GM Charles Dexter Warden |
The Sanctuary of the Chapel
Winter looks at Grendl and frowns, “It’s as if the outside world has turned against us. I don’t know if it’s just Briarstone Isle, or if it’s the whole world, but the hospice is surrounded by some repulsive vapor and we are trapped within.
Worse, the weather beyond is like nothing I’ve ever seen—thunder like laughter, rain like blood. And that’s to say nothing of the shapes that
scamper and flap within, vague forms that know when we sleep. Things are terrible here, but at least here we can see doom coming.”
Winter regards Randee, "We have nee here for five days now. Besides the shapes in the vapor, which thank goodness, have never entered the Asylum, that I know of anyway, just Ghouls and Doppelgangers.
Though in people's nightmares they have reported encountering other... things that seemed all too real.
As I said, the Mist is what truly has us all trapped".
Randee Sauvage |
Randee tips his hat, not really knowing what to say. "Damn... is this Mist poisonous or something? If the creatures in it attack only when you sleep, at least some reconnaissance could be made of the area..." He wishes for a negative answer, since no other idea comes to his mind right now. Not that it's the best of ideas anyway...
GM Charles Dexter Warden |
The Sanctuary of the Chapel
Winter shrugs, "Those who have tried to escape have never returned. I agree we need to do something but only a handful of us are truly skilled at such endeavors and if we leave then the innocent here have no way to defend themselves.
Perhaps you and yours could explore the rest of this place and find another way out?"
Kaloora shakes his head, "I stay guard. I no go into spooky mists again!"
Belrim Ironbeam |
Belrim, whiles saying his goodbyes, pulls Kaloora close and away from the humans.
"Watch these humans. Winter in particular. I don't trust it. The minute Winter turns into a shapeshifter, smash it's brains in."
After his talk, Belrim takes point in further exploration.
Randee Sauvage |
It's a difficult situation. But, ultimately, what can they do? Randee is not going to stay here waiting to die. At least out there is a chance of finding something.
"Yeah, I guess we should have a look. Who's coming?"
Grendl Mistwalker |
"me! I'm coming! Any chance to get out of here sounds like worth pursuing."
Belrim Ironbeam |
With the others in tow, Belrim walks up to the collapsed portion of the hall.
Clearly that will have to be removed in order for us to progress.
The dwarf miner carefully looks over the collapsed area to see if it can be safely exhumed.
Perception: 1d20 + 7 ⇒ (17) + 7 = 24
GM Charles Dexter Warden |
Into the Unknown
Kaloora stares at Balrim, eyes wide with horror as if the thought had not crossed his mind. Still, his fear of the unknown is greater as he decides to stay put.
As Belrim makes a move to head North, Winter stops him, "East Mr. Ironbeam. Through that area".
You all turn to what you thought was a wall, with torchlight shined upon it, you see it was a wall but a wooden wall, a palisade! York approaches it with a crowbar and pries a board out, the warrior woman behind her seems quite tense as if something will reach or jump through t any moment. Nothing does.
He shines a bullseye lantern into the darkened space. At the far end of the wall is a door. That door is nailed shut and has furniture moved against it.
Winter nods, "That is the direction you'll need to go in. That collapse to the north it too unstable to move. We have a few spare light sources if you need them. Once you are through the wall, we will board it back up and then you can clear that eastern door. Thereafter, if you knock seven times in succession, we will knock seven times back. That is how we will get you back in here if you need to be in. It will take time, remember that if you are fleeing from enemies there".
Belrim Ironbeam |
Belrim nods at Winter then nods at the others to make sure all understand.
"Randee", asks the dwarf, "How are you for light? I think you are the only one of us that needs it in the dark."
Randee Sauvage |
When asked about the light, Randee is about to say something when he suddenly stops and looks doubtful.
"Actually... I think I'm doing pretty fine, not sure why. MAybe my eyes are getting used to poor lighting or... maybe they did something to me... Thing is I'm ok, but thank you for asking."
Randee just gained Darkvision by picking the Orc bloodline.
Belrim Ironbeam |
The dwarf looked at the human with a furled brow. "...okay, then."
