Cleric of Hastur

The GM in Yellow's page

101 posts. Alias of bigrig107.


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Even though you gained the element of surprise on them, the first swing from Aoife and the crossbow bolt from Kioku miss. Veda, on the other hand, feels her spear stab into the skin of the centipede, wounding it.

The two centipedes then launch themselves at the two nearest women (Aoife and Veda), what passes as a mouth on each of them opening wide in an attempt to get a bite of fresh food for once.

Bite 1, Aoife: 1d20 + 4 ⇒ (19) + 4 = 23 Damage: 1d6 + 1 ⇒ (2) + 1 = 3
Bite 2, Veda: 1d20 + 4 ⇒ (19) + 4 = 23 Damage: 1d6 + 1 ⇒ (5) + 1 = 6

Oof! Two hits! I need a Fortitude save from the both of you.

Combat order:


Kioku, you’re up first!

The next door opens as easily as it looked like it would, and reveals another store room full of discarded equipment such as shovels and ropes and the like.

What most certainly shouldn’t be here is the trio of giant centipedes currently eating away at a large pallet of rations. As the door opens, the three abnormally large insects emit a terrifying screech and launch themselves at you!


Kioku: 1d20 + 2 ⇒ (19) + 2 = 21
Aoife: 1d20 + 5 ⇒ (14) + 5 = 19
Prasitis: 1d20 + 3 ⇒ (2) + 3 = 5
Veda: 1d20 + 6 ⇒ (11) + 6 = 17

Bugs: 1d20 + 1 ⇒ (5) + 1 = 6

The material on the blade does in fact appear to be blood, dry enough to have been stained only days ago, if even that.

The language on the sword isn’t recognizable, as it doesn’t seem like any language you have ever seen before. Upon closer examination, the inscription appears very haphazardly spaced on the handle and blade. Almost as if it doesn’t belong there. How curious.

Kioku, upon holding it in her hand and using her divination magics, recognizes it as a *+1 short sword*.
Her psychic magic, however, grants her a bit more insight into how it was last used, as a vision of a man in what appears to be a guard uniform (similar to those guarding the barrier in the hallway) fighting off some sort of beast. The vision isn’t clear in what exactly he’s fighting, but he is clearly overwhelmed and eventually killed by whatever it is in an obviously brutal way as his body drops heavily and the sword clatters across the floor.

The next door is unlocked as well, and seems to be easily opened.

The first door on the right opens up into a simple storage closet. The shelves, apparently having fallen off of the walls, lay strewn about the floor along with the former contents of said shelves.

A quick search uncovers a lantern full of oil, three warm winter blankets, a hammer, and a particularly well made (read: masterwork) short sword. Upon closer inspection, the short sword is caked in a red flaky substance, and has inscriptions in an unfamiliar language covering the entire blade. Wonder whose this is?

The second door awaits opening, once you’re done looking around in the first one.

Assuming everyone else is fine with moving on...

The hallway continues further past the boiler room, with two doors breaking up the right wall before the entire hallway opens up into a larger room that appears to be somewhat covered by rubble.

The opening, from where you’re at right now, seems to have another door on the left side, and also opens into another room on the right.

Time to stop at the two doors on the right before the end of the hallway?

Kioku’s sharp eyes quickly reveal a small leather sack underneath the pipes and boilers that make up this room, in which she finds two discarded sun rods. Most likely useful later on down the road.

Beyond that, the room is empty save the corpse of the Zoog, and yourselves of course.

Where to next, adventurers?

Sorry guys, big stressful test this week. It’s over, and I feel relieved.

Onwards to madness!

Clarifications: Only Prasitis is currently bleeding. The zoog has the bloody bite, not the dire rats. For bleed damage, I feel like it'd be easiest to have it happen on your turn instead of the monsters', just to make things easy on all of us. Make sense?

Will save, Zoog: 1d20 + 3 ⇒ (2) + 3 = 5

The zoog fails to resist the psychic magic damaging its brain, and the weight is enough to cause it to fall. It collapses to the ground with an evil sounding wail, its body crumpling against the cold stone floor.

The dire rats quickly scurry away after their master dies, leaving the room cold and quiet once more.

We'll just have Kioku hold her action, and move on.

Also, sorry Prasitis, you did deal damage to the zoog. It is not , in fact, holding on to a 20+ AC!

