Ezren

Dungeon Master S - 2e's page

5,031 posts. Alias of Chris Marsh.


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Bibi recognizes that they're speaking Undercommon.

Perception DC 15 AND you speak Undercommon:

It's hard to make out because there's.... live music from the other side. There's a conversation though. It's snippets about the raids from the surface, and that they don't get paid enough to deal with it.


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[spoiler=Society DC 15 or Kortos Lore DC 10)
Old Currew's Place likely is Currew's. Currew, as the former owner was simply known, was a prosperous— though not wealthy—farmer who was known throughout the Swardlands as a cruel and miserly old man. When he died suddenly 14 months ago, he was not mourned by the local community. With no known heirs or will, his farm went into probate that has yet to be cleared up through the circuit magistrate. Currew’s evil reputation has served to keep curious locals away.[/spoiler]


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Perception DC 25:

Make a Society check DC 15


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So the next "default" option would be to set up shop in another town and explore the vibe there whilst putting on a show, OR seeing if you're ready for an Aeon Tower.


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The door opens to a set of stairs that lead down. There's a door at the bottom of the stairs. It doesn't take elven ears to hear ...easygoing? conversation on the other side.


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Totally updated. A couple of rooms on Slide 5 and a lot on slide 6


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Beaming with pride before you leave, Vandy gives you one for free. It's even annotated a bit: settlements are in blue a check mark indicates that your circus has performed, Aeon towers are in read and a check mark means it's explored.


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Now in the cave near the fishery-turned-home, the party has a chance to reflect. They have accomplished much since first the first Foray to the Ruins of Gauntlight nearly two months ago. Emboldened, it didn't take much for you to descend into and clear out the Servant's Quarters, the Library, and even Belcorra's Retreat.

Sometimes the Ruins fought back.

Trouble wasn't always just in the ruins. Sometimes it was in Otari itself. But hey, you got a new base out of it.

Now you've nearly cleared out the Arena, and thanks to Peldur's impetuousness, you've forayed a bit into the [b]The Laboratories.

The question is, where to now?


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Without resistance, the double doors give way to a long tunnel, quite long. After a while it empies out into a place you recognize, it's Smuggler's Refuge. From this side it's easy to pull the rocks out.

This means you can go to and from the Vault without passing through Otari if you so desire. It also nets 30 XP.


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Dendillion quickly learns that the families of the deceased are scattered throughout the Swardlands. The easiest of these families to visit is the Huttonfells, as Humber Huttonfell is currently lying in state in Vandy’s viewing parlor. Dendillion only gets two relevent pieces of information, “He had such a capricious spirit,” and that Humber ...Suffered terrible nightmares of some sort" before he died. [ooc]This earns the party 10 XP. It seems there is [url=https://docs.google.com/presentation/d/1Uk_GGaaSWnYE2BeoiANi4KV08w_ul-XT7HX5KIeWZBk/edit?slide=id.g3448ffbcaf7_0_0#slide=id.g3448ffbcaf7_0_0]much to learn from their families.


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Cautiously, the party makes their way south through the secret door. the trail leads to an empty chamber for a guard to sleep in, and the room also leads to a secret door on this side of the arena balcony. Map updated.

A reasonably thorough search uncovers nothing of note.


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Per Slack: The party decides to spend the next morning investigating the strange deaths around Kerrick. It's a new city for everyone, so the trail is wide open:

  • Talk to the Law
  • Talk to the Clergy
  • Talk to the people

    Pick a group, and preemptively role the social skill of your choice.


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    We made it ten days with no post... Where to?


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    There is a lot to explore first thought with a second vote wins.


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    After checking one out for 10 minutes, Carrufikus is confident that these are bloodseeker beaks.


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    The handle is rusted, and it takes Carrufikus throwing his weight to use it, but it does open the gate.

