This post has potentially manipulated dice roll results.
Thromlim leans over to Alcazar, and nods his head towards the wizard with a bemused look on his shaggy face. "That one uses a lot of words," he whispers a bit of a rumble, "My pack leader once told me that humans often talk so much and so fast because of their short lives, Master Monthae said that they must feel like they have to cram it all in." He pauses for a second. "Now I see what she meant."
Thromlin watches the approaching fog, while others check the entrance to the children's home.
"I suppose it wouldn't hurt to double check before we head inside. Better to be safe and all." Rojer remarks before looking the entrance over. (perception 18)
There seems to be nothing remarkable about the entrance itself. It's a relatively plain stone portico. Like most people, the owners of this house also do not seem to keep their possessions outside the main door. You notice that the oil lamps appear to be in good working order and filled with oil, so could be lit if necessary. It is some time after mid-day now, with the sun in the sky but hidden behind grey clouds. (for game mechanics, it's brightly lit outdoors).
The gates are ajar, and on the opposite side of the portico is a set of oak doors which are currently closed.
A sense of deja vu comes over you, as you realise that, much like entering this land, entering the house seems to be the easy part. The hard part may be working out what to do once you are there.
Thromlin watches the approaching fog, while others check the entrance to the children's home.
Perception 13
There seems to be nothing unusual, or perhaps more unusual, that you can spot beyond the swirling fog. But the fog itself is becoming denser, now looking almost as solid as a wall, and is closing in - seeming to drive you towards this house.
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"Yes, there are a few brown books as well. And there is one book adorned with a green cover. It bears no curse nor spells, yet it has claimed the lives of more than a mere handful, rendering it the most beautiful and wicked tome I have ever encountered…" Bianka loads a dart onto her crossbow while engaging in conversation with Alcazar. "Should we manage to survive this perilous night, I may tell you with its tale." Bianka patiently awaits the conclusion of her comrades' investigation. Then the wizard strides toward the entrance, guided by the owl she dispatched to scout the way.
OOC: Ah, indeed, We can ever know our books' true alignment unless you read them upside down, torture them or cast Know Alignment on them!
Alcazar raises an eyebrow as he shares a quick glance with Thromlin, then watches with interest as the wizard strides onwards. If nothing untoward happens he wats for Janek to move and then follows cautiously after.
Alcazar raises an eyebrow as he shares a quick glance with Thromlin, then watches with interest as the wizard strides onwards. If nothing untoward happens he wats for Janek to move and then follows cautiously after.
Bianka pushes open the old metal gates. The hinges creak as you open the gates, but they move easily and nothing else happens. No traps, mechanisms or spells are triggered. The children enter the porch behind you and the girl says "We will wait here in the porch. We left the door unlocked, but I do not want to enter the house until the monster is gone. Please come find us when you are done!"
(So you are now here:
The party is represented by the little stick-figures drawn in blue)
"Wait for us until the morning," Bianka tells the children with a soft, calm voice. "If none return, then seek the aid of others. And you shall have Meat with you."
Leaning against the wall beside the door, Bianka surveys it carefully, her fingertips tracing the hing and carvings that adorn its surface. She remains vigilant, searching for any signs of traps. If she satisfies that the door is free of danger, the wizard will push it slowly, creating a narrow gap for Kiri, her familiar to slip in.
"Wait for us until the morning," Bianka tells the children with a soft, calm voice. "If none return, then seek the aid of others. And you shall have Meat with you."
Leaning against the wall beside the door, Bianka surveys it carefully, her fingertips tracing the hing and carvings that adorn its surface. She remains vigilant, searching for any signs of traps. If she satisfies that the door is free of danger, the wizard will push it slowly, creating a narrow gap for Kiri, her familiar to slip in.
Investigation: 19
Owl
Perception: 22
The door is indeed unlocked, as the children had promised. It opens easily admits your owl familiar into an entrance foyer. Inside, you (or the Owl) see a shield emblazoned with a coat-of-arms hanging on the right hand wall, with by framed portraits of stony-faced aristocrats on either side. The people in the portraits bear a resemblance to the children, and presumably are relatives of some sort. The coat of arms is a . The coat of arms shows a stylized golden windmill on a red field. At the far end, Mahogany-framed double doors instead with stained glass lead from this foyer deeper into the building. You cannot see much through the thick stained glass, beyond gaining the knowledge that there are no bright lights behind.
