Iozef casts light for the Crow. "Here is your light, Mr. Vachkov." Turning his attention to the herbalist, "No, Mr. Tessar, if Mr. Vachkov can get this gate open, then we go through the front door. If not, then we will take a look around for another way in, as you suggested." He states in his usual stoic manner.
To Mireza, earlier: "The Manuscript that the five of them used to call up the creature we're chasing. This Adivion, though, was threatening Hyve, and Baveksh killed him with his own sword. I was hoping we could find Baveksh before he fled--hence my haste--for fear we might need the Manuscript to put the creature down for good."
While Grigor works on the gate, Windle takes advantage of the last few minutes of the perceive cues spell to search the area.
Perception check: 1d20 + 16 ⇒ (5) + 16 = 21
Survival check to look for tracks: 1d20 + 14 ⇒ (9) + 14 = 23
(Vanished One) HP 23/23 | AC 13 | Acr +5 Dec +3 Ins +3 Int +5 Perc +3 Pers +5 SoH +3 Ste +3 | Saves: S +1, D +3, C +5, I -1, W +1, Ch +5 Adv charm, disease; Imm Sleep| Init +3 | PPerc 13; PInv 9; Pins 13; DrkVis | Spd 30' | Insp: No | HD 3/3 | Spell DC 13 (1: 4/4; 2:1/2) | Sorcery 3/3 | Spell Att +5 | Status: Normal
Windle:
You scan the facade of the building. It should be fairly easy to climb these walls, as well as get through a window, for some of the bars blocking them are in poor shape. You see furtive movement from behind the window, but no one on the asylum grounds.
Iozef looks around to see who Windle is talking about. Not really caring one way or the other, "It matters little, Mr. Thetra. We've an objective, we will see it complete."
(Vanished One) HP 23/23 | AC 13 | Acr +5 Dec +3 Ins +3 Int +5 Perc +3 Pers +5 SoH +3 Ste +3 | Saves: S +1, D +3, C +5, I -1, W +1, Ch +5 Adv charm, disease; Imm Sleep| Init +3 | PPerc 13; PInv 9; Pins 13; DrkVis | Spd 30' | Insp: No | HD 3/3 | Spell DC 13 (1: 4/4; 2:1/2) | Sorcery 3/3 | Spell Att +5 | Status: Normal
Grigor slowly works the lock opening the gate. Beyond, a straight path of crushed stones leads to the main entrance of the building: a double door of dark brown wood with brass locks and reinforced with dark steel nails. A very small path seems to go around the building as well.
The park surrounding the asylum has a few benches and tables under trees. Everything is quite old and in bad shape, but the whole place leaves you with a sense of peace. But then the ground beneath your feet rumbles, ever so slightly; its distant rumour catching your heart in fear's grip.
It is approaching.
Peace resumes over the park, with the rain dropping like buckets over your heads.
"I doubt we have time for politeness, if the creature is near. The front door seems too obvious, though. We could enter through one of the windows on the upper floors, though. The walls look easy to climb."
(Vanished One) HP 23/23 | AC 13 | Acr +5 Dec +3 Ins +3 Int +5 Perc +3 Pers +5 SoH +3 Ste +3 | Saves: S +1, D +3, C +5, I -1, W +1, Ch +5 Adv charm, disease; Imm Sleep| Init +3 | PPerc 13; PInv 9; Pins 13; DrkVis | Spd 30' | Insp: No | HD 3/3 | Spell DC 13 (1: 4/4; 2:1/2) | Sorcery 3/3 | Spell Att +5 | Status: Normal
Urban Ranger 3 (Watchman) Male Human Ustalav Init +2 (+4) AC18|Touch 12|FlatFoot 14| CMD 19| HP:20/32 |Ft +5|Rx +5|Wl +5| Percept +9(+11) Snse Mot +9
Very good... .
Grigor seems less wild than before - he's still angry, anyone with any skill at reading people can tell that, but its a cold anger,intense and focused.
He moves into the courtyard quietly and where possible into shadows and near walls or obstructions, walking around the asylum purposefully. He starts examining the building for windows, cellars and other points of entry.
Take 10 stealth + 10 = 20. Yes I know I have a group of people not stealthing but its a habit
"Do we really have time for all this skulking around? The more time we waste looking for another way in, the more time we allow the creature to accomplish what it intends. I know Mr. Thetra has reservations about using the front door, as do the rest of you I would gather, but I do not. Is there a reason why we do not use the front door? I believe our greatest fear should be the thing that destroys everything from underneath, not what lies behind the front door of the asylum. Or from anything else within, for that matter."
(Vanished One) HP 23/23 | AC 13 | Acr +5 Dec +3 Ins +3 Int +5 Perc +3 Pers +5 SoH +3 Ste +3 | Saves: S +1, D +3, C +5, I -1, W +1, Ch +5 Adv charm, disease; Imm Sleep| Init +3 | PPerc 13; PInv 9; Pins 13; DrkVis | Spd 30' | Insp: No | HD 3/3 | Spell DC 13 (1: 4/4; 2:1/2) | Sorcery 3/3 | Spell Att +5 | Status: Normal
You find a few windows whose bars can be removed. It's a short climb to reach them though.
