You got a tough start but is all up from here, first perhaps a bath? :)
The Manor
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You got a tough start but is all up from here, first perhaps a bath? :)
With that last thought he picks up the slight sound of running water and turning his head to locate the source he spies a strait line standing out in the lush foliage of the trees. Hoping to one side to get a better angle Etcher confirms there is a structure about a quarter mile from him. The trees hide most of it but the part he can see is section of roof.
Satisfied at being at least presentable, and actually quite cleaner than most he has grown up in the company of. He flings the water from his wings and a few strong flaps dry his cloths a bit, before heading back to the building. Soon the roofline of the building is in sight and he gets a better view of the structure.

Though still standing the building does not appear to be currently inhabited. The yard shows signs of having been well organized and cared for but has grown wild and Etcher estimates a couple of years at least have passed since this place was cared for. Feeling a bit disheartened he almost lets his hope fade but then a flash of movement from one of the window catches his eye. Was that a face?
Etcher approaches the house, "Hello." His voice sounds almost parrot-like. High pitched almost like a screech. He moves closer to the building. "Friend." He raises his two hands, to display he is holding no weapons.
witic

The tiny figure is a fey of some kind that looks Etcher over as she talks. Though not coming even to Etchers knee this creature may be friend of foe, harmless or mighty of magic, for fey are wild and fickle creatures.
Be ye welcome indeed. But alas you will no find many a friend here anymore. The family has grown old and thin leaving the house to this little one. But if you have a mind to help then I may help you
witic

The litle fey tells you a little about the manor and it facilities.
1. The observatory can view places near or far
2. The coach house houses the griffons that will cary guests for 12 hours flight.
3. the kitchens can create a variety of foods as well as a few minor potions
4. The library has an extensive collection of books
5 The parlor allows you to comunicate to any place or person known
I can problably get two of the rooms to work for you depending on how much you are able to help me. So what is it you are in eed of. If you need nothing but still offer to hep then I suggest th ekitchesn. A nice warm meal with a cool dring and deserts to follow topped off by a select potion may be just what a brave adventurere like yourself needs out in the wilds.

With a wave of her hands several images float over he head and she points out several herbs and how to collect them as well as several nasty weeds that need to be removed. With another wave the images swirl together forming a single sheet of paper with herbs diagramed on one side and weeds on the other. Pulling a large basket out of thin air she puts the paper in it and pushes the basket over to you.
The garden is around back. Be careful, some of those weeds are nasty. Just come to the kitchens back door then the basket is full or you wok 1 hour. I will keep watch from the house and call you in if I think you have done enough early. Now, any question? If not I realy need to go oversee the kitchen. Like much else in the house it has gotten a bit out of hand without any real use.

Comparing what he sees with the paper listing his duties Etcher is pretty certain a month would not be long enough to fully get the garden back in shape. Still an hours work for a good meal does not sound like a bad deal. What to start with first? Weeding or pruning?
Give me a rough outline of planned activates and priorities along with a couple rolls to determine how successful you execute the plan. Remember standard roll is just 2d6, you get advantage (3d6) with acrobatics and sword work. If it is an activity totally foreign to Etcher roll with disadvantage.
Ex identifying weed without the cheet sheet the fey gave you would have been at disadvantage.
After he is finished with weeding, Etcher will use swordplay to cut down as many plants as he can before the hour is over. If he was unsuccessful with identifying the herbs and the weeds he would just start hacking away randomly at any plant that seems too tall to him.
When he is finished he will attempt to head back into the kitchen.
Rolls
Identify Plants - (2d6)
(46) = 10
Hacking Down "Weeds" - (3d6)
(446) = 14
vine weeds

+ attack (1 damage per success unless stated otherwise)
+ evade (Until you can act again Test at disadvantage any time you are hit to avoid damage)
+ move (move to a new room/field)
+ focus (improve the odds on you next roll)
+ other test
Rolls
weed attack - (2d6, 2d6)
2d6 : (15) = 6
2d6 : (24) = 6
Rolls
Etcher's Attack - (3d6, 3d6)
3d6 : (311) = 5
3d6 : (452) = 11

Rolls
Scanning for Trouble by the shed. - (2d6)
(53) = 8
This would be an example of a narrative correction. You or I can change you post, or just leave it as is
The shelves are filled with an assortment of bags and bottles covered in dust. Fortunately there are labels on the shelves indicating the items purpose. Stepping in to look for the herbicide he hears a clicking from all around and the rustle of movement. Whirling around he sees nothing but a flash of something small and dark behind the objects on the far wall, only to then hear movement behind himself again Surrounded by, something, Etcher decides to do this quick. Spotting a label with the image of a small pant with a slash through it he grabs the large sack and watering can next to it with a similar label. As he does the wall erupts in a fountain of dark shape that flit and fly about the room, cutting off the light. Etcher divs for the door, only to finds he can no longer locate it or any part of the sheds contents. And to make matters worse his feet are getting cold and wet as he feels water
Etch is surrounded by a swirly flying mass of some sort of flying insects, by the sound of it, with water creeping up his ankles
Roll a Save test (2d6) and explain Etcher's attempts to fight off the bugs, escape, call for help, etc
Rolls
Save Roll - (2d6)
(36) = 9
As daylight poors down into the structure he hears a buzzins hissing noise. Looking down he sees the last of the beetles scurry behind any object they can find to get out of the light. sighing in relief he lands with his prize in one hand and his sword in the other. Getting some water form the well, which is still servicable, he mixes in some of the pellets from the bag and proceeds to weed the garden for th next hour. Scratched, tired, and hot Etcher is given a nice cool drink of flavored water half way through and by the end has removed several of the larger dangerous "weeds" near the kitchen.


As you enter the kitchen it takes a moment for your eyes to adjust ot the dim lighting inside the room. A large wood burning cast iron stove emits a comforting heat that is quickly disipated by the cool stone floors. The room is imaculately clean and as you step into the room a horifying screech almost makes you jump back out

Curse you Witic. Do not invite guests into MY kitchen if they do not even have basic manners
A short mean ooking creature steps out from behind a counter glaring at you balefully. A quiver over one shoulder holds sevreal kitchen implements and you are sure a knife would not be too hard for the cook to produce should any not abide by their rules.
A quick retreat to the well and a bucket of water washes most of the dust, blood, and splatterd plant pulp from Etchers legs and clothes. Luckily Etcher is fastidious in keeping his feathers clean so there is little problem there. Satissfied he has done all he can Etcher returns and only gets a snarling glare as he makes his way to the counter where the meal has been laid out.
A clean bowl of a thick stew with a fresh loaf of bread encrusted with a variety of seads and a small dish thick with creamy butter is laid before Etcher. Slipping an un-needed fork into his belt pouch Etcher beginss consuming the lovely food. The atmosphere of the room would be perfect for relaxing and enjoing the meal, if only the cook would stop staring so intently at him. Their scowling face and eles that glow fainly red, combined with the hint of fangs visible despite the this pressed lips does little to comfort Etcher.
As Etcher eats he decides the knife is no longer needed and drops it in he pouch as well. Before he can move to other nearby items hs attention is caught by a loud crack as the cooks snaps their fingers. The purloined items imediately fly up and out of Etchers pouch and sail through the air and into the sink. Kitchen and dining implements done being used are to be cleaned and stored properly The cook snaps at you.with a glare.
The potions will be ready in a bit. Witic says to give you your choice du to the "excelent" work you provided the manor. the goblin like creature snarls at you. Placing 4 vials on the counter they expaing the 4 potions use and say you may take 2
+ Healing Salve : 1 minute after aplication it heals 1 hit point per dose. 4 doses
+ Hot CoCo : drinking this grants resitance to all cold for 1 hour, reducing damage by 1/2
+ Anti-Itch cream : Cures any surface infection or reaction. 2 aplications
+ Chemical Attraction : When opened and applied to any creature, living or dead, all other creatures of that type are drawn by the resulting aroma: This lasts for 10 minutes and the area increases by 10' every 10 seconds for the first 5 minutes.
During this entire time Witik is nowhere to be seen.
Looking down at his leg, the obvious first choice is the healing potion. Health is very important out in the wilds his sister Remy used to say. He would also take the Anti-Itch cream. He may need it for whatever lay in the observatory. He thought for a moment to abandon this place. Surely he didn’t need to risk it anymore. Yet he knew that whatever struck him down was still out there and he needed a better view. He would do one more job for the strange fey folk that claimed the house.
Heal. Itchy.
He glances about, before finally squawking. Witic?
witic

Witic seems quite upset.
witic

You follow along as Witic leads you up the stairs to the second floor then down a long hallway. The walls are covered with murals of wild lands, hilds, forrests, the sea-side, and rolling desert dunes. Ocasional portraits or other paintings adorn the wall but always placed to as to not disrupt the flow of the mural. Several doors are passed, on either side of the hall and a bay window where the hall turns to the right is the only source of light.
Witic leads you around a corner then down another short hall to the door at the end.
The house magic extend to the next door beyond this. Mostly. I know the second door is closed at the moment and the creature is still in the observatory. Once you are in the stairs leading up remember that only one door can be open at a time and I will not allow this door open if the creature gets into the stairwell.
Witic rings her hands nervously before pulling out a small charm on a thin metal chain. This will protect you from a single magical attack. It is all I can do for you at this time. Good luck and she steps back away from the door nervously.
Etcher takes the charm eagerly and wraps it around his left wrist. Shiny! Finally things were finally looking up for him! Wearing it like a bracelet. He inspects it for a moment and seems pleased. He glances down at the little fey once more. Knight Errant. Safe. He nods at her as if he had just said something profound. He would make Witic’s life safe once more, because that’s what Knights right? So of course he gave his word, he was really good with words. He had a job to do and he planned to do it. He opens the door and steps through.
OOC: Etcher will wear the charm and enter the room quietly, closing the door behind him.

Inside is a round room with a pedestal in the middle with a curved stone atop. The peak of the stone is a pale crystal the flickers with inner lights of varied hues. The only light in the dim room is from an opening in the ceiling that though only dimly lighting the room is blinding to stare at directly. The surrounding walls have intricate mechanisms inset into them. Small and neat runes cover much of the area around the mechanisms and the mechanisms themselves. As you look around the room a shadow blocks some of the light from the hole above an a form floats down.

As you hear this last sentence you feel your body begin to move on its own.
Roll a Save test (2d6) to resist the urge to enter the room.
Etcher will attempt to establish rapport with the creature, he was always an excellent communicator. THats what his sister Isabella always used to say. He would announce his peaceful intent, and ask for the location of the orb. Friend. Shiny? He glances around looking for the orb.
Rolls
Save Roll - (2d6)
(35) = 8

If you wish to be a friend I am not disinclined. As for shiny one of the eye stalks glances back over the creature and up into the domed opening Yes, it is quite well illuminated above in my domicile. You can calm yourseelf. I will not hurt you, so long as you respect my house rules. First of all is common courtesty. I shall start the introductions.
You may call me Seer, and this is my home. Who might you be and why have you come?
Seer

Ah, you claim to be a knight Errant? How gallant of you. See you go? Hmm me, leave? I think not. Though I am not bound to the house and thus not under witics influence, I pity the cook having to listen to that annoying little fey, neither do I have a reason to leave. I a quite comfortable here and see no reason to leave.
As you move around the room you note that the opening above is not quite part of the original architecture. The vaulted upper recess shows signs of being crudely remodeled. You get an occasional glimpse into a small area above, about half the area and heigh of this room. Etcher can not help but wonder why the seer chooses to stay in such a small home and wonders if it has some secret way out of the building. If it does then he has not spotted it yet.
Rolls
Throw - (2d6)
(51) = 6
Flying Through the Hole - (3d6)
(366) = 15

Catching the cleverly thrown rock on the way, Etch pulls in his wings and passes through the opening and is temporarily blinded but manages to pull in his wings and land on something as his eyes adjust to the glare. Etch stands in a small buble barely 6 feet in diameter. The bubble is made of polished crystal cut into myriad shapes, triangles, circles, squares, diamonds, octagons, and each facet contains an image. Not just images but they are like windows looking out onto different parts of the world. As Etch stares in awe, he shifts his feet and all of the images suddenly shift chaotically flaring in brilliance. Startled Etch flares his wings and tries to find better footing but each shift of his feet causes additional flashes and shifts of the brilliant images.

Take 1 damage from the bite.
Roll 2 Save Tests (2d6 each) The first is against Paralysis, the second is against Fear that will cause you to be unwilling to approach the Seer and have disadvantage on all rolls while you can see it.
Rolls
Seer Bite to throw Etch down - (2d6)
(36) = 9
Rolls
Save Roll Paralysis - (2d6)
(21) = 3
Save Roll Fear - (2d6)
(35) = 8
He strains all of his muscles to get anything to move. He fails. Wait. He squeaks, Etcher. Help. Knight. Maybe he could talk himself out this still, clearly the Seer had overreacted. Etcher would make him see that. See! Help. The creature was alone and was once looked after. Etcher would offer to do it a favor. The avian had for a moment wondered, if it wanted him to go so badly, why could he not move…
OOC: I’m not too sure how status effects work, Etcher will attempt to regain mobility whenever or however he can. He wants to trade a favor to look at the mirrors one more time.
Seer

You wish to "help" and to "see"? It mutters something else to itself while it glares at you. One of the eye stalks is glancing up into the upper chamber and nudging the edge of the opening causing sections of the light to shift. I can help you to "see" but no touching! As for help I need nothing but for that anoying fey to leave me alone. You tell her that until a new master of the manor is present I will continue to opperate independantly. I will fulfill my contract but that does not include listening to twittering tiny fey I would rather eat than listen to.. Now wait a momoent
The Seer flips over so that all 4 eye stalks can access the upper chamber and they wrigle aroudn the edge causing the light to shift further as it grubles for several minutes.
Now what exacley is it you would like to see?.
It was his, Etcher for the first time in his life could choose to do or be anything he wanted. He should of course look for shines, live like a king, be a historic adventurer. Or maybe he should ask for family, the Seer could find him a group to start a new life with. A Sword! A magical sword that would make him a true knight. He could be anything… but was that was justice? His feathers ruffled for a moment. His wings flexed. He remembered his promise. See. New Master. The Avian would bring peace to this strange house, he had promised that. Justice.
Seer

I will show you those I am aware of The seer flips so that his eye stalks are all up in the chamber above and it central eye points down into the observatory.. The light from above dims and a cone of light is projected from the central main eye and Etcher sees a series of 6 men and women elves and half-elves.
If you are willing to help us by fetching one of these that would deeffinitely help things. Though if that is the case I would like to observe them to find one who would not simply loot the place and leave us even worse off. If you can get that pipsqueak fey Witic to allow you to stay in residance I think 2 or three days should be enough time to filter out the really bad options. Though getting to them will require a bit of a journey. Luckily the taijitu matrix shoul allow a portion of the travel to be bypassed. Go see Witic now unless there is something else you require at this time and I will start reviewing candidates.
The seer seems excited at the prospect of Etcher helping out but concerned ofer potential complications and drifts higher to focus more of his attention onto the crystal screens above.
The Avian turns to leave, walking slowly to the door. He stops at the entrance, and turns his head. I do not know what sort of feud you and the fey are engaged in, but talk of eating Witic ends today. I will find you your master, and bring them to you. When I return, if I find out that you have harmed the little one in anyway. His eyes seem to darken. I’ll kill you. The young Bandit disappears into the shadow of the doorway to find Witic.
Rolls
The Voice - (2d6)
(31) = 4



Witic harumphs at this but the seer continues on. Luckily one of them is quite close to an active public matrix point. Witic will take you down to our matrix room and I will assist from here in establishing the proper connection which will send you to the other point where you will then have to find your way out and then locate the candidate.
Witic interrupts at this point
![]() witic | ![]() |
witic

Witic begins singing and you feel the power beneath your feet begin to grow. A light then shines down from above and the tiles rearrange themselves and the power surges and you are momentarily blinded.

Roll a save test, 2d6, or be paralyzed.
Rolls
Save Test - (2d6)
(26) = 8
Attack - (3d6)
(345) = 12
The Voice - (2d6)
(65) = 11

Another save test. If you fail you only have 1 action next round

2 damage to Etcher
Rolls
Guard attacks - (1d6, 1d6, 2d6, 2d6)
1d6 : (6) = 6
1d6 : (6) = 6
2d6 : (13) = 4
2d6 : (41) = 5
Rolls
Save Roll - (2d6)
(33) = 6
Attack - (3d6)
(254) = 11
Roll another save vs paralysis
Both guards manage to grab you making it impossible to chase the wizard and will overpower you next round if you cannot break free or get paralyzed.
Rolls
Guards tackle Etcher - (1d6, 1d6, 2d6, 2d6)
1d6 : (6) = 6
1d6 : (4) = 4
2d6 : (34) = 7
2d6 : (61) = 7
Rolls
Save Roll - (2d6)
(55) = 10
Break Free - (2d6)
(56) = 11
Take Hostage - (3d6)
(535) = 13



This is my guest! and the gnome laughs again at the wizards scowl. Turning to Etcher he introduced himself My name is Valpip. As I have many questions for you. But firt off the most important If I drop my Resiant Spere and set you free will you attack us or run away? I must point out that should you attempt either poor old Fiznik other there will likely up his game and start lobbing fireballs at you. Not a threat just an acknowledgment of my exteemed compatriots great skill and he gives a slight bow to the wizard, who harumphs.
The guards are looking almost as ashamed as the wizard and move to stand next to the wizard and gnome, all eyes on you.


This pair seem a bit more experience and allert that the pair with the wizard and gnome and guide Etcher through a series of tunnels heding in the direction the pendant indicated. The rough caverns eventually lead to rooms cut into the stone or build into it with brickwork. Through a new iron bar gate and several rooms you are led to a ladder and up into a small town.
Rigt. Now stay out of trouble. My man will accompany you for the day to make sure you dont get into any trouble the commander tells you and stalks off after passing instructions to the guard.
As Etcher looks around he and notes that though there are bits of old building to be seen but most are patched with newer, and most likely magical, stonework. Most of the buildings are built from old solid stone block with smooth patches filling in the gaps and reinforcing the older crumbling stonework. A variety of races are easily seen though most seem like you, adventurers here for fame and fortune.
The base, as Etcher learns it is called, has an odd assortment of people, rough river boat and dock hands, mercenaries, adventurers, cayenne, and scholarly researchers. With the remainder of the day you wander about listening to snatches of gossip eventually making your way to the local hangout, the tavern. The variety of people is all to evident here and you note the varied accents of people from the Nations, Freeholds, and Kingdoms. Some of these cluster with those of like origins woke other groups are a mix of nationalities and people but are of a like profession. The large room has a few small tables, mostly full, as well as several large common tables, and a bar sheet people are eating, drinking, and chatting.
Etcher slowly takes old the sigil once again. It was obvious to him, if he was going to do this he would need a new family. He couldn't do things by himself, he never could. The Avain stands up and walks to the barman. Where, heroes? He would find a group of adventurers, a new family they could help him find the mistress, together.
Thread is now locked and will be archived
witic
As you blink away the temporary blindness you feel cool air all around. A dim glow from the tiles and runes around the tiles is fading quickly but provides enough light to see you are in a plain stone room with a grey stone box covered in runic etchings encases black and white tiles that forms a checker pattern. You can feel old traces of magic from the tile floor that hint of greater power.

Ealdwig looks at Witic, he pauses for a second she is even smaller than me. Oh, hi. I am Ealdwig Swiftfoot, nice to meet you Witic. That was a hell of a thing. One minute I am there now I am here. Still amazed and excitedly Ealdwig continues, Witic, I have a ton of questions? Where are we? How does that thing work? Pointing at the tiles and runes. Can they hear us back at the base like we were hearing you? How come everyone couldn't come? You should have seen the look on Fiznik's face, he was disappointed for sure. Hey Etcher, that was amazing, how many times have you don't that? Still smiling like a kid in his first toy or candy shop.
Looking back at Witic, Sorry, I get excited sometimes and when I do I can ramble. Looking at Etcher for any help he can provide, honestly, I don't know what they are looking for, what will convince Sylfir to come here. Would she be safe? I don't believe she knows anything about this place. So I guess the more you can tell me the more I can tell her. If you are the caretaker, why do you need Sylfir to come here. Where is here? What manor are we talking about? How can we prove she is the descendant of a once great house? How do we restore it to glory? Lots of questions.
Ealdwig pauses and looks around again, and addresses Witic, I have to say that Etcher's story was a little out there. I can't blame anyone for being skeptical. He looks at Etcher, and who are you in relation to this great house? Why were you on the mission?
Back to Witic, can I meet The Seer? Or is it just Seer?
witic

We are currently below the manor is the Matrix Node chamber.
I have no idea how it works, human magic and fey power are not very similar.
The communication was cut once the transportation was activated.
The Seer felt that a group of powerful individuals entering the Manor would constitute an attack and so refused to allow anyone deemed a threat.
As the caretaker I can only help maintain thing to keep them running but even in that much of the house maintenance is beyond me. When we have a descendant once again managing the house they can make decisions, that are beyond my preview, that should hopefully let us get things working once more. Seer claims the wealth of the household should be more than sufficient and once a mistress or master is appointed they can bring over more people, preferably family or those sworn to their service.
The house is set in the countryside and was located about a days ride north west of Paphos but I don't think we are that close anymore. We will likely need to use the Matrix to bring in additional help but that is a decision for the head of the house.
As you talk she lead you upstairs and gives you a brief tour.
The interior of the once prosperous manor house exudes an air of faded grandeur and eerie enchantment, frozen in time from its glory days. Dust motes dance in the dim light that filters through cracked windows, casting ethereal patterns across worn and weathered tapestries that hang from the walls. The scent of aged wood and a hint of magic permeates the air.
Dining Hall:
The dining hall holds a long, polished table set for a feast that will never occur. Elegant china and polished silverware remain neatly arranged, untouched for decades save for dusting. The large hearth at one end of the room, once a focal point of warmth and laughter, is now cold and dark.
Drawing Room:
The drawing room showcases remnants of luxurious gatherings and social events. Threadbare velvet sofas and chairs surround a marble fireplace, adorned with aged family portraits in gilded frames. Faded drapes frame the windows, revealing overgrown gardens outside. A grand piano sits in one corner, its keys untouched for years, but the music it once produced still lingers in the air. Gilded frames hold paintings of idyllic landscapes and family members from generations past.
Library:
The library is a treasure trove of forgotten knowledge, its shelves stocked with ancient tomes and magical grimoires. Aged leather-bound books stand in tall shelves, the smell of parchment and aged paper filling the room. A marble fireplace, cold and dormant, once provided a cozy ambiance for reading.
The Conservatory:
A glass-walled conservatory, overrun with exotic plants, fills the manor with a lush, otherworldly atmosphere. Moonlight filters through the dense foliage, casting mesmerizing patterns on the tiled floor. A small, magical fountain at the center emits a soothing, ethereal melody.
Entrance Hall:
As you step through the grand, ornately carved double doors, the entrance hall greets you with a sense of faded opulence. A grand chandelier dangles from the ceiling, its crystals coated in a layer of dust. A sweeping staircase ascends to the upper floors, its once-polished banisters now dulled with age. Portraits of ancestors line the walls, their eyes following visitors with an uncanny, almost lifelike gaze.
Grand Staircase:
A sweeping, curving staircase ascends gracefully from the entrance hall, its ornate banisters and balusters hinting at the former splendor of this place. A faded red carpet, threadbare and worn, once welcomed guests with a regal flourish.
Bedrooms:
Upstairs, the bedrooms once offered comfort and solace. Canopied beds, now draped in cobwebs, hint at the grandeur that once filled these chambers.
Etcher ponders Ealdwig’s first question. How many times have I been through the portal… Two! Etcher strikes a pose leaning against the nearest wall, arms folded. Yeah I look tough. As for the second question, Etcher stands up straight and places a hand on his chin. Who was I in relation to the house? No relation at all really. I crashed and found it randomly. I agreed to do some chores for them in return for a bath and a chance to use the observatory.
I was just passing through. But the house is wild, dangerous. Witic was scared of the Seer and I felt like I had to return the house to its rightful owner before the Seer or the little fey got hurt. They needed help so I helped them. That’s what heroes do. At least that's what my brother Alejandro told me. He always laughed afterwards when he told me this. I’ll do the same! No relation. Help, justice! Etcher again strikes his pose and lets out a monotone laugh.
Ealdwig smiles while touring the house. This house is pretty amazing, old and dusty, but amazing. I've never seen a place so big. Can you call a place this big a house? Seems more like an estate or something. My whole village would fit in here.
During the tour of the "house", Ealdwig looks around for windows to see what is outside.
Looking confused wait, huh? Where is Paphos, never heard of it? And what do you mean "but I don't think we are that close anymore"? Incredulously Ealdwig asks, Does the house move?!
So, you believe that you'll need additional help, or The Mistress will and you plan to use the matrix, that's what we used to get here, right, to get that help? What do you need help with?
I really don't understand any of this. Tell me a story, what's going on here?
Etcher, how did you get here? If you aren't part of the house, how did you get involved in finding the Mistress?

Though all the people of the house left there are still a few fey attendants in residence. Myself, the cook, a gardener, and one of the stable hands. The gardener comes around occasionally but I rarely see the stable hand though I do see him releasing some of the beasts from time to time to hunt and catch their own meals. I doubt they will let anyone ride them anymore. It would be best no one go to the carriage house until we have the house settled and it's magic put back in order.
When asked about the house moving Witic gives you an odd look. No, but the Shattering did move many places. The magic of the house helped preserver much of its structure but after everything settled down the lands beyond the manner walls looked very different.
As you ask about what help will be needed she shrugs The mistress will have to determine that. But obviously we will need help. I am not enough to manage the house and keep it clean. I mean the mistress could just come and take everything of value but the house itself is more than half the wealth the family had. A private Matrix Node, the observatory with the Seer, the wards built into the grounds, the garden that quite frankly produces far too many things for a few simple fey to eat. But that is something she will have to decide.
Ealdwig listens intently and nods along. Witic seems like a nice and honorable fey. Oh ok. I think I am starting to understand. So, if an ancestor of the existing came back to the house, the house would regain it's magic? That's pretty amazing. Is the house currently dying, for lack of a better term?
When Witic give Ealdwig the odd look, he looks around sheepishly, yeah sorry, what was I thinking houses can't move. That was dumb. Sorry, I am a little out of my element here. I normally do some acrobatic work maybe a few slight of hand games, then it's off to find food and bed. This is the biggest adventure I've ever had. Ealdwig smiles wide, and states sincerely Witic, it is a pleasure to meet you. I am glad that I did.
Are you bound to the house and it's Masters or Mistresses, Witic? How long have you been here?
Continuously moving, with nervous energy, Ealdwig asks Witic, Are you sure you've got the right person in Sylfir? She doesn't seem to have any magic that I noticed.
After he was abandoned by his brothers and sisters, who from what Ealdwig can surmise seem to be more of a group of "adopted brothers and sisters". This group that Etcher was a part of were obviously bandits, though Etcher portrays them as wandering heroes. Etcher was traveling towards the Base to find "Justice and Shinies". He seemed to have slammed into something or was shot down. He crashed and lost consciousness. When he awoke he found himself near the Manor. After a brief negotiation with Witic, Etcher agreed to do some "chores" for the fey since the house had grown wild.
Etcher’s first task was to garden, Etcher’s eyes go wide while he explains this part. He attempts to show his skill as a swordsman, it takes a moment but Ealdwig figures that some sort of giant plant attacked Etcher. After Etcher had defeated the plant, he went to a shed to get pesta…Etcher calls it, "Water, bug, kill." In the shed Etcher barely manages to escape a swarm of insects. He manages to finish his first chore and enters the kitchen where his "friend" the cook lives.
Etcher wanted to find a vantage point to figure where he could fly to in order to join a new group of "brothers and sisters". He soon realized that the Seer and Witic have a somewhat uneasy alliance and that the small fey was quite afraid of the Seer. Etcher swears an oath to the fey that he would make sure no harm would come to her. Etcher confronts the Seer and after a brief misunderstanding, (Ealdwig suspects that Etcher didn’t win this fight) the Seer reveals a room of as the avian describes it "magic mirrors." Etcher in his opinion was able to settle the feud between the Seer and Witic.
Etcher was told he could look for anything he wanted, but he chose to honor his promise to the fey. He said he would make sure Witic was safe and restoring the house by finding the mistress was the most obvious way to do so. Etcher does not seem to understand why he needs more motivation than that.
After he is done with his performance, the Avian holds his final heroic pose for a moment, expecting applause. Whether or not he gets it he caws afterwards, seemingly happy with his explanation. Etcher proclaims, Sylfir, best! Wise! She is the one, both the fey and the Seer chose her.
witic
Are you sure you've got the right person in Sylfir? She doesn't seem to have any magic that I noticed.

The mistress doe not need to be magical nor does the house's magic need to work for it to be restored. All she has to do is come here, accept her birthright, and decide what to do. I am sure someone will want the house if she does not and she can simply sell it. Should she do that i will leave. The cook, gardener, and stablehand will likely stay no matter who runs the house and I didn't even know the Seer was attached to the house intil Etcher told me. It is something that will just have to be discovered though the passage of time.
Witic pauses and looks both of you over for a minute Are you familiar with Sylfir? She will likely want to come to the house with someone she knows and I doubt Seer will let that wizard in until the house has a new head. Once the house is claimed it will take some time and effort to restore it. Etcher helped a bit already but there are still things that will need bravery and skill to resolve. But that is a decision for the new head of the house, whomever it may be.
Do you have anymore qeations from Sylfir? What is it she wishes to know before coming here to make a decision?
Watching Etcher's interpretative dance routine Ealdwig smiles along, loving it. He gets the idea of Etcher's story. Ealdwig ask Etcher with concern Are you ok? Based on your story it looks like you crash landed here. I hope you weren't hurt.
Looking at Witic to answer your question, I have no idea what information Sylfir needs. She didn't give me a list of questions or anything. I think her first thought was Ealdwig with excitement "wow, really, yeah let's do this," right Etcher? Ealdwig looks over to Etcher for confirmation. Then with consultation from the others, got more cautious. I think her first and only concern is, is it safe for her to come here? Apparently, she heard some stories growing up, but that is what they were stories, nothing more. She was surprised to learn some might be true.
Thinking thought Etcher's story, Ealdwig frowns a little it seems safe here. I see no reason for her not to claim her birthright. But what is up with the Seer. Looks like he and Etcher had a fight and from the story Etcher thought Witic was scared of him.
Smiling wildly, This place seems great, and Sylfir should claim her birthright, but that is up to her. More seriously In Etcher's story it looks like he and the Seer got into a little bit of a disagreement. Was there a fight, Etcher? Ealdwig looks to Etcher for confirmation. Why did you try and fight him? From your story I got the impression that you lost, true? Ealdwig waits for an answer. Sorry buddy.
I have a feeling she is going to ask me about him. Can you tell me about him and his place here? Bottom line is will she be safe?
Maybe Ealdwig could talk with the Seer and get an agreement with him. OH A LETTER, Sylfir likes letters. Etcher tugs on Ealdwig’s sleeve, leaning in attempting to whisper his voice echos through the room. Meet Seer! Get Letter!
He turns the Witic. Things that require more bravery? What has this little fey gotten herself into. I better make it clear that I am willing to help…. But why? My obligations are over right? Etcher’s right eye twitches for a moment. What might be interpreted as a sigh, escapes from his beak. What chores? I’ll keep helping them, someone’s gotta clean up this mess, it's the right thing to do…the just thing to do.
witic

.Any further chores will have to be assigned by the mistress or master now that I know there are some candidates the only job I can assign is to help bring them here.
A little confused Ealdwig asks, the Seer is "trapped"? What does that mean? Like... incredulously a prison?"
Ealdwig, feeling a little self-conscious tries to mime his statement by moving his hands around in a grand gesture Etcher, what do you think? Do you like this place? Is it safe? Yeah that didn't feel right. Probably didn't look right either, ugh! Idiot.
witic

The fact I did not know he was there and then he opened his room into the observatory's indicates to me at least that he was not so much cages as quartered, or possibly confined to quarters. she says speculatively and shrugs.
Witic, do you have anything that can prove this is Sylfir's house, that she is a descendant? What about something to prove that she will be safe here? Etcher doesn't seem to confident in this place at the moment. Looking at Etcher, "Not safe", right? But you do think the Mistress, Sylfir can make it safe? How would she do that?
witic

She does not have to stay here. Once she is recognized by the house the pendant we gave Etcher will allow her to command those aspects of the house magic that are still active, including the Matrix Node. She is free to leave once she takes her place on the head of the house seat for the magic to recognize her.
She fetches some paper and ink and quill. Drafting a short message she hands teh supplies to Ealdwig ans says You will have to talk with Seer about geting him to write a letter. and she guides you upstaris to a door that leads into a tower structure at a corner of the manor. She explains that she still does not feel comfortable with the seer so will lock you in the stairs until you are done and have closed and locked the upper doorway to the observatory after talking with Seer.
The pendant will react to her if she touches it? That's good information.
Locked in? That doesn't sound good.
Ealdwig nervously takes the materials and follows along. Great, I personally would like to meet him. Hope this isn't a mistake.
Seer
A narrow circular iron stairway, illuminated by tiny windows about a hands span wide, leads you up to the sound of the door behind you closing. At the top of the stairs is another door. Bracing yourself you open it and look out cautiously.

