Difference between revisions of "9 Nightingale Way"

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|data7 = [[List of Adventures Taken|The Ranger's Gate]]
 
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|data8 = [[List of Adventures Taken|139]]
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|data8 = [[List of Adventures Taken|137]]
 
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Latest revision as of 05:43, 15 September 2021

9 Nightingale Way
Type Dungeon
Status Explored March 908 TA
Location Teufeldorf
Hex 5211
Campaign The Ranger's Gate
Adventure # 137
Map-teufeldorf city 2.jpg

Happenings in the City-State of Teufeldorf

You are in the City-State of Teufeldorf. It is March 1, 908 TA. The Second War of the Reaches ended three months ago. A treaty signed between the Crown and the Old Kingdom returned the city to King Fleetwood's control on the New Year. With calls for his removal now a distant memory, the King's focus is turned towards walls and ramparts - Teufeldorf Castle is undergoing extensive repairs. With the exception of a modest town guard, the army has been disbanded allowing soldiers to return to their homes, families and livelihoods. What is left of the town guard are war-weary veterans back after nine years of fighting and now doing their best to quell any major problems but letting the citizenry sort out the small stuff.

After occupation by the enemy and nine years of war, the city's economy is in shambles. Merchants are scrambling to come out of hiding and rebuild their trade. Supplies are low and prices are high. The Family is ramping up business amidst the chaos. For the enterprising merchant, this is a time of great promise. While the wealthy still live in their mansions by the sea, the citizens, crippled by war-time taxes, are seeking normalcy and prosperity. The churches of Teufeldorf are full once again. Likewise, the pubs are doing a rousing business. It is a grim time, but also a time for hope. There are no threats to the peace. At least, none that are commonly known.

The Beginning

It is dusk on March 1, 908 TA. The sky is overcast. It is damp and cold, a breeze comes from the west blowing through the leafless trees of the city. It is the night of the New Moon.

You have found yourself drawn to the ramshackle old townhouse at 9 Nightingale Way. Nestled between the Military District to the north and the Poor Quarter of town to the southeast, the house itself was once quite elegant - probably the home of an army officer. Its facade is three stories made of stone with three stone gargoyles still sitting on a small ledge under the eaves. The stonework is crumbling in places, but the structure appears sound. The upstairs windows are boarded over.

You note with some distaste, the tang of iron in the air. Several wolf carcasses have been piled at each end of the street - undoubtedly leftovers from the Shepherd's Day celebration the previous night.

In your hand, a ragged flier reads, "Lodgers sought - 9 Nightingale Way. Room and board in exchange for light housekeeping duties. Apply after dark." You cannot remember when you picked the flier up or even coming to the house. But, here you are. The sun is setting, and you have heard rumors that a monster has been seen in this district. The details are sketchy, but it always appears after dark, and it grows more ferocious every day.

There is a note tacked to the front door. It reads "ENTER and wait in the Entrance Hall".

9 Nightingale Way

9 Nightingale Way - Ground
9 Nightingale Way - First
9 Nightingale Way - Second
9 Nightingale Way - Basement

Mr. Dourmoor

A tall, pale, thin man with strangely full lips appears in front of you. He is dressed in formal black clothing and carries a walking stick that is very straight with a crystal ball on top. He appears otherwise unarmed.

Welcome to my home. I see you have come about my advertisement.

My wife and I and two young children - the twins - came recently from the Eastern Reaches. I am an accountant, but I have an allergy to light which makes working at day difficult. The house will need to be kept dark at all times. I am looking for discrete borders who will take care of the ground floor of the house, answer the door, make the place look lived in. We will care for the upstairs. There is only one rule.

Do not cross this rope to go upstairs. No matter what you hear. My wife has a medical condition as well, so sometime you will hear strange noises. My children, well, they are children and like to play rough at times. I'm sure you understand.

I can give you a small stipend for household items - shall we say 50 gold a month paid on the first day?

  • Mrs. Dourmoor - a tall, thin figure wrapped in black. The tall figure holds a small black leather bag. Black dragon bag - worth a fortune.
  • Anastasia Dourmoor, Zachary Dourmoor - they sometime sit out on the ledge at night - appearing to be a fourth and fifth gargoyle.

The Legend of the Nightingales

Mr. Dourmoor bought the house from Old Man Brummeister who lived in the house previously. Brummeister told Dourmoor that it was the old Nightingale home. The family left during the Second War of the Reaches and never returned. Brummeister picked it up from the Crown for a song and lived there for several years before deciding to retire to the Grey Havens.

Old Man Brummeister (old man with a fringe of white hair, uses an old sword cane, not as decrepit as he looks). Is a banker of sorts, buying homes from those who were murdered. He knows the secret:

It is said that this house once belonged to a family called the Nightingales - although they were not blood relations. There is some conjecture that they were a group of young pickpockets and thieves that took up residence in the old house. The Nightingales were watchfolk for the Family - honing their skills to one day join the ranks. It said that one day, all the Nightingales were found murdered in this house - their spirits destined to keep between these walls until their souls can be revenged.

