House Of Horrors 4 - Page 4 of 18

I say leave the fear points where they are - Page 4 - D&D / Pathfinder Archive - Posted: 27th Mar, 2008 - 5:35pm

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The Finial Chapter or does GM Krakyn want to see us punished for our sins?
26th Mar, 2008 - 2:58pm / Post ID: #

House Of Horrors 4 - Page 4

I remember this part of the scenario. We battle the zombie, win after Krakyn's brilliant dice rolls and then proceed through a hidden passage. We must however not take the doors that we took before.



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26th Mar, 2008 - 5:33pm / Post ID: #

Horrors House

QUOTE

(394)

You back up until you reach the wall. You stand completely still and breathe very slowly, listening for any sound that might identify your companion. A creak in the floorboards confirms that the inhabitant has taken another step in your direction. Suddenly, without warning, a reeking, decaying, nauseating stench hits you like a wave. You clap your hand over your mouth in disgust, while suddenly remembering that you have a lighter in your pocket. You quickly fish it out as the floor creaks again. Holding it up at eye-level, you flick the catch. In the flickering light, you can make out the features of the person standing a few feet away"¦go to 204.

(204)
You scream in terror! The "man" standing in front of you is something straight out of a nightmare. Rotting, sunken flesh hangs from his face. Wispy strings of hair hang haphazardly from the forehead. Decaying, black teeth are visible in its mouth. Even its clothing is tattered. Worst of all, there are two empty slits where the eyes should be. Add 2 Fear points. If you are still alive, a burning in your fingers jolts you back to your senses. You drop the lighter and the room is plunged into darkness once more. You try to escape, but in your blind panic you run straight into the door. Lose 1 Stamina point. You bounce backwards, straight into the zombie. It emits a low throaty sound and wraps its arms around you. Thrashing wildly about, you try to break its grip. You must fight for your life.

Zombie: Skill 7 Stamina 8

Because of the darkness and your panicked state of mind, you must deduct 2 from your Skill for the duration of this fight. If you win, go to 151.



Dagger in hand Skill 10 stamina 20 is what we start with.

US 17 stam 20 zombie 12 stam 6
us 18 stam 20 Zombie 15 stam 4
us 15 stam 20 zombie 13 stam 2
us 16 stam 20 zombie 14 stam 0

Thanks for that positive energy DarkScribe!

QUOTE


(151)
You stumble out of the closet, sputtering and choking. Grabbing on to one of the bedposts, you steady yourself while your breathing slowly returns to normal. It seems that whoever was in the room during your struggle has left. Will you now leave this room (378) or do you want to go back into the closet, to search it (110)?

(110)
There is a lit candle on a stand next to the bed. You take it with you and cautiously approach the closet. The door is hanging open, and the wretched zombie is lying on the floor motionless. You start moving the clothes aside to step in, when something pulls on your neck! You spin around, only to discover that you had caught yourself on a hanger. Feeling a little foolish, you step inside and look around. Clothes are strewn about. You walk in the direction the zombie came from. Holding the candle up, you can make out the outline of a door! There is no keyhole or other obvious way to get through. Test you luck. If you are lucky, go to 163. If you are unlucky, go to 48.



Luck points 8 so we have to roll 8 or less we roll ... 8.

QUOTE


(48)
You run your hands along the door, knock on it a couple of times, and even kick it, but nothing happens. Perhaps it can only be opened from the other side? You decide that you have wasted enough time here and leave the room. Go to 378.

(163)
You run your hands along the door, knock on it a couple of times, and even kick it, but nothing happens. Giving up, you begin to turn away, when a faint sound makes you stop short. You freeze, holding your breath and straining your ears. The silence envelops you, but you concentrate deeply and can faintly make out a sort of low metallic rumble coming from the other side of the door. Turning your attention back to it, you reexamine the smooth face for a few moments. You place your hands on the door and slide them straight up, trying to get a feel for the dimensions - and then you see it. Straight above you and to the right is a small wooden cache lever. You immediately pull it, and the door opens inwards silently, revealing a tunnel that slopes downwards. Will you investigate (63) or exit this room (378)?

(63)
Holding your candle securely, you cautiously step into the tunnel. Shadows dance off the walls in the flickering light. You walk forward slowly, wary not to loose your footing on the loose gravel ground. The walls are rough and uneven, reminding you of a mineshaft. The descent gets fairly steep for a while before leveling out. After about 50 meters or so, the tunnel ends in front of two dark oaken doors. Will you open the one on the left (200) or the right (352) or will you instead turn back and make your way back up to the passageway (282)?

*Since we did right last time we try left now.*

(200)
The door opens into what appears to be a storeroom. On one side are shelves stacked with various food items. Bread, dried meats, cheeses, fruits, and dried fish are lined on the shelves. Bottles of water and alcoholic spirits are on the bottom shelf. On the other side of the room is a closed chest. Will you eat some of the food and rest in this room for a little while (365) rest in the room without touching the food (158) examine the chest (87) leave this room and open the other door (352) or leave everything and make your way back up to the closet (282)?



Oooo Aaaa a chest! Food Drink I think we should move in this is great!

So do we trust the larder or check out the chest or play it safe and split.



Post Date: 26th Mar, 2008 - 5:39pm / Post ID: #

House Of Horrors 4
A Friend

House Of Horrors 4 Archive Pathfinder / D&D

Lets see what is in the chest. Get some food and drink then get out of there.

