As much to himself as to his companions, Jerick mumbles, "This is all an illusion. A bad dream. Wake up in a library with no doors, teleport to a baron, flaming flying horses and men sans heads."
Then, to the headless hunter, "You there. You'll need to use your words if you want something from us!"
Then he feels foolish, realizing the man has no mouth with which to speak. He looks to his companions and shrugs. "Is he asking us to kill the Baron or work for him?"
So much happened in such a short period of time that it almost left Aranea dizzy. First, the gnome tried to leave, and now a headless horseman riding a steed with a fiery mane had entered the foyer and neither the baron nor his man seemed able to see the apparition. If this was magic, it was unlike any magic she had ever experienced before.
Her eyes never leaving the headless horseman, she turned to Jerick and said, "Somehow I feel yonder horseman is not going to allow us to leave, not until we perform the task the baron requests of us."
She turned to the horseman. It was difficult to decide where to focus since he had no head. "Is that correct?"
'Interesting idea. Perhaps these three aren't the fools I'd assumed. If I'm to survive this insanity, I ought to throw my lot in with these strange three companions. Very well...' Jerick thinks.
"Interesting idea, Aranea. Very well. Baron, sir, I apologize for my... behavior thus far. I'm a little short on ale at the moment and that muddles the mind. Please, answer my friend Kysken, and tell us, is there anything further you can tell us about this mission you'd like us to undertake?"
Kysken's second attempt at calming the horse is much more successful. However, it still continues to fly in the air with fire blazing from it.
Aranea questions the horseman, and the headless horseman raises up a thumb to show agreement. The sight of a headless horseman riding a fiery black horse giving a thumbs up looks almost comical.
Baron Henrik smiles, "Well, now that you are making sense again, I can lend you each a horse and directions on how to get to Moldavia Manor."
Sensing that you are now all willing to work for the baron, the horseman turns his horse around and leaves heading out through the main entrance doors and into the night.
Baron Henrik and Thurmond accompany you out of the mansion to the stables. There you find five beautiful white horses. Thurmond assists you all to climb the horses before Baron Henrik gives your directions to Moldavia Manor.
You travel all night and all day. Never once do you feel the need to stop and rest. Even the horses are capable of galloping for the whole journey never showing signs of exhaustion.
Just after the sun sets, you arrive at Moldavia Manor. In front of you sits a weather worn, gloomy manor, whilst around you are a dense line of sickly trees. Mold and moss grasp the manor's walls like a giant's hand. High, tall windows ring the manor, whilst the main entrance remains closed.
Just to left of the manor is pond too dark to see into its depth. Its surface rippling from the chilly wind.
It is hard to see why anyone would want to live at the manor. Never mind throwing a masquerade with guests in attendance.
There are no signs of life in side in the manor, including that of Baroness Elenore.
Rollback Post to RevisionRollBack
“The secret we should never let the gamemasters know is that they don't need any rules.” ― Gary Gygax
Glugrug is generally quiet as the rest of the events unfold, including the overland journey. In part, he is marveling at what he sees. This is a world so different than a hobgoblin military encampment or fortress.
He nods at Kysken's words, seeing a harsh beauty in the place as well. Something many of his clan might appreciate.
"Its seems the masquerade has ended,"he says. "I suggest we use the front door."He points to the main entrance, suggesting they move ahead.
Jerick nods to Glugrug. "Aye. But be warned, the baroness was lost at a masque, and the book we've been sucked into was titled the Masque of Worms or some such."
Jerick looks over the ground for any worms and feigns fear, then casts a wide grin.
"Let's get on with it." He starts towards the door.
You head up to the front doors and find them unlocked. Just behind the doors, you find a wide entrance hall. Dark tapestries, curtains and suits of armour decorate this hall. However, you pay little attention to this hall as what draws your attention is the pale man lying in the middle of the entrance hall's floor.
The man's black shredded robes clink to his still form. A long-nosed raved mask adorns his face. He is lying on his back as blood pools around him on the wooden floor. In his left hand, he clutches a bottle of Amontillado wine.
Rollback Post to RevisionRollBack
“The secret we should never let the gamemasters know is that they don't need any rules.” ― Gary Gygax
Aranea can't help but feel at home as they enter the dreary manse. It may be a bit stereotypical, but she's always loved dark, gloomy places, manors with secret chambers and concealed doorways. It is indeed beautiful, as beautiful as the night and also just as dangerous.
As they enter the manse, she spots the still form right away. Fearing some sort of trap, she approaches the body cautiously and kneels down to take a closer look. Perhaps the man has some sort of identification. She also picks up the wine. Aranea has always been a fan of the finer things in life, and there are few things she enjoys more than a glass of expensive blood red wine.
As Aranea approaches the man, he begins to splutter something red, before beginning to laugh. Aranea can see that his mouth his stained, but it is hard to tell if it is blood or wine.
