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Lazare moves through the refuge camp and looks for something that reflects- a mirror, polished shield, etc.
If this doesn't work, Jean you might have to take out your coloring book and draw him a picture of what he has become.

Keith S. |

Trevor and Faradin manhandle the mirror from the Chaplain's office and display it in front of the weird eye fungus thing. It stares for a moment, quiet and unblinking....then a loud shriek is heard (almost felt inside your head) and it crumbles into dust. A large teardrop of what smells like pure ammonia hits the floor with a splash, causing you to leave the room for a moment.
The door forward is revealed.
Do you want to ask anything else of Winter before moving forward?

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Jean-Phillipe is ready, however, N'haaz-aua is at geekway and will be out of pocket this weekend.

Keith S. |

Winter looks about to see that she is alone with the party before she replies to Trevor
What we really need is to somehow find a way to stop or eliminate this fog so that we can escape. In the end, there is no survival here in a long term sense of the word.
We have about 6 days of food now. I fear the nature of this place will kill us all. I fear the nightmares that happen to all outside the chapel are changing us into...well, things from nightmares.
That being said, food is important for the short term, and I can tell you what I know of the general layout of the place.
The place is generally rectangular as if it would fit on an 8.5x11 piece of paper!
There are three enclosed courtyards; the small one where you came up from the furnace rooms and two others. They will be exposed to the fog so use caution there.
Past that door is the entry way; in our southwest wing is the building services portion of the place. Laundry, furnace, boilers, a small workroom under the rubble. The chapel is the only area in this section open to visitors
The southeast section is the admitting area. North from there are the day rooms and a ward. On the far north is the kitchen area. The northwest had some bath facilities. The center section that divides the two remaining courtyards are the library and records sections, some meeting rooms, doctors offices, etc.
Many patient rooms and wards were on the second floor but I don't know if they still stand.

Keith S. |

As you walk to the door, Winter gives one last piece of advice Find Ulver Zandalus. He is a quiet, although disturbed, artist. I don't know how he could have led the patient revolt, but many accounts indicate he was involved.
Beyond the door, a wide open space can be seen. White tile, spiderwebbed with cracks, lines the walls of this cathedral like hall. A prominent oval desk faces staunch double doors, while hard benches and portraits of somber doctors line the walls. Regal stairs ascend toward a second floor, but rubble has crushed the upper flights, blocking passage.
Lofty windows, gridded by bars, reveal yellow mist seething just beyond.

Keith S. |

Winter gives you a good description; it looks like ...

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The Lord of Cats attempts to listen before the group kicks the door in.
perception : 1d20 + 9 ⇒ (3) + 9 = 12
-Posted with Wayfinder

Keith S. |

Winter replies to Faradin I cannot tell you what to do with him ... it may be a shapeshifter assuming his form to lead the revolt, he may be under some sort of magical influence, or similar
JP hears nothing at the door. Kicking time?

Keith S. |

A room of sagging shelves, held together by dust and an extensive system of rolling ladders, ring this room of husky, dull looking tomes. At the room's center broods a heavily worn table surrounded by uncomfortable chairs. A chandelier of iron vines dangles above. The scents of leather and old paper pervade the high ceiling space, but so does a distinct bestial musk.
Map is updated!

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Jean-Philippe steps in and observes the room closely.
Perception: 1d20 + 12 ⇒ (7) + 12 = 19
-Posted with Wayfinder

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didn't they offer us guns if we cleared the other side?
-Posted with Wayfinder

Keith S. |

@ JP - no one asked.....
However, each person can have a musket and 10 cartridges (ball and powder and wadding in one paper sleeve).
Musket two handed weapon, damage 1d12, range incr. 40 feet, full round action to load (per barrel of a two handed firearm).
Note that the pistols aquired by Faradin are a standard action to reload each barrel (one handed weapons).
JP also notes that the lower shelves have many books knocked off of them and they lie scattered across the floor.

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if anyone doesn't plan on using the musket, I will carry multiple. (I'm looking at you short-stuff)
-Posted with Wayfinder

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Hey, Vertically challenged!
Lazare will grab a musket, make sure it is loaded, and sling it over his shoulder. In case a boar bursts through the door, or something.
Perception: 1d20 + 6 ⇒ (7) + 6 = 13
Lazare will look into what must have been a library. He pays attention to what these books are, perhaps some solution to this mystery will present itself.

Keith S. |

@ JP and Lazarus - a good point is made; these muskets are all essentially medium sized. That will limit the halfling a bit on the big guns.
The muskets have a strap so that they can be slung on the back for easy readying.
The pistol misfires on a 1; the muskets misfire on a roll of 1-2 to hit (so about two thirds of the time when JP uses one!).
Trevor notes that there are holes chewed in the shelves and the verticals between shelves along the lower rows where the books are knocked off. They are about the size of a decent sized rat chew path.
As a note - without specific instructions, I assume the party wanders somewhat randomly into the room to make their various perception checks - and those making checks are ahead of the others.

