The ghouls have nothing useful. Most ghouls are wise enough to know that possessions only encumber our unlives.
After Tragershen finger-snaps away the Webbing, you push on down the dark hallway into the river cave. Memories of wererats, dung monsters, and ghouls come flooding back, but the river's not flooding at the moment. If anything, it looks a little low.
You see the stairs where you were ambushed so many long weeks ago. It's actually kind of pretty when it's not swarming with bats and combats. And there are no beating drums in the distance.
You take the stairs.
As you descend, the rough-hewn stairs grow increasingly regular. You've entered a more finished area of the dungeon. At the foot of the stairs is a room that is really more of a hallway--20 ft wide, 120 ft long. Across from the stairs to the East are two doors, separated by 40 feet. The far north and far south of the room end in doors, too.
The air here is foul and eight giant rat corpses lay about, apparently torn apart by some wild animal. Blood spatterings cover the entire area. The north door has been scratched and hacked with a handaxe that is still embedded in it.
But after the Pooze level, Anz breathes in the healthy stench of rot and blood and feels her Shakenness departing.
Male Dwarf Alchemist [Grenadier] 8 Initiative+7 Hp 72/ 02 AC 25 Fort+12, Ref+13, Will+7 (+3 spells, sp, poison)Perception+12/+14(+2 stone) Active: Too much to list here
Bedlam patiently prepares another batch of sandwiches, as the people in Front stop and stare....
F half-drow Slayer 7/TWW 1 | AC22 T14 FF19 (+2 vs Traps) | Resist: Fire 5 | HP 70/70 | F +8 R +8 (+2 vs Traps) W +3 (+2 vs Enchant)| Init +5 (+7 UG) | Perc +14 (+16 UG)(+3 vs traps) (DV 60ft, LB) Active Effects: Blur, B's S, C's G, AntiP, AntiT
Feeling her nerves settle, Anzath looks about for signs of peril.
Perception:1d20 + 14 ⇒ (16) + 14 = 30+3 for trapz
Female Human Cleric of Nethys 8 | 71/71 HP (4/4 TEMP) | AC 22 (20; Haste, no Shield), T 12 (13), FF 20, CMD 21 | Fort +10 (+11), Ref +5 (+7), Will +13 (+14) (+1 vs. fear) | Init +1 | Perception +5 | 2/6 Channel Energy; 6/8 Divine Vessel; 1/1 Magical Epiphany | Active Effects: Haste, Prayer, Aid
Aurora swats away the sandwich offered by Bedlam, muttering, "I have my own food, which hasn't been handled by your disgusting hands."
She brings her fingers up to gently rub at Nico's head as they descend the stair into the hallway, cooing softly. Her eyes narrow at the eviscerated rat corpses strewn about the floor.
F half-drow Slayer 7/TWW 1 | AC22 T14 FF19 (+2 vs Traps) | Resist: Fire 5 | HP 70/70 | F +8 R +8 (+2 vs Traps) W +3 (+2 vs Enchant)| Init +5 (+7 UG) | Perc +14 (+16 UG)(+3 vs traps) (DV 60ft, LB) Active Effects: Blur, B's S, C's G, AntiP, AntiT
It's a wonder we've brought Bedlam back to life, twice!
Anzath points out the pit trap, as well as hatchet and key lodged in the northern door, "Somebody tried to make hasty eskape, yez? Did not make it. Iz probably ghoul by now."
Male Dwarf Alchemist [Grenadier] 8 Initiative+7 Hp 72/ 02 AC 25 Fort+12, Ref+13, Will+7 (+3 spells, sp, poison)Perception+12/+14(+2 stone) Active: Too much to list here
Talathel knows that dire rats often form important proportions of dungeon-dwellers' diets (just look at Bedlam). On inspecting the corpses, he sees that the offal is mostly there, with the choicest cuts removes... poorly.
Other than that, there's not much to know about this particular mess.
Male LN Elf Fighter 7 (Lore Warden, Martial Master) | HP: 46/46| AC: 21 (22 with haste) (16 Tch, 15 Fl) | CMB: +11/+14, CMD: 26 | F +5, R +7, W +6 | Init: +7 | Per +9, SM +2, Darkvision 60ft | Speed 30ft | Spells: None | Martial Flexibility Uses: 5/6 |Active conditions: No longer plagued!
"A new ghoul then, or something equivalent. In any case, we must make headway. Anzath, can you ascertain if that key on the north door is attached to a trap?"
