Herman Halfshanks |
"There was some moaning by many voices through the door on the south. After we look around down here, we can head to check that out next," says Herman to Storn.
Turan the Wanderer |
Turan who has taken a minor scratch and seems a bit exhausted from all that fighting Mites nods And I thought I was just imagining things. But yes someone or something seems to be trapped back there.
Storn |
Storn grumbles.
"Hrmph. Going down there looks like a 'later' idea. Let's investigate those in pain so I can beat some health into them with Gorum's blessing. But I'll go where the rest want to."
Hagan Silverseer |
"I'm a little hurt, but I'll manage. We need to help those poor souls, first."
Hagan hefted his great ax and slapped the flat side of the head against his palm. He grinned.
"And if we just so happened to run into more of those mites, well that would just be unfortunate, wouldn't it?"
Wuliem BrokenCrown |
Wuliem looks forlornly at his wand just as Storn taps Hagan with one.
With a sigh, Wuliem places it back into his pack.
I will be available also, if any should have need.,
he said proudly.
He then looks to Storn.
Yes, I believe pleading voices takes president over watery depths.
GM FurtiveZoog |
Storn, you are absolutely right! I am getting forgetful in my advancing years. :-P Retconning:
Storn brings his greatsword around, lifting the mite up into the air, then slices the mite into fragments with a great downward hack.
Turan, Storn, and Hagan all took damage, right?
Herman does not find anything among the mite's mats, although the fleas and lice do find him, most annoyingly.
Outside the door, there are three mangled human bodies, hideously tortured and grisly, and covered with signs of disease, molds and fungi. Where clothes remain, it seems as though they were simple traveling merchants.
Torvic looks sadly at the bodies but doesn't recognize any of them.
Jani Lee Two-spirit |
Heal, taking 10: 10 + 5 = 15
"Most likely nothing -- we wouldn't recommend eating them, since they seem to have been the death of these humans. In fact, it looks like they were intentionally injected by the derro. How fascinating!"
GM FurtiveZoog |
To keep things moving, I'll have someone try the key found on the lead mite on the locked door to the room.
You open the door on a grimy room, dimly lit by the fungi, and reveal a scene of horror. Three prisoners lie chained to stone shelving, a female human, a male dwarf, and a male human.
Torvic looks inside and recognizes – barely – the woman as Lyrehawk and the dwarf as Merisk, the two remaining Aspodell Rangers that accompanied Torvic to the Gallery. He doesn’t recognize the human male. ”By Torag’s grace!” he softly exclaims, ”What have they done to ye?” By the look in his eyes as he turns away for a moment, you know that he knows all too well.
Lyrehawk lies bound by ropy fungal growths that encase her head, seeming to have bored into her skull through the eye sockets. The growth extends down her chest and arms, pulsing with a rhythmic thump, like that of a heartbeat. She appears to be, mercifully, unconscious.
Bizarre, agonizing growths protrude from the limbs of Merisk, who lies strung across a box, bizarre and clearly painful pustules protruding from his skin. It seems he was flayed alive, and then spores were planted into the wounds, so that when he healed, the spores would then grow inside him. He, too, is unconscious.
Chained opposite the adventurers is the human male, dressed in what was once the garb of a Chelish merchant but which now is in rags. He has been scalped, and bits of his skull can be seen through the scabs and bits of flesh where his hair would be. He stares blankly at the ceiling, making the odd groaning noises you heard, and takes no notice of your arrival.
Herman Halfshanks |
Without any clear way to help the afflicted prisoners, Herman can only look on aghast. "Can anyone aid them, remove disease or something?" he mutters under his breath. "Who would do this to them?"
I have a wand of cure light wounds, but that's about it on the healing side. Don't think that's going to help this.
Jani Lee Two-spirit |
Heal, Knowledge(nature): 1d20 + 5 ⇒ (19) + 5 = 241d20 + 10 ⇒ (12) + 10 = 22
Jani's encyclopedic memory flashes back to what they know about fungus of this sort and whether anything can be done for these unfortunates.
GM FurtiveZoog |
Wow! Good heal roll, Jani. I'll take this first Heal as the heal needed to restore Lyrehawk's sight and get her moving again.
