Category Archives: Journal Entry

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 #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 #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 #5

Book 1: Burnt Offerings

Saturday, May 4, 2013 @ Bud’s

Day 5, continued:

Beyond the prison room lay a torture room and an ancient study, with cells containing skeletons of deformed humanoids, possibly the result of experimentation and research. Amidst the rubble in the study was a scroll of flaming sphere (CL 5th)

Beyond this lay a large room with numerous frameworks of wood and metal on the floor. On the other side of the room was a three-armed goblin wielding a red glowing longsword, a handaxe, and a dagger. Mackintosh charged the creature, but fell crashing into a pit containing a zombie. The others learned from his error, and stepped around the covered pits. Nymeria tried to help Mackintosh out of the pit with a rope, while he fought with the zombie in the pit, and the others jockeyed for position to attack the goblin, who was screaming incoherently about serving “the Queen” They exchanged a few blows, and the goblin vomited vile acidic blood on to some party members. Echo channeled positive energy to harm the zombies in the covered pits, Oz guarded the room exit, and Nymeria helped by shooting some of them in the face. The goblin was no match for the party, and he went down without much fuss. His weapons turned out to be a +1 longsword, a masterwork cold iron hand axe, and a masterwork cold iron dagger.

The party reinforced the pit covers and continued exploring. They found a spiral staircase leading down, but it had been collapsed, rendering it impassable. They also found a strange spherical room, crackling with lightning and enchanted with levitation magic. The room contained several curious items floating about: a scroll of burning hands (CL 3rd), a wand of shocking grasp (38 charges), and a bestiary of monsters written in Abyssal. Mackintosh ran into the room and floated headlong into the opposite wall, but other than some static electricity making his fur stand on end, nothing else happened.

Exploring another section of the catacombs east of the statue of Runelord Alaznist, the party encountered a pair of floating, disembodied demon skulls with tentacles known as vargouilles. Both of them shrieked loudly upon the party entering the room, but everyone was able to resist the paralytic effect that would have enabled their secondary ability of turning a helpless opponent into a vargouille. Having avoided the chief danger of the vargouille, the party was able to kill them easily. Beyond the vargouilles lay another collapsed stairway, this one leading up.

Exploring the last remaining tunnel, the party found an altar filled with filthy water. Wanga purified the water, but it immediately began to become impure again. Mackintosh, ever the bold and brave cat, scooped some of the water into his waterskin. Upon touching the water, he felt the familiar feeling of rage well up within him, but it subsided. He noted the effect with glee, and looked to take advantage of the effect if the opportunity presented itself.

The opportunity would present itself very soon, because on the other side of the door in the cathedral, a quasit was busy using her blood to create more sinspawn using some strange translucent orange water. Mackintosh drank the water he had collected and went into a rage as he expected. What he did not expect was that the rage would cause him to lose control and attack his companions. The quasit took advantage of this by casting hold person on Nymeria, but the party protected her from a coup de grace by moving her aside and interceding on her behalf. Lisanji and Hildabrandt engaged the sinspawn in melee while Echo inspired courage and Wanga grappled with the enraged feline. The quasit disappeared again, but continued creating sinspawn. While fighting the sinspawn, Lisanji stepped into a pool of water, and went into a rage similar to Mackintosh. However, Hildabrandt managed to disarm her, which reduced her threat considerably. Hildabrandt was badly injured, and made toward a side room, which was safe, but which contained nothing of interest. The quasit began screaming obscenities in Infernal, stopped trying to create sinspawn, went invisible again, and flew toward the door. However, she did not count on Mackintosh smelling her as she passed by, and taking a swipe at her. Oz managed to block her path out the door, and get her into a grapple and finally a pin, which she could not escape from. She attempted in vain to put Oz to sleep, but he was immune to her hex. Eventually, she succumbed to death by a thousand cuts, despite her fast healing and damage resistance. She possessed a handy haversack, a +1 cold iron returning dagger, and a +1 silver ghost touch dagger.

