
Aardvark DM |

Vyshael is able to determine the properties of the items belonging to the Doctor, but the one marked as the elixir of healing is actually an odd container known as an eversmoking bottle. The Rapier is especially potent against humans, the chain shirt bears just a simple protection enchantment, the amulet slightly increases the toughness of one's skin, and the vial can be used to remove disease.
All items are labeled in the treasure table.

Vyshael Invisus |

Vyshael whistles, "A very useful blade, considering.... And the smoke bottle it's likely to come in handy, too." He looks around, then sighs, "I must confess that I'm getting a mite nervous being here too long -- it may be time to get back to a safehouse, with our guest in tow."

Aardvark DM |


Neva Vallastoi |

Neva looks up from her notes and calls the others around.
"He keeps mentioning discoveries being made 'down in the basement' or else 'down in the temple'. Where do you think that is? At the Hospice?"
INT check to recall where else the Queens Physicians might be: 1d20 + 1 ⇒ (14) + 1 = 15
I'll also ask all the other PCs their thoughts, using my Touch of Recall domain feature to let them re-roll any failed knowledge checks with a +3 mod. I've got six uses.

Aardvark DM |

The Physician's have only really been seen at the hospice, beyond any time they are seen out conducting rounds with the Gray Maidens. In fact, Rutter's stakeout of the place saw a distinct lack of coming and going of them outside of the official rounds, yet there was no sign of living quarters to support them while you were in the Hospice itself.

Aardvark DM |

Okay, I couldn't find anything about this possibly happening in the threads about this campaign, but let me just say there is very much importance to be placed on 'the basement'. A local basement. One that the Dr. could access often/readily/easily, through some means at his disposal.

Neva Vallastoi |

The building we just fought in is the Hospice. I had in my mind that we'd left, but I see Raliscar has just pulled up the cart. While he was doing that, I had been reading the notes. So, if we're still at the Hospice I'd like to search for a basement.

Raliscar Stoutaxe |

Raliscar frowns as the others wave him and Feldivar back in rather than coming out to load the bound doctor in the cart. Throwing his hands up with a sigh, he grumbles something into his beard as he leads his horse and the cart into the building through the loading bay door.
With another harumpf, he hauls the door shut behind him and turns back to the group. "Alright, stop wavin' those papers at me. What's this about a basement? We think this snake has another den? Here somewhere?" He waves his hands around to indicate the so-called hospice.

Rutter |
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Rutter begins relieving the unconscious doctor of his belongings, except for the chain shirt, which would require untying him. "Well, you've all heard Vyshael identify this stuff. What do y'all want? The rapier's pretty nice, but too big for me."
Rutter carries the doctor downstairs, and then sets him down.
"Keep an eye on him. I'll start searching for the basement."
Rutter starts to head toward the loading area, and then stops. Then he heads toward the elevator. He steps in and looks at the controls.
Perception: 1d20 + 11 ⇒ (9) + 11 = 20
If there's buttons or an empty socket, he'll come out and ask Vyshael if he has that button we found on the doctor for comparison.

Feldivarxon Rumblestithem |

"Plan? I love good plans!"
He doesn't remember to follow up with the natural question as, "Oh! Did we ever check that room upstairs? The little one in the corner? It could have stairs!"

Aardvark DM |

Rutter was so focused on disabling the lift on his first foray into it that he almost kicks himself for missing the odd empty space barely noticeable in the underside of the single control lever for the lift. With a fair assumption on his part, he retrieves the odd solitary button they found on Dr. Davaulus, and tests it against the space. The thing seems to be a perfect fit.

Raliscar Stoutaxe |

"Rutter!" Raliscar shoots the halfling a wide-eyed look of admiration. "You sure you're in the right line of work, lad? That was brilliant!" The dwarf claps Rutter on the back and gives him an approving nod.
His demeanor then darkens as he considers the device. "Now, if these inhuman devils thought all of that was suitable for keeping in plain view," he nods to the gurneys and strapped down figures, "then there's no telling what kind of nastiness we're about to stumble into." He frowns at the thought as his gaze bounces across the group.

Feldivarxon Rumblestithem |

Even Feldivarxon's brow creases at that implication. "If someone awaits, there's little chance the elevator would move unnoticed. And it sounds like you have had a very long day - would be best to let them stew in their own juices overnight while you rest and prepare?"