(For anyone who does not have darkvision or a similar sense/skill/spell, this room is dimly lit (with some light coming in from the outside).
A spectral hand appears near the next door, hovering in the air. "I can try to open it from here, if you like," says Alcazar.
You cast your spell, and a spectral hand appears at the far end of the room in the dim light. Something feels different, and as you look more closely at your magical spectral hand, you realise what has happened: Similary to Bianka's familiar, the effect of your magic is also subtly twisted by this realm. The spectral hand, which normally resembles a humanoid hand similar to your own, has taken on a slightly more disturbing nature. Hovering next to the door is a vicious looking skeletal hand with sharp claws protruding from the tips of the fingers.
Despite this, the spell works as well as ever, and the spectral claw opens the door for you. Behind the now open front doors, a large hall opens up ahead of you (or ahead of the Owl familiar). It runs the width of the house, with a black marble fireplace at one end and a sweeping red marble staircase at the other. The (left/west) wall contains the large fireplace, stacked with wood but unlit, as well as some decorative wall-hangings including a shield and crossed swords hanging above. The opposite side (right/east) of the room is taken up by the large spiral staircase which leads up to the second floor, where the children indicated you might find a library. The walls around the staircase are wood-panelled walls, ornately sculpted with images of both plants and animals. Both the south and north walls have doors leading off to other rooms, although as these doors are currently closed you cannot see any more beyond.
(I think it's still only the Owl actually inside the building)
"Intriguing," Bianka remarks, her eyes narrowing as she gazes at the realm's influence. She whispers a few words into the air, not like a mere incantation, but rather as if conversing with close companions. And then THEY arrive.
Emerging from the depths of the shadows, black phantoms with contorted, screaming faces burst forth. They are swiftly drawn into a swirling vortex surrounding Bianka, inching closer with each revolution until they fuse together. The entire spectacle unfolds in a matter of seconds, leaving the wizard garbed in an ethereal darkness that resembles a shroud. Even in the presence of direct light, she appears ensconced in shade, occasionally witnessing fleeting visages of anguish and terror within the ever-shifting shadows.
"Hmm... My Armor of Shadow used to look less intimidating, but I find myself rather fond of this new form," Bianka murmurs, she eyes upon the liquid-like swirl of shadow and the ghostly figures it conceals. Stepping into the hall, crossbow aimed at the north door, she declares, "We call this nonsense luxury, Thromlim. Now, let us cleanse this floor from the southern side, shall we?" Buanka gives a meaningful glance directed at Alcazar. She knows that it is the sorcerer who will open the door.
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Janek starts to head inside, but seeing the dim lighting, he stops to ignite one of his torches. Only then does he proceed in along with the others. Stepping into the large hall, he takes a moment to look about.
Janek starts to head inside, but seeing the dim lighting, he stops to ignite one of his torches. Only then does he proceed in along with the others. Stepping into the large hall, he takes a moment to look about.
(Perception: 5)
Looking around the Hall, you marvel at the expensive decorations and furnishings. The wooden paneling on the stairs in particular looks very expensive. The house appears quite clean and well maintained, with no dust, the furniture well-polished, and no dirt in sight - except for the dirty boots of your own group. It is however, eerily quiet. Normally in a big house, you would expect to hear people, servants, or perhaps noises from the kitchen - but here you can hear nothing.
Alcazar sniffs and looks around, "Quite in contrast to the drab setting," he says, running a finger over the woodwork, looking for dust. "I have little experience with children, but those I have know would have left more mess. Or there would have been a lot more servants."
"Hello!" he calls out, almost shouting. "Is there anyone here?"
Alcazar sniffs and looks around, "Quite in contrast to the drab setting," he says, running a finger over the woodwork, looking for dust. "I have little experience with children, but those I have know would have left more mess. Or there would have been a lot more servants."
"Hello!" he calls out, almost shouting. "Is there anyone here?"
You run your finger over the woodwork, and find no dust. The room is very clean and seems well maintained. Your calls echo in the empty hall, but you receive no response and no reaction.
This post has potentially manipulated dice roll results.
