| Gregor Ward |
As soon as Drakus' starts kicking at the door, Gregor's eyes go wide, "Sergeant! What has gotten into you. We are here to investigate, not perform a breaking and entering." He pulls out his 'investigator's' tools, and tries to work on the front door as Sgt. Drakus continues to bash at it, hoping to open before they have to pay for damages out of their own salary.
Disable Device to open the door 1d20 + 8 ⇒ (16) + 8 = 24
takes up to 2d4 ⇒ (2, 1) = 3 rounds to try.
| W_W_CotCT_DM |
After 30 seconds of sustained kicking, the doors are scuffed and visibly damaged, but still intact (7 HP damage). The noise of armoured boot against the mahogany is impressive... And no doubt the repeated impact is bruising.
Gregor fiddles with the lock, but it's far beyond his skill (DC 30). Evidently the nobility know how to protect what is theirs!
| Gregor Ward |
Pai, we are past the fence. The key was in the lock of the gate, we just walked in and closed it behind us. There is a hedge, but no fence. That said
Gregor puts away his tools in irritation, holding a hand up to get Drakus to stop his bashing that is getting them nowhere. "Pai, given that you have the blood of elves, might you be able to make it over that hedge and see if there is a way to let us in. Maybe a servant's entrance, or the like?"
| Sgt. Drakus |
Disgusted at the strength of the door, Drakus leaves off.
"Hmph. Alright. Maybe a window then?" He considered aloud. He starts looking for a likely victim.
Perception: 1d20 + 0 ⇒ (9) + 0 = 9
| Donagar |
Donagar looks up as well looking for an unbarred or possibly open window.
If he spots one he will fly up to it and tie off a rope for anyone else who wants to climb up, otherwise people can wait at the front door for us to open it from the inside.
| W_W_CotCT_DM |
Looking up, Drakus and Donagar fail to spot any open window no roll, there just aren't any. However, they do both see the gleam of polished brass - a balcony some 15 feet above the front door. From the balcony, there's probably a less sturdy door (or at least, with a simpler lock) that would give access to the upper floor of the house... It would be a simple matter for Donagar to fly up, attach a rope and let everyone climb (DC 10 climb check).
Alternatively, there are windows on the ground floor either side of the main entrance, and a green hedge that could - one imagines - be climbed over to give access to the garden.
Decisions, decisions...
| Gregor Ward |
Gregor waits impatiently for a response or reaction from Pai from his previous request, "You could possibly climb the hedge or up to the balcony to let us all in could you not? Despite looking like we are breaking and entering, I would like to hasten our entrance with as little property damage as possible."
| Mai Asta Isabella |
Mai looking at the options and thinking
"I think the hedge is the best option here."
She heads south on the map and goes over the hedge.
Climb: 1d20 + 2 ⇒ (16) + 2 = 18
| W_W_CotCT_DM |
New map here
Mai easily climbs over the hedge and drops lightly into the grounds beyond. She is completely hidden from the view of the rest of the party.
Are you going to explore on your own once you've climbed the hedge? Or will you wait for the others?
| Mai Asta Isabella |
| W_W_CotCT_DM |
1d20 + 3 ⇒ (17) + 3 = 20
New map here - if any of the rest of you have moved in the last couple of rounds, let me know and I will alter it accordingly.
Mai opens the outside door easily, but it squeaks as she slips in. Slowly opening the north door a fraction, she looks into the room. It is lit only by the light streaming in from the open door beyond - at a guess, that is the main hall.
In the half-light, Mai glimpses a flash of green satin - the gown of a richly-dressed lady sitting in a lavishly upholstered chair. The chair is facing away from the door so Mai is not at risk of being seen by her.
Beyond the chair, Mai catches sight of a sofa, on which is lying the figure of a man in full evening dress; wearing a jewelled mask in the form of an owl, his eyes are staring directly at the door Mai just opened...
| W_W_CotCT_DM |
1d20 ⇒ 14
ooooh you are lucky
I'm assuming you open the door the merest fraction
Mai can just make out part of a long table covered in a (badly stained) white linen cloth; directly in front of her is a high, carved chair of fine hardwood, its occupant facing away from her. Light shines down from a magically-lit crystal chandelier.
The sitting diner is dressing in a long, scarlet silk gown and her blonde tresses are piled in an exquisitely complex knot upon her head; the knot has slipped badly, however. She is stabbing with a spoon into the plate in front of her - the rhythm is off somehow; mechanical, almost.
Mai can see nothing of the other diners, or the rest of the room unless she opens the door.
I look forward to seeing what you do next...
| Mai Asta Isabella |
Stealth: 1d20 + 11 ⇒ (19) + 11 = 30
Disable Device: 1d20 + 11 ⇒ (19) + 11 = 30 if door locked
| W_W_CotCT_DM |
You are lucky - or sensible!
Their fine clothing is stained; their skin is blotchy with the signs of the blood veil; even the gems they wear are marred and shattered, the silver and precious metal settings tarnished.
The door to the hall is open and Mai can step easily out into the well-lit hall.
An assortment of fine furs and expensive woven cloth coats are hanging from hooks on either side of the main entrance; but Mai's attention is on the doors. There is a simple latch on this side; it is well-maintained and opens easily - you may wonder what Gregor was fussing about...
You watch as Mai fleet-footedly and confidently steps toward the fence and nimbly jumps over it. 30 seconds pass: half a minute.
Then one minute.
Then another 30 seconds.
Finally, after two full anxious minutes - the main doors in front of you open and Mai reveals herself.