Inside is a round room with a pedestal in the middle with a curved stone atop. The peak of the stone is a pale crystal the flickers with inner lights of varied hues. The only light in the dim room is from an opening in the ceiling that though only dimly lighting the room is blinding to stare at directly. The surrounding walls have intricate mechanisms inset into them. Small and neat runes cover much of the area around the mechanisms and the mechanisms themselves. As you look around the room a shadow blocks some of the light from the hole above an a form floats down.

Nervously Ealdwig smiles, out loud he says, oh, hi. Neat trick. Wish I could do that. Seems like it would be fun.
My name is Ealdwig Swiftfoot. How are you today? It seems Witic sent my new friend Etcher here, gesturing to Etcher, I've heard you've met. Anyway, Witic sent Etcher with a pendant to try to find a descendant of the house. And to his credit he succeeded. She asked me to visit the manor to make sure everything was what it seemed, you can see what she was thinking right. It's a crazy story, someone out of the blue tries to tell you, in limited words no less, looks at Etcher sorry, no offense and shrugs. You know, that you're the rightful owner of a mansion somewhere you've never heard of. Seems out there, so she asked me to go and take a look. As an outsider, she thought it would be best.
Personally, it seems legit. I met Witic and I wanted to meet you.
Gaining some confidence Ealdwig starts his rambling questions, what is you're role here? Witic said you are stuck in the Observatory, is that true? And if so why? Ealdwig stops realizing he was rambling again, clears his throat and asks, basically, are you friendly to the family?
Seer

While under the contract I must obey any reasonable request by ghost members that do not go against the house master. This does not mean I like them, only that i will be polite.
In response to Etcher it pauses then floats up, returning a moment later with a scroll. This is a copy of my contract. The house original is inside their vault and the candidate can access it after claiming the house
The scroll floats over to you as the Seer watches you.
Smiling Ealdwig speaking to the Seer, oh, so you have a contract and are under the family employ. That's good. A century seems like a long time. I trust it was worth it. What's it been like without the family around?
Ealdwig finds a place to sit, then looks to the Seer ok to sit here? So how did you come to be in the family employ, if you don't mind me asking? You seem pretty powerful; talking into peoples minds, moving items without touching them, seeing things that ordinary people can't see. What do you get out of the deal, coin or shines as my friend likes to say? Motioning towards Etcher.
You might like Sylfir, she seems nice. I don't know her well though.
I've had a few small contracts in my time, nothing like 100 years or anything, much smaller. Etcher mind of I take a look?
Etcher hands his companion the scroll, as Ealdwig examines the scroll the Avian kneels down next to him.
Etcher’s face has the look of concentration and his feathers seem to ruffle and unruffle every five seconds. Upon hearing his friend mention shinies, the birdman repeats along with Ealdwig, Shines! Seemingly excited. He mimics Ealdwig, squawking, What Bonus?

Shaking his head, Ealdwig asks you said this was a copy, right? Can I take it with me? It might help Sylfir make her decision. Yeah I could use a drink.
Seer

Yeah I think we'll go and find the cook, I don't feel 100% at the moment. Ealdwig, heads for the door and as he is opening it, turns to the Seer It was nice meeting you. Maybe we'll see each other again in the future.
Ealdwig holds the door for Etcher, then he follows. Just before closing the door he stops and turns toward the Seer (Colombo style) and asks oh, how do you feel about the potential of a descendant, maybe the last descendant, finally coming back to claim the house and bring it back to it's... he pauses looking for the word and smiles as he waves his hands in a gesture of large grandeur?
Leaving he asks Etcher, how are you feeling? For some reason I feel off. It seems to be wearing off, slowly. I could use a drink. As a thought, almost to himself Think it was the scroll? Hopefully, one of those other guys can read it. I didn't catch any of it when I glanced at it.
Walking aimlessly through the house, Ealdwig turns around slowly, looking around, lost do you know where the kitchen is?
Witic guides you to the kitchesn where a glass of cool water helps setle your nerves. You both sit at a small table "out of the way" and the cook ignores you as you discuss things.
He sits down across from his companion, his eyes and face as always are a blank canvas. There is little emotion when gazing into Etcher’s eyes, they are blank. He squawks at his "friend", Find Mistress? He points to both of the letters. House safe? I wonder what Ealdwig thinks? Is this place safe enough for Sylfir? Or is there more that we need to do?
I don't understand any of that nonsense pointing at the scroll, do you? Ealdwig, doesn't expect much of an answer.
Seems pretty safe, just a large, somewhat strange Ealdwig makes a "strange" face house. If that pendent of your actually works pointing at Etcher's pendant around his neck then it is her house. Nothing to be afraid of right. Might as well come and claim your birthright.
The Seer is interesting? Not sure of his purpose here, why he was contracted or why he would take the actual job? He could probably be doing anything at the moment. I guess the job was lucrative. Ealdwig rubs his fingers together indicating shinies.
Whispering out of the side of his mouth Ealdwig looks around to see that no one is paying attention to them you shouldn't take from your friends if you want them to remain your friends. They might not like it. Ealdwig smiles and winks.
Ready to go? Let's see if we can find our way back to the base and let them know what we found out.
Rolls
Secret Roll
pocketing items - (2d6, 2d6, 2d6, 2d6, 2d6)
The Avian fidgets in his seat, he seems to be trying to say something, but he keeps shaking his head. You shouldn't take from your friends if you want them to remain your friends. They might not like it.
He looks down at his pockets and a small caw of distress escapes his beak. Shinies. But I earned them! I did a job and I deserve it! Heroes get rewarded! We always get what we deserve! That's what my brother Issac said!.. Issac stabbed that man after he told me that.
Etcher slowly takes out the various trinkets he had gathered. His voice changes as he speaks, for a moment it almost sounds like..Ealdwig. You shouldn’t take from your friends. He places the trinkets on the table. A caws again, he nods to himself. His voice returning to his usual monotone squawk
No take. Go base!
Personally, I try not to take from friends. If they don't remain friends then that is a different story. People we don't know and can definitely afford to lose it, fair game. Just be careful not to get caught. Prison doesn't sound like fun, I've been lucky enough to avoid it so far.
Ealdwig getting up and looking around for more to drink, says to the cook with his patented grin, got anymore lying around he shakes his cup a little.
Finishing up, ready, ok let's get back to the base and tell Sylfir what we learned.
Certainly, we've earned some kind of payment. Walking back to find the portal, looking around to see if anyone is paying attention, whispering and if not we'll figure out a way to get what is owed. Wink and grin.
A waiting guard quickly hustles over to a tent that has been erected nearby in your absence. Soon Valpip, Fiznik, and Sylfir return and after a brief exchange you all retire to the tent.The inside seems oddly comfortable and you are pret sure it is larger inside than out. The wizard and artificer take back the items they lent you to ensure your safety during the investigation then proceed to verify your identities and that you were not influenced before your return. As you all sit in various chairs and stools a series of questions and answers, with Ealswig doing most of the talking with Etcher piping in as he deems it important and your account of the manor is unfurled. Valpip primarily focuses on taking and organizing notes while Fiznik advises Sylfir on important details. As the discussion goes on she seems more and more interested and takes control over the flow of it. Soon most of the general points and key concerns are addresses.
You arrive without trouble in the manor and Witic takes Sylfir on a grand tour. At the kitchens your troup picks up the cook who if deferential and polite to Sylfir. He follows along adding an occasional comment to Witics running dialog on the house and it's history.
The interior of the once prosperous manor house exudes an air of faded grandeur and eerie enchantment, frozen in time from its glory days. Dust motes dance in the dim light that filters through cracked windows, casting ethereal patterns across worn and weathered tapestries that hang from the walls. The scent of aged wood and a hint of magic permeates the air.
Dining Hall:
The dining hall holds a long, polished table set for a feast that will never occur. Elegant china and polished silverware remain neatly arranged, untouched for decades save for dusting. The large hearth at one end of the room, once a focal point of warmth and laughter, is now cold and dark.
Drawing Room:
The drawing room showcases remnants of luxurious gatherings and social events. Threadbare velvet sofas and chairs surround a marble fireplace, adorned with aged family portraits in gilded frames. Faded drapes frame the windows, revealing overgrown gardens outside. A grand piano sits in one corner, its keys untouched for years, but the music it once produced still lingers in the air. Gilded frames hold paintings of idyllic landscapes and family members from generations past.
Library:
The library is a treasure trove of forgotten knowledge, its shelves stocked with ancient tomes and magical grimoires. Aged leather-bound books stand in tall shelves, the smell of parchment and aged paper filling the room. A marble fireplace, cold and dormant, once provided a cozy ambiance for reading.
Witic reveals a secret door hidden behind a bookshelf that leads to a private study, where the family kept their most cherished and arcane volumes. Only Sylfir will be able to open it once she has claimed the Manor.
The Conservatory:
A glass-walled conservatory, overrun with exotic plants, fills the manor with a lush, otherworldly atmosphere. Moonlight filters through the dense foliage, casting mesmerizing patterns on the tiled floor. A small, magical fountain at the center emits a soothing, ethereal melody.
Entrance Hall:
As you step through the grand, ornately carved double doors, the entrance hall greets you with a sense of faded opulence. A grand chandelier dangles from the ceiling, its crystals coated in a layer of dust. A sweeping staircase ascends to the upper floors, its once-polished banisters now dulled with age. Portraits of ancestors line the walls, their eyes following visitors with an uncanny, almost lifelike gaze.
Grand Staircase:
A sweeping, curving staircase ascends gracefully from the entrance hall, its ornate banisters and balusters hinting at the former splendor of this place. A faded red carpet, threadbare and worn, once welcomed guests with a regal flourish.
Bedrooms:
Upstairs, the bedrooms once offered comfort and solace. Canopied beds, now draped in cobwebs, hint at the grandeur that once filled these chambers.
The Observatory :
A narrow circular iron stairway, illuminated by tiny windows about a hands span wide, leads you up to the sound of the door behind you closing. At the top of the stairs is another door. Bracing yourself you open it and look out cautiously.

Inside is a round room with a pedestal in the middle with a curved stone atop. The peak of the stone is a pale crystal the flickers with inner lights of varied hues. The only light in the dim room is from an opening in the ceiling that though only dimly lighting the room is blinding to stare at directly. The surrounding walls have intricate mechanisms inset into them. Small and neat runes cover much of the area around the mechanisms and the mechanisms themselves. As you look around the room a shadow blocks some of the light from the hole above an a form floats down and is introduced as the Seer.
An orb rises from the ground in front of her held by three sets of carved griffons wings. The griffons are raised on their hind legs with their talons stretched up and out making the scepter look like a fancy mace though it's delicate details and thin handle argue it is more ceremonial. Taking the scepter in her hands by pressing her pams around the talons Sylfir stifles a slight whimper as they dig into her flesh and a few drops of blood flow onto the griffins. As this happens there is a griffon cry followed by an illusion of the beast bursting from the scepter to surround the chair and new head of the house. As the magic fades Sylfir stands with the pendant around he neck sparkling and shifting to reveal three gryphons clasping a small jewel in their talons.
Witic cries It is done! as tears fall down her tiny cheeks. The cook bows and the Seer closes all its eyes and drops to the ground for a moment.
The ceremony done the cook rushes off to prepare his ladies first meal, and something for her companions as well. Sylphir seems to be a bit exhausted by bonding with the house. Bonding is a process like attunement to magic items except there are usually higher requirements and once an item is bound it is usually very difficult or even impossible to transfer to another while the current bonded individual lives. Despite her exhaustion she insists that Etcher and Ealdwig are rewarded and is guided by Witic to retrieve a few items from the house vault that they might find useful. Sylphyr retires to her chambers with Danoll, while Witic presents the options to the two young adventurers.
Each character picks one item
Vines Whip
This whip is made using the thorny vines of a magical plant. It still writhes slightly on its own. As an action, you can force a creature you can see within 10 feet of you to make Saving test. On a failure, the creature is tangled by the whip’s vine and takes 1 damage. The affected target or another creature can use an action to attempt to free the target by making another Save. While grappled, the creature takes 1 damage at the end of each of its subsequent turns. You can’t use the whip to attack while grappling a creature with it in this way.
Chromacloth
This silken cloth is enchanted using a unique blend of magic, allowing it to be used for a number of purposes. At any one time it can be one of four colors: red, yellow, green, or blue. You can change the chromacloth’s color to another one as an action. The chromacloth can be worn as a headband and will emit light dim light on command. In addition once let day it can have an additional affect with the following options that can be activated at any time and the effects are applied for 1 round.
Color | Effect |
Red/Fire | non ranged attacks that damage you deal double damage to the attackers |
Yellow/Lightning | Fly twice as far as you can normality move |
Green/Wood | Heal 1d3+1 damage to yourself |
Blue/ Water | Reduce all damage taken by half |
Frostburn Blade
This sword's blade is made entirely of ice and remains perfectly frozen and emits cold regardless of surrounding temperature. A single flame as bright as a candle flickers withing the blade just above the weapon's hilt. While holding the sword, the fire can expands upon command to cover the weapon's edge with flame, shedding bright light and emitting heat. Once per day as an action you can sweep the blade in front of you, causing a wave of either cold or fire to erupt from the blade. Each creature in the wave must make a Save Test or take 2 damage, only taking 1 damage is they pass their save test.
Healers Hand
These Gloves are filled with the vitality of the world. Those who wear these can direct their energies to those they touch. Twice per day their touch can have the following affect. Roll a Test for an action in combat. No test is needed if a minute of ministering is taken.
Soothing Touch : Remove any sickness or poison
Sealing Pressure : A wounded creature recovers 2 health points
Sylfir and Danoll have spent much of the day talking with Witic, the Seet, and Chef leaving you free to wander. Tomorrow will be the beginning of the work but for now you are free to look around.
All assume Focus. All are advantage due to Perception (from armor).
Rolls
Skeeve: General Investigation - (3d6)
(365) = 14
Skeeve: General Matrx Research - (3d6)
(314) = 8
Skeeve: Matrix Pattern Research - (3d6)
(223) = 7
Do you have a suggestion for the "reward". Not sure what is best for the character of Ealdwig. The Chromacloth seems good, since a torch for him would be difficult to carry and would probably be in other peoples faces, and healing is always nice. The whip seems good to, as he doesn't have a weapon at all, and if it can be used for him to swing or other kinds of dex things that could work nicely.
After the feast Ealdwig walks up to Witic when he sees a lull in the conversation, Witic, hi, did you or someone else mention a barn with creatures? Would anyone mind if I went to check that out. I've not been privy to many creatures in my life. Can you point me in the right direction? Looking around to see if Etcher wants to join him, Ealdwig wanders off to search the grounds for the creatures.
They have to be Griffin's, based on what we saw earlier today. This place is amazing.
I'm assuming the swordsbird is locked in on the sword. That is a very cool sword, though!
Critical Success :
Any time two or more 6's are roll rolled on any test the results exceed basic results. Damage is increased it another beneficial effect will be added by the GM.
Armor Types
Medium armor with Proficiency (a new Proficiency option) allows you to negate the first point of damage from each conflict. Heavy armor with Mastery allows you to negate the first 2 points of damage from each conflict.
I'm assuming the swordsbird is locked in on the sword. That is a very cool sword, though!
On the other hand, the most useful item for the group is likely the gloves, as it just dawned on me that our healer is still back at the base. So ... there's that. On the other other hand, Skeeve can just ask Sylfir if we can borrow the gloves if we're gonna be facing any combat. Not keep them, but borrow and return them.
On the other hand, the most useful item for the group is likely the gloves, as it just dawned on me that our healer is still back at the base. So ... there's that. On the other other hand, Skeeve can just ask Sylfir if we can borrow the gloves if we're gonna be facing any combat. Not keep them, but borrow and return them.
I sent over my choice to the GM, the Chromacloth. It did sound versatile and I didn't fancy myself a healer, maybe more of a run and hider.
Skeeve is allowed to access the library but is informed the private study will remain private. The library itself holds many books on nature, magic, medicine, beast lore, and many other topics. He is able to find one bood that goes over magical theory which has a chapter on ritual magics and it contains several diagrams showing tile arrangements. He copies some of the passages and arrangements into his own notes for later reference. From what he reads the more common patterns are reserved for basic ritual practice. To activate the MAtric communication and teleportation functions it must first activate those magic then shift to the address Apparently there is a shortcut that the spell storing gem takes advantage of to bypass the first step. He gains a better understanding but learns his current magical powers are still insufficient to make much use of the Matrix at this time other than for practice.
Blornvid enjoys his time examining the Conservatory. There are several fruit bearing and root type plants that have been well tended, likely by witic and the cook, or chef if you will please. There is a nice bench and the dwarf nods off as he sits and listens to the fountain burble and splash.
Witic suggests you wait before heading to see the animals, indicating they have grown wild without being tended to and used regularly. There is still a single attendant that cares for the kennels, field house with its mew, and the animals in the carriage house. The caretaker has grown erratic and set the beasts on Witic several years ago. She has not gone out there since then.
1. The garden
2. The Basement
3. The Gatehouse
Once those three are resolved we can work on the other facilities including the carriage house, fieldhouse, and kennels. If you are willing I can pay you what the expedition was offering as well as room and board for the duration. I hope to be able to call on my family before the arrival of winter and to do this there is much to do in preparation. Will you help me and the half-elf maiden looks at each of you in turn.
Also, if I may so bold, I would like at least the chance to talk with the animals to get their story before we do anything with or to them. Sometimes these things can have straight-forward solutions."
Sitting at the dinner table, his companions are relieved to know he seems to get the concept of utensils, he quite literally pecks at his food. I have unfinished business in the garden, and now I have a way to deal with those awful bugs. Etcher pipes in his own opinion. Garden! Kill Bugs!
FYI : With more than 2 in the group now I tend to wait for a directive and anyone to aggre/support it fefore taking it as a group decision.
Etcher has already done some light "gardening" and proudly shows the now healed scars left by some rather nasty thorns on a magical plant that he has to weed from the plot it was overtaking. He got some suppplies from the gardening shed whish was infested with some beetles and he ended up breaking through the roof to escape their swarm.
Swarms of beetles, ugh. more shutters. But he goes along with Etcher anyway, not liking it one bit. Ok, Etcher, how can I help?
"One request though: may we borrow those healing gloves? I know it wasn't taken as a reward, but I request the use of the gloves while we handle tasks that involve physical danger. They will still belong to the manor, and won't leave the grounds, but I'd like to make use of them while we are here."
With a little concerned look on his face, I wonder what I can do to help? Hum...maybe this new magic cloth will come in handy. Just try not to get in the way. He fiddles with the magical cloth he received earlier.
He turns to Ealdwig. Probably going to need someone who can climb to scout around. I guess he’s a bit overwhelmed, he said he was new to adventuring. I guess I’m new too, but I’ve had time with the brotherhood. I’ll need to provide him with some guidance.
The Avain places his hands upon Ealdwig’s shoulder and looks directly into his eyes. Ealdwig, look. Ealdwig, brave. His voice is high pitched yet monotone. The swordsman pats Ealdwig three times on both shoulders. Together safe!

Gatehouse and carriage house. Imagine ruins of a decorative stone wall that still standing sections reveal to be about 8 feet tall originally.

Manor with observatory Tower

With a wave of her hands several images float over he head and she points out several herbs and how to collect them as well as several nasty weeds that need to be removed. With another wave the images swirl together forming a single sheet of paper with herbs diagramed on one side and weeds on the other. Pulling a large basket out of thin air she puts the paper in it and pushes the basket over to you.
Be careful, some of those weeds are nasty. There are some gardening tools, including herbicide to pour where the weeds are removed to ensure they do not grow back, in the garden shed. I am sure that all of you can handle the Dimndank scarabs that gave Etcher some trouble last time.

Stepping out to the vegetable garden you are assaulted by the sense of life run amok. The shed to one side has a hole in the roof that looks recent. The paths are overgrown but a small section closer to the manor looks to have been receiving done care of late. The first task is to clear the shed of its infestation so you can access the tools easier.
The shed is the size of a large closet or small room though the vegitatian now grown over it makes it a bit bigger. The door is still mostly covered but easily cleared. As the ddor swings open only a little light spills into the gloomy interior. Shelves line 2 of the walls with a work bench attached on the third. The last wall holds several tools hanging from pegs on the wall. The shelves are filled with an assortment of bags and bottles covered in dust. Fortunately there are labels on the shelves indicating the items purpose.
Somewhere in here lives the Dimndank scarab swarm.
He also asks Ealdwig, "Do you have a ranged weapon?"
If the scarabs don't fly, and if Etcher is willing, Skeeve's opening idea is to send Etcher in to draw them out. When they appear, he needs fly out through his hole so he doesn't get overwhelmed. At that point we can attack the scarabs as they are then in the open. All Etcher has to do is then loop back around and join the fight.
This does all assume we can squish them one-by-one. Skeeve would rather use an area-of-attack route, but that would damage everything we're trying to get to, which would be counter-productive.
Also, I assume his request to borrow the gloves was rejected, but no one said that.
Standing with the group outside the shed Ealdwig answers Skeeve's question well I have my acrobats pole and a sling. Ealdwig pulls out the short pole first and shows it off. I could use this maybe, but it's only good for about 10'. He opens it up to it's full size. Then he pulls the sling out of his backpack. It has some range to it but not much. Ealdwig puts the pole back and begins to look around for rocks to use with the sling. The sling will probably work better.
Skeeve says to Etcher, "Blornvid has a great point. How big are these scarabs? Are they this big?" He shows two fingers about two inches apart. "Or are they this big?" He shows his two hands about nine inches apart. "Or maybe this big?" He shows his two hands about two feet apart. "How big do you remember them?"
When he gets a one word (or zero word with hand gestures) answer, he follows up with, "And how many do you remember seeing?" At that he shows 1 finger; then shows 10 fingers; then waves his hands to show too many to count.
I think the way Etcher talks is great, and the approach that Solidgobi took is fantastic. As we all hang out with Etcher more I think we'll all get to know what he means most of the time. As was said earlier, like Groot.
Solidgobi, I do have a question, early on in Etcher's thought, he said he was good with words. Is that his belief or did something happen that changed it.
witic

However anyone who has masters some form of magic has had to study more so has a better grasp of the written language.
Inside the book, which is about animal, habitants, and nature, Skeeve reads a section about the Dimndank
These beetle's love dark and avoid light, heat, and fire. Living in dim and damp places near large sources of vegetation for food. Once such a place is located they will eat and bread, creating larger swarms that can be deadly to larger creatures. The Dimndank scarabs are about the size a duende palm and have wings though they seldom fly except to flee light ro fire or attack as a swarm. Individually they are mild and passive but when a swarm has enough numbers they become very territorial and can even be aggressive and turn to hunting. As they often live off of rotting animal and vegetable matre they are highly resistant to poisons. The book says that large infestations are usually burned out with oil. Other options include removing the food source, increasing light and heat while reducing moisture levels to induce the swarms to migrate elsewhere.
Witic describes a bit of what she saw saying I had seen some in the shed but they usually left me alone and even hid at first. But in recent years they started attacking me if I went into the shed.
I assume fire will work well. It does against most small creatures that I've dealt with in cities. Man, I hope it does. Another small shutter.
"So, new idea: Again, if Etcher is willing to lure them out, I should be able to trigger the spell while most of the swarm is out and active. If I fail to cast it (which is always a possibility), we can back off and try again as needed."
To Witic he does confess, "I don't know what the collateral damage will be. I honestly have never used this spell before, but it seems like our best bet to be rid of them."
Good question Arkmenos! Etcher believes he is good with words from past experiences. The people he used to live with were not the nicest people. They treated him fairly badly but since Etcher is painfully earnest he took any sarcastic quips at his expense at their face value. A lot of his morals come from misunderstood sarcasm or irony from his old "friends". I also had way too much fun with our meetup at the tavern haha.
He slowly walks to the door, he hesitates. I really don’t want to go in there again, I had to destroy the roof to barely escape…
You gave your word you would restore the house!
Etcher clutches his head for a moment as if in pain, but seemingly shakes it off. Etcher turns to the party. Etcher go. Knight-Errant! I will go in there to lure them out, it's a good plan. Wizards are smart, that's what Allie used to always say.
The shelves are filled with an assortment of bags and bottles covered in dust. Familiar with the bugs Etcher steps deeper within to lure the bugs out of hiding he is ready when the walls, shelves, and various items suddenly erupt forth streams of dark shape that flit and fly about the room, cutting off the light. Etcher dives back for the door.
Etcher needs to roll, with advantage (3d6) to escape the swirling darkness of the scarab swarm.
The others witness the interior suddenly fill with a swirly cloud or moving darkness that is oddly discomforting and dizzying to look at. The edges of the swam come up the the door and the light it lets in but instantly turn back in to the shed, offering you only brief glimpses of the small fast flying swarm of beetles.
EDIT: Thank the gods for Focus!
Rolls
Skeeve: Cast scroll spell Sunburst - (2d6)
(44) = 8
I look over a Blornvid, and give a look to suggest, not sure this was the best idea, but we're in it now.
Rolls
Escape the Swarm - (3d6)
(516) = 12
witic
After getting those you can on the outside you peak inside. The interior of the shed smells awful as the tiny smoldering corpses of thousand of the beatles lie scattered on every surface. You are forced to wonder how and where all fo these hid in the small shed. Swatting any that twicht you note that the spell lightly seared the interior of the shed and all the tools but luckily no real harm was done. Witic joins you as you look around and comments that she and the cood can take care of cleaning the shed in a couple of days. Unfortunately the spell has burned away all the paper labels on the stored potions in the shed, though a few had theirs painted or etched into the clay containers and you recover some of the herbicide to prevent any nasty weeds from growing back. A point Etcher squawks with joy over as he pantomimes his great battle with those he had to weed out earlier.
You get to work and hack several "weed" that throw thorns, attack with vines, spray noxious clouds at you and generally give you a bad impression of magical plants in general. All that remains is the the Vicious Creeper that serves to deter unwanted guests from entering. Witic explains that the grounds keeper would have kept it in hand by feeding it potions mixed with a drop of blood from those who live and work in the manor. After a few months of this the plant recognized the locals and leaves them alone provided it is fed regularly. However 50 years without attention has turned it feral.

