The Foreigner
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(Based on damage rolled, I thought Tavetti had dropped and the doctor was worried that the NL damage had killed the poor bloke. If the GM will permit a retcon... )
The Foreigner steps up into Tavetti's grill and rasps, "Give up."
Mwk Greatsword; Damage: 1d20 + 7 ⇒ (5) + 7 = 122d6 + 4 ⇒ (2, 5) + 4 = 11
Dr. Splash
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I was worried, but Tavetti must have an AC higher than 14!
GM Worg
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At this point we will call it over. Tavetti has only 2 NL HP left and no effective escape route.
"Alright! I surrender! Just let me leave, please!" Tavetti yells as he drops his sword, holds his hands high above his head, and kneels on the ground.
Dr. Splash
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Dr. Splash calms down, breathing heavily as she leans against the wall, recovering from her rage. “That... is the wise decision. Can you tell me why you attacked us?”
GM Worg
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Tavetti glares up at Doctor Splash and Hermea the Amazing Urchin from Hermea.
"Alright missy, number 1: You attacked us. Point B: We're bandits, and you might be with the authorities. Reason III: We heard bloodcurdling screams, and opened the door wondering who made the ghost mad, and if we could get some loot from it, or at least a decent lunch."
Rhymin' Ralph
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Ralph pays a little tribute to Captain Chlorophyll,
"Cap Chloro's strike did not land.
But their exclamation 'Root to the head!' was far from bland!
So though your attack missed by a mile,
I salute your preeminent style!"
Captain Chlorophyll
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Captain Chlorophyll smiles and gives a thumbs up (alright, tendrils in their case) to Ralph for his rhyme.
Turning to Tavetti, they then ask “What is your connection to Cheliax and the Irricas family!”
I don’t know if there is a connection, but if there is that question may surprise them into giving something up.
Wertlos Kurz
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Wertlos' voice changes as the chaos of battle subsides, switching mid-sentence back to common. "ጥሩ ምርጫ...a wise decision."
The Foreigner
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The Foreigner fist bumps those with fists, and goes pinky-to-vine with those without. "Well done, friends. The team worked well together."
The Foreigner disarms and searches their prisoners for anything a bandit ought to forfeit. Everything but their unmentionables, as far as I'm concerned.
He adds his own questions to those of his companions. "Why shack up in a haunted mansion? How often do the paintings act that way? Any idea what's causing the phenomenon?"
Zephirine Drouhin Tanglefruit
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A long line of drool hanging from her mouth almost reaches the floor....*GLUG. Shmmmp* rapidly sucking it back up, she coughs, looking around. "Uh...hey. Uh...what blossomed?"
Spotting the fallen duo across the room, she cautiously makes her way towards the group. "Are...are they ok? Or are they going to feed the blessed Robori now?"
With the interrogation underway, she nods slowly. "And another thing! If yall were living here, why didn't you tend to the plants? They obviously need your love."
GM Worg
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Tavetti looks at Captain Clorophyll,
"The who-now?"
These bandits seem to have moved in to this place only recently, but he is also not saying something.
Tavetti turns to The Foreigner,
"Well why not? Who wants to go to an abandoned manor that is haunted? Certainly no locals or guards, and we know where the haunt is so ofcourse we can avoid it. Only one of the paintings seems 'friendly', but all she does is say her name. Whoever messed her up did a number to her psyche, I bet."
Finally he turns to Zephy,
"Do I look like a gardener?"
Captain Chlorophyll
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Sense Motive: 1d20 + 2 ⇒ (2) + 2 = 4
With that sort of attitude, you better hope Zephy doesn’t turn you into plant food.
“Seems to me a good leader could have found someone to take care of the plants.”
Looking around, they then ask “Where is the friendly painting?”
GM Worg
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He points to the hallway where the doors connect to this room.
"Down the opposite end of the hallway, in what I'm guessin is the private office. Can't miss the painting in there, looks like its covered in goblin dung or something. Can I go now?"
The Foreigner
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Sense Motive DC18: 1d20 + 5 ⇒ (4) + 5 = 9
The Foreigner nods at Captain Chlorophyl's question.
"So you've witnessed this haunt in action. Describe what happens, what you see, what you hear, everything."
He pauses, leans in close to the man's face, menace in his whisper. "And Tevetti? We're extending courtesy about as far as we're going to with a bunch of bandits. Lose the smartass attitude."
