
Mavaro - Pre-Gen |

"Thank you for the key. This visit should be very interesting." Mavaro searches his memory for any tales he has heard of the manor or other events related to the Lady.
Draw from the Deck: 1d6 ⇒ 6
I seem to be fated for CHA. CHA 13, Diplomacy +5, UMD +5 till the end of this one.
Knowledge (history): 1d20 + 7 ⇒ (15) + 7 = 22

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1d6 ⇒ 2
1d9 ⇒ 4
-Posted with Wayfinder

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Full update will be up tonight, where you'll arrive at the manor. In the meantime, knowledge check results are below. Rivani, your scroll does return.
Merisiel knows that villagers in Dunhob used to tend the manor grounds, but stopped going there years ago. People who used to work there claimed that mirrors in the house behaved strangely, showing things as they once were, rather than how they are now. This became apparent as the building began to decay.
She is also familiar with the concept of haunts, and knows that positive energy and holy water are the most effective ways to keep them at bay.
Mavaro knows the mansion had been commissioned by Lady Illirigarde only a few years before her disappearance. The manor quickly gained a reputation for being haunted. The last time anyone is known to have entered was twenty years ago. The man was found screaming loudly, and behaved oddly for the next several hours.

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Knowledge(religion) about haunts: 1d20 + 8 ⇒ (8) + 8 = 16
Knowledge(history or arcana) about anything useful: 1d20 + 8 ⇒ (5) + 8 = 13
"We should buy some holy water before we go in, in case we encounter ghosts or haunts or other malign spirits," the vudrani scholar suggests.

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"Ugh, I have only two. I found a hole in my purse today and I think coins must have fallen out. Professor Q, do you have any holy water you could lend us?"
Diplomacy check: 1d20 ⇒ 9

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One holy water remains from the Harrow quest. You also have enough gp to pool together and buy one more, if you wish:
GP totals:
6.9-Oloch
4-Mavaro
13-Merisiel
2-Rivani
3-Reiko
Also, Dr. Q gave you two crystal/metal cubes to store etheric compasses in if you find them. Who would be carrying those?
I'm afraid I don't, my dear. I used the last of it as coolant for my aetheric frequency tranducer over there., the gnome says apologetically.
Part III: Manor
The decaying edifice of Illirigarde Manor stands before you. The gothic facade shows signs of disrepair, and paint peels off of every decoration. The squat, one story building is surrounded by what must have once been a magnificent garden, though many plants have grown into tangled, thorny messes, while others have withered from lack of attention.
A coat of arms is carved into the stone stairway leading to a pair of imposing double doors. No light shines from the windows, and on closer examination every one has curtains drawn.
Map will be above. I over-emphasized locations of doors, as many were quite hard to discern. While we won't go directly into initiative, acting in roughly round increments would be appreciated.

JLW's PFS Pregen |

I'm fine with pooling money together for holy water. Merisiel won't be carrying those cubes unless someone asks her to do so.
"...So, those foolish people probably think horseshoes protect them from ghosts." Merisiel finishes explaining what she remembers about the Manor house.
"Oh, we're here. Let me check the door for traps." The elf then moves up to the door and examines it carefully.
Perception (trap spotting): 1d20 + 8 ⇒ (17) + 8 = 25

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He didn't give a description. Supposedly she was working on them when she went missing, so it's likely that there's no detailed records.
No traps are found, and it's clear this door hasn't been used in some time.
Opening the front door, you see that dusty sheets cover the furniture of the front hall—all save a large portrait flanked by unlit candelabras above the fireplace directly opposite the front door. The portait depicts a woman, dressed in a maroon dress with relatively little ornamentation. Her face has been torn from the canvas, with only a widow's peak remaining.
The room smells musty and old.

Pregen - PW |

Oloch enters the room apprehensively.
"Someone didn't like that woman," he observes wryly.
perception: 1d20 + 4 ⇒ (20) + 4 = 24

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While looking at the literally defaced portrait, Reiko notices a brass nameplate. It appears someone or something attempted to scratch off the name, with little success.
Lady Rena Illirigarde
There are also words crudely carved into the wooden picture frame.
HATE...Bad...Terrible...hate her!...haTE...
In addition to Oloch's keen insights about the damage to the painting, he also notices a small hole, seemingly clawed or chewed out of a nearby wall.
The hole is marked with a grey circle on the map. It looks large enough that a Tiny creature could squeeze through.

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You open the door to a dark hallway. Almost immediately, the lamps on either side of the door ignite, giving off flickering candlelight. They are quickly followed by their immediate neighbors, and soon the whole hallway is lit in both directions.
Almost all of you notice two more holes in walls. Even Oloch can see a thin sliver of light coming from underneath a door at the end of the hallway. Marked in Yellow
Oloch: 1d20 + 4 ⇒ (4) + 4 = 8
Rivani: 1d20 + 6 ⇒ (14) + 6 = 20
Merisiel: 1d20 + 7 ⇒ (15) + 7 = 22
Mavaro: 1d20 + 4 ⇒ (17) + 4 = 21
Reiko: 1d20 + 5 ⇒ (17) + 5 = 22

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Rivani will use Detect magic to determine if the lights are illusion or actual conjured flame. Knowledge(arcana): 1d20 + 8 ⇒ (17) + 8 = 25

JLW's PFS Pregen |

Merisiel leisurely follows the others into the hallway and makes her way to the door with the light underneath, "This suspense is killing me, I'm going to just open it unless any of you have a better idea."
Before she does that, however, the elf checks it for traps and/or sounds.
Perception: 1d20 + 7 ⇒ (1) + 7 = 8 (+1 for trapspotting)
"Looks completely fine to me!"

