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"Yes, well, here is, in microcosm, a prettier part of Isger."

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Shreya took everything in. She didn't know anything else the group hadn't already discovered, so she waited for the investigation to finish.

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Nectanebo snaps his fingers. "Good thinking, Kardess. It may be Gerrin's been possessed by a comparatively benign haunt."
Knowledge (Religion) to verify this hypothesis?: 1d20 + 10 ⇒ (13) + 10 = 23

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Nectanebo comes up with a few possibilities on why the voice stopped. It could indeed be a haunt, or the connection was weak and was lost after a duration of time, or the voice was not finding what it required and cut off communication.
With little else and little found on the main floor the group heads on up to the second floor foyer where 5 sets of doors are found leading in all manner or directions and rooms.

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Normally I'm not given to haste, but in a place like this a direct approach is best.
Kulga opens the door closest to her.

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The large windows of this bedroom offer a magnificent view of the hills to the northeast. The Sarinis used this room as a guest room. There is nothing of value in this room, but from this unique vantage point, the PCs can see a metallic glint on the roof of the gazebo in the garden.

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Perception: 1d20 + 4 ⇒ (11) + 4 = 15.
Belkar raises an eyebrow when he finds the words scratched into the floor under the bed.
"I doubt it ended well for whomever wrote that..."
With a shrug, he moves on to the double doors to the south, and, after checking them for traps, opens them.

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Hmm... It might be worth examining the top of the Gazebo. Is anyone here a good climber?

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Gerrin finds that the floorboards all seem to be quite secure. Belkar continues on to the next set of doors in his attempt to completely secure the second floor.
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. This was the baron and baroness’s bedroom. The door to the east is found to be locked.

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Perception: 1d20 + 6 ⇒ (9) + 6 = 15
Knowledge (Arcana): 1d20 + 10 ⇒ (7) + 10 = 17
Nectanebo promptly moves to inspect the jewelry, but is hampered by an unexpected sneezing fit from all the dust.

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Perception: 1d20 + 3 ⇒ (4) + 3 = 7
Seeing the floorboards are secure, Gerrin simply shrugs and moves on with the party to the next room. Upon seeing the jewelry, Gerrin's interest picks up again.
Hmm, perhaps the jewelry is valuable for a collection of some sort. We should take it with us. Gerrin will try to select the pieces that look to be of some value.

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Perception: 1d20 + 6 ⇒ (4) + 6 = 10
That sounds well reasoned, Mr. Harwick. No need to let these riches continue to gather dust.

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Shreya finds no magic though Gerrin finds all manner of items on the table, there is a signet ring worth 25 gp and an assortment of jewelry worth 125 gp on the table. However, the signet ring is a Sarini heirloom and has the family’s symbol on it prominently.
As Gerrin begins to fiddle and grab at items on the table the snake shaped necklace unfurls and snaps out at him.
Bite vs Gerrin AC FF 14: 1d20 + 3 ⇒ (14) + 3 = 17
Damage: 1d6 + 1 ⇒ (6) + 1 = 7 + Poison
DC 11 Fort save or 1d2 Con damage for 6 rounds.
The creature resembles a small, metallic cobra. It's body made of overlapping iron plates, and its eyes are pinpoints of red light. The sharp metal fangs sink into Gerrin's skin on his hand, injecting its poison into his body.
Shreya: 1d20 + 5 ⇒ (15) + 5 = 20
Kardess: 1d20 + 3 ⇒ (3) + 3 = 6
Gerrin: 1d20 + 5 ⇒ (1) + 5 = 6
Nectanebo: 1d20 + 2 ⇒ (8) + 2 = 10
Kulga: 1d20 + 2 ⇒ (20) + 2 = 22
Belkar: 1d20 + 3 ⇒ (5) + 3 = 8
Iron Cobra: 1d20 + 2 ⇒ (6) + 2 = 8
Round 1
Kulga (11/13)
Shreya
Nectanebo
Belkar
--------------------------------
Snake
--------------------------------
Gerrin (8/15)
Kardess

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Being a creature of scale and venom herself, Shreya begins to tell tales from her childhood to help them relate to the nature of those creatures. Even though this was a creature forged of metal, the creator took time to give it some of a viper's traits.
Inpire Courage +1
Note: Shreya healed Kulga here. I didn't bother posting a roll since the minimum result would heal her to full.