Intimidate: 1d20 + 9 ⇒ (10) + 9 = 19
Dr. Splash
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Sense Motive: 1d20 + 2 ⇒ (7) + 2 = 9
Raised on the island of Hermea, the Good Doctor is not well trained in lies, and so takes Tavetti’s statement at face value. “I’m also interested in learning more of the haunt and of the portrait that speaks its name.” They kneel down and look at Tavetti. “You can wait until we’ve examined them. Besides, I don’t see why we should let you go. You’re horribly disruptive, rude and a bandit. Did you have no positive guidance in your life? Perhaps the proper authorities can correct you and lead you back to the proper path.”
Mengkare wouldn’t let this one within a mile of Hermea.
| The Amazing Urchin |
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Sense Motive: 1d20 + 1 ⇒ (4) + 1 = 5
The Amazing Urchin sits on Tavetti’s chest and glares at him.
He writes, Do you know that I breathe fire? Watch it, bub.
Intimidate, Aid Another: 1d20 - 2 - 4 ⇒ (3) - 2 - 4 = -3
Unfortunately, he’s so tiny and adorable that his intimidation attempt is nowhere near as successful as he would have hoped.
GM Worg
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"The portrait that says Rutillo, right? It comes out of the painting and then makes a bunch of threats. says something about a 'Vegoran Thrune', whoever dat is, then it just vanishes. I watched it happen to some jerk who came in to dry off from a rainstorm, honest! The guy then started fighting a bunch of nothing and screaming about how his mother never loved him. I then watched him run off and back into the storm, his pants browner than before!
I told you all I knows about the paintings! Please keep that guy with the death stare off me!"
Opposed Bluff Check: 12
What he says is mostly true, but you're picking up on how his tale of watching it happen to someone was more of his personal experience.
The Foreigner
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Sense Motive DC12: 1d20 + 5 ⇒ (5) + 5 = 10
"Do you think he's hiding something?" The Foreigner asks his companions, still glaring at the bandit leader.
"Let's make sure these prisoners are bound tight, then finish searching the place, inside then outside."
Convinced he'll learn nothing more from the man, The Foreigner begins a systematic search of the old Irrica manor.
Take 20 for 27, room by room, if possible.
Rhymin' Ralph
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For the previous check...
Sense Motive: 1d20 ⇒ 5
For the current check...
Sense Motive: 1d20 ⇒ 16
"Methinks you're not telling yhe whole truth!
For you're describing yourself who has acted so uncouth!"
Once the bandits are secured, Ralph will join the Foreigner in searching the rooms.
GM Worg
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Following the directions Tavetti gave you, some members of the party go across the hallway and enter the first room.
To the left there is another door to take.
In front of you is an Altar to a deity, though it appears it has been thoroughly vandalized and desecrated. The rest of this room is also in tatters.
Asmodeus, the Dark Prince.
Captain Chlorophyll
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Sense Motive: 1d20 + 2 ⇒ (18) + 2 = 20
Rhyming Ralph is right, this fellow seems to be describing what happened to him.
“Did any harm come to the man other than getting frightened?”
Once they get the answer to that question, Chlorophyll loses interest in the bandit. They proceed to help with the searching.
As they search, they ask “So that weird haunted painting, do we need someone to experience it? If it really did mention Thrune, we might find out something useful.”
Wertlos Kurz
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Sense Motive: 1d20 + 0 ⇒ (3) + 0 = 3
Knowledge (religion) {untrained}: 1d20 + 1 ⇒ (18) + 1 = 19
"I'd recognize Asmodeus with my eyes closed, no matter how desecrated. This place has the stink of Thrune on it." Wertlos spits on the altar.
The Foreigner
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As the team continues searching, The Foreigner regards the brawler with respect. "Captain Chlorophyll, are you volunteering? That would be a bold act of great courage. If 'experiencing' the haunt would reveal more about the Irrica family, it might be worth the risk."
"Good eye, Wertlos Kurz. Please keep them open and sharp."
Captain Chlorophyll
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“Yes, I could do it.”
Looking around, they add “We should make sure there is nothing else lurking before we do that.”
Zephirine Drouhin Tanglefruit
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"I've never seen a haunt myself. What's it like? What should we expect from it?" inquires Zephy. Keeping her bow ready, and eyes open for trouble, she adds "Is it liable to hurt the captain?"
"I'm really not liking these Irraca people...the more I learn, the less I care their fait lead them to the abyss. Consorting with Asmodeus, murdering plants....I see why we need to keep whatever it was they did out of the hands of villains."
GM Worg
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The next room through the doors appears to be remnants of a library or study of some sort. Whatever books were once here have stiffened and collapsed from age. Shelves are tossed haphazardly aside, destroying much of their contents that aren't already tossed through out the space. It is evidently clear that little survived whatever destroyed this room.
GM Worg
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The room beyond that appears more like a private office. You can easily imagine that back when it was in its prime it was a luxurious space with the comforts a Chellish Noble Family would gladly accept as 'humble'.
