| GM Mort |
Clockwise from North to South
perception Vincent: 1d20 + 7 ⇒ (14) + 7 = 21
Vincent hears squeaks from the northern door and thinks the door is not trapped.
perception Vincent: 1d20 + 7 ⇒ (20) + 7 = 27
Vincent does not hear anything from beyond the door and thinks the door is not trapped.
perception Vincent: 1d20 + 7 ⇒ (2) + 7 = 9
Vincent does not hear anything from beyond the door and thinks the door is not trapped.
perception Vincent: 1d20 + 7 ⇒ (9) + 7 = 16
Vincent does not hear anything from beyond the door and thinks the door is not trapped.
perception Vincent: 1d20 + 7 ⇒ (17) + 7 = 24
Vincent hears the faint churning of a distant gigantic stomach and thinks the door is not trapped.
| GM Mort |
??: 1d6 ⇒ 4
perception Vincent: 1d20 + 7 ⇒ (7) + 7 = 14
perception Howard: 1d20 + 7 ⇒ (18) + 7 = 25
perception Dakash: 1d20 + 7 ⇒ (11) + 7 = 18
Seamus perception: 1d20 ⇒ 3
The door seems to resist being opened, having swollen in its frame but with a mighty heave Seamus opens the door. A bilious fog spills into the room, vaporous tendrils clinging to the chamber’s fringes. Howard, Vincent and Dakash see vague, bulbous masses moving deeper in the mist and hear what sounds like the faint churning of a distant but gigantic stomach.
The entire party sees a path leading out of the asylum, into the fog.
| Vincent Arazeiros |
Vincent tells the others about the man, and asks Winter and the captain it they know of a man with a long ponytail who would be wearing a makeshift robe. Probably a patient.
After confirming details of the eye and agreeing to help haul the mirror, he checks the area within. "Lots of options. Let's start at the end and work clockwise."
As Seamus goes to the right he grunts in annoyance. "Counter-clockwise it is, then."
| GM Mort |
Vincent - Seamus's mini is at the south door, so I had it opened.
Now party, what do you do with the open door
| GM Mort |
Earlier retcon - Winter
Winter thanks Seamus for the fish - it will give them one more day of supplies. "I don't know if there are other survivors out there like us. I would like to help them, but I'm not sure if they're doppelgangers. Use your judgement. If you find any who aren't please bring them back here."
When Vincent describes the man to Winter, she exclaims, "That's Ulver Zandalus! Before the uprising, Zandalus was a quiet man who suffered from horrible nightmares—a poet and artist whose art was disturbing, but who always seemed peaceful enough himself. All of that apparently changed, though.”
| Seamus Passeri |
Vincent - Seamus's mini is at the south door, so I had it opened.
This door goes outside?
Sorry missed this part "Lofty windows, gridded by bars, reveal yellow mist seething just beyond""The entire party sees a path leading out of the asylum, into the fog." yep, outside... I don't think so
edit: Earlier
Seamus smiles, "I'm glad the fish will help." He then draws and arrow, "Not to worry, if we think anyone is a member of the doppel gang we will test their skin thickness."
Now
'I don't think so.' Seamus shuts the door shaking his head, "I don't think so." Staying inside he then moves to the other door on the same wall, Bow in hand he turns the doorknob opening the door and looking inside. "Lets try this door."
| GM Mort |
Ah. Good you shut the door =) I added in the edit, I must admit since I realized the fog obscures vision as per obscuring mist so you would still be able to see the path.
But didn't you guys want to leave this place? ;) The exit is there ;-)
| GM Mort |
C4
As though it had been plucked from the halls of some warm, country estate, this room is filled with inviting furnishings, a hearth ready for a fire, artwork populated by picnicking families, and a mansion-shaped cage with colourful taxidermic birds inside. Large windows might have once looked out over colourful flowerbeds, but now only show yellow mist. A battered corpse in stained yellow robes is impaled on the antlers of a stuffed elk head hung above the hearth, while another body in stained yellow robes lies beaten to death on the ground.
Perception Vincent: 1d20 + 7 ⇒ (20) + 7 = 27
Perception Howard: 1d20 + 7 ⇒ (3) + 7 = 10
Perception Dakash: 1d20 + 7 ⇒ (6) + 7 = 13
Perception Seamus: 1d20 + 7 ⇒ (2) + 7 = 9
Vincent knowledge religion: 1d20 + 7 + 1d6 ⇒ (13) + 7 + (6) = 26
Vincent hears the sound of faint chirping, and realizes that the room is haunted. If anything in the room(including the bodies) is touched, something bad will happen. The haunt can be neutralized only if the birds in the cage are destroyed.
