
Druamin |

It looks like the stairs in B10 (labeled #2) are matched with the stairs on the main floor but your description you said that the stairs go up. Also, the legend says that red stair arrows go down. Is that correct?
After investigating the small room, Druamin follows the rest of the group to another room.
Erond is off the map (upper floor) so I'm not sure which room he was listening to.

GM Fuzzfoot |

Hmm, yes - the map got moved too, so nothing seems to be lining up. The stairs are numbered the same for up and down, so yes, these (#2) go down and meet up with the other stairs you already found. You have yet to find stairs to the attic.

Faywen Marisal |

Once upstairs, Faywen tacks to the left a bit, to keep an eye out for any threats that might come up behind the group.
Perception: 1d20 + 8 ⇒ (7) + 8 = 15

René Treize |

René whistled happily as the manticore went up in a blaze of glory. He then followed the rest of the group upstairs but didn't do much else; last time he tried to be proactive he got hurt. He was smart enough to have learned his lesson.

GM Fuzzfoot |

Pick a door, any door... or give me a plan of exploration and I can move us along.

Faywen Marisal |

Seconded!

Druamin |

"Ok. So Erond's door looks good enough to try." Druamin steps to the door in the southeast angle of the hallway. Erond is there. "Hear anything? Do you think it is safe to open?"

GM Fuzzfoot |

This bedroom features a child-sized bed, a chair next to a toy box, and a looming stone fireplace big enough for a child to get lost in.
As you enter and look around, Faywen suddenly looks pale.

Trox Ragmend |

"I do not like this place one bit."

Faywen Marisal |

Will: 1d20 + 4 ⇒ (20) + 4 = 24
Faywen shudders, forcing the images from her mind. She takes a breath to compose herself, then presses forward without a word.

GM Fuzzfoot |

Moving on to the next room, Erond again checks the door before entering.
This large room features two padded chairs and a long couch facing a wide alcove lined with stained-glass windows. These windows depict a diverse array of animals and plants-from north to south are a large pale and ghostly scorpion, a gaunt man holding out his arms as a dozen bats hang from him, a moth with a strange skull-like pattern on its wings, a tangle of dull green plants with bell shaped flowers, and a young maiden sitting astride a well in a forest while a spindly spider the size of a dog descends along a string of webbing above her.
breath, the tongues of deathwing moths, belladonna, and the heart of a maiden slain by poison); if the check exceeds this DC by 10 or more, open the next:

René Treize |

Arcana DC 20: 1d20 + 12 ⇒ (18) + 12 = 30
From the back of the pack, René called out to the group. "Oh, my Ma told me this story once. It's from this story 'bout a maiden who's fiancé died the day before they were ta be wed. In her grief, she went ta th' hermit who lived at the edge of the village even though her parents warned her not ta. He told her he could reunite them if she went and got four ingredients fer him: scorpion venom, vampire's breath, tongues of death wing moths, and belladonna. Long story short, she went on this epic quest ta find it all. Th' hermit told her ta bring it all ta this old well at the edge of this ol', haunted forest. While she was waiting, the hermit turned inta gross old spider and bit her. As she lay slowly dyin' the hermit turned back an' said, 'See...I told you I would reunite you with him...' He then ripped out her heart and used it ta turn inta a lich. Moral of the story obviously bein' ta listen to yer parents."

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Erond will start looking over the room for anything else that provides information; books, additional spell components, as well as anything valuable or dangerous.
Perception: 1d20 + 15 ⇒ (6) + 15 = 21
"Let's see what other secrets the room holds. If we find any I'm certain they will be equally awful."

GM Fuzzfoot |

Nothing else in this room catches your attention.
Moving on to the next, Erond again does his thing.
This entire bedroom is caked with a thick, spongy layer of dark green, blue, and black mold.
Trox suddently starts to itch.
Effect: The haunted character must make a DC 14 Will save; failure indicates he claws desperately at the flesh of his own face, dealing 1d6 points of damage and 1d4 points of Charisma damage. The haunted character must make a new save each round he remains in this room to avoid damaging his face again and again-the haunt effect ends once he makes two consecutive saving throws, is dragged from the room, or falls unconscious from physical or Charisma damage. Play it up!

Druamin |

Druamin just shakes his head at René's story. "Really? Your mom told you that? And did it scare you?"
Deciding that there's nothing of interest in this room, he follows Erond to the next.

Faywen Marisal |

"This place is just a carnival of horrors, isn't it?" Faywen asks, looking through the room's contents. "I hope something in here is worth what it's doing to us."

René Treize |

"Pfftt, it's meant ta scare young'uns onta the right path. 'Sides, it's no worse than the tale of a lil girl and her grandmama gettin' eaten by a wolf. Or th'one of girls who chopped off parts of their feet to try ta get a prince ta marry'em. But hey, 'least my Ma told me stories; I doubt Skarn could understand a word that was being said through his mam's beard!" René cackled.

