Igor Ivantoe |
Igor attempts to identify the magical properties of the sword but he is careful not to touch it in case it is cursed.
Spellcraft: 1d20 + 14 ⇒ (18) + 14 = 32
He turns to Raynard.
"Tiny Pebble would pick up his vibrations if he was touching the ground. I think we are done here."
Pai Shecks |
"Well, if that's the case, we'd better hurry and find the other guys before that slug does! When you're climbing back up, Pebble and I can help in case you slip." Watching nothing and waiting is boring. Pai's excited for more action, though she'd really rather-- "OH! OH GUYS! What if we don't kill these guys, but get 'em all together and it'll draw the monster to them, and then we kill the monster before it kills them! Then we don't have to kill a bunch of people, which I honestly feel kinda bad about. ...But wait. These guys are the ones who summoned that thing, which seems like a totally evil thing to do. So what'll they do next, if we kill their pet monster? Why'd they summon it in the first place? Dang! I wish we'd been able to get that guy up there to talk to us! Maybe the others will talk? We can hope? I dunno. I just don't like the idea of being a murder hobo, ya' know?" Pai babbles her way through her thought process as the group prepares to head back up to the light of day. It doesn't occur to her to do all this thinking without letting it dribble out of her mouth.
Igor Ivantoe |
Igor nods at Pai in terms of leaving and smirks a bit as she goes on about the slug.
"So. Who is next? We better get going."
GM Fuzzfoot |
The sword is a +1 aberration-bane longsword.
grimdog73's pregen character |
Well that rib tickler is a bit big for my little teeny tiny hands...and Droogi sure as blazes can't use it...maybe to trim his hair... Lini laughs as they head back to figure out their next move.
So...next on the list...
Igor Ivantoe |
Igor nods at Lini's announcement.
"I think Nectanebo expressed some interest in using this sword? I have no use for it. It is too large to use to open mail or to cut cheese or bread."
grimdog73's pregen character |
I've seen some huge chunks of cheese in my time...dwarven made I might add...some you need a two hander to slice...and they make their cheese strong...I mean strong...makes you want to drink. Hmm...I might have found out why they drink so much...
Pai Shecks |
I might have to give you that bonus!
Hitting the pavement, the investigators are having a much more difficult time than the researchers, but eventually they get some leads.
Keeper Baskerwhel: Glem Baskerwhel is (was) a hunch-backed hermit who lives in the Wrythe about a day’s travel east of Carrion Hill. The swamp druid is nonetheless well known in Carrion Hill as a potion-maker, and he visits the city often, always staying with his friend Arlend Hyve at the Elm Way Church on these visits.
Keeper Crove: Waldur Crove is well known as the warden of Crove’s Asylum, a building located in the Crown that the Crows have long used to dispose of lunatics and the insane too dangerous to keep in regular prisons.
Keeper Hyve: Arlend Hyve is an authority on regional history and lore, a sage who dwells in an abandoned church of Aroden on Elm Way on the southern slope of the Tangles. There are whispers that he dabbles in the black market poison and drug trade.
Keeper Marshan: Sulm Marshan is (was) a goggle-eyed man said to have moved to Carrion Hill recently from the coastal town of Illmarsh; he owned and lived in the house in Slipper Market that was destroyed this morning.
Keeper Myre: Rupman Myre is a middenstone baron. He owns a large vathouse down in the Filth along the river banks, and is rumored to be involved with illegal necromancy, but to date the Crows have not been able to find enough evidence to arrest him.
Pai is remarkably silent for 2.3 nanoseconds as she ponders the group's next moves. "Well, that guy up there wasn't Keeper Baskerwhel, 'cause that dude's a hunchback. I'd guess that was Keeper Hyve. Makes sense, since he was doing poison stuff. So Keeper Baskerwhel might be out of town in his swamp. Keeper Marshan lived in that house that was destroyed, so he might be dead already. That leaves Crove at the Asylum and Myre at the vathouse in the Filth. The Asylum's a little bit closer."
I went back and read a bunch of old posts to try to catch all the stuff we've learned, but I may have missed some things. I think the book we found was Crove's, but whether or not we think he's dead already has escaped me.