Looking distrustfully at Winter, Belrim states, "I could use a refill of my waterskin. Can you handle that?"
Randee Sauvage |
No, no, you clever. Me eldritch.
Randee seconds Belrim's proposal. "Yeah, some provisions wouldn't hurt, just in case. Other than that, I think I'm ready."
Have we rested before going?
GM Charles Dexter Warden |
Into the Unknown
Well rested and resupplied with Water from Winter's supplies, the inmates make their way through the mountain of furniture blocking thee nailed shut doorway. It takes some time to pry out the nails but it seems time is in abundance.
You open the door into a massive room. White tile, spiderwebbed with cracks, lines the walls of this cathedral-like hall. A prominent, oval desk faces staunch double doors, while hard benches and portraits of somber doctors line the walls. Regal stairs ascend toward a second floor, but rubble has crushed the upper flights, blocking passage. Lofty windows, gridded by bars, reveal yellow mist seething just beyond.
A number of paths lead from the entry, including several doors, the stairs, and a broad hall stretching east though a seemingly impassible wall of rubble blocks this last exit. Unlike most of the asylum’s rooms which are 10' high, the ceiling here is 20 feet high.
You neither hear nor see anything threatening in the immediate vicinity.
Belrim Ironbeam |
First of all, as far as we players know, we are not inmates. Adventurers in the wrong place and the wrong time, yes, but inmates, NO!
Belrim looks around with distaste. "Lots of ways to go, Lots of ways to be ambushed. I hate this damned place!"
Randee Sauvage |
"The high ceiling make me think of this as a receiver hall or entrance. Though I might be wrong, of course. I guess we should look at what's beyond the doors. What do you guys say?"
Grendl Mistwalker |
Grendl walks up to the northernmost double doors and listens carefully at them.
perc: 1d20 + 10 ⇒ (10) + 10 = 20
Belrim Ironbeam |
Belrim quietly unsheathes his heavy pick, as the grippli listens at the doors.
GM Charles Dexter Warden |
Into the Unknown
Hah. Sure you're not inmates...
Thral searches the desk and finds it a mess. A few inkwells spilled over and mostly drying. A number of useless quills. Paperwork, lots and lots of paperwork.
Thral Bitterbite |
Sorry les bois, my ram died and was in for a much need upgrade.
Thral is shocked when he scans the file, he looks up towards Randee. Quickly he masks his emotions. The name Count Lowls resonates within him, as if he knew him.
Knowledge local: 1d20 + 7 ⇒ (3) + 7 = 10
Out of the pot and into the flames, caged in here with animals. Thral shakes his head at the thought.
Thral hops onto the desk, "the name Count Lowls is mentioned, I feel like I know it. Anyone have any ideas?"
Scurrying of the desk and towards his companions, Thral clutches the document and bumps into Belrim. He whispers to Belrim, away from the ears of others.
Belrim Ironbeam |
Belrim listened to the kobold and nodded in understanding.
"Let's join Grendl. See what he found."
Randee Sauvage |
"Count what? I don't think it rings a bell..."
Randee agrees with Belrim and goes to where Grendl is, stopping just in front of the double doors and looking for a way to open them.
And now is the time when you resalise you've still got two free language slots and wonder if you really want to take dwarven... ;) But no, makes no sense. I'll pick them now anyway. Is this Golarion?
GM Charles Dexter Warden |
Into the Unknown
The name Count Lowls is familiar to all of you, including Randee. But, Thral cannot recall anything about the, he assumes man.
Grendl turns back to all of you whispering, "I hear the sound of well, I'm not quite sure. An intermittent dropping of papers and books I guess?"
---
Yes, Golarion.
Randee Sauvage |
"Mmhh..." Randee takes out his hat for better cooling of his ideas. "I guess if it's something intermitent, it means there is no one there... right? Or I could be wrong, of course but..." He looks at everyone, trying to discern how much do they want to pass through the doors. "There's only one way to prove me wrong, ain't it?" So he walks to the doors and counts "One, two..." and opens them at the count of three.
Languages taken. Of course, he doesn't know (or doesn't remember) why does he speak those, even that he does speak them. Would be a funny surprise to him when he finds out.