In between Prasitis' swipe at the zoog that manages to connect and Veda's wild swing that clearly misses just about everything, Aoife swiftly and accurately cuts one of the two rats down, her thornblade finishing the job quite easily.

That leaves the remaining rat on Aoife, and the Zoog attacking Prasitits.

Rat bite: 1d20 + 1 ⇒ (15) + 1 = 16 Damage: 1d4 ⇒ 2 plus one bleed.

Zoog bite: 1d20 + 8 ⇒ (11) + 8 = 19 Damage: 1d3 ⇒ 3
Zoog claw 1: 1d20 + 8 ⇒ (1) + 8 = 9 Damage: 1d2 ⇒ 1
Zoog claw 2: 1d20 + 8 ⇒ (6) + 8 = 14 Damage: 1d2 ⇒ 2

The bite of the Zoog punctures Prasitis' skin, and she notices the wound is unusually deep, blood running out of it more freely than normal.

Back to the top of the round!

Waiting on people to post, right?

Is everyone doing alright?

So Arcana was the right one. It's a Zoog, a CE tiny magical beast that does occasionally feed on the flesh of the living (or dead) when it's hungry enough. Often mistaken for otherworldy beings, its actually not an outsider, and has no sort of planar travel at all.

Its' companions appear to be just dire rats, although even these specimens are about as large as small dogs, and eagerly jump at the chance to bite you!

Bite, rat 1, Kioku: 1d20 + 1 ⇒ (2) + 1 = 3 Damage: 1d4 ⇒ 2
Bite, rat 2, Aoife: 1d20 + 1 ⇒ (9) + 1 = 10 Damage: 1d4 ⇒ 3

Bite, Zoog, Prasitis: 1d20 + 8 ⇒ (2) + 8 = 10 Damage: 1d3 ⇒ 1
Claw 1, Zoog, Pras: 1d20 + 8 ⇒ (18) + 8 = 26 Damage: 1d2 ⇒ 1
Claw 1, Zoog, Pras: 1d20 + 8 ⇒ (13) + 8 = 21 Damage: 1d2 ⇒ 2

However, in their surprise at you bursting into their newly founded home, all of their sharp fangs fall short of drawing any blood. And yet, the Zoog's claws dig into Prasitis's skin, cutting it slightly and dealing 3 points of damage.

Kioku's perception is enough to notice that the cone of lights is actually some form of small creature hiding under some of the pipes in the dark room.

The creature, for lack of a better word, appears to be an amalgam of beast parts that has luminous eyes, a rat’s tail, simian appendages, and tendrils extending from a mole-like nose. Beside the thing are two unusually large rats, which shriek and launch themselves out from under the pipes when the beast cries out and points at you.

Fight time! Initiatives rolls coming!

Kioku: 1d20 + 2 ⇒ (18) + 2 = 20
Aoife: 1d20 + 5 ⇒ (8) + 5 = 13
Prasitis: 1d20 + 3 ⇒ (16) + 3 = 19
Veda: 1d20 + 6 ⇒ (4) + 6 = 10

Monster thing: 1d20 + 4 ⇒ (7) + 4 = 11
Rats: 1d20 + 3 ⇒ (10) + 3 = 13

Combat Order:

The first door on the left opens easily, being unlocked and all, to a room full of darkness.

Mighty iron boilers crowd here, their pipes piercing the walls and ceiling. Shadows and rust fill the narrow gaps between the cold tanks.\
However, illuminating just a tiny sliver of the room is a small cone of light poking out from under one of the metal pipe sections.

Wonder what that is....

Yeah, there's one door on the left wall, and two on the right, but the far end of the hallway seems to open up into a collapsed room.

Sorry about my absence, more internet issues. Should be handled now however, for good.

Hope you all are well!

Apologies, missed the form question. The one you killed downstairs did, in fact, revert to the grey skinned featureless face form. Killing more will likely make them revert as well.

The captain listens to Veda's unfortunately quite dry words, and replies in a more distressed voice.
"Unfortunately the chapel is running quite low on supplies, and we can't afford to share any with someone who isn't proven yet. Come back with those dopplegangers, and then we'll talk."

The hallway has three doors on either side, and the far end opens up into an open room with what appears to be piles of rubble visible from your side of the hall.

I know it's hard to see the doors on the map, but they're there! One on the left, two on the right.

