Pushing the door open you peek inside to see three children: an 11-year-old male drow), a 9-year-old female human, and an 8-year-old female lightfoot halfling.
The drow boy prances on the tabletop with a bar of soap in one hand, while a halfling girl and a human girl giggle at his audacity.
Flickering lanterns illuminate a cluttered workshop filled with soft, ambient music produced by bells and chimes. Parts of toys are heaped on the tables—leering doll’s heads, half-built rocking horses, unpainted wooden balls, and the stuffed limbs of soft toys. A stove at the back of the room holds a saucepan of smelting metal. Three doors exit the workshop, and two storefront windows overlook the market outside.
In whatever capacity she can Piccolo the butterfly will look at the three kids to see if one of them is an illusion or granny. She still has truesight.
In whatever capacity she can Piccolo the butterfly will look at the three kids to see if one of them is an illusion or granny. She still has truesight.
Thanks for the reminder! You'd have noticed
...
three of the four armchairs in the other room are mimics. But these kids are all really kids.
...
But I dont know how you'd tell anyone about it. Not actually sure how your custom Telepathy works with polymorph
"I suspect these can help us. The HAG will not be popular." Drain will see if he can open one of the doors.
Pick Locks 26
What doors? The kids are in tbe next room you opened the door yoi saw Chucklehead use. The room with the kids has doors, so are you in there? The kids will absolutely talk to you if they see you.
The butterfly flutters in front of Trisks face, only a foot away. It starts going right, left, right, left, causing his head to turn right and left right and left as he watches. It moves back and forth pretty quickly.
Trisk isn't sure why the butterfly (Piccolo) is flying back and forth just in front of him.
"Maybe we should take a look around. To the left and right."
Thinking about it for a quick second, "Wait a minute. Are you trying to communicate something... left and right for no, if so then fly up and down right now for yes?"
Rollback Post to RevisionRollBack
"A rightful place awaits you in the Realms Above, in the Land of the Great Light. Come in peace, and live beneath the sun again, where trees and flowers grow."
— The message of Eilistraee to all decent drow.
"Run thy sword across my chains, Silver Lady, that I may join your dance.”
<There is one locked door in this room, if you want ro use thst lockpick roll for it, we can apply it there, just let me know>
When you enter the worksop, Naal, the drow boy on the table, is recounting his heroic tale to the two girls. He wants to create a copy of the key and then sneak into the kitchen to steal milk.
Startled by your unexpected arrival, the halfling girl, Philomena, runs off leaving by the door at the far end of the workshop.
As you speak with the children, you notice unsettling changes; dolls’ heads turn to face them when they’re not looking, balls bounce suddenly out of dark corners, or molten tin from the smelting pot splashes on the floor nearby.
creepy toys are displayed in the workshop windows:
A set of nesting dolls in which each doll looks more frightened than the next larger one
A stuffed lion with needles for teeth and real bloodstains around its jaws
A toy windmill with a crank on one side that turns the vanes and the millstone
A set of playing cards depicting weeping children
A wind-up drunkard doll that totters a few paces and then falls over
Four finger puppets depicting an arguing family
A 1-foot-tall wooden guillotine
A tiny wooden box containing eight sticks of black chalk
(Basically anything you could imagine a young Wednesday Addams playing with)
"Philomena, wait!" Calls the human girl after the fleeing halfling.
Turning to Drain, she scolds the elf, "Now you've done it. You've upset Philomena. You'd better have a good reason for being here or Granny Nightshade will be upset somwthin' awful."
Uriel notices three boggles hiding in the shadows. Seeing that they've been spotted, the boggles flee to the box in the adjacent room, following Philomena, and turn its crank.
"I think the butterfly can communicate but only up and down for yes, and left to right for no, so you'll have to ask simple yes or no questions."
Trisk follows the others into the room with the kids. When one flees and the other says we better have a good reason for our visit to see Granny Nightshade, "We may have a good reason but she might still be upset."
Rollback Post to RevisionRollBack
"A rightful place awaits you in the Realms Above, in the Land of the Great Light. Come in peace, and live beneath the sun again, where trees and flowers grow."
