The Artist, Part 1 (Sarenith (VI) 18th, 4709 AR)
The evidence pointing at Imron Gauthfallow as the culprit responsible for the recent crimes is very convincing. The heroes arrived at his home. Nestled among the homes of lesser aristocracy and well-to-do artisans, merchants, and craft folk stands a tall, austere home of rigid angles and simple decorations surrounded by a high wall covered in flowering vines. A plaque near the front gate reads "Imron Gouthfallow, Retired."
Gauthfallow Manor Features
The manor resembles a small keep, with
a 10-foot-high stone wall surrounding the property, broken only by a tall gate
at the front, facing Sandalwood Lane. The surrounding walls are 5 feet thick
and topped by short spikes. The gate is 10 feet high, 2 inches thick, and was locked.
The exterior walls of the manor are 1-foot-thick
reinforced masonry rising to crenellations and merlons surrounding a flat roof,
with a 3-inch-thick reinforced iron and wood outer door kept secure with a faint abjuration aura (in addition to its regular lock). The interior walls are wood and stone combinations. Aside from the one in the ceiling over the
vaulted entry chamber, the windows throughout the manor are 2-foot-wide by 5-foot-tall
stained glass that open inward. Each window the heroes checked has a good latch and is warded with
a moderate abjuration aura.
Most rooms have a glowing insubstantial lantern floating near the ceiling at the room's center. The floors throughout most of the keep are smooth, fitted flagstones of dark green marble covered in places by thick rugs.
Ground Level
The heroes noticed signs partially covered in the vines growing around the bars of
the fences. The signs say "Beware of Dog."
The iron fences led to and
completely surrounded the front porch. An iron grill opened from the porch to the
yard.
There was indeed
a dog prowling the yard. A massive hell hound prowled the yard, ready to
devour unexpected guests.
A full-grown Nessian hell hound openly guarding Imron's home might have raised a few eyebrows and attracted unwanted attention, so magic was placed on Killer to make him appear as a normal – albeit heavily muscled and
ferocious-looking – mastiff wearing a leather collar with his name engraved in bold
letters on a tag hanging from it.
When the heroes got halfway up the gravel path, Killer trotted around the southeast corner of the manor and charged up to the fence, barking and snarling at them. Killer then breathed fire and battered the fence to get at them. Killer breathed on his enemies, then targeted Gryxxa to trip and rip apart with his fiery bite and claws. The heroes killed Killer.
Grand Foyer. This chamber is lit by a softly glowing, semi-translucent lantern suspended in the air halfway up to a magnificent stained-glass window in the ceiling depicting a red dragon and a knight on a white charger facing each other. Across from the doorway, a winding carpeted staircase ascends to a balcony, from which hang tapestries depicting strange and exotic heraldry. A corridor under the staircase leads to areas deeper within the manor.A golden tasseled rope in the southwest corner hung from
the ceiling to within a foot or two of touching the green marble flagstones. On
the other side of the chamber, an open ledger with quill and inkpot sits atop a
small table.
Four painted servants stood hidden behind the tapestries and attacked the heroes. They looked human on first
glance, but their coloration was a little richer than real humans and their
movements were supernaturally lithe. Each of them wore leather armor under
servant’s livery. In addition, the tasseled rope hanging from the ceiling was animated. It attacked the heroes when they came within reach.
The animated rope attempted to slams foes. It attacked until destroyed.
The painted servants tried to slam the heroes. They fought until destroyed.
The sounds of
combat, especially the clanging bell at the upper end of the animated rope as
it attacked, probably alerted the occupants of the manor to trespassers.
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