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"Brother?" Cats says, looking around."Are you and Mariner going to cat okay? You look pretty licked.
Thank you Kast for asking, I feel like I have let Desna down and soiled my skin. I am uncomfortable and fatigued, but even with the disappointment of the Filth Fever we have some of Desna’s luck in finding this cache of important items.
With that, he directs Pinkie to sit on one of the file cabinets and with a couple strokes of yellow paint makes a terrific copy of the “Keeper of the Flame’s” Trademark.
Who is next? Also, Mariner, you are putting that Toga on backwards. The V part of the cloth goes around the neck.
So, if we encounter Apostles, who is going to speak for the group? Remember some of the keywords that the other Apostles said. Like Keeper of the Flame.

"The Mariner" |

The Mariner can use the rest he has five points of non-lethal. And how is bb spells? ... Crap I'm posting out of order, my Wayfinder isn't loading posts.
"-it does?" the Mariner looks down at the crew neck and then feels the v on his back. "Hmm then why's the tuna hole in this front side..." he scratches his head and the tuna. Shrugging, "Whatever, it's on, adds to the crazy, just paint me up some yellow. Zandalus pees."
-Posted with Wayfinder

"Fearless" |
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Cats yawns. "It's been a long long day. First that rat fight, then all the rest. Might be we go back to the Chapel and rest so we can talk to Zandalus tomorrow. Might be we can even trade these records for some food or information or something."
As Cats brings it to the forefront of Fearless' mind he begins to realize how truly tired he is as his shoulders slump.
"That's a good idea. We can head back and rest. BB can copy these notes over and set us up to look like cultists in the morning."
Fearless nudges the Mariner as he whispers. "Someone is excited to get back to all of his cats."
So, if we encounter Apostles, who is going to speak for the group? Remember some of the keywords that the other Apostles said. Like Keeper of the Flame.
"You shapeshifters all speak alike. Sound like you have been doing a good job so far."
Fearless looks back to the Mariner and Pinkie. "You know if I didn't think any better i would say BB over there is trying to recruit us to join this cult from the beginning. Keep an eye on his shapeshifting ways."

DM Rah |

Returning to the Chapel to rest, some of the group head right for a pallet, while others settle into the daily chores needed to maintain the survivors.
Lady Winter notices Brother Butterfly sweating and trembling from his filthy disease and does her best to aid him.
Lesser Restoration on BB for Dex damage: 1d4 ⇒ 1
Heal skill - treat disease: 1d20 + 8 ⇒ (8) + 8 = 16 +4 bonus to next save
"As with all of our supplies, we have limited resources for mundane healing." She says. "It would help if you can find real healing supplies."
Time passes and the Watchmen are restored by an undisturbed period of rest.
Everyone is fully healed, spells are recovered, etc. However, stat damage from disease remains (see note on diseases below).
A note about the Heal skill: Most uses of the Heal skill can be done without a healer's kit without penalty. Using a healer's kit grants a +2 bonus to heal checks and can be used 10 times before needing to be replaced. Anytime you use the kit for its bonus it consumes 1 use. Treating deadly wounds consumes 2 uses from a kit (You can attempt to treat deadly wounds without the kit, but you get -2 to your skill check for each use you don't apply).
A note about Diseases: They are considered an affliction, which are all subject to certain rules. One rule is that Hit point and ability score damage caused by an affliction cannot be healed naturally while the affliction persists. In other words rest and the heal skill will not restore Dex and Con damage from filth fever, though the skill does grant a +4 bonus to the save.
SURVIVOR STATUS
Days remaining of food - 5
Days remaining of firewood - 6
Hot Water - none
Healing kits - none
Space for additional nonviolent survivors - 4
Space for additional violent survivors - 0
PC STATUS
Cats (17/17)
Fearless (16/16)
Brother Butterfly (19/19) *diseased -2 Dex
The Mariner (27/27) *diseased -2 Dex, -1 Con
The Twin (17/17)
Eidolon (11/11)
Pinkie (17/17)

"Cats" |

Cats looks over his copies of the records of Zandalus and hands the stack to Brother Butterfly. "Cat's all of it, right? Copied all the important stuff? Now we can offer the real ones to Zandalus and see if he wants to trade for them."
Cats reaches into his backpack for some of the few remaining rations he has left to munch upon.
"Lady Winter says that we need food and more supplies for healing, too. Might cat that we need to keep an eye out for it. Or find the kitchens. Let's get a move on, huh?" Cats packs up his food and slings his bow, ready to move on.
"Mariner? Analgram? Pinkie? You guys ready to go?" Cats asks. "Someone want to ask the prisoners how we get to Zandalus?"
Moved Cats on map when ppl are ready, figure we'll explore a bit more before hitting the blood door.