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Knowledge (Arcana) to know about iron cobras: 1d20 + 10 ⇒ (19) + 10 = 29
The tattered tails of Nectanebo's coat seem to writhe like beckoning fingers as he calls out, "Secrets of this storied house, mightn't you like to answer a call to a bit of vengeance?" Sure enough, the skeleton of some long-forgotten heinous deed punches its way out of the wall and assaults the metal menace!
Spending 1 Focus from the Gloaming Shroud to bring out another Necromantic Servant. As before, it has 5 hit points, and will last a maximum of 20 minutes.
claw, flank: 1d20 + 5 ⇒ (6) + 5 = 11
damage: 1d4 + 3 ⇒ (2) + 3 = 5
claw, flank: 1d20 + 5 ⇒ (8) + 5 = 13
damage: 1d4 + 3 ⇒ (2) + 3 = 5

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Kulga launches herself across the room at the Iron Cobra swinging her morningstar in a sweeping blow for its head!
Morningstar Charge: 1d20 + 4 + 2 + 1 + 2 ⇒ (20) + 4 + 2 + 1 + 2 = 29 Includes flank with Belkar
Damage: 1d8 + 3 + 1 ⇒ (3) + 3 + 1 = 7
Morningstar Confirmation: 1d20 + 4 + 2 + 1 + 2 ⇒ (3) + 4 + 2 + 1 + 2 = 12
Crit Damage: 1d8 + 3 + 1 ⇒ (6) + 3 + 1 = 10

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Son of a...
Fort: 1d20 + 1 ⇒ (19) + 1 = 20
Gerrin stays strong in spite of the poison. He then draws weapons and attacks with flanking!
Attack: 1d20 + 5 + 2 ⇒ (18) + 5 + 2 = 25 for Damage: 1d6 + 1 + 1d6 ⇒ (1) + 1 + (6) = 8
Attack: 1d20 + 5 + 2 ⇒ (20) + 5 + 2 = 27 for Damage: 1d6 + 1d6 ⇒ (5) + (6) = 11
Confirm #1?: 1d20 + 5 + 2 ⇒ (12) + 5 + 2 = 19 for Damage: 1d6 + 1 ⇒ (5) + 1 = 6
Confirm #2?: 1d20 + 5 + 2 ⇒ (18) + 5 + 2 = 25 for Damage: 1d6 ⇒ 3

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Yeah, I just took a look. That's way off. Its been a long time since I played him. I must have posted that when he hit 2.0 but then decided to alter him before I continued. I'll have to fix that up when I get home from Florida later this week. I've been going off my current Hero Lab.
EDIT : I think I got it now. I'll probably need to do an audit after this adventure to be sure I didn't mess up something else in it.

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Sounds good Shreya
Kulga slams her Morningstar into the iron cobra, though it clangs against the metal it doesn't do nearly as much damage as she thought it would have. DR and did not confirm.
Shreya begins to inspire the group as the snake sways violently in place.
Nectanebo calls forth another servant to aid in their endeavor, though it's sharp claws drag fruitlessly against the smooth metal. Belkar draws his blades as the snake bites at Gerrin once again.
Bite vs Gerrin AC 19: 1d20 + 3 ⇒ (19) + 3 = 22
Damage: 1d6 + 1 ⇒ (4) + 1 = 5 + Poison
DC 11 Fort save or 1d2 Con damage for 6 rounds.
Gerrin moves into a better position as he strikes back at the iron snake, finding a weak plate and begins to pry it off the snake. The snake shudders and falls back to the table as a useless necklace once again.
Kulga (13/13)
Shreya
Nectanebo
Belkar
Gerrin (3/15)
Kardess

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Furniture? Hmph.
Fort: 1d20 + 1 ⇒ (16) + 1 = 17
Bleeding in several spots, Gerrin digs out his wand of Cure Light Wounds and humbly asks for assistance.
CLW: 2d8 + 2 ⇒ (8, 5) + 2 = 15
Gerrin then collects all the goodies and moves to the west as well.

