fine_young_misanthrope
|
You open the door and you find.... a hallway! Which way next?
map
| Sparky the Poppet |
Sparky walks twenty feet down the corridor then stops. He looks back and forth between the door to the north and the slightly recessed door to the south. He puts his head to the northern door, listens, and touches the handle.
Perception check and then check to see if the door is locked.
fine_young_misanthrope
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Checking the doors, the north doors are locked. the door to the south is unlocked. An you hear nothing coming from any room.
Where to next?
fine_young_misanthrope
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You carefully open the door. A large four-poster bed is set against the north wall of this room. The sheets are tangled, and a headboard that doubles as a shelf displays several knickknacks, candlesticks, and a small iron coffer. The mantle of the large brick fireplace to the west appears decorated with small art objects. South of the bed, two chairs flank either side of a round table, while the nightstand near the bed and the dresser in the southeast corner have mostly fallen into disrepair. In the middle of the bed is a semi-gelatinous heap. As you walk in, the pile says, I AM THE MASTER OF THE HOUSE. WHO ARE YOU?
| Ikshvaku "Vak" Charayana |
Vak leans around the doorframe to see into the room. "Your pardon--please forgive us for not knocking, yes? I am a priest, forced by the storm to take shelter here."
A Diplomacy check, if one is called for (T): 1d20 + 8 ⇒ (20) + 8 = 28
fine_young_misanthrope
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The light focuses on each of you and demands, I UNDERSTAND YOUR DIFFICULTY, BUT WHAT RIGHT DO YOU HAVE TO ENTER MY HOME! It makes not movement to attack any of you.
fine_young_misanthrope
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that person may have ducked out, but we can reconsider to a new person and you know that this thing is not that person either way!
The light ponders you...
sense motive: 1d20 + 15 ⇒ (10) + 15 = 25
fine_young_misanthrope
|
It completely doesn't belive you! YOU SHOULD LEAVE!
| Sparky the Poppet |
Vak, that's a good question. Can we NPC Rola as the heir?
"I am Sparky, though I have used other names. Who might you be?" Sparky asks. He lifts his hand to the light coming from the semi-gelatinous heap.
"Leave!? Sparky says. "What if we have something important to tell you? Something that will make you reconsider this entire situation..."
fine_young_misanthrope
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The light pauses, then responses What secret do you have? WHAT DO YOU KNOW?! The air is full of tension...
fine_young_misanthrope
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and with that.... the light and the goop instantly vanishes. You are left in the dark of the room again. You are not sure where it went or if it still exists. What do you do now?
| Sparky the Poppet |
Sparky turns left and right, unsure if the entity truly disappeared. After Vak breaks the silence, the poppet answers, "I hope that wasn't a bad idea. Yes, let's find the stairs."
He takes a quick glance around the room. "But if it could have been in any room, why here? Is this space special?"
| Sparky the Poppet |
"Thanks Sylas," Sparky says, still looking around the room. "I certainly don't feel like a quick-thinker. Right Vak, to the task! There might be a servant's staircase behind any door."
The poppet attempts to open the door on the eastern side of the room, next to the rug. Based on the map.
fine_young_misanthrope
|
Opening the door you see... a washroom! A rotting curtain divides this bathroom into north and south halves, but the hanging rags do little to obscure either side from the other.
You have not search either room. What would you like to do next?
map
| Sparky the Poppet |
Sparky is curious about the necessities of living beings. As a poppet he doesn't need to eat or relieve him, so he pays too much attention to those details sometimes. Stepping over the curtain Sylas pulled to the floor, he approaches the toilet and peers down.
"Okay, that answers that," Sparky says to nobody in particular.
He searches the shelves or cupboards. "There may be perfume here. That can be very valuable."
If nothing of interest is found, he goes out the room and turns left. He opens the door at the end of the hallway.
fine_young_misanthrope
|
In the bathroom, you find....nothing! Just a boring old bathroom.
In the other room, statuettes of Asmodeus, ceremonial daggers, portraits are on the walls worth 20 gp. But you do find a locked iron coffer on the headboard.
What happens next?
| Sparky the Poppet |
"I wonder what could be in the box," Sparky says. He shakes it and listens. After a moment, the poppet motions with his arms and enunciates a few divinely inspired words.
Cast Detect Magic and Read Aura on the box.
"Hmmm, Sylas do you want to try to unlock it like you normally do?"
| Sparky the Poppet |
Sylas, I didn't mean to put you on the spot. The reason I chose you is because you have the Thievery skill. Do you not have lockpicks?
"Sylas, oh dear! Are you okay?" Sparky asks. The poppet steps closer to ensure he doesn't see any wounds.
Did the owner get a set of keys for the doors and maybe other locks in the house?
fine_young_misanthrope
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You haven't seen any keys. You absolutely can try again or tell me that you want to just bash till its open. either works!
| Ikshvaku "Vak" Charayana |
Was there any magic on the box? If not:
Vak clears his throat. "I do not think that there is a stairway inside that box. We should keep looking for the stairs, and perhaps we will find a key while we are searching."
fine_young_misanthrope
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That will do it!
Opening the box you find a wedding ring, a key with a skeletal design, and a red and black diplomat’s badge.
What happens next?
fine_young_misanthrope
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The only thing on the ring is " for my love Ioseff".
fine_young_misanthrope
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The door is locked, but you use the new key to open the door. A single bed sits in the corner of this room. Tangled sheets marred by ancient bloodstains lie in a heap on the floor. The opposite corner features a half-sized fireplace; a freestanding dresser and a table with a chair fill out the room’s remaining furnishings.
Atop the table rests a shortbow, several arrows, and a taxidermy fox. Paintings of the woods and hunting scenes decorate the walls.
THEN the door to C14b flies open! Atop the table sits a scale model of Xarwin Manor, along with several sheets of paper and drawing instruments. Paintings of houses with striking architecture decorate the walls.
As this all happens, strange, harsh visions fill your minds! You experience visions of twins having the tops of their heads cut away by unseen blades, followed by the ghastly sight of brains being placed into the empty skulls within.
Roll init and a will save!
fine_young_misanthrope
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Waiting for the rest, but let's start the pain of this haunt!
Critical Success The creature is unaffected.
Success DC 24 will save The creature is sickened 1 by the pain.
Failure The creature takes mental damage: 2d8 + 9 ⇒ (5, 2) + 9 = 16 mental damage and increases their malevolence value by 1.
Critical Failure The creature takes mental damage: 4d8 + 9 ⇒ (6, 6, 3, 2) + 9 = 26 mental damage, is stunned 1 by the pain, and increases their malevolence value by 2.
haunt init: 1d20 + 15 ⇒ (8) + 15 = 23
Post if you can everyone and we will start fun on monday!