
Cerio Dreswitch |

"The sky!" Cerio points out the window. "We gotta get all of em!"
knowledge arcana: 1d20 + 4 ⇒ (18) + 4 = 22

GM Nayr |

Though all can make the connection between the fallen oneirogen and the dissipating mist, it seems there's nothing else to determine from them, save for the fact that there are obviously more of them somewhere.
The only place left unexplored as far as you know are one room you passed to the south of here on your way in - west of where the ghouls dropped the wall on you; and of course...upstairs. The good doctor back at the cultist camp set you on this task; do you wish to report back to him, explore to the south, or go back and march up the stairs like you own the place?

GM Nayr |

You head back down the broken stairs, and to the south. Using the door you passed by before, you want into what looks to be a shower room. Cracked, river-green tiles cover the walls and floors 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 wall. In the center, a simple chair has been transformed into a gruesome throne covered with draped viscera and gnawed bones.
In this "throne" sits a hideous creature, much like the ghouls in appearance, but with one arm ending in a stump. The severed hand is tied to a thick cord and hangs around his neck.
Two of his lesser minions, obviously ghouls, sit at the edge of the tub, gnawing on body parts. Their bellies are fat, having gorged themselves near to bursting. All three of the creatures stand at your entrance, and attack!
Initiative Campus: 1d20 + 8 ⇒ (16) + 8 = 24
Initiative Ulfric: 1d20 + 1 ⇒ (16) + 1 = 17
Initiative Cerio: 1d20 + 5 ⇒ (11) + 5 = 16
Initiative Klassalka: 1d20 + 2 ⇒ (12) + 2 = 14
Initiative Ramul: 1d20 + 1 ⇒ (20) + 1 = 21
Initiative Ghouls: 1d20 + 2 ⇒ (2) + 2 = 4
Initiative leader: 1d20 + 4 ⇒ (12) + 4 = 16
Everyone but Klassalka is up!

Ulfric Bjarnasson |

As Campus finishes her strike, Ulfric runs past to put himself between the enemy and his allies, sword and shield at the ready.
Longsword: 1d20 + 7 ⇒ (12) + 7 = 19
Damage: 1d8 + 3 ⇒ (1) + 3 = 4

Cerio Dreswitch |

Cerio suppresses the urge to vomit, managing to stumble forward and unleash a ray of light at the western hench-ghoul.
disrupt undead: 1d20 + 2 ⇒ (18) + 2 = 20
dmg: 1d6 ⇒ 6
Targeting the western-most ghoul who's not in melee, thus avoiding the ranged penalty.

GM Nayr |

Campus bravely charges in, followed closely by Ulfric. Campus drives her spear through the ghoul, skewering it just in time for Ulfric to slash through, slicing deeply into the creature's neck. The ghoul still stands, but only barely.
Down to 1 HP
Cerio and Ramul batter the other ghoul with their powers, and the unholy beast stumbles then falls under the onslaught. It does not rise again.
Their leader, enraged by the intrusion into his domain, pushes himself off of the throne. His first attack, a bite, digs into Ulfric's shoulder, and the terrible unclean feeling of the creature heats up the skin immediately around the wound.
Attack 1: 1d20 + 5 ⇒ (14) + 5 = 19
Damage: 1d6 + 3 ⇒ (2) + 3 = 5
Attack 2: 1d20 + 5 ⇒ (7) + 5 = 12
Damage: 1d6 + 3 ⇒ (3) + 3 = 6
Attack 3: 1d20 + 5 ⇒ (11) + 5 = 16
Damage: 1d6 + 3 ⇒ (4) + 3 = 7
2 DC15 fort saves from Ulfric please; fail the first and get ghoul fever, fail the second and paralyzed for 1d4+1 rounds

GM Nayr |

The remaining ghoul, barely standing, falls upon Ulfric in a frenzy of claws, teeth, and desperation.
Attack 1: 1d20 + 3 ⇒ (18) + 3 = 21
Damage: 1d6 + 1 ⇒ (3) + 1 = 4
Attack 2: 1d20 + 3 ⇒ (17) + 3 = 20
Damage: 1d6 + 1 ⇒ (4) + 1 = 5
Attack 3: 1d20 + 3 ⇒ (13) + 3 = 16
Damage: 1d6 + 1 ⇒ (4) + 1 = 5
Two more hits; 9 damage and 3 more Fort saves please- these ones are DC13. Everyone's up!

