
Elisani Dascalu |

Two doors, one to the left and one to the right. Elisani starts examining the door to her right for traps.
If nobody objects, let's try A10 first.
Perception + heightened awareness + heroism + Trapfinding + Inspiration on door to A10: 1d20 + 17 + 2 + 2 + 2 + 1d6 ⇒ (17) + 17 + 2 + 2 + 2 + (1) = 41

Tarphrex the Magnificent |

Tarphrex approves. He wants to meet the badgers writing the play. He thinks he's heard some good pre-reviews.

GM Sphen |

@Elisani: You detect no traps. And you feel your magical buffs fading.
@Tarphrex: Their other plays have been well received by critics and audience alike. The Badger of Absalom, Much Ado About Badger, Badger III, and (my favorite) Badger.

Elisani Dascalu |

I assume it's the short term buffs fading. Heightened awareness, reduce person, and bear's endurance. Mutagen and heroism should last longer.
Damn, there go her short-term enhancement spells. On the plus side, Elisani is deeply relieved that her sense of smell is no longer inhumanly acute. She tries the door to see if it's locked.

Tarphrex the Magnificent |

Tarphrex waits and listens for signs of anyone within.

GM Sphen |

Opening the door to A10....
Tables strewn with beakers, glass vials, old tin cans, rope, animal traps, bits of twisted metal, spikes, bones, and all manner of junk litter this area. In one corner sits some old furniture and other keepsakes.
While this room does smell, it is much less pervasive than the rest of the house. And anyone looking in can see that, while it is a jumple of detritus, there is something of an order to it.

Sherman Blake |

"Anywhere else I'd call this room a mess, but here it seems almost clean in comparison to the other rooms... I wonder who has been using it."
Sherman takes a look around to see if there's anything of interest.
perception: 1d20 + 1 ⇒ (3) + 1 = 4

Estella Vale |

"I agree. Judging by what's strewn about here, I think this might be where the traps were made." Estella walks in and looks around as well.
Perception: 1d20 + 3 ⇒ (16) + 3 = 19

Tarphrex the Magnificent |

Tarphrex peeks in. "Mama not come up stairs. Dead-not-dead ones not come up here, Tarphrex thinks. Who use this room?"

GM Sphen |

@Sherman: With a big ole 4, you start looking at one of the piles and pull out a bit that looks interesting. This, unfortunately, unbalances the heap and it begins to teeter. You grab for it, making sure that it doesn't, but then it teeters the other direction. You spend the next few moments trying to correct rebalance the stack of random things.
@Estella: (Ding ding ding. Got it in one.)
As you look around, you find one crate that is carefully stowed under a table and packed with straw. Inside are five flasks of green liguid, a little bigger than a potion bottle, but still hand-held.
@Tarphrex: You're correct about Mama. You doubt she could fit through the door of her own room.

Elisani Dascalu |

Elisani nods to Estella. "I believe you are correct." She begins a methodical search of the mess for traps and items of value.
Perception + heroism + Trapfinding + Inspiration: 1d20 + 17 + 2 + 2 + 1d6 ⇒ (18) + 17 + 2 + 2 + (2) = 41

GM Sphen |

@Elisani: You discover no additional items of value.
You do believe, however, that if you took some decent time to scrounge around, you could come up with a set of either masterwork thieve's tools OR a trapmaker's kit.

Elisani Dascalu |

The detective picks up a slim piece of metal, examining it closely. "Hmm. It appears that this trapmaker had some decent tools, but it will take time to locate the full set in this mess. I recommend that we move on for now and come back after we have cleared the entire house."

Tarphrex the Magnificent |

Estella holds up the flasks. "Anyone know what's in here?"
The kobold reaches for the flask, carefully examining it, but shakes his head and hands it back.
Not his sort of crafting.

Elisani Dascalu |

Since there's nothing else of interest in this room and nobody has any objections, Elisani returns to the hallway and begins scanning the other door for traps.
Perception + heroism + Trapfinding + Inspiration on door to A9: 1d20 + 17 + 2 + 2 + 1d6 ⇒ (4) + 17 + 2 + 2 + (1) = 26

Elisani Dascalu |

No traps here. Maybe the trapmaker figured any intruder would be dealt with downstairs, making traps upstairs unnecessary. Elisani tries the door to see if it's locked and opens it if not.

GM Sphen |

Opening the door....
This room is filled with large, filthy beds. Human skulls with antlers fixed to them are mounted on the bedposts and headboards. Against the west wall sits a large cedar chest.
One of the beds has been flipped over and the chest is open. The window on the far wall is broken open, the boards that once covered it now splintered across the floor.

Tarphrex the Magnificent |

Tarphrex tentatively creeps into the room, looking around for anything interesting.
Perception: 1d20 + 5 ⇒ (12) + 5 = 17
He focuses on low searches because others are, well, taller.

Estella Vale |

"Broken window. Was this your point of entry, Ceven?"
Estella carefully approaches the chest and takes a peek inside.

Ceven Valdemar |

"Broken window. Was this your point of entry, Ceven?"
Estella carefully approaches the chest and takes a peek inside.
"I believe it was; my that seems like a very long time ago."

GM Sphen |

@Tarphrex: Nothing of note to be found, at 3 feet or lower.
@Estella and Ceven: It was indeed.
@Estella: You see a trap sprung on the inside of an otherwise empty chest.