The birds have AC of 10 and 4 hitpoints, but the delicate cage grants them hardness 2
He also sees from the windows the mist is thin enough to reveal a garden path leading from the door to another part of the asylum.
Vincent up
| GM Mort |
Earlier retcon
Winter makes a face at Seamus’s suggestion of the testing of skin thickness, ”Really, Seamus? I was hoping that what the guards were telling me about you lot was moonshine. I would think most people would think you’re off if you told them that.”
| Vincent Arazeiros |
"Well, he is kind of special..." he says to Winter.
Looking in the room, Vincent explains the situation. "Perhaps you could shoot the birds, Seamus?"
He helps him to aim with his sharp eyes. Aid another: 1d20 + 2 ⇒ (10) + 2 = 12
| GM Mort |
Earlier retcon
Howard identifies the vial of red liquid as a potion of cure light wounds, the Phylactery as a phylactery of faithfulness, and the white pearl as a pearl of power (level 1), and the dagger is a +1 dagger. Howard has no idea what the 12-inch bar with spikes nor the haversack are.
Take 10 on spellcraft total 19 given
Winter nods understandingly at Vincent’s comment.”Try to keep him out of trouble.” Vincent suspects she’d probably say more, but is trying to stay diplomatic in Seamus’s presence.
Now
Vincent will: 1d20 + 3 ⇒ (4) + 3 = 7
Vicent hears birdsong transform into a shrill mechanical-sounding klaxon and he feels himself lifted up against his will. As he is raised towards the celling, he also spots the bird cage and stabs his longspear at the birds within.
Vincent atk: 1d20 + 5 ⇒ (20) + 5 = 25
dmg: 1d8 + 6 ⇒ (3) + 6 = 9
He destroys the taxidermic birds, and with the source of magic powering his levitation up ending, he finds himself dropped unceremoniously to the ground. 4 pts of falling damage for you, Vincent
falling damage: 1d6 ⇒ 4
The party sees Vincent being lifted into the air by an unknown force, then as he destroys birds in the bird cage, get dumped unceremoniously back to the ground.
Searching the bodies, the party finds each of them have a masterwork silver dagger, an amulet, and two potions, which Howard identifies as cure light wounds.
| Seamus Passeri |
| 1 person marked this as a favorite. |
earlier
'Moonshine?' Seamus looks crestfallen, "The members of the doppel-gang have thicker skin that we do, it should be harder to poke than normal skin. You can use a needle or a small knife." He shrugs his shoulders, "I just happen to have arrows."
His smile brightens and he places his hand on his hip to strike a pose when Vincent calls him 'special.'
now
'When did Vincent learn to levitate? That will come in handy. Ouch, he needs to learn to land better.' Looking around the fancy room, Seamus is impressed with Vincent learning to levitate, but he decides to not congratulate him until he learns to stick the landing. After the group gathers the stuff, he asks. "Shall we go on?"
Leaving the fancy room he moves back into the entryway and continues counter clockwise.
anything interesting in the room before he goes to the north-east door?
| GM Mort |
Earlier
Winter sighs, and rolls her eyes heavenwards,then takes the tone of explaining to a child. "Seamus, doppelgangers are not human, it's not they are members of a gang. And it is not polite to go around asking people to be pricked to see if they are human or not. The most common reaction people would have to that would be that the person asking is not mentally sound that he sees monsters everywhere."
When Seamus strikes a pose on Vincent calling him special, Winter buries her face in her palms. "Pharasma grant me patience."
"Vincent - scratch that - don't let him get all of you into trouble."
| GM Mort |
Now
C3
This room is partially collapsed, destroying most of the buckets, mops, and feather dusters that were stored here. The party finds nothing of value in the room. They make their way through the fallen portion of the western wall.
C2
They see a heap of masked bodies littering the ground and a long desk, several chairs, sideboard, and numerous once-stately landscape paintings barricade the door of this somber conference room.
Searching the room reveals a former orderly wearing a suit of padded armor and wielding a sap, two thunderstones and a golden ring worth 150 gp.
| GM Mort |
Vincent opens the northern most set of double doors.
