
GM Fez |

The two lunatics jump off their tables grabbing surgical tools on the way to the floor. Pendergast is ready and sends the man closest to him back to the floor.
Slice!: 1d20 + 2 ⇒ (20) + 2 = 22
Confirm: 1d20 + 2 ⇒ (9) + 2 = 11
Damage: 1d6 + 2 ⇒ (4) + 2 = 6
The man manages to cut the Inspector with the small bone saw he picked up as he crashes back to the floor. The second man rushes Narayan a mallet clutched in his fist.
Bash!: 1d20 + 2 ⇒ (2) + 2 = 4
He has less luck against the Nagaji monk.
Order 1st Round
Esmerelda, Pendergast
Lunatics (R: 0 [prone], B: 0)
Imhakaru
Derro
Parrym, Narayan, Amiri

GM Fez |

Opportunity!: 1d20 + 2 ⇒ (10) + 2 = 12
The lunatic facing off with Narayan swings his mallet at Imhakaru as he passes, but can't hit the man. Imhakaru gets right next to the humanoid, but his speed causes his swing to skim off the creature's ratty leather apron.
The creature pulls a short sword from under the table and swings at Imhakaru in return.
Stab!: 1d20 + 5 ⇒ (20) + 5 = 25
Confirm: 1d20 + 5 ⇒ (20) + 5 = 25
Damage: 2d4 ⇒ (4, 2) = 6
It catches Imhakaru's arm, opening a deep cut for what little power was behind the blow.
Order 1st Round
Esmerelda, Pendergast
Lunatics (R: 0 [prone], B: 0)
Imhakaru
Derro
Parrym, Narayan, Amiri

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From the back of Meneldor and her higher position, Parrym jabs her longspear at the blue-eyed Lunatic, to make him stumble and be easier hit by her comrades.
Attack to Aid Another: 1d20 + 5 ⇒ (14) + 5 = 19 Not counting cover
+2 to the next attack against Blue (I think... even w. -4 cover that makes 15 and I need a 10)

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Narayan steps gently past the lunatic with the mallet, battering them both until they no longer pose a threat that would lead them to be barbarically bisected. Hopefully
Mighty Punch!: 1d20 + 13 + 2 ⇒ (15) + 13 + 2 = 30
Nonlethal: 1d8 + 11 + 2 ⇒ (2) + 11 + 2 = 15
Push Kick: 1d20 + 13 + 2 ⇒ (14) + 13 + 2 = 29
Nonlethal: 1d8 + 8 + 2 ⇒ (1) + 8 + 2 = 11
Spinning Heel: 1d20 + 8 + 2 ⇒ (19) + 8 + 2 = 29
Nonlethal: 1d8 + 8 + 2 ⇒ (8) + 8 + 2 = 18
Starting with Red and moving to Blue, so please apply prone and the Aid Another as appropriate.

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Hopefully it cleared the chaff so you can whale on the real baddie :)

Voodoo Amiri |
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"Good thing we have the Inspector to verify when we've been slighted...I mean, not that this one would have been left alive either way."
Amiri heads straight for the source of the insult.
LBS/Powerattack/flanking/EsBonus: 1d20 + 7 - 2 + 2 + 2 ⇒ (13) + 7 - 2 + 2 + 2 = 22
DMG: 2d8 + 7 + 6 ⇒ (3, 4) + 7 + 6 = 20

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Esmerelda moves into a flanking position (moving diagonal to avoid AoO) and attacks the creature with her starknife, having far less aversion to killing this thing than the "helpless" patients of this vile place.
starknife, story, flank: 1d20 + 7 + 2 + 2 ⇒ (10) + 7 + 2 + 2 = 21 for 1d4 + 1 + 2 + 0 ⇒ (3) + 1 + 2 + 0 = 6

GM Fez |

Esmerelda moves into the room and cuts down the torturing humanoid without issue. Combat Over!
Checking out the room to the south leads to the bedchambers of the torturer you just faced. This chamber features a filthy mattress lying on the floor and a low wooden chest filled with grisly bone trophies.
Where to now?

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"None are wounded?" asks Parrym, a little lost in this maze.
She will follow where the others wish to go...

