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Vello steps back and lets Remy do his stuff, hoping that opens the door and won't require brute force.
While Remy is working, he looks back and sees those injured are healed. "Good. Wouldn't be good to run into more cultists and any traps they might have while on death's doorstep."

DM Feral |

The locked door opens easily enough under Remy's careful touch to reveal the manor's entrance.
A cold hearth dominates this large room. Between the mostly collapsed internal walls and separate jumbles of crumbled furniture, it seems that this large room may have once been several smaller rooms. A rickety ladder leads to what looks like an upper loft above, visible through several large holes in the overhanging ceiling above. A large wooden cage sits in the southwest corner of the room.

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Vello slips into the room, but eyes the loft suspiciously. Deciding it might be better to make sure no one is above. Vello carefully climbs the ladder to see if anything or anyone is above.
Perception: 1d20 + 8 ⇒ (19) + 8 = 27

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Kenza approaches the cage and inspects it for signs of recent use.
Perception: 1d20 + 7 ⇒ (3) + 7 = 10

DM Feral |

Stealth: 3d20 ⇒ (1, 9, 8) = 18
Thror spots another trio of masked villagers clutching rusty sickles hidden among the room's detritus.
Black Maiden: 1d20 + 2 ⇒ (9) + 2 = 11
Frostwind: 1d20 + 3 ⇒ (13) + 3 = 16
Kenza: 1d20 + 2 ⇒ (20) + 2 = 22
Remy: 1d20 + 3 ⇒ (16) + 3 = 19
Thror: 1d20 + 1 ⇒ (1) + 1 = 2
Vello: 1d20 + 4 ⇒ (4) + 4 = 8
Villagers: 1d20 ⇒ 6
???: 1d20 + 7 ⇒ (19) + 7 = 26
Thror can take an action in the surprise round. The Maiden, Frostwind, Kenza, Remy, and Vello can take normal actions after that.

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"Trouble ahead! The demon worshippers come to die on the edge of our blades!" Thror proclaims in all seriousness before stepping forward and slashing at the nearest cultist...
Attack roll: 1d20 + 7 ⇒ (7) + 7 = 14 → Damage roll: 1d10 + 4 ⇒ (4) + 4 = 8
5 ft step and attack yellow.

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Vello takes a step back, to avoid the nearest cultist from getting directly in front of him and then sends a blast of cold energy toward the cultist but watches it sail wide greatly.
Cold Blast (Touch Range) vs Red: 1d20 + 3 ⇒ (1) + 3 = 4
Cold Damage: 1d6 + 1 ⇒ (6) + 1 = 7
Free: 5' step
Standard: Kinetic Blast

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Kenza leaps into action, dashing across the room and delivering a flying kick to the face of the red cultist.
Attack: 1d20 + 4 ⇒ (17) + 4 = 21
Damage: 1d6 + 3 ⇒ (5) + 3 = 8

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Frostwind procures another bomb and throws it at the closest enemy not in melee.rta: 1d20 + 5 ⇒ (7) + 5 = 121d6 + 5 ⇒ (6) + 5 = 11
on the cell sorry. Can't access the map

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Seeing all of the villagers dead, "Glad these guys are weak."
Vello looks around the room, seeing the door to the north and a passage way to the west. He heads to the west and looks at what is beyond the opening.
Perception: 1d20 + 8 ⇒ (7) + 8 = 15

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"Mmpf... rabid dogs barely worth the effort of putting them down! Now, let's find their masters and give them the retribution they so richly deserve!" Thror comments sniffing the air as if trying to smell the taint of evil...
Where next?

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Kenza searches the bodies at the Black Maiden's request.
Perception: 1d20 + 7 ⇒ (2) + 7 = 9
Then she follows Vello to the western hallway.

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Thror stands beside Vello:"ELF! Let me see! Let me seee!" he jumps up and down shaking with (righteous) indignation...
Perception: 1d20 + 7 ⇒ (14) + 7 = 21
Move besides Vello and check the room to the west

DM Feral |

Kenza finds little of value or interest on the fallen villagers.
Moving west, the party finds a room filled with broken chairs, old straw-filled mattresses, and water stained, moldering quilts littering the floor.
The monk finds nothing amiss but Thror spots a small intact strongbox under a pile of rags in the far corner.

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Kenza keep alert for an ambush while Thror inspects the strongbox.

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By all means do! But remember to check for traps first... you never know what dastardly statagems demon servants will resort to!”

