GM Silbeg |
Two Eye looks for books on pirates, pulling a couple out, and shoving them back with out too much care for where they came from. When he does, the book removes itself from the shelf, and floats to where it came from!
“Watch out if you ever leave your projects until the night before—the books in the library sneak around! They like to move between shelves or hide under the desks. When you do find the right one, the insides are blank!”
Society or Library Lore to watch how the books are shelved
Arcana or Occultism to observe the books floating around.You could also use associated lores, such as Academia Lore instead of Library. Other skills may be used, but will have a higher DC, but pleae check before you do, as not all may be appropriate
Uthkosh |
Uthkosh holds his shield up, watching things float about. He makes no attempts to understand what is going on, instead waiting for danger to come.
I have zero skills appropriate for this.
GM Silbeg |
FYI - the mysteries are group checks, where you are going for a certain number of successes. Crits successes count as 2, crit fails count as -1
Bela Enixry |
Bela scans the shelves looking to decipher the catalog system.
Bela concentrates on the mystic phenomenon in the room trying to understand the books’ movement.
do we make the rolls, or you?
Jerrim "Two-Eye" Brooksbank |
do we make the rolls, or you?
Good question. Two-Eye has a +6 in Society.
GM Silbeg |
You roll everything that isn't a secret check, and I will tell you when it is secret (if I haven't already rolled it)
Leaf Bergenson |
The mushroom slinks into the shadows…
Stealth: 1d20 + 7 ⇒ (11) + 7 = 18
The shroom has literally only negative rolls to this encounter…. Sad face…
Bela Enixry |
Bela scans the shelves looking for a system to the madness while observing the mystic energies that move the books.
Academia Lore!: 1d20 + 8 ⇒ (11) + 8 = 19
Occultism!: 1d20 + 9 ⇒ (4) + 9 = 13
Jerrim "Two-Eye" Brooksbank |
Society: 1d20 + 6 ⇒ (2) + 6 = 8
Two-Eye looks over the books and tries to figure out the shelving system, but rapidly loses any interest, instead finding a recent copy of Privateers Monthly that promptly holds his attention.
GM Silbeg |
only 1 roll per PC...
Uthkosh and Leaf have nothing to add to the investigation.
While Bela is able to figure some things out, Two-Eye comes up with false information. Crit fail, may reroll.
Casey has yet to tell the group what she knows?
GM Silbeg |
The party is unable to learn anything about the mystery of the library.
Where to next?
Jerrim "Two-Eye" Brooksbank |
Might as well keep going left in a circle. Counter clockwise as it were
Hmm? Oh! Yes...let's... Two-Eye carefully tucks the periodical into his pack as he moves toward the far door.
give it a listen (Perception): 1d20 + 7 ⇒ (13) + 7 = 20
If he doesn't hear anything alarming, he'll open the door.
GM Silbeg |
I assume everyone is following?
The style of the floor changes in this hall, with the flooring noticeably newer. The walls in this area are bright and newly white-washed. A heavy wood door sits at the south end of the hall.
You see a door appear, while you are the only one in the hall. It is on the hallway, on what looks like might be the backside of the Teachers' Lounge.
Jerrim "Two-Eye" Brooksbank |
Casey Montgomery 1 |
Casey listens at the restroom door. If she hears any crying, she'll knock three times and promise to help the boy inside.
Casey's Perception (T): 1d20 + 4 ⇒ (11) + 4 = 15
Uthkosh |
Uthkosh keeps up with Two-Eye, waiting for the door to open so he can rush through and face any dangers.
GM Silbeg |
Casey, hard to listen at a door you are next to. Moving you there now, but please do move your tokens on the slides. Also perception like that is a secret check.
The party moves down the hall, though the mushroom seems to be staying back in the corner of the library. You see Two-Eye looking at a section of wall with a bit of a confused look on his face.
When Casey leans against the restroom door to listen, the door flies open with incredible force, striking Casey!
SLAM! (B): 3d8 ⇒ (5, 1, 4) = 10
Casey's Reflex (E): 1d20 + 9 ⇒ (1) + 9 = 10 Crit fail, unless you want to use a hero point to reroll this. If you do, please roll it, and that will replace this roll.
Pausing to see if Casey uses a hero point
Casey Montgomery 1 |
Since I don't want to be at dying 1, yes, I will use a hero point.
