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190 posts. Alias of NotEspi.


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Ghaf Estate Ground Floor | Ghaf Estate Top Floor | ◆ ◇ ↺

The ritual unfolds in the exhibition chamber, Endoin and Tamhar working with steady determination to draw the complex glyph across the threshold. The faint scrape of chalk, the soft hiss of salt falling into place, and the occasional clink of Tamhar’s alchemical tools create a rhythm all their own. Against this delicate symphony of creation, the haunting melody of a violin weaves through the air.

Standing to one side, Rem draws his bow across the strings with practiced grace, the notes warm and soothing, filling the room with an almost tangible calm. His amber eyes are half-closed, his focus split between the subtle shifts in the party’s tension and the hypnotic music he conjures. The melody seems to echo the intricate patterns taking shape on the floor, each rise and fall of the tune reflecting the arcs and curves of the glyph below.

Fey, meanwhile, moves along the walls of the chamber with quiet curiosity. Her amber eyes flit between the items on display, drawn to their craftsmanship and the aura of history they exude. She reaches out a slender hand to examine a small plaque beneath a finely decorated Nirmathran vase. Her lips move silently as she reads, tracing the story of the two men depicted in the engraving. The vase’s intricate detail holds her attention for a moment longer before she steps away, her gaze alighting on the carmine-dyed miniature suit of armor nearby.

Each step brings Fey closer to uncovering the secrets of the exhibition room. She kneels to inspect the half-melted candles around the circular mirror pressed into the floor, her brows knitting in thought as she examines the runes encircling the glass. The faint scent of myrrh wafts up from the golden goblet nearby, catching her attention, but she hesitates, reluctant to disturb its mysterious blue vapors.

Behind her, Rem adjusts his melody slightly, coaxing brighter tones from the violin as the ritual progresses. The kobold couple remains fully engrossed in their work, Endoin’s precise chalk lines and Tamhar’s deft handling of coal dust blending seamlessly into the glyph’s complex design. Despite their focus, a faint tension lingers in the air, palpable even to Fey as she turns her attention to the spinning snowflake suspended within the icy crystal.

The room feels alive in its stillness, an interplay of activity and observation. Fey’s search for answers among the relics, Rem’s soothing tune, and Endoin and Tamhar’s painstaking efforts at the threshold combine into a tableau of teamwork, each member of the party contributing in their own way to the fragile hope that the ritual will succeed.

As the glyph nears completion, Fey steps back from a marble bust, her thoughts momentarily turning to the runes glowing faintly on the floor. The violin’s last lingering note fades into silence, and the room holds its collective breath. Despite their best efforts, uncertainty still looms as the glowing glyph disappears from sight. Fey glances at Rem, who lowers his bow with a faint smile, his reassuring presence steady despite the unknown.

For now, there are no answers, only the quiet hum of magic lingering in the air and the collective effort of a party united in purpose, each playing their part.

Fey:
Unfortunately, there are no plaques that describe the origin or purpose of these items. At least not in -this- room. However, you have 40 or so minutes to waste here, so let's go with identify magic to satisfy at least some of that curiosity.

Fey's Religion (T): 1d20 + 3 ⇒ (1) + 3 = 4

At a slow rate, the chalice produces a liquid with healing properties by way of condensation.

Fey's Occultism (T): 1d20 + 5 ⇒ (15) + 5 = 20

The lute is an entertainer's lute.

Fey's Arcana (T): 1d20 + 5 ⇒ (15) + 5 = 20

The cold crystal in the room is a rime crystal.

Fey's Occultism (T): 1d20 + 5 ⇒ (15) + 5 = 20

And the writhing tentacle, is essentially a very slimy wand of water breathing.

For a moment, the only sound is the faint hum of lingering magic, a charge that dances across the room like the aftermath of a distant storm. Then, cutting through the quiet, a soft but rhythmic sound begins to filter in.

Thud. Thud. Thud.

The muffled beat of hoofstomps grows clearer with each passing second, resonating faintly through the balcony door to the east. You turn instinctively, your attention drawn to the source of the sound. The rhythmic cadence is unmistakable - a carriage has arrived outside, its horses stamping impatiently against the cobblestones. Jassim's brow furrows for a moment as he considers the situation. Tiqi slides down with her back pressed against the balcony door. She puts her elbows on her knees as if to shield herself somehow, and watches you expectantly.

Endoin 7/13
Fabian 18/21
Fey 9/17
Marcus 19/19
Rem 20/20
Tamhar 16/16


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Ghaf Estate Ground Floor | Ghaf Estate Top Floor | ◆ ◇ ↺

I assume Endoin will be leading this with Tamhar assisting, since their bonuses are 7 and 6 respectively, and the biggest in the group.

After making a decision that could make or break this plan to set the man in the mirror free, you all move into the gallery room to crack open the tome and search for the relevant rite to be performed. The book is set on a small box near the cannon as you make mental preparations.

The air in the display chamber is thick with an unspoken tension as Endoin prepares to enact the ritual, the open tome resting on a pedestal nearby. Its worn pages display the intricate incapacitation magics he must replicate - a spiraling weave of runes and symbols that seem to pulse faintly with latent power. Tamhar stands at his side, her steady presence and alchemical expertise offering quiet support as she prepares the materials.

Endoin crouches near the threshold, chalk in his clawed hand, his movements deliberate as he begins the outer framework of the glyph. Each line and curve flows smoothly under his practiced precision, the geometric patterns forming a foundation for the containment magic. Tamhar, just behind him, sprinkles coarse salt along the chalk lines as they take shape, the grains glimmering faintly in the dim light.

The glyph begins to take form. Chalk outlines stretch across the threshold, twisting and looping in meticulous patterns. Endoin pauses often, his sharp eyes flicking between the tome and his work to ensure every detail matches the complex diagram. He mutters brief instructions to Tamhar, who responds swiftly, her hands moving with practiced confidence. Coal dust is prepared and applied by Tamhar, filling in the glyph’s focal points, adding depth and strength to the design. Her alchemical training shows in her precise handling of the material, ensuring the coal is evenly distributed without smudging the delicate chalk lines.

The two kobolds work in perfect harmony, their movements fluid and synchronized. Endoin’s methodical nature complements Tamhar’s intuitive adjustments as she offers quiet suggestions for enhancing stability. Occasionally, she produces small tools from her alchemical kit, using them to sharpen lines or smooth edges with remarkable finesse.

As the outer glyph nears completion, Endoin moves to the inner runes, the true heart of the ritual. These smaller, more intricate symbols require intense focus, and his claws glide carefully over the floor, the chalk whispering against the wood. Tamhar takes over preparing the materials for each new rune, offering Endoin a mixture of powdered coal and salt as he finishes each delicate marking.