    DM:

    Initiative assumes Talborel is Scouting
    Bibi: 1d20 + 13 + 1 ⇒ (15) + 13 + 1 = 29 Avoid Notice (T)
    Carrufikus: 1d20 + 13 + 1 ⇒ (9) + 13 + 1 = 23 Detect Magic (A: +2 (U), N: +11 (T), O: +2 (U) , R: +11 (T))
    Elena: 1d20 + 9 + 1 ⇒ (8) + 9 + 1 = 18 Investigate (A: +13 (T), N: +9 (T), O: +11 (T) , R: +9 (T))
    Noroc: 1d20 + 10 + 1 ⇒ (2) + 10 + 1 = 13 Search (E)
    Peldur: 1d20 + 11 + 1 ⇒ (7) + 11 + 1 = 19 Avoid Notice (E)
    Talborel: 1d20 + 11 + 2 + 1 ⇒ (18) + 11 + 2 + 1 = 32 Scout (Init ties to Tal)

    These two rooms seem identical, except for two discoveries made through trianing and luck:

  • Bibi discovers a secret door! It looks like it opens by manipulating a hook on the room’s weapon rack.
  • Carrufikus notices an aura of magic that leads him to a pair of magical... bird beaks? They look like the fell down behind a long emptied weapon rack. These long, hollow proboscides each drip a trickle of blood.


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    I'm hoping to get some traction back here. I'm switching this scene to narration:

    At the dinner party: The mood at the table palpably dampens as Vandy takes a moment to swallow a bite of food while apparently lost in thought, his face marked by previously hidden lines of worry and exhaustion.

    “You have all been such fine company,” he begins, “and I am so thrilled that you have brought your circus of wonders to the good people of the Kerrick Grange. But I suppose I must level with you."

    “As you have no doubt heard, times have been hard of late for the Swardfolk. The grange has come together to try and ease everyone’s suffering as much as possible, but the weather has been poor and the crops aren’t growing like they used to; there’s lean times ahead, I fear. But that’s not all. There’re things happening at a much more personal level for me, yet that also seem to be afflicting my friends and neighbors. So you should probably know the truth of it."

    “I think that I’m being haunted… and I think that whatever is haunting me is murdering folk of the grange to torment me. It has brought me to the brink of despair, and I admit that I find the thought of your wonderful circus a welcome distraction. Truth be told, though, I doubt it will help in the long run. Even with your circus here, I fear the hauntings—and the deaths—will continue. But I find in your company that you are much, much more than simple circus performers or business managers. You have in you the stuff of heroes, I believe, so I can’t help but allow myself to feel a little bit of hope. Hope that you might be willing to help.”

    **********************

    The party completes their search of the entire property. Some things stand out, though they may be nothing...

  • The previously found thank you note from the Kerrick Grange thanking Vandy for his generosity in taking care of the burial expenses of a drunkard named Yungor Swinten, dated 7 years ago.
  • Tiny finds a note in Vandy's room, buried as if forgotten. It is a handwritten receipt for funeral services for one Rogor Swinten dated 12 years ago and marked as “gratis.”
  • The empty box that feels like a clue...
  • After asking Vandy to let you in to the locked room upstairs, he reluctantly agrees. Turns out, it's his safe storage, and there's a fair bit of money there, though nothing out of the ordinary for a man of his prominence. That's where Chark finds a note: dated 15 years ago that indicates a debt to someone named Rogor Swinten in the amount of 750 gp. The due date written on the note was 10 years past. There is no indication that this debt was ever paid.

    All in all, it doesn't seem like much. You may need to put a pin in it for now, but you can wrap up the scene asking Vandy about this stuff.[/ooc]

    DM:

    17d20


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    Finding no traps, Bibi enters the guard room, then the archer room. There she gains access to the handle that raises the portcullis. Map updated


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    Nothing jumps out to Dendillion. Maybe Vandy can help.

    The party then moves to the next room only to find the northwesternmost room locked. For now, Chark simply moves on. A claw-footed tub stands next to the west wall near a stone sink beneath a window. A metal coal-burning stove stands at the foot of the tub and heats water delivered by a pipe from the attic cistern. A door opens into a linen closet.

