
DoubleGold |

Heroes move on into the Nine-Eaves.
Looming over the road like a wizened old man, this ancient manor of dark, splintery wood rises three stories tall. Several windows and small balconies jut from the manor irregularly, each under a sweeping eave of the building’s sharply pitched roof. A wide doorway stands in the front of the manor, with a greenhouse of grimy glass set against its side. The building exudes an air of gloom and age.
You are all in the first room
The weak light thrown by two dim lamps barely illuminates a vestibule with several coatracks, benches, and an iron umbrella stand. The wallpaper is stained with age and decorated with repeating patterns of snails. A heavy, dark wooden door exits to the south, while a sliding double door leads to the north. Map is updated, the building you are in is south of the building you came from. Though for story purposes, and for understanding, the buildings aren't next to each other, like the nine eaves is actually a few miles from palace of teeth, not you just walk south and you are actually there.

Siiska |

Mage Armor on Siiska before entering the house
Siiska opens the door and enters.

Akku |

Moving west towards the red couches.

DoubleGold |

Akku moves towards the red couches and they look fine to sit on. Who's opening the north door, or knocking on it, or listening at the door.
Rali, not the son's place, but I forgot to tell you why you are here, other than it is along the way on the path.
Other than the fact that you are on the dead roads investigating what happened here and you are collecting stamps, there is something to the nine eaves itself.
the shoki psychopomp Kishokish is in trouble here, can't say any more cause of spoilers.

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I may have purchased something; how much money have we got?
While somebody else listens at the door, and peers through the windows as well provided they're not all hopelessly overcast in grime and dust, Ivan helps cover that person's blind spots. People can be so sloppy, after all, and it annoys him....
Outsider aid to someone else's Perception: 1d20 + 4 ⇒ (9) + 4 = 13 Remember: Aid from me = +3!

DoubleGold |

Your two guides want you to go here. There are certain places you cannot go to without your stamps, and you to go here to collect a certain stamp. Killing the son is a minor sideplot and will earn you another stamp, but figuring out what happened to you all and why you ended up here is your major plot and without the stamps, you can't go where you are suppose to go. You will defeat the son, it isn't of immediate priority where you have just a few hours to do it. Alternatively killing the queen and you can steal a stamp from her. You need three separate stamps to pass and the son is just one of three.

DoubleGold |

The sounds of flapping and buzzing are getting closer
Down comes 2 imps and 4 mosquito like creatures Arcana to id
init: 3 + 1d20 ⇒ 3 + (18) = 21 enemies
init: 2 + 1d20 ⇒ 2 + (1) = 3 Rali
init: 3 + 1d20 ⇒ 3 + (2) = 5 Ivan
init: 4 + 1d20 ⇒ 4 + (17) = 21 Akku
init: 3 + 1d20 ⇒ 3 + (13) = 16 Justus

DoubleGold |

[ooc]Oh, I guess I am up first, I figured the odds would be so little of 4 of you losing to my enemies.
The tiny stirges will land on Ivan, they are tiny, so they actually fit in one square hits: 4d20 ⇒ (17, 6, 18, 9) = 50 +7 to hit each
the imps will delay. All heroes are up
Ivan has two stirges attached to him and they will start to deal con damage at the end of the round.

Akku |

Akku attacks the stirges attached to Ivan!
MW Scythe, Flank: 1d20 + 5 + 2 ⇒ (17) + 5 + 2 = 24
damage: 2d4 + 7 ⇒ (2, 3) + 7 = 12

Siiska |

Siiska follows her brother and attacks the other one!
Umbrella Slam 1, Flank: 1d20 + 7 + 2 ⇒ (13) + 7 + 2 = 22
damage: 1d4 + 3 ⇒ (4) + 3 = 7
Umbrella Slam 2, Flank: 1d20 + 7 + 2 ⇒ (14) + 7 + 2 = 23
damage: 1d4 + 3 ⇒ (3) + 3 = 6

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Sorry, I've been struggling.
Ivan squirms in horror as he reaches for his flute, blasting one of the stirges with a shrieking note, as much a distress call as a personal defense.
Soundstrike vs one the now-more-injured stirge: 1d4 + 3 ⇒ (2) + 3 = 5

DoubleGold |

alright, so we will say Justus goes after an imp with his axe hit: 8 + 1d20 ⇒ 8 + (19) = 27 dmg: 3d8 + 6 ⇒ (7, 8, 3) + 6 = 24
killing one, the other retailates at Justus
hit: 8 + 1d20 ⇒ 8 + (18) = 26 dmg: 1d4 ⇒ 4 fort: 1d20 + 9 ⇒ (10) + 9 = 19 success
Rali then hits one good putting a few good cuts into its wings.
All heroes are up

