GM Ilmakis |
Jaxon moves next to the northern door but is unable to tell if the voice come from there or not.
Seeing that the pillar can be tourned, the Pathfinders soon realize that it will not be that easy!
DC19 Athletics, Crafting or Thievery to be able to rotate the pillar. Only one can do it at the same time.
Dennis the Menace |
Updated the new Preparation Rewards slide with Dennis' choices.
When Zhamie says the strange pillar can be turned, Dennis cries out, "A new toy! Can I try? Can I? Pretty please..." The youngster runs up to the pillar, wraps his arms around it and tries to make it turn.
Athletics DC 19: 1d20 + 14 ⇒ (17) + 14 = 31
Zhamie Zhapp |
With a crit like that, I'd say the pillar's spinning like a top now... I hope Dennis remembers to let go! :)
Zhamie Zhapp |
Zhamie pulls her weapon off her back and makes sure it's loaded. She then heads over to the pit and attempts to identify them.
Medicine: 1d20 + 14 ⇒ (12) + 14 = 26
Charlies |
I am back and slowly returning to the games. I choose scroll of Haste (3rd rank) from Ashasar. He will drink the moderate antiplague right away (+3 item bonus to Fortitude saving throws vs diseases for 24 hours). He will select a moderate healing potion as his Pathfinder provision.
Zhamie picks up the 3rd rank scroll of Heal and hands it over to Charlies.
Thank you, Zhamie.
Charlies and Estes silently follow the group to their next destination. Charlies would have volunteered Estes to turn the pillar after learning that information from Zhamie, but agrees to let the kid (Dennis) to do the turning. He pulls out his shield ad raises it just in case something weird happens.
GM Ilmakis |
sorry for not updating the game sooner but my Sunday was quite busy with my two kids wanting to do things :P
As Dennis spins with stone pillar, the sealed doors open and strange skeletal snakes appear behind the now opened doors and Zhamie, who recognizes humanoids skeletons from human, ratfolks and other unknown giant humanoids, sees two other creatures climbing from holes that just open.
Dennis Init: 1d20 + 13 ⇒ (20) + 13 = 33
Charlies Init: 1d20 + 11 ⇒ (11) + 11 = 22
Princess Clover Init: 1d20 + 10 ⇒ (2) + 10 = 12
Zhamie Init: 1d20 + 13 ⇒ (20) + 13 = 33
Radim Init: 1d20 + 11 ⇒ (14) + 11 = 25
Jaxon Init: 1d20 + 11 ⇒ (11) + 11 = 22
Dennis Enemies: 1d20 + 9 ⇒ (1) + 9 = 10
ROUND 1
Dennis
Zhamie
Radim
Charlies
Jaxon
Princes
Ennemies
Jaxon Richter |
Jaxon whirls around as the door next to him opens with a skeletal snake behind it. Almost by reflex, he sways and then kicks out at the bones. "Whoa, there's something here!"
Attack vs flatfooted?: 1d20 + 14 ⇒ (4) + 14 = 18
Bludgeoning Damage: 2d8 + 4 ⇒ (2, 4) + 4 = 10
Sneak Attack damage: 2d6 ⇒ (2, 2) = 4
Attack vs flatfooted?: 1d20 + 14 - 4 ⇒ (6) + 14 - 4 = 16
Bludgeoning Damage: 2d8 + 4 ⇒ (5, 7) + 4 = 16
Sneak Attack damage: 2d6 ⇒ (1, 2) = 3
◆ Stumbling Stance
◆ Strike
◆ Strike
Surprise attack should make the snake flatfooted to Jaxon if he's allowed to use Stealth for initiative, although I can see it not applying in this surprise instance.
If attacked, Jaxon will use Nimble Dodge reaction for +2 to his AC.
Charlies |
Charlies boosts his eidolon and extends its effect. But he seems distracted by the sudden appearance of the intruders.
As he protects Estes, his angel attacks the one in front of him with a holy punch!
Fist Attack: 1d20 + 14 ⇒ (7) + 14 = 21 vs Blue
Damage: 2d8 + 4 ⇒ (3, 1) + 4 = 8 B damage plus 1 spirit damage(?) vs evil creatures or creature with weakness to spirit damage
Estes attacks once more but with his wing this time.
