GM Harpwizard |
"Well Harl, I am not sure which of our searches yielded the greater source of information. The stains on the painting appear to be from a dimension door spell. This would certainly explain why there was no evidence of a break in at any of the houses. However, I must tell you, I am anxious to find these kidnappers as soon as possible, and I am not pleased with the delays this investigation has caused. If you all think the guest houses are our best lead, then let's make haste and press onward!"
Johenric |
A question from my side: does the mean the priorities have changed? I am indifferent, as I want to help the kids. Should I join the group and find the kidnappers or should I use the time in order to identify the next riddle out of the heptagon?
Johenric takes a small break.
I have studied the last two days; it appears to me that I accompany you. Who knows maybe Desna shines on me and a small yellow fledgling huddles called oppotunity.
'Countess' Victoria |
"Maybe a break from the study will open you up to new discoveries later? and if there is a link, perhaps you are best placed to notice it... so best you come with us".
GM Harpwizard |
A question from my side: does the mean the priorities have changed? I am indifferent, as I want to help the kids. Should I join the group and find the kidnappers or should I use the time in order to identify the next riddle out of the heptagon?
"The heptagon is always on my mind and we cannot underestimate the urgency of finding the next shard, but I am starting to believe that these kidnappings are somehow all tied with with the same quest, my friend. I think it would be best if you joined us on the next portion of our task. Let us push onward, for every moment we tarry about keeps those children in danger. Let us proceed to Victory, to the Heart!"
DM Zyren/ Heart of Light |
As the shadows begin to grow longer you begin your walk towards the lakeshore and the dilapidated guest houses.
Located close to the southern city wall and the murkier parts of the lake, the dozen deteriorated guesthouses remind you of ruined teeth from the distance. Built around a hilltop, they poke out of the muddy ground, their once white painting stained and now rather a light brown.
The place is deserted and in a radius of 200m there is no other building.
A whispering light breeze sweeps over the lake and together with the chopping of the waves forms a monotonous soundscape as you come closer.
Kirk Spearborn |
Kirk nods to Solaric, "My pleasure," he says, dismounting his horse and tying it up nearby before making his way toward the derelict building.
Stealth 1d20 + 11 ⇒ (13) + 11 = 24
Perception 1d20 + 9 ⇒ (2) + 9 = 11
Kirk makes his way as quietly as possible toward the nearest window or other opening to the building that would allow him to peer inside, or at least listen for anything moving about indoors.
DM Zyren/ Heart of Light |
As you peer through a large crack between the boards, you can make out that the interior is shabby and dirty. Most probably stray dogs and cats call this place their new home and you don't think the other houses look better from inside. They consist of a large single room and a very small attic above it.
Are you going to check all buildings?
DM Zyren/ Heart of Light |
Kirk returns after about 20 minutes and reports that all of the guest houses look the same:
They consist of a single empty and dirty room. Most of the houses have become habitats for stray dogs and cats by now and the floor is littered with their excrements. Furthermore he couldn't find any clues in any of them. Yet they all have a small attic which he couldn't observe from the outside.
GM Harpwizard |
"I have no doubt, Spearborn, that they all look the same, but I fear the children's lives are slipping through our fingers as we all wait! Let's start with this first house and search for any evidence. Perhaps a few of us can search the next one as well! Be sure to check the attic and look for any hidden compartments as well. We will find them yet! Let us listen to the Countess' words and press onward, my friends!"
Solaric enters the first of the houses and begins a search for any indication that the cult or the children may have come here.
Perception 1d20 + 8 ⇒ (13) + 8 = 21
GM Harpwizard |
After Kirk opens the door, Solaric follows closely behind up to the attic of the first building. He has his longsword drawn and is looking around carefully for traps and/or evidence of the cultist. If there are many attics and buildings to check, we will proceed just like this for the others. We are searching carefully, but also moving relatively quickly.
Perception 1d20 + 8 ⇒ (15) + 8 = 23
"Watch your every move, my friends. I would not be surprised if they left a dangerous trap for us here!"
