A quick chat with the innkeeper provides the following:
"Ah that place. More a castle than a house is Tresendar Manor. It stands at the east edge of town on a low hillside amid woods and thickets. The ancient manor has long been abandoned. Bit too spooky for my blood"
The group heads to Tresendar Manor. The innkeeper's description is apt and it is more a castle (or the ruins of one) that what you would expect from a manor. The building is ruined indeed and it takes little time for you to clear what remains of the building. The only thing that remains is the staircase to the cellar, just off the empty remains of the large kitchen. A cursory look shows multiple tracks leading to the stairs and signs of recent disturbance to the ground.
Brand feels disappointed that there weren't any hidden snacks or vintage wines left in the Manor.
Brand stoops near the tracks and looks at them and at the signs of disturbance. Brand tries to figure out the number of individuals involved and what race they are.
The tracks appear to be human from what Brand can tell. He can't tell necessarily how many are within, but it looks that several come and go at a time.
The entrance to the cellar and the stairs are free from any traps. Brand can see down into the first room. The floors are flagstone and the walls are well-dressed stone blocks
No signs of life in the basement. Ollianus notices a lot of scuff marks on the floor leading up to one of the walls. One of the sconces on the wall is noticeably less dusty than the others. Pulling it causes a wall to slide back. The tracks and scuffs lead inside...
You can see a passage of the same construction as the basement and torches in wall sconces lighting the way down the passage. Around 40 ft ahead, you can see it opens up into what appears from the end of the passage you are at to be a lit room
Brand leans against the wall and peeks down the passage, then looks bat Ollanius, Val and Lucius.
"A long corridor into an open room. I suggest me infront, the Ol and Lucius and Val in the back as we go down. Depending on what's in the end of the hall in the room, it's better I lead as if there are only bad guys, can toss the bomb in at the start of the fight. What do you all think?"
You proceed down the hallway with Brand at the front, still keeping an eye out for traps.
The door opens onto a five-foot-wide landing fifteen feet above a large cellar, with stone steps descending to the floor in two short flights. Another door stands beneath the stairs to the north. A large stone cistern occupies the western part of the room, whose walls are lined with kegs and barrels. It appears to be a large storage cellar, exactly the sort of thing one might expect to find beneath an old manor. The room is deserted.
The cistern is a rectangular reservoir. It is clean and filled with cold, fresh water. It is 10 feet deep with a rim 2 feet higher than the surrounding floor (so that the bottom of the cistern is 8 feet below the floor). Drain pipes from the roof of the old manor above fill the cistern with water. There is a submerged rope attached along the south wall of the cistern.
The barrels contain salted pork and beef, flour, sugar, apples, and ale.
Brand also finds what appears to be a secret door, located in the southwest corner of the room. A door shaped section of wall is not fully flush with the rest of the wall.
The water freezes in the area where the ray hits and ice spreads in branches under the surface. She repeats it in a few more area and when it dispels nothing floats to the surface and there is no blood. The pool is devoid of life
A quick chat with the innkeeper provides the following:
"Ah that place. More a castle than a house is Tresendar Manor. It stands at the east edge of town on a low hillside amid woods and thickets. The ancient manor has long been abandoned. Bit too spooky for my blood"
“well we’re all here. Let’s get going”
Brand heads to the shops to replace the rope he used and then rejoins his companions as they make their way towards the east edge of town.
The group heads to Tresendar Manor. The innkeeper's description is apt and it is more a castle (or the ruins of one) that what you would expect from a manor. The building is ruined indeed and it takes little time for you to clear what remains of the building. The only thing that remains is the staircase to the cellar, just off the empty remains of the large kitchen. A cursory look shows multiple tracks leading to the stairs and signs of recent disturbance to the ground.
Brand feels disappointed that there weren't any hidden snacks or vintage wines left in the Manor.
Brand stoops near the tracks and looks at them and at the signs of disturbance. Brand tries to figure out the number of individuals involved and what race they are.
