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Ingrge manages to staunch the bleeding from Truddig's foot. It will be sore for a while, but is bearable enough now so as not to hamper his movement.
So, you're inside the room. Now that you know where the pressure plate is, you can easily avoid it. What now?

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Khafra steps around the trap.
"Thank you for disarming that," he says with a smirk.
He takes up position toward the east wall and begins making his way into the northern room.
perception: 1d20 + 6 ⇒ (5) + 6 = 11

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Khafra makes his way into the room. he sees some interesting looking vials on the table next to the column, and spots a monocle sitting on the table by the fireplace. There's also a closed cupboard next to the stuffed beast.

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Sorry, should have included those in the original description. Hasmed (and everyone else) can see those things.

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"You bet, Khafra." Truddig finishes putting on his boot and stands up. "Glad I could help."
"Thanks, Ingrge."
He approaches the closed cupboard, and takes a good look at the doors before attempting to open it.
Perception: 1d20 + 10 ⇒ (18) + 10 = 28

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As Truddig goes to examine the cupboard, wary of potential traps in the door, a sharp blade swings out from the northern column as he squeezes by.
attack vs. flat-footed AC: 1d20 + 6 ⇒ (4) + 6 = 10
damage: 2d4 + 1 ⇒ (1, 4) + 1 = 6
Reacting quickly, the dwarf deflects the blow as the blade retreats back into the column. Having a chance to examine the cupboard afterward, Truddig finds no traps. Within is an old map of the manor and surrounding grounds. It indicates that there is a secret door in the southwest corner of the cellar. A musical note has been drawn onto the area depicting the ballroom.

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To identify the potions you found (one check for each group, please):
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On the table with the potions are four vials of alchemist's fire and two sunrods. You think the equipment in this room could be used as a functional alchemy lab.

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Having little skill with magic practical magic, Khafra leaves the potions to someone else. He moves toward the northern room, examining the creature in the middle of the room.
perception: 1d20 + 6 ⇒ (1) + 6 = 7

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Khafra examines the taxidermied remains of a large beast, resembling a lion but for the humanoid head, dragon wings, and spiked tail.

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Quinn walks up to Khafra and looks at the beast. "This looks impressive ey. Beautiful creature. Kinda morbid stuffing it and putting it here right. What else is around here. Aside from these crazy booby traps."
Perception: 1d20 + 9 ⇒ (5) + 9 = 14

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Aside from the nine potions, the monocle, the four vials of alchemist fire, the two sunrods, the two traps that Truddig "found", the stuffed beast, and the map of the house, Quinn doesn't find anything interesting in the room.

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Truddig doesn't have the spells or skills to investigate any of the magic items....
Truddig points out the secret door on the map. "When we get into the cellar, we need to investigate this. And what do you think this note means? Wasn't there a piano in the ballroom? Anybody play?"
Truddig picks up two of the alchemist's fire flasks, but leaves the sunrods and magical items for others to investigate.

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Ingrge nods at Truddig. "I do not play...but we should check the last room on this level before heading down..."
The ranger heads back out and checks the door to northeast on this level...
Perception: 10 + 12 = 22 (Take 10)
Disable Device: 1d10 + 13 ⇒ (8) + 13 = 21

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Ok, weird that all of a sudden there where no more updates according to "My Campaigns" but it makes sense that if there was a bug...
Hasmed approaches the potions cautiously as his companions begin to move on to the next one. With quick gestures and a low rumbling, he begins to detect magic.
Spellcraft - Potion set #1: 1d20 + 8 ⇒ (11) + 8 = 19
Spellcraft - Potion set #2: 1d20 + 8 ⇒ (13) + 8 = 21
Spellcraft - Potion #8: 1d20 + 8 ⇒ (3) + 8 = 11
Spellcraft - Potion #9: 1d20 + 8 ⇒ (18) + 8 = 26
Spellcraft - Monocle: 1d20 + 8 ⇒ (16) + 8 = 24
After a few moments he releases his concentration. "Jidanpashi the bountiful has smiled upon us. These five are potions that will heal our wounds. These two will help us with hostile weather. The one in the middle perplexes me, as I have not seen such patterns before. Maybe a taste test? All that aside, the last one is a potion that will reduce a man to a smaller stature. this monocle though... It seems capable of allowing even the untrained to read and understand the contents of a magical scroll! What's more, once a day it'll allow one to use a magical scroll!"
Check spoilers for what the four identified items are.
He turns around... And noone is there. "Companions? Hello?"

