Truddig
|
"Well, that's cheap. Seems silly to fake a chimera if it's so easily discovered that it's a fake." He checks the northern door with Hasmed; as long as nothing looks awry, he opens it into the next room.
Perception: 1d20 + 10 ⇒ (4) + 10 = 14
Quinn Burrows
|
Knowledge Nature: 1d20 + 5 ⇒ (7) + 5 = 12
"Very ovservant Hasmed. This place is pretty big. And lets not make any short jokes here 'ey." Quinn says looking around, turning his slingstaff around in his hands.
GM Thrawn
|
You enter a breakfast room with a large window overlooking the remains of the garden outside. A door leads out to the garden. To your left is a pantry, that seems to have nothing that survived the years. Across from that is the kitchen. Two large tables flank an oven built into the west wall of this kitchen. Jars of different sizes sit on the two tables in uneven rows. A narrow set of stairs leads down to a dark, musty basement.
Another door leads to the left between the pantry and kitchen.
Truddig
|
Truddig examines the jars on the tables in the kitchen. Cautious in the event that spoilage may have done something nasty--or that there is a trick or surprise, he carefully opens one. If nothing seems amiss, he proceeds to open the others as well.
He eyes the stairs leading down, but cautions against going into the basement yet. "Let's make sure that there are no surprises up here before we head down." He approaches the door into the rest of the manor instead.
Quinn Burrows
|
Quinn moves walks through the doorway and bumps into Bristot then looks around.
"What're we waiting for? Someone open the door already?" He says impatiently.
GM Thrawn
|
Just got through a big freeze here with power outages and no internet during most of it. Schools back open after 6 days off.
Initiative
Bristot: 1d20 + 1 ⇒ (5) + 1 = 6
Hasmed: 1d20 + 4 ⇒ (5) + 4 = 9
Ingrge: 1d20 + 7 ⇒ (20) + 7 = 27
Khafra: 1d20 + 4 ⇒ (17) + 4 = 21
Quinn: 1d20 + 6 ⇒ (18) + 6 = 24
Truddig: 1d20 + 3 ⇒ (17) + 3 = 20
Bugs: 1d20 + 2 ⇒ (9) + 2 = 11
Bad: 1d20 + 1 ⇒ (11) + 1 = 12
The floor, walls, pillars, and fireplaces of this majestic ballroom are all made of polished marble. On the north side of the room, a grand staircase with divided flights leads up to a balcony overlooking the ballroom floor. An angel of black marble is standing menacingly on a platform behind the middle landing of the staircase.
A couple of giant centipedes are seen in the room near the stairs and a piano.
ROUND 1
Ingrge
Quinn
Khafra
Truddig
?
Centipedes
Hasmed
Bristot
Truddig
|
Truddig barely is able to take in the features of the room when he's overwhelmed by the two skeletons standing in front of him! Realizing that he's woefully unprotected, he focuses his mind on the "snake" fighting style at the same time that he retrieves a wand and casts the spell in it, creating an invisible field of force around him.
Swift: enter Snake Style
Move: retrieve wand of mage armor
Standard: cast mage armor
An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to AC.
Unlike mundane armor, mage armor entails no armor check penalty, arcane spell failure chance, or speed reduction. Since mage armor is made of force, incorporeal creatures can't bypass it the way they do normal armor.
Ingrge
|
Ingrge will fire a couple of cold iron arrows at the flat-footed centipedes...
Longbow: 1d20 + 8 ⇒ (8) + 8 = 16
Damage: 1d8 + 3 ⇒ (6) + 3 = 9
Longbow: 1d20 + 8 ⇒ (6) + 8 = 14
Damage: 1d8 + 3 ⇒ (5) + 3 = 8
GM Thrawn
|
On the stairs there is a black marble angel statue.
The statue is actually an erinyes devil
There are seems around the statue on the stand that show that this statue replaced a statue that previously was at this location.
You find traces of purplish goo smeared on the two support columns that rise 2 stories in the room.
Upstairs, a balcony rings the ballroom, and there 6 doors. One double door on the south side is likely the master bedroom. A room in the southwest is marked as a bathroom, and the rest of the doors are likely bedrooms (located on the west and east sides of the building.)
Downstairs there are still a couple doors to the west, and stairs down to the basement from the kitchen.
Truddig
|
Craft (stonemason): 1d20 - 1 ⇒ (6) - 1 = 5
Perception: 1d20 + 10 ⇒ (9) + 10 = 19
Truddig points out some purple goo that he notices on the bannister as he walks up. He will approach the nearest door; when the group is gathered, he'll open it.
No map, so winging it here. Not necessarily going to the master bedroom first; Truddig is seeking the source of the noise. All rooms will need to be checked until someone (or thing) is found.
Quinn Burrows
|
Perception: 1d20 + 9 ⇒ (20) + 9 = 29
Quinn walks into the main room and notices something on the pillars.
"Whasis?"
Knowledge Nature: 1d20 + 5 ⇒ (1) + 5 = 6
Ingrge
|
Ingrge keeps a wary eye on the statue as he follows Truddig to the door, covering the dwarf as he opens it...
