| Gaston Blackacre |
Blackacre adjusts his hat, looks briefly for the cigarettes that are no longer there, and follows Quinn into the station.
| Ianez Gastnicht |
"I'm sorry, Sandru. I should have stayed to help you; I had no idea the 'ship was going to crash like that."
As Quinn and Blackacre enter the building, Ianez invokes an arcane veil to hide himself from sight before following the pair.
Casting invisibility on himself.
| Network |
Once inside, the three of you are in a short entry hallway, standing single file. Quinn is in front, Blackacre is behind him, with Ianez bringing up the rear, cloaked in invisibility. The entry hall empties into a large, central room of the police station...a square room with hallways branching off towards a back entrance (directly across from you, to the west), some offices (to the south), and the "pens" or jail cells (to the north). All three of these wings are barricaded by sturdy metal bars with locked gates.
In the middle of the central room is a bizarre-looking pedestal. It's an unusual sculpture of stacked, floral-shaped domes, upon which is affixed a swing-arm...
The minute-hand of the clock!
There are gas lamps hanging from the ceiling. They are dim and flickering, or busted out completely and dark. There's a collection of desks and chairs around the room, some of them overturned, with documents scattered around on the floor. Streaks of blood trail along the tiled floor leading to the barricaded wings. Upon closer inspection, the bars are jammed with planks of wood and the corpses of Quinn's fellow officers.
There's a sickly stench in the air. The place buzzes with carrion flies.
Make a Perception check.
| Network |
Your companions are swallowed into the dark police headquarters. All is silent...so far, so good...
| Gaston Blackacre |
perception: 1d20 + 13 ⇒ (3) + 13 = 16
Blackacre leans forward and mutters to Quinn, I've got a bad feeling about this. On your guard.
| Ianez Gastnicht |
Perception check: 1d20 + 18 ⇒ (19) + 18 = 37
Quinn and Gaston, Ianez' whisper comes from the air behind you. "There is a trap there. Do not touch it yet; I'll get the others." There is a pause, and his voice continues. "Quinn, I'm sorry. Those were your friends and comrades, weren't they?"
| Network |
The prisms recognize the minute-hand to the clocktower for the Tower Out of Time. A high-pitched tone starts up from the crystals that the three of you carry. They sing like wind chimes in the bloody room.
| Kwanjan Quinn |
perception: 1d20 + 17 ⇒ (2) + 17 = 19
stealth: 1d20 + 10 ⇒ (15) + 10 = 25
Quinn slowly backs out of the police station.
Once outside, he will call the others and give a brief update.
Quinn responds to Ianez "Those were good men...some with families."
| Network |
Once inside, the three of them were in a short entry hallway. The entry hall emptied into a large, central room of the police station...a square room with hallways branching off towards a back entrance (directly across, to the west), some offices (to the south), and the "pens" or jail cells (to the north). All three of these wings were barricaded by sturdy metal bars with locked gates.
In the middle of the central room was a bizarre-looking pedestal, an unusual sculpture of stacked, floral-shaped domes, upon which was affixed a swing-arm...
The minute-hand of the clock!
There were gas lamps hanging from the ceiling. They were dim and flickering, or busted out completely and dark. There was a collection of desks and chairs around the room, some of them overturned, with documents scattered around on the floor. Streaks of blood trailed along the tiled floor leading to the barricaded wings. Upon closer inspection, the bars were jammed with planks of wood and the corpses of Quinn's fellow officers.
There was a sickly stench in the air. The place buzzed with carrion flies.
Ianez detected that the device with the clock hand is rigged with a trap. There are undead in the shadows around the room.
The three crystal foci that your party members are carrying hummed loudly in the presence of the clock hand.
| Kwanjan Quinn |
"We need to get in there and investigate what happen without those undead threats lurking about. I suggest clearing the station of undead by luring them outside. We can use the entrance as a bottle neck and take them out."
| Ianez Gastnicht |
Ianez describes the inside of the station as best he remembers it. "There is another thing. The undead I saw there looked like wights, at least three of them. I have seen their like before, in ancient cairns and barrows in the Lands of the Linnorm Kings. They are not unintelligent, so I doubt that simple ruses will work."
| Reeva Windermere |
(Can be destroyed with raise dead or a similar spell.)
