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Pathfinder 2/10/08 [Feb. 22nd, 2008|10:45 am]

Pathfinder Journal

 

2/10/08

Players:

  Wren the Vaguely Disreputable (Female Human Beguiler 7/Mindbender 1) – Matthew C

  “Brother” Connor Mhenlo (Male Human Cleric of Desna 8) – Bill N

                - Karasya “Kara” Mhenlo (Female Half-Elf Warlock 5) – Cohort

  Druzin (Male Human Factotum 5/Chameleon 3) – Brett P

  Ripley Bluefly (Female Gnome Jester 7/Fighter 1) – Jenny S

  Brash Bonecrusher (Male Half-Orc Barbarian 3/Ranger 5) – Sarita T

 

Synopsis:

 

The 18th of Neth, 4706 –

  After a busy week of sibling reunions, murderous cultists, corrupt officials, shapechanging wantons, and saving a major city from being plunged into chaos after thwarting the assassination of its leader, the party is allowed a respite to breathe in the sweet air of victory.  The aforementioned Lord Mayor Haldmeer Grobaras treats the party to a sumptuous dinner at this “humble” abode.  Conversation covers everything from standard fare to who’ll be taking Ironbriar’s now vacant position.  The meal ends with Wren pulling the mayor aside and asking a favor.  He thinks for a moment then nods his head, telling her that he’d be in touch.  After a few days of shopping the party makes the trip back to Sandpoint; and it’s luckily uneventful and one quickly made as the winter storms loom on the horizon.  The party is, once again, touted as heroes upon their return, and each member begins downtime activities such as magic item creation and contact building.  Druzin finds his purse to be 260 platinum pieces lighter, but not long after he awakens to find a +1 feycraft heavy mithral shield with a stylized satyr face emblazoned on the front leaning against the foot of his bed.  A note is attached that reads “When we call for your aid, heed us lest you face our wrath…” in Sylvan.  He swigs some whiskey and wonders what exactly he got himself into.  Brash finds that the mastiff bitch whelped down at the Red Dog Smithy, and is presented with an adorable mastiff pup.  While out attempting to train his new puppy, the half-orc is shadowed by one of the older mastiffs from the smithy that (unlike the pup) follows his commands without error; sitting, lying down, and rolling over without error.  A quick speak with animals spell reveals that the dog “felt a calling” from Brash.  Without even realizing it the half-orc had called his animal companion, and “Rowlf” joins the party.  Ripley practices her comedy routines and tries some new dance steps she picked up in Magnimar.  Connor preaches to the flock at the Sandpoint Cathedral (while many of the newer church-goers are simply there to hear one of the “local legends”, quite a few are taking to Desna’s teachings) while showing his sister around town.  Wren spends her days looking into a new headquarters and waiting for word from Lord Mayor Grobaras.  After about a week of waiting, her patience pays off and a letter bearing the Magnimaran City seal arrives at the Rusty Dragon.  The letter asks if Wren and her associates could go check on the “surly and foul-tempered” ranger company, the Black Arrows, which mans Fort Rannick on the side of Hook Mountain.  If she finds out why they haven’t been responding to the message spells, he’ll gladly put her in touch with a high priest who can aid her with her “dilemma”.  After talking it over with the rest of the party, Wren responds affirmatively and within a few days another letter, this one bearing a map and notes of credit for provisions, arrives.  After a day of gearing up for a mountainous trek, the party is soon to be off.

 

The 1st of Kuthona, 4706 –

  As the party finishes packing, a familiar face shows up at the Rusty Dragon; Shalelu Andosana.  After catching wind of the party’s plans (word travels quickly throughout the region), she made her way back to Sandpoint to ask if she could accompany them.  She explains that her step-father, a man by the name of Jakardros Sovark, is a member of the Black Arrows and she’d like to catch up on family business.  The party agrees and heads out.

