Jean-Philippe St.Onge |
Turning as he stomps in a small circle, he continues the genocide.
flurry of stomps: 1d20 + 2 ⇒ (7) + 2 = 91d6 + 1 ⇒ (3) + 1 = 4
flurry of stomps: 1d20 + 2 ⇒ (7) + 2 = 91d6 + 1 ⇒ (2) + 1 = 3
Keith S. |
JP continues his odd dance pattern, trying to kill the rats (and missing).
Trevor manages to SPLAT the last in his swarm.
Lazare and Faradin are up.
Keith S. |
Someone can feel free to bot Faradin if you like....
Keith S. |
Lazare stabs one of the ratlings, who shrieks in rage.
Faradin kills the last of the rats chewing on JP.
Both ratlings bite at Lazare
attack: 1d20 + 2 ⇒ (20) + 2 = 22, hitting for damage: 1d3 - 2 ⇒ (1) - 2 = -1
attack: 1d20 + 2 ⇒ (7) + 2 = 9, missing
players are up, map up in a moment or two
Lazare |
Lazare, excited to actually cause damage continues to stab at the railings (hoping to move a favorable position, i.e. flanking). Come here you dirty little... rats!
To Hit: 1d20 + 6 ⇒ (9) + 6 = 15 Damage: 1d4 - 1 ⇒ (2) - 1 = 1
Jean-Philippe St.Onge |
Spinning a throwing blade in each hand, he launches them at the ratling.
flurry of throwing knives: 1d20 + 2 ⇒ (13) + 2 = 151d4 + 1 ⇒ (4) + 1 = 5
flurry of throwing knives: 1d20 + 2 ⇒ (16) + 2 = 181d4 + 1 ⇒ (4) + 1 = 5
Keith S. |
To flank, you must climb the shelves, as they are standing on top of them (we are overlooking the fact that they are 8 foot shelves and Lazare is a 3 foot hobbit - I am theorizing that Lazare is jumping up to stab and they are leaning down to bite and therefore, they can hit each other).
Lazare hits one, cutting it along it's snout!
Trevor misses, but blasts a shelf clear, flinging tomes across the room!
The throwing knives burst from JPs grasp, piercing and killing the target.
The last Ratling leaps at JP screeching Ancient Enemy! You are MINE
Trevor, Lazare and Faradin all get an AOO against it; if it survives, here is its attack -
attack: 1d20 + 2 ⇒ (9) + 2 = 11 (misses)
Keith S. |
The last ratling dies in a flurry of stabs and hammers.
Quiet settles into the room once again, broken only by a faint shriek of rage somewhere to the north east.
On the table is a rough journal - only a page or two of rough paper. It looks to be written by an aide, as near as you can tell. It is a series of scribbles about the uprising (no new info), and about survival in the post rebellion days. One curious comment about how the earthquake must have broken some stone beneath the Asylum, letting loose strange creatures. And a lot of rats....
What next?
Keith S. |
Trevor opens the door and sees a corridor heading away both north and left, along with a series of doors.
To make mapping a bit simpler, you can see the rooms beyond the doors.
JP and Lazare need to make a DC12 con check.
Lazare is beginning to have a rash along his neck and shoulders.
Jean-Philippe St.Onge |
Fort: 1d20 + 3 ⇒ (2) + 3 = 5
oops you said Con: 1d20 ⇒ 3
test: 1d20 ⇒ 7
test: 1d20 ⇒ 10
test: 1d20 ⇒ 13
test: 1d20 ⇒ 11
test: 1d20 ⇒ 20
Keith S. |
(I have you going in the room circled in RED on the map, in case of confusion about where you are going)
Two desks are crammed in this crowded office. More space has been dedicated to filing cabinets, bookshelves, and stacks of loose research than room for the occupants.
Two bodies are slumped at the desks (one at each desk). They are wearing white jackets and are face down.
Perception tests for further info.
You may also walk into the room, but it is cramped and it will be hard to fit more than two people in the room (but you can have two in the room and one in the doorway, for example).
Jean-Philippe St.Onge |
Jean-Phillipe steps carefully into the room and tests the bodies with the end of his musket.
Perception: 1d20 + 9 ⇒ (10) + 9 = 19
Perception: 1d20 + 9 ⇒ (5) + 9 = 14
Keith S. |
From a somewhat standoff-ish position, the Lord of Cats determines that neither corpse moves when prodded. They seem stiff, as if they have been dead in this position for awhile.
He can also see that each man has wounds to the back of his head. Not a huge amount of bloodstains on the back of their jackets.
Finally, there is also some blood pooled under each desk that is not all that visible; JP managed to get lucky and see it from where he is standing.
Jean-Philippe St.Onge |
Shouldering his musket, he searches the men and the room for clues.
Take 20.
Faradin Rogarvia |
Faradin picks up the damaged musket and curses before shouldering it and following after the others. He examines the weapon as the others examine the room.
Can I fix the weapon without being a Gunslinger?