Akku |

Akku attacks!
MW Scythe, Flank: 1d20 + 5 + 2 ⇒ (4) + 5 + 2 = 11
damage: 2d4 + 7 ⇒ (2, 3) + 7 = 12

Siiska |

Siiska too!
Umbrella Slam 1, Flank: 1d20 + 7 + 2 ⇒ (12) + 7 + 2 = 21
damage: 1d4 + 3 ⇒ (1) + 3 = 4
Umbrella Slam 2, Flank: 1d20 + 7 + 2 ⇒ (18) + 7 + 2 = 27
damage: 1d4 + 3 ⇒ (1) + 3 = 4

DoubleGold |

After heroes defeat the stirges, the portrait comes to life and speaks.
“Well, well. Things aren’t as hopeless as I’d feared, then! Welcome to Nine-Eaves. The master of the manor, Kishokish, has been betrayed and captured. While I bear his appearance, I am little more than a host for his little parties and puzzles. Sahkils, wicked creatures that prey upon torment and fear, have invaded Nine-Eaves. Will you help?” It is assumed you say yes
Good first clear out the place, then I'll help you solve the puzzles.
You don't up the stairs, in fact you go left you said you wanted to go in number order
D3 Parlor
This large parlor has several padded chairs and an enormous sofa with upholstery so dark that it is barely visible in the dim room. A delicate wooden table with a distinct inlaid pattern bears a full decanter. Sliding doors lead out to the west, north, and east.
D4 Greenhouse
Grimy glass comprises the walls and ceiling of this large greenhouse, barely admitting the dim moonlight. Benches filled with live potted plants line the sides of the room; bags of soil and gardening equipment are stashed underneath. Some of the bags are open, spilling dirt across the greenhouse floor. Strange tracks, as if left by a large earthworm, crisscross the dirt. A sturdy iron-framed glass door leads out of this room to the west, while a sliding double door leads out to the east.
You encounter a canine stout with an Earthworm body
init: 7 + 1d20 ⇒ 7 + (11) = 18 creature outsider
init: 3 + 1d20 ⇒ 3 + (3) = 6 Siiska
init: 4 + 1d20 ⇒ 4 + (17) = 21 Akku
init: 2 + 1d20 ⇒ 2 + (6) = 8 Rali
init: 3 + 1d20 ⇒ 3 + (19) = 22 Ivan
init: 3 + 1d20 ⇒ 3 + (13) = 16 Justus New map is up, Akku and Ivan are up

Akku |

I don't see our guys on the map anymore...
Akku attacks!
MW Scythe, Flank: 1d20 + 5 + 2 ⇒ (16) + 5 + 2 = 23
damage: 2d4 + 7 ⇒ (1, 4) + 7 = 12

Siiska |

Siiska and her brother work together into a flank!
Umbrella Slam 1, Flank: 1d20 + 7 + 2 ⇒ (11) + 7 + 2 = 20
damage: 1d4 + 3 ⇒ (1) + 3 = 4
Umbrella Slam 2, Flank: 1d20 + 7 + 2 ⇒ (4) + 7 + 2 = 13
damage: 1d4 + 3 ⇒ (4) + 3 = 7

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I don't see our guys on the map anymore...
Indeed. Could you please do something about that, DM?
Perception: 1d20 + 4 ⇒ (1) + 4 = 5 >>>:(
Knowledge (Planes): 1d20 + 9 ⇒ (4) + 9 = 13 Does that at least give me the basics on Sahkils?
UNLESS I know it has sonic resistance:
Ivan attempts to jar the hideous being with an unnatural screech of his flute.
Soundstrike: 1d4 + 3 ⇒ (2) + 3 = 5

DoubleGold |

The map is large, downer left portion of slide 5 is where you are all at. Though not the very bottom
However, Siiska, Akku and Ivan kill it. Actually Ivan doesn't kill it with that sonic resistance, he just barely ids it as Esipil Sahkil, but the rest of the pathfinders finish it off.
Actually it would have gone before Ivan finishes it off hit: 4 + 1d20 ⇒ 4 + (14) = 18 vs Siiska miss.
The heroes advance to the music room
Strains of harp music fill this room, emanating from a large harp placed on a six-foot diameter dais in the room’s southwest corner. Other musical instruments are mounted on the walls here, from large woodwinds to tiny fiddles. A few padded stools are scattered throughout the room.
What do you do?

