Sorry 'bout that:
It does indeed seem similar. That is clear. In order to keep the onus on the PCs, Autumn Evanescu would prefer more proof/more info -- and Novembre Clacza is willing to pull the trigger without it. 50/50 from the NPCs. That leaves the PCs to vote. Not even sure what the vote is yet, kill Ulver Zandalus; free him; heal him; try to think of more questions in case that works? Whatever.
Regarding water: Vials of Holy Water aren't enough to quench thirst. You'll need a larger container.
If we can't think of any new stuff *at-this-time* for Ulver Zandalus -- no problem -- we can go up the hall toward B11, B12.
Note: Something is a bit ambiguous on the map because it doesn't exist in canon but I altered it: The way to enter B1 (the fog-shrouded inner courtyard with at least a couple Zombies) -- not that you are yet considering it -- is through the door across from B9/B14. The longer chamber with no number. It's part of B1.
Just like the nurse Zombie you killed previously, these two Zombies were nurses. They have nothing of practical value remaining on their persons except keys to the large cell (in which Ulver Zandalus is confined), and the two small, empty cells. In the room are six straight-jackets for preventing dangerous inmates from inflicting harm to themselves and others. But nothing else.
Ulver Zandalus babbles about "crawling" and then grows very silent.
Concerningly, he sniffs the air and begins to stare at 'No-Name' -- Ulver Zandalus is clearly trying to be discreet, even clandestine, about staring, but it is obvious his eyes are following no-Name as he searches the room.
Further, as you may conspicuously or inconspicuously also sniff the air around 'No-Name' you smell the scent of sulfur. Sulfur and perhaps arsenic.
From the doorway Scalpel throws a hefty chunk of plaster-rock at the Zombie before it can move but alas it hits the ground by the former-nurse's feet and crumbles unnoticed to broken bits. Not exactly a head-shot that you know staggers and destroys these animated Undead.
Then, while closing the door to keep to a good logistical tactic, allies rush in to attack, and keeping the door open will be good if they need an escape.
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"Bat", for her part, hurls another vial of Holy Water at the remaining Zombie htting it again solidly on the torso -- that's two bombs sizzling away at the mindless creature.
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The Zombie, despite half its chest cavity burned away with Holy Water, shambles to "Torch" and leans into his personal space to began eating his living flesh.
With allies behind him, ready to swing but too far away, "Torch" wildly swings his baton in the hope that he can strike the Zombie in the head before it bites him. The result is amazing if gruesome. Whether fear and desperation or innate, forgotten talent, the baton strikes perfectly through the Zombie's temple-and-forehead and collapses the Undead like a falling sack of potatoes.
Not to let his fellow survivors down, you enter and let loose one of your vials of Holy Water against the lone remaining Zombie, hitting it squarely in the chest. The burning, scorching sound of evil being seared away once again flickers as the Zombie mindlessly reacts to the pain. It turns to approach the fresh flesh that it can now reach.
Following quickly behind the Dwarf, another survivor steps into the solitary-confinement room and hurls another vial of Holy Water at the same Zombie nurse.
It explodes perfectly in the center of the Undead forehead effectively melting its unholy head off!
Despite the thirty feet gap between the Dwarf and the Zombie, the delicate capsule of Pharasma's Sacred Water sails through the air like a missile of Holy Vengeance, though the arc dips for the final ten feet (it's hard to throw such a light object so far) the Holy Water still smacks the Zombie squarely on the torso.
Sizzling and hissing as the Holy Water burns the vile Undead, the Zombie Nurse wobbles a moment and turns toward the door to the long hallway of which you have opened. It takes a step forward toward fresh blood but then is distracted and re-faces the bars preventing it from getting to Ulver Zandalus once again.
B9} Two Zombies are in this room pressing against the bars protecting a patient in solitary confinement in a padded cell. The mindless Undead are desperate to get to the living being but are unable to get through the bars; they try, fail, and try again as though caught in a frustrating loop. So intent are they in feeding on the living they see behind bars, they don’t seem to notice as you enter. Two cruel-looking, cylindrical cages abut the southwest wall where patients can be held fast. And restraining shackles jut from the padded walls of this room for if they are needed.