Your Sense Motive check doesn't reveal anything other than what you already know.

"That is actually...a very good point that I hadn't thought of. I suppose you don't have a way to-"

His words are interrupted by the sound of loud footsteps coming from behind the barricade, as someone from the other side cries out in panic.

"Captain York! Baisily is missing again! She wandered out last night apparently and we can't find her anywhere in the chapel."

The Captain, as you now know him, turns to you and looks at the group with an exhausted grimace on his face.

"Ms. Baisily is an elderly woman that liked to sleepwalk throughout the asylum before everything went to Hell and back. If you could keep an eye out for her, or what happened to her, I would be much appreciative and may even be able to scrounge together some form of reward." he says with a sigh, eyeing your obviously higher quality gear, and seeming to assume you're adventurers of some kind.

"I understand this is a confusing time for you, if you are still human, that is, but you have to understand where we're coming from. I can't really trust you unless you can prove that you have no qualms killing dopplegangers." the captain responds wearily, obviously understanding.

"Well, this is Briarstone Asylum. No, I didn't bring you here, but I don't know who you are or why you're here. All I know is that people are turning into monsters, and those that don't turn are killed or go crazy."

He points a hand down the long hall in front of the barricade.
"The dopplegangers stay down that way, occasionally venturing this way to attempt to brute force their way in, but they haven't yet. Head down that way and bring me three dead dopplegangers and we can talk more."

"I understand this is a confusing time for you, if you are still human, that is, but you have to understand where we're coming from. I can't really trust you unless you can prove that you have no qualms killing dopplegangers." the captain responds wearily, obviously understanding.

"Well, this is Briarstone Asylum. No, I didn't bring you here, but I don't know who you are or why you're here. All I know is that people are turning into monsters, and those that don't turn are killed or go crazy."

He points a hand down the long hall in front of the barricade.
"The dopplegangers stay down that way, occasionally venturing this way to attempt to brute force their way in, but they haven't yet. Head down that way and bring me three dead dopplegangers and we can talk more."

The guards at the barricade look obviously confused as the quartet of women explain themselves to the best of their ability.

The words are obviously doing work on their attitude, as you can see the crossbows lowered, and the worry on their faces replaced with understanding and concern for the four of you.

And then a grizzled old face, much rougher than the younger original guards, appears over the barricade.
His voice sounds old, and carries the weight of quite a bit of knowledge and pain.

"Sorry, but I don't think we are quite in the right situation to be making friends and chatting. The asylum is overrun by all of those lunatics and these monsters that can look like anyone! Can't trust ya."

The older man thinks it over for a few seconds, his face obviously scrunching up in thought, before speaking again.

"Okay, here it is. Bring me a few of freshly dead dopplegangers, and I'll think about trusting ya. Around three should do the trick."

And right on time, she arrives from the darkness! Perfect!

Is everyone here for good, then?

Plan is to hopefully continue sometime soon. Don’t want this to drop off and never recover.

Unsure of how to handle PC’s missing and such, as I don’t wanna force it or anything, but if need be and it comes to this, I could reopen recruitment and see if that works for us?

Time to get this show on the road again! Hopefully Alice can catch up and we’ll see what we need to do later to get her up to speed.

The door opens into a long hallway, which is mainly in the dark minus a few lamps on the other side of a barricade to the left of the door you all walked out of the burning rain through.

Posted at said barricade are several human-looking guards with crossbows, currently aimed towards the end of the long hall.

One of the guards exclaims in surprise, clearly not expecting you to show up from that particular direction.
”W-what are you doing there?!” the guard calls out shakily, turning his crossbow to point towards the group.

How's everyone doing? Will we be able to be getting back on track relatively soon?

Definitely still here, just don't want to run so far forward and leave anyone behind. A small break before we get back into the action won't stop my enthusiasm to run this, don't worry!

Prasitis, after a short look and an easy perception check notices that there isn't much blood in this particular room, compared to the one down inside the chute.

The clothing hanging around this small closet are all relatively clean, and you can easily find something to fit you should you take the time to do so.

As the door opens into that all so new courtyard, the first thing you notice is the sound of a storm. Rain, thunder, and howling winds churn around the sky above the asylum, and opening the door exposes you to the weather.