Trox Ragmend |

Will: 1d20 + 2 ⇒ (18) + 2 = 20
Will: 1d20 + 2 ⇒ (14) + 2 = 16
Trox stops in his tracks and grabs his face and grabs his face. For a moment he feels his face has become tumorous but the feeling quickly fades. He looks around the room with wide eyes not at all sure what just happened or how his mind managed to fight it off.
"Something bad it here..... Felt like.... I don't know like my face has swelled with tumors but it faded fast, I think I got very luck."
Clearly there is more to what went on but Trox does not have the knowladge to tell the others.
Sorry GM, no fun there much to my suprise.

René Treize |
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"I have, yes. Her name was Keala, and she was quite proud of her beard. Assured me t'was the finest in her entire clan an' that only female dwarves who had been shamed by their menfolk shaved theirs off." René responded idly before adding. "She was also one of the best singers I've ever met."

GM Fuzzfoot |

Nature would also work.
The mold is harmless, but certainly it seems that to be here in such abundance is not natural.
Moving on...
An iron tub sits in the middle of this room(B14), the floorboards around it sagging with the tub's weight.

Druamin |

"This place just seems totally abandoned. Other than the haunts we keep running into. I hope we find what we're looking for soon. I'm starting to agree with you guys. We should just burn this place down as soon as we can. I can't think that anything good is going to come of this place."
Druamin glances over the washroom before moving to the end of the hall to the two closed doors there. He opens the right hand one. opening the door to B16

Faywen Marisal |

"Another creepy tub," Faywen comments from the hallway. "Though, I guess everything in here could be considered creepy."

GM Fuzzfoot |

You pretty much know that this manor is part of the Foxglove holdings. I think most of you have met Aldern Foxglove in Sandpoint some time ago. I know this has gone long, so it is easy to lose some of the storyline.
(B16) Locked.
The other leads to the master bedroom.(B15)
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.

Druamin |

"Ok. This is strange. But so is everything in this house." Druamin looks around the room and noticed the painting. "Why is that backwards?" He makes his way carefully across the room to the northwest wall and pulls the painting away from the wall just a few finger's width. He leans in next to the wall to see if he can see what is on the painting.

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"It looks like someone was looking for something or taking out anger. Stand back I'm going to try and flip the picture and this could get bad."
I'm more looking for which Foxgloves met untimely and traumatic ends necessary to create so many haunts.
Erond will go overlooking for traps/dangers (taking 10 with guidance and help form his familiar for 25) and look at the other side of the painting.

René Treize |

"Ya know this place is haunted, so why're ya tempting fate by purposefully lookin' at sommat ya clearly not s'posed ta? It's a painting, so jus' burn without turning it around." René then purposefully looked away as he went to check which of his companions had a bow. "Jus' light an arrow and shoot it at the thing. Should do plenty fine."

GM Fuzzfoot |

Druamin takes a peek, and finds a portrait of a nice looking lady. Nothing appears to be strange about it, but Druamin suddenly has a strong sense of sadness.
Erond flips it over for all to see. As he does so, René gets a sudden wave of fear, but it passes quickly.
At the bottom of the frame, there is a small faceplate that has the name "Iesha Foxglove" engraved on it. (See slide 4 for a visual)
?: 1d4 ⇒ 1
Just a few seconds later, Erond gets dizzy and staggers a bit. He seems to quickly regroup, however.

Faywen Marisal |

"Erond, are you all right? What are you feeling?"

René Treize |

Are we really just not getting high enough on our perceptions to notice these things before they trigger? :-/
"Well, I'mma gonna wait out in the hallway until y'all stop being idjits and agree ta burn the place down." He then walks out of the room and stands in the hallway close to the stairs.

GM Fuzzfoot |

Some of them you have, but seem to have failed to notice the implication (smelling of burning in the manticore room, child crying). Since most of you aren't even apparently walking into most of the rooms, not everyone gets a check. I did miss one indicator here, though. In any case, to neutralize a haunt, the one first noticing can try to channel positive energy to damage undead as an immediate reaction (ie. surprise round), but for almost all of these, there is nothing past that surprise to do. And no one has taken any action to cure, channel or throw holy water on them that I can see. But I can be more explicit on the remaining ones if you like.
Druamin does here a woman's voice as he moves the painting. "What do you get up to down in the damp below..."

Druamin |

"What?" Druamin looks bewildered. "Did any of you hear that? The woman's voice? She said 'What do you get up to down in the damp below...'. That doesn't even make sense to me."
He moves back across the room and closer to the rest of the group. "I know you guys just want to burn this whole place down but weren't we coming here to investigate something? It seems that burning down the manor is not investigating."
Are you guys keeping your position current on the map?

René Treize |

Yeah, the problem is René has absolutely none of those abilities. So I think from now on, he's just going to stand in the hallway away from everything. There's really no point in him doing anything else. I would kind of suggest the same for everybody else unless people want to open the door and then immediately leave before the haunt triggers and never enter again.
"Yer wrong. We ain't here ta investigate. We're here ta stop ghouls. Burnin' down seems ta me like it'd do jus' fine." René called from far away.