Party Roster

Puck Everheart

Bard

Player: Marc

Race/Class: Gnome Bard (clockmaker family, from Dim Forest)

Note: Currently holds Zala's spellbook.

Penelope

Druid

Player: Sam

Race/Class: Halfling Circle of Spores Druid

Note: Excellent perception; discovered secret room trigger

Orimene Silentvale

Sorcerer

Player: Allison

Race/Class: Child-sized Wild Magic Sorcerer

Note: Healed by Zala's scroll (7 HP); knows "Hralfrak" trigger word

Anar the Woodsman

Ranger

Player: Christopher

Race/Class: Half-elf Ranger, 80 years old, from fallen civilization (10 years traveling)

Note: Currently pinning mimic with curtain rod

Scene-by-Scene Breakdown

Part 1: 0:00–20:00

Zala's Chamber (Third Floor, Room 8C)

Location:

Third floor, Room 8C

Participants:

  • Party (all four)
  • Zala — Nothic-cursed wizard, former research partner of Marcos Delphi

What Happened:

The party negotiates with Zala. Key revelations:

  • Marcos Delphi's condition: Without the Codex, he suffers hemophiliac-like bleeding from even small wounds. He has magical blood but is not a true wizard.
  • Zala's backstory: Former research partner to Marcos; he stole her work on magical theory.
  • Healing: Zala uses a scroll to heal Orimene (2d4 roll: 4+3=7 HP), restoring her to full.
  • Spellbook loan: Zala loans her personal spellbook (each spell once; she remains attuned). Spells: Arcane Lock, Detect Magic, Detect Thoughts, Knock, Mage Armor, Magic Missile, Phantasmal Force, Shield, Suggestion.
  • Items given: Hooded lantern (permanent protected flame, requires oil).
  • Defensive dust: Zala throws black dust in everyone's faces, granting +1 AC for approximately one hour.
  • Mission revelation: Zala needs the Great Snake Constellation Map from the basement to help break her curse. She cannot go to the basement (ritual work + spider-spine make stairs difficult).
  • Ritual magic immunity: Zala has been using ritual magic to nullify wild surges; without her, many more would have occurred. She is exhausted and requests the party not cast spells while she meditates to recover. Rule established: Ritual magic is immune to wild surges; only instantaneous magic causes them.
  • Entity warning: The entity's true name must never be spoken again—calling it only "Old Crow." Speaking its real name summons shadow creatures and causes rifts.
  • Safe haven: Eastern guest room (floor 1) is safe to rest. The westernmost room creates an eldritch rift if opened—that same room holds potions in its curio closet (off-limits).

Rolls Made:

  • No rolls required—negotiation was successful.

Outcome:

Party acquires valuable resources and lore. Zala retires to meditate. Winston (ghost butler) escorts party downstairs.

Part 2: 20:00–1:10:00

Guest Room & Jeremy the Gibbering Mouther

Location:

First floor, Eastern Guest Room

Participants:

  • Party (all four)
  • Winston — Ghost butler (appears when clapped for)
  • Jeremy — Gibbering Mouther, Zala's pet (not intentionally hostile)

What Happened:

Party attempts to settle into the guest room. The space manifests luxury and comfort—perfectly made beds, cozy atmosphere, and a shelf of top-shelf alcohol (the room manifests what occupants desire). Anar takes a bottle, discovering it's impossibly heavy and cannot leave the room with him (the room retains its manifestations). He attempts to carry it out (Strength check 17—not enough).

A chandelier suddenly drops. Jeremy, a Gibbering Mouther, appears: wild-eyed, congested, frothy, with spiky prehensile tentacles. Jeremy slaps the bottle, shattering it.

Anar claps for Winston, who materializes. Winston commands Jeremy to sit, then the door slams shut with tentacles holding it—Anar is trapped inside with Jeremy.

Rolls Made:

  • Wisdom save (outside): DC ~15. Anar 17 (pass), Puck 20 (pass), Orimene 3 (fail—frozen), Penelope 10 (pass).
  • Combined Strength effort: Puck 4, Penelope 5, Orimene 11 (fail)—all three fall through the door together.
  • Anar's Animal Handling: +5 modifier. Calms Jeremy by speaking softly: "Jeffrey/Jeremy... we're not going to hurt you."
  • Medicine check: Orimene + Penelope assist, result 17—Jeremy is having a severe allergic reaction to something magical.
  • Puck's Nature check: Identifies pink pollen in the room as the same pollen from outside the mansion. The room is manifesting it based on the party's subconscious thoughts about Jeremy's allergy.
  • Gibbering aura saves (DC 10): Anar 17 (pass), Puck 20 (pass), Penelope 10 (pass—barely), Orimene 3 (fail—5 psychic damage, walks into wall confused).
  • Anar's Athletics (grabbing Orimene): 16—successfully hauls both Orimene and himself out of the room.

