It's a bright, sunny day in Baldur's Gate...throwing that much more contrast on the gloomy lawn that stretches before you. Neibolt manor, the sprawling, 4 story home you have been sent to, rises up like a dark shadow. Boards cover the windows, and the house has a feeling of neglect and abandonment. Behind the rusty, twisted gate, weeds choke and grasp at the short pathway to the door. However, as you watch, the door swings open in welcome, and you hear a shriek of mad laughter, though whether it was out loud or in your mind, you don't know.
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Back and ready to DM and chew bubblegum. And I'm alllll outta bubblegum.
As the shriek of mad laughter comes through the door, Eden raises her brow with a slight amused smirk on her face."How welcoming."
You see before you a pale red skinned tiefling with white, almost pinkish, hair. You would probably think she was human if it weren't for the colour of her skin and horns. She holds herself with an air of confidence and determination, though she seems to not take much seriously as she can almost always be found with an amused smirk on her face.
(OOC: What can we see inside from where we're standing, if anything at all?)
Zephyr will start as he means to go on with a pointless check to confirm something that is almost guaranteed. He wastes a spell slot to do Primeval awareness (description in spoiler, of the ability not him)
As an action, you can expend one ranger spell slot (1 minute per level of spell slot) to sense whether any aberrations, celestials, dragons, elementals, fey, fiends, or undead are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain). This feature doesn’t reveal the creatures’ location or number.
Description of Zephyr in this spoiler:
Zephyr is an air genasi, blue and airy. He has a black cloak with patches on the inside, and carries a quiver that strangely seems to hold more than it should, including his longbow. His straight face at the laughter and door make it clear that he has had dealing with monsters and supernatural before
Zephyr sniffs the air "As suspected, there are undead and fiends about" He sniffs again "And aberrations" a final sniff "and underprepared people. Some prepared but some of you will be lucky to leave alive"
Terrick stides forward towards the others. He had seen some others about before but caught all their descriptions at a briefing on the matter. As the laughter enimated from the house she scowled at the doors.
He stepped forward, his armor chinking with each step and he stops by the others and says, "So, y'all okay with puttin down what needs to be put down and savin who needs savin?"
“It’s a good thing I have some oil in my pack,” Urth says, gesturing with his thumb to the stuffed bag hanging from his shoulders, before joking, “One of you, remind me to fix the shrieking noise that door is making, if I forget...” Although, upon closer inspection, one would see some uncertainty flicker across the Half-Orc’s face (Perception check! Just kidding).
His face isn’t exactly ugly, but the faded scars that crisscross his forehead and cheeks can make it hard to look Urth in the face for any extended amount of time. That being said, a study would show a younger face, with the beginning of natural wrinkles around the eyes, as though from laughter, giving Urth’s features a light hearted contrast to the patchwork of scars.
His head is perched upon massive shoulders, attached to a body made even larger in appearance by his armor. In fact, his head appears humorously tiny in proportion to the size of his plate armoured body and the overstuffed bag tied to his back. His human-sized badge of office only serves to highlight his large proportions, appearing like a pin attached to a chain hanging around his neck.
“Anyway, yes, let’s put an end to this menace. Keep an eye out for survivors, and for each other; stick together and we’ll all live to tell the tale.”
Terrick nods to Eden and then turns to Urth. "Is this everyone? If so, lets cinch our belts, grip our blades and kick some a$$. Best to be done with it all before nightfall." he says and draws his greatswords and rest it on his shoulder while he waits for the others.
Aluchard steps into view, donned in his green armor etched spirals and leaves and. He carries his large blade at his side. The aasimar's long platinum-blond hair flows with a cool breeze as he glances at each of the group members. "Well well, quite a party we have here." He turned to Niebolt Manor, the sheer size intimidating him at first. He glances at his companions once more before turning to the house. "Yes, let us be done with this."
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I have an intelligence of six, I know what I'm doing.
As the door laughs at him Uri Pyke bellows a deep bellowing guffaw of his own (thaumaturgy). He was tired of being pushed around by houses and lean-tos and rundown shacks.
If it weren't for the smell he'd pass for human, but on closer inspection it's clear he's some kind of cosmic joke, less a man and more a rumpled set of clothes on the run from an iron. A heavy funk of stale ale and sweat palls about him like an antique net curtain. His eyes are sunk deep in his face like a pair of swimming pools that didn't have planning permission after heavy rain.
"Sorry I'm late" he belches, hoping the stench can be passed off as an effect of the spell. "Had to crack another case. Of rum. Well, it would seem stupid to all die screaming out here in the street. Shall we step inside?"
He brandishes a wand decorated with black diamonds in one hand and his rapier in the other, as if preparing to conduct two unruly orchestras.
Once the last one of you steps through the door, it slams shut with a heavy thud. Silence settles over you like a weight. As your eyes become adjusted, you see thin slants of light creeping through the grimy, boarded windows. Broken and tattered furniture is scattered about the room, and everything is coated with a thick layer of dust and cobwebs. The sharp stench of decay fills your nostrils, rotted wallpaper filthy with mildew and bare timbers are the only things on the wall.
