Lord T |
The group moves into a damp room filled with leaves and refuse blown in through the open doorway. A red carpet, dark with moisture and grime, covers most of the floor. The walls are bare stone, most of it rather crude, although upper portions were rebuilt with greater skill. There is a staircase along the northwestern wall that leads to a ledge twelve feet above to the north. There is a mildew stained curtain hanging on the eastern wall, there is a door on the adjacent wall to the curtain and two under the ledge.
Perception checks for party
Perception for Timmins: Perception: 1d20 + 9 ⇒ (5) + 9 = 14
Perception for Rain: Perception: 1d20 + 7 ⇒ (13) + 7 = 20
Perception for Shol’a’saul: Perception: 1d20 + 8 ⇒ (8) + 8 = 16
Perception for Aurora: Perception: 1d20 + 5 ⇒ (4) + 5 = 9
Perception for Morsai: Perception: 1d20 + 4 ⇒ (17) + 4 = 21
Perception for Ludo: Perception: 1d20 + 14 ⇒ (20) + 14 = 34
Two things occur at this point...everyone except Aurora as soon you enter the room a sense of foreboding falls over each of you. You can sense that something is off. Shadows seem to move all around the courtyard when ever anyone looks away just out of the corner of your eyes. As you look around you hear whispering all around you as if the room is full of people talking softly the cacophony seems to ebb and grow louder before reach a crescendo and ending. One particular voice stands out during this time, it is what sounds like a male voice saying Come to me.....
The second thing that is notice is by Morsai, Ludo and Rain. As you are shaken by the eerie voice you glance toward the ledge and notice a what appears to be ratmen scanning the room from above they do not seem to have notice you guys though for some reason...
Shol’a’saul |
Shol'a'saul glances behind her with an almost panicked look on her face before she calms herself down. "I...I know not what this means, other than it portends ill. Certainly the Spirit world is close to here!"
She steps further into the room and away from the courtyard. "Best we not tarry here."
Timmins |
Shadow whimpers as he and Timmins enter the room. The strange feeling of dread effects both man and dog, to the point that they do not even notice the Ratfolk above until Rain points them out. Gripping his axes Timmins whispers, "Lets get out of here. Too creepy and too open!"
Aurora Erthuo |
Aurora looks up after hearing the comment from Rain, and notices the Ratfolk.
Greetings Ratfolk! We are searching for a key last seen in this house.
Do you happen to know where we can find it? If not, may we look?
Aurora smiles broadly, hoping to avoid conflict with the strange creatures.
Diplomacy: 1d20 + 15 ⇒ (4) + 15 = 19
Knowledge (local): 1d20 + 5 ⇒ (10) + 5 = 15
Sense Motive: 1d20 + 10 ⇒ (16) + 10 = 26
GM Elberion |
Suddenly, one of the rat men waves his arms and an illusion falls away.
The group of men experimenting with hallucinogens and barbiturates in the deserted building turn and wave at the adventurers: "Hey, Rain! How you doing?"
It soon becomes clear that Neverin's All-Key is a drinking song which a bard linked to some magic locks. The chest is easily opened and the gang earn some coin opening a chest of rare silks.
Sadly, Rain encourages everyone to join a night of high-drinking and fine-dining which wastes all of the cash. Damnit.
I am proposing that we run this game as a collective. If we take it in turns to run an adventure for the gang then we can have fun with these cool characters. I'm willing to run the first adventure: probably a paizo module or Raging Swam adventure. We could be a party based in Ptolus, hopping around to adventures like a PFS gang.
What do people think?
GM Elberion |
A few days later, messages wing their way across the sprawl of Ptolus in the hands of friends, neighbours, urchins and colleagues.
They all read, simply this:
Dear X, although our jolly escapade into the ruins ended as more of a farce, I thought that you might enjoy a more productive sojourn.
If you can tear yourself away from Ptolus' cobbles and join me on the open road for a few days then I think it will be worth our while.
Meet me at the Bear & Ragged Staff, in Nerrid, on the night of the new moon,
your friend,
Rain.
I don't like to DMPC, so Rain won't actually be going along.
GM Elberion |
As shadows lengthen across Ptolus' shrouded alleys and market stalls are boarded and stored away, a cheery light is lit in the window of The Bear & Ragged Staff.
Local folk wander in to share a drink over the day's gossip before returning to their families, a few centaurs swish their tails and share stories by the bar and a group of halfling brothers and cousins shares drinks before a family engagement.
Behind the long bar, a tall woman with short hair and an easy smile pours drinks while a distant, day-dreaming old dwarf cleans glasses and wipes down tables.
And yet, those with keen senses of the rightness of things would feel an absence here. The bar awaits something, or some folk, perhaps even some adventurers?
GM Elberion |
Moving this to a new campaign area:
Roll up, roll up: the game's afoot!