 

  The ten day trip takes the party across the Varisian plains, skirting through the Sanos Forest along the edge of the Malgorian Mountains, exiting into the marshy Shimmerglens to follow the Skull River up to Claybottom Lake and Turtleback Ferry.  Needless to say, the trip is not without peril as the party encounters a pack of hungry wolves, some skeletal ogres, a quartet of hill giants, and a pair of twisted abominations known as “warpers” (which freaks Ripley out).  Luckily, despite some tough odds, everyone makes it to Turtleback Ferry safely.  The party digs around for information about the rangers and the fort and finds that not only did a contingent of Black Arrows come through town no more than a week ago, but the rangers at Fort Rannick treat their Magnimaran “superiors” with disdain, often ignoring the city when they look for regional updates.  Shalelu informs the party that she has some personal business to attend to in town before heading to the fort much to Connor’s chagrin (he’d been chatting up the lovely young elf for the better part of the trip here), but she does agree to have dinner with Connor before he heads up to the fort (much to his delight).  While dinner is had at the Turtle’s Parlor (the local inn), the rest of the party explores Paradise; the gambling barge and “boat of ill-repute” that’s moored on Claybottom Lake.  Ripley tries her deft hands at some of the table games (with Brash as her “Don’t mess with the gnome!”-escort) and Druzin samples the bar’s wares while Wren talks with Madame Lucrecia, the proprietor.  Pleasant conversation is had, excellent liquor is drunk, and Ripley walks away a few coins heavier.  All good evening is had by all.

 

  Heading out early the next day, the party begins their trek up Hook Mountain toward Fort Rannick.  About halfway through the day the party hears the sounds of baying hounds chasing something when a black bear, its hind foot dragging a hunter’s trap, bolts out of the foliage directly at the party.  While the rest of the party goes on the defensive, Brash recognizes that this is no mere beast but is instead clearly the companion of a ranger.  A speak with animals later and Brash finds out that Kibb’s (the bear) master is being held with somewhere close by.  A few moments later, five black-furred hounds come bounding out of the woods with something yelling profanities in Common a few steps behind them.  Blundering and wheezing out of the woods is, at first glance, a fat, disgusting human clutching a spear.  However, as the party notices the long and misshapen finger the man has instead of a hand, Brash realizes what’s standing in front of them; an ogrekin.  The inbred and deformed results of ogre-lust, ogrekin are foul and loathsome beings.  After a moment of staring, the ogrekin blurts out “I’s Rukus Graul!  An’ I’s a huntin’ bear!  No concern o’ yer’s less you’s wanna hunted too!”.  Then, spying Rowlf, Rukus inquires as to who own s “dat dere mighty fine lookin’ dog”, which Brash responds to with a snarl.  “Good…”, the hillbilly ogrekin responds, “I’ma kill you an’ take yer dog.”  Normally this would end in Brash raging and a spiked chain tearing through some poor creature, but instead, Wren casts glibness and weaves a silken tapestry of lies that could ensnare the most sure of the sure-minded (which Rukus most certainly is not).  Ripley follows Wren’s leads and adds to the bluff, tricking the hideous man-thing into revealing some information about “Mammy” and her dalliances with not only her boys, but some to the Kreeg ogres, his brother “Crowfood” that guards the farm, and the fact that they captured “a buncha dem ornery ranger folk”, but when Rukus begins inquiring about using the ladies’ “meat-holes”, the gnome decides that enough is enough and applies a shocking grasp to Rukus’s groin.  Not more than six seconds later, Rukus is lying face down on the ground, bleeding to death.  Brash, thanks to the speak with animals spell still up, talks down the hunting hounds, who ask if they can eat the fallen ogrekin.  Considering the disturbing “dominance” practices that the Graul used, Brash has no qualms about it whatsoever.

 