Re-united again, and the front door open, what will you do next?
| Gregor Ward |
Gregor seems not to be surprised to see Pai open the front door for them, it just confirmed one more thing he thought about those with elven blood. "Well, 'everyone dead' does not bode well for this girl's brother. Nonetheless, we should still look about the place to confirm what happened, and if anyone is still alive that can be helped, we should do so. I have the mask with me, it aids against contracting the disease. Anyone feel that they would be more susceptible to it is welcome wear it as we investigate. Otherwise, I will wear it myself."
| WW_NPC_1 |
A peal of girlish, giggling laughter interrupts your discussion:
"WELL!!!!! Don't just STAND THERE on the DOORSTEP!!! Come IN!!!! I think we're going to have SUCH FUN together!!!!"
The sudden shriek of a female voice startles you - but you can see no one. It's not even clear where the voice is coming from.
| Gregor Ward |
With no one requesting the mask, Gregor goes ahead and puts it on and drwas his blade as they enter the building. As the voice calls out he calls into being a light on his blade, to see better, and focuses on what he heard and where. "We are here investigating a possible crime. Show yourself that we may carry on a discourse in a proper manner."
Cast light on his sword
Perception 1d20 + 11 ⇒ (20) + 11 = 31 (+2 if it's Human)
| WW_NPC_1 |
"ooooohh, someone's got a stick up their backside!!! It's not a CRIME to kill a few rich bastards!! There's TOO MANY of them anyway!!!!!"
The voice pauses. Then:
"Won't you come in and play? Come and find me, come and find me..."
The last few words are sung in a rather childish tone, before descending into another peal of - slightly manic - laughter.
Where is it coming from?
Actually, that's a decent roll, Gregor - you can tell that the sound is coming from too many places at once. Magic at work?
| W_W_CotCT_DM |
OK, new map here: Drakus: you're Dk, Donagar: you're Dg, ok?
Donagar rushes into the hall - and skids to a halt. The great hall is slick with blood. A massacre took place here.
Donagar - Acrobatics check DC 12 (remember any armour check penalty) to avoid falling over
Upon the marble floor, and heaped in the corners, lie more than a dozen corpses, each clad in garish oufits: purple sequinned velvet robes; revealing skin-tight turquoise silk dress; colourful feathers - an assault to the senses. Masks of all shapes and sizes - gods, animals, magical creatures - adorn the dead, each competing with their neighbour in terms of elaborateness. In several instances, though, these fanciful, vain fripperies have fallen away, revealing withered, rotting flesh and nauseating open sores.
Most horrifying of all, upon the blood-slick marble at the room's centre sway three couples, shuffling and jerking like hellish dancers, all obviously dead.
The garishly-clad dancers slow to a halt as they become aware of Donagar's clattering entrance...
| WW_NPC_1 |
The voice squeals in outrage as Donagar rises off the ground - he could swear on a stack of gold coins this high that the owner of the voice is pouting...
"No FAIR!!! That's CHEATING!!! I HATE dwarfs!!! DWARFS are HORRID!!!!!"
"All right then, if YOU won't play then I'll send them after your FRIENDS!!! And then maybe I'll send them into town to see who they can play with THERE!!! How do you like THAT, mister HORRID-horrid DWARF-DWARF???!!!!!"
It's a toss up between which of the ? and ! keys die first... or the caps lock key
| Sgt. Drakus |
Drakus marched steadily on, even as Donagar raced ahead of him.
"Hey! Wait up Donagar!"
Reaching the Entry Hall, Drakus halts and slams the butt of his Bardiche to the floor and sets his tower shield facing the dancers. He looks on the scene with disgust.
"Yep; about what we figured."
He looked around, not really expecting to see the source of the voice.
"Hey! You! Mysterious voice man!" He shouted at the top of his lungs. "You want to confess why you did all this?"
| Gregor Ward |
Gregor strides into the macabre scenery, his expression hidden by the odd bird mask he wears. "Sgt Drakus is right dwarf, we need to stay together. We could also use your energies to destroy these deadless." Meanwhile he tries to discern anything useful in combatting them otherwise.
Knowledge Religion 1d20 + 7 ⇒ (4) + 7 = 11
| WW_NPC_1 |
Sorry Gregor, that roll doesn't tell you anything beyond the fact that they are undead corpses animated with negative energy. In the meantime, speaking is a free action, so...
The voice reacts with outrage to Drakus' remarks "Man??? MAN????? MAN??!!?!!!?!?! Are you flat-headed round-eared humans SO STUPID that you can't tell the difference!!!???!?!?!?! I HATE humans - they get everywhere and they SPOIL EVERYTHING. I'm GLAD they DIE so quickly. I wish they would ALL JUST DIE!!!!!!!!!!!!!!"
"And as for YOU, you red-headed little CROSSBREED, well I'VE got a LESSON for YOU - do you KNOW what we call YOUR sort behind your BACK??!!! Well I'll TELL you:
The voice pauses as Gregor appears: "Oh and now there's a BIRD-mask - I'm sorry, SIR, but it's not NEARLY nice enough to interest ME - there's a much nicer one on the dancer there, don't you think???!!! Did you not dress up for the PARTY???!!! Some people just don't make an EFFORT!!!! Or maybe you're just a BIRD-BRAIN!!!!" The speaker dissolves into giggles at her own joke.
Sure enough, one of the approaching walking corpses does indeed have a very striking eagle mask - possibly made of real feathers.
| Mai Asta Isabella |
GM, you forgot me and Gregor have the pass for human feat
Odds are she'll think Mai is human.
| W_W_CotCT_DM |
I had overlooked that - I blame Gregor for going on about your heritage ;)
Let's assume that she's very perceptive (which she is) and leave it as it is; but I will bear it in mind for future reference...
EDIT: to clarify, if you'd been in a situation where it mattered, I would definitely take account of the feat and ignore what was previously posted... since in this case however it clearly doesn't matter - beyond Mai's hurt feelings - I'm going to say that what has happened, stays happened. Hope that's clear.