RotRL Adventure Journal #16

Book 3: The Hook Mountain Massacre

January 11, 2013 @ Debbie & Barney’s

Magnimar:

The party, having vanquished Justice Ironbriar and Xanesha, the perpetrators of Magnimar’s spree of murders, was interested in seeing what reward they might be due, or at least in clearing their good name, as opposed to being wanted for murder. They found that Mayor Grobaras’ office was under armed guard, and when the guards noticed the party, they requested their presence before the mayor, who wished to speak with them. The party voluntarily surrendered their weapons before entering, and once inside, they explained the recent events and laid out the evidence implicating Ironbriar and Xanesha. The mayor replied that his agents had noticed them leaving the sawmill, and having seen the evidence against Justice Ironbriar, suspected the party of being more heroic than villainous, and rich rewards were in order. But when Mayor Grobaras learned that his name was on a list of people to be murdered, he fainted in his large soft chair, and thanked them even more profusely for eliminating the threat.

LordMayorHaldmeerGrobaras

The subject of reward was breached once more, and Oz attempted to secure a deal whereby the party could retain ownership of Foxglove Manor. Mayor Grobaras looked thoughtful, and laid out a plan whereby ownership of the Foxglove townhouse would transfer to the city of Magnimar (and therefore under the mayor’s control). Foxglove Manor, having been owned by a secret cult of murderous assassins which had just been annihilated, was seized by the city and ownership transferred to the party. The mayor then drew up papers, acting both as mayor of Magnimar and as the office of Justice Ironbriar who had died a traitor. Mayor Grobaras then affixed his official seal, making everything completely legal, if a bit shady.

Once this real estate business was concluded, the mayor looked thoughtful again, and made the party a proposition. According to a recent message from Turtleback Ferry, the village has had no contact for weeks with Magnimar’s most distant holding, remote Fort Rannick near Hook Mountain. The Black Arrows, the soldiers stationed at Fort Rannick, have traditionally been isolated, but such a long silence is uncharacteristic even for them. Magnimar’s government has been pressing Grobaras to send a patrol to Hook Mountain to investigate, but until now, Grobaras had no one he felt he could spare for what he viewed as a “pointless and silly trip to talk to those foul-tempered Black Arrows.”

The mayor suggested that Turtleback Ferry be the party’s first stop, as it is the closest settlement to Fort Rannick, and there’s a good chance someone in town will know why the fort’s grown silent. The journey to Turtleback Ferry is a 400 mile journey through lightly patrolled rural terrain along the north bank of the Yondabakari river. On foot, this would be a 2-week journey, but only one week on horseback. Taking a barge down the Yondabakari would also take a week, and this is the option the party chose.

On their barge trip down the Yondabakari, the party noticed a smaller craft approaching them with a figure on board waving at them for their attention. This was none other than Shalelu, who had found out that the party was headed to Fort Rannick. Shalelu had learned that one of the rangers stationed there, a man named Jakardros, was at one time her mother’s lover. When her mother was slain in a dragon attack, Jakardros left suddenly and without explanation, leaving Shalelu with a bitter impression that eventually drove her into the isolated life she has lived for the past several years as a bounty hunter in the Sandpoint hinterlands. She recently learned that Jakardros has taken up with the Black Arrows of Fort Rannick, and would very much like the opportunity to find out why the man abandoned her so abruptly after her mother’s death, if only to convince herself that he hadn’t been taking advantage of her mother in some way. And if he had, Shalelu wants a chance to even the score.

TurtlebackFerry

Turtleback Ferry:

Turtleback Ferry is located in a remote area of Varisia, and is nominally under the control of Magnimar, though official visits are few and far between. Turtleback Ferry’s current mayor is an aged cleric of Erastil named Maelin Shreed, a selfless soul who manages the village church as both a safe haven for travelers and a hospital wherein he tends the village’s sick and injured. Turtleback Ferry boasts a general store, an inn, a tavern, and a smith. Most of the other buildings are the homes of farmers, hunters, fishermen, and trappers, and very few people travel very far from home at all.

The party found the locals friendly enough, though many seemed nervous and skittish, quick to lock their doors, and often overreacting to unexpected noises. The winter rains have arrived early, adding to the worried mood. Livestock has been going missing for months, and more recently, the number of hunters and trappers who’ve gone missing has increased as well. In such a small village, every loss is felt keenly–none more so than the tragic sinking of the pleasure barge Paradise and the loss of nearly two dozen lives. However, opinions on the Paradase varied. Some secretly enjoyed the fact that a gambling den and better tavern had come to town, while others viewed it as a threat to business or morality. The barge’s owner and proprietor was a red-haired woman named Lucrecia, who is believed to have died when the Paradise sank. Some believe a lake monster sank the Paradise, while others blame the combined weight of the sins on board for sinking the barge.

Worst of all, the Black Arrows that keep the roads and forest edges safe for hunters and travelers, and could normally be counted on to visit the town for supplies and entertainment, had not been seen for weeks. Messengers had been sent to the fort to investigate, but they did not return. No one in town is certain why, but they fear the worst, from wild notions of lake monsters to more believable rumors of ogres and ogrekin. The party’s presence is the first reply to Turtleback Ferry’s request for aid.

Rumors heard in the tavern include:

  • Black Magga, the monster  of the Storval Deep, doesn’t stay in that lake. Underwater tunnels connect it to Claybottom Lake, and she comes down here to eat fishermen now and then! I’m sure that’s what happened to the Paradise—Black Magga came down and gobbled up all those filthy sinners!
  • People been  disappearin’  lately. And not just them who’s been going into the deep woods. I’m talkin’ fishermen, travelers, people just out on the roads. My money’s on them Grauls—that family’s got ogre blood in them, and once you get ogre blood in you… you just ain’t right!
  • Heard a few months ago, before all these rains started, that some of the hunters who brave the Valley of Broken Trees for boar found a bunch of enormous footprints. Giant-sized footprints! It’s bad enough we’ve got ogres, but if a giant’s moved into the valley, I sure hope the Black Arrows take care of it soon!
  • So I noticed my uncle had a weird star-shaped  tattoo on his shoulder the other day. I asked him about it, and he just got all angry and tol’ me to mind my own. Thing is, though… that ain’t the first time I seen that kinda tattoo. Lotsa folks got ’em here. They hide ’em good enough, but you keep an eye out, you’ll see one on an ankle or arm or back here and there, sure enough. I don’t got one, though, I tell you! Tattoos is sinful business!

While gathering information around town, Nymeria noticed a villager with a tattoo of the sihedron rune on his arm above his sleeve, similar to the one described by the tavern rumormonger. The party tailed the villager, who went to the general store, did some uninteresting shopping. Afterward, the party accosted him, demanding an explanation for the tattoo. He resisted at first, but more determined interrogation, including intimidation and a bribe, soon got the story out of him.

He got the tattoo 2 months ago at Paradise, the floating barge converted into a gambling and drinking hall that recently sank. The villager sullenly  explains  that by allowing Paradise’s owner, the  lovely and silken-tongued Lady Lucrecia, to place the tattoo on him for a small fee, he could then show the tattoo at Paradise’s door and avoid paying the cover fee to board. Further, those who got “Paradise’s Mark” (the Sihedron Rune) were often rewarded with additional gambling chips and other perks, and were told that only a select few regular patrons had been chosen for the honor, and they should keep the mark a secret.

After apparently exhausting the town’s supply of information and rumors, the party decided to head toward Fort Rannick to investigate, using the most direct route–an old road leading up along the banks of the Skull River. The road crosses an old wooden bridge to the western shore about 3 miles north of Turtleback Ferry.

As the party crossed over the old wooden bridge, they heard a yowl of pain, as if a large cat were wounded. At Nymeria’s insistence, the party investigated the sounds, and discovered a firepelt cougar, with its foot stuck in a bear trap. The firepelt seemed intelligent, but not hostile to the party, so Wanga spoke with it and got its story.

The firepelt is Kibb, the animal companion of Jakardros, Shalelu’s stepfather, one of the Black Arrows. Kibb and Jakardros survived an ogre assault on Fort Rannick, only to be become the captives of a particularly foul and brutal band of ogrekin known as the Grauls. Kibb managed to escape and has spent the last three weeks eluding the Grauls  (who have desperately been attempting to recapture him), while trying to find someone whom he can lead back to the homestead to save his master. So far, no one had realized the firepelt was trying to get them to help, and now Kibb has been caught in a trap. Nymeria disabled the bear trap, and set some traps of her own for the Graul that approached, accompanied by five barking dogs.

Rukus Graul was a particularly mean-looking ogrekin with a deformed right hand. He roared in anger, “I’s huntin’ kitty cat! No concern o’ you’s less you’s wanna be hunted too!” At this, the party attacked Rukus and his hounds. Wanga’s ankylosaurus Tini led the charge, and several of the dogs nipped at him, but were crushed by his enormous tail club. Rukus did not fare much better, and was swiftly defeated. The party had little use for Rukus Graul, as they had Kibb to lead them back to the homestead.

The Grauls dwelt on a sickly farm in a clearing in the forest. The woods around their land were decorated with several hanging cornhusk-and-leather humanoid-shaped fetishes meant to ward off intruders. Closer inspection revealed they were stuffed with what appeared to be a mix of dirt and human hair. A tangled field of corn and other diseased plants grew in the eastern section of their land, while to the north slumped two sagging buildings: a barn and a farmhouse. Both had their windows boarded over, and moss and fungus grew heavily on the shaded sides of the decrepit structures.

In the cornfield was an 8-foot tall ogrekin with a grotesquely deformed head resembling a giant pumpkin on the right side, a huge puffy mass of tumors and overgrown bone giving his head a lopsided look. He noticed the party’s approach, cried out an alarm, and attacked. Two more ogrekin emerged from the barn and joined in the fray.

These ogrekin fought a bit more tactically, using Spring Attack to maneuver in and out of melee without provoking attacks of opportunity, but they too fell to the party’s overwhelming might.

The party investigated the barn first, featuring several mounds of molding hay, grain stores, and a large, but crude moonshine still. Three young, drunken Grauls were here: Hograth, a hulking brute with a vestigial arm growing from his left elbow and a no-necked dented head; Jeppo, a big “handsome” boy towering over his brothers, his eyes huge and milky white, with skin as pale as the full moon; Sugar, the shortest, standing barely 5 feet tall, with crooked stumpy legs and constantly twitching skin. They were no match for the party whatsover.
A large boarded-up door in the east wall resisted all attempts to open it. However, stairs leading up the north and south walls led to smaller doors leading east into the upper part of the barn. In the east side, there was a large stuffy chamber, covered in filthy webs forming a funnel that dipped into the ground. A catwalk ran around the rim of the room near the ceiling, twenty feet above the ground. In the northeast and southeast corners, the catwalk expanded into ten-foot-square platforms that were fenced in by wooden beams, forming cages. The walls within each cage were hung with iron manacles. Most of the manacles–while bloody–were empty, but three in the southeast corner imprisoned emaciated men.

The party began to free the captives when a huge spider emerged from the funnel. The spider looked expectantly at the party, who determined that it looked hungry, so they fed it the corpse of one of the drunken ogrekin they had recently dispatched. The spider grabbed the corpse, turned it over and over, wrapping it lightly in webbing, and disappeared down the funnel hole.

The prisoners turned out to be the Black Arrows that had escaped the fall of Fort Rannick. Jakardros Sovark, Vale Temros, and Kaven Windstrike.

RotRL Adventure Journal #15

Book 2: The Skinsaw Murders

November 2, 2013 @ Debbie & Barney’s

Day 24:

The Seven’s Sawmill, continued:

From the elevated vantage point of the rookery at the Seven’s Sawmill, the party saw several members of the Skinsaw cult flee the sawmill, taking refuge in the anonymity of Varisia’s largest city, Magnimar. They sensed that an alarm might be raised, and since they had just killed one of the city’s eminent citizens, they would prefer to leave the area rather than have to answer questions, at least not until after taking the opportunity to deal with the threat residing in the Shadow Clock.

The Shadow Clock

They made haste to the Shadow Clock, a decrepit and sagging clock tower, a dying structure of weathered stone, wood, and rusted metal supports that teetered to an unlikely height of over 180 feet. High above, near the tower’s roof and barely 5 feet from the Irespan’s stony belly, a tangle of scaffolding sat near a section of the structure that had fallen away. The tower’s clock face was frozen in time, defiantly proclaiming it to be 3 o’clock, while above, a stone statue of an angel, her wings crumbling, leaned precariously, almost as if she were preparing a final leap from her decaying perch. The tower itself is made mostly of limestone, with a tangled skeleton of wooden supports buttressed here and there by iron bands. The stone walls are etched by wind, rain, and grime. While this pitted surface might seem to make for a relatively easy climb, the fact that so many of the stones are loose makes such a stunt dangerous.