When the glyph is fully drawn, the result is a breathtaking lattice of arcane precision and raw alchemical power. The lines and symbols seem almost alive, their shapes shimmering faintly with the promise of magic yet to come.

Endoin straightens and nods to Tamhar, signaling the final step: infusing the glyph with their magical essence. Both kobolds draw small blades from their belts, their expressions resolute. Endoin makes a shallow cut across his palm, letting a drop of his blood fall to the center of the glyph. Tamhar follows, her own drop of crimson mingling with his.

The room responds instantly. A low, resonant hum fills the air, the glyph blazing with crimson light as it absorbs their essence. The chalk glows bright, the salt refracts the light into prismatic sparks, and the coal markings shimmer with an otherworldly heat. The glyph pulses once, twice, then a final time before the light fades and it disappears from sight.

Endoin and Tamhar exchange uncertain glances as the room falls silent, the charged energy fading into an uneasy stillness. The glyph, though invisible, feels dormant rather than active. Was it completed properly? Did the magic take hold? There is no immediate sign of success or failure. The air remains thick with questions, their doubts as palpable as the lingering scent of myrrh. Tamhar adjusts her satchel nervously, while Endoin runs a claw along the tome’s edge, his mind already reviewing each step for mistakes they may have missed.

Their task is complete for now, but without clear confirmation, a thread of tension lingers between them, the weight of the unknown pressing heavy on their shoulders.

And now I will need rolls from Endoin and Tamhar; Primary (Endoin) - Arcana, Occultism / Secondary (Tamhar) - Arcana, Occultism, Religion, Medicine). Remember you have hero points to use if you feel like you need them.

Others have ~40 minutes to waste while this happens, so let me know what is it that you wish to do.

Jassim watches the scene intently but keeps peeking at the entrance to the hallway every few seconds, just in case. Tiqi, however, is making sure she is as far away from the ritual as possible for some reason. She presses her back against the door to the balcony to do so, and if the bedroom was comfortable, you reckon she would even attempt to hide into that one to be out of sight.


Ghaf Estate Ground Floor | Ghaf Estate Top Floor | ◆ ◇ ↺
Fey Dawnglow wrote:

For the good of the group then, I proposed this in my last post:

I propose we grab a mirror (whether it be the big one or a different one on this floor) and set up in the gallery room with the cannon. Do the "incapacitate" ritual (I might need some handholding through that) and get the two to touch and then see what happens from there.

If anyone has other suggestions or ways to modify the proposed plan, I'm definitely open to thoughts.

I'll wait for a consensus of 3 or more to decide which ritual you will perform, if any. Again, keep in mind I am not pitting you against a level 6 creature or something like that. This would literally be the 3nd fight of the campaign. That would be a short end.

If you wish to take on Non-Ghaf as is, you still have a reasonable chance at victory. The rituals are there to give you a slight edge doing that.

Endoin wrote:

If we are doing one of the rituals:

What skill do any of them use for the primary caster?
How many secondary casters do they need and what skill do each of them use?
Are you using any houserules for the Ritual casting or do we have a miserably low chance of success as per the default rules?

Is there any information in the book about how to switch Ghaf and not-Ghaf back?
Meaning, if we get into a fight with not-Ghaf is the objective of the fight to kill him or to do something else?
If the objective is something else, do we know what that something else is?

If we take the book and run, do we have any idea how Jassim will react?
How about the Caia Outfit leaders? Are they going to be happy with the report or are they going to be upset that we didn't do more?
Are there any mechanics that we need to use to find out the information that our characters would know by actually being in that world?

And I don't have any idea what most of the other players are wanting to do. Probably because they are in the same position that I am that it is really hard to make a meaningful decision when we don't know how to mechanically do any of the options.

Relevant Meme.

Okay there's a bit here to unpack, so I will go one by one while trying to maintain some sort of mystery aspect.

If we are doing one of the rituals: What skill do any of them use for the primary caster? How many secondary casters do they need and what skill do each of them use?

Those questions are answered in this post in the spoiler available to all of you. I just spoilered it to save space.

Are you using any houserules for the Ritual casting or do we have a miserably low chance of success as per the default rules?

The DCs are not those of standard rituals. You have a reasonable chance to carry on with them successfully. Of course, the level 3+ will be harder, but still very possible. You have hero points if you need to use them.

Is there any information in the book about how to switch Ghaf and not-Ghaf back?

None at all. The man in the mirrors informed you that the two need to touch once the entity present in this world is bound. I will leave "bound" to your interpretation.

Meaning, if we get into a fight with not-Ghaf is the objective of the fight to kill him or to do something else? If the objective is something else, do we know what that something else is?

The characters don't know this. It was not discussed anywhere. See response above.

If we take the book and run, do we have any idea how Jassim will react?

You can ask him. He still has a job to do, even though he saw things tonight that may help convince him to abandon his post if you have good arguments.

How about the Caia Outfit leaders? Are they going to be happy with the report or are they going to be upset that we didn't do more?

Your objective from the Caia outfit is to bring the real book back, preferably without being seen. If you are seen (which I think is pretty clear at this point), preferably without bloodshed.

Are there any mechanics that we need to use to find out the information that our characters would know by actually being in that world?

I don't think you have means of reaching out to Kullif to find out, so I will say no.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

I want to say that this is not a scripted game. Your PCs are your avatars in the world without invisible walls, and they have their own agency and free will. You decide what happens here.


Ghaf Estate Ground Floor | Ghaf Estate Top Floor | ◆ ◇ ↺

I'm waiting for you to decide on a course of action.


Ghaf Estate Ground Floor | Ghaf Estate Top Floor | ◆ ◇ ↺

GM:
P Fey: 1d20 + 5 ⇒ (2) + 5 = 7

Fey:
You pretty much find the same things as Rem did here with the exception of the wind and the bird.


Ghaf Estate Ground Floor | Ghaf Estate Top Floor | ◆ ◇ ↺

Alright, so - since everyone seems to be staying in the room for an extended period of time...

The cold air in the room is very slowly equalising with the rest of the house. However, you can still feel the bitter sting in your lungs as you breathe in the freezing air.

Everyone in the room will take 1d6 ⇒ 3 cold damage. Based on the map, this would be Endoin, Fabian, Fey, and Tamhar.

I believe only Fey had been struck by Brad, and Endoin did take some damage previously, so that would put all of you at:

Endoin 7/13
Fabian 18/21
Fey 9/17
Marcus 19/19
Rem 20/20
Tamhar 13/16

Fey:
I am keeping your nat 20 roll, but it's not occultism. You look at the talon Rem is holding. Unfortunately, this does not belong to a demon. Instead, it belongs (or used to, rather) to a species of a local hawk. Either the poor thing was consumed by the mold, or it simply broke off and found its way into this room. Either way, unless Not-Ghaf is a hawk, is not -OF- them. It still might belong to them, however. Might.