Casey's Reflex (E): 1d20 + 9 ⇒ (3) + 9 = 12
pretty deadly for a level 1 character
Casey Montgomery 1 |
Also, if it's a secret roll, fine. I figured I would roll, since I didn't know if it would be secret or not, and I didn't want to delay the game if a roll was needed later. If it's secret, then just roll instead, and disregard my roll. Either way you give me information or you don't
GM Silbeg |
Casey is not able to avoid the door, and is actually knocked back past Bela into the window! Thankfully it holds. Full damage.
The door frame is left splintered from the blast.
This all-gender bathrooms is tidy and well kept. It contains a washbasin, a polished silver mirror, and a commode chair.
Leaf Bergenson |
The mushroom is intrigued by what it sees in the "bathroom". It shuffles over into the "bathroom"...
A muffled voice from the mushroom can be heard, "I wonder if there is a ghost in here...", as it sticks its head into a commode.
Not moving my token, as the "commode" area has not yet been uncovered on the map...
GM Silbeg |
As you check out the bathrooms (none of the rest seem to have the exploding door problem).
"Did you hear? Decades ago, a boy died at the school! His ghost is bound to the northeast bathroom. If you find the door locked and press your ear against it, you can hear him crying for help. Knock three times and promise to help him, then he'll grant you a wish."
Everyone can make a Crafting, Occultism, or Religion check to investigate
These checks can be made untrained, and you are looking for a total number of successes
Jerrim "Two-Eye" Brooksbank |
Two-Eye takes a look about the loo.
Crafting: 1d20 + 6 ⇒ (16) + 6 = 22
Uthkosh |
Religion: 1d20 + 2 ⇒ (13) + 2 = 15
Uthkosh moves with Two-Eye, his instincts to find anything of religious note.
GM Silbeg |
Two-Eye and Uthkosh make some progress on the investigation, but Leaf is not able to make any sense of what he's seeing.
Bela, Casey?
GM Silbeg |
OH! I misread something... so...
In the library, you learned that one of the former librarians set up an unseen servant summoning rune decades ago. Over time, the rune degraded, making the servant overly enthusiastic with its cleaning duties.
With Bela's observations you identify the chaotically aligned planar energy infusing this area. While you find no traces of spirits or other undead, a sizable planar footprint shows that an extraplanar entity occupies this bathroom for several hours a week. You who recognizes this also knows that such entities are rarely entirely quiet.
Where to next?
Jerrim "Two-Eye" Brooksbank |
Right... Two-Eye says. You go on a bit. I'll be there directly.
Leaf Bergenson |
After pulling its head from the commode the mushroom says, "No ghosts in there..." in a raspy voice. Perhaps it is smiling... Hard to say...
Walking out of the bathroom, it peers at Casey holding her bloody nose. "That looks like it hurts. Anyone here that can help her out?"
Uthkosh |
Uthkosh remembers himself and places a hand on Casey. Moments later, positive energy flows into the gnome, closing some of their wounds.
Lay on Hands, healing for 12hp
Casey Montgomery 1 |
Thank you Uthkosh. That feels better. And not so broken
Feeling mostly useless in this adventure so far, Casey follows along silently.
GM Silbeg |
The door to the laboratory is unlocked, so the party (except for Two-Eye, who is lingering) moves in.
Once they are all in, the door returns. Prior to that, nothing you can do lets you see it!
Laboratory tables, flasks, vials, and alchemical equipment make the purpose of this room obvious, though the white plaster walls and stained tiles make it look both newer and cheaper than the rest of the building. Cases sit in neat rows on open shelves, each bearing a neat label listing its contents. A large window at the back of the room looks over the rest of the grounds.
This laboratory space gives students a place for practical experimentation and is currently set up for lessons in alchemy, and a poster in a corner of the room provides a handy reference of alchemical formulas.
Bela's Crafting (U): 1d20 + 3 ⇒ (3) + 3 = 6
Humanoid anatomical models stand beside the laboratory tables. The left side of the models show the musculoskeletal system, while the right side
shows major organs. Various symbols are pinned to the organs.
Occultism check, can be untrained
Jerrim "Two-Eye" Brooksbank |
GM Silbeg |
You also find an abandoned standard book of translation (Mahwek) has fallen beneath one of the couches and is covered in a thin layer of dust.
