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Reginald (almost literally) dives into the books. "Look at all this unknown knowledge!" he cries happily.
Reginald Perception: 1d20 + 7 ⇒ (4) + 7 = 11
Casovir Perception: 1d20 + 7 ⇒ (17) + 7 = 24
At Casovir's warning squawk, Reginald almost drops The Nine Secrets. "Whoops!" he cries in alarm. "Can someone remove that nastiness?"
Don't have Disable Device - GM, I'm assuming the Linguistics check has to wait until the trap is disabled. If that's incorrect, just let me know!

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"Or maybe you want to open it?" Reginald says, making puppy eyes at the much larger man. "Surely it couldn't hurt you very much...?"
No worries if you don't want to!

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Popole smacks his head with a paw.
*RIBBIT!* "We have no time for this! Quit it, now."

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Ignoring the book, you decide to just toss it into the loot sack for later.
There is still the room to the south, and then to the east.
Where to, Pathfinders?

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"...okay..." Reginald says, eyes full of tears. "...maybe we want to go south first? We came from the eastern door. Or did someone want to look at the statue more? I'd be happy to tell you all about it!" His sorrow melts away at the idea of sharing his thoughts and conjectures on something related - however tenuously - to magic.

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”I trust you Reginald! Makes sense... “

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You enter the southern door...
Once-fine furniture, now ripped and faded from neglect, adorns this chamber. Two large mirrors have been set on the north wall here, but cracks and dark stains mar their silvery surface, and many pieces are missing. A lute rests against the back of a stained red velvet sofa.
1d4 ⇒ 4
You hear a voice protruding through your mind, and it sounds harsh and burping.
"Who are you, trespasser? Who sent you here, and what are you looking for?!"

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"Casovir, there's no need to whisper," Reginald says loudly. "You know why we're here - we're trying to find the records of the Sarini family's victims and diabolic rituals they conducted before they left for an extended vacation at the mayor's request. No, they didn't go on vacation at the mayor's request, silly - we're here because she asked us to investigate. I'm pretty sure I explained all this in the library." He turns to Aaftaab. "I did explain all this in the library, didn't I?"

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Popole lets out a loud sigh.
"Yes, Reginald. You sure did. Over and over again."
That said, he tries to understand where the sound originates as well.
Perception: 1d20 + 9 ⇒ (9) + 9 = 18

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Aaftaab smiles at Popole and claps on Reginald’s shoulder again!
”You are great! Silence and golden words meeting each other!“

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"We have to go up *RIBBIT* Let's climb the stairs we found earlier." he says.
By the way, did we explore the room before which we stand right now?

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You said we have a map of the building, right?
Marrowtusk feels a sense of urgency from the laughter and makes a run for the stairs. "That doesn't sound good."

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The map of the building is the information on Slides 2, 3, and 4 on the Slideshow.
Marrowtusk heads for the cellar...

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Steep stone stairs descend into a vaulted cellar flooded with turbid water, in which dozens of wooden barrels idly float.
The water here acts as a bog, where 1 square of movement is 20ft.
Slide 5

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GM, is it possible to climb along the walls? The gripplis have a climb speed.
"Of course we follow you Marrowtusk. This water looks disgusting. I would rather try to circumvent if possible..."

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*RIBBIT* "That is wise, Aaftaab." says Popole, climbing behind the other grippli to avoid the water.

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Oops, I thought these stairs went up, I realize how this map works now after noticing there is a map for the second floor, haha. Let's go that way.
"This isn't up." Marrowtusk heads back to the main room and heads up the stairs to the second floor.

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Marrowtusk considers retracing steps to go back towards the upstairs. The basement is currently dark.
Popole Perception: 1d20 + 9 ⇒ (7) + 9 = 16
Aaftaab Perception: 1d20 + 7 ⇒ (4) + 7 = 11
Leech Stealth: 1d20 + 1 + 9 + 2 ⇒ (2) + 1 + 9 + 2 = 14
Popole notices something strange in the water with his darkvision. It appears to be something large moving around below the barrels.

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*RIBBIT* "Maybe we shouldn't linger here too much. There is a large creature in the water." says the grippli. He begins going back up the stairs.

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"Okay, then let us go upstairs first!"

