Post by Dead Greyhawk on Sept 22, 2004 17:32:04 GMT -5
Ross tells the party that he is unable to continue with them at the moment. He has been struck with the understanding that he must perform certain priestly duties for Pelor. He cannot be dissuaded and, after agreeing to meet them back in Saltmarsh, departs through the side door of the house.
The party returns to the front entryway and ascends the stairs that are present. Serrin takes a painful fall back down to the first floor after passing over some rotten floorboards. His fall opens a large hole which blocks passage between the left and right wings on the second story. Rejoining the party, Serrin again probes ahead and discovers a key on a windowsill at the far end of the corridor. The first room that the party enters on the second story contains two large spiders scurrying in webbing on the ceiling; both spiders are dispatched quickly. Unfortunately, Raven is bitten by one of the spiders as well. The warrior feels increasingly weak and woozy.
The adjacent room has clearly damaged floorboards. Some careful exploration allows Winthrop to note that the windowsill in this room, unlike all the others, is clean and has some gouges in its surface. Raven tells the party of his increasing illness, but refuses to try the rose-colored water found in the desk on the lower floor. After collapsing on the floor, Raven is force-fed the contents of the beer bottle, which greatly revives him.
The last room in this wing of the house also has clearly damaged floorboards, but contains a prisoner! A man of middling size is bound and gagged in this room. After being freed, he explains that his name is Ned Shakeshaft, and that he's a locksmith and an acquisitions specialist. He had heard that some adventurers had taken a bet to come up to the manor house and he had come to join them and help them out with any locks they encountered. He had only just entered the house when he was hit on the head and knocked unconscious. Since then, he's been tied in the corner of this room, nervously hearing the voices of goblins outside the door. Ned is allowed to join the group, though he is not given arms, but only loaned a cloak to cover his small clothes.
Circling back to the kitchen, the party ascends to the second story, where they find the stairs to the attic partially collapsed. Rook tries to test the remains of the stairs, and succeeds in further breaking them, ripping part of the stairs down. The party decides upon a new method for opening doors, and implements it on the next door, since Serrin espies through the keyhole movement inside the room. The party is unpleasantly surprised by the veritable hail of stones that fly out of the room when the door is opened, as four short, greyish humanoids, probably goblins, are barricaded behind boxes and furniture in the room. After a brief battle, the party emerges victorious. The goblins are dispatched by Ned, and a ruby is found in one goblin’s sword handle. One of the boxes contains Ned's clothing and dagger, and he additionally equips himself with a goblin short sword.
The adjacent room contains more moldy furnishings and, in a chest, a bundle of papers pertaining to the purchase of the manor house. Buried deep within the bundle is a religious tract to the god Zilchus, likely containing a priestly spell. The final wing of the house is explored. Most rooms are empty, but in one, an old wardrobe is searched. Hanging in it is an old, cracked set of leather cloak and boots. The cloak emits a large explosion of yellow powder, coating Winthrop, when it is opened up. The leather cloak and boots are taken by the party - "just in case."
Not wanting to leave a single stone unturned, the monk is levered up the broken stairs into the attic, where he determines the coast is mostly clear. After securing a rope, the party ascends into the attic. Assorted sacks strewn around the attic occupy their attention, until Winthrop, who has been hanging back from the group, is assaulted by a small bird-like creature. While his spell lights the creature aflame, he is overcome by its attacks and collapses. Several more creatures come and attack the party, but are eventually defeated by the combined efforts of all, including Ned. The large, thatch nest of the creatures, located at the far end of the hall, contains wound into it, the remains of some leather goods, including a small, cracked pouch with an iron ring in it. Efforts to revive Winthrop fail, and a decision must be made: Should the party stay in the attic overnight or retreat outside the manor house to recover spells and health?
After a spirited debate within the party, Ned decides it's time for him to leave, as it appears that the party may be camping in the attic overnight. Once Ned goes, the party, after some more debate, follows suit. The decision is made to carry the prostrate Winthrop to the nearest farmhouse and treat him there. With Winthrop in tow, traveling to the nearest farmhouse takes significantly longer than expected, more than two hours.
When they arrive, after dark, at the farmhouse, the party is greeted by the barking of dogs and a wary farmer. He agrees to let the party use one of his wood shelters at the back of the farmyard for the night, since the party seems much the worse for wear. He also tells the party that there have been recent rumors of goblins about. The farmer, known as Pa, even goes so far as to send out some food, a very nice cold meat pie, for the weary travelers.
