
Garrath Tricks the Giants |

Garrath will move to take a closer look at the mold, scowling as something just isn't right with mold in EVERY room.

Brandark Plainswalker |

Kelvin, can you check this door
Brandark stays carefully away from the curtains

GM Mazra |

If Kelvin doesn't open the curtains, then he doesn't see anything out of the ordinary in the drawing room.
Are we sure nobody wants to open the moldy curtains?
Elektra does not detect any magic in the Drawing Room.
Amazingly Kelvin will not find a trap on the next door. And incredibly the door is not locked. Imagine that!
When Brandark opens the door, he sees a library with two chairs, one of which lies on its side, before a stone fireplace. A scarf, its reds and golds contrasting with the drab palette of the room, is draped over the side of the fallen chair. A book sits face down on the floor between the chairs. A stone bookend, carved to look like a praying angel with butterfly wings, lies on its side in the fireplace itself.

GM Mazra |

That was close! Though Elektra didn't notice the spoiler item above, she did notice this:
Elektra notices a splash of dried blood stains on the back of the northernmost chair. She then notices that the bookend reveals more blood, clots of hair, and bits of skull and flesh—in addition, part of one wing has been broken off.

Brandark Plainswalker |

perception: 1d20 + 9 ⇒ (20) + 9 = 29
Aye, I saw that. I don't like it but I saw it.
As he see's Elektra reaching for the scarf.
Don't touch. Only to be a second late.
Of course now I get a good roll. :(

Garrath Tricks the Giants |

Garrath warily moves into the room, expecting the worst, and watching for spooks, spirits, or animated objects to attack. His nerves clearly getting the best of him.perception: 1d20 + 10 ⇒ (4) + 10 = 14

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perception: 1d20 + 3 ⇒ (13) + 3 = 16
No, But Brandark when did you get these burns from?
CLW burn sun metal: 1d8 + 5 ⇒ (1) + 5 = 6
CLW Burn Comp. Lang: 1d8 + 5 ⇒ (1) + 5 = 6
Really REALLY

Brandark Plainswalker |

Stone, why are you not using the wand??, we do have a wand, and I am sure the GM will let us use it instead of your spells. :)
I got these singes from when that statue tried to eat me in the last room.

GM Mazra |

Absolutely, it may be a while before you will get an opportunity to rest.
Garrath has a reason to be nervous. A horrific shriek fills the room as the scarf flies into the air to wrap around Garrath’s throat.
Afterwards, the scarf settles gently to the floor.
Where do you go next?

GM Mazra |

After paying for the wand out of the communal pot, Brandark passes the wand to Stone.
Something to make healing us a little easier He grins at Stone.Brandark will then go to the gem merchant to reduce his coinage to more transportable form.
He will also reduce the communal fund to an easier form to carry.
Here is the Wand. 50 CLWs, I don't recall if it has been used.

Brandark Plainswalker |

hasnt been yet

Brandark Plainswalker |

So I guess I will call it 4 hp from the 2 charges, instead of your spells. It doesn't matter if it is me rolling, or you, or the GM. the RNG hates me. :(

Garrath Tricks the Giants |

Garrath claws at the scarf that wraps around his neck, pulling at the cloth. Tossing the cloth to the side, the big barbarian draws in a deep breath, and proceeds to reach down and grab the scarf holding it up for everyone to see. This whole place is cursed! I saw through her eyes. Foxglove choked the life out of her, with this scarf. He looks wide eyed at the place, He will pay for that, with this scarf. Garrath stashes it into his pack and then growls. He will find me much harder to kill than the woman.
will save: 1d20 + 8 ⇒ (13) + 8 = 21
fort save: 1d20 + 11 ⇒ (17) + 11 = 28
damage: 3d6 - 4 ⇒ (6, 1, 3) - 4 = 6 3d6 - 4 for DR vs Non Lethal damage

Garrath Tricks the Giants |

So I guess I will call it 4 hp from the 2 charges, instead of your spells. It doesn't matter if it is me rolling, or you, or the GM. the RNG hates me. :(
It's true! His RNG follows him too. He has the same luck in the Wrath of the Righteous game!

Kelvin Fleetwood |

Perception: 1d20 + 10 ⇒ (19) + 10 = 29
Perception (trap): 1d20 + 12 ⇒ (13) + 12 = 25
Disable Device: 1d20 + 16 ⇒ (8) + 16 = 24 if needed
"Sure thing" Kelvin heads back and checks the southern hallway door(@L27).
Perception: 1d20 + 10 ⇒ (15) + 10 = 25
Perception (trap): 1d20 + 12 ⇒ (18) + 12 = 30
Disable Device: 1d20 + 16 ⇒ (6) + 16 = 22 if needed
Once done with that one, he turns and checks the northern door.(@K27)

Brandark Plainswalker |

Once the doors are checked, Brandark opens them up.
Although I might complain about the RNG, I am enjoying the games. I just got to stack the skills so that I succeed even if I roll a 1 :)

GM Mazra |

As Kelvin moves to the hallway, he again sees a rather gruesome antique—what appears to be a mummifed monkey head—hangs on the northern wall here, its tiny mouth gaping. A bellpull extends from the monkey’s gaping mouth. A ratty throw rug partially obscures a foul stain of dark-colored mold on the foor.
Kelvin will determine that neither the North or South door is trapped. The South door is not locked. The North door is locked.
Kelvin was unable to pick the lock to the North door.

