1.2 - In Search of Sanity - The Dead Don't Dream

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Oct 11, 2022 9:11 pm
Flexing the fingers of his hand, Grim closes to corpse in the wheelchair. He looks at the blond man and then grasps hold of the wheelchair and tries to focus on the remnants of spiritual presence that has touched it.

Rolls

Psychometry - (1d20+3)

(9) + 3 = 12

Oct 11, 2022 9:22 pm
Razhel watches on as some of her companions attempt to find a way to negotiate the haunt in the room.
Oct 13, 2022 6:22 am
All the blood made him want to clean it up. It was probably the last thing he should do right now but he'll go and say a magic word to remove the gore from Hat's clothes and body once the man was done communing with the auras surrounding the corpse.

"What can stem this endless blood-dimmed tide? Closing the wound? Covering her body with a sheet? Getting a bucket and mop?"
Oct 13, 2022 8:10 am
https://i.imgur.com/pGeLxUA.png

As Axon asks his questions, a cold wave washes over Grim followed by a dreadful tingling sensation. His tries to pull his hand back but finds it stuck to where it is affixed to the wheelchair's handle.

Everyone watches as a ghostly apparition seems to waver along the outlines of Grim's body before taking on a more focused form. Where Grim is stuck in place, the apparition steps around to the side of the wheelchair. The figure is devoid of detail except that it appears to be wearing the outfit of a nurse.

Other forms fade into ghostly existence around the room and you see a glimpse of what the room must have looked like once before. It seems it once was a peaceful place where patients could convalesce and quietly socialize. The other forms sit, reading, or appear to be talking to one another, though no sound can be heard except for one voice.

You hear the echo of words escape from the nurse next to the wheelchair. "Mmmmmrs Freeeling," the voice says, "Tiiiiime for yourrrrr medicine." The form seems to hand something to the woman. "Mmmmust always take onesssss medicine."

The apparition moves away from the wheelchair, then it seems as if everything plays in accelerated time, the apparitions sitting, standing, moving about, entering, leaving, sitting, talking, moving, exiting, entering - the lights flickering, speeding up, everything moving quicker, quicker, quicker - a form approaching the wheelchair, handing something to the occupant, leaving, returning, leaving, returning. "Yourrrrr medicine, Mrs. Freeeeeling." Over and over and over.

Darkness hangs about the room - new figures emerge, some clad in robes. They attack and butcher several of the others. Some fight back but its not enough. Mayhem. Then gone. Everyone gone, everything quiet.

Except the body in the wheelchair, sitting, alone and facing the east bay window. A frail voice, shaking with fear - "Hellllo? Where is everyone?" Sobbing. Sobbing in the dark.

The lights flicker again and all signs of any ghostly presence is gone. Grim is able to pull his hand away again and the tingling subsides.
[ +- ] Map
[ +- ] Status Tracker
[ +- ] Fear Tracker

Rolls

Grim - Fear Save vs DC 15 - (1d20+13)

(5) + 13 = 18

Oct 13, 2022 8:19 am
Grim shakes his head and wiggles his fingers to get the tingling out of them. "Medicine. This is Mrs. Freeling. The nurses kept feeding her medicine. Could that be the answer? Does anyone have medicine they found or a potion?"
Oct 13, 2022 8:40 am
"There were the healing potions we found, the ones from the room with the bird cage haunt," Iosef offers, "Four of them, I believe. You each took one." He pulls out a small bottle or red liquid, "and I have this one from yesterday's exploration."
OOC:
Clarification, just in case; everyone saw the ghosts. Grim triggered the scene when he tried to interact using his psychic abilities. The fear save roll for Grim only was to see where he would get flung across the room and take damage from doing so. Apparently ALL haunt effects are fear-based emotion effects.
Oct 15, 2022 7:18 pm
Grim nods. "You're right." He reluctantly digs through his belongings and pulls out the lone vial of healing draught. "This old one is already quite dead. I'm not sure this is going to do anything, but I will give it a try if it means ending this bloody manifestation." He thumbs off the cork sealing the vial, pinching open the old woman's putrid lips with one hand, pours the contents into her foul-smelling mouth.
Oct 16, 2022 8:24 am
https://i.imgur.com/pGeLxUA.png