The door to the tower was closed, but not locked, and the party moved in cautiously. The air inside the clock tower was dusty and dry. Swaths of rubble and mounds of plaster lay in heaps on the stone floor, particularly in the southwest corner. A single wagon sat to the northeast, and six partially collapsed offices lined the northern and eastern walls, their doors hanging askew and their ceilings caved in. A wooden staircase wound up into the cavernous space above. High overhead, four immense bronze bells hung from sturdy crossbeams.

Closer inspection revealed that despite the place’s general appearance of ruin, a fair amount of foot traffic has been through the area–the floor bore several medium humanoid footprints and a pair of enormous misshapen prints that defy easy classification. Oz was detecting magic on the collapsed offices one by one when a large misshapen monster emerged from hiding and attacked. A jumbled mass of body parts incorporating as much cow and horse as man, its considerable girth topped by an idiot head that leered and drooled like a grotesque baby, its face cruelly stitched, the lips sewn partially together, the awakened flesh golem known as The Scarecrow sliced viciously into Echo with a large scythe.

Scarecrow

The party moved quickly to defend Echo from the monstrosity. Lisanji’s adamantine greatsword bit deeply into The Scarecrow’s flesh, while Mackintosh’s merely magical one met greater resistance. Oz greased the floor under him, causing him to trip, while Nymeria disarmed him of his scythe. However, he remained a threat, swinging two meaty arms for great damage even without a weapon. Mackintosh ended him with a swift and strong stroke, severing body parts as he collapsed into a pile, never to move again. His scythe was highly magical (+2) and he also had a bag of coins, and a tarnished silver ring, and a silver mirror. There was nothing else of value on him, or in the base of the tower.
The party then began making their way up the treacherous wooden stairs. The rotting wood creaked and swayed alarmingly whenever more than one person went up at a time. To avoid using the stairs, Oz used defy gravity on himself and Lisanji, Wanga turned into a pteranadon, and Echo cast fly. Nymeria went up the stairs first, with Mackintosh coming up behind. They went around the spiral stairs, carefully ascending several levels before they reached a section of collapsed stairs. Nymeria tried jumping across, and was able to catch herself and pull herself up.

FallingBell

As Mackintosh moved to follow, the party noticed some people on the upper levels, and one of the huge bronze bells began to fall, crashing into beams and sections of wooden stairs as it fell. It smashed into Mackintosh, dealing heavy damage, but he was luckily not knocked down. Mackintosh then leaped gracefully across the gap of the missing stairs and the party continued to ascend.

ShadowDragon

As they neared the top where the bells were attached, they got a better look at the people who presumably caused the bell to fall on them. They looked just like Magnimar’s elite guard. In addition, a dark, winged figure seemed to fly around in circles. The upper part of the tower was too dark to get a really good look, but it appeared to be a dragon, possibly incorporeal, made of shadow.

As the party continued to climb the tower, the guards retreated through a hole in the outer wall on to some scaffolding that continued upward. Upon reaching the hole, the party noticed that only one of the bells had been rigged to fall, and the others were securely fastened. The three remaining bells hung from timbers there, affixed by rusting lengths of chain and thick ropers. Above the bells were massive gears and clockworks, although they seemed both rusted and scavenged–many of the smaller components were missing entirely. The rickety wooden stairs wound up and arouind them, but did not quite reach the ceiling above, coming to an end at the opening in the wall.

The party continued out the opening and up the scaffolding up the exterior of the tower to a room that lay just beyond the ceiling directly above the bells. The room contained a timber cabinet with a mesh door sitting against the the southern wall, while a boarded-up door stood in the wall to the east. The cabinet contained messenger ravens, one of which might have been the one the party released from the Seven’s Sawmill.

Beyond the boarded-up door lay a large and cluttered room filled with immense gears and clockworks, most of which appeared to have rusted into place. The floor inside, unlike the stairwell leading up the inner walls of the clock tower, was quite solid. Another opening led to the tower’s exterior, where the final ascent would be made via more scaffolding. The shadowy dragon flew in lazy circles around the top of the tower, making the party uneasy. Wanga cast flame strike, which caused it to seem to dissipate temporarily, but it soon re-formed, and withdrew from sight.

At the top of the tower, the smoky filthy rooftops of Underbridge sprawled below the dizzying perch. The conical roof supported an onyx statue of an angel. Towering like a god, her weathered features were caked with grime, making her seem almost demonic in countenance. At the far end of the hollow space under the roof, in the angel’s shadow, lay a nest of cushions, silk sheets, and a line of several small chests.

The guards the party spotted on their way up were inside, on either side of the entryway, ready to attack. Lying in the nest of cushions was a familiar-looking elderly man. Caizarlu Zerren, the necromancer the party rousted out of Habe’s Sanatorium, lay motionless on his back, with a Sihedron rune carved into his forehead.

The party, expecting a “snake lady” of some sort, was not sure what to make of it, but they did not have long to consider, because the “guards” turned out to be faceless stalkers, and they immediately reverted to their natural appearance and attacked, but the party made short work of them.

Caizarlu said “If you’ve come for Xanesha, you’re too late” and reanimated the slain faceless stalkers into ghouls. As the party battled the ghouls, Caizarlu cast a stinking cloud over the battlefield, but unfortunately for him, he was the only one affected.

Xanesha

About this time, Xanesha, a lamia matriarch became visible as she surprise attacked Mackintosh with a fancy longspear from above, where she clung to the rafters by her snake tail. The ghouls were dispatched quickly, Mackintosh and Lisanji taking one side, and Nymeria and Wanga taking the other, with Oz and Echo staying at range. Caizarlu and Xanesha took longer, as they both had mirror images up that absorbed several attacks each. Furthermore, the stinking cloud obscured vision somewhat, providing concealment that made some attacks miss.

Caizarlu succumbed first, and Xanesha commented on harvesting his greedy soul for her master, and that the party was next. However, Echo dispelled the stinking cloud, and Xanesha was soon surrounded. Mackintosh had leapt acrobatically up to the rafters, and Nymeria was attacking from below with her own polearm. Xanesha stabbed repeatedly at Mackintosh, but was unable to bring him down before falling herself.

Treasure

The party then inspected the bodies.

Caizarlu possessed a cape of the mountebank, a +1 Dagger of Venom, a potion of gaseous form, a potion of cure moderate wounds, a wand of false life (29), and a wand of infernal healing (44)

Xanesha possessed an Impaler of Thorns (her spear), a medusa mask, a Sihedron medallion, a snakeskin tunic, and a set of keys that unlocked the chests, which contained a +2 kukri, a ring of jumping, and a golembane scarab, 4 potions of cure moderate wounds, and 3000 gold pieces.

LucreciaLetter

A crumpled-up wad of parchment in the southwest corner of the room revealed that Xanesha was in a sort of competition with her sister, gathering greedy souls for the rise of their “Lord.” While Xanesha was working in Magnimar, her sister was operating out of Turtleback Ferry.

Turtleback Ferry is a small township perched on the rain-drenched north shore of Claybottom Lake, and is the central trading town for the region. Nearly 80 miles from Ilsurian, the next town of similar size, Turtleback Ferry has nominally been under Magnimarian rule for 45 years, an arrangement the settlement agreed to in return for protection from the region’s ogres and ogrekin.

The letter also referred to an impending invasion of Fort Rannick, a fort in the shadow of Hook Mountain. The fort has been instrumental in the efforts of a group known as “the Order of the Black Arrow” in keeping the ogres, trolls, and other giants of the Storval Rise from spreading too far into the lowlands.

Thus ends Book 2: The Skinsaw Murders. There may be some recap and followup regarding any loose ends, but the main story is done. The breadcrumb trail leads to Turtleback Ferry and Fort Rannick.

Everyone should be level 8 before the next time we play.

I have also once again changed how we’re going to assign treasure to PCs. Let’s use the recommended character wealth by level as published by Paizo. For level 8, that is 33,000gp. Everyone can equip their own character with up to 33,000 gp worth of stuff, including consumables like potions, scrolls, wands, etc. Anything within that budget is assumed to be available. If you want to use crafting feats to lower the cost and effectively increase your budget, that is fine, just don’t try to game the system by taking advantage of infinite arbitrage opportunities, etc.

 

RotRL Adventure Journal #14

Book 2: The Skinsaw Murders

October 25, 2013 @ Debbie & Barney’s

Day 23:

Magnimar

The party’s most promising lead was provided by Xanesha’s letter to Aldern Foxglove, which suggested that her agents would meet him at his townhouse in Magnimar, should he forget the Sihedron ritual.

Upon arriving in Magnimar, the party made inquiries as to the location of Aldern’s townhouse. A citizen in the street pointed them to the wealthy Alabaster District, where a guard soon inquired as to the party’s business. When they responded that they were asked to meet with Aldern at his townhouse here in Magnimar, the guard informed them that Aldern had been away for months. His townhouse had been boarded up, but the guard showed the party where it was.

FacelessStalker

Foxglove Townhouse

The party knocked on the door, but no one answered. They discovered that the key they recovered from the ghast of Rogors Craesby, Aldern Foxglove’s former servant, unlocked the front door, so they were able to enter without arousing much suspicion. However, they were surprised to be greeted by Aldern and Iesha Foxglove, who were supposedly both dead. This strange occurrence was soon explained when the faceless stalkers impersonating the Foxgloves returned to their natural forms and attacked.  Wanga engaged one in a grapple as a third faceless stalker emerged from a side hallway and sliced him with a sword. The rest of the party made short work of the faceless stalkers, with the grappled one escaping Wanga’s grasp, only to be slain. One stalker was left alive for interrogation, and he said that he was sent by Justice Ironbriar, which the party did not believe.

FoxgloveManorDeed

The Foxglove townhouse had been mostly ransacked, but a thorough search revealed a hidden cache in the fireplace mantel on the third floor. It contained number of legal papers pertaining to the townhouse, as well as the deed to Foxglove Manor. The deed indicated that the Foxglove family only financed 2/3 of the manor’s construction 80 years ago; the remainder was financed by a group called the Brothers of the Seven. The deed also bore an unusual clause near the end that indicated that after 100 years, ownership of Foxglove Manor and the lands within a mile “around and below” reverted to the brothers. Oz forged a copy of this deed in which the Brothers of the Seven had no ownership stake.

The hidden cache also contained a ledger containing nearly a dozen entries from over the past 3 months labeled as “Iesha’s Trip to Absalom,” each indicating Foxglove was paying someone referred to as “B-7” 200gp a week for her “trip,” dropping off the payment every Oathday at midnight at a place called “the Seven’s Sawmill.” The party was able to determine its location by asking around town.

Day 24:

The Seven’s Sawmill

The party proceeded to the Seven’s Sawmill, which was located along the shores of Kyver’s Islet. The sawmill was made of wood, with sturdy locked doors. The grinding and creaking sounds of the waterwheels filled the air.

Nymeria was able to pick the lock of the door to the lower level, and inside the undermill was a whole lot of machinery related to the mill’s operation. Several mill workers were busy at work performing maintenance and repairs to the machinery. The party left unnoticed, then went around to the double doors on the other side of the mill on top of the wooden deck overlooking the river.

Nymeria picked this lock as well, and the doors opened up to a loading bay, where an opening in the ceiling into the floor above was filled with a tangle of ropes and slings for lowering timber. The wooden floors were worn smooth with the passage of feet. Two sturdy wagons sat to the south, next to a bank of machinery accessed by four low doors, and in the north, stairs ascended to the next floor. A partially walled-off alcove in the northeast section contained several large mounds of filthy hay, which upon further inspection, appeared to have been used by something large, perhaps an ogre or a giant, as a place to rest. The wagons contained nothing of interest.

The party went upstairs where there was a large storeroom, filled with stacks of timber, firewood, and other finished lumber products waiting for shipment. A network of pullers on tracks covered the ceiling, ripes dangling here and there to aid in the shifting of inventory as needed. Machinery churned along the south wall, while nearby two chutes fitted with winches allowed lumber to be hauled up from the holding pools below. Four openings int he ceiling led to the upper floor; chutes extended through each of these from the log splitters in the room above. Under each opening was a collection bin. Some mill workers approached the party, warned them that the sawmill is a dangerous place, and suggested that they leave. The party left them to their business, and went up another flight of stairs.

On the next level, the floor had a thick carpet of sawdust, penetrated by two large log splitters and saws set up over openings in the floor. Another pair of openings was fitted with winches and ropes to raise and lower uncut lumber from below. Four more mill workers toiled in this room, loading lumber into the log splitters with care and precision. However, they were less tolerant than their brethren of the party’s presence in the Seven’s Sawmill, and after a brief conversation, combat ensued.

SkinsawCultist

The mill workers turned out the be members of the Skinsaw cult, and attacked the party with vigor, attempting to flank, but the close quarters of the sawmill made this difficult to accomplish. However, they also channeled negative energy, which was much more effective, but not devastating. In addition, the workers from downstairs heard the commotion, and came upstairs to join in the fray.