(Vanished One) HP 23/23 | AC 13 | Acr +5 Dec +3 Ins +3 Int +5 Perc +3 Pers +5 SoH +3 Ste +3 | Saves: S +1, D +3, C +5, I -1, W +1, Ch +5 Adv charm, disease; Imm Sleep| Init +3 | PPerc 13; PInv 9; Pins 13; DrkVis | Spd 30' | Insp: No | HD 3/3 | Spell DC 13 (1: 4/4; 2:1/2) | Sorcery 3/3 | Spell Att +5 | Status: Normal
Climb DC 10 to get to the window, then STR DC 10 to take five minutes, DC 15 to do it in one minute, DC 20 to snap it off quickly.
(Vanished One) HP 23/23 | AC 13 | Acr +5 Dec +3 Ins +3 Int +5 Perc +3 Pers +5 SoH +3 Ste +3 | Saves: S +1, D +3, C +5, I -1, W +1, Ch +5 Adv charm, disease; Imm Sleep| Init +3 | PPerc 13; PInv 9; Pins 13; DrkVis | Spd 30' | Insp: No | HD 3/3 | Spell DC 13 (1: 4/4; 2:1/2) | Sorcery 3/3 | Spell Att +5 | Status: Normal
Valiard looks at Grigor, then at the bars, then at Grigor, then back up, and sighs.
"Really?...Crap."
Valiard puts his foot in Grigor's hands and lets him heave him up, quickly getting into position.
Climb 1d20 + 7 ⇒ (10) + 7 = 17
"So...just pull the bars off?" Valiard asks.
Well this is awkward. Breaking and entering at the behest of a crow...who would have thought.
Valiard begins pulling on the bars. Then stops.
"You know...I have an idea. Shipping rope."
Valiard rummages through his bag for a moment, pulling out some rope that looks like it fell into the sewer. He threads the rope through the bars, tying it off, then drops the rope to the ground. He mimes pulling on the rope and points at Grigor and the rest, then braces himself to pull on the bars.
(Vanished One) HP 23/23 | AC 13 | Acr +5 Dec +3 Ins +3 Int +5 Perc +3 Pers +5 SoH +3 Ste +3 | Saves: S +1, D +3, C +5, I -1, W +1, Ch +5 Adv charm, disease; Imm Sleep| Init +3 | PPerc 13; PInv 9; Pins 13; DrkVis | Spd 30' | Insp: No | HD 3/3 | Spell DC 13 (1: 4/4; 2:1/2) | Sorcery 3/3 | Spell Att +5 | Status: Normal
The bar is easily removed and falls with a thud in the wet grass.
You come in what must be the orderlies' mess. Old green-white paint adorns the cracked plaster walls. A long table fills the room, with comfortable old leather sofas along the walls. The room smells of detergent, wine and cigar smoke. It seems the table was clean hastily. A door probably leads to another room, while another probably leads to the hallway.
Valiard moves back to the window and ties off the rope to the remaining bars. Then, moving with a peculiar gliding grace, Valiard stealthily moves into the next room, eyes and ears straining for the barest hint of danger.
Perception 1d20 + 11 ⇒ (16) + 11 = 27
I am assuming that because it is very overcast and storming outside, the inside can be considered gloomily oppressive and very poorly lit. There aren't so much as shadows as the whole place is just dim/dark.
(Vanished One) HP 23/23 | AC 13 | Acr +5 Dec +3 Ins +3 Int +5 Perc +3 Pers +5 SoH +3 Ste +3 | Saves: S +1, D +3, C +5, I -1, W +1, Ch +5 Adv charm, disease; Imm Sleep| Init +3 | PPerc 13; PInv 9; Pins 13; DrkVis | Spd 30' | Insp: No | HD 3/3 | Spell DC 13 (1: 4/4; 2:1/2) | Sorcery 3/3 | Spell Att +5 | Status: Normal
Once the rope is set, the climbing is easy, with the more athletics helping the others move up.
You come in what must be the orderlies' mess. Old green-white paint adorns the cracked plaster walls. A long table fills the room, with comfortable old leather sofas along the walls. The room smells of detergent, wine and cigar smoke. It seems the table was clean hastily. A door probably leads to another room, while another probably leads to the hallway.
Female Changeling Witch 7 | hp 35/35 | AC: 19 (13 touch, 17 ff) CMD 15 | Fort +4 Ref +6 Will +8 | Perception +1 (+3 w/ familiar) | Init +2 | Attack of Opportunity +3
"Wait, Apothecary," Mireza whispers as she spies Valiard about to slip through one of the doors. "In case we get separated." Standing at the window, she points one finger at Valiard and four on the other hand down at the rest of the party and intones, "Gyfrinachol." Nodding to Valiard to continue, she murmurs, "Whisper back to me if you find something."