The liquid runs from the bottle and into the corpse's mouth, only a small trickle of it running down the corner of it's mouth. Everyone waits in anticipation to see what will happen and they are not disappointed when the gaping and gushing wound on the corpse's chest starts to stitch itself closed. The torrent of blood slows and slows as the wound heals and the trail towards the western wall diminishes until there's nothing left. The corpse remains now in the wheelchair, but the dead woman now wears a comforted smile upon her lips - either a sign her spirit is at rest, or a tightening of the muscles from rigor mortis, it's hard to say.

Where the vertical pool of blood once formed a wall to the west, there is now revealed a hallway with two doors, one along the north wall a few feet along and one at the far western end.
OOC:
The lines are a little off on the map because of the grid not quite aligning, but I marked the doors the best I could. Let me know if it's confusing at all. You have quite a few places to possibly go. A reminder of the room's description:

Worn old chairs and small tables set with the scattered
pieces of simple games lay scattered throughout this room. A
serving hatch in the north wall opens into a darkened space
beyond. Vast glass windows dominate the eastern walls,
beyond which a jaundiced kaleidoscope swirls hypnotically.


Where ya headin'?
[ +- ] Map
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[ +- ] Fear Tracker
Oct 16, 2022 11:37 am
OOC:
Continue with the doors in this room before going into the hallway?
Last edited October 16, 2022 11:37 am
Oct 16, 2022 11:02 pm
Postmortem rictus or not, he smiled at the corpse's peaceful, final repose.

"The doors the blood hid," he said, "Let's have a look through them first."
Oct 17, 2022 6:08 am
"I agree." Grim says, pointing toward the newly revealed passage. "I have to believe there must be something down that way, the blood was intending to keep from us."
Oct 17, 2022 9:19 am
OOC:
North door in the hall first, or far western door?
Oct 17, 2022 11:46 am
OOC:
Let's go farthest and work our way back.
Oct 17, 2022 9:52 pm
OOC:
west door first sounds okay with me.
Oct 18, 2022 5:12 pm
https://i.imgur.com/pGeLxUA.png

You open the door at the west end of the short hallway. It opens to an longer hallway, dark and empty except for the smashed remains of lanterns on the ground. Five additional doors branch from here.
OOC:
Doors! So many doors! Proceed...? or go back? Which way do you pick?
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Oct 18, 2022 9:34 pm
Grim trudges along the hallway and notes all the doors. "Let's start with the first door on our left and make our way around to them all. If we don't find another way out of this hallway, we backtrack and check the doors in the blood room, starting at the first we will find on our left."
Oct 18, 2022 11:57 pm
https://i.imgur.com/pGeLxUA.png

You try the first door but find it opens no more than a couple inches. Beyond you can clearly see the room is filled nearly to the ceiling with rubble, as if the entirety of the second floor above it has come crashing down to fill the space.

Opposite that, the door on the north side of the hallway opens with ease. Inside, you find racks cluttered with boxes and sprawling collections of haphazard junk all filling a dusty storage room. Many miscellaneous objects, which you assume once graced the shelves, are scattered across the floor.

Also inside are two people in sallowed, dirty robes. One appears to be going through the items with the kind of scrutiny one might attach to the thief while the other is busy appears to be playing with a set of mismatched dolls. One, then the other, takes notice of you and jumps to attention.
OOC:
Combat! If you beat the Apostles in Orpiment for initiative you may go first. Make sure to note your coordinates for movement/placement on the map.
Initiative:
Apostles: 20
Elias: ?
Grim: ?
Razhel: ?
Axon: ?
Iosef: ?
[ +- ] Map
[ +- ] Status Tracker
[ +- ] Fear Tracker

Rolls

Enemy Initiative - (1d20+3)

(17) + 3 = 20

Oct 19, 2022 3:59 am
"Please. We don't want any trouble..." he urged.

Rolls

Init to win it! - (1d20+3)

(5) + 3 = 8

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