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Episode 4 - When the Lights Go Out, Part 1 - Notes

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Episode 4 - When the Lights Go Out, Part 1 - Notes

DM Notes

Scene 6 - Hallway of Scholars

Room 2 on the map

If Shae is absent: Shae starts to stumble, fatigued from the battle. Captain Russo steps in to catch her before she hits the floor. He speaks up, "She needs some fresh air. I can take her outside with the rest of the guards."

Slim will use Shae as a convenient excuse to get away from the party. If he's allowed to take her outside alone, he instead leaves her in the Grand Hall near the front door and heads to the tower. If the party goes with him, he'll wait outside with her and then re-enter the mansion and head to the tower.

The Hallway of Scholars is 4 squares wide and 10 squares deep extending from the Grand Hall east. In the far east wall is a wooden double door that leads to the Master Bedroom. There is a 2 square opening in the south wall leading into the Great Library.

The grand hall opens up into a large dark hallway. You can make out the faint outlines of several statues lining the hallway. These statues have been carefully carved out of marble. An almost inaudible dripping sound is emanating from the far side of the hallway.

Blood Dripping

North wall statues (West to East)
Ruined Statue
This statue is of a female humanoid. The head has been removed making it impossible to identify her. She is garbed in flowing robes that reach the base of the statue. In her right hand she holds an open tome.
Ruined Statue
The upper half of this statue is missing. A disembodied hand grips a large staff attached to the base. A gem seems to be missing from the staff head.
(Female Elf) [Ansris Arii]
This statue is of a female elf. Her gaze is fierce and seems fixed upon the party. Her left hand is open palm side up, her fingers closing to grasp an object. A thick liquid is dripping from her palm.

A History check (DC 15) by Simmah or Lira can identify the female elf.

The liquid is blood that is dripping from the corpse of an Asp that is staked to the ceiling. The vaulted ceiling makes it difficult to see the body. The blood has pooled slightly around the statue.

South wall statues (West to East)
Eldin Thertylian
A male fey stands with his arms crossed in front, supporting a bundle of scrolls against his torso. His gaze is fixated on the ceiling as if he can see something moving in the darkness.
Ketham Lorekeeper
A thin, tall fey stands with his head angled down looking into a small book. His left hand holds the cover of the book while his left thumb holds a small shard of glass against the left page. His right hand holds a quill pressed against the right page of the book.
Ruined Statue
This statue lies broken and has crashed through the wooden wall behind it. Whatever force was applied to it was enough to shatter it making it impossible to identify the model.

The WAGER members can recognize Eldin as their former employer. Everyone but Lira can recognize Ketham.

Scene 7 - Great Library

Room 4 on the map

The Great Library is 6 squares deep and 10 squares wide. It opens out into the Hallway of Scholars.

This rooms opens up quickly into a large space. Bookshelves line all the walls from floor to ceiling filled with books of every imaginable size and shape. Just off to the right side of the entrance is a scroll sitting atop a pedestal.

The scroll is magical and the writing will shift to the title of the book the reader is looking for. If the book does not exist in the library, it will goto the alphabetical spot where the title would be. The scroll is readable by any person who can read at least one language and changes to the reader's preferred language.

Several couches and armchairs are situated neatly around the library. One of the armchairs is occupied by human shaped figure.

There's a dead assassin in one of the chairs closest to the southern wall. A male tiefling with the asp tattoo on his bare chest.

Moving into the room more than three squares deep will trigger the bats to attack. The spider will jump in once the bats are engaged.

Giant Bats

Encounter - 350xp 70xp per character
The deathjump spider is hiding beneath the rubble caused by the ruined statue in the northeast corner. The shadowhunter bats are lurking in the southwest corner of the ceiling.
Shadowhunter Bat [x3]

Encounter - 175xp
Deathjump Spider

Scene 8 - Hallway of Scholars

Room 2 on the map
Stalked in the Dark

About 10 feet from the door lies a humanoid body.
It's a female human Asp assassin. She bears the asp tattoo on her right ankle.

A Perception check (DC 20) notices the changes in the statues.

A slight chill runs up your spine. Something about the statues in this room is off.

  • The female elf statue has closed her palm with the blood in it.
  • Ketham is now looking at the body instead of his journal.

Scene 9 - Master Bedroom

Room 3 on the map

Before you lies a set heavy wooden doors. Engraved in each door is a three-pointed crown.