Akku |

taking 10 on Perception to assist (13) and same with Siiska for a (16)

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Naturally, the lonely musical savant takes to lovingly investigating the fine instruments....
Appraise: 1d20 + 7 ⇒ (2) + 7 = 9
Alternatively, if you will permit me to study them by this means:
Perform (Strings/Winds): 1d20 + 10 ⇒ (16) + 10 = 26

DoubleGold |

The instruments are beautiful and worth a lot Ivan plays beautifully.
Treasure one of the instruments is a "goblin fire drum" and plenty of instruments to be gold. Ivan does not get a mark up value though.
You all hear a dog barking from the other room.

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To be honest, I was intending to try to use Perform as a circumstantially-appropriate alternative to Appraise (if I'm good enough with using instruments, I must be familiar enough with them to be a good judge of material quality, right?). I suppose can go with saying I took some down and played them, though, too.
Knowledge (Nature): 1d20 + 5 ⇒ (13) + 5 = 18
Raising an eyebrow, Ivan moves slowly toward the barking while continuing to play.

Akku |

Readied attack:
MW Scythe, Flank: 1d20 + 5 + 2 ⇒ (12) + 5 + 2 = 19
damage: 2d4 + 7 ⇒ (3, 1) + 7 = 11

Siiska |

Readied attack:
Umbrella Slam 1, Flank: 1d20 + 7 + 2 ⇒ (10) + 7 + 2 = 19
damage: 1d4 + 3 ⇒ (4) + 3 = 7

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Knowledge (Religion): 1d20 + 11 ⇒ (15) + 11 = 26
Recognizing the baleful dog immediately, but hardly one to judge, let alone argue with its demeanor, Ivan continues to play...regrettably unaware of what it's trying to tell him.

DoubleGold |

Akku knows abyssal and tells Ivan the rest of the crew. 6 giant fleas come out of the dogs fur. Siiska and Akku kill one each
other readied attack: 3d20 ⇒ (14, 17, 11) = 42 The rest of you hit bringing down 2 and a half more of them.
init: 2 + 1d20 ⇒ 2 + (4) = 6 flea and with the fleas being last in init, the rest of you defeat the rest. 5 HP creatures with 13 AC, 11 AC FF

DoubleGold |

Heroes go through the rest of the rooms.
Pantry: This small pantry has three doors, including one sturdy wooden door that leads outside the manor to the east. Sliding doors to the west and south have yellowed paper notices tacked to them. The shelves here contain a few bags and boxes. You loot the wine bootles for gold, added at the end.
Kitchen: A large cast-iron sink stands next to a potbelly stove, and counters around the room contain racks of knives, stacks of mismatched dishes, and piles of pots. A large pile of firewood near the stove has been tipped over, spilling old, worm-ridden wood across the floor. Doors lead out of this room to the north and south.
A boat like creature infested with worms attacks. outsider cr 4
I would roll init, but hard fight All heroes are up Slide 5 on the map, you may have to scroll down a little to see.

Siiska |

Siiska phase lurches through the couch and building wall and emerge on the other side of the creature, readying a flanking attack with Akku.
Umbrella Slam, Flank: 1d20 + 7 + 2 ⇒ (5) + 7 + 2 = 14
dmg: 1d4 + 3 ⇒ (1) + 3 = 4

Akku |

Akku approaches the creature and strikes!
MW Scythe, Flank: 1d20 + 5 + 2 ⇒ (19) + 5 + 2 = 26
dmg: 2d4 + 7 ⇒ (3, 2) + 7 = 12

DoubleGold |

Justus hits the creature and it yelps in pain as he takes a good chunk out of it.
Akku slashes the creature but he doesn't penetrate it as well as he would like Dr 5/good
Siiska hits the creature but doesn't penetrate it at all. bad time to be a neutral aligned character.
The creature lost a lot of the worms as they fall to the floor, but it is still living. Rest of the heroes are up

Siiska |

"Cobra-la-la-la-la-la-la-la-la-la!!!!!"
Umbrella Slam, Flank: 1d20 + 7 + 2 ⇒ (15) + 7 + 2 = 24
dmg: 1d4 + 3 ⇒ (4) + 3 = 7

Akku |

Akku strikes!
MW Scythe, Flank: 1d20 + 5 + 2 ⇒ (12) + 5 + 2 = 19
dmg: 2d4 + 7 ⇒ (1, 3) + 7 = 11

DoubleGold |

Akku and Siiska though being neutral take the thing down.
They take a tablecloth in the room worth lots of gold
They approach the upstairs and thing talks to you again Well done. The library has a wasp swarm in it, and the study has a giant bug in it. I've noticed you going clockwise. I recommend you going counterclockwise so you can disable the trip up here first and into the dressing room. That way you can buff up and jump from combat to combat and save spell slots. Up to you really, but these hard combats well need buffs.