Bianka surveys the hall while Alcazar returns to the children. The siblings cou be remarkably well-behaved for their age, and their servants may possess excellent cleaning skills. Yet, they fail to account for this unnaturally pristine environment. In Bianka's experience, one cannot clean and be devoured by monsters simultaneously. There is an unsettling peculiarity about this house aside from the monster in the basement. She lowers her crossbow and starts to investigate the hall for any distinctive signs or clues.
Thromlim leans over to Alcazar, and nods his head towards the wizard with a bemused look on his shaggy face. "That one uses a lot of words," he whispers a bit of a rumble, "My pack leader once told me that humans often talk so much and so fast because of their short lives, Master Monthae said that they must feel like they have to cram it all in." He pauses for a second. "Now I see what she meant."
Thromlin watches the approaching fog, while others check the entrance to the children's home.
Perception 18
Janek continues to watch the children. "You don't know where the monster might have been?" he asks again.
He's ready to head into the house once the others are satisfied with their checks.
Rabbit Sebrica | Skarai | Katryl Brightfury | Rylia Lionrage | Roxana Raincrest | Janek Whitmor | Lokilia Vaelphin
There seems to be nothing remarkable about the entrance itself. It's a relatively plain stone portico. Like most people, the owners of this house also do not seem to keep their possessions outside the main door. You notice that the oil lamps appear to be in good working order and filled with oil, so could be lit if necessary. It is some time after mid-day now, with the sun in the sky but hidden behind grey clouds. (for game mechanics, it's brightly lit outdoors).
The gates are ajar, and on the opposite side of the portico is a set of oak doors which are currently closed.
A sense of deja vu comes over you, as you realise that, much like entering this land, entering the house seems to be the easy part. The hard part may be working out what to do once you are there.
There seems to be nothing unusual, or perhaps more unusual, that you can spot beyond the swirling fog. But the fog itself is becoming denser, now looking almost as solid as a wall, and is closing in - seeming to drive you towards this house.
"Yes, there are a few brown books as well. And there is one book adorned with a green cover. It bears no curse nor spells, yet it has claimed the lives of more than a mere handful, rendering it the most beautiful and wicked tome I have ever encountered…" Bianka loads a dart onto her crossbow while engaging in conversation with Alcazar. "Should we manage to survive this perilous night, I may tell you with its tale." Bianka patiently awaits the conclusion of her comrades' investigation. Then the wizard strides toward the entrance, guided by the owl she dispatched to scout the way.
OOC: Ah, indeed, We can ever know our books' true alignment unless you read them upside down, torture them or cast Know Alignment on them!
Owl
Perception: 11
Alcazar raises an eyebrow as he shares a quick glance with Thromlin, then watches with interest as the wizard strides onwards. If nothing untoward happens he wats for Janek to move and then follows cautiously after.
Bianka pushes open the old metal gates. The hinges creak as you open the gates, but they move easily and nothing else happens. No traps, mechanisms or spells are triggered. The children enter the porch behind you and the girl says "We will wait here in the porch. We left the door unlocked, but I do not want to enter the house until the monster is gone. Please come find us when you are done!"
(So you are now here:
The party is represented by the little stick-figures drawn in blue)
"Wait for us until the morning," Bianka tells the children with a soft, calm voice. "If none return, then seek the aid of others. And you shall have Meat with you."
Leaning against the wall beside the door, Bianka surveys it carefully, her fingertips tracing the hing and carvings that adorn its surface. She remains vigilant, searching for any signs of traps. If she satisfies that the door is free of danger, the wizard will push it slowly, creating a narrow gap for Kiri, her familiar to slip in.
Investigation: 19
Owl
Perception: 22
The door is indeed unlocked, as the children had promised. It opens easily admits your owl familiar into an entrance foyer. Inside, you (or the Owl) see a shield emblazoned with a coat-of-arms hanging on the right hand wall, with by framed portraits of stony-faced aristocrats on either side. The people in the portraits bear a resemblance to the children, and presumably are relatives of some sort. The coat of arms is a . The coat of arms shows a stylized golden windmill on a red field. At the far end, Mahogany-framed double doors instead with stained glass lead from this foyer deeper into the building. You cannot see much through the thick stained glass, beyond gaining the knowledge that there are no bright lights behind.
(For anyone who does not have darkvision or a similar sense/skill/spell, this room is dimly lit (with some light coming in from the outside).
A spectral hand appears near the next door, hovering in the air. "I can try to open it from here, if you like," says Alcazar.