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Merisiel opens the door, and sees that this room’s walls are polished steel, and it contains several workbenches littered with broken glassware and alchemical apparatuses. One alembic stand on the far table glows with an eerie light.
Four tall mirrors hang from the walls. The bare floor suffers blast scars, as if some great explosion had taken place here.

Pregen - PW |

Oloch joins Merisiel and looks skeptically at the alembic.
"Why's that thing glowing?" he wonders.
He casts detect magic on it and concentrates to see what he can determine.

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Rivani approaches and casts Detect Magic as well. Knowledge(arcana) or Spellcraft: 1d20 + 8 ⇒ (11) + 8 = 19

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Merisiel notices a green vial that seems to be intact on the left-hand table.
The stand seems to be glowing with a light spell, though it manifests slightly differently than the candles outside.
Perception Mavaro: 1d20 + 4 ⇒ (8) + 4 = 12
Perception Merisiel: 1d20 + 7 ⇒ (14) + 7 = 21
Perception Oloch: 1d20 + 4 ⇒ (12) + 4 = 16
Perception Reiko: 1d20 + 5 ⇒ (13) + 5 = 18
Perception Rivani: 1d20 + 6 ⇒ (4) + 6 = 10
Oloch, Merisiel, and Rivani also begin to notice ice crystals rapidly spreading across the room's metal walls.
Effectively a surprise round before a haunt.

Pregen - PW |

Oloch quickly responds to Merisiel's suggestion that they leave, moving right behind her out the door.
"Gonna get cold, fast!" he warns.

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Knowledge ( religion ) on haunt: 1d20 + 8 ⇒ (5) + 8 = 13
Does that get me anything useful?
-Posted with Wayfinder

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Nothing specific.
The air in the room becomes frigid. Frost has rapidly spread to cover the entirety of the walls, though the four mirrors remain clear.
Those still in the room see that the mirrors no longer depict the laboratory in it's present, ruined state. Instead, they show a room full of gleaming machinery, and spotless, well polished surfaces.
Two small towers emit miniature bolts of lightning. They strike a tiny figure with limp wings. The creature seems confused and screeches in protest, its arms moving to the left, then right, then left again, like the hands on a compass.
A woman with a strong widow's peak shuts the large book she is writing in. With an annoyed expression, she deactivates the machines and grabs the creature. She flings it into a box, covered in carved skulls.
As she closes the latch on the box, the image slowly fades. As it does so, the frost on the wall begins to peel off and fall to the ground, somehow resembling ash more than snow. As it lands, it begins to knit itself together into hundreds of tiny creatures, twitching with a spark of life.
Init Rivani: 1d20 + 2 ⇒ (7) + 2 = 9
Init Oloch: 1d20 + 4 ⇒ (16) + 4 = 20
Init Merisiel: 1d20 + 6 ⇒ (14) + 6 = 20
Init Mav: 1d20 + 1 ⇒ (14) + 1 = 15
Init Reiko: 1d20 + 6 ⇒ (3) + 6 = 9
Init Ash: 1d20 + 3 ⇒ (5) + 3 = 8
Everyone goes before it! Marked as large grey circle on map. This appears to be a swarm of some sort.

Mavaro - Pre-Gen |

Knowledge (religion): 1d20 + 7 ⇒ (15) + 7 = 22
If that provides any info about the swarm...
Mavaro steps back, reaches into his backpack, grabs a flask of acid, and throws it into the swarm.
Ranged Touch: 1d20 + 1 ⇒ (9) + 1 = 10
Acid Damage: 1d6 ⇒ 3
If that doesn't provide any info about the swarm...
Mavaro draws his sword and steps up to the mass of creatures, trying to cut into them with his blade.
Attack: 1d20 + 3 ⇒ (11) + 3 = 14
Damage: 1d8 + 3 ⇒ (1) + 3 = 4

9's Pregen |

I wonder what that all means...
She had begun just as the excitement happened Left right left, the order might seem important, she tried to ingrain into her memory what the box the imp thing was thrown into looked like all while skirting around the room trying to figure out what in the heck those things were.
With no other options at the moment she cut at the mass with her Wakizashi
attackroll: 1d20 + 4 ⇒ (9) + 4 = 13
damage: 1d6 ⇒ 5

Pregen - PW |

Oloch clumsily removes a flask of acid from his belt and throws it at the swarm.
acid flask, ranged touch: 1d20 + 2 ⇒ (8) + 2 = 101d6 ⇒ 3 guess it might hit vs. flat-footed...
miss direction, if needed: 1d8 ⇒ 3

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These appear to be similar to spider swarms, a poisonous, distracting swarm. These creatures don't seem to be truly alive, nor truly dead. They're too small to harm with weapons. Thus Mavaro throws his flask, but fails to hit the writhing mass.
Going to assume you aimed for the square that wouldn't splash anyone.
Scatter: 1d8 ⇒ 6
Bouncing against a nearby door, acid splashes over the creatures, though Reiko is also spattered.
1 point of damage to each
Oloch's acid likewise misses its mark, though mercifully avoids harming his friends.
2 points of damage total to the swarm
Reiko's blade passes through the pile of creatures, seemingly causing no damage.