
Neva Vallastoi |

Neva, still angry and disgusted with the entire Hospice, nevertheless managed to see Rutter's open wounds and feel stinging concern and pity. She avoided chiding him for not standing still as she brought her healing wands to bear.
Wand of Cure Moderate Wounds, once: 2d8 + 3 ⇒ (7, 6) + 3 = 16
Wand of Cure Moderate Wounds, twice: 2d8 + 3 ⇒ (1, 3) + 3 = 7
Wand of Cure LIGHT wounds, once: 1d8 + 1 ⇒ (2) + 1 = 3
That should be 26 of his 28 damage, and leave only Rutter and Neva wounded (-2hp each). Let me know if anyone else needs healing.

Raliscar Stoutaxe |

As Neva brushes past to tend to Rutter, Raliscar grabs her by the wrist, gently, and brings her to a brief stop. He offers a simple, encouraging nod, gives her hand a squeeze, then lets her by and turns his attention back to the hall with the strange doors. "That's a good idea, Rutter. We're on it." Walking back toward the odd mural, "Vysh?" the dwarf checks on the captive doctor before turning a critical eye toward the mural.

Aardvark DM |

Despite the small size and sharp eyes of Feldivar's scorpion friend, no hidden or secret openings are found, Even worse, the crates that are in the room may have once held valuables of some sort, but are all now devoid of anything within.

Rutter |

"Thanks, Neva. Will you make sure Davaulus is still bound? And breathing, I guess..."
Finding nothing in the crates, Rutter joins Vyshael and Raliscar in the first room to look at the walls and the doors.
Perception: 1d20 + 11 ⇒ (18) + 11 = 29 +1 more if there's a trap to find.

Feldivarxon Rumblestithem |

The gnome is visibly disappointed as he scoops up the scorpion and places it back within his loose-fitting shirt once more. Climbing into the saddle, he guides Esmeralda into the other room to see what the others have learned while he was distracted.

Aardvark DM |

Rutter, you determined, when you guys first came down, that the doors to the north and east are both trapped.

Rutter |

Ahh... I had imagined that it was more of a puzzle for Knowledge: Engineering or Dungeoneering, or maybe there were clues to find. I was just hoping Perception would help solve it since Rutter doesn't have either of those knowledge skills. Can we use that good roll for his disable attempt, then? Modifier on that would +13 vs traps, so 31? If I have to choose which to disable first, I'll choose the double doors to the east, I think. That look like they're going into the castle on the mural.
Rutter starts analyzing the trapped doors. [b]"Maybe back into the other room and close the door, in case I set it off. No reason for us all to get caught. Don't forget to drag the Doc in, too."

Aardvark DM |

Noting the doors were trapped in the first place was one thing, but as Rutter examines how to disarm it, he learns how they were as well. It was a fairly complicated mix. If the person touching it was not of a certain moral, or immoral to be precise, code then the scythes would animate and attack while poisonous gas would pump in to fill the entire room. Luckily, Rutter discovers all of this while severing the connections that set them all up to work together. At least on the double doors. The northern door is built the same, but is independant of the other doors.

Neva Vallastoi |

As Neva contemplated opening the next doors, an overwhelming sense of dread settled upon her mind.
"I don't know that I want to find out what's on the other side of those doors. At least not right now. We've got the Doctor. Can't we at least make sure he finds justice before we meet up with the next big, evil thing?"
Hiding in the lift, she looked old. She felt even older.
I am out of spells, except for speak with dead. I have a few channels left, and the wands, so I can handle HP damage. But maybe we should retreat and rest? Perhaps I over-buffed for the Hospice.

Raliscar Stoutaxe |

"I agree with Rutter on this one, Neva. We leave now an' these jackals'll come through behind and sweep this all under th' rug. Won't be nothin' left for us to find if we give 'em that kind o' time." He then starts pulling a few scrolls from his bandolier. "I know yer feelin' spent, but maybe there's somethin' here ye can use?"
I've got Scroll of Resist Energy (4), Scroll of Endure Elements (4), Scroll of Entangle (2), Scroll of Speak with Animals (2), Scroll of Aspect of the Falcon (1), Potion of Cat's Grace (2), Potion of Barkskin (1), and a Necklace of Fireballs (Type II) with one of each die-type left (6d6, 4d6, 2d6). You're welcome to any of them if you'd like or if you think they'd help do more than heal-bot!

Vyshael Invisus |

Vyshael nods, "I agree with Rutter and Raliscar -- we should learn what is behind there, and if we leave, it may be moved - and this place will become a fortress."