DM Zyren/ Heart of Light |
The moment Kirk opens the hatch, you notice a strong aura!
As you poke your head through the hatch, you suddenly feel something touching the back of your head.
You have to pass a Will save (DC 16) now, I'll roll it, not to hold up the game .
Will save1d20 + 2 ⇒ (13) + 2 = 15
As you turn your head, you face a really creepy creature, but you are unable to scream! You have totally lost your voice and even scarier is that that creature now speaks with your voice!
You suddenly hear Kirk's voice from above
Everything's clear here, you can continue to the next house!
'Countess' Victoria |
"No one goes anywhere alone, we are likely chasing a Ghost and a powerfull one at that if it casts such potent magic as dimension doors...wait, was that a child? We will come back for the attic soon, it has a strong aura and is not safe."
Pitr Jendarne |
"...wait, was that a child? We will come back for the attic soon, it has a strong aura and is not safe."
Pitr is shocked that the Countess appears to be saying to come bakc later. "Kirk's up there with a ghost?! Shouldn't we help him. Solaric, you churchy types can deal with ghosts, right? exorcism or something?"
'Countess' Victoria |
"I don't know what is going on up there other than a magical emanation, but that childs cry is outside... but by no means should we split up, so either we all go up with Kirk, or he comes with us... I only implore urgency as that child may be in peril"
'Countess' Victoria |
Seeing Pitr gallantly leading on, Victoria sighs and signals Harl to follow her up and gather Kirk.
"Solaric and Johenric, go with Pitr, we will be right with you"
Casting Resistance on herself, she pokes her way carefully into the attic..
Kirk Spearborn |
Here's a full attack. I don't know how close the thing is, but if I have to do a move action just use only the dagger attack and add +2
Attack Dagger 1d20 + 7 ⇒ (17) + 7 = 24
Damage 1d4 + 3 ⇒ (3) + 3 = 6
Attack Shield Bash 1d20 + 7 ⇒ (5) + 7 = 12
Damage 1d4 + 2 ⇒ (1) + 2 = 3
DM Zyren/ Heart of Light |
As Victoria climbs up into the attic, she can suddenly behold a small skeletal creature speaking with Kirk's voice!
Kirk has already begun to fight it!
Kirk's Initiative1d20 + 6 ⇒ (7) + 6 = 13
Victoria's Initiative1d20 + 1 ⇒ (9) + 1 = 10
Attic Whisperer's Initiative1d20 + 8 ⇒ (18) + 8 = 26
The creature moves like quicksilver and tries to bite and touch Victoria with its small arms
Attic Whisperer attacking Victoria / Bite1d20 + 9 ⇒ (16) + 9 = 25
Damage1d4 - 1 ⇒ (1) - 1 = 0
Attic Whisperer attacking Victoria / Claw1d20 + 4 ⇒ (15) + 4 = 19
If you're hit by a bite:
A creature bit by an attic whisperer must make a DC 16 Will save or become fatigued for 1 hour. A fatigued creature that is bitten is instead exhausted for 1 hour, and an exhausted creature falls asleep for 1 hour if bitten. The sleeper can only be roused by killing the attic whisperer or by using dispel magic, remove curse, or similar effects. The save DC is Charisma-based.
If you're hit by a claw:
Any creature hit by an attic whisperer’s touch must make a DC 16 Will save or lose its ability to speak for 1 hour. During that time, the creature cannot talk, cast spells with verbal components, use auditory bardic performances, or use any other ability that requires speech. Once an attic whisperer has stolen a creature’s voice, it can perfectly mimic that voice at any time, even after its victim’s voice has returned, and while using that voice can speak any languages the victim knew.
You return to the empty square between the guest houses, a cold wind now blows from the lake and the sobbing is still audible, but now it seems to come from the guest house right in front of you. You're unsure whether the sound itself has moved or it just appeared to stem from here, while you were still inside.
'Countess' Victoria |
Since when does Victoria use brute force?^^
As a distraction before she legs it out of there, she is now powerless :p