    DM:
    Charlie is Scouting
    Hostiles: 1d20 ⇒ 18
    Charlie: 1d20 + 9 + 1 ⇒ (16) + 9 + 1 = 26 (Scout)
    Chark: 1d20 + 13 + 1 ⇒ (20) + 13 + 1 = 34 (Search)
    Dendillion: 1d20 + 9 + 1 ⇒ (9) + 9 + 1 = 19 (Detect Magic)
    Haldan: 1d20 + 8 + 1 ⇒ (3) + 8 + 1 = 12 (Seek, Keen Eyes)
    Tiny: 1d20 + 12 + 1 ⇒ (1) + 12 + 1 = 14 (Search)

    Nothing of note here.


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    Carrufikus works his magic. Unfortunately, Tal still feels a bit fuzzy. Still on Slide 5. Where to?


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    Tiny finds nothing of note, but something is... odd.


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    The party checks the next room, also a guest room.

    DM:

    Charlie: 1d20 + 9 + 1 ⇒ (15) + 9 + 1 = 25 (Scout)
    Chark: 1d20 + 13 + 1 ⇒ (9) + 13 + 1 = 23 (Search)
    Dendillion: 1d20 + 9 + 1 ⇒ (15) + 9 + 1 = 25 (Detect Magic)
    Haldan: 1d20 + 8 + 1 ⇒ (19) + 8 + 1 = 28 (Seek, Keen Eyes)
    Tiny: 1d20 + 12 + 1 ⇒ (6) + 12 + 1 = 19 (Search)

    Finding nothing, the next room is a bit different, and feels like it should be promising. It features a heavy antique desk and wall shelves packed with books, ledgers, and folios to run the funeral business as well as to tend to many of the duties with the Kerrick Grange. In addition to years of mundane records, the desk holds a small tin box. the box is currently empty.

    DM:

    Charlie: 1d20 + 9 + 1 ⇒ (5) + 9 + 1 = 15 (Scout)
    Chark: 1d20 + 13 + 1 ⇒ (20) + 13 + 1 = 34 (Search)
    Dendillion: 1d20 + 9 + 1 ⇒ (5) + 9 + 1 = 15 (Detect Magic)
    Haldan: 1d20 + 8 + 1 ⇒ (1) + 8 + 1 = 10 (Seek, Keen Eyes)
    Tiny: 1d20 + 12 + 1 ⇒ (3) + 12 + 1 = 16 (Search)


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    Even as the shadow reels from Elena's costly spell, Tal is nocking an arrow. The third strikes at the center of the shadow, which evaporates with some final words in Necril...

    For your victory, each of you earns 60 XP.


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    Will: 1d20 + 15 ⇒ (2) + 15 = 17 elena risks much, but delivers. The eldritch magic rips parts of the shadow apart. Whatever it kept repeating before is replaced with shouts of angry words.

    Round 1
    Peldur (49/92): Stance!
    Religion to ID: Miss
    Carrufikus (63/80): Lash!
    Elena (Stupified until Rest): Derp + boom
    Tal (HP: 24/83, Stupified 2): Go

    Bibi: Miss
    Noroc (54/68): Golden Shower


    Location: The Library

    Tactical Map (Slide 5)

    Tracker
    Party Conditions: Noroc: DR 5/Physical
    Terrain Conditions: light
    Enemy Conditions:

    Spoiler:

    Foe: 63


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    The party also pokes their head in the southern room.

    A single chair and side table sit before a bay window
    here. A candle rests on the window sill. Vandy explains that for families that practice the tradition of holding a vigil for a deceased loved one, "I allow the viewing parlor to remain open 24 hours, though the family is required to station somebody here at all times after nightfall to let those into the building who wish to see the decedent during the late hours."


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    The party enters the upstairs hall, and then turns to the southwest corner. This chamber is outfitted with a comfortable bed and assorted furnishings, as well as a small fireplace. A large closet to the south that contains a ceiling hatch providing access to a large attic filled with assorted bric-a-brac and a large copper cistern fed by drainage gutters in the roof. There seems to be nothing of note here, including the closet.

