IC 004 - Water Never Sleeps

sulldawga
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Rex
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Re: IC 004 - Water Never Sleeps

#141 Post by Rex »

Ciarra

Sorry, forgot Gars was injured.

"I can heal most diseases yes."

First aid (Heal lvl 2 specialist x2) [_4d6]=(3+3+6+1)=13 [1d6+2]=2+2=4
Roll of 9, heals 4, Gars gains 1 system strain.

Healing Touch/Facile Healer [2d6+2]=3+2=5
Gars is healed another 5 and gains another system strain.

Let me know if I messed something up.

"Does anyone else need healing?"
She has Healing Touch for the rest of the scene.
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Re: IC 004 - Water Never Sleeps

#142 Post by Marullus »

HP: 15/15
System Strain: 2 / 8

"Son of a Harpy," Gars curses as he watches the gash forcibly knit. "I didn't think healing would hurt so much. I think I can feel that in my kidneys. That is an impressive gift."

When everyone is ready, he leads to the next room, same drill.
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Re: IC 004 - Water Never Sleeps

#143 Post by The_Wanderer »

Sleepy delicately steps over to the battered remnants of the bedroom, looking for anything of value in the chests.

Notice + Wisdom: [2d6+1]=5+1=6
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Re: IC 004 - Water Never Sleeps

#144 Post by Enoch »

Using her polearm to nudge the bodies, Lavin says "Gars, I'm sure the others appreciate you protecting them, but can you afford to get hit like that yourself? Not that I didn't take a nasty gash also."

Notice: [2d6]=2

Lavin turns to Ciarra. "That's impressive. I could use some healing as well."
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Re: IC 004 - Water Never Sleeps

#145 Post by Marullus »

Enoch wrote: Wed Sep 13, 2023 5:21 pm Using her polearm to nudge the bodies, Lavin says "Gars, I'm sure the others appreciate you protecting them, but can you afford to get hit like that yourself? Not that I didn't take a nasty gash also."
Gars grunts. "Not too many times. For sure." He considers thoughtfully. "You're vicious with that polearm - between us, I think we just need to keep the worst of it off the other two. Never let them take out your archer or healer." He smiles.

"I think any element of surprise is lost with this ruckus, though, and it doesn't look like the bandits stayed, even if these workers are theirs. So I don't need to scout ahead in the dark anymore. You can have point if you want it, I'll still look for enchantments."
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Re: IC 004 - Water Never Sleeps

#146 Post by sulldawga »

Marullus wrote: Wed Sep 13, 2023 10:57 am So the three worker's corpses are strangled within the week (not raked by Husk claws) and the Husks are old, buried, and exhumed?
This is correct. The Husks are much older than the worker corpses.
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Re: IC 004 - Water Never Sleeps

#147 Post by sulldawga »

The furniture yields little in the way of clues for Sleepy. The footlockers contain clothes and other personal effects. No letters from relatives or lovers, nothing that would indicate country of origin.

Lavin is loathe to make a detailed inspection of the dead bodies. He pokes and prods and finds nothing of interest.

Remind me of the marching order as we head south?
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Re: IC 004 - Water Never Sleeps

#148 Post by Rex »

Ciarra

Ciarra will also heal Lavin.

First aid (Heal lvl 2 specialist x2) [_4d6]=(5+6+6+4)=21 [1d6+2]=1+2=3
Roll of 12, heals 3, 1 strain for Lavin.

