Tuesday, September 15, 2020

Thieves-A Roses & Wyght Story: Chapter 5 - The Legend Of The House Of Lost And Found

(Read the previous chapter here.)

System: Adventurers! 
Tools: CRGEBOLDNever Engine Random TablesDMMuse; rpgsolo.com
(The above contains affiliate links.)

Setup:
The setting and map images used in this chapter come from Brenton Haerr’s One Page Dungeon “The House of Lost and Found.” 

[Scene 1, Surge count 6]

Main Thread: Retrieving the artifact
Minor Threads: Leira and Thieves Guild; Tristan’s Wedding; Bhart’s Career; Conspiracy against the King

Leira, Ilhard, and Vyncent reach the top of the stairs and find themselves in a room that stands in stark contrast to the rest of the rooms they have passed through so far. Where all the others were regal and serious with dark wood furniture and sophisticated decoration and tapestries, this room is bright and bit cheery, with furniture painted white and drapes of bright colored flowers. The room is clearly a bedroom, with a dresser against one wall, a vanity against another, a small table and chairs in a corner, and a small, one-person bed is tucked in the opposite corner. From the size of the furniture and the playful coloring of the drapes and blanket, this room appears to be made for a young girl. The only exit is a door across the room from the stairway.


The table and dresser top are bare of any items except for a small mirror on a stand. Ilhard casually opens a couple of drawers and finds them empty. Leira spots something on the bed and moves over for a closer look. Resting on the bed is a rag doll wearing a pale blue dress, positioned as to appear as though it were sleeping, except the doll has no head to rest on the pillow! Leira reaches a hand out for it but halts, thinking better of picking up the eerie effigy.

“Who’s room is this, Vyncent?” Leira asks.

“I do not know.” He answers solemnly.

“You don’t know!” She glares at him. “Then what was all that witch-spit you babbled about downstairs! Heed the tales! Listen to the warnings! You act as though you know all about this place but you’ve never heard one story of a child?”

“You’ll have to forgive him, Bar Thief,” Ilhard interrupts. “Vee puts way too much faith in legends, tales, and children’s fables, treating them as though they hold ancient truths. I suspect he even believes turtles and rabbits actually compete in an annual foot race.”

Vyncent scowls at his partner. “While everything in a tale might not be true, there is a little truth in every tale.” Turning back to Leira, he says, “You ask your question as though you believe I can provide solid facts from a reliable source. I can’t. What I know has come from a rumor here, a ghost story there. Overheard conversations in a tavern. Bits and pieces that need to be arranged in a proper order. So, yes, I can tell you what I think I know. Is it complete? Hardly. It is accurate? Some parts probably are, but which one’s I couldn’t tell you.”

[To come up with “Legend of the House of Lost and Found” I used the BOLD story generator from Conjecture Games and some oracle questions. For anyone interested, I will post the results of those rolls at the end of the chapter.]

“Harris and Belinda Blackster both came from noble families in a distant city,” Vyncent continues. “They fell in love, were married, and had a daughter. Whether it was politics, war, crime, it’s uncertain but for some reason, they felt their home was not a safe or healthy place to raise their child. They were idealists, they longed for a land of eternal peace and thought they found it amongst the Emerfil Woods, also known as the Faerie Forests. They traveled to the enchanted woods hoping they might be allowed to stay.

“As you might know, Faerie Folk are not fond of humans, however, they took a liking to the young girl. Since it was evident that the parents' primary concern was safety for their daughter, the folk agreed to let her stay . . . but only her. Harris and Belinda would have to leave, having already been tainted by the outside world. The Blackster’s refused to leave their daughter, but the Folk had already claimed her for their own, believing an agreement had been struck. When the couple became aggressive the Folk used their magic to transform them into wolves and send them away. Once the couple left the forest they returned to their human state. However, the curse wasn’t completely lifted, for whenever they dreamed about their daughter or focused their thoughts on her during waking hours, their bodies would retake the form of the wolf, a reminder of the warning to never return to Emerfil.