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With outbursts of "it burns" and "Darkness", " Iniquity at the shrine of the body", "shadows" , "gloom". Brother Butterfly keeps at his desk and writes his notes. Rarely pausing. He looks thankful that Winter comes over and helps with some treatment of his blotches and inflames scrapes.
Winter had a discussion with me, while I was copying Flaming Z's medical records, about how there's no hot water. Do any of you know anything about mechanical stuff? Can some of you figure out how the events of the riot might have turned off the Hot water and where we can go in the compound to get hot water running in the areas we have secured?
My suggestion would be to follow the pipes, but I'm not very good at this type of stuff.
Anyone have engineering skill or better common sense than BB has?
Brother Butterfly thinks that maybe not having hot water might have had something to do with the Rat Filth infection getting as bad as it has. Maybe some hot/boiling water will help.
"Someone want to ask the prisoners how we get to Zandalus?"
Maybe it's my funk about being stricken with this skin disease, or skepticism, but I doubt the Yellow Zandalus's will give us truthful information. At least not information that won't lead us into traps.
if Cats or someone wants to question the prisoners, I'll use sense motive. +8.

"Cats" |
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Looks like more of the map has been revealed. Cats didn't interrogate the prisoners; we would have waited for Fearless's answers, however.
Cats looks into the now open room from afar, bow ready.
1d20 + 7 ⇒ (10) + 7 = 17 Perception
"...yada pipes yada..."
"I have no idea what I'm good at. Might as well try to fix the pipes and see if something clicks, but remember? I have amnmania or something, which means that I don't think too cat," Cats shrugs at Butterfly's question about fixing the pipes, which they can attempt later.

DM Rah |

Regarding hot water. A knowledge engineering check is required.
When asked about how to find Zandalus, Mirton points up. "Ward of the Wicked."
***
Dressed up as Apostles in Orpiment, the Watchmen cross the Admissions Entry Hall to a set of double-doors at the south-eastern end. Inside appears to be a Visitor's Room.
As though it had been plucked from the halls of some warm, country estate, this room is filled with inviting furnishings, a hearth ready for a fire, artwork populated by picnicking families, and a mansion-shaped cage with colorful taxidermic birds inside. Large windows might have once looked out over colorful flowerbeds, but now show only yellow mist. The room would be inviting if not for the two corpses ruining the decor.
Two cultists wearing stained yellow robes and tattered yellow veils are dead in this room. One lies beaten to death on the ground, and the other hangs impaled on the antlers of a stuffed elk head mounted above the hearth.
You hear faint chirping...
Roll knowledge religion (if you have it).
The mist is thin enough to reveal a garden path leading from the door in this room to another part of the asylum.

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perception inside room: 1d20 + 7 ⇒ (3) + 7 = 10
perception out window: 1d20 + 7 ⇒ (12) + 7 = 19
Well, it appears we have two more yellow gowns to use for our ruse. Whatever happened to them, it looks brutal.
Hey guys, I see a pathway that leads to another part of the Asylum. If we take this door, we can make an easy run to the other door. The mists are pretty thin. I think it's safe enough.

"Fearless" |

My suggestion would be to follow the pipes, but I'm not very good at this type of stuff.
"Don't know much about that stuff, but given enough time I bet we can figure a small bit of it out to at least get luke warm water running." He shrugs "For now they can just warm it up in pots. There are plenty of desks and bookshelves to burn for now."
Hey guys, I see a pathway that leads to another part of the Asylum. If we take this door, we can make an easy run to the other door. The mists are pretty thin. I think it's safe enough.
"What if the door on the other side is locked. We should send someone fast over to check." Fearless grimaces as he steps into the room, not wanting to look at either of the gruesome corpses. "I...am not wearing either of those..."
Perception: 1d20 + 8 ⇒ (1) + 8 = 9

"Cats" |

Hopefully Mariner goes into the room first. If so...
Cats follows Mariner in, still with bow ready and eyes alert for danger.
"Hey Brother, do you know what kilt these men?" Cats asks, looking closer for signs of clues/traps as well. "Something strong to be sure."
1d20 + 7 ⇒ (4) + 7 = 11 Perception
Cats checks out the window.
1d20 + 7 ⇒ (13) + 7 = 20 Perception
"Oh no cat! I ain't going out there until the storm blows over. This can't stay this bad forever. I'm sure it will pass."
If nothing bad happens, Cats will search the room and the bodies.