C6
Sagging shelves, held together by dust and an extensive system of rolling ladders, ring this library of husky, dull-looking tomes. At the room’s center broods a heavily worn table surrounded by uncomfortable chairs. A chandelier of iron vines dangles above. The scents of leather and old paper pervade the high-ceilinged space, but so does a distinct bestial musk.
Ceiling is 15ft high
Three ratlike creatures, one with two tails (unbordered one) that have tiny human hands in place of its front paws, and an unnerving human face with a toothy mouth are high up among the bookshelves.
Seamus init: 1d20 + 6 ⇒ (19) + 6 = 25
Howard Init: 1d20 + 4 ⇒ (11) + 4 = 15
Dakash Init: 1d20 + 1 ⇒ (14) + 1 = 15
Vincent Init: 1d20 + 1 ⇒ (3) + 1 = 4
rats: 1d20 + 2 ⇒ (12) + 2 = 14
Seamus, Howard and Dakash up, then rats
four rolling ladders span the 8-foot-tall bookshelves here—one for each of the four contiguous sets of shelves. The ladders are attached to the shelf frames and roll easily along steel tracks. A character can move a ladder with a touch and, if she moves in a path adjacent to a shelf, can pull a ladder along with her as a free action. The ladders can be pushed 15 feet as a standard action; a character who succeeds at a DC 15 Strength check can push a ladder up to 30 feet. The ladders follow their tracks around corners, but slam to a halt if they reach the end of a track. The ladders each have hardness 10 and 40 hit points. Characters who climb the ladders can get to the ratings in melee reach. Otherwise, please use a reach or ranged weapon.
| GM Mort |
"Rhyfeddwyr! Dewch i ffwrdd o'n gwerthfawr!" They squeak out in alarm as they catch sight of the party.
Intruders! Get away from our preciousss!
knowledge arcana Howard: 1d20 + 9 ⇒ (17) + 9 = 26
knowledge arcana Vincent: 1d20 + 7 + 1d6 ⇒ (4) + 7 + (5) = 16
Howard recognizes them as ratings and they are immune to poison and disease, have evasion and have some nifty spell like abilities. Vincent can't remember anything about them.
Spell like abilities:
Constant—detect magic, read magic, speak with animals, spider climb, tongues
3/day—cause fear, dimension door, invisibility (self only)
1/day—summon swarm (rat swarm only)
Howard also remembers that ratlings prefer to dwell in areas where their constant thirst for knowledge and boundless curiosity can continuously be quenched. They often pilfer scrolls and books to quench their thirst for knowledge, just as they chase children to quench their thirst for blood.
| Seamus Passeri |
earlier
'Not polite? the doppelthing was pealing skin off of people, who cares about polite.' Seamus gives Winter a strange look, his hand beginning to tremble. "Polite? Who cares? Better that than to be taken prisoner by one of them." He looks from Vincent back to Winter, "A small prick is nothing compared to being skinned alive."
Maintaining his pose, Seamus gives Winter his best smile and winks. "How you doin'?"
just trying to influence attitude
diplomacy: 1d20 + 11 ⇒ (15) + 11 = 26
now
Ratling?'Seamus move into the room and fires at the ratling straight ahead.yellow "I've never heard rats talk before."
Move 30 ft. Attack: Longbow
attack: 1d20 + 5 ⇒ (6) + 5 = 11 for damage: 1d8 ⇒ 4
| Dakash Rami Mindu |
Dakash moves forward and draws his crossbow, then loads a bolt into its frame.
"I respect those with a thirst for knowledge." Dakash says, "We seek knowlege, too. A way to escape this place."
| GM Mort |
The arrow whizzes over the tiny ratling.
”You seek knowledge too?” The ratling with two tails looks at Dakash curiously, its ears perked up. ”Then maybe we have something in common.” She raises up a paw in halting motion, and the other two stand down.
”Please stop that trigger happy human,” She glares at Seamus, ”From shooting any of us. We may be able to work out an agreement.”
”I am Genny Two-tails, and we have claimed this territory as part of the Sharp Tooth clan.” She then turns to look at Seamus, "Yes, we talk perfectly fine. In fact, we probably speak more languages then you do."