GM Fuzzfoot |
Also, a lot of these modules have very interesting backstories, but no clear way for the players to uncover everything. For instance, I think it is very unclear why the party shouldn't feel guilty about just hunting down and killing some guys they know so little about, but this module assumes that killing them is the only clear path... for those feeling reservations, though, these are evil people. Examination of this cave, for instance, reveals many remains of bodies, all of which were murdered by this master of poisons, who is indeed Hyve.
Igor Ivantoe |
I thought our party was trying to warn these people about the danger that they are in and bring them to a safe place? Now if they are deranged lunatics who attack us on sight and we are forced to defend ourselves what can we do? :)
Pai Shecks |
Pai votes to go after Crove at the Asylum next.
Igor Ivantoe |
Sounds like a plan to me. Let us do it now. :)
Igor and Tiny Pebble begin to leave the dark and dreary basement.
If no one is actively claiming the sword it will go in Pai's Handy Haversack for now.
GM Fuzzfoot |
Asylum it is. Yes, I would have assumed warning was the plan too... but no, the module assumes you are killing them off before the monster can, thereby depriving the monster of regaining it's full strength.
You head straight for the asylum. Keeper Crove is the warden of Carrion Hill’s asylum, a brooding structure that looms at the edge of the hill’s eastern cliffs.
Crove Asylum is an oddity this low on the hill’s slopes, for it is made entirely out of stone. There are no windows in the one-story building.
You arrive out front.
grimdog73's pregen character |
Oh yes...this looks welcoming... Lini says rather dourly. She looks over the area for any recent signs of passage.
survival: 1d20 + 11 ⇒ (20) + 11 = 31
Droogi...smell anything bad?
droogi scent: 1d20 + 5 ⇒ (13) + 5 = 18
Pai Shecks |
"I'll scope out the rear. Be right back!" Pai flies around the building, looking for other exits or signs of a trail of gross slime.
Perception: 1d20 + 11 ⇒ (17) + 11 = 28
Igor Ivantoe |
Igor spends a minute at the ground level of the church to finish his spell preparations for the day (Fast Study). As they approach the Asylum he renews his minor magics (Prestidigitation and Light) and cast Heightened Awareness to prepare for the next battle.
@GM Fuzzfoot - Heightened Awareness is already factored into Igor's initiative (+12) and he will trigger it at the beginning of combat.
Igor looks over the structure for concealed doors and he sends Tiny Pebble to look for any possible entrances beneath the ground.
(Take 10 on Perception is 31)
Tiny Pebble |
Tiny Pebble swims beneath the ground looking for any subterranean entrances into the tower. He is careful to stay underground and only reappear at the party's current location.
GM Fuzzfoot |
@Igor - can you be more specific as to Pebble's orders?
Pebble reportrs back. The are subterranean chambers, and creatures of some sort within, but he can't tell you any more than that without popping out somewhere.
Pai finds no signs of slime.
Lni finds four other doors into the place.
No one else notes anything at this point.
Igor Ivantoe |
@GM Fuzzfoot - Thanks that is all the information I want for now from my familiar and I do not want to risk him by having him pop up somewhere in the complex.
"There are definitely rooms and creatures in there underground but I guess that is no real surprise. We should prepare ourselves and then pick a door to enter."
Tiny Pebble |
Tiny Pebble returns pointing to the ground and nodding to Igor in the affirmative. He could speak some more if he wanted to but he does not see the point of doing so.
GM Fuzzfoot |
Not only is the door unlocked, but apparently slightly ajar.
Inside the room, 3 men are bound in ropes and straight-jackets, lying on the floor.
Pai Shecks |
Well, that's confusing. Why would they be out here, right by the door? Cautiously, she asks the bound men: "Hey guys. Um. We're looking for whoever's in charge here. ... Who're you?"
GM Fuzzfoot |
As soon as Pai speaks, the bound men start screaming. They seem to be saying something, but it is simply sounding like gibberish.
Borax Bulan |
Borax raises a single eyebrow. "If I am not mistaken, he is speaking lunacy, the dialect seems distinctly institutionalized. Does anyone have a calm emotions spell?"
Borax tries to sense the motive of these men and see if they are intending to communicate something.