"The Mariner" |
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”Yea no problem”, the Mariner says to Cats, ”a little run in the acid rain ain’t gonna k-…”
The Mariner sees the mansion-shaped cage with colorful taxidermic birds inside and stops dead in his tracks at the door frame, ”-ill me…”
Eyes darting at the chandelier in one corner of the room, then darting back to deaders, then at the mouse hole in the other corner, then at Fearless, then at the elk. …Flying elks…
His grip tightens around the polearm as he hunches down ready for combat as he shuffles to the garden threshold, ”Come on you bastards, come get me”, speaking to none of the companions. He hefts his large wooden shield over his head as shelter.
He says to Fearless and his bow, "They'll be coming from high", then dashes off.
Move, check knob, open, look in.
Perception: 1d20 + 1 ⇒ (5) + 1 = 6

DM Rah |

While the others discuss making for the outside door, Cats searches the acolyte body on the floor. This one is much better equipped then those encountered in the administration chambers. On just the one body he finds two potions, a very nice amulet, and on the floor near his stretched out hand, a masterwork dagger seemingly made from silver.
Both are potions of cure light wounds.
***
Throwing open the door to the outside, the Mariner rushes toward the other door across rustic flagstones that create a path through a bed of flowers and shrubs, the foliage wilted as though drowned by the surrounding sea of yellow fog. He makes it to the door and pulls on the handle, but finds it locked. Though the unnatural mist muffles every motion the Mariner makes, a sound like the flapping of giant wings splits through the fog bank, causing it to swirl as if trying to escape.

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Brother Butterfly moves to follow The Mariner and Support.
It doesn't appear to actually be raining the acid rain, just the unnatural work done by the fog and mists.
Looking around he wants to make certain the coast is at least reasonably clear.
perception: 1d20 + 8 ⇒ (9) + 8 = 17
If things are peaceful, he then moves to position and uses door sight. Signalling Pinkie to come unlock the door about midway through.
If something doesn't look right, disregard the below.
Watch my back Mariner, this takes me a minute to concentrate. Also in half a minute, get Pinkie over here to start working on picking the lock on the door.
BB stands this time, putting both hands on the door.
Oculous, Guici, Dolce, Gabbana.
Cast doorsight.

"Pinkie" |

Pinkie silently follows the ragtag group around not saying much after reading the file on himself as if trying not to draw any attention whatsoever to himself while still trying to be useful by helping search the rooms they enter. Whenever finding anything that might be useful he quietly hands it over to Brother Butterfly.
perception: 1d20 + 10 ⇒ (3) + 10 = 13

"Cats" |

Cats helps stow the items of interest (on others, he's at capacity mostly) and watches from the safety of the room while Butterfly and Mariner go outside.
He's not going outside until that door is open...and he's prepared to close the door should bad things happen.

"Fearless" |

As Mariner stumbles about the room and the group searches thoroughly Fearless grabs his magical bag and dumps the contents out onto the floor. Sifting through he tries once again to figure out how a few of them work.
If not enough time just let me know. It sounded like Mariner was having a morale conflict for a bit.
Spellcraft Potions DC 16: 1d20 + 7 ⇒ (7) + 7 = 14
Spellcraft Magical pearl DC 32; Inspiration: 1d20 + 7 + 1d6 ⇒ (11) + 7 + (6) = 24
Spellcraft Candle DC 26: 1d20 + 7 ⇒ (6) + 7 = 13
Spellcraft Incense DC 24: 1d20 + 7 ⇒ (3) + 7 = 10
Spellcraft Talisman w/ Braided Leather DC 22: 1d20 + 7 ⇒ (6) + 7 = 13
Spellcraft Maximo Talisman DC 16: 1d20 + 7 ⇒ (8) + 7 = 15
Spellcraft Red Destiny DC 18: 1d20 + 7 ⇒ (13) + 7 = 20
Fearless still has quite a hard time with many of the items. "Seems I just needed a small bit of sleep." He points to the blade. "This has some power indeed." It is a +2 Shortsword. Anyone claiming it?
Fearless grabs the silver dagger and attaches it to his belt loop. Hearing Mariner creak the door open as he nearly rips it from the hinges, Fearless scoops the items back up in his bag and grabs his crossbow, standing near the edge of the door to watch for anything coming out of the mist.

