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Perception: 1d20 + 11 ⇒ (16) + 11 = 27
1d3 ⇒ 3

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Carson and Verathis have trouble finding much of interest, but after an hour of searching Grel sets down quite a haul onto one of the tables in the room. Hidden within a box made to look like books on the shelf were eight magical scrolls.
Also among the treasures is a book titled Nine Secrets, which appears to his sharp eyes to be trapped.
Harada may make a perception check to try and find more.

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Grel reads the scrolls carefully for the nature of the spells.
Activating 1 minute of the Dull Grey Ioun stone resonance power on my wayfinder.

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Verathis also goes over the scrolls.
spellcraft on Scroll 1: 1d20 + 14 ⇒ (15) + 14 = 29 "This one's an alarm."
spellcraft on Scroll 2: 1d20 + 14 ⇒ (4) + 14 = 18 "I got nothin."
spellcraft on Scroll 3: 1d20 + 14 ⇒ (6) + 14 = 20 "I got nothin."
spellcraft on Scroll 4: 1d20 + 14 ⇒ (12) + 14 = 26 "This one's a disguise."
spellcraft on Scroll 5: 1d20 + 14 ⇒ (17) + 14 = 31 "This one lets you jump an extra 20 ft."
spellcraft on Scroll 6: 1d20 + 14 ⇒ (12) + 14 = 26 "This one's a pony."
spellcraft on Scroll 7: 1d20 + 14 ⇒ (9) + 14 = 23 "This one makes fog."
spellcraft on Scroll 8: 1d20 + 14 ⇒ (9) + 14 = 23 "And this one's a holy shield."

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Grel will share the info about 2 and 3 with the group. Charm Animal and Comprehend Languages.
Grel wraps up the search in this room. These will be useful. Let's keep going. Verathis, hold on to these and cast them as you see fit. Grel carefully moves to the door in this room and looks over it.
perc: 1d20 + 11 ⇒ (16) + 11 = 27

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Do you want to do anything about the trapped book before you move on? I think Carson has Disable Device. Otherwise, you can take it with you and do it later, or leave it here.

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I hope Carson does choose to untrap the book. I just wanted to leave a post tonight to advance us when others chimed in.

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Great, I'll move you into the next room tomorrow, regardless, and you can bring the book with you if Carson hasn't untrapped it yet.

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Carson takes the book from Grel to examine the trap. He can see the mechanism that activates the diminutive trap, but in trying to disable it he accidentally opens the cover a little too wide and springs the trap (failed by 5+), causing a needle to jab into his finger!
Poke!: 1d20 + 7 ⇒ (18) + 7 = 25 Oh no!
1 damage and a Fort save, please.
The trap does not seem to reset, and you can now examine the book, a collection of very odd poetry called The Nine Secrets.
Opening the door reveals a large ballroom. The floor, walls, pillars, and fireplaces of this majestic space are all made of polished marble. On the north side of the room, a grand staircase with divided flights leads up to a balcony overlooking the ballroom floor. An angel of black marble is standing menacingly on a platform behind the middle landing of the staircase

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Sense Motive: 1d20 + 3 ⇒ (5) + 3 = 8
Grel walks in the room and uses his Spirit Sense to detect any outsiders or undead. He carefully looks over the angel of black marble.
perc: 1d20 + 11 ⇒ (9) + 11 = 20

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Verathis flips through the book.
Linguistics: 1d20 + 7 ⇒ (13) + 7 = 20
"This book is creepy. I'm going to hold on to it to make sure this knowledge is used responsibly."
As he enters the next room he comments,"Wow, even the angels look sinister in this place."

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Stealth: 1d20 + 16 ⇒ (16) + 16 = 32
Perception:
Verathis: 1d20 + 1 ⇒ (13) + 1 = 14 +2 if Ink w/i 5ft.
Carson: 1d20 + 7 ⇒ (10) + 7 = 17
Meiri: 1d20 + 1d6 + 7 ⇒ (19) + (6) + 7 = 32 (+1 vs. traps)
Grel: 1d20 + 9 ⇒ (9) + 9 = 18
Harada: 1d20 + 0 ⇒ (11) + 0 = 11
1d20 ⇒ 11

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"Ouch"
Fort Save: 1d20 + 4 ⇒ (16) + 4 = 20
sense motive: 1d20 + 6 ⇒ (10) + 6 = 16
Looking over Verathis's shoulder Carson glances at the book.
"I am not sure how people can live with that knowledge. It is just wrong."
Carson decides to stay away from the statue and hangs out in the back of the room.
perception: 1d20 + 7 ⇒ (19) + 7 = 26

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Grel concentrates on the entity at the top of the stairs, preparing a countermeasure.
Grel will concentrate for 3 rounds to determine the specific location of the creature and cast Faerie Fire when the location is determined.

