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Looking up, Marcie notices again that much of the roof and second has collapsed. The windows are all boarded shut.

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If I'm seeing it right, there are now opening in the foray, the closest being the place where I set myself on the map?
Torgin creeps out of the hole and surveys his surroundings
Perception: 1d20 + 4 ⇒ (16) + 4 = 20
If anything is a threat he squeezes back into the lower area

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Karayan stands waiting on the porch, tapping his foot slowly. "Miss Steeltoe, I have heard that dwarves have some of the best locksmiths on Golarion. Do you have any expertise in that field?"
Serge, I switched us in the marching order, I really do not want to be upfront

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"Can't say I know a lick about working on locks. I spent my time wanderin' the woods for food. Usually lots of others around that do that sorta work. I like ta keep legal.." Bluff: 1d20 + 6 ⇒ (8) + 6 = 14
She waits for the miracle pudding to hopefully come up with a lead on getting inside.

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"Torgrin, you cannot go in there alone!" Serge protests in alarm as he watches the oozemorph slip through a crack in the exterior wall. He hurries around the sides of the building, looking for any of the weaker boarded up windows that he may use his strength to overcome.
Can I take 20 on Strength and incessantly crush at the window boards with the hilt of my greatsword?

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Beneath the Manor
Torgrin oozes along in the crawlspace beneath the manor.
When the shapeshifter reaches another rotted-through section of the floor, he peers up and sees at least two figures in the room above him. They look human, a male and a female, wearing studded leather armor with bucklers and armed with composite longbows, rapiers, and saps. They seem to be waiting in ambush.
Near the Doors
"Bash" finds herself alone on the south side of the veranda.
Makoa and Kifah wait by the door on the north side of the veranda.
Calling out for Torgrin to wait, Serge smashes through the boards covering the window next to him.
Shikaree and Karayan hold their positions a few feet away from the base of the broad stone staircases, the nagaji medium with bow ready and the dhampir mesmerist waiting for the muscle to clear a way into the Irrica estate.
Karayan and Shikaree, please indicate your positions by placing your icons on the map, unless you're happy where you're at.

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"Hmm...perhaps Ms Steltoe was on to something", Makoa says looking up at the partially collapsed roof. He puts away his weapon and slings his shield, he looks right at Kifah and tells her GUARD in orcish, "If we can't go through let's go over", he yells over his shoulder as he begins to climb. climbing: 1d20 + 9 - 4 ⇒ (20) + 9 - 4 = 25 if it looks like there is a way in, he will drop a rope so they can all climb up and in, if there is a only a hole he will pull his axe and make it bigger

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Torgin looks up through the cracks at the boots just inches away.
Oh dear, this room will not work
Then Torgrin hears the smashing of wood in the distance.
Oh no, there is no time to warn them about these two, but when they go to investigate the noise I'll come up from the rear

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Marcie stands and admires Serge's work from behind. "You're a strong one! Good fer a lady ta have a strong man around... always things needin' openin', or whatever."

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(@Torgrin, please move your icon to your intended position on the map.)
Climbing up the exterior wall of the manor, Makoa surveys the collapsed roof. The half-orc hunter sees no way to enter the structure from above without breaking through the roof.
(@"Bash," to survey Serge's smashed in window, your icon would have to be near him on the northern section of the veranda. Please move your icon to your intended position on the map.)

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Serge shakes off his hand after finally making his way through the boarded up window. "As I said... Overly dramatic, but necessary. I will see to it that this is repaired before we depart."
With the window now clear, Serge peeks inside, lighting a torch if necessary.

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Is this the room where I see the two? If so I'm where I'll need to 'come up' to get behind them if they leave this room to investigate the noise down the hall

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"Apparently the roof is in better repair than we had first thought", Makoa says hopping down. "Gozreh let your light shine" Makoa touches Serge's unlit torch which now glows with Gozreh's light. "You can safely toss it in without burning the manor down". Makoa tells Kifah to HEEL in orcish as he prepares to follow Serge into the manor.