This will mean we will have to nuture it back to health but that will allow us time to re-tame it.
You look over the three walls that need to be fought. Thick growths of leaves with pleasant looking flowers hide threats that Witic has detailed to you . Thick vines with nasty thorns on vines that can shoot out from the tangled mass. Seed pods can shoot deadly thorns if the plant is attacked from a range. And word of all, if any attack hits you too much it's poisons will cause you to fall asleep and the vines will wrap you up as it's next meal.
Just an idea. Hopefully someone has a better plan.
each antitoxin can cure a single poison
no borrowing the gloves, you have to come back to the house to use them
Having moved on to the Vicious Creeper, he says to Ealdwig, "This might take a bit more work." He says to Skeeve, "I imagine that that if we'd stayed in the overgrown city, we woulda had to face a whole lot of something like this." He adds, "I've got two poison antidote potions for after this thing pricks us."
He rubs his beard while Skeeve lays out his plan. "Aye, we're definitely going to have to work in pairs. One fellah goes down, the other pulls him out of reach of the vines."
Skeptically, Ealdwig asks Skeeve are you sure you want me gesturing to his lack of physicality to pull you out of there? And before you ask, no I don't really have any better ideas.
Looking around at the shed, within close proximity to the door and the hole in the roof, thinking out loud, hum, do we have any extra strength weed killer that is capable of taking care of that? Maybe I can climb to the roof and poor it on the vines, through the hole. That might work, if it can't reach me up there.
Whatda you think? Will that'll work?
"Also, we can't poison the vines because they want to use the base plant. We are only supposed to prune it. A lot."
Etcher nods along with the plan. Seemingly delighted when he is finally mentioned. Immediately copying Skeeve, squawking, Brute force! He walks next to Blornvid, cawing Partners! Pointing back and forth between the two. He places his hand on his sword hilt. I’ve always been good at chores, and taking down that plant will restore order around here. Cut plant!
Rolls
Strength to pull Skeeve - (2d6)
(42) = 6
With that, Skeeve pulls out his goblin sword and says, "Ready to have at it?"
Ealdwig pulls out the sling, looks at it quizzically, not sure how this is going to help us, then puts it away again. Anyone see any sharp gardening tools around here? Ealdwig looks around for sheers or something that can cut. If we can find something sharp, I am sure my agility can help me get close enough to cut that thing.
Skeeve will just use his magic blasts instead.
He looks at Skeeve, staring into his new compainion's eyes. After a moment he caws, Careful. He nods at Blornvid, copying him by raising his sword as well.
Skeeve is human and weighs at least twice as much as Ealdwig.
Blornvid is a dwarf and though shorter weighs more than Skeeve.
Etcher is a avian which are about as tall as dwarves, but with light bones, so weight less than most humans.
I imagine the best melee line up would be Blornvid and Etcher in front with Skeeve and Ealdwig in back supporting with ranged attacks. Or Skeeve can just pull everyone out with his magic with Blornvid as the main attack/deffence and Etcher and Ealdwig skirmishing with their agility and flight.
This system is simple so unless it is a boss creature any attack will hurt it.
So, I guess our plan of attack is to go one vine at a time. Blornvid leads the attack, with Etcher and Ealdwig supporting as opportunity allows. Skeeve stays back and "reserves" his actions. He'll fire off a bolt when opportunity presents itself, but will make sure he always has an action that will allow him to pull out anyone that succumbs to the sleep.
"Ready to get started?"
Looking at Etcher, like this? Although not an expert swing, it is much better and controlled. When done with this maybe you can give me some lessons.
After a few more practice swings, well away from the group, Ealdwig resolves himself, thanks guys. Ok I think I've got the hang of this. Let's take down that vine.
Rolls
Blornvid: Test DC: 5 - Adv - (3d6)
(643) = 13
Blornvid: Test DC: 5 - Adv - (3d6)
(136) = 10
Rolls
Skeeve: Bolt Attack on Vine - (2d6)
(41) = 5
Rolls
Attack vine with sword - (2d6)
(21) = 3
2nd Attack - (2d6)
(13) = 4
Dodge using agility - (3d6)
(224) = 8
I guess either way I failed. Miserably!
Rolls
Sword Attack - (3d6)
(462) = 12
Sword Attack - (3d6)
(416) = 11
You perfectly understand Standard, Advantage, and Disadvantage tests. The misunderstanding was only on how the Duende Agility trait works. Not a biggie. Not all traits give advantage to something, though many do. Some just give an ability you otherwise wouldn't have.
I don't know of a way to get advantage on Evade/Agility tests. Maybe you can talk the GM into allowing the Acrobat trait to give advantage to Evade/Agility, but I wouldn't count on it. :)
You perfectly understand Standard, Advantage, and Disadvantage tests. The misunderstanding was only on how the Duende Agility trait works. Not a biggie. Not all traits give advantage to something, though many do. Some just give an ability you otherwise wouldn't have.
I don't know of a way to get advantage on Evade/Agility tests. Maybe you can talk the GM into allowing the Acrobat trait to give advantage to Evade/Agility, but I wouldn't count on it. :)
But, as long as someone is succeeding and hacking through it, we'll all be good.
But, as long as someone is succeeding and hacking through it, we'll all be good.
Skeeve hurls his magic at the leaf covered wall singing leaves but doing little real damage.
The wall suddenly sprouts dozens of thorn covered vines, hidden beneath their leafier counterparts, and they lash out at the party. A few bulbs begin to bloom and strange pulsating blobs begin peeing about and focus on Skeeve and the rest. Other pods begin inflating ominously.
Using Ealdwigs earlier rolls for the dodge.
2 damage to each of the attackers. The wall looks only slightly hurt with the 4 points of damage you have dealt.
Rolls
Vine Attacks vs Blornvid, Ealdwid, Etcher - (4d6, 4d6, 4d6)
4d6 : (2564) = 17
4d6 : (1625) = 14
4d6 : (5632) = 16
How many hit points does Ealdwig have?
Arkmenos Remeber you can use your Chromacloth to flare. Fire will deal 4 damage to the vines, blue would drop the damage to 1 instead of 2
Rolls
Skeeve: Magic Bolt - (2d6)
(26) = 8
Rolls
Attack against Vine thats grabbed him - (3d6)
(512) = 8
Flame Wave - (2d6)
(33) = 6
2nd Attack if he cannot fire the sword. - (3d6)
(351) = 9
Due to the adrenaline, he almost forgets his magical cloth. On instinct, it flairs to life healing him of his injuries.
Rolls
Attack vine with sword - (2d6)
(46) = 10
Attack vine with sword - (2d6)
(23) = 5
Evade using agility trait - (1d6)
(6) = 6
Chromacloth flair to heal - (1d3+1)
(2) + 1 = 3
FYI wife and I are going away again this weekend to a game convention in Allentown PA. Leaving tomorrow morning and should be home Sunday. I'll be able to check in Friday morning and Sunday night, not sure about inbetween. This is weird for us, we're usually home all the time. This should be it till the first weekend of December when we go away again.
Second Action: Blornvid goes back at the main branch.
Rolls
Hacking vine that grabbed him. - (3d6)
(541) = 10
Hacking main stem. - (3d6)
(664) = 16
Have fun Arkmenos!
Vines do not incapacitate or hinder your character on a single hit of 6. The second 6 is when you get in trouble.
Etcher Hacks at the vine that was grasping him, freeing himself from danger. He then sends forth the wave of fire that washes over the vine that writhes and twitches in agony as it burns
@Arkmenos Correct it is only useful once a day. I was just reminding you as new things get overlooked a times.
Blornvid moves in, ax whirling, and hacks of one branch exposing a thick gnarly pulsing mass at the center of multiple vines which he sinks his ax into causing the entire wall to shudder.
Rolls
Plant Save - (2d6, 2d6)
2d6 : (65) = 11
2d6 : (16) = 7
2 damage Blornvid, 1 damage Etcher
PC turn
Rolls
Thorn darts : Skeeve, Ealdwig - (2d6, 2d6)
2d6 : (21) = 3
2d6 : (23) = 5
Vine Attack : Blornvid, Etcher - (2d6, 2d6)
2d6 : (55) = 10
2d6 : (45) = 9
Rolls
Skeeve: Attack 1 - (2d6)
(55) = 10
Skeeve: Attack 2 - (2d6)
(46) = 10
Rolls
Hacking main stem. - (3d6)
(241) = 7
Hacking main stem. - (3d6)
(231) = 6
Rolls
Attack main vine - (3d6)
(141) = 6
2nd Attack - (3d6)
(343) = 10
Come on Ealdwig finish it off!
Rolls
Attack vine with sword - (2d6)
(34) = 7
Attack vine with sword - (2d6)
(22) = 4
evade using agility trait - (1d6)
(1) = 1
Skeeve takes 2 damage and need to pass a saving Test vs the poison or become paralyzed. If he pssses the test he still only has 1 action next round.
Blornvid also takes 2 damage and Ealdwig takes one.
Rolls
Vines attack Blornvid, Etcher, Ealdwig - (2d6, 1d6, 1d6)
2d6 : (65) = 11
1d6 : (1) = 1
1d6 : (6) = 6
Thorns shot at Skeeve - (4d6)
(6264) = 18
Rolls
Hacking main stem. - (3d6)
(342) = 9
Hacking main stem. - (3d6)
(122) = 5
Here is a Save Test, followed by an Attack, assuming the save succeeds. If not, ignore it.
Edit: Well, that didn't work. The first roll was supposed to be the save test, the second the attack. Unless the armor saves me, the attack doesn't matter as I failed the save test.
Rolls
Skeeve: Test DC: 5 - - (2d6)
(44) = 8
Skeeve: Test DC: 5 - Basic - (2d6)
(52) = 7
Rolls
Etcher's Attack - (3d6)
(542) = 11
Etcher's Second Attack - (3d6)
(241) = 7
Rolls
Attack vine with sword - (2d6)
(66) = 12
Attack vine with sword - (2d6)
(15) = 6
Evade using agility trait - (1d6)
(2) = 2
Also, I assume I eventually make my save.
Smiling and in his usual cheerful demeanor great work guys. Blornvid, glad you're ok, looks like you got hit pretty hard. Same for you Skeeve, that's a decent size dent in the armor. Looking over at Etcher Etcher, you good?
Ok fellas, one vine down. How many more to go, 2 or 3? Dismissively, whatever,
Smiling with his mischievous grin that he has, he look at the guys, Ok, I've got a plan that I think will work. Etcher, you run in there first, kill all the remaining vines, and we'll wait here. Raising his glass in a "cheers" motion, whatdya say? We'll make sure we have plenty of drink for when you come back.
He savors his fruit juice. When Etcher caws "Cheers!" he raises his glass to him.
After a bit, he says, "Considering what that thing took out of us, I'd like for us—and our armor—to be in tip-top shape before we go after the next one."
With the garden hazards removed you are free to pick your next target. The dungeons, the scenic garde with the hedge maze, or the grounds including the orchards, gatehouse, carriage house, and other buildings.
Once the group reins Etcher back in, his focus returns and he eagerly joins the conversation. He listens quite seriously to Skeeve nodding along. Wow Skeeve is good at thinking! Grounds! Etcher squawks in agreement
Edit: Thank the gods for focus!
Rolls
Skeeve: Create Sunburst Scroll 1 - (2d6)
(34) = 7
Skeeve: Create Sunburst Scroll 2 - (2d6)
(44) = 8
The rest of the time, he wanders around, eats and relaxes. Being the curious sort, he looks around the manor trying to find anything of interest and locations or items that might be hidden.
Other than the things that can kill us, this place is pretty great. I could get used to being in a place like this.
When Ealdwig bumps into his companions, we're hitting the grounds next? I wonder what "fun" waits for us out there?
Wow, good man Skeeve. That's the first time anyone has given me anything.
This might get in the way of acrobatic, stealthing, hum... I'll have to keep practicing with this thing. I guess I could always ask someone to hold it.
Ealdwig carrying his new sword, thanks to Skeeve, heads outside to practice, moving, hiding, climbing, etc, with the new equipment.
The new guys proved their mettle with the job. He hopes that they stick around a while. He's seen so many adventurers come and go that he can't remember all of their names. As it is, he almost forgot about Gardakhan, the rightfully arachnophobic, spirit-communing goblin. He wonders if the fellah is working with Valpip and Fiznik to figure things out.
Skeeve suggests tackling the grounds next. "Works for me," he says.
Just saying.
And you are quite welcome!
One problem of cleaning up the manor is that anything we find belongs to someone else. It isn't as lucrative ... ;)
Just saying.
And you are quite welcome!
Picking the carriage house and hoping to meet the stablehand who stayed on you make your way to the building. The carriage house is well built but showing the lack of recent care. Large double doors allow access to the main carriage space with a smaller side door, though even this is much larger than normal households doors. Circling the building before entering you see that behind some screening trees and shrubs is a large paddock and stables that are connected to the carriage house. Several doors between the stables and paddock are open but you see no creatures out at this time. In fact you have not seen or hear any animals moving around the area since coming to the manor.
Where do you want to enter the stable or carriage house from
1 carriage house side door 2 carriage house main double sliding doors 3 enter the carriage house via the paddock 4 enter the stables from the paddock 5 enter the stables from the side door
He agrees with Blornvid, steps right up to the carriage house side door and loudly knocks on the door, and calls out loudly, "Hello! Is anyone here?" He does not open it.
Rolls
Spot Ambush - (2d6)
(51) = 6
At Ealdwigs call you pause to listen but hear nothing in the building.
Moving to the stairs you make your way up noting the stairs are worn and well used. At the top is a short hall with 3 doors, left right, and straight ahead. A window at the top of the stairs allows some natural lighting into the hall. Moving down you come to the first set of doors left and right . . .
Etcher "Squak, sure! my brothers help open housed for those who went away on vacation and left stuff for us to collect but the other people always forget to leave the keys"
Ealdwigs "Um, sure, I was an worked as an apprentice lock smith for a while but mostly learned to up locks that were stuck and never got around to learning to craft locks myself "
The Avian rummages around his pockets for anything that might help him try to open the lock. He settles on a small thin piece of metal that he finds in his left pocket. He looks at Skeeve holding the small piece triumphantly. Open lock! The Avian gets to work.
Rolls
"Open Lock" (And totally not picking it) - (2d6)
(51) = 6
Skeeve will take a couple minutes to try to commit the picture to memory before getting everyone out and closing the door.
Also, does the woman in the picture look anything like Sylfir?
I don't know why, but Skeeve just really doesn't want to violate the grounds keeper's room. Particular since it is obviously lived in and recently used. It feels like an invasion of privacy or something. As a result, he doesn't want to investigate the room deeply. Just try to remember the woman's picture and move on to the rest of the building. He will explain this if queried as to his odd reaction, even if he can't justify it.
Does anyone know the grounds keeper? Wonder where he is? Looking around, maybe we should leave a note apologizing for entering his room, not knowing this was his personal space.
We'll go check out the rest of the house. Skeeve will make sure everything is back in place before leaving and closing the door.
I think there were only three rooms upstairs, so we've covered them all. So, back downstairs we go.
Rolls
Tracking Attempt - (2d6)
(44) = 8
witic

Who's that guy?

Skeeve walks back to the manor towards Witic and the stranger. When he gets there, he says, "We're still trying to figure out what is going on with the ground's keepers house and the stables. What can we do for you?"
To the stranger he says, "Hello, my name is Skeeve." He gestures toward Blornvid, Ealdwig, and Etcher in order and continues, "And this is Blornvid, Ealdwig, and Etcher. We're currently trying to clean out any dangers around here so the manor can be fully reclaimed. Or immediate question is finding the ground's keeper."
He extends a handshake out to Skeeve, "Nice to meet you all, name’s Edair. Former mercenary or camp guard, whatever title you prefer."
He turns his sights to Ealdwig and points to his great sword with his other hand, "Yup, that's why I brought my weed cutter, it should get the job done." Edair chuckles at his own joke, he thought he was funny, at least.
Etcher extends his hand. He lets out what Edair can only interpret as a high pitch squawk that somehow forms a word. Friend! Etcher waves his arms seemingly pointing towards the ground's keeper's house. He lets out a second caw. No Keeper!
To Witic any idea where the grounds keeper is? He isn't around from what we can tell. When was the last time you saw him?
To Witic, he says, "Well, if you have nothing else for us, I guess we'll get back to the grounds keeper's house and the stables."
And with that, it is off to finish exploring the house and stables.
"So, how far have you guys explored? This manor appears to be pretty large. Have you guys checked the basement or attic?" he puts a hand on his chin, preparing to follow Skeeve and the group.
"Here was have just finished killing the giant vine plant terrorizing the garden and cleaned out a bug infestation in the adjacent shed. Now we're checking out the grounds keeper's house and the stable area. So, we still have a lot to investigate here, including a dungeon.
Edair’s eyes light up, "A dungeon, eh? What are they paying you guys to investigate this? If it’s a paltry sum, you should negotiate for more!" he thinks of all the treasure that might be in the dungeon.
Did you find anything of interest or just lizards and undead?
Carefully, pulling out his small sword that Skeeve gifted, you seem to know what you are doing with one of these. Do you have any tips? Etcher has been giving me pointers, but other perspectives are good to hear.
Edair looks at the small sword with a bit of a scowl and says, "Honestly, practice makes perfect. I don’t know if you’ve been in a life or death sword fight, but don’t hesitate when fighting humans. In a real fight, hesitation is defeat. He scratches his beard and continues, "One final piece of advice: Don’t underestimate anyone."
"Using the pad we found an overgrown city killed by plants, a vast underground cavern populated by civilized intelligent spiders, and an isolated valley of duende. Etcher is the one who found this place, bringing Ealdwig with him. Blornvid and I got sent here, and now you're here."
witic

He at leaast talks with me, sometimes. I know he often takes trips out with the griffons to let them hunt. He should be back in several days. We can have the seer watch for him and let us know when he returns. There may still be beast in the stables as the entire pride does not always go out on hunts but without the stablehand they may attack on sight as they have grown wild and concider that building and its area their teritory. Please dont kill them if possible.
The groundskeeper is out back with the kennels and mew. He is always about but I no longer seek him out since he set the beasts on me several years after the Shattering.
Taking Witiks advice you circle around the stables and do indeed see evidence they are not compely abandoned.
"OK, we'll skip the stables for now until the stablehand gets back and go check out the grounds keeper's area."
We do as you describe and give the stables a wide berth and go to the grounds keeper's area and the kennels.
The kennels are further away from Witic's description.
Around the field are a wide veriety of plants, many that flower in glroius color while others have grown to form small thickets or clumps of brush. A small stream cuts through a corner of the field and head between the fieldhouse and mew. After several minutes of walking you reach the fieldhouse.
The long low building is about 30 feet tall and you can tell from the windows that sections of it are a single large room that stretched up to the ceiling while other sections are spit into two floors. Most of the windows have shutters on the outside that have been closed but there are a few on the gorund floor next to some of the doors that remain open. There are several doors into the building with the paith leading up to what was would have been an elegent pair of wood and glass doors. The doors have been shattered and as you get closer you can tell they were broken out from the inside. Looking into the entryway you see a marble fllored room with several display cases and toppled tables and shattered chairs. This building is in start contrast to the carriage house where though things were old they were mostly maintained. This place seems to be worse than neglected, looking more like someone intentionally destoyed what you can see of it.
As you stand there a slight noise causes you to turn. About 20 feet form you stands a large hound. Its head is as high as Ealdwig's and its long legs and big chest make you think of it as a hunting hound, maybe for chasing down giants, trolls, or other "large prey". It stares at you a moment, sniffs, then emits a low growl before trning to leave. Only as it turns is seems to twist into space and vanishes from the spot appearing tens of feeet from where it stood moments before. As it twists back into reality it breaks into a runn with an occasional bould that flickers with it moving tens of feet again.
The impression I am getting is that the dog is leaving. The below is based on that understanding.
Rolls
Skeeve: Detect threats - (3d6)
(253) = 10
I wonder what happened in there? Looking at the rubble and broken doors.
We are at an opening in the building that used to be a lobby of some kind, but this room has been destroyed quite some time ago. Inside the destroyed lobby are three doors, one each left, center, and right. While we are taking a good look, we haven't actually gone inside yet. (Except for Ealdwig now.)
Moving along the outside of the building, we come to another set of windows we can look through. Looking in, we see a smaller lobby with some benches. This one, being smaller, has but a single door within it and the single door in this simple lobby seems to lead to the center of the building.
Is this all correct?
If so, which direction is the undamaged room? Is it to the "left" or "right" of the destroyed room? So, in the destroyed room, which of the three doors would seem to lead in the direction of the undamaged room and its door?
Also, did the blink dog/hound sense danger from *us* or from something else? I was taking it as from something else, but it appears that we were the danger. Just trying to get a sense around that, too.
Will get a map for you tonight
Blinks dog seemed to be talking about the building
Edit: If Ealdwig does trigger something, please remember my perception roll so Skeeve can quickly react to any looming threat or attack.
Rolls
Search - (3d6)
(213) = 6
Rolls
Skeeve: Looking for something useful - (3d6)
(265) = 13
1. A old pouch containing 2 gp plus 6 sp.
2. pouch of sand
3. A small vial of oil, used for cleaning weapons and armor
4. a worn leather strap
5. a string of wooden prayer beads
6. Scraps of old clothing
He also scans all of the items to see if he can detect any magic.
Rolls
Skeeve: Detect magic - (2d6)
(16) = 7

One more question: Does the door on the lower left/SW head toward the destroyed lobby or in the opposite direction?
As an immediate interest, Skeeve does want to see what the source of the magic he detected is, but he is quite happy and willing to be as thorough on the way there as the group wishes to be. So, while he was there with Ealdwig to go through the NE door, he's willing to wait until after we check the SW door.
Save test from Ealdwig or he falls in the pit and takes 1 damage
As the pit opens under Ealdwig the door you entered in from vanishes.

Rolls
Save test (without Acrobat Trait) - (2d6)
(64) = 10
Save test (with acrobat trait) - (3d6)
(212) = 5
I laugh at the results. Good thing it was the 2d6
The next room over looks empty other than some equipment tracks on the walls. The scraps that remain are to far gone to determine what they were without a closer look. The door remains open and the trap door to the floor open.
Skeeve figures it doesn't matter too much, as we're probably going to check out the whole building anyway.
He nods at Blornvid's suggestion, "Aye. That's a sound plan. We’ll jump over this pit as a last resort."

Thinking about the trap as we move down the hallway, Ealdwig frowns, I wonder why they put a trap there. What were they trying to protect?
Let's be more careful, eh.
With that he pulls out his Stick, elongates it to around ten feet and uses it to tap along the floor leading to the door, listening to see if the sound changes along the way.
Rolls
Skeeve: Listening for Changes in Sound - (3d6)
(615) = 12

Skeeve will scan for magic in both the library and the practice room.
Rolls
Skeeve: Scan for Magic - Library - (2d6)
(31) = 4
Skeeve: Scan for Magic - Practice Room - (2d6)
(34) = 7
He then turns back to the bookshelves to see if he can detect the source of the magic. It'd be cool to find a magic tome. Unless it is the bookshelves themselves that are magic.
Rolls
Skeeve: Test DC: - (2d6)
(44) = 8
"No reason to worry about the bookshelves. We might have to if the training equipment activates.
"I am willing to bet that we won't activate anything if we stay along the wall going to the door," he points to the door in the practice room, "but if we want to check out the exercise room, we will definitely risk activating stuff."
Once the first door is unlocked, Skeeve will stay along the wall, check back into the main room to see if anything is moving. If it is, he dives back to the library room. If not he will make sure there aren't any other hidden features to the room. Finally, he'll check out the other door and see if he can open it.

The large dark chamber has multiple level all open to a central area.
Skeeve finds himself face to face with one of the practice dummies that is holding a large bladed staff. It instantly starts twirling the pole as it advances on Skeeve.
Blornvid stands in a alcove with the 4 pillars with the attached rods that begin spinning slowly as they slide around the room with the rods extending and retracting randomly. One of the pillars heads towards Blornvid.
Ealdwig finds himself sitting on a bench in a small round room with odd image's forming, changing, and vanishing all around him. The chaotic images collapses into a bright blue dot that speak to him Good day young guest. You have not been registered with this facility so are not authorized to participate in the training. You are free to watch your companions through the windows or read your selected book. I am also available to answer any of your questions.
Etcher appears atop a large round platform in the middle of the room facing off with another practice dummy, this one holds a sword. The dummy stands in the classic guard stance, sword to the fore with the point high up, and it free hand behind. It takes a half step forward.
Edair Duril is in a open space facing another practice dummy, this one holds a sword. The dummy stands in the classic guard stance, sword to the fore with the point high up, and it free hand behind. It takes a half step forward.
Is Skeeve on a platform, too, or just on an open floor? Gonna try some of my new moves, but want to make sure of what can work.
Everyone can see each other including Ealdwig in the small central room but they do not hear tho voice
Skeeve is on the floor outside the small round room holding Ealdwig (Skeeve facing off is represented in the image)
Etcher is on top of the room holding Ealdwig so can not see him but can see everyone else
The pillar and/or the rods jutting out from it will strike Blornvid if he doesn't do something
Rolls
Skeeve: Telekinetically grab the dummy - (2d6)
(24) = 6
golem wizard

Rolls
Light Attack - (2d6)
(56) = 11
... and succeeds!!
Rolls
Skeeve: Onyx shield defense - (2d6)
(66) = 12
Ealdwig stands up, pulls out his sword and starts looking around for an exit. How do I get out of here? My friends need help?
He stops for a second, looks around and says what do you mean not authorized?

You are in one of the fieldhouse training rooms. Your are too young to access the training features without house member consent so have been placed in the classroom. Here you may interact with me. You may call me Trainer.
Your companions are undergoing training evaluation at this time. Do not worry the difficulty at this time is quite low. There is little risk to them. But they're must be some risk.
Without true danger the learning is slow and incomplete.
Three of your companions have challenges on the first floor and he points out the window at Skeeve, Blornvid, and Edair The avian is on the ceiling above so that he can utilize his wings should be choose to do so.
You may leave once your evaluation has completed. To this end please list the field you excel in our wish to be evaluated on.
You wish to help? Very well. Group testing will activated later to test your teamwork.
Etcher/ @Solidgobi is mia 7 days now so I will sideline him for now
Meanwhile off to the other side Blornvid has an entire collemn slam into him pushing him back as two of the poles swing for hiim. The first high, the second low. 2 save tests please
Rolls
Sword attaack vs Edair - (2d6)
(13) = 4
Rolls
Opportunist attack - (1d6)
(5) = 5
Regular attack - (2d6)
(62) = 8
Rolls
1st Save - (2d6)
(53) = 8
2nd Save - (2d6)
(66) = 12
Too young?
Ealdwig being a little miffed at what is happening, so this is the classroom? What am I going to be learning? Being forced or tricked into this "training" isn't cool. You know. Maybe ask next time. I've already had a lesson or two with Etcher and Edair. I asked them. You could have done that.
Should I mention my previous experiences? I can't say I am overly happy with the way this played out.
I must be crazy, talking to a blue dot.
Edit: Also, I assume my last defend action prevented the actual hit.
Rolls
Skeeve: Grab and slam - (2d6)
(54) = 9
Rolls
Attack with Axe 1 - (3d6)
(442) = 10
Attack with Axe 2 - (3d6)
(462) = 12
Though one of the poles knocks Blornvid back he manages to avoid both of its poles and is not really hurt. He retaliates with his ax striking one of the rods. As he does so he sees three green dots appear above the dummies head. One blinks then turns red.
What you learn is entirely up to you. What I teach is currently limited to subject deemed suitable for one of your age. No one can force you to learn, and no one forced you into the Fieldhouse. No trick was intended on you I assure you. Neither is the environment too hot or cold for one of your race. I do not ask things. I answer questions and provide properly created training schedule to help increase the skill and abilities of those who do choose to participate. I have placed you in a protective environment while your companions complete their preliminary evaluations that I initiated. What would you like to study?
Skeeve and Edair need to roll to Evade
Rolls
attacks vs Edair - (2d6, 2d6)
2d6 : (66) = 12
2d6 : (44) = 8
attacks vs Skeeve - (2d6, 2d6)
2d6 : (36) = 9
2d6 : (65) = 11
attacks vs Blornvid - (2d6, 2d6)
2d6 : (24) = 6
2d6 : (63) = 9
Skeeve says, "Hey! You're supposed to be melee, not ranged!" The point of throwing it back was to get it out of melee range, which is what happened. But then it turned ranged, which is ... inconvenient.
Assuming we can roll on to the next attack, Skeeve is changing approach and shooting off two normal force blasts. No shield this time.
... At least he avoided one of the incoming attacks. No success on his own attacks, though. At least he didn't shoot himself ...
Rolls
Skeeve: Onyx Shield - (2d6)
(36) = 9
Skeeve: Attack Bolt #1 - (2d6)
(31) = 4
Skeeve: Attack Bolt #2 - (2d6)
(11) = 2
Starting to understand what this place is about Ealdwig looks around. OK, so this is is a training center. It was created by the family of the manor to train their people in combat and other skills. Nodding his head, alright, I think I get it.
More confidently, well, I am pretty good at acrobatics, been doing that to try to make a living. When not available to me, I've, uh, um... played a few slight of hand games to make ends meet. My feet and fingers are pretty quick and agile.
Looking at the sword in his hand, what I don't know is how to use this? Don't get me wrong, I know how to swing it. Swinging the sword a bit wildly, but I don't know how to use it effectively. I need to be able to help my new friends. I don't want to be a detriment to them and put them in danger. I know there are other ways I can help, slight of hand, pick-pocketing if necessary, lock picking, climbing, but none of that has been useful so far. Looking out the window at the group muttering mostly to himself these could be my first real friends, I certainly don't want to be the reason anyone gets hurt, or Gods forbid dead.
Rolls
First attack - (3d6)
(516) = 12
Second attack - (3d6)
(243) = 9
Rolls
Evasion - (2d6)
(62) = 8
Also, Edair can probably make his next attacks already, as Blornvid and Skeeve have.
@Elysium777 Lucky Edail'rs first d6 was good. you dodge. You still get 2 actions this round.
@daryen Skeeve gets to use 2d6 to block with his spell, so another 2d6
Solidgobi has been off sight for 10 days. My guess is life happened. I sent him messages. If he does not come back by 14 days I will pull his character from the story and let him back in if he comes back.
Rolls
Attack - (2d6)
(25) = 7
Blornvid manages to get a second strike in and a second dot changes color. The arms move in agina with one striking at him while another spins at great speed as it moves at him. ForeverDED Roll 1 save test
As Edair strikes the golem again the third light changes and the golem collapses to the ground. As it does A door facing Edair appears in the central chamber.
Rolls
attack Blornvid - (2d6)
(62) = 8
Round one:
Skeeve makes a single telekinetic attack and uses his shield magic. The attack fails.
The dummy spends an action to change its weapon and then attacks and hits.
Skeeve makes his shield roll, avoiding damage.
Round two:
Skeeve makes a single telekentic attack and uses his shield magic. The attack succeeds.
The dummy attacks twice and both hit.
Skeeve makes his first shield roll, avoiding that hit.
The second shield roll is below, results to be seen.
Round three:
Skeeve changes things up, and makes two attacks with no shield magic this time. The two attacks fail miserably.
The dummy has not made its attacks yet.
So, below, I am just making the second shield magic roll for Round Two. Waiting to see how successful the dummy's attacks in Round Three are.
... success!
No defense rolls for me in Round Three, though. I took a risk and failed in my attack. Waiting to see how badly I lose that gamble ...
Rolls
Skeeve: Onyx Shield #2 (rd 2) - (2d6)
(56) = 11
We should be on round 4 so everyone can go again
And here are two more magic bolt rolls for Skeeve's round 4 attacks.
Rolls
Skeeve: Save Test #1 - (2d6)
(21) = 3
Skeeve: Save Test #2 - (2d6)
(56) = 11
Skeeve: Attack Bolt #1 - (2d6)
(25) = 7
Skeeve: Attack Bolt #2 - (2d6)
(33) = 6
Rolls
First attack - (3d6)
(156) = 12
Second attack - (3d6)
(663) = 15

He then returns to the control room and says, "Sorry about that guys. I honestly thought that by staying away from the equipment I wouldn't set it off. I hope no one got hurt."
He then sees Ealdwig point to the blue light and mention it said something. Taking the opportunity he addresses the blue light, saying, "Uh, Controller? Are you still active?"
Rolls
Skeeve: Checking out room past door. - (3d6)
(423) = 9
Trainer

I am active. The youngling has yet to be individually evaluated. This is being scheduled before the cooperative training takes place. Current testing scheduled includes mobility, object interaction, and basic combat. Appropriate games are being arranged.
The youngling's chaperones will be included, with a higher difficulty, so that the youngling can learn from their activities.
- Is this entire building just different training rooms, or is only a portion of the building used for this purpose?
- When activated, where are we? Is it a transdimensional place, or are the actual rooms transformed?
- Is there a way to temporarily pause the tests?
- Is there a way to check all of the rooms without going through testing?
- Is there anyone one else (i.e. a living person) here besides us here in this room?
- What is at the core of the building?
- Who controls the administration of the testing and challenges?
- And can you please stop calling our friend a 'youngling'?"
I am active. The youngling has yet to be individually evaluated. This is being scheduled before the cooperative training takes place. Current testing scheduled includes mobility, object interaction, and basic combat. Appropriate games are being arranged.
The youngling's chaperones will be included, with a higher difficulty, so that the youngling can learn from their activities."
Trainer

- Is this entire building just different training rooms, or is only a portion of the building used for this purpose?
- "How do we show we are an authorized household member? Or at least an authorized representative for a household member?"
- "Where is Tutor? I would like to speak with them."
I'll let Ealdwig answer what his preferred designator is.
What is the age limit here?
Trainer

When we get out of here, the first thing we need to do is get some of those signets.
I gotta admit that if we are free to move on our own, Skeeve is going to immediately recommend beating a hasty retreat so we can go back and get signets or whatever. I am assuming the new mistress won't know what we are talking about, but Witic should and can coach her through what to do about it.
But, I don't know if that is short-cutting the adventure or not. So, what I am asking for here is a little guidance in what will play best before directly saying what Skeeve thinks is the best next action.

Skeeve is ready for room #14, but wanted to mention other options that occurred to him if anyone else is hesitant.
So, I guess we work to open the door and get into the next room without falling into the trap. We do check to make sure there isn't a trap door on the other side of the door, too.
Assuming it isn't locked, Skeeve will let everyone get ready, then open the north door.
Before that, he will try to make sure there isn't another pit trap or anything.
Rolls
Skeeve: checking for surprises - (3d6)
(416) = 11
Skeeve thinks, What's the point of being a sorcerer if you don't use your magic!
1) Can Skeeve tell how the holes are "oriented"? Are they angled at where a door-opener would be, are they angled outward, are they not angled at all and just point straight out, or are the angles indeterminate?
2) Does the door open back into this room, or push open into the next room?