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Initiative:
Verathis: 1d20 + 7 ⇒ (3) + 7 = 10
Carson: 1d20 + 3 ⇒ (14) + 3 = 17
Grel: 1d20 + 2 ⇒ (1) + 2 = 3
Harada: 1d20 + 3 ⇒ (18) + 3 = 21
Green Centipede: 1d20 + 2 ⇒ (8) + 2 = 10
Ticklick: 1d20 + 2 ⇒ (11) + 2 = 13
Grel, sensing a hidden fey creature, quickly casts a spell, outlining the concealed figure in pale fire. Realizing the jig is up, the small blue mite (clearly visible now to everyone), brings its bow up and takes aim! Though the artwork provided in the module shows the mite holding a crossbow, he is actually armed with a shortbow. Let me know if the map is unclear. I copied one row of the upstairs slide to show where the mite is. There is a balcony running around above the perimeter of this room, though I've only copied on the North side of it.
-----
Initiative:
Harada and Carson may act.

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Harada shouts "Hammah time!" as he quick draws a pair of throwing hammers and tosses them at the mite.
hammah: 1d20 + 5 + 1 ⇒ (20) + 5 + 1 = 26
damage: 1d4 + 4 + 1 ⇒ (1) + 4 + 1 = 6
hammah 2: 1d20 + 4 + 1 ⇒ (5) + 4 + 1 = 10
damage: 1d4 + 2 + 1 ⇒ (1) + 2 + 1 = 4
hammer crit?: 1d20 + 6 ⇒ (8) + 6 = 14
extra crit damage?: 1d4 + 5 ⇒ (4) + 5 = 9
Harada then gives a big smile

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The mite is stunned for a moment as Harada's hammer impacts him squarely in the face, though he recovers in time to barely duck the second one. Harada uses this moment of distraction to stride up the stairs, bright steel flashing in his hands as he goes.
The mite quickly takes a step back and lets out a sharp whistle as he fires twice at the approaching rogue!
Shot 1: Shortbow, favored enemy, point-blank shot, rapid shot: 1d20 + 5 + 2 + 1 - 2 ⇒ (13) + 5 + 2 + 1 - 2 = 19 The banister provides enough cover for this to miss.
damage, favored enemy, point-blank shot: 1d4 + 2 + 1 ⇒ (4) + 2 + 1 = 7
Shot 2: Shortbow, favored enemy, point-blank shot, rapid shot: 1d20 + 5 + 2 + 1 - 2 ⇒ (20) + 5 + 2 + 1 - 2 = 26
damage, favored enemy, point-blank shot: 1d4 + 2 + 1 ⇒ (2) + 2 + 1 = 5
confirm?: 1d20 + 5 + 2 + 1 - 2 ⇒ (3) + 5 + 2 + 1 - 2 = 9 Does not confirm.
crit damage if confirmed: 2d4 + 6 ⇒ (2, 4) + 6 = 12
5 total damage to Carson.
-----
Initiative:
Verathis may act.

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Harada uses this moment of distraction to stride up the stairs, bright steel flashing in his hands as he goes.
By which I mean Carson runs up the stairs. D'oh!
-----
Answering the mite's whistle, a giant centipede covered in purple goo (as the mite is as well) emerges from a hiding spot and moves to the top of the other staircase, where it tries to rend Verathis with its clacking mandibles!
Click! Clack!: 1d20 + 2 ⇒ (1) + 2 = 3
Ow!: 1d6 - 1 ⇒ (6) - 1 = 5 plus a Fort save vs. poison, if hit.
The creature is off-balance, nearly falling down the stairs before its mandibles snap harmlessly over Verathis' head.
-----
Initiative:
Grel, Harada, and Carson may act.

