Gadget~
|
Gadget casts Dancing Light. The spell provides a ridiculous amount of light. Effectively 30 ft. radius of normal light if you spread out the dancing lights effectively.
Caerwynn
|
"Never trust a statue..." Caerwynn mutters nervously. She too activates her wayfinder and hangs it around her neck on a string. "Down, then?"
She glances around the ruined room. "Although... did we see anything else on this level first?"
Perception: 1d20 + 10 ⇒ (6) + 10 = 16 Any doors or passages elsewhere on this level?
| GM chadius |
This level was a maze of walls and passages. Some of the walls had been destroyed, and you saw rusted weapons and armor here and there.
This floor is huge. On the map, I've made the overall map as the second slide. The first slide is zoomed in on the current room you are in.
A cage-like spiral staircase of rusting wrought iron descends along one wall of this room. Dim but vibrant green light pulses from two large glass vats that stand from oor to ceiling in the far corners. Powdery rust coats much of the oor, though several lines of footprints crisscross the room. Metal doors lead to the east and west.
The room itself is messy, full of rotting flesh and gore. The organic matter here and elsewhere in the facility sustains a thriving population of mites, beetles, and other harmless arthropods that scatter from you as you approach.
You notice two vats, large enough to fit a medium creature. Both are covered in dust, although if you look close enough you can see a scaled hand and an ophidian eye looking in your direction.
Valais seems to be in a state of shock. Mumbling with various voices, Valais does not seem comfortable here.
A Diplomacy check, DC 15 will get her to open up a bit.
Gadget~
|
Gadget casts Detect Magic.
Jair Whisper
|
Look like a mad-scientist lab... thinks Jair adding in her mind what secrets lies here ? I wonder...
Seeing Valais in shock, she moves near her and says Valais, you don't seem well. Do you remember something from this place ?
May be you have already been here, for one of your mission. Anything you remember could help us find proof against Thurl's treachery.
Diplomacy: 1d20 + 9 ⇒ (16) + 9 = 25
She also looks around her to try to find the purpose of these experiments.
Know. Arcana: 1d20 + 6 ⇒ (14) + 6 = 20
| GM chadius |
Valais shudders "I...I took measurements and would write them for Thurl." She mumbles. "Thurl used this room to finish HIS EXPERIMENTS!" Another voice roars from within her.
Gadget detects no magic besides the party's. After calming Valais down, Jair inspects the creatures in the vat. One of them pounds against the glass tube.
1d2 ⇒ 2
- The serpent tailed creature to the west cannot be tripped, but its land speed should be that of a dwarf
- The quasit-faced creature in the easter vat has all-around vision. Flanking tactics won't work on it.
Giovanni continues to find grim and vermin throughout the room, and they continue to scatter from him as he approaches.
Where to next, folks? Mess with the vats? Move East? West?
Gadget~
|
Knowledge (Arcana): 1d20 + 6 ⇒ (11) + 6 = 17
Knowledge (Planes): 1d20 + 6 ⇒ (11) + 6 = 17
"Uhh. Carrion golems, enhanced with demon parts. I'm not sure I like this room one bit. Is this what Thurl was doing?"
Caerwynn
|
"If so, why?" Caerwynn asks in response to Gadget. "What purpose could that possibly serve?" She shudders and picks up her feet one at a time. "Yuck."
1d2 ⇒ 2
"That way first?" She points east.
| GM chadius |
I have two votes for the western door. Let's do it.
The party decides to leave the things in the vats alone and Giovanni steps up to the western door.
This room is a madman’s abattoir. Near the center of the room stands a polished metal table with manacles bolted to each of its corners and a bloodstained hacksaw embedded in its side. A wooden workshop bench rests against the east wall, covered with tools of varying sizes, a spool of barbed wire, a stack of large metal staples, and a stack of notes, and even more grisly tools hang from hooks on the wall like pots and pans in a well-stocked kitchen. Reddish-brown splotches cover the floor.
On the table, a partially clothed male elf with a distended belly is sprawled on his back as he quietly moans in agony, his arms bound by the table’s manacles.
There are notes on the workbench. They note all sorts of grisly experiments Thurl had performed.
As you get close to the elf to investigate...
Gadget~
|
Gadget looks in the room. "This is disgusting!"
