Bard/1 AC16/18 (T12 FF14 CMD15) HP14/[14] Init +4, SPD:30 Perform 2/[4] Fort +2 (+2 trait bonus vs. poison or drugs (+4 to avoid effects of alcohol), Ref +4, Will +1, Perc +5 SM -1 Action Pts: 5
Wintergreen's CE PA IT Geek 10/Daddy 9/Physicist 3/Cartographer 1/Runner 3/Cub Scout Leader 2/Musician 1
The nauseating mixture of decay and strange chemicals fills the air of this large room. Glinting saws, pliers, long stitching needles, and other surgical equipment are organized on shelves and benches along the walls.
A sturdy wooden table in the center of the room supports a large humanoid shape—a thing stitched together from a patchwork of dozens of different bodies. The thing would stand nearly seven feet tall if it rose.
Off to the left there are two tunnels one heading North-East and the other roughly South, they turn too tightly for you to see how far they go.
Heal or Perception DC10:
The head stitched to the body is strangely small for its massive frame—a head crowned with brown hair and bearing a distinctive scar upon the left cheek.
Human Paladin (tempered champion) of Sarenrae 4 Init 2, Perc +0, F 8, R 5, W 7, AC 19, T 12, FF 17, HP 13/39
Perception:1d20 + 0 ⇒ (14) + 0 = 14
As Rojerick follows the group, he nearly walks into Erik. Moving his way around the wizard, he walks up to the thing and gives it a poke with his sword. "I don't think it's...alive, but one way or another I think we'll need its head. I think it matches the description we were given?"
Bard/1 AC16/18 (T12 FF14 CMD15) HP14/[14] Init +4, SPD:30 Perform 2/[4] Fort +2 (+2 trait bonus vs. poison or drugs (+4 to avoid effects of alcohol), Ref +4, Will +1, Perc +5 SM -1 Action Pts: 5
Perception:1d20 + 5 ⇒ (14) + 5 = 19
Heeey... you could be right. Lets come back for it later, he says unpreturbed.
"I say we grab it now while we still can," says Erik, moving to remove it and stow it away with the other body parts. "You never know how much of a rush we'll be in when we decide to leave. I'd hate to have to come back because we were forced into a hasty retreat."
So saying, Erik draws his dagger and cuts the binds that tethers the head to the neck, then with an expression of disgust drops it in a sack. "It would be so bad were it not for their indiscriminate mixing and matching of body parts..." he mutters.
Bard/1 AC16/18 (T12 FF14 CMD15) HP14/[14] Init +4, SPD:30 Perform 2/[4] Fort +2 (+2 trait bonus vs. poison or drugs (+4 to avoid effects of alcohol), Ref +4, Will +1, Perc +5 SM -1 Action Pts: 5
Wintergreen's CE PA IT Geek 10/Daddy 9/Physicist 3/Cartographer 1/Runner 3/Cub Scout Leader 2/Musician 1
Again, the door seems innocuous, and opens easily. Two wide, freestanding bookshelves stand in this room, the shelves filled with row upon row of tomes and scrolls.
Perception Dc10:
The books and scrolls are mostly treatises on necromancy or the art of crafting golems, but there’s also a surprisingly
large number of books about diseases and plagues here as well.
Knowledge checks made on these topics while using these books as resources gain a +2 circumstance bonus. Remember this, it will come in handy in a few months real time...
Two of the scrolls stand out as being magical to anyone with any experience of such things.
Perception DC20:
There appears to be a secret door in the Southern wall.
Wintergreen's CE PA IT Geek 10/Daddy 9/Physicist 3/Cartographer 1/Runner 3/Cub Scout Leader 2/Musician 1
Basil, that wasn't so much supposed to be two separate checks, as one check and more info depending on how high you rolled. Since I'm feeling generous, assume the 20, so you see both spoilers....
Bard/1 AC16/18 (T12 FF14 CMD15) HP14/[14] Init +4, SPD:30 Perform 2/[4] Fort +2 (+2 trait bonus vs. poison or drugs (+4 to avoid effects of alcohol), Ref +4, Will +1, Perc +5 SM -1 Action Pts: 5
Bard/1 AC16/18 (T12 FF14 CMD15) HP14/[14] Init +4, SPD:30 Perform 2/[4] Fort +2 (+2 trait bonus vs. poison or drugs (+4 to avoid effects of alcohol), Ref +4, Will +1, Perc +5 SM -1 Action Pts: 5
Lots of very messed up and dark books here - a few in here seem medical. Hey? A secret door? Oh yeah. Well spotted.
Borden as an ex pathfinder ... Well failed pathfinder... Knows the worth of knowledge.
Lets come back for these books and stuff later, he says but afraid others may burn the books gathers up several tomes on diseases and anatomy just in case.
Bard/1 AC16/18 (T12 FF14 CMD15) HP14/[14] Init +4, SPD:30 Perform 2/[4] Fort +2 (+2 trait bonus vs. poison or drugs (+4 to avoid effects of alcohol), Ref +4, Will +1, Perc +5 SM -1 Action Pts: 5
Bard/1 AC16/18 (T12 FF14 CMD15) HP14/[14] Init +4, SPD:30 Perform 2/[4] Fort +2 (+2 trait bonus vs. poison or drugs (+4 to avoid effects of alcohol), Ref +4, Will +1, Perc +5 SM -1 Action Pts: 5
Human Paladin (tempered champion) of Sarenrae 4 Init 2, Perc +0, F 8, R 5, W 7, AC 19, T 12, FF 17, HP 13/39
Roj readies his shield and scimitar, moving behind Borden. "Be careful. There's no telling what's back there; could be another of those stitched-up abominations."
