Parrym |
"Though slower, room by room helps not being attacked on all sides...".
Parrym casts Guidance on Amiri again, and follows the babarbian lass.
+1 to a d20 roll of your choice within the next minute
Narayan Singh |
Narayan forges forward alongside Amiri, reapplying his defenses as he goes. mage armor from wand and barkskin from Ki. Must've been an hour by now...
UMD: 1d20 + 13 ⇒ (19) + 13 = 32
GM Fez |
Quick run down of the rooms...
D2. Cloakroom: This area is used to store cloaks, straitjackets, and other bits of clothing used by new arrivals or stored temporarily by visitors.
D3. Holding Cell: This bare room is used to temporarily hold new arrivals until they are processed, deloused, and then led down to their cells below. The room is currently empty.
D4. Meeting Room: A chair with attached restraining straps stands before a blackboard. Prisoners may be questioned herein, or visitors spoken to. Crove enjoys having these visitors sit in the restraining chair, as this encourages them to keep their business short and to the point. Area D4a is a smaller office.
D5. Main Hall: The doors to both stairwells hang open, and chained to each landing at the top of the stairs within is a single lunatic. As with those in area D1, they begin shrieking as soon as they see anyone approach. The stairs lead down to area D23. Which way, further into the asylum or down into the darker depths?
It seems none of the orderlies have been entrusted with keys, each has little more than pocket lint and the clubs they were carrying.
Parrym |
Heal: 1d20 + 7 ⇒ (15) + 7 = 22
Parrym looks at the straitjackets, wondering if there is one that might fit her mother-in-law, and then, seeing the lobotomies performed here, wonders again about her mother-in-l... "No, no, no... those are evil thoughts!".
"Someone here does surgery on the brain, to make people complacent, or to exacerbate their aggressivity".
Parrym looks to her comrades: "Straight on down to whatever dark lies below? Or do we clear out the craziness above first?"
Imhakaru |
"I don't even think clear out is the right word. It's apparent to me that the inmates and these orderlies have both been poorly treated by whoever performed this procedure, but I have no knowledge on how to heal them from this or any original ailment. If they are restrained then that seems as safe as they can be for the moment. Best we descend into the dark."
Parrym |
"Down it is then?"
As Parrym gets ready to move past one of the shrieking inmates, she thinks of Amiri: Let's just hope none of the lunatics are throwing a birthday party...
Narayan Singh |
Narayan's eyes are flat with anger at the destruction wrought on the orderlies and those in their charge.
We musst end thiss.
If there's space downstairs for Amiri and Narayan to both stand on the front lines he will do so, otherwise he'll hang back behind Pendergast.
Voodoo Amiri |
"Killing them all would be the merciful thing to do. At least progress is enough to justify this one's death!"
Having accepted her place as the butcher of the party, Amiri engages.
Parrym |
Coming along behind on Meneldor, Parrym will cast Guidance upon Amiri before key moments, such as opening a door, or going down to a landing, trying to keep the blessing of Ketephys on the Barbarian, but mainly wanting to show that Amiri is not alone and that the group shares her burden, even if she is the tip of the sword.
Trying to give Amiri a +1 for her attack or save or what she desires
Sira Ulo Ako |
Assuming cramped space will not allow for the L Bastard Sword
+1 LS: 1d20 + 9 ⇒ (18) + 9 = 27
DMG: 1d8 + 5 ⇒ (3) + 5 = 8
GM Fez |
Amiri takes the blade found from the fungus chamber and cuts down the lunatic quickly before marching into the next area.
The stone tiles on the floor here are of a deep green. Maniacal laughter, cries of pain, screams, and off-key singing echo from the north and south hallways. To the west, the hall ends in a large pair of massive iron doors, while to the east the hall opens into a room containing a round table and a few chairs. An iron door in the southern wall of the eastern room hangs wide open. Should've gotten the map up last night. Foiled again!
Six more people in loose straight jackets and chains wander around the area with the table. They see Amiri step out of the stairwell and scream, raising chair legs and rocks, ready to attack!
