Again, Kelvin will not find a trap or a lock on the door.
This bedroom features a child-sized bed, a chair next to a toy box, and a looming stone fireplace big enough for a child to get lost in.
DC 20 Perception:
You hear the sound of a child sobbing.
@Elektra:
Elektra suddenly becomes convinced that your parents are trying to kill each other, and that whichever of them survives will be coming to kill you next; you have a vision of your mother, wielding a torch, and your father, festering with tumors and wielding a long knife, both struggling to kill each other. The vision then passes as fast as it occurs. Elektra must make a DC 14 Will save to avoid taking 1d4 points of Wisdom damage from the mind-numbing terror of the sight. If you fail the save go ahead and roll the 1d4 Wisdom damage.
hp52/52 AC 17|T 16 |FF 14, F +4|R +5|W +7, Init +4, Per +17
Will:1d20 + 4 ⇒ (16) + 4 = 201d4 ⇒ 3
Suddenly feeling the house take effect Elektra falls to the floor.
"No, no, you can...GET OUT OF MY HEAD!.. this vile monster killed his family."
hp52/52 AC 17|T 16 |FF 14, F +4|R +5|W +7, Init +4, Per +17
"Thanks Brandark, I am fine again. Remind me, if I meet the owner of his house to put my wand of shocking grasp into his mouth and empty it. OR maybe another opening of his body."
With a more or less graceful motion Elektra stands up and shakes her head to clear it of the memories.
These double doors were locked, but Kelvin easily picks them.
When Brandark opens the door he sees a large room featured with two padded chairs and a long couch facing a wide alcove lined with stained-glass windows. These windows depict a diverse array of animals and plants—from north to south are a large pale and ghostly scorpion, a gaunt man holding out his arms as a dozen bats hang from him, a moth with a strange skull-like pattern on its wings, a tangle of dull green plants with bell-shaped fowers, and a young maiden sitting astride a well in a forest while a spindly spider the size of a dog descends along a string of webbing above her.
DC 20 Knowledge (arcana):
You identify all five of the subjects in the windows as classic spell components for necromancy magic (scorpion venom, vampire’s breath, the tongues of deathwing moths, belladonna, and the heart of a maiden slain by poison)
DC 30 Knowledge (arcana):
You recognize that these components are materials needed for several known lich apotheosis formulae.
hp52/52 AC 17|T 16 |FF 14, F +4|R +5|W +7, Init +4, Per +17
Conferring with her familiar Elektra tries to get an idea and suddenly she starts making the most dreaded sound of all .."OH...OH." Karc:1d20 + 14 + 2 ⇒ (15) + 14 + 2 = 31 "This is not good, not good at all. Someone wanted to transform himself into an lich! The undead spellcaster hard to kill, full of VERY ugly spells and evil to the very core!"
hp52/52 AC 17|T 16 |FF 14, F +4|R +5|W +7, Init +4, Per +17
Again Elektra and her familiar stick their heads together to have a little talk
KRel:1d20 + 10 + 2 ⇒ (6) + 10 + 2 = 18 How to kill a lich? "Well, I have to buy a decent book about that topic, but I guess smash it to pieces, positiv energy and mighty magic. As always!"
"How to kill anything that is or was human. Remove its head from its shoulders." Garrath bristles, idly running fingers over a bone necklace. "I do not like this place. We should finish what we need to do here...quickly" He looks about eyes a little wild, the rise and fall of his broad chest visible as he takes deep breaths.
Kelvin doesn't hear anything, even the sobbing coming from upstairs. ;)
He likewise doesn't find a trap. The door is not locked.
When Brandark opens the door, he sees a stone fireplace in the northwestern portion of this chamber. Paintings hang on the walls to the north (3) and south (5), each covered over with a thick sheet of dusty cobwebs that obscures its subject from view.
Brandark reveals a portrait with a small bronze plaque that reads Traver Foxglove. He is tall and thin, with a very narrow face and a thin mustache. There are four more on the South wall.
The first painting on the North wall has a plaque that reads Vorel Foxglove. He appears to be a tall, middle-aged man with long dark hair, a clean-shaven face, and dark blue noble’s clothes. He too has a narrow face, but not as narrow as Traver's.
As Stone moves to uncover the rest of the paintings in the room, Kelvin grips the dogslicer and stares intently at each painting he uncovers, ready for what happens next.
The paintings and bronze plaques remaining are the following:
North
Kasanda Foxglove - Kasanda is a stern-faced brunette woman with wisps of gray in her short hair and a flowing blue dress. Kelvin will recognize this woman as her fearful spirit briefly inhabited him.
Lorey Foxglove - Lorey is a pretty little girl with dark curly hair and a frilly blue dress. Kelvin heard her name called out in his vision.
South
A young Aldern.
And finally, Sendeli and Zeeva Foxglove, both pictures of young dark haired girls.
As Stone uncovers the paintings, Kelvin will not notice anything out of the ordinary.
As the last picture is uncovered, Perception 15:
You notice the room getting colder.
Then everyone notices the room temperature dropping dramatically. Breath frosts in the air and fingers of rime slither across the walls. The figures depicted in the portraits suddenly shift from paintings of living people to those of dead folk. Kasanda and Lorey slump into misshapen, tumor-ridden corpses. Traver grows pale as a long cut opens in his throat and blood washes down over his chest. Cyralie blackens and chars, and her arms, legs, and back twist as if broken in dozens of places. Aldern’s flesh darkens with rot, his hair falls out, and he deforms into a ghoul-like monster. Both Sendeli’s and Zeeva’s portraits frost over but otherwise remain unchanged. Vorel’s entire portrait, frame and all, erupts into a sudden explosion of fungus and tumorous growth. This wave of fungus and disease washes over the entire room in seconds before the room suddenly reverts to normal.
Everyone sees this and must make this save.
DC 15 Fort if Save:
You notice nothing different on yourself or others.
DC 15 Fort if Fail:
You notice tiny splotches of mold and tender red bumps on your fesh.
Garrath will not recognize any of the portraits as being the one he danced with.
"By the gods! This house grows more and more foul. He turns towards the others to make sure they are alright. He stares at the space where Vorel's painting hung. "This whole family is cursed. Vorel is tied to it somehow. All the mold throughout the house and *his* painting is the one that erupts? What did he do?"
"Creepy. I noticed it starting to get cold too as the Cleric was clearing off the last portrait. But I see nothing wrong with your arm. You must be imagining it," the normally quiet Elf had a lot to say.
@Kelvin:
You will think Shalelu is mad. The splotches of mold and tender red bumps are very real to you.
Cleric of Sarenrae Init +4; Perc +4 AC 23 T 13, FF 21 Fort +9, Ref +5, Will +11 5/5 Channel 5d6
fort:1d20 + 5 ⇒ (11) + 5 = 16 That's it I'm not touching anything else in this house. We should definitely burn this place to the ground thenconcentrate the ashes.
Kelvin let me have a look at you. Heal:1d20 + 13 ⇒ (9) + 13 = 22 detect magic
Stone does not diagnose any Disease on Kelvin....for now.
Where to next?
FWIW - Heal Checks will help you improve someone's save versus a Disease. You need a Diagnose Disease spell to detect a disease in someone who appears to have no symptoms of a disease.