![]()
![]()
| SA
![]() "My name is Genny Two-Tail." replies the ratling as she flicks her twin tails in the air. "There is our leader in a room that way (points north) that sent us to find a way back down below. All I know of this place is that there is a weird looking wall down that way (points to the west) and if you go outside, you might get snatched up by some winged creature. That's all I know! We didn't get very far" ![]()
| SA
![]() "We came here when the earthquake opened up cracks into the library. More earthquakes collapsed those same paths so now we can't get back to our den below below here. Well, I can't get back." She looks sadly at the corpse of the other ratling. She sniffs the air and hrugs at Endol's comment, "I don't smell him any more. He must have left the building or at least the room." ![]()
| SA
![]() Ther rat swarm dissipates as Ethyl begins climbing up the bookshelf. On ther opposite side of the room, Amestri also begins her climb. Endol lands another telling blow on the ratling before him. It gives a worried/shameful look at its companion before taking a step back and disappearing with a pop. Jagray's opponent ducks a blow from the hammer and lands face down in a groveling position. "Please! Mercy!" ![]()
| SA
![]() Amestri harassing it from one side allows Dr Ethyl's dagger to find a soft spot and it pierces a vital organ. As it slumps down, the swarm out summoned dissipates. Endol and Jagray both land telling Blows to their respective opponents. Jagray's hammer even manages to flatten a handful of the smaller rats attempting to engulf him. sense motive DC 12:
The ratlings are very nervous now that one of their number has fallen. The rat swarm continues to harass Jagray and the ratling he faces bites at him as well. swarm damage: 1d6 ⇒ 4 Ratling attack vs Jagray: 1d20 + 3 ⇒ (19) + 3 = 22
Endol's opponent likewise fights on. ratling attack vs Endol: 1d20 + 3 ⇒ (11) + 3 = 14
![]()
| SA
![]() Ethyl and Amestri are poised, ready to strike when a target presents itself. Endol, on the other hand strikes out at an unseen target but doesn't connect. The chanting on the ceiling finishes as another rat swarm appears around Dr Ethyl and a book flies from where the chanting was revealing a ratling. As the target reveals itself, daggers fly at it from multiple directions. book attack vs Ethyl: 1d20 + 1 ⇒ (20) + 1 = 21
swarm damage vs Ethyl: 1d6 ⇒ 4 and a dc 12 fort save Meanwhile, the rest swarm Jagray just escaped moves back onto him. His target bites at him at the same time but it's not able to penetrate his armor. bite vs Jagray: 1d20 + 3 ⇒ (10) + 3 = 13 swarm damage vs Jagray: 1d6 ⇒ 1 and a dc 12 fort save. You also get an aoo ad it moves into your space. The ratling that Endol was fighting reappears in a flash of teeth. bite vs Endol flat footed: 1d20 + 3 ⇒ (16) + 3 = 19
party is up. All the ratlings are visible ![]()
| SA
![]() Will save vs evil eye: 1d20 + 1 ⇒ (8) + 1 = 9 Endol's adversary warily steps back and vanishes just as Dr Ethyl's target did. Meanwhile the chanting from the far ratling ends as a swarm of rats appears around Jagray. You also hear new chanting coming from somewhere on the ceiling. The ratling near Jagray picks up a book and throws it with ill intent as the rat swarm leaves little bites all over him. book throw vs Jagray: 1d20 + 1 ⇒ (15) + 1 = 16
swarm damage: 1d6 ⇒ 6 and a dc 12 fort save ![]()
| SA
![]() Knowledge results: Ratlings have spell like abilities that allow them to go invisible or move through space instantly. They aren't very intimidating physically but can cause wounds that don't close naturally with their bite. They can summon swarms of rats to their aid in dire circumstances. stealth: 1d20 + 20 + 16 ⇒ (18) + 20 + 16 = 54 I think it's safe to say you don't see the one that turned invisible. Endol's dagger barely misses the creature in front of him which hisses at him baring wicked looking teeth. Amestri has a turn then it's them. ![]()
| SA
![]() Dr Ethyls dagger sinks in to the things side and Amestri stares juju at another. Will vs Misfortune: 1d20 + 1 ⇒ (2) + 1 = 3 Dr Ethyl's target vanishes before her eyes. The one Amestri is staring at attempts to throw a book at the closest thing to the ladder (Endol). The one on the north side of the room starts chanting in its squeaky voice. Throw Book at Endol: 1d20 + 1 ⇒ (12) + 1 = 13
The book lands at Endol's feet as the creature squeeks at you in what sounds like a language. Order:
![]()
| SA
![]() Map is updated. The yellow rectangles are ladders that can be pulled along the bookshelves. A character can move a ladder with a touch and, if she moves in a path adjacent to a shelf, can pull a ladder along with her as a free action. The ladders can be pushed 15 feet as a standard action; a character who succeeds at a DC 15 Strength check can push a ladder up to 30 feet. The ladders follow their tracks around corners, but slam to a halt if they reach the end of a track. The ladders each have hardness 10 and 40 hit points. Characters who climb the ladders to the top have room to stand, as the ceiling is 14 feet high. The creatures are on top of the shelves so you would have to either climb the shelves with a climb check or move the ladder into position. ![]()
| SA
![]() Searching the room, you spot a few pairs of glittering eyes staring out at you from the highest shelves. As your eyes acclimate to the dim shelf space you see a ratlike creature that has tiny human hands in place of its front paws, and an unnerving human face with a toothy mouth. Seeing that they were spotted they let out a screech and raise heavy books to throw. Initiatives!