" Please do so." Bianka nods to the sorcerer. Her familiar poised to take flight into the next chamber.
"I don't understand these types of dwellings?" Thromlim musses to no one in particular. "This room seems to have no purpose, I wonder what it is for?
You cast your spell, and a spectral hand appears at the far end of the room in the dim light. Something feels different, and as you look more closely at your magical spectral hand, you realise what has happened: Similary to Bianka's familiar, the effect of your magic is also subtly twisted by this realm. The spectral hand, which normally resembles a humanoid hand similar to your own, has taken on a slightly more disturbing nature. Hovering next to the door is a vicious looking skeletal hand with sharp claws protruding from the tips of the fingers.
Despite this, the spell works as well as ever, and the spectral claw opens the door for you. Behind the now open front doors, a large hall opens up ahead of you (or ahead of the Owl familiar). It runs the width of the house, with a black marble fireplace at one end and a sweeping red marble staircase at the other. The (left/west) wall contains the large fireplace, stacked with wood but unlit, as well as some decorative wall-hangings including a shield and crossed swords hanging above. The opposite side (right/east) of the room is taken up by the large spiral staircase which leads up to the second floor, where the children indicated you might find a library. The walls around the staircase are wood-panelled walls, ornately sculpted with images of both plants and animals. Both the south and north walls have doors leading off to other rooms, although as these doors are currently closed you cannot see any more beyond.
(I think it's still only the Owl actually inside the building)
"Intriguing," Bianka remarks, her eyes narrowing as she gazes at the realm's influence. She whispers a few words into the air, not like a mere incantation, but rather as if conversing with close companions. And then THEY arrive.
Emerging from the depths of the shadows, black phantoms with contorted, screaming faces burst forth. They are swiftly drawn into a swirling vortex surrounding Bianka, inching closer with each revolution until they fuse together. The entire spectacle unfolds in a matter of seconds, leaving the wizard garbed in an ethereal darkness that resembles a shroud. Even in the presence of direct light, she appears ensconced in shade, occasionally witnessing fleeting visages of anguish and terror within the ever-shifting shadows.
"Hmm... My Armor of Shadow used to look less intimidating, but I find myself rather fond of this new form," Bianka murmurs, she eyes upon the liquid-like swirl of shadow and the ghostly figures it conceals. Stepping into the hall, crossbow aimed at the north door, she declares, "We call this nonsense luxury, Thromlim. Now, let us cleanse this floor from the southern side, shall we?" Buanka gives a meaningful glance directed at Alcazar. She knows that it is the sorcerer who will open the door.
Janek starts to head inside, but seeing the dim lighting, he stops to ignite one of his torches. Only then does he proceed in along with the others. Stepping into the large hall, he takes a moment to look about.
(Perception: 5)
Rabbit Sebrica | Skarai | Katryl Brightfury | Rylia Lionrage | Roxana Raincrest | Janek Whitmor | Lokilia Vaelphin
Looking around the Hall, you marvel at the expensive decorations and furnishings. The wooden paneling on the stairs in particular looks very expensive. The house appears quite clean and well maintained, with no dust, the furniture well-polished, and no dirt in sight - except for the dirty boots of your own group. It is however, eerily quiet. Normally in a big house, you would expect to hear people, servants, or perhaps noises from the kitchen - but here you can hear nothing.
Alcazar sniffs and looks around, "Quite in contrast to the drab setting," he says, running a finger over the woodwork, looking for dust. "I have little experience with children, but those I have know would have left more mess. Or there would have been a lot more servants."
"Hello!" he calls out, almost shouting. "Is there anyone here?"
You run your finger over the woodwork, and find no dust. The room is very clean and seems well maintained. Your calls echo in the empty hall, but you receive no response and no reaction.
Turning back to the children near the gate, Alcazar calls out to them. "It seems no-one is home. Where would your parents have gone?"
Bianka surveys the hall while Alcazar returns to the children. The siblings cou be remarkably well-behaved for their age, and their servants may possess excellent cleaning skills. Yet, they fail to account for this unnaturally pristine environment. In Bianka's experience, one cannot clean and be devoured by monsters simultaneously. There is an unsettling peculiarity about this house aside from the monster in the basement. She lowers her crossbow and starts to investigate the hall for any distinctive signs or clues.
Investigation: 18
Rojer follows behind the others into the hall.