CQ looks towards the south towards the doors. Einnob nods. "Right then," she says, and strides towards the doors, pauses while she listens to the harpsichord playing and then boots the doors open.
As soon as the doors open, the music stops abruptly. Everyone sees an elegantly appointed hall, the windows of which are covered by gossamer drapes. A brass-plated chandelier hangs from the ceiling, and upholstered chairs line the walls.
Several stained-glass wall hangings depict beautiful men, women, and children singing and playing instruments. A harpsichord with a bench rests in the northwest corner. Near the fireplace is a large standing harp. Alabaster figurines of well-dressed dancers adorn the mantelpiece.
Zap lifts the stuck key to see if there is anything underneath. Or if it is stuck inspects the harpischord to see what is causing the key to stay stuck down.
Zap can't unstick the key, so opens it up and looks inside. He quickly finds the cause: a rolled-up piece parchment tucked beneath one of the strings. He unfurls the parchment and finds a piece of handwritten sheet music for the harpsichord titled Waltz for Klara.
He looks at the other party members.
"Should I play it? I think it will probably kick something off."
Zap doesn't have performance skill or proficiency with keyboard instruments, so he must make an intelligence roll to figure out the music and keys.
Zap gives a few experimental presses of the keys, peers at the music sheet. Has a few false starts then seems to get it right after a while.
As Zap presses his fingers to the keys, the notes echo, a haunting melody filling the quiet, dusty room. As he continues to play, the music seems to take on a life of its own, his hands moving across the keys unbidden as if guided by an unseen force.
From the edges of the room, spectral figures begin to materialize, spinning and weaving in a ghostly dance as though led by the song. Most are unfamiliar to any of you, but you recognize two: Elisabeth Durst, in the corner, watching Gustav's apparition dancing with a beautiful young woman wearing humble clothes.
The eyes of Elisabeth's apparition narrow into a cold, furious stare. The dancers pay her little heed, however, the song growing faster as the spirits whirl to the rhythm of the harpsichord's crescendo.
With a swift movement, Elisabeth reaches for a pendant around her spectral neck—a shimmering amber shard hung on a cord of ethereal mist. As her ghostly fist curls around it, her eyes flash a bright, menacing amber—and the spectral dancers dissipate, swept away as if by an unseen wind.
Elisabeth's apparition lingers but a moment longer before disappearing with the rest. As it does, the floor trembles faintly—and you hear a crash from the mantelpiece. Two of the alabaster figurines have fallen from their place on the shelf: one, toppled over on its side; the other, shattered across the floor.
Asha goes to inspect the three figurines. She finds that the toppled figurine has cracked across its face, arms, and torso, and depicts a young and slender female dancer. The shattered figurine has broken into dozens of pieces, and appears to have once depicted a comely, older man. A third, female dancer figurine remains defiantly standing atop the mantelpiece where all three once stood.
Was that amber shard the one I'm wearing or maybe the key to the door in the library?
Seems like maybe old man Durst was getting it on with the young woman (Klara?) and Lizzy is pissed off. Or maybe just jealous of youthful beauty? Maybe a bastard child?
Not sure but what is giving me bad vibes is the suits of armor in the hall.
"I reckon we spread the bits around. Shame we can't chuck them out the window," Danu says.
"Well, let's do it instead of talking about it," grumbles Einnob. She heads out to the upper hall where the three remaining suits of armour are, and everyone hears three loud crashes. Then the sounds of metal scraping as she grabs bits of armour and tosses them into the different rooms.
After some discussion the party decide to head up to the third floor. As you head up the stairs, Zap's torch fizzles out just as the grandfather clock downstairs strikes seven o'clock. He hurriedly lights a new torch for the benefit of himself and Danu, neither of whom have darkvision.
You continue on to climb the red marble staircase to its full height, arriving at a dusty balcony. The air here is dry and musty, but tinged with a strange, coppery scent.
A suit of black plate armour stands against one wall, draped in cobwebs and marked by age. Oil lamps are mounted on the faded oak-panelled walls, which are carved with woodland scenes of trees, falling leaves, and tiny beasts.
Einnob, leading the way, decides to deal with this suit of armour the same way as the others. However as she approaches, the armour shifts and moves, the cobwebs tearing away. It comes for Einnob, gauntlets outstretched as if wanting to grab hold of her.
"Finally! Something to bash!" the dwarf yells as she draws her greatsword from her back scabbard. "Come on!!"
DM: One person can roll for initiative (you choose who), this will be the party's initiative. This gives the party more flexibility.
I will roll for the monster's initiative, which is: 3
CQ casts hex on the armour and then fires an eldritch blast. Sadly the eldritch blast was cast while she was on the move to the south wall and failed to hit the target (rolled an 8 to hit). She did look good doing it, though.
This post has potentially manipulated dice roll results.
Asha moves stealthily towards the suit of armour, crouching behind Einnob in an attempt to take the monster by surprise. She leaps out and attempts to strike the suit of armour with her shortsword.
Attack: 9 Damage: 14
Rollback Post to RevisionRollBack
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(from chat)
CQ looks towards the south towards the doors. Einnob nods. "Right then," she says, and strides towards the doors, pauses while she listens to the harpsichord playing and then boots the doors open.
As soon as the doors open, the music stops abruptly. Everyone sees an elegantly appointed hall, the windows of which are covered by gossamer drapes. A brass-plated chandelier hangs from the ceiling, and upholstered chairs line the walls.