Knowledge (Planes): 1d20 + 6 ⇒ (18) + 6 = 24
Gadget inspects the notes. "This elf supposedly has a parasite similar to a vermlek demon. They inhabit a corpse. He's trying to get them to inhabit constructs too. Oh, this is gross." Gadget doesn't want to inspect the elf. She is way too grossed out. Not to mention, examining bodies isn't something she's good at. XD
Bullwhip
|
"That way first?" She points EAST.
Giovanni moves toward the west door.
"Me mastery av al' things undergroun' tells me dat that is de west dure yer at."
Translation (as rendered by David Niven): 'I say there old chap, you're going the wrong way.'
West it is! ;D
Jair Whisper
|
Know. Planes: 1d20 + 8 ⇒ (6) + 8 = 14
Before examining the elf, Jair casts guidance on herself.
May Secrets guide my study.
Heal: 1d20 + 5 + 1 ⇒ (4) + 5 + 1 = 10
@GM except if I can't take my time, I will take 20 to examine the corps If I may
For now I don't understand exactly what he has, but with time I could says Jair.
She then, looks at the notes, taking them and reading them.
Giovanni di Pietro di Bernadone
|
Heal: 1d20 + 7 ⇒ (2) + 7 = 9.
Giovanni shrugs.
"I'll have to take your word for that."
Heal: 1d20 + 7 ⇒ (18) + 7 = 25.
Suddenly, he stiffens.
"The Elf technically isn't dead. See how he writhes in agony? However, it isn't just that - the parasite in him appears to be waiting for someone to get close..."
He then quickly moves on to the next room.
Gadget~
|
"Touch... him?" Gadget begins to get sick at the thought of touching a near-carcass. "Excuse me." She exits the room holding her mouth.
Caerwynn
|
Heal: 1d20 + 8 ⇒ (6) + 8 = 14
Heal: 1d20 + 8 ⇒ (19) + 8 = 27
"Erastil's oath..." Caerwynn whispers in shock. Why do people think it's acceptable to experiment on creatures like this?
She keeps well back. "Gadget, did you say the notes reference inhabiting a corpse? Is he dead, or isn't he?"
Gadget~
|
Gadget starts feeling better when she's outside the room.
"The notes definitely talk that the demons are able to inhabit a corpse, but since it is an experiment, who knows what he's doing."
| GM chadius |
Giovanni and Caerwynn notice something is amiss and tells the party to fall back.
Moments later the elf's chest expands violently and suddenly bursts open, revealing some kind of giant worm. A cloud of negative energy, spores and viscera burst forth as a dozen arm-length tentacles reach out.
You get a quick look at the worm before you kill it.
Giovanni suggests moving onto the next room.
Clawed limbs, scaly torsos, and other large body parts hang from large hooks connected to the ceiling by thick chains. Along the walls, large canisters and jars hold dozens of smaller body parts suspended in clear liquid.
The temperature in this room is barely above freezing.
Make one Knowledge(Planes) check and read both if you make DC 20.
You find a wand in the room.
Giovanni di Pietro di Bernadone
|
Heal: 1d20 + 7 ⇒ (3) + 7 = 10.
Moving on to the next room, Giovanni shudders.
"I know they were probably all from demons, but still, harvesting them for spare parts like that..."
Looking a little green, he retreats back to the first room, and waits for the party to gather up, before opening the door.
Jair Whisper
|
Know. Planes DC25: 1d20 + 8 ⇒ (14) + 8 = 22
Know. Planes DC15/20: 1d20 + 8 ⇒ (2) + 8 = 10
Spellcraft DC20: 1d20 + 6 ⇒ (13) + 6 = 19
Better to not touch anything... says Jair, who shivers when she enters the room. Because of the cold or the body part, none knows.
Caerwynn
|
Heal: 1d20 + 8 ⇒ (19) + 8 = 27
Spellcraft: 1d20 + 6 ⇒ (7) + 6 = 13
"Blech!" Caerwynn spits at the sight of the parasite. "Well, if he wasn't dead before, he sure is now. Yuck. See how the tendrils are already drooping? Must incubate quickly. Glad we didn't get too close!"
Caerwynn shakes her head at the demon-freezer. "Was Thurl reporting any of this?"
Gadget~
|
Spellcraft: 1d20 + 8 ⇒ (4) + 8 = 12
"Agreed on all accounts. Let's move on." Gadget has her bow out while travelling.
