search of the room reveals little of interest beyond colorful murals of Thassilon pilgrims and giants marching over an intact Irespan, they head up the stairs.
The stairs seem to wind ever-upward, and after climbing several stories, the party emerges into a room to find two women waiting for them. In the corner, the large rat begins to transform, shifting into some manner of human-rat hybrid, and it grabs a sword from the floor and charges forward to attack.
The woman, dance around in combat, positioning themselves favorably to strike at exposed areas while the rat-creature snaps viciously with its snarling jaws.
Now starting to learn how to fight effectively as a group and how to complement one another’s abilities, the party takes care of the Sczarni women fairly easily, but as they rain down attacks on the rat-creature, they seem to have very little effect. Recalling her studies, Fijit realizes that they are facing a lycanthrope – a were-rat to be precise – and that they possess innate immunities that can only be easily overcome with silver.
On the ropes from the were-rat’s assault, Eran steps forward and shouts for the rest of the party to retreat. As the heroes move for the stairs, the Aasimar thrusts his shield forward and slowly backs away as the were-rat tries to reach around and strike with claw and sword.
Managing to largely keep the creature at bay, Eran’s plan seems to be working until the were-rat strikes a particular nasty blow that brings him to his knees but the cleric of Serenrea channels the divine power of his diety, healing himself as he once again takes a defensive posture.
After several minutes of retreating from the creature’s assault, the party finally finds themselves back on the first floor of The Crow. Nearing the entrance, the lycanthrope makes a move to duck around the cleric, cutting him off from the rest of the group.
Desperate, Dorsavnil roars as his greatsword is consumed by hellfire and with a mighty swing the chamber is painted red with the were-rat’s blood. The creature returns the assault while Roland and Fijit do their best to distract it.
Surging forward with Eran at his back, Dorsavnil once more swings his hellfire imbued weapon and strikes another mighty blow. The creature falls agains the wall for a moment before turning to flee, running past Roland and Fijit and diving into the water and out of sight.
The party takes a brief moment to catch its breath before getting into the boat to flee back to the city.
As they retreat, a rain of arrows flies down on them from The Crow, creating additional injury, but no fatalities.