"Beware the ungodly beating of the heart." He then lets out another laugh."I wish only to die laughing! And now I might!"
There are no answers to Jerick's calls, but he does find some muddy footprints leading east to the room next door.
Rollback Post to RevisionRollBack
“The secret we should never let the gamemasters know is that they don't need any rules.” ― Gary Gygax
This post has potentially manipulated dice roll results.
Glugrug looks down at the man on the floor, flinching a bit when he suddenly "comes to life" and starts babbling. "Clearly, most of the wine made its way into this fool's mouth," he says with a sneer, expecting the drunken lunatic won't even know that he's being insulted.
A moment later, he joins the others in investigating the footprints, keeping an eye out for anything else that might provide a clue to what is going on in this place.
Aranea regards the man on the floor with distaste before she follows the others. She still holds the bottle of wine in her hand. Before she leaves the man though, she pauses to ask one last question.
"Where is the master of this place? Where is Count Lebrim?"
As much to himself as to his companions, Jerick mumbles, "This is all an illusion. A bad dream. Wake up in a library with no doors, teleport to a baron, flaming flying horses and men sans heads."
Then, to the headless hunter, "You there. You'll need to use your words if you want something from us!"
Then he feels foolish, realizing the man has no mouth with which to speak. He looks to his companions and shrugs. "Is he asking us to kill the Baron or work for him?"
Kysken tries again to calm the phantom horse. Animal Handling: 24
So much happened in such a short period of time that it almost left Aranea dizzy. First, the gnome tried to leave, and now a headless horseman riding a steed with a fiery mane had entered the foyer and neither the baron nor his man seemed able to see the apparition. If this was magic, it was unlike any magic she had ever experienced before.
Her eyes never leaving the headless horseman, she turned to Jerick and said, "Somehow I feel yonder horseman is not going to allow us to leave, not until we perform the task the baron requests of us."
She turned to the horseman. It was difficult to decide where to focus since he had no head. "Is that correct?"
Extended Signature
Characters: Bryony Alderleaf (Phandelver and Below) ♦ Vesta Trevelyan (Vecna: Eve of Ruin) ♦ Ada Kendrick (Curse of Strahd) ♦ Gareth Blackwood (Dragon of Icespire Peak) ♦ Karys Velthune (Out of the Abyss) ♦ Surina Xarith (Simple, Heroic Adventure)
DM: Baldur's Gate: Descent Into Avernus
"I fear you may be right, Aranea.
"Baron. How do we get to the manor to investigate?"
'Interesting idea. Perhaps these three aren't the fools I'd assumed. If I'm to survive this insanity, I ought to throw my lot in with these strange three companions. Very well...' Jerick thinks.
"Interesting idea, Aranea. Very well. Baron, sir, I apologize for my... behavior thus far. I'm a little short on ale at the moment and that muddles the mind. Please, answer my friend Kysken, and tell us, is there anything further you can tell us about this mission you'd like us to undertake?"
Kysken's second attempt at calming the horse is much more successful. However, it still continues to fly in the air with fire blazing from it.
Aranea questions the horseman, and the headless horseman raises up a thumb to show agreement. The sight of a headless horseman riding a fiery black horse giving a thumbs up looks almost comical.
Baron Henrik smiles, "Well, now that you are making sense again, I can lend you each a horse and directions on how to get to Moldavia Manor."
Sensing that you are now all willing to work for the baron, the horseman turns his horse around and leaves heading out through the main entrance doors and into the night.
Baron Henrik and Thurmond accompany you out of the mansion to the stables. There you find five beautiful white horses. Thurmond assists you all to climb the horses before Baron Henrik gives your directions to Moldavia Manor.
You travel all night and all day. Never once do you feel the need to stop and rest. Even the horses are capable of galloping for the whole journey never showing signs of exhaustion.
Just after the sun sets, you arrive at Moldavia Manor. In front of you sits a weather worn, gloomy manor, whilst around you are a dense line of sickly trees. Mold and moss grasp the manor's walls like a giant's hand. High, tall windows ring the manor, whilst the main entrance remains closed.
Just to left of the manor is pond too dark to see into its depth. Its surface rippling from the chilly wind.
It is hard to see why anyone would want to live at the manor. Never mind throwing a masquerade with guests in attendance.
There are no signs of life in side in the manor, including that of Baroness Elenore.
“The secret we should never let the gamemasters know is that they don't need any rules.” ― Gary Gygax
"There is a desolate beauty about this place. The pond! The mossy stone! Once glorious trees!
"But even I can't help but feel a sense of menace from that building.
"Where are the other guests?" Kysken wonders aloud.
Glugrug is generally quiet as the rest of the events unfold, including the overland journey. In part, he is marveling at what he sees. This is a world so different than a hobgoblin military encampment or fortress.