In the private cell is Ulver Zandalus. He babbles to himself about his dreams. Sometimes, in a half-daze, he begins to pace in his cell, but he snaps back to reality when he gets close to the bars and in reach of the Zombies, able to pull away from them. The one phrase you can make out is a comment directed to you if you gain his attention: ”He doesn’t walk. Shh. It’s a secret. He doesn’t walk; he 'crawls’." The patient has escaped his straight-jacket but not his cell. He is very obviously suffering from physical dehydration, fatigue, and who knows what else -- however -- he seems to have energy beyond what his constitution should allow.
Once again, only soft shambling and moaning ca be heard past this door.
re-post reminder if needed:
According to the folio and loose papers on Aerwyn Savoia's office desk, a scholar from Lepidstadt University and Count Hasserton Loew admitted a strange new patient, Ulver Zandalus, to Briarstone nine days ago. He suffered from terrible Nightmares that Count Hasserton Loew (and likely the Professor) felt was magical in nature.
Ulver Zandalus was not to be housed with other hospital or asylum patients, but rather in the jailed-cell on the doctor's side of Briarstone (area B9).
Aerwyn Savoia believes The Briarstone Witch, as a Ghost, is tapping into Ulver Zandalus' Nightmares and now has found a way to encroach into other people's Nightmares.
B1} Spending a moment peering through the glass into the inner courtyard and taking a moment to count, you see one shape. Then a few moments later a second. Those two. Disappearing in the yellow fog beyond for another six seconds another shape briefly bumps into the glass a few feet away from you before shambling back. That could have been a third -- or it could have been one of the first two. .... Up the hall the group has found a proper weapon and, upon joining them, you point out that there are chunks of broken wall to throw as improvised weapons, too. Of course, the cadre of you have plenty of Holy Water as an arsenal against Zombies, but anything else you can scrounge against a Faceless Stalker could help.
The tapestry let down again to hide The Eye, Autumn gravely answers. "It does not like Holy Water, but even four vials did almost nothing -- burned it only mildly. And those ammonia-tear drops, it can spray those out in retaliation. ... Also, it is concerning that it is now babbling in our Varisian language; previously it had only been croaking in Aklo, the alien language of wicked Fey, and ancient monsters."
Lowering the tapestry back to hide the Eye, at least for now, you decide to see whether you can just go back up the long hallway to wrap around to the Chapel of Pharasma.
Passing the barricade and watchpost guarded by Wyatt Wrunevescu and Novembre Clacza, you pass through the former chambers of Vera and Autumn Evanescu to enter the long hallway back from which you came.
To your right is the inner courtyard, filled with sickly yellow fog, and the shambling shapes of Zombies here and there. Only the large windowpanes of glass separate your delicate sanctuary and the mists and Undead beyond.
To your left is the medical ward with Ulver Zandalus in solitary confinement, and then the large surgery room wherein are three cauldrons of Holy Water -- and the Zombie you destroyed.
Further up the long hallway, on the right, are two more small chambers, formerly housing two other peers of Autumn Evanescu. The first is typical, holding but one practical treasure: A finely crafted Morningstar weapon, likely from the occupent's former occupation rather than current post as an Asylum Cleric. Sadly, the occupant must've been caught elsewhere when the Nightmare erupted and could not claim his weapon. The second chamber is completely devastated, in the same manner as the basement area you first emerged from. Plaster and chunks of wall have completely covered the area.
With two seemingly-best possible options on reaching the Chapel to Pharasma (C6) available: Going back up the long hallway to wrap around to the chapel (B2 to B11 & B9 then to C6), OR, straight through to the main entry (C1) past whatever is 'manifesting' behind the tapestry, you first poke your heads around the tapestry to at least see what 'Thing' is growing there.
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A mass of Parasitic stringy, yellow fungus stretches across the stone blocks that hold the door frame leading to the Briarstone main entrance/lobby. At the heart of the morass of sickly yellow tendrils, a watery eye bulges and blinks -- nearly the size of a wagon wheel. Deep inside the iris of the eye floats the vision of a long-legged spider, otherworldly, its abdomen yet another abyss-like vastness. The gigantic eye gazes from the center of its yellow, fungus-like wall and moans, whisps of sickly vapor puffing from its depth.