NOTE: The killer is the Cook, Mrs. Klara Black. Who will come back by the house and offer her services. She is a poisoner, but she works at the local bakery. One day, the group will find her crying outside and "take her in".

The House

Inside, the house is dark with heavy drapes covering leaded glass windows - giving this once cheery space a claustrophobic feel. The interior is filled with dark wood and copper fixtures now green with verdigris. The heavy furniture is leather with dark wood and green fabrics - again slightly threadbare.

The main level is divided into several rooms each connected by a hallway of carved oak. Two large mirrors at the front of the house have been covered by black tarps. The two front rooms have been made into bedrooms with accommodations for seven. A small kitchen is well stocked. A back door leads out to a small garden and then onto Cutpurse Alley.

A stairway leads up to a second floor. A velvet rope has been looped over two copper hooks - barring easy entry to the upstairs.

Things to Find

  • The mirrors are actually two-sided - i.e., reflective in both directions. They are 8' wide and about 8' tall - reaching from floor to ceiling. They are in mahogany frames - the bottoms of which are scraped up (from being pushed into the slots). For their size, they are remarkably light. They radiate both an aura of illusion and divination. KEYS TO THE UNDERSTAIRS.
  • The third mirror is currently outside (put there by Mr. Dourmoor). It will reappear upstairs if used - and Dourmoor will put it back down.
  • When first taken down, each mirror will flash an image into the head of someone touching the mirror. The word "Killer" will echo through the mind of the person - said in the voice of a child. CLUE TO THE NIGHTINGALE STRANGLER.
  • On one of the bookshelves is a book entitled Teufeldorf and Environs - dated from 845 TA, it is a somewhat common travel guide. Stuck into the book is a slip of paper. It contains a drawing by Emma Nightingale - who was killed with her siblings by the strangler. CLUE TO THE UNDERSTAIRS.
The Understair Map 01.jpg

If you point me south, I’ll make it go north
And point me north, I’ll make it south go forth.
If this makes you sad, I’ll be sad as well,
So smile at me, in happiness we’ll dwell.

The Mirrors

Touching the mirror will cause all of those to have a brief flash (one card drawn for each person touching the mirror). This will happen only once a week. Afterwards, the aura of divination will be gone - only the aura of illusion will remain.

The mirrors are unbreakable, and they always return to their "wall" after being used downstairs.

The Basement

Taking down the large mirror under the stairs, reveals the outline of a door without any apparent keyhole.

DC 15: Notice that there is a notch in the molding that, when pressed, snaps open a door.

This is a Spring-Loaded Panel (CR 1) trap which opens the door while simultaneously dropping a hidden panel from above to knock the opener down the stairs.

  • Type mechanical: Perception DC 20; Disable Device DC 20
  • Trigger touch: Reset manual
  • Save if triggered: (Reflex DC 15 avoids; 20 foot fall, 2d6 damage)

Underneath the stairway lies a set of stone steps, narrow and steep. They are slightly moist and the room below has musty, earthy smell to it. There is a blackish light coming from the bottom of the stairs.

The walls of this room dimly glow with an eerie black light. Painted on the walls are a number of glowing spots. On the floor, nine X-shaped grooves have been cut into the floor. Each is about 8 feet long, 2 inches wide, and 4 inches deep.

  • The spots resolve to be sets of eyes.
  • Footprints leading to the SW corner (where the hidden stairs are)
  • The room radiates an aura of enchantment (compulsion) [mind-affecting]

Each square in the grids below contains either a person lost in the hall of mirrors, or a diagonal mirror. The numbers at the sides of the square indicate how many people can be seen from that location when looking either horizontally or vertically.

We have determined that six companions must stand on the X's in addition to the three mirrors. The eyes must see the correct number of adventurers from their location in order to open the passageway to the Understairs.

9 Nightingale Way - puzzle01.jpg
9 Nightingale Way - puzzle01a.jpg

The Injured Cavewight

You hear the sounds of something outside the window feeding rending and tearing flesh and bone. Perhaps a large dog.

Looking out, you see a humanoid creature with a jackal-like head, a mouthful of fangs, and large round eyes with slit-pupils of gray. Its grayish skin is covered in patches of coarse black hair. One membranous wing protrudes from its back. Another stump of a wing drips with a black ooze. The creature's hands and feet end in sharpened claws.

You notice that it is using just one arm - the other is broken. This is an injured cavewight. It cannot fly.

If defeated (and bragged about), the local constabulatory, Lieutenant Greyriver - a female dwarf veteran who will come to investigate. She is a mountaineer on loan from King U-Gene to help with matters in Teufeldorf.