Keith S. |
@ Faradin (and the group) see my question about repairing firearms in the discussion tab.
JP notes that at first, the initial assumption is that each man was killed by a blow to the back of his head.
But closer examination seems to indicate that there is not enough blood for this. Also, the wounds in the head seem to be more a result from small claws or teeth trying to chew into the brain pan.
The legs of the men are shredded - apparently by something grabbing them from under the desk as they sat and worked.
As he stands in the hall on guard duty, Trevor notes a faint trail - some sort of dried slime or gunk, leading from the room you are in to the next door down the hall. The hall is also somewhat damaged - more than most - from the earthquake. There is rubble fallen from the ceiling and walls.
Jean-Philippe St.Onge |
Inspecting the broken musket, he attempts unfoul it.
Wisdom: 1d20 + 3 ⇒ (11) + 3 = 14
-Posted with Wayfinder
Jean-Philippe St.Onge |
Looks to be a slime trail going to the west, dunno what it is though, might be another nasty.
"Well lets go find the nasty," unslinging his musket again, he follows the trail.
Keith S. |
as a note, I presume that muskets are reloaded in any available down time....please let me know if you DO NOT want that to happen
Opening the door to the west, you see a large conference room. The once handsome wooden table now sits marred by the partially toppled southwest walls. Between heaps of collapsed stone, a closet door still stands (closed).
Jean-Philippe St.Onge |
Stepping into the room, he surveys the room carefully.
Active perception: 1d20 + 9 ⇒ (9) + 9 = 18
Keith S. |
The room looks as described - a nice conference room that has been hit by a large earthquake. A nice, sturdy wooden table, with a light layer of rubble. The walls and ceiling are cracked, with gaping holes in the plaster and lathe. A few chairs remain, a couple of them are broken.
There are some disturbances in the dust that makes you think of vermin -
possibly rats, maybe something else - moving around.
Who approached the closet (if you do)?
Jean-Philippe St.Onge |
The Lord of Cats gives a sideways smile and draws back the hammer on the musket, bringing it to his shoulder.
Keith S. |
This is the 4th time I have tried to log into the Paizo site today - anyone else having these issues? It has been going on since Friday
Trevor grabs the door handle and pulls it open with a SCREECH.
A jar filled with fluid is pushed / hurled out at him!
attack on Trevor: 1d20 + 4 - 4 ⇒ (11) + 4 - 4 = 11, but it misses!
The fluid splashes everywhere in and around Trevor, smelling noxious (but as he was missed, he is not otherwise affected).
The interior of the closet has two large shelves filled with jars lining the back and sides. The center sections are filled with shredded cloth, bits of rotted meat and bone, and internal organs, all shaped in some sort of bizarre nest.
The jars have what appears to be brains in them; the one that smashed on the floor by Trevor has a piece of tumor or flesh shaped like a horn on one end, with bits of brain on the other.
Two creatures stand on the shelves. Each is tiny, about 2 feet tall. They appear to be human fetuses, but have massive, swollen heads, as well as sucked like mouths filled with teeth.
The players may act (a normal round). The things are AC13.
Jean-Philippe St.Onge |
Without giving it too close an inspection, he fires into the cabinet.
musket: 1d20 + 4 ⇒ (13) + 4 = 171d12 ⇒ 2
Keith S. |
Trevor hits the weird little pickled punk (as they are called), and JP puts a bullet into its little leg.
One more person can get next to the closet; and one can use a ranged weapon - so Lazare and Faradin get to choose who does what
Lazare |
Lazare pushes Faradin into the closet, Go get 'em big guy! Yells the brave handling.
Bravely he turns to protect the party from anything that tries to sneak up from behind (but mostly he doesn't want to be eaten by a severed head in a jar!).
Keith S. |
Someone give an order for Faradin.
Also, I am on a business trip so I am posting with my phone for a few days.
Keith S. |
Faradin misses, so both of the obnoxious things are still .... well, alive isn't the right word, but they are moving.
One jumps on Trevor, and the other on Faradin.
attack Trevor: 1d20 + 4 ⇒ (7) + 4 = 11
attack Faradin: 1d20 + 4 ⇒ (5) + 4 = 9
Both attacks miss.
Lazare hears something from behind the party; a wet slurpy .. schlook sound. It sounds a bit of a way off - say 50 feet or so.
The party may go. Trevor and Faradin are engaged, Jean-Phillipe and Lazare are not.
Jean-Philippe St.Onge |
Lord Feline moves to the door and pushes it closed, he then begins reloading.
-Posted with Wayfinder
Lazare |
Giving a quick word of warning, Better deal with that quickly lads, there is something else around here Lazare tries to find something to use as cover (even kicking over the table if need be) and tries to hide from the slurping thing (if it is even coming this way!).
Stealth: 1d20 + 7 ⇒ (4) + 7 = 11
Keith S. |
Trevor destroys one of the beasts. Give an action for Faradin.
have we lost Faradin?