Ulfric Bjarnasson |

I think I've taken 14 damage total, please confirm this DM Nayr, the first post didn't have damage in it.
Fort Save vs 15: 1d20 + 7 ⇒ (20) + 7 = 27
Fort Save vs 15: 1d20 + 7 ⇒ (3) + 7 = 10
Fort Save vs 13: 1d20 + 7 ⇒ (19) + 7 = 26
Fort Save vs 13: 1d20 + 7 ⇒ (2) + 7 = 9
Fort Save vs 13: 1d20 + 7 ⇒ (13) + 7 = 20
Well, hopefully no ghoul fever and just paralysis!

Cerio Dreswitch |

Cerio pokes Ulfric's frozen shoulder. "Ya alright, buddy?"

GM Nayr |

Ramul takes a few steps around to get an angle and targets the leader, taking care not to hit his allies.
Attack: 1d20 + 5 - 4 ⇒ (18) + 5 - 4 = 19
Damage: 2d6 + 2 ⇒ (4, 2) + 2 = 8
Klassalka swings at the leader once again, and cuts the creature down!
Attack: 1d20 + 6 ⇒ (16) + 6 = 22
Damage: 2d6 - 4 ⇒ (3, 2) - 4 = 1
Real damage: 2d6 + 4 ⇒ (2, 1) + 4 = 7
Messed up the first roll. That's just enough to take the ghast down. 300 XP added.

GM Nayr |

There's little to find in the room save for the hideous throne of the ghoul leader and what is obviously a large feasting area for the ghouls in the shallow pool. There may be something left among the bodies within, but to search through them would be beyond horrifying.
Let me know if you want to sift through the bodies and gore....it would take some Fort saves for sure.

GM Nayr |

You head back the way you came, making your way through the kitchens and into the large gathering area in which the cultists reside. It's hard to believe, but navigating through this area is fairly simple now that the cultists believe you're doing their work. You head to the south, noting to any who ask that you're out on patrol - it seems as if they keep very little track of such comings and goings here.
When you eventually reach the survivor's encampment, Captain York greets you. He offers a grim look as he lets you in, then escorts you into the main room. There, Winter is laying on a cot, a bloody bandage about her head. She sleepily looks up as you approach. Welcome back...I really hope you have some good news.
York mutters, nearly to himself. Some ghouls broke through the northern blockade...nearly got all the way in here...would've if not for her.

Campus |

Quite. We have encountered beings maligned by the yellow fog, and who now appear its source. Destroying their remains dissipated the mists. We have come to rest, for on the morrow, we will hunt, for surely more of these beings persist...and perhaps we will be able to escape.

Ulfric Bjarnasson |

Ulfric waits as Campus speaks, then asks York "Was anyone injured when the ghouls broke through? Also, I didn't think there was much left that way. Maybe they broke open a new passage way."
Ulfric seems thoughtful for a moment. "Campus, we may want to investigate where these ghouls came from first. I'd rather try to keep the camp as safe as possible before we go out hunting fog creatures."

GM Nayr |

York nods quickly. Yes, we had a few wounds, and may have one or two that are now running a fever. We cleaned and bandaged as best as we could...one good thing about being stuck in a hospital of sorts, I guess is that we have plenty of bandages.
He looks to the north, and past the blockade. We thought the same...when we were there it was just choked with rubble. If they came through there, it was with a ton of hard work, or maybe they found some other way.