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"How's it lookin' in there? This place must be abandoned right? I'll keep watch out here for now ok?" Marcie keeps an eye on the fellas heading inside and one on the outside.
Perception: 1d20 + 6 ⇒ (6) + 6 = 12

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Sorry, Torgrin, about the confusion. I've added the two bandits in the room where you can see them from the crawlspace. Now you can move your icon to where you actually want to be on the map.
Makoa climbs back down from the roof and casts light on Serge's torch.
Serge takes a look into the dimly lit manor. From the window, the paladin can see the once-grand hall now lies in ruins. Marble pillars support a painted ceiling above an ornately tiled but bloodstained floor. Broken glass and debris cover the floor. Stern portraits look down from gilded frames hung above the reach of goblin vandals.

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Torgrin is waiting to see if the two respond to the noises outside this room, as soon as they open the room's door he will emerge from behind and alert his comrades of the trap while attacking from behind.
If the two instead stop and prepare for an ambush in this room, then Torgrin will travel under the house to the others and find an entrance near them.

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Serge turns and whispers. "It's a little dark. Broken glass, debris, and stern-looking portraits. I don't see anything dangerous, but let's be careful. Come, follow me."
He motions for the others to follow, and climbs through the window and into the manor, holding his arms up to help anyone else wanting to climb in.

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Inside the Manor
Standing in the east end of the Grand Hall, Serge sees--with the help of the light spell on his torch--a set of double doors behind him to the north and another set of double doors across the room in front of him to the south.
Beneath the House
Torgrin sees the two figures in the room above him turn to look at someone on their right, then they nod and each nocks an arrow to their bow.

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Seeing that they plan on an waiting and ambushing anyone that comes to the room, Targrin rushes as fast as he can to the holes in the floor next to his new friends to warn them about that room.

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Makoa and Kifah quietly climb through the window and move up Makoa Stealth: 1d20 + 7 - 4 ⇒ (8) + 7 - 4 = 11 and Kifah Stealth: 1d20 + 8 ⇒ (6) + 8 = 14 into position watching Perception: 1d20 + 7 ⇒ (16) + 7 = 23 as the others come in.

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Torgrin's compressed form slides back and forth across broken debris and masonry under the floors as quickly as he can.
Stealth: 1d20 + 6 ⇒ (20) + 6 = 26

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Marcie hip checks her way to the front, eager for a little help from Serge into the manor "Don't be shy Serge, just grab hold, I'm sturdy!" She whispers, not holding back her smile as she climbs in through the hole with her short legs. Damn drum, getting stuck on things...

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Makoa and Kifah enter the manor through the broken window. A moment later, Torgrin slithers through the rotten floorboards onto the north side of the veranda, silent as a church mouse.
"Bash" follows the hunter and the wolf into the manor, while Shikaree remains at the top of the northern stone stairs, and Karayan holds his position in front of the manor, a few feet east of the broad stone steps.
Inside, Makoa moves up next to one of the marble pillars in the Grand Hall, careful to avoid the blood stains, broken glass and other debris on the ornate, tiled floor. The painted ceiling must have been quite spectacular once upon a time.
Then the hunter looks at the stern portraits in their gilded frames. All eyes turn to regard the half-orc!
(Torgrin, did you want to add a little dialogue, warning your companions about what awaits them within?)

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Botting Karayan
The cooly confident damphire strides up the steps to get a better view of the surrounding area while those more inclined to get down and dirty break in through the window.

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Torgrin pops his head through the broken window and whispers urgently and just loud enough to be heard in the near area.
"Friendsss there are two roguish looking lads with bows waiting behind that door at the end of the hallway, maybe a third I couldn't sssee. There could be more in other roomssss."

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Serge turns to the reappearing oozemorph, drawing his greatsword. "A fine job scouting, Torgrin. I recommend we go that way first. We would not want to be ambushed during our investigation. What say the rest of you?"

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Marcie nods in agreement, smashing her fist against her open hand in show of support. Ambush a STEELTOE will you! I'll be playing the bongos on their skulls right quick!
She prepares to follow straight behind Serge's behind.

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"We can move to them or some of us hide and we can draw them out into an ambush", Makoa whispers to the group before he and Kifah move up being careful of the glass and blood on the floor. Makoa Stealth (base + guidance - ACP): 1d20 + 7 + 1 - 4 ⇒ (16) + 7 + 1 - 4 = 20 and Kifah Stealth: 1d20 + 8 ⇒ (15) + 8 = 23

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Serge nods at Makoa, and moves towards the southern double doors. He knocks on the door twice, then retreats back to where Makoa is. "I do hope I did not rudely interrupt them." He may sound sarcastic, but Serge had no idea why they were here, or who they were.