He nods at Kysken's words, seeing a harsh beauty in the place as well. Something many of his clan might appreciate.
"Its seems the masquerade has ended," he says. "I suggest we use the front door." He points to the main entrance, suggesting they move ahead.
Jerick nods to Glugrug. "Aye. But be warned, the baroness was lost at a masque, and the book we've been sucked into was titled the Masque of Worms or some such."
Jerick looks over the ground for any worms and feigns fear, then casts a wide grin.
"Let's get on with it." He starts towards the door.
Kysken nods and follows Jerick toward the doors, club in hand.
"I wonder how good the party was if it's ended so soon."
You head up to the front doors and find them unlocked. Just behind the doors, you find a wide entrance hall. Dark tapestries, curtains and suits of armour decorate this hall. However, you pay little attention to this hall as what draws your attention is the pale man lying in the middle of the entrance hall's floor.
The man's black shredded robes clink to his still form. A long-nosed raved mask adorns his face. He is lying on his back as blood pools around him on the wooden floor. In his left hand, he clutches a bottle of Amontillado wine.
“The secret we should never let the gamemasters know is that they don't need any rules.” ― Gary Gygax
Aranea can't help but feel at home as they enter the dreary manse. It may be a bit stereotypical, but she's always loved dark, gloomy places, manors with secret chambers and concealed doorways. It is indeed beautiful, as beautiful as the night and also just as dangerous.
As they enter the manse, she spots the still form right away. Fearing some sort of trap, she approaches the body cautiously and kneels down to take a closer look. Perhaps the man has some sort of identification. She also picks up the wine. Aranea has always been a fan of the finer things in life, and there are few things she enjoys more than a glass of expensive blood red wine.
Investigation - 5
Extended Signature
Characters: Bryony Alderleaf (Phandelver and Below) ♦ Vesta Trevelyan (Vecna: Eve of Ruin) ♦ Ada Kendrick (Curse of Strahd) ♦ Gareth Blackwood (Dragon of Icespire Peak) ♦ Karys Velthune (Out of the Abyss) ♦ Surina Xarith (Simple, Heroic Adventure)
DM: Baldur's Gate: Descent Into Avernus
"I wouldn't drink that," Jerick says to Aranea. "Is he dead, or laying in a pool of his own wine?"
Without waiting for an answer, Jerick starts investigating the room, trying to get his bearings and determine what rooms are adjacent to this one.
Investigation 7
Tentative, but loud, Jerick calls, "Baroness? Our mate Henrik has sent us for you?"
As Aranea approaches the man, he begins to splutter something red, before beginning to laugh. Aranea can see that his mouth his stained, but it is hard to tell if it is blood or wine.
"Beware the ungodly beating of the heart." He then lets out another laugh. "I wish only to die laughing! And now I might!"
There are no answers to Jerick's calls, but he does find some muddy footprints leading east to the room next door.
“The secret we should never let the gamemasters know is that they don't need any rules.” ― Gary Gygax
The sound of the man speaking sends a jolt of surprise through Jerick. He returns to the others.
"Before we grant your wish, my good madman, could you tell us the location of Baroness Elenore?"
"There are muddy footprints leading that way." he says quietly to his companions as he points to the east doorway.
"Baroness Elenore?" The man repeats before bursting into laughter again. "Never heard of her before. What a funny name though! El-en-nore."
“The secret we should never let the gamemasters know is that they don't need any rules.” ― Gary Gygax
"A raven's mask? Amontillado wine...but no cask? El-en-ore? A most imposing proposition," Kysken murmurs.
"I'll see if I can discern anything from the footprints, Jerick."
Investigation: 7
Glugrug looks down at the man on the floor, flinching a bit when he suddenly "comes to life" and starts babbling. "Clearly, most of the wine made its way into this fool's mouth," he says with a sneer, expecting the drunken lunatic won't even know that he's being insulted.
A moment later, he joins the others in investigating the footprints, keeping an eye out for anything else that might provide a clue to what is going on in this place.
Investigation 23
Jerick aids in the investigation of the footprints and starts following them.
Investigation: 19
Aranea regards the man on the floor with distaste before she follows the others. She still holds the bottle of wine in her hand. Before she leaves the man though, she pauses to ask one last question.
"Where is the master of this place? Where is Count Lebrim?"
Extended Signature
Characters: Bryony Alderleaf (Phandelver and Below) ♦ Vesta Trevelyan (Vecna: Eve of Ruin) ♦ Ada Kendrick (Curse of Strahd) ♦ Gareth Blackwood (Dragon of Icespire Peak) ♦ Karys Velthune (Out of the Abyss) ♦ Surina Xarith (Simple, Heroic Adventure)
DM: Baldur's Gate: Descent Into Avernus