Aid Another Anzath on Perception:1d20 + 8 ⇒ (17) + 8 = 25
F half-drow Slayer 7/TWW 1 | AC22 T14 FF19 (+2 vs Traps) | Resist: Fire 5 | HP 70/70 | F +8 R +8 (+2 vs Traps) W +3 (+2 vs Enchant)| Init +5 (+7 UG) | Perc +14 (+16 UG)(+3 vs traps) (DV 60ft, LB) Active Effects: Blur, B's S, C's G, AntiP, AntiT
Sorry! It looks like a lot of posts since I last checked. When we are going down the stairs, Tragershen would have cast mage armor on Adelie, used his pearl of power to restore it, and then cast it again on himself. Then he'd cast extended see invisible.
in the main room that they arrive in, Tragershen will use some minor spells to make sure the party is properly informed. Detect magic around the room, including the floor and ceiling. Its a pretty big room to do detect poison on everything, so he'll just cast it on the notable features: the key, the axe, the pit and each of the doors.
Male Dwarf Alchemist [Grenadier] 8 Initiative+7 Hp 72/ 02 AC 25 Fort+12, Ref+13, Will+7 (+3 spells, sp, poison)Perception+12/+14(+2 stone) Active: Too much to list here
After Anzath listens at the door, Bedlam politely bullies his way to the front. The dwarf looks to everyone before placing his (well manicured) hand on the door. He counts to 3 before opening it...
Bedlam swings open the door. A dark hall cuts across his sight--a long passage to the east and west. To the left/west, he can see that the passage opens into a larger room. To the right/east, he can see a few doors in the wall to the south. His darkvision can't reach the end of the corridor in either direction.
Male Dwarf Alchemist [Grenadier] 8 Initiative+7 Hp 72/ 02 AC 25 Fort+12, Ref+13, Will+7 (+3 spells, sp, poison)Perception+12/+14(+2 stone) Active: Too much to list here
Bedlam posts up just inside the hallway. He hands out a sandwich if folks turn left; and, only the crusts off the sandwiches if they go right.
He smiles.
F half-drow Slayer 7/TWW 1 | AC22 T14 FF19 (+2 vs Traps) | Resist: Fire 5 | HP 70/70 | F +8 R +8 (+2 vs Traps) W +3 (+2 vs Enchant)| Init +5 (+7 UG) | Perc +14 (+16 UG)(+3 vs traps) (DV 60ft, LB) Active Effects: Blur, B's S, C's G, AntiP, AntiT
Anzath steps back and lets Bedlam open the door, her bow drawn and at the ready.
I realized in the last encounter, with the hobbaby with her, Anzath is more likely to stay out of melee and more likely to provide ranged support.
Male Dwarf Alchemist [Grenadier] 8 Initiative+7 Hp 72/ 02 AC 25 Fort+12, Ref+13, Will+7 (+3 spells, sp, poison)Perception+12/+14(+2 stone) Active: Too much to list here
Bedlam makes a it ain't be me expression from the back.
F half-drow Slayer 7/TWW 1 | AC22 T14 FF19 (+2 vs Traps) | Resist: Fire 5 | HP 70/70 | F +8 R +8 (+2 vs Traps) W +3 (+2 vs Enchant)| Init +5 (+7 UG) | Perc +14 (+16 UG)(+3 vs traps) (DV 60ft, LB) Active Effects: Blur, B's S, C's G, AntiP, AntiT
Anzath grabs a sandwich and stuffs the hobbaby's mouth quiet. She trains her ears on the sound of snoring, trying to discern how many snorers and of what kind.
Perception:1d20 + 14 ⇒ (8) + 14 = 22 Survival?:1d20 + 12 ⇒ (19) + 12 = 31
F half-drow Slayer 7/TWW 1 | AC22 T14 FF19 (+2 vs Traps) | Resist: Fire 5 | HP 70/70 | F +8 R +8 (+2 vs Traps) W +3 (+2 vs Enchant)| Init +5 (+7 UG) | Perc +14 (+16 UG)(+3 vs traps) (DV 60ft, LB) Active Effects: Blur, B's S, C's G, AntiP, AntiT
Send the air elemental ahead, with Anzath slightly behind.
Stealth:1d20 + 17 ⇒ (4) + 17 = 21
Male Dwarf Alchemist [Grenadier] 8 Initiative+7 Hp 72/ 02 AC 25 Fort+12, Ref+13, Will+7 (+3 spells, sp, poison)Perception+12/+14(+2 stone) Active: Too much to list here
Bedlam nods. The dwarf begins doing some stretches. When he notices they were referring to Anzath, he mutters a bit before waiting.