Looking through the now open doorway you see another large and empty room. To the NW is an open archway leading to another room and on the opposite corner is a heavy wooden door. A faint odor permeates the room
You can roll a test with disadvantage to determine information on the scent
... Skeeve says, "I wonder what the strange odor is. I can't place it!"
Rolls
Skeeve: Test DC: 5 - Dis - (1d6)
(3) = 3
Alright, shake it off! Nothing can be done about ignorance. You've been underestimated all your life, why would that stop now? So be it. You know what you're capable of.
Rolls
Recgonize the smell - (1d6)
(6) = 6
After that he will reopen his eyes and see if he can see anything that looks "wrong" or out of place. (Second roll.)
Both rolls with focus.
Rolls
Skeeve: Magic detection - (2d6)
(62) = 8
Skeeve: Looking closely - (3d6)
(243) = 9
Suddenly a thought hits him. Without stepping into the room, he runs the fingers of one of his hands along the far side of the door frame to see if it has holes along it, too. (So his hand does enter the room, but he doesn't step on the floor until after checking.) Assuming not, he'll step into the room first if there are no volunteers. Before fully entering the room he will stomp just inside the door to test that part of the floor, then fully enter when the floor shows solid.
Hum, does anyone have anything to toss into the room to see if something gets triggered? Caltrops, rocks, dirt, something like that?
If nothing is offered, I'll pull out the pole from my pack, extend it to it's 10 foot length and try to use that to see if there is a trap waiting on the other side of the door.
Smiling again, whadaya think?
The thing is about 3 feet tall as it scurries across the floor, over 10 feet long, and made of various metals
@Psybermagi, I assume this means we are now in combat ... ?
He then walks backwards through the doorway from which he entered and stands just inside. His plan is to force the metal monster to stay in the doorway to limit it's options. At that point all four of us should be able to attack it, but hopefully it won't get to use all of its attacks. (Those spike wheels and tail look pretty nasty. I'm sure the bite and claw attacks are bad enough.) His second Action is to activate his onyx shield. (He is counting on the others to make attacks this round.)
In combat? that's up to you. It is getting closer. Try giving it a hug 🤗 maybe it wants to be friends 😁

Rolls
Crossbow - (2d6)
(34) = 7
FYI, I am heading away for the weekend, going to PAX Unplugged in Philly. I don't know how much time I'll be online. I've schedule a game of Shadowdark. Never played it, seems like it should be fun.
Ealdwig things to himself, Ah Hells, just go for it.
After Blornvid arrow is released, Ealdwig runs into the room carrying his acrobats pole extended to 10', screaming ahhh, here goes nothing trying to pole vault over the creature, to hopefully surround it.
Rolls
Pole vaulting over creature - Agility - (3d6)
(632) = 11
Attack creature from behind after vaulting with sword - (2d6)
(52) = 7
second attack - (2d6)
(36) = 9
Rolls
Skeeve: Magic Bolt 1 - (2d6)
(33) = 6
Skeeve: Magic Bolt 2 - (2d6)
(32) = 5
Rolls
Attack - (2d6)
(11) = 2
Attack - (2d6)
(13) = 4
Decapede
Ealdwid takes 1 damage
Skeeve, Blornvid, and Edair roll a Save Test, 2d6. Fail take 2 lightning damage, Pass take only 1

Red Dagger = Ealdwig, Blue orb = Skeeve, Sword = Edair, Dwarf = Blornvid
Rolls
Tail Blade attack to Ealdwig - (3d6)
(652) = 13
When it's possible, Blornvid will drop his crossbow, draw his axe, and charge into the room to attack. If that isn't too much activity for one combat round, he'd like to attack as well. But will wait for ok from you.
Rolls
Lightning save roll - (2d6)
(13) = 4
Rolls
Skeeve: Save Test against Lightning - (2d6)
(61) = 7
Shuffling weapons is a free action so no worries for Blornvid
Rolls
Attack with Axe 1 - (3d6)
(616) = 13
Attack with Axe 2 - (3d6)
(156) = 12
Blornvid will only take 1 damage due to his noble sacrifice
With that he pulls out his scroll and reads it with focus (using both actions). He targets the spell directly on the mechanical monster trying to rip it apart.
... read it wrong. Will have to try again. :(
Rolls
Skeeve: Cast Sunder Scroll - (2d6)
(32) = 5
Decapede
Rolls
Tail Attack - (2d6)
(16) = 7
Bite Attack - (3d6)
(223) = 7
Because you already used it today, dummy. Ealdwig groans loudly. Now what?
Ealdwig tries to evade the tail from the construct. Then he will try to get as far away from the creature as possible as to not get hit again. Uh, guys...I don't have anything that's going to do any damage to that thing. I head toward Edair to see if I can help him in any way.
Rolls
Evade attack using Agility trait - (1d6)
(4) = 4
Rolls
Skeeve: Read Sunder Scroll - (2d6)
(15) = 6
Decapede
Blornvid and Ealdwig can act still. The thing is definitely damaged but not completely destroyed
The metal creature shudders and large cracks appear all over its surface. Through the gaping holes you see cogs and gears along with crystals and arcane glyphs within its body. It shudders and move to attack
Rolls
Decapede Save - (2d6)
(12) = 3
Rolls
First Attack - (3d6)
(623) = 11
Second Attack - (3d6)
(315) = 9
Rolls
Attack with acrobat pole - (2d6)
(15) = 6
second attack - (2d6)
(66) = 12
Skeeve's outta scrolls now. Hopefully any more obstacles don't need a scroll to defeat. Unless we can conveniently find one.
You take a moment to verify the fallen metal creature will not pose a threat while also looking into the area it came from. The open archway reveals another large room with a door on the west wall, toppled statue adjacent to it, and a sundered shield lies in the south side of the room. The status depicts a tall muscular elf, or half elf, dressed in light armor with weapons sheathed.
Etcher as a character would rather stay in the Manor where he can be heroic. Danol can be training him to be a knight of the house or some such. And maybe explaining the intricacies of property and untangling his messed up understanding of honor and how the rest of the world vies things :)
Also, before we charge into the next room, how are we looking for damage? I think I'm doing good with only damaged armor. But I think both Ealdwig and Blornvid got hit. I'm only concerned because we keep losing our healers.
Does this mean I need to make Healer my next Trait ... ?
As for a healer, I am not sure what you guys keep doing to chase them off. I try to give them plenty of opportunity to contribute so it can't be me :)
Once we get him back to where the front door should be, Skeeve lets his inner mercenary show a little: He scans Edair's body for magic to see if he has any magic items. He figures anything major he finds is likely a loaned item, so he isn't planning on keeping it. But he isn't going to let it go to waste, either.
Skeeve then says, "Do we go back to the control room to see if we can interrogate the blue light some more, or do we continue to dive in deeper?"
Unless Ealdwig objects, we head back to where the construct was destroyed, and then we go into the statue room and check it out.
Not knowing how to act or caring where is best to go, he follows his new / only friends back into the house of horrors. Mumbling how do we kill that blue dot?
Back to the statue room, then! At least to the entryway to that room.
______Map______ | |
![]() | Making your way back you return to the room your fought the mechanical beast, with one unopened door, and on to the next room with the fallen statue. This room you learn has 1 additional iron door that out of your earlier sightlines in the south west corner as well as the stone door in the middle of the west wall. A quick check by Skeeve in each room reveals that the iron door contains a magical aura but the other doors and statue do not. |
The stone door has a large bronze lock set into it and is otherwise plain.
I'll do two rolls: One for the scan and one for the glyphs. Both with focus.
Rolls
Skeeve: Deep Magic Scan - (2d6)
(25) = 7
Skeeve: Recognize the Glyphs - (2d6)
(65) = 11
Rolls
recgonize glyphs at disadvantage - (1d6)
(3) = 3
Magic Test with advantage to open the door without triggering its trap
Once they are out of the blast zone, Skeeve attempts to open it magically. With focus.
Well, that's a bummer. Hopefully it does less than six damage.
Rolls
Skeeve: Safely open magic door - (3d6)
(312) = 6
The door stretches and flows taking shape into soething familiar before the door returns to its previous state and the decapede snaps it's jaws at you, with what you somehow feel to be malicious glee.
Skeeve yells, "Stay back and hit it with ranged weapons!" He himself pulls out his Stick, mentally turning it into a club (I assume this doesn't cost an action). He then activates his Onyx shield and tries to hit it with his Stick.
Rolls
Skeeve: Attack with Stick - (2d6)
(63) = 9
Skeeve's club dents the snout of the golem
BTW, Blornvid and Ealdwig should feel free to hang back. It was Skeeve's hubris to think he could succeed on a Focused roll with Advantage. Foolish young man!
Blornvid, you know we need to get you a nickname, that's a mouthful. How about Vid or Blorn? Blorn sounds kind of wierd. Ealdwig talks slowly and exaggerates it Balllllooooorrrrrnnnna. Smiling and giggling, yeah that's not gonna' stick.
As we move out through the door way, Ealdwig says to Vid
Hearing Skeeve yelling about ranged weapons, that was fast, I guess that's our cue. Ealdwig gets up and heads for the doorway. Seeing this second construct and not having any ranged weapons Ealdwig pulls out the pole says the command word and runs in. Another one! Smiling a devious smile and calling back over his shoulder Vid! You with us?
Remembering his success from last time, if possible, Ealdwig uses his pole to vault over the creature trying to surround it. He'll then take two wacks at it to see if he can hurt it.
Rolls
Pole vaulting over creature - Agility - (3d6)
(256) = 13
Attack creature from behind after vaulting with pole - (2d6)
(55) = 10
2nd attack - (2d6)
(66) = 12
Rolls
Attack with Axe 1 - (3d6)
(636) = 15
Attack with Axe 2 - (3d6)
(266) = 14
Decapede
Rolls
last attack vs Skeeve - (2d6)
(65) = 11
Oh, wait! I had my onyx shield up. Let's see if I avoided that damage ...
Nope, didn't avoid it. Still just his first post-armor hit.
To Ealdwig, he responds, "I'm good. It's just a flesh wound.
"My name? Have you ever heard of foundlings? You know, where fey steal a baby and replace it with something else? Well, I was one of those stolen babies. The name 'Skeeve' was given to me by my fey masters. Since it is the only name I have know, it's the one I still use. I honestly have no idea what my original name was."
Rolls
Skeeve: Defense roll against successful attack - (2d6)
(34) = 7
I have tons of questions? It looks like he is going to talk some more then stops. Maybe now's not the best time. Um, uh. Again he looks like he is going to speak, thinks better of it and turns toward the door.
But don't worry. It probably isn't that."
Rolls
search golems - (2d6)
(35) = 8
Rolls
Focused search for traps around stone door - (2d6)
(56) = 11
If, for no other reason, that means you are caring it, so they don't have to deal with the encumbrance. Which isn't overtly in the game, but is still kinda there, anyway.
Examining the door, I think I can open it. He looks around his pack, not having anything specific he pulls out his dagger.
Rolls
lock picking (nimble fingers) - (3d6)
(325) = 10

Rolls
Skeeve: Investigate Door - (3d6)
(153) = 9
Rolls
Search with focus - (2d6)
(14) = 5
Rolls
search - (2d6)
(16) = 7
Opening the southern door leads to a short hallway with two doors to the south. the one to the west is another set of bars and lets you look into the room. Beyond the bars you see labyrinth of 2 foot high walls covers the floor, and in the back south east corner floats a glowing object that pulses and changes color. Craning to see as much as you can of the room you estimate that this room can be accessed by both doors in the hallway as well as by the iron door.

Skeeve says, "Wasn't the last iron bar door we went through what first activated this whole thing?"
Rolls
Skeeve: Check the "other" door in the corridor - (3d6)
(456) = 15
"We have other doors we haven't opened, do we want to check them before playing this maze game?"

Probably won't work, but it shouldn't hurt to give it a try."
What's glowing in the corner? Maybe it's treasure or a key that opens the other door. Jumping to try and get a look at the glow.
He takes a step or two in the direction, then thinks better of it and turns back a little but never leaves the room. He calls out to the guys maybe it's treasure or a way into another room? Let's go find out! The excitement is starting to get the better of him. He is getting tired of the same ol' nonsense.
Peaking his head out, common guys, whadaya think? Let's go see what it is. Totally forgetting that curiosity killed the cat. We'll have to go through here at some point anyway. Smiling, no time like the present. His head disappears from the doorway. He doesn't stray far though, waiting for the guys to make up their minds.
We go back around to room 10 and go to the most southern portion of the west wall of room 10. We then hack a hole into the wall to see what things look like from there. This is basically a request of Blornvid since he's the one with the axe. Ealdwig is encouraged to help with making the hole.

Blornvid sees a brick wall behind the wood facade.
Skeeve sees a swilling black void.
Ealdwig sees the maze room through the hole in the wall.
Skeeve thinks for a couple minutes, then says, "Let's open the hole higher up in the wall. I want Ealdwig to get a higher view of the maze he sees. Is it the first one, the second one, or something different from the other two?
"If it matches one of the two, I want to do a second experiment."
After a couple tries, Skeeve is able to use Onyx magic to pull the metal monster in this room over by the wall so that Blornvid can get more height on his axe swings on the wall.
Skeeve takes a piece of the mechanical monster that will fit through the hole, but is still relatively big. If necessary, he'll go back to the trashed room and get an appropriate piece and bring it back. (It needs to be relatively narrow, but at least three feet long.) He then picks up the item with Onyx magic and pushes it into the hole in the wall into the swirling void.
So, can Skeeve shove the item through the hole in the wall?
Looking at the impatient Ealdwig, he says, "You humored me. It's now my turn to humor you. Lead the way."
2 questions I need answered, 1st person to answer wins contort of the parties fate. Well for now :)
Do you stick together? Which door do you enter by?
I was going to let Ealdwig choose, but Skeeve doesn't care which door, as he figures it's a trap either way. :)
1) Don't split the party!
2) Don't get on the boat!
Lets see how many of you can get there and then on to the next event. :) Thankyou for playing :)
Whenever we hit a corner or dead end, the map shifts. So, we entered map A and hit a corner at point B on Map A. We were immediately shifted to the same relative location on map B, indicated by point B on Map B. Now that we are on Map B, we can either move to box 6L or 8J. Once we hit either of those points, since it is either a corner or dead end, we will shift to Map C in the same location. (Both locations are open, so we don't skip ahead either way. Then it continues on from there, correct?
Also, do we need to get to any of the gold $, or do we need to get to ALL of the gold $?
But the way presented, the cascading mazes are really a logic puzzle. And I love me some logic puzzles.
Hey, guys. What's going on here? Each time we hit a dead end the room changes? Do you think we are bouncing between mazes or something?
Alright. So how do I get that treasure? And believe me, if I do, I am keeping it. This place OWES me. I mean us.
Whenever we hit a corner or dead end, the map shifts. So, we entered map A and hit a corner at point B on Map A. We were immediately shifted to the same relative location on map B, indicated by point B on Map B. Now that we are on Map B, we can either move to box 6L or 8J. Once we hit either of those points, since it is either a corner or dead end, we will shift to Map C in the same location. (Both locations are open, so we don't skip ahead either way. Then it continues on from there, correct?
Also, do we need to get to any of the gold $, or do we need to get to ALL of the gold $?
The big thing that Skeeve does when we enter the maze is to encourage Ealdwig (as much as he wants) to lead where we go. Ealdwig was patient with Skeeve on his hair-brained idea with making a hole in the wall, so he is genuine in wanting to repay that by pushing Ealdwig to explore the maze as he desires. Skeeve's only insistence is that we have to stay together. (Which both Blornvid and Skeeve stressed before entering.)
After however long that takes, if we haven't found a golden $ by then, Skeeve will figure out a path from where we are to the nearest one. (Nearest meaning within the maze. It may require some maze cycling to get there.)
The objective of this puzzle is to get to the reward (yellow $). At each corner , or dead end, the maze will shift to the next maze, A -> B -> C -> D -> E -> F -> A. If the space is into a walled off section then skip to the next map. Post solutions in a "Note" using the page icon above the message text box.
Skeeve has a solution so I will be moving on with the story based on a single solution tomorrow unless another solution or two is provided
Unless Ealdwig comes up with his own solution.
Hopefully, that's right.
Shrugging, and if not we'll try something else out.
Map A -> 6J
Map B -> 6L
Map C -> 6N
Map D -> 6J
Map E -> 8J
Map F -> Cha-ching!
Then, we can do this:
Map F -> 2J
Map A -> 2R
Map B -> 2L
Map C -> 2R
Map D -> 4R
Map E -> We can leave through the unopened secret door.
Now, if we have to hit all the golden $, that'll take a bit longer.
Ok so I think I've got it. I guess we will see
Map A - J1- J6
Map B - J6 - L8
Map C - L8 - O8
Map D - O8 - P8
Map E - P8 - P10
Map F - P10 - R10
Map A - R10 - R14
Gold!
The leavy metal weapon has some runes on the head and base of the handle that Skeeve interprets into the following
(Mace, Ax, Sword, Spear, Trident, Flail) Blornvid notices that the base of the handle appears to be able to rotate and after doing so the mace changes to an Ax, another shift produces a sword, and so on as the metal flows from shape to shape.
Intrigues you move through the maze to find the other glowing items only to learn that there is noting else in the maze. Skeeve leads the way out to the metal door. The runes on the door glow and the Liquid Metal weapon does as well and then the door opens. You all shudder at the thought of having one of those metal monsters in the maze with you as any of you or the golem could trigger a maze shift and possibly seporate the group.
(Mace, Ax, Sword, Spear, Trident, Flail) Blornvid notices that the base of the handle appears to be able to rotate and after doing so the mace changes to an Ax, another shift produces a sword, and so on as the metal flows from shape to shape.
This little metal figure is 1 foot tall with wings. It has two functions:
Wind Up: By spending one minute winding the key in the back of the figure then using the strap the winding key hangs from to then use the key as a headband you can project your mind into the figurine and control it for 10 minutes. During that time you control the figurine and see and hear everything it does. However during this time you can not see or hear anything from your own body and only your sense of touch remains. This figurine has 2 hit points, can fly and swim.
Rip Cord: Pulling a small ring out of the back of the figurine (as an action) and giving it a single command causes it to suddenly grow to 8 feet in size. The figurine will stay animated for 2 minutes after which it crumbles to dust. While animated it has 8 hit points and has advantage on strength tests, can attack for 2 damage, and can fly and swim.
Mischievously, I wonder what else we can find in this place. If this pointing at the weapon is here, what else might we find?
Where is the exit? That's where I want to go. Maybe there are more vines we can kill.
More upbeat, alright guys, let's do it. Room 10. Maybe we need to go deeper into the building to find the way out. Sounds weird but this whole place is weird.
Ealdwig heads off, totally in the wrong direction. When he realizes it, he turns walks past the guys, giggling, and heads toward room 10.
Ealdwig heads off, totally in the wrong direction. When he realizes it, he turns walks past the guys, giggling, and heads toward room 10.
"I am *so* getting one of those sigils when we get out of here!"
Ealdwig takes the homunculous from Blornvid, thanks. Have you used it? What does it do?
"If you wind the key in the back of the figure then use the strap that holds the key as a headband, you can project your mind into the figurine and control it for 10 minutes. During that time you control the figurine and see and hear everything it does. However during this time you can not see or hear anything from your own body and only your sense of touch remains. It can fly and even swim.
"The other function seems to be only usable once. You pull this small ring out of the back of the figurine and give it a single command, like fight or protect or something. The thing then suddenly grows to 8 feet in size. It will stay animated for 2 minutes after which it crumbles to dust. It can fight, fly, and swim."
Skeeve examines the door for traps and such before we try to open it. Detect for magic, too.
Rolls
Skeeve: Examine door - (3d6)
(346) = 13
Oooo. That's not good ...
Well, if it was trapped, I'm just gonna assume it went off. Lemme know how it goes for me ...
😶
If it is locked, then things get interesting.
Rolls
Skeeve: Check for Traps - (2d6)
(11) = 2
So, who wants to open the door? Skeeve via magic, Ealdwig via homunculus, or the strait forward and tough Blornvid?
Only kidding BV.
As for that fireball I shall site one of my favorite movie quotes
Now, how do you open the door and get through it without getting flung into the pit?
He will then open the door another time to see if it does the same thing again. Assuming it does, he'll move up closer, but still outside the action of the moving wall and do it a third time, hoping to get a better view into the next room, and to also get a better view into how the wall moves to see if there is a center point that isn't subject to the full force of the movement. He will then activate it yet another time if he needs to: once to see into the other room and once to see if there is a safe point to ride it out in.
Heck, he'll activate it a couple more times, claiming he is checking for the safe point, just because it gives him joy.
Oh! Wait a minute! After having fun with a few spins of the wall, he'll remember the two metal centipedes. "We can drag them up next to the wall and see if we can use them to jam the mechanism!" We'll put both of them together along the seam in the wall on the side where it closes again* and see if the combined bulk of the metal constructs can stop the rotation. (Worst case, it'll shear through them both and that'll still be cool. Not useful in that case, but still cool to look at.)

Is there a relatively "safe" pivot point one can stand at?
Skeeve (and hopefully Blornvid) will drag in as many large pieces as they can find to see if they can interfere with the rotation of the wall. Then we step *way* back to watch the fun. In fact, Skeeve will use one Action to trigger the door, but the second action to put up his magic shield.
To Skeeve, you want to what? Try and jam the floor with the constructs? Hum, sounds like it could work, but what do I know. Great idea, let's give it a shot. What's the worst that could happen?
Ealdwig does his best to help drag the constructs into the space.
Use the shield first, it last 1 round
The quick snap of the door shifts the metal, almost flinging it free but pinches is when the floor is about 2/3 of the way upright. You now can see under the floor into a gap that connect to the pit beyond the door. The spinning section of the floor is a flat 5x20 section, 10' on either side of the door. The 20' stone pinwheel is pointing at 1 and 7 on the face of a 12 hour clock, creating a small gap you can climb though.
Ealdwig is sure he can get past the door but the speed of its movements and the power it crushed the metal with makes the move a bit risky if anything goes wrong. Once through Ealdwid can help the other to reach the far side. Alternately you can check out the pit with a rope.
Rolls
jamming the door DC 4 - (3d6)
(462) = 12
I figure the fastest way to get down there is to TK the other two down, then Skeeve would just jump and take the hit. On the other side, he can TK them up and use a rope to get him up the other side.
Assuming they are willing, I quickly lower them down into the pit, then I slide down the side after they brace for me. That should keep all of us out of the spikes, though I might take some damage from the initial drop. We negotiate our way into the new room, I magic them out of the pit with one end of a rope. They then pull me up out of the pit.
Rolls
check door to see if trapped - (2d6)
(66) = 12
check door to see if locked - (2d6)
(22) = 4
I specifically got it for the utility, not the combat abilities. The inspiration for me wanting it kinda funny. I played the video game LEGO Skywalker Saga, and the Jedi characters basically had this ability (though only on droids and objects) and it was incredibly useful. So I got it for here.
Rolls
Skeeve: Checking Door - (3d6)
(265) = 13
I specifically got it for the utility, not the combat abilities. The inspiration for me wanting it kinda funny. I played the video game LEGO Skywalker Saga, and the Jedi characters basically had this ability (though only on droids and objects) and it was incredibly useful. So I got it for here.
Select all that interest you Multi
Obviously, I am interested in the teleport pads, which includes both the "travel the world" and "visit other plane" options. It is part of Skeeve's background, too. However, I am more than willing to just stay on this one particular plane/planet/place, too. Really, continuing to set up the Manor is good for me, too.
Edit: To be clear on moral dilemmas, I am not asking for good/evil, black/white situations. I am all about shades of gray and moral ambiguity. I am just not into no-win situations or "make the Paladin fall" type scenarios or "trolley problems".

A tile mosaic of a feral god covers the floor, and a pile of sundered shields and animal skeletons lies in the north side of the room.
To use Pathfinder mythos as an example, when I think "natural" I think of Gozrah; when I think of "feral" I think of Lamashu. Feral, in my experience, usually has a predatory, if not malevolent, implication to it. Thus thinking the worst.
Skeeve leaves the door open (I assume that the door stays in place unless moved) and investigates door B. "I still think we need to go deeper into the building, at the feral room looks to be a dead end."
Ealdwig should probably check it, too ...
Rolls
Skeeve: Investigate door B - (3d6)
(312) = 6
I wonder if the only way out of this place isn't just deeper into the building, but "conquering" every room. If we don't clear them all then no "exit" will appear. So, maybe we should see what this room is about? Ealdwig is gesturing to the room. Skeeve you cleared the spikes, right? So we should be able to get in and out of the room without incident.
Maybe the feral God is a good God. Maybe if we pass whatever test there is, we'll get a boon or treasure out of it. Whadaya think?
Rolls
Traps on door b - (2d6)
(15) = 6
Door B locked - (2d6)
(16) = 7
Traps door C - (2d6)
(14) = 5
Door C locked - (2d6)
(53) = 8
As for the spikes, they are retracted for now, but do not touch that door!"
If so, everyone pulls back and Skeeve opens door B after pulling up his magic shield.
We are intentionally leaving door A open.
While Skeeve works on the wooden door Ealdwig tinkers with the other southern door (C) and not finding any traps almost has it unlocked it before being stopped by the others, just in case. But with the news of another iron door he flips the last latch and unlocks the door (C) before stepping back. The party confers a moment and decide not to bother with the iron door in the short hallway and Skeeve opens the wooden door Ealdwig just unlocked. the door opens to another chamber. This one is illuminated by an iron chandelier that hangs from the high vaulted ceiling. As you scan the room you hear an odd scratching sound from somewhere within.

Rolls
Skeeve: See source of scratching - (3d6)
(551) = 11
Skeeve doesn't ask Blornvid because he already knows his answer is "neither". 😄
Is that a door at the other end of the room? Looks like a door from here. Ealdwig points to the far side of the room.
Skeeve, if your theory is correct and we need to get into the building before finding a way out, I guess we'll have to venture through this way. Or we could check that iron door down the little hallway. Ealdwig give a little shiver.
And if my theory is right about clearing every room, we'll need to clear the God room before leaving her, anyway. Exasperated, oh Hells! What does it matter? We'll probably never get out of here.
Looking around trying to see if he can tell what time it is or how long they've been in here, any idea how long we've been in here? I'm starving! Ealdwig rummages around his pack looking for something to eat.
Still rummaging. You know the God room might have some treasure, like the maze. Just something to consider. If we do find a way out some treasure would be beneficial.
Rolls
Insight or intuition roll to see which room to choose - (2d6)
(56) = 11
Note that he only takes one large step in and he first checks for Cave Fisher/spider strands first.
Rolls
Skeeve: Launch light - (2d6)
(36) = 9
Rolls
Initiative - (2d6)
(11) = 2
Rolls
Skeeve: Initiative - (2d6)
(22) = 4
Skeeve: Magic bolt #1 - (2d6)
(64) = 10
Skeeve: Magic bolt #2 - (2d6)
(41) = 5
Ghast
Monster acts then everyone can go

Anyone who attacks or who is attacked by the creature must roll a Save Test or have Disadvantage on all rolls the next round.
Rolls
Claw Attack - (3d6, 3d6)
3d6 : (652) = 13
3d6 : (642) = 12
Skeeve switches tactics a bit and uses his magic shield and one bolt this time! BTW, I'm down to 3 points now.
Rolls
Skeeve: Save Test - (2d6)
(65) = 11
Skeeve: Magic Bolt - (2d6)
(62) = 8
Seeing Skeeve take two attacks, he rushes forward to help.
Rolls
Initiative - (2d6)
(25) = 7
Save test - (2d6)
(12) = 3
Sword attack - (2d6)
(45) = 9
second attack - (2d6)
(26) = 8
I forgot the next save throw ... and next turn is bad for me.
On the other hand, that's four hits on the creature. Hopefully Blornvid can finish it off.
Rolls
Skeeve: Stench save - (2d6)
(42) = 6
Busy day on my end. Couldn't get here any sooner. Looks like I missed everything... except some foul smelling thing.
Rolls
Stench Save - (2d6)
(36) = 9
Ax Attack - (3d6, 3d6)
3d6 : (321) = 6
3d6 : (423) = 9
Ghast

I though you forgot to attack so added rolls for Blornvid
Rolls
Attack - (3d6, 3d6)
3d6 : (554) = 14
3d6 : (465) = 15
Making my next attacks and next turn's save.
Rolls
Skeeve: Magic Bolt #1 - (1d6)
(5) = 5
Skeeve: Test DC: - (1d6)
(3) = 3
Skeeve: Test DC: 5 - Dis - (1d6)
(1) = 1
Rolls
Stench Save - (2d6)
(64) = 10
Axe Attack 1 - (3d6)
(355) = 13
Axe Attack 2 - (3d6)
(432) = 9
Rolls
Agility trait to avoid one attack - (1d6)
(3) = 3
Lashes out with sword (disadvantage) - (1d6)
(5) = 5
Retreat - (1d6)
(2) = 2
Can agility or acrobatics get me advantage on retreating? If so use this roll - (2d6)
(61) = 7
Smell test - (2d6)
(55) = 10
Ealdwig gets a free evade for each hit, so I am counting the 1st evade and the retreat roll both as Evades. You do not need to roll to move away from the creature so I and just treating your 2nd action as a Move to get away.

Rolls
Attack - (Skeeve:3d6, Blornvid:3d6)
Skeeve:3d6 : (235) = 10
Blornvid:3d6 : (341) = 8
Rolls
Skeeve: Attack roll - (2d6)
(26) = 8
Rolls
Attack with acrobat pole - (2d6)
(55) = 10
attack with pole - (2d6)
(53) = 8
smell test - (2d6)
(15) = 6

That done, he scans the items for magic. He'll do a initial cursor pass (no roll) to see what "pings" as magic, then do a deeper scan on anything that detects for magic. I'll provide a couple rolls just in case.
All that said, he'll recommend they check out doors B or C. (Again trying to go deeper into the building to find the "endgame". Hopefully the "endgame" doesn't entail a big battle because he is running out of health and I don't know how many potions we have left.)
Rolls
Blornvid: Test DC: 4 - Basic - (2d6)
(16) = 7
Guys, I think I am just going to sit here a while. Blornvid, make sure to take that crap on him, I am not leaving here with nothing to show for it. Ealdwig, smiles, giggles and coughs a few times.
All this fighting is new to me. I usually do acrobatic shows and, um... slight of hand another smile to make a living. And although it can be fun, dying certainly isn't. Ealdwig chuckles then grimaces.
Anyone got water?

As he hands over the potion, he says, "I am sorry. I didn't realize you were that low. Had I, I would have given it to you first. I apologize for the thoughtlessness."
If we could rest up for just an hour, that'd put Skeeve back to five and Ealdwig to four. We can probably snack a bit while resting. I am sure we're all pretty hungry and thirsty at this point.
As an aside, Skeeve is sure to burn up. the Ghast's corpse. Don't want that coming back or anything.
Taking the bottle that Skeeve offers, thanks. Yeah, I am not feeling too well at the moment. What is it?
I think I just need to rest.
While discussing plans, Skeeve offers, "Since the god room appears to be a dead end, I'd like to investigate the other three doors to see what's behind them."
Also, are we resting for one or two hours?
Time: 14:30Conditions : Blornvid:8, Skeeve:5, Ealdwig:4
So, once we rest, we'll go back to the ghast room and investigate each of the doors, then open them. What we find with the doors will likely determine the order we choose.
BTW, what is Ealdwig's max HP? After one hour we're at the level listed above. If his max is 4, we don't need the second hour and Skeeve is good with five. If his max is higher, then we probably should rest for the two hours.
BTW, what is Ealdwig's max HP? After one hour we're at the level listed above. If his max is 4, we don't need the second hour and Skeeve is good with five. If his max is higher, then we probably should rest for the two hours.
Are you guys checking the doors or just opening them? I assume searching but we have not typically had me roll for you before so . . . .
+N> Iron Door (superior lock) into hall
+E>B Simple Wooden Door
+E>C Strong Wooden Door
+S>D Simple Wooden Door
Are those the results? No magic? No traps?
I can roll a bunch of checks and give results if ya want 😁
Alright guys, thanks for letting me get a little rest. Feeling better.
Skeeve, here you go. Thanks. I hand over the potion bottle.
Ok guys, where to?
Below are Skeeve's rolls ...
Rolls
Skeeve: Check Door B - (3d6)
(526) = 13
Skeeve: Check Door C - (3d6)
(145) = 10
Skeeve: Check Door D - (3d6)
(615) = 12
😂
So you still have the empty bottle.
He suggests that we try all three doors from a distance before entering any rooms. Then we can choose the room based on what we see.
Room 12 : Several square holes are cut into the ceiling and floor, and a mural of a legendary battle covers the ceiling
Room 15 : A large demonic idol with ruby eyes sits in the east side of the room, and someone has scrawled "Stay low" on the west wall
Room 16 : The floor is covered in square tiles, alternating white and black.
Finding no danger you continue exploring, first to the south
Room 19 : An iron chain hangs from the ceiling in the west side of the room
Room 20 : The floor is covered in perfect hexagonal tiles, and a large kiln and coal bin sit in the east side of the room
then to the north
Room 7 : A stack of rotting wooden crates stands against the south wall
Room 3 : Someone has scrawled an arrow pointing left on the east wall, and a sulphureous odor fills the west side of the room.
You have found what you believe to be a door (A) on the outside of the building where those that you previously entered by were gone.

Also, in room 3, which side of the door is the arrow on? Is it on the right (south) side of the door so that it points toward the door? Or is it on the left (north) side of the door and point away from the door?
And we enter on the west side, so we're in the sulfurous side to start. Do we see an obvious source of the smell?
I'll toss in a roll to try and see or detect something. Skeeve also checks for magic.
In fact, before room 3, he will detect magic on the demonic idol and on the rotting boxes in room 7.
The arrow it to the left/north of the door. You look the west wall over and are able to locate multiple small holes in the wall where the smell is stronger.
We never went through Door C. But to get back to it, we'd have to assume that the jammed flipping door between rooms 8 and 10 is still holding. We'd have to check that.
We've never properly entered room 4.
There are two "cavities" (between rooms 7 and 8, and south of room 19) we can check out.
Other than those, I think we've at least walked through all of the rooms.
Skeeve says, "I was actually hoping to find this Tutor character, but having found a door that seems to take us out, we might as well give this a try. We need to rest and restock. I need to do some research. We need those pendants or whatever that mark us as official manor representatives. Let's give it a try."
Assuming we do give it a try, do we want to directly open it, me remotely open it from within room 3, or me remotely open it from the little cubby just outside room 3?
Alright I put the empty bottle in my bag. Didn't know how long we sat around for.
Skeeve, do you think its possible that the "Tutor" your looking for is the idol with red eyes or the feral God? Looking around, I haven't seen any more blue dots. Maybe we need to call out for it?
Ealdwig a little louder than normal speaking but not yelling, excuse me, blue dot, Tutor, are you available? We're just looking for an exit. And doubting it as soon as he finishes he shrugs and looks at the guys, couldn't hurt?
Did the Idol room say "stay low" on the wall? Squinting, what did they write that with? Hope it wasn't someone's blood. Ealdwig gives and involuntary little shiver, If you want to me to check it out, I shouldn't have too much of a problem staying low.
"I figure you go first, Ealdwig second, and me last. We don't wait for each other to make it, just run at the same time in that order."
And to Ealdwig he says, "Don't worry about the unexplored rooms. I plan to come back and finish checking out the building. I just want that signet (or whatever) first. At the least, we have to retrieve our fallen compatriot's body."
The idea is that I figure the arrow is a warning that something will hit you from that direction (from the north). We entered the room (in order to check the sulfurous wall), so entering the room didn't trigger anything. Presumably, it is opening the (presumptive) exit door that is the trigger.
My plan, such as it is, is to stand in the little space outside Room 3. Then I remotely open the door. If 1) there is still a valid path to the exit door, 2) the open door seems to show the outside, and 3) death isn't continuously raining from the north wall, then we make a break for the exit door. The stated order is so that if running to the door triggers anything, Blornvid takes the first shot. If nothing hits him, then the safest slot is probably second, so Ealdwig goes. I go last so that if anything does happen delayed or if Blornvid falls into a pit or whatever, Skeeve can try to quickly magic up a solution. Probably not the greatest plan, but still, a plan.