There are 4 doors, one each north, south, east, and west. The north door is the one you just came through.
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Back and ready to DM and chew bubblegum. And I'm alllll outta bubblegum.
Wow, someone has a compass to know we came from the North door? Zephyr immediately tries to open the north door to confirm a, if it locked behind us or b, if it no longer leads outside
Aluchard sighs and closes his eyes, muttering another prayer while watching Zephyr. He takes one step closer to the southern door but waits to open it to see what his companions will do.
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I have an intelligence of six, I know what I'm doing.
Uri runs his finger along the top of the nearest item of furniture, rubbing his fingers together to clear off the accumulated dust while tutting, flicking his goggles down to inspect it cursorily. If there's nothing to see, he looks up to see Aluchard approach the southern door and takes up a supporting position behind him, then uses Thaumaturgy to try to open the door if it's unlocked.
There are animal heads lining the walls. However, when you enter the room to inspect closer, they don't appear to be stuffed all that well. They are all rotting and decaying, and seem to be the source of the smell. There are various animals, but there is also an orc head, a small head that could have once belonged to a halfling or gnome, and another that could have been human. The furniture looks to be in once piece, but the wood is brittle and upholstery molded and mildewed.
There are 4 other doors, one on the wall you came from, 1 to the west, and 2 across the room from you.
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Back and ready to DM and chew bubblegum. And I'm alllll outta bubblegum.
This post has potentially manipulated dice roll results.
Uri makes to enter the room.
"A wide opening, ripe with the stench of decay and the promise of untold horrors that could destroy our minds, daring us to enter. Reminds me of my wedding night."
He looks for the least bitey looking animal head and takes a closer look - investigation : 18 and if it doesn't come to life and attack him (and if he doesn't see anything of interest) he flips down his goggles of minute seeing for a closer look - investigation : 18
It's a bright, sunny day in Baldur's Gate...throwing that much more contrast on the gloomy lawn that stretches before you. Neibolt manor, the sprawling, 4 story home you have been sent to, rises up like a dark shadow. Boards cover the windows, and the house has a feeling of neglect and abandonment. Behind the rusty, twisted gate, weeds choke and grasp at the short pathway to the door. However, as you watch, the door swings open in welcome, and you hear a shriek of mad laughter, though whether it was out loud or in your mind, you don't know.
Back and ready to DM and chew bubblegum. And I'm alllll outta bubblegum.
As the shriek of mad laughter comes through the door, Eden raises her brow with a slight amused smirk on her face. "How welcoming."
You see before you a pale red skinned tiefling with white, almost pinkish, hair. You would probably think she was human if it weren't for the colour of her skin and horns. She holds herself with an air of confidence and determination, though she seems to not take much seriously as she can almost always be found with an amused smirk on her face.
(OOC: What can we see inside from where we're standing, if anything at all?)
Zephyr will start as he means to go on with a pointless check to confirm something that is almost guaranteed. He wastes a spell slot to do Primeval awareness (description in spoiler, of the ability not him)
As an action, you can expend one ranger spell slot (1 minute per level of spell slot) to sense whether any aberrations, celestials, dragons, elementals, fey, fiends, or undead are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain). This feature doesn’t reveal the creatures’ location or number.
Description of Zephyr in this spoiler:
Zephyr is an air genasi, blue and airy. He has a black cloak with patches on the inside, and carries a quiver that strangely seems to hold more than it should, including his longbow. His straight face at the laughter and door make it clear that he has had dealing with monsters and supernatural before
After joining more my signature got out of hand so I am now a proud member of the extended signature club!! :)
Zephyr senses the presence of at least one undead, fiend, and aberration.
Back and ready to DM and chew bubblegum. And I'm alllll outta bubblegum.
Zephyr sniffs the air "As suspected, there are undead and fiends about" He sniffs again "And aberrations" a final sniff "and underprepared people. Some prepared but some of you will be lucky to leave alive"
After joining more my signature got out of hand so I am now a proud member of the extended signature club!! :)
Terrick stides forward towards the others. He had seen some others about before but caught all their descriptions at a briefing on the matter. As the laughter enimated from the house she scowled at the doors.
He stepped forward, his armor chinking with each step and he stops by the others and says, "So, y'all okay with puttin down what needs to be put down and savin who needs savin?"
Eden crosses her arms and gives Terrick a confident grin. "Hells yeah."
“It’s a good thing I have some oil in my pack,” Urth says, gesturing with his thumb to the stuffed bag hanging from his shoulders, before joking, “One of you, remind me to fix the shrieking noise that door is making, if I forget...” Although, upon closer inspection, one would see some uncertainty flicker across the Half-Orc’s face (Perception check! Just kidding).
His face isn’t exactly ugly, but the faded scars that crisscross his forehead and cheeks can make it hard to look Urth in the face for any extended amount of time. That being said, a study would show a younger face, with the beginning of natural wrinkles around the eyes, as though from laughter, giving Urth’s features a light hearted contrast to the patchwork of scars.