Wing Attack, Agile, MAP: 1d20 + 14 - 4 ⇒ (19) + 14 - 4 = 29 vs Blue
Damage: 2d6 + 4 ⇒ (3, 2) + 4 = 9 B damage plus 1 spirit damage(?) vs evil creatures or creature with weakness to spirit damage from Hallowed Strikes
◇ Extend Boost, DC 20 Religion check: 1d20 + 11 ⇒ (8) + 11 = 19 Fail, 1 rd of Boost Eidolon and does not spend Focus Point
◆ Boost Eidolon
◆ Act Together (◆ Protect Companion (3rd Rank) of Charlies for Estes (+1 to to AC); ◆ Strike of Estes)
↺ Life Block from Protect Companion (3rd Rank), if triggered by damage more than 20
◆ Strike of Estes
GM Ilmakis |
Jaxon quickly reacts and strikes twice at the creature. Only one connect but the bones of the creature are cracking quite well.
Charlies commands his angel to attack and both of the angel's attack hits but the second one cracks the head's creature!
ROUND 1
Dennis
Zhamie
Radim
Charlies
Jaxon
Princess
Orange 19
Blue 38
Red
Yellow
Zhamie Zhapp |
"Sacre Bleu! Vat are zose?!"
Zhaimie raises her jezail and tries to get an angle on Blue, while trying to figure out what it is.
Devise: 1d20 ⇒ 12
Hits AC 26
Unsure of her aim, she fires anyway, hoping for a lucky hit before reloading.
◆ Devise
◇ RK (Known Weakness)
◆ BANG
◆ Reload
Concussive Damage: 2d8 ⇒ (7, 7) = 14 with Strategic Strike: 2d6 ⇒ (6, 4) = 10
Critical Hit: Double Damage, 1d6 Persistent Bleed
"Duh-nee! Bonk ze 'ead of bleu!!"
Shared Strategem, Blue is OG to Dennis
Dennis the Menace |
After riding around on the merry-go-round pillar, Dennis is a bit dizzy but exclaims, "That was fun. Can we do it again?" But when the skeletal snakes come out to play, Dennis is ready for action. "Bad snakes."
The fighter steps back, quick-draws his halberd (10' reach), and jabs twice at the off-guard enemy between him and Radim.
+1 Striking Halberd vs Blue: 1d20 + 17 ⇒ (4) + 17 = 21 (vs offguard due to flanking)
Piercing Damage: 2d10 + 4 ⇒ (1, 9) + 4 = 14
+1 Striking Halberd vs Blue +MAP: 1d20 + 17 - 5 ⇒ (1) + 17 - 5 = 13 (vs offguard due to flanking)
Piercing Damage: 2d10 + 4 ⇒ (4, 10) + 4 = 18
Note: If Blue goes down before Dennis' turn, he'll attack Yellow instead (without the benefit of flanking).
◆ Step, ◆ Quick Draw (via Duelist dedication), ◆ Strike
Princess Clover |
"Yes," Clover agrees, "They're bad snakes."
She could have turned the pillar. She was built for manual labor in addition to being a cute mascot, and is robustly constructed! But she's content to let the lad do it. It lets her keep her armaments ready just in case... well, in case of that.
She analyzes the bad snake in her mirror before stepping closer and trying to smash it with her hammer.
* Exploit Vulnerability against Blue Esoteric Lore: 1d20 + 13 ⇒ (13) + 13 = 26. Success against level 9+, critical success against level 2-8, critical failure against level 17 or lower. On a success Clover learns its highest Weakness (just one if there's a tie), and her attacks trigger that weakness against it and identical creatures. On a critical success, she also learns all of the creature's weaknesses, resistances, and immunities, including the amounts of the resistances and weaknesses, and any unusual weaknesses or vulnerabilities like the weak point in a golem's anti magic. On a non-critical failure, or a success if it has no weakness, it gains a weakness to Clover's attacks equal to 4.
* Stride. This provokes RS from Blue, but only if it has reach
* Strike Blue. Warhammer: 1d20 + 14 ⇒ (2) + 14 = 16 for bludgeoning damage: 2d8 + 7 ⇒ (1, 3) + 7 = 11 +weakness
GM Ilmakis |
RK: 1d20 ⇒ 7
Zhamie recognizes a Necrophidius, a construct made of bones, able to hypnotise its enemies by undulating its body.