It rasps in an alien-like language for a moment before croaking gutterally in words you understand. The eye 'speaks':
"What am I Become?" A teardrop smelling of ammonia and silver-polish splashes on the floor. "How are We to Crawl?" A moment passes and it seems as though the spider inside the iris jerks up in a convulsion. Another of the teardrops of ammonia-like-silver polish drops. "Who are I!?" It grows loud, insistent. "We will crawl in your Dream. You are Dead!"
Then the massive eye tries to blink, failing. and another tear falls. It's voice is softer. "who am i?"
The three cauldrons of Holy Water are in B14 where you fought the Zombie. You have not yet entered B9 where you have been informed that a patient admitted to Briarstone (Ulver Zandalus) has been isolated there, a patient who arrived because of 'magical' Nightmares. From B14 you hear shambling sounds in B9 and chose to not yet explore it.
"The chapel of Pharasma is this main, central chamber there," pointing at C6 on the map the terrified teen drew. "It is sacred to Pharasma and Hallowed. If we can get everyone safely from here to there, Pharasma's blessing will defend us from the nightmares. Once there we will have to guard the place, yet with your help maybe we now have a chance.
"I understand you want to know where Doctor Eliege Losandro's offices are, so you can find the records of who you are and why you're here. The Warden's offices are here," pointing nearer the center of the drawing at C17 & 18.
"But having looked at the papers on Aerwyn Savoia's desk, if Ulver Zandalus is still alive, and we can get anything from him, I think that could be important." She points to the room adjacent to the large room with the three cauldrons of Holy Water where you first fought a Zombie, B9.
"And of course, there is the 'Thing' manifesting behind the tapestry preventing us from reaching the main entry/foyer." Pointing to the mark at B8 and the large room of C1.
I'm in South Florida so I know how cold it is -- in the 40s! Rumor is that it may get down to 38 or 39 F but I don't believe it. I hope y'all are doing well.
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I've gone ahead and posted the results of Miranda's map-drawing efforts on the Google-Slides Doc. I knew once y'all got to B5 some answers would be forthcoming. Hopefully now with the map you can start seeing a little better where you're at. I'd still really like some roleplay with Miranda, talking nice or whatever, even though I have already assumed a successful Diplomacy check for her. You got the map.
I'll also go ahead and create a Tab in the Campaign Info section on what-you've-learned-of Briarstone, just so you have it all in one place. Of course, your info is mostly coming from NPCs; reliability isn't 100% guaranteed (like what Almonihah said, "Maybe it isn't The Briarstone Witch" for example.).
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Regarding PC death:
If you died in the opening Nightmare scene, well, someone else awoke and you're playing that PC now.
It was also intended that, if you die now (like from a Zombie bite), well, okay one of the other Nightmare-imprisoned characters steps forward and that is your PC. .... There are 26 cells in the basement underneath Count Hasserton Loew's office in Briarstone. 13 had living patients. Six of those were ya'll's characters awakening. And there were seven others just in case one of those six gets bit by a Zombie (or something). I did not successfully articulate this earlier on. I was fighting against revealing Spoilers / Wanted to keep the mystery -- but it caused some confusion. Khardon Dourstone and the Werebat have wonderfully roleplayed their individuality, so I can't really have a Zombie kill them and have one of the other seven 'originals' step forward without losing Khardon Dourston and The Werebat. I absolutely loved calling someone Scalpel, and earlier, "Random Person" -- if that one gets bit no problem, Dien's or Lemming's real PC could step forward.
And of course I'm not going to play unfairly: Hey, I can kill Scalpel but not Khardon Dourstone. That would be wrong.
But I think I figured out a solution!
If your character gets bit by a Zombie, or knocked 'under-Zero' by a Faceless Stalker, while you guys are getting to The Chapel, well, once you're in the chapel and rest for 8 hours, the Inquisitor (Novembre Clacza) and Priest (Autumn Evanescu) can heal you using magic.
That does 'not' remove the problem of Equipment. All you got is Holy Water for the Undead and whatever you can find against The Faceless Stalkers. But that is intended in the design.
Metagame, optional:
There is even a very good reason that the Strigoi will *NOT* leave the basement (at least for now) under Count Hasserton Loew's office.