We're out of init
| GM Mort |
Earlier
”If you want to do it with a prick test, at least do it with a sterilized needle. That is, a needle that has been put into boiling water before you start pricking people. Who knows where you’ve been putting your arrows, you might be giving people tetanus.” Winter chides Seamus. ”Or did you not think about that?”
”Besides, did you think that if they could rearrange their body structure to look like any of us – they could fake the bleeding as well?”
| Seamus Passeri |
earlier
Seamus looks a little confused, "I'm not sure what tetanus is but I keep my arrows very clean." He thinks about Winter's question, then shrugs, "The one pretending to be an old lady with a broken leg didn't act like she could, so I don't know."
Now
Seamus calls back, "I'm not trigger happy, crossbows have triggers, that's what he's carrying. I'm carrying this." His hand twitching, He holds the bow up so the rat-things can see it. "That makes me bow happy or arrow happy if you prefer. So why should we talk to you if you have claimed part of our asylum? We may want it back."
improve attitude
diplomacy: 1d20 + 9 ⇒ (16) + 9 = 25 I'm assuming they won't be impressed with the armor
| GM Mort |
Genny gives a long-suffering sigh, as she turns to her other brethren.” Rydych chi'n gwybod, mae'n well gennyf y dyn glas. O leiaf mae'n synnwyr. Ddim yn hoffi hon idiot ffun.“The other two snigger.
You know, I prefer the blue guy. At least he talks sense. Not like this raven-haired idiot.
Then she turns to face Seamus and puts in, ”Because we’re all trapped here without any way out of the yellow fog?”
She cocks her head, ”Sure, we could be trying to kill each other, but is that going to make things better for either side? Does it get us out of the yellow fog?”
| GM Mort |
Earlier
”Oh, I forgot. You aren’t trained as a physician.” Winter’s voice is thick with sarcasm. ”Tetanus, for the uninformed is commonly called lockjaw. It affects nervous system and causes muscles throughout the body to tighten. Eventually the afflicted person can’t breathe and dies.
Tetanus can be caused by puncture wounds by metal objects, which is what you were proposing to do to EVERYONE.”
”Maybe – but everyone dying of tetanus because you were suspicious of doppelgangers isn’t helpful.” She then sighs, ”You aren’t going to give up, are you?” She goes into the room and takes out a small box of needles, then passes it to Vincent. ”Look, I am sure Seamus has the best of intentions, but I’m not sure he’s going to remember.”
”If he really wants to do this prick-test of his – please make sure the needles are sterilized, before you apply it on anyone. If you need extra firewood or a pot, just get it from Captain Vaustin.”
| Seamus Passeri |
you said he should learn aklo
"Efallai na fyddwn yn ddeallus ond o leiaf dydw i ddim yn amhosibl." Seamus glares at the rat leader. "If we are stuck here it would make even more sense that we would want all the space for ourselves. So it is in your best interest for us to find a way out. What can you tell us?"
give simple aid
diplomacy: 1d20 + 9 ⇒ (1) + 9 = 10
| GM Mort |
”Ooops. Right, we didn’t see that coming…” Gemna looks sheepish, but looks at Seamus with a more favourable light, impressed at his knowledge of their language. Then she switches to another gurgling language which no one understands, ” නමුත් ඔබට කථා කළ හැකිද?”
But can you speak Boggard?
”Sure – you could have all the space in the asylum, right until the otherworldly-yellow-fog-with nasties within gets in and kills everyone in here.” Gemna states, ”And that doesn’t do any of us any good.”
”Stuff I could tell you? Not much. There were some tremors in the ground while we were exploring the area, and destroyed our retreat passage to our warrens deep beneath Briarstone Isle. Then the otherwordly-yellow fog with nasties lurking within came in, so we hid ourselves in the library, while trying to find our way back to our kin.” Gemna shrugs her shoulders.
| Seamus Passeri |
'She's probably just making that up like pig-latin pig-Azlanti, no one knows how to speak that either.' Seamus smirks a little, and goes on. "So if we agree to let you have the library you will stay in here and not bother any of the other humans?" He then looks at Howard and adds. "Or pet lizards? Oh and if we want to read books we can, right."
| GM Mort |
”Hmm. I’m not actually in a position to decide that. Don’t fret too much, I’ll get to my leader then I’ll let you know.” Gemna runs down a tunnel in the wall and reappears from the same tunnel a minute later.