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Looks like you identified everything except potion #8, so those spoilers are now readable by everyone.
Ingrge checks the final door, examining it thoroughly. Not finding any traps (or hearing any signs of life within), he cautiously opens it to reveal a small bedroom within.
The large windows offer a magnificent view of the hills to the northeast, and from them you can see the glint of a something metallic on the roof of the gazebo in the garden. It may be a trick of the light, but you swear it looks like a key shaped perfectly to unlock the study that you just unlocked and examined.

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Quinn strikes a key, causing a note to ring out across the room. Nothing happens.

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Ingrge shrugs. "Aye, Hasmed, I've not been blessed either. As I said before, I don't normally play...but several Elves from my village growing up and I'm not completely unfamiliar with it...guess I could give it a shot...let me look at the notes again..."
The ranger looks over the notes, shakes his head, and tries to play 'em as best he can...
Perform (Keyboard): 1d20 - 2 ⇒ (18) - 2 = 16

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Ingrge looks at the sheet music you found in the music box and manages to pluck out a tune. As he does, there's an audible click in the floor and a trap-door concealed under a rug pops open a bit! Opening the trap door reveals a ladder down to an unlit basement, which appears to be flooded. Barrels float in the dark, murky water below you.

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Truddig peers into the basement. Well, there's not much sense heading down there like that. I wonder if there's a way that we could drain the water.
Looking around the basement area, he looks for a way that he can make exploring this space seem in any way more reasonable.
Perception: 1d20 + 10 ⇒ (7) + 10 = 17
If he is unable to figure out a way to get the water out, he opens up his senses to look for deeper layers.
Activating 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.

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Truddig pokes his head down through the tap door and examines the basement. Not seeing any way to drain the water, he activates his senses and scans for foes, though he doesn't detect any.

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Ingrge taps Truddig on the shoulder. "Let me have a go at this...I'll use the ladder to jump/swing across the water to get to the landing to the west, clear of the water...then I'll cover the rest of you...some may have to wade or swim..."
Depending on whether the ladder is rope or more solid, Ingrge will attempt to either swing or jump from the ladder in trying to land in the dry area to the west...
Acrobatics: 1d20 + 11 ⇒ (17) + 11 = 28
Provided he makes it, he'll draw his bow, and look for foes and traps...
Perception: 1d20 + 12 ⇒ (6) + 12 = 18

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Khafra doesn't look too excited about the dank water.
"My land is one of deserts, not filthy water," he says. "But your plan is sound, ranger. I'll follow you."

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The ladder is solid, bolted to the column.
Ingrge leaps from the ladder, just barely clearing the edge of the water and landing next to a barrel on the far side.
DC to jump 15ft without a running start is 30. I gave you a small bonus for starting raised above the level you're jumping to, assuming that you would have jumped from closer to the top of the ladder, rather than down near the bottom.

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With the hatch open at the top, enough light filters in to make the basement have low-light conditions.
Hasmed, have you climbed down into the water already?

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Thanks, GM...I'm assuming my Perception check I made after the jump would be in force...
The discovery of the secret door is overridden by the site of movement in the water...
Ingrge yells, "Movement in the water...look northwest!"
He keeps his bow trained on the movement...

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Perception, darkvision: 1d20 + 10 ⇒ (19) + 10 = 29
Catching sight of the motion in the water, Truddig knows there's nothing he can do from the ballroom... and he was in the way of others who could. He waits until Ingrge moves out of the way, then darts onto the ladder and quickly leaps across the gap, hoping to make a landing with as much grace as the elf.
Acrobatics DC 30: 1d20 + 11 ⇒ (17) + 11 = 28 Here's hoping that small bonus for following Ingrge's strategy is at least a +2!

