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The door unlocks and opens on aged hinges with a creak that makes you shudder.
This room is cold and damp; an old armoire stands near the east wall. The ceiling slopes down to only four feet high to the northeast, leaving little room for a small window. A full-size mirror in a dark wooden frame of coiling roses leans against these bricks, angled toward the tiny window.
Swooning and sobbing a few feet away from the front of the mirror, a horrific sight greets you. You see a shambling corpse, twisted and mutilated, with fingers of sharpened bone. In an instant, you realize this nightmare is the source of the crying you've been hearing since entering this place. Despite her undead state, she looks familiar. She doesn't appear to have noticed you and is instead transfixed upon her image in the mirror.
NOTE - In the interest of time, I'm assuming you're exploring each of these storerooms, and so am revealing them all at once.
Each of these rooms is crowded with old furniture, sheets & linens, and boxes and crates. Each room has a stale, musty odor and the various items show stains of mold.
The hallway turns north, and you see 4 other doors:
- one near Nich in the south wall
- two doors in the east wall
- one door in the west wall
Rounding the corner, you each hear a loud shriek of pain. It sounds as if it came from the door in the east wall, at the end of the hall.
You notice nothing noteworthy about the aged door, other than a few splotches of mold peeking through a recent coat of paint.
Inside the room, a large number of wooden planks, rope, and other repair supplies are stored here. The ceiling above sags noticeably; in several areas patches of the sky above are visible.
The hallway outside the room goes east, deeper into the attic, turning north after 30 feet.
The stairs lead up to a narrow hallway, with a door in a west wall immediately past the landing. The hallway continues south for a bit, then turns east.
NOTE - i accidentally revealed a bit of 2 rooms in the attic. We can say that you saw these areas through tattered curtains from the outside.
Selia's still choking.
But the ranger's attack is short-lived. Ned regains his senses and his grip loosens. Coming from the staircase climbing into the attic, you each hear the sound of a woman sobbing once more.
Also, as a reminder, you've got 1 doorway left unopened on this level, plus most of the rest of downstairs.
So, despite Lleidr's help, Nich cannot break Ned's grip around Selia's throat.
I can't remember if Ned needs to continue to grapple to maintain the pin. I don't think he does, but does anyone know for sure?
Selia, you may attempt to break the pin if you'd like via Escape Artist or Grapple. You could also try casting a spell, if it's one without verbal and somatic gestures as well as without spell components.
Once we get the remaining actions, that will finish round 3.
OK, so Selia is choking right now and there will be a number of rounds before she goes unconscious. I don't believe her CMB roll is high enough to escape. However, Lleidr's Aid Another attempt is successful.
Going into round 3, I need an action for Nich.
Then, Ned, followed by Selia and Lleidr again. Anyone else having problems with the latest map link? it comes up fine for me.
Round 2 of Ned's madness.
This is a bit messy, but here's your positions from what I can tell. Everyone except for Lleidr has the Grappled condition. Ned has a hold on Selia and Nich has a hold on Ned. Nich's action for Round 2 was to grapple Ned.
Ned is going to focus solely on Selia, but however you wish to do that is up to you.
After we get Ned's action, let's see what Lleidr and Selia will do.
NOTE - in the interest of time, I've made all the necessary initiative & perception checks. Nich didn't catch the sign of a haunt effect, and so cannot try to channel energy in the surprise round before the effect surfaces.
The western door at the hall's end reveals a stair climbing into the attic. As you re-enter the hallway, Ned and Lleidr hear a woman's accusation. "What do you get up to down in the damp below?"
You see Ned swoon with dizziness, and then his face contorts in rage. His arm readies a powerful swing towards Selia.
Nich goes first.
Ned is next, and must attack Selia this round with lethal force.
Selia then Lleidr follow.
