The House of the Occult
With the morning spent on consultations (and payouts!) with your patron, you hurry across the fields just outside of Tegel Village, hoping to reach the manor before the grey mists thicken uncomfortably.
As before, Tegel Manor stands on a flat plateau overlooking the sea and the surrounding lands. With the exception of a few clutches of windswept and leafless trees, only the sturdy wooden walls and brick façades of the manor break the harsh winds blowing from the east. The age of the structure is apparent on first glance, but only a few cracks and fallen bricks are readily apparent. Strangely enough, most of the narrow windows are still intact. It has stood for eight hundred years and might stand for eight hundred more.
A walkway, inlaid with brick and cobblestones, leads up to a courtyard before manor. Two withered trees and two statues stand guard next to a horse-tie station. One statue is of a female Viking warrior; the other is a halfling-headed troll with its arms outstretched.
Before the gates to the manor, the three corpses still molder, slumped against the wall by the outside door, possibly former heroes as they still bear rusty arms and wear torn and rotten leather capes.
Any hope of finding the good butler back at his post is dashed after you pass through the arched gates and into the Grand Foyer; he is still gone, gone on a booze hunt.
With the Torture Chambers easily and conveniently accessed from the foyer (even if the butler is not), the guests reach the Room of Fear before even Brant has started to think of his next drink. Within the room, the painting is still on the wall, still showing a representation of the room with an X (where the stash with the bag of gems had been). Nothing else about the room has changed; the tables remain looted of their valuables.
This message was last edited by the GM at 23:22, Wed 11 Jan 2023.