An inspection of the Skinsaw cultists’ holy symbols showed that these were worshipers of Norgorber, the “Gray Master,” also known as the god of secrets, the Reaper of Reputations, Blackfingers, and Father Skinsaw. The followers of Norgorber are not assassins, but fanatical murderers, killing not for wealth, but for the sick joy of it. They hold that their murders serve a greater cause, their leaders receiving visions of victims that they believe to be divine messages from Father Skinsaw. With each murder, society is shaped–deeds the victim might have accomplished go unrealized and the lives of those who knew the dead shift and change in subtle ways. over the course of years, or even centuries, murders can shape nations and write the future’s history. And when the Final Blooding occurs, then shall Father Skinsaw reveal to his flock the purpose of this shaping of society by death.

The party’s melee fighters decimated the Skinsaw cultists fairly handily. A timely casting of the grease spell caused one cultist to fall into the log splitter, where he was mangled, yet deposited, somehow alive, into a collection bin on the floor below, where Mackintosh finished him off. One cultist fled upstairs, with the party in hot pursuit.

JusticeIronbriar
Upstairs was a workshop with a thick layer of sawdust covering the floor, mounded nearly a foot deep in places. Workbenches sat here and there in the room, their surfaces cluttered with saws, hand drills, planers, and other woodworking tools. There were also some more cultists, led by a robed elf with a sword on his belt, and a short bow in his hands. As the party entered the room, the elf channeled negative energy, more strongly than his cultists. The party continued battling the cultists, with Wanga released his large ankylosaurus, Tini. The elf shot Tini with his bow, but Tini shook off the unconsciousness-producing effect of the poisoned arrow. As the battle raged on, it became clear that this furious elf was in fact Justice Ironbriar, vindicating the words of the previous night’s faceless stalker as truth. However, the party got the idea that he might be under some sort of compulsion effect, and not fully in control of his own mind.

Reapers_Mask
As the battle turned against Justice Ironbriar, he went invisible, but the party’s keen senses tracked him to a small storeroom. Lisanji and Nymeria chased him into the room. Ironbriar, sensing he was caught, attacked feebly, breaking his invisibility, and was impaled by Nymeria for his efforts. Lisanji whiffed on an attack, and Ironbriar then put on his reaper’s mask, confusing Lisanji. Nymeria weakened him further, and prepared to get away from Lisanji, who looked like she might attack. Oz then blasted Ironbriar with elemental energy, slaying him outright. On his person was a wand of cure moderate wounds (12 charges), a mithral chain shirt, a +1 buckler, a +1 short sword, a masterwork short bow with 9 poisoned arrows, the reaper’s mask, and the key to his office.

The walls of Ironbriar’s office bore macabre decorations–human faces stretched flat over wooden frames by stripes of leather or black twine. Each face grimaced in a slightly different expression of pain, looking down on a cramped room that contained a desk, a high-backed rocking chair, and a low-slung cot heaped with scratchy-looking blankets. A ladder in the southeast corner of the room led up to a trap door in the ceiling.

A thorough search of Ironbriar’s office revealed a footlocker containing books of a historical nature, sea charts, etchings of vast rock formations and dolmens accompanied by maps, several pamphlets discussing a forgotten school of magic known as the Alchymuc, and a fine painting depicting a city carved from a vast frozen waterfall with towering ice cathedrals and domes. Near the bottom were several books.

The first book was a wizards spellbook emblazoned with two entwined snakes, one red, one green containing the following spells: blink, cat’s grace, chill touch, enlarge person, fox’s cunning, grease, haste, lightning bolt, mage armor, magic missile, scorching ray, shocking grasp, shrink item, spider climb, and web.

The second book was an old an beautifully filigreed tome containing numerous hand-drawn illustrations and titled The Serpynts tane: Fairy Tales of the Eldest.

Finally, a slim volume near the bottom of the chest served as a journal or a ledger of sorts, but was written in a cipher of Draconic, Elven, and Infernal characters. Oz, being able to read all three languages, was able to make a bit of sense of this, but a complete analysis would take several days of study. The gist of the journal seems to implicate Ironbriar as the mastermind of the Skinsaw murders, and makes reference to him visiting Xanesha at a site in northern Magnimar known as the Shadow Clock.

Up the ladder past the trap door was a rookery, in which a timber cabinet sat against the northern wall, its doors made of iron mesh. Inside perched three strangely silent ravens. A table nearby held a tall narrow bucket of bird feed, a quill, and a vial of ink, as well as several thin parchments weighted down by a polished rock. Wanga shapeshifted into a bird to communicate with the ravens. They indicated that they would like some corn (CORN!) and also that they would like to be released so they can fly to “the snake lady tower”

RotRL Adventure Journal #13

Book 2: The Skinsaw Murders

The Cleansing of Foxglove Manor

October 4, 2013 @ Debbie & Barney’s

Day 21:

Cyralie Foxglove

The orb in the observatory transported the party to a plane where they faced a large, fiery female form. She wielded a large flaming greatsword, and had several powers at her disposal. The first was a Fire Nova, which would deal fire damage in a 10′ radius and knock back opponents who failed a Reflex save. The second was Enfeeble, which would set an opponent to 1 hp and make them invisible. She also could apply ongoing fire damage, removable with a Reflex save or a move action. She also summoned infernal creatures which emanated a fire aura at a range of 5′. The party endured the damage, though some of them were knocked unconscious, returning to the fight a round later. The party was rewarded with her large +1 flaming adamantine greatsword.

MaidenOfVirtue

Kasanda Foxglove

The orb in the guest bedchamber that was caked with a thick, spongy layer of dark green, blue, and black mold transported the party to a plane where they faced a representation of Kasanda Foxglove, a huge female form, heavily armored, and wielding a trident. She had several powers, the first of which was Repentance, which dazed targets in a 30′ radius and healed them, but the effect was broken if the target took any damage. She also could deal damage in a 15′ radius with Holy Ground, or inflict multiple targets with Holy Wrath. She could also Lay On Hands to heal herself. The party handled her with ease, staying either inside the range of Holy Ground, which would break Repentance, or outside the range of Repentance itself. The party was rewarded with a Ring of Retribution.

RotRL Adventure Journal #12

Book 2: The Skinsaw Murders

The Cleansing of Foxglove Manor

September 6, 2013 @ Crimson Castle

Day 20:

In the process of searching Foxglove Manor, the party discovered four large orbs of some sort of impenetrable force. Each orb was in a different area of the house, with an affinity for a particular member of the Foxglove family. Approaching an orb resulted in a compulsion to touch it, and when the entire party touched the orb simultaneously, they found themselves transported into an extradimensional space, where they were faced with a supernatural and hostile incarnation of the Foxglove haunts.

Traver Foxglove

The orb in Traver’s bedroom transported the party to a plane, featuring an altar and a pentagram, where they faced a huge demon. The demon Traver quickly summoned the first of several demon child in the guise of his children Zeeva, Sendeli and Aldern. While a demon child lived, demon Traver had enormous damage resistance (DR 20/-), but while there was no demon child, he would be very likely to be critically hit (15+). Though only one child would be summoned at a time, the demon child could do several things, including heal demon Traver, apply a fire vulnerability debuff allowing fire attacks to automatically crit, and inspire courage for a +2 bonus. Demon Traver could also “sacrifice” party members by immobilizing them in chains, which the party would have to destroy, or else the sacrifice would die, healing demon Traver the party member’s maximum health. Demon Traver also summoned demonic minions which cast scorching ray and could use misfortune, forcing a d20 reroll as an immediate action. With some effort, the party was able to kill the demon children and the minions to keep on top of the summoning, and wear down the vulnerable demon Traver. The party was rewarded with a Phylactery of Positive Channeling, which allowed Echo an additional 2d6 on her channeling positive energy.

Netherspite

Vorel Foxglove

The orb in Vorel’s workshop tranported the party to a plane where they faced a gargantuan skeletal dragon. The dragon could full attack with bites and a tail attack with knockback, or breathe nauseating foul breath in a 30′ cone, or fling filth at enemies, forcing them to move to avoid them or be nauseated. Colored orbs lay at the edges of a circle, with colored beams pointing toward the dragon. These beams conferred special powers on whatever they touched. They started out boosting the powers of the dragon, but the party swiftly commandeered them. The red beam would increase the target’s maximum health, heal it, and also draw the aggression of the dragon if intercepted. The blue beam allowed its target to crit on a 15 with a x4 multiplier. The green beam allowed its target one extra attack per round, as if under the effects of haste. In addition, no one could benefit from the same color beam two rounds in a row. For the most part, the party juggled the beams effectively, but on occasion, the positioning of the dragon resulted in him moving to attack a different target, which caused him to receive the blue and green beams which had previously been blocked. Mackintosh and Lisanji went down, but since their presence in this extradimensional space was merely a projection of consciousness, they were able to return. Draconic Vorel was very tough and lasted quite a long time, but the party was able to wear him down eventually, taking full advantage of the beams. The party was rewarded with a Ring of Transposition, which allows two party members to switch places if they had previously attuned their rings to each other.

RotRL Adventure Journal #11

Book 2: The Skinsaw Murders

“The Misgivings” – Foxglove Manor

Saturday, August 17, 2013 @ Bud’s

Day 19:

After handling the ghoul threat at the Hambley farm, the party continued south down the Lost Coast Road when they encountered a narrow path leading west toward Foxglove Manor.

The party’s in-depth knowledge of the region included much about Foxglove Manor:

  • Foxglove Manor is over 80 years old, and has been the seat of the Foxglove family the whole time. Some sort of tragedy struck the family a few decades ago, and no one’s lived there since. Common rumor holds that the place is haunted.
  • Foxglove Manor is known as the “Misgivings” by some locals, particularly by Varisians. It certainly has a bad reputation—sightings of strange lights in the attic windows, muffled sounds of screaming from above and below, and even rumors of a huge bat-winged devil living in the caves below the manor are but a few of the tales told about the place. The Foxglove family lived there as recently as 2 decades ago, but then a fire burned down the servants’ building, Cyralie Foxglove was found dead—burnt and dashed on the rocks below the cliffs behind the house—and Traver Foxglove was found in his bedroom, dead by his own hand. The children, including young Aldern Foxglove, were sent away to be raised in Korvosa by distant relations.
  • Aldern Foxglove recently returned to live in the manor, but he had a hell of a time hiring locals to aid him in the reconstruction and repair of the old building. Until Aldern moved back in, the place was cared for by a man named Rogors Craesby  (a retired innkeeper who lost an ear in a bar fight many years ago) who came in 3 days a week from Sandpoint to air the place out, check for squatters, and make minor repairs.
  • Foxglove Manor was built decades ago by Vorel Foxglove, a merchant prince from Magnimar. He and his family lived there for 20 years before the entire family perished from disease. The surviving Foxgloves of Magnimar shunned the place for 40 years, until Traver Foxglove moved back in.
  • The Foxgloves have traditionally been associated with the Brothers of the Seven, a secretive gentlemen’s club based in Magnimar and consisting of merchants or thieves, depending on whom you talk to. Members of the society periodically visited Foxglove Manor at night during the years the manor  went unlived-in, perhaps to check up on the building and make minor repairs—or perhaps for more sinister pursuits.

The party had been following the narrow path for a short time when they heard hoofbeats from behind them. A pair of riders approached, accompanied by a large, sentient beast. The party readied for combat, but there was no hostile intent. One of the riders was Orik Vancaskerkin, the mercenary formerly in the employ of Nualia at Thistletop, and the other two were Veruca, a young female summoner and her eidolon Ranulf. Orik greeted the party warmly and explained that he had joined the Pathfinder Society, and that he and Veruca were on a recovery mission for a party of their fellow Pathfinders who had gone missing at Foxglove Manor.

As they all traveled together toward Foxglove Manor, nature herself appears to become sick and twisted. Nettles and thorns grow more prominent, trees are leafless and bent, and the wind seems unnaturally cold and shrill as it whistles through the cliffside crags. The path slowly rose, bending around a steep corner in the cliffs, and Foxglove Manor loomed at the edge of the world, seemingly poised for a suicide leap into the Varisian Gulf. The roof sags in many places, and mold and mildew cake the crumbling walls. Vines of diseased-looking gray wisteria strangle the structure in several places, hanging down over the precipitous cliff edge almost like tangled  braids  of hair. The  house is  crooked, its  gables angling sharply and breached in at least three places, hastily repaired by planks of sodden wood. Chimneys rise from various points among the rooftops, leaning like old men in a storm, and grinning gargoyle faces leer from under the eaves.

Out in front of the manor lay the burned, ruined remains of an outbuilding that must have been the servants’ quarters. It is impossible to tell how many floors the outbuilding that stood here once had, for all that remains are the sooty, scorched stones of its foundation. A partially collapsed stone well sits in the corner of the ruins. The water in the well was at least 100 feet down. A few sickly looking ravens were perched on the foundation stones. Oz attacked one with disrupt undead, causing a large number of carrion crows to coalesce into swarms.