Elisani Dascalu |

Elisani begins a methodical search of the room. It looks like someone has already ransacked the place, but there may still be something of use.
Perception + heroism + Inspiration: 1d20 + 17 + 2 + 1d6 ⇒ (10) + 17 + 2 + (4) = 33 +2 from Trapfinding in case of traps

Sherman Blake |

Sherman has become painfully aware his ability spot anything hidden is quite awful. But at least he should be able to notice anything obvious, as long as the obvious in magical in nature.
Cast detect magic

Estella Vale |

"Looks like there's nothing here. That'd be the entire upper floor taken care of, right? That just leaves the basement..."
A shiver runs down her spine.
"... Loathe I am to admit."

Elisani Dascalu |

Elisani nods grimly. "If I had to guess, whoever was originally here was frightened by Ceven's entrance and fled to a more fortified area. Most likely the basement." She looks around at the others. "I suggest we check there next."
I think I already checked the basement door for traps, right?

Tarphrex the Magnificent |

"Door to underhouse locked in kitchen. Not good to hide in if people follow just lock you in..."
Just a reminder that the basement door was locked, but from our side, not from the basement. Like they were preventing something from getting out.

GM Sphen |

@Elisani: Yes, you checked the door and discovered no traps.
@Tarprhex: Correct on that reminder.

GM Sphen |

If no objections....
You find yourselves back in the kitchen, facing the door to the basement. It is locked from this side. Who will be taking the lead down the stairs?

Ceven Valdemar |

"Something is being stored down there, something they didn't want to deal with having restrained up here. Not to impose on anyone, but my suggestion would be that if someone takes care of the lock, I can open the doors from a distance, and our friend Ain can send a little fire in ahead of us. Just to be cautious."

Tarphrex the Magnificent |

No objections here. Not Tarphrex.

Sherman Blake |

"While whatever they locked down there could be friendly towards us, best be prepared for anything." Sherman takes a step away from the door, clearly expecting someone else to lead.

GM Sphen |

Who is going to pop the lock? No checks needed to do so.
@Ain: What spell are you going to use to "lead the way with fire"?

Elisani Dascalu |

Looking around to make sure everyone's ready, Elisani opens the door.

GM Sphen |

Narrow, unsteady wooden stairs descend at a steep angle into the darkness.
You duck to avoid hitting your head, wondering how the large frames of the ogre-kins manage to use this constricting passage.
Reaching the bottom, a short hallway ends in three doors.
(Map on slide 7)

Elisani Dascalu |

As she descends into the darkness, Elisani pulls a small glowing stone out of a pocket in her bandolier and tosses it into the air. The ioun torch starts orbiting her head, providing plenty of light for her to see by.
Hmm, three doors. She picks the righthand door and gets to work looking for traps.
Perception + heroism + Trapfinding + Inspiration on door to A11: 1d20 + 17 + 2 + 2 + 1d6 ⇒ (17) + 17 + 2 + 2 + (6) = 44

Sherman Blake |

"I doubt our friends the ogres wander in these hallways." Sherman notes. "I'm hitting my head here, and I can't say I'm very tall..."
Then he waits patiently for Elisani to finish the study of the doors.

Estella Vale |

"Maybe this is where they kept the people who originally lived here. God willing there's still anyone left to save."

GM Sphen |

@Elisani: You detect no traps on the door.
Opening it.....
This dark, recessed corner of the basement smells of rot and old blood. Piles of gore-spattered skin lie heaped on the floor. A horrid rubbery face robbed of its supporting skull and muscle rests on top, its toothless mouth agape and empty eyes revealing only the layer of tan flayed skin resting beneath.

Elisani Dascalu |
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Another atrocity for the house of horrors. Elisani definitely wants to burn the place to the ground once they're done. Who knows how many haunts and ghosts it might spawn given time? She steps inside and begins a methodical search for anything of value.
Perception + heroism + Inspiration: 1d20 + 17 + 2 + 1d6 ⇒ (13) + 17 + 2 + (4) = 36

Sherman Blake |

"I...."
"don't..."
"like this place."
"At all."
Sherman fights the urge to step back and leave the room. But he manages to stay, and casts detect magic to see if there's any magical residue lingering about.

Tarphrex the Magnificent |

Tarphrex crouches down to examine one of the piles of skin, scaly brow furrowed. "Where bones?"
Does he know a magic that would use this or cause this?
Knowledge (Arcana) or Spellcraft (same bonus): 1d20 + 6 ⇒ (16) + 6 = 22

GM Sphen |

@Elisani: You don't find anything of actual value. Some of the patches of skin have Black Arrow tattoos on them. And you do find a sewing kit in one corner, near a stool. The needle and thread are unusally thick, more apporbriate for upholstery than clothing. You look at it, then at the skin, then think back to the "leather" couch upstairs. The leather padding on the seats in the dinning room. Leather wraps on the knives in the kitchen.
@Sherman: Luckily, you have spells aplenty from you and your party memebers for fire. No magical auras reward your fortitude in dealing with this hideous room.
@Tarphrex: You know of no spell that would do this specifically. But there isn't any reason why this couldn't have been done through mundane (though skillful) methods.

Elisani Dascalu |

"Nothing here. Let's keep moving." Elisani leaves the room and begins examining the door at the end of the hallway.
Perception + heroism + Trapfinding + Inspiration on door to A12: 1d20 + 17 + 2 + 2 + 1d6 ⇒ (13) + 17 + 2 + 2 + (6) = 40

Estella Vale |

Estella winces as she sees it, but by now, she's become somewhat desensitized from the horrid sights. Seeing Sherman struggle, she briefly places a hand on his shoulder. "We're almost through. Just a little longer."
She readies her spear again and follows closely behind Elisani.