Jani quickly assesses Lyrehawk's grotesque condition and the means to remove this particular fungus, if fungus it can even be called, and does so, pinching the 'veins' on the fungal tendrils and slowly pulling and causing the mass to contract.
Could we get a similar Heal for Merisk? You can use a Healer's kit, Aid Another and other disease-related procedures.
Although the mental wounds wounds are the worst, each also has substantial physical wounds.
About 7 hp damage each.
Wuliem BrokenCrown |
Wuliem looks--forlornly--at the new masterwork thieves' tools they found,
and shakes his head while placing them back in his pack as someone uses--a key!--to open the door.
knowledge nature: 1d20 + 9 ⇒ (9) + 9 = 18
My, why that looks as if they purposely planted those in them!
He takes a closer look at the two unfortunates.
Storn |
Storn looks over the sick with an expression of disgust.
"This is ... pointless and annoying! Worry not, for you have a healer of great skill and belligerence here."
With that, Storn heads over to begin investigating the sick. He takes his time with them, listening to Jani and carefully going over the wounds.
Taking 10 on Heal check for 18 total.
Hagan Silverseer |
Hagan feels a swell of pity and anger. He clenches his fists and tries to concentrate on the room around him.
Perception: 1d20 - 1 ⇒ (12) - 1 = 11
"I don't think there's much here."
Herman Halfshanks |
Herman is a little grossed out by the fungus growing people, but when Storn asks for someone to nose around in the room, his natural curiosity takes over.
He also takes what little he knows about healing into consideration and tells Storn that perhaps they could all use a little healing magic as well?
Perception, bardic performance: 1d20 + 8 + 1 ⇒ (8) + 8 + 1 = 17
untrained Heal, Aid another: 1d20 ⇒ 19
GM FurtiveZoog |
Between Jani's expert healing and aid from others, Merisk, the unconscious dwarf, seems less pained. Eventually, after a fit of coughing, you see Lyrehawk slowly, tentatively turn her head one way and then the other, and then partially open her eyes. Bloody tears of joy and relief begin as she realizes that she once again can see and has been rescued. She gives Torvic and the group a weak smile of thanks.
Looking around the room turns up nothing of interest. In fact, it is relatively clean and bare, perhaps to keep prisoners from devising weapons or other means of escape, as Torvic relates, staring off into the distance as if watching a play of someone else's life: "I remember now: I found a bent nail and was able to pick the lock on my chains and Jorlin's. ... No one else was here, then. ... Knocked out a mite and escaped, hoping to find some help. ... It took a couple of days ... then the Pathfinders found me."
(Torvic is still muddled about how long it has been.)
Turan the Wanderer |
Turan is rather grossed out by this ordeal but helps as best he can in searching the chamber and freeing those trapped by fungus.
Perception 1d20 + 5 ⇒ (13) + 5 = 18
Heal to Aid 1d20 + 1 ⇒ (17) + 1 = 18
Herman Halfshanks |
Herman is glad that the prisoners seem to be doing better. He offers them some food and water from his stores.
"Who did this to you? The mites? They don't seem the sort to experiment on people. Is there someone running them?"
GM FurtiveZoog |
Jorlin was the ranger who escaped with Torvic and then fell asleep, then died screaming.
"Yes, not mites," she says weakly, "Derro, they are called... Mites servants, slaves. All under Lady Morilaeth, half elf, half nightmare..." Lyrehawk trails off at this point and seems to fall unconscious again.
Nothing else is found in this room.
Hagan Silverseer |
Hagan frowned.
"This Morilaeth deserves to be cleaved in half and sent screaming to the pits of the Abyss. But before we can seek retribution our biggest concern should be getting the survivors to safety."
I'd like to keep going. But leaving the survivors here in this state isn't a particularly appetizing option. Is Torvic in any state where he could be relied on to get his friends out of here?
Storn |
"Hmph, although it pains me, Hagan is right. The weak must be helped so we can focus our minds wholly to killing everything else in sight!"
Storn looks down and finally notices the gigantic war dart sticking out of his side. With a grunt he yanks it out, and stabs his wand into the wound.