Voodoo Amiri |

"This was obviously the day spa. I guess the inmates will have to find another therapist to give them their treatments."
we can do that, or make a quick look into the ones on the way. Amiri will take the consensus of the group, or anyone's opinion to keep everyone together and in accord

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Narayan lets Amiri's taunts pass in silence as he continues to explore.
I'm good with taking a quick look on the way

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"Let us check the rooms as we move along, then" says Parrim, after having healed Inspector Pendergrast, both with his wand, and with hers.
Used a charge of my own wand to get you to full ; most probably not needed, but 1 hp is 1 hp! Never know when you get a barb' w. pow' att' doing a greataxe crit'... it happens

GM Fez |

Checking the doors reveals them to be single room cells for the lunatics in the asylum. Each cell is cramped and contains a straw mattress. A scratchy sheet and a bucket for a toilet are the only other furnishings of most cells—though the more suicidal or self-destructive patients don’t even get that. A small selection of the cells have lunatics in straight jackets inside them, each showing signs of lobotomy. One of the cells has a 3 foot wide hole heading down and towards your current destination.
Turning south from the room full of unconscious loons leads to a straight corridor heading slightly down for 70 feet with 5 doors leading off of it. The first door has a bloodstained but otherwise empty cell. The second cell has the sounds of something moving behind the door and a deep voice calls out to you, speaking in Undercommon, "Kai kai mo Morlan?"

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Depressed by the whole place, Parrym shrugs, not understanding a word: "Morlan? Waiting for Morlan? Morlan in there?"

GM Fez |

Fully steel door. Crove doesn't treat his inmates well.
"Te ora, te toto, te tangi o te kai" is what can be heard from behind the door.
In the consideration of time remaining we'll keep pushing on...
The third cell contains another orderly, though this one is bound, gagged, and unconscious. The last cell contains a nearly comatose man with a tag on his straight jacket. It reads Patient: 046-B, Oleg
The last door has a single, barred window and a stout oak timber holding it closed from the east side. Opening this door leads to a short hallway where another door is being strained in its jamb. A single orange eye glares at you from the window in this door and the tips of tentacles can be seen coming from the edges of the door. A horrible gurgling, jabbering, and screaming comes from that door.
Want to try to get past the door? Or turn around and head back? Map is updated.

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"These... Creatures... Are distracting us from our primary goal."
Heal: 1d20 + 5 ⇒ (15) + 5 = 20
"Oleg here is even further beyond the others in terms of needing assistance. Miss Amiri, in the interest of sharing this burden as a group, I'll spare you the indignity."
Study, Coup de Grace, Studied Strike
Fort DC: 2d6 + 2 + 1d6 + 2 ⇒ (4, 4) + 2 + (5) + 2 = 17
The Inspector quickly and quietly inserts his Rapier up through the base of Oleg's bandaged skull, then lays him back on the gurney and closes his eyes.
"We need to find Crove."

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Thiss beasst musst not be allowed to sstain thiss world further. Come Amiri Huntresss, thiss is a foe deserving your blade!

Voodoo Amiri |

"It seems the Inspector is the only other reasonable member of this party. Obviously, he is unbound by codes or beliefs so misguided-albeit well meaning- that he understands the true quality of mercy in this situation. I knew there was something about him I liked!""
"Yeah, remind me to buy him a nice fruit basket!"
At Narayan's assessment of the situation and encouragement...Amiri smiles.
"So, do we wait for this thing to bust out? If not, how do we go about opening this door without giving it a free attack?"

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"Well, I have a very expensive emergency option that would take a few of us in there, but perhaps all being invisible would suffice?"
Imhakaru holds a scroll of invisibility sphere. Smugly, naturally.

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Parrym is very distraught, seeing all this sickness and hurt.
Halloween!!!
"I feel this would be an expensive scroll used only to give us a slight edge... If you wish I can ask my God Ketepesh to send me someone to help us, from Heaven. Someone to open the door, or enter...".
Parrym could cast Summon Monster II and invoke an Augmented Small Earth Elemental to either open the door if it can ; or to Earth Glide through the floor or wall into the prison and attack the tentacled monster, making so that we can open the door
If the others agree, Parrym starts incanting.