Miranda Patient at Briarstone with artistic brilliance (teenage young lady)
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"Miranda. The Twins said you escaped a Nightmare? I don't think I will. I think we're all going to die."
With coaxing and comfort, Miranda agrees to use her skills to draw a map of Briarstone Asylum and Hospital -- Autumn Evanescu advising and reminding her about certain locations, and instructing the young lady on the layout of parts of Briarstone of which she is not familiar (such as the western ward where doctors and clerics stay). It takes over an hour, and uses various inks and pages from the opened chambers of High Priest Aerwyn Savoia, but a detailed map of Briarstone begins to emerge from Miranda's talent and on to paper.
B13} used to be the private office -- often unused -- by the patron of Briarstone Asylum & Hospital: Count Hasserton Loew. Now it is a wreckage -- the wreckage from which you emerged from the dungeon basement beneath it.
Looking over the pages from Aerwyn Savoia's office and seemingly arriving nowhere. Someone also notices another loose page on the floor, perhaps having fallen from the desk when Autumn Evanescu entered here four nights ago when she grabbed her superior's Silver Dagger, Wands and Holy Water.
It looks to be a page from Aerwyn Savoia's clerical Log.
The paper states Aerwyn Savoia's discomfort, but understanding, that Doctor Eliege Losandro, Warden of Briarstone -- as a favor to the Count(!) -- has allowed Hasserton Loew to admit nearly thirty patients to a private, secure hospital chamber beneath the Count's personal office, a few at a time over the past eighteen days.
Effectively, a 'basement' ward exists under the Count's office that only he had access to. And for the past three or so weeks the Count had been admitting patients therein.
Of further note, because Count Hasserton Loew did not prefer to keep the Briarstone Warden ignorant, Doctor Eliege Losandro keeps these patients' records in his own office.
According to the folio and loose papers on Aerwyn Savoia's office desk, a scholar from Lepidstadt University and Count Hasserton Loew admitted a strange new patient, Ulver Zandalus, to Briarstone nine days ago. He suffered from terrible Nightmares that Count Hasserton Loew (and likely the Professor) felt was magical in nature.
Ulver Zandalus was not to be housed with othe hospital or asylum patients, but rather in the jailed-cell on the doctor's side of Briarstone (area B9).
Aerwyn Savoia believes The Briarstone Witch, as a Ghost, is tapping into Ulver Zandalus' Nightmares and now has found a way to encroach into other people's Nightmares.
Offering to dump out the most recently filled chamber pots since 'she's entering Aerwyn Savoia's chambers for information, Autumn Evanescu and a few of the other survivors take a moment to gather the past few hours' worth of refuse to empty down the High Priest's private shute.
The bright blonde/impossibly-platinum-haired girl answers her name as Vaustine, comments that she *likes* the name "Scalpel" (mostly to herself), and retreats back in a corner to play-nurture her new faceless doll.
B6, B7}
Opening the doors lets free the reek of a backed-up sewer but Autumn Evanescu and the others quickly empty the chamber pots down a diminutive shaft in the back of the office.
There is one open folio on the Cleric's desk -- apparently the most recent documents Aerwyn Savoia was taking notes on -- as well as a locked second room wherein the Cleric could sleep and pray.
Autumn Evanescu mentions that the Silver Dagger she currently wields, a Bane of Undead, is not hers but that she took it from here a few days ago -- as well as the Wands of Healing now exhausted, and a few Vials of Holy Water. After these practical items were taken for use, Aerwyn Savoia's office and bedchamber have been only used for dumping out the chamber pots.
But you are hopefully correct, maybe there is something here to learn.
Turning finally to "Scalpel," Autumn Evanescu begins to answer your question, ignored these past few minutes.
"I didn't mean to ignore you, it just took a moment to get everything settled and then I forgot you asked.
"This hospital and asylum has been here about thirty-five years; I'm not good with history or storytelling. Count Hasserton Loew built it upon the lair of the defeated Briarstone Witch.
"The village of Thrushmoor is less than a mile through the woods; there is an easy trail. And the village of Hallowfeld is less than a mile further on.