Parrym: 1d20 ⇒ 14
Narayan: 1d20 + 2 ⇒ (7) + 2 = 9
Pendergast: 1d20 + 3 ⇒ (2) + 3 = 5
Imhakaru: 1d20 + 6 ⇒ (4) + 6 = 10
Esmerelda: 1d20 + 3 ⇒ (2) + 3 = 5
Lunatics: 1d20 + 2 ⇒ (3) + 2 = 5
Order 1st Round
Amiri, Parrym, Imhakaru, Narayan, Esmerelda, Pendergast
Lunatics (0, 0, 0, 0, 0, 0)
Map and lunatics to come.
Voodoo Amiri |
Sorry for the cameo, this must be the physical manifestation of her inner conflict
Amiri raises the weapon she has drawn at the moment, moves up, and attacks
L sword: 1d20 + 9 ⇒ (4) + 9 = 13
DMG: 1d8 + 5 ⇒ (1) + 5 = 6
If the first attack hits...
CLEAVE: 1d20 + 9 ⇒ (6) + 9 = 15
DMG: 1d8 + 5 ⇒ (1) + 5 = 6
-2 AC until the start of her next turn
Imhakaru |
"Um, murder seems unnecessary and now more expedient thant ...oh. Well he doesn't look totally dead..."
Imhakaru stabilizes the lunatatic. "May all find healing and rest, in this life or the next."
Narayan Singh |
Narayan walks forward, a look of patient tolerance on his face and carefully slugs one of the madmen across the face.
Mighty Punch!: 1d20 + 13 ⇒ (2) + 13 = 15 @ Purple
Nonlethal Bludgeoning: 1d8 + 11 ⇒ (7) + 11 = 18
Inspector Pendergast |
The Inspector moves into the hallway, once again drawing his Rapier.
"Forgive my ineptitude in these sorts of situations. The Society never informed me that such skills may be required of their agents. I have always been more of the "dress for the position you want, not the one you have" type."
Ready action to trip any hostile that comes within range.
Trip: 1d20 + 8 ⇒ (18) + 8 = 26 (provokes itself)
Parrym |
Seeing Amiri wipe out half the opposing force in one blow and another being bludgeoned by Narayan, Parrym waits where the corridors cross, keeping an eye out so they are not boxed in or attacked from behind.
Voodoo Amiri |
"Murder? And what sort of life do we leave them to when letting them live? I really bet those caged-head gentlemen who greeted us at the door are trained to be able to give the utmost personal tender-loving care to each individual that gets "invited' to stay here. Yes sir, nothing but five star treatment at your average local asylum! Wailing all day long while chained up, strapped in a strait-jacket, and lounging in their own filth?
Oh, no, I just bet that they they have spent good gold on magicks that alert them when they are ready to pass the high scale slop they are fed on a daily basis-and are taken to warmed up baths scented with exotic perfumes and healing oils where they are personally bathed in a timely manner and not left for hours on a set schedule. And then at night each one gets a story as they are tucked into comfortable beds made of the finest threads!
It takes a healer of at the very least the 15th season to cure insanity...and I am sure we got here mere days before the Silver Crusade themselves were transporting one in to pass out free healings-when even their own guild members have to resolve their specific conditions out of their own pockets. Yes sir...indeed! Because that's how the economic sustainability of asylums operate...the Society themselves in all their benevolence curing their wards for free and cutting off the stipend local governments pay them to house such individuals.
How would you like to be a guest here? Left with a hole in your head, strapped in a strait-jacket and wailing incessantly- not even having the mental faculties to know you soiled yourself-second after second, minute after minute, day after day.
At least in this case, death is mercy, and it is the only justice these poor souls are likely to receive!'
Narayan Singh |
The horrors of their lives are plain to ssee, but thiss is just as clearly not how they should be treated.
A ssurgeon who hackss off an arm to treat a broken finger is wrong, because the finger should be ssplinted, not because the ssurgeon cannot call upon gods themsselves to intervene.
The greatesst magicss can free those trapped in the depthss of madnesss, but that does not mean they are the only paths to peacce in thiss world.
Are you sso ccertain of their reward that you would take from them the chancce that they might change it?
Narayan Singh |
Narayan nods sadly, To lose your mind is a horror I have known. I have losst worsse than my mind and been resstored to my Sself. I have ssaved those driven to madnesss as well.
Not all can be ssaved, and not all deserve it, but far fewer can be ssaved once they have been sslain.
But we should perhapss render these madmen harmlesss before we determine their future.
GM Fez |
The lunatic swings at Imhakaru as he passes by, a table leg headed his way.
