| Judah Locke |
Judah started to open the latch, then looked at the heavily reinforced door, the hook, and the dark stairs.
"I am not this stupid."
He went back up the short flight. "Big door. No traps, no locks, but something about it doesn't seem right. Yellow, Pink, you're up."
WhtKnt
|
Lorant pulls hard, dragging the great iron door open. The floor of this large chamber is hidden beneath the murky water filling the room to just below the bottom of the door. Dozens of pale cadavers silently float in the ice-cold waters, bumping into each other or against the damp walls. The air is still and quiet, broken only by the sound of water lapping against stone walls. Oddly enough, there is no odor of decay and all of the bodies are in reasonably fresh condition.
| Lorant Endronil |
Mr. Yellow gasps in disgust.
"By Iomedae, Pharasma and Andoletta...what were these men DOING?!"
Once he regains his composure a bit, he turns to the others.
"I think we found the bodies missing from Morast's cemetary."
WhtKnt
|
Indeed, it would seem that you have found the missing dead. But the question remains what they were doing.
| Judah Locke |
Mister Grey turned away, suddenly cursing his new ability to see in the dark. Those bobbing bodies were going to haunt his thoughts for a while.
He took a few deep, composing breaths, then stopped.
"How come they don't stink?"
| Mathus Kohlheim |
Chemical admixture I dare say... let the dead lie. We can get them cleaned up later. We have all the evidence we need.
| Judah Locke |
"Alright. Yellow, you and me will start moving all the evidence and those two monsters to the front door, and get that cart out front ready to haul." Mister Grey said.
"Pink, we need horses for the cart."
"Black, do a sweep of the lab and their rooms again and see if you can find any notes or medical diagrams, or anything like that. These two had to have kept a record of what they were doing somewhere."
WhtKnt
|
The group begins following Judah's recommendations. Those of you searching the rooms, please make me a Perception check.
| Judah Locke |
As they're hauling out all the macabre things that could be considered evidence, Judah makes sure to keep his eyes peeled for things he might have missed the first time around.
Perception: 1d20 + 10 ⇒ (7) + 10 = 17
WhtKnt
|
A thorough search of the rooms reveals nothing else of any potential value as evidence, but there is that ladder that leads up to a trapdoor in the ceiling in the little one's room...
You collect the various skins that you found, but by and large, the two perpetrators will make for far more compelling testimony. The little one is still unconscious, but the larger of the pair (the skin stealer) might be compelled to talk if given proper incentive.
| Lorant Endronil |
As Mr. Yellow works to get their suspects trussed up and ready for the courtroom, he takes a look to try and wake up the gnome.
Heal: 1d20 + 6 ⇒ (15) + 6 = 21
| Judah Locke |
Judah looked pained when he saw the trapdoor. If anyone was up there, they'd undoubtably heard them by now. He checked the ladder, then climbed it and checked the hatch.
Take 10 for 20 on searching for traps.
Then he lifted the trap and stuck his head into the upper area.
WhtKnt
|
Lorant is able to wake the gnomeling.
With no traps evident, Judah peers into the darkened space beyond the trapdoor. He finds himself looking into a chamber of strange art and artifacts from distant lands filling this tower room. Another ladder rises upward to a trapdoor in the ceiling. Suddenly, something small comes flying at him from the dark! An incredibly strong set of jaws snaps down on his arm, sending waves of pain through it. Judah takes 6 points of damage! Pain radiating through his arm, Judah slams the door shut. From what he was able to see of the creature, it looked like a tiny human with a distended metallic lower jaw.
Almost forgot: I need a DC 13 Fort save, please Judah.
Attack: 1d20 + 5 ⇒ (19) + 5 = 24 Damage: 1d6 ⇒ 6
| Lorant Endronil |
"So...you gentlemen are in a LOT of trouble right now," Mr. Yellow says, his eyes boring a hole through the man's soul through the mask. "It's only a question of how much you'll confess to and how much we'll have to drag out of you in the courtroom."
Intimidate: 1d20 + 6 ⇒ (10) + 6 = 16
| Judah Locke |
down to 9/24
"F@+~!" Judah yelped.
"F!!$ f@*& f@%@!" Judah ran.
Sliding down the ladder and running away as fast as I can. Hopefully this thing isn't attached to my arm now, and gets trapped again when the trapdoor falls back down again.
WhtKnt
|
"Hah!" the gnomeling says. "That was a little surprise that I keep to guard against intrusion. A construct of my own devising, a snapjaw homunculis."
Toss me a DC 13 Fortitude save, please Judah.
WhtKnt
|
Judah, a wave of sleepiness threatens to overcome you, but with a yawn, you shake it off.
WhtKnt
|
"It was more imperative that they keep intruders from disturbing our work. I see now that I should have used them to guard the workshop from the outside."
| Judah Locke |
Judah had a great deal of practice staying awake. Sleep was full of horrors that the recent events of his life didn't compare to.
This was the first time anything had threatened to make him fall asleep against his will. He hadn't been prepared for that, of for the terror that gripped him at the the idea of it, or for the all-consuming rage that followed.