Have to stay mission focused...
Caerwynn
|
"You might consider revising that schedule." Caerwynn wrinkles her nose. "Maybe now."
She scans the waterline for anything of note. Is the water murky or clear? Is there a clear bottom? Perception: 1d20 + 10 ⇒ (3) + 10 = 13
Gadget~
|
While others are looking around, Gadget will scan around with Detect Magic.
Gadget~
|
Perception: 1d20 + 2 ⇒ (18) + 2 = 20
Real low, Gadget mentions, "There's some kind of ooze in the water."
Knowledge (Dungeoneering): 1d20 + 6 ⇒ (13) + 6 = 19 - Just assuming that is appropriate from the keyword Ooze. If it's any other monster knowledge check, Gadget has them all at the same bonuses.
| GM chadius |
Gadget~
|
Gadget pushes her glasses up her face before speaking. "Yeah, it's a Globster. It has hunger for flesh so has a nauseating stench. Ick! We'd smell it if it came above the surface. Only cutting (slashing) weapons work and it can't be affected by acid. Also, be careful as it good at grabbing you."
"Hrm. Unfortunately I have no way to cut with my bow..." Gadget still keeps her bow out for now, planning to use spells if it comes to it.
Bullwhip
|
knowledge (dungeoneering): 1d20 + 5 ⇒ (8) + 5 = 13
"Waaat?" Bullwhip looks about confused. "'tis water...." As that explains everything. "Any dwarf knows yer don't go near de stuff unless it's filled wi' 'ops. Besides, Oi towl yer Oi already 'ad a bat last week."
| GM chadius |
Looks like no one's heading in, so let's go West.
The party decides not to risk the obvious trap and head west.
The walls of this room are lined with steel bookshelves bolted into the polished stone. Books rest comfortably against each other, each given ample room to be removed without risk of damaging the contents within. Two black leather chairs next to the western wall are positioned around an ostentatious wooden table supporting a single glass tumbler. There are two identical, reinforced wooden doors along the western wall.
Even a quick glance at the titles indicates a dedication to obscene Abyssal rituals. Several anatomy books describe how to perform surgeries on a variety of creatures. You even catch decades of tables that resemble shopkeeper's ledgers.
To make sense of these books, you must spend half an hour reading the contents. Then you get to make two skill checks. If you make DC 18 on them, great! Read the spoiler below. Even if you fail it's still worth a shot.
Thurl has experimented for years in the creation of Abyssal hybrids.
His usual method involves dissecting demon corpses, sewing pieces back together, soldering and animating them with essence derived from Abyssal larvae, and often discarding imperfect creations.
Annotations and notes scattered across a dozen volumes reference how he has:
"devised a technique to rival the creative power of Lamashtu’s womb,"
"gone beyond the limited theories he purchased from Asylnn"
"discovered how to harness the power of the marilith"
The ledgers obtained track the price of Abyssal larvae and the souls of those condemned to the Abyss. These are valuable goods on the planar market. It's clear Thurl actively participated in the larvae trade.
Valais seems to be very quiet, focusing on herself and in deep contemplation.
Several drawers in the bottom of the southern bookshelf contain 20 bottles of fine liquor as well as several potions for emergency use:
Make Perception or Spellcraft checks to identify the items.
Jair Whisper
|
@GM Is Profession (Librarian) could help / replace one of this skill ?
If that's the case, Jair will use it instead of Know. Planes
Always interested in books, Jair looks at them, trying to find evidence against Thurls and the secret behind all his experiments.
To help her research she takes her own book who catalogs all the deities and beliefs known by men.
Know. Religion: 1d20 + 10 + 2 ⇒ (15) + 10 + 2 = 27
Know. Planes: 1d20 + 8 ⇒ (10) + 8 = 18
Once the study of the books ends, she looks at the potions.
Spellcraft (yellow): 1d20 + 6 ⇒ (4) + 6 = 10
Spellcraft (black): 1d20 + 6 ⇒ (16) + 6 = 22
Spellcraft (red): 1d20 + 6 ⇒ (19) + 6 = 25
Spellcraft (blue): 1d20 + 6 ⇒ (5) + 6 = 11
Spellcraft (green): 1d20 + 6 ⇒ (2) + 6 = 8