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1,084 posts. Alias of PirateDevon.


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Cam works on the lock for a considerable amount of time, gingerly picking at the tumblers of a lock that is clearly of good make. Just when the bard is ready to throw up his hands and declare the task undoable the tumblers gently "klack" into place.

At the last second just as the tumblers come into place a shiver goes down your spine and the faint sound of the screaming and sobbing from the floors above can be heard. Its clear that no one else heard this sound and you are fairly confident that a lock of this caliber might be beyond your current skill...

Sayniek is able to keen her head into the room and get a look of things...

This room looks to have once been some sort of arcane workshop, although it now lies in ruin. A row of soggy books sits on the northern end of
a workbench along the western wall. At the other end of the workbench, what looks like three iron birdcages sit, each containing a dead diseased rat.

To the east, two stained-glass windows loom. The northern window depicts a thin man with gaunt features drinking a foul-looking brew of green fluid, while the southern one shows the same man but in an advanced state of decay, as if he had been dead for several weeks. His arms raised and head thrown back in triumph, his rotting body turns to smoke and spirals into a seven-sided box.

There is another, simpler wooden door that leads out of this workshop space back into the heart of the house...

Ugh the parade of illness in my family never stops, apparently, but here we go...

Thr group systematically checks the floor starting with the closes doors and working their way around.

The first door reveals quarters for kitchen staff which is spartan but actually relatively clean compared to much of the house. Another door reveals the pantry, undoubtedly the heart of the rat problem this storage area reeks of rats and their various activities fur and droppings permeating every surface. It is only a quick closure of the heavy door that grants the barest reprieve from the unlocked stench therein.

A wine cellar filled mostly with broken glass and empty shelves seems empty enough until a last minute glance catches that one of the racks is on hinges. Prepared to perhaps find further avenues to the foes they seeks the group finds, instead, 6 bottles of an exceptionally rare vintage kept "safe" in its hidden location.

The final door on the floor shows sure signs of being where the group needs to go but the sturdy iron and stout lock provide to be a challenge. Despite being marred with occasional marks of rust the door is still well and truly secured presenting a situation where the group must either find a key in some place they missed (most likely a room above the group chose not to explore, basic wisdom dictates most likely the study, observatory or the master bedroom were the bearer of the key content to be "normal") or the group would need to attempt to break through the door somehow. Otherwise the house has been well and truly searched through and only this mysterious corner remains.

Sorry guys, monster crud, then the kid, now getting back to "okay". Will post a big walkthrough tomorrow, I know your guys "tactic" at this point so we won't string this floor out overly so...

The group is able to easily comply. The cracks and holes reveal that indeed the foundation is impaired though not to any degree that threatens the building outright. However it does occur that were the building above to suffer substantial damage there would be little opportunity to rebuild absent recasting the stonework below. It is also clear that a substantial shelf of rock seems to support the casted stone which might explain that even with the damage the house is still in solid shape. Considering the composition of the cliffs around here that seems to make sense.

Sorry guys I keep having issues posting to the site, it looks like its me, not you. I got your note Cam feel better.

The next few seconds pass easily. With Rullis sustaining the wall the rest of the group are able to take swipes at the swarm and break it down into a bloody pulpy mess with wide swing through the wind. Even having to drop the wall to hack at the last small group of the swarm passes uneventfully and the group is left standing amidst a pile of rat corpses as the building occasionally creaks overhead...

Yay for domain spells. What's next?

@Cristiel, I confess my request perhaps reveals much about my life growing up with AD&D, it simply for me is one of those things where if wind can keep a rat at bay, it surely impacts the basics of sword fighting? Not much mind you, and you more than succeeded but I'll keep my ad hoc logic out of the rolling moving forward just to move things along...

Despite the ugliness of the affair the combinations of acids, oils and the agressive angry hum of Cristiel's mystic sword create an ugly picture as one of the two swarms writhe and die in carnage.

The wind continues to push and the rats howl and chitter but cannot surge forward leaving them vulnerable...

Group 2 is up, then Group 1 can go...basically if there is enough acid and someone throws a fire through the wall its pretty much fish in a barrel with Rullis' very well applied wind wall...

Just need an action from Kithian and Cristiel why don't you give me a straight up dex check if you want to attack through the wall? Manrtyelo is surely heavy enough but I have to imagine gusting wind would fiddle with the application of force a bit...