DM Rah |

Fearless dumps out and begins going through a pile of loot as Cats continues to search the Visitor's Room. There doesn't seem to be anything valuable there, but he notices more equipment on the hanging Apostle - two more potions, an amulet, and a fine dagger - still in its sheath.
*Cheep!*
The sound of a bird chirps in the room. Fearless and Cats look around, but only see the taxidermy birds, stuffed in their cage. Suddenly, one jerks forward and chirps, followed immediately by the other.
*Cheep! Cheep!*
Cats, make a will save please!
***
Meanwhile, outside, Brother Butterfly begins his door sight ritual as Pinkie looks at the lock. The last time he tried fiddling with one he felt pretty awkward in the attempt. He feels no more confidant now.
The Mariner cannot help but hear wings everywhere. Wings circling. Wings closing in.
PERCEPTION
Mariner: 1d20 - 1 ⇒ (20) - 1 = 19
BB: 1d20 + 6 ⇒ (9) + 6 = 15
Pinkie: 1d20 + 10 ⇒ (1) + 10 = 11
INITIATIVE
The Mariner: 1d20 + 2 ⇒ (2) + 2 = 4
Pallid Wrigglers: 1d20 + 2 ⇒ (7) + 2 = 9
Brother Butterfly: 1d20 - 1 ⇒ (11) - 1 = 10
Cats: 1d20 + 6 ⇒ (19) + 6 = 25
Fearless: 1d20 + 5 ⇒ (1) + 5 = 6
Pinkie: 1d20 + 3 ⇒ (9) + 3 = 12
The Twin: 1d20 + 3 ⇒ (5) + 3 = 8
Brother Butterfly and Pinkie are too distracted by the door to notice a mass of pale, headless things like wormy bats with too many limbs burrow forth from the mulch behind them and begin flopping and snuffling impotently on the stone path.
This is a type of swarm called a pallid wriggler.
From the deepest regions of the Darklands come the strange creatures commonly called pallid wrigglers. Originally bats mutated by mad derros to enhance their natural abilities, the wrigglers have slowly evolved to their current form. A wriggler’s wormlike body is supported between anywhere from two and six wings, four to eight legs, and possibly a collection of tails. Each creature lacks a head, and instead has merely a pair of grotesque nostrils, which create the trademark sound that both aids it in hunting and overwhelms its prey’s senses.
These creatures aren’t terribly dangerous individually, but meet any disturbances in their territory with swi and o en deadly investigation. The creatures immediately swarm any intruders, trying to learn their scent from as close as possible. They seem driven more by curiosity than animosity, but the resultant battering and probing can occasionally prove fatal. Pallid wrigglers are herbivores, feeding on the fungus that is ubiquitous in their cavernous lairs, so creatures slain by their attentions o en rot away unless eaten by another scavenger.
Note: as a diminutive swarm this creature is immune to weapon damage. Even magical weapons.
INITIATIVE
The Mariner (27/27) *diseased -2 Dex, -1 Con
Pinkie (17/17)
Brother Butterfly (19/19) *diseased -2 Dex
Cats (17/17)
The Twin (17/17)
Eidolon (11/11)
Fearless (16/16)
Wrigglers!