Rem:
Opening the door on the eastern end of the hallway takes a while you get through the latches. It's a simple process, but there are a few of them. Opening the door reveals a view of the courtyard and the stables and the eastern wall.

Assuming everyone is now sufficiently rested after Thanksgiving, what are you planning?


Ghaf Estate Ground Floor | Ghaf Estate Top Floor | ◆ ◇ ↺

GM:
P Rem: 1d20 + 4 ⇒ (12) + 4 = 16
Rem's Nature (T): 1d20 + 2 ⇒ (4) + 2 = 6

Fey -7 HP
Endoin -3 HP

You start poking around the freezing cold room, looking for something that may belong to whatever it is that now presents itself as Nirraj Ghaf. And it becomes clear very fast that this room has not been used in a while. You do find something akin to a nail or claw on the table where the gray mold was resting before being disturbed. It is jet black, sharp, and about an inch and a half in girth at the base.

Besides Rem, who is doing what after the gray mass is disposed of?


Ghaf Estate Ground Floor | Ghaf Estate Top Floor | ◆ ◇ ↺

Between Rem's lightning strike and Fabian's poweful blow, the creature slowly stops moving, and starts turning into a pile of dead, grey hairs and spores. The room temperature immediately begins to rise, although it might take a few minutes before the freezing temperature equalises with the other rooms that surround this bedroom. The only noise you currently hear in the room is your own heavy breathing and the creature slowly bubbling as it dissolves.


Ghaf Estate Ground Floor | Ghaf Estate Top Floor | ◆ ◇ ↺

Marcus runs into the armoury room, picks up a crossbow from the wall, and loads it.

Another round of assaults on the wispy grey mass in the room seems to be doing something. You are collectively slicing off pieces of it as they immediately decay into dust and spores.

The remainder of the mass protrudes three separate feelers, all of them moving to find sources of heat in the room. They turn to Fey and attempts to wrap around her hands.

All of these vs Fey because armour is cold steel.

Pseudopod: 1d20 + 9 ⇒ (4) + 9 = 13
Pseudopod: 1d20 + 9 - 5 ⇒ (13) + 9 - 5 = 17 | Damage: 1d8 + 3 ⇒ (2) + 3 = 5
Pseudopod: 1d20 + 9 - 10 ⇒ (4) + 9 - 10 = 3

Again, Fey feels the heat being sapped from her skin as she evades two pods, but fails to notice the third.

~~Dilapidated Bedroom, Turn 2~~

~~Ghaf Estate Top Floor~~

Courageous Anthem is up

Fey
Endoin
Marcus
Rem
Tamhar
Fabian
Br(e)ad (-37)


Ghaf Estate Ground Floor | Ghaf Estate Top Floor | ◆ ◇ ↺

The life form in the room reminds you of yeast ooze - a combination of alchemy and wild yeast. But this one seems odd. It moves slowly at the moment and seems to be continually absorbing heat from its surroundings.

You barrage the gray mass with slices and punctures. As you do so, you notice the hair-like structures mostly unaffected after you pull your weapon away.

~~Dilapidated Bedroom, Turn 2~~

~~Ghaf Estate Top Floor~~

Fey
Endoin
Marcus
Rem
Tamhar
Fabian
Br(e)ad (-5)


Ghaf Estate Ground Floor | Ghaf Estate Top Floor | ◆ ◇ ↺

Marcus runs over to the entrance to the bedroom, but hearing Endoin's warning, does not enter. Not yet. He draws his newly found blade.

2x Stride, Manipulate

Fabian, Force Open, Athletics: 1d20 + 7 - 2 ⇒ (14) + 7 - 2 = 19

Fabian hears the commotion, and runs into the wrong door. Quick on his feet, he slams his foot into the wall. The wall creaks, and a few planks fo wood fall down.

