
DM medlii |
The lift is slowly descending from the second floor of the warehouse. It clanks and rattles. You cannot see anyone standing on it through the grate that makes up the floor of the lift. After a minute, the lift comes to a stop on the ground floor.
The lift remains on the ground floor. You hear a jingling sound on the lift, as if coins or other small metal objects were clinking and rattling, but do not see anyone occupying it. Roscoe lifts his massive head and sniffs in the direction of the lift, but sneezes as the overpowering scent of smoke fills his nostrils. Typhon is concealed in the shadows of a stack of crates containing bandages.
The lift itself is a ten by ten foot enclosure with a grated metal floor. It looks sturdy enough to be filled with heavy cargo. A large lever near the door is used for the controls. With a quick glance, it is easy to see that in the forward position, the lift will go up to the second floor, and in the back position, it will go down to the first floor.
A tiny keyhole is visible at the base of the lift's operating lever.
Typhon: 1d20 + 12 ⇒ (12) + 12 = 24
Tessa: 1d20 + 13 ⇒ (17) + 13 = 30
Trey: 1d20 + 8 ⇒ (11) + 8 = 19
Yrsa: 1d20 + 3 ⇒ (15) + 3 = 18
Bosch: 1d20 + 9 ⇒ (8) + 9 = 17
Roscoe: 1d20 + 5 ⇒ (19) + 5 = 24
?: 1d20 + 31 ⇒ (15) + 31 = 46

Trey Merosa |

Trey follows up after checking all she can on the patients. the worried look in her eyes is evidence enough that what she found was disturbing.
Lets get to the bottom of this and save these people. you probably have never seen such vengeance in Trey's voice before.

DM medlii |
Just as everyone crowds onto the elevator, it begins to descend into the basement level. The lift clanks and groans as it lowers, but it seems sturdy enough to hold all of your weight. After a few minutes, it grinds to a stop.
Assuming everyone rides to the lower level: (if not, you are welcome to jump off and explore the rest of the warehouse)
The lower level is completely different than the industrial warehouse above. The scuffed stone walls of this chamber have been plastered over and then decorated with lurid murals of skeletons cavorting among the dead of a Korvosa completely succumbed to blood veil. Simple wooden doors lead to the north, south, and west, each bearing a painting of a scythe-wielding skeleton. A sizable double door stands on the east wall, appearing in the mural as a massive set of double doors opening into the pyramid foundation of Castle Korvosa. Two more scythe-wielding skeletons decorate these large doors.

Bosch Glasthane |

Bosch stands in the lift for a moment, staring out at the murals and what they depict. Heaving a sigh he pulls the mask from his face and wipes the thick greasepaint off from around his eyes and mouth.
"I doubt we will find them very contrite or repentant," snapping his fingers to bring Roscoe to heel as he walks forward, "Take them alive if you can but I will shed no tears over any corpses."

Typhon B'Ru |

Not seeing any opponents appear after all, Ty will spring for the lift at the last second. Wings spread he floats down to the lift as it descends below him. Landing softly he turns stunned to the others..
" Did you see that? I floated!!"
Wings? I am the Owl!!"
In the basement
looking like the owl he thinks he has become, Ty looks around whistling softly at the murals...
" Doesn't look like a nice place to me!"

Tessa Alee |

Tessa agrees with Typhon's assessment. "Looks like they don't want just anybody using this," she whispers, pointing out the little key hole. "And by the fact that the lift's working, whoever has the key is probably still down there right now"
When the lift arrives at the bottom, Tessa scowls. "I think this might be all the proof we need. Lets try to find something damning so we can convince others to see things our way."
Tessa then listens to each of the three doors exiting the room.
north: 1d20 + 13 ⇒ (7) + 13 = 20
east: 1d20 + 13 ⇒ (6) + 13 = 19
south: 1d20 + 13 ⇒ (9) + 13 = 22

DM medlii |
Tessa notices strange magic emanating from the northern door. She does not hear any sounds at the door.
At the south door, she can faintly hear at least two people talking, but it is difficult to hear through the thick, stone door.
At the east door, she can make out scratching sounds, as if thousands of bones were rattling and rubbing against each other.