Critical Moment:

Party realizes the room manifests physical reality based on their thoughts. They collectively focus: "The dust is gone, it's not there." The pollen slowly fades, and Jeremy's eyes clear. Rule established: The guest room's manifestations respond to occupant thoughts and emotions.

Outcome:

Party escapes and closes the door. Winston explains that Jeremy is not intentionally aggressive—he is simply miserable with his allergy and has had it since he was a tadpole (which Winston raised). Jeremy is generally harmless when not suffering.

Part 3: 1:25:00–1:35:00

Hallway Search (First Floor, Portrait Corridor)

Location:

First floor, L-shaped portrait hallway

Participants:

  • Party (all four)

What Happened:

Party explores the hallway, examining sconces and paintings. Orimene speaks the word "Hralfrak"—a cellar door nearby shifts in response, confirming the word is a trigger for basement access. The party searches the hallway thoroughly; nothing is found on the walls or in the sconces.

Anar taps the wall near the dining room entrance and identifies a large hollow space behind it.

Rolls Made:

  • Perception checks: None required.

Outcome:

Party confirms the trigger word "Hralfrak" opens a door below them in the basement. They move to the dining room to investigate further.

Part 4: 1:35:00–2:05:00

The Mimic (First Floor, Dining Room)

Location:

First floor, Dining room

Participants:

  • Party (all four)
  • Mimic (pretending to be a deer head plaque on the wall)

What Happened:

Orimene notices scratch arcs around a deer head plaque mounted on the dining room wall (Perception 14 from 10ft away). The plaque reveals itself as a Mimic—a creature with spiky prehensile tentacles, a wide-opening mouth revealing huge teeth, and mimicry capabilities.

Anar throws a net over the mimic. The mimic easily breaks free (net AC 10, 5 HP destroyed). Combat ensues.

Initiative & Combat:

  • Penelope: 19 (wins initiative)
  • Mimic: ~14
  • Puck: 12
  • Orimene: 4
  • Anar: 1 (natural 1 fumble—vomits wine all over himself and the mimic)

Round 1: Penelope and Orimene hide behind dining room curtains. Anar rips down the iron curtain rod and jams it into the mimic's mouth. Using Acrobatics, he steers the mimic around the room like a ringette/hockey stick (Acrobatics 15—success). The curtain rod counts as an improvised weapon (d4 damage). Anar's attack: 3 damage − 1 (sick penalty from vomiting) = 2 damage.

Penelope (Insight 12) recalls the scratch arcs pattern and realizes the deer head plaque likely slides. She sneaks forward and pushes it with her staff. The mechanism activates, and a secret room opens in the wall.

Anar, continuing to steer the mimic with Acrobatics (14—success), accidentally skewers the mimic's tongue on both ends of the curtain rod, pinning it in place. Damage: 1 total from the skewer.

Outcome:

The party drives the mimic to the kitchen room entrance and forces it to stay there while pinned with the curtain rod. Everyone except Anar escapes into the secret room.

Part 5: 2:05:00–2:25:00 (SESSION END)

Secret Room & the Summoning Circles

Location:

First floor, Secret room behind dining room plaque

Participants:

  • Penelope, Puck, Orimene (in the secret room)
  • Anar (pinning mimic at the dining room)

What Happened:

The party discovers a secret room lined with bookshelves covering every wall—hundreds of books, none visible near the jars. The floor holds three ancient magic circles in a complex pattern, lit by a near-dead candelabra with flickering candles that glow like failing fluorescent bulbs. Notes scatter the floor in Deep Speech.

One wall section contains jars: a preserved head, a preserved hand, and four jars each containing a single tadpole-like creature swimming in rubbing-alcohol-smelling liquid. The room faintly smells of fermentation.

Arcana Checks & Identification:

  • Orimene (Arcana 12): Identifies one circle as a partial binding/summoning ritual, notes the others are required.
  • Penelope (Arcana 13, reroll): Same reading as Orimene, plus the sensation that the space feels safe—no immediate danger detected.
  • Puck (Arcana 18—highest roll): Identifies all three circles as part of a single summoning ritual. The pattern could pull something in from another plane or push something out.

The Circles Activate:

  • Penelope steps on circle 1: Static electricity feeling; hair stands on end.
  • Puck steps on circle 2: Both circles light up brilliantly. Candles grow taller.
  • Orimene steps on circle 3: All three circles ignite with brilliant light. Candle flames reach forearm-length.

