Remember, all the doors are closed. You may freely pass through doors between rooms when you guys are in both. Those doors can stay open. But if a room is empty, even if I've left it illuminated, please don't enter it. That door is closed. So far, such doors (when tested) have all been unlocked.
Just say where you want to go, and I'll move you. ;)
The wolf pup, by the way, is still in the dining room. I'm happy for you to try to tame it, but for the moment you need to be mindful that he's not following at your heels.
Well, it turns out that I can't actually let you see the rooms you've already explored. I thought I'd turned something that, I don't think, actually turns on. Sorry for my posts on the subject; they must have been confusing.
As I see it, you can open the only door you haven’t done yet on this floor, try talking to the kids again, or go up the stairs. You are also welcome to go back to any of the rooms you’ve already seen, and described above.
Let’s check that closed door and see if we can find stairs down to the basement. We have already decided that we cannot trust the children, so there is no point in questioning them.
If we are convinced the children are part of the illusion, then how can we find safety here overnight? Let's burn it down and make camp beside the road.
Føpé fashions a leash for Revenge. Survival:13 but does not apply it. Instead, he will try to animal handle the pup back into the room where he found it, in case the magic of the dining room returns when they leave. Animal handling: 10
We are not convinced. We simply don’t know, so we cannot trust them.
I believe that we are going to be in danger more often than not in this land. Surely there will be appropriate times to run away, but if we follow your apparent inclination to run every time that we face adversity, well, sooner or later we will run ourselves right into certain death. Better to proceed in a calculated and cautious manner into a situation that is at least somewhat contained.
I have taken the liberty of lining you all up and opening the living room area, because it seems to me that that is where you were headed. Apologies for nudging you along if some of you were not ready to go, but I'm not really sorry. If, however, you are ever in a role play moment where you want to make sure I don't push the party along a bit, please say so. As I see it, yesterday's dialogue was all well and good but didn't seem to be moving anywhere and so I opened a nearby door in a way that I thought was consistent with the party's plan, even if one of the party members was still grumbling about it.
Here we go:
This oak-paneled room looks like a hunter’s den. Mounted above the fireplace is a stag’s head, and positioned around the outskirts of the room are three stuffed wolves.
Two padded chairs draped in animal furs face the hearth, with an oak table between them supporting a cask of wine, two carved wooden goblets, a pipe rack, and a candelabrum. A chandelier hangs above a cloth-covered table surrounded by four chairs. It is now dusk and quickly darkening outside, which you can see through a pair of windows overlooking the front porch and the path to the road.
Two cabinets stand against the walls. The cabinet on the "north" side of the room is locked. The "west" cabinet is unlocked and holds a small box containing a deck of playing cards and an assortment of wine glasses.
Put yourselves in the room, if you're entering.
I will now stop putting fake compass directions in quotation marks. :)
edit: As with most of the rooms you've entered so far, this one is unlit, but lamps are mounted around the walls. You may light them. The windows illuminate the room a little bit, but it's dim. Anyone wishing to take a general look around, make a perception check, and if there are particular things you want to examine or do, just say so.
Does anyone have any lockpicking tools? At this point, since we've rummaged and vomited enough through the house, all bets are off. If we don't have the tools to lockpick, Kif why don't you hack doors down?
When I ask you guys to enter a room like this, it doesn't matter what order you put your map avatars into the room. If I put Ireena into the room right now, it doesn't mean she was first in (unless I say so); if Barnaby puts his avatar into the room, it doesn't mean he was first, either. If I ask you guys to put yourselves into the room if you want to go, it just means that when you enter the room, that's where you want to be standing. I won't have any nasties jump out on whichever soul was brave enough to move first.
As I see it, you've pretty much established yourselves in this order, for the purpose of entering a room in this situation: Kif, Fope, Puddin, and finally Barnaby/Ireena in some order at the back. If that's wrong, say so.
and then investigate the stag’s head and fireplace for peepholes or other monkey business...
Investigation: 20
Yes, given what we’ve experienced here, no door should be left unopened. If neither Kif nor Fope has laockpicks, I agree that Kif should use his fancy cabinet opener.
I don't have any lock picks, but the traveling folk I spent time with did show me how to use them, if we should find some they may come in handy. Perhaps we should be lifting carpets looking for a trap door to the basement?
and then investigate the stag’s head and fireplace for peepholes or other monkey business...
Investigation: 20
Yes, given what we’ve experienced here, no door should be left unopened. If neither Kif nor Fope has laockpicks, I agree that Kif should use his fancy cabinet opener.
This room is what it appears to be. As far as you can tell, at one time there was a wealthy family living in this house. The elaborate dining room - minus the feast currently on the table - and this opulent living room, along with a main hall suitable for entertaining, all suggest to you that this home is, or was once, the residence of a wealthy family. There doesn't appear to be any mechanical "funny business" of the type you describe in here.
I don't have any lock picks, but the traveling folk I spent time with did show me how to use them, if we should find some they may come in handy. Perhaps we should be lifting carpets looking for a trap door to the basement?
You shove the carpets about and roll for an Investigation check. ;)
Kif, nobody is prepared to pick the lock on the cabinet. Barnaby has suggested you use your "fancy cabinet opener." Will you attempt to do so?
Fope, keep filing that letter opener down and it's one part of a fine lock picking kit. I understand your objections, and Puddin's, but it just seems like we really should press on here. I think we can succeed here and maybe get some ore insight into what's going on in this land
Remember, all the doors are closed. You may freely pass through doors between rooms when you guys are in both. Those doors can stay open. But if a room is empty, even if I've left it illuminated, please don't enter it. That door is closed. So far, such doors (when tested) have all been unlocked.