She hits the creature, and destroys it, its corpse disintegrating under the impact of the bullet.
Dennis, his main target destroyed turns towards another. His first swing is a hit but he almost trips himself with the haft of this weapon and misses with his second!
Princess Clover remembers that these creature have a weakness against bludgeoning damages.
As blue is destroyed, you can change your target.
ROUND 1
Dennis
Zhamie
Radim
Charlies
Jaxon
Princess
Orange 19
Blue DESTROYED
Red
Yellow
Princess Clover |
Clover's target has more of a yellow-ish color to its vacant eye sockets. Her mistake.
"Not unusual for skeletons--they're most vulnerable to being smashed!"
There's nothing she can do to magically exploit that weakness, though, simply because her weapon does that already!
Make it Yellow, then. Assuming there's enough floor to stand on where I've put her token. To Orange, otherwise, though she'll have to attack around a corner.
Oh, and I forgot:
↺ Implement's Interruption, if the target of Clover's Exploit moves, uses a manipulate action, makes a ranged attack, or uses a concentrate action.
Dennis the Menace |
Ahh...I forgot to include Dennis' reactive strike, for the first enemy (within a 10' reach) who provokes...
Thanks for the reminder, Princess Clover.
+1 Striking Halberd vs xxx: 1d20 + 17 ⇒ (10) + 17 = 27
Piercing Damage: 2d10 + 4 ⇒ (10, 5) + 4 = 19
Zhamie Zhapp |
Now we get to see Radim strike a heroic pose... of course, IIRC, the heroic pose last time was because the strike was a crit :)
GM Ilmakis |
BOTTING RADIM
Radim targets the creature fighting Princess Clover while trying to recognize it and throws his lighthammer twice.
free RK: 1d20 ⇒ 8
+1 Striking Returning Light Hammer (Furry): 1d20 + 14 ⇒ (2) + 14 = 16
Damages, B: 2d6 + 4 ⇒ (2, 6) + 4 = 12
+1 Striking Returning Light Hammer (Furry): 1d20 + 12 ⇒ (16) + 12 = 28
Damages, B: 2d6 + 4 ⇒ (3, 1) + 4 = 8
GM Ilmakis |
@Princess: you can attack from this square with a DC10 acrobatics
Crif Fail: you fall
Failure: you have -1 to attack
All creatures start ondulating their bony scales, hypnotizing the Pathfinders or at least, trying.
Everyone needs to make a DC18 will save (enchantment, mental, occult, visual) against each Necrophidius (so 3 will save)
Critical Success
Success
Failure
Critical Failure
ROUND 2
Dennis
Zhamie
Radim
Charlies
Jaxon
Princess
Orange 19
Red
Yellow 32
Zhamie Zhapp |
Will 1: 1d20 + 13 ⇒ (12) + 13 = 25
Will 2: 1d20 + 13 ⇒ (1) + 13 = 14
Will 3: 1d20 + 13 ⇒ (18) + 13 = 31
Will 2, HP, Vestments: 1d20 + 13 + 1 ⇒ (9) + 13 + 1 = 23
Zhamie gets into a better position and attempts to get an angle on Orange
Devise: 1d20 ⇒ 13
Hits AC 27
She raises her jezail and shoots Orange.
Concussive Damage: 2d8 ⇒ (7, 4) = 11 with Strategic Strike: 2d6 ⇒ (5, 6) = 11 Critical Hit: Double Damage, 1d6 Persistent Bleed
"Jaxon! Bonk 'im 'ard!"
Orange is OG to Jaxon, assuming it's still alive
◆ Stride
◆ Devise
◆ BANG!
Dennis the Menace |
Everyone gets a +2 bonus to our first Will Saves, because of the camp bonus thing, right?
Will +Camp Bonus, DC 18: 1d20 + 12 + 2 ⇒ (5) + 12 + 2 = 19
Will, DC 18: 1d20 + 12 ⇒ (17) + 12 = 29
Will, DC 18: 1d20 + 12 ⇒ (10) + 12 = 22
Success, Crit Success, Success
2) Also, is the flat-foot/off-guard condition to only the one whom he failed against, or off-guard in general?
Dennis loves to dance. He thinks he's a good dancer. He is not. With his limited attention span, he almost gets caught up in the snake's movements. He gleefully calls out, "Ooh! We can have a dance off!" The lad does his own dance by feinting to the left, before stabbing the nearest one twice.
