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Cautiously looking over his shoulder, he moves on to the pool room.

Keith S. |

There is a double door, and a single door (further west).
How do you approach? Typical subtle, understated Trevor method (meaning he bashes down the door)? Or some other tactic?

Keith S. |

OK. Lazare needs to post his plans for doing so....

Keith S. |

OK, so we have a choice. We wait for Lazare to post, or we can bot him.
It seems like we are down to essentially 2 full time players and one part time player.
So bot away if that is your choice, or we can wait for Lazare.

Keith S. |

The door creaks open. Cracked, river green tiles cover the walls and floor of this communal shower in wavering patterns. Dry metal spouts jut from several walls, overlooking grates in the tile floor. A sizable portion of the floor drops into a shallow pool, filled with something other than water: a vile stew of corpses and blood. The smell of rot and copper fills the air in this room. Three alcoves, providing minimal privacy, run along the south well. In the center, a simple chair has been transformed into a gruesome throne covered with draped viscera and gnawed bones.
The reek of the room is horrible. All need to make a DC 15 fortitude check or be sickened (-2 on all attack, damage (unless by something like a gun), skill or ability checks.
A large ghoul is charging toward the door, alerted by the creaking of the door! He only has one arm, the other is cut off and is hanging around his neck on a cord.
The party does get to go first, making rolls against the stench first.
It is AC16.

Keith S. |

Trevor can still jump forward and attack, he is just -2 to hit and on damage.
We will also assume that any shooting is done before Trevor closes to hand to hand range (we need to make some assumptions like this in a pbp game).

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Fortitude: 1d20 + 3 ⇒ (4) + 3 = 7
Recoiling from the door, the Lord fires his musket from rest and the weapon misfires!
musket, touch, sickened: 1d20 + 3 ⇒ (1) + 3 = 41d12 ⇒ 12

Keith S. |

What does Lazare do?
Trevor put a solid hit on the thing.
JPs musket gains the broken condition after the misfire.

Keith S. |

I believe Trevor's ac is now 19. Yell out if I am wrong.
The ghast attacks Trevor! His second arm flops on the string around his neck!
bite: 1d20 + 5 ⇒ (19) + 5 = 24, hits for bite damage: 1d6 + 3 ⇒ (3) + 3 = 6
claw: 1d20 + 5 ⇒ (6) + 5 = 11, misses!
And Trevor needs to save vs paralyzation, DC15 fortitude check. Plus a -2 for the sickened.
And in case you missed the link in last nights post, here is a picture of the creature.
Players get to go next (Trevor needs the check vs paralyzation, probably soon, as that may affect other actions).

Keith S. |

OK, so Trevor is down and paralyzed for 1d4 + 1 ⇒ (1) + 1 = 2 rounds.
JP and Lazare are up!

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Drawing an injection, Jean Philippe tries to get the brute back in the fight.
INject remove paralysis

Keith S. |

The little hafling puts the ghoul (ghast) down!
Trevor recovers, but the room still stinks.
Out of combat time!

Keith S. |

You are nearing the end of this book.....only a few more pages to go. Alas, they may be the tough ones.

Keith S. |

OK. Figure everyone is rested and reset.
Where too?

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Trevor, I have extra potions to increase your health. I don't know if we need a rest overnight again... since we don't have any of those squishy ones that speak magic.
Lazare hands over a potion (if needed) to Trevor as we rest outside the doors of the pool room.

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The Lord of Cats smirks, "Not squishy, no. But my mistress provides and I have enough of her favor remaining to not need to rest."
-Posted with Wayfinder

Keith S. |

Looking into the north room, you see two ghouls in tattered patients clothes, moving in a circle and looking up, sniffing.
The room is some sort of day room for the patients - a variety of comfy chairs, tables with simple board games (NOT Next War: Taiwan!!).
The stuff is mostly trashed though. Chairs tipped over and tables broken.
There is a stair that was rising to a second floor - but it has partially collapsed about from the floor to about 10 feet overhead. The stairs go the rest of the way up from there.
The ghouls do not seem to notice you, fixated by something in the overhead room that they cannot reach.

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initiative: 1d20 + 3 ⇒ (18) + 3 = 21

Keith S. |

You effectively have surprise, if you want to release a volley.
AC13, touch 12, plus surprise.