— The message of Eilistraee to all decent drow.
"Run thy sword across my chains, Silver Lady, that I may join your dance.”
Pushing the door open you peek inside to see three children: an 11-year-old male drow), a 9-year-old female human, and an 8-year-old female lightfoot halfling.
The drow boy prances on the tabletop with a bar of soap in one hand, while a halfling girl and a human girl giggle at his audacity.
Flickering lanterns illuminate a cluttered workshop filled with soft, ambient music produced by bells and chimes. Parts of toys are heaped on the tables—leering doll’s heads, half-built rocking horses, unpainted wooden balls, and the stuffed limbs of soft toys. A stove at the back of the room holds a saucepan of smelting metal. Three doors exit the workshop, and two storefront windows overlook the market outside.
Are you going to go in or just spy on these kids?
In whatever capacity she can Piccolo the butterfly will look at the three kids to see if one of them is an illusion or granny. She still has truesight.
Drain,
"I suspect these can help us. The HAG will not be popular." Drain will see if he can open one of the doors.
Pick Locks 20
Thanks for the reminder! You'd have noticed
...
three of the four armchairs in the other room are mimics. But these kids are all really kids.
...
But I dont know how you'd tell anyone about it. Not actually sure how your custom Telepathy works with polymorph
What doors? The kids are in tbe next room you opened the door yoi saw Chucklehead use. The room with the kids has doors, so are you in there? The kids will absolutely talk to you if they see you.
(OOC: Well, its musical telepathy so it wont work at all!)
The butterfly flutters in front of Trisks face, only a foot away. It starts going right, left, right, left, causing his head to turn right and left right and left as he watches. It moves back and forth pretty quickly.
Drain:
Yes, I will go into where the children are.
Trisk isn't sure why the butterfly (Piccolo) is flying back and forth just in front of him.
"Maybe we should take a look around. To the left and right."
Thinking about it for a quick second, "Wait a minute. Are you trying to communicate something... left and right for no, if so then fly up and down right now for yes?"
<map>
<There is one locked door in this room, if you want ro use thst lockpick roll for it, we can apply it there, just let me know>
When you enter the worksop, Naal, the drow boy on the table, is recounting his heroic tale to the two girls. He wants to create a copy of the key and then sneak into the kitchen to steal milk.
Startled by your unexpected arrival, the halfling girl, Philomena, runs off leaving by the door at the far end of the workshop.
As you speak with the children, you notice unsettling changes; dolls’ heads turn to face them when they’re not looking, balls bounce suddenly out of dark corners, or molten tin from the smelting pot splashes on the floor nearby.
creepy toys are displayed in the workshop windows:
A set of nesting dolls in which each doll looks more frightened than the next larger one
A stuffed lion with needles for teeth and real bloodstains around its jaws
A toy windmill with a crank on one side that turns the vanes and the millstone
A set of playing cards depicting weeping children
A wind-up drunkard doll that totters a few paces and then falls over
Four finger puppets depicting an arguing family
A 1-foot-tall wooden guillotine
A tiny wooden box containing eight sticks of black chalk
(Basically anything you could imagine a young Wednesday Addams playing with)
"Philomena, wait!" Calls the human girl after the fleeing halfling.
Turning to Drain, she scolds the elf, "Now you've done it. You've upset Philomena. You'd better have a good reason for being here or Granny Nightshade will be upset somwthin' awful."
The butterfly flies up and down at Trisk's request, although it could be too late.
Invitation for a perception check.
<Truesight won't help here>
"If anyone could use it, I do have a scroll of detect magic in my pack?" Sparhawk says as people surface.
Uriel follows and watches intently, interested in the goings on.
Perception: 29
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Uriel notices three boggles hiding in the shadows. Seeing that they've been spotted, the boggles flee to the box in the adjacent room, following Philomena, and turn its crank.
"I think the butterfly can communicate but only up and down for yes, and left to right for no, so you'll have to ask simple yes or no questions."
Trisk follows the others into the room with the kids. When one flees and the other says we better have a good reason for our visit to see Granny Nightshade, "We may have a good reason but she might still be upset."
<does anyone have detect magic up. Just good to know.>
5