"The Warden of Briarstone is named Doctor Eliege Losandro. He is a good and experienced expert of medicine and impediments of the mind. He is also a Divine Adept, not a fully blessed Cleric or Priest, but is able to bestow Divine healing nonetheless. He is missing.
"With Dr. Eliege Losandro there is also the High Priest of Briarstone, my supervisor, Aerwyn Savoia, a powerful Cleric of Pharasma. She sacrificed herself in a battle that allowed us to escape here.
"Several nurses and lower ranking priests and clerics are also missing.
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"Let me start now with the troubles: For over eight weeks nightmares have become more and more vivid for many of the patients. Early on, we Divine spellcasters felt there was some malevolent influence. And we suspected The Briarstone Witch's return (though you have suggested doubts.).
"Doctor Eliege Losandro was communicating this with our patron, Count Hassurton Loew and within a few weeks the Immortal Principality of Ustalov sent a cadre of Inquisitors -- including Novembre Clacza -- to exorcize The Briastone Witch's Ghost or Haunt. They arrived six days ago.
"Four nights ago the ether of air shuddered and sickly yellow fog began pouring into Briarstone Asylum and the woods outside. Faceless Stalkers appeared as if Conjured and began chaotically attacking everyone. One hour later those patients and nurses who died became animated of Negative Energy and rose as Undead Zombies."
In the hallway connecting the lounge with the barricades, the head orderly and one of the Briarstone patients (who has proved himself reliable during this catastrophe) feel a little more secure as guards with the addition of the Dwarf with the cursed arm.
The makeshift barricade facing north, and separating two private rooms (the former chambers of Autumn Evanescu and another Priest of Pharasma, now missing), is the vantage point to look for danger. The way the survivors of the Strigoi emerged.
To the right is an enclosed courtyard, normally visible through glass walls serving as large windows. But a yellow fog hangs low to the ground and visibility extends through the sickening mist only mere inches. Still, every handful of minutes, a shambling humanoid shape appears for a moment, wandering aimlessly -- like a mindless Zombie -- through the courtyard.
The 'L' corner of the hall also provides access to the personal chambers of the Briarstone Asylum High Priest, Aerwyn Savoia, now missing. A foul smell emerges from the closed door but Wyatt Wrunevescu assures you that it is from the backed-up drain-hole. The High Priest's chambers has a tiny shaft she could use to dump her chamber pot. But for four nights now everyone has been dumping chamber pots down it and the sewer is likely backed up a little.
Finally, hiding the way to the main entrance of Briarstone Hospital and Asylum, Wyatt Wrunevescu and the Inquisitor, Novembre Clacza have hung a large tapestry of Desna and Pharasma in order to hide "The Thing" beyond from view.
The Children and Survivors of Briarstone Hospital & Asylum
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The pale girl in threads bravely reaches her hand in acceptance of the doll. Two of the other children have dolls, but none seem to be playing or frolicking. There is a stillness among the children. From time to time the twin girls giggle as though telepathically communicating; they separate themselves from the other survivors. One of the boys, a blind child with eyes large as moons walks from cluster of adults to cluster of adults offering to help. he doesn't use sight, but somehow knows where to walk. His plate of oddities are more frivolous than practical. But he's trying to help. The wealthy children act wealthy, not at all like hospital patients, and the boy with the scars is mute. And shy.
The teenage girl is frightened.
The blonde girl with her new doll seems to get more courage with a baby of her own to play with. She approaches another survivor, "Why are you called 'Scalpel'?"
The Children and Survivors of Briarstone Hospital & Asylum
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B5}
Nine children congregate with a few more adults in the Briarstone Lounge.
It is a large, open room where nurses, doctors and Clerics would enjoy leisure activities away from the patients when they could. Now, it is a reeking refuge of terrified survivors, with barely any food or water, unwashed and anxious for four days. With no respite, no dawn, in sight.
The room's outer walls are softly stained-glass, but with enough transparency to see through to the woods, water, and sky outside. Except now it is blanketed in a sickly yellow fog.
One of the little girls, with impossibly stark-white hair and large shadow-black eyes in a tattered smock bravely, and full of hope, approaches the survivor with the doll hanging from his waist.
"Is that your doll?"
There is a much different question in her eyes.
A question of longing and wanting something to play with. But her confidence only extends so far.