
Keith S. |

Trevor hits the thing hard enough to kill it.
There is the nest of rags, human intestines and skin, other unsavory bits, surrounded by jars of deformed brains and brain tumors.
It looks as though the 'base' of the nest is a mostly intact human body.
I am a bit confused as to where Lazare and JP are.
I understand JP to be in the room after closing the door to the room.
Is Lazare in the room?
If he is, Lazare can turn over the big conference table easily with the help of someone else - call it a standard action.

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Next to the door reloading

Keith S. |

The table is flipped over with the efforts of Trevor and Lazare.
(is it tipped over in the middle of the room, like a wall / cover, or up against the door, blocking it closed?)
The sounds of slurping / slooshing fades from the hall outside.

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Jean-Philippe pokes into the cabinet with the muzzle of the musket, searching it for clues.
perception: 1d20 + 9 ⇒ (11) + 9 = 20

Keith S. |

JP notes a variety of gooey things that are best not described, along with 6 flasks of what the players identify as alchemist fire.
The hall outside is now quiet.

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Passing one to each and keeping the rest, he moves to open the door when the others are ready.

Keith S. |

You open the door and peer out. The hall is as it was before, although perhaps there is a faint glisten of water or slime on the floor that quickly evaporates.
(the party is in the room with the oval conference table in the top - center of the visible map).

Keith S. |

Who's in the lead, what do you do at the door, etc?
The double doors are open, btw, as you had left them.

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Are we following the slime? I'll peek in on the bodies.

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perception hall: 1d20 + 9 ⇒ (12) + 9 = 21
perception room: 1d20 + 9 ⇒ (15) + 9 = 24
perception door: 1d20 + 9 ⇒ (16) + 9 = 25
-Posted with Wayfinder

Keith S. |

JP notes that evaporated slime trails are all over the place in this area - up and down every hall, and in every door.
JP opens the door to the room and steps in (I assume this, because he can't do a perception check from outside).
The ceiling in this room sags and rests largely upon a pair off sturdy bookshelves. A desk and set of chairs skirt the edge of a sizable fissure in the floor.
JP spots a pair of red eyes peering at him from under the desk. They are close set - from a creature around one or two feet tall, he would estimate.

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I meant the room w the bodies but this works.

Keith S. |

OK. After a website-forced pause, here is the situation.
The party is entering the room circled in red on the map.
Some creature (small or tiny) is hiding under the desk.
Lazare is in a position to ambush, should it come out.
Jean Phillipe is standing 5 feet inside the door.
A creature making slurping .... sloshing sounds has been slithering or slipping around the halls but you have yet to lay an eye on it.
What do you do?

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Jean-Philippe illuminates the creature with a cantrip.
light

Keith S. |

JP sees a ratling crouched under the desk.
Please don't hurt me he squeaks. I can help you
His head swivels from side to side in nervous twitches.
Bad things here. Tatterman come for you here

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"Speak quickly Rat-thing, you offend my mistress."
Turning to watch the hall, he keeps one eye on the rat.
sense motive: 1d20 + 4 ⇒ (19) + 4 = 23

Keith S. |

Lots of people. Lots and lots Good eatin'
the thing licks it's lips.
Tatterman, Tatterman, Tatterman. He has a sharp knife, he does. Tatterman, Tatterman. Dresses in rags. Tatterman, Tatterman, Tatterman, not from around here.
he shivers
Like that thing in the hall. Lump of flesh. Lump, lump, lump. Bad tasting. NOT good eatin'. Not good at all.
his head swivels back and forth, nervous and twitchy.
Tatterman. He hears.
The building groans and settles. In the air around you, you hear Tatterman....

Keith S. |

Yes, yes, more people that way, that way, that way He spins excitedly, hand pointing in all directions.
Tatterman, Tatterman, Tatterman. Not from around here
He bends his head down and taps his head
Tatterman, Tatterman, he be in here. When you sleep. When you sleep. I crack the bone open and eat the brain. GOOD EATIN'
He looks around again.
Tatterman. Not from around here. Except when he is here. Walking these halls, here from the ruined city. City, city, ruins, ruins. Tatterman. He comes here for you, for me, for everyone.
And the building sighs again ...Tatterman...

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"That's enough of that," taking aim with his musket, "You said helpful, fiend, you must do better"
-Posted with Wayfinder

Keith S. |

the tiny thing shrinks down and looks sad. But I try to help

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"Then find us that lump," motioning to the hall with the muzzle
-Posted with Wayfinder

Keith S. |

the ratling looks between Trevor and Jean-Phillipe.
Tatterman, Tatterman. He find you. Here or in the ruined city
You remember your shared dream [at the start of the adventure] where you were in a ruined city, and were torn apart by some creature in rags.
Link to a picture of the fog figure, which you have seen before....Fog Figure

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The Lord of Cats wrinkles his nose and proceeds to search the room.
perception : 1d20 + 9 ⇒ (14) + 9 = 23
-Posted with Wayfinder

Keith S. |

the tiny thing looks at Lazare with a squint This many came here. holds up a paw with 4 extended fingers Others went into the place with the great things for making nests he mimmics shredding pages out of books But lots of noises came from there a while ago. Think bad thing got them. Or maybe the Tatterman.
He points at the crevice in the floor We come from there after rocks shake. From down below. But then rocks shake again and that close up and we stuck here. Now just me a large tear rolls down his nose.
Jean Phillipe spots a pouch in the corner of the room, under some rubble.
He pulls it out. There is a large brass needle and syringe, along with 5 yellow-ish green vials that will fit in the syringe.

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"Any idea what these are? "
-Posted with Wayfinder

Keith S. |

There is one room to the north you have not been in, and there is an open alcove / thing to the north as well.
Which way do you go?
Who is in front, and who is in back, and etc....just in case you run into a sloosh / tick monster?

Keith S. |

The door to the western room is mostly shattered from the roof sagging and breaking the frame into many pieces. The room beyond is filled with rubble and debris. You can pick your way past the ruined entryway to look inside but see nothing obviously of value.
It looks like the remains of some comfortable chairs and end tables are under the rubble from the fallen ceiling.
Your guess is that this may have been a lounge or similar.

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Jean-Philippe closes each door from now on as they pass through it and ends up at the rear.
perception: 1d20 + 9 ⇒ (4) + 9 = 13

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Lazare whispers to the rat man under the desk, Stay here, or sink back into your hole. But don't follow us, ok?
Lazare keeps in the middle of the group, rapier in hand quickly looking this way and that.
Perception: 1d20 + 6 ⇒ (20) + 6 = 26

Keith S. |

The double doors behind the party push open, and a hideous thing enters the hall.
It looks to be a quivering pile of tumorous flesh, glistening with slime, and with tendrils that look distressingly like intestines.
The party can have a full round of whatever action they like. The things ac is 8.
We haven't heard from Faradin in awhile so be prepared to bot him.
The map is updated with where I think you are; I apologize for the small size but I don't really have the desire to redraw everything.