Archibald peeks in. “Ooo, books. Maybe we can find a family album that may give us some clues.” Archibald casts mage hands and begins to rifle through the pile of books looking for anything that seems salvageable. From a distance of course.
The fourteen books in the heap untidily thrown into the corner are covered with cobwebs, vermin droppings, and harmless mold. All are partially ruined but are still legible. Most of the books are dull (histories, collections of romantic poems, and so forth), but three are quite noteworthy. These three books bear clear titles on their spines:
The Magical Properties of Gemstones by the archmage Tenser
The Magical Properties of Herbs and Flowers by the archmage Tenser
The Metaphysics of Mathematics by the mage Nystul
Inside the third volume lies a piece of parchment torn from a larger sheet, containing a few lines of handwritten text in the Common tongue. Dampness has spoiled it so that only two words are legible: “beyond skeletons.”
Wilmot looks over the books and then scans the rest of the room, pausing for a second as his eyes suddenly glow an odd blue tint. "Let's see what we have here."
Firbolg Magic: You can cast detect magic once per short rest. WIS is your spellcasting ability.
Rollback Post to RevisionRollBack
Corrin Kettlewhistle: Halfling Life Cleric (Curse of Strahd) Kip Dalton: Human Lore Bard (Waterdeep Dragon Heist) Debauchery Dalliance: Half-Drow Oath of Conquest Paladin (White Plume Mountain)
“Well well well, what do we have here? Don’t mind if I do.” Archibald puts the three books in his pack and shows the note to his friends. “What do you make of this?”
"Speaking of putting me to sleep. It seems like this house be all bark and not bite. A little more gravy then grave here if you catch my meaning. Maybe the villagers just have a wild imagination." he says as he walks out into the hall and opens the door on the opposite side of the hall, using his mage hand of course.
This room was once a writing room or study. Against the wall under the windows sits a large wooden writing desk, partially broken and riddled with damp rot. There are three drawers in each side of the desk and a large central drawer; the latter is closed, but the others are all open — and two of them have been broken open forcibly.
Hiramat stays vigilant, keeping his sword and shield ready. Seeing all these empty rooms though makes him think this may just be an old, empty, and creepy house. Enough to scare some commoners no doubt, but not really a place for this bold and strong group of adventurers.
With area 2/3 being investigated by the remaining members of the party, Zmeya will quietly take a step or two into area 4, looking where the tracks are leading.
Zmeya: A door in the north wall leads onto a small patio, the paving cracked and overrun with weeds. Other than a pile of refuse in the southeast corner, the room is bare. However, the tracks lead to a spot on the floor and then immediately stop.
This post has potentially manipulated dice roll results.
Gracy follows the strange monk into the last room down the Western hallway, stepping carefully to avoid disturbing any of the footprints.
'Looks like this is the end of the trail for whoever came through here....' the thief would mutter to himself as he stooped down to check the room for any other clues. 'Zemya, help me check these over?'
Survival (?) for more info on the tracks - size/nature of creature - 20
Investigation - for traps or anything else unusual - 23
Archibalds walks into the room with his mage hand floating behind. “Ho, ho a secret door. I’d be happy to open it as soon as everyone is clear. Never know what kind of haint may fly out,” he says sarcastically also beginning to believe this house is nothing more than a dilapidated structure.
As soon as everyone is clear he’ll try to open it using mage hand.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Archibald peeks in. “Ooo, books. Maybe we can find a family album that may give us some clues.” Archibald casts mage hands and begins to rifle through the pile of books looking for anything that seems salvageable. From a distance of course.
The fourteen books in the heap untidily thrown into the corner are covered with cobwebs, vermin droppings, and harmless mold. All are partially ruined but are still legible. Most of the books are dull (histories, collections of romantic poems, and so forth), but three are quite noteworthy. These three books bear clear titles on their spines:
The Magical Properties of Gemstones by the archmage Tenser
The Magical Properties of Herbs and Flowers by the archmage Tenser
The Metaphysics of Mathematics by the mage Nystul
Inside the third volume lies a piece of parchment torn from a larger sheet, containing a few lines of handwritten text in the Common tongue. Dampness has spoiled it so that only two words are legible: “beyond skeletons.”