Feldivarxon Rumblestithem |

The gnome looks back and forth as the brief debate, nodding enthusiastically as each person states their case.
When they pause and Master Stoutaxe frowns at him, he realizes he can't agree with everyone. Clearing his throat, "I must say, I agree with the fellows, your holiness. At the moment, we have the element of surprise and that is a powerful weapon if we should choose to use it."

Neva Vallastoi |

Oops, sorry Raliscar, meant to respond! I can only cast the Resist Energy and Endure Elements spells...the rest aren't on my spell list. And I doubt we'll need those, as there doesn't appear to be a an elemental theme to this place (she said, almost guaranteeing the painful irony of energy damage...)

Aardvark DM |

As the group convinces Neva that they should stay at least a little longer to resolve the situation, they swap various things that they can use to continue to fight the good fight. As they get themselves ready, Rutter opens the double doors into the space beyond. Unlike the room they are in, the room beyond is well lit, though it may be better for those observing it that it not be.
Dozens of the living dead line the walls of this chamber, their rotting faces sneering and broken fingers clawing at each other. A layer of rotting bodies lines the floor, the shattered forms twitching in vain, bones and splintered appendages grasping hopelessly. Yet, rather than some massive, nightmare grave, this horror-show seems instead to be a stomach-churning attempt at art, as the mangled living dead lie trapped behind walls and beneath a floor of thick glass.

Neva Vallastoi |
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Neva vomitted on the floor in horror and revulsion, and then moved forward in a rage.
Entering the room, she raised a clenched fist and unleashed a string of curses against this horrid treatment of the dead.
channel to put down what undead I can: 3d6 ⇒ (6, 6, 6) = 18
Wow, she WAS pissed!

Rutter |

Rutter sneered at the gruesome display. "Ugh. Kroft won't even believe us when we tell her about this..." He stepped into the room, and tried to force himself to make sure there was nothing else in the room.
I'm guessing there's nothing else in the room? It's just an empty room with glassed in zombies along the walls and under the floor?

Feldivarxon Rumblestithem |

Feldivarxon frowns as he intently studies the room.
Perception: 1d20 + 10 ⇒ (16) + 10 = 26
He's looking for a few things - is this an illusion? Or perhaps the zombies are real, but the glass is not? Once he's convinced that what they see is really real, he will study the clothing and markings that remain on any of the undead, looking for tell-tale signs of a particular person or group of people - ritualistic scarring or tattoos, a particular hairstyle common to Varisians, that sort of thing.
Will to disbelieve, if applicable, including bonus vs. illusions: 1d20 + 8 ⇒ (13) + 8 = 21

Aardvark DM |

What Feldivar sees surely appears to be a morbid reality. The partial bodies, moving with a false sense of life, groan and twitch behind a wall and floor of thick glass. The scene doesn't last long. Neva, in a hastened move of pure abject hatred, strides righ to the center of the room and blasts the whole area with a wave of positive energy. A wave of such magnitude has never been felt by any of her companions before. The forms all around the room grow still and silent.

Raliscar Stoutaxe |

Raliscar shudders in contempt, his eyes welling up in light of all the wrongness they've seen. "This place was supposed ta be a hospice! A hospice! I swear when I get my hands on the devil responsible for all o' this, well let's just say Kroft won't be able to identify the body when I'm through!" He gestures at the double doors across the undead-filled room. "Want to open the way for us, Rutter? I'm betting that whoever we find on th' other side is due for a couple o' bolts to th' head!"

Rutter |

Rutter heads on to the next doors. He checks them for traps, attempts to disable any that he finds, and then draws a kukri and opens them quietly when he gets the all clear from the group.
Perception: 1d20 + 12 ⇒ (3) + 12 = 15
Disable: 1d20 + 13 ⇒ (3) + 13 = 16
Stealth: 1d20 + 14 ⇒ (16) + 14 = 30

Feldivarxon Rumblestithem |

"I will try what I did over there... do you suppose they can hear us?"
Readied action to cast glitterdust if he sees someone on the other side of the door, encompassing as many strangers as possible without hitting Rutter. It's harmless if he hits an innocent, so it seems safe.

