Re: 2.1 the Misgivings
Heeding Glum's advice, that was echoed by others, Zer-wedula stays out of her way. She heads downstairs and out of sight. The group takes a few seconds to recover their wits, then quickly follow. She is easy to follow as she makes no pretense of hiding and carries on a monologue. And as long as you don't get in her way, she will respond to questions. Though her answers tend to be short, angry and derogatory toward Aldern.
Madam, where is Aldern?
he is here, downstairs
Let us help you (from various people)
I will find him and I will rip his (various appendages) off and (do creative and painful things with them). You get the impression she responds to specifics and this is too general to garner a useful response.
You follow her down the stairs and hear from down below doors being smashed open. As you get to the Entrance Hall (with the stuffed manticore), you notice the curtains and front door are closed, even though you left them open, the door across from the stairs is closed, but the door to the right hangs open. This cozy-looking drawing room is marred by the unnatural dampness and the thick sheets of mold that cling to the curtains closed over the southern window. You can easily hear Iesha from the right, so you head that way. As you pass by the manticore, Glum suddenly focuses on the stuffed monster and dodges as if he is being attacked...(PM to Glum)[Private to Glum: You don't notice the smell of burning as the manticore lurches to sudden life, its face shifting to resemble that of Cyralie Foxglove and its fur erupting into flame. Its burning tail strikes forward in an attempt to burn you, but even flat-footed, Glum is too hard to hit and it misses. Then it returns to normal. You notice no scorch marks and the burning smell vanishes in an instant.]...but the rest of you see nothing. It is all over in an instant as you hear another door being smashed open and Iesha falls silent.
insert Glums response here
You continue the chase down a short hall with closed doors on each side. A rather gruesome antique —what appears to be a mummified monkey head— hangs on the northern wall here. A bellpull extends from the monkey’s gaping mouth. A ratty throw rug partially obscures a foul stain of dark-colored mold on the floor. The stain under the rug is about ten feet across, a swirling pattern of dark blue, sickly green, and black mold that grows in a spiral. From just ahead you hear Iesha shriek a blood curdling sound, which once again causes the group (but this time, everybody failed their save) to cower in fear. From ahead you hear Iesha yelling, "You jealous *&^&#%, we weren't doing anything wrong. Why did you kill us? I still loved you...", insert more ranting. By the time you recover and approach the next door, the ranting has died down and you have just enough warning to get out of her way.
The offending room is a library which features a pair of chairs, one of which lies on its side, set before a stone fireplace. Every available inch of wall space features floor-to-ceiling bookshelves filled with books, their spines riddled with mold. What once was a brightly colored scarf, its reds and golds contrasting sharply with the drab, moldy palette of the room, is torn to shreds by the fallen chair. A single book, open and face-down, sits on the floor between the chairs. A stone bookend, carved to look like a praying angel with butterfly wings, lies on its side in the fireplace itself.
The room you are in is a dining room. A large mahogany table surrounded by high-backed chairs sits in this room. The table is covered by a moldy white cloth, and a cobweb-choked chandelier hangs from the ceiling above. Twin fireplaces loom to the west, while to the east, a bank of stained glass windows obscures what could have been a breathtaking view of the Lost Coast. Each of the windows depicts a stylized monster rising out of smoke pouring from an intricate seven-sided box covered with spiky runes. From north to south are depicted a gnarled and tangled tree with an enraged face, an immense hook-beaked bird with sky-blue and gold plumage, a winged centaur-like creature with a lion’s lower body and a snarling woman’s upper torso, and a deep blue squid-like creature with evil red eyes.
[Private to Zer-wedula: The images in the glass are four exceptionally long-lived monsters, and each of these stained-glass windows depicts one of the four—a treant, a roc, a sphinx, and a kraken. The runes on the box are necromancy-related, that the monsters seem not to be emerging from the boxes but rather being drawn in, and that perhaps their snarling visages aren’t of rage but of fear. Thinking back to the previous windows, the ones in the music room (msg 78) were classic spell components for necromancy magic. The 2 people depicted in the attic (msg 41) might be necromancers, but that would be a guess. Who they are/were still eludes your knowledge.]
Iesha starts across the dining room toward the far door, "Honey, this hiding is pointless, I will find you and then we will see how you like to be strangled."
I will now give everyone a chance to respond. Ask a couple of questions of Iesha if you want.
This message was last edited by the GM at 16:28, Sun 01 Aug 2010.