
Althea Wisk |

Once Althea sees that the landlubbers have not followed her, she follows the voices back and reports her findings.
"Yonder Entry hall seems to be the hub of this residence, with multiple corridors leading onward, and steps to a balcony overlooking the foyer".
She then peaks her head in the door.
"Is it time to break our fast? If so I'm good for now".

Duncan Umber |

The dampness in the kitchen sent a chill down duncan's spine. Moving his hand up to his nose Duncan said "This place smells old and decrepit. I am starting to think that nothing living has been in this house in a while. Perhaps Anders was wrong about people using it as a base of operations." Duncan began to prod around the cupboards although he was doubtful that he would find anything that wasn't rotting.
Investigation: 1d20 - 1 ⇒ (20) - 1 = 19
Looking at the stairs that were falling apart Duncan said "I don't trust those stairs to hold me and my armour. Anyone else not so encumbered want to take a look?"

DM Aumakua |

??? stealth: 1d20 + 2 ⇒ (5) + 2 = 7
Initiative
Duncan: 1d20 - 2 ⇒ (9) - 2 = 7
Rodalas: 1d20 ⇒ 8
Tanya: 1d20 + 3 ⇒ (17) + 3 = 20
Orym: 1d20 + 2 ⇒ (4) + 2 = 6
Althea: 1d20 + 2 ⇒ (16) + 2 = 18
centpedes: 1d20 + 4 ⇒ (9) + 4 = 13
*******************************************************************
ROUND 1
1. Tanya (HP 8/8)
Althea (HP 10/10)
2. Centipede, black (??? HP)
Centipede, red (??? HP)
Centipede, yellow (??? HP)
Centipede, blue (??? HP)
3. Rodalas (HP 8/8)
Orym (HP 12/12)
Duncan (HP 10/10)
*******************************************************************
Seeing the others more focused on the prior door Althea heads to the room where Duncan and Tanya have already entered and are observing disrepair of the kitchen.
Duncan moves away from the cupboard his eyes momentarily leave the stairs drawn to the door on the east wall.
Before anyone can answer Duncan, a weird noise is heard coming from somewhere by the cupboard where Tanya is standing. Your attention is quickly shifted as four centipedes the size of a small dog begins to pour out of the sink.
Tanya and Althea. Your Turn

DM Aumakua |

Althea's blast completely eradicates the first centipede that climbs out of the sink filling the air with a strong smell of salty air.
red removed

DM Aumakua |

*******************************************************************
ROUND 2
1. Tanya (HP 8/8)
Althea (HP 10/10)
2. Centipede, black (??? HP)
Centipede, red (-8 HP)
Centipede, yellow (??? HP)
Centipede, blue (??? HP)
3. Rodalas (HP 8/8)
Orym (HP 12/12)
Duncan (HP 5/10)(DC 11 Con save)
*******************************************************************
centipede, yellow bite vs Duncan: 1d20 + 4 ⇒ (3) + 4 = 7
dmg: 1d4 + 2 ⇒ (1) + 2 = 3
centipede, blue bite vs Duncan: 1d20 + 4 ⇒ (19) + 4 = 23
dmg: 1d4 + 2 ⇒ (3) + 2 = 5
centipede, black bite vs Tanya: 1d20 + 4 ⇒ (2) + 4 = 6
dmg: 1d4 + 2 ⇒ (3) + 2 = 5
Tanya follows up and attempts to roast another centipede but the mote of flame hits floor missing the creature completely as it attempts to bite Duncan. The priest of Procan pivots out of the way but unfortunately leaves himself open to the second centipede. Duncan grunts in pain as the centipede's pincer dig into his leg.
Duncan takes 5 points of damage. Duncan please make me a Constitution saving throw DC 11
Rodalas, Orym and Duncan. Your turn.

Orym Rednose |

Orym moves into the room. "More . . . eels?" He ignores further speculation on the lingistic puzzle bringing his blades down on the nearest foe.
Scimitar: 1d20 + 6 ⇒ (12) + 6 = 18
sickle: 1d20 + 6 ⇒ (20) + 6 = 26
Damage Scimitar: 1d6 + 4 ⇒ (2) + 4 = 6
Damage Sickle: 1d4 + 4 ⇒ (3) + 4 = 7

DM Aumakua |

In two strokes of his swift elven blades, Orym slices two more centipedes into halves.
only one left

Duncan Umber |

Con Save: 1d20 + 2 ⇒ (1) + 2 = 3
Assuming he can still attack after that fail...
Warhammer: 1d20 + 5 ⇒ (14) + 5 = 19
Damage: 1d8 + 3 ⇒ (3) + 3 = 6

Rodalas Windrace |

The half elf will move in and try to slash the remanining centipede with his shortsword and dagger
1d20 + 5 ⇒ (1) + 5 = 6 shortsword
1d20 + 5 ⇒ (3) + 5 = 8

DM Aumakua |

poison: 3d6 ⇒ (4, 1, 5) = 10
You all watch as Duncan drops to the ground in some paralytic state even as unleashes her eldritch blast at the last centipede once again filling the room with a salty smell.
Nothing else comes from the sink and you all direct your attention to Duncan who lies crumpled on the ground his eyes wide open but still breathing.

DM Aumakua |

Tanya looks stumped other than still being alive she is unsure how to reverse Duncan's current condition.
Any other medicine checks? I will also take Nature (Intelligence) checks too

Althea Wisk |

1d20 + 1 ⇒ (19) + 1 = 20 Nature
Althea walks up to the man, and tries to figure out what the problem might be. She pokes his shoulder and turns to the others shaking her head.
"I have seen sea dwelling creatures laying upon the sand like this, and land dwellers upon the sea floor. I don't think he's dead".