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Shikaree hurries after the others, looking around the half-ruined hall with rapidly blinking yellow eyes and sheltering behind one of the crumbling pillars. "This isssoo exciting," the nagaji whispers to no one in particular, while trying to follow Makoa's advice to hide.
Attempted stealth: 1d20 + 2 ⇒ (3) + 2 = 5
...not very well, though.

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Serge: 1d20 + 0 ⇒ (20) + 0 = 20
Bash: 1d20 + 6 ⇒ (1) + 6 = 7
Makoa: 1d20 + 7 ⇒ (15) + 7 = 22
Kifah: 1d20 + 5 ⇒ (11) + 5 = 16
Shikaree: 1d20 + 7 ⇒ (20) + 7 = 27
As you move across the Grand Hall, everyone, except "Bash" (as well as Torgrin and Karayan still outside the manor), notices the dour eyes in the stern gold-framed portraits turn toward you, following you as you move.
Serge: 1d20 + 4 ⇒ (13) + 4 = 17
Bash: 1d20 + 2 ⇒ (17) + 2 = 19
Torgrin: 1d20 + 3 ⇒ (5) + 3 = 8
Makoa: 1d20 + 2 ⇒ (15) + 2 = 17
Kifah: 1d20 + 2 ⇒ (2) + 2 = 4
Shikaree: 1d20 + 3 ⇒ (13) + 3 = 16
Karayan: 1d20 + 0 ⇒ (7) + 0 = 7
Surprise Round
Bold may take a move or standard action.
"Bash"
Serge
Makoa
Shikaree
---
???
---
Torgrin
Karayan
Kifah
Serge, Makoa, and Shikaree, you may act in the Surprise Round!

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Kn Religion: 1d20 + 4 ⇒ (17) + 4 = 21
(special attacks and weaknesses, please)
"--Agenttsss, I have read of thiss!" Shikaree yelps in startlement as the nagaji registers the following eyes.
(action coming once I know those questions)

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Shikaree recalls that when a haunt is triggered, its effects manifest at initiative rank 10 in a surprise round. A haunt can have virtually any effect identical to an existing spell effect, but often with different—and distinctly more frightening or unnerving—sensory or physical features than that spell effect normally has.
On the surprise round in which a haunt manifests, positive energy applied to the haunt (via channeled energy, cure spells, and the like) can damage the haunt's hit points (a haunt never gains a Will save to lessen the damage done by such effects, and attacks that require a successful attack roll to work must strike AC 10 in order to affect the haunt and not merely the physical structure it inhabits). Unless the haunt has an unusual weakness, no other form of attack can reduce its hit points.
If the haunt is reduced to 0 hit points by positive energy, it is neutralized—if this occurs before the haunt takes its action at initiative rank 10, its effect does not occur. A neutralized haunt is not destroyed, and can manifest again after a period of time—to destroy a haunt, a specific action must be taken in the region to end the effect forever.

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I'm assuming the haunt's location is in the paintings; where are they on the map specifically? As it's a surprise round, it doesn't really matter-- my only sources of positive energy are a CLW wand and holy water, both of which would require an action to draw, so I likely can't deliver them in the surprise round anyway. But it might theoretically matter if I could draw them and someone else could utilize them.
"...a haunt of unquiet spirits!" Shikaree continues. "Only the energy of life can counter it! But you mussst act quickly, if ssso! Perhaps holy water!"
Shikaree shifts the bow to one hand and quickly grabs a flask of holy water from their pack.

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Serge quickly turns to the animated portrait. "The energy of life will counter this dark haunt, will it? I am glad you know what to do in this situation, Shikaree, or I may have tried my blade."
His eyes fixed on the portraits, Serge reaches into his backpack and draws a vial of holy water.

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Some sort of commotion going on in there, I better join them
When his turn
Torgrin climbs through the window looking around in preparation.

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Makoa's left palm begins to glow with positive energy and he slaps it against the painting "May Gozreh sooth your pain" He casts cure light wounds touching the painting: 1d20 + 3 ⇒ (14) + 3 = 17CLW: 1d8 + 2 ⇒ (3) + 2 = 5

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Sensing something wicked this way coming, Shikaree and Serge retrieve vials of holy water. The quick-thinking Makoa uses a healing spell to neutralize the haunt. At least for a while...
The stern faces in the portraits no longer meet your gaze.

