| GM Foxy |
This room appears to be the study of a scholar. A roll-top desk with a leather chair stands against one wall, holding a variety of alchemical equipment and surrounded by hundreds of books piled on every available surface. A narrow cot is crushed into one corner behind a wall of books. A door stands in the north wall.
Inside the room you find a middle aged woman whose clothes and hair are dishevelled. "Please don't hurt me." the woman whimpers.
It's only an act.
| Brother Grergof Varsk |
Grergof narrows his eyes at the woman.
Sense motive: 1d20 + 5 ⇒ (1) + 5 = 6
Then he scans the room for evil.
As he does he also looks for other exits from the room as well as well as hints to where the creature went.
Perception: 1d20 + 5 ⇒ (6) + 5 = 11
Come in. he says back to the group.
He is very suspicious of the woman due to the fact that he was told only the two men were ever seen coming out of this building.
| GM Foxy |
The room itself is about 15 by 20 foot large, but due to furniture like bed, desk and the books everywhere it is just enough space for everyone to stand comfortably in a line.
You walk in and then there is a small walk to the right where the woman stands and then between bed and desk is place for two more to the left in front of the closed door and two more on the short way in.
| Stam Truthfinder |
K. Local: 1d20 + 8 ⇒ (15) + 8 = 23
Sense motive: 1d20 + 4 ⇒ (6) + 4 = 10
"This is Doctor Doctor Katarina Vilt, I saw a posters about town saying she was missing. We could help her out, the University would be happy with that. Also the town might take it as something but I doubt it."
Stam will move cautiously over to the woman.
| Brother Grergof Varsk |
Detect Evil through the wall to see if I can detect the man beyond.
I still don't trust her. I feel like I'm walking into a trap...
What man? We were chasing a horrid beast!
| Darius Redgrave |
Sense Motive: 1d20 + 4 ⇒ (16) + 4 = 20
Darius looks about the room, eyeing where the woman pointed. "Grerof, get her out of here, I'll check the door. Spugs, cover me." Darius says and as soon as Grergof and the woman pass him he moves in and with sword raised moves to the door on the left. Ready to attack whatever may come at him through the door.
| Brother Grergof Varsk |
No. Something feels wrong here. She is either working with the creature, or the thing can change shape.
If she was truely afraid, why did she not scream for help when the thing left her alone to fight us. She had to know we were here from your explosions.
And don't you find it very convent that she just happens to be here, while we know nobody but the two owners ever entered.
Plus she feels shrouded in shadow.
He looks hard at the woman to see if he can get any more clues like if she is wearing alchemy items..
Perception: 1d20 + 5 ⇒ (13) + 5 = 18
| Brother Grergof Varsk |
Stop her!
Heavy Flail - Power Attack + Furious Focus: 1d20 + 10 - 2 + 2 ⇒ (7) + 10 - 2 + 2 = 17
Miss < 50: 1d100 ⇒ 75
Damage + Power Attack: 1d10 + 6 + 6 ⇒ (3) + 6 + 6 = 15
If this is who I declared my smite on, like I'm guessing, then I'm + 3 to hit and + 5 to Damage on the above rolls.
| GM Foxy |
Darius swings his sword but cuts nothing but air. Grergof lands a solid hit. Spugnoir can hit her on the way
Initiative Grergof: 1d20 + 3 ⇒ (19) + 3 = 22
Initiative Darius: 1d20 + 3 ⇒ (7) + 3 = 10
Initiative Spugnoir: 1d20 + 6 ⇒ (5) + 6 = 11
Initiative Stam: 1d20 + 2 ⇒ (9) + 2 = 11
Initiative Vorgstag: 1d20 + 7 ⇒ (19) + 7 = 26
In the noise of the factory the steps of Doctor Vilt are hard to make out but you hear the loud 'thump' noise.
Acrobatics: 1d20 + 10 ⇒ (7) + 10 = 17
Falling Damage: 1d6 ⇒ 4
| GM Foxy |
No. As I told: hit invisible DC50.
Spugnoir adds another scratch to the Doctor on her way past him.
