Quiella |
Quiella scans this room for evil auras as well.
can we make that the SOP for her in this scenario whenever she has the time?
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Melufiuos Benidictus |
Mel sweeps for magic and keeps a paranoid eye darting upward at stairs, balconies, high wall fixtures, chandeliers, etc.
Perception: 1d20 + 10 ⇒ (5) + 10 = 15
In this series, haven't we encountered paintings of portals which really were gates to hell? If so, Mel mentions them.
Halkale Timarson |
"S-S-Someone has t-t-to enter." Halkale says as he and Frostfur enter. Rangers lead the way.
Perception Halkale: 1d20 + 11 ⇒ (19) + 11 = 30
Perception, Frostfur: 1d20 + 5 ⇒ (20) + 5 = 25
GM Harker |
In Fortress of the Nail, the group used a statue to turn a picture into a gateway to Hell in order to rescue Zarta Dralneen.
Valik and Melufiuos hears some sort of whimpering coming from the northwest, while moving closer Halkale pinpoints the noise to the door on the eastern side of the sitting room.
Melufiuos does not find any magical auras in the two open rooms.
William Iosef Blazkovich |
William holds back a bit, recognizing the clearly superior scouting talent and instead focuses on the pictures of the Kastner family.
"Those eyes... They give me the uncanny feeling that we are being watched. Does anyone know if these portraits are magical? Perhaps being used for unnatural spying?"
William Iosef Blazkovich |
Assuming he's informed of the whimpering and the safety of the portraits.
William moves closer to Halkale. "What is that you hear? Someone else... living here? Animal or humanoid? Or fiendish..."
Noting the clear and present threat, William will move close to the door in question and prepare to do his best to keep a safe gap between any threats and the party's back line.
"If there is anyone living here I would not expect them to be in full control of their faculties any longer, but I am always willing to give the benefit of doubt if it can save a soul. Civilians should not be expected to pay the price for a soldier's work."
Melufiuos Benidictus |
When William asks about the portrait, he replies, "Back when we were in the Fortress of the Nail, we used a statue to turn a picture into a gateway to Hell in order to rescue Zarta Dralneen. But since this one is non magical, I guess this is not like that."
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GM Harker |
Actually, the location that Mel is speaking of is Citadel Vraid, it's not called Fortress of the Nail. It's probably better to more vague about past scenarios experiences as well unless your sure everyone has played it.
As William gets near the door, the whimpering sounds more like high pitched sobbing.
William Iosef Blazkovich |
Hearing the sound of a potential victim, William grits his teeth and utters a brief prayer to Bright before turning to Melufiuos. "Mel... I think there is someone in there crying. While I'm aware of the potential dangers, I feel it my duty to attempt rescue and recovery of any civilians in the line of fire. I trust you to have the firepower to intervene if things go south... or if it turns out not to be a civilian."
He places his musket on his back, then steps up to the door. "Citizen, I am here to help. I am going to open the door now, know you are with friends."
Diplomacy: 1d20 + 12 ⇒ (5) + 12 = 17
He takes a sideways glance towards Mel and mouths the words 'I hope' before turning and opening the door.
Quiella |
I meant SOP for this scenario only
Quiella drops her sword and rushes to the girl's side, offering a comforting hand. "You're safe with us; we're good."
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Quiella |
diplomacy: 10 + 12 = 22
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William Iosef Blazkovich |
William nods. "Affirmative citizen. Our mission is to purge this edifice of evil and harmful beings, allowing for peaceful habitation."
He looks at the girl for a moment, then thinks, mulling over the words in his mouth before speaking again. "Erm... We are here to shoot bad things and help good people. Like you."
He reaches his right hand (the one without a spiked gauntlet) to the girl.
Quiella |
Quiella gives the girl a slow, serious nod. "How did you come to be here?"
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Melufiuos Benidictus |
While the others are rescuing the girl, Mel makes himself busy keeping watch for anything sneaking up on us.
Perception: 1d20 + 10 ⇒ (9) + 10 = 19
LOL, the way I roll, I should take-10 whenever I can.
GM Harker |
Still looking quite afraid and confused, the girl does not accept the extended hand, but moves a little closer. "Is Mother, Pa, and Tarcey with you?" She asks, poking her head out of the closet to look around with excitement, which is short lived when she does not find who she's looking for, "Pa and Mother and Tarcey and me, we hit the road. Pa says we’ll walk and walk till we’re in Egorian, and that’s where he’ll find work. We walked so long, and I got real tired, and it got real dark and windy, and the rain made Tarcey cry. And Mother said, 'Let’s wait inside,' but Pa said, 'No way'—he said he heard there’s bad things live in Osty-garde. And then I dunno. Maybe there’s big, prickly cats. Maybe they scared me and so I hid from the thin men. I dunno. I want Mother and Pa."