The party determined that the quasit was motivated to escape rather than deplete the resource that was allowing her to create sinspawn by bleeding into the water. The party discussed their findings with several of Sandpoint’s citizens. The Sheriff concluded that there must be a connection between the catacombs and the “recent unpleasantness” and would like to put an end to it. Father Zantus had no special insight into the catacombs, but recommended asking Brodert Quink, who identified the magical water as coming from a minor runewell, which is a magical artifact that feeds on sin. The locations of the runewells had been lost since Earthfall, the event which ended the Thassilonian empire 10,000 years ago. This particular runewell, once belonging to Runelord Alaznist, is powered by the death of nearby beings that are affiliated with the sin of wrath, and there has been a lot of that around Sandpoint lately. This runewell’s power can be used to create sinspawn, but this requires a few drops of blood, and also depletes some of the runewell’s power. As the party explained to Ameiko, they do not know how to permanently destroy the runewell, if that is even possible, but they did secure the area by blocking the passage with stones borrowed from the collapsed stairs.

TL;DR
The party cleared the Catacombs of Wrath, walled up the active runewell, and escaped with an assortment of items. A collapsed spiral staircase leading down may warrant further investigation, but it set off the party’s Threat-O-Meter with a reading of HIGH.

+1 longsword
+1 cold iron returning dagger
+1 silver ghost touch dagger
masterwork ranseur worth 1000g
masterwork cold iron handaxe
masterwork cold iron dagger
Scroll of flaming sphere (CL 5th)
scroll of burning hands (CL 3rd)
a wand of shocking grasp (38 charges)
handy haversack
bestiary of monsters written in Abyssal (It is written up as a 100g treasure, but I am going to make it give +1 to identify monsters)

Again, I forget who took what, or whether it was all decided.

Everyone gained enough experience to reach level 3.

RotRL Adventure Journal #4

Book 1: Burnt Offerings

Friday, April 26, 2013 @ Debbie & Barney’s

Day 5:

The party explored the catacombs under the Glassworks. A long tunnel led north to a secret door that opened into a cave on the side of a cliff overlooking the Varisian Gulf. A side tunnel led east, but ended in a collapse at the Turandarok River. Another side tunnel led west, and curved north leading into the Catacombs of Wrath.

Upon entering the catacombs, the party defeated a group of creatures (sinspawn) that seemed to be standing guard.

A statue of Runelord Alaznist stood in an intersection, and it possessed a masterwork ranseur, which was as much a work of art as a weapon.

The party encountered another group of sinspawn in a room with wooden catwalks and prison cells. They started the fight hanging from the underside of the catwalks, and though the arrangement of the room was inconvenient, they were dispatched without difficulty.

RotRL Adventure Journal #3

Book 1: Burnt Offerings

Saturday, April 20, 2013 @ Bud’s

Day 3, continued:

The party returned to Sandpoint from the boar hunt, and delivered the boar meat to the Rusty Dragon. However, the night was rudely interrupted by Lonjiku Kaijitsu, a Sandpoint aristocrat of Tian descent, bursting in the door to start a fight with his daughter Ameiko. No one else in the interfered, but Nymeria stood by her, and when Lonjiku laid his hands on Ameiko, Nymeria tested his aerodynamic qualities through the front door. Lonjiku left in a fury, having been publicly shamed yet again.

A distraught woman, Amele Barret, holding a baby and with a young boy in tow, sought out the party. A goblin was in her house, and attacked her son Aeren. When her husband Alergast attacked the goblin, Amele panicked, fleeing the house with her children to get help. The party arrived in time to dispatch the goblin Gresgurt, but it was too late for Alergast, who had his throat cut and his face partially eaten. The party delivered Gresgurt whole to Daverin Hosk, the goblin-hating stablemaster, who preserved him in a jar to put on display. Daverin also agreed to pay 5 gold per goblin ear, 10 if it came with the goblin’s name.

Journal.03c

Upon leaving the stables, Mackintosh drew the attention of Shayliss Vinder, the daughter of Ven Vinder, the proprietor of the general store. She lured him into the basement to take care of her “rat problem” but as soon as they were alone, she got naked. Ven returned to the store before anything further could happen, and Mackintosh was able to hide for the time being. However, his escape plans were less than stealthy, and a melee ensued. Ven chased Mackintosh outside the store, but was tripped in the street while the cat continued to flee. Nymeria laughed her head off throughout the encounter.

Day 4:

Morning came early for the adventurers, as Sheriff Hemlock had some urgent news regarding the goblin threat from Sandpoint’s unofficial town guard, scout, and peacekeeper Shalelu Andosana. Shalelu confirmed that the goblins are growing more organized, and that unless something is done about them, they will further threaten Sandpoint and the outlying areas.