GM Nayr |

You hear their tales...stories of their dreams, and of a strange city and the feeling of dread as something chases you through meandering alleys and streets that follow no sane reasoning. All the while, sickly yellow fog encroaches on all sides through the canyon of crumbling gray brick walls like some jaundiced flash flood.
The mist parts, and a mask of gray rags emerges, strips of something fleshier than fabric worming and constricting across a body that's almost humanlike - but too lean, and far too flexible. Gauzy gray ribbons reach out like tendrils, each grasping for less doubtful flesh to claim.
Too fast, too strong, the creature's success is inevitable, and you die...and awake. Too often the dream has come, but it still leaves you sweating and frantic. Now, those you've watched from afar are back, telling of what may be a way out of this place.

Ulfric Bjarnasson |

Ulfric nods at York's words. "I wish I could help more with the wounded. We did find the group of survivors following Zandalus, and there was a doctor among them. He may be able to help, but I don't think he would leave his current location."
Ulfric thinks for a moment, then continues, "Campus, Cerio, we should rest here for the time being then head out tomorrow to make sure the area past the north barricade is clear before heading out to find more of the mist creature. Hell, maybe there's a new path open that leads to one of them."
To York again, "Where can I help with keeping the camp safe the most? Are more people needed on watch anywhere at the moment?"
Ulfric will help keep watch as needed and then rest enough to regain hit points and Lay on hands over night.

GM Nayr |

With a heavy sigh, York nods in appreciation. Yes...we're spread thin. If another attack comes from the north, we'd be hard pressed to stop it. If you can take a shift or two at the barricade, I'd appreciate it.
Ramul looks about the camp with a deep frown, his brow furrowed. He turns to the others and speaks directly, his mind seemingly set. My place will be here; I trust in you to find these mist creatures and a way out, but if we don't protect these people here, then there will be no one left to save.
Klassalka, seeing this dedication and looking beyond worn out herself, nod slowly, then turns to York. I will watch the barricade as well; you will not be attacked again while I still draw breath.
York looks thankful for the help. We can certainly use the assistance, and will work you into the watches. For now, there's somewhat clean water, and bandages - go get some rest and get cleaned up.
Pretty sure that Ulfric and Cerio were the only ones hurt, save for Klassalka. Winter can supplement any healing you'd need in the "morning" so you'd all be at full after rest.
As you get a welcome rest, however brief it may be, your eyes drift closed and you allow yourselves to slip into the darkness of sleep. Immediately, you find yourself wandering in an endless cloud of yellow vapor. Other shapes form and vanish in the mist, fleeting, unsettling things that refuse to be focused upon. After what seems like a lifetime, an exhausted-looking man with a ponytail of straight, white hair stumbles through the fog. He's insane with desperation. He tries to pass you by, but stumbles into you as if he hadn't seen you. The man gapes and shouts, We're all lost here! We'll never escape! before rushing away. He rants; What have I done? What have I done?
The dream ends, and you awake with a start, still a bit rested, but shaken.
Anyone resting experiences this dream.

GM Nayr |

This place you're in now is a chapel, with improvised pallets clustered beneath sculpted divinities. Cooking fires burn beneath cracked windows in this chapel. Panes of violet and blue stained glass form spiraling patterns between prison-like bars, while dozens of candles flicker from modest alcove shrines.
To the north, a 3-foot high barricade of broken furniture and fallen masonry fills a wide, empty door frame, blocking off the northern portion of this broad hall. Lanterns flicker upon the walls, casting shadows upon several closed doors and beyond the ramshackle barricade.
The leader of this impromptu group of refugees to whatever happened in this once-function asylum is a woman named Winter Klazcka, who brought these refugees - patients and asylum help alike - to relative safety from the ghouls, yellow-clothed acolytes and other horrors that now rule the halls.
You watch these fellows, who appear to be strong fighters all, if each in quite different ways. As you watch, two of the members - what looks to be a woman of merfolk origin, and a stern elven man both pledge to stay with your group here in this chapel...instead of traveling back out with these fellows. That leaves only three warriors...to save you all.
Let me know if you have any questions about your surroundings/happenings. Alot has happened that is tough to summarize, and there's much you don't know, but I'll fill you in accordingly.