Session End:

The three party members stand on glowing summoning circles as the candles flare. Anar remains at the doorway, curtain rod jammed through the mimic's mouth, holding it in place. Cliffhanger: What happens next? What are they summoning?

Full Roll Log

Time Character Check/Roll Result Outcome
~20:00 Puck Performance (identify music) 24 Identifies ritual/religious music from 2nd floor as ominous and ceremonial
~20:00 Anar Strength (carry bottle out of room) 17 Fails; bottle too heavy to leave the room
~22:00 Anar Wisdom save (Jeremy's presence) 17 Pass; not frozen by fear
~22:00 Puck Wisdom save (Jeremy's presence) 20 Pass; not frozen by fear
~22:00 Orimene Wisdom save (Jeremy's presence) 3 Fail; frozen stiff by fear
~22:00 Penelope Wisdom save (Jeremy's presence) 10 Pass; not frozen by fear
~22:30 Party (combined) Strength (break through door) Puck 4, Penelope 5, Orimene 11 Fail; all three fall through door together
~22:45 Anar Animal Handling (calm Jeremy) +5 mod Success; Jeremy partially calms
~22:50 Orimene + Penelope (assist) Medicine (diagnose Jeremy) 17 Success; identify severe magical allergic reaction
~23:00 Puck Nature (identify pollen) 18 (implied) Success; identifies pollen as thought-manifestation by room
~23:15 Anar Wisdom save (gibbering aura, DC 10) 17 Pass; resists confusion
~23:15 Puck Wisdom save (gibbering aura, DC 10) 20 Pass; resists confusion
~23:15 Penelope Wisdom save (gibbering aura, DC 10) 10 Pass (barely); resists confusion
~23:15 Orimene Wisdom save (gibbering aura, DC 10) 3 Fail; 5 psychic damage, walks into wall confused
~23:30 Anar Athletics (grab Orimene and escape) 16 Success; hauls both Orimene and himself to safety
~1:28:00 Orimene Perception (deer head plaque) 14 Success (10ft away); notices scratch arcs around plaque
~1:35:00 Anar Initiative (vs. Mimic) 1 (natural 1 fumble) Fail; vomits wine all over himself and mimic
~1:35:00 Penelope Initiative (vs. Mimic) 19 Win initiative
~1:35:00 Mimic Initiative ~14 Acts second
~1:35:00 Puck Initiative 12 Acts third
~1:35:00 Orimene Initiative 4 Acts fourth
~1:40:00 Anar Acrobatics (steer mimic with curtain rod) 15 Success; maneuvers mimic effectively
~1:42:00 Penelope Insight (recall scratch arcs pattern) 12 Success; realizes plaque is trigger mechanism
~1:44:00 Anar Acrobatics (skewer mimic's tongue) 14 Success (with critical mishap); pins tongue on both rod ends (11 total damage)
~2:05:00 Orimene Arcana (circle identification) 12 Partial success; identifies binding/summoning, notes multiple circles needed
~2:05:00 Penelope Arcana (circle identification, reroll) 13 Success; same as Orimene, plus safety intuition
~2:05:00 Puck Arcana (circle identification) 18 Best result; identifies full ritual pulling something in or pushing something out

NPC Status

NPC Role Location Status Notes
Zala Spider-cursed wizard, research partner Third floor, Room 8C Meditating (exhausted) Wants Great Snake Map. Provided spellbook & lantern. Rules: don't cast spells while she meditates.
Winston Ghost butler, mansion staff Throughout mansion Active Appears when clapped for. Raised Jeremy from tadpole. Slightly superior in tone.
Jeremy Gibbering Mouther, Zala's pet First floor, Eastern guest room (normal) Suffering from pollen allergy Not intentionally evil; genuinely distressed. Lives in guest room. Gibbering aura DC 10. Can be calmed with empathy.
Marcos Delphi Researcher, primary mission target Unknown (believed in mansion) Condition: hemophiliac without Codex Has magical blood. Stole Zala's work. Needs the Codex to survive. Mission: retrieve or rescue him.
Old Crow Eldritch entity/presence Throughout mansion (planar) Active CRITICAL: Never speak its true name again. Name summons shadow creatures and creates rifts. Only call it "Old Crow."
Four Purple-Cloaked Cultists Unknown operatives (Session 1) Basement (presumed) Unresolved encounter Encountered in Session 1. Status unknown. Likely still in basement.