Wilmot looks over the books and then scans the rest of the room, pausing for a second as his eyes suddenly glow an odd blue tint. "Let's see what we have here."
Corrin Kettlewhistle: Halfling Life Cleric (Curse of Strahd)
Kip Dalton: Human Lore Bard (Waterdeep Dragon Heist)
Debauchery Dalliance: Half-Drow Oath of Conquest Paladin (White Plume Mountain)
“Well well well, what do we have here? Don’t mind if I do.” Archibald puts the three books in his pack and shows the note to his friends. “What do you make of this?”
Wilmot, other than the books, your scanning proves fruitless.
Wilmot frowns. "Less than I hoped, but maybe something to help you sleep," he says, seeing the book titles. "Either way. Nothing that interests me."
Corrin Kettlewhistle: Halfling Life Cleric (Curse of Strahd)
Kip Dalton: Human Lore Bard (Waterdeep Dragon Heist)
Debauchery Dalliance: Half-Drow Oath of Conquest Paladin (White Plume Mountain)
"Speaking of putting me to sleep. It seems like this house be all bark and not bite. A little more gravy then grave here if you catch my meaning. Maybe the villagers just have a wild imagination." he says as he walks out into the hall and opens the door on the opposite side of the hall, using his mage hand of course.
AREA 3 - THE STUDY
This room was once a writing room or study. Against the wall under the windows sits a large wooden writing desk, partially broken and riddled with damp rot. There are three drawers in each side of the desk and a large central drawer; the latter is closed, but the others are all open — and two of them have been broken open forcibly.
DC 14 Intelligence (Investigation) check: ?!?!!?
Bracing himself for whatever may be in the room, Klaus squares off against the door as Archibald manipulates it with mage hand.
Archibald peeks his head in and takes a look around.
Investigation 7
Klaus appears dejected as the door anticlimactically opens to a bare room.
Wilmot looks about the room, looking for dangers or proof of the atrocities he assumes happened here somewhere.
Investigation: 15
Corrin Kettlewhistle: Halfling Life Cleric (Curse of Strahd)
Kip Dalton: Human Lore Bard (Waterdeep Dragon Heist)
Debauchery Dalliance: Half-Drow Oath of Conquest Paladin (White Plume Mountain)
Klaus, frustrated, uses Divine Sense again.
Hiramat stays vigilant, keeping his sword and shield ready. Seeing all these empty rooms though makes him think this may just be an old, empty, and creepy house. Enough to scare some commoners no doubt, but not really a place for this bold and strong group of adventurers.
With area 2/3 being investigated by the remaining members of the party, Zmeya will quietly take a step or two into area 4, looking where the tracks are leading.
AREA 4 - LIVING AREA
Zmeya: A door in the north wall leads onto a small patio, the paving cracked and overrun with weeds. Other than a pile of refuse in the southeast corner, the room is bare. However, the tracks lead to a spot on the floor and then immediately stop.
So, to recap, you've explored AREAS 1, 2, 3, and 4.
AREA 1 has stairs to the second level, and AREA 4 has a trapdoor.
Gracy follows the strange monk into the last room down the Western hallway, stepping carefully to avoid disturbing any of the footprints.
'Looks like this is the end of the trail for whoever came through here....' the thief would mutter to himself as he stooped down to check the room for any other clues. 'Zemya, help me check these over?'
Survival (?) for more info on the tracks - size/nature of creature - 20
Investigation - for traps or anything else unusual - 23
The tracks are humanoid in appearance, like someone wearing boots, or shoes. You can see a trapdoor on the floor.
Archibalds walks into the room with his mage hand floating behind. “Ho, ho a secret door. I’d be happy to open it as soon as everyone is clear. Never know what kind of haint may fly out,” he says sarcastically also beginning to believe this house is nothing more than a dilapidated structure.
As soon as everyone is clear he’ll try to open it using mage hand.