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The party turns back, and goes to the upstairs balcony.
They know some information from their map, and from checking the doors...
K12. Nursery
K13. Servant's Room
K14. Bathroom
K15. Master Bedroom (Door is Locked)
K16. Baron's Study
K17. Small Bedroom

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Aaftaab enters the Nursery.
"Let's see what we have here."
Perception: 1d20 + 7 ⇒ (11) + 7 = 18

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"I'll deal with whatever is in the water when we're done finding out what that laughing was about." Marrowtusk follows Popole and takes out his Greataxe as he does so, ready to make quick of anything up here.

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Wooden figurines, dolls, and clockwork toys lie abandoned on a table. You see a small silver music box on there as well.
The cradle in the room is rocking back and forth, despite there being no wind in this room.

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Aaftaab moves to the cradle and investigates.
Perception : 1d20 + 7 ⇒ (20) + 7 = 27

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Inside the cradle, Aaftaab sees a very young baby leech that squirms under the blankets. This thing is clearly of no threat; it cannot even escape the cradle... Though it is a little horrifying to see.

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”it’s just a baby leech. No worries!“
He goes into the next room.

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Aaftaab suddenly remembers that he forgot something!!
He checks our the silver music box.
Perception : 1d20 + 7 ⇒ (13) + 7 = 20

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Aaftaab inspects the music box, and discovers that sheet music for the melody is carefully folded and placed within the box. On the back of the sheet music are the scrawled words:
play to access the secrets below.
The song is a popular sea chantey from Remesiana, still sung even to this day.

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The party moves into the Servant's Room...
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.
“I don’t know you. Why are you here?”
You still have the music box as well, if anyone wants to try to make that identification check.

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Knowledge (history), Take 10: 10 + 10 = 20
”...and inside this exquisite box from the mid-1350’s, you will notice a piece of sheet music,” Reginald continues. ”This is a stunning reproduction of a popular sea chants from Remesiana. It is said that it is still performed in strange and forgotten corners of the world - along with who knows what other secrets!”

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The hunched figure wearing the maids uniform asks once again.
"I don't know you. Why are you here?"

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Aaftaab approaches and bows.
”Hello, we are pathfinders and are here to investigate this building. I hope we didn’t disturb you? May I ask who you are?“
Diplomacy : 1d20 + 7 ⇒ (2) + 7 = 9

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She seems untrusting of Aaftaab.
Anyone else want to give it a try? Also to Identify her...
Nukkefeen
N Medium Fey
This eerie creature resembles a human with oddly segmented limbs, waxen skin, and doll-like eyes.
1 Question@16, 2 Questions@21

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"If I've told you once, I've told you at least several times, Casovir," Reginald says, shaking his head exasperatedly (and swinging the equally-exasperated crow perched on his hat). "We're here to find the records of the Sarini's murders and diabolic rituals for the mayor. And stop saying you don't know me; you always say that when we're out in public and quite frankly it's embarrassing. Now hush - there's a nukkefeen here!"
Knowledge (nature): 1d20 + 10 ⇒ (9) + 10 = 19
Reginald clears his throat. "Helo!" he says slowly. "Beth sy'n dod â chi yma i'r hen dŷ hwn?"
What do we know about these creatures' habits, likes, dislikes, etc?

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Popole stays quiet and looks at the exchange of words with curious, yet attentive eyes.

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Reginald knows that Nukkufeen, while not inherently hostile, can be dangerous to cross or make upset. They have an ability to steal someone's eyesight, rendering that someone blind but giving the nukkufeen the ability to see.
You can see that she is growing impatient with the lack of polite conversation.
She will need a diplomacy check to improve the attitude of. If you don't believe you can, then I recommend moving to the next room.

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I cannot retry Diplomacy, can I?

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Reginald waits a few seconds longer than necessary for a response, then clears his throat and tries again. "Helo? Rydym yn chwilio am gofnodion a adawyd gan berchnogion blaenorol y tŷ hwn. Fe aethon nhw i enw Sarini a dywedwyd eu bod wedi lladd pobl ifanc i ddim pwrpas." he says, slightly faster this time as the rises and falls of the fae language sit more naturally in his voice. "Ai hwn yw'ch tŷ chi nawr? Ymddiheuriadau am fynd i mewn heb fwrw."
Diplomacy: 1d20 + 1 ⇒ (17) + 1 = 18