“As would be expected, the Blacksters would not sit still and let their child be taken from them. They traveled the world in search of mages, alchemists, thaumaturgists, druids, anyone who might be able to lift the curse on their bodies and help them retrieve their daughter from the Folk. After a while, they formed a vast coalition of magical masters who agreed to help them, but only under certain conditions. They needed a central place to meet . . . a place where they could study, gather information, share ideas, experiment, and create the spells and potions necessary to accomplish this task. Thus the House of Lost and Found was established in Duskcall, named for the young daughter who had been lost to the Blacksters and the hope that she might one day be found.

“For years the coalition met in Duskcall and worked to find a solution. From there the tales take many paths. According to some, the mages had a change of heart, believing that once the curse was lifted they would lose the use of this house and the secrets stored inside. So they slowed their research and even kept information from Harris and Belinda until the couple grew wise of the mages' plan.  The couple eventually severed ties and continued the research on their own, constantly travelling the world looking for a cure. However, others claim the coalition still exists. The Blacksters travel throughout the land at the mage’s request, collecting artifacts, books, and any other objects or information that might be useful and bring them back here.

“Regardless of which is true, what is certain, both from the tales and what we have already witnessed tonight, strange things are at work in the house and the residents have made sure that it is kept safe. I say we make haste, get what we came for and leave, praying to the Creator that the masters of this residence never find out it was us who was here this night.”

Leria takes a look around the room. “So this room is for their daughter.”

“That would be a fair guess,” Vyncent agrees. “But is it intended as a future home or simply a reminder, that I don’t know.”

“And what’s with the headless doll?” Ilhard askes. “Surely their daughter has a head.”

“Surely,” Vyncent says with a shrug. 

“Creepy. But you are right about one thing,” Ilhard confirms. “It’s getting late and we need to pick up the pace.”

Seeing only one other exit, the trio head for the door with Leira in the lead [RG]. There is a small rug just inside the threshold and when she steps on it the floor gives a bit and a loud click is heard.  All freeze and grip their weapons a bit tighter. Holding their breath, they wait for an attack or trap that never happens. Convinced they are going to be safe, at least for now, Leira opens the door and they press on.

[The “click” was due to the Spooky Roll: When a PC steps on a certain stone he hears a click, but nothing happens.

I made two fear rolls in this room, one for the headless doll and one for the Spooky roll. Everyone passed for each roll.]


[Scene 2, Surge count 0]

Main Thread: Retrieving the artifact
Minor Threads: Leira and Thieves Guild; Tristan’s Wedding; Bhart’s Career; Conspiracy against the King

[Spooky roll: There is a pile of teeth here.   I randomly generated who finds them.]


The door leads to a hallway that runs the length of the house. Three closed doors line the walls. Ilhard approaches the first and tries the knob only to find it is locked. Before he tries the second door, Leira sees a small pile of white pebble-like objects sitting in the middle of the hall. Crouching down, she examines them by poking at them with the point of her rapier.

“It’s a pile of teeth,” she tells the others. “Why would there be . . .”

Before she can finish the teeth move on their own to form an oval shape, similar to that of a mouth. The rows of teeth open wider and emit a piercing scream. While the sound startles them, both Leira and Vyncent are able to shake it off as just another attempt to ward off unwanted guests. Ilhard, on the other hand, is a bit shaken. [Failed his Fear Roll.]

“What the hellhound was that?”

“It’s just a trick,” Leria assures him. “They’re trying to scare us away.”

Ilhard tries the other two doors. Both are locked. Hoping the door furthest down the hall will bring them closer to their goal, Vyncent attempts to pick its lock. [With advantage, he rolls 2,2,5 + 3AGI=10] The lock is simple enough for Vyncent and they are quickly through the door.


[Scene 3, Surge count 0]

Main Thread: Retrieving the artifact
Minor Threads: Leira and Thieves Guild; Tristan’s Wedding; Bhart’s Career; Conspiracy against the King

Like the room before, this one has all the trappings of a bed-chamber. It’s decor, however, is intended for adults: the dark mahogany chest of drawers, the matching table and chair set with ornately carved legs in the sitting area, a full-length mirror with gold frame, the large four-post bed covered with silk linens and decorative wool blanket. The floor is covered by a fine rug imported from beyond the borders of Arigord and paintings of landscapes and architectural wonders line the walls. Other than some grooming utensils, bottles of fragrances, and other odds and ends, nothing of any great value (other than the furnishings) lay out in the open.