    DM:

    Hostiles: 1d20 ⇒ 10
    Charlie: 1d20 + 9 + 1 ⇒ (4) + 9 + 1 = 14 (Scout)
    Chark: 1d20 + 13 + 1 ⇒ (15) + 13 + 1 = 29 (Search)
    Dendillion: 1d20 + 9 + 1 ⇒ (15) + 9 + 1 = 25 (Detect Magic)
    Haldan: 1d20 + 8 + 1 ⇒ (19) + 8 + 1 = 28 (Seek, Keen Eyes)
    Tiny: 1d20 + 12 + 1 ⇒ (2) + 12 + 1 = 15 (Search)


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    Chark continues to lead the party. In the southeast is the front room. A comfortable leather sofa and low, polished teak table stand before a wide fireplace and mantle. Comfortable chairs are spaced around the room, and a rug of dark chartreuse lies before the hearth.

    DM:

    Charlie: 1d20 + 9 + 1 ⇒ (7) + 9 + 1 = 17 (Scout)
    Chark: 1d20 + 13 + 1 ⇒ (14) + 13 + 1 = 28 (Search)
    Dendillion: 1d20 + 9 + 1 ⇒ (12) + 9 + 1 = 22 (Detect Magic)
    Haldan: 1d20 + 8 + 1 ⇒ (9) + 8 + 1 = 18 (Seek, Keen Eyes)
    Tiny: 1d20 + 12 + 1 ⇒ (1) + 12 + 1 = 14 (Search)

    On this floor, there's only the foyer. This elegant foyer has wide entrances leading to the viewing parlor and the front room. The head of a small elephant taken on a safari in Garund hangs next to the north door; Vandy purchased this in Absalom many years ago. A hat rack and an umbrella stand flank the main entrance.

    DM:

    Charlie: 1d20 + 9 + 1 ⇒ (2) + 9 + 1 = 12 (Scout)
    Chark: 1d20 + 13 + 1 ⇒ (13) + 13 + 1 = 27 (Search)
    Dendillion: 1d20 + 9 + 1 ⇒ (3) + 9 + 1 = 13 (Detect Magic)
    Haldan: 1d20 + 8 + 1 ⇒ (13) + 8 + 1 = 22 (Seek, Keen Eyes)
    Tiny: 1d20 + 12 + 1 ⇒ (16) + 12 + 1 = 29 (Search)

    If there's anything to find, it's not on this floor.


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    Bibi misses. If only she had a teammate directly opposite her!

    REF: 1d20 + 18 ⇒ (11) + 18 = 29 the Shadow moves quickly against' Noroc's spell

    Round 1
    Peldur (49/92): Stance!
    Religion to ID: Miss
    Carrufikus (63/80): Lash!
    Elena: Go
    Tal (HP: 24/83, Stupified 2): Go

    Bibi: Miss
    Noroc (54/68): Golden Shower


    Location: The Library

    Tactical Map (Slide 5)

    Tracker
    Party Conditions: Noroc: DR 5/Physical
    Terrain Conditions: light
    Enemy Conditions:

    Spoiler:

    Foe: 17


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    Chark is confident that there's nothing insidious about this privy. This chamber holds a porcelain commode beneath the east window that drains into the septic tank in the cellar. The northern portion of the room holds a cabinet with pitcher and wash basin, hand towels, and bundles of aromatic dried herbs.


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    Busiest dojo week of the year did me in.

    The northwest corner requires a fair bit of poking to take in. This cool, dark room is lined with bins holding grains, vegetables, wheels of cheese, and assorted foodstuffs. An alcove next to the door holds dozens of bottles of quality wine from throughout Absalom and the Inner Sea region.

    DM:

    Charlie: 1d20 + 9 + 1 ⇒ (3) + 9 + 1 = 13 (Scout)
    Chark: 1d20 + 13 + 1 ⇒ (19) + 13 + 1 = 33 (Search)
    Dendillion: 1d20 + 9 + 1 ⇒ (8) + 9 + 1 = 18 (Detect Magic)
    Haldan: 1d20 + 8 + 1 ⇒ (5) + 8 + 1 = 14 (Seek, Keen Eyes)
    Tiny: 1d20 + 12 + 1 ⇒ (19) + 12 + 1 = 32 (Search)

    The northeast corner room is much cooler. Steps descend into a dark, brick-walled chamber lined with large ice blocks packed in straw. Meat and other perishable foodstuffs hang from hooks in the ceiling or occupy bins situated among the ice.