Deception to Feint vs Yellow: 1d20 + 14 ⇒ (4) + 14 = 18 (vs. Perception DC)
+1 Striking Halberd vs Yellow: 1d20 + 17 ⇒ (12) + 17 = 29 (vs offguard, if successful Feint)
Piercing Damage: 2d10 + 4 ⇒ (5, 8) + 4 = 17
+1 Striking Halberd vs Yellow + MAP: 1d20 + 17 - 5 ⇒ (4) + 17 - 5 = 16
Piercing Damage: 2d10 + 4 ⇒ (1, 3) + 4 = 8
+1 Striking Halberd: 1d20 + 17 ⇒ (3) + 17 = 20
Piercing Damage: 2d10 + 4 ⇒ (10, 5) + 4 = 19
◆ Feint, ◆ Strike, ◆ Strike
Princess Clover |
Acrobatics: 1d20 + 2 ⇒ (3) + 2 = 5
Clover's footing isn't very good. This spot is just too close to the edge. It's not like she'd fall, though. Preposterous!
Will: 1d20 + 10 + 2 ⇒ (20) + 10 + 2 = 32 Am I immune to that one, or to all of them?
Will: 1d20 + 10 ⇒ (15) + 10 = 25
Will: 1d20 + 10 ⇒ (7) + 10 = 17 I think I'm immune after the first one, but if not Clover is Stunned 1 and Off-Guard two rounds.
Clover moves around to more stable footing. "Keep it up, Pathfinders!" she calls. Her movements are a little like a dance after all, just a bit show-offy. And then she hits the necrophidius with a hammer.
* Stride
* Inspiring Marshall Stance (skip this action if Stunned) Diplomacy: 1d20 + 13 ⇒ (6) + 13 = 19 - DC is "usually standard-difficulty of your level," but GM can change it. Assuming standard DC, a failure and nothing happens.
* Strike Yellow Warhammer: 1d20 + 14 ⇒ (9) + 14 = 23 for bludgeoning damage: 2d8 + 7 ⇒ (7, 2) + 7 = 16 plus weakness
GM Ilmakis |
My reading is only immune to the one you crit against, but I will investigate further :)
Radim Vesperra |
Thanks for botting!
Will: 1d20 + 11 ⇒ (18) + 11 = 29
Will: 1d20 + 11 ⇒ (13) + 11 = 24
Will: 1d20 + 11 ⇒ (12) + 11 = 23
It doesn't work that way with me. Radim grins, spins the hammer by a small strap and throws it at the creature. The hammer flies past the monster, hovers in the air for a second and flies back into Radim's hand, crashing into the creature once more.
Flurry: +1 Striking Returning Light Hammer: 1d20 + 14 ⇒ (5) + 14 = 192d6 + 3 ⇒ (6, 2) + 3 = 11
Flurry: +1 Striking Returning Light Hammer: 1d20 + 12 ⇒ (16) + 12 = 282d6 + 3 ⇒ (6, 5) + 3 = 14
Flurry: +1 Striking Returning Light Hammer: 1d20 + 10 ⇒ (10) + 10 = 202d6 + 3 ⇒ (2, 4) + 3 = 9
vs yellow
Charlies |
DC 18 Will save: 1d20 + 11 ⇒ (8) + 11 = 19 Success, Off-Guard until the end of the Orange necrophidius’s next turn.
DC 18 Will save: 1d20 + 11 ⇒ (11) + 11 = 22 Success, Off-Guard until the end of the Red necrophidius’s next turn.
DC 18 Will save: 1d20 + 11 ⇒ (5) + 11 = 16 Failure, Stunned 1, and Off-Guard until the end of the Yellow necrophidius’s next turn.
Charlies steels his mind but has been restraining himself too much that he is not able to resist the last attempt to wriggle his mind
For a moment, he is Stunned.
Estes, Charlies' Angel |
DC 18 Will save: 1d20 + 11 ⇒ (5) + 11 = 16 Failure, Stunned 1, and Off-Guard until the end of the Orange necrophidius’s next turn.
DC 18 Will save: 1d20 + 11 ⇒ (2) + 11 = 13 Failure, Stunned 1, and Off-Guard until the end of the Red necrophidius’s next turn.
