| Callie Cobalt |
Did he take the potion of lesser restoration I offered? Just want to track it on my gear either way. Linking your map in my post below to be sure folks realized you posted it, since we "turned a page."
Callie surveys the ramshackle abode that the locals say is Scream's home. "Hardly what I'd imagine a beloved artist, weird and sickening though the art might be, would live in. Those nobles should have offered better patronage."
Standing at the edge of the property, she casts sift a few times to see if there's anything lurking by the docks or water nearby.
Perception, nearby water, sift: 1d20 + 8 - 5 ⇒ (12) + 8 - 5 = 15
Perception, nearby dock, sift: 1d20 + 8 - 5 ⇒ (13) + 8 - 5 = 16
Perception, near edge of house, sift: 1d20 + 8 - 5 ⇒ (4) + 8 - 5 = 7
| GM Skyreaver |
He wouldn't have. You might wanna hang onto that =)
You don't find anything in particular in the dirt or ground, but as you are searching you feel the vibrations of a large creature moving under the ground - more specifically, moving away from you.
The other thing of note you find is that there are fairly recent tracks on the ground near the shack: booted tracks you can roll survival if you want.
| Callie Cobalt |
Callie raises her hand in warning. "There's something underground near here. It's moving away from us. Outside. I say let's try to avoid whatever it is as long as it doesn't keep us from the house." She then points at the path by the house--muddy footprints. "Someone's been here. Any of you good at analyzing tracks?"
| Garran Fain |
Garran kneels down to look at the tracks. "I learned how when I was a caravan guard - knowing how to read tracks in an area can help alert you to any dangers that may be lurking."
Survival: 1d20 + 15 ⇒ (19) + 15 = 34
| Alistair Wellington |
Alistair remains quiet and looks at the party. He watches as Garran inspects the tracks and nods slightly. His vision moves around the area looking for any signs that something is amiss.
Perception: 1d20 + 12 ⇒ (12) + 12 = 24
| GM Skyreaver |
So you find 3 sets of relevant tracks.
The oldest set of tracks match a large group of Humanoids that walked aroudn the house and then left in a group.
The second set leads to a large collapsed hole near the house. These tracks look like...ropes? that dragged a large rock around. Actually, by your math, it looks like three different sets of ropes that were used to haul large-sized objects from the hole....but then back to the hole? it's very confusing.
The newest set is a single set of tracks that walk to the house and do not leave.
You're not sure, but you think you hear something coming from inside the house.
| Garran Fain |
Garran grunts, standing from the tracks. "There are three sets of tracks that might interest us. The oldest belong to a large group of human or human-sized creatures that walked around the house and then left in a group. The second set leads to that large collapsed hole. It looks three different sets of ropes were used to haul some large-sized objects from the hole, but may have then been moved back into the hole. They don't make a lot of sense to me.
"The final set of tracks is the most important. They are the newest, and they are the tracks of a single person that walked up to the house and did not leave," Garran finished, telling the others what he thought. "We should approach and knock - it appears that someone is there."
| Callie Cobalt |
"For the hole, my spell picked up something moving underground. Maybe whatever they threw in was to draw whatever that thing is. Or to feed it. Or they were throwing something away and that accidentally drew whatever it is. I don't fancy figuring out what's there, but we won't figure it out unless we check it out. Still, if someone's in the house right now, you're right, that takes priority. After you," she waves.
| Garran Fain |
"Whoever it is wore boots, so they are likely human-shaped in general. It also looks like they were...skipping. Very odd, to me."
Garran walks up, waits to see if everyone else is ready, and knocks on the door.
| Callie Cobalt |
"Skipping? Well... nice to have something different, I guess?"
Callie is ready.
| GM Skyreaver |
Sorry, was updating games then sat down on the couch to eat dinner and fell asleep watching a youtube video.
Garran knocks on the door, but there is no response. The door itself, however, is slightly ajar, such that his knocking actually opens it.
Looking into the first room:
The smell in this entryway is of must and mildew, much of it coming from the mud tracked over the floorboards, as if a small army had marched through the room. To the south stands a single empty set of shelves.
Your earlier suspicions about the first set of tracks were quite accurate: it appears a large group of people, which by your count is about a half dozen, drug away another individual, as indicated by drag marks in the ground. You can also see signs of the freshest set of tracks, and the wander around for a bit before leading into one of the back rooms.
| Callie Cobalt |
Callie nods and quietly casts the message cantrip.
| Garran Fain |
With the cantrip up, Garran whispers over it, "I was right about the first set of tracks. It appears that a large group of people - around half a dozen - drug away another individual, leaving the drag marks on the ground. The newest tracks wander around a bit and lead into one of the back rooms."
Garran points at the door the tracks lead to.
| Callie Cobalt |
Ugh. I wasn't going to say a word, but since YOU did: that NPC in my last game was the worst most horrifying and yet annoying set of bad 90s character tropes rolled into one ever. I will trust that the last GM handled them poorly and you have a fresh take that makes them far less irritating.
Callie sneaks up near the door and listens at it, leaving room if anyone else wants to join her.