[Are there valuables in view? (To Conflict) 27+0 surge=27 No  +2 Surge]


“This must be the Blacksters' bedroom,” Leira says looking around.

“Do you think they kept the artifact in here where they could keep an eye on it?” Ilhard wonders.

“No,” Leira says bluntly. “This isn’t the room.”

“What?” Vyncent asks. “Do you know what room it is in?”

“Yes, I do. I saw it when I put on the ring back in the conservatory. It was dark and dusty. [Roll MND for speculation: 1,2+5=8] My guess is up in the tower.”

“Thanks for filling us in, Bar Thief,” Ilhard says before turning his attention to the closed drawers. “But while we are here, we can take a look and see what we can find.”

“Ilhard, I don’t think it wise to rummage around blindly in this house,” Vyncent warns. “Not after the hand and the spiders.”

Before Ilhard can respond they hear voices coming from behind a closed door in the corner of the room.

“Are you hearing that?” asks the voice beyond the door. Leira thinks it sounds eerily like her own.

Vyncent puts his finger to his lips, indicating to the others to keep quiet. “I think they heard us,” he mouths.

“I have a feeling this is going to be an interesting night,” says a male voice from beyond the door.

“I always thought this place was haunted,” a third voice chimes in. “Now it’s been proven.”

[Perception Roll for all: I: 3,3,+2=8  V: 6,1+2=9   L: 4,4+5=13  All succeed, I’ll go with Ilhard for the initial recognition.]

“Wait a second,” Ilhard says, recognizing the three voices. “That’s us!”

“It’s the conversation we had in the conservatory,” Leira agrees.

“There are no spirits here,” the Ilhard-voice continues. “It must be some magic enchantment. A way to entertain guests.”

“Believe what you will, my friend,” the Vyncent-voice voice scolds as the real Ilhard angrily storms across the room and puts his hand on the doorknob. “But I’ve heard stories and I’m telling you, ghosts are not to be taken lightly.”  Ilhard yanks the door open and raises his club high, ready to bash anyone who might attack . . . 

. . . Except there is no one there. Instead, Ilhard sees racks of shirts, pants and dresses--a closet. He steps in and pushes some of the items aside just to be sure. 

“I was right after all,” Vyncent says in reference to the last words the Vyncent-voice spoke. “Ghosts are not to be taken lightly. Let’s find this statue and get out of here before anything else happens.”

[Spooky Roll: The sound of a conversation the PCs had earlier can be clearly heard from behind a door.

[Fear rolls: Ilhard passed.  Vyncent Failed. Leira not only passed, but did so with a 6,5 roll. She is fearless!]

Inside, Leira feels giddy. Yes, the house is creepy and things could get dangerous, not that they hadn’t already. Despite that, she experiences a rush of excitement. The things she has seen this night surpass any wonders of her childhood. If adventures like this were what awaited her in the Order of Two, then she wanted nothing else than to find the artifact and bring it to Beada, securing her standing in the guild.

She sticks her head into the closet to have a closer look for herself when Vyncent urges them to move on, reminding them there are still two doors down the hallway.

[Leira’s Perception roll w/advantage: 4,2,2+5=11 > 7 Success!]

“Wait,” Leira calls out. “If the closet ends here and the hallway runs along is on the other side of that wall, then what is behind the wall in this area.” She points to a section of wall located to the left of the closet door and runs till it meets the long wall that separates the bedroom from the hallway.

[Ilhard searches for hidden doors.  MND w/adv for perception 1,5,4+2=11]

Believing the closet would be the best location for a secret door, Ilhard pushes the clothes aside and begins to examine the wall. Sure enough, he finds a gap and runs his fingers along it until he locates the catch. “The Bar Thief’s right. There is a door here.”

The three thieves pass through the closet and into another short passageway leading to a flight of stairs heading up. Ilhard freezes as he shines the lantern on the steps of the stairs. Revealed in the light is a track of large bloody footprints made by something inhuman with four long toes ending in sharp claws. Extending from each heel is another bloody mark indicating a fifth claw.

