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Kithian doesn't need to lead, you can keep the same order ploracladin smallangel has darkvision so she can take point again like upstairs.
Ah I see what you mean Cam, no there is only one set but it is stashed off through a door much like a servant's staircase but seems to be the only one.
Clarify your order and then I will take you downstairs...
Sayniek pulls up the rug and is rewarded for her work with an elaborate circular symbol indeed made from mold stained into the very fiber of the wood. Stepping back and considering it you all note that it has the appearance of a spiraling staircase turning ever so downward to some undefined destination...
So my post got eaten...or I hit preview instead of post and congratulated myself and walked away...probably that one, sorry.
The group descends back to the ground floor, the occasional wail of the undead woman upstairs or wind peaked groan of the house punctuating the otherwise eerily silent house.
Once more the group finds itself in the foyer with the strange manticore as they shuffle off the stairs and extend their search on this level. Weaving through the rooms the group is greeted with more strange oddities.
A dining room, wash room, lounge, parlor and library are all rooms on this level. With strange knick knacks and more stained glass with odd depictions marking the various corners of the house. Save for the connected dining room the group is sure to stay in the foyer/hall and not enter any of the rooms having become overly cautious given their experiences upstairs.
A staircase is discovered that leads down parallel to the staircase that went upstairs. Also the group notices a strange pattern mostly covered by a rug in the transition area between the foyer and the dining room...
Stairs down but I didn't want to presume that you flip up the rug through the pattern looks elaborate from what you can see. Let me know if you want any more detail on a specific room but I figure at this point you guys pretty much refuse to go anywhere if you can help it, lol
Sorry got hit by some nasty crud and my mind has been out of it...in fact I thought I posted in this thread at one point...but clearly didnt.
Thge last remaining door on this floor seems safe and Sayniek opens it.
A desk and chair sit in the middle of the room while chimneys (two) mark the west wall. More intricate stained glass mark the eastern. The Northernmost window depicts a dark-hairedwoman with pale skin, large green eyes, and ablack-and-red gown; with both hands she wields a jagged iron staff. The southern window's lower half has been broken and patched with canvas; what remains of its upper half depicts a handsome man
Scorch marks mar the wood near the broken window. A battered and ruined telescope lies on its side near the desk and a large trap door that leads to the roof has been tied shut by several lengths of rope.
Camillo moves across the hall, eager to leave the wailing woman behind.
Shelves of books line the wall with the occasional curiosity such as skulls fitted with candles, scroll cases and what not sit among the books. An empty birdcage sits next to a small desk and fine leather chair while a series of small statues and sculptures decorate the nooks and crannies of the space. They all seem to have a morbid or leering quality which adds an air of ominous intent to the room.
Cam resolves himself to another attempt and manages to unlock the door after a few moments of rage is expressed upon the portal.
The door swings open to reveal a woman, clearly in some sense dead, staring at tall standing mirror in what otherwise is a storeroom of some sorts full of various odds and ends.
She is dressed in a very nice blue crushed velvet dress and would otherwise look quite the beauty but her face is marred with injuries and blood, pieces of her face looking rotten and her dress, neck and face are clearly stained with blood, presumably from the large gash across her throat. Regardless a sort of soft green light flickers from behind her glassy eyes as she alternates fuming at the mirror and then, a few seconds later, sobbing at the sight of herself. Occasionally this cycle ends with her fulminating in some sort of rage and shrieking at the glass. She does not seem to move from her spot, however, and does not seem to notice any of you.
Kno: Religion DC 20:
Of the various undead that walk this world perhaps none are as tortured as the revenant. Victims of murder and abuse these being rise purely for revenge against those that did them wrong. However, a rising such as this so close to life can bring confusion to the recently alive and revenants have been known to be distracted by things they once prized in life. Typically absent such a distraction the revenenat will begin a single minded pursuit to do to their attackers what was done to them.
Cam Unlocks the Door!: 1d20 + 9 ⇒ (4) + 9 = 13
Cam works at the lock for a few moments and then feels the surge of disappointment as his picks slip past the tumblers, for whatever reason the locks in this house are just too hard to work.
The woman cries loudly for a moment, an aching wail of sadness but then once again descends into a sort of muffled hiccuping bawl that barely registers through the door.