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"Makoa! Well done," Shikaree beams, flashing a way-too-fang-filled-maw at the half-orc. I wish I had such abilitiess of my own, perhapsss in time-- oh, oh, but we're meant to be ssneaking, yes, oh dear. I'm sssorry-- this is just all sso--"
Shikaree claps a scaled hand over their own mouth and tries to resume the appearance of a dignified, experienced Pathfinder agent who is totally helping lay an ambush with their colleagues, and not spazzing out. Totally.
Stowing holy water.

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Marcie looks up from picking something out of a fingernail when she hears spellcasting, then looks around at the others dumbfounded Did I miss something? Best act like I didn't... She gives Makoa the thumbs up and shh's Shikaree, then shoos along Serge to continue.

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Looking about the Grand Hall, a large portrait on the southern wall shows the Irrica’s extended family shortly before the war. According to the engraved plates on the frames, one of the visible figures is a young Althea Irrica; another figure is Dremlut Irrica, depicted in his Hellknight armor. The northern wall bears a portrait of the family’s last patriarch, Rutillo, bearing the Irrica mace as a symbol of his authority.

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"Excellent technique, Makoa," Serge says, his voice kept low as if he expects the paintings to reawaken at any moment. He stows his holy water again and retrieves his greatsword.
Sense Motive: 1d20 + 4 ⇒ (8) + 4 = 12
"Something worries me about these paintings, Marcie. The painted portraits seem charged with terror and despair. Their expressions seem a reaction to someone or something they see but is not depicted in the paintings." He gazes over them once more. "Perhaps the mood had some connection to the haunt that was neutralized."
"I am no detective, but I would guess something else within this manor must be causing this reaction." Serge turns again towards the double doors at the south, and knocks again once everyone is ready.

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Marcie shrugs a bit "Ya probably. Or maybe this gore filled front room has something to do with it. I don't know about you, but ain't no way this Steeltoe is scrubbin' blood stains off a floor." She continues following Serge.

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Makoa quickly examines the paintings Perception: 1d20 + 7 ⇒ (9) + 7 = 16 noting the portraits reactions. "Yes we must deal with the living before we can finally help the dead", he whispers. He tightens up on his chain as he and Kifah sneak forward into position. Makoa Stealth (B/G/ACP): 1d20 + 7 + 1 - 4 ⇒ (13) + 7 + 1 - 4 = 17 Kifah Stealth: 1d20 + 8 ⇒ (9) + 8 = 17

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After examining the portraits, Makoa and Kifa tiptoe through an open door into a room to the south. Lit by lantern, this former salon’s furniture is mostly intact and shows signs of recent habitation. There are two doors in the western wall of the room.
Marcie follows Serge toward the double doors at the southeastern end of the grand hall, but Torgrin, adopting yet another new form, elbows the dwarf bard out of the way, wanting to stay closer to the paladin and his aura of goodness.
Shikaree pauses in the Grand Hall, taking a quiet moment to contemplate and to appreciate the history of the place.
Karayan waits outside on the veranda, wondering how much longer his companions will take to finally clear the dilapidated manor, confident someone will scream, if there's any real danger.
Having pronounced his critical impressions of the haunted figures in the portraits, Serge gets back to business, heading to the double doors, behind which Torgrin had said a couple of ne'er-do-wells are lurking. Ever courteous, the paladin raises a gauntleted fist and makes a polite knock.
A cultured male voice from the other side of the doors responds, "Em... Yeah..." Cough. "Hello there. Who's that knocking at my door, uninvited like?"

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Shikaree hurries after the others as the nagaji realizes this is not merely to be a painting-examining incursion. The nagaji takes up a place in the back of this smaller room.
"Oh! Are you the current Master Irrica then?" Shikaree says innocently to the voice. "Then we are visitors wishing to pay our respectsss. May we talk?"
diplomacy/For lolz: 1d20 + 6 ⇒ (18) + 6 = 24 ...snort, I didn't actually expect to roll well.
"We might be able to make it worth your while," Shikaree adds as the notion penetrates that mere politeness might not do it.

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Marcie smiles as she hears the response "We're here ta do some research on da Irrica family, how 'bout you two come out and chat?" Marcie scratches her leg in annoyance I hate having to play nice, oh well.
Diplomacy Aid: 1d20 + 6 ⇒ (6) + 6 = 12