| Red Petes |
'Well, thanks for not leaving me I guess. Should we press on or do the rest of you want a turn?' Red stretches the sleep out of his muscles and gives himself a once over. He comes across the onyx in his pocket and discretely gives it a once over, trying to determine it's value.
| Blue Petes |
Blue claps his brother on the shoulder and laughs heartily.
'Ya just gave me time ta drink some more! I'll need ta hit the liquor cabinet again and I'll be go ta go. I found yer little gem thing, a bit fancy don't ya think?' Blue gives his brother an unreturned grin.
| Red Petes |
'I suppose checking it for you is the least I could do, considering you didn't leave me for dead' Red pulls the chair previously occupied by Blue over to where the staff hangs and climbs atop it. He carefully examines the staff and the mount for any possible traps.
Find Traps: 1d100 ⇒ 26
| GM Trash Panda |
You don't detect any traps on the wall mount. Removing the staff doesn't cause anything to happen.
| Red Petes |
Red takes a couple of test swings with the staff before handing it over to Drizzle. 'Got a good weight to it.'
am I right in reading that the hallway outside our current room ends just after the doorway? If so...
'Let's get a move on.' Red makes his way back to the main hallway, meeting the freshly bottled Blue, and continues towards the back of the house.
If it continues
'Let's get a move on.' Red makes his way back to the hallway outside the door and, meeting the freshly bottled Blue, continues towards the back of the house.
| GM Trash Panda |
The hallway does continue toward the back of the house. But...
Before moving on back to the main hall, you attempt to walk to the end of the narrow hallway. However, as you take a few steps forward (the dotted line on the map), the door withdraws. Try to move closer, it withdraws again, no matter how much you try to get to the door.
| GM Trash Panda |
There is a doorknob. It's as obstinate as the door itself.
The door moves away from the lasso, despite your best efforts. You begin to think that perhaps it's opened from elsewhere...
| GM Trash Panda |
Red doesn't detect anything, apart from that no matter how far he moves, the door is always 20' away. There's no sign of mechanics at work, suggesting the door may be enchanted.
| GM Trash Panda |
Blue charges down the hallway and is stopped 20' from the door. He keeps running, but the door always remains 20' away, and he feels like he's running in place. This continues for several minutes until he's out of breath.
| GM Trash Panda |
You make your way back to the larger hall and move to the hall which leads to the foyer. As you walk toward the back of the house, you see the great hall clearly for the first time (15).
This enormous, echoing hall is open to the floor above. The massive skeleton of a dragon hangs 20’ above the floor, suspended from the ceiling far above by thick metal wires and arranged to appear in flight.
Tapestries depicting famous episodes in the history of Tazimack’s legendary adventuring group, the Pentaverate, cover the walls.
In the northwest corner stands a 6’ tall, golden harp.
At the back of the grand hall are two staircases on either side leading upstairs.
Between them is the entrance to what appears to be a conservatory (16).
The entire northern wall of the conservatory is made up of large glass panes, and a dozen raised brick planters surround a beautiful, three-tiered fountain. The fountain is dried up and all the plants and flowers are withered and dead.
| Blue Petes |
Blue stops to admire the tapestries.
'Uncle Taz an' his friends look like some kinda heroes. Wonder where the rest a' these fellas ended up?' Blue studies the tapestries for a moment longer before taking a look at the harp in the corner. He plucks the strings absentmindedly.
| GM Trash Panda |
1d10 ⇒ 10
After Blue plucks on the strings of the harp, he feels extremely confused, and begins to babble incoherently.
Red, the conservatory has an open doorway. No need to pick locks.
Red inspects the conservatory but finds nothing apart from the dried up fountain and wilted plants.
| GM Trash Panda |
Robious doesn't notice anything odd about the harp apart from it is clearly magical. It is elegant and well constructed and looks to be quite valuable. And heavy.
| GM Trash Panda |
Robious meditates on his question when he's suddenly struck by divine inspiration that the confusion effect will wear off after only a few minutes.
Meanwhile Red opens the double doors to reveal what appears to be a dining room.
Eight high-backed chairs encircle a long, polished table in what is obviously a formal dining room. Horizontally suspended above the table by chains is what looks like an old, wooden wagon wheel, its circumference dotted with burning candles.
An ornately carved sideboard occupies the south wall. Although the chairs are unoccupied, the chaotic jumble of shadows in the room would appear to indicate the presence of seven people enjoying a lively dinner party.
1d6 ⇒ 1
The group barely has time to register the shadows when they suddenly spring from the walls and floor to attack!
Combat
There are 7 shadows total. The characters are surprised for one round.
Round 1
The shadows swarm and attack everyone.
Shadow 1 Attack: 1d20 ⇒ 14 vs. Red, hits.
Damage: 1d4 ⇒ 3 +1 point STR drained
Shadow 2 Attack: 1d20 ⇒ 1 vs. Red, misses.
Shadow 3 Attack: 1d20 ⇒ 6 vs Blue, misses.