  After searching the ogrekin’s belongings, they find a tattered blanket bearing numerous torn patches of two crossed ebon arrows sewed on with what looks to be… hair.  Kibb nudges Brash forward and after about a twenty minute hike through the woods, the party spies a clearing with a farmhouse and a barn in the distance.  Using an invisibility sphere and silence spell, the party makes their way up the path.  Soon, they catch sight of what can only be Crowfood Graul.  His grotesquely deformed head looks like a pumpkin on the right side– a huge puffy mass of tumors and overgrown bone give his head a lopsided look.  The party sneaks right up to the ogrekin and takes him out with ease.  They then decide to investigate the barn before the farmhouse and find three more ogrekin standing around a rusted and moldy still swilling a foul looking brew.  After tossing the silenced pebble into the middle in them, Druzin (with a heavy heart) targets the still with a scorching ray, hitting it squarely and causing a fiery (and silent) explosion that showers two of the Graul boys in hot shrapnel and sets one on fire.  After a short skirmish later, the three Grauls are dead and the party is relatively unharmed.  Facing the back wall of the barn, a massive ten foot door lies barred in front of them, so the party splits and takes to the two catwalks leading to the room beyond.  The room beyond houses an enormous funneled spider web in the middle of the room, while along the far side of the room three unconscious men hang in a cage.  Connor, seeing the web, tosses a vial of alchemist’s fire down in hopes of lighting it ablaze while Ripley inspects it with her Pokin’ Stick.  However, Connor’s casual toss elicits a high-pitched SCREEEEEE and an appropriately sized funnel web climbs, on fire, up the side of the web, latches on to the catwalk and takes a bite out of the source of vibrations in its web; Ripley.  The beast sinks its fangs into the jester and she pales as its poison courses through her blood, taking instant effect.  Connor and Druzin attack with morningstar and ranseur while Kara, Wren, and Brash attack from the other catwalk with ranged weapons.  Brash, being the last to hit it and dealing the most damage, is the next party member it turns its attention on.  This however proves to be “Biggun’s” last mistake as Ripley uses one of her shocking grasps to weaken it further and Connor and Druzin pound on it as it turned its eight eyes elsewhere.  Brash deals the final blow and it falls to a smoldering heap on the dirt floor below.  Connor helps Ripley fight off the effects of the poison and the party goes to investigate the caged captives.

 

  The three men (who are quickly revived thanks to Connor) are all that remain of the captured Black Arrows.  Vale Temros; a dark-skinned bald man, Kaven Windstrike; a younger “pretty-boy”-type, and none other than Jakardros Sovark; the one-eyed middle-aged grizzled step-father of Shalelu.  They relay a tale of ogres taking Fort Rannick, a frantic escape through the Kreegwood, and the misfortune of being captured by the Grauls and watching helplessly as their other three companions were taken, tortured, and assumedly killed and eaten by the barbaric family.  While they’re tired, hungry, and wounded, they pledge to help the party anyway they can as long as they can be outfitted somehow.  Pulling together, the party does just that, and now they have four (counting Jakardros’s bear, Kibb) new allies waiting to take revenge on the Graul ogrekin here and the Kreeg ogres at the fort.

 

Xp Awarded:

  Wolf (8)                                                                                                               CR 1        200 Xp each (1,600 Xp)

  Dread Ogre Skeleton (2)                                                                                    CR 4        600 Xp each (1,200 Xp)

  Hill Giant (4)                                                                                                        CR 7        1,600 Xp each (6,400 Xp)

  Warper (2)                                                                                                           CR 6        1,200 Xp each (2,400 Xp)

  Rukus Graul (human ogrekin fighter 6)                                                           CR 7        1,600 Xp

  Graul Hound (5)                                                                                                  CR 1        200 Xp each (1,000 Xp)

  Crowfood (human ogrekin rogue 4/fighter 3)                                                CR 8        2,400 Xp

  Hograth, Jeppo, and Sugar Graul (human ogrekin fighter 2)                       CR 3        525 Xp each (1,575 Xp)

  “Biggun” (advanced elite huge monstrous funnel-web spider)                 CR 7        1,600 Xp                                

  Total                                                                                                                                     19,775 Xp

 

                                                                                                                                                3,955 Xp Each

                                                                                                                                +              300 Roleplay Xp Each        

                                                                                                                                                Total Xp per PC – 4,255 Xp 
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Pathfinder 1/27/08 [Feb. 11th, 2008|08:55 am]

Pathfinder Journal

 

1/27/08

Players:

  Wren the Vaguely Disreputable (Female Human Beguiler 6/Mindbender 1) – Matthew C

  “Brother” Connor Mhenlo (Male Human Cleric of Desna 7) – Bill N

                - Karasya “Kara” Mhenlo (Female Half-Elf Warlock 4) – Cohort

  Druzin (Male Human Factotum 5/Chameleon 2) – Brett P

  Ripley Bluefly (Female Gnome Jester 7) – Jenny S

  Brash Bonecrusher (Male Half-Orc Barbarian 3/Ranger 4) – Sarita T

 

Synopsis:

 