DC 18 Will save: 1d20 + 11 ⇒ (9) + 11 = 20 Success, Off-Guard until the end of the Yellow necrophidius’s next turn.
Do Stunned values stack?
Estes is easily overcome by their undulating movements!
Charlies |
Charlies, left with 2 actions after being Stunned 1...
Charlies instructs Estes to approach Yellow, but at a safe distance, while he casts another boost for him. However, the angel is frozen in place, momentarily shocked as seen in his expression.
Sensing that his eidolon is not yet prepared to act, he magically extends his aura to provide protection.
◆ Stunned 1 of Charlies
◇ Extend Boost, DC 20 Religion check: 1d20 + 11 ⇒ (4) + 11 = 15 Fail, 1 rd of Boost Eidolon and does not spend Focus Point
◆ Act Together (◆ Boost Eidolon of Charlies; ◆ Stunned 1 of Estes)
◆ Protect Companion (3rd Rank) of Charlies for Estes (+1 to to AC)
↺ Life Block from Protect Companion (3rd Rank), if triggered by damage more than 20
Jaxon Richter |
Yeah, we each get +2 to our first Will save
Will Save 1: 1d20 + 10 + 2 ⇒ (6) + 10 + 2 = 18
Will Save 2: 1d20 + 10 ⇒ (5) + 10 = 15
Will Save 3: 1d20 + 10 ⇒ (8) + 10 = 18
Jaxon stares at the swaying snake as he sways himself. He finds himself in time with the creature and suddenly slams his head forward, smashing into it. The big man stumbles a bit himself and swings wildly without much focus.
Attack vs OG: 1d20 + 14 ⇒ (16) + 14 = 30
Damage (backstabber): 2d8 + 4 + 1 + 2d6 ⇒ (1, 6) + 4 + 1 + (3, 4) = 19
If that's a crit, Crushing makes it Clumsy 1 and Enfeebled 1. In addition it needs to make a DC 21 Fort Save or be Slowed 1.
Attack: 1d20 + 14 - 4 ⇒ (1) + 14 - 4 = 11
Damage: 2d8 + 4 ⇒ (3, 2) + 4 = 9
◆ Stunned
◆ Strike Orange
◆ Strike Orange
GM Ilmakis |
Sorry for the delay.
Despite some of the Patfhinders being taken by the snake's ondulations, they quickly dispatch the creatures
Dennis destroys in one strike his opponent, cutting it in half! Crit!
Jaxon in one punch exploses the head of the Necrophidius Crit!
The last one is quickly dispatched by the combined might of the Pathfinders.
After waiting for a few minutes, nothing come again to attack you, letting you the time to explore the area.
Zhamies determines there are four types of skeletons in the pits: Medium humans, Small tailed reptilian humanoids with a snout, Small ratfolk, and Large four-armed humanoids with a broad build and prominent lower tusks.
You recognize the different type of the skeletons (nothing more to know).
Critical Success
You realize that the creatures have died of starvation
As you explore the rest of the area, there is nothing more of importance.
Wheree to go? Pathfinder Found, Time Travel, Library, or Ascension?
Dennis the Menace |
Dennis jumps for joy when the last snake falls. He admittedly doesn't jump very high (or at all), thanks to his oversized armor. Nonetheless, he excitedly says, "That was fun! Let's find more bad people."
When the group is deciding where to go next, Dennis says, "I vote for anywhere except a boooooring library." Apparently the Grand Lodge has an amazing library. Dennis still doesn't know where it is.
Radim Vesperra |
Time Travel sounds promising!
Radim tries to look as cool, professional and thoughtfully mysterious as possible. He shows with his whole appearance that he doesn't care where to go, he will be on top everywhere.
Princess Clover |
"We're supposed to be fanning out, so go where other people aren't going. And we're supposed to be clearing the area, so go where other people are fleeing from while bleeding and screaming."
Intentionally abstaining from that kind of decision-making due to GMing the adventure (and playing it before in the lower tier, though the titles are vague enough I don't think that really matters). Should probably actually spell that out.
Zhamie Zhapp |
I'm running the 1-2 tier, so I'll abstain as well
Medicine: 1d20 + 14 ⇒ (7) + 14 = 21
"Is anyvone 'urt?"