    DM:

    Charlie: 1d20 + 9 + 1 ⇒ (8) + 9 + 1 = 18 (Scout)
    Chark: 1d20 + 13 + 1 ⇒ (1) + 13 + 1 = 15 (Search)
    Dendillion: 1d20 + 9 + 1 ⇒ (16) + 9 + 1 = 26 (Detect Magic)
    Haldan: 1d20 + 8 + 1 ⇒ (9) + 8 + 1 = 18 (Seek, Keen Eyes)
    Tiny: 1d20 + 12 + 1 ⇒ (20) + 12 + 1 = 33 (Search)

    The party then heads back into the kitchen to look it over. This is a well-equipped kitchen with an iron grill over the low fireplace next to a brick oven. A large chopping block occupies the center of the room beneath a rack of hanging cutlery. Counters and storage cabinets stand along the north wall. Against the west wall is a stone sink fed by an attic cistern.

    DM:

    Charlie: 1d20 + 9 + 1 ⇒ (3) + 9 + 1 = 13 (Scout)
    Chark: 1d20 + 13 + 1 ⇒ (8) + 13 + 1 = 22 (Search)
    Dendillion: 1d20 + 9 + 1 ⇒ (4) + 9 + 1 = 14 (Detect Magic)
    Haldan: 1d20 + 8 + 1 ⇒ (16) + 8 + 1 = 25 (Seek, Keen Eyes)
    Tiny: 1d20 + 12 + 1 ⇒ (1) + 12 + 1 = 14 (Search)

    Perception/Investigation checks are assumed in spoiler. If you want to do something more than that, simply post as such.


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    Carrufikus definitely knows that the only way to defeat a shadow is with a loaf of moldy bread...

    FORT: 1d20 + 11 ⇒ (10) + 11 = 21 The lash strikes the shadow, ink-black smoke disappating from the hit.

    Round 1
    Peldur (49/92): Stance!
    Religion to ID: Miss
    Carrufikus (63/80): Lash!
    Elena: Go
    Tal (HP: 24/83, Stupified 2): Go
    Bibi: Go
    Noroc (54/68): Go


    Location: The Library

    Tactical Map (Slide 5)

    Tracker
    Party Conditions: Noroc: DR 5/Physical
    Terrain Conditions: light
    Enemy Conditions:

    Spoiler:

    Foe: 14


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    Peldur dashes into the room to prepare for a hell of a fight.

    Its eyes flash red for a moment before repeating the same sentence and grabbing at Tal's throat:
    Marked Touch: 1d20 + 18 + 2 ⇒ (3) + 18 + 2 = 23 but the elf pulls back in the nick of time!

    Round 1
    Peldur (49/92): Stance!
    Religion to ID: Miss
    Carrufikus (63/80): Go
    Elena: Go
    Tal (HP: 24/83, Stupified 2): Go
    Bibi: Go
    Noroc (54/68): Go


    Location: The Library

    Tactical Map (Slide 5)

    Tracker
    Party Conditions: Noroc: DR 5/Physical
    Terrain Conditions: light
    Enemy Conditions:

    Spoiler:

    Specter: 87


    Map Templates | DC Chart | Conditions | Abomination Vaults | Extinction Curse| Circus Posts |

    Tal's practiced eyes scan the room. Elena's magical light burns away most of the shadow, but as Tal nearly completes the scan, one of the shadows pushes back. Suddenly a pair of murderous eyes appear, followed by an inky darkness in the shape of an armed woman!

    Spidery words of Necril roll out of the tear in the shadow of her face

    Necril:

    "I shall make you my new minions!"

