GM Dennis |
So which one do you want to open? Or do you want to split the party?
GM Dennis |
The door opens to reveal what looks like a nursery. Dolls, wooden figurines, and clockwork toys lie abandoned on a table. Though the creaking sound grows louder as the door opens, its source is obscured by a screen in the corner of the room.
Grel Veldgott |
Grel carefully moves up to a position to look behind the screen. He uses Sprit Sense to detect anything in the spirit realm.
GM Dennis |
Behind the screen, the source of the creaking sound quickly becomes apparent. A cradle rocks, though you see no hand moving it. Inside is a wriggling bundle of cloth. Your spirit sense detects a faint aura of outsider from the bundle.
Grel Veldgott |
Shhh. There is something not of this plane. Prepare that Cold Iron. Grel focuses his Spirit Sense for another round to determine the nature and provenance of the outsider.
GM Dennis |
Grel Veldgott |
Grel rounds the room with his cold iron warhammer held at the ready. Come out now. You are outnumbered.
GM Dennis |
The bundle continues to wriggle and the cradle continues to rock until finally the folds of the bundle part to reveal a tiny face with tiny mandibles, clacking about for something to eat! After the initial surprise, it becomes clear that this is a baby giant centipede trying to wriggle free, most of its body still trapped within the swaddling.
GM Dennis |
It does seem to have some hint of purple to it, and it did detect as fiendish to Grel.
GM Dennis |
It writhes and wiggles at the touch, and the purple goo on on its surface shrinks away from the cold iron. You can see goo-covered shell fragments within the swaddling.
Grel Veldgott |
No telling. It won't be a threat to us now, in any case. Let's keep moving. Grel is ready to move to the next room.
GM Dennis |
Leaving the baby vermin to wriggle in its cradle, you move to the next door, which opens esily. This dormitory-style bedroom looks tidier than other rooms in the building. A hunched humanoid figure wearing a maid’s uniform sits on a small bed in the northwest corner of the room. As you enter, she looks up at you with doll-like eyes and says "Have you seen my baby? Is she safe?" Held between the waxen fingers of one oddly-segmented arm are a pair of scissors, with which she nervously snips the air as she speaks to you.
GM Dennis |
From what you've heard, they generally are not aggressive or prone to abducting folks. In fact, many of them abhor weapons and violence, though like many fey their sense of morality is often quite skewed.
Verathis L. Adrazek |
Knowledge(Nature): 1d20 + 6 ⇒ (6) + 6 = 12
"Sorry, the only child we've seen thus far is a centipede. If you can tell us about this place and what is happening here, perhaps we can help you look for your child."
Diplomacy: 1d20 + 11 ⇒ (5) + 11 = 16
GM Dennis |
"Sorry, the only child we've seen thus far is a centipede. If you can tell us about this place and what is happening here, perhaps we can help you look for your child."
"Oh, you saw her! Was she finally awake? Is she safe?"
Grel Veldgott |
She is awake and safe. You should go see to her. Grel allows the fey to leave the room if she moves that way. He uses his Spirit Sense in the rest of this room and then in the next room we would investigate.
GM Dennis |
"Oh, that's good!" She seems quite pleased, but doesn't get up to go check. "Anyway, I don’t know you. Why are you here?” Her tone is one of curiosity, rather than a challenge.
Grel Veldgott |
The Sarini family. Did you know them? How long have you been here? Grel holds his warhammer tight in case of a fight.
GM Dennis |
“Oh, I've been here for a little while. Not very long. I don't know anything about the humans that used to live here. Do you know any stories?”
You can tell a fascinating story about the Sarinis with a successful Knowledge (history or nobility) check, or make one up with a successful Bluff or Perform (oratory) check.
GM Dennis |
"Maybe. You have very pretty eyes. Could I borrow them briefly?"
Grel Veldgott |
Sense Motive: 1d20 + 3 ⇒ (18) + 3 = 21
Grel is reticent to offer his eyeballs but would like to make some progress with the search.
GM Dennis |
Her tone does not seem menacing at all; the question seems earnest and innocent, including the 'briefly' part. Right now her general attitude toward you seems to be indifferent.
Grel Veldgott |
Grel will heed Harada's call. Sorry, lady. We must be off. He turns to follow The Hammer to the next room.
GM Dennis |
She shrugs. "Ok. Bye bye."
The next room seems to be some sort of bathroom. Dozens of once-fashionable outfits hang in three large closets set against the north wall. Two red folding screens covered in dark stains partially hide a lavish bathtub of gilded porcelain.
Most of the clothes in the closets are smelly and moth-eaten, but the ones in the middle seem to have been treated with some sort of alchemical preservative. Among the salvageable items are a four sets of fine noble's outfits and a very fine cloak in pristine condition. Tucked behind them are a small cache of weapons wrapped in a velvet cloth and tied with a red satin sash, including a cold-iron morningstar and a cold-iron dagger.
Verathis L. Adrazek |
Knowledge (nobility): 1d20 + 6 ⇒ (11) + 6 = 17
"I know a story",Says Verathis with a sly smile."But I must stay with my friends. I will tell it to you if you come with us, and help us look for other interesting things here."
Diplomacy: 1d20 + 9 ⇒ (13) + 9 = 22
Grel Veldgott |
Grel looks for magical auras in the clothes and weapons. Grel will also inspect the room for anything of interest.
Detect Magic
perception: 1d20 + 11 ⇒ (9) + 11 = 20
GM Dennis |
"I need to stay here, near my baby. I don't think there's anyone up here, anyway, or I woulda met them. Watch out for the necklace in the big room, though; it's mean. Come back and tell me a story when you're done, ok?"
------
The cloak appears to be magical.
Grel Veldgott |
spellcraft: 1d20 + 6 ⇒ (16) + 6 = 22
Here, this will help defend against the arcane and such. Someone take it. Grel looks over the door going to the next area.
Clock of resistance +1, if someone needs it.
perception: 1d20 + 11 ⇒ (19) + 11 = 30
GM Dennis |
Grel opens the untrapped and unlocked door. Inside a large, red four poster bed sits in the northeast corner of this grand bedroom. Many pieces of dusty jewelry lie on a round table beside a fireplace on the west wall. A large glass double door leads to a balcony with a view over hills and valleys to the south, and another door leads to the east.
Grel Veldgott |
Grel takes a quick look around before moving to the room in the east.
perc: 1d20 + 11 ⇒ (18) + 11 = 29
GM Dennis |
Grel sees no threats, moving through the room. The only thing that stands out under his thorough inspection is one of the pieces of jewelry on the table: a beautiful silver necklace in the shape of a snake; there seems to be more to it than meets the eye.
Verathis L. Adrazek |
Verathis asks Grell,"As you and Harada already have such a cloak may I have that one."
When they move on to the master bedroom Verathis calmly follows Harada. At seeing the necklace He asks Grel to see it.
Spellcraft: 1d20 + 14 ⇒ (2) + 14 = 16
GM Dennis |
Verathis, what's the Spellcraft for (Grel has already identified the cloak)? And were you asking Grel to hand you the cloak, or the necklace?