Fabian made an extra door in the wall between the armory and the bedroom.

~~~~~~~~~~~~~~~~~~~~~~~

Meanwhile, the gray mass on the bedroom table seems unaffected by either Rem's, nor Fey's attempts to attack it. It slowly moves closer to Fey, moving its mass over, under, and through cracks in the bed. The provoked mass fills every crevice in furniture as it moves, and darkening whatever wood it touches. The spot on the table where it had been previously resting seems to only be a black spot with the textures of the material barely visible. As it moves closer, Fey, you can feel the air temperature dropping rapidly with every inch. It slowly extends its wispy, hair-like appendage in your direction.

Pseudopod: 1d20 + 9 ⇒ (6) + 9 = 15

But Fey is able to evade the attack. For now.

2x Stride, 1x Strike

Meanwhile, Tiqi observes the situation through the freshly made opening, paralysed with fear. Jassim seems conflicted, his eyes darting between the room to the second floor proper and the door to the bedroom.

I'm keeping them out of this one.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

~~Dilapidated Bedroom, Turn 2~~

~~Ghaf Estate Top Floor~~

Fey
Endoin
Marcus
Rem
Tamhar
Fabian
The Thing


Ghaf Estate Ground Floor | Ghaf Estate Top Floor | ◆ ◇ ↺

And Fey walks away into the hallway, turning right, and enters the dilapidated bedroom.

Fey:
Immediately upon entering the room, you notice a change in temperature. You instantly see your exhales, but the worse part is your feet touching the ground feel frostbitten straight away and your lungs burn of inhaling the freezing air. It's essentially like walking into a cryosauna.

You will take 1d6 ⇒ 2 cold damage, and roll a fortitude save for me, please.

She moves to the table with the mass of hair-like fibres wading through the air not unlike a sea anemone moving in the water currents. The fibres slowly shift in your direction as you do this. Not deterred, Fey moves closer to the fibrous mass and reaches for it. As she does, the hairs suddenly shift and form a whip-like structure that slashes at Fey.

Pseudopod: 1d20 + 9 ⇒ (2) + 9 = 11

But she manages to pull her hand back and avoid the sudden hostile response to her presence.

Endoin, Investigate: 1d20 + 7 ⇒ (14) + 7 = 21
Tamhar, Other: 1d20 + 7 ⇒ (11) + 7 = 18
Fey, Detect Magic: 1d20 + 6 ⇒ (18) + 6 = 24
Rem, Investigate: 1d20 + 5 ⇒ (13) + 5 = 18
Fabian, Other: 1d20 + 8 ⇒ (4) + 8 = 12
Marcus, Scout: 1d20 + 7 ⇒ (12) + 7 = 19
Anemone: 1d20 + 6 ⇒ (4) + 6 = 10

~~Dilapidated Bedroom, Turn 1~~

~~Ghaf Estate Top Floor~~

Fey
Endoin
Marcus
Rem
Tamhar
Fabian
Anemone

Alright, well, you can all make your turns, since the creature had the lowest roll. You are where you are on the map.


Ghaf Estate Ground Floor | Ghaf Estate Top Floor | ◆ ◇ ↺
Remqaur wrote:


"Too bad we can't just take the book and take off"

You absolutely can do that. It's entirely up to you.


Ghaf Estate Ground Floor | Ghaf Estate Top Floor | ◆ ◇ ↺

Spoiler:
Perception Fey: 1d20 + 5 ⇒ (7) + 5 = 12

Fey quickly pokes her head and looks around, but is distracted by the announcement of the book being found. She doesn't notice anything of importance in the area.

Looking over the book, Fey does find a few rites relevant to your situation.

See spoiler below.

Spoiler:
There are three relevant rituals here. Since you have the book, you will be able to perform them even though you are technically under-leveled. Note that each will have different DC values to beat. It's up to you to pick which one you use. Each ritual takes an hour to perform. You can try to do multiple rites if you think you are up for it. Having an item that belongs to the target or knowing their name lowers the DC.

Quote:

Bind

Level 1 (Primary - Arcana or Occultism)

Create a barrier the creature has difficulties passing through once it enters a designated 20x20 ft area (up to).

Quote:

Weaken

Level 2 (Primary - Arcana, Occultism, or Religion)

Draw invisible runes on the ground. Sap the life force out of the target once it enters the designated area, the runes activate and sap the life force from them.

Quote:

Incapacitate

Level 3 (Primary - Arcana, Occultism / Secondary - Arcana, Occultism, Religion, Medicine)

Similar to the Weaken rite but more potent. It causes complete paralysis for a short time.

Quote:

Banish

Level 4 (Primary - Arcana, Occultism / 2x Secondary - Arcana, Occultism, Religion)

Force the creature to return back to its home plane once it steps on a 5x5 ft runic circle.


Ghaf Estate Ground Floor | Ghaf Estate Top Floor | ◆ ◇ ↺

Endoin, Arcana: 1d20 + 7 ⇒ (11) + 7 = 18

Unwrapping the hides shows this is indeed 'Advanced Protective Measures in Practical Arcane Relocation and Summons' Volume 2.

Thumbing through the book, it seems to be exactly what the name suggests. Endoin gleans that it describes setting up magics and rites related to summoning circles, but it seems a bit above his pay grade.


Ghaf Estate Ground Floor | Ghaf Estate Top Floor | ◆ ◇ ↺

Are you looking for something specific?

Quote:
Rem will then shut the door (so an invisible person can't easily sneak out) and then search the room VERY thoroughly. He, of course, checks the bookcase for the book and keeps his eyes out for it in general. He also checks the papers on the desk (and now on the floor) to see what they were. Is there wet ink on any of them?
Quote:
checks the bookcase for the book

The book you have a fake of is not in the shelves or anywhere else in the room.

Quote:
He also checks the papers on the desk (and now on the floor)

I mostly covered this. There's no FRESH fresh ink on them. The quill is dry as well.

Other than that, you seem to be alone in the room.

Anything else you were interested in?


Ghaf Estate Ground Floor | Ghaf Estate Top Floor | ◆ ◇ ↺

Rem:
I have already rolled a perception for you in this room. Unfortunately, it was a natty 1. Sorry.

You look around the room with the winds around you still buffeting the place. You do not see anyone else here with you, and neither is the book you are looking for. You spend some time chasing around papers that are being blown away from you, and examining a few shows they are either parts of form of ledger or contracts between Ghaf and several craftsmen in Dalain proper.

The kobold couple kneel and attempt to turn the bust. Surprisingly enough, it does shift slowly, producing clicking sounds throughout the process. Once the bust is facing the armour near the western wall, something falls into place. You hear a few springs being released, and the sound of liquid flowing in tubes under the floor.

In the next few seconds, you look around the room, wondering whether you have sprung a trap of some sort. As the tension builds, you look at the armour, and hear another click. And just like that, a hidden drawer slides out from underneath the armour.

Looking into it, you see something wrapped in hide. Roughly the size of a certain tome you are after. Unwrapping the hide confirms the suspicion.


Ghaf Estate Ground Floor | Ghaf Estate Top Floor | ◆ ◇ ↺

GM:
1d20 + 7 - 2 ⇒ (2) + 7 - 2 = 7

Rem:
You pull down the screen and it topples on the floor with a loud thud. Behind it, in a corner, you see two open cherry tree cabinets filled with various articles of clothing. A still-life portrait hangs on the wall nearby. It's no masterpiece, but comparing it to the fresh paintings on the bottom floor, it is an improvement. It is signed N.G. and dated three years back.


Ghaf Estate Ground Floor | Ghaf Estate Top Floor | ◆ ◇ ↺

Some rolls:
Rem's Perception (U): 1d20 + 4 ⇒ (1) + 4 = 5

Rem:
You find that the door is, in fact, not locked. As you activate your aura, a surge of wind sweeps through the room, scattering papers and leaves from nearby plants. In an intimidating display, you push open the door and peer inside.

To your left, against the wall, stands a bookshelf in the corner and a wide study table with a single chair. The only items on the table are an inkpot, a candle holder, and a glass paperweight. A shelf above holds a stack of neatly stored white candles. Across the room, against the opposite wall, stands a king-size bed with nightstands on either side. A wooden privacy screen conceals the far corner of this wall. To your right is another study table, this one with an inkwell and sheets of paper that were neatly stacked before you entered. The sudden wind has scattered the papers, sending them drifting to the floor.