And then? *insert "I'm sorry this is so hard" DM Look here*
Cam offers his "its secure" nod To Sayniek who opens the door with a good push only to have it almost blown right back into her face. Struggling for a moment as gusts of wind buffet the Idyllkin, the door opens to reveal a storage room. Wood, rope, building supplies (tools, nails, adhesives, etc) are all well stacked and ready for what one would assume are repairs....repairs that clearly have not been done in this room as multiple parts of the roof sag inward and large obvious gaps in the windows and beams lead to sharp gusts of the wind outside to penetrate the room and buffet those who are near the door.
In the interest of speed...
Seeing nothing of value and eager to move on Cam and Sayniek work their way down the hall. The next four doors all reveal similar spaces: storerooms pack with old furniture, linens and various house hold brik a brak. Nothing leaps out as worthwhile or exciting and cursory examinations in each space reveals nothing of value or interest.
Having now come down one side of the house the group continues around to the corner and up the last stretch of hallway. The next door opens to a narrow servant's chamber with little in the way of decoration or amenities. A single bed, well made but dusty and a small chest of drawers (also well made and dusty) sit clearly unused.
Standing queued up in the hall Sayniek looks inward at the room, any question of entering the space interrupted by a shriek from down the unexplored hallway. One part terror, one part pain the shriek is unmistakable and everyone hears it clearly just as clearly as they hear it fade into a silence punctuated only by the wind whistling and whipping around outside.
Three doors remain 2 on the right, 1 on the left. The scream clearly came from the second door on the right, furthest from the group.
1,3,7: 1d20 ⇒ 15
Cam: 1d20 + 7 ⇒ (11) + 7 = 18
9 doors total
Surreptitiously sneaking down the hall Cam listens at each door for a moment. The floor creaks slightly in a couple of spots and the weather outside continues to whip and howl but nothing stands out to the bard. Certainly no crying wails or anything of the sort.
Perfect. Sorry that I have been even more lax, things at home sort of became a giant bomb of *blegh* so its been a hard couple of weeks. Trying to get on the right side of things and I appreciate you are all still here.
A sort of farce unfolds as the powerful Heroes of Sandpoint are reduced to a jumble of shoulders and arms as the group heaves itself against a rather unassuming door. A few seconds of force are punctuated by loud bangs and grunts as everyone but Vidar throws themselves at the wood. The cacaphony of grunts and thuds leads from banging, to creaking and then loud snapping of wood and metal as the door flies open revealing a stairway that leads up.
The "attic" which is in essence a true third floor is constructed much in the same way as the floor below it. As Sayniek and Cam lead the group up the stairs, a long hallway clearly winds around the corner with multiple doors leading to multiple rooms. The first door is immediately on the right at the top of the stairs. Unlike downstairs the hallway remains wide enough for only single file walking.
Wow TOTAL ball drop by me, sorry about that. I am going to roll something for Cam to speed things up due to the delay.
Disable Device?: 1d20 + 9 ⇒ (5) + 9 = 14
The bard pulls out some tools and starts to work on the lock of the door, noting that this door appears to be locked. The bard fiddles for a few seconds only to hear a sharp *clicking* sound. The lock has become jammed and seemingly inoperable.
This was the last door on this floor so the question now hangs in the air; Try to force your way into the only locked door or pass it by and move back downstairs to search that floor? The house creaks and sways but no more crying or other sounds emerge.
Sadly the roll was way to low. Pretty much options now are breaking the door down (STR) breaking the door apart (sunder) or moving on...unless someone has a magical solution up their sleeves.
Sayniek noses around the bathroom and the floor creaks perilously but does not give. Confirming that there is nothing, the group moves on.
Two doors remain on this floor. Cam checks the nearest one and, convinced it is untrapped, Sayniek opens it.
A bedroom, once quite fine, lies in tatters. The bed is smashed, the mattress' content lie strewn about the room. Walls are gouged and chairs are hacked apart. If anything in the room remains untouched it cannot be seen from the doorway.
Sayniek finds nothing from the doorway.
The next door is smaller and the room behind it, once checked over, also proves to be smaller. It is a washroom and feature a large iron tub in the middle of the space. The floorboards seem to sage some under the weight of the tub.
Perception DC 20:
Hard to see but the floor boards are riddled with fractures and weakness from moisture and probably the mold that seems to riddle the house. Sayniek might get away with walking in there since she is smaller but anyone else would probably punch right through the floor to next level.
Sorry, the Internet was really frustrating this weekend in oh so many ways...