Standing in the short hall between the two rooms (7 & 3) Skeeve tries to open the door but it is locked and must be unlocked before being opened. You search the door and Ealdwig is convinced it is trapped but the trap trigger is opening the door and does not see a way to disable the alarm on the door. After unlocking the door he retreats and Skeeve again tries to open the door.
As soon as the door is opened the entire western wall spouts gouts of flame and shoots them across the entire room, filling in and overflowing into the open doorway. The flames persists and after several seconds the door swings shut and the flames abate.
A little more sarcastically than expected Ealdwig says got any better ideas? Then realizing that was, maybe uncalled for, tilts his head and smiles a little, sorry. More upbeat, Ok, so what else can we try? There has to be a way to disable it, right? Anyone see an off switch? And Ealdwig gives a small giggle.
Thinking for a few minutes, Skeeve says, "Let's find out how bad the flames actually are ..."
He goes back to the previous room, retrieves some of the rotting crates and places them in the flame room. He has the other two stand back in the previous room, opens the door again, and retreats when the flames spit out. When done, he goes to check on the boxes.
The trigger is mechanical so there should be a way to disable it but to figure out how additional investigation is required. . . .
Also, that door seems to be surviving horrific fire pretty well? Does it detect as magic?
As for investigation, Ealdwig saw some kind of "wiring" attached to the door. Skeeve would like to trace it and see where it goes, if it isn't completely covered and hidden. (I am using Perception for this, as he is just trying to find it and see it, not figure out how it works.)
Rolls
Skeeve: Magic Scan - (2d6)
(45) = 9
Skeeve: Investigate "wiring" - (3d6)
(465) = 15
Ealdwig paces around Room 12, walking in circles. His small hands are moving around like he is putting a puzzle together or something. Speaking softly almost to himself, ok, so what do we know. I checked the door and it was locked. The door is trapped, we know that for sure. When you open the door flames, huge, hot flames shoot out and sunder the whole room and part of the little hallway. No way to get through there. We think there is a door that leads outside the building.
Ealdwig, making doubly sure there are no flames and the door is closed, goes back to investigate the door again.
Rolls
Check around the door - (2d6)
(32) = 5
Check for hidden mechanism - (2d6)
(43) = 7
Search for key in hall and Room 12 - (2d6)
(44) = 8
Trying to remember if I saw a key or something that could hold a key anywhere in the building - (2d6)
(32) = 5
Rolls
Skeeve: Check Flames for Magic - (2d6)
(32) = 5
Are the flames in room 7 or 3? I think 7 but want to be sure. And is it the door that opens into room 3 that triggers the flames, or is it the door from 7 to the little nook before room 3?
Blornvid is heat-adapted so he gets to roll at advantage for heat and fire saves. If we come up with a plan, he should be the one to give it a go.
The boxes are only involved because Skeeve intentionally took some out of room 7 and moved them into room 3 to make sure the flames were real.
Based on how the flames are being described, Skeeve is starting to think they are magical, at least to a certain degree. (Which is why he wants to find out.) The self-destructive part of Skeeve now wants to take the demonic idol, put it into room 3, then trigger the door again. It'll either completely destroy the idol, or animate it. I don't know which.
1) When we tried opening door A to this point, we were standing in the little one-box corridor between rooms 7 and 3 and Skeeve opened door A with TK. He's done that twice now. Once was the first time just to find out what would happen. The second time was with the boxes in the room (that are now ash). My understanding is that the entirety of room 3, and maybe even the little one-box corridor between rooms 7 and 3 are filled with flame. We were able to get out of the way quickly enough on the first attempt. Skeeve knew it would happen on the second and (if any) later attempts, so he can stay clear more easily.
2) Ealdwig and Skeeve are trying to figure out if there is an obvious way to disable the trap. Both characters have a few rolls each to try out different things and see what works. If we can, great. If not, we have problems.
3) Skeeve's last question is how fast the flames move. What he's thinking is that if the flames are not effectively instantaneous, then one person can go directly to door A, physically stand right next to it, as close as possible, open it, dive through it, and avoid almost all or all of the flames. Now there is no run across the room. It is just a literal open door and leap. We could even have Skeeve open the door remotely with TK so the person standing next to the door only has to worry about leaping. If it works, we might even have Blornvid open the door (from the outside) for Skeeve when it is his turn. I am assuming it doesn't work as the flame is instantaneous, but I do have to ask.
4) I am serious about the demon idol. Assuming we can move it, I wanna know what happens if we can put it in room 3. (I am not sure how big the idol is. Is it large like the idol from the old original edition AD&D 1e Player's Handbook cover? Is it small like the golden idol at the start of the original Indiana Jones movie? Somewhere in between? Is it built into the wall? Is it free standing? Honestly, assuming we can't get past the flames, that's where Skeeve wants to go next.)
The flames themselves are not magical though Skeeve suspects they may be crated or enhanced somehow by magic. There is a slight delay in opening the door and the arrival of the flames there so one person might be able to exit before being burned. If they are really quick?
Rolls
Check traps - (2d6)
(12) = 3
Pick lock - (2d6)
(26) = 8
Rolls
Skeeve: Help on the Cupboard - (2d6)
(45) = 9
If Skeeve succeeds, he does whichever choice Ealdwig chooses.
If Skeeve fails, he looks on in horror.
Rolls
Skeeve: Grab Ealdwig before he pulls the handle. - (2d6)
(33) = 6
I ask Blornvid, what's going on with Skeeve? He looks...weird.
He quickly gets everyone back to the one-box corridor and remotely opens the door again. Assuming no flames, they all make a quick scamble to get out of the building!
Date&Time(Alpha): 12@15:30
Trainer

"Also, can we at least retrieve the body of our dead companion without you trying to kill us again?
"And where is the other one? Did you kill him, too, or is he at least alive after all of this?"
Trainer

You are free to move about the facility. As long as you do not touch anything that you did not bring in with you the facility will remain inactive.
Again at the mention of killing the orb flickers, changes color, and pops out of existence for several more seconds.
Other than the 3 individuals present there are no other being within these facilities.
If you plan to return I suggest you first contact the owners as regular maintenance on these facilities has not been completed in several decades and there have been a few minor glitches.
flicker, pulse, flicker
Later, after they've been freed from the Field House of Fear and listen to the twitchy Trainer, he says, "Yeah. One dead; one lost. But these were just 'minor glitches.' I think we're wasting our time talking to this broken blue ball. Let's just find Edair and get back."
He says, "Let's walk around the outside of the building to the door what we left Edair just inside and see what is there now. I don't trust the blue psychopath to not do something stupid if we try to cut through." He assumes Etcher was otherwise released independently, but will ask if he showed up when they get back to the manor.
And, hey, at least we looted the ghast's equipment! Nothing magic, but at least we should be able to trade it in for something. Maybe.
Anyway, Skeeve would like to go retrieve the body (if it can be found without going into the building) and heading back to the manor. Once there, he would like to:
1) Get those stupid signets (or whatever).
2) Heal up.
3) Study a bit. (I feel a new Trait coming on ...)
4) If I have the gold necessary, I'd like to write a couple more scrolls. They came in very handy. I want more. I'll swap out a gem if necessary.
Oh, yeah:
5) Have Blornvid repair his and Skeeve's armor. (BTW, let me know if Blornvid needs anything in return for all the armor repair!)
On the way back, Skeeve asks Blornvid, "I remember earlier you said you had a divining rod. What exactly does it do?"
After covering that, he'll ask Ealdwig, "Do you have a little magic device, too? What does it do?"
Reacting to Skeeve's question, Who me? I've got this pretty cool headband. Saved my butt in there at the beginning. It does a couple of cool things. It only seems to work once a day though. Ealdwig explains what he knows about it.
Color Effect
Red/Fire non ranged attacks that damage you deal double damage to the attackers
Yellow/Lightning Fly twice as far as you can normality move
Green/Wood Heal 1d3+1 damage to yourself
Blue/ Water Reduce all damage taken by half
Of course, I've got my acrobats pole, which you've seen. That also came in handy with the constructs. Stupid things. And the homunculus Blornvid gave me. That would be all of it.
Let me know in your personal threads what traits or weapons skills you are taking.
1) Who is Dasyra? Do you mean Sylfir? The barmaid who became the designated heir? Did she change her name and I missed it? And, honestly, I thought they were already, uh, involved. That's why she picked him from the start.
Also, is Dasyra/Sylfir now magically adept, or does she just use her magical authority to make the stupid blue dot shut everything down?
2) I assume you meant "Skeeve" rather than "Etcher" above ... ?
Just checking, since the names got me all confused at first.
Also, will Sylfir and Witic allow us to use or buy potions from them? Blornvid and Skeeve each have an anti-toxin potion, but I think it would be good to get one for Ealdwig, and then to give the three of us a 'cure disease' potion, too. Just in case, mind you ...
If we can't get or buy the supplies from the manor from Sylfir and Witic, can Skeeve use the tile tablet to "order" supplies from Fiznik and Valpip, then have the beholder zap me there and Fiznik zap me back? (Or, I guess, just put the stuff on the pad and zap it to us. One less zap that way.)
On a different subject, Skeeve does ask Slyfir and Witic for the "approved agent of the manor" signet. Whether we need one or three, he most definitely asks for it/them so we can avoid getting trapped like that again (at least for that reason).
As for a valid signet, they begin working on it. As it is technically a magic item, though minor, it will take about a week to create. Between Witic, Dannol, and the Seer they figure out how to do it but none of them are true enchanters or craftsmen. Blornvid can help with the smelting portion and Skeeve can help a bit of some of the minor enchantment but there are portions of its crafting that will require a higher level of arcane knowledge.
And if there is a week for all of this, then in addition to making his two scrolls, he's gonna go and see if he can find any more runes in the library.
He spends time at the library and practicing with the sword.
Where can I find the options available?
For traits, go here. This gives a list of potential traits. Alternatively, tell us what you wanna do new and we can help you pick something appropriate. I can explain the standard options. However Psybermagi is very open to custom traits, too. So, really, you have a lot of options open to you.
Assuming that it's possible to do here, he looks to sell the breastplate (100 gp) and jewelry (70 gp). Combine that with 10 gp from petty cash and we can distribute 60 gp to each of us survivors.
Do we have access to stores here? I'd like to look into buying stuff.
Probably going to go with Sneaky. If I survive till the next one, i'll probably go with tough. The more knocks I take the tougher I'll get right?
Acrobat - you already have this, correct?
Charismatic - gain advantage when trying to influence or convince people.
Fleet of Foot - gain advantage when running, fleeing, or chasing.
Lucky - free reroll once per session.
Nimble Fingers - gain advantage when trying to steal, pick locks, pick pockets, or do sleight of hand. (Do you already have this?)
Sneaky - gain advantage when trying to hide or sneak around.
Trapmaster - gain advantage when creating, locating, or disarming traps.
Vigilant - gain advantage on initiative tests.
Those are all standard traits. Not sure on any custom ones. But, again, if these don't do it for you, ask for something different. The above should give guidelines for scaling.
Just some things for you to think on ...
So I think Sneaky and Trapmaster sound pretty good. I'll think on those.
I guess you've played this game a bunch.
Also, I have the rules, so for the standard ones, I just had to look them up. It certainly wasn't from memory!
I'm picking some more magic toys, but part of it will give us HP healing so we can fix ourselves up as we go.
Just sayin'. 😁
True what you are saying, but if no one is sneaky than that could blow up in our face as well. What if we need to steal something or try and find info? Blornvid isn't going to do it.
While Skeeve will use the shopping trip to get supplies for making new scrolls, he's gonna actually (try to) write them at the Manor's library. He's also going to do some research to see if he can find more runes. Please let me know if I can make some rolls for that kind of research. Or if it is even possible?
He will also gladly ferry whatever he needs to back and forth to get Fiznik and Valpip to help with that signet.
That means I can throw nastier things at you guys. Thanks for the reminder! >:)
I'll have a look at what's available at the shops. Will let you know what Blornvid is buying tomorrow.
Skeeve is gonna spend out for supplies for five 2-word scrolls. He won't write them until getting back to the manor, however. (He still has supplies for four one-word scrolls.) That leaves him with 10 gold, plus whatever he had before. If there is a cure disease potion, he'll sell a gem for it.
Potion cure disease is uncommon 250gp
Scroll of cure disease (2 words) is only 150gp
That all said, a couple of healing potions for using during a fight would be useful. Especially for Ealdwig, who has such a tight window between full health and death's door.
Ealdwig chips in for healing potions let me know what I owe, we may want extra. And he gives a small smile. Handing over some of the gold for extra potions.
He can't decide what to do with all the left over gold. He could blow it on drinks and gambling or he could save it. Never having money before he is unsure. He sits at the bar with a beer and some food, chats with the bar keep and anyone around, and thinks about his new found collection of gold. Smiling the whole time.
I guess it was a good call coming out to the island.
I updated my sheet for the gold. Let me know, were potions 30 gold? I'll delete it if we need another one. Also whatever the food and drink costs.
He raises his pint glass and toasts his friends. "Cheers!"
"Cheers!"
Now that I think we have the whole Scroll Reader thing nailed down for now, Skeeve will get supplies for four Talismans* and just keep the other 20GP for the future. The Cure Disease Scroll is a bit pricey, so I'll risk not getting it.
* The scrolls I made before were actually "talismans".
Smiling, Ealdwig looks around where is Skeeve, he seems to know a lot about this stuff. Unless you've got some ideas BV.
Side note, I assume we top off our rations while we're here. Skeeve will also make sure he has enough writing supplies, as I am sure he's burned through a decent amount of what he found before.
With regards to the gear question....
Blornvid listens to Ealdwig rattle off what he has. "Hmmmm. You've got more than I thought. Well, at some point you might want to become proficient with bows and arrows. Do you have any armor? I'm sure that ol' Mord can forge something for you. Unless, of course, you think it'll slow you down. But if you really do have all the gear you need, then maybe stocking up on some magic items might not be a bad idea after all."
Hum, I am not sure if armor is a great idea. Then I wouldn't be able to do what I can do. Ealdwig does a little flip, turn kind of thing. That'll be tough in armor. Unless you know of a very flexible one that won't slow me down, make me less agile or noisy.
A bow, that could be good, though. I can then leave all the smashing and slashing to you. Smiling, you guys are full of good ideas.
Aren't magic items expensive and hard to find? I don't have that much money even with your generosity. Let's go see what we can find.
I know Psybermagi proposed an advanced rule that gives distinction to Light Armor and Heavy Armor, but I don't remember if we're doing that or not. I didn't worry about it too much, as it wouldn't really affect Skeeve.
On the other hand, getting a bow or sling is a great idea. Pick whichever you think gives Ealdwig the best aesthetic. Note that you only get to use one die for the attack until you spend 8XP for the weapon proficiency.
From what I know, you can get pretty much any mundane item in town (supplies, weapons, armor, toolkits), magical supplies, potions, and scrolls. They do have various magical items and trinkets that they will lend out and occasionally give out (like the spell gem and tablet tracker Skeeve uses with the teleport pads, and the homunculus Ealdwig now has), but real magic you keep is acquired through adventuring (like Blornvid's new multi-weapon).
At least, that's what I have figured out thus far.
There is also news of other scouts working on exploring the caves under the area that Skeeve and Blornvid found while cleaing the cellars under the base. Another group is scouting a city far to the north west in the woods somewhere, the one Skeeve and Blornvid scouted earlier. Ealdwig is a bit amazed at how much of the going on here have been started by the two and tries not to think too much about their earlier comment about "We need you to stick around. We're gettin' tired of burning through new recruits."
Ealdwig checks out the local shops and find a variety of adventuring and basic supplies along with a few interesting items in the artificers shop.
I am fine with the basic armor and Armor master as that is what Blornvid has
Magic armor can give temporary HP each fight. You could request to have some make or shipped but this would cost 500+GP
See the Shops spoiler in the Tiny Info sheet for what you can buy and the costs.
Let me know if I missed responding to any questions
Where to next? Back to the Manor, and if so what to do? Discuss things with Sylfir or strait to the next thing
Cellars, Gatehouse, Mew, Kennels, Orchard, check the carriage house again, . . .
Since Skeeve has spent enough time working to get that signet done, he's kinda interested in getting to actually use it. So, he's up for doing more cleanup work at the Manor. He'll recommend they check in with Slyfir and Witic to see what else needs doing.
On the other hand, he isn't opposed to doing some more recon if there are new patterns to check. Also, he hasn't forgotten about the valley of Duende with their night terror problem. Maybe Ealdwig would have some fun there?
Where to? Back to the Manor?
With a fading of sensory overload then a return to the world you are back in the Manor basement.
...
And that used all those supplies. Gotta find some more gold now. At least I got one of each out of the effort. Updated character sheet.
Rolls
Skeeve: Create Sunburst Talisman - (2d6)
(11) = 2
Skeeve: Create Tremor Talisman - (2d6)
(45) = 9
Skeeve: Create Sunburst Try 2 - (2d6)
(13) = 4
Skeeve: Sunburst Try 3 - (2d6)
(16) = 7
Now, if I ever get the trait to try for actual scrolls, those will take more serious time and more serious money. It costs 10gp per attempt at a talisman. It takes 100gp to try for a lower scroll and 1000gp for a big scroll. But I have a more mundane trait I am gunning for before even trying to get the Scroll Scribe trait.
They both quickly compose themselves and and inform you that they have made arrangements to hav Valpip visit in the next day to help craft a couple signets and household crests to mark servants and spokesment of the house. Sylfir and Danoll have visitied the field house and confirmed it is nascent while she is there but if she leaves then any inside are subjected to unrequested training and testing They suspect a security measure is faulty and triggers this portion of the enchantment.
They have been keeping a closer eye on the carriage house and have not yet seen any of the beast or former household enter or leave. Witic has stated that they know the carriage house is till used, withch matches with your observations while inside, but no reason for the absence of all can be guessed at this time.
You spend some time taking care of you gear and making preparations, as well as getting a good meal for lunch.
Date&Time(Alpha): 15@12:30
"Also, once we have the signets, I think we should finish checking out the field house. I'm curious to see how different it looks when it's not in training mode."
Ealdwig comfortable in his new hide armor he plays with the new charm hanging around his neck, completely agrees with the assessment of the Field House as well as Skeeve's thoughts, and says little. However, he does continue to smile.
I doubt the Cold Iron Charm is magical. But it doesn't have to be overtly magical to be a problem for fey. I eagerly look forward to Witic's reaction to you wearing the thing ... 😈
I'll check my character thread for Daryen's post to see if I can figure out how to do it in the future.
I already deducted the 100 gold for the armor and the 27 for the bow, arrows and quiver.
If it is heavy then it would
On the other hand, he does look forward to when Witic sees the thing.
Will it cause issues if you try to use magic on Ealdwig? I wouldn't think so unless there was a saving throw involved.
I doubt it will affect Skeeve's magic. But that's a GM decision. I figure Skeeve's magic has adapted to this world regardless of how he got it in the first place.
So, don't sweat it. It's just a color thing, not a real concern.
After that quick check, we are going to check on the Kennels to see what we find there.
witic

In the front is a large yard, sections of which indicate is was paved but the weeds have grown through the crack, that separates the manor propper from the carriage house and beyond that still the gatehouse. Back behinds some trees a ways and off to one side between the carriage house and the manor are the kennels.
As you approach the carriage house you again note that it is well built but lacks any kind of of recent care. Large double doors allow access to the main carriage space with a smaller side door, though even this is much larger than normal households doors. Behind you know some screening trees and shrubs conceal the large paddock and stables that are connected to the carriage house. Entering the side door you pause. Something changed. . . . .
Roll perception and/or describe action/reaction to subtle/unknown changes to the room
Rolls
Perception check - (2d6)
(52) = 7
"I think so ..."
Rolls
Skeeve: Notice subtle change - (3d6)
(354) = 12
Skeeve figures that since this is the Keeper's home, we should properly announce ourselves.
You hear a muttered curse then heavy footfalls ![]() | The steps move from the room that had shown signs of relatively recent use moving towards the stairs. A moment later a large, heavily muscled man descends the stair and looks you over. Besides the rather impressive size and muscles he has a pair or large wings and his features shift as you watch as feathers and fur shift across his form. This settles and the man(?) grunts and squats at the bottom of the stairs. Now however rather than looking like one of the people he looks more like a monster with the form of a person. |
Magian

He uses whichever language the creature used. (I assume it was Common, but just in case, I wanted to note it.)
Magian

At the mention of Witic he smiles I hope she is happy. She was always happy helping others and liked feeling important by serving those of power.
I acknowledge that these lands were shaped by her ancestors but they fled and abandoned them. Let me know if the lady of the house wants something of us. Perhaps a new understanding can be arranged.
"We have no intent to impose anything on you. Lady Sylfir is still newly here, and still figuring things out. The biggest thing you can help with is filling in our understanding of the situation outside the house and in the surrounds. Witic and the Seer have been fairly restricted to the house itself prior to the very recent arrival of the new Lady. Any guidance on what is going on around the manor grounds would be very helpful. I am sure she would be delighted to meet you.
"Also, is the Grounds Keeper and his hounds still around, or are they gone? If they are a danger, it would be good to know if they are an immediate or eventual danger."
Magian

"Also, do the hounds use the kennel?"
With a small wave, Magian, nice meet you. Maybe we can become friends. Big smile as always.
Magian

Looking at the Duende the big man reverts to a human head and smiles That would be nice.
The ground aren't big on conversation. Maybe you can convince that little flint fisted Wittic, it the lady now I guess, to let me borrow a book from the library now and again.
"Thank you so much for your time and for answering our questions, Magian. How long do you expect to be at the house currently? That way we can inform the Lady how much time she has to come talk with you."
Assuming the answer is that he'll be here through at least tomorrow, we'll take our leave.
Once we get outside, and start heading toward the kennels, Skeeve will say, "The stables are probably OK to leave alone for now, but I want to check on the kennels to see what's going on there. If they aren't there, we can at least do a quick look. If they are there, I want to try to talk with them. Regardless, if they are hostile, then we just back off. If they are willing to talk, then I'll talk. But we do need to at least check it all out.
When we're done there, I guess we need to head back to the Manor and check in with Sylfir and Witic. Maybe Valpip will be there by then."
Magian

Date&Time(Alpha): 16@9:30
you return to the mannor house but it is sitll early in the day. You find and report your findings to both Witic and Sylfir. Sylfir is a bit excited at your story about the griffons and the 'stable master' as she calls him but Witic mutters asomething about "giving the boy airs" with such a title.
They have found a few old household emblems, one is an old iron amulet, another is a bracer, and the third is a scroll case used for formal communications.. Though not considered proff of representation or service to the house they may still be of use to you if you wish.
Outta curiosity what is in the scroll case that was mentioned? Or is it empty?
The scroll case is simply a permanant mark of official communication with the crest of the house on it in brass. The manor is in between the cariage hoouse and the kennels so you passed through it on your way to the kennels.
After you finish relaying all the information and aswering questions you make your way back to the fields and wood at the back of the manor. Knowing that you will likely have "opfficial" emblems of the house tomorrow you still can't wait and so move to scout out the area arround the kennels.
The large field that lies betweeen the mannor and fieldhouse is as it was before but this time you follow a branch in the overgrown path that lead north towards where you understand the kennels to be.
And how are you, by the way? I bet it's nice having someone from the family back to look after the manor. This place is looking great. Keep up the good work.
Ealdwig seems to be walking for a while Wow this place is big, isn't it? Hard to get over when you never had much.
Upon entering the library, he asks Wittic so, do you know what books, um, he might like? Do we have any history or "natural" philosophy books here somewhere?
Assuming we find a book or two.
Heading back to find the group. Wittick, do you think, um, he will like these? It's good to make a friend and have some allies. Never know when they might be needed. I didn't have too many fiends, allies, hum, or acquaintances for that matter, before I got to the base. Now, I've made a great deal of friends. Smiling as always, you included. I hope.
So what are the plans now that Sylfir is here? There must be some big plans in the works.
Worst case, just blame Skeeve for not warning you. :-)
Obviously, Blornvid and Ealdwig will do what they want. :-) This is just the general plan that Skeeve has for approaching and investigating the kennels.
...
Wittick, do you think, um, he will like these? It's good to make a friend and have some allies. Never know when they might be needed. I didn't have too many fiends, allies, hum, or acquaintances for that matter, before I got to the base. Now, I've made a great deal of friends. you included. I hope.
When Ealdwig tries to take the books Witic sternly forbids it. Stating that the lady will take the suggestion under advisement before makking her own coice then taing them to Magian herself when she goes visiting in a bit. It is important the lady give a good first impression. I am sure she will convey your interest and assistance with the book selection
[quote"Ealdwig"]So what are the plans now that Sylfir is here? There must be some big plans in the works.[/quote] I am sure the lady will reveal her plans in time
You get the impression that Witic tends to carry bad impressions and Magian and Ealdwig have both fallen out of grace with her.
As they go through the fields and woods, they do keep an eye out for anything coming in, stopping occasionally to let things be still so they can hear better. When they get in the vicinity of the kennel, they will slow down significantly to try and determine if there is any activity going on. Sounds of life, sounds of activity, any movement; that type of thing.
If there are indications something is there, Skeeve will step forward by a range band and call out to whomever/whatever is there. The intention is go non-threateningly attempt to communicate.
If there are no indications something is there, they will all slowly approach the kennel, confirm nothing is there, then explore a bit to see what can be seen.
Obviously, Blornvid and Ealdwig will do what they want. :-) This is just the general plan that Skeeve has for approaching and investigating the kennels.

Rolls
Skeeve: Attempt to be friendly with Death Dogs - (3d6)
(511) = 7
We'll let Sylfir know then and she can bring them but I am pretty sure we were told to pick them out. I was just going to bring them to Sylfir and save the Lady a step.

Ours. You back. Wait
Without breaking eye contact with the death-dog, he tells the others what was said. He then adds, "Please don't do anything rash, but do keep an eye out to make sure there's no ambush or anything going on."
Rolls
Awareness of ambush - (2d6)
(31) = 4
As he steps up to the door but not beyond you are slightly shocked by his size. Over 8 feet tall and probibly weighing more than all three of you put together. The mand is dressed is leathers, a vest, breeches, and soft boots. with a prace of knives at his waist. Two are likely short swords but next to him just look like slightly larger knives.
The mans face is sitll hidden in sahdows and his deep rumbling voice emits a growl as he skeaks a single word. What
His voice is slightly threatening and ealdwig shivvers as the man feels more like a beast or monster to him thant Magian ever made him feel.
"We bring a message of peace and friendship. The Lady just wants to know better about her neighbors. We'd love to take any message you have back to her."

Rolls
Intimidation - (3d6)
(643) = 13
Once they're far enough away, he asks Skeeve, "What was that you did back there?"
He laughs a bit, then replies, "Remember Raggy and Ro? And how I could talk with Ro? Well, I can do it with any animal. I just haven't been able to show that because we keep finding goblins, undead, aberrations, and other beasts that can already talk. So ... it was kinda fun to be able to exercise that muscle again, at least for a little bit.
As for the other bit, well, I can turn on the charm when I have to." He breaks a bigger smile and continues, "That's probably why the fey sent me back, to be honest."
We're going to have to come back here again aren't we?

A: Manor House ✅
B: Carriage House ✅
C: Gatehouse ❌
D: Kennels ✅
E: Mew ❌
F: Fieldhouse ✅
G: Maze Garden ❌
H: Orchard ❌
He would like to check the gatehouse and basement before moving on. That way she'll at least be relatively safe from immediate threats. He is more than willing to check out all of the areas, if Blornvid and Ealdwig want to. It is probably as cushy of an assignment as they are gonna get!
After that, he's wide open to anything, though checking out other points would be cool, too. Maybe the library and/or the Seer have some patterns they can check out?
When the signets are made, he wants to test them out at the fieldhouse. Once we know it works, he wants to see what those final two rooms are, and wants to see if those two god rooms are still there, or just part of the "training".
Agree, we should clear things out while we are here. Seems like a good place to stay and good allies to have.
witic

"If you don't mind, I do have two broad areas I would like to ask you about, though. First is, what were the nature of the previous masters of the Manor? Were they elves, humans, something else? What were they like? What was their greater family like? You picked Sylfir for a reason over any others. Are there others that might come calling as word about her 'return' gets out? I feel like there is something else going on, but I can't figure it out. I just want to make sure Sylfir and Danoll have the best chance for success.
"Second, are there any other hidden things we need to know about? The 'hounds' are death-dogs. The Keeper is most likely some kind of hill giant. The 'mounts' are griffons, and the Stablemaster is, uh, a sphynx? What should we expect in the gatehouse? Are there hangman trees in the orchard? How extensive is the 'basement'? Is it a full-blown dungeon?
"This whole place seems to be permeated and flowing with magic. I would like a better understanding of what that actually means."
witic

As for the rest. Well the gatehouse was never much special save for its wards. But once Valpip has crests and signets that the lady can attune to the manor magic those should not be much of an issue. You have passed through most of the basement already. There is however a connection to the underdark passages down there. Really your investigation there is likely to be more of a formality to give peace of mind.
He thinks for a couple minutes and says, "Well, I think the new Lady will have to just accept that the size of the Manor's holdings have been reduced somewhat and that it is now a neighborhood, not a purely private estate. But that doesn't have to be bad. I imagine that having a pack of friendly death dogs on one side, and a family of griffons on the other will help keep outside problems at bay. We will need to check out the orchard to see what has grown there over time. And I am curious to see what is in the Mews. Hopefully, there isn't a fully established mini-town of goblins or something there."
Ealdwig after leaving the library is carrying a bunch of books back to his room to consume as he rests and recharges.
witic
Apparently the 's' changes its meaning and is not the plural form. Messed up on that

Ealdwig has picked up tidbit from Witic and his wandering of the house. This pace likely housed several families, at least 4, with their accompanyin staff, the household staff, and grounds staff. With the number of facilities and size of the estate it could have had around 100 at it peak though it likely had more like 60-80 most of the time.
"You have done a pretty remarkable job holding things together so you could have a chance to find Lady Sylfir. It could not have been an easy task, but you made it work.
Seer

what is it you need, huemaan?
Seer

I myself am familiar with how to use the node for establishing and manipulating connections through the matrix but little else. I can help train you in manipulating a pattern to find other connections through the matrix and connect to the address in a variety of ways.
"I will ask about a personal anchor, and check in the library for a book like that.
"However, my main focus is on simply using the Matrix for transport, which is what you do know. I would be very grateful if you would train me in what you do know on the Matrix, though I do not know what I have that would help pay for such tutelage."
Seer

I developed my knowledge of the Matrix for a short time before, during, and after the Shattering. Earlier uses of it were primarily as you have done, connecting to known pint. Recently I have used my knowledge to tap into the matrix to extend my scrying spells to find a new heir. Once the manor is properly staffed and defended I may try more risky addresses myself if the mistress permits. If you wish to experiment it will have to be from another location. But the basics of transport, communication, scrying, and defense can be taught here in a matter of days.
The basic patterns are simple. Once you have anchors to practice with I would suggest experimenting with those before tying any new patterns on the greater matrix.
You chat for a bit more and you learn that the manor has built in controls that allow the manipulations of the tiles, which are in fact greater anchors, but many of the functions are locked out and can only be accessed by authorized individuals. Even the Seer is not on that list. He believes all major matrix notes platforms have similar enchantments in place. If you can find the key or find and gain access control of a Node it would greatly expand what you may do. However he cautions you that you not "play" with it until you have your own anchors and can practice on the minor anchors. It is likely that the anchors will not be too hard to find. The trick will be to recognize them.
A full set is comprised of 4 black and 4 white cubes of about 1/2 inch per side. Some are larger and others smaller. Some may have marking, and he knows for a fact that some are misidentified and used as dice. Some of these "dice" can aid in divining information but their original and full purpose is not his expertise and he believes that most that find them may not know of their nature. As they are inherently either non magical or only minor magic at the most they would easily be seen as simple objects. Similar to how other spell components have a mundane meaning or are simply trash to most, the anchors were often used in "mysterious" ways by those that mastered them from the point of view of the commoner.
He continues, "I know of three locations besides this one and the one at the base. I imagine the one at the base is off-limits, too, as I would not want to mess up what Fiznik and Valpip are doing. I also don't want to use one of the other three because I don't want to draw undo attention to those who reside nearby. After helping clean up here, I will seek out some more new patterns. I will look for those tomes in the library in the meantime."
Skeeve thinks for a couple minutes and says, "Yes, if you teach me how to use the nodes, I will carry a seer stone with me. My only request is that I will occasionally ask for you to leave a particular node alone in deference to those who are nearby. That will be rare though, and I will still share my findings, even of those places." As an act of good faith, he shares his notes on those three places they have already been to.
Finally, if there is a "trick" to recognizing the minor nodes, he asks how to do that so he has a better chance to find them. And if what he split with Ealdwig is actually such a set, he's gonna have to figure out how to bribe Ealdwig for the other pair.
After this, he either hunts down Ealdwig to get the other pair of dice (if I just got super lucky) or heads to the library as suggested until Valpip gets there, and the cleanup continues.
Seer

After this, Skeeve takes his leave and hunts Ealdwig down to try to talk him out of his dice.
Skeeve, once finding Ealdwig says, "I need the two dice from the set we split. I need all four of them because they are magical and I need them to learn how to control the Maxtrix portals. I need to learn how to trigger them on my own so that we don't risk getting stranded.
"However, I am willing to make it worth your while. I have a pair of non-magical bone dice that I can trade for them so that you will still have some dice. In addition, if you're interested, I have this cool crossbow that you might like. It isn't a weapon; it won't harm anyone. Instead, it launches a rope that will then tie itself off on the far end. Or I can just owe you one in the future. Whichever way, I need those two dice to complete the set so I can use them to train with."
After that, he'll go see if he can find the relevant book in the library. If we need to play that out, let's move that to my character thread. If he just finds it, then we can just move on.
There are several paterns afterwards detailing the use of 8, which is statedas the standard level of proficency. It does mention that patterns with 18, 32, 50, and higher can be done these are the realm of array masters. This seems similiar to how scrolls are are broken divided in 1 and two word creations then the more powerful ones require more words by scribes.