Belrim Ironbeam |
Belrim nods at Randee, heavy pick in hand.
GM Charles Dexter Warden |
Into the Unknown
Randee opens the door revealing sagging shelves, held together by dust and an extensive system of rolling ladders, ring this library of husky, dull looking tomes. At the room’s center broods a heavily worn table surrounded by uncomfortable chairs. A chandelier of iron vines dangles above. The scents of leather and old paper pervade the high-ceilinged space, but so does a distinct bestial musk. The library would look impressive were it not for its tattered condition.
No one hears any rustling sound described by Grendl.
Due north is a set of double doors.
Grendl Mistwalker |
perc dc 16: 1d20 + 10 ⇒ (9) + 10 = 19
"SOmething or some things live here... look at the little nests up top... and the holes over there. It would have to be something small... but maybe lots of somethings?"
Belrim Ironbeam |
Perception: 1d20 + 7 ⇒ (18) + 7 = 25
Belrim grunts, "Yep. I see them."
The dwarf positions himself between the others and the small holes.
"See if those northern doors can be opened, quietly."
Randee Sauvage |
"You just tell me when" sas Randee while positioning himself to open the doors.
GM Charles Dexter Warden |
the Patients Were Killed in the Library, with the Books, by the...
As Thral kneels down to peer through the hole, a loud chittering erupts from the tops of the bookshelves. From out of the nests the patients identified pop out three ratlike creatures with tiny human hands in place of front paws, and an unnerving human face with a toothy mouth. Two wield massive tomes as large as they are, the last a scroll.
Randee 1d20 + 2 ⇒ (1) + 2 = 3
Thral 1d20 + 1 ⇒ (3) + 1 = 4
Belrim 1d20 + 1 ⇒ (1) + 1 = 2
Ratlings (3) 1d20 + 2 ⇒ (6) + 2 = 8
Round 1 - Grendl GO!
Foes (3)
Thral, Randee, Belrim.
Note that these bookshelves are 8' high. The ladders now on the map can be rolled as a move action.
Grendl Mistwalker |
Grendl moves closer and casts color spray up at the 2 ratlings near him. dc 15 will save negates
GM Charles Dexter Warden |
the Patients Were Killed in the Library, with the Books, by the...
An arc of color rushes out of Grendl's fingertips striking two of the foes.
Will Save #2 1d20 + 1 ⇒ (19) + 1 = 20.
Cause Fear vs. Grendl - Sunmmon Swarm
The foe on the opposite side of the room begins to writhe and chitter.
One succumbs to the spell while the other does not. The one who succumbs drops the scroll it was holding as the other two take offensive actions against the intruders. Grendl's foe's face shrivels into a horrid visage!
Grendl make a Will save DC 12 or be overcome by Fear.
Round 1 - Thral, Randee, Belrim - GO!
Round 2 - Grendl GO!
Foes (2)
Thral, Randee, Belrim.
Grendl Mistwalker |
will save dc 12: 1d20 + 7 ⇒ (11) + 7 = 18
Grendl laughs in the face of fear... then realizes none of this is funny... and turns his attention to other matters...
spellcraft dc 12: 1d20 + 5 ⇒ (8) + 5 = 13
"He's casting 'summon swarm'... stop him if you can!"
Randee Sauvage |
Spellcraft: 1d20 + 9 ⇒ (12) + 9 = 21
Noticing the creature far away is trying to summon more enemies, Randee quickly casts a ray to try interrupt it.
Ray of Frost (Force) 1d20 + 1 ⇒ (1) + 1 = 2
Damage 1d3 + 2 ⇒ (1) + 2 = 3
Thral Bitterbite |
I feel like I've missed so much. Also sorry if this post is a little sloppy, I just got back from a work party with some clients.
Knowledge dungeoneering: 1d20 + 6 ⇒ (9) + 6 = 15
Spellcraft: 1d20 + 6 ⇒ (6) + 6 = 12
Thral nods at Grendl's request, gripping his dagger in hand and his falchion in the other. Thral attempts to stab creature dropping his dagger afterwards in order to hewn the beast with his falchion.