Cerio Dreswitch |

Cerio scratches his scalp, attempting to loosen up his matted hair, as well as his understanding of these recent events...
Knowledge (religion) untrained, formerly mind-swapped: 1d20 ⇒ 13
Does that clue me in on the possibility of ghoul fever?

T'eron Klah |

How may people are there currently in the chapel (living or not) and how do they appear to congregete/interact?

Ulfric Bjarnasson |

Ulfric stands watch at the barricade, and when his shift is over he heads off to bed for the night.
.
What was that all about... Ulfric wakes with a start. Concerned with how realistic his dream was, Ulfric sits and thinks about it for a time while others prepare for the day.
When it looks like the others are ready, he will walk over to Campus and Cerio. "So, which path are we going to take today? I still think checking north of the barricade is our next best step."

GM Nayr |

As you gather in the morning in order to determine the next action, a stern man you had seen on the guard duty comes forth. You knew next to nothing about this man, and hadn't heard him speak till now, but he approaches you as if he has been watching your actions. Hello there - might I ask where it is you are going? I...can't seem to recall a thing.
And...enter Te'ron

Cerio Dreswitch |

"Howdy T'eron. You'll do in th' front." Cerio smiles a crooked smile and gestures for their new meat shield muscle to join. "Yea, Ulric. That sounds plum reasonable. Let's hitch this wagon."

GM Nayr |

Winter makes her way over to you as you plan and make introductions. She looks much better today, but seems her usual stern self. I see you've lost two and gained one. T'eron is a hard worker, and we'll be sorry to see him go, but the addition of Klassalka and Ramul should bolster our guard.
Are you headed north then, I heard? We're hoping that was the last of them, the rush of ghouls that came through, but couldn't hurt to check it out.
Good to head north?

GM Nayr |

You head out beyond the improvised barricade of old furniture and supplies, and Captain York and his men watch your progress intently, presumably to offer any assistance until you're out of their range. You continue to the north along the hallway in which you first found yourself here on the first floor after escaping from the mad woman in the basement.
Most of the area up here to the north has collapsed into a heap of dense gray rubble. The occasional clattering pebble makes it sound as though the mound is not entirely settled, and it has definitely moved quite a bit from what it was when you first passed it. This area looks to have been some sort of a guard station, though it is mostly buried under rubble at this point.
You can see that the shift in rubble has indeed opened a path into an area you know quite well - the opposite, northern side of the asylum that you've come to travel. In essence, this path is now open to travel to the north and into the areas under control of the yellow-robed cultists.
There's a body stuck in the rubble here, in the eastern alcove. It is a woman, and is quite dead. But, somehow it still struggles to pull its lower half out from under a considerable pile of stones.
Map updated

T'eron Klah |

T'eron, after a period of silence while advancing down the hallway, notices the woman, or what remains of one. Not wanting to attract attention, he points toward her with a couple quick side-motions of the head and slowly draws his bow.
Is there anything of interest in the room with the woman or on the woman herself? From what I can tell on the map, this room is the only way to proceed around the rubble.

Campus |

Campus listen intently for anything else living or undead. Obviously she should dispatch the undead woman before she freed her body, but wariness is a good trait to have in the asylum.
Perception: 1d20 + 4 ⇒ (20) + 4 = 24 Nice roll
Stealth: 1d20 + 2 ⇒ (7) + 2 = 9
Barring anything, Campus quickly moves forward wielding her cold iron longspear before her. The rubble here would not let her run swiftly through it, so Campus tried to pick her way forward silently, yet swiftly. But she's never been especially light on her feet, and rubble cracks beneath her leathered feet. Muscles clench as she prepares to violently thrust her spear to bring undeath to an end.