Cure LIght Wounds: 1d8 + 1 ⇒ (3) + 1 = 4
Cure LIght Wounds: 1d8 + 1 ⇒ (7) + 1 = 8
With the wound closed, he leans in to look over the wounded. "Horrible things have been done to you. I am sincere - you look appalling right now. But fear not, we will bring you to safety and then beat this Morilaeth to death with her own limbs!"
Herman Halfshanks |
"But Derro are no more than wives tales, surely they aren't real...are they?"
Herman looks around uneasily, remembering the scary stories he heard of the derro as a lad growing up in captivity.
Finally, he asks the former prisoners: "Do you know where these Derro or their masters are now? Which way do we got of find and defeat them?"
GM FurtiveZoog |
Two are unconscious and one is quite mad. Plus, no one has spared a CLW on them. You are a hard bunch!
Torvic tries to think, and says, "There were many more of them around here, I am sure. Don't know what 'them' were exactly, although I remember many more mites now. Don't know where they have gone, or where 'them' have gone, either... So many walls and holes in my mind!"
Torvic considers the options for awhile then shakes his head, "I'm afraid that won't work. They'd die in the cold like they are, or mites and ants would get them like the got me, or ... they'd fall asleep..." Torvic shudders. "But, there is a safe place here, I think, at least for the time being. We'll have to go there to see."
Assuming that you agree and follow:
Torvic leads you back across the room and out the way you came, then a little farther down the hall, squeezing past some grotesque fungi, and to a pair of magnificent doors or gold- and silver-gilt cast iron, emblazoned with the sacred symbols of Torag. Inside, you find little more than a set of dusty pews and, behind the alter, a 20-foot warhammer, carved of stone, standing on its head and reaching to the ceiling.
You see no tracks in the dust here, and, unusually, there is no fungus or strange decay in this place.
Torvic helps you lay each of the victims out on a pew to rest. "I can stay here with them, though I feel they will be safe here, for now, but I feel I need to go with you."
The new room is on the map. Where to now?
Storn |
Whoops, before they leave.
With everyone up and moving, Storn raises his symbol and chants a prayer to Gorum.
Channel Energy: 2d6 ⇒ (1, 5) = 6
Storn |
"Torag is not a God to be messed with. Dwarves are tough," mutters Storn as he looks over the room.
"So we can go down below the floor, or way back near the entrance there was a hallway we did not explore completely. I think that hallway is the best first step."
GM FurtiveZoog |
"I don't know..." Torvic says in reply to Jani's question, but he stands a little taller after Storn's comment.
Storn's healing does wonders for the injured trio, as physical wounds heal over and the two regain consciousness, while the merchant groans just barely audibly, now seemingly out of long habit rather than intense agony.
Merisk, awakened, nods much thanks to the party.
It is obvious that, while superficially healed, it will take considerable time (and likely some powerful magics) before this group is able to do much beyond walk or ride a mule.
So, east, down the hallway, where one door is visible on the south side, or west?
GM SpiderBeard |
"Now you know the warm glowing warming glow of Gorum's light! Now, where to go."
Storn thinks for a moment. Knowing that democracy is the refuge of the coward, Storn says, "I'm going to that door over there!"
Storn exits the room, heads east down the hall, and listens at the door on the south.
Perception: 1d20 + 3 ⇒ (20) + 3 = 23
GM FurtiveZoog |
GM SpiderBeard!? We've been invaded by another GM! People the barricades!
Wuliem, we can say that you have an hour, given bandaging wounds and lancing boils, transporting them, and helping them eat and drink something. Of course, time does advance for others, too, so you might not be able to do so again.
If you have used a bladed weapon and a whetstone, you can resharpen it, too (it just takes 15 minutes).
As Storn and the group proceed down the corridor past blocking growths, he sees that the end of the tunnel was apparently an expansion that was abandoned long ago, and then collapsed. The 'door' turns out to be just a tangly blockage of ropey fungus hanging down from the ceiling, and he hears nothing on the other side.
Moving past the fungus leads to a kitchen, with two doors leading off it and a passage with stairs leading up. The creatures of the place have covered this room’s stone tables with dozens of ceramic pots, each filled with smelly fungal concoctions.
Fort Save DC 10 or you are nauseated by the smells, though it likely won't make a difference.