Stealth: 1d20 + 10 ⇒ (2) + 10 = 12
Perception: 1d20 + 8 ⇒ (15) + 8 = 23
| GM Skyreaver |
Her: 1d20 + 5 ⇒ (1) + 5 = 6
You hear someone muttering to themselves in a language you don't understand. You can hear the words clearly, you just don't know the language. Keep in mind that casting spells means talking at a normal tone of voice, so if you cast something here, it'll likely draw her attention.
[ooc]Quick aside, when I ran this for my home group, one of the players absolutely refused to have anything to do with her, so I had her arriving at the emperor's for that and being in the stands, then she started to check and help the PCs. Most of the group liked her after that, but the one standout really, really HATED her.
| Callie Cobalt |
You can try to conceal casting with Stealth and Bluff checks, but I'm not going to waste time with that right now. She'll stand as far away as possible before casting the spell. To hear a brief (less than 6 seconds, as it's a standard action) incantation through other doors and walls would still require a Perception check, I'd think. I would like to establish as a standard operating procedure in the future that Callie will always cast message on the party before they enter an area they are investigating or exploring, and renew it automatically as needed as they proceed through an area.
Callie reports through the cantrip, "There's someone in there talking in a foreign language. Don't hear any hostilities though."
| GM Skyreaver |
when spellcasting, you give off a visual display, per THIS faq, meaning that as long as someone can see you, then (without another mechanic behind it, like the spellsong feat), it's obvious that you are casting spells.
Duly noted Callie.
When Garran opens the door:
Both of this room’s windows are tightly shuttered, yet the air inside seems strangely fresh and scented, no doubt because of the six large candles that burn within. Each candle has been affixed by a glob of melted wax to the crown of a gleaming, polished skull, and each of these impromptu and grisly candleholders has been placed atop an otherwise clear desk to the west, arrayed in a gentle arc. A chair sits before the desk, and a careful stack of papers and scrolls sits inside the arc of skulls. To the south stands a nearly empty cabinet,
its shelves barren save for a few paintbrushes and a cracked pottery urn.
There is a what appears to be a Young Elven Woman standing in this room, with her back turned towards the group, her attention firmly fixed on a Painting.
She turns when the door opens and says "Oh, hello. I had hoped you might be Mr. Scream, but it seems that is not the case. May I ask what you are doing here? I think I recognize some of you from somewhere, but I'm not sure..." she taps her lips with her pointer finger as she examines your group.
In addition to her appearance above, she has a holy symbol around her neck. Also, she's clearly not hostile; and yes, she does have a spiked chain, but it's currently coiled and attached to her belt.
| Callie Cobalt |
Taking in the elf's choice of gear and fascination with the painting, Callie assumes the woman is a fan of Scream's and hopefully had nothing to do with the earlier tracks found.
"Given Garran here noticed signs of someone dragging him off awhile ago, we're a bit concerned," Callie adds.
Diplomacy Aid Another: 1d20 + 9 ⇒ (2) + 9 = 11
| GM Skyreaver |
Arcane Duelists don't give up Bardic Knowledge.
"Oh, how interesting. Do you not give your name first before requesting someone else's here? How fascinating!" she says excitedly.
"My name is Laori, and as you might have guessed, I am here looking for the master artist. Perhaps we should work together to find him?"
Her gaze returns to the painting for a moment, then says "It is fascinating, is it not? You can almost feel the malevolence radiating off the dragon." with a shiver, she turns back to the group and says "but I digress. You were just about to agree with my sensible suggestion to team up."
| Garran Fain |
"Sometimes we do, but in this environment, caution is sometimes prudent. My name is Garran Fain. While your suggestion is sensible, may we discuss it amongst ourselves first?"
| Callie Cobalt |
"And I am Callie Cobalt. I also echo the sensibility; as we consider this, do you mind if I ask how you know Mr. Scream and why you'd like to find him?"
| GM Skyreaver |
You're right Callie. I swear I read that entire archetype, but I guess I was wrong.
"I understand that you want to talk to each other a bit before agreeing. That's totally fair."
At Callie's question, she says "I do not know him personally. He is tangentially involved in something that I am working on and so I hoped to ask him some questions." with no other pending questions, she goes back to looking at the painting.
| Garran Fain |
Garran moves the others in, then whispers over the spell, "She seems sincere, but I don't know much about her. As long as she doesn't intend the artist harm, I think we can work with her. What do you all think?"
| Callie Cobalt |
"I agree. I'd like to know more about her business with him, but can understand why she's not going to disclose it to a bunch of strangers. She seems to admire his work at least, and I doubt she has anything to do with the prior group that was here. Given she's the first non-hostile entity we've met here, apart from the kid from this morning, we can use all the help we can get."
| Callie Cobalt |
Callie frowns at Alika's information, and at Alistair's reaction. "It's not like the leather and the spiked whip weren't clues. Nor is it atypical of Scream's fans. It doesn't mean she's going to tie us to a rack--but it doesn't mean she won't either. Still, I trust at least she has a vested interest in Scream's survival. So do we. It might be better that we work together than at cross purposes, when we have a shared goal."
| Garran Fain |
Garran frowns, thinking over their conundrum, and looking at the others before he says over the spell, "I suspect that she'll continue looking for the artist no matter what we do. If we work with her, we can keep an eye on her, as opposed to her maneuvering behind our backs. Perhaps she'll be willing to accept some ground rules as part of working together. Does that work for everyone?"