[Spooky roll: Bloody footprints left by a large creature lead down the hall, and slowly fade.]


“What . . . what in the Creator’s name made those?” Ilhard stutters.

“It’s probably another harmless trick, like the voices in the closet or the teeth in the hall,” Leira assures him, eager to see what is upstairs.

“Or the hand that clawed your eyes or the fiery spiders that took a bite outta my leg,” he reminds her.

While they bicker, Vyncent bends down to examine the prints. [Do they fade? (To Conflict) 82+ 2 surge = 84  Yes +2 surge] When he touches the first print he doesn’t feel any blood, either dry or sticky, but only the wood of the floor. The prints fade as he pulls his hand away.

“See, they were just an illusion,” Leira says to Ilhard.

“Are you sure about that? I don’t want to head up there and face a giant deformed gorilla, gargoyle or demon with nothing but a club.”

“Trust me. There is no boogeyman up in the attic.”

“How can you be so sure?”

“I’ve seen the room. Remember?”

[Fear rolls:  Ihard 6 (fail, giving him 2 fear points and a -1 on all skill checks)];  Vyncent: passes with a 9;   Leira rolls 6,6 for a total of 17. She’s eager and loving this!]

End of Chapter 5

Notes:

One aspect of Adventurers! that I often overlook is the awarding of in-game HER points. According to the rules, characters can expect to receive 1-4 HER points per session for doing things like overcoming difficult obstacles, defeating strong opponents, using their Concept or Definition, etc.. I am going to award Leira 1 HER point for using her perception to locate the hidden room, since it was beneficial in moving the task along and kept the party from further unnecessary exploration.

As promised, here are the results from BOLD and CRGE that helped develop the Legend of the House of Lost and Found.

From CRGE: Are the Blackster’s human? (To Knowledge): 7+6 surge = 13  No, but (surge resets)  … they used to be and can be once again, which lends itself to cursed werecreature.  

What type of creature (d6): 1-2: wolf  3-4: rat  5-6: cat     Roll=1 Werewolf

From BOLD:  Main Waylay - Natural- Forbidden Deprivation (Nature indicates forest. Blackster’s are deprived of both the opportunity to stay and their child.)

Nested Waylays:
1. Knowledge -  Peaceful Occult  overcome by counteraction (Blacksters’ desire to stay in the magical forest is thwarted by the Faerie Folk’s actions against them.)
2. Party -  Steady Power Play overcome by faction intervention (To gain power over the Folk, an organization of magical experts is formed.)
3. Knowledge -  Tranquil Research overcome by Change of Heart (This informed one of the two possible stories regarding the Blacksters’ progress.)

(Read the next chapter here.)

Monday, August 24, 2020

Thieves-A Roses & Wyght Story: Chapter 4 - Downstairs

 (Read the previous chapter here.)

CHAPTER 4 - DOWNSTAIRS

System: Adventurers!
(The above contains affiliate links.)

Setup:
The setting and map images used in this chapter come from Brenton Haerr’s One Page Dungeon “The House of Lost and Found.” 

[Scene 1, Surge count 0]
Main Thread: Retrieving the artifact
Minor Threads: Leira and Thieves Guild; Tristan’s Wedding; Bhart’s Career; Conspiracy against the King

Re-lighting the lantern, Ilhard and the party see they are in the mansion’s kitchen. Various counters and cabinets line the walls, broken only by a wood-burning oven. Across the room from the oven sits an empty washbasin. A large oak table fills the center of the room, creating an island for meal preparation, above it a rack from which several pots, bowls, and utensils hangs.


“Ugh, what’s that smell?” Vyncent asks, entering the room after the lantern had been lit. A rotten smell wafts through the air, making their eyes water. 

“I’m guessing the Blackster’s failed to clean their larder before leaving and left some meat to rot,” says Ilhard. 

Curious, the group starts searching to see if they can locate the smell or find anything else interesting. Ihard leans down to look under the table, Vyncent peeks in the oven, and Leira opens a cabinet next to the washbasin. As she does, a mug falls off a shelf and something flings itself at her face. 