”Ratch says that we will stay here, not bother any other humans or pet lizards, unless in self defense. You may use the library as much as you wish, but you must help us get rid of the otherworldly yellow fog – so we can venture out of this place and dig tunnels back to our warrens.”
”Also – even after we leave for our warrens, we want no other two leggers, other then you lot, in our library, since we have claimed it as our territory. These are our terms.” Gemna answers.
| Vincent Arazeiros |
Vincent grunts typically, saying something in Aklo.
He then nods to the others and does a quick search of the library before leaving the ratlings to their new home.
| GM Mort |
"So it may be." Genny climbs down the bookshelves and spits saliva on her hand then looks expectantly at Seamus.
Once Seamus has done the same, she holds out her hand for him to shake.
Ok big wall of text for using libraries.
Attempting a research check requires an uninterrupted 8 hour period of research. Succeeding at a research check reduces a library’s knowledge points, similar to dealing damage to a creature’s hitpoints. As its knowledge points (kp) decrease, a library reveals its secrets.
For every 5 points which a research check exceeds the library’s complexity rating, the library’s knowledge points are reduced by an additional point. Rolling a natural 20 on a research check is like a critical threat and confirming it reduces the knowledge points is doubled. Rolling a natural 1 on a research check automatically results in failure and the library’s knowledge points increase by ¼ of the library’s maximum knowledge points as the researcher follows a wrong avenue of investigation. You cannot take 10 or 20 on research checks.
Research by expertise
A successful Research check reduces a library’s knowledge points by a certain amount, just as a successful attack roll in combat reduces a creature’s hit points, and this amount depends on the primary researcher’s training in the skill she used for the Research check. A primary researcher reduces a library’s kp by 1d12 + her Intelligence modifier if she has either 10 ranks in the skill, Skill Focus in the skill, or both 5 ranks in the skill and the skill as a class skill. She reduces a library’s kp by 1d8 + her Intelligence modifier if she has either 5 ranks in the skill or the skill is a class skill for her (but not both). Otherwise, she reduces a library’s kp by 1d4 + her Intelligence modifier.
The library Complexity is 15, its knowledge bonus is +2(all knowledge checks made in the library, including research checks have a +2 bonus). It has 35 kp, and you can use knowledge (local), Knowledge (history) or knowledge (religion) for the check. The library is special in that if you don’t actively search for a topic or know about a category yet, your research doesn’t reveal anything about it.
There’s a further +2 to knowledge checks on research from the ratlings since they will help you search “their catalogue”, so total bonus is +4
Then Genny asks another of her brethren to bring Ratch over, as per the agreement. Ratch appears in a puff of gray smoke, with a loud ”BAMF!” sound, together with two dire rats.
Howard Spellcraft: 1d20 + 9 ⇒ (6) + 9 = 15
Howard has no clue how they appeared suddenly. Genny bows respectfully to him, then says in a guttural language, "Одамон мехоҳанд, ки дар бораи сагҳои зард, тӯҳматчӣ, ороишдиҳӣ, ҳаввориён, оркестр ё Dreamland, Lord Ratch маълумотро бештар бихонанд."
The humans wish to know more about the yellow fog, the tatterman, Orpiment, Apostles of Orpiment, or the Dreamland, Lord Ratch.
”So, you are the humans that we have a treaty with for knowledge?” Ratch eyes the party appraisingly, ”I would wish to know more about the other big two-leggers around this place, and in exchange, I offer you knowledge on an entity of the Dreamlands, that we know as the Shredman.”
"You first," He gestures generously for the party to proceed.
| Vincent Arazeiros |
| 1 person marked this as a favorite. |
Vincent looks at Seamus expecting him to discuss the gangsta of doppels, but when he doesn't automatically speak up, replies.
"The ones near you lived here. They are hiding from the dangers there and are no threat. There are a group of cultists claiming to worship some Orpiment, who fight with them. Then there is a group of doppelgangers. Shapeshifters. We do not know why they are here or how they arrived, yet. Your turn."
| Dakash Rami Mindu |
Dakash smiles, "Not all of us are humans"
"What do you want to know? They are tired. They are scared. They wish to leave this place. And they hope that we can help them."
| GM Mort |
"That is good to know, even if not all of it makes for good hearing," Ratch nods at what Vincent has told him.
"Yes, I know, Samsaran. But you all look like big two-leggers to me." Ratch answers Dakash.