Melufiuos stays vigilant against ambushes while the others speak to the girl, but senses nothing out of the ordinary.
Quiella |
"Where are your mother and pa? Why are you in here if your pa wanted to stay outside?"
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GM Harker |
"The thin men drug Mother and Pa through the mud. In here, in Osty-garde. And Tarcey was crying and they didn’t even care. Mother and Pa said I’m supposed to never go off without them. When the scary statue chased me, I hid here, and Tarcey went off by himself. When I heard Pa shouting upstairs, I wanted to go up but I was too scared. Can you help me find them?" The little girl replies to Quiella's questions, shuddering throughout.
William Iosef Blazkovich |
William gets down on one knee, putting himself at eye level to the little girl.
"You did good. Is your name by chance Tilly? Tilly Anders? Listen to me carefully. We are going to do everything we can to get you out of here safe and sound, and we'll do everything we can to find your mother, father, and Tarcey. To do that we are going to need your help as well. Can you tell me what your Ma and Pa looked like? What they were wearing? We will also need to know what these thin men looked like, and what they said. The more you can tell us the more we will be able to do for you. When is the last time you saw your Ma and Pa?"
Diplomacy: 1d20 + 12 ⇒ (20) + 12 = 32
Hoping for enough of a description to identify whether or not the corpse we found with the earplugs was wearing anything to signify that that may be one of the parents. Also hoping for enough of a description of the thin men to allow for a knowledge check by someone. Will fish a little more if she appears to know but is nervous about answering, but if she clearly doesn't know I'll leave it at that.
Quiella |
GM Harker |
"Yes, my name is Tilly. Tilly from Kintargo. Pa says I’ll be Tilly from Egorian soon. I dunno how long I've been here since they took Mother and Pa, I was hiding from the scary statue. The thin men are really skinny and really mean. Their skin looks like mud. They grin real big but they never talk, except they maybe talk without words. I dunno." The girl answers, then proceeds to give descriptions of her Mother, Pa, and Tarcey. None of the descriptions match people or creatures you've seen here.
That's probably not enough of a description to make a Knowledge roll to identify the thin men yet, although I'm willing to let you try at an inflated difficulty. Just roll a D20 and I'll look to see if you have the relevant skill. You'll get another chance if you actually see them.
William Iosef Blazkovich |
Knowledge ???: 1d20 ⇒ 16 Only have History and Engineering so unless they are Robots it'll have to be someone else that IDs them.
William stays at eye level with the girl and pats her on the head. "You're going to have to stick closely with us. We'll protect you from these mud men but you'll have to keep an eye out for safe places to hide when things get really scary."
He tosses her the magic earplugs from earlier. "Keep these around your neck. If any more of those prickly cats show up put them on as quick as you can."
William will check the room Tilly was hiding in for anything useful and then begins to listen at the other doors. "We had best not leave any threats behind us... we do not want to be caught between the hammer and the anvil so to speak. But let us make haste."
If there are no complaints I'd say to go check at the doors clockwise and make cursory checks of each room to make sure we don't leave any monsters behind us then move upstairs.
GM Harker |
The thin men's description is not recognizable to William.
The girl offers a shy smile as William offers to help her and nods in understanding. "Thanks for helping me find my family!" She then puts the earplugs around her next as requested.
The closet Tilly had been hiding in appears empty.
I'm going to push ahead since William has suggested a course of action, but if you all have any more questions for Tilly, want to try to the blind Knowledge check, or want to do anything else just let me know.
* * *
Progressing clockwise through the ground floor of the manor, the group first comes to what appears to be a private library. Esoteric books cram the shelves of two long bookcases. The shelves flank a desk whose surface is buried beneath dossiers, receipts, bureaucratic seals, and other symbols of office. A spiral staircase on the eastern wall rises to a second level.
I moved your icons into the private library room. Tilly is not on the map, but she's still staying close to William and Quiella.
Halkale Timarson |
Halkale looks inside the room to see if he sees anything as his companions enter.
Percption: 1d20 + 11 ⇒ (5) + 11 = 16
GM Harker |
Taking a long look around in the room, Halkale first spots an ominous collection of tomes called 'The Gates Ajar.' The library appears centered on them, but it's difficult to tell the subject matter of the books without leafing through them.