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"Maybe it will have something useful in it or even something helpful."

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A tiny clockwork dragon uncurls from Frostwinds shoulder and leans down towards the lock to aid the sylph.
Perception: 1d20 + 7 ⇒ (2) + 7 = 9
Disable device: 1d20 + 9 + 2 ⇒ (10) + 9 + 2 = 21

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Kenza reaches out in an attempt to catch the little sylph! But she's too late to be of any help...

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Vello eye's open wide as he sees the floor collapse under the sylph's weight. "Wow... either that floor was really weakened over time or Frostwind is heavier than most sylphs."

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"Shoddy workmanship! The hallmark of all demon worship, I tell you!" Thror says... while moving to retrieve the treasure held in the strongbox.

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Glad Frostwind is able to heal herself and letting the others retrieve what was in the chest. Vello goes back to the previous room and listens for anything beyond the northern door.
Perception: 1d20 + 8 ⇒ (18) + 8 = 26

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Black maiden stares at Frostwind as she climbs out and tends to her wounds, and the attention is... fairly disturbing to say the least. Especially when she licks her lips as if unconsciously. Once she finishes healing herself, the Black Maiden looses interest and watches Vello to see what happens.

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Kenza bows to Frostwind and begs forgiveness for her failure to protect her from the dangerous floor. Once forgiven (or not) Kenza follows Vello to the next door, ready to head inside.

DM Feral |

Moving northeast, this long room is empty save for a large mound of compost covered with tiny black mushrooms heaped nearly to the ceiling in the southeast corner of the room, while to the north, an old kitchen seems to have been repurposed into some sort of indoor garden. A workbench cluttered with pottery stills and glass alembics stands below small alcoves filled with vials and beakers. Dozens of clay vessels rest haphazardly on wooden boxes, each sprouting neatly-pruned shrubs or large, exotic mushrooms. They appear surprisingly well-tended, given the state of the rest of the building, though the roots of several have burst through their pots.
villagers are using on their weapons.

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Seeing the room is filled with beakers and things, Kenza looks at Frostwind. "What is this?"

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Knowledge (Nature) DC20: 1d20 + 8 ⇒ (3) + 8 = 11
Vello looks over the mushrooms carefully but has to give up. Shaking his head. "I can't identify the mushrooms. But we should probably be careful. Many mushrooms are toxic or even hallucinogenic if consumed."

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"They are doing demon worship! That's what! Burn everything down I say!!!" Thror argues with his usual subtlety

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"Don't burn them while we are present. The smoke is liable to carry the poison with it. So just accidentally inhaling a little might be deadly. Either way. Lets search the place for any clues."
Perception: 1d20 + 8 ⇒ (17) + 8 = 25

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At Vello's order Kenza helps search.
Perception to AID: 1d20 + 7 ⇒ (13) + 7 = 20

DM Feral |

Vello catches the outline of a hidden doorway in the wall of the overgrown room. His discovery is interrupted as a huge mound of decaying plant matter in the corner begins to move under its own power. It quickly attacks the party!
Black Maiden: 1d20 + 2 ⇒ (10) + 2 = 12
Frostwind: 1d20 + 3 ⇒ (9) + 3 = 12
Kenza: 1d20 + 2 ⇒ (16) + 2 = 18
Remy: 1d20 + 3 ⇒ (8) + 3 = 11
Thror: 1d20 + 1 ⇒ (19) + 1 = 20
Vello: 1d20 + 4 ⇒ (20) + 4 = 24
Pile of Rotting Veggies: 1d20 - 1 ⇒ (13) - 1 = 12
Everyone but Remy is up.

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"Time to go meet your maker, you pile of demon scrappings!" Thror roars as he leaps forward slashing like a dwaref possessed at teh plant-like creature.
Atatck roll: 1d20 + 7 ⇒ (19) + 7 = 26 → Damage roll: 1d10 + 4 ⇒ (8) + 4 = 12

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Glad he didn't walk into such a thing, Vello takes a step toward the corner of the room to make room for others to confront the plant creature.
He remembers in the past though, when facing plant-like creatures, his cold attacks where extra effective. Hoping that is so this time too, he unleashes a cold blast at the creature.
Cold Blast (Range Touch) -Into Melee: 1d20 + 3 - 4 ⇒ (18) + 3 - 4 = 17
Cold Damage: 1d6 + 1 ⇒ (5) + 1 = 6
Free: 5' step
Standard: Attack