From what Amalthia can gather, the blood doesn't appear to be a magical spell effect. The closest Shirrin can determine is that it's some sort of supernatural effect. Spoiler:
bullrush: 1d20 + 10 ⇒ (9) + 10 = 19 Another wave of blood comes rushing out of the open wound, exploding into poor Amalthia's face and knocking her over. Amalthia, and the old woman's patient smock, are completely drenched in blood.
Toad kicks the door shut and runs back, only to the next wave of blood bash it open again. It surges past the braced party, disgusting but doing little to them physically. Amalthia and Ragnar run forward as the surge dies down, entering the large room where the chair is. The day room is large, with a hall wall leading to the south with visible doors along the east side leading to a single door at the end of the hall past the edge of the map, its a very long hall wall , and a pair of double doors to the north. From where they are, Amalthia and Ragnar can see on the chair is the corpse of an old woman. Her head is thrown back and her face is fixed with an expression of terror. The blood is coming from a gaping wound in her chest where her heart should be. The blood is pumping out in rhythm to a long dead heart beat.
The blood river appears to be flowing from the chair at the end of the room behind the newly opened door. A constant current pushes the party back towards the end of the halls, making progress difficult counts as difficult terrain . As Shirrin bashes his shoulder against the door, another push from the current forces him back, almost as if flow had a mind of its own. Almost as if to confirm this theory, the current suddenly reverses, as blood is pulled back and begins to pool at the base of the chair. It is soon apparent another wave is coming.
Spoiler:
Ragnar's reflex save: 1d20 + 5 ⇒ (19) + 5 = 24 Toad's reflex save: 1d20 + 5 ⇒ (3) + 5 = 8 Amalthia's reflex save: 1d20 + 1 ⇒ (8) + 1 = 9 Shirrin's reflex save: 1d20 + 5 ⇒ (19) + 5 = 24 Ragnar tries to open the door, only to find it locked. He rattling the door, testing the lock, which is all it takes for the door to shatter and release the flood. A massive wall of blood and gore that had pooled just behind the door floods into the narrow hallway. A wave of filth crashes into everyone in the hallway, washing over each person and pushing them backwards with unnatural force. Ragnar and Shirrin manage to keep their footing, being pushed back some 10 feet with the force of the impact. Poor Amalthia and Toad, however, are not so lucky. They are both swept off their feet, tumbling head over heels along the hard floor, submerged in the putrid fluid before crashing together against the back wall of the hallway. Amalthia's damage: 2d6 + 1d6 ⇒ (3, 2) + (4) = 9
Eventually the flood recedes enough for another room to be seen past the destroyed door. Large, bay windows lay directly ahead of the door, giving a clear view of the rancid yellow fog rolling just outside in the rain. What can only be described as a river of blood was flowing directly into the newly opened hallway from a chair across the room, with some figure barely visible sitting hunched over on it. The blood is flowing unnaturally straight, meaning if someone could get into the room they could get out of the flow. Even as the level of the blood lowered, the flow began to pick up again. It may not be long before another push is made by the blood.
Gm Roll Spoiler:
Ragnar perception: 1d20 + 0 ⇒ (1) + 0 = 1 Toad perception: 1d20 + 11 ⇒ (11) + 11 = 22 Shirin perception: 1d20 + 9 ⇒ (3) + 9 = 12 Amalthia perception: 1d20 + 1 ⇒ (8) + 1 = 9 Ragnar throws the door open, ready for trouble, only to reveal rubble. The ceiling of the room has collapsed, creating an impenetrable barrier. Even a brief glance is enough to gather that whatever this room used to be, nothing of use can be found here anymore. This leaves one door left in the hallway, at the east end. Toad Spoiler: As you get closer to the door, you notice beads of what looks like blood seeping through the tiny cracks in the boards, and the whole door seems to be bulging slightly outwards on its hinges.