"The Mariner" |

"AAAGGGGGHHHHGHGGG!" the Mariner cowers and screams like a girl, adds a yellow, and brown stains to the robe, nearing dropping everything he's holding in fear, "AAAAAAHHHGGGHHH! OPEN THE DOOR -OPEN THE DOOR!!" Only revulsion keeps the polearm jabbing at the writhing mass of horrors at a distance.
panicked rage, power attack, pugnacious: 1d20 + 1 ⇒ (3) + 1 = 4
dam: 1d8 + 10 ⇒ (8) + 10 = 18

DM Rah |

Cats is suddenly yanked off the floor and thrown up against the ceiling!
Outside, the Mariner hacks at the swarm. He plows a good furrow in the earth of the garden, but doesn't seem to disperse any of the creatures.
INITIATIVE
The Mariner (27/27) *diseased -2 Dex, -1 Con
Pinkie (17/17)
Brother Butterfly (19/19) *diseased -2 Dex
Cats (17/17) - floating at ceiling
The Twin (17/17)
Eidolon (11/11)
Fearless (16/16)
Wrigglers!

"Fearless" |

Knowledge Dungeoneering: 1d20 + 7 ⇒ (20) + 7 = 27
"Those are Pallid Wrigglers. What the hell are they doing out of the Darklands!?" Fearless fumbles around with his crossbow. "They are bats mutated by Derros. While not very harmful, they seem more curious than malice. That doesn't mean their sheer numbers won't prove fatal though."
Fearless watches Mariner swing his polearm all over the place. "Put it away mariner. There are too many of them. Your weapons are of no use due to their size...."
Fearless is cut off as Cats is yanked from the floor and hurled into the ceiling. "Whaaaa!"
Any check to tell what is happening to Cats?

"Cats" |
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Round 1, Init 25
"Fearless!? What are you doing to me!?" Cats roars, uncertain why he is floaty. However, he realizes he might be out of reach of the ground creepy crawlies and begins to crawl along the ceiling back.
Withcrawl. Get it? Withdraw action as a crawl. Heehee. I'm hilarious.
AC: 17 (dex + leather)
HP:17/17
[ dice]1d20+5+1+2[/dice] to hit; (+bless)
[ dice]1d6+2+1d6[/dice] damage.

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Strategic withdrawl Watchmen! mariner, the pike isn't helping and just like the rats, we don't want to be bunched together. Withdraw and regroup. We want to close the door and get the fire bottle from Campre.
BB moves back into the Cats floating room.
religion: 1d20 + 6 ⇒ (10) + 6 = 16

DM Rah |

*Cheep cheep! Cheep cheep!*
The taxidermy birds chirp frantically as Cats crawls along the ceiling.
Brother Butterfly scurries Back into the Visitor's room, where he and Fearless come to the same conclusion - this must be another haunt!
You suspect the haunt is somehow tied to the taxidermy birds.
INITIATIVE Continued...
The Mariner (27/27) *diseased -2 Dex, -1 Con
Pinkie (17/17)
Brother Butterfly (19/19) *diseased -2 Dex
Cats (17/17) - floating at ceiling
The Twin (17/17)
Eidolon (11/11)
Fearless (16/16)
Wrigglers!

"Fearless" |

Hehe. Withcrawl. Even the crickets (Taxidermy birds) are chirping :)
"He is right the birds are somehow doing this!" Fearless levels his crossbow and fires it at one of the birds.
Hand Crossbow; PBS: 1d20 + 5 + 1 ⇒ (10) + 5 + 1 = 16
Damage: 1d3 + 1 ⇒ (3) + 1 = 4

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[ooc] BB is right? That never happens! He just wanted people defending themselves while he prepped a channel energy. Sometimes he lucks out.... well, if it works. [ooc]

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And someone cat the dang door too!
to which Brother Butterfly replies, I can't yet! I have to wait until Mariner and Pinkie get through the door. Remember when The Mariner shut the door on you in the Ratling room?

DM Rah |

Fearless fires his hand crossbow at the taxidermy birds. The bolt clangs off the bars of the cage but gets through and spears one is the two, end it's chirping.
The Twin sends his Serpent at the birds as well, though he himself backs out of the haunted room. The Snake's teeth rattle the cage and pull off a few feathers, but fail to silence the second bird.
Bite: 1d20 + 4 ⇒ (19) + 4 = 23
Damage: 1d6 + 1 ⇒ (2) + 1 = 3
Pinkie comes running back into the room, but the Mariner, busy trying to fight the wrigglers, is slow to follow and is swarmed by the pale winged creatures!
Damage to Mariner: 1d6 ⇒ 1 Fort Save vs DC 13 or suffer distraction.
Nearing the doorway, Cats is suddenly released by the haunt and finds himself falling.
Cats falling damage: 1d6 ⇒ 6 Acrobstics vs DC 15 to avoid damage.
As Cats falls, Fearless feels a sharp tug on his small body. Will save vs DC 13 or become airborne.
INITIATIVE
The Mariner (26/27) *diseased -2 Dex, -1 Con
Pinkie (17/17)
Brother Butterfly (19/19) *diseased -2 Dex
Cats (17/17) - floating at ceiling
The Twin (17/17)
Eidolon (11/11)
Fearless (16/16)
Wrigglers!
Taxidermy Birds -3