Sense Motive - Take 10 wGuidance=21
Pai Shecks |
"Well, whatever's going on, you can bet that patients or prisoners here shouldn't be left unsupervised in the entrance lobby. That's just sloppy! OR a sign of trouble." Pai begins flying around, peeking and listening for any hint of danger either in this room or beyond.
Perception: 1d20 + 11 ⇒ (6) + 11 = 17
Igor Ivantoe |
Igor looks around to see if there is anything further out of place.
(Perception of 31 with a take 10.)
He then examines the men and the room for a magical influence.
(Detect Magic)
Tiny Pebble |
The faithful elemental guards his master.
GM Fuzzfoot |
Borax is correct, this is just gibberish. But it is loud. As far as motivation, it is impossible to guess if there even is a motive here.
Nothing else is obviously out of place.
Igor Ivantoe |
Igor looks at the others after spending a moment examining the scene.
"We should continue on. Perhaps the answer lies deeper within the complex. Not to mention that they are not the reason why we are here in the first place."
"Someone pick a door. The faster we get out of this madhouse the better."
Pai Shecks |
"Ooo! Good call, Lini. I would've gone left, but for no particular reason." Pai quips as she flies along with the group.
GM Fuzzfoot |
D2. Cloakroom: This area is used to store cloaks, straitjackets, and other bits of clothing used by new arrivals or stored temporarily by visitors.
The lunatics on the floor continue to scream.
Igor Ivantoe |
Igor scans the room (D2) for potential valuables and detects magic for good measure.
(Take 10 on Perception is 31)
Assuming he finds nothing he suggests that they pick another door.
Pai Shecks |
"You know, on one of my recent missions, someone had a wand of Comprehend Languages. Man, that was useful. I wonder if it'd work on those guys? I guess only if they're speaking a language." Pai chatters as she scans the cloakroom, secretly competing with Igor's thorough, methodical search method to see if she can spot stuff before he finds it.
Perception: 1d20 + 11 ⇒ (17) + 11 = 28
grimdog73's pregen character |
I agree...those unfortunate souls might be beyond help...unless a priest comes by that can cure madness...unless it can't be cure...which is terrifying in and of itself... Lini says, her and Droogi watching the backs of the others.
if nothing is found, assume she opens the next closest door...moved my token
Nectanebo the Vulture |
Before we go any further, may I have some feedback to all this?
Also, how long has it been since I raised my Servitor?
Nectanebo looks down over the men at the door. "Poor wretches," He says simply, hands deep in his coat, sounding not wholly unsympathetic but still pretty jaded, considering.
Also, any chance we have 10 spare minutes? It might not be worth it, but I do have an idea....
GM Fuzzfoot |
It is 5 hours since raising the last servitor. 10 minutes to spare is up to you, but there are 3 lunatics screaming their heads off as your friends all thoroughly examine a cloakroom devoid of anything interesting.
The conversation with the dead Crow revealed that he was poisoned by the man you killed while investigating other disappearances, which also seemed to be caused by the dead alchemist. The sword is +1 aberration bane - seems like that could be helpful if you ever encounter this monster.
D3. This bare room is empty. Completely. Not even a chair.
Assuming you move across the hall...
D4. Meeting Room: A chair with attached restraining straps stands before a blackboard. Area D4a is a smaller office.
Ready to proceed through the double doors? Or take 10 minutes for Nectanebo? (Really, the searching so far takes about 5 minutes, so I don't know if you can use that - depends on what you have in store for us!
Igor Ivantoe |
As a player I have no problem with waiting ten minutes however it really does not make any sense in game with the sense of unease most of our characters are experiencing with the lunatics wailing away. It is not the time for an occult ritual. :)
"Nectanebo take the sword from Pai's haversack. It might come in handy. We need to ... get out of here. Is everyone ready to move?"
GM Fuzzfoot |
I forgot to say - sure, you can gag the lunatics.
Pai Shecks |
"Okay! I can't stand this!" Pai lands and storms over to the Screaming Mimis. Pulling some clothes out of her pack, she growls: "Sorry about this guys, but we can't understand you, and we can't even hear ourselves think!" She proceeds to gag them, one by one, with sections of clothing.
Ready to move on now.