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pistol: 1d20 + 5 ⇒ (8) + 5 = 131d8 ⇒ 3
And readies the other.
I assume we cannot repair the broken condition while camping

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since I'm pretty high in initiative, I'm going to fire the other
pistol: 1d20 + 5 ⇒ (14) + 5 = 191d8 ⇒ 3
-Posted with Wayfinder

Keith S. |

Looking for a post (or bot) for Lazare.
@ JP - you will have initiative, I am certain.
Also - no repairing of the broken musket unless you want to roll - there is no one in the building that you have found that can make the repair, so it is on you.
Are JP and Trevor aiming at the same one or a different one?

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With pistols i'll aim for the same one. Whats the roll to fix?
1d20 ⇒ 7

Trevor Culexis |

Aim at same one, take them down quicker.
Lazare will wait until they attack and then try to get behind one to strike
Acrobatics: 1d20 + 9 ⇒ (15) + 9 = 24
+1 Dagger,Flank: 1d20 + 9 ⇒ (8) + 9 = 171d3 ⇒ 2
Sneak attack: 2d6 ⇒ (4, 1) = 5

Keith S. |

One ghoul flies back, blasted by two slugs.
Lazare slides past another one, and stabs it in the calf, causing it to squeal.
In response, the ghoul swings at Lazare.
bite: 1d20 + 3 ⇒ (12) + 3 = 15, missing
claw: 1d20 + 3 ⇒ (17) + 3 = 20, hitting for damage: 1d6 + 1 ⇒ (4) + 1 = 5
claw: 1d20 + 3 ⇒ (18) + 3 = 21, hitting for damage: 1d6 + 1 ⇒ (6) + 1 = 7
And a DC13 fortitude check or be paralyzed for the halfing.
Players are up.

Keith S. |

Trevor smashes the thing to the ground, its head crushed by a blow from the massive hammer.
Out of combat time. In a few moments, Lazare is able to move.
The room is as described, some sort of day room for the patients - a variety of comfy chairs, tables with simple board games (NOT Next War: Taiwan!!).
The stuff is mostly trashed though. Chairs tipped over and tables broken.
There is a stair that was rising to a second floor - but it has partially collapsed about from the floor to about 10 feet overhead. The stairs go the rest of the way up from there.

Keith S. |

Given Trevor's apparent skills with a knot, it is a bit tricky, but you have plenty of time to move some tables to stand on, help each other, etc., and manage to climb to the remnants of the stairs that lead to an upper floor.
Who goes first?

Keith S. |

Trevor easily moves up the stairs and enters the upper floor. This tower is isolated from the rest of the asylum.
As this is an isolated room, I won't add it to the main map link yet.
The stairs open into a room filled with the same yellow fog as is outside, but it is much more dense than any you have seen so far. It reminds you of how thick the fog was in your dreams.
When Trevor extends a hand, he can barely see it in front of him.
Near him are stacks of boxes, chairs, folded tables, and other things he might expect to see in a storage room. All seems to be stacked somewhat haphazardly.
a memory intrudes on Trevor's thoughts. He is standing in front of a frightened man wearing the apron of a shop keeper. He smiles, a hammer in his right hand tapping into his left hand So, you didn't make your payment last month. That's not a good thing. An arm or a leg? We will save the knees and elbows for next month. He smiles a cold smile as the man sobs and begs forgiveness....
Trevor is the only one in the room at this point.

Trevor Culexis |

Gah! Fog! Fog! Just like the city in my dreams! Trevor goes back down the rope
Climb: 1d20 + 6 ⇒ (7) + 6 = 13
When/if he gets back down, he talks to JP. Yellow fog up there like in the dreams we had. I dunnno what is up there but it made me think nasty thoughts like breaking some poor old man's legs

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Lazare stops to listen closely. Whispering to his companions, Sound travels differently in typical fog. I wonder how it travels in this mystical fog?
perception: 1d20 + 7 ⇒ (9) + 7 = 16
The handling keeps the brutish warrior Trevor in front of him, weapons drawn.

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"We finish this, now. Push the fear from your mind and we will see if he can bleed.".
Cautiously climbing the rope, he motions for the others to follow.
-Posted with Wayfinder

Keith S. |

Again you enter the yellow fog filled room. You can barely see your hand in front of your face.
Listening carefully, you think you hear something shuffling somewhere off to the left?