F half-drow Slayer 7/TWW 1 | AC22 T14 FF19 (+2 vs Traps) | Resist: Fire 5 | HP 70/70 | F +8 R +8 (+2 vs Traps) W +3 (+2 vs Enchant)| Init +5 (+7 UG) | Perc +14 (+16 UG)(+3 vs traps) (DV 60ft, LB) Active Effects: Blur, B's S, C's G, AntiP, AntiT
Male Dwarf Alchemist [Grenadier] 8 Initiative+7 Hp 72/ 02 AC 25 Fort+12, Ref+13, Will+7 (+3 spells, sp, poison)Perception+12/+14(+2 stone) Active: Too much to list here
I don't remember/can't find the rules for being snuck-upon while sleeping, but it's gotta be more than -2, so I'll say you succeeded.
Anzath and Adelie creep into the room. Enormous metal spikes and hooks jut from the walls. In the corner, a huge human is curled up on a pallet of rat skins. His muscles are almost grotesquely corded and veined, and he look impossibly strong. He tosses in a sleep tormented by unknown nightmares.
Male Dwarf Alchemist [Grenadier] 8 Initiative+7 Hp 72/ 02 AC 25 Fort+12, Ref+13, Will+7 (+3 spells, sp, poison)Perception+12/+14(+2 stone) Active: Too much to list here
Bedlam cannot locate any satyrs, sileni, fauns, nymphs, dryads, oreads, or any of the other minor deities of the land. He might check Lolly's feet, just to check, but he has toenails, not hooves.
Male Dwarf Alchemist [Grenadier] 8 Initiative+7 Hp 72/ 02 AC 25 Fort+12, Ref+13, Will+7 (+3 spells, sp, poison)Perception+12/+14(+2 stone) Active: Too much to list here
Be no Cyclops be no stink'n satyr 'round.
Bedlam takes out a tablet.
Be common knowledge dat Cyclops be digg'n Satyrs.
F half-drow Slayer 7/TWW 1 | AC22 T14 FF19 (+2 vs Traps) | Resist: Fire 5 | HP 70/70 | F +8 R +8 (+2 vs Traps) W +3 (+2 vs Enchant)| Init +5 (+7 UG) | Perc +14 (+16 UG)(+3 vs traps) (DV 60ft, LB) Active Effects: Blur, B's S, C's G, AntiP, AntiT
It's a -20 to perception for being asleep i think, so yeah.
Anzath scratches her head. The situation seems impossible. This man should be questioned, definitely not trusted. She signals silently back to the group Take him alive.
F half-drow Slayer 7/TWW 1 | AC22 T14 FF19 (+2 vs Traps) | Resist: Fire 5 | HP 70/70 | F +8 R +8 (+2 vs Traps) W +3 (+2 vs Enchant)| Init +5 (+7 UG) | Perc +14 (+16 UG)(+3 vs traps) (DV 60ft, LB) Active Effects: Blur, B's S, C's G, AntiP, AntiT
I'm hoping the casters have some means to keep him incapacitated. Looks like a low probability of success if we go with brute strength. Anzath can start things off with a coup de gras if need be. Maybe an enlarged Bedlam and raging Lolly can grapple him. But I think finding out who he is and what he's doing here is important info.
Human Druid (6) | HP:50/50 | AC:16 | FF:14 | T:14 | F+7; R+2; W+9 | Init +1 | Perc +10 (darkvision 60)| Active Effects: Wildshape
And why the ghouls haven’t eaten him! I agree, we should try to figure out what’s going on here. Adelie’s used up most of his spells, but he’ll do what he can.
Tragershen signs "I could try a spell that would make him laugh uncontrollably, if it works on him. If it does, you could tie him quickly. If it doesn't, the attempt would certainly wake him."
I'm offering to use my bonded object casting to cast hideous laughter. It would be a DC16 will save for him.
If the others agree to it, he'll cast the spell. He can cast it from as much as 30' away, so he can stay clear of those who would jump the guy.
Human Druid (6) | HP:50/50 | AC:16 | FF:14 | T:14 | F+7; R+2; W+9 | Init +1 | Perc +10 (darkvision 60)| Active Effects: Wildshape
Adelie signs ”Wait a moment. I think we might know who this person is, at least vaguely. The ghoul that we weren’t able to finish interrogating because someone killed it mentioned a madman just down the stairs that the ghouls aren’t allowed to eat. This could be him. And if this is him, it might pay to know why aren’t the ghouls allowed to eat him. I doubt that it’s just because he’s insane. Could Detect Magic reveal anything? Is he protected somehow?”
F half-drow Slayer 7/TWW 1 | AC22 T14 FF19 (+2 vs Traps) | Resist: Fire 5 | HP 70/70 | F +8 R +8 (+2 vs Traps) W +3 (+2 vs Enchant)| Init +5 (+7 UG) | Perc +14 (+16 UG)(+3 vs traps) (DV 60ft, LB) Active Effects: Blur, B's S, C's G, AntiP, AntiT
A Will save sounds good to me. Thanks for remembering things Adelie!