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Keeping his eyes open and head pivoting towards both areas Brother Butterfly decides to wait for more things to develop.
Seeing Kast drop out of the air, he thinks to himself - -Sort of knew THAT was going to happen! That's probably how the other guy got skewered by the antlers.
Come on Mariner! Get into the room! You don't want to be playing with Derro bats!
Brother Butterfly will delay until others move. Switching initiative to act between Eidolon and Fearless.

"Cats" |

Round 2, Init 25
"Woah! Woah! Cat out below!" Kast cries as he begins to waver, then fall...
1d20 + 7 ⇒ (9) + 7 = 16 Catrobatics
...and lands deftly on his cat-like feet!
"Catt that door closed! I told you not to go outside! I told you!" Cats says as he shoots an arrow into the birds who others think might be the problem with their tweets at twits.
1d20 + 5 + 1 ⇒ (1) + 5 + 1 = 7 to hit; (+PBS)
1d6 + 1 ⇒ (4) + 1 = 5 damage.
Cats moves out of the room after shooting.
AC: 17 (dex + leather)
HP:17/17
[ dice]1d20+5+1+2[/dice] to hit; (+bless)
[ dice]1d6+2+1d6[/dice] damage.

"The Mariner" |

The Mariner dashes back into the main room, not from Broter's urging or floating mates, but from frantic panic of getting away from flapping things. "Yeagggghhhh!!!", stepping back across the threshold, he slams the polearm into the cage full of chirps as he passes.
panicked rage, power attack: 1d20 + 7 ⇒ (5) + 7 = 12
dam: 1d8 + 10 ⇒ (4) + 10 = 14
Fort Save vs DC 13 or suffer distraction: 1d20 + 5 ⇒ (9) + 5 = 14

"Fearless" |

Will Save Dc 13: 1d20 + 4 ⇒ (13) + 4 = 17
Fearless feels himself begin to be pulled into the air. He quickly wraps his arm around the couch and reloads his crossbow. His mind fights back trying to protect itself as it shields his body as if merely another reflex.
Mage Armor

DM Rah |

Resisting the haunt's invisible grasp Fearless remains safely grounded.
The Mariner charges back into the Visitor's Room and completely wrecks the birdcage and the birds within, sending feathers airborne and twisted metal across the floor.
The pallid wrigglers begin flapping toward the door, but Pinkie small it closed before they can enter the asylum.
Destruction of the birds seems to have dispersed the haunt and the only sound in the area now is your own breathing.
As you regroup the items found on the two dead Apostles is collected for inspection.
Treasure:
4 similar potions
2 magical amulets made in the shape of twisted fish designed to fit together
2 masterwork silver daggers

"Fearless" |

Spellcraft Potion DC 16: 1d20 + 7 ⇒ (1) + 7 = 8
Spellcraft Amulets DC 20: 1d20 + 7 ⇒ (20) + 7 = 27
Haha! Complete opposite ends of the spectrum.
Fearless sighs in relief as the nudging and tugging on his body ceases with the birds demise.
Looking through the pair of occultists he fails to recognize the potions for what they are but instantly recognizes the amulets with nothing more than a glance.
Grabbing ahold of the heavy discs he holds them up. "These will help protect some of you from getting hit as much." Amulets of Nat armor +1

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Taking a crack at the potions.
perception: 1d20 + 6 ⇒ (11) + 6 = 17
Tasting a couple drops from one of the potions.
Nope, I don't think I know what it is that is in these potions. Certainly not a poison or Alchemists fire that we'd have to be wary of, but I don't know which way they can help our adventure to the kitchens.
Assuming that we can don't have a combat, or wrigglers to defend.
Fearless, can I please task you to pull out 45 gold from your haversack so I can purchase the Alchemists fire from Campre and make a donation of thanks to Desna? We are going to need the fire to get rid of those hideous Derro things you identified. Those things freak out The Mariner, so it's big time worth 40 gold to get stuff that blows them up and off this island.
Brother Butterfly moves the couple rooms to where Campre is.
*******
Good Campre. I am glad that I found you.
As I mentioned before, Desna continues to bless me and put some gold into my pocket. Here is the 40GP's that you wanted for the two bottles of fire splash.
diplomacy: 1d20 + 7 ⇒ (12) + 7 = 19
if the exchange happens without a hitch, BB goes to the shrine for Desna and donates 5 GP's from his future cut of gold and returns to the Tweeting room.