You test the dice and though you easily create the flows for the 2nd and 3rd design it takes a bit of practice to get the 1st, checkered, pattern to become stable. Though you are uncertain, as you have litle to compare it with, you do feel that these "dice" may well have originally been either a trainier set or part of a larger set. The dice do noting on their own but are very easy to manipulate with mana.
Once confident it works, we were going to at least scout out the other locations. So, the gatehouse, mews, orchard and such, probably finishing with the basement and its connection with the Underdark.
After that, Skeeve still wants to check on the mountain valley and its night terror.
And after that, we need to find some new patterns. :-)
Anyway, those are Skeeve's thoughts on the matter. Given that the others have indulged him on this so far, he's more than willing to change plans if Blornvid and Ealdwig want something different.

After this, Skeeve takes his leave and hunts Ealdwig down to try to talk him out of his dice.
Skeeve, once finding Ealdwig says, "I need the two dice from the set we split. I need all four of them because they are magical and I need them to learn how to control the Maxtrix portals. I need to learn how to trigger them on my own so that we don't risk getting stranded.
"However, I am willing to make it worth your while. I have a pair of non-magical bone dice that I can trade for them so that you will still have some dice. In addition, if you're interested, I have this cool crossbow that you might like. It isn't a weapon; it won't harm anyone. Instead, it launches a rope that will then tie itself off on the far end. Or I can just owe you one in the future. Whichever way, I need those two dice to complete the set so I can use them to train with."
After that, he'll go see if he can find the relevant book in the library. If we need to play that out, let's move that to my character thread. If he just finds it, then we can just move on.
As he takes the dice from Ealdwig, Skeeve hands over the older dice he has, so Ealdwig will still have some dice to play with. He will turn over the Caster crossbow if Ealdwig wants it. And regardless, Skeeve will remember the "future considerations", too. Regardless, Skeeve finishes with a hearty, "Thank you!"
Skeeve also volunteers to go down and greet the visitor. He can wait either inside the room when the visitor arrives, or outside the door, then enter after the visitor arrives. He's flexible. :-)
He was sent here by his cousin and trusts that she would not send him in some sort of traps. So without hesitation, he walks to the door and knocks.
As he takes the dice from Ealdwig, Skeeve hands over the older dice he has, so Ealdwig will still have some dice to play with. He will turn over the Caster crossbow if Ealdwig wants it. And regardless, Skeeve will remember the "future considerations", too. Regardless, Skeeve finishes with a hearty, "Thank you!"
Skeeve also volunteers to go down and greet the visitor. He can wait either inside the room when the visitor arrives, or outside the door, then enter after the visitor arrives. He's flexible. :-)
Inspecting the crossbow. This could come in handy. Does this shoot a rope? Wonder how it works
Hey Skeeve, how does this thing work? Well...I know how it works, point and pull this trigger here. What I guess I mean is what exactly does it do? It shoots a rope right? Does it automatically attach to something so you can climb it or is it meant to shoot it to someone else so you can pull?
Ealdwig, follows Skeeve to the library, chatting the whole way. I'll back you up. Hopefully, you won't need it. He hold the crossbow like it's a weapon using it as an intimidation tactic I guess since it's not an actual crossbow.
On the way to the room with the Matix Node, he says to Blornvid and Ealdwig, "It is safest if I am the only one in the room. The reason for the hole is that I can escape through it if it is an invasion. Plus, since I am unarmed, no one has to be threatened. If there is no threat, then the Seer will quickly open the door. If it is a threat, then I will quickly be back on this side of the door helping hold the line!"
When Kaarik appears, he see a young human man of medium build standing before him. He is dressed in mostly browns, wearing some light armor, an odd wood-looking thing around his waist, and no discernable weapons. He is reasonably attractive with a head of brown hair and unusually green eyes, and a disarming smile on his face. The young man says, "Welcome to the Manor! My name is Skeeve. Sorry for the weirdness, but we didn't know who or what was going to show up. What brought you to this place?"
I am so honored to meet you my lord, I was expecting the lord of this Manor to be one of my elf cousin but I am happy to see a human leading here.
I have been sent here by my cousin Skylla. I am here to explore the city, there seems to be several items to retrieve here and I would like to get my hands on them before someone less well-intentioned does.
Kaarik immediately realizes that he might have already said too much.
"As for the former city, it is just an outpost. The city itself is long dead, but there are still a lot of opportunities for exploration. As for important things to find, do you mean in the old ruins, or here in the Manor? If you mean the Manor, expect some unhappiness if you try to take things. You'll be better asking nicely, though still expect a no. If you mean the old city, it's just a bunch of dangerous ruins. If you have any way to magically detect for and get guided to them, then you have a chance if they still exist. Otherwise, you'll just have to claw your way through like everyone else does."
Turning slightly to talk into the air, Skeeve says, "I think we're good here. Please unlock the door."
When the door unlocks, Skeeve opens it and introduces Kaarik to Blornvid, a dour looking dwarf who is only now finally relaxing, and Ealdwig, a happy-go lucky Duende. "This is Blornvid and Ealdwig. The three of us are helping reclaim and explore the Manor grounds. We'll take you up to meet the Lady." He pauses for a second and says, "What name should I use when I introduce you?"
Figuring he will answer along the way, Skeeve, Blornvid, and Ealdwig lead Kaarik up and into the Manor.
You can call me Kaarik.
Kaarik introduces himself to Blornvid and Ealdwig and follows Skeeve into the Manor
I have no interest in material power and I do not plan on staying here long, I have business in the city.
Having never met one Kaarik is not sure of how to greet a dwarf, he therefore clumsily tries to exactly imitate the head bow Blornvid did.
"And if you are looking for specific items, you better have a magic item that will guide you there. Otherwise you are hunting blind with no map." Skeeve chuckles for a moment, continuing, "Although, if you do have a map, guard it well and tell no one. Likewise, don't tell anyone if you do have a magic item that can find what you are looking for. People will kill you out of hand for something like that."
I will do Sylfir after work but feel free to chat till then
Ealdwig's mind wonders to what it might me.
There just happens to be a small war going on between the hobgoblin and orc forces. But there are still many places to explore there or at the Manor
I would like to visit the ruins. It might not be a city anymore but I want to see with my own eyes the greatness of the past.
I am always willing to work with companions, I am a mediocre fighter and if I do not fear danger I would prefer not run into it without preparation.
However, I want to be able to talk with the lady before taking any decision.
You mentioned a library, could you show it to me after we have the honor of meeting the lady?
1) Exploring those ruins is very dangerous. Don't do it alone.
2) If you are looking for specific items, that is ludicrously hard.
3) Anything that you have that helps with item #2 will make you a massive target.
That's all. 🙂
I will do Sylfir after work but feel free to chat till then
Sure, really happy to play with this group!
Sylfir Alderdrim
It is an honor to meet you my dear lady Sylfir. I have heard that you retook possession of these lands and I am really glad to hear that. I am Kaarik of the Malthen family.
Our cousin Skylla is the mage who sent me here today. She was originally planning to send me to the city but it seems that there was some interference. I have talked to our good friends already and they warned me of the dangers of the city. That's why before taking any decisions I wanted to talk to you. Have you heard of any artifacts in the region? The fey are fearing that darker forces are trying to retrieve them.
Danoll

Sylfir looks over to a older human make that stands to one side of the room. Pushing himself off the wall he walks over and asks The fey of your lands fear this or are your people in contact with the fey of the city?
Danoll inroduces himself and explains that he was one of the first people to find the city, Paphos, and helped scout it out and assit in the founding and expantion of the expedition base. They have encountered multipe "artifact" but there are some that seemed unusually powerful. The are has alrady come under contention by both goblinoid, mostly the hobgoblins, and orc races.
If the things I am thinking of are what they fey fear then you will not be able to do much on your own. They are rather big and difficult to control. But if you have any specific informatino on them then I can ensure it gets to the expedition leaders.
I am sorry Danoll, I haven't been thorough in my study of the situation and I have no more information, I do not know who informed Skylla and which item they meant.
I would be happy to serve in any way possible though.
If no, then no. But he does ask.
You private quarters are currently on the second floor of the manor. They are finalizing preparations to bring in more staff and family. They Plan to house them in the manor and hope to restore it to a self sufficient holding. While you are welcome to stay for at least the next season or two Sylfir is reluctant to permanently assign rooms in the manor to you but is perfectly fine with you taking a number of rooms in any of the outbuildings. The fieldhouse, gatehouse, or carriage house all have plenty of room. But she will talk with Wittic to see if there are any quarters that could be reserved for your groups use while you stay.
By time you finish talking and giving a brief tour of the manor to Kaaric, who finds the house oddly more human in its basic design than elvish though it does incorporate many elvish styles, it is time for the mid day meal. Retiring to the dinning hall you have a meal prepared by the cook and served by Wittic, in honor of the new guest/member, while you get to know each other better. During the meal Danoll points out that the trio who arrived from the city and have been helping Sylfir to secure and safeguard the grounds. Most of it has been scouted but there are a few more places to explore. He suggests Kaarik work with them for a day or so while Valpip tries to reestablish passage with the Seer to the city.
The interior of the once prosperous manor house exudes an air of faded grandeur and eerie enchantment, frozen in time from its glory days. Dust motes dance in the dim light that filters through cracked windows, casting ethereal patterns across worn and weathered tapestries that hang from the walls. The scent of aged wood and a hint of magic permeates the air.
Dining Hall:
The dining hall holds a long, polished table set for a feast that will never occur. Elegant china and polished silverware remain neatly arranged, untouched for decades save for dusting. The large hearth at one end of the room, once a focal point of warmth and laughter, is now cold and dark.
Drawing Room:
The drawing room showcases remnants of luxurious gatherings and social events. Threadbare velvet sofas and chairs surround a marble fireplace, adorned with aged family portraits in gilded frames. Faded drapes frame the windows, revealing overgrown gardens outside. A grand piano sits in one corner, its keys untouched for years, but the music it once produced still lingers in the air. Gilded frames hold paintings of idyllic landscapes and family members from generations past.
Library:
The library is a treasure trove of forgotten knowledge, its shelves stocked with ancient tomes and magical grimoires. Aged leather-bound books stand in tall shelves, the smell of parchment and aged paper filling the room. A marble fireplace, cold and dormant, once provided a cozy ambiance for reading.
Witic reveals a secret door hidden behind a bookshelf that leads to a private study, where the family kept their most cherished and arcane volumes. Only Sylfir will be able to open it once she has claimed the Manor.
The Conservatory:
A glass-walled conservatory, overrun with exotic plants, fills the manor with a lush, otherworldly atmosphere. Moonlight filters through the dense foliage, casting mesmerizing patterns on the tiled floor. A small, magical fountain at the center emits a soothing, ethereal melody.
Entrance Hall:
As you step through the grand, ornately carved double doors, the entrance hall greets you with a sense of faded opulence. A grand chandelier dangles from the ceiling, its crystals coated in a layer of dust. A sweeping staircase ascends to the upper floors, its once-polished banisters now dulled with age. Portraits of ancestors line the walls, their eyes following visitors with an uncanny, almost lifelike gaze.
Grand Staircase:
A sweeping, curving staircase ascends gracefully from the entrance hall, its ornate banisters and balusters hinting at the former splendor of this place. A faded red carpet, threadbare and worn, once welcomed guests with a regal flourish.
Bedrooms:
Upstairs, the bedrooms once offered comfort and solace. Canopied beds, now draped in cobwebs, hint at the grandeur that once filled these chambers.
The Observatory :
A narrow circular iron stairway, illuminated by tiny windows about a hands span wide, leads you up to the sound of the door behind you closing. At the top of the stairs is another door. Bracing yourself you open it and look out cautiously.

Inside is a round room with a pedestal in the middle with a curved stone atop. The peak of the stone is a pale crystal the flickers with inner lights of varied hues. The only light in the dim room is from an opening in the ceiling that though only dimly lighting the room is blinding to stare at directly. The surrounding walls have intricate mechanisms inset into them. Small and neat runes cover much of the area around the mechanisms and the mechanisms themselves. As you look around the room a shadow blocks some of the light from the hole above an a form floats down and is introduced as the Seer.

A: Manor House ✅
B: Carriage House ✅
C: Gatehouse ❌
D: Kennels ✅
E: Mew ❌
F: Fieldhouse ✅
G: Maze Garden ❌
H: Orchard ❌
Skeeve also says to Kaarik, "Do take the opportunity to speak with Valpip. He has been at the settlement longer than most and if there are any artifacts of relevance in the ruins, he would likely know about it. This is a great opportunity to ask." As he says this, Skeeve discretely points out who Valpip is.
If I'm wrong and we don't have time, then Skeeve will quickly head over to the carriage house and see if Magian is willing to tolerate some flatmates.
Quietly speaking to Skeeve, trying not to draw too much attention, so, we can stay? Looking around, I'd rather stay here, in the main house, but a permanent place is good, no matter where it is.
Should we check out the other buildings. I don't think I'll want to stay with those, um...dogs and I don't think Magian is going to be interested in company. Even if I got him a book or two.
As Skeeve points him towards Valpip, he makes sure that his new friends are aware that he can help with anything. I really feel bad staying idle while you obviously have so much to do. I will be here for a few days at least so use me as much as you can.
He then goes to have a chat with Valpip to try to have more information about the artifacts.
If there is enough light left in the day after Kaarik finishes talking with Valpip, we head over to the gatehouse to check it out. Conveniently, the carriage house is on the way back, so we can always stop there if the gatehouse isn't working out.

Date&Time(Alpha): 16@12:30
If I'm wrong and we don't have time, then Skeeve will quickly head over to the carriage house and see if Magian is willing to tolerate some flatmates.
With that, he promptly moves to the door and knocks loudly.
If he succeeds, he will try to control the rope in the hope of finding some way to have it attached to the parapet.
Rolls
Animated rope creation test - (2d6)
(55) = 10
Rolls
Check for traps (trapmaster) - (3d6)
(445) = 13
Rolls
Disarm trap (Trapmaster) - (3d6)
(263) = 11
Pick lock (nimble fingers) - (3d6)
(264) = 12
A ROOM!!!!!
The room has a large table in the center of the room. A simple oil chandelier hangs above the table. Next to the door on the east wall a fountain engraved with geometric patterns still tinkles with running water. A tapestry of arcane patterns hangs from the west wall.

Rolls
Skeeve: Checking out room - (3d6)
(632) = 11
Skeeve: Examining arcane patterns - (2d6)
(42) = 6
Rolls
Blornvid: Test DC: 5 - Basic - (2d6)
(14) = 5
Crossing the room to examine the tapestry Skeeve is certain it is magical but beyond that he is uncertain.

If no objections from anyone, Skeeve will try the north-west door (just above and to the left of the "9").
Ealdwig wonders around the room stopping to listen at each door. Do we happen to hear anything coming from behind any of the doors?
He lifts the tapestry and looks behind it. Anything there? Secret door maybe.
Anyone know what these markings represent?
"And remember: we don't want to loot the place. We want the place as loot!
"Kaarik, as the new guy, is there any particular door you want to check first?"
Skeeve catches himself a bit, and says to Kaarik, "We kind of got a little system we've accidentally worked through. In general, when we open doors, I'll open them from a distance so we don't get hit with anything if it is trapped. Also, Ealdwig is really good with traps and locks, so he generally gets us through those. And Blornvid tries to split any opponents in half when we have to fight. We try to take turns figuring out where to go next, so please jump in with any ideas you have. Also, I am not sure of your favorite talents, so please let us know if you want to try something yourself."
As before, when Skeeve opens a door, he does it from a distance!
Still following the group with a 2 feets distance he is a bit overwhelmed as he sees everyone looking around methodically at the room and doors.
To Skeeve he answers: You can decide where you want to go, I will follow.
I do not have many skills as you my friends, however I have a bit of knowledge with magical items. Let me have a look at this tapestry
Kaarik walks toward the tapestry and starts investigating.
Rolls
Magical item investigation - (3d6)
(261) = 9
"And please show me how you did it when we're done. I'd like to know if I can switch it around later, too."
I'm just looking around.
When everyone is ready, he'll open the doors, one at at time, remotely.
Unless, again, someone else wants a different door.

North of where you entered you find the remains of a workshop (4) with a small anvil and furnace for heating metal. Though too little to do proper forging and smelting it would be good enough for repairing arms and armor. You not that over one of the doorways the words "Georguy's place" have been chiseled into the stone. North of that are a set of stone stairs leading up to the 2nd floor.
To the south is a small pantry with old and partially rotting shelves, a large cooking pot, iron cauldron, various ladles, knives, and scraps of packaging, pots, and jars. To the SW through an open connection you see a larger room or hallway. The far wall, to the west, has what looks to be targets. The doors and rooms of this place are narrower and have a lower ceiling than the manor or fieldhouse do.

The room is darker, not having any windows to let in the little light available through the small high windows. Blornvid easily scans the room and reports to the others that there is a raised dais and many more webs as well a the floor is covered in a layer of debris scattered across the floor.
Everyone's elder will have limits visibility in the darker rooms of the interior
Once Skeeve gets a good view of what is going on, he will remotely open the door between 14 and 11 to try and get a little more light in that way, too.
Kaarik spends a minute to try crafting a glow stone.
Rolls
Glow stone trinket craft - (2d6)
(22) = 4
He will also look *up* and direct his light there, to see if there is anything to see there. Here's a roll just in case ...
Rolls
Skeeve: Looking around DC: 4 - (3d6)
(231) = 6
Gods, this place is a mess. Doesn't look like anyone has been here in a while.
To Ealdwig's comments about the mess, "Hopefully that means they ain't coming back. I wonder if anyone back at the manor knows this Georguy fellah."
Beyond the now open door is a dead end to the north with another door to the West, this one looks thicker and in better condition, while to the east are stairs heading up.
I will work on spacialy descriptive narrative, and read player posts more carefully, so a map isn't needed every 2 posts
Short hall T with door on left, stairs on right
If you want to see the map get a tableplop account and I can add a link to the info sheet
OK, fair enough. I will just re-ask my question for a textual clarification:
I had thought Skeeve was opening the door in the SE corner of room 14 so that we could see back into a room we've already been in.
It sounds like he opened the door in the NW corner of room 14. Is that correct?
Assuming that the above is correct, Skeeve will still open the door in the SE corner of room 14.
Also, it looks like the eastern half of the north side of room 14 goes farther north. (I.e. that room 14 is "L" shaped.) Let's check that out before we go through the door in the NW corner of room 14.
@ForeverDED, I took it to mean it was a needle trap like we found in one of the doors of the Fieldhouse. So, if we'd have opened it normally by standing in front of it, that person would have taken damage. (And maybe would have been poisoned, too.)
Grumble, sigh
The needles are tiny metal darts

Grumble, sigh
The needles are tiny metal darts
He makes sure his bow is still close to him.
Skeeve suggests opening the door in room 8's west wall. Remotely, of course.
Roll incoming!
Rolls
Skeeve: Remotely open door DC: 4 - (2d6)
(24) = 6
Whichever one he picks, Skeeve will also go to it and check it out.
Rolls
Skeeve: Check door of Ealdwig's choosing DC: 4 - (3d6)
(265) = 13
Sure lets check them out. Ealdwig walks over to the door in Room 8 that Skeeve was unable to open.
Rolls
Check for traps (trapmaster) - (3d6)
(526) = 13
check door to see if locked - (2d6)
(14) = 5
Rolls
Skeeve: Clean Rust from Lock DC: 4 - (2d6)
(23) = 5
Roll to check out the door.
Rolls
Skeeve: Check out the Door DC: 4 - (3d6)
(611) = 8

Skeeve takes 1 damage from the bite and must Save or take 1 more damage from poison. Also if you fail you have disadvantage on all rolls until you save but take no more damage
Rolls
Spider attacks - (Ealdwig:3d6, Skeeve:3d6, Blornvid:3d6)
Ealdwig:3d6 : (322) = 7
Skeeve:3d6 : (364) = 13
Blornvid:3d6 : (343) = 10
Rolls
Axe Attack #1 - (3d6)
(362) = 11
Axe Attack #2 - (3d6)
(124) = 7
He nocks an arrow and shoots.
If not, I first get closer and next move I will shoot.
Rolls
Ranged attack - (2d6)
(23) = 5
Here's the save attempt ...
And he fails. Down 2 HP and has Disadvantage.
Two Shatter attempts this turn.
And that was all utterly pointless. :(
Rolls
Skeeve: Save Test DC: 5 - (2d6)
(34) = 7
Skeeve: Shatter 1 DC: 5 - (1d6)
(2) = 2
Skeeve: Shatter 2 DC: 5 - (1d6)
(2) = 2
Rolls
Attack with sword - (2d6)
(11) = 2
attack with sword - (2d6)
(34) = 7
My sheet shows the dagger, goblin sword (from Skeeve), the bow I just purchased, all under gear and the acrobats pole under magic items.
Chromacloth hasn't been used today and Lucky was used in the underdark, not sure how long it's been since we were there.
You have three weapons: the dagger, goblin sword, and your pole. You need to pick one of them that has advantage when you make an attack. But only one of them gets this bonus. (The bow is not in the discussion because you don't have proficiency with ranged weapons yet.) Make the choice and mark that choice in your character sheet. Pick the weapon you will be using the most when fighting.
Psybermagi is asking because if your choice is the goblin sword, you get to roll the third die for each attack and perhaps hitting after all.
(I also ask that you make your character sheet viewable by others.)
You have three weapons: the dagger, goblin sword, and your pole. You need to pick one of them that has advantage when you make an attack. But only one of them gets this bonus. (The bow is not in the discussion because you don't have proficiency with ranged weapons yet.) Make the choice and mark that choice in your character sheet. Pick the weapon you will be using the most when fighting.
Psybermagi is asking because if your choice is the goblin sword, you get to roll the third die for each attack and perhaps hitting after all.
(I also ask that you make your character sheet viewable by others.)
All for making the character sheet viewable, just don't know how to do it. Can't find the button for it.
OK, since you picked the sword, be sure to mark that in your character sheet. Then, make two 1d6 rolls that will serve as additions to your existing attack rolls. (Basically, adding the "missing" third die to your attack.) Then Psybermagi can continue the fight. In your next attacks with the sword, you will use 3d6 for the attack rolls.
Finally, to make the character sheet visible, go to the top gray toolbar at the top of the screen and click on "Characters". Then click on "All Characters". This will show you all of the characters you have created on Gamers Plane. Each entry will have four icons on the right hand side: A gear, a pencil, a rectangle, and an X. Whatever you do DO NOT CLICK THE X!! If you click the X you will delete your character and you will NOT be asked if you wanted to do that. The gear, pencil, and X are all red; the rectangle is gray. Click on the gray rectangle and it will turn red. Once that is red, your character will be visible for others to see. (If it is any consolation, it took me a while to figure this out.)
Hope this all helps!
Don't see a gear or an X.
spider

Ealdwig 1 damage and Blornvid 2 damage (crit) booth need to save vs poison for 1 damage and disadvantage on rools
Rolls
Spider attack - (Ealdwig:3d6, Skeeve:3d6, Blornvid:3d6)
Ealdwig:3d6 : (462) = 12
Skeeve:3d6 : (335) = 11
Blornvid:3d6 : (664) = 16
Well, that didn't work. I am also assuming that one Save Test covers it regardless of how many bites he has suffered.
Also, he got hit again. Does that mean he is taking two damage points per hit because his Save Test rolls suck? Or does the poison only affect once in the combat, meaning he has only taken three damage points so far?
If he has taken 4 HP already, he says, while still feeling ill, "Perhaps we should pull back to the other room, or even outside, to recover." He will back up, at least to the door to room 11 with his first Action while waiting to see what everyone else is going to do.
Rolls
Skeeve: Save Test DC: 5 - Dis - (1d6)
(2) = 2
standard save - (1d6)
(2) = 2
He shoots.
Edit:
Rolls
Ranged attack - (2d6)
(61) = 7
I also rolled the two additional 1d6 if it's not too late.
Since Evade worked, I don't need to roll for a save, correct?
Rolls
Evade attack using Agility trait - (1d6)
(6) = 6
attack with sword - (1d6)
(1) = 1
attack with sword - (1d6)
(5) = 5
The spiders fled through the walls and can not be targeted from where you are. You can try to give chase or prepare to attack if/when they return.
This enemy is a bit complicated as they can move through things to to make it manageable with the Tiny system.
I will allow you to act once each time they appear as long as you have an action available. This will let you get in one when the spiders appear regardless of their actions.
I assume Skeeve had to use his first Action to move around and out of harms way. He uses his second action for a heal attempt (two rolls) on himself, since he did get hit twice. He will hold off on the anti-toxin until he is sure they are going to keep attacking. He has to succeed at a roll at some point ...
To Kaarik, he says, "You were absolutely correct to worry about spiders. I was totally wrong. I apologize."
Rolls
Skeeve: Heal DC: 5 - Dis - (1d6)
(2) = 2
Skeeve: Heal DC: 5 - Dis - (1d6)
(1) = 1
"I wonder if those bastard spiders moved in after Georguy left, or if they're the reason he ain't around no more."
Skeeve is the only one currently poisoned.
He puts a hand on Skeeve's shoulder, "Do not worry for that, I was being a bit paranoid, the fact that there happen to really be spiders was just bad luck. You should more worry about yourself now, are you badly hurt?"
He turns toward Blornvid and Ealdwig, "You both received bad blows, are you fine?"
Just to make sure we're on the same page Skeeve took 4 damage - 1 for his armor, so is at 3/6 HP, right?
Poison in the system is not cumulative. Any single save will negate both effects.
Those that acted without a target are assumed to be waiting for a spider to appear

Rolls
Spider attack - (Kaarik:3d6, Blornvid:3d6, Blornvid:3d6)
Kaarik:3d6 : (355) = 13
Blornvid:3d6 : (453) = 12
Blornvid:3d6 : (434) = 11
Also, you said that when they appeared, we all have the opportunity to get an attack in, so I'll be using that, too.
Rolls
Skeeve: Spider Attack DC: 5 - Adv - (3d6)
(315) = 9
Skeeve: Save Test DC: 5 - Basic - (2d6)
(13) = 4
Skeeve, you alright? You're not looking so good.
Should we retreat and come back with more of a plan?
Ealdwig will keep his sword out and attach anything he sees.
Rolls
attack closest spider with sword - (3d6)
(134) = 8
2nd attack - (3d6)
(524) = 11
Rolls
Save test - (2d6)
(34) = 7
ranged attack - (2d6)
(45) = 9
Crap! Failed the poison save so another point of damage and attack at disadvantage, right?
How long do one of those anti-poison potions last? If I take one now for an action, then get bit again, does that mean I have to go through all of this again?
Rolls
Poison Save - (2d6)
(12) = 3
@Psybermagi has to answer how the anti-toxin works. My understanding ... is probably wrong, so there is no reason for me to guess. It should last past this fight, regardless.
The most you have seen are 3 spiders at once. So either they coordinate well, probability is a spy, or there are 3
Antitoxin lasts 1 minute minimum
Yikes, that was bad.
Rolls
Blornvid: Test DC: 5 - Dis - (1d6)
(1) = 1
Blornvid: Test DC: 5 - Dis - (1d6)
(3) = 3
Advantage before being poisoned - (1d6)
(4) = 4
These spiders are acting more like a wolf pack, harrying prey with hit and run, circling around to attack the flanks, than the standard spider tactics.
His intended next two actions are to get outside the building. However, he won't leave anyone behind. If no one else is retreating, he isn't retreating either, even at the risk of his life.
spider

Rolls
Spider attack - (Skeeve:3d6, Blornvid:3d6, Kaarik:3d6)
Skeeve:3d6 : (464) = 14
Blornvid:3d6 : (342) = 9
Kaarik:3d6 : (155) = 11
We cannot even see from where they come from...
I hope that helps explain things!
"Blornvid, you still have two anti-toxin potions, correct? If you and Ealdwig take them, then you two will have a better chance to get through the fight unscathed. I will use my shielding ability to try and avoid getting hit. The three of us will encircle Kaarik, hopefully allowing you to take pot-shots with your bow while we keep you from getting bitten.
"How does that sound?"
Sorry, I've never had the need to take one of these before.
Looking at Skeeve a little dubiously, is that the best plan we've got?
Skeeve chuckles at the last question. "It's the best plan I've got. I am completely open to a better plan!"
Thinking for a moment, he then adds, "Actually, I have another idea. I haven't done this before, but I can try to put up a force wall to mess with their phasing. I don't have complete control over it yet, but maybe I can delay their retreat for a moment, giving us a better chance to hit them. Regardless, that's just a modification of the idea I stated before. The base idea is to keep Kaarik clean for his arrows, and us to hit them as they appear."
I agree with Skeeve's plan. They will not have the advantage of surprise anymore.
We can do it.
Looking through is bag, I have the homunculus. He pulls it out. I can send this in to survey the place. Frowning. Not sure how that could help, we know they are coming at us through the walls. And too many doors are closed to try and find there nest.
Yeah sorry, I've got nothing better. Ealdwig puts the homunculus away.
"Blornvid, you still have two anti-toxin potions, correct?"
"How does that sound?"
Ok guys, let's go. Ealdwig adjusts his equipment draws his goblin sword and heads toward the door. We're taking the potion just before we head into the room, correct? 1 minute of resistance right? Curing it after the effect is good to, if you live of course.
Skeeve thinks for a moment, then adds, "We probably ought to focus on one spider at a time, as one will be easier to handle while damaged, instead of two."
Skeeve has his Shield up and thus just gets one Standard Test to invoke the square plane.
1 action each for now.
If Skeeve succeeds blocking the spider then it remains otherwise it retreats though the wall.
Skeeve can dodge the critical hit, hopefully
Rolls
Spider attacks - (Blornvid:3d6, Skeeve:3d6)
Blornvid:3d6 : (365) = 14
Skeeve:3d6 : (166) = 13
Oh well, no plan works if the dice don't cooperate. :-(
Adding the Save Test ...
Well, hopefully others roll better.
Skeeve is down three HP and is poisoned. Bummer.
Rolls
Skeeve: Block spiders' retreat DC: 5 - Basic - (2d6)
(43) = 7
Skeeve: Shield Dodge DC: 5 - Basic - (2d6)
(43) = 7
Skeeve: Save Test DC: 5 - Basic - (2d6)
(31) = 4
Kaarik, I hope you get a good shot!
Rolls
attack with sword - (3d6)
(144) = 9
Rolls
Ranged attack - (2d6)
(36) = 9
Rolls
Poison Save - (2d6)
(36) = 9
Swing of the axe - (3d6)
(236) = 11
The ability of these spiders to to phase in and out only allows a single attack.
Rolls
Spider attack - (Blornvid:3d6, Blornvid:3d6, Ealdwig:3d6, Ealdwig:3d6)
Blornvid:3d6 : (654) = 15
Blornvid:3d6 : (146) = 11
Ealdwig:3d6 : (222) = 6
Ealdwig:3d6 : (161) = 8
To Hells with you!
Blornvid, you ok!?
Rolls
Evade attack using Agility trait - (2d6)
(66) = 12
Attack with sword - (3d6)
(565) = 16
Not sure that anyone in the group was able to see it, he says:
"There, in the back. There is a bigger spider! It looks like their leader. Maybe we should focus on it?"
So far, not wanting to alert the new spider too much since it did not attack yet, he shoots at the spider that attacked Ealdwig.
Rolls
Ranged attack - (2d6)
(44) = 8
Sorry forgot the second attack. I am slowly getting better. Also the Evade is only one die, screwed that up too.
Rolls
Attack with sword - (3d6)
(363) = 12
Rolls
Blornvid: Test DC: 5 - Basic - (2d6)
(35) = 8
Blornvid: Test DC: 5 - Basic - (2d6)
(62) = 8
Rolls
1st Axe Swing - (3d6)
(561) = 12
2nd Axe Swing - (3d6)
(514) = 10
... still Disad on everything. Will still wait for Kaarik to go before I post Skeeve's actions. Basically, if the second spider goes down, he will try to heal himself up a bit. If the second spider is still standing, he will zap from a distance to try to help take it out. (This isn't trying to "defer" any actions. It is just trying to go last in our part of the turn.)
Rolls
Skeeve: Save Test DC: 5 - Dis - (1d6)
(4) = 4
That was a bit of an advanced combat. Thanks for working through it
Rolls
Skeeve: Heal 1 DC: 5 - Dis - (1d6)
(1) = 1
Skeeve: Heal 2 DC: 5 - Dis - (1d6)
(5) = 5
Skeeve: Heal 3 DC: 5 - Dis - (1d6)
(4) = 4
Skeeve: Heal 4 DC: 5 - Dis - (1d6)
(2) = 2
We're going to have to clear the place, of all the spiders and whatever else might be in here if we're going to make this a home base. I certainly don't want to be surprised in my sleep.
( Human opposition association)
How about that. Got it in one!
(And you can tell I didn't expect that, since I called it "Save Test 1". I honestly thought it would take a few more tries.)
Rolls
Skeeve: Save Test 1 DC: 5 - Dis - (1d6)
(5) = 5
"Should we loop around to the other side of the building to see if there is an entrance that way? In the end, we have to just use Blornvid's axe to go directly through the wall."