Charging dagger attack: 1d20 + 7 ⇒ (9) + 7 = 16 Damage: 1d3 + 2 ⇒ (3) + 2 = 5
Belrim Ironbeam |
Belrim Ironbeard advances on the far ratling, and attempts to pierce it's hide with his heavy pick.
Heavy Pick: 1d20 + 5 ⇒ (11) + 5 = 16
Dmg.: 1d6 + 3 ⇒ (1) + 3 = 4
Not even sure if Belrim is tall enough to even hit the ratling, honestly. Hoping for the best!
GM Charles Dexter Warden |
the Patients Were Killed in the Library, with the Books, by the...
Randee's ray ends up nowhere near the summoning foe.
Both Thral and Belrim charge at the Ratling on the far end of the room.
As you are both short and lack reach I'll roll some Acrobatics checks to see if you can score a hit, DC 15.
Thral - 1d2 - 1 ⇒ (2) - 1 = 1
Belrim - 1d20 + 1 ⇒ (10) + 1 = 11
The clutter on the floor prevents either of the Patient's from being able to get solid footing to leap and attack in a coordinated effort and both manage to smash the bookcases. However, they DO smash the case upon which the Ratling is casting a spell.
Will save vs Color Spray 1d20 + 1 ⇒ (15) + 1 = 16
The crumbling shelves force the Ratling to spring to the next shelf and his spell comes undone!
Grandl casts Color Spray at the foe who remains on that side.
The creature still manages to resist. Emboldened by shrugging off the effects of the spell twice, IT begins to cast a spell.
The Ratling whose spell Balrim and Thral broke suddenly vanishes.
Round 2 - Thral, Randee, Belrim - GO!
Round 3 - Grendl GO!
Foes (2)
Thral, Randee, Belrim.
Sorry for the delay there folks, Holidays and what not. Here we go.
Belrim Ironbeam |
"Torag!" Belrim cursed.
The dwarf quickly slip his heavy pick on his hip, while drawing his dagger, throwing it in one smooth motion.
MW dagger: 1d20 + 6 ⇒ (10) + 6 = 16
Dmg.: 1d4 + 3 ⇒ (2) + 3 = 5
Thral Bitterbite |
Thral examines both of the spellcasters, in the hopes of learn what spells they're casting.
Spellcraft: 1d20 + 6 ⇒ (11) + 6 = 17
Spellcraft: 1d20 + 6 ⇒ (4) + 6 = 10
Thral moves with great haste at the caster using Summon swarm, he slides his dagger into his sash and brings his falchion down upon the creature.
Falchion: 1d20 + 4 ⇒ (18) + 4 = 22 Damage: 1d4 + 3 ⇒ (4) + 3 = 7
Crit?: 1d20 + 4 ⇒ (6) + 4 = 10
Randee Sauvage |
Spellcraft: 1d20 + 9 ⇒ (4) + 9 = 13
Spellcraft: 1d20 + 9 ⇒ (15) + 9 = 24
Paizo ate my editing. Randee warned everyone about invisibility, moved and shot a ray of force. Let's assume he failed, I feel so pissed right now I don't even want to roll again.
GM Charles Dexter Warden |
the Patients Were Killed in the Library, with the Books, by the...
Belrim and Thral manage to race back across the room and this time strie and slay the Ratling.
Unfortunately, the foe that vanished is just... well... gone. Randee's ray missed and Grendl likewise was not quick enough to stop it.
"What now?" Grendl asks.
Randee Sauvage |
Randee looks everywhere. "Well, it must be nearby, it had no time to go far..."
GM Charles Dexter Warden |
the Patients Were Killed in the Library, with the Books, by the...
Small holes in the wall would seem to lead north, through the large double doors ahead, do you enter?
Belrim Ironbeam |
Belrim walks up to the north doors and puts his ear up to it to hear if someone or something was behind it.
Perception: 1d20 + 7 ⇒ (9) + 7 = 16
Belrim Ironbeam |
Belrim walks up to the north doors and puts his ear up to it to hear if someone or something was behind it.
[dice=Perception]1d20 + 7
I'm sorry. Did I say North? I meant East. Yeah, East. That's what I meant. :(