Leira spots the thing before it makes contact but is too slow to keep it from clinging to her face and gouge at her eyes. She swats wildly at whatever it is, finally ripping it off and flinging it to the floor. However, as she does it rakes her skin, drawing blood. [Leira is randomly chosen as the victim. She makes her Surprise saving roll but the creature still gets a free attack, however without surprise modifiers. Leira fails to defend (8 vs. 13) and takes 3 damage. The creature has a chance to cause infection, but Leira makes the STR saving roll.]

Leria stumbles back to get away as Ilhard shines the light in her direction, he and Vyncent drawing their weapons. Spotting movement on the ground, the men see the aggressive creature. Expecting a rat, they are shocked and appalled to see a severed hand, covered in stitches, laying on the floor, seeming to support itself on its fingers. The animated body party skitteres left and right, preparing for another attack.

[Spooky Roll 38: A severed hand covered in stitches lies on the floor.

Hand: S:1 A:1 M: -1 AT:1 Def: 1  End:4  If a character is hit they must make a STR to avoid infection. Infection affects the player the following day, reducing STR by 1 (also affecting END) for a week unless healed.]

Rds 1-2:

Having only a dagger, Vyncent crouches down and attempts to stab the five-fingered freak. It easily skitters away and Ilhard tries to bash it with his club, barely missing. The hand raises its first two fingers to scratch at the Ilhard, but he backs away before being clawed. Seeing it distracted, Vyncent slices at it again and takes off a bit of its pinky. [Damage for 1 END] The creature ignores the attack and nimbly launches itself at Ilhard, who swats it away with his free hand. 

[Does Leira try to rejoin the fight? To Conflict: 51 Yes, +2 surge. Her attacks will be a -2 since her access to the hand is partially blocked by the others.]

Rd 3:

The swatted hand hits the wall and lands on the counter next to Vyncent.

“Let me at it!” Leira yells, her voice filled with bloody vengeance.

“Thanks for offering to lend a hand,” Vyncent responds dryly as he drives the point of his dagger right through the back of the hand, pinning it to the counter. “But I believe we have a grasp on the situation.” [V hits the hand for 5 damage, killing it, or re-killing it, whatever the case may be.]

[Fear Rolls: I: 11  V: 9  L w/disadvantage for being attacked: 8  All Succeed.]

“Is that a hand?” Leira asks, finally getting a good look at the thing that might have permanently scarred her face.

“Appears so,” says Vyncent as he pulls his knife from the dead appendage.

“But how could it move like that . . . without a body?”

“Some kind of magic,” Ilhard offers. “Or the hand of a zombie? Who knows what the Blackster’s have discovered in their travels.”

“My guess is that it was supposed to be some sort of guard dog, protecting the house while the owners are away,” Vyncent speculates. “I’m sure there are others. Everyone keeps their weapons drawn from now on . . . and be careful.”

“What’ll be next,” Leira asks. “A foot?”

“Great,” Ilhard sighs. “Just what we need. A good ol’ fashioned butt-kickin’.”

Leira grins as Vyncent sneers in disgust.


[Scene 2, Surge count 2]
Main Thread: Retrieving the artifact
Minor Threads: Leira and Thieves Guild; Tristan’s Wedding; Bhart’s Career; Conspiracy against the King

Bookshelves filled top to bottom with leatherbound tomes of various sizes, thicknesses, and colors line the walls. Every so often several shelves were divided into small cubby holes, each hole containing a scroll, some in ornate cases, others loose. Several long, wide mahogany tables ran down the middle of the large room, an ornate candle chandelier hanging over each. Around the tables were several simple wooden chairs, obviously designed for function, not comfort. However, if one wanted comfort they could recline in one of the large cushioned chairs that were positioned in front of the floor to ceiling windows that separated the bookcases along the room's longest wall.


“What a library!” Leira exclaims.

“They must have spent years collecting these on their journeys,” Vyncent says running his fingers along a few of the spines before plucking a thin black book off the shelf. Leafing through the pages he sees handwritten scribble that appears to be the author’s notes of his study and experimentation into the magical properties of nature. 

Looking from one end of the room to the other, Leira makes an observation. “I’m not sure, but I suspect this room runs the length of the entire mansion.”