A blue and gold parrot perches on the table. Startled by your entrance, it lets out a loud screech, flaps its wings, and performs a quick loop over the table before darting out of the room. The bird flies past you and disappears through the doorway into the library.

Whoever is moving to catch up with Rem:
You rush out of the room and enter the T-shaped hallway next to the mirrored wall. The door to the south is open, and a soft breeze flows from the doorway. A loud screech echoes from within before fading into silence.


Ghaf Estate Ground Floor | Ghaf Estate Top Floor | ◆ ◇ ↺

Rem hears some papers shuffling from within the room, something topples over. After a brief moment of silence, you hear "Get out of here!" from beyond the door.


Ghaf Estate Ground Floor | Ghaf Estate Top Floor | ◆ ◇ ↺

GM:
Rem's Perception (U): 1d20 + 4 ⇒ (4) + 4 = 8

Standing near the door in the alchemist laboratory, Rem puts his ear to the door. A deep, muffled voice shouts from within.

"Hello? Who's there?"


Ghaf Estate Ground Floor | Ghaf Estate Top Floor | ◆ ◇ ↺

As Tamhar hits the bust with her foot, it lets out a hollow thud. It does not sound like stone at all. Further investigating the busts by tapping on them brings various results. Two busts facing the eastern wall are very much stone. The hollow one, turned towards the southwestern corner, ishollow. By the sounds of it, it should be made of wood instead of stone. Despite this, try as you might, lifting it from the floor to check it is not possible. It does spin with some effort, though.

Meanwhile, Rem continues exploring. He opens the eastern door to find himself on a walkway of the library's second floor. The walls are lined with further bookshelves going all the way to the ceiling. A few ladders hang from rail-like mechanisms from the top of the shelves.


Ghaf Estate Ground Floor | Ghaf Estate Top Floor | ◆ ◇ ↺

GM:
1d20 + 2 ⇒ (20) + 2 = 22

Rem:
You move out of the room, back into the main hallway, and listen to the southern door. Nothing to hear. You try the door handle, and it gives no resistance. The door opens, revealing a spacious room. You see barrels and crates stacked against the southern wall, and something akin to an alchemical laboratory in the northern section of the room. Glass vials, mortars and several exotic plants are stacked on the table and the floor.

Next to some vials on the table, you notice a familiar plant known as toothwort in a mortar. One of the vials is filled with a fresh, single dose of oil. Putting two and two together, you extrapolate that this might be a toothwort extract, an alchemical agent known for enhancing efficacy of many poisons.

There are also two more doors in the north and west walls of this room.

Meanwhile, Endoin does some experimentation with the handheld mirror, although to no avail. Since that bears no fruit, he stands in front of the armour to gaze at it intently. As he does, he moves everyone aside to clear some space in his immediate vicinity, and gently pushes Tamhar aside. She bumps her foot into one of the busts in the room as a result.


Ghaf Estate Ground Floor | Ghaf Estate Top Floor | ◆ ◇ ↺

Rem walks over to the last door in the hallway. This time the one on the eastern wall. With some effort, he pulls away the large latches on the door. Opening the door reveals a balcony that overlooks the stables and most of the eastern grounds.

Revealed map as needed.


Ghaf Estate Ground Floor | Ghaf Estate Top Floor | ◆ ◇ ↺

Fey:
It definitely seems like some sort of clock. The symbols are odd, though. Not a language you recognise. The central area has some geometric shapes in it. Those are probably the hands, but they are not moving at this point.

Whatever time it shows, the surface is reflective. You lean over and look, expecting to see Ghaf, but he is nowhere to be seen. Even your own reflection seems "foggy" and distant. Hard to see anything in the glass, really.

It's like looking at a river made purely of white mist through a circular hole.


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Endoin continues looking around the room after his initial investigation. He doesn't find any book in the room, however.


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Rem - Unfortunately, I can not give you anything more with that roll. Maybe if you spend some time with identify magic. But do note, each such attempt will steal prescious time. Ghaf is on the way, and you still don't have the location of the item you are after.


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Just ignore this:

Endoin's Perception (E): 1d20 + 6 + 1 ⇒ (4) + 6 + 1 = 11
Tamhar's Perception (E): 1d20 + 6 ⇒ (13) + 6 = 19
Fey's Perception (E): 1d20 + 6 ⇒ (17) + 6 = 23
Rem's Perception (U): 1d20 + 4 ⇒ (3) + 4 = 7
Fabian's Perception (E): 1d20 + 7 ⇒ (16) + 7 = 23
Marcus's Perception (E): 1d20 + 6 ⇒ (9) + 6 = 15

Endoin's Arcana (T): 1d20 + 7 ⇒ (19) + 7 = 26
Tamhar's Arcana (T): 1d20 + 6 ⇒ (12) + 6 = 18
Fey's Arcana (T): 1d20 + 3 ⇒ (6) + 3 = 9
Rem's Arcana (T): 1d20 + 1 ⇒ (5) + 1 = 6
Fabian's Arcana (U): 1d20 + 0 ⇒ (15) + 0 = 15
Marcus's Arcana (U): 1d20 + 0 ⇒ (3) + 0 = 3

Endoin's Nature (U): 1d20 + 1 ⇒ (19) + 1 = 20
Tamhar's Nature (U): 1d20 + 1 ⇒ (5) + 1 = 6
Fey's Nature (U): 1d20 + 1 ⇒ (20) + 1 = 21
Rem's Nature (T): 1d20 + 2 ⇒ (5) + 2 = 7
Fabian's Nature (T): 1d20 + 0 ⇒ (17) + 0 = 17
Marcus's Nature (T): 1d20 + 4 ⇒ (6) + 4 = 10

Endoin's Religion (U): 1d20 + 1 ⇒ (18) + 1 = 19
Tamhar's Religion (T): 1d20 + 4 ⇒ (16) + 4 = 20
Fey's Religion (U): 1d20 + 1 ⇒ (1) + 1 = 2
Rem's Religion (U): 1d20 - 1 ⇒ (15) - 1 = 14
Fabian's Religion (T): 1d20 + 5 ⇒ (15) + 5 = 20
Marcus's Religion (U): 1d20 + 1 ⇒ (5) + 1 = 6

Fabian's Warfare Lore (T): 1d20 + 3 ⇒ (5) + 3 = 8

After that shrugging off the events in the odd and demolished bedroom, you all slowly walk into the western room.

Endoin:

The image on the ceramic depicts a hunt for a daeodon - an aggressive, hulking boar-like creature. A typical adult daeodon is 10 feet long and 7 feet tall at the shoulder and weighs approximately a ton. You spend some time inspecting it, then proceed towards the mirror with caution. The etching on the mirror absolutely are of magical nature, and looking at them, there seem to be at least two enchantments in this. The runic circle at the edges related to protection, and the symmetrical lines and circles related to translocation magics.

Tamhar:

You poke around the room, inspecting the items on display for a moment. The miniature suit of armour grabs your attention beriefly. The curled horns, the bipedal hooved creature, you realise this is an armor that imitates the visuals, or is made from the hide, of a brimorak. These goat-headed demons have glowing red eyes and flaming hooves but measure only about 4 feet in height.

You look at the vase, showing a hunt of a random boar. A very common occurence in these parts. Though in this case, either the boar or the hunters are out of proportions. Either the animal is large, or the hunters small.

Besides the collection of curiosities in here, you look at the cannon - a simple siege weapon oddly out of place in this room. You come closer to look it over and admire the craftsmanship, to notice there are etchings on the bottom side of the barrel. The inscription, carved in beautiful lettering, states "To break the walls hindering one's potential, one must first face their demons."

Fey:

You poke around the room, inspecting the items on display for a moment. You look at the vase first.The image on the ceramic depicts a hunt for a daeodon - an aggressive, hulking boar-like creature. A typical adult daeodon is 10 feet long and 7 feet tall at the shoulder and weighs approximately a ton. The suit of armour next to the vase seems interesting, but it doens't remind you of anything in particular. You can't help but chuckle imagining a child dressed up in this costume of a goat, running around on during the fall equinox, asking for candy and scaring people. As you continue inspecting, this time your gaze falls on the mirror on the floor. And you are pretty confident this is just a clockface that was not mounted on a wall yet. Besides the collection of curiosities in here, you look at the cannon - a simple siege weapon oddly out of place in this room. You come closer to look it over and admire the craftsmanship, to notice there are etchings on the bottom side of the barrel. The inscription, carved in beautiful lettering, states "To break the walls hindering one's potential, one must first face their demons."