The heavy double wooden doors are locked which require a Thievery check (DC 20). The Master Bedroom is 10 squares wide and 6 squares deep. Lira can recognize the three-pointed crown as the symbol of one of the Eladrin royal houses.

This room is rather long, only the keenest eyes in the party can make out the south wall. A desk is sitting beneath a dark window on the north wall. A lifeless body sits slumped atop the desk in a chair.

The lifeless body is a female human Asp assassin.

Situated in the middle of the room is a large two person bed. Two large three-pointed crowns are carved into the headboard. A heavy quilt is spread across the mattress with a few lumps underneath it.

A Perception check (DC 20) reveals a small chest underneath the bed.
Treasure Lifedrinker (+1) dagger in the chest, 260 gold pieces and three ambers.

Two tall dressers are situated against the west wall. Some of the drawers are missing and others are fully extended. Piles of clothes lie strewn across the floor between the dressers and the bed.

A full-length mirror sits in the southwest corner. An impact of some sort broke the reflective surface and a few shards have fallen out of the frame.

Encounter - 600xp
Five skeletons are reanimated if the chest or the bed is disturbed. One rises from the bed. Two crawl out from beneath the bed. One stands from behind the far dresser. The last one is in one of the piles of clothes in front of the closer dresser.
Skeleton [x4]

Scene 10 - Hallway of Scholars

Room 2 on the map

A Perception check (DC 20) notices the changes in the statues. Grant a +5 bonus if they previously noticed the statues.

A slight chill runs up your spine. Something about the statues in this room is off.

  • Ketham has brought his quill back to his journal.
  • Eldin's head has turned to look into the Grand Hall

A light piano song is drifting through the Hallway from the Grand Hall

Scene 11 - Grand Hall

Room 1 on the map
Promise (Reprise)

The Grand Hall is roughly 10 squares by 10 squares inscribed into a circle.

An upright piano is against the northwest portion of the room. An elf child spirit is playing the piano.

As you move closer to inspect the piano, the song comes to an abrupt halt.

If they look inside the piano: You are unsure how anyone could play this instrument. Several of the strings are missing or snapped.

If they try to play a few notes: As your fingers glide across the keys it becomes readily apparent that the piano has not been tuned in a long time. Most of the notes are flat and some keys didn't make any sound at all.

The only exits in the hall are into the two Hallways and out the front door which is now locked from the outside.

Scene 12 - Hallway of Heroes

Room 5 on the map

The Hallway of Heroes is 4 squares wide and 10 squares deep extending from the Grand Hall east. In the far west wall is a wooden double door that leads to the Children's Bedroom. There is a 2 square opening in the south wall leading into the Training Room.

The grand hall again opens up into a large dark hallway. You can make out the faint outlines of several marble statues lining the hallway. A double door is in a familiar place against the west wall. Another set of doors is in the south wall.

The Seduction

South wall statues (East to West)
Aelasyl Thertylian
A well-armored eladrin stands with two elven longswords gripped in a defensive stance. He bears an eight-pointed star diamond upon his armor.
(Female Drow) [Ohtarael Firatria]
A short, thin elf carries a heavy mace in one hand and an oval with a dragon attached by a chain to her wrist. She seems to be mid-shout while brandishing the symbol.
Ruined Statue
This statue is missing it's head and most of the right side of it's torso including an arm.

North wall statues (East to West)
Eladin Thertylian
A tall male fey stands with an eight-pointed star diamond across his heavy shield. His longsword is raised above his head as if leading a charge.
Ruined Statue
All that remains of this statue is a pair of heavy boots attached to the marble base.
(Female Catfolk) [Néshira]
A female catfolk crouches on her marble base with her head is covered by one of the curtains from the windows. Her sword arm is pulled back ready to stab with her rapier. The markings on her arms and legs announce her family as the Stalking Dawn clan.

Encounter - 600xp
The animated statues will come alive if touched or if anyone approaches the children's room in the western doors.
Animated Statues [x4]

Scene 13 - Training Room

Room 7 on the map

This room is filled with training dummies, empty weapon racks and armor mannequins. Groans fill your ears as several zombies move out of the darkness towards the doorway.

A Perception check (DC 15) finds the not well-hidden body of Captain Russo.

Encounter - 750xp
The zombies attack as soon as the doors are opened.
Zombies [x6]

430xp
2012xp
2250xp
238xp