Monthly Archives: August 2013

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:

stained-glass5

a large pale and ghostly scorpion

stained-glass6

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

stained-glass7

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

stained-glass8

a tangle of dull green plants with bell-shaped flowers

stained-glass9

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.

stained-glass10

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.

stained-glass13

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

stained-glass12

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.