A blast of unusually hot air rushes past you, and seeing nothing, Prasitis walks out into the courtyard. A quick glance around the area uncovers trampled flowerbeds lying smeared and squashed across this muddy area On all sides, stark gray walls climb toward a narrow gap of sunless sky. To the immediate right on the wall is another closed door, and no other exits present themselves.

The rain is extremely hot, and Prasitis can feel the rain burning any exposed skin as she steps out underneath it. Everyone in the rain takes 1 point of fire damage from the unusual, burning hot water.
Above you in the sky swirl roiling clouds of yellow mist, covering the entire sky in a yellowish tint. The sun is nowhere to be seen.

Oh, I thought where they were was fine! My apologies.

I’ll look at fixing it when I get back to my computer.

The chute is actually quite easy to climb up once you climb over the pile of dead bodies, offering little resistance on the way up. The walls are full of handholds that make the act of climbing up it relatively trivial, and most of the blood on the walls of the chute has in fact had time to dry off.

At the top of the small passageway is a small metal door on the side of the wall, that pushes open to a reveal what appears to be a small janitorial close full of doctors’ gowns and other various cleaning and organizational tools.

The only way out is a door to the south.

In terms of where you are on the map, on the lower left corner of the main building there’s a small room with the brown square on the floor, right next to the courtyard with the trees or bushes.

Okay guys, gonna post the full map for this level again because that's the easiest way to do it for me.

I trust you will continue to keep ooc knowledge about the map separate from in character knowledge.

So it seems as if weekends are tough for all of us. Noted!

Luckily for Prastitis, the cage is not locked, and Argyria seems to be unharmed. Somehow she has managed to escape whatever is affecting this unholy place.

Upon closer inspection, all of the bodies do look humanoid (no dopplegangeers here!) and the majority of their wounds appear to be from claws and blades. All of the clothes they wear are covered in blood and dirt and other filth, implying that whatever happened to them was not very pretty at all.

Veda's sharp eyes note that the stairs seem to be the quickest exit out of the room, and that would be a wonderful plan if the top of the stairs were not cut off by a ton of rubble and debris.

It seems as if there is only one way out of here left: the chute below the 'staircase' of bodies. How gruesome.

I honestly think that insanity should play a significant role in this campaign, but again, I want to make sure that everyone is comfortable with the portrayal of any potential real life ailments.

I think it is a slightly different discussion here, as some of the madness and illnesses you could acquire in this adventure are magically induced, and may not perform exactly the same as in the real world.

Regardless, I will be sure to make an extra effort to talk to any character that does get an insanity, and spend the time to ensure everyone is more or less "comfortable" with how it's being handled.

As Prasitis opens the door, the birds' frantic screeching just got louder, the raven trapped in a cage on the floor in the northwest corner of the room.

That's not all that is in this particular room, however, as yet another horrifying sight unfolds before you. A massive pile of badly mutilated humanoid bodies is stacked up against the east wall, creating a haze of the horrible stench that surrounds dead flesh. Most of the bodies are wearing the same doctor's uniform as the fake doctor in the cell room.

A broad chute extends diagonally through one of this cellar’s half-crumbled stone walls, directly above the pile of corpses. Nearby, a flight of rickety, wooden steps climbs toward the high ceiling—an escape none of the room’s current occupants seem capable of employing.

The smell of rot and decay in the room is overwhelming to the senses, and the buzz of flies hangs in the air, leaving you to wonder how you didn't smell this disgusting mound while you were in the cells.

Furnace, with Prasitis and Kioku

A cold, iron furnace hunkers in the corner of the basement, its four-foot-square door gaping half open. Nearby sprawls a heap of gory clothes and other dubiously flammable trash. It now lies cold, however.

With a relatively quick glance around the furnace, you can easily see about a half dozen bodies' worth of scorched bones, including one mostly intact skeleton inside of the furnace itself.

Buried in the rubble, amid the bones, is a particularly well made viola without its strings. Such a strange thing to find down here, surely. Upon closer inspection, what appears to be an inscribed name is visible upon the neck of the instrument. Auseil.

Prasitis, at the door

Argyria's empathetic link with the elven woman is full of fear and what amounts to cries for help, mixed with a healthy dose of panic. As you connect, however, you hear a rattling of a cage in the next room behind the door.
Sounds like some feathered thing in a cage? Could be the familiar you seek.

The two things you have yet to look at or investigate are the door (presumably to get out of this wretched prison), and the furnace over in the corner. Feel free to look at either or ignore both! Although I wouldn’t recommend ignoring the door out of here.