"How do we identify the group of cultists? And do you know where their territory is?" Ratch asks Vincent.
"But yes, I will uphold the end of my bargain..."
| GM Mort |
Ratch orders the doors to be firmly shut and no one outside can hear the conversation before continuing,”The Shredman that haunts this halls is an old horror, long before our time. He was first summoned from the Dreamlands by a woman known as the Briarstone Witch – for she knew that he is a servant of the King in Yellow – a Great Old One who was associated with her patron -The Black Goat of the Woods with a Thousand Young.”
”Together they slew every living soul in Thrushmoor, 700 years ago. The humans mark the event as Thrushmoor Vanishing. Then when Briarstone witch disappeared, his ties to Briarstone Isle also faded away with time, and he drifted back to the Dreamlands, limited to preying on those who dream on Brairstone Isle. Yet somehow the horrors of the past have come back to haunt us...and now appear in these very halls...how?"
"The Shredman is a relentless and remorseless hunter. Once he has turned his eye on a victim, he hounds the said victim to his death. And his shredded yellow robes are drenched with blood – for everyone who dies in their sleep in this place is his victim.” Ratch intones.
| Seamus Passeri |
Mort, before we go on there was a door by C3 and C2 that wasn't opened, do we need to go back? Also the door on the east wall of C1 is it inaccessible due to the rubble?
Seamus' eye's glaze over a little, as the conversation moves quickly. 'I umderstand the part from Vincent about hiders, cultists and shapeshifters, even that Dakash isn't human. But what is the rat-thing, rat-king? talking about? 'The Shredman and the briarstone witch? I've lived in Ustalav all my life and never heard of those.'
He looks from his friends to the rat-things "The cultists wear yellow robes and babble about 'praise', at least the one we got killed did. As for their territory, we don't know yet, when we do we will tell you."
He looks back to his friends, "So the one in our dreams, he's 'the Shredman'?
Then looking back the way they came, his hand unconsciously twitching. "Maybe we should try the fog and get off of this island, I don't think this is a good place to be."
Once the conversation is over
Nodding goodbye to the rat-things Seamus proceeds north in the library and opens the double doors there. "So what's out here?"
| GM Mort |
Seamus opens the door to find a hallway with a passage leading westwards that looks partially collapsed.
There are two doors on the right, one door on the left, and one door straight ahead. The door straight ahead bears the nameplate "Administrator Eliege Losandro" and Howard, Vincent and Dakash spot a slime trail of yellow mucus running from the door at the end of the hall way to the passageway west.
Anti Clockwise from Seamus direction
perception Vincent: 1d20 + 7 ⇒ (1) + 7 = 8
Vincent does not hear any sound from the other side and thinks that the door is not trapped.
perception Vincent: 1d20 + 7 ⇒ (12) + 7 = 19
Vincent does not hear any sound from the other side and thinks that the door is not trapped.
perception Vincent: 1d20 + 7 ⇒ (1) + 7 = 8
Vincent does not hear any sound from the other side and thinks that the door is not trapped.
perception Vincent: 1d20 + 7 ⇒ (17) + 7 = 24
Vincent does not hear any sound from the other side and thinks that the door is not trapped.
perception Vincent: 1d20 + 7 ⇒ (8) + 7 = 15
Vincent does not hear any sound from the other side and thinks that the door is not trapped.
perception Vincent: 1d20 + 7 ⇒ (15) + 7 = 22
Vincent does not hear any sound from the other side and thinks that the door is not trapped.
| GM Mort |
C12
Vincent opens the door and the party finds this room’s sagging ceiling rests largely upon a pair of sturdy bookshelves. A desk and set of chairs skirt the edge of a sizable fissure in the floor. Searching the desk reveals a brooch which Howard identifies as a Brooch of shielding and behind the bookshelves the party finds a plain brown cloak which Howard identifies as magical, but cannot tell what it is.
| GM Mort |
C13
Vincent opens the door and the party finds that this would look like a typical physician’s office if it weren’t for the preponderance of grotesque anatomical sketches, most depicting traumas and deformities of the head and brain. A sturdy display case stands open and completely empty. The slime trail originates from this room and there is spilt preservative fluid on the floor.
heal Dakash: 1d20 + 1 ⇒ (14) + 1 = 15
heal Vincent: 1d20 ⇒ 19
heal Seamus: 1d20 ⇒ 13
heal Howard: 1d20 ⇒ 8
Vincent rumages through the desk to find the notes within belong to a Doctor Arosh Chawaar, who pursued new treatments for hydrocephalus. Many of these notes bear marginalia from the doctor’s sister, Doctor Anya Chawaar of Katheer. He figures that the book may be valuable to medical practitioners and pockets it.
| GM Mort |
C10
Vincent opens the door and the party finds two desks are crammed into this crowded office. More space has been dedicated to filing cabinets, bookshelves, and stacks of loose research than room for occupants.