The party returns to the front entryway and ascends the stairs that are present. Serrin takes a painful fall back down to the first floor after passing over some rotten floorboards. His fall opens a large hole which blocks passage between the left and right wings on the second story. Rejoining the party, Serrin again probes ahead and discovers a key on a windowsill at the far end of the corridor. The first room that the party enters on the second story contains two large spiders scurrying in webbing on the ceiling; both spiders are dispatched quickly. Unfortunately, Raven is bitten by one of the spiders as well. The warrior feels increasingly weak and woozy.
The adjacent room has clearly damaged floorboards. Some careful exploration allows Winthrop to note that the windowsill in this room, unlike all the others, is clean and has some gouges in its surface. Raven tells the party of his increasing illness, but refuses to try the rose-colored water found in the desk on the lower floor. After collapsing on the floor, Raven is force-fed the contents of the beer bottle, which greatly revives him.
The last room in this wing of the house also has clearly damaged floorboards, but contains a prisoner! A man of middling size is bound and gagged in this room. After being freed, he explains that his name is Ned Shakeshaft, and that he's a locksmith and an acquisitions specialist. He had heard that some adventurers had taken a bet to come up to the manor house and he had come to join them and help them out with any locks they encountered. He had only just entered the house when he was hit on the head and knocked unconscious. Since then, he's been tied in the corner of this room, nervously hearing the voices of goblins outside the door. Ned is allowed to join the group, though he is not given arms, but only loaned a cloak to cover his small clothes.
Circling back to the kitchen, the party ascends to the second story, where they find the stairs to the attic partially collapsed. Rook tries to test the remains of the stairs, and succeeds in further breaking them, ripping part of the stairs down. The party decides upon a new method for opening doors, and implements it on the next door, since Serrin espies through the keyhole movement inside the room. The party is unpleasantly surprised by the veritable hail of stones that fly out of the room when the door is opened, as four short, greyish humanoids, probably goblins, are barricaded behind boxes and furniture in the room. After a brief battle, the party emerges victorious. The goblins are dispatched by Ned, and a ruby is found in one goblin’s sword handle. One of the boxes contains Ned's clothing and dagger, and he additionally equips himself with a goblin short sword.
The adjacent room contains more moldy furnishings and, in a chest, a bundle of papers pertaining to the purchase of the manor house. Buried deep within the bundle is a religious tract to the god Zilchus, likely containing a priestly spell. The final wing of the house is explored. Most rooms are empty, but in one, an old wardrobe is searched. Hanging in it is an old, cracked set of leather cloak and boots. The cloak emits a large explosion of yellow powder, coating Winthrop, when it is opened up. The leather cloak and boots are taken by the party - "just in case."
Not wanting to leave a single stone unturned, the monk is levered up the broken stairs into the attic, where he determines the coast is mostly clear. After securing a rope, the party ascends into the attic. Assorted sacks strewn around the attic occupy their attention, until Winthrop, who has been hanging back from the group, is assaulted by a small bird-like creature. While his spell lights the creature aflame, he is overcome by its attacks and collapses. Several more creatures come and attack the party, but are eventually defeated by the combined efforts of all, including Ned. The large, thatch nest of the creatures, located at the far end of the hall, contains wound into it, the remains of some leather goods, including a small, cracked pouch with an iron ring in it. Efforts to revive Winthrop fail, and a decision must be made: Should the party stay in the attic overnight or retreat outside the manor house to recover spells and health?
After a spirited debate within the party, Ned decides it's time for him to leave, as it appears that the party may be camping in the attic overnight. Once Ned goes, the party, after some more debate, follows suit. The decision is made to carry the prostrate Winthrop to the nearest farmhouse and treat him there. With Winthrop in tow, traveling to the nearest farmhouse takes significantly longer than expected, more than two hours.
When they arrive, after dark, at the farmhouse, the party is greeted by the barking of dogs and a wary farmer. He agrees to let the party use one of his wood shelters at the back of the farmyard for the night, since the party seems much the worse for wear. He also tells the party that there have been recent rumors of goblins about. The farmer, known as Pa, even goes so far as to send out some food, a very nice cold meat pie, for the weary travelers.