Healing Touch/Facile Healer [2d6+2]=5+2=7
Lavin is healed 7 and gains another strain.
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Re: IC 004 - Water Never Sleeps

#149 Post by Marullus »

sulldawga wrote: Wed Sep 13, 2023 10:40 pm Remind me of the marching order as we head south?
Two abreast:
Lavin - Gars
Sleepy - Ciarra

Single file:
Lavin
Gars
Sleepy
Ciarra
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Re: IC 004 - Water Never Sleeps

#150 Post by The_Wanderer »

sulldawga wrote: Wed Sep 13, 2023 10:40 pm The furniture yields little in the way of clues for Sleepy. The footlockers contain clothes and other personal effects. No letters from relatives or lovers, nothing that would indicate country of origin.
Do the items give any indication of age? Nothing specific but days old...months old...years old...decades old...centuries...etc.
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Re: IC 004 - Water Never Sleeps

#151 Post by sulldawga »

The_Wanderer wrote: Thu Sep 14, 2023 12:57 pm
sulldawga wrote: Wed Sep 13, 2023 10:40 pm The furniture yields little in the way of clues for Sleepy. The footlockers contain clothes and other personal effects. No letters from relatives or lovers, nothing that would indicate country of origin.
Do the items give any indication of age? Nothing specific but days old...months old...years old...decades old...centuries...etc.
Somewhere between years and decades.
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Re: IC 004 - Water Never Sleeps

#152 Post by sulldawga »

Exploration Round 6

The party moves 2 x 2 down a dark but short corridor that widens into a roughly 15' by 20' room. There are more bodies here, three in total, similar in appearance to the workers. These look to have died somewhat recently but lack any evidence of violence done to them. They more resemble the Husks you just fought, except not animated.

There are a number of mining tools scattered around, picks and shovels. There is also a large, iron bound chest sitting against the eastern wall. The chest is locked, with a sturdy-looking lock embedded into the front.

There are two exits from the room aside from the one you used to enter. There is silence coming from the northeast but you hear sounds of digging or mining coming from the southeast.
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Re: IC 004 - Water Never Sleeps

#153 Post by Rex »

Ciarra

Ciarra will indicate with hand signals she hears something coming from the southeast and to be silent. She will cover the lantern light and move towards the SE entrance to listen more intently.
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Re: IC 004 - Water Never Sleeps

#154 Post by sulldawga »

Rex wrote: Fri Sep 15, 2023 5:04 am Ciarra

Ciarra will indicate with hand signals she hears something coming from the southeast and to be silent. She will cover the lantern light and move towards the SE entrance to listen more intently.
Make a roll if you want a chance to learn more than what I've already shared.
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Re: IC 004 - Water Never Sleeps

#155 Post by Rex »

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Re: IC 004 - Water Never Sleeps

#156 Post by Enoch »

Lavin squats in front of the chest, tugging at the lock to test it. "I bet we could get this lock off with one of the picks," she whispers.
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Re: IC 004 - Water Never Sleeps

#157 Post by sulldawga »

Enoch wrote: Fri Sep 15, 2023 4:52 pm Lavin squats in front of the chest, tugging at the lock to test it. "I bet we could get this lock off with one of the picks," she whispers.
To be clear, the lock is embedded in the chest and is not separate from it. It cannot be cut or knocked off. Either the lock is picked, or the lid is forced open, or you break into it from one side or another.
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Re: IC 004 - Water Never Sleeps

#158 Post by sulldawga »

Rex wrote: Fri Sep 15, 2023 3:08 pm Ciarra

Notice [2d6]=5
Ciarra is unable to determine any more from listening, other than to be fairly certain the noises are of shovel versus dirt and pick versus stone.
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Re: IC 004 - Water Never Sleeps

#159 Post by Marullus »

Gars, his eyes still an unnerving pitch black, joins Ciarra, looking into the darkness as she listens. He motions to her that he will inch forward a bit and take a look.

Still using Night-Black Eyes to see in darkness, also for magical auras.
INT+Notice [2d6]=4
(Or if it's magic-related, add 3 to that instead.)
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Re: IC 004 - Water Never Sleeps

#160 Post by sulldawga »

Gars can tell that the hallway slopes down as it fades to black but it's much longer than the other hallways between rooms that the party has encountered so far.

It bears off to the left at the end so Gars can't make anything out in the next room, other than it's dimly lit.
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