Iozef climbs the rope reluctantly, and then straightens himself up when he makes his way inside. As he finishes dusting himself off, he clasps his hands behind his back and waits patiently for the herbalist to report back his findings.
(Vanished One) HP 23/23 | AC 13 | Acr +5 Dec +3 Ins +3 Int +5 Perc +3 Pers +5 SoH +3 Ste +3 | Saves: S +1, D +3, C +5, I -1, W +1, Ch +5 Adv charm, disease; Imm Sleep| Init +3 | PPerc 13; PInv 9; Pins 13; DrkVis | Spd 30' | Insp: No | HD 3/3 | Spell DC 13 (1: 4/4; 2:1/2) | Sorcery 3/3 | Spell Att +5 | Status: Normal
I'm not sure 'take 10' applies well to stealth in a hostile building. I could see it for hiding something in a room, but not for evading detection.
(Vanished One) HP 23/23 | AC 13 | Acr +5 Dec +3 Ins +3 Int +5 Perc +3 Pers +5 SoH +3 Ste +3 | Saves: S +1, D +3, C +5, I -1, W +1, Ch +5 Adv charm, disease; Imm Sleep| Init +3 | PPerc 13; PInv 9; Pins 13; DrkVis | Spd 30' | Insp: No | HD 3/3 | Spell DC 13 (1: 4/4; 2:1/2) | Sorcery 3/3 | Spell Att +5 | Status: Normal
The upper floor is eerily quiet, but like an echo, you hear the faint cries of demented patrons from below, as they wail after the lightning racing through the sky.
The hallway seems to go all the way through the building, lined with doors, some closed, some ajar.
Valiard moves stealthily down the hallway to the right, eyes and ears open for the sound of any danger.
You know...I wish that things were on the top floor of a building...well normal people keep their valuables on the top floor, the deranged ones seem to always dig down toward the dark places.
"It seems like nothing but cells up here...which means that we are going to have to go downstairs...I wonder if crazy people try to hide their inner darkness, and that's what drives them to dig down underground." Valiard whispers.
(Vanished One) HP 23/23 | AC 13 | Acr +5 Dec +3 Ins +3 Int +5 Perc +3 Pers +5 SoH +3 Ste +3 | Saves: S +1, D +3, C +5, I -1, W +1, Ch +5 Adv charm, disease; Imm Sleep| Init +3 | PPerc 13; PInv 9; Pins 13; DrkVis | Spd 30' | Insp: No | HD 3/3 | Spell DC 13 (1: 4/4; 2:1/2) | Sorcery 3/3 | Spell Att +5 | Status: Normal
Valiard:
As you get to the center of the building, you see a wide staircase leading to the ground floor. You hear, coming from below, faint whispers, sobs and wails of the demented patrons. A voice breaks the pattern: "Quiet you! Now remember what the good doc asked you. Anyone coming to harm us... We GET'em!" The other voices laughs and cackle softly.
The place has a lot of little rooms and small passages. So far you've followed the main ones only.
Female Changeling Witch 7 | hp 35/35 | AC: 19 (13 touch, 17 ff) CMD 15 | Fort +4 Ref +6 Will +8 | Perception +1 (+3 w/ familiar) | Init +2 | Attack of Opportunity +3
"He hasn't found anything up here," Mireza passes along quietly to the rest of the group. (I assume everyone's climbed the rope by now.)"He wants to check downstairs." She drops her voice down to a nearly-inaudible level, which nevertheless sounds clearly in everyone's ears, thanks to her spell. Messaged:Shouldn't we follow you before you go farther? If you run into danger, you'll want the Crow near.
Female Changeling Witch 7 | hp 35/35 | AC: 19 (13 touch, 17 ff) CMD 15 | Fort +4 Ref +6 Will +8 | Perception +1 (+3 w/ familiar) | Init +2 | Attack of Opportunity +3
"He hears something downstairs," she tells Windle. "He says the stairs are down the hall to the right." She motions to the rest of the party that it's time to move, although she'll let Grigor or Windle take the lead.
(Vanished One) HP 23/23 | AC 13 | Acr +5 Dec +3 Ins +3 Int +5 Perc +3 Pers +5 SoH +3 Ste +3 | Saves: S +1, D +3, C +5, I -1, W +1, Ch +5 Adv charm, disease; Imm Sleep| Init +3 | PPerc 13; PInv 9; Pins 13; DrkVis | Spd 30' | Insp: No | HD 3/3 | Spell DC 13 (1: 4/4; 2:1/2) | Sorcery 3/3 | Spell Att +5 | Status: Normal
Valiard:
Looking at the branches of the hallway, you notice most of them have doors to bar access to certain areas, but one of these is certainly in better shape. Beyond, it seems as though the quality of the furniture is slightly better. Furthermore, this one is still closed, whereas the others are opened. It leads to an area at the back of the asylum.
As the group moves forth to join with Valiard, they realize just how old those floorboards are.