Rutter |

Rutter grins, "I love it when a plan comes together."
Rutter leaves the lift to drag the bound doctor back to the lift with him. "Nobody wants any of this stuff? Someone's got to take the amulet! Neva?" He weighs the rapier in his hand. "It's big, but I can try it out if no one else can use it here." He sheathes it if no one else volunteers to make use of it. "And I'm already carrying one of these eversmoking bottles. Here, gnome, maybe you can tie it to the dog, take the stopper off, and send him after someone. His sense of smell will give him an advantage in the smoke." He tries to hand the new bottle to Feldivarxon.
With the doctor at his feet, he returns his attention to the lift controls. "Hopefully, I ain't broke it too well."
Disable device to undo prior disabling?: 1d20 + 12 ⇒ (14) + 12 = 26

Aardvark DM |

After handing off the doctor's stuff to the others, Rutter examines his handiwork on the lift from before. With a more focused look at it, he realizes that the efforts he made earlier in jamming it were for naught. All the same, it saves him time, as the thing remains operational.

Neva Vallastoi |

Neva looks very tired and she seems conflicted about waiting.
I don't have any spells left, but I can make sure everyone is at max HP, and we can continue downstairs. I'd hate to leave this for later, 'cause if I were DM, I'd screw us for backing off. :-)

Neva Vallastoi |

Also, as a player, I suck at treasure. I don't like tracking it or dividing it up, or remembering to use it or anything. Neva should probably take the amulet of natural armor, and the mithral shirt +1 is a definite boost. But I can't imagine her wanting others to do without. So, everyone else gets first picks, and she's not going to take any treasure that isn't specifically given to her by another character.

Feldivarxon Rumblestithem |

Feldy is allergic to physical violence. It gives him hives. ;-) He has some ideas for the eversmoking bottle, but will defer on any of the other gear. I really don't feel like he's been in the group long enough to earn much swag.

Vyshael Invisus |

Vyshael says, "Someone should use these things -- if only for now -- they might be useful depending on what we find in the basement. We can divvy up for real later."

Feldivarxon Rumblestithem |

Rutter grins, "I love it when a plan comes together."
Rutter leaves the lift to drag the bound doctor back to the lift with him. "Nobody wants any of this stuff? Someone's got to take the amulet! Neva?" He weighs the rapier in his hand. "It's big, but I can try it out if no one else can use it here." He sheathes it if no one else volunteers to make use of it. "And I'm already carrying one of these eversmoking bottles. Here, gnome, maybe you can tie it to the dog, take the stopper off, and send him after someone. His sense of smell will give him an advantage in the smoke." He tries to hand the new bottle to Feldivarxon.
Feldivar tips his hat and accepts the item. "'Eversmoking', you say? That had potential to disrupt one's foe's plans, if used well."
Adding the eversmoking bottle to my bag of tricks, but will happily surrender it later if the party wishes.
"A wise gnome once said, if you want your warriors to stay on their feet, your healer must stay on theirs. Lady Vallastoi, if any of these items would keep you from harm, you should have it."

Rutter |

"It'd be nice to rest, but I think someone would notice this place got robbed if we left it for half a day. I think this is our only chance to finish it."
"Everyone ready?"
When everyone is ready, Rutter puts the missing button in its place and then pushes it to activate the lift.

Aardvark DM |

Are you bringing the Dr. down with you, or leaving him wrapped and bound by the door to the lift?

Aardvark DM |

As everyone crams into the space of the elevator, Dr. Davalaus dropped on the floor in a bundle, with Feldivar astride his dog crammed in the middle, Rutter replaces the missing button and presses it. The thing rattles to life, churning and creaking as it slowly descends below the level of the hospice floor. The measure of distance is hard to calculate, but it takes about half a minute for the cage-like lift to reach the bottom with a soft thunk. A single door rests in front of you.

Neva Vallastoi |

Neva grasped to open the door with an arm pinned to her side by the crush of bodies. Memories of her many deliveries came to mind.
Ok, it's time to bear down and push she mused as she tried to squeeze out the door.

Rutter |

Rutter had less trouble squeezing to reach the door, though he couldn't manage to draw a weapon in preparation. "Here goes," he helps Neva push the door open and stumbles out on the other side.