There are two bodies slumped over the desks. Vincent, Howard and Dakash note that the young doctors here were slain by blows to the back of the head.
Vincent finds a thick yew wand etched with the symbol of Sarenrae hidden in the back of the eastern desk, with a piece of twine is wrapped around it, connecting to a note that reads, "Mr. Lantz, this is a place of science, not faith. Please keep your religion at home.”
Howard identifies the wand as a wand of bless, and it has 18 charges remaining.
| GM Mort |
C11
Vincent opens the door and the party finds ceiling of this room has collapsed, crushing a table and well-worn couch. A pale hand extends from the rubble.
After 10 minutes of digging, the party manages to find find an individual crushed beyond recognition. Search her pockets find a capped syringe with a red liquid, which Howard identifies it as a cure moderate wounds potion.
It functions only when injected, as a standard action
| GM Mort |
C9
A once-handsome wood conference table now sits marred by the partially toppled southwest walls. Between heaps of collapsed stone, a closet door still stands.
One deformed humanoid creature with an extra large head,has made a nest in the closet of doctor’s entire collection of floating, aberrant brains, spinal columns, dissections, lab coats and the remains of Doctor Chawaar himself. The other deformed humanoid creature is perched on top of the shelf near a heavy, preservative-filled mason jar containing a hornlike tumor that once rooted in a patient’s brain.
Seamus init: 1d20 + 6 ⇒ (8) + 6 = 14
Howard Init: 1d20 + 4 ⇒ (14) + 4 = 18
Dakash Init: 1d20 + 1 ⇒ (13) + 1 = 14
Vincent Init: 1d20 + 1 ⇒ (4) + 1 = 5
deformed humanoids: 1d20 + 2 ⇒ (10) + 2 = 12
knowledge religion Vincent: 1d20 + 7 + 1d6 ⇒ (4) + 7 + (6) = 17
Vincent recognizes them as pickled punks. Their skin contains an irritant and a creature damaged by a pickled punk’s bite that deals damage to pickled punk with a natural weapon or unarmed attack,must succeed at a Fortitude save or break out in an itching rash. A creature affected by this rash takes a –2 penalty to Dexterity and Charisma for 24 hours (multiple allergic reactions do not stack). Remove disease or any magical healing removes the rash instantly. This is a disease effect. The save DC is Charisma-based.
Seamus + Howard + Dakash, punks then Vincent
| GM Mort |
Sorry about delay on clarifications, I was doing earlier posts on phone so didn't scroll up to read. Door east of C1 is inaccessible due to rubble
| GM Mort |
Door between C2 and C3
??: 1d6 ⇒ 6
High asylum walls hedge in this spacious courtyard garden. Only thin breaths of sickly fog seep in from overheard, though beyond it’s just as thick as ever. Misty wisps slip between leafless trees and simple benches, giving the impression of silent beasts prowling through the garden.Vincent, Howard and Dakash hear the flapping of wings, low growls, and rustling steps from the fog.
Decide after the encounter if you want to backtrack and explore
| Seamus Passeri |
Seamus follows Vincent around like a lost puppy, Making sure he doesn't step on the trail of yellow slime. Chuckling at the note about not bringing religion to work, he helps uncover the crushed body.
Once they enter they enter the conference room, he see's the two little creatures, "Pickled punks? May I assume were not talking to them?" Firing a couple arrows at the one hiding in the corner before anyone can tell him no.
shooting at red, Attack: Longbow, PBS, RS, PS
attack: 1d20 + 3 + 1 ⇒ (7) + 3 + 1 = 11 for damage: 1d8 + 1 ⇒ (5) + 1 = 6
attack: 1d20 + 3 + 1 ⇒ (4) + 3 + 1 = 8 for damage: 1d8 + 1 ⇒ (1) + 1 = 2