Rem:

Looking around the room, you give the art on the vase a passing glance. As you do so, you can't help but wonder who in their right mind would purchase a piece like this. From what you can glean the colours are absolutely off, if not fading, and the proportions are all wrong. Boars taller than horses? What is this nonsense?

Fabian:

You poke around the room, inspecting the items on display for a moment. You see the vase and the depiction on it. Hunters chasing their prey, throwing javelins or poking spears into the creature's back as they chase it on a chariot. Fools. Best way to hunt down a boar is from distance, or luring it into a trap. The piece of armour next to the vase is much more interesting. And while it si finely made, it certainly is not for your size. As you look at it, the visual reminds you of something you read about in the tales from up north. From the demon-infested Worldwound. This armor imitates the image of a brimorak - a goat-headed demons with glowing red eyes and flaming hooves. Indimidating, but short in stature. Besides the collection of curiosities in here, you look at the cannon - a simple siege weapon oddly out of place in this room. You come closer to look it over and admire the craftsmanship, to notice there are etchings on the bottom side of the barrel. The inscription, carved in beautiful lettering, states "To break the walls hindering one's potential, one must first face their demons."

Marcus:

You move through the room, taking note of the curios on display. You walk past the armour adorned with a horned helmet, and can't help but chuckle. Gnomes and their shenanigans, right? What will they make next? A sheep costume for a wolf? And you realise they probably did do that at some point and you get lost in thought when you realise you are standing next to the mirror on the floor. You peer into it, and clearly see star constellations marked in it. Maybe it's purpose is to mark some special day in the year, when the etchings align with the stars in the night sky.


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I believe those would be specific items with the bomb trait from her formula book.

https://2e.aonprd.com/Traits.aspx?ID=548


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Endoin quickly removes himself from the room, and Tamhar spits poison inside. The poison covers the floor, and burns off the dust on the floor, leaving a nice quarter circle of clear flooring visible.

However, the poison dissipates after a moment, and the "dust" starts to edge into the cleared area. It only takes a dozen or so seconds before the entire floor is covered by whatever this material is.

The globule of gray "hairs" slowly returns to its original resting place - the plates sitting on the desk.


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So each morning, Tamhar creates a number of alchemical items equal to 4 + Intelligence modifier. These must be in her formula book, and this process ignores the crafting time and cost stuff. They are free and made instantly.

She also gains up to 2 + Intelligence mod versatile vials. After being used, these regenerate during downtime/exploration at a rate of 2 vials per 10 minutes of exploring. They can be used to create alchemical items as per the quick alchemy class feature.


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These are the 1st level class features of the new alchemist + toxicologist. Pulled from Pathbuilder.

Quote:

Formula Book

An alchemist keeps meticulous formulas for every item they can create. You start with a standard formula book for free. The formula book contains the formulas for two common 1st-level alchemical items of your choice, in addition to any formulas you gained from Alchemical Crafting and your research field.

Each time you gain a level, you can add the formulas for two common alchemical items to your formula book. These new formulas can be for any level of item you can create. You learn these formulas automatically, but it's also possible to find or buy additional formulas in settlements or from other alchemists, or to select the Inventor skill feat so you can invent them.

As normal, having the base formula is sufficient when Crafting upgraded types of the item - you don't need to learn higher-level formulas. For instance, if you have the 1st-level formula for a minor elixir of life, you can create a minor, lesser, moderate, greater, major, or true elixir of life as long as you meet the level and other prerequisites. Items with type entries that have widely varied functions require separate formulas, but most alchemical items have a structure similar to elixir of life.

Quote:

Field Benefit (Toxicologist)

You can apply an injury poison you’re holding to a weapon or piece of ammunition you’re wielding as a single action, rather than as a 2-action activity. In addition, you flexibly mix acidic and poisonous alchemical compounds. Your infused poisons can affect creatures immune to poison. A creature takes acid damage instead of poison damage from your infused poisons if either the creature is immune to poison or that would be more detrimental to the creature (as determined by the GM). Typically, this benefit applies when the creature has an immunity, resistance, or weakness to one of the damage types.versatile vials have the poison trait and deal poison damage instead of having the acid trait and dealing acid damage (though your field benefit still applies). You can apply the contents of a versatile vial to a weapon or piece of ammunition as an injury poison. Add the versatile vial’s initial damage to the first successful Strike with that weapon or ammunition. The substance becomes inert at the end of your current turn.
Quote:

Alchemy

You understand the reactions between all manner of reagents and can concoct alchemical items to meet your needs. You can do this using normal reagents and the Craft activity, or you can use specially prepared chemicals that allow you to craft temporary items quickly and at no cost. Over time, you can create more and more alchemical items for free, and since each of them becomes more and more powerful, you advance in power dramatically, leaving behind those who don't understand your strange science. You gain the Alchemical Crafting feat, and you can automatically identify alchemical items that you have the formula for.
Quote:

Advanced Alchemy

During your daily preparations, you spend some time to create alchemical items that can be used over the course of the day. You don't need to attempt a Crafting check to do this, you can use an alchemist's toolkit instead of an alchemist's lab, and you ignore both the number of days typically required to create the items and any alchemical raw materials requirements. You can Craft a number of alchemical items up to 4 + your Intelligence modifier. Each item must be in your formula book, have an item level equal to or lower than your level, and have the consumable trait. These items have the infused trait and remain potent for 24 hours or until your next daily preparations, whichever comes first.
Quote:

Quick Alchemy

Alchemist / Manipulate
Requirements You're either holding or wearing an alchemist's toolkit and you have a free hand. You can either use up a versatile vial to make another alchemical consumable at a moment's notice or create an especially short-lived versatile vial. Any effect created by an item made with Quick Alchemy that would have a duration longer than 10 minutes lasts for 10 minutes instead.
• Create Consumable You expend one of your versatile vials to create a single alchemical consumable item of your level or lower that's in your formula book. You don't have to spend the normal monetary cost in alchemical raw materials or need to attempt a Crafting check. This item has the infused trait, but it remains potent only until the start of your next turn. (As normal, you need only one formula for an item to create any level of that item.)