27th Mar, 2008 - 12:41am / Post ID: #

Page 4 Horrors House

Get some food so we can get our stamina back up then check out the chest.



27th Mar, 2008 - 12:42am / Post ID: #

Horrors House

I agree with above hoping that we will also be able to pocket some of the items for later.



27th Mar, 2008 - 9:47am / Post ID: #

House Of Horrors 4

The Dice Master says...

Eat whatever is good, make sure it has the health and safety regulations' stamp of approval and then tackle the chest.



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27th Mar, 2008 - 4:50pm / Post ID: #

House Horrors 4 - Page 4

QUOTE

(365)
Taking your pick of some bread, cheese, and fruit, you settle down on top of the chest. You also uncork a bottle of brandy. The food offers a welcome respite, for you are rather hungry after your ordeals in this accursed place. The brandy goes down smoothly and warms you right up. After your feast, you lay back and close your eyes for a few moments, thankful for the opportunity to rest. After a little while, you feel stronger and braver, ready to deal with whatever else should come your way. You may restore up to 4 Stamina points and deduct 2 fear points. It is now time to decide your next move. Will you open the chest, if you have yet to do so (87) leave the room by opening the other door (352) or make your way back up to the closet (282)?

(87)
The lid flips back easily. The chest is mostly empty save for several daggers and a meat cleaver lying underneath a blanket. If you are in need of a weapon, you may take a dagger or the meat cleaver (remember to adjust your Skill). Now, if you have not rested yet, you may do so and also partake of the food while you"re at it (365) or play it safe and leave it alone (158). Otherwise, you may leave this room and examine the other door (352) or head back (282).

*we pocket and an extra dagger*

(352)
You open the door and the pungent smell of preservatives drifts out. Peering inside warily, you make out what appears to be some type of laboratory. A wide table lines the center of the room, and something that looks disturbingly close to a body bag lies on it. As a matter of fact, the room is adorned with several of these bags hanging by hooks attached to the ceiling. You are just deciding against entering when a movement in the rear of the room catches your eye. Go to 168.

(168)
Startled, you draw back instinctively as a short, bald man steps out of the shadows. "What have we here?" he asks, brows raised inquisitively. "One of the flock, wandering around the pasture? Or all the way out from a different field, by the looks of you, I"ll wager," he laughs quietly. "Well, I suppose I"ll play the good host and give you the tour since you dropped by." Will you agree to take 'the tour" (304) or politely decline the offer (139)?

(304)
The man claps his hands in glee and leads you around the laboratory. He tells you that his name is Petruccio and that he has been Count Pravemi's personal chemist for several years. You ask him why someone of his calling is needed and he laughs. "Ah, yes, such a joker. The master no doubt appreciates your humor. The bodies, of course, must remain clean and well preserved. Sometimes we go months before getting a new one. But you will learn the details when you are initiated. Yes." He strides over to the table. "Tell me if your dressers are this skilled back home." He unzips the bag to reveal a humanoid shape"¦yes, it's a man, or was, but it appears to have had its skin and hair removed! You gasp and jump back in shock. Add 1 Fear point. "My friend," he laughs incredulously, 'surely this isn't new to you? Especially if you have been promoted to the esteemed Pravemi's order?" His eyes narrow suspiciously. You"d better think fast. Will you apologize and tell him that you were simply taken aback by his great skill (9) or that this type of preservation isn't customary where you come from (53)?

(9)
"Really? No one that you have seen compares to me?" he asks, lighting up. You assure him that his work is breathtaking, and that Pravemi is a lucky man to have such a qualified scientist. "Oh, please, stop, that is too much", he gushes. He is so pleased with you that he disappears into his private room for a moment and then comes back with a pint of whiskey that he offers to you. You thank his generosity and promise to come back and visit him soon. He waves farewell, and as he stands at his door, watching you, you have no choice but to walk back up the tunnel to the closet. The whiskey may prove handy, however. There is enough for three good swigs and you may drink at any time except when you are in combat or otherwise engaged (talking to someone, running for your life, etc.) Each time you drink, you may subtract 1 fear point. Now go to 282.

(282)
You make your way back up the tunnel. The door leading into the closet is still open, and as you reenter, the reek of the dismembered fiend assails your nostrils. A shiver runs down your spine as you slowly open the door and check to make sure that no one remains in the room. When you are satisfied, you quickly step out, close the door behind you, replace the candle on the table, and exit the room. Go to 378.

(378)
You are standing in the hallway. To your left is a door labeled SPECCHIO ACCESE. An unmarked door stands to your right. The hall continues ahead. Enter a room only if you not yet searched it. Will you enter the door marked Specchio Accese (155) the unmarked door (199) or continue down the hall (171)?




Nice we are now back at 22 Stamina and 2 fear points. We have 3 drinks of whiskey which removed one fear point each time.

Specchio Access door we fought our mirror image and received 3 coins for the effort.

So onward or do we try for the coins? The image has the same stamina and attack as us. also do we use two drinks of whiskey to take us to 0 fear points?



Post Date: 27th Mar, 2008 - 5:35pm / Post ID: #

House Of Horrors 4
A Friend

House Horrors 4 D&D / Pathfinder Archive - Page 4

I say leave the fear points where they are for now. Do not go into the marked room but lets open the unmarked room ( 199). We have more fight in us now. smile.gif

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