DM Aumakua |

Althea examines the wound and identifies it to be some paralytic venom. While having limited knowledge of the land based vermin she thinks it could take sometime before it wears off. How long she does not know. Maybe an hour, three or five.

Duncan Umber |
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The sea air blew cold and salty on Duncan's face. The waves crashing on the weathered hull of his mighty ship. He could feel the helm in his grip as he steered the ship cutting through the waves of a rough storm. "Procan's wrath is fierce today!" He yelled to his first mate over the thunderous sound of the waves hitting the ship. When his first mate did not respond or turn around, Duncan yelled "Samuel! How far to shore?". Again his first mate did not respond. He dared to let go of the helm to grab Samuel by the shoulder turning him around. Instantly Samuel's clothes fell from his body, almost melting away revealing a giant centipede that instantly wrapped itself around Duncan. As he struggled for breath the creature reared it's head and bit down, engulfing Duncan's head with a muffled scream. Everything went black...
Duncan's face contorts as he is tourtured by nightmares as the poison courses through his veins.

Orym Rednose |

Orym low. Lifting Duncan's form over his shoulder. "He is not anymore burdensome than the prize of a hunt." He looks to the others. "Unless you can wake him early." He nods to the others that he is ready to continue. "I will take care to set him down if something troubling happens. . . . are we going to move to a safe place to wait or explore further?"

Rodalas Windrace |

Perhaps I should rifle through his belongings and check to see that he has a healing potion on him? he suggests

Althea Wisk |

"Let's go into the entryway and decide where to go from there. He's paralyzed not injured. I don't think a healing potion cures that. Just wait till it wears off".
Althea goes into the previously scouted entryway, and walks towards the corridor leading to the west wing of the house, hoping the others might follow.
"We can leave him lying there for a moment while we look around a little bit... or just sit in this room for a bit till he wakes up".

DM Aumakua |

Althea heads off towards the front of the mansion. Not wanting to lose her the rest of the group follows after her with Orym gently picking up Duncan and placing him upon his shoulder.
Passing the entrance hall you move down the western corridor. The narrow passage is much like the rest of the house – mold on the walls, pieces of fallen plaster littering the floor – three closed doors can be seen. One on the north wall, another on the south wall and the last one at the end of the hall.

Rodalas Windrace |

We do not know what else might be here. It might not be the best decision to leave the cleric here alone. I will do what I can to bring him with us he says.

Orym Rednose |

"He is no bother. I would hate for something harmful come to find him while we are not close."

DM Aumakua |

Standing in the hallway you follow Althea and you see 3 closed doors – one lies on the north wall, the south wall and at the end of the hall.
Choose a door so we can advance this.

Althea Wisk |
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Althea moves to the door on the South wall, and listens for any sounds, before opening to see what's inside.
"Thine fear of supernatural spirits seems to have paralyzed you. There are no such things as ghosts".
1d20 ⇒ 6 Perception

Tanya13 |

"I don't particularly believe in ghosts either. Stories told to children to get them to behave. That said, those bugs were solid enough. No sense in being reckless." Tanya notes.

DM Aumakua |

Nothing can be heard coming from whatever lies beyond the door. The door has no lock on it and it opens with little effort.
Inside you find a room that was once a library, with bookshelves around the walls. Most of the shelves are broken, and in many places they have come away from the wall. The few shelves still intact are empty, but a pile of books rests in the southwest corner.
You see no other doors leading out of this room.
I'll have to update the map at home. Search away or move on?

Althea Wisk |

"We might as well finish looking around until Duncan finishes his slumber".
Althea moves to the door at the end of the hall, and listens before opening it up. If she hears anything she'll pass the information along before opening.
1d20 ⇒ 16 Perception

DM Aumakua |

unconscious currently from the centipede venom.
Hearing nothing behind the door Althea opens it and sees that it into a rather bare room on the north wall there is a door that leads onto a small patio, the paving cracked and overrun with weeds. Other than a pile of
refuse in the southeast corner, the room is bare.

Althea Wisk |

"Here there are footprints leading to that corner. I also would dare not trust that pile of refuse. Let me see what is behind the other door, then we can decide how to proceed".
Althea closes the door behind her, and performs the same techniques on the last door in the hallway.
1d20 ⇒ 10 Perception

DM Aumakua |

Listening once again the room beyond yields no sounds. Opening the door you find what was once a writing room or study. Against the wall under the windows sits a large wooden writing desk, partially broken and riddled with damp rot. There are three drawers in each side of the desk and a large central drawer; the latter is closed. but the others are all open and two of them have been broken open forcibly.

Althea Wisk |

Althea motions the others to the room she just opened. She describes what is in each room.
"We need to check out where those tracks lead, but why don't we search these other two rooms first, starting with this one".
1d20 + 1 ⇒ (9) + 1 = 10 Investigation (To investigate the desk)
She steps carefully into the room, and pokes at the desk with her single prong trident, before getting closer.
1d20 ⇒ 12 Perception (For anything else in the room)

DM Aumakua |

The desk proves to be locked. It might need the some special tools to open it or a force of strength.

DM Aumakua |

Tanya roll me a strength check at disadvantage

Orym Rednose |

Orym loos to the wizard. "If you cannot 'jimmy it' I might just rip it apart."

Orym Rednose |