• Quick Vial You create a versatile vial that can be used only as a bomb or for the versatile vial option from your research field (it can't be used to create a consumable, for example). This item has the infused trait, but it remains potent only until the end of your current turn.
Quote:

Versatile Vials

You know how to prepare fast-acting chemicals into versatile vials, special items that can be used as bombs and be turned into other alchemical items by introducing special reagents. During your daily preparations, you can create a number of versatile vials up to 2 + your Intelligence modifier, which is also your maximum number of vials. If you're below your maximum number, you can gather reagents from the environment around you. For every 10 minutes you spend in exploration mode, you regain 2 vials; this doesn't prevent you from participating in other exploration activities.

Versatile vials are infused items, and are destroyed if not used by the next time you make your daily preparations. A vial you create is always the highest type you could Craft. You can also use vials for Quick Alchemy and your research field can add to the ways you can use a vial.

You can store all your versatile vials within your alchemist's toolkit, with no increase to its Bulk. Though versatile vials are physical objects, they can't be duplicated or preserved in any way.

Quote:

Field Vials (Toxicologist)

Your versatile vials have the poison trait and deal poison damage instead of having the acid trait and dealing acid damage (though your field benefit still applies). You can apply the contents of a versatile vial to a weapon or piece of ammunition as an injury poison. Add the versatile vial’s initial damage to the first successful Strike with that weapon or ammunition. The substance becomes inert at the end of your current turn.
Quote:

Formulas (Toxicologist)

Two common 1st-level alchemical poisons.


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Alright. You did a few things that triggered some things, so before moving out of the bedroom, this is what I have for you.

Endoin:
As you walk through the door, the first thing you notice is that the air in this space is considerably colder compared to the hallway. In fact, walking here feels like wading through snow, and your exposed feet start to tingle and even hurt almost immediately.

You will suffer 1d6 ⇒ 3 cold damage after entering the area.

Endoin steps into the bedroom, leaving his footprints on the floor's dust-covered surface. He walks to the bed frame, observing the damaged wall.

Perception: 1d20 + 6 + 1 ⇒ (6) + 6 + 1 = 13

While the damage is substantial, and pieces of wood paneling and rocks are covering the area near the wall, it doesn't seem like it might cause a collapse or a similar dramatic event. Someone either attempted to break this section with a hammer, or something heavy impacted the wall to cause such damage.

GM stuff:
1d20 + 8 ⇒ (10) + 8 = 18
1d4 ⇒ 3

Anyone looking into the bedroom as Endoin inspects it:

Perception DC 18:
While Endoin is inspecting the wall damage, you poke your head in, look about, and notice the gray hairs on the table slowly detach themselves from the wall and start positioning themselves in Endoin's direction. Much like long hair in an electric field, they either cling to the table, or remain in the air pointing towards your companion.


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Opening the westernmost door reveals a curious sight. unlike the bedroom, this area is immaculate. Not a speck of dust in sight. Smell of was and myrrh is very strong here.

The walls are lined with various items that don't seem to be related, other than the fact that the place seems like a museum exposition.

Along the wall, going from northwest to southwest, then southeast are:

A finely decorated nirmathran vase of depicting two men in a charriot armed with spears, chasing down some form of a large boar-like creature. The creature is bleeding and already has one spear protruding from the back.

Nature DC 19:
This image depicts a hunt for a daeodon - a large, aggressive boar-like creature. A typical adult daeodon is 10 feet long and 7 feet tall at the shoulder. It weighs approximately 2,000 pounds.

A carmine-dyed miniature suit of leather and fur armour. The mask has slits for a mouth and eyes, but otherwise depicts a horned creature. The grimace is a menacing one, with a pair of goat-like horns growing from the fur-covered head, fat belly and stout legs ending with hooves.

Religion DC 20:
This suit of armor imitates a brimorak. These goat-headed demons have glowing red eyes and flaming hooves but measure only about 4 feet in height.

A golden goblet decorated with rubies. Blue-tinted vapours form just above the brim, and flow down the goblet itself before dispersing into the area. This is the source of the myrrh smell in the room.

In the corner, you see a clear crystal seemingly made of ice. A single large snowflake slowly spins in the center of the formation. The crystal is cold to the touch.

The next item on display is a lustrous lute with a polished body that seems to change colours and shapes on the body as you look at it. Its frets are inlaid with mother of pearl.

Next to the lute, you see a single tentacle. Seemingly still alive, the thing slowly moves and shifts. The tentacle is dark green at the base, but the cloration gradually shifts to a blood-red tip. The tip itself slowly excretes a clear, water-like substance that flows down the tentacle in small droplets.

The last item on the shelves is a large moss-covered rock with a steel sword embedded within it. The sword's double-edged blade has shiny azure runes in the middle of it.

Some of these are clearly magical. If you wish to identify them, you may do so. Just note that this is a 10-minute activity (by default). Let me know.

On the wooden floor itself, there are three red square-shaped carpets. On the carpets are:

Three masterfully crafted marble busts in the northwest corner, all depicting beautiful female heads. Two of them are turned towards the miniature suit of armour, and one is facing the middle of the room.

In the northeast corner, a cylindrical cannon. Just that. A cannon on a wooden platform with four wooden wheels.

In the southeastern corner, a bleached dragon skull roughly 3 feet end to end facing the eastern wall.

But most prominently, a circular mirror surrounded by half-melted candles is pressed against the floor between the southwest corner and the center of the room. Moving closer to the mirror, you notice the edges of the mirror are covered with runes that surround a geometric pattern.

So that's all three rooms reveals. What are you going to do?


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Opening the easternmost door on the south wall of this hallway, you set your gaze on something akin to a bedroom. Or rather what is left of it. The first thing you notice is dust. The room with the decorative weapons seemed to have been cleaned meticulously. This one probably didn't see a broom in quite some time. There are no visible footprints in the dust either. Bar that, you see a partially demolished southern wall as if a heavy object was slammed into it, causing major damage. The debris is concentrated on the floor south of the bed. Speaking of the bed, it is a mess. Sprays and even small puddles of what seems like rust are on the partially eaten by moths and even mouldy sheets.

A small table is pressed against the eastern wall with perhaps several plates on it. What might have been a tasty meal in the past is not just a structure of natural blight. As if clinging, grey hair growing from an unkempt head had spread in the vicinity. The primary target of this expansion seems to be a bent set of armour "stored" or between the table and a partitioning wall separating the bedroom itself from the restroom. The armour's chest piece is bent on the back, with several scratches visible in the damaged area. Not claw marks. Instead, it seems like it was chafed somehow.

There is a cabinet on the southeastern wall. One door barely hanging on one hinge, the other closed. A few fancy-looking buttons or sleeve cuffs on the floor of the cabinet indicate there -have been- fancy garments inside at some point, although now - the contents are mostly mouldy and eaten by moths.