This once fine chamber has been destroyed. The bed is smashed, mattress torn apart, walls gouged as if by knives, chairs hacked apart, and paintings on the walls torn to pieces—with one exception. A portrait hanging on the northwest wall seems to be untouched, although it hangs backward, its unseen subject facing the wall.
NOTE - even though I"m showing your tokens in the hallway, this is simply for clarity, so you can see the room and its contents. We can assume you're all inside the new chamber.
An iron tub sits in the middle of this room, the floorboards around it sagging with the tub’s weight.
Breath frosts in the air and fingers of rime slither across the walls. Nich, you immediately recognize this as a haunt-type effect, vulnerable to channeling.
Before this effect can manifest itself further, holy energies bath the room in light upon Nicholae's recitation of ancient sacred liturgy. The room immediately returns to normal temperature.
What next, folks?
Guys, as I've mentioned previously, we have a medical situation at home. I can't post an update this evening because we're still waiting on 2 Init rolls. Tomorrow and Tues look 'iffy' for me doing an update, because I've got a kid going into surgery tomorrow.
Go ahead, Ned & Nich, and give me Init rolls. And, then I"ll update as soon as I"m able.
Ned (NOTE - I got a Per 16 for Ned), Nich and Lleidr all notice the room getting noticeably colder immediately after the paintings are revealed.
So ... if the 3 of you would like to try doing something, you'll need to roll Initiative for the surprise round. Unaware of the sudden change, Selia is unable to act for the moment.
You guys are beginning to encounter haunts, and PF has specific rules for them. They trigger during a surprise round at Initiative 10, but before doing so, you'll get a chance to detect them via Perception. If you notice the haunt before it goes off AND if you can beat its initiative score, you can try to use positive energy to temporarily suppress them.
Alternately, you could run out of the room, but again, you have to notice the beginning of its manifestation and then beat an Init of 10 to do that.
Folks, I got something serious to discuss. I know there's a lot of attention right now to Star Wars, given the new film that's coming out. And, whether it turns out good or bad (hopefully good), it's starting to suck all the oxygen out of the room. And, that means original works that deserve attention and appreciation probably aren't going to get it.
A friend of mine pointed out a stellar, independently made film that was recently released. Hardly anyone noticed and that's a shame. This is a true work of art, with expert performances and a fantastic script.
When you get a chance, would you mind clicking and taking a look. We need more artistic works like this to really explore and help define the human experience. Watching this will make you a more complete person.
Sorry for the delay folks. Got a kid in the hospital with shunt issues.
Lleidr's arcane magics peel the layers of cobwebs off the paintings, revealing a set of portraits and a family tree. The sudden appearance of so many vividly rendered faces all staring at you is quite unnerving.
Near the door is a recently updated work, a family tree framed and printed on fine parchment, but obviously neglected for many months.
There are three portraits on the north wall, each with a nameplate:
- Vorel Foxglove
Vorel is tall, middle-aged, with long dark hair, a clean-shaven face, and nobly attired in attractive dark blue clothes. Kasanda is a stern-faced brunette woman with wisps of gray in her short hair and a f lowing blue dress.
There are five portraits on the south wall, and again, each has an identifying nameplate.
- Traver Foxglove
then their children,
Traver, like Vorel, is tall and thin, but with an even narrower face and a thin mustache. Cyralie is a young woman with long red hair
I need a Perception check from each of you please.
Definitely check out Woman in Black when you get a chance. It's a classic haunted house movie and, as a bonus, it's also a pretty good costume drama. One really neat thing about it is that Hammer Films made it ... the same Hammer that put out so many awesome movies featuring the classic Universal monsters, but with Christopher Lee and Peter Cushing.
Just maybe don't watch it in the dark if you're home alone.
A stone fireplace sits in the northwestern portion of this chamber. Paintings hang on the walls to the north and south, each covered over with a thick sheet of dusty cobwebs that obscures its subject from view.
Besides the pair of doors you came through, another exit is a pair of double doors on the opposite side of the room.