House Of Horrors 4 - Page 14 of 18

QUOTE (329) "Underneath the house? Well, - Page 14 - D&D / Pathfinder Archive - Posted: 11th Apr, 2008 - 6:24pm

Text RPG Play Text RPG ?
 

18th May 2024's Text Adventure:
Choose Your Medieval Fantasy Character:

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

+  « First of 18 pgs.  10 11 12 13 14 15 16 17 18 
Posts: 137 - Views: 10030
Closed
The Finial Chapter or does GM Krakyn want to see us punished for our sins?
10th Apr, 2008 - 7:19pm / Post ID: #

House Of Horrors 4 - Page 14

Indeed he does JB hope it continues will save me a ton of back reading.

QUOTE



(233)
The woman stares at you intently as you kneel by her side. Do you know her name? If you think that you do, take each letter of her name and convert it into a number using the code A=1, B=2, C=3"¦Z=26. Take these numbers and add them up. Turn to the section that matches this result. If you don't know her name, go to 383.

*GRISELA=71*



(71)
"Grisela", you whisper into her ear. Upon hearing this her eyes light up in alertness. She looks deeply into your eyes. "Child"¦" she whispers. "So you are the one. Do you still have the resolve to rid this house of its evil?" You nod silently. "Very well", she continues. There is only one thing on this blessed earth that will see you through to victory. You must find the Star of Ages. This relic has existed for centuries. It is indestructible, and for this reason the master keeps it locked away in the most secret room of this house. I do not know its exact whereabouts, except for the fact that it lies somewhere under the house. There is one more piece of aid that I can give you". She pauses for a few moments, as if to gather her strength. "The door that holds the relic can only be opened with a password. That password is Malevia. Alas, I fear that there are other traps and dangers to avoid, that I know not of. Good luck, child". Do you have any parchment? If so, go to 142. If not, go to 311.

*FLIPS OUT PAPER*

(142)
You suddenly remember the parchment you found in the chest. You pull it out and unroll it in front of her, feeling a little foolish since you know it's blank. But what you cannot see has great meaning for Grisela. She studies it intently, as if it were an important document. After a minute, she turns to you. "Listen carefully," she intones. "If it should come to pass that you locate this hidden room, be wary as you approach the table that you will find in it. Instead of taking what is on the table, lift up the tablecloth and look underneath." Make a note of the following instructions: If you locate the secret room you are searching for, and successfully enter it, you will read the words 'you are filled with wonder"¦' in the description. When you reach this sentence, stop reading, add 10 to the section number that you will be on, and turn immediately to this new section. This is very important! For this information on the location of the Star of Ages, you may restore your Luck score back to its initial value. Go to 311.

*NOTES IN OUR STATS*




(311)
Grisela urges you to leave immediately. Taking her advice, you exit the room and proceed back down the tunnel and up the stairs. Exiting by the door, you continue down the hall. Go to 86.

(86)
As you walk down the hallway, you pass a door on your left that is slightly ajar. You silently peek into what appears to be a small bedroom. As short, heavyset man is bent over the bed, stuffing clothes into a suitcase. Something about his bearing strikes you as odd"¦and then you realize that the man is not standing bent over, but is in fact a hunchback. Will you enter the room (386) or continue down the hall (367)?