GM Fez |

The door rumbles and the screeching intensifies as the beast strains against it.
A victim can temporarily regain its own shape by taking a standard action to attempt a DC 15 Will save (this check DC does not vary for a chaos beast with different Hit Dice or ability scores). A success reestablishes the creature’s normal form for 1 minute. Spells that change the victim’s shape (such as alter self, beast shape, elemental body, and polymorph), do not remove the curse, but hold the creature in a stable form (which might not be its own form, depending on the spell) and prevent additional Wisdom drain for the duration of the spell; shapechange or stoneskin has a similar effect. The victim takes 1 point of Wisdom drain from mental shock every round that it ends its turn in an amorphous shape; the creature permanently becomes a chaos beast if this Wisdom drain equals or exceeds its actual Wisdom score.

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Seeing what is most probably going to burst out, Parrym calls out: [b]"Anyone have some idea of what this is?", as she starts incanting.
Full round casting for Summon Monster II, switching out Lesser Restoration to cast this (as Herald Caller's spontaneous casting option)

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Drat, already used Tireless Logic today.
Kn.Planes: 1d20 + 13 + 1d6 + 1 ⇒ (14) + 13 + (4) + 1 = 32
"Oh, dear. This is a Chaos Beast (I assume everyone can access the spoilered information?). I doubt it is *the* beast we're looking for. It would have broken out of this room had that been the case."
The Inspector readies his Molotov Cocktail in one hand and his Rapier in the other.
"Do we want to engage this creature now? Or finish looking everywhere else? It may be guarding another exit, or this may just be a dead end."
Move action: study it, assuming my knowledge check allows me to do so.

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Parrym shudders upon hearing what is said: "My Summoned Herald of Earth is about to arrive... I can send it in".

GM Fez |

Yep, everyone has access to the spoilered info. The DC to identify it was a touch higher since you can only see bits and pieces of it.
Parrym: 1d20 ⇒ 5
Pen: 1d20 + 3 ⇒ (10) + 3 = 13
Amiri: 1d20 + 2 ⇒ (14) + 2 = 16
Nar: 1d20 + 2 ⇒ (20) + 2 = 22
Esmerelda: 1d20 + 3 ⇒ (2) + 3 = 5
Chaos Beast: 1d20 + 6 ⇒ (19) + 6 = 25
BASH!: 1d20 + 3 ⇒ (10) + 3 = 13
The door shakes more, but the beast is still stuck behind it. Assume Parrym's elemental opens the door for your turn.
Order 1st Round
Chaos Beast
Narayan, Amiri, Imhakaru, Pendergast, Esmerelda, Parrym

Voodoo Amiri |

Assuming Pendergasts Knowledge check allowed Amiri to understand that this thing is not, in fact, an aberration, she will elect for her bastard sword-given the proper space is available
"Burn me too if you have to...just damage this thing as much as possible, as quickly as possible!"

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Parrym's call to Ketephys to send a Herald of the Hunt finishes, and a small Earth Elemental appears out of the shimmering air, stepping across the portal that was created for a few seconds, linking the Material Plane to that of the Earth.
The Elemental is a hulking, roughly humanoid, creature of dirt and stone, faceless save for two glowing gemstone eyes.
Parrym calls out in Terran, obviously ordering the Elemental to open the door.
The Elemental moves up to the door and opens it.
Parrym delays her action for the round
Round 1/4 for the Elemental
Stats': 17 AC / 17 HP / +6 F -1 R +3 W / 20' speed /
Elemental immunities, like (but there are more): no crits', no flank, no sneak, no paralysis, poison...
Has Darkvision & Tremorsense @ 60 ft.
Has Burrow & Earthglide (can move through stone, even non natural)
Attack w. Power Attack (I counted the +1 from it and the enemy touching the ground):
[dice=Slam]1d20+8; 1d6+11[/dice
Has Improved Bull Rush if needed (+10 to Bull Rush w/o Pow'' Att' on)

Voodoo Amiri |
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"I'm fine letting the elemental soften this thing up for a bit, unless you have it move past it to a flanking position, and take away its reactive attack."
I think this Earth Elementa was best case scenario for this fight...CHEERS Parrym!Once again, if Amiri has all pertinent info from Inspector P's knowledge check, and room, she will elect for her bastard sword.
READIED ACTION: If the Chaos Beast moves into the adjacent space Amiri will POWER ATTACK it