Kelvin Fleetwood |

Perception: 1d20 + 10 ⇒ (13) + 10 = 23 entry hall
Perception: 1d20 + 10 ⇒ (5) + 10 = 15 hallway
"There are sobs coming from up the stairs, but I think we want to finish this floor first, right?"
Angered at himself for not being able to easily pick the lock on the north door, Kelvin spends time and does it right this time. Take 20 for total of 36

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perception entry: 1d20 + 3 ⇒ (4) + 3 = 7
perception hall: 1d20 + 3 ⇒ (18) + 3 = 21
Kelvin try that lock again I think you will have better luck this time. Watch out for that mold. Stone will then discribe what he sees in the mold. Look at hallway spoiler

Brandark Plainswalker |

percept Entrance Hall: 1d20 + 9 ⇒ (15) + 9 = 24
percept In hall: 1d20 + 9 ⇒ (5) + 9 = 14
How about we finish checking this floor before we decide on starting to chew on the upper floors.

Kelvin Fleetwood |

Perception: 1d20 + 10 ⇒ (3) + 10 = 13 I26
Perception (trap): 1d20 + 12 ⇒ (7) + 12 = 19
Disable Device: 1d20 + 16 ⇒ (6) + 16 = 22 if needed
Perception: 1d20 + 10 ⇒ (12) + 10 = 22 I28
Perception (trap): 1d20 + 12 ⇒ (4) + 12 = 16
Disable Device: 1d20 + 16 ⇒ (11) + 16 = 27 if needed
"Finishing this floor is fine with me, then upstairs." Kelvin moves to the hallway and checks the next door(I26).
Once he has checked that he moves to the end of the hallway and checks that door also.(I28)

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Listen up guys this place is making us all see different thing some of those thing a cause real damage but only you my know what happened. Please keep the rest of us in the loop on what is going on. I do not want anyone falling because they where hurt and I didn't know.
While looking at the mold and the monkey. That's strange.
Stone will cast Detect Magic to see if there is anything going on with the mold or the monkey head.

GM Mazra |

The mold does not radiate Magic. The gruesome Monkey Head does.
Since you were at it, I will describe the Dining Room first.
Dining Room (B4)
A mahogany table surrounded by chairs sits in this room. Twin fireplaces loom to the west, while, to the east, stained-glass windows obscure what could have been a breathtaking view of the Lost Coast. Each window depicts a monster rising out of smoke pouring from a seven-sided box. From north to south are depicted a gnarled tree with an enraged face, an immense hook-beaked bird with sky-blue and gold plumage, a winged centaur-like creature with a lion’s lower body and a snarling woman’s upper torso, and a deep blue squidlike creature with evil red eyes.
are necromancy-related, that the monsters seem not to be emerging from the boxes but rather being drawn in, and that their snarling visages express not rage, but rather fear.
Lounge (B5)
Kelvin will not find the door to this room at the end of the hallway trapped or locked.
When Brandark opens the door he sees a dusty room that features a long couch caked with white sheets of wispy fungus. Eddies of dust skitter along the warped floorboards as if caught up by a slight breeze, yet no wind is noticeable in the air.
Who further searches the room?

GM Mazra |


Elektra Stardancer |

KE: 1d20 + 9 ⇒ (8) + 9 = 17
KA: 1d20 + 14 ⇒ (6) + 14 = 20
KN: 1d20 + 2 ⇒ (12) + 2 = 14
KN: 1d20 + 2 ⇒ (10) + 2 = 12
KA: 1d20 + 14 ⇒ (20) + 14 = 34
KA: 1d20 + 14 ⇒ (5) + 14 = 19
"HMM.... this is the best view, but you do not see through glass.. but look at the pictures... You can see a treant, a rock, a sphinx and a kraken... all in their way very potent creatures.... We have wood, air, water.... spinx could be fire and wood for earth. So we have all 4 elements. This could point to summoning.. no.. those are creatures way beyond mortal magic... I have some ideas.. but those all are not very pleasant. The haunting and the undead point to necromancy..... I do not like this road of deduction..."

Kelvin Fleetwood |

Will save; +2 vs enchantment spells and effects: 1d20 + 1 ⇒ (14) + 1 = 15
"Elektra, my chi......" Kelvin reaches for her hand and starts to say, then shakes it off. "No one heard that voice did they? This house is truly haunted."

GM Mazra |

As Elektra examines the gruesome Monkey Head, she inadvertently pulls the cord and a shrill simian sound is heard, almost like an alarm. Everyone will jump a little.
Unfortunately, she was unable to actually identify the magical properties, but can guess that it is some kind of weird magical device that is used as a doorbell or servants call. It is a curiosity and may have some value.
Now Kelvin will not see either a trap or a lock on this washroom door.
When Brandark opens the door, he will that this is a simple washroom. An ancient metal washtub stands to the north, a ring of mildew crusting its inner surface. A strange, furtive scratching comes from inside the tub.
We he peers into the tub he sees a Rat. Note link. This pathetic horrible looking animal is trying hard to climb out of the tub. It starts shrieking in a frenzy when Brandark gets close. It futilely tries to climb out of the tub and attack Brandark.
Rat's Climb Check: 1d20 + 10 ⇒ (4) + 10 = 14

Brandark Plainswalker |

Thinking we go up.