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Grel backtracks up the stairs next to Harada and sends an acid dart at the mite to topple it before it summons any other monsters.
acid dart, ranged touch: 1d20 + 2 ⇒ (9) + 2 = 11
damage: 1d6 + 2 ⇒ (1) + 2 = 3

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Felling the sting of the arrow Carson lets out a shout and a few expletives as tries to leap over the creature to get behind it.
Using Thrill-Seeker Feat to avoid OoA.
Acrobatics: 1d20 + 7 ⇒ (18) + 7 = 25
Acrobatics: 1d20 + 7 ⇒ (3) + 7 = 10
He lands and then tries to drive his cold iron dagger into the mite's head.
Stab: 1d20 + 5 ⇒ (14) + 5 = 19
Damage: 1d4 + 1 ⇒ (4) + 1 = 5

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The mite dodges Grel's acid as it sizzles and burns a whole in the moldy wallpaper. He just stops and stares, though, as Carson's sweet moves take the rogue easily past him and into position behind the smaller creature. His dagger strikes quickly and lands solidly, but this mite seems to be made of sterner stuff than those you fought earlier, and he does not fall. Instead, he steps away from Carson back toward the stairs and looses two more arrows at the rogue.
Shortbow, favored enemy, point-blank shot, rapid shot: 1d20 + 5 + 2 + 1 - 2 ⇒ (8) + 5 + 2 + 1 - 2 = 14
damage, favored enemy, point-blank shot: 1d4 + 2 + 1 ⇒ (2) + 2 + 1 = 5
Shortbow, favored enemy, point-blank shot, rapid shot: 1d20 + 5 + 2 + 1 - 2 ⇒ (12) + 5 + 2 + 1 - 2 = 18
damage, favored enemy, point-blank shot: 1d4 + 2 + 1 ⇒ (4) + 2 + 1 = 7
Carson nimbly dodges the first but the mite, almost as if he had training in ranged combat, anticipates his move and lands the second shot.
-----
Initiative:
Verathis and Harada may act.

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Verathis steps away, hurling a glob of acid that etches into the nearby railing. Harada takes advantage of the opening, however, quickly moving forward into the gap and clubbing the hapless centipede into the ground, unmoving.
-----
Initiative:
Grel and Carson may act.

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Ink stops orbiting his master and rushes the centipede.
Lunge: 1d20 + 6 ⇒ (13) + 6 = 19
Sting: 1d2 - 4 ⇒ (1) - 4 = -3Minimum 1 Damage + Poison, save Fort DC 10; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save.

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Grel stomps up the stairs wielding his cold iron heavy warhammer and swings it on the mite.
ci, warhammer: 1d20 + 5 ⇒ (11) + 5 = 16
damage: 1d8 + 3 ⇒ (2) + 3 = 5

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Grel's blow lands true, but still the mite remains.
Carson may act.

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Stab: 1d20 + 5 + 2 ⇒ (16) + 5 + 2 = 23
Damage: 1d4 + 1 + 2d6 ⇒ (2) + 1 + (4, 4) = 11
As the reals from Grels blow Carson attempt to finish it with a stab to where he thinks its kidney is.

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Reeling from Grel's attack, the mite never sees Carson's quick stab coming. The dagger buries deep in its flesh, and even its small bit of natural resistance to the metal is no protection as it crumples into a heap, unconscious. Out of combat!
Looting the body, you find: two potions, two tanglefoot bags, a small-sized dagger, a small-sized shortbow, 16 small-sized arrows, and 57 gold pieces.
Where to? Finish the first floor? Head upstairs?

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perception1: 1d20 + 11 ⇒ (17) + 11 = 28
perception2: 1d20 + 11 ⇒ (5) + 11 = 16
perception3: 1d20 + 11 ⇒ (7) + 11 = 18
Let me have a look at those, Verathis. After some sampling. They are healing potions. Good for Harada and Carson. Let's go up these stairs.
Grel uses his Spirit Sense to detect any more fey or other such creatures.

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Added a slide for upstairs. The balcony runs around the entire room, with doors visible on three sides. Where would you like to go?

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Grel finds the door untrapped and unlocked. The large windows of the bedroom within offer a magnificent view of the hills to the northeast. In the foreground, something metallic glints on the roof of the gazebo in the garden.

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perc: 1d20 + 11 ⇒ (7) + 11 = 18
Grel nods down at the message under the bed. Feel free to read spoiler as I've indicated there is something there. He keeps his warhammer and shield ready as he looks around the room with his Spirit Sense.

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Let's keep looking around. Grel walks back over to the door on the other side. marked X
He has a look over the door, just in case.
perc: 1d20 + 11 ⇒ (17) + 11 = 28

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Carson examines the double doors, finding no traps on a door that seems to be unlocked. He hears nothing from within. Grel finds a smaller door in a similar state--untrapped and unlocked--but behind it he can hear metronomic creaking sound.