    Init:

    Siora: 1d20 + 14 ⇒ (15) + 14 = 29
    Initiative assumes Talborel is Scouting
    Bibi: 1d20 + 13 + 1 ⇒ (10) + 13 + 1 = 24 Avoid Notice (T)
    Carrufikus: 1d20 + 13 + 1 ⇒ (14) + 13 + 1 = 28 Detect Magic (A: +2 (U), N: +11 (T), O: +2 (U) , R: +11 (T))
    Elena: 1d20 + 9 + 1 ⇒ (15) + 9 + 1 = 25 Investigate (A: +13 (T), N: +9 (T), O: +11 (T) , R: +9 (T))
    Noroc: 1d20 + 10 + 1 ⇒ (7) + 10 + 1 = 18 Search (E)
    Peldur: 1d20 + 11 + 1 ⇒ (20) + 11 + 1 = 32 Avoid Notice (E)
    Talborel: 1d20 + 11 + 2 + 1 ⇒ (11) + 11 + 2 + 1 = 25 Scout (Init ties to Tal)

    Round 1
    Peldur (49/92): Go

    Religion to ID: TBD
    Carrufikus (63/80): TBD
    Elena: TBD
    Tal (HP: 24/83, Stupified 2): TBD
    Bibi: TBD
    Noroc (54/68): TBD


    Location: The Library

    Tactical Map (Slide 5)

    Tracker
    Party Conditions: Noroc: DR 5/Physical
    Terrain Conditions: light
    Enemy Conditions:

    Spoiler:

    Specter: 87


    Map Templates | DC Chart | Conditions | Abomination Vaults | Extinction Curse| Circus Posts |

    Vandy begins to whistle...


    Map Templates | DC Chart | Conditions | Abomination Vaults | Extinction Curse| Circus Posts |

    The head of a small elephant taken on a safari in Garund hangs next to the north door; Vandy says that he purchased this in Absalom many years ago. A hat rack and an umbrella stand flank the main entrance. Chark finds little of note, and feels confident about it.


    Map Templates | DC Chart | Conditions | Abomination Vaults | Extinction Curse| Circus Posts |

    Hero Point to Elena!

    This central octagonal room is flanked on the north and south by single iron doors, each with a narrow viewing port and archery slit. The stone double door you are entering from features an emblazoned carving of a dripping skull, its mouth stuffed with weeds. The western double door is made of iron pitted with rust.

    The shadows in this room... don't seem to line up with the motion of the torches from the hallway.


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    If ever there was a scene for an Investigator and "That's Odd..."

    Dendillion, note and pun in hand, gets the nod from Vandy, who assures them that you have a complete run of the house.

    Which double doors? I've got the map set up so that anything you haven't seen is greyed out.


    Map Templates | DC Chart | Conditions | Abomination Vaults | Extinction Curse| Circus Posts |

    Tiny notices something strange. There are matching end tables, but one is turned such that the drawer is facing the wall...

    If you open the drawer:

    Inside the drawer are a number of funeral service–related documents, including a letter from the Kerrick Grange thanking Vandy for his generosity in taking care of the burial expenses of a drunkard named Yungor Swinten, dated 7 years ago.


    Map Templates | DC Chart | Conditions | Abomination Vaults | Extinction Curse| Circus Posts |

    It's a little weird to you, but the viewing parlor is the room next to where you just ate.

    An elaborate wooden bier takes up the center of this chamber, with a wide, bricked fireplace occupying the wall directly behind it. A number of uncomfortable-looking chairs are arrayed around the room, interspersed with small end tables. A gray carpet covers the floor, and stained-glass windows of deep reds and blues create somber patches of light upon it. A sliding double door stands in the north wall.

    Will take a Perception check


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    "That's the thing...I can't give you more details. I can't really see her face when I try to picture it, though I feel like it's crystal clear in the dream."

    "Indeed. Have a look around."


    Map Templates | DC Chart | Conditions | Abomination Vaults | Extinction Curse| Circus Posts |

    Squeezing through the narrow gap into the guard room is going to be much harder, and a new roll. The western door seems unlocked though.


    Map Templates | DC Chart | Conditions | Abomination Vaults | Extinction Curse| Circus Posts |

    While Bibi spies no traps, she can see rooms for guards to the north and south. The northern room has a level on the wall matching Noroc's mention.


    Map Templates | DC Chart | Conditions | Abomination Vaults | Extinction Curse| Circus Posts |

    Squeezing is Acrobatics, not Athletics, but your roll is enough to squeeze through. What of the rest of you?


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    What now?


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    Chark gets the feeling that Vandy's holding back, not out of a desire to deceive, but because you've only proven your performance capabilities, not your investigative ones.

