House Of Horrors 4 - Page 5 of 18

Yes try the key here as well we might get - Page 5 - D&D / Pathfinder Archive - Posted: 28th Mar, 2008 - 2:47pm

Text RPG Play Text RPG ?
 

23rd September 2024's Text Adventure:
Choose Your Medieval Fantasy Character:

Cleric
Cleric
Draconian
Draconian
Barbarian
Barbarian
Paladin
Paladin
Wizard
Wizard
Warlock
Warlock
Rogue
Rogue
Fighter
Fighter
Ranger
Ranger

+  1 2 3 4 5 6 7 8 9  ...Latest (18) »
Posts: 137 - Views: 10311
Closed
The Finial Chapter or does GM Krakyn want to see us punished for our sins?
27th Mar, 2008 - 5:55pm / Post ID: #

House Of Horrors 4 - Page 5

If we go back into the unmarked door it be where we just left. Only option untried in that room is hiding under the bed.



Sponsored Links:
Post Date: 27th Mar, 2008 - 6:03pm / Post ID: #

House Of Horrors 4
A Friend

Horrors House

ok down the hall we go because we know what is in the other door. Lets go somplace new this time.

27th Mar, 2008 - 6:10pm / Post ID: #

House Of Horrors 4 Archive Pathfinder / D&D

I wonder why we would need coins. Lets go for it as it maybe something we need later.



27th Mar, 2008 - 9:59pm / Post ID: #

Page 5 Horrors House

The Dice Master says...

Try anything we have not already done and if that leads to nothing then try what we know gives us something.



28th Mar, 2008 - 1:24pm / Post ID: #

Horrors House

Based on the response then we will go hide under the bed. The on down the hall as we have a very poor chance in beating our selves. Plus I think we can try some different bottle combos down where we found that witch and maybe we get something nice.

I really think we just need to head to that basement and see what we can find. We can kill that hand thing and get that stamp also.

I think we have explored all rooms upstairs though the witch room we have different option we can take like not killing the witch. Sending different bottles down on the busboy contraption.

So I am going to zip though here pretty fast to that stage. Enjoy the read.



QUOTE

(199)
You step into a large bedroom. It contains a king-sized bed, neatly made, as well as a window behind some curtains that have been drawn back. Moonlight streams into the room. As you are trying to decide on your next course of action, you quickly draw in your breath - there are footsteps approaching from outside the room! Your first instinct is to hide. Will you nip into the closet (220) duck under the bed (17) or instead choose to stand your ground (97)? 

(17)
You throw yourself underneath the bed just as the door begins to open. Underneath it is very dusty and your eyes immediately begin to water, but you cup your hands over your mouth and nose and try not to sneeze. Footsteps walk into the room and you can hear a conversation between two men: ""¦never been to one before. They say that only a few are accepted." "Yes. But I sometimes wonder abut the need to involve outsiders. Remember the raid? Surely, there will be another"¦" After this, the men speak in hushed tones and you cannot make out their conversation. They walk to the center of the room and you can hear the sound of papers being shuffled. They converse for a few more minutes, then walk out of the room. By this time you desperately need some fresh air and you start to crawl out from under the bed. Test Your Luck. If you are lucky, go to 111. If you are unlucky, go to 174. 

*rolled 6 we get lucky."

(111)
As you start to crawl out, your sleeve catches on one of the bedposts. As you pull it away, there is an almost inaudible click and a gentle clinking sound. A small compartment has opened up and released an iron key! You hold it up and see the number "66" engraved into it. Add one luck point and go to 174.

(174)
You crawl out from underneath the bed and dust yourself off. You walk over to the closet and quickly glance inside - but just as you suspected, there are only clothes on hangers. Nothing unusual that you can make out. Not wanting to waste any more time, you walk over to the door and silently let yourself out. 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)?

(171)
At this point in the hallway there are two more door that face each other. The one on the right is marked STRINGIAMANO while the one on the left is unmarked. Listening closely, you think that you can hear a faint sound behind the right hand door. Now decide what to do. Enter a room only if you have yet to do so. The STRINGIAMANO room? (246). The unmarked door? (232). Further ahead, the hallway runs past another door before winding to the left. To go this way, go to 116. 

*we try unmarked door as we have not been in here yet*

(232)
The door is locked. If you have a key with a number engraved into it, go to the section that matches the number. Otherwise, you cannot enter this room. You can search the Stringiamano room (246) or continue down the hallway (116).

(66)
You try inserting the key in the lock, but it doesn't fit. Go back to 232 and choose another action.

*we might need that stamp so here it goes*

(246)
You cautiously open the door. There is only silence as you step into a cozy study. You close the door behind you and take in the scene for a moment. An unlit fireplace lies before you, and a desk with a chair is to your right. A window is to your left, and a sudden clap of thunder heralds the arrival of a storm. You take a step forward and abruptly stop. There it is again - a sort of scurrying, scuttling sound. You wonder if the house is infested with - WHAT IS THAT? Something scuttles across the mantle above the fireplace. You instinctively draw back. Whatever it is, it's moving too fast to get a good view of. It scuttles up the chair, across the desk, up the wall, and down to the mantle again before it finally stops. Go to 27.

(27)
The thing looks like"¦but it can't be, you think to yourself. Then it leaps off the mantle and scurries up to your feet. You were right after all- this thing looks like, and is, a severed human hand! Add 1 fear point. You stumble back in shock, and the thing leaps at your neck and begins to strangle you!