His head is perched upon massive shoulders, attached to a body made even larger in appearance by his armor. In fact, his head appears humorously tiny in proportion to the size of his plate armoured body and the overstuffed bag tied to his back. His human-sized badge of office only serves to highlight his large proportions, appearing like a pin attached to a chain hanging around his neck.
“Anyway, yes, let’s put an end to this menace. Keep an eye out for survivors, and for each other; stick together and we’ll all live to tell the tale.”
He is an optimist.
Terrick nods to Eden and then turns to Urth. "Is this everyone? If so, lets cinch our belts, grip our blades and kick some a$$. Best to be done with it all before nightfall." he says and draws his greatswords and rest it on his shoulder while he waits for the others.
Aluchard steps into view, donned in his green armor etched spirals and leaves and. He carries his large blade at his side. The aasimar's long platinum-blond hair flows with a cool breeze as he glances at each of the group members. "Well well, quite a party we have here." He turned to Niebolt Manor, the sheer size intimidating him at first. He glances at his companions once more before turning to the house. "Yes, let us be done with this."
I have an intelligence of six, I know what I'm doing.
As the door laughs at him Uri Pyke bellows a deep bellowing guffaw of his own (thaumaturgy). He was tired of being pushed around by houses and lean-tos and rundown shacks.
If it weren't for the smell he'd pass for human, but on closer inspection it's clear he's some kind of cosmic joke, less a man and more a rumpled set of clothes on the run from an iron. A heavy funk of stale ale and sweat palls about him like an antique net curtain. His eyes are sunk deep in his face like a pair of swimming pools that didn't have planning permission after heavy rain.
"Sorry I'm late" he belches, hoping the stench can be passed off as an effect of the spell. "Had to crack another case. Of rum. Well, it would seem stupid to all die screaming out here in the street. Shall we step inside?"
He brandishes a wand decorated with black diamonds in one hand and his rapier in the other, as if preparing to conduct two unruly orchestras.
"Spirits! Put the kettle on, you have company!"
Strix, Shifter Shadow Monk in Lost Mines of Phandelver ¦ Sihegiall Human Soulknife Rogue in In Search of Molly McGuffin
Once the last one of you steps through the door, it slams shut with a heavy thud. Silence settles over you like a weight. As your eyes become adjusted, you see thin slants of light creeping through the grimy, boarded windows. Broken and tattered furniture is scattered about the room, and everything is coated with a thick layer of dust and cobwebs. The sharp stench of decay fills your nostrils, rotted wallpaper filthy with mildew and bare timbers are the only things on the wall.
There are 4 doors, one each north, south, east, and west. The north door is the one you just came through.
Back and ready to DM and chew bubblegum. And I'm alllll outta bubblegum.
Wow, someone has a compass to know we came from the North door? Zephyr immediately tries to open the north door to confirm a, if it locked behind us or b, if it no longer leads outside
After joining more my signature got out of hand so I am now a proud member of the extended signature club!! :)
(You have some well equipped city watch with you)
The door is, indeed, locked. The tarnished brass handle looks like it hasn't been touched in years.
Back and ready to DM and chew bubblegum. And I'm alllll outta bubblegum.
Aluchard sighs and closes his eyes, muttering another prayer while watching Zephyr. He takes one step closer to the southern door but waits to open it to see what his companions will do.
I have an intelligence of six, I know what I'm doing.
Uri runs his finger along the top of the nearest item of furniture, rubbing his fingers together to clear off the accumulated dust while tutting, flicking his goggles down to inspect it cursorily. If there's nothing to see, he looks up to see Aluchard approach the southern door and takes up a supporting position behind him, then uses Thaumaturgy to try to open the door if it's unlocked.
Strix, Shifter Shadow Monk in Lost Mines of Phandelver ¦ Sihegiall Human Soulknife Rogue in In Search of Molly McGuffin
The door flies open, and the reek of dead, decayed flesh washes over you. It appears to be a trophy room, from what you can see.
Back and ready to DM and chew bubblegum. And I'm alllll outta bubblegum.
Trophy of body parts?
After joining more my signature got out of hand so I am now a proud member of the extended signature club!! :)
There are animal heads lining the walls. However, when you enter the room to inspect closer, they don't appear to be stuffed all that well. They are all rotting and decaying, and seem to be the source of the smell. There are various animals, but there is also an orc head, a small head that could have once belonged to a halfling or gnome, and another that could have been human. The furniture looks to be in once piece, but the wood is brittle and upholstery molded and mildewed.
There are 4 other doors, one on the wall you came from, 1 to the west, and 2 across the room from you.
Back and ready to DM and chew bubblegum. And I'm alllll outta bubblegum.
Uri makes to enter the room.
"A wide opening, ripe with the stench of decay and the promise of untold horrors that could destroy our minds, daring us to enter. Reminds me of my wedding night."
He looks for the least bitey looking animal head and takes a closer look - investigation : 18 and if it doesn't come to life and attack him (and if he doesn't see anything of interest) he flips down his goggles of minute seeing for a closer look - investigation : 18
Strix, Shifter Shadow Monk in Lost Mines of Phandelver ¦ Sihegiall Human Soulknife Rogue in In Search of Molly McGuffin