Now it is anything but, as the wallpapers have been defaced with substances ranging from blood to paint to what you would not want to imagine. In the southern part of the office lies the half fresh uncooked and half blackened remains of a cow, nailed to a plaque as if it were some makeshift trophy.
On the northern wall there appears to be a portrait that once had a lovely female, but now it is covered and soiled by all kinds of dirt and smeared liquids.
The portrait looks upon you and says, "Greetings, I am Asmodea Irrica, heir to House Irrica and daughter of Rutillo Irrica."
This portrait moves and talks because it is powered by an Animated Portrait spell, though it appears the damage done to it has limited its capabilities. Perhaps...
This painting may be able to answer more questions if restored, but specialized equipment will be required. Perhaps the venture captain may know someone who can help.
Captain Chlorophyll
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Untrained Craft Painting: 1d20 + 0 ⇒ (13) + 0 = 13
Captain Chlorophyll goes up and examines the painting more closely.
“Does anyone know someone skilled at Restoration? If there were some way to clean and repair that painting, it might tell us more. As it is, I can barely tell what the person looked like.”
The Foreigner
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Appraise DC15: 1d20 + 5 ⇒ (1) + 5 = 6
Craft (painting) untrained DC12: 1d20 + 1 ⇒ (1) + 1 = 2
The Foreigner regards the sullied portrait with equal parts surprise and suspicion. "Greetings, Asmodea Irrica. It seems House Irrica has fallen on troubled times. Can you tell us what happened here, to you and to your family?"
Perception: 1d20 + 7 ⇒ (8) + 7 = 15
Sense Motive: 1d20 + 5 ⇒ (10) + 5 = 15
Rhymin' Ralph
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Spellcraft: 1d20 + 7 ⇒ (12) + 7 = 19
Appraise: 1d20 + 3 ⇒ (17) + 3 = 20
Agreeing with Captain Chlorophyll, Ralph says,
"Our vined friend is right!
In restoration, I don't know anyone,
But Venture Captain Brackett might.
Bring the painting and he'll praise us by the ton!"
GM Worg
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"Greetings, Asmodea Irrica. It seems House Irrica has fallen on troubled times. Can you tell us what happened here, to you and to your family?"
The portrait looks upon you and says, "Greetings, I am Asmodea Irrica, heir to House Irrica and daughter of Rutillo Irrica."
Your getting the impression this is all the portrait is capable of saying. Perhaps a restoration is necessary after all.
Captain Chlorophyll
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Captain Chlorophyll climbs the wall up to the portrait, their arms stretching and tendrils grasping the surface like a climbing vine. They say “Don’t worry, we will find someone who can make you pretty again!” as they remove the portrait from the wall and hand it down.
They then release their grip and tumble to the ground, rolling to their feet.
Acrobatics: 10 + 6 = 16
Looking around, they say “There doesn’t appear to be anything else of interest here. Any ideas who could have left that mess?” pointing to the charred remains.
GM Worg
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Perception 15
With careful observation of the room you notice another distinct detail. There is a small plaque that is hanging empty above the desk on the western wall.
You move your way up to it and dust off the engraving placed at the bottom. It reads The Hellfire Rod.
This plaque is at the correct height for a small creature to reach.
Zephirine Drouhin Tanglefruit
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Taking the painting from them, Zephy advises "I'll carry it. I've got room in my pack." and works at stuffing the talking painting inside. "Think the Society will appreciate this? At the very least, they should have someone or something skilled enough to fix it."
Spying the plaque, she frowns. "Any of you ever heard of a 'He-ll Fire Rod'? Seems someone took it already. Any idea what something like that would do?"
Captain Chlorophyll
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"Judging it only by the name, burn things by drawing on evil powers."
Hell -- is that devils or demons? I always have trouble seeing the difference between the two.
Rhymin' Ralph
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"Aye, it certainly doesn't sound like it brings April showers!"
Is it possible to recall what a hellfire rod is with a knowledge check?
Knowledge, all: 1d20 + 4 ⇒ (8) + 4 = 12
GM Worg
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"Aye, it certainly doesn't sound like it brings April showers!"
Is it possible to recall what a hellfire rod is with a knowledge check?
You try to recollect, but can only draw a blank.
A hellfire rod is able to unleash a very potent fiery blast, that leaves potent burns afterwards. It is difficult to avoid the blast if the wielder knows how to aim well. Fortunately, it can only unleash the potent blast once a day.
Replicate Acid Arrow as a Fire Spell. Caster Level 9th.
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Your search of the rest of the house turns up dry; there is little remaining evidence you can gather for now. The only thing that remains a mystery is the memories of the haunt. Its eerie blue fog glow has returned to it's anchoring point.