“I wouldn’t be surprised,” Ilhard agrees, stepping over to a table and placing the lantern down to examine an open scroll. On it are black ink line drawings of a gallant knight facing off against a terrifying fire-breathing dragon. As he pans down the parchment the intricate drawings tell the story of the knight’s conquest over the beast, ending with him standing over the dead creature, the hilt of his great sword protruding from its side.

The three make their way across the room occasionally thumbing through a book here and there. Several of them deal with the art of thaumaturgy. In addition to the notes he found, Vyncent pulls one of a series of books listing miracles and wondrous deeds exhibited throughout the world and Ilhard briefly pursues a lexicon defining various terms and aspects of thaumaturgy. Leria finds a scroll containing recipes for various potions (though most of the ingredients listed are foreign to her) and a book of fortune-telling based on the stars in the night sky. In addition to academics, the trio find several books of literature including a book of poetry entitled “Breath of My Future” and a steamy romance entitled “Ladyloves Of The Evening.” The most ominous tome they find is a biography of a tyrannical ruler and his methods for domination and enslavement of his subjects.

“Just a handful of these could fund the Order for a year,” Ilhard notes.

“If it was the right handful,” Vyncent specifies, placing little value on the racy “Ladyloves.” “Not to mention they are bulky. We can probably take two of the smaller books. The poetry and astrology books will probably garner the highest street value.”

Ilhard only partially listens to his friend as his attention is drawn to a fireplace that stands against the wall at the far end of the room. He begins to examine the cold structure and notices four glyphs stenciled into the face of the mantle. [Successful MND check] He gently brushes the tips of his fingers across the figures. Each one he touches glows. At the instant the fourth glyph glows, the fireplace suddenly comes to life and a large ball of fire spits out of the opening engulfing an area of about five feet in front of the fireplace. [Failed difficult (-4) MND check to decipher glyphs.]

Ilhard is caught in the flames and burned as his sleeves catch on fire. [1 Damage and must make a -2 AGI roll to put out fire] As he beats at the flames to put them out two giant arachnids, each the size of a large dog, emerge from the fireplace, their bodies ablaze from the flames! Leira is the only one who sees the spiders emerge as Vyncent has turned his back to the blaze to shield his eyes and Ilhard is busy with putting out the fire on his body. 

“Watch out!” she cries, charging with her rapier drawn. 

[Leira is the only one of the three to make a surprise saving roll.

Spooky roll: 23 A large flaming spider screeches as it races about … (I gave a chance for multiple spiders [d6]1-3: one   4-5: two  6: three  Roll: 4

SPIDER 1:  S:2  A:2  M:0  At: 2  Df: 2  END:4
SPIDER 2:  S:2  A:2  M:0  At: 2  Df: 2  END:4

Each spider has poison. On a hit, they inject poison on a roll of 1-3 (d6). Victim must make STR roll at (-1) or suffer one damage. Effect ends when they make the roll or 10 turns have passed. 
Additionally, each spider will lose 2 END each round due to being on fire.]


One of the spiders charges toward Vyncent.  Leira makes a stab at it but misses. Her hand brushes against a flaming leg and she quickly pulls it back to avoid being burned. Unfortunately, in the process, her weapon slips from her hand. [Crit fail on ATK. Loses turn] Ilhard successfully puts out the flames before taking any more damage but is oblivious to the new danger in the room . . . until he is hit from behind by a spider leg! [1 Damage, No Poison, Does not take fire damage.]

Leira can actually hear the spiders screech in pain from the fire [2 Damage Each] as she reaches for her fallen rapier. Ilhard swipes with his club at the creature that just attacked him but misses. The spider, however, lunges again and digs its fangs into his leg. The thief kicks out and dislodges the fang. [1 Damage, There is poison but Il makes his STR saving roll, No fire damage]

Vyncent reacts deftly to the rapidly approaching spider by falling to his back and reaching up with his dagger. The spider leaps for where he had been a mere moment earlier. As the monster sails over him, Vyncent slices its underside open with his blade. It lands in a heap just past his head. [Vee hits for 2 damage] He raises his head just in time to see the other spider succumb to the fire and curl up into a ball of death [fire does 2 damage killing the spider (From Spooky roll: “...[Spider] is soon killed by the flames.” )]

[Everyone makes a successful fear check. These thieves have nerves of steel.]

