GM Thrawn |
This dormitory-style bedroom looks tidier than other rooms in the building. A hunched figure wearing a maid’s uniform is sitting on a small bed in the northwest corner of the room. Upon closer examination the maid doesn't seem to be human, with segmented limbs, a somewhat waxy sheen to her skin, and doll-like eyes, she seems to be a large doll or manequin. Suddenly, she looks up, "I don't know you. Why are you here?"
GM Thrawn |
The maid is a nukkefeen, a very rare type of fey. They are generally neutral, but are many mistakenly believe they are evil because their oddly segmented limbs, waxen skin, and doll-like eyes make them seem so creepy, and the fact that they are known for their ability to steal eyesight of others. They are blind normally, unless they use their power to temporarily borrow site from others.
She seems to ignore your question, countering with one of her own. "Have you seen my baby? Is she safe?"
GM Thrawn |
She seems very interested in the stories, listening. Between the sharpened scissors and the story, her attitude seems to brighten, although it's still hard to read with her doll-like exterior.
"I hope you will check on my baby. She is in the next room. There are so many dangers in this place, it isn't always safe for her."
GM Thrawn |
The creaking sound of a rocking cradle echoes in the room. Dolls, wooden figurines, and clockwork toys lie abandoned on a table.
An investigation of the cradle reveals a baby giant centipede wrapped in a blanket and squirming to escape, causing the cradle to rock. It is too small to be a threat now, but it obviously is of the stock encountered earlier in the stables.
On the table, there is a silver music box that stilll has worth. It plays a cheerful melody when opened, and the sheet music for the melody is carefully folded and placed within the box. On the back of the sheet music are the scrawled words: “play to access the secrets below.”
You recognize the melody as a popular sea chantey still
sung in Remesiana today.
GM Thrawn |
Playing the music specified from the sheet music with the music box, Galahad plays on the piano. The piano and the accompanying floor tiles slide to the side, opening a trap door and a descending staircase to a lower basement level of the mansion. Damp air immediately hits you, and you quickly see that much of the area below is mold covered and damp. With the staircase down, you can see a door leads east, and a hall goes north into a flooded room with a number of barrels mostly underwater.
Sorry, local con, and some family stuff, made things rough for online.
GM Thrawn |
Oops, door was actually west, my bad. But through the west we go.
The door sticks heavily, but you are able to force it open with brute strength. Once open, you are assaulted by and awful smell of decay. You have gotten used to the smell of the purple ooze, but this is much stronger than even the warehouse or the building full of the stuff in the goblin fort.
You find yourself at the top of a dark staircase that seems to "spiral" down even further underground. It must have been a great undertaking to build this into the bedrock, as the bottom is at least several stories down. The room seems to be square, flights of stairs heading down around the outer walls.
Purple ooze covers everything, the railings, the walls, the floor. It must have been growing here for quite some time, possibly being the original source of all the other ooze you've found in your journeys.
Map pending what your declared actions are. It reveals a ton once I put it up. We aren't in initiative (or combat at this time. So narrative actions will do nicely.
GM Thrawn |
The mites that move, try to strike out at you when you get into range of them.
They are stuck to walls, you have reach weapons, and they really aren't a viable threat, so you have no problem putting mites out of their misery as you find living ones.
I'm putting up the map and initiative for the door today.
GM Thrawn |
Bjorn: 1d20 + 1 ⇒ (4) + 1 = 5
Galahad: 1d20 + 1 ⇒ (9) + 1 = 10
Helios: 1d20 + 1 ⇒ (20) + 1 = 21
Manus: 1d20 + 9 ⇒ (8) + 9 = 17
red/green/blue: 1d20 ⇒ 3
purple: 1d20 - 1 ⇒ (10) - 1 = 9
The door opens up into what must have been the Sarinis secret records room. 6 cabinets around the room are stuffed full of papers and books, and seem to be neatly organized and labeled. It is likely that whatever records you were looking for can be found in here.
Unfortunately, you are not alone. A human male in merchants garb stands at the opposite side of the room. Three demonic looking bloated humanoid creatures stand between him and you. He speaks, breaking the momentary silence as you enter. “So, the heroes have arrived. Try not to make a mess when you die—I have great plans for your remains.”
The 3 creatures are dretches. They are chaotic evil demons (outsiders). Like many demons, they are known to be very hard to kill, and they have spell like abilities.
These demons are covered in purple goo, and seem much slimier than is normal for such demons. Their abilities might not match what is normal for their kind. Normally dretches cast stinking cloud and fear magic.
The human seems very strange. His expressions and mouth down quite match when he speaks, although it's very close. It's almost as if something was wearing the body as a costume instead of it being a human.
Initiative
Cabinets provide full obstacles giving full cover and blocking line of sight.
ROUND 1
Helios
Manus
Galahad
Purple (will delay to after r/g/b, unless his line melts)
Bjorn
red/green/blue
[urlhttps://docs.google.com/presentation/d/1KOzDXtU01V_lnF-Ua-Tkg5uhRL9feMHPSwvKN0a0NqQ/edit?usp=sharing]Map Updated[/url]
Manus Bradshagh |
Manus examines the foes carefully.
Knowledge (planes): 1d20 + 8 ⇒ (16) + 8 = 24
Perception: 1d20 + 10 ⇒ (5) + 10 = 15
He carefully aims Glitterdust to get all the enemies (Blindness, DC 17 Will negates), avoiding his allies. Looks easy enough to target--let me know if I'm off.
GM Thrawn |
purple will: 1d20 + 5 ⇒ (14) + 5 = 19
green will: 1d20 + 3 ⇒ (18) + 3 = 21
blue will: 1d20 + 3 ⇒ (8) + 3 = 11
inflict light wounds: 1d8 + 3 ⇒ (3) + 3 = 6
blue claw: 1d20 + 4 ⇒ (10) + 4 = 14
blue claw: 1d20 + 4 ⇒ (4) + 4 = 8
blue bite: 1d20 + 4 ⇒ (4) + 4 = 8
Galahad severely injures one of the strange creatures, and Helios cuts another down completely. Manus throws sparkling dust at the enemies seeming to at least distract them for a moment.
The human casts a spell in return targetting most of the party. (He is unable to see Bjorn, and can not include him.) Negative energy emanates from him harming everyone.
The two creatures step forward. One flails wildly, indicating he is having trouble seeing, while the other seems to have avoided the worst effects of Manus' spell. The blind creature strikes at where it last saw Galahad, but the paladin easily steps aside leaving it flailing at the air with it's flurry of attacks. The other creature steps away, and casts a spell at Helios, leaving his weapon slick with a layer of slime.
Initiative
Cabinets provide full obstacles giving full cover and blocking line of sight.
ROUND 1
Helios (6 dmg, dc16 will for half + reflex DC 11 or disarmed)
Manus (6 dmg, dc16 will for half)
Galahad (6 dmg, dc16 will for half)
Bjorn
Purple
green (13 dmg)
blue (blind)
Helios Sunscream |
will: 1d20 + 3 ⇒ (10) + 3 = 13
refl: 1d20 + 2 ⇒ (6) + 2 = 8
Helios not only feels the full brunt of the evil energy but also dropps his weapon. Sighing he draws his cold iron scimitar and attacks with a brutal twohanded slash.
attack: 1d20 + 7 ⇒ (12) + 7 = 191d6 + 10 ⇒ (6) + 10 = 16