DM medlii |
Bosch opens the door, finding that a number of crates fill this room. A particularly large one has been dragged into the chamber’s center, around which stand four mismatched chairs and stools.
Four Queen's Physicians wait inside. One makes a chopping gesture with his arm. Seeing this signal, they all draw clubs as the intruders enter. Their bird-like masks and oversized leather coats give them the appearance of hideous, vulture-like birds.
Initiative order: Tessa, Bosch & Roscoe, Typhon, Trey, Yrsa, Queen's Physicians, Bandru
Queen's Physicians (4)
AC 14, touch 12, flat-footed 12
Fort +1, Ref +5, Will +1
CMD 15
Bosch & Roscoe: 1d20 + 3 ⇒ (19) + 3 = 22
Typhon: 1d20 + 5 ⇒ (13) + 5 = 18
Trey: 1d20 + 1 ⇒ (17) + 1 = 18
Tessa: 1d20 + 5 ⇒ (19) + 5 = 24
Yrsa: 1d20 + 2 ⇒ (13) + 2 = 15
Bandru: 1d20 ⇒ 6
Queen's Physicians: 1d20 + 6 ⇒ (1) + 6 = 7

Bosch Glasthane |

Bosch looks at the approaching physicians with something approaching disdain.
"Gentlemen, violence is not in your best interest here. Drop the clubs and I'll see you get a fair trial," he says as he steps back from the open door, quite reasonably. It was clear, however, what he expected the results of that trial to be. Roscoe punctuates his master's statement with a low and dangerous growl.
"In fact, Tessa, if you would give them a taste of cleansing flame? I'd rather not risk infection."
Five footing and readying an application of greatsword if one feels brave enough to take on a room full of violence.

Tessa Alee |

"Lenne örömömre, lovag!"
Tessa starts speaking strangely, as she always seems to do in stressful situations. Her intent is clear, however, and she pauses to let her friends escape the coming inferno. Fire boils forth from her hands and arms to wreath around her before pouring in a torrent into the conveniently enclosed space that houses the foul doctors. The shimmering heat dances around Tessa's body, blurring her form and scorching everything around her.
Y'all might want to keep 10 feet away from Tessa. Move action to get to the doorway, Standard action to cast Burning Hands defensively, Swift action to activate the Heat Aura revelation (3d4 fire damage to all within 10 feet and gain 20% concealment)
cast defensively DC19: 1d20 + 8 ⇒ (14) + 8 = 22
DC 16 reflex save 1: 1d20 + 5 ⇒ (10) + 5 = 15
DC 16 reflex save 2: 1d20 + 5 ⇒ (19) + 5 = 24
DC 16 reflex save 3: 1d20 + 5 ⇒ (13) + 5 = 18
DC 16 reflex save 4: 1d20 + 5 ⇒ (9) + 5 = 14
burning hands damage, halved on save: 5d4 + 10 ⇒ (1, 1, 1, 4, 3) + 10 = 20
heat aura damage, halved on save: 3d4 ⇒ (2, 1, 2) = 5
DC 16 reflex save 1: 1d20 + 5 ⇒ (18) + 5 = 23
DC 16 reflex save 2: 1d20 + 5 ⇒ (11) + 5 = 16
DC 16 reflex save 3: 1d20 + 5 ⇒ (1) + 5 = 6
DC 16 reflex save 4: 1d20 + 5 ⇒ (11) + 5 = 16
22 damage to #1, 12 damage to #2, 15 damage to #3, 22 damage to #4

Bandru Varz |

Does any foe stand a chance versus that kind of power?
Bandru stands ready to act if needed.

Trey Merosa |

Trey simply moves to get into a better position in cast something comes from the eastern door, those bones sounds don't sound too promising.
Ready action to channel to harm undead if her fears of undead being behind the eastern door prove true and they reveal themselves

DM medlii |
The physicians' thick robes do not protect them from Tessa's fiery wrath. Two are instantly incinerated, while two others fall unconscious, their overcoats smoking.
You find that each of the four were carrying a masterwork club, a healer's kit, and wearing masterwork leather armor and a plaguebringer's mask. In the room are a number of alchemical supplies packed into crates - mortars and pestles, vials, and other glassware. The alchemical supplies are worth 200gp

Yrsa Fallston |

Well, that was impressive. Yrsa announces from the center room, having seen the flash and observing the smoke pouring from the crowded room. Guess I'll form up at the East doorway..

Tessa Alee |

Tessa starts to wind up for another blast of flame before noticing that it's not needed. The dancing flames flicker out and her heat aura dissipates, leaving the room to return to the coolness and humidity of the underground. Tessa looks slightly embarrased at Yrsa's comment.
"Oh, thanks! I normally don't like hurting people... but these plaguebringers deserved that and worse."