You look around and remember that Wittic said the gatehouse only has 2 doors and the front door is likely locked. Pursuit of the female phase spider with the egg sack on its abdoment will be quite difficult until you have cleared the rest of the rooms. Especialy sice it can climb walls making the 2nd floor a possible escape route for it.
It was pregnant right? It looked pregnant.
Thinking, don't spiders have a ton of babies? Ealdwig shivers, thinking about it.
How are you feeling about picking another lock?"
Which one?
Rolls
Check for traps (trapmaster) - (3d6)
(366) = 15
Disable trap (if found) - (3d6)
(351) = 9
Pick lock (nimble fingers) - (3d6)
(361) = 10

With the door open you look inside to see a bare room of simple stone with 2 doors, to the north and east, as well as an open archway to the south. The dust on the floor shows the room to have been unused for a long time.
(Two rolls: one for the room, the other for looking through the archway.)
Rolls
Skeeve: Checking out entry room DC: 4 - Adv - (3d6)
(623) = 11
Skeeve: Looking through archway DC: 4 - Adv - (3d6)
(115) = 7
Pit Trap advantage due to caution - (3d6)
(342) = 9
Skeeve? Are you ok?
You will have to go grab something heavier than that to open it if you are not using a live "specimen"
Muffled shouting can be heard from back up the chute but it is unclear what they are saying.
Rolls
Skeeve: Look through first room DC: 4 - Adv - (3d6)
(352) = 10
Skeeve: Look through second room DC: 4 - Adv - (3d6)
(613) = 10
Wonder if I can open or disable it without falling into it? Ealdwig give it a shot.
Blornvid, I can't help much with something heavy to trigger it with, but we can use my pole to hold it open, um, maybe? We'll have to get it in the opening fast.
Does Ealdwig see a mechanism nearby or anywhere in the room that may hold it open or turn it off?
Rolls
disable / open floor trap (trapmaster) - (3d6)
(453) = 12
I figure we need to get down there or at least get it open so we can pull Skeeve out.
Rolls
Rope test - (2d6)
(42) = 6
Climbing test - (2d6)
(46) = 10
Ealdwig tries to trigger the trap without stepping on it.
Rolls
Trigger trap (trapmaster) - (3d6)
(445) = 13
And good point on Apophenia ...
"Please stand back a bit so I have a clear open target!"
He positions himself so that he has a good view up to a good landing spot. Then he generates a thin transparent wall sufficiently large to maintain that good view. If it holds, he will then Blink up to the landing spot. Assuming the Affix holds, he should be able to retry until it works for each power, so no rolls here.
If that doesn't work, he will try to us Apophenia to understand the mechanism enough to find a weakness. Maybe a pin he could pull, or an axle rod he can pull out or something like that. Here, however, I assume there are a limited number of chances to make this work. So, I include a couple rolls just in case.
Also, if he was injured, he has already fixed that.
Rolls
Skeeve: Apophenia Test 1 DC: 4 - Basic - (2d6)
(12) = 3
Skeeve: Apophenia Test 2 DC: 4 - Basic - (2d6)
(36) = 9
You know, I almost forgot, I could use the homunculus to see if I can find it. Of course it can't go through walls and would require access to wherever it is.
Gathered together once more, not outside the front door you consider your options. The idea to smoke the building out seems very doable. There is a ready amount of dry wood to burn and green wood and leaves for smoke. It may also affect any other pests that have moved in while the house was abandoned.

The stairs in the NE corner (North of 4) lead up but the ones in the middle of the building (NW corner of 14) went down.
To the group, I think we should make sure to secure the path between the front and back doors before checking anything else.
To the group, I think we should make sure to secure the path between the front and back doors before checking anything else.
Rolls
Check for traps (trapmaster) - (3d6)
(613) = 10
Disable trap (if found) - (3d6)
(364) = 13
Pick lock (nimble fingers) - (3d6)
(224) = 8
Blornvid spots a lever in the room to the south as well as a couple of door and a rusty and rotting balista that looks to have fired multiple spears at once.
Ealdwig finishes checking the door and though it is in good condition and has a lock it is not secured and is trap free. Standing back he lets Skeeve open it and it swings in to reveal another room with a tile mosaic that covers the floor, a couple chairs with a table, a faded and torn tapestry hangs from the south wall, and 2 more doors.

Assume everything is good to go, Ealdwig enters and searches around looking for hidden nooks, levers, spiders, and any other threats, magical items or treasures.
Rolls
Check for traps (trapmaster) - (3d6)
(446) = 14
"I'd like to keep the door between that room (room 6) and the spider room closed for now. No reason to poke the spider right now.
"Instead, how about seeing what is south of other room (room 10) so we can close off that corner of the floor? Or we can check the basement."
I opened the eastern door and am currently in room 6 if I am getting all the directions right.
In the east room (6) the furniture is plain but well built. This tapestry shows a sceen of woods and glen. Though fadded it still shows its quality. Ealdwig finds nothing amiss in his search.
In the east room (6) the furniture is plain but well built. This tapestry shows a sceen of woods and glen. Though fadded it still shows its quality. Ealdwig finds nothing amiss in his search.
In the east room (6) the furniture is plain but well built. This tapestry shows a sceen of woods and glen. Though fadded it still shows its quality. Ealdwig finds nothing amiss in his search.
Rolls
Check for traps (trapmaster) - (3d6)
(522) = 9
Disable trap (if found) - (3d6)
(642) = 12
Pick lock (nimble fingers) - (3d6)
(422) = 8
The door opens to reveal a simple room with a couple of stools and a simple wooden table. A few items lay scattered on the table, covered in dust. On the far wall is another door leading south.
Ealdwig walks over to the door and checks it out, carefully.
Rolls
Check for traps (trapmaster) - (3d6)
(663) = 15
Disable trap (if found) - (3d6)
(565) = 16
Pick lock (nimble fingers) - (3d6)
(542) = 11
The door to the south us heavily bound with iron bands. Ealdwig determines that this door too is safe and unlocked, though again it has a quality lock. Stepping back to allow Skeeve to open it and a moment later you peer in to what must be a room with a couple of holding cells to the west. In the south east corner of the room is a pit ringed by metal spikes and a pully with a chain dangling overhead.

Heading back to room 13 Ealdwig picks up the tiles and looks them over.
"Hmm. If the south room was for a couple of holding cells, this was probably a guard's room where they would relax. I know there is another holding cell in the basement. Maybe there is another guard's room down there with more of the cards?"
Also, now that he thinks of it, Skeeve does a check of both rooms to see if he can find any keys. If this is where the guards were at a lot, there is a decent chance to find keys here.
Rolls
Skeeve: Check room 13 DC: 4 - Adv - (3d6)
(361) = 10
Skeeve: Check room 16 DC: 4 - Adv - (3d6)
(652) = 13
Kaarik appears to be disgusted by all the tools in this room and makes sure he does not touch anything.
This seems to be a dead end. Where do we head next?
Answering Ealdwig, he says, "Well, we could check out the north door back in the entrance room."
When we are done with these rooms, Ealdwig heads back to the entrance room and check for traps on the door to the north.
Rolls
Check for traps (trapmaster) - (3d6)
(153) = 9
Disable trap (if found) - (3d6)
(252) = 9
Pick lock (nimble fingers) - (3d6)
(461) = 11
Again another quality lock, but this one being unlocked. Ealdwig and Blornvid agree that should you ever find the keys to this place you will likely be able to disable all the traps and keep them for personal use if you desire. Otherwise disabling th traps via the lock mechanism is incredibly difficult.
Standing back you allow Skeve to open the door to reveal a large room. Scattered around the room are piles of bones, rusted and ruined weapons, and scraps of crumbling armor. Several of the bones look to have come from much larger creatures though still vaguely humanoid.

What do you think these bones are? They don't seem to be humans, dwaves, elves or duende? What kind of creatures are these?






Without really believing it would work, he tries to address the skeletons in a friendly manner before they attack :"We are sorry to disturb you friends..."
With a small smile, think that'll work?
There are 6 of them? Do we know what triggered them to rise? Was it the tiles / cards from the other room?

Well, please don't command them to attack. Um, I assume you're the leader. We don't want any trouble. We've been asked by the Matron of the manor to inspect the grounds and make them safe. We are hoping to make this this facility our base of operations. Smiling, we kind of need a place to crash.
Realizing that he was rambling, oh, sorry, I can ramble. Um, I'm Ealdwig, this is Skeeve, Karrik and Blronvid gesturing around the room. And you are?
After that answer, he says, "How aware are you? Are you able to answer general questions we may have?"
Darian Masym

I can't command them anymore. I'm dead. Didn't you notice? No one is their commander they are training automatons tied to that room.
As for making my home your base, . . . well I guess we can come to an arrangement.
As Ealdwig introduces himself the phantom give a half bow and replies. I am corporelle Darian Masym. You may call me Darian
At Skeeve's interjection he glances at the emblem then to Skeeve. What sort of reaction would you like? I'm certainly not going to bow down and swear undying servitude just because someone from the family finally found their way back here. As for my awareness, I am probably more aware than you. The loss of my former body realy freed up much of my mind. As for answering more questions. . . . Why should I? At least the young duende had the decency to introduce himself.
Although that was after declaring his intent to move in without consulting me first.
Please forgive us dear Darian for entering your residence without asking for your perminsion first. Is there anything you would like us to help you with?
Darian Masym

It is of no account. It is not as if I could answer the door or tidy up. and Darian's voice conveys hints of humor and regret. I thank you for your offer but I want for nothing you can give. And how may I address you young sir? and another half bow is given to Kaarik.
If you want I can give you a tour of the facilities. Such as they are at this point.
"The last time we ran into a blue floating entity, it was at least partially running things. That's why we were wondering if the skeletons were under your direction. That they are not is good to know. Thank you."
Skeeve pauses to give him a chance to respond if he so desires. Assuming he allows the opportunity, Skeeve continues with, "It was our understanding this building was empty of prior occupants as all such had moved on over the time the Manor was left fallow. That this is not the case does indeed change things. Our primary goal is to make sure that there is nothing in the building that will be harmful to the new Lady of the Manor. You do not need to serve her; we just want to make sure no one is hostile. To demonstrate that, we have met both the stable master and the kennel keeper, and they and their charges are not being attacked or driven out. The Lady is fully aware that making friends is far more valuable than making enemies. As for us moving in, now that we know this building is legitimately inhabited, then, yes, we would need to negotiate any possible occupancy with the current residents.
Speaking of which, aside from the phase spider, are there any other residents in the building we should be aware of?"
Skeeve is working to be gracious through this whole process, after the initial screw-up.
Darian Masym

The ghostly guard sighs It is fine. I just get annoyed. I've been trapped here since I died years ago and have only had the uninvited monsters for company.
A glowing blue . . . Do you mean in the Field house? That thing survived without maintenance. Wow. It only part of it was working then that could have been most difficult. The lord used to use that place for military drills and taming monsters with the gamekeepers.
As for the building, well I assume you were the ones to drive of the phase spiders so no one is really living here. I mean I can't leave and don't really feel like going of to live in some gods domain is all that better than just staying around here so I will be here for the forceable eternity.
Hmmm . . . The stable master . . . Kenner Keeper . . . you say. Do you know their names? I wonder if they remember me. No one has come to visit since this place since I 'awoke'. I do believe I died as the evacuation was underway but the first thing I recall in this state and he waves a hand through himself was likely several seasons after that based on the decomposition of my body and the dust all over the place.
It's not like I can stop you from moving in, or that I would even mind. But yeah, I won't be taking orders from that family again. However as I appear to be stuck within the walls of this building I would ask that you be considerate of my status as a permanent and pre-existing tenant and he chuckles a bit at this Though I can not touch you or anything else I have learned that there are ways to express my displeasure to those beings within these wall that prove to not be worth my time or the effort of good manners. at this last bit his form fades into a darker state as a deep but non-physical chill emanates from him.
But I'm sure we won't have that problem. You seem nice enough.
And, yes, we'd love a tour of the building!"

The basement is less impressive with storage rooms, the cell Skeeve dropped into, and is home to many rats and smaller pests but nothing of interest.
Master Darian, we have discovered a tapestry with arcane power in the gatehouse, it revealed itself to be a map of the manor, however I feel that it had another purpose. Would you have any idea?
Darian Masym

Ah yes. That tapestry was tied to the security magics. It allows us to monitor any ware outside within the manor grounds. I am not sure how well it may still work but it likely retains some functionality
"Also, two others who remain in the Manor from the old days are Witic and the Seer. Do you know anything of them?"
"By the way, did you happen to know of a 'Georguy'? We spotted his name chiseled into the stone over near the forge. And speaking of which, would you be alright with me getting the forge working again?"
Darian Masym

Visitors would be nice . . . . Magian . . . I think I recall him. But the guard did not always get along with the others and it has been a while. Plus you know, the whole death thing made some memories a bit . . . . garbled. Now Witic I remember. A rather annoying by the rule book fey that worked as part of the household staff as I recall. Seer, nope, nothing rings a bell on that. But I would not mind talking with others who may be able to answer some of my own questions about the past.
Georguy. Yeah he was one of the old timers and a good hand at minor repair for armor and getting weapons sharpened properly. I am sure he would be glad his little forge had a good master once again.
Darian explains what he knows of the tapestry, merely from observation and not from use, as Kaarik studies it. He does quickly confirm that while the tapestry magic is intact it also interfaces external enchantments that are either inactive, dysfunctional, or teetering on the edge of failure.
Eldergrove also finished up and lost some players so they have 2 veterans looking to join a story
Character | Player |
Barley | microtheMacroBear |
Vaun | Stalker05 |
This new story may involve migrating to another game. As I mentioned the current number of players has gotten a bit large. Working out details.
Kaarik / @MoyenBateau : You can either stay with this group or we can use this opportunity to get you to another story. Another newcomer just arrived at the base near the tower so you can go there and work with them.
First, there is still a spider on the loose. Unless it is a friend of Darian's, we'll want to get rid of it and its egg sacks. Otherwise, we'll need to recruit it. Either way, we don't want it to be a loose end.
I would still like to use the building as our "home base" unless that is infeasible because of moving games. If it isn't feasible, then so be it and we move on. On the loot, if we are going to use it as our base, he recommends leaving the armor here. If not, we should cash it out. Regardless, let's take the cash. (He has more magical supplies to buy!) For the non-armor items, I recommend that we take the holy symbol and hour glass with us to present as gifts to the Lady as tokens of her family's past. For the price of 50 gp we hopefully garner some more goodwill. We don't mention the armor, though ...
On the way back to the Manor, we will stop by the Carriage House and ask Magian to go talk with Darian. It will probably do both of them some good.
Back at the Manor, we provide a report on the current state of the gatehouse, minus anything about the vault contents. We present the gifts to Sylfir. If it works for the game, we ask for use of the gatehouse. (If not, we don't.) We tell them about Darian still being there, and his condition (can't leave the building, won't move on, not gonna serve). If Witic isn't there, he will make sure to find her and tell her, too.
Finally, Skeeve will check in with the Seer and check in with his progress learning with the dice.
After all of that, it's on to the base to spend the loot!
Also, did we get XP? I have a trait I wanna buy!
Back at the Manor, we provide a report on the current state of the gatehouse, minus anything about the vault contents. We present the gifts to Sylfir. If it works for the game, we ask for use of the gatehouse. (If not, we don't.) We tell them about Darian still being there, and his condition (can't leave the building, won't move on, not gonna serve). If Witic isn't there, he will make sure to find her and tell her, too.
Also, did we get XP? I have a trait I wanna buy!
Magian is slightly curious about the phantom but does not recall him personally. Still he says he will visit the building now that you disabled all the traps.
Sylphir accepts the gifts graciously and says that you are free to use the gatehouse. They have begun working on a community charter and for when additional people are involved and says that you will need to review it and sign it when it it ready. Essentially it is is a cooperative agreement. It is essentially a non-aggression pact with mutual defense and trade options.
The seer is impressed with Skeeve's progress with the dice but suggests testing his ability to activate the Matrix in a non-emergency condition first.
Base thread is open and you guys know the way
If he encounters Sylphir or anyone else in charge, he will also state that if the community charter has been formalized to let him know so that he can review and sign it.
Danoll (Manor)
When questioned about the charter they affirm that it was decided to let a year pass before organizing anything as many from Eldergrove still hope to return and some of the existing residents are having trouble adjusting to all the new neighbors. A basic compact, that mostly defines lands and buildings along with their residents and a few basic laws for general safety. Such as trespassing, theft, assault, murder, and the like.
Danoll accompanies Blornvid as they head out to the gatehouse The area around the manor has obvious signs of recent care. Danoll informs you that the garden and area between the fieldhouse and manor has changed even more as it has been partitioned into several fields for crops.
In the gatehouse Blornvid finds that a couple of youth have taken up residence within, under Danolls instructions. They have been maintaining it in the hopes of some adventurers return. They ask if they can stay and continue to work on cleaning and doing the minor repairs they are capable of. In return they ask for martial training and to hear of your adventures.

Another lad took up with Magian, in similar conditions, but none have been brave enough to approach the kennels. If you don't want to be bothered we ask that you allow them to stay till they finish tidying up and we finish making the field house and mew useful for habitation.
The small forge is still cold but you find that a supply of coal has been stored in the hopper and most of the basic tools cleaned and the area kept neat. The youth explain they only tended the tools they were familiar with as they know that smiths can be very particular about their instruments.
"As for martial training, I'd be happy to. I think the Manor's gonna need to be able to defend itself someday, preferably later than sooner. And if you two lads pay attention, you might be able to lead the troops someday. By the way, what are yer names?"
You help outfit the boys, who spend hours polishing old pieces of armor before you will rework them into fitting the boys. A couple decent shields, and a sword and ax before you get to working on restoring a couple crossbows for them as well.
The drills are tedious but they don't give up. And when you introduce them to the undead "training dummies" they don't run screaming.
When the boys see you eyeing the ballista and ask about it they inform you there is a woodworker and several with basic wood working skill in the refugee numbers. The woodworker you learn is a specialized druid who has learned to control plant grown and can even restore old woods. He comes to take a look and deems the existing wood not worth the effort but brings in a carver to trace out some templates for parts so they can work on crafting the needed pieces.
The map has slowly begun adding more details to the icons on the map. Blornvid learns that it works better for Dannol and best of all for Sylfir. Is seems the magic is still attuned to her family and those in her service but with the change in arrangements around the manor the enchantments are shifting as well. Those sworn to the defense of the area can easily identify friend and foe while most others can only identify their immediate family if all are now members of the community.
Blornvid makes sure that the woodworker and carver know that he will be paying them to restore the ballista frame. "If you'd like, you can grow the trees here on the grounds of the gatehouse."
Blornvid is pleased to see that the map is still functioning, moreover that he's able to make some sense of it, as limited as it may be. Skeeve will be pleased. I wonder what he can get the map to do." He takes a moment to think about his friends, Ealdwig and Skeeve, and a smile crosses his face. I wonder what they're up to. He starts to feel a bit melancholy, so he grabs a beer from the keg and watches the stars in the heavens.
The Eldergrove refugees are adapting well enough and the manor is looking much better with regular use and maintenance. The younger generation is being encouraged to try various things and Danoll and Sylfir have arranged for a them to move through a rotation of all jobs and professions to every two weeks. Luckily the "guardsmen" joined Blornvid are old enough to be exempt from this and they take over managing the other youth that take turns in the guardhouse.
1/d Exploring Paphos
1/d Exploring Underdark (daryen DM, need to see if there is room)
3/w Infinite Tower (Have not gone to town yet but we can work out an intersection of stories if you are interested)
3/w Stormy Beginning (still inbound but you can meet them when they get to town)
I like the 3/w option. While the multiple posts/day adventures were great early on, it got to be a bit of work to keep up, especially when the group expanded in size. I can only imagine what it was like for you.
What sort of role do you envision for Blornvid should he join the Stormy Beginning group? I don't mind playing a support role (guardian?) so that the newcomers can enjoy developing their characters and exploring the world.
Blornvid secretly hoped that either Skeeve or Ealdwig were able to take a break from their adventuring to address their respective rooms and workshops in the gatehouse, but it didn't happen. No big deal. It could wait.
The gatehouse restoration was close to completion. The forge worked well. Rooms were clean, beds made. The wooden ballista parts were being grown. It was "homey." He never saw Darian the ghost. He wondered if he approved or found some way to move on.
The smithy work backlog was taken care of. Danol had seen fit to assign regular guards to keep an eye on things and oversee the training of the lads and lassies who were inclined to defend their new home. There was little left here for Blornvid to do.
"I s'pose that it's time for me to head back into the world," he said to the empty gatehouse one evening. He toasted the idea with an ale.
The next day he packed his things and informed Danol of his decision. "Me or one of the lads will be back. Don't know when. If you should be needin' me for anything, just send a message back to the base and I'll be back as soon as I get it."
He thanked Danol and gave his regards to the Lady of the Manor and sought out the Matrix node in the cellar.


Your presence calms the panicking people and you encourage them to retire inside the house for a while and get the Keeper to send most of the pack to back into the woods while you accompany him to go see Magian. There the Keeper explains more on what he found. Far to the south the pack encountered something with tracks indicating it is far larger than any beast he had previously seen. He intends to go out with the rest of the pack and hunt down this new threat.

If it is truly soo large then we will likely be able to easily find it form the sky.
Turning to look to you. Would you accompany us? I believe I can get a couple of griffin to bear the both of you and this would be a good test for them. What say you?
Ok, that's fine. Assumed he was heading back to base. This is more dramatic.
You reluctantly allow Magian to help you once again mount up onto the griffin and take to the air to begin searching the area for the signs of conflict. It does not take too long for you to find the site and upon landing once again realize you failed to fully understand the Keepers description. The print of whatever fought the pack are larger than a griffin and deep enough to make you think dragon or dinosaur but the shape is all wrong. Magian is equally stumped, not having any ideas what the thing might be.
Give me a plan of investigation with test rolls to support it.
After looking over the tracks, Blornvid says, "Hunting isn't my specialty, so I have no idea what this may be. However, if we can measure the size of these footprints and sketch them, we should be able to bring them to a hunter or some mage that specializes in the study of living things. And if we can identify a matching pair of prints, a left foot and right foot, we should measure the gap between them. Taller creatures have a wider stance."
Another idea comes to him. "If you spot any blood on a leaf or branch or the ground, we should try to collect that as well. Might be useful for identification."
Rolls
Blornvid: Test DC: 5 - Basic - (2d6)
(15) = 6
Blornvid: Test DC: 5 - Basic - (2d6)
(32) = 5
Blornvid: Test DC: 5 - Basic - (2d6)
(33) = 6
Go ahead and join the duo of newcomers in the Stormy Beginning
![]() Haze | ![]() July | ![]() Tiny | ![]() Ambasador | ![]() Elyse | ![]() Zeva |

You are guided to the drawing room, which showcases worn but still luxurious furnishing. Threadbare velvet sofas and chairs surround a marble fireplace, adorned with aged family portraits in gilded frames. Faded drapes frame the windows, revealing overgrown gardens outside. A grand piano sits in one corner, its keys untouched for years, but the music it once produced still lingers in the air. Gilded frames hold paintings of idyllic landscapes and family members from generations past. He tells you to make yourselves comfortable and that drinks will arrive shortly before excusing himself to fetch the lady of the house.
You all get comfortable and Ambasador begins inspecting all the fabricated goods and you are brough drinks of either cool water or chilled mild wine. A few minutes pass before Danoll returns with a young half-elven lady.
So Lady Alderdrim, this all brings us to your parlor...
Rolls
spell touched story telling - (2D6)
(45) = 9
Though Paphos was Hazel's original destination she is only all too happy to forgo that opportunity for one closer and safer to reach. She and Sylfir chat much of the night about possible trade arrangements while you talk with Danolle and others of this odd settlement.
To Blornvid: So, do you think you might want to help me find some raw gems in the area? If we can find some before Hazel packs up to go, I could bundle them up and ship them back to the family business? Any old mines or caverns that we could explore around the manor?
Danoll (Manor)

The retired rogue replies quickly. I know of 2 possible sourcs of gemstones. The city of Paphos has tnnels leading from its cewars and basements that wind and eventually lead to the underdark. As I understand it even the caverns above the true depths of the underdark has some crystals. The manor itself has a passage that may lead to the underdarkas well but none have ventured down its winding length.
In additin Magian tells uf mountains to the north where he and the grifons spend much of their time. The are is rough and filled with caves. Though neither he nor I are great experts on locating the treasures of the earth I am sure that there must be someoportunities there in the mountains.
The mountains are an unknown but all I know of the unddark says that it is the more dangerous of the two options.
Or
I have several NPC templates. We can add a healer or similar if you are interested. Also I try to scale things so don't worry. I will try to give hints about dangerous locations, they will still exist, but also give other opportunities.
I'm good either way. If Turanel has a particular hankering to explore a certain area, I'm good to tag along.
Magian

The stable-master is only all to willing to fly you to the mountains, a several days walk but mere hours by flight, and even has a spot in mind for your investigation. The region has multiple caves, some natural while others show signs of being expanded by tools.
Plans are made to set out the next day at dawn so that you will arrive shortly before dusk to allow you a glimpse of the area and time to prepare a camp before nightfall. Magian arranges to be in the area every half-week (5 days, twice per 10 day week) and as long as you are able to make some kind of signal will likely spot you even should you move miles from where you were dropped off. You begin making preparations of your own and soon have craftsmen working on climbers kits, a harness, extra rope, and rings and clips to secure items should you need to climb either in the mountains or depts of caves. You are free to request additional supplies to be sold to you. The climbing kits are a gift of good will and a hope for potential trade agreements from Elyse's family. During your preparations you are approached and asked if your expedition is open to an additional member. Though dangerous, the life of an adventurer often appears glamorous to many, especially the young, and is seems at least one of the locals has worked up the courage to join you.
As a reference, my main character, Arc Zeekhad, is an avian scout/diplomat afraid of enclosed spaces... He avoids undergrounds as much as possible!
The flaws impact is roleplay based, it doesn't impact game mechanics.
Possible flaws could be a fear of anything otherworldly, being surrounded by plants that are touching him, as the curse infected him with plants that kept him alive and un-aging but no self control, fear of the dark (might be bothersome/unlikely as you plan to go underground next)
His typical high quality elven clothes do not really match his old greenish brown elven cloak, but since he found it he hardly ever leaves home without it, as it reminds him of the force of nature. Also, he seems to be talking alone...
"Come on Fur, we are not playing that game now. I wish to find this blacksmith Magian mentioned, emm, Blornvid."
... while looking at some bushes to the side of the path.
"Why don't you help me find him? He should smell like.. well... blacksmiths... or forges?... or iron? Come out now and find him please."
YOu guys can take it from here to manage your own intros.
But he lacks the dour nature of many a dwarf. He smiles as he watches the young guards of the Manor go about their duties, nodding approvingly like a proud mentor observing his students.
"You found him already? He a dwarf.. did you find a dwarf?"
Sylvandur hurries to catch up with Fur ahead in the path, but once the ferret notices this, she runs away down the path. Sylvandur is not worried at all, Fur always comes back when her curiosity (or hunger) is satisfied.
As expected, the short and stock figure of a dwarf in armour is seen in the distance, and Sylvandur walks carelessly to meet him. A few minutes later...
"Greetings Blornvid, I'm Sylvandur Hathil Amdir of Eldergroove. Magian told me you were about to travel the mountains and, being an herbalist, I'd love to come along to better understand the plants around the area and explore other resources appropriate for healing that could be around. If that is alright with you and your party of course."
"I see you maintain your axe and armor in top shape, sure you know how to handle yourself well in battle.
I don't have that experience, but only my slings for extreme situations, or for diversions that allow an escape. In a few battles I've been, I usually do more healing-friends than damaging-foes.
And Fur here..." he points his ferret who had just climbed to his shoulder "... she is no warrior neither, but does hunt her one food, has a great sense of smell, and has some stealthy skill that allows for a good explorer."
"Fur the Ferret," Blornvid chuckles. "Seeing as you two have a bond, I'm sure she'll help out in her own way."
"Elyse is in charge of this expedition. She's out picking up supplies. I expect that she'll be back before long. I'm here to provide support in case she needs it. She's a smart goblin with an ability to use magic, so I imagine that she can handle herself in a scrap."
"You mentioned that yer from Eldergrove, right? I'd heard that there were some refugees from there that settled here at the Manor." Blornvid gives Sylvandur the option to expound on his experience or just provide simple confirmation. He won't push the point.
"So Elyse is in charge, hopefully we will meet soon... I don't know many goblins... I hope she enjoys nature."
But hearing the question about his hometown, he stops digressing... his smile also disappears "I lived there before coming here to the manor, I lived there for a long time. And I do count as one of such refugees." He stops a moment, as if recalling incomplete memories that should not be recalled superficially, and a veil of sadness crosses his eyes. "... I'm sorry, it is not easy for me to talk about what made us refugees, nor I have clear memories to make sense of them.
Nature wisdom balance all things respecting freedom, but some people go against nature, against wisdom and thus against freedom... Freedom should never be compromised, not even risked."
Sylvandur doesn't even try to hide his releave at the change of topic as a thankful look is shown clearly...
"I fine with flying, I've always been curious about it, so I'll be happy to try it!"
Then he exchange a few looks and whispers with Fur... "she seems to be uninterested, like you said, not fond of it but will stand it if useful. Not interested even in the views!" and he laughs.
Well met Blornvid, is this our third? I'm Elyse Solstice, offering her hand to the elf hope you are ready for a week or spelunking looking for raw gem veins?
After the introductions, Best to check in with the stable master and see when our expedition can get underway. I secured us standard rations enough for a week and a half in the mountains. If there are any special needs, you might want to get on that before we set out. I'm hoping at first light on the morrow.
"Come here Fur, don't be so impatient, I was about to introduce you... Sorry about that Elyse, seems like Fur is so excited that she wanted to introduce herself. You must be a lucky one. I'm glad I met you both."
Hearing. Elyse with attention... "I don't remember ever going spelunking" says with curiosity "I've never flown before either. With this beginning, I can't wait to see what we will find and learn this week!"
Ay the mention of special travel needs, he checks his herbalists kit, his healers kit, his advertiser's knife and his sling... Everything seems to be ir order, and so he motions he is ready.
Each of you crate a scenario with challenged for the group to overcome but try to keep it focused on the other players character (PC)
Try to keep it in line with the setting as explained so far. Once the other player creates a scenario you try to resolve it in a narrative form. You can direct the entire party during your turn with a solution but focus on your own character and how they overcome the challenge. No dice need to be rolled but you can add some for flair and to indicate how much the party has to struggle to win out.
These challenges do not need to be anything massive Think of it as a way to add your own view of the region and time traveling to the story
The story continues HERE
witic