Survival check 12
Brand then looks for any traps.
Perception check 24
The tracks appear to be human from what Brand can tell. He can't tell necessarily how many are within, but it looks that several come and go at a time.
The entrance to the cellar and the stairs are free from any traps. Brand can see down into the first room. The floors are flagstone and the walls are well-dressed stone blocks
Brand stands and looks at the others.
"Only human tracks present but I'm not able to say how many. Several come and go at a time. On the brighter side, no traps."
Brand folds his arms across his chest and sighs.
"We've lost our eyes in the shadows so be ready for anything when we descend."
“Another day another hole in the ground”
Ollanius creeps down the stairs to have cheeky look to see if the basement is occupied.
Stealth
15
perception
4
No signs of life in the basement. Ollianus notices a lot of scuff marks on the floor leading up to one of the walls. One of the sconces on the wall is noticeably less dusty than the others. Pulling it causes a wall to slide back. The tracks and scuffs lead inside...
You can see a passage of the same construction as the basement and torches in wall sconces lighting the way down the passage. Around 40 ft ahead, you can see it opens up into what appears from the end of the passage you are at to be a lit room
Brand leans against the wall and peeks down the passage, then looks bat Ollanius, Val and Lucius.
"A long corridor into an open room. I suggest me infront, the Ol and Lucius and Val in the back as we go down. Depending on what's in the end of the hall in the room, it's better I lead as if there are only bad guys, can toss the bomb in at the start of the fight. What do you all think?"
“I think the faster you toss that incendiary the better! I’ll bring up the rear at a considerably safer distance”
Emily speller
Brand chuckles.
"Oh ye of little faith. The Sun God protects my child."
Brand turns away and mumbles, as he give a sidelong g glance at his companions.
"As long as you don't stand in the area he plans to smite"
”Lead the way Brand”
You proceed down the hallway with Brand at the front, still keeping an eye out for traps.
The door opens onto a five-foot-wide landing fifteen feet above a large cellar, with stone steps descending to the floor in two short flights. Another door stands beneath the stairs to the north. A large stone cistern occupies the western part of the room, whose walls are lined with kegs and barrels. It appears to be a large storage cellar, exactly the sort of thing one might expect to find beneath an old manor. The room is deserted.
Brand looks around trying to discern if there are any tracks or foot prints leading any where.
Survival check 20
Brand the looks around the room, heading to the cistern and with kegs and barrels. Brand looks for any hidden paths.
Perception check 17
Brand searches the kegs and barrels for any loot.
The cistern is a rectangular reservoir. It is clean and filled with cold, fresh water. It is 10 feet deep with a rim 2 feet higher than the surrounding floor (so that the bottom of the cistern is 8 feet below the floor). Drain pipes from the roof of the old manor above fill the cistern with water. There is a submerged rope attached along the south wall of the cistern.
The barrels contain salted pork and beef, flour, sugar, apples, and ale.
Brand also finds what appears to be a secret door, located in the southwest corner of the room. A door shaped section of wall is not fully flush with the rest of the wall.
Brand take out an apple and eats it.
"Alot of fresh supplies for an abandoned Manor ruin We will have to collect some on our way out"
Brand looks at Val,
"do you have a electric or ice cantrip you can use on the water to make sure there isn't anything hiding in it?"
Brand walks over to the secret door.
"there is a secret door here. Once you've tested the water, let's head through"
Val attempts to freeze the water
Cantrip Ray of Frost
14
Damage (if water is occupied)
8
Emily speller
The water freezes in the area where the ray hits and ice spreads in branches under the surface. She repeats it in a few more area and when it dispels nothing floats to the surface and there is no blood. The pool is devoid of life
Ol’s heckles are up.
‘firstly this is weird and secondly this feels wrong’
Anticipating being on the wrong end of the initiative he pushes past Brand to the doorway to examine the doorway.
’now how to open this thing’ Ol begins to examine the door for a handle’
Investigation
20