(386)
You cautiously enter the room, prepared to take quick action if needed. But the hunchback acknowledges your presence with a nervous laugh that sets you at ease. "Almost done. Yes, Shekou will be gone soon, only a memory. Does the master grow impatient?" He has obviously taken you for someone else, and you decide it would be foolish not to play along. You tell him not to worry; there are no problems. He quickens his pace nonetheless. Casting your eyes around the room, you see that the only items besides the bed are a desk and chair. While you try to think of some useful information to glean from him, you ask him about himself, hoping to set him a little more at ease. Go to 347.
(347)
The hunchback, Shekou, tells you that he has been living in the house as one of Pravemi's personal servants for several years. However, his love for brandy and other fine spirits has led to his falling into disfavor with the master. One time to many, he fell into a drunken stupor while on guard duty; the last time this happened a prisoner almost escaped the house due to his carelessness. Thus, the decision was made to send him away to live with a friend of the Count who resides in a foreign country. While Shekou relates this story, you suddenly notice a sheet of paper and an envelope lying on the table. As the hunchback continues packing, you quietly walk over to investigate. Go to 396.
(396)
The paper is in fact a letter, addressed to someone named "Kelnor." Your heart skips a beat when you realize that it was written by the Count himself. It warns the recipient of possible dangers, while also describing some sort of raid on Pravemi's estate and how he narrowly escaped being "caught." It ends with a P.S. that states "I also suggest you further protect yourself by changing the password on your own cache room. I, for one, know it is Goathead. How many others know the same? Why not change it to something which will remind you of the sound advice of a good friend?" You are trying to make sense of this message when Shekou emits a gasp of surprise. "Oh, I had almost forgotten! Thank you for reminding me!" He shuffles over, takes the letter from you, seals it in an envelope, and puts it into his suitcase, which he then zips shut. If you are going to ask him anything, now is the time. Will you inquire about secret weapons (343) locating a way to get underneath the house (329) or finding a way to escape the house (380)?




Ok so if I miss this please do point it out password Malevia

QUOTE

If you locate the secret room you are searching for, and successfully enter it, you will read the words 'you are filled with wonder"¦' in the description. When you reach this sentence, stop reading, add 10 to the section number that you will be on, and turn immediately to this new section.


SO what do we ask him?



Sponsored Links:
10th Apr, 2008 - 7:34pm / Post ID: #

Horrors House

Now this is interesting, let's ask him about the secret weapon because he will tell us all that we want to know rolleyes.gif.



10th Apr, 2008 - 7:43pm / Post ID: #

House Of Horrors 4 Archive Pathfinder / D&D

The Dice Master says...

Finally we are reaching somewhere. Notice something... if we did not get the luck roll then we would not have gotten the key to take us to the secret room with the painting and thus to the name of the woman who gave us this information. What does this mean... it is not all about picking a door and searching a room, a lot of it is LUCK!

Okay, save here and then ask the guy everything pertinent, and if he tries to leave jump him because he is a quick one!



10th Apr, 2008 - 8:09pm / Post ID: #

Page 14 Horrors House

Sorry guys I forgot about this one. I'll wait til the next story because I really have no idea where the story is going, so I don't want to make a stupid vote.



10th Apr, 2008 - 8:12pm / Post ID: #

Horrors House

Fully understand Krusten. I think by the looks of things we are soon to get this one done. Looking for the next one already.



11th Apr, 2008 - 12:34am / Post ID: #

House Of Horrors 4

The Dice Master says...

Start with the secret weapon bit and if that does not work then the underground room.



Make sure to SUBSCRIBE for FREE to JB's Youtube Channel!
11th Apr, 2008 - 6:20pm / Post ID: #

House Horrors 4 - Page 14

QUOTE

(343)
He looks at you quizzically. "Hidden weapons? Master keeps all his secrets well hidden, yes." He becomes evasive, and when you continue to press him for the location of the "most special" weapon, his face pales. "Most special"¦no! Shekou is a loyal servant, yes master, he is. Shekou no longer makes stupid mistakes. No more." He hurriedly gathers his belongings, bids you farewell, and leaves. The thought occurs to you that perhaps you could force him to reveal some information; but when you step into the hallway, you find that he has disappeared! Shaking your head, you continue following the hall. Go to 367.

(367)
You continue down the hallway, passing by a painting depicting several peasants sitting at the foot of an apple tree. The hall bends to the right. Go to 348.