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Truddig watches Ingrge's jump and decides to try the same thing. He, too, just barely clears the edge of the platform. You got the same roll he did, so you're good.

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Quinn looks in and see's the others across the way.
"Oh hell's no! Water. No ways will I make that jump and with something in the water. Are you guys nuts? Is there ANY other way??" Quinn says, knowing full well that at his small size there are many things that could swallow him whole.

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I can't even come close to that acrobatics check...
Khafra watches the others jump but knows he can't with his heavy armor.
He follows Hasmed down the ladder.

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There is another staircase down from the pantry, but it would leave you even further from the platform. You can try to hop from barrel to barrel, if you'd like. Safely getting onto a barrel is a DC 15 acrobatics check, and requires another DC 15 acrobatics check at the start of your turn to avoid falling off. The water looks about 4 feet deep, and is treated as a deep bog, meaning medium creatures can either swim or walk at 1/4th speed. Small creatures must swim.

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"I'm ginna find another way. Whoever's with me, lets hop to it. I prefer not to spend my remaining days as food for whatever's in there." Quinn says then makes his way around to the pantry.
I'm gonna move Quinn to the stairs. I think that's where he's meant to be. Please correct and move if I'm wrong. Thanks.
Acrobatics: 1d20 + 5 ⇒ (20) + 5 = 25
add another +1 to to Jump if applicable.

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@Quinn: You're at the right spot for the stairs down from the pantry. What were you trying to do with that Acrobatics check? If you're trying to hop onto a barrel, you're probably better off doing it from the ladder.
@Khafra and Hasmed: What is your plan?

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Initiative:
Ingrge: 1d20 + 7 ⇒ (1) + 7 = 8
Quinn: 1d20 + 6 ⇒ (12) + 6 = 18
Hasmed: 1d20 + 4 ⇒ (9) + 4 = 13
Khafra: 1d20 + 8 ⇒ (10) + 8 = 18
Truddig: 1d20 + 3 ⇒ (4) + 3 = 7
?: 1d20 + 1 ⇒ (17) + 1 = 18
The waters to the northwest ripple ominously as Hasmed and Khafra drop into the water, Hasmed's hand glowing from a held charge.
In addition to getting onto the barrels you can attempt to swim under them with a DC 10 swim check, or make a DC 10 strength check to move a barrel 5ft (5 extra feet for every 5 by which you beat the DC). From the water it will require a DC 10 acrobatics check to climb up onto the platform.
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Initiative:
Khafra and Quinn may act.

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Khafra steels himself against whatever is coming for them and prepares to attack anything that appears.
+1 fauchard (two-handed, power attack, RAGE!): 1d20 + 7 - 1 + 2 ⇒ (13) + 7 - 1 + 2 = 211d10 + 5 + 3 + 2 ⇒ (6) + 5 + 3 + 2 = 16

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Yup I'm trying to take the easier route from barrel to barrel.That's what the acrobatics check was. Please move me where appropriate. Thanks

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Quinn, I put you on the barrels from the ladder based on your last check, as that's the 'easier' route. It's now your turn.

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Botting for Quinn:
Acrobatics: 1d20 + 5 ⇒ (18) + 5 = 23
Acrobatics: 1d20 + 5 ⇒ (16) + 5 = 21
Quinn easily hops to the next barrel, then to the platform beyond.
Hasmed: 1d20 + 4 ⇒ (7) + 4 = 11
Khafra: 1d20 + 8 ⇒ (5) + 8 = 13
The water next to Hasmed erupts as a giant leech, corrupted with purple goo, attempts to latch on to Hasmed.
bite vs. flat-footed: 1d20 + 2 ⇒ (6) + 2 = 8
damage: 1d6 ⇒ 5
Khafra's readied action goes off, damaging the creature, though with it underwater the blow only seems to do half damage.
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Initiative:
Whole party may act.