
Samuel Soulkeeper |

Shriek will try to retrieve the key from the bird's neck "Hello sweetie, let me get that thing you have"
Handle animal: 1d20 + 7 ⇒ (5) + 7 = 12
Afterwards he will help the party to force the barricated door.
Strength: 1d20 + 3 ⇒ (17) + 3 = 20
Strength (take 20): 20 + 3 = 23

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enough come out now or we come in and you die Orell points at the door moves his friend out of the way and blasts the door and then reloads.
door attack: 1d20 + 4 ⇒ (17) + 4 = 21
door damage: 4d6 + 2 ⇒ (3, 1, 4, 5) + 2 = 15

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Shriek easily get the key from the bird, then easily busts down the door.
As you slam into the room, you hear from under the bead,DON'T HURT ME! DON'T HURT ME
Map updated

Samuel Soulkeeper |

"What's wrong? Who are you?!" shouts Shriek a bit confused and moving his sword from side to side not understanding what is going on.
Diplomacy: 1d20 + 6 ⇒ (8) + 6 = 14
If needed the half-orc will step in into the new chamber and check.
Perception: 1d20 + 4 ⇒ (6) + 4 = 10

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the room is save except for the armoire that you pushed over to get in the room. It's a simple servants room, but a nice one at that. When Samuel speaks to the man, you just hear more sobs and screams come from under the bed.
GO AWAY! DON'T HURT ME!
When you look under the bed, you see this man. He's kicking at your and howling at you to leave .

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The man keeps trying to kick at you. He keeps screaming GEEET OUUUTT! GETTT OUUUTTT! He's pretty angry, but doesn't attempt to get out from under the bed.

Samuel Soulkeeper |

"Ok, you wanted this to happen" the half-orc, not very polite in his manners, takes the bed from one side and forces it up leaving the man without the cover "So, now, will you explain us whom you are and what for have you invaded this manor?"
Intimidate: 1d20 + 7 ⇒ (3) + 7 = 10

Samuel Soulkeeper |

Shriek looks at Yasmin then at the man and realises of his error "Sorry"
The half-orc calmly places the bed to one side and helps the man to stand up "I am sorry man, grrrroar!" he offers his hand "We are here to help. What has you so scared?"
Diplomacy: 1d20 + 6 ⇒ (12) + 6 = 18

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You've heard about person before. This is Mathezic, the wizard's servant.
After enough cajoling, yelling, and overall begging, you get the man to crawl out from under his bed. He looks over you all, and says Oh gods! The master is dead! It's the little muggers that the master employed to destroy the tower did it! Maybe the dark ones that had to do with the stars got the kobolds to do it! He then bursts into tears...
What would you like to do next?

Samuel Soulkeeper |

"So you are Mathezic, the wizard's servant..." Shriek relaxes placing his pointy sword at the floor "Do not worry. We are here to help. Who are the muggers? Where are them?"
After questioning about the potential enemies Shriek focuses at the task at hand "Well, we are here to catalogue the manor contents. Would you help us? Are there any other place to research a part of this floor?"

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"Wait...is 'the master' the wizard, Hunclay, or someone else?"
"And who are these dark ones that had to do with stars?"
Can I put anything together based on his words?
Knowledge (arcana): 1d20 + 10 ⇒ (3) + 10 = 13
Knowledge (planes): 1d20 + 8 ⇒ (15) + 8 = 23

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some things might be lost over time. What you get based on his words-the wizard is Hunclay. He "hired"(?) the kobolds to take out the tower. Dark ones are completely new
Mathezic looks over the group and says through his sniffles I just want to get out of here! The master only let me go a few different places in the manor. NO ONE could go to his room without him. I've only gone there once with him. I just want to get out of here. Can I just leave?
Finn Lochlan: 1d20 + 2 ⇒ (1) + 2 = 3
Solvi: 1d20 + 7 ⇒ (3) + 7 = 10
Gilraen: 1d20 + 3 ⇒ (10) + 3 = 13
Orell Destiny: 1d20 + 3 ⇒ (5) + 3 = 8
Samuel Soulkeeper: 1d20 - 2 ⇒ (20) - 2 = 18
Yasmin: 1d20 ⇒ 2

Samuel Soulkeeper |

"What is scaring you Mathezic? We will protect you, there is nothing you should fear, groar!" Shriek tries to be as soft as possible in him "Just let us know, take us to the wizard's room and we will help you leave"
Diplomacy: 1d20 + 6 ⇒ (10) + 6 = 16

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Orell tries his most charming smile while loading his field artillery to aid the skald
aid?: 1d20 - 2 ⇒ (8) - 2 = 6
Not very... reassuring is he?

