No home in absalom is without its haunts ghosts and whispers.
Pathfinder whispers in the attic.
Whispers of the dark mother 3.
Escape to shadow creek ranch mystery in the attic secret of squaw rock treasure of the merrilee whispers in the wind heart of the warrior river of fear danger in the depths a cry at midnight and attack of the angry legend.
Basically it s the old morality test.
Hiding in drafty attics and moldy basements an attic whisperer might lie dormant for decades while the quick go about their lives often a scant floor away.
Imagine it s 1940 germany and you re seltering jews in your attic.
Attic whisperers linger in the places where they were formed typically old homes orphanages schools debtors prisons workhouses and similar places where children might be discarded.
Can a paladin lie and say there aren t any jews in the attic.
An attic whisperers haunts shadowy forgotten places like old buildings and dilapidated institutions places that were once homes to both young children and subtle evils.
Collect all 10 in the series.
Telling the truth would commit a far greater evil than lying.
The ss knock on your door and demand to know of there are any jews in the house.
The spires of xin shalast soundpack supports.
Included in this pdf would be a brief write up of coirithradail celmae s god of cities currency and horses the write up sports notes on.
The whispers drift toward sentient beings particularly those whose minds they have touched before.
The sounds of a weeping child from the attic in the dead of night the moans of a tortured maid issuing from the basement of a crumbling manor and the croaking rasp of a strangled man just beyond a bedroom window all are heard for a moment amid a night s storm and then swallowed up by thunder or silence.
Despicable deeds the third installment of this series clocks in at 23 pages 1 page front cover 1 page editorial toc 2 pages of srd 1 page back cover leaving us with 18 pages of content so let s take a look.
A raid by giants on a small seaside town complete with massive hurled stones impacting the town wall a pleasant farmland sounds and an encounter with an ogre raiding party a battle with hill giants on a giant stone.
Each creature in the area must succeed at a dc 16 will save or take 1d8 points of wisdom damage or 1 wisdom damage on a successful save or if you are using the sanity system 1d6 points of sanity damage on a successful save or 2d8 points on a failed save.