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The Lord of Cats senses a rat. Levelling his musket, he pauses a few moments in the middle of the room to detect magical auras.
-Posted with Wayfinder

Keith S. |

JP senses no magical aura but as he moves into the room, he hears a chittering - snarling from overhead.
A book comes whirling his way!
attack: 1d20 + 1 ⇒ (6) + 1 = 7, but it misses by a mile!
Crouching on top of the 8 foot tall bookshelves in the dark shadows are three small rat like things - they could be rats but it looks like their hands are more like human hands, and they stand on their back feet, but hunched over.
Bursting out of the north bookshelves are two swarms of rats!
Combat time! Party's turn!
map should be updated, you might need to zoom in a bit. R is a rat thing and S is a rat swarm.
For online pbp gaming, I find rolling initiative and etc really slows down combat - so generally the party goes first unless circumstances give the critters a significant advantage (as in this case) and the party can always go in any order when it is their turn. If init is critical, we can have the best PC roll and he wins or loses for the party.

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"Raaaaats!"
musket to rat thing 2: 1d20 + 5 ⇒ (11) + 5 = 161d12 ⇒ 11

Keith S. |

Well, you both hit at least!
Lazare and Farading, go.

Keith S. |

Lazare and Faradin? You out there?
due to some work things I will be kind of unavailable for most of tonight and tomorrow; if we don't hear from those dudes by tomorrow feel free to bot them

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Faradin levelled the musket on the nearest beast and took a minute before squeezing the trigger slowly.
1d20 + 6 ⇒ (2) + 6 = 81d12 ⇒ 10
The musket flashes and begins to stream black smoke, choking the man and obscuring his vision.
Misfire

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When he has a chance to react, the Lord of Cats leaps straight up, planting both boots into a pack of rats.
flurry of blows: 1d20 + 4 ⇒ (6) + 4 = 101d6 ⇒ 1
flurry of blows: 1d20 + 4 ⇒ (3) + 4 = 71d6 ⇒ 2

Keith S. |

Faradin's musket misfires, gaining the broken condition!
Lazare runs to the south end of the room, feebly waiving his rapier about and chirping about rats, rats
Each ratling flings a book at the PCs!
attack JP: 1d20 + 1 ⇒ (18) + 1 = 19, hitting for JP damage: 1d2 - 1 ⇒ (2) - 1 = 1
attack Trevor: 1d20 + 1 ⇒ (10) + 1 = 11, missing!
attack Faradin: 1d20 + 1 ⇒ (5) + 1 = 6, missing!
JP leaps into a swarm of rats, but misses with both attacks!
the rest of the party may go - JP is actually in the square with the rats, but I wasn't sure how to show that and still be able to read the letters.

Keith S. |

Lazare remembers from Halfling Adventurer School that Rat Swarms are made up of tiny creatures, and are NOT immune to weapon damage.
See SWARMS way at the bottom of the page.

Keith S. |

Trevor may also attack the swarm if he so desires.....

Keith S. |

you guys and your rolls......now its time for me to score to critical hits!
Trevor smashes a few rats, dealing some decent damage to the swarm. The rat swarm moves into Trevor's square, and the half orc is bitten and chewed by dozens of the things!
damage to Trevor: 1d6 ⇒ 3
Another swarm chews JP
damage to JP: 1d6 ⇒ 1
Two of the ratlings each fling a book at Lazare!
attack on Lazarre: 1d20 + 1 ⇒ (8) + 1 = 9, missing
attack on Lazarre: 1d20 + 1 ⇒ (6) + 1 = 7, missing
Map is updated, players may go!
the rat swarms are AC14; the tiny ratlings are ac16

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Lifting his knees high, he stomps into the ancient enemy.
1d20 + 2 ⇒ (10) + 2 = 121d6 + 2 ⇒ (4) + 2 = 6
1d20 + 2 ⇒ (11) + 2 = 131d6 + 2 ⇒ (2) + 2 = 4

Keith S. |

I am lowering the ac of the swarm to 12 and the ratlings to 14, btw; to account for non optimized pcs
JP hits with two shots, but the big half orc's earthbreaker merely craters the floor with a big hit.
Someone give me a move for Lazare (as he is travelling); Faradin is also up.

Keith S. |

@Faradin - go ahead and submit a round action - we will use what Trevor said for Lazare!

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Faradin drew his dueling sword and lashed out at the creature, seeking to pin it to the floor.
Dueling Sword-1d20 + 5 ⇒ (19) + 5 = 241d8 + 2 ⇒ (2) + 2 = 4
Confirm-1d20 + 5 ⇒ (8) + 5 = 131d8 + 2 ⇒ (6) + 2 = 8

Keith S. |

Faradin kills the rat thing in front of him!
The two rat swarms continue to chew on their opponents!
damage to Trevor: 1d6 ⇒ 1
damage to JP: 1d6 ⇒ 3
a book at Lazare
book at Lazare: 1d20 + 1 - 1 ⇒ (15) + 1 - 1 = 15
book at Faradin: 1d20 + 1 - 3 ⇒ (8) + 1 - 3 = 6
Players turn!
map updated in a few!