"Cats" |

Cats looks at the birds, wondering what was going on, then checks the door to make sure the swarm is trapped outside.
"I'm not going out there for a while, if ever. You cats ever think that we're never going to get back to normal? You know? Our memories back? Maybe to a place where not everything is trying to kill us?" Cats slumps into a chair and begins to rock as others loot the bodies (he takes none of it).
Cats rocks in the chair after recovering from his recent haunting experience. Cats rocks in his chair until BButterfly returns with the flammables.
"Oh, them those firebombs? I think I found two flasks of acid like that downstairs in the chest..." Cats begins to rummage through his backpack until he pulls out two acid flasks. "Cat they are! These might help."

DM Rah |

Returning to the Chapel Brother Butterfly asks after Campre and learns he has been making scavenging trips back into the west halls. As he goes to look beyond the barricade he soon meets the orderly returning with the younger orderly Denman. Both carry sacks made from bedding, and both sacks seem loose and empty.
"Come for those vials of alchemist fire?" He smirks. "You know the price."
2 flasks of alchemist fire purchased.

"The Mariner" |

The Mariner crushes out every feather and down he can find with his boots. With a shudder at the flappity-flap on the other side of the outer door, he grabs whatever booty remains and hurries after the others back to the Chapel. "Any body find an axe?" I bet an axe can deal with those flying things.

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perception: 1d20 + 6 ⇒ (19) + 6 = 25
Noticing the new silver handled dagger that Campre has, BB later tells the group about it in an off handed way. He personally doesn't care. What he really doesn't like is the smirk.
Living this close to death, and the condensed nature of our surroundings. With only 100 to 200 feet separating the innocents of the Sanctuary and 5 different maniacal dangers - Campre needs to know he's flying (with too small wings) via his flippant and self absorbed stance.
Once the transaction takes place.
Campre - You have too short a memory. Not too many days ago you were strapped to a table and had a life expectancy of 5 minutes.
Here's some Desnian advice:
It is written - Do not pull the wings off a butterfly.
Denman is smart - he can tell you the larger meaning of what I just said.
With that, BB moves back to the room where Mariner was making feather throw pillows.
I am taking my own advice. We have items that are exceedingly useful. I am glad that none of you are greedy like Campre, but we also need someone to take charge and allocate our items. If you have thoughts or suggestions - we are all open to hear them. But, let's start with the Amulets.
Mariner and Kast. Here you go.
We will split up each of these potions. One to everyone (except me).
I think it's good for me to take a dagger and Fearless to have the other.
As for the Magical Short Sword - I'd really like Pinkie to get it, but if someone else uses it or is more proficient- -speak now.
I updated the treasure and I deducted the 45 GP's from it too.

"Cats" |

The sword should go to Pinkie. Unless it's a short bow, it's not a weapon best suited for Kast.
Cats stops his rocking for the amount of time necessary to reluctantly accept and stow the potion. In that time, he decides that it won't overburden him and might even be useful to have. He stows it, and his two acid flasks, in his front pouch in case they are needed again and within easy reach.
Cats rocks himself up to standing and looks around.
"Which way now? Let's cat moving."
Cant get to map now, please drag Cats along to next door.

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I edited my original post to give items to different people. Kast - you also have an amulet. It's light weight.
Handing an alchemist fire to Pinkie and then one to Fearless.
Okay, I will go outside - drawing out those Derro things. Pinkie- You signal and I will move out of the way as you throw the fire bomb.
When that fire goes out, Fearless - you throw yours as you give me a signal to move out of the way. If needed - Kast- your acid could work wonders.
Once dead, Pinkie will move to unlock the door at the end of the pathway and Desna will bless him with luck for the endeavor.