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Mathezic looks around and says How about I take up up to his room, then I go away. I don't want any of this. Just please let me go and don't hurt me!
If you agree, he will be happy to take you up and then get the heck out!

Samuel Soulkeeper |

"Grrrroar! What the heck!" the half-orc looks at the others and nods while adding "I say yes. What do you think?"

Yasmin |

Indeed!
At the door Yasmin thoroughly checks for traps take 20 for 29. If there are any she tries to disable them.
First with take 10 for 21, if that fails by 4 or less she tries again
Disable Device: 1d20 + 11 ⇒ (9) + 11 = 20
Disable Device: 1d20 + 11 ⇒ (3) + 11 = 14
Disable Device: 1d20 + 11 ⇒ (15) + 11 = 26

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The man leads up up stairs, and you pass through a library. This lushly furnished library features three tall bookcases running north to south down the center of the chamber and another bookcase of iron in the northeast corner. A stuffed grizzly bear towers in the northwest corner, its claws and fangs bared aggressively. The east wall features sixteen paintings of various planets in gilt frames. A ladder in the west side of the ceiling leads up to a trap door. Yasmin sees a poison needle trap, and JUST barely disables the trap. After disabling the trap, she attempts to open the doors, but they appear to be magically locked.
He then shows you the door to the masters room. After looking around a bit, the man gets squarely and leaves as fast as he can out the front door. He doesn't run, but you can tell he's uncomfortable. You look over the door and see it's safe. The bedchamber is richly appointed, with three armoires and three tall wardrobes, a canopied bed with a large locked chest at its foot, a writing desk and chair, elaborate marble tub, and a thick bearskin rug.

Samuel Soulkeeper |

"Why are you scared? Grrrroar!" asks Shriek a bit inpatient, he then observes Yasmin realises something "What is it Yasmin?"
Perception: 1d20 + 4 ⇒ (16) + 4 = 20

Yasmin |

"STOP! That big bearskin is a trap. Can someone see if it detects as magical?"
Yasmin tries to determine how the trap would be activated, putting her money on stepping on it.
[Take 20 perception for 29[/ooc]

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Looking over the rest of the library you see that tones of money is locked inside the stacks. The shelves are worth some money, but not nearly as much as the books themselves.

Samuel Soulkeeper |

"Great! Let's destroy that critter! Grrrrroar!" says Shriek readying his longsword.

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Yes Finn, you've got the rooms right.
Give a proper disable check, you could handle the rug with enough caution to save it. Then you can freely explore the room. Also, who wants to got to the next room?

Samuel Soulkeeper |

Shriek nods to Yasmin, "Let's try. We others can stay away for safety, and if worst happens I will try to give you some inspiration"
Shriek will cast saving finale to give Yasmin a save reroll in case it is needed

Yasmin |

Yasmin tries to disarm the trap, putting her blade next to her so she can quickly grab it if needed.
Disarm: 1d20 + 11 ⇒ (10) + 11 = 21
Solvi, I think you are correct and that the rest of us were too lazy to move our tokens...

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It takes a bit of fancy footwork, but you save the rug. The second someone steps on the rug, it will go off, but for now you roll it up and save it for later.
With that the only others things do to up here are go up the stairs to the next level, work on the book shelves, or enter the next room. What would you like to do next?
it's cool. As long as we know where we are, i don't need you to exactly have your people where they are. I'll move them if combat begins.

Samuel Soulkeeper |

"Cool work Yasmin!" Shriek smiles as he starts working on the shelves.
Perception: 1d20 + 4 ⇒ (20) + 4 = 24
Appraise: 1d20 + 1 ⇒ (15) + 1 = 16
"Let's check the door I say, grrrroar!"

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You carefully catologe the contents of the room. the books are behind the locked cases, but they are safe.
Assuming you finish and go to the next door.
Yasmin, you notice that the door is trapped. It has a magic lock on it. Might hurt, might do something else....

Yasmin |

Yasmin tries to disable the trap and then disables the lock
Disable trap: 1d20 + 11 ⇒ (12) + 11 = 23
Disable lock: 1d20 + 11 ⇒ (5) + 11 = 16
I will continue to try to disable both if first attempts do not work, feel free to roll