"Aye," he replies to Hasmed. "It better be statue...we could not stand against a real one, methinks..."
GM Dennis
|
I made a new slide deck, which is linked in my tag line. I've requested this game be officially transferred to me, and once it is I'll link it to the top of the page. In the meantime, please ignore that link and use the one under my name.
You move up the stairs, led by Truddig who moves to the nearest door, just to the west of the stairs. When he opens the door you're greeted by the creaking of a rocking cradle, seemingly moving on its own. Dolls, wooden figurines, and clockwork toys lie abandoned on a table.
Truddig
|
Truddig move into the room so that others can see, and studies the chair with interest. He glances around and doesn't see any exits to the room...
It can't be that someone just rushed out; there's nobody here!
He focuses himself, reaching out into the room to try to detect things that he might not be able to see.
Standard: activate Spirit Sense
At 1st level, a menhir savant can detect the presence of undead; fey; outsiders; and astral, ethereal, or incorporeal creatures. This ability functions like detect undead, and the druid detects all of these creatures rather than trying to detect one kind. This ability replaces nature sense and wild empathy.
You can detect the aura that surrounds undead creatures. The amount of information revealed depends on how long you study a particular area.
1st Round: Presence or absence of undead auras.
2nd Round: Number of undead auras in the area and the strength of the strongest undead aura present. If you are of good alignment, and the strongest undead aura's strength is overwhelming (see below), and the creature has HD of at least twice your character level, you are stunned for 1 round and the spell ends.
3rd Round: The strength and location of each undead aura. If an aura is outside your line of sight, then you discern its direction but not its exact location.
Aura Strength: The strength of an undead aura is determined by the HD of the undead creature, as given on the table
belowat the link.
GM Dennis
|
Truddig
|
Truddig concentrates for a while, studying the room, then nods at Hasmed. "I'm picking up something in the cradle. Come, let's check it out."
"Carefully," he adds. "I don't know what it is yet." He moves towards the cradle with caution.
GM Dennis
|
As you approach the cradle, clearly rocking on its own, you can see the source of the commotion: a baby giant centipede covered in purple goo, swaddled in blankets, and struggling to free itself. It appears to be too young to pose you any threat, even were it to get free.
Quinn Burrows
|
Quinn moves into the room following Hasmed.
"Creepy rocking cradle ain't a good sign."
When he see's the baby centipede he says "Oh it's a bebe! Don't anyone hurt it. It's no threat to anyone!" he says as he waves off the dangerous adventurers.
He then turns to the centipede. and begins making strange clicking sounds as if speaking to it.
CASTING
Casting Time 1 standard action
Components V, S
EFFECT
Range personal
Target you
Duration 1 min./level
DESCRIPTION
You can ask questions of and receive answers from animals, but the spell doesn’t make them any more friendly than normal. Wary and cunning animals are likely to be terse and evasive, while the more stupid ones make inane comments. If an animal is friendly toward you, it may do some favor or service for you.
Khafra Almaktoum
|
Khafra's brow furrows as Quinn clicks to it.
"It has been tainted by the purple goo," he says. "No good will come of sparing it. Though it is harmless now, it will grow."
GM Dennis
|
Looking more closely as he attempts to remove the swaddling, Quinn can see fragments of goo-covered egg shell. You think, perhaps, the creature hatched here.
Quinn Burrows
|
"He hatched here. Guess that's obvious." Quinn moves around the cradle and tries shoving the cradle towards the window.
Strength Check: 1d20 + 0 ⇒ (12) + 0 = 12
"Can one of you muscley folks help me move the cradle to the window so he has a place to crawl out? Don't touch him cos he might bite. Yeah yeah I know he'll grow big and all and maybe be a danger. But he might not and might go out into the wilderness and live a happy life away from anyone. And if he's a problem I'm sure big strapping adventurers will sort it out. Till then, no one's killing an infant animal. Now help me."
He stays trying to shove it towards the window. If helped he will open the window and carefully remove the blanket so the centipede can crawl out the window into the night.
GM Dennis
|
You can easily move the cradle to the window and carefully tug on the blankets enough for the creature to wriggle out and crawl to freedom.
Searching the rest of the room reveals little of note, save for an elegant silver music box on the table. Folded up inside is some sheet music, with the words “play to access the secrets below” scrawled on the back.
Hasmed "Fist of Vudra" McGuffin
|
Hasmed sighs and moves the cradle to the window, allowing for the goo-covered centipede to leave. "I hope that wasn't a colossal mistake" he sighs, before turning his attention to the music box. Realizing he knows nothing of music or local culture, he places it in Truddig's hands before stepping towards the next door on this level.
"Ready?" he asks his companions, axe-fist at the ready.
Ingrge
|
Ingrge nods at Hasmed's words. "Aye...Quinn you be having a good heart...but, as a follower of a Erastil myself, I've seen what these things become when they come in contact with the purple goo...as have Truddig, Hasmed, and Khafra...nothing good can come of releasing this thing...it'll either grow to kill innocent wildlife...or worse...but it's done now and we best move on..."