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Kulga takes a moment to sharpen the points of her morningstar, grimacing at the scores and stains it has already picked up, before following after the energetic Mr. Bitterleaf.

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Rushing through the manor as fast as he can, Belkar definitely doesn't stop to smell the poisonous roses.
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. The Sarinis used this chamber for bathing and as a dressing room.
Most of the clothes in the closets are smelly and moth-eaten. However, Marcius Sarini treated the closet in the middle with an alchemical substance that has kept pests away, and consequently, the contents of the closet—a cloak of resistance +1 and four noble’s outfits worth 75 gp each—are still in pristine condition. Also, behind the clothes are Marcius’s small personal weapon stash, consisting of a cold iron morningstar and a cold iron dagger, both wrapped in luxurious cloth and tied with a red silken sash.

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Kulga beelines towards the noble's outfits before realizing probably that none of them fit her particular frame and setting them aside to be carried out and sold with a sour grimace.

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This dormitory-style bedroom looks tidier than other rooms in the building. A hunched figure wearing a maid’s uniform is sitting on a small bed in the northwest corner of the room. Many servants died at the hands of the baroness in this room and the adjacent bathroom.
“I don’t know you. Why are you here?” The main snips a pair of scissors into the air. This maid has oddly segmented limbs, waxen skin, and doll-like eyes.

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"We are here to find evidence of your mistress's crimes." Kulga eases closer. "Will you help us, or die in folly?

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“I do not wish to die in folly." She smiles "What do you know about the humans who once lived here? Do you know any stories?”

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Knowledge (Arcana) check to recognize the maid for what she is?: 1d20 + 10 ⇒ (10) + 10 = 20
"There was a young boy here, named Luca. Adopted, originally of half-Mwangi parentage. Possibly a holdout follower of Aroden, somehow. He died from eating poisonous berries in the garden. It seems like it was an accident...but not everyone is certain it was."

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Kulga carefully avoids speaking in absolutes not yet proven, but bluntly states her suspicions, "Luca was likely Baron Marcius's bastard, and likely poisoned by his wife Sadira. Many rituals, likely diabolical were performed here until the town rose up and lynched the Sarinis before illegally taking power from the local nobility, if I guess correctly."
As Kulga speaks she watches this... maid carefully for her reactions.
Study
Sense Motive: 1d20 + 7 ⇒ (4) + 7 = 11

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@Nectanebo- It is Nature to identify so I will use the same roll.
Nectanebo recognizes the fey for what it is. A Nukkefeen. Nectanebo knows that they are mostly blind but relishes in the fact of stealing someone else's eyesight for a short duration.
Many scholars posit that nukkefeens originated as experiments of a powerful First World creature or creatures, and perhaps were intended to serve as assistants or researchers. Some have even tied these creatures to norns’ workshop-like lairs, positing that they may have originally acted as servants of those prescient beings. Nukkefeens’ eyes are glazed and unnatural, and though they are quite limber, their knocked knees make their gait seem uneven and stiff. Most nukkefeens resemble human men or women, though many appear androgynous. Nukkefeens have a peculiar sense of morality. For example, most of them loathe weapons and violence, but think that harming unpleasant people or animals with scissors or similar objects is a way to “fix” them. They
are not inherently malicious, though they are obsessed with old, abandoned buildings where great tragedies have occurred. They are likely to settle in abandoned homes, which they take care of in their own peculiar way.
She turns and looks at Nectanebo and continues to smile in jerky motions. “Your eyes are pretty. Could I borrow them briefly?"
From what Kulga can tell the Nukkefeen just seems to be overly curious.

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Short term as in hours and harmless as in you will not be dead. Still sound good?

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Shreya thought the request a bit odd, and perhaps a bit sinister to boot. She kept watch over the curious creature, her bow in hand, but did not have an arrow drawn and nocked just yet.

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If no answer from Kardess by this evening I'll push forward as it is nothing permanent.