Aardvark DM |

Rutter finds no threats or locks on the door. Maybe it is assumed that the traps at the previous door would be all the deterrent needed. The stinging scent of harsh chemicals chokes this high-ceilinged chamber beyond the door. Three huge metal vats bubble here, each more than six feet tall. A sturdy series of catwalks ten feet off the ground stretches over and around the vats, allowing those above to attend whatever slurry produces the foul green-brown mist emanating from each gigantic vessel. For each vat, there are two people tending it; one on the catwalk above stirring, while another performs some function below.
Circling the upper portion of the room is an elaborate mosaic of white, black, and green stone that depicts a giant half-corpse woman in black veils dancing among fields of the dead, undead, and dying.
Opening the door just wide enough to peer at the contents, it appears the six within are busy enough in their work that they don't even notice the door opening, let alone the halfling hidden in the space beyond.

Raliscar Stoutaxe |

Raliscar whispers to Rutter, "There a party in there worth crashin' with a bang?" His eyes still burn with fury, but he holds up his necklace with three magical beads still dangling from it. He bounces his eyes brows as if to ask, Would you like to do the honors?
necklace of fireballs with one 2d6, one 4d6, and one 6d6 bead left if you'd like to pop the cork off this champagne bottle, Rutter! =)

Rutter |

"About 6 alchemists, or something. But 3 are up on a catwalk, so I don't think they'd get hit by the same fireball that would hit the ones on the ground. I might be able to sneak in and get a head start on the ones on the catwalk, if one of y'all want to prepare to throw a fireball if they see me. In fact, if it's just me, they might swarm me and make easier targets of themselves. I'm more worried if they see all of us, that one of them might run and get help. Looks like a lot of doors on the far end there."

Feldivarxon Rumblestithem |

Whispering, "Rutter's practically invisible when he wants to be, but I can help someone else really be invisible so they can get a better vantage point before the excitement starts." He looks at Raliscar, eyebrows raised.

Vyshael Invisus |

Vyshael offers, "I have a fireball memorized. We could certainly get them all between us if we wanted -- though I imagine the one I throw is a mite stronger than those on the necklace."
He pauses, then adds, "Illusion magic was never my forte, but my understanding is that throwing that kind of magic would negate any invisibility... though I suppose I could be made invisible immediately after the fireball."

Feldivarxon Rumblestithem |

With a wholeheartedly agreeable nod, "I was thinking Raliscar could get to a better vantage point for his shooting, but if you prefer to disappear immediately after you light them up, I'm your gnome."
He grins.

Rutter |

So, what's the plan? Should Rutter try to sneak in first, then have Vyshael join with a fireball when Rutter is seen, and then Feldivar makes him invisible?
Maybe we should keep the invisibility in our pocket in case reinforcements show up? Unless one of these guys is stronger than he looks, I think we should be able ot handle them.

Vyshael Invisus |

What Ralsicar said -- assuming there are places for Rutter to hide on his way to getting into position. If not, go with invisibility -- I'll have Vyshael cast Fly while Rutter's getting into position so that he can close on the (hopefully burning) foes before they turn him into a pincushion. Use the Wand for another Shield before we start, also.

Aardvark DM |

They are see through, like a pole every 6 inches, and a thicker support every 3 feet. With a singular top rail.

Rutter |

It sounds like it's not really an option for Rutter to sneak up on the one at H22 without the one at M22 seeing him, unless they appear to be very engaged in their work, or Rutter is invisible.
If Rutter got the invisibility, he could probably sneak up on the one at J25, and try to take him out before he gets to those doors. That's the one I'd be most worried about getting help.
Up to y'all if we go in fireballs blazing or if Rutter tries to take one out before the rest come in. Rutter wouldn't think these guys would be tough, considering they seem to just be chemists.

Vyshael Invisus |

Ok, so: Pre-casting fly and shield (Vysh), Invis on Rutter, we'll give him a count of 20 and then Vyshael steps forward and fireballs? (Hopefully synchronized with Rutter?)... Actually -- Feldivar can cast message so we can whisper at each other to ensure synchornization.

Rutter |

With invisibility cast on him, Rutter slides into the room. He heads up the catwalk on the south side (N18) of the room, and sneaks past the first alchemist. He moves close to the second alchemist, and with both kukri, he waits to attack until Vyshael enters and fireballs the lower floor.
Perception: 1d20 + 14 + 20 ⇒ (4) + 14 + 20 = 38
Ready attack
Main hand, power attack: 1d20 + 8 ⇒ (10) + 8 = 18
Damage: 1d3 + 2 + 4 ⇒ (1) + 2 + 4 = 7
Sneak Attack: 2d6 ⇒ (5, 1) = 6
Secondary, power attack: 1d20 + 8 ⇒ (5) + 8 = 13
Damage: 1d3 + 2 + 4 ⇒ (2) + 2 + 4 = 8
Sneak Attack: 2d6 ⇒ (5, 6) = 11