
Kelvin Fleetwood |

"What do you mean, 'what red bumps?'" says Kelvin to Shalelu. "These red bumps and rash spots" and he points to them on his arms. "See!"
When no one else sees them, Kelvin starts muttering to himself, then goes over to the double doors in the room(GH5) and checks them out, still muttering about blind rangers.
Perception: 1d20 + 10 ⇒ (11) + 10 = 21 listen
Perception (trap): 1d20 + 12 ⇒ (5) + 12 = 17
Disable Device: 1d20 + 16 ⇒ (12) + 16 = 28 if needed

GM Mazra |

As Kelvin thinks everyone has become mad, he does not hear anything beyond the door. He does not find a trap. The door is not locked.
Brandark, when he opens the door, he sees furniture in this bedroom, while dusty and unkempt, does not exhibit any major signs of water or mold damage. The one exception is a dark stain on the desk near the northern window.
As Stone looks around the room, he notices the stain. It is dried blood.

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perception: 1d20 + 3 ⇒ (10) + 3 = 13
Stone moves over to the desk and grab what looks like a jagged piece of wood and tries to slit his own throat.
coup de grace: 2d4 + 4 ⇒ (3, 1) + 4 = 8
fort save: 1d20 + 5 ⇒ (12) + 5 = 17
He then will fall to ground in a pool of his own blood, dead.

Ranger Shalelu |

Shalelu notices Stone become entranced by the desk. When Stone puts the dagger to his throat Shalelu cries out, "What are you doing?"
Attempt to Grab Stone: 1d20 + 5 ⇒ (10) + 5 = 15

GM Mazra |

Since Shalelu attempts to stop Stone, Stone does not go forward with the Coup de Grace on himself. Instead he attacks Shalelu with the jagged piece of wood that looked like a dagger to Stone and briefly, possibly the same to others.
Stone Attacks Shalelu: 1d20 + 6 ⇒ (10) + 6 = 162d4 + 4 ⇒ (2, 3) + 4 = 9
Stone's attack does not penetrate Shalelu's armor.
Stone then comes to his senses and sees that the jagged piece of wood is not a real dagger.
That was close. Next?

Brandark Plainswalker |

Stone what was that about.
Brandark looks agast and in the process of reaching for him when Shalelu interveined.
go figure work had me stuck in a spot with no signal, so just catching up

GM Mazra |

When the party passes back through the gallery room, Stone will become transfixed on Traver Foxglove's portrait, which has returned to normal.

Brandark Plainswalker |

Brandark kicks opens up the desk to see if anything was forgot in there that might help us in this house.
Kelvin, I am thinking that we look to the north east.

GM Mazra |

Brandark found nothing of value in the desk.
When Kelvin checks the Northeast door, he does not find a trap or the door locked, but he does hear:
When Brandark opens the door he sees that this entire bedroom is caked with a thick, spongy layer of dark green, blue, and black mold. Something compels Kelvin to step into the room.

Kelvin Fleetwood |

Will save; +2 vs enchantment spells and effects: 1d20 + 1 ⇒ (6) + 1 = 7
1d6 ⇒ 51d4 ⇒ 4 Right! NOW I get the high numbers!
"There is a child in there with its mother. Brandark, quickly open the door."
As Kelvin walks into the room he starts clawing at his face with his hands, damaging himself and the looking uglier by the moment.

GM Mazra |


Brandark Plainswalker |

Seeing Kelvin start to claw at his face, Brandark grabs for him to try and stop it from happening.
Kelvin, STOP, what has gotten into you.
grab attempt: 1d20 + 9 ⇒ (12) + 9 = 21
Garrath, help me here

Brandark Plainswalker |

Brandark shudders slightly over the mention of the plague.
I don't see any bumps on your arms, but that room gives more reason to want to burn this place.

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Sorry no but I do believe you and I know just the thing to diagnose you. Unfortunately I will need to wait till morning. If it gets to be unbearable let me know and I will try to remove what I'm guessing is a disease.

GM Mazra |

Kelvin does not hear anything. He does not find a trap. The door is not locked. Brandark sees an iron tub sits in the middle of this room, the foorboards around it sagging with the tub’s weight.

Brandark Plainswalker |

perception: 1d20 + 9 ⇒ (20) + 9 = 29
The floor is rotten, be very careful if you enter. I for one am not

Brandark Plainswalker |

Moved for you, but waiting on the others as to if anyone goes in.
Edit, for some reason the green is off the other levels ??
Edit 2, figured it out, someone had moved the map to the front in front of everything.

GM Mazra |

Again, Kelvin doesn't hear anything. The door is not trapped or locked. When Brandark opens the door he sees 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.

GM Mazra |

When Elektra magically turns the painting around she sees this Portrait of a beautiful dark-haired Varisian
woman, in a thoughtful pose. (Note Link.)

Ranger Shalelu |

Perception DC 15: 1d20 + 10 ⇒ (19) + 10 = 29
"Did you hear that?" Shalelu calls out. But no one heard anything except a distant sobbing sound. And everyone is starting to hear that.
"Not the sobbing. Something just said,'What do you get up to down in the damp below?' It didn't come from the Painting."
Shaleku's Will Save: 1d20 + 1 ⇒ (17) + 1 = 18
"This is a very bad place. A terrible rage briefly swept over me, but I would not let it take me," the Ranger looks haggard.
The next door is stairs up. They are not trapped. Where do you go?

Elektra Stardancer |

This is just ... horrible.. how could this happen?
"This woman... she is important! I do not know... We have to finish this place. But maybe we should try to search this room."
Go on, clean this level end get down.

Brandark Plainswalker |

I agree Shalelu, this place is terrible, and we should finish checking up and down as fast as possible.
Once the room is checked.
Brandark will stop by the first door in the attic and wait for Kelvin to do his thing.

Garrath Tricks the Giants |

Garrath takes in a sharp breath when the painting is revealed, "T-turn the painting back around. Just turn it back around!

Kelvin Fleetwood |

Perception: 1d20 + 10 ⇒ (12) + 10 = 22 listen
Perception (trap): 1d20 + 12 ⇒ (9) + 12 = 21
Disable Device: 1d20 + 16 ⇒ (13) + 16 = 29 if needed
I take it we opened the last door and it was stairs up.
"Yes, turn the painting around, and let us continue." Kelvin looks at Garrath with some concern, after hearing the stutter in his voice, but says nothing to the big warrior.
Opening the last door and seeing stairs up, Kelvin leads the way and seeing a hallway with door he goes to the first door(E4) and checks it.

GM Mazra |

Kelvin will not notice a trap, hear noise or find the door locked. When Brandark sees opens the door he sees 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.
No Haunts in this room. Where to next?

Brandark Plainswalker |

I don't think it will matter soon.
Brandark continues to walk along behind Kelvin and will open the door as soon as he is told it is safe.