Keith S. |
Trevor moves through the fog, once barking his shin on a low table. Cursing, he pushes it aside, then looks up at a man looming out of the fog.
The man stands there, in the robes of a patient, head tilted back and mouth wide open, yellow fog pouring from his mouth.
He does not move as Trevor gets close.
(Trevor is in melee range, although he is not in melee).
Jean-Philippe St.Onge |
Keith S. |
It does not appear to be a haunt. It does radiate magic - something related to some other dimension.
It does look a lot like the doctor you saw in the office on the first floor - except that she had multicolored smoke wafting out of her - it was not yellow, nor pouring with the gusto of this person.
As you stand observing him, he rotates his position slightly, shuffling his feet, in order to place JP directly in front of him.
You make a knowledge (planes) check if you wish as well.
Jean-Philippe St.Onge |
I don't think we have planes.
Jean-Philippe St.Onge |
Stepping to the side to avoid the gout of fog, he presses his pistol to the figure's head and fires.
coup de gras: 4d8 ⇒ (8, 6, 4, 8) = 26
Keith S. |
As JP moves to draw his pistol and aim it toward the smoke spewing man, the fellow shifts suddenly, arms swinging at JP
(this is effectively a melee situation - JP can take a shot vs. AC10, and then the fellow goes, and then all the players go)
Jean-Philippe St.Onge |
pistol: 1d20 + 5 ⇒ (20) + 5 = 25
confirm : 1d20 + 5 ⇒ (4) + 5 = 9
aren't they effectively unable to dodge in that pose?
damage regular, if it's a critical it's 26: 1d8 ⇒ 1
Keith S. |
The thing seems strangely flexible and fluid in it's weird posture. Your impression is that it isn't human anymore.
However, the critical hit does apply - and the thing's neck takes a solid shot, and the head bounces free of the body in a spray of blood and goo.
The fog ceases to spew from its mouth. The room begins to lighten, the fog density lessening noticeably in a short amount of time.
As you look around the room, you see that it is indeed used for storage. Windows ring the room, but most are broken. You believe it was letting smoke pour from this room into the region surrounding the asylum.
Anyone who wishes can make an intelligence check, or knowledge planes check (which you still don't have), or even knowledge magic.
DC10 for some info, DC15 for other info.
Jean-Philippe St.Onge |
int: 1d20 ⇒ 9
-Posted with Wayfinder
Jean-Philippe St.Onge |
Making a hex sign at the corpse, "Bast does provide."
"I wonder if this is what was causing all the fog?"
-Posted with Wayfinder
Jean-Philippe St.Onge |
"That smoke was not yellow, I wish I knew more about these planar issues."
-Posted with Wayfinder
Keith S. |
Both Trevor and Lazare observe the fog, and realize that this ... thing ... was a source of the fog, but not the only source.
While it has dissipated quickly in this room, and even lightened a little outside, the level of fog has stabilized in the outside environment.
Looking out one of the broken windows, you see the remains of some second story rooms to the east. You believe you could access them via the stairs near the hospital tent were you met the doctor.
Keith S. |
You can make your way over to the stairs in the cultist camp.
Any particular things you want to do before you head up those stairs?
Keith S. |
Bad guys. The fanatics, followers of Ulver Zandalus. Maybe Zandalus himself. He seems to move around unseen sometimes. He shudders The Bag Lady
Keith S. |
He describes a lady that looks like Bag Lady
She is....was...a patient here. She has a history as a blood thirsty killer, known for torturing them and killing them, and putting a bag over their head. Ferocious here. The medications calmed her, but she seems to be a zealous follower of Zandalus
Jean-Philippe St.Onge |
Making another attempt to repair the musket, he leaves it behind.
repair: 1d20 + 4 ⇒ (8) + 4 = 12
-Posted with Wayfinder
Keith S. |
The norther stair is choked with rubble, but the southern stair is clear.
As you head up the stairs, you hear talking at the top - normal sort of tones in general, discussing food, how cold it will be tonight, etc.
In the background, you hear a more sinister muttering, sounding like an old woman mumbling and complaining, but the words are horrid - someone should have an eye put out, make a cup of tea with that, or use it as a scone? and similar
You hear this and stop out of sight, down the stairs a bit.
The map link should be in the character line under second floor
Lazare |
Trev... let me run in first to create the distraction. It should allow you and JP to have an easier shot. After that, you are buying the drinks.
Lazare readies his weapon and waits for the signal to breach the door.
Jean-Philippe St.Onge |
The Lord of Cats readies a pistol in each hand, "We aren't going to try to parley?", he smirks.
-Posted with Wayfinder
Jean-Philippe St.Onge |
"Let the mouse talk if he likes. Assuming we trust that doctor, she is dangerously insane.". "I'm ready when you are."
-Posted with Wayfinder
Keith S. |
Just so I understand the plan
- Lazare runs up first (any weapons out? Stabbing at the first person he sees? something else?)
- Then Trevor runs up? What weapon does he have out?
- Then JP runs up - pistols at the ready?
What else am I missing?
Keith S. |
Lazare runs up the stairs and around the corner. At the table, in each of the 4 seats, is a cultist.
To the back, standing next to the northwest pallet, is an old woman who has been described to you as the Bag Lady.
What does Lazare do? In one move action he is at the top of the stairs to the east of the F1.
Keith S. |
Guys - we have to pick up the posting pace or call it quits. We agreed to at least one post per day.
Keith S. |
Give some orders for Lazare. He has made a move action and is positioned as described.
Keith S. |
He makes it behind one - go ahead and make a stab for him!