The second time Shirrin tries, to pick the lock, thee is a soft click and the lid swings open. Inside are 40 gp, six pearls, and a calling card for the services of the Thrushmoor offices of the Sleepless Detective Agency that prominently bears an accusatory eye. Additionally, there is a sword in a crimson scabbard. The pommel is sculpted in the shape of a cardinal and an etched gold band bears the name Red Destiny.
The latch opens a small panel in the wall. Inside is a small lock box and a series of papers. The name on the first paper jumps out you.
Male, Varisian descent, approximate age 47 Home suspected to be Rozenport, Versex County Committed: 2 Sarenith 4685 Circumstances: Transferred from Pharasmin lamentations in Rozenport Attending Doctor: Eliege Losandro Zandalus exhibits complete withdrawal from society and an
Development: 2/4687_Zandalus proves to be a gifted and
Development: 11/4702_A shift has occurred in Zandalus’s art. He
The next page gives a brief history of Zandalus as a student at Rozenport’s Sincomakti School of Sciences, known mostly for his artistic renditions of scared sites of ancient Osirion, Kelesh, and Ninshabur empires. He returned to Rozenport horribly scarred after an expedition to Katheer, and has since bounced between hospices before coming to Briarstone. The rest of the papers is an extensive documentary of session and therapy notes by Losandro, though few are worth reading, as there was little change in Zandlus's condition for much of his stay at Briarstone.
It was clear who ever pulled all these files out and scattered them across the floor was looking for someone in the "Z" section as patients with last names starting with "Z" are predominant. The rest are mundane records of years of patients admitted to the aslyum. However, after some digging, four records stand out.
This clearly used to the a storage room for personal effects of the patients in the asylum. A thick layer of dust over some of these items speaks to the little hope some patients have of ever leaving this place. The cultists have ransacked the room, and whatever could have been of value in here is now gone.
man 2 aoe: 1d20 + 3 ⇒ (8) + 3 = 11
The crawling cultist screams in fear as the swarm rolls over him, burying him in a mass of writhing flesh. His scream trails away to nothing, leaving only the sound of gnawing teeth. The second cultist, beaten and bloody but now trapped between the swarm and the man attacking him, has little choice but to attack once more. man 2 attack: 1d20 + 3 ⇒ (10) + 3 = 13
right right right oh status effects man 1's aoo: 1d20 + 3 ⇒ (10) + 3 = 13
man 2's aoo: 1d20 + 3 ⇒ (11) + 3 = 14
man 1's fort: 1d20 + 1 ⇒ (8) + 1 = 9
As the swarm of rats come rolling over them, both men try desperately but ultimately fruitlessly to bash at the mass of flesh threatening to consume them. One poor man, beat within inches of his life, falls to his knees and tries to crawl away towards the other door in the room to the east this one likely opens up to the hallway everyone is standing in. He's provoking Victor for an AoO doing this . The other man, relatively fresh in the fight, brushes off the rats crawling over him. grits his teeth and swings at Victor again. man 2's attack: 1d20 + 3 ⇒ (7) + 3 = 10
Spoiler:
victor's stealth check: 1d20 - 3 ⇒ (1) - 3 = -2 Apostle's perception: 1d20 + 6 ⇒ (13) + 6 = 19 Apostle's perception: 1d20 + 6 ⇒ (8) + 6 = 14 Victor opens the door a storage room. Racks of clustered boxes and a haphazard collection of random junk fill the dusty room. The room itself has been partially ransacked; some shelves knocked over and their contents scattered across the floor. Inside the room are two men. Both are dressed in rags and bedsheets that roughly form the shape of yellow robes. Each is armed with a thick piece of wood and has a flame marked on their foreheads in yellow chalk. One is milling about the room while the other is teaching a class of dolls. As Victor opens the door, they both turn towards the noise and move to attack. Spoiler:
George's initiative: 1d20 + 2 ⇒ (7) + 2 = 9 Victor's initiative: 1d20 + 1 ⇒ (9) + 1 = 10 Toad's initiative: 1d20 + 2 ⇒ (14) + 2 = 16 Amy's initiative: 1d20 + 1 ⇒ (19) + 1 = 20 Apostle's initiative: 1d20 + 3 ⇒ (9) + 3 = 12