Carrionstorm

Orik, Veruca, and Ranulf had already proceeded toward the manor, but the party made short work of the carrionstorms. Echo channeled positive energy, weakening them, and the melee combatants finished them off. Closer inspection of the well revealed nothing useful, though no one actually climbed down into it. The party caught up with Orik and Veruca, who were standing in front of the manor, contemplating entry.

The party forced open the front door, revealing a high-ceilinged entrance hall with a large monster on display in the center of the room, a twelve-foot-long creature with the body of a lion, a scorpion’s tail fitted with dozens of razor barbs, huge batlike wings, and a deformed humanoid face. A smell of burning hair and flesh lingered in the air. Lying on the floor were the corpses of the hopelessly undergeared Pathfinder party Orik and Veruca were tasked with recovering. Wanga stood watch in the entrance hall while the party assisted them in hauling them outside. The party relieved the dead Pathfinders of their wayfinders, and Veruca offered the use of a clear spindle ioun stone to protect against evil compulsions, which Nymeria used.

As Orik and Veruca loaded the bodies onto their mounts, Wanga heard what sounded like sobbing coming from somewhere upstairs. The party went up the staircase to the right, and began exploring the second floor.

Aldern’s bedroom featured 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. Upon entering the room, Echo became convinced that her parents were trying to kill each other, and that whichever of them survived would be coming to kill her next. She had a vision of her mother wielding a torch, and her father, festering with tumors and wielding a long knife, both struggling to kill each other. The vision passed, and Echo suffered residual effects of mind numbing terror (2 Wisdom damage) which she was able to get rid of by channeling positive energy.

 

The large musician’s gallery featured two padded chairs and a long couch facing a wide alcove lined with stained glass windows depicting a diverse array of animals and plants, from north to south:

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a large pale and ghostly scorpion

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a gaunt man holding out his arms as a dozen bats hung from them

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a moth with a strange skull-like pattern on its wings

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a tangle of dull green plants with bell-shaped flowers

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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.

The party identified all five of the subjects in the windows as classic spell components for necromancy magic, and having ties to several known lich apotheosis formulae.

A guest bedchamber was entirely caked with a thick, spongy layer of dark green, blue, and black mold. Oz heard a child’s face, quivering with fear, ask “What’s on your face, mommy?” and felt as if his face had suddenly erupted into a tangled mess of tumors and boils. He resisted the urge to claw the offending sickness from his skull.

An upstairs washroom contained an iron tub, the floorboards in the middle of the room sagging with its weight. Mackintosh “acrobatically” stepped into the room, triggering the floor’s collapse. Mackintosh managed to catch himself from falling as the iron tub and the broken floor fell into the room below, breaking through THAT floor, and finally coming to rest twenty feet below. They heard squeaking emanating from the place where two washrooms’ worth of tubs and floors came to rest, but it soon subsided.

IeshaPortrait

The master bedroom, a once fine chamber, had been destroyed. The bed was smashed, the 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 seemed to have been untouched, although it hung backward, its unseen subject facing the wall. Oz used mage hand to turn the portrait around, revealing a beautiful dark-haired Varisian woman in a thoughtful pose. Upon seeing the portrait, Echo experienced a wave of sadness, and Mackintosh felt a wave of fear. Lisanji became filled with an overwhelming hatred of women, and felt a brief compulsion to attack Nymeria, but she managed to control her fury before actually attacking.

A stone fireplace sat in the northwestern portion of the gallery. Paintings hung on the walls to the north and south, each covered over with a thick sheet of dusty cobwebs obscuring the subjects from view. The party cleared the cobwebs from the paintings, revealing portraits of the Foxglove family, each with a plaque identifying those pictured within. The three to the north depict Vorel and Kasanda Foxglove and their daughter Lorey. Vorel is a tall middle-aged man with long dark hair, a clean-shaven face, and dark blue noble’s clothes, while Kasanda is a stern-faced brunette woman with wisps of gray in her short hair and a flowing blue dress. The five to the south show Traver and Cyralie Foxglove, their son Aldern, and their two daughters Sendeli and Zeeva. Traver, like Vorel, is tall and thin, but with an even narrower face and a thin mustache. Cyralie is a young woman with long red hair and an impish smile. Upon cleaning the cobwebs from the last portrait, The temperature in the room immediately dropped. Breath frosted in the air and fingers of rime slithered across the walls. The figures depicted in the portraits suddenly shifted from paintings of living people to those of dead folk. Kasanda and Lorey slumped into misshapen, tumor-ridden corpses. Traver grew pale as a long cut opened in his throat and blood washed down over his chest. Cyralie blackened and charred, and her arms, legs, and back twisted as if broken in dozens of places. Aldern’s flesh darkened with rot, his hair fell out, and he deformed into a ghoul-like monster. Both Sendeli’s and Zeeva’s portraits frosted over, but remained otherwise unchanged. Vorel’s entire portrait, frame and all, erupted into a sudden explosion of fungus and tumorous growth. This wave of fungus and disease washed over the entire room in seconds before the room suddenly reverted to normal. Afterward, Mackintosh noticed tiny splotches of mold and tender red bumps on his flesh, but no one else noticed.

Beyond the gallery lay another bedroom, whose furniture, though dusty and unkempt, did not exhibit any major signs of water or mold damage. The one exception was a dark stain on the desk near the northern window. Hildabrandt noticed that there was a silver-handled dagger on the desk, where she was sure there was nothing on the desk but some wooden debris. Suddenly, she was overwhelmed with the conviction that she had just killed the person that she loved most, and became filled with guilt and despair. She could not resist the compulsion to walk over to the desk and cut her own throat with the dagger with a coup de grace. Blood spurted out of her neck, contributing to the dark stain on the desk, but she managed to banish the suicidal compulsion andbarely survived, recovering from the wound with the help from some curative magic.

The party then continued upstairs to the attic, where the sobbing grew slightly louder. A workroom containing a large number of wooden planks, rope, and other repair supplies had a ceiling which sagged noticeably, and through which patches of the sky above was visible. Several storerooms contained old furniture, sheets and linens, boxes and crates, and other items of little value. The ceiling of a loft angled down steeply, leaving only four feet of headroom to the southeast, with a cot and a dresser as the room’s only furnishings.

The sobbing grew louder, and the party traced the sound to the northeasternmost room, behind a locked door. Just as Nymeria worked the lock open, Wanga broke down the door. Either way, the party was coming in. The room beyond was cold and damp with an old armoire standing near the east wall. The ceiling sloped down to only four feet high to the northeast, leaving little room for a small window. A full-size mirror in a dark wooden frame of coiling roses leaned against the wall, angled toward the tiny window. The sobbing was coming from a large bundle of cloth in a corner of the room.

IeshaRevenant

The party unwrapped the bundle, revealing a terrifying, female, undead creature: Iesha Foxglove, murdered by her husband Aldern, had risen as a revenant, and had become consumed with a powerful desire for vengeance. However, she was stricken with self-loathing by the sight of her own reflection in the mirror. Moving the mirror allowed her instant recovery, and she stood up and unleashed a baleful shriek, crying out “Aldern! I can smell your fear! You’ll be in my arms soon!” Several of the party members cowered in fear as Iesha began a relentless march toward Aldern.

The party opened a door across the hall from Iesha, and heard the sound of pages rustling, as if a book were being read quickly. Just then, Hildabrandt experienced a vision, dozens of memories of expeditions, sea voyages, and travels to exotic locales racing through her mind. As the memories built momentum, they became increasingly infused with a sense of bitter disappointment and regret, and she became increasingly aware that she was receiving memories that never were, memories of fantastic discoveries that Traver Foxglove could have made had he not chosen to settle down with a shrill harpy of a wife. She resisted the effect of the haunt that would have dealt her Wisdom damage.

As Iesha continued out and down the hall, Mackintosh opened up the door to the observatory, which the party had skipped in favor of investigating Iesha’s room. The observatory contained a desk and a chair. A battered and ruined telescope lay on its side near the desk and a large trap door in the roof had been tied shut by several lengths of rope. Chimneys rose to the west, while to the east, two intricate stained-glass windows were set into the wall.

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The northern window depicted a dark-haired woman with pale skin, large green eyes, and a black-and-red gown; with both hands she wielded a jagged iron staff.

stained-glass11

The southern window’s lower half had been broken and patched with canvas; what remained of its upper half depicted a handsome man dressed in regal finery and a crown of ivory and jade. Small scorch marks marred the wood near the broken window, through which steep cliffs and the Gulf of Varisia were visible.

As soon as the party entered the room, Wanga, who was still cowering in fear in Iesha’s room, suddenly felt uncomfortably hot, and seconds later, believed that he had caught fire. He felt a compulsion to throw himself out the window to put out the flames, but his supernatural fear overwhelmed the compulsion.

BurningManticore

As Iesha made her way down to the first floor, the frightened PCs recovered and caught up as the rest of the party followed her, determined to observe but not interfere. When the party reached the entrance hall, Wanga again smelled the acrid stench of burning hair and flesh, but this time, the manticore lurched to sudden life, erupted into flame, and lashed out at Wanga with its burning stinger, but it missed horribly, and caused no further inconvenience.

Iesha proceeded east into a hall, where a rather gruesome antique, apparently a mummified monkey head, hung on the northern wall, its tiny mouth gaping. A bellpull extended from the monkey’s gaping mouth, and a ratty throw rug partially obscured a foul stain of dark-colored mold on the floor. The party moved the rug, and Iesha paused over the moldy stain, a swirling pattern of dark blue, sickly green,and black mold that grew in a spiral, looking almost like a bird’s-eye view of a spiral staircase descending downward, each step littered with skulls and bones. Iesha stood staring at it for several moments while the party discussed what to do. The monkey head radiated faint abjuration magic. Wanga pulled the bellpull and the head, a hungry decapitant, gave out a shrill simian shriek akin to an alarm spell.

Iesha then unleashed another baleful shriek, terrifying some of the PCs, and began smashing and clawing at the stained floorboards with her claws. Her slow progress allowed all frightened PCs time to recover, and they also took the time to cast some buff spells before helping her tear through the floor. Finally, the floor had a large enough opening to pass through, Iesha climbed down through the rough hole in the floor, and the party followed.

Piles of broken stone, dirt, and a few ruined pickaxes lined the edges of the room below.  The floor in the middle of the room had been torn up to reveal an ancient set of stone spiral stairs, obviously of much older construction than the surrounding basement, winding deep into the bedrock below. A foul stink, like that of rotten meat, wafted up on a cold breeze from the darkness. Iesha went down the stairs, and the party followed. As Echo set foot on the stairs to descend, she experienced a sudden vision of Aldern, sweaty, filthy, and wild-eyed, digging away at the stone floor of this room. With each swing, he grunted out two words: “For you” and Echo knew he was speaking of her. As the vision ended, she saw Aldern break through into the room as a horde of shrieking ghouls rose up to pull him into the darkness before turning their lambent eyes on to her. Before the ghouls could reach her to tear and bite at her flesh, she shook off the vision.

The stairs ended in a limestone cavern. The walls dripped with moisture, and swaths of black and dark blue mold grew in spiraling, tangled patterns on the floor, ceiling, and walls. Rubble and broken bones cluttered the floor, and a rhythmic sound, like the breathing of some immense creature, echoed through the cave. In an alcove in a tunnel, the mold grew particularly thick. Several pickaxes were tossed into the corner of the room, one of them particularly well-made, though covered with yellow mold. Wanga cleared the mold with spark and the party retrieved a heavy pick +1.

Iesha proceeded west through the tunnel, past a few ghouls that ignored her completely, but which attacked the party on sight. Oz charmed one, and sent it up and outside to wait for him, and the party made short work of the other ghouls, who put up feeble resistance.

Further into the cavern, Iesha passed a side room containing more ghouls which the party destroyed with extreme prejudice, as Iesha continued through the cramped tunnel into a vertiginous gulf, a cathedral-like cavern with a roof arching thirty feet overhead and dropping into a sloshing pool of foamy seawater fifty feet below. A steep stone ledge wound down into these surging depths, its slope glistening with moisture and mold. A stone door stood in the northwestern wall about halfway down the slope. Four goblin ghasts stood at the edge of the pool below.

As Iesha made her way down the ledge toward the stone door, Lisanji jumped down into the room with the goblin ghasts, and slew the closest one nearly instantly. Hildabrandt cast aqueous orb on the three remaining, and as they became engulfed in the rolling sphere of water, she sent them far below, to the bottom of the sloshing pool of seawater, where they were never heard from again.

When Iesha reached the stone door, she began attempting to smash through it as she attempted to smash through the wooden floor in the manor above. Before long, she had breached the door and rushed into the room to destroy her murderer.