Several stained-glass wall hangings depict beautiful men, women, and children singing and playing instruments. A harpsichord with a bench rests in the northwest corner. Near the fireplace is a large standing harp. Alabaster figurines of well-dressed dancers adorn the mantelpiece.
Zap sits at the piano and plays chopsticks.
Zap sits at the harpsichord (not piano) and notices that one of the keys appears to be permanently pressed in the "down" position.
Zap lifts the stuck key to see if there is anything underneath. Or if it is stuck inspects the harpischord to see what is causing the key to stay stuck down.
Zap can't unstick the key, so opens it up and looks inside. He quickly finds the cause: a rolled-up piece parchment tucked beneath one of the strings. He unfurls the parchment and finds a piece of handwritten sheet music for the harpsichord titled Waltz for Klara.
He looks at the other party members.
"Should I play it? I think it will probably kick something off."
Zap doesn't have performance skill or proficiency with keyboard instruments, so he must make an intelligence roll to figure out the music and keys.
10
Zap gives a few experimental presses of the keys, peers at the music sheet. Has a few false starts then seems to get it right after a while.
As Zap presses his fingers to the keys, the notes echo, a haunting melody filling the quiet, dusty room. As he continues to play, the music seems to take on a life of its own, his hands moving across the keys unbidden as if guided by an unseen force.
From the edges of the room, spectral figures begin to materialize, spinning and weaving in a ghostly dance as though led by the song. Most are unfamiliar to any of you, but you recognize two: Elisabeth Durst, in the corner, watching Gustav's apparition dancing with a beautiful young woman wearing humble clothes.
The eyes of Elisabeth's apparition narrow into a cold, furious stare. The dancers pay her little heed, however, the song growing faster as the spirits whirl to the rhythm of the harpsichord's crescendo.
With a swift movement, Elisabeth reaches for a pendant around her spectral neck—a shimmering amber shard hung on a cord of ethereal mist. As her ghostly fist curls around it, her eyes flash a bright, menacing amber—and the spectral dancers dissipate, swept away as if by an unseen wind.
Elisabeth's apparition lingers but a moment longer before disappearing with the rest. As it does, the floor trembles faintly—and you hear a crash from the mantelpiece. Two of the alabaster figurines have fallen from their place on the shelf: one, toppled over on its side; the other, shattered across the floor.
Asha goes to inspect the three figurines. She finds that the toppled figurine has cracked across its face, arms, and torso, and depicts a young and slender female dancer. The shattered figurine has broken into dozens of pieces, and appears to have once depicted a comely, older man. A third, female dancer figurine remains defiantly standing atop the mantelpiece where all three once stood.
Was that amber shard the one I'm wearing or maybe the key to the door in the library?
Seems like maybe old man Durst was getting it on with the young woman (Klara?) and Lizzy is pissed off. Or maybe just jealous of youthful beauty? Maybe a bastard child?
Not sure but what is giving me bad vibes is the suits of armor in the hall.
"We could bust them all up," suggests Einnob. She seems to be a little unnerved at all the spooky goings on and wants something to break.
(from chat)
"I reckon we spread the bits around. Shame we can't chuck them out the window," Danu says.
"Well, let's do it instead of talking about it," grumbles Einnob. She heads out to the upper hall where the three remaining suits of armour are, and everyone hears three loud crashes. Then the sounds of metal scraping as she grabs bits of armour and tosses them into the different rooms.
(from chat)
After some discussion the party decide to head up to the third floor. As you head up the stairs, Zap's torch fizzles out just as the grandfather clock downstairs strikes seven o'clock. He hurriedly lights a new torch for the benefit of himself and Danu, neither of whom have darkvision.
You continue on to climb the red marble staircase to its full height, arriving at a dusty balcony. The air here is dry and musty, but tinged with a strange, coppery scent.
A suit of black plate armour stands against one wall, draped in cobwebs and marked by age. Oil lamps are mounted on the faded oak-panelled walls, which are carved with woodland scenes of trees, falling leaves, and tiny beasts.
Einnob, leading the way, decides to deal with this suit of armour the same way as the others. However as she approaches, the armour shifts and moves, the cobwebs tearing away. It comes for Einnob, gauntlets outstretched as if wanting to grab hold of her.
"Finally! Something to bash!" the dwarf yells as she draws her greatsword from her back scabbard. "Come on!!"
DM: One person can roll for initiative (you choose who), this will be the party's initiative. This gives the party more flexibility.
I will roll for the monster's initiative, which is: 3
Asha rolls 10 for initiative as shown on the game log.
Party goes first!
Einnob comes in swinging with her greatsword:
Attack: 7 Damage: 14
Einnob's blow connects, and part of the armour is smashed away and is flung against the wall.
I remain where I am and fire a lightning bolt at the suit of armour, hopefully electrifying it.
11
I cast the newly renamed short circuit on the armour
9
Lightning arcs over the metal armour, making it stiffer and seemingly harder to move. But it shakes it off and keeps going. It looked good though.
CQ casts hex on the armour and then fires an eldritch blast. Sadly the eldritch blast was cast while she was on the move to the south wall and failed to hit the target (rolled an 8 to hit). She did look good doing it, though.
Asha moves stealthily towards the suit of armour, crouching behind Einnob in an attempt to take the monster by surprise. She leaps out and attempts to strike the suit of armour with her shortsword.
Attack: 9 Damage: 14