Shirrin's perception: 1d20 + 9 ⇒ (3) + 9 = 12 Shirrin reconizes a number of mundane but remarkable texts:
Toad's perception: 1d20 + 11 ⇒ (16) + 11 = 27 Toad notices a series of six coal sketches on torn parchment with the name Ulver Zandalus and dates ranging from 4708 to 4715. Each of these sketches are of strange vistas of a empty city under a sky of swirling mist. It tugs at the back of his mind for a moment before he remembers the city from his nightmare from when he first woke up in the asylum. The two cities look remarkably similar. Trying the desk, Toad eventually unlocks one of the drawers, revealing a treasure trove of items. A worn leather journal is burried under contains a magnifying glass, two vials of alchemist’s kindness, a vial of smelling salts, two vials of soothe syrup, 4 doses of antitoxin,
Opening the journal and skiming through it, it is clear the journal belongs to the overseer of the aslyum. While the majority of entries detail staff meetings or interview with would be patients, in the final year the names Haserton Lowels and Count Lowels appear with increasing frequency. The final three passages stand out: "Oathday: Another unexpected call from Count Lowls. These have become so common and Lowls’s focus is so singular that they no longer leave me apprehensive. He requested to see me after his visit with Zandalus, though. He claims to have a theoretical solution for the poor man’s condition. I don’t know what the count and my prized patient have been discussing and Lowls again refused to share but I doubt that lordly amateur psychologist has truly hit upon anything of worth. Regardless, I’d be a fool not to humor my liege. Starday: Lowls’s ”solution” was not at all what I expected. I have no clue where he turned it up, but on his most recent visit he brought along a copy of Valhadis’s The Chain of Nights, a near-legendary collection of psycho-arcane studies and treatments focused on dreaming. While I abhor arcane tampering, if there’s a permanent solution to Zandalus’s nightmares, it could be here. Lowls allowed me to study the text for the duration of his visit, but staunchly refused to leave it in my possession. Moonday: Lowls has made me an offer: his copy of The Chain of Nights. All I must do in return is accept a handful of new patients former associates of his that have suffered some unprecedented manner of group amnesia. I might accept this as charity on the count’s behalf, but he insists that I keep no record of their committal. The terms make me suspicious, but I can learn more of these curious strangers once they’re in my care. If it means the possibility of a cure for Zandalus and others, I welcome the bargain. Toilday: The Chain of Nights is a marvel. It will take years of study to unravel all its possibilities, but already I’ve discovered a process by which chronic dreams might be drawn forth and disposed of like so much psychic gristle. Tomorrow our experiment begins."
While it is hard to pine point the woman, with the fog obscuring her enough to make hit her difficult, Amy eventually managed to strike her with a glob of acid, eating away at the skin and quickly killing the woman. With the portal closed, the Dream-stuff quickly dissipated, leaving only the burned woman on the floor of the now empty office. Outside, the yellow fog continues to roll past the windows.
Most oneirogen's channel the Dimension of Dreams, a demiplane hidden deep within the Ethereal Plane created by dreamers of the Mortal Plane. It is home to strange, otherwordly beasts rarely seen on the Mortal Plane, where the link to the Great Beyond is thin and it is far to easy to slip into the realm of something far too powerful for mortal comprehension. Perhaps even the legendary Leng has its home, or at least is part of, he Dimension of Dreams, though that thought beckons mind-shattering implications. It is highly likely this oneirogen is a standard one and links to the Dimensions of Dreams and as such the multicoloured fog spewing out of its mouth is Dream-stuff: the power of Dreams in vaporous form.