Oh....Aoife and Prasitis both use elven thornblade. What are the odds, really? Well, what I was trying to say was that all of your gear is in these bags. You get everything you bought at creation back. Sorry for being so uncertain about it!

Veda, with her ever perceptive eyes, manages to find a small bag with a handful of first aid supplies (the equivalent of a first aid kit with 5 uses left) and a small wand, with the label Cure Moderate Wounds on the side.

Spellcraft DC 18:
Confirms its a Cure Mod wand, with 3 charges left.

As you all seem to realize that you have met before at least once, in the yellow city, it becomes apparent that something bigger is at work here.
As for the man on the table and his gruesome disfigurement, none of you recognize the significance, and Kioku can't remember it within any of her studies either.

So there actually already is a way out, the door to the east. It's not hidden or anything.

First things first, the body.

Most of the man’s wounds do seem truly random, and torture-inspired, but after a quick glance a small pattern emerges of two separate lines connected in a ‘V’ shape. This pattern repeats itself several times across his skin, each time appearing very deliberate.

As Prasitis searches through the sacks, she begins to realize that she recognizes much of what is in them. An elven thornblade is located among the bags, for one, and it is highly unlikely anyone else in the asylum would even know how to use this weapon. But there’s also a lot of stuff she doesn’t recognize as being hers, instead just having a general sense of having seen them together with someone she once knew, perhaps?

Speaking of your lost gear, a cursory glance around the area around you discovers a large collection of bags and sacks up against the east wall. It looks as if they have been searched and ransacked recently, perhaps there is something useful to be found there?

And that doesn’t even begin to touch on the pile of stuff gathered in front of what looks like a large furnace around the corner.

Okay, so that crit is actually enough to kill it. Take that last damage off, as you go before it and it didn’t get the chance to hit you the third time.

Aoife lashes out violently, managing to snag the beast in the chest with her cutting instrument. It cries out once, the doppleganger’s claws stretching out one more time before it collapses to the floor. The blood-soaked half of the garden shears clatter across the floor away from the table.

It is dead. You have won! This time.

Waiting on Aoife, but I'll go ahead and just post. It's just gonna be a normal combat attack anyway.

"And why should I listen to the already dead?" the doppleganger responds, before taking another stab at Aoife, the only one within reach of her murderous shears.

Attack: 1d20 + 4 ⇒ (9) + 4 = 13
Damage: 1d3 + 2 ⇒ (2) + 2 = 4

Apologies for the absence yesterday, work kicked me particularly hard.

@Prasitis: I must admit I am not very educated on personally dealing with a lot of actual mental illnesses, but I am more than willing to learn how to properly handle them if we do decide to use them.

Round two, Initiative 7

The doppleganger cries out in pain as the rock smacks it much harder than it thought it should, and glares at the psychic that threw it at her angrily.

And yet her anger and focus are directed at that which she can directly see, Aoife, the shears lashing out once more towards the wizard.

Attack: 1d20 + 4 ⇒ (16) + 4 = 20
Damage: 1d3 + 2 ⇒ (1) + 2 = 3

Ooh, another hit, That's the end of the round, back to the top!

We should probably be in true initiative, just because some of you are still locked in cells and such. Also, sorry everyone for all the mistakes, I promise I’ll get the hang of this thing eventually!

Initiative Count: 21, Prasitis is up!

That creature is a doppelganger, known for their ability to mimic the exact form and voices of specific humanoids. N Monstrous Humanoids. No further pieces of information, although immune to charm effects is quite likely.

Round 2, Initiative count 7:
The doppleganger, as you now know it to be, cries out in its natural voice, a high pitched screeching that unsettles all of those in the room.

It then lunges out at Aoife in front of her, charging forward to swipe at her with the left half of the blood encased shears she pried out of the mans’ throat.

Attack: 1d20 + 4 ⇒ (9) + 4 = 13
Damage: 1d3 + 2 ⇒ (2) + 2 = 4


Eh, I’m not 100% sure I want to get into the rotating door of replacement characters. If we do use the sanity rules, I’d most likely tailor them specifically to not have you go actual, character-ending crazy, and just keep to the more benign insanities.

Okay, moving on using the combat header. Waiting on Aoife’s action and then we can start the round of combat with the round/initiative count.

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