Jassim pokes his head into the room and his face turns into one of shock. "Gods..." is the only thing he manages to murmur.

What would you like to do?


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It took you something under two hours to get here. The other team may or may not successfully set up delays for the carriage, however.


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Tiqi looks aroud the room. She shrugs and picks up a short blade from the wall. "I am not a soldier, but will help if I can." she tests the edge with her thumb.

Meanwhile, Endoin doesn't notice any dangerous mechanisms in the area. The doors are closed, but just like the middle room, testing the door handles shows they are not locked.

Everyone but Marcus:
At this point, you receive a mental ping with a message in Sedren's voice: Subject leaving Dalain. Better finish up.


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As you open the middle door, you set your eyes upon something that seems like a small armoury. Immediately to your left, you see a set of 3 shields of various make and sizes. The east and south walls are lined with racks of hanging blades, some axes, hammers, morning stars, crossbows, and bows. On the other hand, various armours hang on the western wall. Ranging from lighter leathers all the way to a heavy plate.

Decorated, but fully functional, each of the items is near a small gold-plated plaque describing the year of make, original owner, and a a name of the engagement in which it was used or a description of a beast it cut down.

I won't give you any runed weapons/armour here, but all of them are for a medium-sized creature and well-kept. IF you want to take any, that is. *cough* Marcus *cough*


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If you put your ear to the door in the eastern wall, you can hear the sound of wind whistling as it rushes past the frame.


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I see what you did there. I approve.

Soon (TM)


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Fey Dawnglow wrote:
I know Detect Magic isn't a radar to point exactly

Not YET


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Remqaur starts inspecting the hallway. Throughly. He taps the walls, taps the floor, taps the sconces, smells the air for odd scents, but finds nothing that seems dangerous in the immediate vicinity.

Meanwhile, Fey opens her inner eye to look for residual energy of the magical. She does register the otherworldly hum of magics in the vicinity.

And I really hate to do this to you again, but... Level 1 Detect Magic does what it does. It improves over time, so don't grow indifferent to it.

Endoin starts inspecting the sconces. Looking at the shining spheres, you realise you have seen these all over the house, and they are simply a means of illumination. However, the other ones were usually embedded into walls, covered in glass, or otherwise inaccessible. If you were to reach into the sconces, however, you could simply pick one or more up without a hitch and have a personal light source for a long time.

Tiqi, following the group around curiously, took her time inspecting the "mirror" outside the door. She definitely is not relaxed, but not exactly on edge. It seems her curiosity is taking over. Every now and then, she looks over her shoulder to find Jassim trailing the entire group. When she finds Marcus looking, she returns a soft smile and a confirming nod, reassuring you she is still here.


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Remqaur wrote:
Question: If I'm understanding correctly, the opposite door can be locked from the inside (inside this hallway), so it appears we should be able to just open it easily from this side?

Correct. They can both be locked/unlocked from this hallway.


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Tamhar takes the strands of hair and gets to work. Within a few minutes, she has a fairly good replica of the rope in her hand and imitates the placement of the thread on the miniature dagger. Moving the minute hand on the clock is not an issue.

Once both walls mirror their opposite, the door east of you clicks and opens up with a soft creak as the air pushes out of the newly revealed hallway in the form of a soft breeze.

In this hallway, there are five doors. The one you just entered through has a set of simple but durable latch locks ready to lock the door behind you if needed.

On the opposite end of the hallway, you can see a wooden door reinforced by steel plates with a set of latches similar to the western door.

On the north side, you see three sconces containing shining stones. Opposite to each of the sconces is a door. These doors are not reinforced, nor locked. The carpet covering the floors had seen very little use. It might actually have the most vibrant colour in the house, indicating almost nonexistent traffic in this particular hall.

The air, if a little stale, has traces of myrrh and old wax in it.


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So you will be attempting to replicate the golden thread? If that's right, I will need a crafting check from whoever is attempting this.


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1d20 + 6 ⇒ (9) + 6 = 15

You look at the miniature, attempting to find the pointed-out golden thread. You look at the bottom of the relief, at the frame, at the floor under your feet, but there is none to be found.

However, looking at the frame, you notice that the frame itself seems to be damaged by... claws? Something of the sort.


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Taking a few minutes, Endoin goes back and forth between the wall and the embedded replica. He notices two things.

One - the time on the clock face is different. Off by a few minutes. The actual wall shows 4:57. The miniature one shows 4:53.

Two - the dagger on the large wall has a thin red rope hanging from the hilt. The miniature one, however, has two threads on it. A red and gold one.


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Jassim looks around for a moment and scratches his head. "Uh, the study is just down this hall, I think. I don't go here often, but I think that's the one." he points to the east-heading hallway next to the wine rack and walks over.

"Yeah, this should be it." he nods in confirmation as he looks at a hardy wooden door reinforced by metal plates. There is no lock or handle on the door, however.

The southern wall opposite of the mirror is riddled with items and trinkets. Several small paintings, a small, unmoving pendulum clock showing 4:57, a decorative sheathed dagger with a red thread hanging from the hilt, a small sconce containing an unlit torch, an unloaded hand-crossbow with two crossed bolts underneath, and a little scene depicted by taxidermied lizards. All of the lizards are clinging to the wall around even smaller playing cards. Some of the lizards are dressed up in elaborate clothes with hats and monocles.

As you move to the door, you notice a mirror on the northern wall, surprisingly. But there are no reflections of anyone in this frame. Not you, not Ghaf, nobody. It just reflects whatever was in the area before you approached.

The entire situation seems odd, but you've seen mirrors do stranger things this day. Examining the mirror, you attempt to touch the surface. But your hand simply goes INTO the mirror with no resistance at all. It's like you just put your hand forward through thin air.

And it quickly dawns on you that this is actually not a mirror at all. It's an elaborate relief sculptured into the wall, designed to confuse perspective. It is a perfect replica of the opposite wall, trinkets included.


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Jassim blinks a few times. He speaks quietly and slowly. "Uh, I think... Only Saiqe? The blue-gold one. Potentially a crow I've been seeing around every now and then. But that might just be a wild bird that comes to feed here."


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Marcus:
Oddly, the voice and accent actually remind you of Ghaf. Let's say you are unfamiliar with this floor to keep the suspense.

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