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The Haunted House IC, Part 3


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Freeday, the 21st of Flocktime

Common Year 576

Morning

on the North Coast Road outside The House of the Alchemist

 

 

 

Rested, recovered from a tough fight in the foul cellar, and prepared (maybe...), your party has returned to finish its job on a warm summer morning. The hike upslope from Gauntcliff town left you all sweaty and dusty. Just up the trail on the right, land-ward, side looms the derelict house. All along your left, the land stops abruptly with a stark cliff. You all hear the surf beating against the rocks a long and deadly drop below.

Gulls watch you from perches on the tumbledown garden wall or the patchy tile roof of the Alchemist's former dwelling place. Now and then, one of the seabirds takes flight with a scream, wheeling up into the blue sky.

 

 

 

Edited by TheOldTraveller (see edit history)
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Vestas Faircoin

Looking at the cliff over the ocean, Vestas tries to work the appropriate drop to the shore.

Looking at the house and it's 'gardens' the cleric asks, "So guys, do we want to head straight in, or scout the perimeter first?"

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Vestas Faircoin

Glancing Quinsea's way, Vestas ponders, "I've been thinking. That scary voice we heard on the stairs to the cellar was also in that first room we went in from the back. What do you want to bet that there's a secret room, or more likely another way downstairs in there. But let's check around the outside first.

Come on Fang, search boy, search!" he says as he starts for the perimeter of the structure, flail at the ready.

Edited by RobBadener (see edit history)
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IMG_0231.jpeg.b84b278acd54c5b4318e31f09912eade.jpeg

Yep, sounds good, Marl replies. Looking all nice and chic in his shiny new armor!
Drawing a Shortsword, our half-human fellow starts around the right side of the haunted home. Checking outside walls for secret doors.

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Posted (edited)

Your party searches the weedy gardens and checks the exterior walls for secret entrances, but finds nothing of the sort.

Crows flap away from the skinned carcass of the giant mustelid. Flies crawl all over the beast's remains and swarm you if you come close.

 

Reentering the house, creeping through dusty rooms and halls, weapons ready and eyes peeled for trouble, you encounter nothing scarier than some mice and normal-sized, harmless, spiders.

 

The stench of death leaks from the cool, dark cellar.

The rotted corpse of the swordsman whose armor Marl'Tok took has been moved toward the far end of the cellar, heaped with the bodies of the two beast-men and the hook-handed man against the base of the wall where the secret door had opened at the time of the ambush.

 

 

 

Edited by TheOldTraveller (see edit history)
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Vestas Faircoin

"I'm not too keen on handling those bodies. I think the scary voice in that other room upstairs (Room#4 I believe) was also to stop us finding a way down to the cellars. What say you all that we go look?" Suggests Vestas.

 

(Assuming the others agree....)

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Fanshen "Vanilla" Moonbrook the Acolyte/Prestidigitatrix

"I agree." Vanilla readies her holy symbol, just in case the source of the voice is spectral in nature. Her dagger finds its way into her other hand. It's a conciliatory measure, if nothing else... the dagger would likely do nothing against such a foe!

"Vanilla"

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Half-Elven Mage/Priestess of Magic

Myth-Weavers Character Sheet

 
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