Order:
![]()
| SA
![]() Looking at the shelves, Jagray notes that several of the lower shelves have had their contents scattered across the floor. Investigating further, he sees that the books and the back of the shelves have been gnawed through. Endol, you can smell a scent of decay more potent than the general smell of the room coming from above you but can't pinpoint exactly from where. ![]()
| SA
![]() Just making sure that was your intended destination. Endol guards the rear as you all head back inside. Just as he steps through the doorway, a mass of the pale worms burst from the ground into the now scalding rain. They flap about for a few moments before diving back into the soft mulch to what is hopefully safety. You all make your way back through the lobby as the rain pounds against the windows. You make for the double doors in the north wall of the room. Sagging shelves, held together by dust and an extensive system of rolling ladders, ring this library of husky, dull-looking tomes. At the room’s center broods a heavily worn table surrounded by uncomfortable chairs. A chandelier of iron vines dangles above. The scents of leather and old paper pervade the high-ceilinged space, but so does a distinct bestial musk. Maps updated ![]()
| SA
![]() Seeing things wriggling beneath the surface, Dr Ethyl rushes to the opposite door and tries to open it but finds the door locked! All around the path pale, headless things like wormy bats with too many limbs burrow forth and begin flopping and snuffling impotently. The reason also begins falling harder and feels hot like water about to boil. ![]()
| SA
![]() dm things:
1d6 ⇒ 1 As you step out of the door way you feel a warm rain begin to fall. 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. perception DC 16:
You hear digging in the earth
around you and see disturbances in the mulch. You can use your previous rolls for this ![]()
| SA
![]() On each of the bodies you find two small vials of light blue liquid and a well made silver dagger. One of the bodies has a broach with an ornate piece of amber in which is trapped an ancient fossilized insect. The whole thing is impaled by a long golden pin attaching the item to his clothes. Potions and broach detect as magic. You can use your roll on either of those and roll again for the other. ![]()
| SA
![]() Jagray's only answer is the birds that begin teetering on their perches, wings flapping, beaks wide open as the chirps change to a harsh mechanical sounding klaxon! Amestri:
will save: 1d20 + 4 ⇒ (10) + 4 = 14
You feel yourself start to lift off the ground but keep your feet by force of will. Everyone in the party is up. ![]()
| SA
![]() Ethyl, you notice a bunch of bruises and possibly a broken bone on the body on the floor. As Amestri begins searching the room for what caused the men's death, Jagray and Ethyl hear a faint but pleasant chirping sound coming from the taxidermied birds in the cage. Spoiler:
endol perception: 1d20 + 1 ⇒ (14) + 1 = 15
Jagray: 1d20 + 8 ⇒ (16) + 8 = 24 Ethyl: 1d20 + 4 ⇒ (15) + 4 = 19 One turn each from Ethyl and Jagray ![]()
| SA
![]() Assuming the door was searched Finding nothing amiss, Endol swings the door open gently. As though it had been plucked from the halls of some warm, country estate, this room is filled with inviting furnishings, a hearth ready for a fire, artwork populated by picnicking families, and a mansion-shaped cage with colorful taxidermic birds inside. Large windows might have once looked out over colorful flowerbeds, but now show only yellow mist. A battered corpse is impaled on the antlers of a stuffed elk head hung above the hearth. There is another corpse, bruised and bloodied, on the ground. Both are wearing yellow stained bedsheets. ![]()
| SA
![]() Assuming you are leaving through the "secret" tunnel. You make your way back to the surface bringing along your cooperative prisoner. When you finally encounter Harburk ,"So what's all this now? I thought we saw some people in the shadows of that hole that opened up but we couldn't be sure. And what are you all doing with Baragustas?" Basically hit the high points of what you want to tell him if you dont feel like rp'ing the whole exchange. ![]()
| SA
![]() you aided on the heal check at least. You determine that the people had been beat to death with blunt instruments. You also notice that the people are wearing both staff uniforms and patient outfits. The aforementioned masks are actually shirts, sheets, and grain bags that look like they were placed there postmortem. You find a suit of padded off padded armor and a sap on the body of an orderly. Hidden away in the pocket of a staff member are two thunder stones and a gold ring. ![]()
| SA
![]() Amestri doesnt see any magical auras in the lobby area. Dr Ethyl doesn't find anything on the door and waves Endol over to open it. Inside is what looks to be the remains of a janitors closet. The supplies have mostly been destroyed by the collapse of the western wall leading into the room with the blocked door. Inside the other room is a long desk, several chairs, a sideboard, and numerous once-stately landscape paintings barricading the door of this somber conference room. A toppled wall opposite the barrier undermines the room’s defenses, a point driven home by the masked bodies littering the ground. ![]()
| SA
![]() You explore further down the escape tunnel and come across what looks like a caved in area of rubble. Upon closer inspection you notice that you can pick your way through it easy enough without causing a full collapse though you could cause one on purpose by pulling out any of the supporting timbers. Following the tunnel to its end, you find yourselves in a wooden shed attached to the wagon works. ![]()
| SA
![]() Passing beyond where the fungus was growing you come to an entry hall. White tile, spiderwebbed with cracks, lines the walls of this cathedral-like hall. A prominent, oval desk faces staunch double doors, while hard benches and portraits of somber doctors line the walls. Regal stairs ascend toward a second floor, but rubble has crushed the upper flights, blocking passage. Lofty windows, gridded by bars, reveal yellow mist seething just beyond. There are double fis to the north and larger double doors to the south. Further east is another set of double doors in a south wall. There are also closed doors in a northeast section of walls. Map updated. Feel free to place your tokens where you want to explore. 9ne of you can also add the room to the exploration map with notes.
|