Ingrge moves to check out the next door down, to the south...
Perception: 1d20 + 12 ⇒ (3) + 12 = 15
Disable Device: 1d20 + 13 ⇒ (14) + 13 = 27 (if needed)
...if he finds nothing odd, he'll nod for one of the front liners to open it while he covers them with his bow...
GM Dennis
|
Ingrge finds no traps (or other oddities) on the door.
GM Dennis
|
I'm assuming someone will open the door. 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. When you open the door, she looks up and gives you an unnerving smile. "Hello there." She regards you for a moment, absentmindedly snipping the air with the scissors in her hand. "I don't know you. Why are you here?"
The woman before you resembles a human with oddly segmented limbs, waxen skin, and doll-like eyes. Added a picture to the map.
Quinn Burrows
|
Knowledge Nature: 1d20 + 5 ⇒ (7) + 5 = 12
Quinn whispers to his teammates 'Hold, she is fey. Cold will be useful if she should attack us. Be wary."
Hasmed "Fist of Vudra" McGuffin
|
Hasmed steps in cautiously. "I am Hasmed, the mighty fist of Vudra, scion to the Iobarian McGuffin clan. I am here because I have been asked to find papers, books, documents that show the evil that the humans who once lived here were committing. And by Jahurbanash the Word-Keeper, I will find these things if they exist. Who are you and why are you here?"
Ingrge
|
Ingrge eyes the creature warily, bow at the ready, just in case it's needed...
Longbow: 1d20 + 10 ⇒ (19) + 10 = 29
Damage: 1d8 + 3 ⇒ (7) + 3 = 10
GM Dennis
|
You can watch her and try to ensure you're not surprised should she turn hostile, but you can't actually ready an action outside of combat.
Ingrge
|
Oops, sorry 'bout that GM...
Ingrge still eyes her warily but lowers his bow, at least temporarily...
"We were sent by the mayor to examine this manor, m'lady...the citizens of the nearby town are frightened of this place, as it has a somewhat sordid history...
"I am Ingrge...who might you be?"
Diplomacy: 1d20 - 2 ⇒ (17) - 2 = 15
GM Dennis
|
"Oh, my name's Anilda. Do you know any good stories about the humans who once lived here?”
You can tell a fascinating story about the Sarinis with a Knowledge (history or nobility) check, or make one up with a Bluff or Perform (oratory) check.
Hasmed "Fist of Vudra" McGuffin
|
| 1 person marked this as a favorite. |
Bluff: 1d20 + 7 ⇒ (4) + 7 = 11
Bluff (GM Reroll): 1d20 + 7 + 5 ⇒ (18) + 7 + 5 = 30
Hasmed spreads his arms far and wide. "Oh, Anilda of the Forsaken Manor, let me tell you of the evils of the people who lived here, evil so great that word of the depravity reached even distant Vudra! A tale of blood, horror, and cruelty even the Cults of Death stopped in awe, and Zinijnah of the forsaken souls rubbed her hands with glee!" Stepping forth, he conjures light to amplify his features, using it to weave his tale. "When the villagers found the girl, they could not believe neither their eyes or their ears, but her body had been mortified in countless ways, and her tale sent shivers down the spines of hardened woodsmen. She had been lost for almost a week by then you see, snatched from under her mother's gaze by a shape that passed through like the wind, a shadow that looked like a wolf, and hissed like a snake. She said that she had escaped from the big manor house, and all knew it was the Sarini manor, for none had quite as magnificent a manor as they. And she said that she saw her little friends hung upside down like piglets before the butcher's blade, but it was a gloved hand that held the knife, a hand enveloped in silk, with a blade as sharp as Ninthurimi the Jovial's wit. She said that there were many shadows in the darkness of the cellar, many shadows indeed from the cage she was held in, and in those shadows fang and claw glistened and drool dripped down, hissing as it hit the ground. How she escaped, we don't know. It was lost to time. But the tide of angry villagers was a sight to behold! March down to the manor they did, and when they burst in, the saw fully grown men, skinned and hanging from the ceiling to drip their blood in cups of silver and jade! They saw beasts that were no longer beasts snarl and caw at them! And behind these creatures, flanked by shadows that crooned with the most evil of anticipation, were the Sarinis, their faces caked in the dried blood of their victims, looking at the righteous crowd with contempt... And desire."
He pauses, to gather his thoughts. Where do I go with this now?
"They defeated the evil within, but they could not purify the manor, for the spirit of those innocents who had been claimed had seeped into the very foundation of this place. They could only bring the Sarinis outside, bring them into town and hang them by their necks until they died. But even as they died, they laughed and growled, their necks bulging not with missing air, but with the flesh of the beasts they had become. But the light prevented the beasts from escaping into the wilds, and they died, uttering a curse upon any who would enter their home. "Your seed will become brittle and wine will curdle from your lips. Crops will wither and die, and your livestock will be the prey of wolves until none are left if you ever return to our home." Some say that the Sarinis spirits themselves escaped back to their beloved homested. Who knows? What is known is that locals who enter this cursed place died soon thereafter, the smile of a beast upon their face, clutching at their necks."