You got an idea where she is if you make the perception roll and may take another round of ranged attacks or give chase. You tell which of the two squares of the platform you attack (1 or 2) and I'll roll on which she landed.
| Darius Redgrave |
Perception: 1d20 + 6 ⇒ (5) + 6 = 11
Haven't got a clue
"Where in the nine hells did she go? What's going on here?!"
| Brother Grergof Varsk |
Perception: 1d20 + 5 ⇒ (4) + 5 = 9
I can't see it, Spugior, can you blast it?
| GM Foxy |
The darkness has gone while you were standing in the room. You see Grine lying on the floor at the foot of the ladder. As the mongrelmen are all gone and no one is working any more you only have the noise of seven large fires echoing through the production area. But it is still pretty loud.
| Darius Redgrave |
Darius knows he can't chase after whatever that was in his armour and gear and instead decides to go into the room from whence it came and search for any clues to what it is and what they were up to here.
"That thing's long gone. I'm going to see what these creeps were up to here."
Perception: 1d20 + 6 ⇒ (17) + 6 = 23
| Brother Grergof Varsk |
Grergof stands guard with his bow out in the balcony watching as the others work to make sure nobodysneaks upon them.
Make sureyou tie that gnome up, because we can not leave until we have some evidence to prove the beast is not guilty.
Perception: 1d20 + 5 ⇒ (12) + 5 = 17
| GM Foxy |
Checking the room where Grine came out:
As much an abattoir as a bedchamber, this room contains not only a four-poster bed, but also numerous workbenches and alchemical gear. The walls are lined with shelves and strangelooking objects in jars of liquid. Bits of rags litter the floor, and the air is heavy with the stench of spoiled food mixed with acrid chemicals. A ladder leads to a trapdoor in the ceiling. This room is part alchemy lab, part slaughterhouse, and part bedroom. The many jars about the room contain alchemically preserved body parts from a variety of creatures. One bell jar full of liquid contains a small gold key at the bottom. The liquid is acid.
Checking the room of Vorgstag:
This room appears to be the study of a scholar. A roll-top desk with a leather chair stands against one wall, holding a variety of alchemical equipment and surrounded by hundreds of books piled on every available surface. A narrow cot is crushed into one corner behind a wall of books. A door stands in the north wall. A combination alchemy lab, library, and bedchamber, this room is almost fastidiously clean except for the heaps of books everywhere. A large bell jar atop the desk contains the alchemically preserved head and shoulders of a human man. Closer inspection shows a cunny resemblance with the swampers of Morats. The door to the north is locked.
| Brother Grergof Varsk |
Grab the preserved head, as we may be able to use this as evidence that these two were taking the men of Morast. Also you should check to see if there is a journal or anything among those books. A written confession would be really nice.
Mr. Truthfinder, do you have any idea what that skinless thing was? A shapeshifter of some type, or is that one of the powers of an alchemist?
Note as he is standing guard, Grergof is scanning for evil.
| Stam Truthfinder |
"I have seen it mentioned in texts before but cannot just remember the name of the creature myself. I assume out little Gnome friend will be able to help us out with more details. Edited Spugnoir think we can pour out the acid and get the key at the bottom? The door here is locked and it might be the key for it."
Stam will look through some of the books as they search.
| GM Foxy |
Unspoilered information is for everyone. It's acid.
Vorkstag’s collection of books (mainly dealing with anatomy and surgery) would be worth 500 gp to the right scholar or a university. In addition, a complete alchemist’s lab sits on the desk, along with three packets of f lash powder* and five pots of alchemical grease that was recently created.
And there is the locked room about which Dr. Vilt told that the skinless man locked himself in.
Grine's room is packed with curios and medical oddities, including a complete alchemist’s lab and four vials of antitoxin that Grine has recently crafted. Altogether, the contents of the room would be worth 750 gp to the right collector. Under the bed is a small metal strongbox. The box is locked.
| Darius Redgrave |
"Okay that key either opens the strongbox or the north door. WE need to fins a place to dispose of the acid to get to the key. Any idea where we can pour this out?"
| Brother Grergof Varsk |
Are there any empty glass vials or jars? We could dump it there, or in one of the big vats out here. The problem is if the key falls in the big vat, it is gone forever.
| Stam Truthfinder |
"I am sorry, It has been a long day, I will do just that."
Stam looks firmly at the key, then slides a fingerless glove on to his right hand, he slowly raises his hand up and the key rises as well. He gets the key out of the vat of acid and onto the counter.
"I am not to sure I would touch it yet, not sure how potent that acid really was."
| Brother Grergof Varsk |
Try the key on the lockbox
| Brother Grergof Varsk |
Grergof motions to the locked door.
Mr. Spuginor, can you open this door?