The air in the damp cavern within reeked of a horrific stench, a foul combination of decay. brine, and mold. The cave contained a rickety table, its damp surface cluttered with all manner of what appeared to be garbage: empty bottles, bits of paper, and more, lying in neatly organized rows. A painting leaned against the far side of the table, facing a large leather chair that sat nearby. This chair’s high back and cushion were horribly stained by smears of rotten meat and its arms were sticky with blood. A smaller table sat against the southern wall, its surface heaped with plates and platters of rotten, maggot-infested meat. The horrific stench of the room seemed strongest to the west, where the cave’s wall had been overtaken by a horrific growth of dark green mold and dripping fungi. At the center, a patch of black tumescent fungus grew, its horny ridges and tumorlike bulbs forming what could almost to be a human outline. What appeared to have once been an exquisite puzzle box the size of a man’s fist lay smashed on the ground at the fungoid shape’s feet.

Aldern Foxglove, once a handsome and cultured nobleman, was now condemned to an unlife of unending hunger, driven to eat the flesh of those he once might have called friends. His transformation into a ghast has ruined his mind, yet his former personality was not completely destroyed, at least, not at first. When confronted with the revenant of Iesha, he shrieked out in grief and fell to his knees to beg forgiveness from his murdered wife. For a moment, as Iesha caressed Aldern’s sallow cheek, it appeared that she may have been willing to forgive, yet a moment later, she shrieked in rage and attacked.

SkinsawMan

Iesha lashed out with one filthy claw, grabbed Aldern and crushed him in a grapple. The party gathered close to observe and assist in destroying the vicious murderer. Aldern drew a wickedly sharp, +1 war razor and sliced, clawed, and bit at Iesha, but his attacks did little damage. The party joined in, with Mackintosh, Lisanji, and Nymeria each dealing heavy blows to the grappled ghast.

Upon seeing Echo, Aldern’s eyes widened in fear and delight, proclaiming “YOU! You’ve come to me! I knew my letters would sway your heart, my love! Let us consummate our…our…HUNGER!”

Iesha continued ripping into him with her claws, unleashing a final furious, hateful assault that left Aldern’s head nearly severed, and his entrails strewn all over the filthy room. The murderer was destroyed. As Iesha finished tearing Aldern’s remains apart, she let out a chilling shriek and, her vengeance fulfilled, collapsed into a heap, restful at long last.

A closer inspection of the collection on the table showed that the items carefully placed were those that had been stolen from Echo over the past week or so, mundane things like used potion bottles, scraps of paper, a clump of hair harvested from a hairbrush. The only thing on the desk that were not taken from Echo was a stack of charcoal drawings on water-damaged parchment, depicting her in various erotic poses. Echo quickly snatched them up and put them away before everyone could get a thorough look, but a brief look was enough.

The portrait leaning against the table’s far side is of Iesha, but Aldern has used his own waning artistic skills in a clumsy attempt to repaint the portrait with blood and bits of runny rotten flesh into a caricature of Echo.

XaneshaLetter

Mixed in with these drawings was a letter written in a graceful hand:

Aldern, You have served us quite well. The delivery you harvested from the caverns far exceeds what I had hoped for. You may consider your debt to the Brothers paid in full. Yet I still have need of you, and when you awaken from your death, you should find your mind clear and able to understand this task more than in the state you lie in as I write this.

 You shall remember the workings of the Sihedron ritual, I trust. You seemed quite lucid at the time, but if you find after your rebirth that you have forgotten, return to your townhouse in Magnimar. My agents shall contact you there soon–no need for you to bother the Brothers further. I will provide the list of proper victims for the Sihedron ritual in two days’ time. Commit that list to memory and then destroy it before you begin your work. The ones I have selected must be marked before they die; otherwise they do my master no good and the greed in their souls will go to waste.

If others get in your way, you may do with them as you please. Eat them, savage them, or turn them into pawns–it matters not to me.

                            — Xanesha, Mistress of the Seven

On Aldern’s body, the party discovered the following:

+1 Keen War Razor
Ring of Jumping
Ring of the Savage Beast
Stalker’s Mask
Hourglass of Last Chances
Stone Salve
extravagant noble’s outfit
cameo containing Echo’s portrait
large iron key
small iron key

The party inspected the fungus closer, and discovered a chime of opening (5 charges). The fungus comprises the remains of Vorel Foxglove–after his wife disrupted the ritual he was performing to become a lich, the necromantic energy lashed back and destroyed his physical body, transforming it into the embodiment of contagion and corruption that grows on the wall here. The fungus burns readily, but regenerates over time. Echo cast consecration, which seemed to help in slowing the regeneration, but a permanent solution is beyond the party’s abilities at this time. Possibly higher-level spells or completion of some special quest can banish Vorel’s manifestation forever.

The shattered box on the ground is the remains of Vorel’s incomplete and ruined lich phylactery, and is the same box as the one depicted in the stained glass windows throughout the upper floors of the manor.

The party then backtracked and explored areas of the manor that were missed on the way down.

The party discovered a side cavern strewn with half-eaten carcasses reeking of rotten meat. Among the carcasses was an adamantine longsword and a hat of disguise. Knowledge (local) reveals this to be the body of a notorious one-armed bandit named Shaz “Redshiv” Bilger, suspected of organizing the robbery of nearly two dozen merchant convoys along the Lost Coast Road over the past decade. Proof of his demise presented to the law at Magnimar is worth a significant gold reward.

In the basement above the natural cavern was some sort of arcane workshop, although it now lay in ruin. A row of soggy books sat on the northern end of a workbench along the western wall. At the other end of the workbench, what looked like three iron birdcages sat, each containing a dead, diseased rat. To the east, two stained-glass windows loomed.

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The northern window depicted a thin man with gaunt features drinking a foul-looking brew of green fluid.

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The southern window showed the same man, but in an advanced state of decay, as if he had been dead for several weeks. His arms raised and head thrown back in triumph, his rotting body turns to smoke and spirals into a seven-sided box matching the puzzle box found in Aldern’s room.

A wine cellar contained two wine racks, their shelves empty and dusty, with mounds of broken bottles cluttering the floor. A hinged and hidden compartment in the back wall hid a nook containing eight fine vintages of wine from the famed Vigardeis vineyard in distant Cheliax, each bottle worth 100gp.

A kitchen contained a large oaken table, its surface covered with moldy stains and rat droppings. Shelves lined the walls, and an oversized fireplace dominated the northeast portion of the room. The shelves in the southwest wall were in a much greater state of disarray, with two one-foot wide cracks in the wall near the floor leading south into the earth beyond the basement walls. The cracks lead to short tunnels to a oantry, the home of several rat swarms.

A dining room on the main floor contained a mahogany table surrounded by chairs. Twin fireplaces loomed to the west, while to the east, stained-glass windows obscured what could have been a breathtaking view of the Lost Coast. Each window depicted a monster rising out of smoke pouring from a seven-sided box. From north to south:

stainedglass2

A gnarled tree with an enraged face

stainedglass1

An immense hook-beaked bird with sky-blue and gold plumage

stainedglass4

A winged centaurlike creature with a lion’s lower body and a snarling woman’s upper torso

stainedglass3

A deep blue squidlike creature with evil red eyes

It was an unusual design choice to fit the rooms with arguably the best view of the Lost Coast with stained glass windows one cannot see through. This suggests the images are important, possibly constituting a set of clues as to Vorel Foxglove’s motivations and priorities. These stained glass windows commemorate Vorel’s path toward becoming a lich. These windows depict the construction of Vorel’s phylactery, made from body parts harvested from four exceptionally long-lived monsters: a treant, a roc, a sphinx, and a kraken. The runes on the box are necromancy-related, and the monsters seem not to be emerging from the boxes, but rather being drawn in, and their snarling visages express not rage, but rather fear.

Treasure

+1 heavy pick
adamantine greatsword
Chime of opening (5)
hat of disguise

New Treasure System

Each player should be equipped with the equivalent of:

+2 enhancement bonus (or equivalent) on armor
+2 enhancement bonus (or equivalent) on weapon (“+1 ghost touch” is +2 equivalent, as is “+1 keen” and “+1 furious”)
+2 resistances to Fortitude/Reflex/Will (as from a cloak of resistance)
+2 deflection bonus (as from a ring of protection)
+1 natural armor bonus (as from an amulet of natural armor)
+4 bonus to a single stat, or +2 bonus to three stats (as from a headband or belt)

Advancement

The party should be level 7 after completing The Misgivings

 

 

 

RotRL Adventure Journal #10

Book 2: The Skinsaw Murders

Saturday, August 10, 2013 @ Bud’s

Days 10-16:

After the party thoroughly ended the goblin threat to Sandpoint, they had become known as the heroes of Sandpoint. They party spent some time recuperating from their bold exploits, but the other evil forces in Golarion did not stop just because the heroes took a rest.

Echo had begun to notice a few minor items like buttons going missing, but was creeped out by the disappearance of the hair from her brush, especially since no one else had noticed anything strange going on.

Day 17:

Murder!

In the morning, a sullen and grim-faced Sheriff Hemlock revealed that several murders have been committed in and around Sandpoint, and requested the party’s assistance investigating the crimes. The latest murder victims were Katrine Vinder, daughter of grocer Ven Vinder, and Banny Harker, who worked at the sawmill, where the bodies were found by Ibor Thorn, another of the mill’s workers. This is the second set of murders in the past few days, the first being that of three local swindlers.

Hemlock then handed Echo a bloodstained scrap of parchment with her name written on it, a message from the murderer, reading “You will learn to love me, desire me in time as she did. Give yourself to the Pack and it shall all end. — Your Lordship.” Hemlock explained that this note was found pinned to the sleeve of the latest victim by a splinter of wood, and seemed intended to implicate the party in the murders, though he did not believe the heroes of Sandpoint had anything to do with them. However, if word of this note gets out, the town’s reaction might not be so understanding, so the sheriff requested they keep as quiet as possible about the murders.

The sheriff then filled the party in on what he knew of the murders:

The lumber mill: The most recent murders took place here – the bodies were still present, and little had been done with the crime scene itself. Sheriff Hemlock suggested that this should be the first place the party investigate since he would like to get the mill cleaned up right away and the bodies buried.

Ibor Thorn: Sheriff Hemlock had interrogated Ibor, the man who discovered the bodies at the lumber mill, and doesn’t suspect the frightened man knew much more.

Ven Vinder: This merchant was Sheriff Hemlock’s only suspect, although the sheriff was fairly certain that Ven was innocent and that the murders were committed by someone else.

The first murders: Three con men from the town of Galduria were found murdered in an abandoned barn south of town a few days ago – their bodyguard survived the assault but has gone insane and had been sent to Habe’s Sanatorium – a privately run respite for the insane.

The rune: The star carved on one victim’s chest certainly had significance to the killer, but Hemlock was at a loss as to what it could mean.

Sheriff Hemlock confirmed that one of the mill’s operators, a penny-pinching man named Banny Harker, has been engaged in a semi-secret affair with the daughter of a local shopkeeper. He and Katrine Vinder had been meeting at the mill often of late, using the noise of the logsplitter to cover sounds of their trysting. But as to why they had been killed, Sheriff Hemlock could offer no theory.

The lumber mill

The lumber mill stood on the shore of the Turandarok River. A sizable crowd had gathered outside by the time the party arrived and groups of nervous looking town guards stood at the mill’s entrances. A few questions were enough to reveal that the mill was working last night – Harker and Thorn, the two millers, often worked late into the night which had become a bone of contention around town as the noisy mill and its infernally creaky log splitter kept neighbors awake. The guards stepped aside to allow the newly deputized party inside to investigate.

The mill was a well-built wooden structure with very thick walls. The roof was of wooden shingles, and doors were simple timber and unlocked. The mill machinery inside the mill was noisy – if someone wanted to sneak up on somebody it would be rather easy, Within the mill the party found the following items:

The pier: Timber was cut down upstream and then floated down the Turandurok River and delivered to the mill via a small pier that extended out into the River. The machinery then pulled the logs out of the water and onto the water saw where the logs were cut into boards. The party discovered a set of muddy footprints leading from the end of the pier into the sawmill proper. These footprints reeked strongly of rotting meat.

The murder scene: The mill interior is coated with sawdust strewn with footprints and splashes of blood. It was obvious that a desperate struggle took place here several hours ago. The primary clues were Harker’s body, Katrine’s body, a bloody axe, and a set of bloody footprints.

Katrine’s body: Poor Katrine had apparently fallen (or been pushed) into the log splitter. Her mangled, ruined remains lie on the mill’s lower floor amid heaps of bloodstained firewood. The log splitter itself was powered by a waterwheel and consisted of a chute in the floor with rotating saw blades that cut logs as they are fed in – a gruesome death indeed.

Harker’s body: Harker’s body had been horribly desecrated. The poor man had been affixed to the wall by several hooks normally used to hang machinery. The body was mutilated, the face carved away and lower jaw missing entirely. His bare chest was defaced as well, bearing a strange rune in the shape of a seven-pointed star, the Sihedron rune. There were some deep gashes in the body, as from an edged weapon, and some shallower scratches, as if done by a clawed hand. The scratches had the same rotten stench as the muddy footprints outside.