As the only "portal" is the woman, I'm going to assume you mean you're throwing something at her Finding a stray books, Toad hurls it at the woman, striking her square in the forehead. She crumples backwards with the force of the blow, landing in a heap. She doesn't respond to either the blow or her new position, simply laying there as the multi-coloured fog rolls out of her. While there is logic in killing her would close the portal, whither or not that would revert things to normal is up in the air.
The women is entirely unresponsive, both to George's question and Amy's shriek. George recognizes her as a possible oneirgon, a cursed mortal that has a had a literal portal another plane torn open within them. These portals destroy the personality of the the mortal, leaving husks that swiftly succumb to the planar energies that spill out of them in hazy mists, affecting all who get near. While these portals could be linked to any plan, oneirgons linked to the Dimensions of Dreams are by far the most common.
just in case it wasn't clear, the goo trail is between three doors, two on the west end of the hall and one in the northeast. the double doors are to the far north and the goo doesn't go to them. I'll open up the double doors Victor opens to double doors. Yellow fog soundlessly roils against the cathedral-like windows of this opulent, two-story office. The ground floor features overstuffed furnishings, elegant side tables, and an
In the center of the blood, a women kneels with her back straight and head thrown back in a silent scream. Her eyes are pure white, her pupils having far back they can't be seen. Out of her mouth streams a constant torrent of multicolored mist that swirls and pools around her body like fountain of gritty sludge. A small door rests in the south east wall.
The door opens to an L-shaped hallway. Spoiler:
Toad's perception: 1d20 + 11 ⇒ (6) + 11 = 17 Geroge's perception: 1d20 + 9 ⇒ (2) + 9 = 11 Victor's perception: 1d20 + 0 ⇒ (19) + 0 = 19 Amy's perception: 1d20 + 1 ⇒ (6) + 1 = 7 Toad's survival: 1d20 + 4 ⇒ (16) + 4 = 20
Toad and Victor notice a muscuslike smear along the floor of the hallway, which Toad can track between different doors. in bright green on the map Next to double doors at the north end of the hallway is a nameplate that says "Administrator Eliege Losandro”
Victor rushes out onto the garden path. The fog along the path seemed thinner, though the fog on either side of the path looked so much like the walls of an immense sea. The fog tasted sick, as if the earth itself threw it up from some monstrous cavern deep in its gut. Gritting his teeth, Victor reaches the other door and twists the knob. Locked. Victor's perception: 1d20 ⇒ 18 While the crazy beast circling ahead and the lumbering steps of abominations in the fog gave Victor pause, a new sound was of more immediate concern: digging. And there, bits of earth convulsing. Something was burrowing through the earth around him.
Victor opens the door to an outdoor garden path.Rustic flagstones create a path through a bed of wilted flowers and shrubs, the foliage shriveled as if drowned by the surrounding sea of dense yellow fog. Though the unnatural mist muffles every motion, a sound like the flapping of giant wings splits through the fog bank, causing it to swirl as if seeking escape. At the far end of the path is a door leading back into the asylum. Spoiler: weather roll: 1d6 ⇒ 6
The birds give a mechanical-sounding screech, like gears grinding to a sudden halt, as Toad's gretaxe cuts through the birdcage and strikes them. They fall in two jagged half as the song suddenly stops. Without warning, Amy falls from the ceiling, landing painfully on her side.
I forgot to mention in the description of the room, there is another unassuming door leading out of the room to the east. The birds starting singing before anyone could look at it.
Amy and Toad are able to figure out the potions are potions of cure light wounds remember there's four of them, two from each body , though the amulets confound Toad. Spoiler:
Amy's will: 1d20 + 1 ⇒ (5) + 1 = 6 As Amy looks over the birdcage, she feels something begin to tug at her, pulling her up. The tugging becomes insistent, and without warning, she begins to rise, hanging suspended nearly 10 feet in the air.
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