The 16th of Neth, 4706 –

  After dealing with Brash’s now dead half-brother and the better part of his crew, the party decides to rest and wait on the ship until the slavers’ coconspirators attempt contact.  Hours pass and despite the party’s vigilance, nothing approaches the ship.  Twilight turns to dawn and the party members wake rested, ply the six halflings with enough gold and supplies to make it safely to Sandpoint, and head back to the Boar & Stag Inn.  The halfling proprietor smiles surprised, remarking how he never heard any of them leave their rooms and that he didn’t tell a soul they were there, just like they asked.  Perplexed, considering how they spent the night on The Bastard’s Blade, they ask the halfling exactly what he means.  He replies that early last night, Wren, Connor, Brash, and Druzin (he remembers the faces perfectly) came to him and said that they weren’t to be disturbed and to tell no one that they were staying there.  Eager to get to the bottom of this, Wren opens the door to the hallway leading upstairs and comes face to face with… herself.  Behind “Wren” stands “Brash”, “Connor”, and “Druzin”, but while the faces are identical, the equipment is slightly different.  A quick scan of the opponents’ minds reveals three aberrations with above average intelligence (not at all different from what was encountered in Aldern’s townhouse) while the “Wren” reads as an… animal?  And one with a decidedly low IQ (6) to boot.  Despite the real Wren’s puzzlement, combat begins and the three aberrations reveal themselves to be more faceless stalkers.  As the fight wears on, “Wren” holds her rapier and dagger back, looks at Wren and says, “Oh, I’m simply just the more martial aspect of you.  We should really stop fighting considering we’re parts of the same mirror.  It’s a lie for the ages, but Wren believes it, even to the extent of being charmed.  Telepathically, Wren tells “herself” that she’ll pretend to cast a spell and “she” should fall down.  The bluff goes off, and “Wren” feigns death amazingly while the rest of the party handles the faceless stalkers.  Just as the last one drops, “Wren” downs a potion of gaseous form in an attempt to escape, telepathically telling the real Wren that “While the help was nice, I’d have had to kill you no matter what…”, which snaps the beguiler back to her senses.  Karasya and Brash make short work of the gaseous foe as it tries to float towards the window and the final impostor (whose faceless stalker form lands unceremoniously falls to the floor) lies dead.

 

  Wren, seeing an opportunity to make some coin and find out what exactly that other “her” was, she sells the four bodies to the local university under the caveat that she be told everything they find out about the “special” one.  With that dealt with, the party begins to wonder how they were tracking them down after only one day in the city.  Wren quickly points out that they gave where they'd be staying to Justice Ironbriar at the guard barracks, pointing an accusatory finger at the head of Magnimar's city guard.  As the party goes over the possible implications of a high-ranking official being in league with a cult of a god of murder, they realize that at least one other person knows where they'd be staying: the barracks clerk.  Deciding to look into this lead first, Wren puts her disguise kit to use and contacts the clerk after work that day under an assumed identity.  The clerk falls over himself for the exotic Varisian beauty, and when the conversation turns to work, he gushes all he knows.  Justice Ironbriar is doing everything he can to find those responsible for the murders, especially considering the pressure he's been getting from Lord Mayor Grobaras.  After giving the smitten man a fake address, Wren heads back to the Boar and Stag.  Apparently, at least from what they've found out, someone else sent the faceless stalkers.  While Wren was on her “information-date”, Brash takes time to perform the needed ritual to unlock some of Shackle Breaker's hidden powers.  While the process drains some of combat prowess and agility, his weapon is now more potent than before; allowing him to see magical auras, read scrolls, detect giants (the servants of the Runelords), and deal damage to arcane casters as a baned weapon would.  The half-orc is pleased.

 