The bloody axe: A hand-axe was embedded in the floor near the log splitter, as if it had been dropped there. The axe head had bits of bloody meat on it, which had the same foul odor as the footprints and the scratches on Harker’s body.

The party determined that the foul odor was likely from some sort of corporeal undead, and Father Zantus was able to further identify it as the stench of a ghast, an undead creature similar to a ghoul, only more powerful.

IborThorn

Ibor Thorn

Ibor was waiting interrogation in a holding cell below the Sandpoint Garrison. Sheriff Hemlock had already asked him questions, but admitted the party might be able to get something out of him that he could not. He initially resisted cooperation, but the party could tell he was hiding something, and diplomatic efforts combined with intimidation improved his attitude enough to get him to reveal what he knew. Harker had been embezzling money from the Scarnettis, the noble family that owns the lumber mill, and that have a reputation for being ruthless. There are rumors that the Scarnettis are responsible for burning several competing grain mills in the region, and Ibor wouldn’t put it past the Scarnettis to kill Harker if they discovered he had been embezzling money.

Journal.03c

Shayliss and Solsta Vinder

While the party questioned Ven Vinder in the garrison, Mackintosh decided to pay a visit to Ven’s one remaining daughter Shayliss at the general store. The store was closed, but his knocking was answered by a tearful Shayliss and her mother Solsta. They were sobbing, having lost Katrine to a brutal murder, but they were sure Ven had nothing to do with it, as he was at home all night when the murder was supposed to have taken place.

Ven Vinder

Ven was the first person Sheriff Hemlock visited after learning of the murders, but after he informed Ven of his daughter’s death at the mill the man flew into a rage. Sheriff Hemlock had taken him into custody to let him cool off in a cell, but even though Ven fought like a devil Hemlock was sure that his rage was born from the death of his beloved daughter and not from guilt at being caught. Hemlock added he was prepared to release Ven, but if the party wished to speak to him first he would let them do so. As the party started to question Vinder, he initially reacted with rage, denied committing the murder, and said his wife could corroborate his story, which she did.

The first murders

A patrol of guards along the Lost Coast Road were assaulted by a deranged man near an abandoned barn south of town along the banks of Cougar Creek. The man was obviously sick and insane, his flesh fevered, eyes wild, mouth frothing, and clothes caked with blood. The guards subdued him, but when they checked inside the barn they discovered the mutilated bodies of three men. Although all three bodies were far too disfigured to identify, one of them carried a piece of parchment:

The note identified the bodies as Tarch Mortwell, Lener Hask, and Gedwin Tabe, three notorious con men and swindlers known well to Sheriff Hemlock as local troublemakers. He had personally forbade the three men from operating their con games and barely legal operations in Sandpoint, and wasn’t particularly surprised at the time to find them murdered – it was only a matter of time before they tried to swindle the wrong person, someone worse than them, after all. But in light of the mill murders and the fact that Mortwell, Hask, and Tabe all bore the same seven-pointed marking on their chests that Harker did, Hemlock was convinced there is something worse than revenge afoot.

The Sheriff led the party into the basement where the bodies of all three men lie in state in a cool basement room below the Garrison. Although decay had set in a quick check revealed that all three bodies bore marks similar to those that the party had discovered on Harker’s body.

Sheriff Hemlock stated that the insane man has been identified as one Grayst Sevilla, a local Varisian thug. He had been given over to the care of Erin Habe, caretaker of an independent sanatorium south of town; if the PCs wish to speak to Grayst to learn more Sheriff Hemlock welcomed them to try but warned them that Grayst was “a bit off his rocker” and they shouldn’t expect much. He also stated he would provide the adventurers with a letter of introduction to Habe if they wanted to try to interview Sevilla.

 

Habe’s Sanatorium

Sheriff Hemlock told the party how to reach the sanatorium where Grayst Sevilla was being held, and they reached it later that morning. The sanatorium is a squat, stone building with three floors under a stout, stone-flagged roof, built in the lee of the limestone escarpment known as Ashen Rise. All doors are of stout wood, and a brisk sense of cleanliness fills the place—floors are scrubbed and walls are freshly painted white. The party climbed a short set of wide stairs to a wooden deck which creaked under their weight. The front door was unlocked, and the party entered the receiving area, where they saw a cord hanging from a hole in the southern wall under a sign reading “Ring for Service” A few moments after ringing the bell, the party was greeted by the doctor, Erin Habe, a nervous and twitchy man who seemed only to want to be left alone to conduct his important work.

ErinHabe

The party presented Hemlock’s letter of introduction, and Habe reluctantly agreed to allow the party to speak with Grayst Sevilla. He led the party through the sanatorium, carefully unlocking the doors in front of them, and locking them back from behind. The first floor contained a large room with several tables and side rooms. The second floor contained several cells with incoherent madmen inside. The third floor featured an examination room and some more cells, one of which housed a dire rat, and another containing the madman who had witnessed the first set of murders, Grayst Sevilla.

GraystSevilla

At first, Sevilla rocked back and forth muttering to himself, repeating his incoherent mumblings about “razors” and “the Skinsaw Man is coming.”  However, when Sevilla caught a glimpse of Echo, his eyes bulged out and he spoke to her:

He said. He said you would visit me. His Lordship. The one that unmade me said so. He has a place for you. A precious place. I’m so jealous. He has a message for you. He made me remember it. I hope I haven’t forgotten. The master wouldn’t approve if I forgot. Let me see… let… me… see…He said that if you came to his Misgivings, that if you joined his Pack, he would end his harvest in your honor.

Sevilla then collapsed and issued a low moan. He attempted to reach his feet, tear off his straitjacket, and lunge at Echo, but before he could do so, Mackintosh delivered a coup de grace, a fatal blow ending the so-called-life of a man on the verge of the insanity of undeath.

Habe shrieked and attempted to flee, but Nymeria smacked him down with the flat of her sword, and he remained there, blubbering and whimpering in cowardly fashion. Two tiefling orderlies came to investigate the commotion, but Habe prevented them from provoking hostility.

The party began asking pointed questions of Habe regarding the sort of operation he was running, and he blamed someone he called “The Necromancer.” Further questioning revealed that Habe’s sanatorium had fallen on hard times, and he had accepted a silent partner named Caizarlu. Whenever one of Habe’s patients dies, Caizarlu is always willing to dispose of the body. As long as Caizarlu pays the bills, and as long as what goes on down in the basement stays behind closed doors, Habe has no complaints. Upon learning of Caizarlu’s presence in the sanatorium, the party decided to investigate further, but Caizarlu was already on his way up to deal with what he perceived to be a threat to his interests.

old_human_wizard

 

From behind a barred window on a door at the top of the staircase between the first and second floors, Caizarlu waited. When the party appeared on the second floor, Caizarlu cast stinking cloud into the main room. Wanga remained upstairs out of the cloud, but others were caught in it. Mackintosh, Hildabrandt, and Oz choked on the cloud, sickened, as Nymeria went to unlock the door. When the door opened, Caizarlu then fled down the stairs, as Lisanji struck a blow with her greatsword.

The party’s pursuit of Caizarlu was slowed by four zombies on the stairs, some of which were slain quickly by Lisanji, and some of which Nymeria bypassed with an overrun maneuver. Echo rushed past Caizarlu to block the exit, and as he was surrounded, he concentrated briefly, and disappeared. Attempts to find him were unfruitful, but the party got the opportunity to search the sanatorium, including Caizarlu’s basement laboratory.

your-forgotten-cell-531x332

The basement combined features of a laboratory and a catacomb–several tables bearing bodies covered by drapes dominating the room, while tools ranging from shovels to dissection implements sat on shelves against the wall. Three bodies lay on tables, preserved by gentle repose, a wand of which was discovered in a secret compartment in one of the table legs.

The party also discovered a map of the Sandpoint hinterlands that Caizarlu had been using to track “ghoul activity.” In particular, there has been an increase in ghoul sightings around the southern farmlands and along Foxglove River. Caizarlu’s current research seems concerned with developing a method by which one could track a ghoul’s lineage back through several “generations” of ghoul attacks. One takeaway from his notes is the very strong possibility of what he calls a “ghoulish source” having risen to prominence in the region.

A stark bedroom lay to the west of the laboratory, containing a simple bed, a study table, and a plain wooden chair. Caizarlu’s spellbook containing many spells lay atop the desk.

There are also quite a lot of notes in the spellbook concerning ancient Thassilonian traditions of magic, including a few drawings of the Sihedron rune. The party took the spellbook with the intent of copying the spells into Oz’s and Hildabrandt’s spellbooks. Oz also left a note for Caizarlu letting him know that they could be contacted at the Rusty Dragon in Sandpoint. The party then returned to Sandpoint to rest and to inform Sheriff Hemlock about what they had discovered. They decided to stay the night, and head toward Foxglove Manor in the morning.

Day 18:

The Hambley Farm

MaesterGrump

However, the next morning, a panicked farmer by the name of Maester Grump arrived in Sandpoint, breathless and covered with mud and sweat. He broke into frantic babbling about walking scarecrows, and finally settled down long enough to tell a short but harrowing story about how the southern farmlands have become plagued by foul walking scarecrows that stalk the night. All the farmers knew that the problems were coming from the old Hambley place–“things just ain’t been right there for a few days now”–but when a group of locals paid the Hambley farm a visit yesterday evening, they were attacked by folk that looked like corpses but fed like starving animals. “They even ate the dogs!”

Hemlock explained that his men picked up Grump as he ran into town screaming about walking scarecrows, and asked the party to investigate. Since it was on the way to Foxglove Manor, they agreed.

Along the way, the party found that the normally friendly locals were more withdrawn, and seemed unwilling to chat with visitors. The news of walking scarecrows has spread quickly. As the party continued through the footpaths and dusty tracks hemmed in by fields of corn and other crops, they noticed several scarecrows secured to posts scattered throughout the fields.

GhoulFarm

The party buffed up and spread out to investigate the scarecrows. Oz positively identified some of the scarecrows as ghouls courtesy of a disrupt undead cantrip, but some of them were living people suffering from ghoul fever, and others were ordinary scarecrows. The ghouls were easily dispatched, and the party rendered some healing for the afflicted farmers, who warned of a larger group of ghouls in the barn to the west.

The party hurried toward the barn, but the farm was so big that their short duration buffs such as enlarge person wore off. The party heard groaning from inside the barn, and knew that their ghoul enemies were within. Wanga had determined that the dry wood and straw of the barn would probably burn very well, so he opened the door and cast spark inside. The flames caught swiftly, and the ghouls moved toward the front and rear exits.

Hildabrandt, Nymeria, and Lisanji headed toward the barn’s rear exit while Mackintosh and Wanga covered the front. Oz and Echo also remained in the front, suspicious of the fire Wanga had started. The ghouls opened the barn’s front door, and whiffed a few swings at Tini. Mackintosh tried a spectacular acrobatic move to get past the three ghouls blocking the door, and failed spectacularly. Two of the ghouls got attacks of opportunity, and one of them paralyzed him for the majority of the fight. However, Tini was able to keep the ghouls contained. Echo channeled positive energy to damage them, and then joined Oz in creating water to control the spreading fire as Wanga continued setting new ones. One of the ghouls fled to the “safety” of the fire, and tried throwing Tini into it, but was killed before he could do so.

Meanwhile, at the back door, Hildabrandt and Nymeria moved into position. Nymeria opened the door and Hildabrandt cast a spell into the barn as Lisanji moved up behind them. Together, they dispatched the ghouls with ease, and began inspecting the stalls, one of which contained an undead horse with a ghoul rider. Lisanji’s greatsword was red hot as she tore into them with critical hit after critical hit. Threat confirmed. It’s dead. Cleave. Threat confirmed. It’s dead. It splits into more (haha). Cleaving Finish. Dead. Cleaving Finish. Dead. It splits into more (ok no really that’s enough)

As the party was annihilating the ghouls in the barn, a ghast with an iron key around his neck emerged from the farm house and moved toward the party. Oz blasted him with a ray of energy, and Mackintosh recovered from his paralysis just in time to finish him off. The key featured a heraldic symbol of a curious flower surrounded by thorns, the Foxglove family crest. As the Foxglove family estate is located on the coast a mere 3 miles from to the west of the Hambley farm, it seems likely that this ghast came from there, and may have been in the employ of the Foxgloves at some time.

A search of the master bedroom revealed a wooden coffer containing the life savings of the deceased farmers: 3400 silver pieces.