Bosch Glasthane |

"Well done indeed," Bosch says toeing an unconscious figure before joining the others at the eastern most doorway. "Shall we see if our luck continues?"

Trey Merosa |

Trey seem ready to unleash some holy vengance on the "doctors" but takes all of her strength of will to keep from doing so.
the sooner we meove on the better, or I just might do somthing I'll regret She mutters, recalling the filth that was supposed to be a hospital upstairs, and who is responsible.

DM medlii |
As Typhon is about to open the door to the east, he notices that the door depicting a skeleton also has some magical runes painted carefully at the bottom of the door.
Upon further examination from Tessa and Trey, from the looks of it, opening the door might cause the skeleton to spew a foul breath of poisonous gas. A small amount of holy energy could disable the trap for a short time, or a larger amount might destroy the magical mechanism altogether.
Ty's perception: 1d20 + 12 ⇒ (17) + 12 = 29

DM medlii |
Now that he knows what to look for, Typhon sees the same odd runes on the northern door, but he cannot make head or tail of them.

DM medlii |
Trey conducts Sarenrae's holy flames at the skeleton on the door. For a few minutes, it will remain safe to open this door. On the other side is a horrifying sight.
Dozens of the living dead line the walls of this chamber, their rotting faces sneering and broken fingers clawing at each other. A layer of rotting bodies lines the floor, the shattered forms twitching in vain, bones and splintered appendages grasping hopelessly. Yet, rather than some massive, nightmare grave, this horror-show seems instead to be a stomach-churning attempt at art, as the mangled living dead lie trapped behind walls and beneath a floor of thick glass. The glass covers the entire floor of the room. Every wall is filled with some sort of skeleton, ghoul, or other undead monstrosity.

Typhon B'Ru |

" Ahhh. Now that's sick! Make sure you disable those runes on any door we go through in here. I imagine it releases those monsters."
Ty says nervously as he fingers his dagger.
On cat feet he moves forward toward the far doors.
perception: 1d20 + 12 ⇒ (20) + 12 = 32
stealth: 1d20 + 11 ⇒ (19) + 11 = 30

Bosch Glasthane |

"Now this is disturbing," Bosch said holding up a hand to keep the others from wandering in before Typhon could tell them if it was safe.

Roscoe/Woscoe |

Roscoe whines at the sight of so many undead, the sight of them triggering an instinctual worry in the big dog. His master's presence kept the dog steadfast though.

DM medlii |
Despite his discomfort, Typhon notes that the glass of the floor is very thick and sturdy. The doors to the north, south, and east are all simple, wooden doors. However, the words "In the end may you be undead," are etched above the eastern door. Typhon does not notice any traps in this room.

Trey Merosa |

not sure if channel works through glass.but still the power of the gods stoped by glass...
Try looks into the room, she is appaled at what she sees. Is this the fate of the city? the disease kills them then they are made into this? I cannot let this continue.Trey sounds very resolute in this probably more confident and determined than she has ever been.
By Sarenrae's light, end this darkness she syas with divine authority and a blasts out a wave of Sarenrae's light to attempt to harm or destroy the undead in the room.
channel damage: 3d6 ⇒ (4, 2, 4) = 10
DC 17 will for half

Tessa Alee |

Tessa moves to and listens at each door clockwise from the entrance, and shares her discoveries with her companions.
perception: 1d20 + 13 ⇒ (8) + 13 = 21
perception: 1d20 + 13 ⇒ (4) + 13 = 17
perception: 1d20 + 13 ⇒ (5) + 13 = 18
perception: 1d20 + 13 ⇒ (8) + 13 = 21
perception: 1d20 + 13 ⇒ (14) + 13 = 27

DM medlii |
Sarenrae's light washes through the chamber, dissipating whatever unholy force animated the undead creatures. Their corpses lay trapped beneath the glass.
At both of the northern doors, Tessa hears soft voices.
At the eastern door with the inscription over it, Tessa can hear the sounds of running and bubbling water. A harsh chemical stench emanates from the crack under the door.
At the southeastern door, Tessa hears nothing. At the southwestern door, she hears two men talking, but cannot make out what they are saying.

Bosch Glasthane |

"South east?" Bosch offers, the strongest voices were probably from people who could either pose a threat to their investigations or provide information.