The group makes its way back out to the main hall and works its way to the back corner, continuing to hit the doors in order. Cam checks the door and Sayniek opens the doors with a rough push once she is certain the door is safe. Even the aasimar cannot stifly an unconscious cough as she is greet with a bedroom caked with thick spongy layers of blue green and black as mold covers almost every square inch of the room, the furniture and windows.
Anyone want to go IN?!? :p :) Once you have decided I have an ooc story to share.
Cam looks over the door and finds it safe at which point Sayniek opens to doors onto what looks to be another (more substantial) bedroom. A large bed, overstuffed chair, bookcases and writing desk all easily fit in the room with space to spare as large bay windows look out over the "courtyard" in front of the house. The room is dusty but does not have the same mold or moisture ridden feel to it that other space in the house have save for a spot of mold on the desk itself.
Let me know who goes in and looks at what, clearly at this point weird things can happen so I won't presume any actions.
Nothing comes to mind for Rullis but the ghost stories and barroom whispers of years past drift to the front of Cam's memory. There were always stories, nothing overt mind you, about the oddness of the Foxgloves. Vorel being oddly intense and mistrusting. Wiling away in his home and being hard to deal with during issues of city business. Rumours of family illness and accidents. Of course the death of Vorel and his wife as well as Aldern's other siblings was never fully explained. Always publicly described as no more than "accidents" with little detail. Always whispered in secret as the bill coming due with dark pacts of magic or some family tendency towards madness.
The group recovers from the incident and looks around the room. Rullis is able to describe quite clearly something that none of the rest of you can see no matter how hard you look:
The various pictures have placards with names. Each of them look like respectful classic portraits meant to show the family as it once was when it lived in the house or the anscestors that once graced the house in ages past. However, Rullis is able to describe something entirely different.
Pictures for Kasanda and Lorey Foxglove while normally appearing as simple portraits for younger teens look to Rullis as though they slump into misshapen, tumor-ridden corpses.
Traver Foxglove looks pale as a long cut in his throat shows blood as it washes down over his chest.
Cyralie Foxglove looks blackened and charred , and her arms, legs, and back are twisted as if broken in dozens of places .
Aldern Foxglove, a portrait of a hale youth in the picture looks aged to Rullis. His flesh has darkened with rot, his hair fallen out, and deformed into a ghoul-like monster.
Both Sendeli's and Zeeva's portraits have a patina of what Rullis would sewear is frost but they otherwise look nornal.
Vorel Foxgloves portrait, it in of itself showing an intense angular man looks ruined with fungus and mold to Rullis. The frame and picture lingering with dank black mottled decay that only the cleric can seemingly sense or describe.
I am remembering now that Cam indicated he would be away...
Cam and Cristiel dive out into the hallway with the magus yelling at the group, Quickly, cover your nose and mouth! Out of the room!
Sadly the rest of you are not fast enough on your feet and are caught unawares as the paintings, now exposed due to Cristiel's cleaning magic, change from standard portraits of the previous tenants into gruesome visages as mold and spores erupt in the room from one of the frames.
In the interest of speed, Vidar has previously been okay rolling for him... Vidar For: 1d20 + 2 ⇒ (13) + 2 = 15
The effect is over in but a few seconds and those of you caught in the room stand intact and seemingly unaffected. The paintings look normal and clean, each of the frames seemingly holding a picture of a member of the Foxglove family. (There are placards on the bottom of each and the group can investigate them if they like.)
Rullis actually realizes that he sees somethings that the others don't seem to notice. His skin is red and splotchy in places with the look of irritated skin and occasional specks of black looking mold. The paintings in this room also look slightly "off". As Rullis tilts his head it is almost as though there is a picture "underneath" the normal image. Rullis would need to get closer and spend some time examining the images to get a sense of these not quite present images. Despite the appearance of his skin Rullis *feels* fine.
Sorry for the longer than usual delay, childcare stuff horray!
Cristiel, Sayniek, Vidar and Cam notice the temperature in the room drop precipitously before the room erupts in chaos though it is only the bard and the magus who are fast enough on their feet to act...
Cam & Cristiel:
You basically "see" a fungal bloom erupt out of the frames as Cristiel finishes her final scrub of the paintings. You pretty much can dive out of the room or commit to some other action, but you act first. In the interest of pacing I will assume you dive out of the way through the still open doors if I don't hear from you by Thur morning. If you do elect to stay and try anything else go ahead and roll the for save just in case.