GM Ilmakis |
A tiny bat-like humanoid paces back and forth, tugging his long ears. Oh, no, no, no! How will I get her—Ack! You are Pathfinders, yes? The ones who use the maze? Yes! Wonderful! I am Paxle! I live in the Maze of the Open Road. Something strange has happened! My friend Uby and I sensed something off with a portal, so we left to investigate. We found this strange place and an even-stranger device. It was a ball of metal and glass with many moving parts. The device gave us fun visions! But after Uby’s last vision, she didn’t wake! Come, Pathfinders! Enter the vision and save her!
Agreeing to help the creature, the desperate sprite leads you to a chamber with a small glass orrery keyed with numbers and letters written in a foreign language.
You determines the time orrery’s purpose and function! You realize that by manipulating the orrery, the people who lived here could temporarily visit other times.
Radim Vesperra |
Arcana: 1d20 + 8 ⇒ (15) + 8 = 23
Unbelievable. My mother was a time traveler... although she had to. He gives you a quick glance. My parents are both famous Pathfinders, don't be surprised. (a reference to my two 20th-level characters in PFS1e). So, Mom told me something about time travel. And here is this thing in front of us... by manipulating the orrery, the people who lived here could temporarily visit other times!
Dennis the Menace |
Dennis, who will tinker with everything, runs up to the weird glass structure. "Can I see? Can I see?"
Crafting, DC 20: 1d20 + 9 ⇒ (2) + 9 = 11
"Looks like a fun toy." Turning to Paxle and then to Radim, he peppers them with questions, "How does it work?" And "When can I play with it?"
Princess Clover |
"Yes Paxle. We're aware that the portals are not working correctly. That's what we're here to investigate. And don't worry--we may be the first squad to run in to you, but the Society is here in force to resolve this."
Clover puts her armaments away and examines the device.
Arcana/Crafting/Occultism: 1d20 + 7 ⇒ (13) + 7 = 20
She concurs with Radim.
"Well. I don't like that." Clover sighs. "Though since it was intentionally built and the people used it, it must be... somewhat safe. Looks like it works more like vision than physically moving through time. That's probably a good thing. Only one way to find out!"
Clover stares at the machine. "Any idea how we go about that one way?"
Zhamie Zhapp |
Arcana: 1d20 + 11 ⇒ (4) + 11 = 15
Zhamie has no idea what's going on...
GM Ilmakis |
As the machine seems to have been activated by Uby, you realize that you need to touch the machine to get when she is.
When the party touches the time orrery, a temporal echo copy of yourselves is transported to the past, inside what seems to be a scholar’s laboratory.
You appear on a glowing sigil! MAP UPDATED
Zhamie Zhapp |
"Sacre Bleu! Vere are ve?!"
Zhamie reloads her jezail and makes some notes in her notepad.
Current Investigation: where the heck are we?!
GM Ilmakis |
The "walls" seems to be made of solid smoke and the place looks like some sort of laboratory.
After a short study, it's clear that the "walls" can be passed with enough strength or will.
The dense barriers of smoke block sight as if they were a solid barrier and count as difficult terrain. Each time a creature enters the smoke, it’s slowed 1 for 1 round unless it succeeds at a DC 21 Fortitude save
Dennis the Menace |
Dennis looks around in amazement. Unlike Zhamie, the boy doesn't care where he is. "Look at the neat smoke walls! Can we go through? Can we?" When no one stops him, he runs off excitedly.
Random Direction (alphabetically) 1=N, 2=NW, 3=W: 1d3 ⇒ 2
We all get +1 on our first Fort Saves, yes?
Fortitude +Table Bonus, DC 21: 1d20 + 12 + 1 ⇒ (8) + 12 + 1 = 21
Princess Clover |
"Is the smoke part of the effect, or part of this room?" Clover asks nobody in particular, sliding her mirror back into her hand. "Should we call out for her? UBY! Your friend asked us to find you. Can you hear me!?"
Oh. "Dennis, stay together!"
Clover follows him, pressing through the fog.
Fort: 1d20 + 11 ⇒ (4) + 11 = 15
Zhamie Zhapp |
Fort: 1d20 + 10 ⇒ (19) + 10 = 29
Zhamie attempts to grab onto Dennis.
"Duh-nee! Stay togezzer! Ve cannot get lost 'ere!"
GM Ilmakis |
The group enter into a small room with the same fog walls.