You ascend the final set of steps to the wooden porch that runs around the outer wall of the mansion. The main doors are in front of you. Rather than swinging on hinges, they look to open by sliding back into the wall that holds them.
The door opens into a large, L-shaped room whose walls are painted with depictions of soldiers and samurai in battle against the armies of nobles and daimyos, while receiving the adoration of peasants and common people. A once ornate wood-and-paper folding room divider lies in a broken ruin in the southeast corner. Metal hanging lanterns have been torn from the ceiling and now lie in ruins on the wood floor.
Arkwright steps forward carefully into the room, scanning its contents for danger and traps. A flick of his fingers creates four glowing orbs of yellow light which fly around the room illuminating corners and shadows.
Three doors lead out of this room, revealed by the Dancing Lights.
Map
Arkwright:
As you step into the room, you feel a sudden sense of dread and a split-second sensation of wrongness.
Will Save: 1d20 + 7 ⇒ (14) + 7 = 21
You are able to control your fear and master you emotions.
The ceiling of this large spacious area extends two stories high, with staircases on the north and south walls leading to an overlooking balcony. A rock garden dominates the center of the room; a large wooden frame filled with clean sand and large stones, moss, and pruned trees. Adding to sense of luxury, paintings and woodcuts adorn the eastern wall. A balcony on the second floor overlooks the garden from the east side. On the ground floor there is no exterior western wall; rather, it opens out to a wooden porch and another outdoor garden.
Female Human Rogue 7 (hp 49/59) | F +6 R +9 W +8 | AC 22 T 15 FF 22 CMD 24
Seeing the reluctance of the the rest of the group to advance, she sighs and heads forward quietly along the eastern wall looking for any dangers.
Stealth 1d20 + 9 ⇒ (20) + 9 = 29 Perception 1d20 + 9 ⇒ (6) + 9 = 15 +2 Traps
Female Human Rogue 7 (hp 49/59) | F +6 R +9 W +8 | AC 22 T 15 FF 22 CMD 24
Erin is carefully making her way along the wall, silently appraising the paintings when she notices the mists. She points towards the mists to direct everyone's attention in that direction then heads quietly over that way to see what caused the disturbance.
Erin looks out from the porch to the west. This side of the mansion’s grounds is taken up by a neglected and overgrown garden. A shallow muddy pond has formed in the middle of the unattended rock garden, whose boulders are nearly swallowed up by uncut grass and plants that went wild long ago. A sprawling patch of wild vegetables and herbs has overgrow the small rectangular section of what was once tilled earth to the north; beyond that the hillside drops down sharply away from the mansion.
Erin, you don’t see anything moving, probably, you think. It’s a little difficult to make out what is real, and what are shadows of your own imagination, given the overgrown fauna, the morning mist, and your general sense of uneasiness.
Female Human Rogue 7 (hp 49/59) | F +6 R +9 W +8 | AC 22 T 15 FF 22 CMD 24
"I thought I had, but I guess this place plays tricks with the eyes. Looks clear now."
Erin begins to check the north door.
Perception 1d20 + 9 ⇒ (8) + 9 = 17 +2 Traps
Erin, for the sake of time, I’m just going to assume you open the door when you find nothing of interest, ok?
The door opens into a smaller room with doors on the north and west walls. The north door presumably leads outside to the back of the Mansion. You see a few piles of rotted bedding and an empty storage chest. Ancient bloodstains mar the floor and the smell in this room is rank and foul, but has faded over time.
Female Human Rogue 7 (hp 49/59) | F +6 R +9 W +8 | AC 22 T 15 FF 22 CMD 24
GM:
That is fine with me, but I got reprimanded for opening doors before letting everyone prepare last time, so I was taking it a bit slower this time.
"Looks..."
Erin then covers her nose with a hand.
"...and smells like someone or something died in here."
She then checks this new room.
Perception 1d20 + 9 ⇒ (7) + 9 = 16 +2 Traps
There is a secret door along the room’s western wall, its outline rendered visible by the curling and chipping of the lacquer covering the wooden wall.
Female Human Rogue 7 (hp 49/59) | F +6 R +9 W +8 | AC 22 T 15 FF 22 CMD 24
"Well this looks promising."
Erin states aloud as she attempts to open this hidden door, checking for anything dangerous first.
Disable Device1d20 + 12 ⇒ (20) + 12 = 32 + 2 Traps
The secret door pops open, letting forth the smell of stale air. Piles of bedding and storage chests fill this windowless room, as well as a low table and several cushions, and a writing desk with a shelf of books above it. The room hasn’t seen use in many years but otherwise appears to be in good repair.
"You're right. But it was obviously a long time ago. No one's been in here for a while." Ashur sniffs the air. When she opens the secret door, he looks disappointed. "Why would anyone hide this? It's just a big closet."
You find some documents that look interesting and are well preserved, but they’re written in Tian. You do notice the insignia of the Way of Kirin on several of the papers.
Female Human Rogue 7 (hp 49/59) | F +6 R +9 W +8 | AC 22 T 15 FF 22 CMD 24
GM:
Not 100% sure what the layout is now. Think I can head to the east. If you could get another map up it would be helpful. Thanks.
"I agree with you wholeheartedly Yandu."
Erin states, while backing out of the secret room. She then checks the nearest unexplored room's door.
Perception 1d20 + 9 ⇒ (3) + 9 = 12 +2 Traps
Female Human Rogue 7 (hp 49/59) | F +6 R +9 W +8 | AC 22 T 15 FF 22 CMD 24
"So much for this place being abandoned. I will check it out.
Erin says softly as she quietly opens the door to that room.
Stealth 1d20 + 9 ⇒ (5) + 9 = 14
Assuming that sound is coming from the door to the east? Thanks for the updated map.
Paper, brushes, and dried ink stains cover a monk’s writing desk; all are covered in a thin layer of dust. A chest containing clothes and carefully folded bedding sits in the corner. A smear of rusty-brown dried blood runs from the doorway halfway across the floor, where it abruptly stops. A window faces out to the north, whose shutter knocks against the frame, thwack, thwack. There is another door across the room.