DM medlii |
Typhon does not notice anything odd or unusual about the southeastern door.
Eight cold, iron beds stand here, their sharp frames threaded with worn manacles and stained leather straps. Six are occupied by obviously unwilling patients, each bound and in various states of consciousness, their combined moans murmuring throughout the room. Between them stand several small tables, each strewn with gore-soaked pans, flasks of mysterious fluids, and all manner of cruel-looking cutting instruments. A sizable brown-crimson stain covers much of the eastern wall, as if all the blood from a body once held there had exploded forth in a single violent eruption. Two Queen's Physicians and two others, dressed in brown ragged robes tend to the patients.
Two other men are conversing near one of the patients. One is Doctor Devaulus, who you recall meeting a few days ago at Citadel Volshynek. The old gentleman looks shocked at your entrance. The other is a foul-looking man, by any definition of the word. Pale and blotchy from scars, he wears thick leather robes lined with dozens of pockets that bulge with surgical and mortician tools. You may recall Tiora's description of this very man - Rolth - the necromancer who's lab you discovered a few weeks ago.
Upon seeing Bosch in the doorway, Rolth splutters angrily "YOU! You ruined my work! My equipment! Doctor Davaulus, these are the vandals that destroyed my laboratory!" The man is visibly shaking with rage as he points at Bosch with a wicked-looking scalpel.
"Calm down, Rolth." Dr. Davaulus says in a quiet, soothing voice. "I am sure our friends here do not truly comprehend the very important nature of the work we are doing here." Davaulus smiles warmly at Rolth, and then at Bosch and the others in the next room. Ignoring the moans of the constrained patient behind him, Davaulus beckons in a friendly way for everyone to enter. "Let us all put our weapons down and see if we cannot come to an understanding."
1d20 + 15 ⇒ (7) + 15 = 22
1d20 + 4 ⇒ (15) + 4 = 19

Bosch Glasthane |

"Important work, yes, I can comprehend that," Bosch says, "There is always important work to be done, my good doctor. From Taldor to Tian Xia, millions of souls labor away at tasks they hold in the utmost importance. A matter of perspective is, what I assume, separates such important work and depravity in the eyes of the beholder," Bosch steps into the room looking down on the patient nearest him with concern.
"One thing you have overlooked is that if a set of designs is truly important, you should be willing to put yourself in the most danger to see it through. Asking, or forcing, another into that place is naught but cowardice and weakness. You see, my important work is this city and I could, in turn, claim you fail to comprehend the nature of such a task. Surrender, Doctor, so that the knowledge you have cruelly gleaned from the unfortunates here may be put to work for the good of those you have victimized," Bosch was focused on the Doctor, Rolth appeared to be below his attention.
Diplomacy: 1d20 + 11 ⇒ (20) + 11 = 31
Not expecting this to work, but I had to try.

DM medlii |
Dr. Davaulus smiles. You might have considered it a kind smile, if you had not seen the things the doctor had done. You notice that the nearest patient is strapped to the uncomfortable-looking metal bed, moaning in pain.
Dr. Davaulus replies "Yes, I assumed you were on a crusade to save the city. As a matter of fact, we share that goal. Look at it this way - the blood veil is the world's way of bringing back balance. In order for civilization to grow and prosper, the part of society that is holding everything back must be periodically pruned. Do you see? Korvosa will be stronger at the end of these dark days - a place that you and I would be proud to call home!"
Meanwhile, Rolth's grip on his scalpel tightens. He says nothing, but continues to glare at the people who had the audacity to ransack his laboratory.
No problem, Dr. D likes to talk! Rolth, not so much.

Bosch Glasthane |

"Hmm, pruning, yes. Such efforts strike me as juvenile. Consider this man here," Bosch says gesturing to the patient he stands over, "Is he a day laborer? A common criminal? A merchant of repute and fame? No, he is something more. He is a bundle of raw potential, as flexible as unworked iron. The idea of cutting away so many lives merely because you lack the patience to try and turn them to a better cause speaks ill of your character, doctor. It is a worse slight against you than the company you keep."
Finally, Bosch turns his attention to Rolth but not to speak to the man directly. Bosch merely regarded the necromancer with cold eyes, "Petty corpse thieves without the ability to keep their underlings from being savaged by dogs. Men too wrapped up in their own vision to even consider what they are doing could be wrong. Are you that kind of man, Doctor Devaulus? If you are, you should ask your associate here just what happened to his assistant."

Roscoe/Woscoe |

Roscoe remembers, not a lot of things, mostly people and smells and people smells but he remembers the smell of the pale man. Roscoe remembers the walking bones and the little stabbing things, the fear-smell and the pain-smell. Roscoe remembers pale man's smell and Roscoe hates it.
Watching the pale man, Roscoe begins to growl.