“A fire trap in a library filled with precious and irreplaceable books? These Blacksters aren’t very bright,” Ilhard remarks brushing ash from his arm. He looks around when no one responds. “I’m just sayin’.”

Getting back to his feet and retrieving his pack, Vyncent suggests they head back the way they came and look for a way upstairs.

“No,” Ilhard disagrees. “There’s something up with that fireplace. Why else would they have magical glyphs written over it? I think I can figure it out.”

“Ilhard, don’t be daft!” Vyncent scolds. “You’re not a magician.”

“Perhaps one of these books can help?” Leira offers.

Vyncent scowls at her. “And how long do you think it will take to find it?” Leira lowers her eyes, chastised.

“Just let me try a few combinations,” Ilhard says. “I’ll stay out the way of the fireburst. You two be ready with your weapons in case any more spiders come out.”

“Are you saying they’re part of the trap?” Leira asks surprised. “That they appeared magically and weren’t just living in the flue?”

Exasperated, Vyncent responds. “We’ve seen mysterious glowing eyes, phantom harps, and animated severed hands. Little girl, anything is possible in this place.”

Leira glares back, more annoyed at his calling her a “little girl” than his rebuke.

Knowing that any more debate would be fruitless, Vyncent stands at the ready as his partner prepares to make another attempt at the glyphs. Standing out from directly in front of the opening, Ilhard reaches out to touch the magical symbols. This time he taps deliberately in a sequence different than his first attempt. When he touches the last glyph he pulls back to avoid any flames that might erupt from within. This is a wise choice as he once again fails to enter the correct combination and a ball of fire fills the space in front of the fireplace. When the flames subside no new spiders attack and Ilhard is unscathed.

[Does the trap reset? (To Conflict:) 78+2=80 Yes Surge + 2

Due to experience, Ilhard only has a -2 on this MND roll to decipher the glyphs but he fails again. He makes his DEF roll to avoid the flames.

Are the spiders part of the trap? (To Conflict, unlikely): 28-4=24 No or 61+4=65  Yes  Result is “No” +2 Surge]

Vyncent mumbles something about this taking all night and heads for the door and motions to the others to follow. 


[Scene 3, Surge 6]
Main Thread: Retrieving the artifact
Minor Threads: Leira and Thieves Guild; Tristan’s Wedding; Bhart’s Career; Conspiracy against the King

Leira and her fellow thieves backtrack through the rooms they have already explored until they reach the house’s foyer. The severed hand still lay on the counter in the kitchen; the harp continues to play its sweet yet haunting melody in the conservatory; the glowing orbs have not reappeared over the clock in the foyer. [Made standard encounter checks in each room to see if they encountered any new “spooky” occurrences. All were negative.] With no other options the group goes through the second door that opened off the foyer.

On the other side is an elegant dining room. Paintings and intricate draperies line the walls. Despite no one being home, the large dark wood table is set for dinner with plates, goblets and utensils made of silver. In the center of the table sits a small flower pot, the leafy plant growing in it yielding a single strawberry. [The result of the Spooky roll and no one fails their fear check.]  Over the center of the table hangs another candle chandelier.  At the far end of the room, set into the wall, is another fireplace. 



“The dining room isn’t very convenient to the kitchen,” Leira observes.

“Maybe the food just magically appears on the table after it is prepared,” Ilhard suggests, ending his statement with wiggling fingers and a Wooooo, the universal sign that something is haunted.

“Can we take this a bit more seriously?” Vyncent scowls at the laughing pair. “Leave it,” he orders as Leira reaches for the silver table settings. “Our packs are filling up. Perhaps we can grab some on the way out. Right now, we need to look for hidden doors. We checked all the normal ones and have yet to find a way upstairs.”

All three examine the interior walls for any seams, gaps, or hidden switches but come up empty. [Leira does make a success roll to find any hidden doors, but there are none to be found] Ilhard ends his search at the fireplace. He sees the same four glyphs etched into the mantle.

“I’m telling you, these glyphs hold the secret,” Ilhard insists.

