
![]() |

The group sets out to search the rest of the basement level. [ooc]Posting basic discriptions of the various unexplored rooms and anything useful found in them.
D24-This grisly torture chamber is equipped with a stretching rack,
an iron maiden, dangling iron cages, a fire pit to the southeast,
and three empty cages to the north.
D25-This chamber features a filthy mattress lying on the floor and a low wooden chest filled with grisly bone trophies.
D35-A long metal table stands at the center of this austere room, spots of dried blood marring its polished surface at one end. Two wooden cabinets stand to the northwest, while to the east are two empty prison cells.
Inside the cabinets are master work medical tools (for heal checks), 8 potions of cure light wounds and eight vials of an unknown substance.
With Crove vacating the premises the Pathfinders only leave with the knowledge that Crove and the other keepers are responsible for the creature that is terrorizing the city. They also know that these keepers are the creatures targets and each one that it kills will make the creature stronger. The only leads they have on the keepers are the names listed in the strange book they found beneath the ruined house (see campaign tab).

![]() |

As the group leaves the asylum (Assuming we do), Miko starts humming a soft song, incompehensible almost. Fear still lingers in her eyes, and she subconsciously grabs the hand of Tuich, squeezes it and sings softly:
Sing a song of flowers, flowers all around.
Flowers that are growing, growing in the ground
Flowers of each color make a pretty view.
Red and orange and yellow.
And blue and purple, too.
Let's spends some time investigating the names, rest maybe?
Diplomacy: 1d20 + 18 ⇒ (13) + 18 = 31
----
The girl sings a nursery rhyme. A little hoarse, a little through her nose, a little off-key. A song of brightness, the first rays of the sun. She is singing, sitting down in the rain. The rain had soaked her clothes, spindly arms poking out, her hair clinging to her back. Skinny, rib, rib, rib.
The girl's voice is only sun, though she spent all morning in the rain. The girl sings a song of light. The girl sings a song of spring. She sings to forget the winter.
Why don't you sing? Sing little girl, sing me a lullaby. Sing to me until I'm fast asleep. Sing to me, so that the past may fade, so that it may perish. Sing to me until I die. Sing me to death. Sing until all is gone, sing of the sweet demise of your world.
Come, dear springtime. Let the world be green again. Green like the forest, green like the trees, green like the toxins that poisoned your veins, green like the fumes that clouded your brain.
Keep on singing, little girl, keep singing until every dark corner lights with green. I'm sand and earth and insects. Sing me to my downfall. Keep on singing until I'm buried under the flowing green grass.
She sings her song, fast and slow. The flowers bloom. Men in uniform enter houses. The seeds grow. The betrayed are lifted from their beds. A hectic song. The companies plough through the villages, the new-born join the herd. The watchmen fertilize the streets with blood. She sings, the tones of forgetfulness, oblivions, bliss. She sings her song until the end of the world, she sings until there is no more.
Sing, my dear, sing until everything is forgotten. Sing until the light brightens every corner of your mind. The grass will be green again. Your eyes will be white again.
She holds my hand, and I'm getting cold. Her lovely song of destruction. Slowly, I step away until only the sound remains.
Let the grass be green. Let the field be green. Oh, my dear spring! Let the grey asylum's courtyard be green. Dear, dear spring.
----
Fosko Fuihlah - A bold rescue, my adventures in Razmiran, an unofficial chronicle.
----

![]() |

Did we snag the paperwork from (presumably) Crove's office?

![]() |

I would say yes that would make the most sense as it would back up Ploogs story.
Ploog volunteers to stay at the Asylum to wait for the authorities so the Pathfinders can track down Crove and the other keepers. As the group leave the grounds Miko manages to shake off most of memories she though she had burried. She then gets back to work at what she does best, relating to the common person. She makes quick friends with a few long time residents and they don't have much trouble identifying some of the names.
Rupman Myre is a middenstone baron. He owns a large vathouse down in the Flith along the river banks. They say he may be involved with illegal necromancy, but so far there has not been enough evidence to arrest him.
Arlend Hyve is an authority on regianl history and lore, a sage who dwells in an abandoned church of Aroden on the southern slope of the Tangles. They say that he dabbles in the black market poison and drug trade. Also the swamp hermit Glem Baskerwhel, a known postion maker, visits him often at the abandoned church.
Locations have been added to the map!

![]() |

"Elm Way Church first?" Jeffrey suggests. "It's the nearest place we need to visit."