Sorry I need to know what they do before I narrate the rest. In the interest of time everyone else in the room can roll For saves please.
The group manages to find a moment to let off some steam as they contemplate the windows then move on the room across the hall. A quick check of the doors later and Sayniek leads the group into a chamber that seems to serve as a gallery of sorts.
Another set of double doors mirror the entrance on the far wall while the northern wall features a large stone fireplace. Paintings hang on either side of the fireplace as well as the southern wall. Well, frames with myriad cobwebs that obscure their contents, at any rate. Each frame is coated with the thick webs and it is clear that whatever upkeep was being done did not include the hangings in this room. Whatever lies beneath is completely obscured...
The book starts scribbling information and diagrams at a frightening pace but as before Vidar feels the information flowing into him despite the rapidity of its pace. The books confirms at length about the nature of the symbols and the ingredients they represent, that they are indeed used for necromancy but then continues to discuss, at length, the notion of "lich apotheosis" by which someone would become a lich, and in certain circumstances attain the highest point of lichdom via the proper application of the represented constituents provided additional circumstances were met. In a sense the book offers that it is possible to escalate the power of becoming a lich by doing things that are more and more horrible, things it is more than happy to show the wizard until he feels like stopping. (Its a complex process so the book can go on for some time.)
Sayniek leads into a large gallery room that has two padded chairs and a long couch facing a wide alcove lined with stained glass windows overlooking the water out the eastern side of the house. These windows depict a diverse array of animals and plants. From north to south the windows show: 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 flowers, 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.
Kno Arcana DC 20 (Vidar can read I rolled for him already:
These images are known to represent classic necromantic components (scorpion venom, vampire's breath, the tongues of deathwing moths, belladonna, and the heart of a maiden slain by poison)
There is more about these images that tugs at the back of your mind. You realize that the book in your bag has more it would like to share with you on the matter.
It is Cristiel who hears crying this time though it is closer it is hard to place exactly.
There is dust in the house but more in the shape and form of poor cleaning rather than disuse, which makes sense since at least for a while, there was someone who was supposed to be keeping up the house.
Cam comes to the first set of double doors, checks them over and feels confident they are safe. Is Sayniek leading the charge once more?
No one really answers Vidar leaving the hanging answer to be "no" but Cam feels confident that the door is free from traps and Sayniek opens the door relying on her supernatural robustness to aid her. A small set of stairs is all that can be found in the room, going down. Perhaps intended for servants so as to be out of sight?
Yes and no. This haunt is immediate and the damage to Kithian is not physical but ability based sadly...
1. You need to catch up with Kithian cuz he seems intent on leaving unless he stops at someone's words
2. Sayniek would know enough about her own abilities at this point to know it won't help with the type of damage he is displaying (ie you can tell he is not physically harmed)
LOL A Willow reference just got dropped in my game. I am so happy right now.
Perception DC 20:
Crying, not like before but like that from a child echoes ever so slightly in the bedroom.
Kno:Religion or Arcana DC 20:
There are texts that say that places that have great energy due to tragedy can be places where negative echoing events or "haunts" take hold. These haunts can lead to supernatural effects much like ghosts but more varied like visions, odd physical events (items moving or otherwise acting out of character) and in certain extreme circumstances psychosis of the mind or possession. Putting the phrase "haunted" into quite a literal context. Few known defenses exist against such events as they are typically not motivated my "evil" forces but by residual energy left by traumatic forces. Healing magics and those trained with stalwart mental defenses are usually best suited to testing such places...
Is Vidar actually trying to get him to Rage?
Cam checks the door and at Kithian's urging the barbarian and bard step through into a small room featuring a child's bed, a chair next to a toy box and a looming stone fireplace.
Nothing else seems out of the ordinary though it is plain to see that quite suddenly Kithian is gripped in the throes of a vision of some kind.
Kithian becomes convinced that his parents are trying to kill each other, and that whichever of them survives will be coming to kill him next; he has a vision of his mother, wielding a torch, and his father, festering with tumors and wielding a long knife, both struggling to kill each other. The vision feels real with the smoke of old tribal fires and the sounds of old tribal life ringing in the background. The sensation is brief but complete. Roll a DC 14 Wil save or take 1d4 ⇒ 4 Wis damage.
The effect is sudden and fast as the half-orc goes wide eyed. The moment seems to fade for him in mere seconds but...
Need to see how Kithian does on his save and what he has to say about it...