Shadow 4 Attack: 1d20 ⇒ 5 vs Blue, misses.
Shadow 5 Attack: 1d20 ⇒ 13 vs, Robious, misses.
Shadow 6 Attack: 1d20 ⇒ 5 vs. Robious, misses.
Shadow 7 Attack: 1d20 ⇒ 6 vs. Drizzle, misses.
Round 2
Blue Petes init: 1d20 + 1 ⇒ (1) + 1 = 2
Drizzle init: 1d20 + 1 ⇒ (3) + 1 = 4
Robious init: 1d20 - 1 ⇒ (18) - 1 = 17
Red Petes init: 1d20 + 1 ⇒ (13) + 1 = 14
Shadow 1 init: 1d20 ⇒ 17
Shadow 2 init: 1d20 ⇒ 5
Shadow 3 init: 1d20 ⇒ 6
Shadow 4 init: 1d20 ⇒ 1
Shadow 5 init: 1d20 ⇒ 15
Shadow 6 init: 1d20 ⇒ 8
Shadow 7 init: 1d20 ⇒ 10
Combat order: Robious, Shadow 1, Shadow 5, Red, Shadow 7, Shadow 6, Shadow 3, Shadow 2, Drizzle, Blue, Shadow 4.
Blue is confused for 10 rounds. I will roll 1d10 each round to determine his action.
1d10 ⇒ 1 - Blue will attack the shadows. Robious is up first.
| GM Trash Panda |
Round 1
Robious quickly learns that Shadows are not truly undead and therefore cannot be turned.
Shadow 1 attacks Red again.
Shadow 1 Attack: 1d20 ⇒ 20
Damage: 1d4 ⇒ 3 + 1 point STR drained
Red collapses unconscious as he knocks upon death's door!
Shadow 5 strikes at Robious.
Shadow 5 Attack: 1d20 ⇒ 19
Damage: 1d4 ⇒ 2 + 1 point STR drained
Red is unconscious and can't attack.
Shadow 7 strikes again at Drizzle, and misses!
Shadow 7 Attack: 1d20 ⇒ 8
Shadow 6 also strikes at Robious and hits!
Shadow 6 Attack: 1d20 ⇒ 16
Damage: 1d4 ⇒ 3 + 1 point STR drained
The cleric gets in line at death's door right behind Red!
Shadow 3 attacks Blue and hits!
Shadow 3 Attack: 1d20 ⇒ 20
Damage: 1d4 ⇒ 1 + 1 point STR drained
Shadow 2 strikes at Drizzle and hits!
Shadow 2 Attack: 1d20 ⇒ 15
Damage: 1d4 ⇒ 3 + 1 point STR drained
Drizzle and Blue are up, though retreating looks like a more attractive option than it did a few moments ago.
| GM Trash Panda |
You can roll your own action. According to the die roll at the top of the round, Blue will attack the Shadows this round.
| GM Trash Panda |
Loretta strikes the shadow and takes a chunk out of it, causing it to fly against the wall, but it survives to keep fighting.
| GM Trash Panda |
Drizzle's Magic Missile strikes the shadow and destroys it.
He notices that as the shadow dies, one of the candles suspended above the table goes out.
End of Round 1
Round 2
I should have done this a lot sooner, but I'm switching back to old-style initiative (each side rolls 1d6, highest wins). I've done similar for my other games to speed things up.
Party Init: 1d6 ⇒ 6
Shadows Init: 1d6 ⇒ 2
The heroes are up again!
Blue Confusion: 1d10 ⇒ 2
Blue will again attack the shadows.
| GM Trash Panda |
The flask knocks out the remaining candles before breaking, causing the shadows to vanish.
However, the oil splashes on the wagon wheel and ignites from the last candle, causing it to burn with thick smoke.
End of Combat.
The structure holding the wagon wheel, engulfed in flames, quickly breaks away from the ceiling and crashes onto the table below, igniting it and filling the room with smoke.
Blue babbles incoherently, staring at the fire.
(Confusion will last 7 more rounds.)
| Blue Petes |
Blue's attention is briefly torn from the flames by Drizzle's orders.
'Pa nep dole pu arip veme cori hohes epecat! Utepihan pitat tapexut silibe vunab pop nesec winilar ratitog liroda: Ipot ata jiso! Poner utisoc diterel lase axa pa wo?' The big man returns his gaze to the flames.
| GM Trash Panda |
Amidst the rising flames, Drizzle hears the glass in the east window rattle hard from the wind outside. It sounds almost unnatural to his elven ears.
| GM Trash Panda |
Drizzle sees that the wind outside is blowing strongly enough that it might help with the flames. The window itself appears locked, but the glass is thin.
| GM Trash Panda |
One pane of glass shatters as Drizzle hits it with his weapon, and the wind howls through the room and blows out the flames, leaving the burnt and smoldering furniture in the middle of the room and the walls and ceiling covered in soot, but the sideboard and structure otherwise unharmed.
The smoke slowly clears out of the room as the wind dies down.