![]() |

Tuich gives Miko a smile, relieved that she seems to have returned to normal.
"Sure, why not!"
If time weren't of the essence I'd say some rest is in order, as we've burned through a fair bit of magic. But one does what one must... and we can hope there'll be no fighting in a church (yeah, right).

![]() |

Deciding to head to the church to Pathfinders follow the directions Miko obtained to a small chapel that the locals called the Elm Way Church. It appears to be rather small for a temple of Aroden, and the years have not been kind as the roof and grounds seem to have fallen into disrepair.
The main entrance appears to have two entrances from the east and west and group gathers at the western entrance as they formulate a plan.

![]() |

Unless someone stops him, Jeffrey walks straight up to the western entrance's door and throws it wide open.
Feel free to stop me if you want to formulate some kind of plan, but moving inside and seeing what's awaits us is basically the plan Jeffrey has.

![]() |

Well, I don't think we're gonna get tackled by undead just from opening a church door. So unless there's some respect-showing thing we're supposed to do first, Tuich has no objections.

![]() |

"Woah there, Jeffrey! I've heard tales of people like this man. The more common folk, dealing with illicit goods and underhanded deals. Allow me to check the door for traps before we proceed, at least."
Vincent looks lightly uncomfortable with the idea of talking to a black market trader, being more used to both finer society and straightforward brawls.
Perception: 1d20 + 11 ⇒ (12) + 11 = 23
Supposing it's clear, he waves Jeffrey forwards.

![]() |

Vyk does a scan for magical signatures, starting with the door.
Detect Magic.

![]() |

After checking for traps and magic the group feel comfortable proceeding to the interior of the church where it is cold and damp. Two man-sized statues stand to each side of the room, both draped with gray sheets. Dozens of sagging bookshelves stand along the walls, and a stone altar has been converted into a table.
A quick sweep of the other rooms reveal.
AThis room contains a cot and a reading lamp.
BThis storage room contains food, water, lamp oil, ink, paper, and other supplies.
CThis room is abandoned, as the roof above leaks terribly. The recent storm has left the western 5 feet of the room in a 4-inch-deep pool of water.
DThis door is locked.

![]() |

"Anyone here good with lockpicks? I'd rather not bust the door down."

![]() |

Tuich giggles. "I don't recall your memory being so short, Vyk. Must be all the stress. I'm excellent with locks! Be a dear and check it for traps, first?" she asked sweetly as she pulled out her leather tool roll.
Disable Device: 1d20 + 8 + 4 ⇒ (11) + 8 + 4 = 23 Excellent with locks. But apparently not today. Trying again in case it's DC 25+...
Disable Device: 1d20 + 8 + 4 ⇒ (9) + 8 + 4 = 21 Sheesh. Third time's the charm.
Disable Device: 1d20 + 8 + 4 ⇒ (12) + 8 + 4 = 24 Oh COME ON!
I tried again after that, but it wasn't pretty. :o(

![]() |

A perception for Tuich...
Perception: 1d20 + 5 ⇒ (12) + 5 = 17

![]() |

After searching for traps Tuich struggles with the lock for a bit, but eventually gets it open. Picking locks is the best excuse to take 20.
The room beyond is empty, save for a wooden trap door set in the floor, obviously a relatively recent addition to the building’s older architecture. After checking for additional traps Vyk opens he trap door to reveal a wooden ladder which descends 20 feet downward into what can only be a basement of some kind.

![]() |
1 person marked this as a favorite. |

Vincent chooses to leave the cloth draped over the statues, but spends a moment pondering them as Tuich does fiddly things with the lock.
"Should we call out, let them know we're not the authorities? Just your friendly neighborhood boogeyman hunters?" he asks the others. "Either way, perhaps Jeffrey should descend first. His ankles are better armored than mine."

![]() |

"Very well, but I'd like some light!"
Jeffrey moves to the front and waits for someone to cast a light producing spell before he descends.

![]() |

"You have a deal," Vincent chuckles, casting Light on Jeffrey's object of choice as he lets the fighter get past.

![]() |

Taking 20 is the coward's way out. :op
Vincent casts a light spell before Tuich can finish rolling up and stashing her tool pouch. She gives Jeffrey a nod and steps aside for him to pass.
"Announcing ourselves could be good or bad. Let's just go with the armored ankles."

![]() |

Oh, we're descending into a crypt beneath a religious building again, Miko says, trying to make sense for once. Maybe we'll run into Eva's sister.
Be careful Jeff, armor doesn't help against everything.

![]() |

"Meh, I'll be fine," Jeffrey comments nonchalantly.
With his massive tower shield now on his back, and emitting an incredibly bright light that pretty much turns Jeffrey into a beacon that screams 'look at me', Jeffrey descends the ladder. Once his reaches the bottom his takes his shield off his back again and straps it back to his arm.