  Once Wren returns, the party makes plans to assault the Seven’s Sawmill that evening.  Under the cover of an invisibility sphere they approach, the din of the lumber-saws drowning out their approach.  Checking the undermill area first, Wren senses no minds within and Druzin (cloaked by his own invisibility spell) opens the door to investigate.  Sadly for the factotum, he blunders into the water wheel-powered machinery and cries out as the gears and levers chew into him.  After, Druzin pulls himself free; Wren heads in and puts her knowledge of traps and mechanics to good use, disabling the machinery with ease.  This quickly draws the attention of two mill workers who head down and investigate.  Still utilizing the invisibility sphere, the party hides at the far side of the machinery and waits.  The innocuous two workers come in and begin chatting idly while repairing the mill equipment.  When the talk turns to that of dead cultists, a new “divine agent”, and “Norgorber’s will”, the party knows they’re in the right place.  Instead of outright attacking, Wren telepathically lets the party know of her plan.  Tapping directly into the mind of one of the worker’s, the wily beguiler claims to be the voice of Norgorber himself, a ploy that the cultist readily believes.  “Norgorber” tell the man that the sawmill is soon to be under attack, and to alert the rest of his faithful.  Relaying the “divine” message to the other cultist, they race upstairs to alert their brethren.  Following a few seconds after the cultists, the party hurriedly follows, making their way to the second floor with no resistance at all.  Once they reach the second floor, they find six cultists pulling on robes and disturbing masks, each wielding a war razor.  Connor, taking advantage of being invisible begins summoning a celestial badger in the midst of the cultists.  As soon as it appears, Brash and Connor begin their own attacks.  The party quickly mops up the cultists (with rounds to spare on the invisibility sphere) and heads upstairs.  Another empty floor leaves the party with only one more floor to check and up they go.  While the remaining seven cultists are awaiting the intruders, Wren stealthily and invisibly walks to the far side of the room, hoping to get the drop on them and does so with a whelm spell.  Sadly for the beguiler the door opens and Wren is face to face with none other than Justice Ironbriar bedecked in the full regalia of a high priest of Norgorber.  With a curse of “Damnable vigilantes...” he enters the fray, hurling potent spells and putting his war razor to its most precise use.  After a hard fought fight, the party ends triumphant without grievous wounds and begins searching for gear and clues.  Inside the room where Ironbriar burst from the party finds the former-Justice's office; a macabre collecting of grisly faces stretched like leather hanging on frame along the wall.  Inside a footlocker they find a cyphered notebook.  A quick comprehend languages and a not-so-quick deciphering later, they realize that the book is Ironbriar's journal.

 

 - 9 Calistril 4707

  We took a gnome named Carter Vishellan tonight. The irony amuses me no end; not three days ago, I stood in my judicial robes and awarded Vishellan a settlement of almost seventeen thousand gold, and tonight I stretch his face across the boards to join the others of my collection. I wondered, when I first dreamed of the death of Vishellan, whether this was some sort of rebuke from Father Skinsaw, but in my prayers I have come to see that it was not. Vishellan’s victory in the courts caused disruption and suffering among his opponents – his death now will stir those waters further, and perhaps only Norgorber himself knows what chaos will be unleashed. I am once again in awe of the grandeur of my great lord’s vision, and humbled indeed to be his instrument in this world.

 

 - 14 Calistril 4707

  My faithfulness has at last been rewarded: Father Skinsaw has sent me a messenger in the flesh, rather than in my visions! And oh, how lovely she is! Her name is Xanesha, but she carries the title Wanton of Nature’s Pagan Forms, and why deny it? Anything in nature, anyone at all, would indeed wish to wanton with her!

  She came to me in my judicial chambers, seeming to know already my role within the Sacred Work. In the privacy of my chambers, she revealed Norgorber’s symbol to me, and explained that she had come to give our work a greater focus. She will teach us new rites, and we will better serve our god by these new dedications. I can think of nothing but the glory that she brings us… nothing, that is, but she herself. It was all too easy to believe her when she said she came from Norgorber, for “divine” is the only word that captures her beauty. Before she left, she favored me with a smile – do I dare hope that my heavenly rewards might extend as far as to include her heart?

 

 - 27 Pharast 4707

Father Skinsaw’s plans are broad indeed, for my beloved (oh, how I thrill at being able to call her so!) has given us much to do; we claim a new soul for Norgorber’s glory every week, and the list my love provides runs long – and ambitiously high. The new rites we must perform in his service lengthen the ceremony as well, but the “Sihedron rune” has a certain aesthetic appeal that I find strangely compelling; I am grateful to Xanesha for revealing it to me.

 

 - 18 Desnus 4707

  It can only be that I have won my Wanton’s heart, for today she revealed her true nature to me. Perhaps others would be disgusted by the rippling, scaled length of her tail, but not I; I find every aspect of her compelling, whether elven or lamia.

  What matter physicality, when she literally glows with the divine?

 

 - 17 Sarenith 4707

  A complication today, but perhaps also a possibility. Foxglove’s heir, that idiot fop Aldern, seems to have killed his wife in a fit of jealousy, and has come to the Brothers for aid. I dislike the boy and have little taste for the extra work that dealing with the matter will entail, but the Foxglove family still has resources, financial and otherwise, that the Brothers could make use of. After discussing the matter with Xanesha, I have decided that we will take on Aldern’s… difficulty. He should be more than malleable enough to be useful in the long term.