Club!: 1d20 + 2 ⇒ (12) + 2 = 14
Their improvised weapons are not a threat but that doesn't stop them from trying once more. Moving around Imhakaru
Swing!: 1d20 + 2 ⇒ (5) + 2 = 7
And!: 1d20 + 2 ⇒ (9) + 2 = 11
Miss!: 1d20 + 2 ⇒ (6) + 2 = 8
Order 1st Round
Amiri, Parrym, Imhakaru, Narayan, Esmerelda, Pendergast
Lunatics (G:0 , O:0, Y:0)
Voodoo Amiri |
Undeterred, Amiri seeks to end what she sees as the unrighteous sufferings these persons are left to...
LSword/Power Attack: 1d20 + 9 - 2 ⇒ (20) + 9 - 2 = 27
CONFIRM: 1d20 + 9 - 2 ⇒ (9) + 9 - 2 = 16
DMG: 1d8 + 5 + 6 ⇒ (3) + 5 + 6 = 14
CRITDMG: 1d8 + 5 + 6 ⇒ (6) + 5 + 6 = 17
Narayan Singh |
Narayan dashes through the sweep of one of the orderlies' clubs to plant himself firmly between two of them.
May this resst be more peacceful than your waking.
Acrobatics: 1d20 + 7 ⇒ (12) + 7 = 19 Probably not provoking from orange
Starting with Yellow and then to Orange as unconsciousness beckons
Mighty Kick!: 1d20 + 13 ⇒ (16) + 13 = 29
Nonlethal: 1d8 + 11 ⇒ (1) + 11 = 12
Behind-the-back Elbow: 1d20 + 13 ⇒ (7) + 13 = 20
Nonlethal: 1d8 + 8 ⇒ (1) + 8 = 9
Gut Jab: 1d20 + 8 ⇒ (12) + 8 = 20
Nonlethal: 1d8 + 8 ⇒ (6) + 8 = 14
Voodoo Amiri |
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"Kill them as they lay, it is the right thing to do!
"There is a job to be done, I must keep peace within this group...for that reason, I can't."
"I could!
"For the sake of avoiding strife within our group, I will refrain from striking down anyone you incapacitate. But anyone I engage in the heat of combat is fair game. Just promise me one thing. If you ever come across me in this state-strapped in a strait-jacket or chained down in one of these places, wailing madly and with no plausible means of restoration and escape...promise me you will strike me down where I am- because the incomprehensible wailing you hear will be me begging you to."
With more room available, Amiri puts away the longsword and arms her self with her chosen tool of what she believes to be mercy. She walks to the doors and flings them open, ready to charge anyone she sees.
Parrym |
Perception: 1d20 + 15 ⇒ (9) + 15 = 24
Parrym will follow where you wish to go...
Esmerelda Balcescu |
"Perhaps instead of investigating these rows and rows of cells, this double door back behind us might hold something of importance. Shall we investigate it before we go further?"
Voodoo Amiri |
"I agree Esmerelda! I doubt if Crove is the type to confine himself to one of his tiny rooms of happiness and joy-we should cover the bigger areas first."
Amiri is ready to open the doors she is currently in front of, as long as they aren't blockaded or locked.
GM Fez |
This grisly torture chamber is equipped with a stretching rack, an iron maiden, dangling iron cages, a fire pit to the southeast, and three empty cages to the north.
A pale blue humanoid, the size of a Halfling is elbow deep in an autopsy right now, working on yet another lunatic. Turning he screams shrilly and unsnaps the buckles on two more lunatics' tables, setting them free and speaking quickly in Aklo.
Parrym: 1d20 ⇒ 14
Amiri: 1d20 + 2 ⇒ (1) + 2 = 3
Esmerelda: 1d20 + 3 ⇒ (16) + 3 = 19
Narayan: 1d20 + 2 ⇒ (3) + 2 = 5
Imhakaru: 1d20 + 6 ⇒ (10) + 6 = 16
Derro: 1d20 + 6 ⇒ (9) + 6 = 15
Lunatic: 1d20 + 2 ⇒ (15) + 2 = 17
Order 1st Round]
Esmerelda, Pendergast
Lunatics (R: 0 [prone], B: 0 [prone])
Imhakaru
Derro
Parrym, Narayan, Amiri