    Vandy has not been able to discern much of a pattern among the deaths that have occurred following his nightly visitations. "The deceased are of all ages and walks of life, some have been ill, some old, some young and healthy—but all have died unexpectedly in their sleep. There has never been any evidence of foul play, and I have never told anyone of my... visitations, but some folk are beginning to talk. I am at a loss as to what to do. I've considered going to the local priest, but with the grange already experiencing the stresses of the bad harvests I fear a loss of confidence in its leadership could cause an economic collapse among its members at a time when we’re already vulnerable. If you heroes would be willing to spend any spare time you have as you manage the circus and other affairs to look into the matter, I would be extremely grateful."

    "You are welcome to search Vandy House for evidence. I'll make it worth your while. I don't expect this purely on an ask. I will give you 300 gold if you can get to the bottom of this."


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    By all means include a blind sense motive check if you're looking for a hunch.


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    He seems relieved at Dendillion's answer, and terrified at the thought of recounting the tale...

    For the last 14 months, I have been experiencing what I believe to be vivid nightmares... which are actual hauntings. Since the deaths of townspeople have occurred in conjunction with these terrifying visions, I believe they are more than simple dreams. The nightmares always start the same: I awake late at night to find a hollow-eyed young girl standing in the doorway of my bedroom. She wears a funeral shroud, though I don't recognize her as any person I've ever tended. She always stands for a moment and then leaves the bedroom, disappearing from sight."

    "On the first few occasions, I was too frightened to follow her. After multiple occurrences, however, I worked up the courage to follow. Each of these times, the girl has always descended the stairs to the viewing parlor, where she stands beside the empty catafalque, silently pointing at it. I always awaken standing before the catafalque in the viewing parlor, drenched in cold sweat. The young girl is gone, and I am never sure if what I saw was real or if I simply somnamulated there. In any case, the next day there is always a death somewhere in Kerrick or the surrounding area; by nightfall I have a new corpse for his catafalque." His voice trails off.


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    The way west is barred. You'll have to either.... bend them or lift them Athletics. You could try squeezing through them. Acrobatics, Trained Only. Small creatures get +2


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    "Oh! Yes. cockatrice on a stick! It's not actually cockatrice though. It's simply chicken. BUT they have some kind of secret recipe that makes it crunchy. I don't mean the breading. I mean the actual meat is crunchy! You see there's a ...

    As Vandy predicted, during the course of the meal, the bell on the front door rings as townspeople occasionally arrive to view the deceased. On each of these occasions, Vandy quickly excuses himself and sees to the new arrivals. He ushers them into the viewing parlor, where he leaves them for a few moments to privately pay their respects to the departed before showing them out and returning to you.

    The mood at the table palpably dampens as Vandy takes a moment to swallow a bite of food while apparently lost in thought, his face marked by previously hidden lines of worry and exhaustion.

    “You have all been such fine company,” he begins, “and I am so thrilled that you have brought your circus of wonders to the good people of the Kerrick Grange. But I suppose I must level with you."

    “As I mentioned, times have been hard of late for the Swardfolk. The grange has come together to try and ease everyone’s suffering as much as possible, but the weather has been poor and the crops aren’t growing like they used to; there’s lean times ahead, I fear. But that’s not all. There’re things happening at a much more personal level for me, yet that also seem to be afflicting my friends and neighbors. So you should probably know the truth of it."

    “I think that I’m being haunted… and I think that whatever is haunting me is murdering folk of the grange to torment me. It has brought me to the brink of despair, and I admit that I find the thought of your wonderful circus a welcome distraction. Truth be told, though, I doubt it will help in the long run. Even with your circus here, I fear the hauntings—and the deaths—will continue. But I find in your company that you are much, much more than simple circus performers or business managers. You have in you the stuff of heroes, I believe, so I can’t help but allow myself to feel a little bit of hope. Hope that you might be willing to help.”


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    "Honestly, you'd have to ask them. Maybe it's worthwhile? Still, it's not all doom and gloom. The Stump Festival’s starting up in Turpin Rowe soon. That’s the best party on this side of the island. I wouldn’t miss it for all the sun orchids in Thuvia."

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