Aardvark DM |

The lift opens into darkness that only a few of you can pierce, but as soon as the light is introduced the scene within almost comes to life. The scuffed stone walls of this chamber have been plastered over and then decorated with lurid murals of skeletons cavorting among the dead of a Korvosa completely succumbed to blood veil. Simple wooden doors lead to the north, south, and west, each bearing a painting of a scythe-wielding skeleton. A sizable double door stands on the east wall, appearing in the mural as a massive set of double doors opening into the pyramid foundation of Castle Korvosa. Two more scythe-wielding skeletons decorate these large doors.
I figure someone has/will have a light. So, remind me again what the light source is/will be.

Feldivarxon Rumblestithem |

The gnome casts a simple spell and reaches down to touch the dog's harness on its chest so the animal can see. He looks around and sniffs disdainfully, "Oh, please. Haven't we seen enough dancing skeletons to fill an elf's lifetime? I mean, really, doesn't anyone even try for originality anymore?"
Perception, low-light vision: 1d20 + 10 ⇒ (2) + 10 = 12

Raliscar Stoutaxe |

"What is it with these people and the dancing undead? I don't know about the rest of you, but I had my fill of it back at that gods-forsaken manor." The dwarf, suddenly more dour than he had been all night, steps forward and starts looking around, though he keeps his crossbow ready. "I'm thinkin' fire is the answer here. Burn this whole wretched place to th' ground and be done wi' it!"
Perception: 1d20 + 12 ⇒ (15) + 12 = 27

Aardvark DM |

2 1d20 + 6 ⇒ (1) + 6 = 7
3 1d20 + 6 ⇒ (10) + 6 = 16
4 1d20 + 6 ⇒ (6) + 6 = 12
1 1d20 + 9 ⇒ (12) + 9 = 21
2 1d20 + 9 ⇒ (16) + 9 = 25
3 1d20 + 9 ⇒ (1) + 9 = 10
4 1d20 + 9 ⇒ (20) + 9 = 29
Both Feldivar and Raliscar hear the muffled sounds of movement from behind the door to the south. Beyond that, there is nothing else of note in the roon beyond the macabre decor of the walls themselves.

Vyshael Invisus |

Vyshael pulls out a small stone from his bag and casts light upon it, then closes his hand around it, allowing the light to spill out from between his fingers. "I was going to say that it never hurts to have a second light to see better, but that was before I noted the decor."

Rutter |

Rutter draws a kukri as he steps out, but waits for the light before moving out of the doorway of the elevator to let the others exit.
"I didn't even make that connection, Raliscar, about the dancing skeletons and the dancing zombies at the manor."
Perception: 1d20 + 11 ⇒ (16) + 11 = 27
He looks to Feldivar and Raliscar to verify the sound he hears from the southern room. "Let me borrow some light to check the door."
Perception vs traps: 1d20 + 12 ⇒ (17) + 12 = 29
Great. Let's use all these good rolls now, to do redundant checks and look for traps that probably don't exist.
He then checks whether the door is unlocked.
Despite his certainty that anyone down here would have heard the elevator, he still tries to be a quiet as he can.
Stealth: 1d20 + 14 ⇒ (3) + 14 = 17
If the door is trapped, he'll try to disable it (mod is +13); if locked, he'll try to unlock it (mod is +12) until he gets it. You can roll the disable attempt(s).
Before opening the door, he'll draw a kukri, and make sure Raliscar and Neva are in position to fire on anyone behind the door.

Aardvark DM |

As Rutter steps out it takes just a brief second to get his eyes to adjust to the room deep below the hospice. As he does, he picks up on details that might go missed by the naked eye. There was some outline around the doors to the north and east that was connected to the skeletons along the walls. It looks like, if someone doesn't open them the right way, that the skeletons themselves react in some way. The door to the south, however, appears to be neither trapped, nor locked.
Didn't want to have you open the door in case you wanted to deal with the other two first.

Feldivarxon Rumblestithem |

Feldivarxon moves his riding dog over to where Rutter is working so the light on the harness illuminates his work. He watches the halfling's skillful fingers do their work. "Very nice. I'm sure my uncle would approve of your technique. Well done." Here's hoping that was well done. I just placed myself at ground zero. ;-)

Rutter |

So the door to the south doesn't appear to have anything to do with the skeletons on the walls? Just the other two? If that's the case, Rutter will tell the others what he sees, but suggest they clear out whatever's to the south.
"Someone drag the doc off the elevator before we go further. Don't want him getting too far from us."