“You might be right,” Leira agrees. “I believe this fireplace backs up to the one in the library.” [based on a successful MND perception roll]

“Okay,” Vyncent gives in. “But let me try. You are both injured.”

Ilhard complies and shares with him the combinations he has already tried as well as advice on how to proceed.  When they are finished, he and Leira stand well back from the fireplace and ready their weapons. Vyncent stands off to the side of the fireplace as Ilhard did in the library and reaches for the glyphs. He hesitates but a moment before tapping four times and pulling away, averting his eyes to protect them from the flames. Instead of flames bursting forth, the four symbols glow simultaneously. The entire fireplace pushes out from the wall a couple of inches, then slides over far enough to reveal a narrow opening wide enough for a single person to pass through. [Vee rolled a critical success (6,6) on his first attempt.]

“I was always better than you at picking locks,” Vee says to Ilhard in a rare moment of mirth. 

Stepping through the opening they find themselves in a narrow passageway. The wall across from the opening shows grooves that clearly indicate there truly is a matching secret door to the library. However, it appears the doors can be opened manually from this side as a small lever protrudes from the wall.



The passageway zigzags toward the center of the house, first turning left, then right. Around the second corner the hallway widens, ending after several feet in a staircase that spans the width of the passage and leads upward. Hanging on either wall, opposing each other, are two portraits. Each represents the same night-time setting, a forest or grove illuminated by a full moon shining over the tops of the trees. The only difference is the person depicted in each. The one on the left features a tall, dark-haired man with a thin moustache and well-groomed goatee. He is dressed in a black suit and sports a top hat and walking stick. The portrait on the right features an elegant woman with long flowing raven-colored hair, her skin porcelain and her lips ruby red. She wears a low cut red dress that reaches to the ground, its hem pooling around her. The man and woman appear to gaze across the hall passionately into each other’s eyes.

“I’m guessing these are Lord and Lady Blackster,” Ilhard notes.

“She’s beautiful!” Leira exclaims studying the lady in red.

Vyncent hardly notices as he is constantly shifting his eyes from the walls to the floors to the stairs, taking note of everything. As he takes another step toward the staircase, he suddenly sees the wood flooring begin to shift and shimmer beneath him. Without hesitation, he leaps forward toward the bottom step. The floor where he was standing doesn’t slide or drop, but simply disappears revealing a pit filled with black, murky water.  Leira and Ilhard have stopped several steps behind Vyncent, the floor beneath them remaining solid.

[Spooky Roll: 35 A PC splashes into a puddle that was not there an instant before. He is soaked in stale water.
Vyncent is the random victim and he must make an AGI roll, with disadvantage, to avoid falling in the water. He rolls 6,6,6 The two lowest die still give him a critical success!]

“There’s truth in tales and legends,” Vyncent says, his eyes locked his companions on the other side of the pit. “And there are many about the House of Lost and Found. The people in this city scoff . . . you scoff . . . believing them to be little more than children’s ghost stories, the imagining of impressionable minds. But one would do well to heed those stories as a warning. We should not be here, Ilhard. You know that, if not then, certainly now. And you brought me here. Thanks.

“And you Missy,” he addresses Leira. “Beada must really hate you. Why? I have no idea. She barely knows you. But I can’t see why she would send you here to fetch some unknown artifact except in the hopes that you are killed in the process. Beada also hand-picked you, Ilhard, for this mission. We might be friends, but right now I can't help but wonder if that's wise.”

“You’re thinking too hard, Vee. I'm sure the Master Thief knows what she’s doing. And while you may have worked with her much longer than I, I've never known her to intentionally endanger a guild member before.”

“Leira’s not a guild member.”

“And you’re not being rational.”

“Boys!” Leira cuts them short. “We have a statue to retrieve.” She easily jumps over the pit and climbs the stairs, not looking back to see if they are following.

Wrap up:

Now might be a good time to mention that the full title of the Never Engine generator used in each room is “100 Spooky, Yet Mundane Dungeon Encounters.” According to the original document, “Mundane” is supposed to mean “non-threatening,” but as you can see I have not held to that definition. Depending on the room and the roll, some of my interpretations have been rather threatening.

(Read the next chapter here.)