She is clearly surprised by the group's appearance and says, "Why are you here? We had no warning you would be coming!"
Skeeve calmly responds, "Don't worry. We're not here to cause issues or anything. We're just here to say, 'Hi!' and check on Blornvid and the Gatehouse. We will not be bothering you." He pauses a moment, and says with a mischievous smile, "Unless you want us to."
Witic rolls her eyes at the comment and says, "Then get on your way! I have a lot of things to take care of!" At that she flitters away.
Approaching the Gatehouse, Skeeve is surprised that there is no apparent activity going on. Entering the building, he quickly confirms that there is indeed no one present, which he finds odd. He does a quick look around and sees that everything is in order, that his and Ealdwig's rooms are neatly in order, and that the guards' bunk room appears to have about five occupants, none of whom are present. It is strangely quiet. Even the ghost doesn't make an appearance, which is also somewhat of a surprise. He does take a look at the tapestry, but because of his absence, it doesn't show him much at all.
He keeps himself busy checking the normal activity of the manor. Which remember him of his time tending his parents' store back in the town he used to consider home.
He is a little surprised by the changes that Skeeve is pointing out but it makes him hopeful that things are going the right direction.
He turns to the others Get Skeeve, I'll need help with this!
With that he ushers the boys inside and begins to try and heal the first one.
Rolls
Healing chi - (2d6)
(33) = 6
"Are you alright? What happened? Is there any immediate danger coming here?"
While Aizashi's first attempt to help didn't have an affect, the healing starts flowing and you are able to at least stabilize the critical boy. By this point Arc's mental call to Skeeve has him appearing quickly enough. Between the Aizashi and Skeeve, you are able to make sure no one is in danger anymore. Skeeve is able to show that he knows Blornvid, plus the older two recognizing his name from comments from Blornvid, helping put them all more at ease.
Once reassured, one of the older boys says, "Melene has gone crazy! We tried to stop her, but we had no chance!" You all look at each other, and finally Skeeve says, "I am sorry, but you are going to have to explain a little more. Who is Melene and what is she doing?"
The boy stops himself, calms himself down a bit, and explains, "Recently some weird stuff has happened around the area. That's why Blornvid isn't here right now; he went to check out some of that. Melene is only a little older than us, but she is too curious and is touched with magic. She has always been exploring, even when told not to. Her most recent wandering was taking longer than expected, so we were asked to go look for her. We found her, but she is acting crazy, unlike anything we've seen before. We have no idea what happened!"
Skeeve says, "Can you two", pointing to the two oldest, "lead my friends to her? They will do everything they can to help you bring her back safely. I'll stay here with the other three and make sure they are well. Arc, remember you can call me if something truly weird happens."
The two boys look at each other and say, "Yes. We'll do it."
"We'll see what we can do about this Menere girl. Skeeve, please do research here about this magic surge of late, and how can it affect untrained casters. It would be great to have some insight into what kind of crazy they are talking about, even better, a way to unwind or cure it.
Guys, we shall depart in no time. Gather yourselves, drink some water, eat a fruit, and join us outside.
Witik, please let the Lady know about this issue, and that she can contact us through Skeeve. Aizashi, Kaarik, are you ready?"
Here is a map for the area.

A: Manor House
B: Carriage House
C: Gatehouse
D: Kennels
E: Mew
F: Fieldhouse
G: Maze Garden
H: Orchard
Thank you for the help Skeeve.
He turns to the door, I'm good to go.
Kaarik asks the two boys to show the direction but to always stay one just behind his back, not even one step behind as he does not want them to be in any danger.
To the others he says. "I do not want to hurt this poor girl in any way, we will need to find a way to restrain her without creating more pain than there already is".
of the manor know about this mission... just to keep her informed of what is going on.
The two older boys lead you out of the Gatehouse and directs you south toward the southern edge of the Manor's unofficial boundary. After about an hour you notice some weirdness going on. Every now and them you see a plant has an odd color to it, and any insect on it has a weirdly bright color to them. One of the boys says, "That's different. We didn't see that before!" Despite this, you all press on. As you progress, the incidences of weird plants increases.
After an other hour you come up to what looks to be a Barrier. However, it looks different that barriers you have seen before. Unwilling to try and just cross it, you follow it around for a little ways and see what looks like a break in the barrier. As you approach the break, a very large squirrel suddenly stands up on its hind legs and says clearly, "Are you looking for the interloper?"
Aizashi responds and only afterwards realizes who/what he is talking to, because he was somewhat lost in the oddities surrounding him and his friends.
As an aside, what are you doing with the two boys? Take them in with you, leave them behind, or send them back to the Gatehouse?
Their stats are basically that they are proficient with their melee weapon, have two random Traits I haven't determined yet, and 4 HP. (The younger ones had no proficiency, one Trait, and 2 HP.) This means they can contribute, but they are squishy, so you'll have to manage that if they follow you in.
You feel a weird sensation, but it is not horrible or painful like the Barriers you are used to. Rather, it is odd in a disconcerting way. Something just feels off. When you pass through, it looks similar to what was on the other side, but now everything is ridiculously vibrant, with wild, vibrant colors. The plants are unusually larger and the leaves and flowers have an odd shape to them. Despite the sheer variety of colors, the predominant one is just a vibrant, throbbing green. You see one or two animals, but they barely react to your presence and just seem ... confused?
You proceed a bit deeper into the area when you hear a young woman's voice challenge, Who intrudes on my domain!? Looking towards the source of the voice, you see a young woman how is likely to be the one you are searching for. However, she looks like she has gone feral, as her dress is dirty from her time out in the wilderness, her hair has leaves and twigs embedded throughout, and she is smudged with dirt, too. She does seem healthy though, and uninjured. Most noticeably, she seems to have a slight green glow to her, and her eyes are just a green glow. She has obviously just stood up from a kneeling position, where an unnaturally large (like its wing span is almost two feet wide) butterfly sits on a log next to her.
Rolls
detect magic - (3d6)
(164) = 11
As you look between her and the butterfly, you could swear that the butterfly looks very angry and worried at your presence.
The source of the magic seems to be the young woman, though it "feels" odd somehow. As explained, you know she has magical ability, but it doesn't "feel" right. It's like there is some other influence involved.
Not sure what to roll for... Just observation or perception
or something I guess
Rolls
Observation - (2d6)
(66) = 12
Rolls
Speaking with butterfly - (3d6)
(222) = 6
My name is Arc the Scout, please do share your name so we can all recognise you from now on as the wise sage you are."
Arc is no expert in royal etiquette, so his bow may seem somehow exaggerated, but honest enough. And him addressing the butterfly before the young lady should give the rest of the group the clue they need as to who is really in charge of the place and source of stronger influence.
"You have made you power clear, there is no need to keep talking through the puppet. Even more as we can all see that she is suffering from your control. Please, let's keep the conversation civil, we are no thread to you, we do need to talk.
I have introduced myself formally, we would be thankful if you could do so too.
And if you will stay in such form, it is your decision, although we would be thankful if you could return to yourself for the conversation as it would be considered of mutual respect."
Then Arc waits for the butterfly answer.
Rolls
Blast of Force DC:5 - Basic - (2d6)
(25) = 7
However, I am afraid to be a little confused, do you want us to leave or to talk to you?"
Original three: You see three people entering the area. They are a dwarf (whom Kaarik recognizes as Blornvid), a female duende, and an elf.
Newcomers: You enter an area that looks quite ... odd. The area is like a lurid version of reality, with brightly colored plants that are the wrong color, but still vibrant and vibrating with life. But, before you can really take in your surroundings, you see what looks like kind of a stand-off. Closest to you, but facing away, you see an avian, an elf who was just talking, and a badgerkin. Facing you is a young woman who has an aggressive stance and green eyes, with a butterfly of very unusual size sitting next to her. The woman is wearing a very nice dress, but it is disheveled and dirty from being out and about for longer than it was designed to be worn. Her features are also smirched with some dirt. Van recognizes her as one of his fellow refugees who has always been known as a bit of a loner.
The sudden arrival of new interlopers snaps her back. "More invaders!? If you will not leave my realm, I will throw you out!" she stands fully upright to face you. As she does, the butterfly lifts into the air and you see three more appear out from the foliage surrounding the young woman. However, despite all of this, she does not make an attack. Yet.
Yes, the source of the magic seems to be coming from them. I am concerned for the woman's safety and so far we have not been able to calm her down."
To Karrik: "This here is Elyse," introducing the duende woman. "She knows a thing or two about magic. Not the grand wizard level of our good friend Skeeve, but she can handle her own."
He turns to Elyse. "Can you make sense of this girl and her butterflies, lass?"
Rolls
Charismatic, attempt to calm Kaleen and de-escalate the situation - (3d6)
(454) = 13
He approaches the girl with confidence and huge happiness to see a known face "Hello Kaleen! how nice to see you again! Hey you don't need to shout like that, I'll help you! what's going on? And who are our winged friends?" He approaches her unarmed, with his usual friendly demeanor.
Of course Fur, his ferret companion, is already running around free. If she reacts somehow to either Kaleen or the butterflies, Van should notice it.
The next thing you know, the four butterflies let loose with magical bolts! Arc, Elyse, Kaarik, and Van are the targets.
Arc takes one HP damage.
Kaarik takes three(!) HP damage.
Van takes two HP damage.
Elyse gets away unharmed.
Rolls
Magic Bolt 1 at Arc DC:5 - Basic - (2d6)
(43) = 7
Magic Bolt 2 at Arc DC:5 - Basic - (2d6)
(55) = 10
Magic Bolt 1 at Elyse DC:5 - Basic - (2d6)
(34) = 7
Magic Bolt 2 at Elyse DC:5 - Basic - (2d6)
(11) = 2
Magic Bolt 1 at Kaarik DC:5 - Basic - (2d6)
(66) = 12
Magic Bolt 2 at Kaarik DC:5 - Basic - (2d6)
(36) = 9
Magic Bolt 1 at Van DC:5 - Basic - (2d6)
(15) = 6
Magic Bolt 2 at Van DC:5 - Basic - (2d6)
(64) = 10
Rolls
intiative - (2D6)
(53) = 8
Magic Bolt - (1D6)
(5) = 5
Rolls
Blornvid: Test DC: 4 - Dis - (1d6)
(5) = 5
And shoots to the butterfly that Elyse shot.
Rolls
Shot 1 - (3d6h1)
(142) = 4
Shot 2 - (3d6h1)
(134) = 4
But as soon as he sees a fellow elf get shot, he jumps to help.
Then uses Healer trait: it cures for 2 HP each try.
Edit:
As the first attempt was successful, he uses his 2nd action to cure himself.
Edit2: Sorry for the typos, I'm not sure how to read that, so I'm rolling again.
Rolls
Cure Kaarik - (2d6)
(64) = 10
Cure self - (2d68)
(5927) = 86
Cute self - (2d6)
(66) = 12
For Van, well ignore the screwed up roll and let him use the roll that makes him look absolutely fabulous!
That is such a totally awesome typo!
Rolls
shot 1 - (3d6)
(236) = 11
shot 2 - (3d6)
(225) = 9
That is such a totally awesome typo!
Hahahaha, seems his druidic abilities take the form they wish!! Maybe Van polyphorms into a cute brown-yellowish cat with long hair, 7ft/2.1m long... jumping around the battlefield curing everyone... closer to a friendly lion than to a house cat... Who would have thought ? But of course, the DM has the final word on how this area's magic affects people...
I was waiting for @ChrSch to post, but if nothing tonight, I will continue in the morning. He can always jump back in when he is able.
Rolls
Unarmed attack - (1d6)
(3) = 3
End of Turn 1
Start of Turn 2
Arc takes a point of damage, Elyse takes two, and Kaarik takes two. I need two 1d6 rolls for Elyse for her Evasive ability.
Rolls
Magic Bolt 1 at Arc DC:5 - Basic - (2d6)
(46) = 10
Magic Bolt 2 at Arc DC:5 - Basic - (2d6)
(33) = 6
Magic Bolt 1 at Elyse DC:5 - Basic - (2d6)
(46) = 10
Magic Bolt 2 at Elyse DC:5 - Basic - (2d6)
(46) = 10
Magic Bolt 1 at Elyse DC:5 - Basic - (2d6)
(12) = 3
Magic Bolt 2 at Elyse DC:5 - Basic - (2d6)
(42) = 6
Magic Bolt 1 at Kaarik DC:5 - Basic - (2d6)
(63) = 9
Magic Bolt 2 at Kaarik DC:5 - Basic - (2d6)
(51) = 6
Rolls
Evade 1 - (1D6)
(6) = 6
Evade 2 - (1D6)
(4) = 4
Magic Bolt 1 at wounded butterfly - (1D6)
(3) = 3
Magic Bolt 2 at wounded butterfly - (1D6)
(1) = 1
He will shoot two more shots to the butterfly targetting him.
Rolls
shot 1 - (2d6)
(65) = 11
shot 2 - (2d6)
(61) = 7
Rolls
1st shot - (3d6)
(211) = 4
2nd shot - (3d6)
(621) = 9
He sees that Kaarik keeps getting hit and, since he is by his side, he cures him first.
Then he runs to the avian and tries to cure him too.
Rolls
Cure Kaarik - (2d6)
(15) = 6
Cure Arc - (2d6)
(23) = 5
Rolls
Blornvid: Test DC: 4 - Dis - (1d6)
(4) = 4
While both of Elyse's bolts miss their mark, Blornvid finishes off one of the butterflies harrassing her.
Kaarik successfully hits the butterfly attacking him. (The first die was a success; the other didn't matter.) With the previous damaged butterfly gone, Arc tries to help Kaarik and his second arrow strikes true, dropping a second butterfly. (Again, only the first die counted.)
Van's healing provides 2 HP to Kaarik, but isn't able to help Arc this round.
Aizashi still has his Turn to go. I'm going to end this turn but he can still take his Actions when able to.
There are two butterflies left, and their tiny little faces appear to be very angry.
End of Turn 2.
Rolls
Unarmed attack - (1d6)
(5) = 5
Rolls
Shot1 - (1d6)
(6) = 6
Shot2 - (1d6)
(1) = 1
The way I've been doing initiative is that I let the narrative decide it for the most part. If it is wide open, then it's time for a die roll. Once determined, I just keep alternating, unless something narrative changes that. Like, for example, if a combat where to pause for talking, then I'd figure out a new initiative order. But that's pretty rare, so that hasn't happened yet.
With that pronouncement, you feel the very reality of the area ripple and close in on you. As it does, each of you finds yourself back outside the rift, one at a time, starting with the one farthest from Kaleen, and ending with Elyse and Kaleen together. As things close in, only Arc is able to loose an attack, which hits the other butterfly. Arc hears in his head, I'll remember that in particular.
You look around and see that you are now basically back where you started from close by where the rift had been. The barrier is now completely gone, along with the rift through the barrier. However, the area is not unscathed, as many of the plants and nearby animals still seem to be affected by whatever happened. Elyse notices that Kaleen starts to rouse and move.
As Kaleen starts to rouse, she sees a large group of people, some armed, standing around her. A panicked look crosses her face until she sees Van. Not entirely relieved, but not in full-on panic yet, she says, "Van ... what's going on here? Who are all of these people?"
Finally, seeing Kaleen recovering, he approaches her while hearing her voice... "I'm glad to see you recovering! They are all friends." Then he offers his hand and helps her stand up, if she still looks emotionally in shock Van will also offer her a hug.
"You were kidnapped by a group of four magic giant butterflies, I think they may be fey. They were using you as an agent, to speak for them, to keep everyone else away from that forest area. These adventures here saved you. Now, the 2 fey that survived are specially angry, and used their magic to throw us away and close the rifts, so please don't go back there. Do you remember anything??."
He starts muttering, low voice as if talking to himself..
"I tried to talk with them, I addressed them with respect, they denied every attempt aggressively. Even hit me before anyone drew weapons! They should have known battle would start when they didn't want to talk. Now they cowardly push us away when they are loosing, furthermore, they say they will remember... what a !! ... they should remember and be smart in the future, talk instead of fight..."
After a moment, Arc recovers his usual self and puts away his bow.
"I see that the lady is recovering, I'm glad. Whenever you all feel rested enough, we should go back to the manor."
At some point, someone will have to talk to the girl about how she came to be under the influence of the butterflies. Sylvandur said that might be fey, and that made sense to Blornvid. Unless of course, this batch had somehow become altered by the Shattering. He's momentarily reminded of the psychic spiders and wonders if there's a connection, assuming that Sylvandur was wrong about his fey assessment.
Blornvid decides to look to see if the dead butterflies were ejected from the rift.
Van having reassured her that she is now with friends lets her loosen up, but just a little. (There isn't really an opening for a hug.) She does explain, "I saw those weirdly colored plants and followed them until I found a shiny colorful wall of some kind, with an opening just hovering in the wall. Outside it was a pair of large butterflies that invited me in to see what it looked like. They said I was special and would be able to appreciate things better than other people. Curious, I stepped through the opening to see a fantastical environment. One of the butterflies had me sit down while they tried to teach me something. Unfortunately, that is the last thing I remember, other than a brief flash where I was angry for some reason, then suddenly getting a huge pain inside my head. Next thing I know, I am waking up here."
As you are talking, Magian conveniently appears and seems to examine the scene as he comes in for a landing. "I see you have taken care of the barrier. I asked if anyone was missing and they said no one had seen a girl named Kaleen for a couple days, but she was prone to wandering off and they didn't see overtly concerned." He looks down at Kaleen and continues, "May I assume this is Kaleen?"
Kaleen looks up grumpily at Magian, seemingly not intimidated by his imposing form, and says, "I am not a girl; I am a woman."
Then will stay close to Kaleen, suggest her not to wonder off too much nor trust Fae, and help her recover the best he can.
Once everyone seems ready to go he realizes he doesn't know most of the people here and decides to quickly introduce himself.
Um, I'm sorry. My name is Aizashi and thank you for your assistance.
He says with a slight chuckle, rubbing the back of his head.
Once everyone seems ready to go he realizes he doesn't know most of the people here and decides to quickly introduce himself.
Um, I'm sorry. My name is Aizashi and thank you for your assistance.
He says with a slight chuckle, rubbing the back of his head.
"Not the best circumstances, I agree, and I'll happily share a drink with you. I'm called Sylvandur Hathil but most call me Van, my path is that of nature and of the druids, and "he does a soft whistle after which a ferret runs from the woods and jumps to his arms "this little lady is Fur."
Once Magian says, "It sees the initial excitement is over, and there doesn't appear to be anything left to do, so I will head back to the Stables." With that, he takes flight and leaves you behind.
It takes about two hours for you to retrace your steps to the Gatehouse. The trip is uneventful, and the day is late when you get back. The two older boys come out to greet you when you arrive, and one says, "You made it back! And you found her!" Still sullen, Kaleen mutters to herself, "Why all the concern now?" As you return, Skeeve arrives and is genuinely happy that you have all made it back safe and with Kaleen. He says, "Good to see everyone ma - Blornvid? How did you join the group?" Then he realizes there are three more he doesn't recognize and continues, "And who are the newcomers?" Then his gaze turns stern and falls to Kaleen, "And you must be the wanderer who caused the commotion in the first place."
He steps up to her and before she can react, he touches her shoulder, then withdraws his hand quickly. His touch, however, and completely cleaned her up. Her dress, while still ragged along the edges, is now clean. And, while her hair is still unkept, the dirt and grime has left her and she is as clean as her dress. With a wave of his hand ... nothing happens. However, with a second wave of his hand, the dirt and grime that had fallen from her disappeared from the floor around her. Once she realizes what he has done, she looks up and says, "How did you do that?"
"The same way you can, if you'll take the time to learn."
She doesn't reply and decides to keep quiet. For now.
Skeeve returns his attention to the rest of the group and gets introductions to all of those he doesn't know yet. Knowing that Arc is keen on going to the Manor proper, he says, "It is getting late. I think there is enough room here for everyone to stay the night before heading to the Manor in the morning, or you can head over to the Manor tonight and watch Witic's stress levels blow a hole in the ceiling. Either way, we won't be able to talk to anyone until the morning."
Later, Arc happily relives all this scenes... except the underground escape, he hates the feeling of being trapped that underground places gives him.
But he does toast to it all with a big grin!
Everyone seemed to have a good time (except for Kaleen who still seems to be completely uncomfortable in such a large group). With all of the stories and talk and magically generated alcohol, it lasts longer than expected. Still, everyone gets to sleep and feels surprisingly well in the morning. When they get up, everyone but the older boys all get read to head to the Manor.

Before anyone at the breakfast can really get started, another four individuals show up. They are an Otterkin, a human, and a pair of duende.

You see that there is a breakfast where the other attendees are already seated, but nothing has yet started. Despite this, there appear to be four extra seats available for you. Around the table, you see an odd assortment. The head of the table is a now regal half-elf lady, with a human male by her side. Around the table are a human, a dwarf, a badgerkin, an avian, and a pair of elves (all male). In addition there is a female duende.
As you seat yourselves. Ealdwig rushes over to greet the human and dwarf, who return his enthusiasm.
"Blornvid, Skeeve, Arc! It's been a while! I think I really lost track of time in the underdark! Treading loong tunnels, dealing with very civilized goblins, omnivorous pink slime, a questioning sphinx, well-dressed duergars, reaching a lovely dwarven city, and did I mention the looong dark tunnels? Well, just saying it makes me lose track of time again!"
He stopped to stare around, bowing at those he was just meeting.
"Oliver Otter, at your service!"

To be sure he looks a bit lost or complexed but seems to be following the notion to sit down which he does ever so quietly. He feels so out of place for sure. Not knowing to introduce himself or not, he opts for the quiet not. He tries not to stare as he looks about.
Traveling is something he has always done but not like this. He wonders what possessed him to step on that patterned floor. Mostly because he didn't have the slightest idea what was going to happen. World of magic always takes him off guard. Seeing fey doesn't at all surprise him.
Blornvid: a traditional looking dwarf. He is sitting next to his two friends Skeeve (a human) and Ealdwig (a duende/halfling).
Arc: an avian scout. He has features and coloring reminiscent of a crow in humanoid form.
Kaarik: an elf who is slight even for an elf. He looks bookish, even though he doesn't appear to have a book at hand.
Aizashi: a badger-kin who has no obvious weapons, but looks to be quite dangerous even so.
Elyse: a green skinned duende/goblin who has a serious air about her, but seems friendly in spite of that.
Oliver: an Otter-kin who has a backpack situated nearby filled with vials and containers of numerous, interesting but unidentifiable contents. Close to him is Grin, a duende/Halfling who is checking on an empty bottle in his pack.
Stee: a human who has an impressive bow placed nearby and who looks to be quite an outdoorsman.
Van: an elf who cuts a dashing figure, but looks quite distracted.
To this group, Cords is now added.
He sits close to Oliver and Ealdwig, whom he has not seen for some time! Eager to listen to their stories and share lots of ale.
Sylvandur enjoys the company of adventurers, although he enjoys wilderness even more. His call as a druid and a medic is so strong, he keeps the drinks low, his head clear, and his sight glances the trees beyond the windows more frequently than he would like to admit.
He plans to approach Lady Sylfir and Danoll after the meal to ask where can he, as a druid, help the area around the manor prosper.
Sylfir Alderdrim (Manor)
The meal progresses well, and at its end, the Lady says, "I know several of you wish to speak with me individually. After that, I have a request of those of you who would be willing, so please remain here while I handle the individual audiences first." She frowns slightly and continues, "First, however, I wish to speak with Kaleen." Kaleen does not look pleased with this development, but dutifully follows after Sylfir and Dannoll. Before they fully leave, Skeeve speaks up and says, "May I join this discussion? I think I may be able to help." She pauses for a moment, then nods in accent, at which all four leave the room.
After a surprisingly short period of time, Skeeve and Kaleen emerge and Skeeve says, "Arc, you're up next." Skeeve and Kaleen then move over to where Ealdwig and Grin are and join their conversation, where Grin is explaining an idea he has.
"Sure! Thanks for receiving me." And dutifully follows the Lady.
He dines with the average of colinearly skill. He may be a country traveling man, but he is used to dining in buildings. He doesn't do so good sometimes out in the wilds. He favors idea of roadside camping for the wilds. He leaves no doubt that he isn't a vegetarian. Although he does avoid any strange foods that he can't recognize. He eyes to see what he might scavenge for later dinning. Waste not theory.
With the vain attempt, he tries for table talk, "Lady Sylfir does put out quite a spread." Her name is extent of his knowledge. He really has no concept of where he is. At the moment it doesn't bother him. He is used to traveling into the unknown. Later he will figure this all out. Filling his tummy is the current goal at hand.
She received several of us, when we escaped from... well..." Van is clearly not comfortable talking about his past, not yet. "... she didn't have to, but she did, and gave a big group of my people a place to call home. So, even if she is far from perfect, she earned admiration, respect and the heart of lots of us." The Van gently drinks some water from his glass...

Once they are done, the Lady returns to the hall and addresses the group ...
"While the griffons are at the Carriage House, Magian and they will do surprisingly regular patrols around the Manor region. That's why he found out about the barrier that affected you," she nods towards Elyse, "and where you," she looks towards Kaleen, "were digging into things you weren't prepared for."
She looks over the group as a whole again and continues, "The Manor grounds are along the edge of the swamp region, on the far side from the Base - err - New Paphos. The griffons have a pretty broad range, and they have noticed some very unusual activity well to the northwest of here. They first noticed it a couple months ago, but it didn't seem major at first. However, over time things have progressed, and Magian now says that it appears that a full border region has appeared where there wasn't one before. We don't know if this is a permanent change, or is just temporary. But, either way, it is a change that seems to be affecting the area around it in ways that are increasing instability. In fact, it could have even been distantly related to what you had encountered." She nods at Elyse when she says the last part.
"We have mentioned it to the leaders at the B- ... New Paphos, but they said they don't have any adventurers currently on site that are interested in exploring it. So, I turn to you all here to ask if you would go check out what is going on and make sure it isn't a threat to us or anyone around it. I will ask Magian if he can take those who accept there to make that part of the journey easier, but you will be on your own to make your way back. I would be greatly appreciative if you could do this, and while I can only offer a token reward for it, you will always be welcome back here at the Manor to stay as long as you wish."

and then we met the Formians. A new race, I believe to be another product of the storm. We brought their ambassador to meet the Lady. I fear this adventure will not be for the faint of heart, but having lived the border storm once, I am willing. She allows the illusions to fade away.

After the feast and the adventure proposal Oliver felt in a great mood. He hadn't eaten this good in ages, and the problems at hand seemed much more fascinating with a full stomach.
"Well, if it isn't magic, I don't know what else could make those borders appear all of a sudden. I'm all in to find out! (Who wouldn't?) Also, danger or no danger, I hope we get to see one of those Quillin. They're absolutely mesmerising. I thank you for your trust, Lady Alderdrim, and take no offense if it's a last resort rather than trust." He chuckled.
During the preparation time, Skeeve takes Oliver to the side to teach him what he knows about making use of the Matrix Nodes. He takes note of the pattern for th dwarves city and provides Oliver the patterns for the the Manor and New Paphos. Ealdwig gives Oliver the gem he used to return from Brahdhavehl, saying "Fiznik recharged the gem, probably because he knew about this task. Since I am not going, you should have it."
Skeeve, Ealdwig, and Grin also turn over their communication crystals, plus you got the ones used by Brewner and Yoci. This means everyone going should have one, and I think you even have an extra in case you need it.

As a token of the meal, he leaves a carved toy wooden horse next to his plate and scavenges some more beef like jerky for tomorrow's exploring. Exploring him favors to munch on such when he is able. The toy wooden horse only stands two and half inches tall but has fine detail workmanship as he always does. Would be a treasure to any child which he has created many of them. It has no extras on it. It is just wood. A fair quality of wood too.
He will accept the communication gem crystal with exactly no idea why. He only knows what is said about it and not the slightest how to use or who he would be talking to. He just gives a weak smile when he accepts it. He believes it must be normal for those around these parts as the other stuff too. Such a strange land.

I am not sure where Cords came from. Just that he's here now. That's the beauty of a teleportation system that can have a Node virtually anywhere! I figure it was from somewhere within this broken world, but it could have even been from a different time. You have the choice of either leaving it vague or defining where you came from to a certain extent.
I am not sure where Cords came from. Just that he's here now. That's the beauty of a teleportation system that can have a Node virtually anywhere! I figure it was from somewhere within this broken world, but it could have even been from a different time. You have the choice of either leaving it vague or defining where you came from to a certain extent.
Cords is a craftsman and does a lot of kids toys but also some furniture. He frequently makes toys in his time off and also purchases block of wood for such. He has rather incredible skill with detail when he does work.
Due to recent troubles, he is now fairly good with a handaxe. But really, he is okay with anything in his hands. Beer bottles are fine too. He is well acquainted with bar fights. He has even used a wood chisel rather handily for slashing.
He has a fairly wide stride and covers ground usually faster than most and he is also very introductive & preceptive. He can usually tell when people are lying to him, and he takes in all that is around. Fine for spotting things out of place. Will not take him long to adjust to here.
Being a traveling man, thoughts too settled down really never cross his mind. He has never encountered anything that would change his way of life. He just spread some happiness here and there and it has done him well.
He has always been rather benevolent and helpful. Willing to lend a hand. And really never had a problem with the many races of the world. He is one that never figures to amount to a whole lot. Just passing through. He has found it to respect most everything around him. Makes life easier.
Aizashi enjoyed the meal and the shared stories. But he is also looking forward to a new adventure, even if it sounds dangerous.
Oliver, however, gets a crash-course lesson on how to move tiles on a Matrix Node, how to activate it with the gem, and how to set and activate a City Node. (Oliver can use Aizashi's or Arc's citizen token to get access, if needed on a City Node.) It is pretty intensive for Oliver, this all being so new to him, but he adapts pretty well and has a decent handle on it by the time comes to leave.
Early on the second morning after the big breakfast, Magian shows up with a group (flock? pride?) of griffons that are ready to transport you to the starting point. You all mount up, and take off on your journey. Arc shows hesitancy (since, he can fly on his own), but is persuaded to save his energy for when they get there.