Next stop: Foxglove Manor

Treasure:

wand of gentle repose (17 charges)

Caizarlu’s spellbook

3: displacement, stinking cloud, vampiric touch, gentle repose, halt undead, suggestion, heroism

2: acid arrow, blindness/deafness, command undead, detect thoughts, ghoul touch, mirror image, scorching ray, touch of idiocy

1: cause fear, chill touch, color spray, floating disk, identify, mage armor, magic missile, obscuring mist, ray of enfeeblement, sleep

0: bleed, detect magic, detect poison, disrupt undead, light, mage hand, mending, message, prestidigitation, read magic

 

TL;DR: The party investigated a murder and determined it was probably done by a ghast. They checked out a mental hospital where a doctor and a necromancer were holding a lunatic on the verge of becoming a ghoul. The guy gave a hint that the killer is at Foxglove Manor, the party killed the guy as he started to turn, and the necromancer got away, but the party got to keep his spellbook. On the way to Foxglove Manor, the party cleaned out a farm that had become overrun by ghouls, one of which carried a key that probably goes to something inside the manor.

There was not much in the way of treasure, and I am probably going to simplify the way treasure gets handled, but I am not sure just how yet.

The party attained level 5 prior to checking out Habe’s Sanatorium, and should be level 6 very soon after starting the next session. It would be good to have level 6 character sheets ready.

 

 

 

RotRL Adventure Journal #9

Book 1 Recap and Chopper’s Isle sidequest

Friday, June 14, 2013 @ Debbie & Barney’s

Day 9:

The party returned from Thistletop, with the heavy warhorse Shadowmist. They reviewed all the treasure they had accumulated and made sure it was distributed appropriately. (There is now a “treasure” tab at the top of this web page where treasure is tracked)

NualiaSmall

They reviewed Nualia’s journals and they were able to piece together her backstory. In short, she had a lonely childhood as the adopted aasimar daughter of Ezakien Tobyn, the town priest, treated more like a freak than a young girl. She welcomed the attention from Delek Viskanta, the first boy who showed interest in her, and soon became pregnant. Delek abandoned her, fleeing Sandpoint rather than risk Father Tobyn’s wrath, leaving Nualia in shocked rage. Tobyn confined her to the church, lectured her nightly, and forced her to pray to Desna for forgiveness, which nurtured her growing hate. When the runewell flared to life, Nualia was suffused with wrathful energies. She miscarried her child, which turned out to have been a monstrous fiend, and fell into a coma for three days, during which time she dreamt unhealthy dreams, awakening as a servant of Lamashtu. She burned the Sandpoint chapel with her father inside, and fled Sandpoint. Everyone assumed she died with him. Nualia then found Delek in Magnimar and murdered him with the help of the Skinsaw Cult.  Nualia returned to Sandpoint, and found herself drawn to the Catacombs of Wrath, where she studied under the quasit Erylium. There, she received another vision, this time of an imprisoned barghest named Malfeshnekor. She made it her goal to free him, in order to achieve her vengeance against Sandpoint, and to cleanse her body of its “celestial taint,” becoming a monster herself.

AliverPodiker

Oz desired to purchase some alchemical supplies, which he was able to find at The Pillbug’s Pantry, a shop built into a house tucked between several old tenements, run by a short, rotund man named Aliver “Pillbug” Podiker. Podiker is of mixed Chelish and Varisian blood, but does his best to appear fully Varisian. Rumor is that in addition to legitimate sales of medicine and potions, Podiker also deals in less savory substances (poison), but this requires a password.

Mackintosh wanted to look into having some armor crafted, and remembered that Das Korvut, Sandpoint’s smith, had invited him to come see him at the Red Dog Smithy when Mackintosh defeated him in the caber toss at the festivities of the Swallowtail Festival. When the party arrived at the smithy, they observed some local children making fun of the surly smith as part of a hopscotch game, as large red mastiffs lounged lazily outside. Korvut shouted at the children, causing them to scatter, and the party overheard a parent mention that Das’ had been having his nightmares again. Further inquiry revealed that Das Korvut was haunted by the spirit of his son Simon, who he had believed to have been killed with his wife five years ago, when Chopper went on his murder spree. Das Korvut pleaded with the party to put his son’s spirit to rest, and suggested that Chopper’s Isle may be a good place to start. He provided a stuffed red dog, one of his missing son’s toys, as an example of one of his belongings.

The party crossed over to Chopper’s Isle from Junk Beach at low tide. The 120-foot cliff face would have been a difficult climb, but there was an easier route with ready handholds where the wooden stairs used to be. At the top of the cliffs, the party found thick scrub and oak trees covered in heavy moss.Nearly every tree has been carved in the shapes of hawks, eagles, and vultures. A careful search revealed strange claw marks, most likely by a large clawed quadruped capable of flight, and a cache of bones of many types of animals and humanoids of various sizes. Could this have been done by the Sandpoint Devil?

Chopper’s hut sagged beneath the weight of the weeds and vines that had overgrown it, and Nymeria located and disabled a precarious arrangement of damaged timbers which could have given way over a deep pit. A stone slab covered an opening leading down into some ruins built in the same style as the Catacombs of Wrath, and decorated with drawings of deadly and monstrous birds and hangings of feathers, beads, and bones.

Pazuzu

Inside the ruins and down a spiral staircase lay a circular chamber with doors to the north and south, and a looming man-shaped wooden statue, with legs and talons of a giant eagle, two sets of eagle wings, a twisted, gem-studded avian head, and a snake in place of genitals. The statue was identified as being of Pazuzu, the abyssal lord of flying creatures. Mackintosh was extremely curious about the penis-snake, but the party quickly became interested in a voice that they were hearing. The voice alterated between whispered sobs and laughter, but no one was able to determine the source.

The door to the north featured a wall full of small alcoves containing preserved eyeballs and humanoid tongues. In a corner of the room was a pedestal with a dusty tome filled with pictures of bird demons, and scattered about the pedestal were similar unbound writings.

Behind the door to the south was a spiral staircase leading down. Nymeria led the way, and spotted a rusty knife lying on a step, and a hooded man wearing a cloak of feathers, mumbling and knocking his head against the blood-smeared wall. Before she could react, he turned to her, showing bloody eye sockets, blood dripping from his mouth. He pulled a small knife out from under his bird feather cloak and charged her, carving vicious bird forms into her skin. She made a fortitude save, and reduced the damage by half. She then failed a reflex save, stumbled, and tumbled down the stairs out of sight.

Nobody else actually saw this, however. All they saw was Nymeria jerking and thrashing in the air as deep red wounds in bird shapes appeared on her flesh. Echo channeled positive energy to harm the evil spirit, and Oz threw holy water on the knife. These seemed to be effective against it, and when Mackintosh sundered the knife, the spirit tried to enter him, but he resisted the effect, and the spirit was destroyed.

GhostChild

At the bottom of the stairs was a small, dingy room like a prison cell, the air thick with the scent of mildew and rot. Tiny bone carvings of horrific winged creatures lay scattered about the room, and a moldy blanket and leathery papers lay scattered amidst the rubble and shards of bone. Beneath the blanket lay a child’s skeletal remains, curled up in the fetal position, with a tattered and moldy stuffed dog, matching the one Das Korvut provided earlier. The papers contained more writings and sketches in worship of Pazuzu, but in the crude style of a child. Disturbing the remains revealed the source of the sobbing and laughter, the ghost of Simon Korvut, who had remained invisible until then. He immediately attacked with biting and touch attacks, but was woefully ineffective. He tried stealing Lisanji’s voice, but she resisted the effect.

FlyingShark

After dispatching undead Simon, the party searched the papers carefully, and found a scroll of summon monster III which had been specially crafted to imbue the summoned creature with the ability to fly at twice its normal movement speed, including crocodiles, aurochs, and even SHARKS. All Hail PAZUZU!!!

BirdTattoo2

In addition, Nymeria borrowed some ink from Oz, and rubbed it into the bird-shaped wounds she suffered from Chopper’s haunt, creating a tattoo which granted her a special ability. She may, once per day, attempt a DC16 Fortitude save to reduce by half the damage taken from a single attack dealing slashing damage.

The party returned Simon’s remains to Das Korvut, who was thankful for them putting his son’s spirit to rest. As a reward, he crafted a set of mithril armor for Mackintosh at half price.

TL;DR: The party returned to Sandpoint, and explored Chopper’s isle, destroying a haunt which was the manifestation of the Chopper himself, Jervas Stoot. They laid to rest the spirit of Simon Korvut, who had been abducted by Stoot five years ago, but had died insane, forced to become the protégé of a madman. The party returned his remains to Das Korvut for a proper burial.

Treasure:
Scroll of monster summon III (flying)
masterwork woodcarving tools
rusty knife
onyx gem (x2)

Special bonuses:
Mackintosh purchased a piece of armor for half price
Nymeria received a damage reduction boon

 

 

RotRL Adventure Journal #8

Book 1: Burnt Offerings COMPLETE!

Saturday, June 8, 2013 @ Bud’s

Day 8:

After securing the top level of Thistletop, the party spent the night in the chapel of Lamashtu, dutifully wary of the threat below, though they remained unmolested. Some of the neutral party members had unusual dreams in which a whispering voice beckoned to them. A more thorough investigation of the area revealed a few noteworthy items that were not discovered in the chaos of the previous night’s encounter. A goblin “art gallery” contained a crude drawing of an immense goblin looming inside a cave set into the side of Thistletop. The tentamort lair contained a +1 chain shirt among some desiccated humanoid remains. The war room contained notes suggesting that Sandpoint would be invaded by several goblin tribes and sinspawn from the Catacombs of Wrath, “once the whispering beast is tamed.” A secret door in Lyrie’s research room led to a stairway leading down. The party heard a knock at the door leading up to the goblin stockade, and it was Gogmurt, asking for a progress report, and also giving the party a wand of barkskin (9) and a wand of cure light wounds (15)

Upon opening the first door to the lower level, the party discovered that the entire floor was slightly canted to the west, creating a slight uphill slope when traveling east. The first room contained several statues that were damaged both by the upheaval that caused the floor to tilt, but also by deep scratching and by fire.

In the next hallway, statues wielding glaives flanked the hallway, and shiny square on the otherwise dirty floor raised suspicion. Nymeria inspected it further, and discovered that it was the trigger for a slashing cage trap. The floor was a pressure plate rigged to cause two portcullises to drop, trapping people in between while the statues slashed at them. In addition, the floor would drop into a pit 10′ deep. However, Nymeria was able to disable it, allowing the party to pass safely across.

A northern door was locked, and Mackintosh smelled yeth hounds, but Nymeria was able to pick the lock. The party burst in to find Nualia waiting with two of her beasts in front of a fountain of bubbling blue water. Having learned from the previous encounter with the hounds, Echo had a countersong readied to negate the effect of their supernatural baying. The hounds wasted their first turns failing to frighten the party, while Nualia unleashed her fury with a magical bastard sword wielded in her aasimar hand, and clawing with her red demonic hand. Oz animated a chair which assisted the party and provided valuable flanking on Nualia, who was well armored in a magical breastplate, and also had ample opportunity to cast pre-combat spells on herself. Mackintosh killed one of the yeth hounds,  The other hound bit and tripped Lisanji, and attacked again when she tried to stand, but she slew it with a devastating critical hit. During the battle, Nymeria disarmed Nualia, and she recovered her weapon, but the opportunity for her success was lost. In very bad shape, she was just about to channel negative energy to assault the entire party when Nymeria put her ranseur through her face. Oz’s heroic chair got three coats of “paint” from the blood spraying from the bodies of the defeated foes.

Nualia

The party recovered from Nualia’s body her mithril breastplate +1, her bastard sword +1, a holy symbol of Lamashtu, and a composite longbow. Under the chair that Oz animated lay a locked chest, which turned out to contain Nualia’s remaining fortune, 7000gp. Lying on several tables were Nualia’s notes and several journals, which would have taken hours to go through. The party decided to take them, but not to go through them yet. Mackintosh drank from the fountain, and Oz suppressed the effect once, but Mackintosh would not be denied. He drank again, and experienced the uneasy sensation of viewing the Varisian countryside from the perspective of the sentinel statue that Thistletop was built into.

A southern door led to an L-shaped room with a double door leading south and what appeared to be a floor-to-ceiling round column made of stacks of gold coins to the east. Magical detection revealed the gold to be an illusion cast on a stone column, and close inspection revealed two coin-sized slots in the walls to the left and right of the column. Oz inserted a single gold coin into the left slot, and then the right slot, and the column sank into the floor, revealing a passage into a room beyond, covered in a thick layer of dust, apparently undisturbed for quite some time. The next room contained three doors to the east, north, and south.

The southern door had no handles, but an elaborate sihedron rune carved into them where the handles would be, its shape covered by hollows and slits. The door was magically sealed with a spell strong enough to stun Oz when he detected magic on it. The smell of burning hair emanated from behind the door.

A voice could be heard from behind the northern door, speaking in what seemed to be Thassilonian, but not loud enough to be distinctly heard. Interestingly, the voice repeated itself in a loop.

Mackintosh burst into the eastern room through an unlocked door, and leapt on to a table covered with surgical implements and other sharp tools, but managed to avoid injuring himself. A thorough search revealed a freakishly mutated skeleton in the corner of the room, which radiated faint transmutation magic. An unusual item lay among the tools, a silver-and-gold seven-pointed star, one surface studded with nodules and blades, the other side featuring a smooth curved handle. The group decided to try it on the magically sealed door.