- Lady Reeva Windermere
| Gaston Blackacre |
I believe I do.
knowledge(religion): 1d20 + 11 ⇒ (10) + 11 = 21
Ah, yes. Wights... The last word squeezes out of the inspector with a groan.
| Network |
| Gaston Blackacre |
Wights are nasty creatures, grim mockeries of the once living. They can be undead humanoids with an evil nature or - Blackacre's eyes roll toward Quinn - persons killed by a wight and brought into its service...
A wight's attacks can drain energy from the living, but they are vulnerable to certain spells, such as raise dead or similar spells. Unfortunately, Ragathiel has not blessed me with such power, save for the searing light I cast before. I cannot ask her for a spell of such power until I honor her and ask for her strength again.
| Mechanical Manservant |
"Very well. I suggest we go in. I also suggest we start preparing." The manservant is surprisingly forthright "As I am not a living creature, I dare say I would make a good person to fight these creatures. I don't suppose anyone can finish my repairs while the Earl is busy?"
It seems amazing the Manservant - so incredibly damaged before - is now again on his feet. As he talks the scythe swings ready.
| La Siréene |
After La Siréene returns to the hospital after the inferno, she rests her back on the wall, catching her breath.
Strange. I am usually not so sensitive to danger. What is making me- the Void.
She studies her lower left arm, now strangely shaded, as if the light was casting different shadows on her body and arm.
It knew. It sensed danger and wants to be used. How conscious is it? Hard to tell, could be an ancient, forgotten creature, could something as simple as a spell. Not enough information.
A smile plays across her face.
Well then. Perhaps I should obtain some information, then.
She stands away from the wall, her back straight. "Sounds nasty. Then I, too, shall call upon a creature that we won’t have to fuss over."
La Siréene raises her arm, motes of darkness playing across her arm, the "wrong" shadows extedning, rising up her arm onto her shoulder, and on the ground shadows gather thicker and thicker until a formless mass starts to rise...
La Siréene is casting Summon Monster IV.
| Gaston Blackacre |
Gaston Blackacre responds to Quinn with a word - Concur - and proceeds to load his pistol as he watches his colleagues summon their extraplanar servants.
| Kwanjan Quinn |
Quinn readies his quiver with the durable arrows. He begins to make his way to the enterance of the police station, opens the door and allows the summoned creatures to enter first then his friends.
He moves up ahead, pointing out whatever targets he can make out.
Attempting to point out the targets.
perception: 1d20 + 17 ⇒ (2) + 17 = 19 At least it's not a 1, ;-)
Are there any office equipment about? Like to use them as obstacles.
| La Siréene |
La Siréene observes the shadows spreading up her arm, shakes her head, and leads the Void Creature into the building.
"Here, you little abomination. Who's going to get to snack on Wight’s, then?"
As she follows the Void Creature into the building, she casts Echolocation, watching for Wight’s and other dangers.
Perception check: 1d20 + 21 ⇒ (9) + 21 = 30
Her Blindsight should see most everything without a perception check, but she does have 60ft Darkvision, so apply the perception check to anything outside the blindisght's radius.
How high is the ceiling on the current map?
| Mechanical Manservant |
The Manservant gives a hissing sigh as he injects himself again, then enters.
Deathwatch
perception: 1d20 + 11 ⇒ (17) + 11 = 28
I believe he can reach Z13
| Earl J V Caromarc |
Caromarc enters, surrounded by Summon Monster IV: 1d3 + 1 ⇒ (3) + 1 = 4 floating lights.
perception: 1d20 + 6 + 2 ⇒ (14) + 6 + 2 = 22
Stopping at Z14 he beings to cast again, and another four lights appear
The lights start to stream ahead of him as stops.
| Phoebe Strange |
Phoebe pads into the police station quietly behind Caromarc. The magician's cape undulates like a cloth in a vanishing act, a magic trick that ushers her, the credulous volunteer, away from daylight crowds into a macabre twilght world. She holds her breath. With one arm, she clutches the doll Caromarc gave her. The other unconsciously gropes through the air, ready to push away evil clowns that spring from dark shadows.
Phoebe enters the station at AA-14.
| Gaston Blackacre |
Gaston will be next to Quinn at AA16
perception: 1d20 + 13 ⇒ (15) + 13 = 28
init: 1d20 + 4 ⇒ (11) + 4 = 15
As he walks in, Blackacre asks for Ragathiel's protection casting shield of faith on himself.