Roll damage for the acid then take your regular action Cam.

Am I right in assuming the missing word from Kithian's statement is "throw" his oil flask? He had enough time to pull it before...

The group is able to maneuver so that Cristiel, Kithian, Cam and Sayniek are facing the cracks with Rullis and Vidar a step behind them. Rullis is able to offer only the barest shaking of his head that he detects no undead here when two writhing masses of rats erupt from the wall. The chittering fills the room as it is clear the masses mean to envelop the group...

Group I can post, they resolve in the order posted. There is about ten feet between the front line of the group and the two swarms...

The lower floor, in fact, reveals the kitchen first and foremost. A number of doors lead off the oddly shaped room (4 to be precise) while a large oaken table, its surface marred with moldy stains and rat droppings is the centerpiece of the space. The shelves along the southwest wall are in a great state of disarray and two one foot wide cracks in the wall lead south seemingly into the earth beyond the boundaries of the house. At the echoing clang of armored feet and shifting bodies shuffle into the kitchen space a great murmuring of rat like squeaks build and build in the space echoing from the cracks beyond the wall. Something is coming...


1d3 ⇒ 1
Rullis: 1d20 + 3 ⇒ (3) + 3 = 6
Cam: 1d20 + 3 ⇒ (11) + 3 = 14
Cristiel: 1d20 + 6 ⇒ (11) + 6 = 17
Vidar: 1d20 + 1 ⇒ (20) + 1 = 21
Kithian: 1d20 + 3 ⇒ (20) + 3 = 23
Sayniek: 1d20 + 1 ⇒ (3) + 1 = 4
Squeak squeaks: 1d20 + 6 ⇒ (5) + 6 = 11

=Group 1=
*Squeak Squeak*
=Group 2=

The sound builds quickly, the group had but a few seconds before it will meet the source of the sound....You have a free round to act then on the order we go, actions resolve per order posted per each group after this initial round.

Sorry guys my family had an epic meltdown last week into and post holiday. I will get a post up for the bottom floor soon. Sorry.

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...

Hmm I thought I mentioned a set down, if I didn't there is one. If I did...there is still just that one, but yes a stairway to the basement...No thought come to Rullis either.

Nothing springs to mind for Sayniek either... Kno Nature and/or Local can also be attempted if folks want to really wrack their brains or you can tell me where you are going next or doing, etc.

Nothing springs to mind for anyone...

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...

Post construction, a cursory glance would suggest paint or some other stain. You would need to pull the rug back to be certain but it might be mold like in the other rooms?

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

Work decided to open up a massive can of beat down on me this week. I will get a good post up in the next day or so to reprise the ground floor and maybe fast forward a bit to get us back on track, sorry that things have stuttered so much I appreciate the patience.

LOL, I love that chain of logic Vidar.

Okay so that is all of floors 2 and 3. Back to floor 1 and see what is up?

Sorry got hit by some nasty crud and my mind has been out of 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
dressed in regal finery and a crown of ivory and jade.

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.

So we are passing the library by then? Sorry it took me this long to notice that but I want to be sure.

Camillo moves across the hall, eager to leave the wailing woman behind.
After checking the door and opening it Sayniek stands at the threshold of what looks like a study.

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.

Okay so wailing woman gets to stay wailing. There are a couple doors on this level or its back down all the way to main floor.

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*

The door is locked locked locked and you hear a woman sobbing.

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.

DM Screen:

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.

Kithian or someone else give me another primary roll with +4 to assist...

Wow...uh...anyone else?

The door groans from the impact but otherwise remains intact. The building may be rotting but it was built from some solid stuff...Again? This time with feeling...I mean...aid?

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.

Agh! Eaten post!

The room's distress does look recent. Does anyone actually go in the room? (doing my best not to assume anyone's movement)

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.

Sayniek enters, pauses, and nothing occurs. Taking that as evidence of a lack of immediate trouble Cam enters and starts to look around in other parts of the room. Neither Cam nor Sayniek find anything of particular interest. Anyone else going in or snooping around?

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.

Double doors further in to the house, doors bak in the hallway, or...?

-Posted with Wayfinder

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.

Noted, thanks.

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.

Good luck on the sanity Camillo!

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.

Perception checks and reflex saves please

Noted and no worries, I am having some childcare and home issues that will probably make posting spotty for me until Monday. Nothing crazy just time consuming.

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...

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