Wintergreen's CE PA IT Geek 10/Daddy 9/Physicist 3/Cartographer 1/Runner 3/Cub Scout Leader 2/Musician 1
There's a slight draft from the corridor as Bordan opens it.
If you enter inside:
The tunnel is narrow like the others you've found so far, and designed for smaller people than you. It leads 10 or 15 feet and then drops out through a door you didn't notice before into the room you entered immediately after the skull corridor.
Bard/1 AC16/18 (T12 FF14 CMD15) HP14/[14] Init +4, SPD:30 Perform 2/[4] Fort +2 (+2 trait bonus vs. poison or drugs (+4 to avoid effects of alcohol), Ref +4, Will +1, Perc +5 SM -1 Action Pts: 5
Human Paladin (tempered champion) of Sarenrae 4 Init 2, Perc +0, F 8, R 5, W 7, AC 19, T 12, FF 17, HP 13/39
Seeing the others hesitate, Roj sets his shield and heads off. As he squeezes through and opens the door, he turns back to the party. "Have we been here before?"
Bard/1 AC16/18 (T12 FF14 CMD15) HP14/[14] Init +4, SPD:30 Perform 2/[4] Fort +2 (+2 trait bonus vs. poison or drugs (+4 to avoid effects of alcohol), Ref +4, Will +1, Perc +5 SM -1 Action Pts: 5
Bard/1 AC16/18 (T12 FF14 CMD15) HP14/[14] Init +4, SPD:30 Perform 2/[4] Fort +2 (+2 trait bonus vs. poison or drugs (+4 to avoid effects of alcohol), Ref +4, Will +1, Perc +5 SM -1 Action Pts: 5
Cant access the map from work but will post later but on that note maybe we could do a chime in from the players to see who is still playing? Posting has been slow, real slow, of late
Okay, as far as I can tell, we have two options for where to go next - the corridor to the NW of the northern room on the overview map, or through the barricaded/locked door that we said to leave until later.
How about we go through the corridor to the north?
Bard/1 AC16/18 (T12 FF14 CMD15) HP14/[14] Init +4, SPD:30 Perform 2/[4] Fort +2 (+2 trait bonus vs. poison or drugs (+4 to avoid effects of alcohol), Ref +4, Will +1, Perc +5 SM -1 Action Pts: 5
Wintergreen's CE PA IT Geek 10/Daddy 9/Physicist 3/Cartographer 1/Runner 3/Cub Scout Leader 2/Musician 1
Following the corridor North-ish, leads to a small rectangular chamber, with a corridor off to the East. This chamber holds a large fourposter
bed and a simple writing desk, along with a full-length mirror propped up against one earthen wall.
Bard/1 AC16/18 (T12 FF14 CMD15) HP14/[14] Init +4, SPD:30 Perform 2/[4] Fort +2 (+2 trait bonus vs. poison or drugs (+4 to avoid effects of alcohol), Ref +4, Will +1, Perc +5 SM -1 Action Pts: 5
Wintergreen's CE PA IT Geek 10/Daddy 9/Physicist 3/Cartographer 1/Runner 3/Cub Scout Leader 2/Musician 1
Gwen Perception:1d20 + 10 ⇒ (11) + 10 = 21
This room seems clear of anything of interest, it's just a bedroom. What's the plan? You have another room to the East through a short corridor. Or go back to some of the ones you have bypassed for whatever reason.
You have folks needing help to get out, and I don't think you've got a central list of what you've found in here (which is quite important to why you are here....).
Lets have some discussion and the forming of a plan if we can!
Bard/1 AC16/18 (T12 FF14 CMD15) HP14/[14] Init +4, SPD:30 Perform 2/[4] Fort +2 (+2 trait bonus vs. poison or drugs (+4 to avoid effects of alcohol), Ref +4, Will +1, Perc +5 SM -1 Action Pts: 5
Human Paladin (tempered champion) of Sarenrae 4 Init 2, Perc +0, F 8, R 5, W 7, AC 19, T 12, FF 17, HP 13/39
Roj hesitates for a moment. "Listen. We've fought some pretty bad things in here. Skeletons, that ogre-thing...someone's giving the orders, though, and he haven't found him yet. Has anyone here even fought a magic-user, much less a necromancer? Shouldn't we have some sort of plan?"
Female Human Urban Ranger 4 - AC17 T13 FF15 - BAB 4 (Grtswrd +1: 9/2d6+7 - p.att. -2+6/Mwk comp. longbow 7)- F7 R7 W6 - HP 44/44 - CMB8 CMD20 - Init 2/4- Perc 9/11(11/13 against humans)
Gwen stops and scratches her head: "Huh, well... I guess we grab him, tie his hands and cover his mouth, just to be on the safe side? Or maybe just hit him hard in the head?"