Just say where you want to go, and I'll move you. ;)
Fope tries the door back to into the foyer area, and discovers it is still unlocked. Do you wish to open the door?
edit:
Nevermind, I'll just tell you. Fope tries the door back into the small foyer. The door opens, and the room appears unchanged.
The wolf pup, by the way, is still in the dining room. I'm happy for you to try to tame it, but for the moment you need to be mindful that he's not following at your heels.
Well, it turns out that I can't actually let you see the rooms you've already explored. I thought I'd turned something that, I don't think, actually turns on. Sorry for my posts on the subject; they must have been confusing.
Well after a fine meal like that we should find some brandy and cigars
And my legs are just fine, sir
Heh.
As I see it, you can open the only door you haven’t done yet on this floor, try talking to the kids again, or go up the stairs. You are also welcome to go back to any of the rooms you’ve already seen, and described above.
Let’s check that closed door and see if we can find stairs down to the basement. We have already decided that we cannot trust the children, so there is no point in questioning them.
If we are convinced the children are part of the illusion, then how can we find safety here overnight? Let's burn it down and make camp beside the road.
Føpé fashions a leash for Revenge. Survival:13 but does not apply it. Instead, he will try to animal handle the pup back into the room where he found it, in case the magic of the dining room returns when they leave. Animal handling: 10
Revenge does not attempt to resist. You nudge him gently and return to the main hall with him.
We are not convinced. We simply don’t know, so we cannot trust them.
I believe that we are going to be in danger more often than not in this land. Surely there will be appropriate times to run away, but if we follow your apparent inclination to run every time that we face adversity, well, sooner or later we will run ourselves right into certain death. Better to proceed in a calculated and cautious manner into a situation that is at least somewhat contained.
I have taken the liberty of lining you all up and opening the living room area, because it seems to me that that is where you were headed. Apologies for nudging you along if some of you were not ready to go, but I'm not really sorry. If, however, you are ever in a role play moment where you want to make sure I don't push the party along a bit, please say so. As I see it, yesterday's dialogue was all well and good but didn't seem to be moving anywhere and so I opened a nearby door in a way that I thought was consistent with the party's plan, even if one of the party members was still grumbling about it.
Here we go:
This oak-paneled room looks like a hunter’s den. Mounted above the fireplace is a stag’s head, and positioned around the outskirts of the room are three stuffed wolves.
Two padded chairs draped in animal furs face the hearth, with an oak table between them supporting a cask of wine, two carved wooden goblets, a pipe rack, and a candelabrum. A chandelier hangs above a cloth-covered table surrounded by four chairs. It is now dusk and quickly darkening outside, which you can see through a pair of windows overlooking the front porch and the path to the road.
Two cabinets stand against the walls. The cabinet on the "north" side of the room is locked. The "west" cabinet is unlocked and holds a small box containing a deck of playing cards and an assortment of wine glasses.
Put yourselves in the room, if you're entering.
I will now stop putting fake compass directions in quotation marks. :)
edit: As with most of the rooms you've entered so far, this one is unlit, but lamps are mounted around the walls. You may light them. The windows illuminate the room a little bit, but it's dim. Anyone wishing to take a general look around, make a perception check, and if there are particular things you want to examine or do, just say so.
Does anyone have any lockpicking tools? At this point, since we've rummaged and vomited enough through the house, all bets are off. If we don't have the tools to lockpick, Kif why don't you hack doors down?
Important Announcement!
When I ask you guys to enter a room like this, it doesn't matter what order you put your map avatars into the room. If I put Ireena into the room right now, it doesn't mean she was first in (unless I say so); if Barnaby puts his avatar into the room, it doesn't mean he was first, either. If I ask you guys to put yourselves into the room if you want to go, it just means that when you enter the room, that's where you want to be standing. I won't have any nasties jump out on whichever soul was brave enough to move first.
As I see it, you've pretty much established yourselves in this order, for the purpose of entering a room in this situation: Kif, Fope, Puddin, and finally Barnaby/Ireena in some order at the back. If that's wrong, say so.
Barnaby will do a general look about...
Perception: 19
and then investigate the stag’s head and fireplace for peepholes or other monkey business...
Investigation: 20
Yes, given what we’ve experienced here, no door should be left unopened. If neither Kif nor Fope has laockpicks, I agree that Kif should use his fancy cabinet opener.
I don't have any lock picks, but the traveling folk I spent time with did show me how to use them, if we should find some they may come in handy. Perhaps we should be lifting carpets looking for a trap door to the basement?
Kif is expecting to go first and if necessary will be happy to slash through any obstacles.
Kif kicks the carpet aside so Fope can take a peek
Perception: 9
Investigation:15
This room is what it appears to be. As far as you can tell, at one time there was a wealthy family living in this house. The elaborate dining room - minus the feast currently on the table - and this opulent living room, along with a main hall suitable for entertaining, all suggest to you that this home is, or was once, the residence of a wealthy family. There doesn't appear to be any mechanical "funny business" of the type you describe in here.
You shove the carpets about and roll for an Investigation check. ;)
Kif, nobody is prepared to pick the lock on the cabinet. Barnaby has suggested you use your "fancy cabinet opener." Will you attempt to do so?
Fope, keep filing that letter opener down and it's one part of a fine lock picking kit. I understand your objections, and Puddin's, but it just seems like we really should press on here. I think we can succeed here and maybe get some ore insight into what's going on in this land
yeah, I'll cleave the shit out of it, if a strength check is what you need 21