Items & Resources

Item Holder Status Notes
Zala's Spellbook (loaned) Puck In use 9 spells, each usable once before Zala must reattune. Spells: Arcane Lock, Detect Magic, Detect Thoughts, Knock, Mage Armor, Magic Missile, Phantasmal Force, Shield, Suggestion.
Hooded Lantern Party (unknown who carries) In use Gift from Zala. Permanent protected flame. Requires oil for fuel.
Black Protective Dust All party members Active (~1 hour) Applied by Zala. Grants +1 AC for ~1 hour from application time (~20:00).
Anar's Net Anar Destroyed Destroyed by Mimic when it broke free. Net AC 10, 5 HP.
Top-shelf alcohol (bottle) Guest room (manifestation) Destroyed Manifested by guest room. Mimic destroyed it. Cannot be removed from room.
Iron Curtain Rod Anar (makeshift weapon) In use Ripped from guest room. Used as improvised weapon (d4 damage). Currently pinning Mimic's tongue.

Active Story Hooks

Cliffhanger: The Summoning Circles

UNRESOLVED — Three magic circles are now fully activated with brilliant light. What happens next? Are Penelope, Puck, and Orimene summoning something in or pushing something out? What's the ritual's true purpose?

Ritual Music from the Second Floor

UNRESOLVED — Puck identified ceremonial, religious music coming from the 2nd floor around 20:00, growing louder and more ominous. Party has not yet investigated its source. Connection to Zala's ritual work?

Marcos Delphi & the Codex

PRIMARY MISSION — Marcos is bleeding out without the Codex. His magical blood keeps him alive, but the Codex is essential to his survival. Location unknown. Zala confirms he stole her research.

Great Snake Constellation Map

UNRESOLVED — Zala needs this map from the basement to break her spider curse. Party has not yet retrieved it. Location: basement (exact room unknown).

Old Crow & the Entity

DANGER — The entity's true name must NEVER be spoken again. Speaking it summons shadow creatures and creates rifts. Only refer to it as "Old Crow." Zala has been nullifying its effects via ritual. Exhaustion may make her vulnerable.

Westernmost Room (Potions Storage)

FORBIDDEN — Westernmost room on first floor contains potions in a curio closet. Room creates an eldritch rift if the door is opened. Off-limits until party understands more.

Mimic Encounter (Ongoing)

CONTAINED — Mimic is pinned with curtain rod through its tongue at secret room doorway. Party has escaped into secret room. Mimic remains trapped but not defeated. Will it escape?

Deep Speech Notes & Mystery Containers

INVESTIGATION NEEDED — Secret room contains notes in Deep Speech and jars with: a preserved head, a preserved hand, and four tadpole-like creatures in rubbing-alcohol liquid. Origin and purpose unknown. Connection to Marcos? To the entity?

Four Purple-Cloaked Cultists

UNRESOLVED — Encountered in Session 1, presumed still in basement. Allegiance unknown. Connection to Old Crow? To the summoning circles?

Mechanics Established

Ritual Magic Immunity to Wild Surges

Rule: Ritual magic is completely immune to wild surges. Only instantaneous magic triggers wild magic surges. Zala has been using ritual magic to suppress surges in this location; without her, many more would occur. Her exhaustion means surges may return to normal frequency.

Guest Room Manifestation System

Rule: The eastern guest room on the first floor manifests physical reality based on occupant thoughts and desires. What occupants think about, the room creates. Important: items manifested by the room cannot be removed from it—they resist being taken out and must be left behind. The room also responds to collective focus (e.g., thinking the pollen away).

Trigger Words & Cellar Access

Established: "Hrolfrak" is a trigger word that opens doors to the basement level. Orimene knows this word. Other trigger words may exist.

Entity Naming Taboo

CRITICAL RULE: The entity's true name can never be spoken aloud again. Speaking its real name summons shadow creatures and creates eldritch rifts. Players must only refer to the entity as "Old Crow." This rule has no exceptions.

Gibbering Mouther Behavior (Jeremy's Case)

Established: Gibbering Mouthers are not inherently evil creatures. Jeremy is a confused, suffering pet with a severe magical allergy. He can be calmed with empathy and gentle handling. His gibbering aura (DC 10 Wisdom save) causes confusion and psychic damage (5d) to those who fail.

Summoning Circles & Ritual Structure

Established: Three magic circles form a single summoning ritual. The ritual's purpose is ambiguous: it could pull something in from another plane or push something out. Stepping on each circle in sequence activates the ritual. Brilliance and candle height increase with each activation. The ritual requires all three circles to activate fully.

Mimic Combat Behavior

Established: Mimics in this location mimic mundane objects (deer head plaques) and only reveal themselves when threatened or when the object is attacked. They have prehensile tentacles and high Strength. They can be restrained or pinned with improvised weapons. The mimic in the dining room can be kept pinned with the curtain rod.