![]() |

This large, low-ceilinged chamber may once have been part of an extensive basement or subcellar, but the worked stone walls have long since crumbled to reveal uneven stone beyond. A sunken area in the center of the room contains a small pond of stagnant water that reaches around a single pillar of rock supporting the ceiling. A slick-looking circular tunnel extends south. To the southwest and northeast, several tables cluttered with what appears to be alchemical equipment stand around two more stone pillars.
Map us updated. Sorry for the delay there were some technical difficulties yesterday.

![]() |

Jeffrey marches forward with the others behind him and starts looking around in the small cave.
Perception: 1d20 + 2 ⇒ (3) + 2 = 5
"Nothing to see here. Shall we move on?"

![]() |

"Well wait," Tuich says as she points at the tables,"what about that stuff?"
She's thinking potions and what-not...
Perception: 1d20 + 4 ⇒ (15) + 4 = 19

![]() |

Miko: 1d20 + 5 ⇒ (13) + 5 = 18
Vyk: 1d20 + 5 ⇒ (9) + 5 = 14
Vincent: 1d20 + 11 ⇒ (2) + 11 = 13
As the Pathfinders start to make their way into the chamber a crossbow bolt comes flying at Jeffrey from behind the central pillar.
Ranged vs FF: 1d20 + 10 ⇒ (13) + 10 = 23
Luckily Jeffrey was not caught on the ladder and deflects the attack with his tower shield.
Miko: 1d20 + 2 ⇒ (13) + 2 = 15
Vyk: 1d20 + 6 ⇒ (13) + 6 = 19
Vincent: 1d20 + 5 ⇒ (5) + 5 = 10
Jeffrey: 1d20 + 3 ⇒ (8) + 3 = 11
Tuich: 1d20 + 4 ⇒ (20) + 4 = 24
Baddie: 1d20 + 8 ⇒ (16) + 8 = 24
There is a muffled cry as the man steps behind the pillar and tosses a vial of violet liquid at the wall near Vincent.
Ranged: 1d20 + 8 ⇒ (19) + 8 = 27
The vial shatters, splashing Jeffrey, Vincent and Vyk with violet liquid. DC 15 fort saves.
Round 1
Baddie
Tuich
Vyk
Miko
Jeffrey
Vincent
Everyone is up.

![]() |

Fort Save DC 15: 1d20 + 6 ⇒ (16) + 6 = 22
Vyk does his best to ignore the splashing liquid. And gets into position to attack with his scimitar
Based on the way the icon is, I'm not sure if I can hit. If not, ignore my attack roll.
Scimitar: 1d20 + 9 ⇒ (4) + 9 = 13
Damage: 1d6 + 5 ⇒ (4) + 5 = 9

![]() |

Fort Save: 1d20 + 5 ⇒ (7) + 5 = 12 How unfortunate.
Heal: 1d20 + 11 ⇒ (16) + 11 = 27
Vincent feels the toxin taking effect. His mind races, trying to match the symptoms to what it could be.
What is it? Trying to identify with that heal check. Could I spend my turn making another heal check to help minimize the effects?

![]() |

Miko starts singing a song of encouragement:
Oh, how it's usuallyy not so bad
Sometimes an item's not cursed
It is just a mundane hat
Or when the cleric says It's mummy rot
But it was a bubonic rat
Then it's not that bad
Oh, how it's usually not that bad
Turns out your armor wasn't broken
It was a ghost that gave a pat
Was the wizard disintegrated?
No, he was morphed into a gnat
That's not that bad
The tiniest speck of fortune
Is always to be had
Clear a sewer in Osirion?
At least the sun won't turn me red!
Oh, how it's usually not so bad
The bard just keeps on singing
She is screaming like a cat
It's probably an epic song
If we don't listen she'll get mad
And for hours keep reciting
But soon we'll find out that
It's not that bad
Inspire courage, + 2

![]() |

Str damage: 1d4 ⇒ 3 Con damage: 1d4 ⇒ 3
Vincent watches in horror as the areas of his exposed flesh that were splashed quickly rot away. One of the larger areas even going down to the bone.
You can use heal checks with poison or disease, but only to add a +4 bonus on the next save if the check matches or exceeds the poison or diseases DC.