The dossiers and other papers also look like they may hold some interesting information, but similarly would need to be looked through to find anything of importance.
William Iosef Blazkovich |
I wonder who's faction mission you just found?
As soon as he gets an 'all clear' from Halkale, William will move forward.
"We must remember to catalogue these on the way out, but for now there are lives at stake. Lets move upward. Be on guard... This is where Tilly said her parents were taken, so expect resistance. Tilly, this is the time when things can get messy quickly. At the first sign of danger retreat to this room and wait for one of us to tell you all is clear."
He flexes the joints in his spiked gauntlet, tightens up his armor, making sure the spikes stay at the shoulder and elbow areas most prominently, checks his musket, and proceeds up the stairs.
Melufiuos Benidictus |
blind knowledge check: 1d20 ⇒ 1
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Melufiuos Benidictus |
lol, Mel thinks the thin men may be leprechauns. That or he is too busy trying to remember the age of consent in the parts.
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Melufiuos Benidictus |
Since we are rushing through, Mel makes a mental note to come back here and check for traps later.
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William Iosef Blazkovich |
"How long have you been hiding here Tilly?"
I was under the impression that her family had been very recently captured and time was of the essence, but rereading I've got no actual indication on how long she's been here for. If she has been here for a full day then it may be worth taking the time to check all rooms for clues and clear as we go. Also if she has been here for a long time then William will give her one of his rations and some water. If they've been here for only a couple of hours then I'll push on as described before.
Halkale Timarson |
I only did the glance thing because technically Halkale isn't in the room, since he hangs out at the back behind the meat...err more armored folks. I am fine with looking more closely.
William Iosef Blazkovich |
"Ah, if you've been here for some time it may be safe to say there is no... imminent danger. Perhaps we should use caution then."
I'll go ahead and begin a more thorough search, including through the tomes. My inner Call of Cthulhu player is yelling at me right now to prepare to make SAN rolls for every book I touch.
Perception: 1d20 + 4 ⇒ (3) + 4 = 7
GM Harker |
As William attempts to pick up one of the books comprising 'The Gates Ajar,' his hands erupts in greenish unnatural fire. Not only is he injured, he no longer feels able to touch the books. William takes 1d6 ⇒ 3 unholy fire damage and cannot touch the books again.
If anyone else wants to try the books, let me know. Is it safe to assume someone will take the time to look through the papers on the desk? William seems to suggest that he is, but he might be shy after his experience with the books.
EDIT: With William now having 7 damage overall after the fire, Life Link will transfer 5 to Quiella (for 10 damage in total) and leave William with only 2 damage.
William Iosef Blazkovich |
"Bah! These books reject me! I must not be educated enough for them. Feh... these papers should be fine to sift through. They are... spineless after all. Heh... heh..."
I'll go through the papers too.
GM Harker |
Taking time to sort through the dossiers reveals an ambitious plan to amass an army of demons and serial killers and hide them in this isolated estate. The plan details inmate transfers to a prison named Sinner’s End. There is a list of prisoners provided.
You recall Sinner’s End recently burned down, claiming the damned souls within. With this in mind, it appears that evidence within the dossiers implies that their deaths were faked and the prisoners were taken to Ostergarde to swell the ranks of the hidden army.
The receipts on the desk specify that a man named Tancred Desimire funded the construction of Sinner’s End. In addition, the insignias on the seals and symbols of office match the etching found on the silver pommel you found in the stables.
Melufiuos Benidictus |
A little late, but Mel checks for traps on the stuff we have not disturbed already.
traps: 1d20 + 11 ⇒ (1) + 11 = 12
He also scans for magic.
Mel looks at the list
know local: 1d20 + 100d1d20 + 12 ⇒ (16) + (13, 10, 15, 16, 15, 15, 10, 16, 14, 5, 1, 4, 15, 19, 6, 10, 18, 14, 9, 16, 20, 18, 4, 6, 6, 19, 12, 13, 9, 10, 4, 12, 14, 3, 5, 5, 2, 12, 5, 8, 14, 1, 14, 13, 20, 4, 20, 7, 9, 19, 7, 18, 20, 8, 18, 6, 5, 13, 12, 6, 3, 15, 13, 12, 5, 17, 3, 5, 3, 14, 4, 5, 9, 19, 15, 9, 20, 6, 10, 11, 1, 4, 14, 5, 16, 2, 18, 20, 5, 17, 3, 15, 7, 7, 17, 7, 1, 10, 12, 15) + 12 = 1084