Gunder Undertable |
Gunder is complaining all the way back to the guard room.
"... nothing but field rations to eat. And let me guess: tomorrow it will be more field rations for breakfast. After we walk all the way back to the base camp again, of course... "
As they enter the guard room he finally stops his rant and becomes more calm.
"Now remember: don't get yourself hit, so Garuneh and I don't have to heal you that often."
He eyes everyone as he distributes his Guidance and Virtue spells to everyone.
Nebten |
Traveling down the hall, immidatly to the right is a small alcove. After passing it, the hall turns left, then snakes back right. After several feet, the hallway opens up into a small chamber. A stone staircase fills this small chamber, curving up in a spiral to disappear through the ceiling. The hallway continues northward.
Gunder Undertable |
"Yes but if we head north then we leave our backs exposed to whatever comes crawling down this staircase. There are no safe turns in this city. Take that as a lesson in the asylum stone, Durnolf. But if your knight-sense tells you to go north, then by all means, lead the way."
Gunder gestures Durnolf to go north.
Gunder will cast his protective orisons again when the group starts to move on.
Nebten |
The acrid stench of chemicals and reagents fills this chamber, and the walls are marred by strange stains and scorch marks. Several tables are scattered about the room, covered in a bewildering plethora of glassware, alembics, retorts, tubes, simmering cauldrons, and smoking beakers full of brightly colored liquids. Scattered pages of written notes in a crabbed hand lie strewn about the chamber. A large alcove in the northwest corner contains a bookshelf groaning under the weight of heavy, dusty tomes and scrolls.
Three large glass vats stand against the eastern wall, filled with bubbling green fluid. Floating within the vats are three grotesque objects—putrescent corpses, tubes and wires embedded in their rotting flesh, their skin discolored with decay and chemical stains.
Within the dim glow of boiling reagents, two hunched over humanoids can be seen. One is clearly a zombie, but it is dressed in a seersucker suit, red bowtie and straw Panama hat.
The other man wipes his mouth with the back of his hand while brushing back his long, stringy black turning grey hair. He is dressed in explorer's leathers accented by a large hump arrising behind his neck. He gives off a haggard-sickly appearance. He hobbles about with the assistance of a finely crafted spear. A large number of pouches and vials fill his utility belt.
After a moments glance, the man he continues to scrible notes on parchment. Keeping his back turned to the party's entrance he says in pressured speech, "No guest, no guests. Please leave, please leave. Hut-hut."
Gunder Undertable |
Is there any place on Golarion where people dress in a seersucker suit, red bowtie and straw Panama hat? Or does the zombie look like he is from another planet?
"Sorry for trespassing. Me and my friends here are new to this part of the undercity. We don't mean to disturb you in your business. But since we are kind of lost: could you show us the quickest way back to the surface?"
Sense Motive: 1d20 ⇒ 1
Perception: 1d20 ⇒ 15
Bluff: 1d20 + 10 ⇒ (4) + 10 = 14
Aldous Mor'esti |
Detect Magic to determine if anything radiates magic. Preferably from the doorway.
1d20 + 8 + 1d6 ⇒ (1) + 8 + (5) = 14 Diplomacy with action point used.
"Perhaps I can be of assistance in your alchemical work. I have been known to be quite handy with such matters, from time to time."
Whispering to the group: "Be ready for anything...I do not like the look of this fellow."
Nebten |
The Taldan courts have all variety of dress. Who knows. Off hand, the DM doesn't know if there is a "plantation south" region of Golarion.
Also, I don't know where Aldous is getting Action Point die from. Different game maybe? In either case, the man's mood didn't improve.
Sense Motive vs Gunder:: 1d20 + 1 ⇒ (16) + 1 = 17
Spellcraft: 1d20 + 8 ⇒ (12) + 8 = 20
"Hut. Not through here. Go back the way you came, ya 'lil maggots. Mr. Marrow, show them the way out! Hut-hut.
The zombie in the fashionable suit response when called Mr. Marrow and starts to lurch towards Gunder & Elizabeth. With both arms raised, it begins to moan.
Gunder Undertable |
"Okay friends, you herd the gentleman. Lets not disturb him any longer. 'Hut Hut'."
Gunder slowly retreats back into the corridor and gestures the others to follow him. He tries to stay out of Mr. Marrow's range. But just barely so, because he also wants to find out how far he can lure the Zombie away from his master.
Nebten |
The group falls back into the hallway. Mr. Marrow only travels until the doorways then stays there to 'watch' the group disappear around the corner. The party finds it self back in the guardroom with the two fallen undead.
Garuneh Lasandarman |
"Odd that he didn't see us as a threat. What does he have in backup? However, if we knock him down--and out--he won't be able to toss spells nor vials at us. How shall we proceed? I can augment Ruckus' bite with a spell I've prepared."
Garuneh pauses, then adds, "Hut hut."
Nebten |
Garuneh Lasandarman |
As soon as Gunder casts his orisons, he will Magic Fang our furry friend. "We will have one minute of spell efficacy, Ruckus, er, Durnolf," he says, realizing the wolf won't understand him.