After giving more details over breakfast back at the Rusty Dragon, Shalelu took her leave. Bethana, the halfling maid, appeared visibly upset, and explained that Ameiko was missing. She found a note from her brother Tsuto asking her to come to the Glassworks, which Bethana found deeply suspicious, and asked the party to investigate, and please find Ameiko.

The party found the Glassworks locked, but had little trouble getting in. As it turned out, Tsuto, leading a group of goblins, had killed the workers, and also his own father, Lonjiku, encasing him in glass. They dispatched a large group of goblins in the glassworking room, and found Tsuto in the basement. Tsuto was defeated, but left alive to stand trial. Ameiko was rescued, and will be Sandpoint’s newest noblewoman, and heir to the Kaijitsu fortune.

Tsuto’s defeat revealed the connection between Sandpoint and the goblin threat. He is infatuated with Nualia, the aasimar daughter of the priest who died in the fire. He has been working on behalf of Nualia, stealing the priest’s body to accomplish her transformation into demonhood, and has been planning more raids on Sandpoint to further this end.

Under the Glassworks, near where Tsuto was found, there is a long passageway into the catacombs under Sandpoint, which warrants further exploration.

TL;DR
The party found out more about the goblin threat, and rescued Ameiko from her brother Tsuto, who was behind the goblin raid on Sandpoint. Next up: the catacombs under Sandpoint, found under the Glassworks. And Thistletop.

Each PC gains 1200gp total (200g each from selling random loot and turning in named goblin ears to Daverin Hosk, and 1000g reward for rescuing Ameiko)

The group also found the following items to distribute:

Ring of protection +1
Amulet of Natural armor +1
Handy Haversack
masterwork thieves’ tools

I forget who claimed what.

Everyone’s still level 2.

 

RotRL Adventure Journal #2

Book 1: Burnt Offerings

Saturday, April 13, 2013 @ Bud’s

Day 2, continued:

There were some speeches at lunchtime, and at sunset, when Father Zantus took the central podium in front of the cathedral to begin the consecration, the town was attacked by goblins who kept pouring into the square. Between the disorganization of the goblins, and the party’s heroic efforts, minimal harm came to the people of Sandpoint. They rescued one noble named Aldern Foxglove, and even revived his pet dog, for which he seemed very grateful, and promised a reward. They were on their way back to the Rusty Dragon when sheriff Belor Hemlock asked for further assistance. Apparently, the goblin raid was a distraction for some mischief at the cemetery. They investigated the mausoleum, and encountered several skeletons, which they defeated after a mild scare to Lisanji. It was discovered that the mischief was the theft of the body of the priest who died in the fire, by a medium humanoid and a half dozen goblins. When the party returned to the Rusty Dragon, Aldern Foxglove was very interested in hearing all about their exploits, and honored his promised reward, giving the party 50 gold each, and inviting them to a boar hunt.

Day 3:

Journal.03d

In the morning, the party accompanied Aldern Foxglove to the Goblin Squash Stables, where he gifted them with one horse and a ranseur each. The ride to the Tickwood Forest was uneventful, and the boars were easy to find. The party was tentative in engaging the boars, and Wanga even began to befriend them. Aldern was baffled at Wanga’s druidic hunting technique, but before long, a large, threatening dire boar arrived to disrupt the boar-love. Lisanji boldly charged the dire boar, and her horse was gutted by sharp tusks. After Wanga managed to get one of the smaller boars to flee into the forest, Mackintosh charged with a devastating greatsword blow, nearly felling the dire boar, who managed to fight on with incredible ferocity. Lisanji finished it off from the prone position, and the other boars fled, with one tasty exception. Nymeria masterfully field dressed the boar meat, which was far more than Aldern promised to bring back to Ameiko. Maybe the meat market in Sandpoint is buying.

TL;DR
Somebody organized some goblins to screw with the festival while they stole a body. Some rich noble they helped gave them money and horses. By protecting Sandpoint, the party gained the town’s trust, and will probably be asked to do some more.

From the goblins, everyone got a potion of cure light wounds, but Lisanji used hers. The goblins also had a lot of semi-salvageable equipment that ended up being worth about another 50g per character.
From Aldern Foxglove, everyone got 50gp, a longspear, and a horse, but Lisanji’s horse was killed by the dire boar. Maybe Aldern will consider replacing it.
From the skeletons in the mausoleum, Hildabrandt and Lisanji got masterwork greatswords.

Everyone got enough experience to attain level 2.