Anything else you want to look for here?
Uthkosh |
Occultism: 1d20 - 1 ⇒ (7) - 1 = 6
Uthkosh moves in, not really paying much attention to the alchemical paraphernalia as he is looking for danger.
Casey Montgomery 1 |
Casey is alert for danger, not knowing what she'd be looking at otherwise. She knows the door that randomly shows up won't show up if we're all here.
Jerrim "Two-Eye" Brooksbank |
Occultism (U): 1d20 + 1 ⇒ (10) + 1 = 11
GM Silbeg |
Bela realizes that these symbols are constellations associated with different parts of the body. Bela and Uthkoth have to get closer to the anatomical models to check out the writing. When they do, two of the models starts moving!
Note: Two-Eye is still in the other room!
Casey's Initiative: 1d20 + 4 ⇒ (7) + 4 = 11 6
Leaf's Initiative: 1d20 + 8 ⇒ (9) + 8 = 17 4
Uthkosh's Initiative: 1d20 + 9 ⇒ (15) + 9 = 24 1
Bela's Initiative: 1d20 + 8 ⇒ (1) + 8 = 9 7
Two-Eye's Initiative Using Avoid Notice: 1d20 + 10 ⇒ (4) + 10 = 14 5
pink init: 1d20 + 11 ⇒ (11) + 11 = 22 2
orange init: 1d20 + 11 ⇒ (8) + 11 = 19 3
Of course the statures move!
Uthkosh is/are up.
Conditions:
- => Uthkosh
- Pink
- Orange
- Leaf
- Two-Eye
- Casey
- Bela
Conditions:
Bela: 35/35
Casey: 20/20
Leaf: 32/32
Two-Eye: 33/33
Uthkosh: 47/47
Enemy Conditions
Pink:
Orange:
Uthkosh |
Action 1: Step
Action 2: Strike
Action 3: Raise Shield
"We've got trouble!" Uthkosh shouts before stepping in close to one of the models. He quickly stabs out with his trident.
Strike vs Orange: 1d20 + 12 ⇒ (1) + 12 = 13
Damage (P): 1d8 + 4 ⇒ (1) + 4 = 5
And knowing that danger is yet come, he holds his shield high.
GM Silbeg |
Uthkosh stabs, but his trident deflects off of the model's armored skin.
Pink throws its slimy guts at Casey!
guts vs AC19: 1d20 + 9 ⇒ (18) + 9 = 27
Casey is flatfooted until she removes the slimy guts she was hit with.
It then moves up to attack the gnome.
slam vs FFAC17: 1d20 + 11 - 5 ⇒ (20) + 11 - 5 = 26 Crit
bludgeoning: 1d8 + 4 ⇒ (3) + 4 = 7 Crit for 14
Orange then attacks Uthkosh by slamming its fist into the Iruxi. However, it misses three times.
slam vs AC23: 1d20 + 11 ⇒ (1) + 11 = 12
slam vs AC23: 1d20 + 11 - 5 ⇒ (2) + 11 - 5 = 8
slam vs AC23: 1d20 + 11 - 10 ⇒ (11) + 11 - 10 = 12
Ew! Slimy Guts!!
Leaf, Two-Eye, Casey, Bela is/are up.
Conditions: Casey [Flat-footed]
- x Uthkosh
- x Pink
- x Orange
- => Leaf
- => Two-Eye
- => Casey [Flat-footed]
- => Bela
Conditions:
Bela: 35/35
Casey: 6/20
Leaf: 32/32
Two-Eye: 33/33
Uthkosh: 47/47
Enemy Conditions
Pink:
Orange:
Casey Montgomery 1 |
Casey enters Tiger stance, which gives me claws. I then do a flurry of blows against the Pink creature next to me.
flurry of blows 1: 1d20 + 7 ⇒ (20) + 7 = 271d8 + 1 ⇒ (5) + 1 = 6
flurry of blows 2: 1d20 + 7 ⇒ (1) + 7 = 81d8 + 1 ⇒ (1) + 1 = 2
strike: 1d20 + 3 ⇒ (8) + 3 = 111d8 + 1 ⇒ (3) + 1 = 4
If a critical success, the target takes 1d4 persistent bleed damage.