![]() |

Fort: 1d20 + 7 ⇒ (3) + 7 = 10
Str damage: 1d4 ⇒ 4 Con damage: 1d4 ⇒ 3
"Yuck!" Jeffrey declares, and as the liquid starts burning into his skin he follows up with "Argh!"
Jeffrey moves to flank the man with Vyk, drawing his longsword while moving, and attacks.
Cold Iron Longsword, Tower Shield penalty, IC, Str penalty, Flanking: 1d20 + 9 - 2 + 2 - 2 + 2 ⇒ (15) + 9 - 2 + 2 - 2 + 2 = 24 Damage, IC, Str penalty: 1d8 + 4 + 2 - 2 ⇒ (7) + 4 + 2 - 2 = 11

![]() |

Vincent grimaces and yells at the man, "I swear an oath of vengeance upon you for ruining this shirt's embroidery. Your blood shall dye the new threads." He moves up and swings his greatsword.
Power Attack: 1d20 + 9 + 2 - 1 - 1 ⇒ (14) + 9 + 2 - 1 - 1 = 23
Damage: 2d6 + 7 + 3 + 2 - 1 ⇒ (5, 5) + 7 + 3 + 2 - 1 = 21
3 Str damage, 3 Con damage. hp 29/29 (normally 34).

![]() |

Sorry, I was under the weather since Tuesday.
With a gasp, Tuich rushes forward to the pond, pulling a starkinfe as she goes, flinging it at the man as she reaches the edge of the water. "Leave them alone!"
Starknife: 1d20 + 5 ⇒ (17) + 5 = 22
Damage: 1d4 + 1 ⇒ (3) + 1 = 4
Map token moved.
"The Great Filth." Heh.

![]() |

Vyk kicks away the man's crossbow and any other weapons he has. Then he takes a moment to inspect him.
Perception: 1d20 + 5 ⇒ (2) + 5 = 7

![]() |

Vincent hefts his sword experimentally. "I can deal with the light-headedness from that poison, but being less able to swing my sword is unacceptable." He then casts Lesser Restoration on himself to cure his Strength damage.
I'll deal with the Con damage for now. I only have 3 second level spells per day and I'd prefer to save the last one. The second, on the other hand...
1d4 ⇒ 2 Str damage healed.
He waves Jeffrey over, offering a similar spell to deal with lingering effects that the fighter may be feeling.
1d4 ⇒ 4 Str damage healed.
1 Str damage, 3 Con damage. hp 29/29 (normally 34). 2 first and 1 second level spell remaining.

![]() |

Jeffrey rolls his shoulders and flexes his hands after Vincent's spell, noticing his muscles again feel the way they're supposed to. His stomach still feels a bit queasy, but Jeffrey figures he can deal with that.
"Thanks!" he says to Vincent, giving the man an elbow bump.
The heavily armored fighter then moves around the pool and proceeds toward the tunnel to the south, holding his illuminated tower shield in front of him to light the path.
"You coming, guys and little ones?"

![]() |

"You coming, guys and little ones?"
"Yes,' Tuich says as she retrieves her starknife.
I can't believe she dropped an enemy with a starknife. You guys must've really done the number on him before she threw.

![]() |

Jeffrey places his shield on the ground and sits down on it with pulled up knees.
"Weeeee," he says while sliding down, his voice awfully bored and monotone just to make the situation a bit more odd.

![]() |

Climb: 1d20 - 1 ⇒ (6) - 1 = 5
With less elegance, Miko slides down after Jeffrey, landing unceremoniously on top him. Blushing, she scrambles away, apologizing
Sorry, sorry. I didn't mean to, sorry sorry

![]() |

Jeffrey shrugs nonchalantly as he turns his ever present big smile toward Miko. "Just be glad I didn't buy that spiked armor, hah!"

![]() |

Miko Actually made the climb check to walk down.

![]() |

Reflex: 1d20 + 5 ⇒ (2) + 5 = 7
As Jeffrey slides down the narrow passage he rounds a corner and suddenly finds himself in mid-air. Unable to stop Jeffrey crashes onto a small ledge 20 feet below the passage's exit.
Fall damage: 2d6 ⇒ (2, 5) = 7
Jeffrey gets back up, dusts himself off, and straps his shield back to his arm. He turns his smiling face up at the passage's exit, where his comrades will likely appear soon. "I'm fine!"

![]() |

With Tuich's Climb? Yuck.
Climb: 1d20 + 1 ⇒ (14) + 1 = 15 Huh.
Watching Miko clamber down gives Tuich valuable information as to handholds and loose stones, and her descent benefits greatly from the knowledge.
On the way down she hears the grinding of Vincent's shield end abruptly in a loud thump-clang.
"It's not the slide that gets you..."