He wanted to stomp the smug right out of the monster talking to Mister Yellow, but his better sense prevailed. He'd seen what happened when tempers flared while on a heist.
"Switch," Mister Grey growled to Mister Yellow. "I'll keep watch over them. You go kill the thing in the attic."
He glanced over at the lanky figure looming in the dark near the captured pair. "You go with him. Protect him. Destroy anything that attacks him."
| Lorant Endronil |
"According to our 'friend' here, it's a snapjaw homunculus," Mr. Yellow informs him. Then he notices his "partner" for this venture...had it been there this whole time? Perhaps these were questions better discussed later.
He retraces Mr. Grey's steps to reach the homunculus' lair...
| Mathus Kohlheim |
Treat Wound on Judah: 1d20 + 13 ⇒ (13) + 13 = 26
Edit... apparently it takes a freaking hour?! For a handful of hit points?!
WhtKnt
|
This time you are aware of the threat, so you can try to get surprise. Shoot me a Stealth roll, Lorant. Even if it fails, the worst-case scenario is regular initiative.
WhtKnt
|
Homunculus Perception: 1d20 + 4 ⇒ (10) + 4 = 14
Lorant Init: 1d20 + 5 ⇒ (17) + 5 = 22
Gate Init: 1d20 + 2 ⇒ (14) + 2 = 16
Mathus Init: 1d20 + 3 ⇒ (6) + 3 = 9
Homunculus Init: 1d20 + 3 ⇒ (15) + 3 = 18
Homunculus Init: 1d20 + 3 ⇒ (12) + 3 = 15
Lorant opens the door carefully, hoping to gain surprise on the foe, but there is no such luck; it is expecting your return. Lorant chances a quick glance about the room and is glad he does so, for there are two of the homunculi present!
INITIATIVE
Lorant
Homunculus 1
Gate
Homunculus 2
Mathus
Cassiel can join in if he wishes, just shoot me an initiative roll.
| Lorant Endronil |
Lorant attacks the nearest homunculus, trying to keep close to the door in case he needs to beat a hasty retreat.
Short Sword: 1d20 + 7 ⇒ (13) + 7 = 201d6 + 2 ⇒ (1) + 2 = 3
WhtKnt
|
Sorry, been dealing with COVID.
Lorant's attack hits the homunculus, but barely scratches the creature. The creature gleefully returns the attack, snapping at Mr. Yellow with its steel jaws and narrowly missing.
Gate is up!
Attack: 1d20 + 5 ⇒ (10) + 5 = 15 Damage: 1d6 ⇒ 5
| The Open Gate |
The inky black figure wormed it's way through the trapdoor, for a moment seeming more serpentine than humanoid, moving with an unnatural jerk and slither. A claw lanced out from behind the tiny thing.
Move into the room to flank, attack. If they threaten squares, this provokes an AoO (if they're small enough to have a reach of 0, they don't threaten)
Acrobatics to avod AoO: 1d20 + 5 ⇒ (14) + 5 = 19
Claw attack, flanking: 1d20 + 6 + 2 ⇒ (20) + 6 + 2 = 28
Damage: 1d6 + 3 ⇒ (2) + 3 = 5
Crit Confirm: 1d20 + 6 + 2 ⇒ (4) + 6 + 2 = 12
Bonus Damage: 1d6 + 3 ⇒ (6) + 3 = 9
WhtKnt
|
The thing that should not be slithers into the room and strikes at one of the homunculi, managing a solid hit (but not a critical). The creature snarls and snaps its jaws in anticipation. It clamps down on the inky blackness, but the bite is a glancing one. Gate takes 2 points of damage and if susceptible to poison, must make a DC 13 Fortitude save).
Mathus and Lorant are up!
Bite vs. Gate: 1d20 + 5 ⇒ (19) + 5 = 24 Damage: 1d6 ⇒ 2
| Mathus Kohlheim |
Ha!
The Doktor strikes with his silvered rapier.
1d20 + 8 ⇒ (15) + 8 = 23 for 1d6 + 1 ⇒ (1) + 1 = 2
WhtKnt
|
Though both attacks hit, the homunculus refuses to go down! It is bleeding profusely, but fights on! The bite attack on the gate was only a graze, but the poison does its work, and that which should-not-be feels lethargy overcome its senses.
The Open Gate is asleep (unless it is immune to such).
The wounded creature snaps again at Lorant, the jaws narrowly missing their target.
Waiting to see if the Gate is immune to sleep effects.
Attack: 1d20 + 5 ⇒ (4) + 5 = 9 Damage: 1d6 ⇒ 3
| Mathus Kohlheim |
Id come to rely on him... it...
Silvered rapier: 1d20 + 8 ⇒ (3) + 8 = 11 for 1d6 + 1 ⇒ (2) + 1 = 3
WhtKnt
|
As the Open Gate sinks to the floor, asleep, the other homunculus attacks Mathus. The hit is only a glancing blow, but it is enough. Mathus feels his eyelids growing heavy.
Mathus takes 3 points of damage and must make a DC 13 Fortitude save or fall asleep.
Mathus and Lorant are up!
Attack: 1d20 + 5 ⇒ (11) + 5 = 16 Damage: 1d6 ⇒ 3