Stringiamano: Skill 7 Stamina 3

If it wounds you, roll a die. On a roll of 1-4, it has rung your neck (lose 4 stamina points); on a roll of 5-6 it pokes out one of your eyes! Lose 3 skill points and 5 stamina points. If it strangles you three times, or pokes out both of your eyes, you pass out from shock and your adventure is over. If you win, go to 85.



us Stam 22 r 18 strin st 3 r 18 tie
us st 22 r 18 strn 3 r 16 it lose 2
us st 22 r 19 strn 1 r 17 it dies



28th Mar, 2008 - 1:26pm / Post ID: #

House Of Horrors 4

QUOTE


(85)
The ghastly hand lies at your feet and you kick it across the room. You rub your raw throat and examine the room again. There seems to be nothing unusual about the window. The fireplace seems normal as well. You are about to examine the desk when you glance back at the hand and notice that the damned thing has begun to twitch and writhe! Will you risk a cursory examination of the desk (176) or beat a hasty retreat back out to the hallway (171)? 

(176)
You pull the chair back and throw open all of the drawers. Sheets of blank white paper are strewn about, as well as pencils, pens, postage stamps, and - what's this? You lift up a personalized rubber stamp. You can't quite make out the letters, so you stamp it on a sheet of paper read the work PRAVEMI in bold black ink. As this might prove useful, you slip it into your pocket. Meanwhile, the hand is now back on its fingers and starting to scuttle towards you! You rush out of the room and shut the door. A second later, the hand thuds against it from the inside. That was close. Go to 171.

*collected stamp pad*

(171)
At this point in the hallway there are two more door that face each other. The one on the right is marked STRINGIAMANO while the one on the left is unmarked. Listening closely, you think that you can hear a faint sound behind the right hand door. Now decide what to do. Enter a room only if you have yet to do so. The STRINGIAMANO room? (246). The unmarked door? (232). Further ahead, the hallway runs past another door before winding to the left. To go this way, go to 116. 

(116)
The hallway winds to the left ahead of you. On the right, you spot an unmarked door. As you draw nearer, you can hear a sound coming from behind the door. You stop for a moment, puzzled. And then it dawns on you - the sound on the other side of the door is that of someone playing a piano! The tune is light and melodic, quite out of place for such an evil house. Under normal circumstances, it would not have taken you so long to place it. Now you must decide if you will silently open the door (123) or follow the hallway around to the left (224). 

*all was in here was a spook playing piano that turns to cat and goes runnng down the hall*

(224)
The hallway winds around to the left. Following it, you notice a door to your right. The nameplate is inscribed with the word MALEDETTO. Ahead of you, there is a door on the left and the hall continues until it reaches a wall, with further passages to the left and right. Will you enter the Maledetto room (103) or continue down the hall (207)?

*headless corpse no goodies so on down the hall*

(207)
Leaving the Maledetto room behind, you soon reach an unmarked door to your left. Further ahead, the hallway branches off to your left and right. Will you open the unmarked door (244) or continue down the hall to where it splits (150)?



Make sure to SUBSCRIBE for FREE to JB's Youtube Channel!
28th Mar, 2008 - 1:29pm / Post ID: #

House Horrors 4 - Page 5

QUOTE

(244)
The door opens up into some kind of storeroom. Drawers, shelves, and cabinets line the walls. You decide to search the room in the hope of finding something useful. The drawers contain forks, spoons, and other silverware. You do find a rather large knife, which you may keep as a weapon if you are in need of one (remember to adjust your Skill). Inside a cabinet you find several unopened plastic bottles of water. As you are feeling very parched, you decide to swig some down. It is very refreshing; restore up to 3 lost Stamina points. Yu also find an old but clean plastic canteen, which you may fill with water and clip to your belt. It will hold enough water for 2 good drinks, each one restoring 3 Stamina points. You may take a drink at anytime except during a combat. Happy with your finds, you leave the room and continue down the hall. Go to 150.

*Add kitchen knife and canteen with three drink 3 stam each.*

(150)
At this point, the hall splits into a t-junction. To your left, a new passage runs past a couple of doors before bending right. To follow this passage, go to 55. To your right, the hallways runs past a single door before curving left. To head in this direction, go to 262.

*turn left as to the right only leads to death at this point.*

(55)
You are standing in the middle of the hallway between 2 doors. The door to your left is unmarked. The other door is labeled LUPOUOMO. Will you try the unmarked door (23) the other door (385) go back to where the landing splits (150) or continue down the hallway (172)?

*Try unmarked door needed an iron key from last time we where here, crosses fingers*


Reconcile Edited: krakyn on 28th Mar, 2008 - 1:37pm



Post Date: 28th Mar, 2008 - 2:47pm / Post ID: #

House Of Horrors 4
A Friend

House Horrors 4 D&D / Pathfinder Archive - Page 5

Yes try the key here as well we might get lucky. Where was that room that asked if we had the stamp?

+  1 2 3 4 5 6 7 8 9  ...Latest (18) »

 
> TOPIC: House Of Horrors 4
 

▲ TOP


International Discussions Coded by: BGID®
ALL RIGHTS RESERVED Copyright © 1999-2024
Disclaimer Privacy Report Errors Credits
This site uses Cookies to dispense or record information with regards to your visit. By continuing to use this site you agree to the terms outlined in our Cookies used here: Privacy / Disclaimer,
This International Discussions custom Play By Post Pathfinder Role-playing Game uses trademarks and/or copyrights owned by Paizo Publishing, LLC under permission. More details can be found in the first Post of any Pathfinder RPG. Wizards of the Coast are he trademark owners for D&D and likewise allow the use of their system under permission.