Do you risk it, Pathfinders?
The Foreigner
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"We should consider having one of our number trigger and experience the haunt. It's risky, true, but it might be the only way we can learn more about this place and its history. I will volunteer, if no one else wishes to do so."
Captain Chlorophyll
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"I think the important thing is that we protect ourselves and whoever does it."
Giving the Foreigner an appraising look, Captain Chlorophyll points out "If you suddenly went wild with that huge sword, we might have trouble restraining you."
"If you do it, we would want someone to take away your weapons first. If I were to do it, you would want me to set aside my shield. Even then, I'm trained in fighting without a weapon."
"I am still willing to do it, but please understand the risks."
Wertlos Kurz
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"I'll do it. I don't pose much risk to fighters like the rest of you. I won't be able to report on any audio effects, though."
The Foreigner
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"Those dangers are significant, and we'd certainly want to know what such a thing might say or sound like. I'm willing to set aside my weapons. I'm not much of a pugilist, so my fists are little enough threat to anyone. Anyone else willing to make the attempt?"
The Foreigner pauses, thinking for a moment. "Who's got the portrait of Asmodea Irrica? You, Zephirine? I wonder what would happen if we 'introduce' her to the other portraits in the Grand Hall?"
Zephirine Drouhin Tanglefruit
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With a slow nod, Zephirine tugs the portrait back out of her pack. "Yes, I snagged it. It seems fairly limited in response though. You really think additional stimuli will affect it as the sun on a vine?"
"As for this haunt thing...if you all feel it appropriate, I'd be willing to take the risk. Though, I'm not sure how safe such a thing would be... What exactly is a haunt?"
"Gleaning from your discussion, I'd wager its something that takes over the tendrils? Admittedly, I'm less skilled without my bow...but not powerless."
Rhymin' Ralph
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"Without my crossbow I pose very little danger.
I'm about as harmless as a babe in a manger.
And my good luck usually sees me through.
For these reasons, I volunteer too!"
Just throwing this out there. Unless we come up with a selection criteria, perhaps those who are willing to give it a try have a roll-off to see which volunteer triggers the haunt (and probably ends up running out of the house with their trousers soiled like our bandit friend...)? If we go with a random selection roll, say the highest gives it a go?
Haunt volunteer: 1d20 ⇒ 15
Captain Chlorophyll
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I like how we are having a competition for who is the most harmless. :)
“Since they are willing, I think either Wertlos or Ralph would make a good candidate.”
Rhymin' Ralph
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The Foreigner
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The Foreigner explains, "The suggestion with the portraits was just an idea for a possible experiment."
He nods in agreement, when Rhymin' Ralph volunteers. "A bard would seem well-trained to describe his experience to us afterward."
He retrieves a potion of cure light wounds and holds it up as if he were about to offer a toast. "Just in case there's any physical injury... "
Wertlos Kurz
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"Ralph, I will accompany you if you wish, but I think Captain Clorophyll is right that you are the right halfling for the job."
Rhymin' Ralph
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Ralph says to Wertlos, "No need for if its frightful, only one of us need sob."
Turning to the rest of the party, Ralph says,
"Into the breach I go, my friends!
On the other side I hope there'll be no wounds to tend!
And if I should dirty my pants,
please don't toss me onto a pile of ants!!"
Ralph removes all gear and gives it to his teammates for safekeeping except for his spell component pouch. Once everyone has stepped away to the far end of the room (I'm thinking by the spiral staircase perhaps?), Ralph will cast unbreakable heart on himself, then hop right into the haunt's area of effect!
Depending on what happens next, Ralph may also use adaptable luck should any saves or checks come up...
GM Worg
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The blue swirling mist converges onto Rhymin' Ralph. The painting labeled Rutillo Irrica leans out of the portrait and scowls deeply at Ralph. It begins to shout, "Vegoran Thrune, your time has come!"
The portrait then loses its colors as they bleed out onto the floor. They begin to swirl and spiral, faster and faster, taking the shape of a Dark Winged figure. A four syllable phrase then, that is both too soft and too loud to be understood, echoes through the chamber.
The Dark Winged Creature raises its sword to attack Ralph.
Will Save 12 Negates
You are compelled to fight back for your very life against the creature and other haunting images of your past, your failures, your worst foes and hated enemies, as they swarm at you from all directions.
Eventually the images fade, and the last one to leave is the Winged Creature, giving a hateful smile. It disappears as it came in, bleeding back into the portrait.
The energy and effort that the haunt has drained from you is tiring, and you feel as though you should go lie down for a while and recollect yourself.
You now suffer the Fatigued Condition.