(348)
You follow the hall around the corner to find another long hallway that stretches out before you and ends at a door. Along the way, paintings and mirrors line the walls on both sides. There are also a couple of attractive brass tables with marble tops, holding flowers or picture frames. As you begin walking down this hall, a sudden noise makes you abruptly stop. If you have a silver chain, go immediately to 392. If you don't have a silver chain, but you do possess the Star of Ages, go to 322. If you have neither, go to 40.

(392)
A strangely familiar scuttling noise echoes down the hall. It stops, then starts again. Racing down the hallway in your direction is"¦no! It cannot be! The Stringiamano! It's back! It will not die!  It leaps at your face and you spin away. The hand skids into a wall, turns, and relentlessly scrambles back. You"ve got to rid yourself of the damned thing once and for all. But how? Will you try to find a way to destroy it (372) or trap it (108)?

*I RECALL FROM OUR PREVIOUS FIGHTS IF WE TRAP IT WE CAN USE IT TO FIGHT LATER*

(108)
You cast your eyes along the hall. On a stand, underneath a mirror, is a jewelry box. An idea springs into your mind. You rush to the box and flip back the lid. Empty space - enough of it. You quickly turn back around and spot the hand racing towards you. Taking a step forward, you pretend to slip on the carpeting. You wait for a second and then thrust the open box in front of your face. The hand crashes into it a split second later and you slam the lid shut. The Stringiamano's new prison is sturdy and made of wood. You place the box on the floor and, just as you had hoped, the Stringiamano is packed in too tightly to wiggle out. Nevertheless, you decide that the only way you can be sure of avoiding future surprise attacks is to take the hand with you. Remember to mark the wooden box on your adventure sheet. Go to 316.

(316)
Collecting yourself after your ordeal, you walk straight up to the door. It is unmarked, and no sound comes from the other side. You feel an unexpected rush of adrenaline, as though some kind of conclusion lies in the near future. Taking a deep breath, you open the door. Go to 128.

(128)
You step into a large living room. An empty fireplace is off to the side. A wooden table with three chairs is on the other side. Your attention, however, is immediately drawn to the couch in the center and the three people who look up at you as you enter. Pravemi. D"Onoffrio. And lastly, a beautiful young woman with black hair and blue eyes. If you"ve met Cassandra, go to 292. If not, go to 46.



...WE ARE DONE SINCE WE DO NOT HAVE THE WEAPON SO BACK TO THE HUNCH BACK...



11th Apr, 2008 - 6:24pm / Post ID: #

House Horrors 4 D&D / Pathfinder Archive - Page 14

QUOTE


(329)
"Underneath the house? Well, from upstairs, of course. But that is a long way for you. Has the master shown you the fast way?" You shake your head, but tell him that you would love to be directed by someone as knowledgeable as him. He beams at your flattery and takes you outside the room. "Now, Shekou will direct the master's friend. Yes, Shekou will show the master how useful a servant he is. The master will appreciate Shekou when Shekou is gone." You nod heartily. Shekou leads you down the hallway, where he stops in front of a painting depicting several peasants sitting outdoors by an apple tree. He reaches up and pushes his palm down on the tree. At that moment, the section of the wall containing the painting slides aside, revealing a tunnel that slopes downward at a sharp angle. Smiling, you thank Shekou for his help, promising to tell the master how helpful he has been. Shekou grins and waves goodbye. As you enter the tunnel, the panel slides shut behind you, plunging you into darkness. Go to 255. 


..BETTER ...

(255)
The tunnel slopes at a downward angle. You walk slowly, wary towards any possible dangers in the inky blackness. Eventually, a faint glow comes into focus. The tunnel levels out and you now see that torches are mounted on the walls at regular intervals. After about a hundred feet, a side tunnel appears, branching off to your left. This new tunnel is shrouded in darkness, while the tunnel you have been following continues straight ahead. Will you take this new branch (350) or continue in the direction you were going (319)?


I think we missed the hint that Shekou was in trouble for telling where the other masters secret weapon was....So let us hope is is not heading us to a trap.

So new branch or straight on?



+  « First of 18 pgs.  10 11 12 13 14 15 16 17 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.