In an unconventional tactic, the party opened the northern door and the southern door simultaneously. The northern room contained a throne standing on a raised dais, with a ghostly figure seated on the throne, issuing the looped message: “…is upon us, but I command you remain. Witness my power, how Alaznist’s petty wrath is but a flash compared to my strength. Take my final work to your graves, and let its memory be the last thing you…”

Inserting the tool into the sihedron-shaped depression in the magically sealed doors caused them to open effortlessly. The room beyond was lit by a 10-foot-long pit of flickering fire that filled the room with a strange humid heat and the smell of burning hair. Mackintosh entered the room and began to prod at the fire pit with some of the tools from the transmutation room, when he was attacked by a large creature who had been invisible until then. This creature was Malfeshnekor, a greater barghest, a powerful, evil, extraplanar creature with strong attacks, damage resistance, and magical abilities usable at will. He lashed out viciously with a bite and two claws, reducing Mackintosh to low health. The party quickly moved to surround Malfeshnekor, Oz in particular moving to protect Mackintosh who had been badly hurt. However, the party was having trouble connecting with its attacks. The barghest wasn’t particularly agile or tough, but he was blinking in and out of view, causing many attacks to miss. Nonmagical attacks were especially ineffective, so Wanga cast magic fang on Tini so that he could assist.

Malfeshnekor fought relentlessly, communicating with the party telepathically, expressing gratitude for their presence, and interest in eating their souls. For thousands of years had he been imprisoned here, insane with rage and hunger. He knocked Nymeria unconscious, and also dealt heavy damage to Lisanji, but they never wavered. Echo was quite busy in her healing duties, bringing both Mackintosh and Nymeria back into the fight. After quite some time of the party whittling away at the barghest, and him dealing significant damage in return, Lisanji dealt him a devastating critical blow. Malfeshnekor whispered into Lisanji’s mind, asserting his paternity: “LISANJI, I AM YOUR FATHER. JOIN ME AND WE CAN RULE GOLARION.” Lisanji refused, but Malfeshnekor attempted to charm her into betraying her companions. She was steadfast, his blink effect wore off, and he was carved to mincemeat shortly thereafter.

A search of the room revealed sixty eternal candles and a silver coffer containing a ring of force shield, which manifests as a seven-pointed star, the sihedron rune.

Shadows

The double doors from the large L-shaped room opened into a crypt with no apparent exits. A thorough search was interrupted by three shadows rising from their sarcophagi, filling the party with dread. These incorporeal undead were completely immune to nonmagical weapons, so Lisanji and Nymeria shared the bastard sword once belonging to Nualia. Mackintosh hit one hard, and the shadows missed Mackintosh and Echo with their clumsy touch attacks. The third one hit Nymeria, dealing significant strength damage, which Echo channeled to heal some of. Mackintosh dealt a killing blow to one, and the shadows failed to connect on any more attacks while the party beat them down. Lisanji dealt killing blows to the remaining two. Resuming the thorough search, the party discovered a secret door leading west into a damp, underground chamber that seems to have been a treasury at some point.

helmedhermitcrab

Nymeria took the lead, and saw a huge golden helmet submerged in a pool of water. The helmet rose, and started to turn, but instead of some sort of aquatic giant, it was a giant hermit crab that had made its home in an ancient Thassilonian artifact. The party benefited from a surprise round, in which Nymeria pierced the crab, and Mackintosh leapt on top of it, trying to ride it. Lisanji put an end to the silliness by ending its life before it even got a chance to act. In addition to the valuable golden helmet, the party found assorted coins and gems in the water, along with an amulet of natural armor +1.

Time was running short on the session, so the party did not get a chance to go through Nualia’s notes and journals. We will cover that next session when we recap Book 1 and review treasure accumulated so far.

TL;DR: The party fully cleared Thistletop, defeating not only Nualia and her minions, but a greater barghest named Malfeshnekor, who had been imprisoned in Thistletop for the thousands of years since the fall of the Thassilonian empire. Sandpoint should now be safe from the threat originating in Thistletop. Book 1 of Rise of the Runelords is complete.

Sihedron_Medallion

Treasure gained in dungeon level 2 of Thistletop:

sihedron medallion (Oz)
+1 chain shirt (Echo)
+1 bastard sword (Lisanji)
+1 mithril breastplate (Nymeria)
masterwork composite longbow (+4 STR)
gold holy symbol of Lamashtu (worth 500gp)
7000gp
several antique surgical tools (worth 100gp)
60 eternal candles (worth 1500gp)
silver coffer (worth 400g)
Ring of force shield (+2 shield bonus)
Amulet of natural armor +1
piles of mixed coins and gems (worth 1400gp)
A huge golden helmet (worth 7000gp)
wand of barkskin (9)
wand of cure light wounds (15) – some got used

PathfinderSocietyLogo_180

Thistletop is now complete, and Pathfinder Society chronicle sheets have been distributed. The 3 XP, 4 Prestige Points, and 4800 gold may be applied to a character between levels 3 and 5. As a special item, the sihedron medallion may be purchased for use in PFS.

 

RotRL Adventure Journal #7

Book 1: Burnt Offerings

Friday, May 31, 2013 @ Debbie & Barney’s

Day 7:

After leading a goblin coup, the party spent the night in the warchief’s old chambers, safe from interruption and harm. There were two stairways leading into the lower levels of Thistletop, and the party selected the one more centrally located. The stairway opened into a rectangular room with several exits. The party heard what seemed like crying behind one of the doors, and decided to investigate.

The crying was coming from several cages lined up along the walls of the room, containing goblin babies. The party was suspicious of this arrangement, but Gogmurt assured them that it was merely a nursery consistent with the goblin parenting style.

Journal.07b

The party then heard grunting and female giggling behind one of the other doors. The party guessed that this was some sort of a harem, and the appropriate course of action would be to open the door, push Mackintosh into the room, and slam the door behind him. As it turns out, this strategy was effective, as Mackintosh easily killed Bruthazmus, the bugbear who had been enjoying some goblin concubines with no clue of his impending demise. Mackintosh’s first strike cleaved him nearly in half, reducing him from 47 to 1 hp with a critical blow from his oversized greatsword. His second strike finished the job effortlessly as Bruthazmus reached for his heavy flail. The goblin wives shrieked in fear and cowered before the gruesome display. The party delivered the concubines to their rightful master, Gogmurt, the new chief of Thistletop, who solemnly accepted responsibility for comforting them. In his bedroom.

Journal.07c

The next area the party explored was a series of bedchambers. Listening carefully, they heard the sound of a weapon being sharpened. Nymeria opened the door, and an armored warrior asked “Who the hell are you?” Mackintosh burst into the room, and took a blow from the armored warrior’s bastard sword. The fight went downhill for the warrior from there. He was beaten and bloodied, and during the fight he was loudly complaining about how he hates his job and that he was quitting. As Wanga grappled and pinned him, he was subdued without inflicting any more harm, his declaration of intent to quit turned into formal surrender. He identified himself as Orik Vancaskerkin, and expressed concern only for the welfare of Lyrie, a wizard elsewhere in the complex, and the only thing he really cares about, even though she was more interested in Tsuto. The party revealed they had not harmed Lyrie, and relieved Orik of his belongings, which he did not seem to miss. Orik also provided information about the layout of this level of Thistletop, and assured the party that he was merely a mercenary, and had no loyalty to Nualia and had little knowledge or interest in the things she was doing here. He desired to beg Lyrie to give herself up, and he accompanied the party.

The party continued exploring the residents’ bedchambers, but found little of value. Tsuto’s chambers had some more notes about a Sandpoint invasion, Lyrie’s chambers contained an everburning torch, Bruthazmus’ room had a pile of uneaten bird feet, and Nualia’s chambers contained a fancy bed and a little-used desk.

Before the party continued exploring, Orik warned the party of some monster dogs that guarded the chapel. The party exercised caution, but through a stroke of bad luck, were observed sneaking past. The monster dogs, known as yeth hounds, were on high alert, and swiftly attacked.

One of the hounds immediately let out a terrifying supernatural howl, its Bay ability, which caused Nymeria and Wanga’s allosaurus companion Tini to flee in panic, and which would have certainly announced the party’s presence to everyone around. Nymeria fled east down an unexplored hallway toward a vine-covered opening above a sheer drop over the ocean. Tini fled south back toward the sleeping chambers, taking refuge in Nualia’s room. Combat ensued between the yeth hounds and the party, the hounds flying just above the ground. The hounds did little damage, except one of the did critically bite Lisanji, bringing her low. Orik chased after Nymeria, catching up to her at the cliffside opening. Mackintosh dealt killing blows to both of the hounds, dispatching them before they could cause any more significant harm, but the implications of their fearful baying would soon be known.

Before the party had a chance to regroup, a wizard appeared from the northern section, and stepped past Echo, who honored Orik’s wishes by declining to interfere, and into the hallway that Nymeria had fled down. The party tried to talk to Lyrie, telling her that they were with Orik, and that he was trying to protect her. Her response: “What? I don’t care about him.” At the same time, two tentamorts came out of a side cavern to investigate the disturbance. Lyrie began casting a spell, which Oz identified as fireball. The party realized with dread that they were tightly packed into the chapel such that they would all be caught in the blast. Flames filled the room, and Mackintosh and Lisanji lost consciousness, and Echo was disabled. With her single action, Echo channeled positive energy, bringing herself and Lisanji to positive hit points, but Mackintosh was still down. Hildabrandt cast truestrike in preparation for taking vengeance against Lyrie, Oz moved to block the northern hall, and Wanga blocked the southern hall. Echo also restored Mackintosh to health with a spell, and Lisanji quaffed a potion to heal up some more.

One of the tentamorts went down the hallway toward Lyrie, but its attacks failed. The other tentamort went toward Orik and Nymeria. Orik, instead of shoving Nymeria out the cliffside opening, managed to calm her down, assuring her that the fearsome hounds were dead and gone. Lyrie cast invisibility and shoved past Oz to get back to the room to the north from whence she came. Hildabrandt, unable to see Lyrie, used her truestrike on the tentamort that had been attacking Lyrie, dealing a solid blow, and the other tentamort threatened consecutive critical hits on Nymeria, but failed to confirm them, but did deal some constitution damage through its poison. Orik borrowed a hand axe from Nymeria and helped her against the tentamort, sustaining significant damage in the process.

Oz pursued Lyrie to the north and cast some damaging spells into various squares of the room, but Lyrie’s total concealment spared her from its effect. Lyrie began casting a spell, which was identified as sleep, becoming momentarily visible. Wanga pursued Lyrie into the room, blocking the other door, and managed to grapple her. Lyrie maintained her concentration, putting Wanga to sleep, and followed that up with mirror image, which did not last long against the party’s attacks.

Hildabrandt finished off the first tentamort, and proceeded to go after the second one that had Orik near death (WORST DAY EVER), and Nymeria fighting bravely on. Hildabrandt dealt the killing blow to the second tentamort, leaving only the wizard that was uninjured, but outnumbered and fleeing for her life.

Lyrie stepped west through the door, closed it, and began casting yet another spell, grease. Meanwhile, others opened the door in pursuit, used acrobatics to corner her in the hall between two rooms. Ultimately, Lyrie tried casting another spell, shatter, but Mackintosh and Nymeria cut her down before she could complete it. A search of the premises revealed all of her treasure, including a ring of protection, a cloak of resistance, a wand of magic missile, several scrolls, and her spellbook.

TL;DR: The party cleared dungeon level 1 of Thistletop, defeating two fighters and a wizard, and collecting their gear. They left Orik Vancaskerkin alive, and he showed himself to be a reliable, if temporary and unfortunate, ally. Because of the howling of the yeth hounds in the chapel, whatever lives on the lower level is likely to be aware of the party’s presence, so be careful proceeding. Party gets to advance to level 4 before finishing Thistletop.

Treasure gained dungeon level 1 of Thistletop:

+1 banded mail (medium)
+1 ring of protection
+1 cloak of resistance
masterwork cold iron bastardsword
masterwork cold iron heavy flail
masterwork composite longbow (+5 STR bonus)
masterwork composite longbow (+3 STR bonus)
scroll of see invisibility
scroll of sleep
scroll of whispering wind
wand of magic missile (CL 3) (38 charges)
everburning torch (x2)
350gp
Spellbook containing:
3 – daylight, darkvision (communal), dispel magic, fireball, shrink item, wind wall,
2 – invisibility, mirror image, shatter, locate object, minor image, see invisibility, spider climb
1 – burning hands, comprehend languages, detect secret doors, floating disk, grease, identify, mage armor, obscuring mist, ray of enfeeblement, sleep
0 – acid splash, detect magic, mending, prestidigitation, ray of frost, read magic, spark

Level 2 of Thistletop remains, but the party earned enough experience to reach level 4.