 

 - 22 Erastus 4707

  Oh, how I wish I did not have to write these words! Though he had served me long and well, Philus revealed himself a traitor when he burst into my rooms at the sawmill and demanded that I – that the Brothers of the Seven – cut ties with the Wanton. He claimed that she is not a messenger from Father Skinsaw, that she had turned our work to her own purposes; he even went so far as to claim she had twisted my will with some enchantment! My love was right; I had no choice but to kill him. I wept when she explained it to me, for Philus had been not only a friend for many years, but also a selfless servant of Norgorber, giving all he had to the Brothers, but the divine truth in her words was undeniable. At Xenasha’s insistence, we did not even perform the Sihedron rites upon him. He died without the new sign of Norgorber’s favor.

 

 - 4 Arodus 4707

  I still sorrow for Philus’ death, so tonight Xanesha took me hunting with her and the faceless stalkers I assigned to her service. I am still in awe at her power: the speed with which she fought, her grace as she flew, the skill and fury with which she struck. I know these are the workings of her spells – some are even ones I can call upon myself – but somehow, they seem greater when she performs them.

  The only sour note in our evening together was when we returned. I dislike the Clocktower and, for that matter, all of the Shade; the area is a festering filth, and my love does not deserve to nest in such squalor. Moreover, the Scarecrow unsettles me, though I would not show it. Vorel’s work must have been shoddy all those years ago; ever since the golem awoke, it has disturbed me. I was all too happy to turn it over to the Wanton’s service when she asked.

  But I do not like the way it looks at my Xanesha.

 

 - 18 Rova 4707

  As I thought he would, Aldern has proven easy to manipulate. He has run out of funds, and now my beloved has turned him to her own purposes. They involve the festering plagues that incubate in the Manor’s depths, the “Legacy of Vorel” – I believe she plans to sell them to the Red Mantis in Korvosa. I admit, this seems strange to me; I cannot see what Norgorber plans for Vorel’s Legacy. But of course, Xanesha’s word is Father Skinsaw’s – I will meditate as I have before, in hopes of having my vision opened. In the meantime, Aldern has been sent back to the Manor to harvest the Legacy, and I have washed my hands of him.

 

 - 5 Lamashan 4707

  Ah, that fool Aldern! Somehow he drew the attention of busybodies from Sandpoint, of all places, and they sought him out at the Manor! If he was not careful… I will have to make arrangements at the Foxglove townhouse, to assure that nothing connects to the Brothers, and place my followers on alert here…

 

  Connor immediately recognizes “Clocktower” and “Shade” as the local terms for the Shadow Clock (a 140 ft tall decaying former-marvel of engineering skill that many locals believe will topple any day now) and the Shadow (the seedy part of Magnimar hidden from the light of the sun for most to the day due to the massively giant-sized and ruined bridge, the Irespan, that the section resides under).  With the mention of the Pagan (now named as Xanesha) and the word “lamia”, the party heads to the library the next day to study up on the creatures and finds out a great deal about the lion-torsoed creatures.  They head to the Shadow Clock that evening, intent on stopping the murderous cult at its head.

 

  They party arrives at the base of the Shadow Clock in the early evening (despite the defiant clock face who proclaims the hour of 3).  Skulking silently into the base of the clocktower, Wren's mindsight picks up a sentient mind in the far darkened corner.  A glitterdust reveals an enormous monstrosity.  Made from as much cow and horse as man or elf, the disgusting golem known as the Scarecrow presses back against the wall in a futile attempt to hide, an appropriately sized scythe clutched in one of its ham-fists.  A nigh-unintelligible noise escapes the constructs throat and it charges the party.  Connor uses his sister's +1 masterful earth breaker two-handed, just barely breaking through the toughened skin.  Druzin then hands Brash the adamantine longsword and then fires away with arrows from his elemental water quiver, both weapons bypassing the Scarecrow's magically tempered hide.  Things take a turn for the worse for the Scarecrow as Ripley casts grease on the monster's scythe, which slides from its grasp and clatters to the floor.  After another moments worth of pummeling, it tries to make a break for it in an ill-thought attempt at self-preservation which ends in the Scarecrow lying in a crumpled heap upon the stone floor.

 

  Looking upward, the party realizes that they have a long and treacherous climb ahead of them.  Ripley and Karasya use their spider climb spells, Connor casts fly and carries Wren while Brash and Druzin are left to traverse the precarious stairs.  The half-orc and human make sure to keep at least five feet between them or else the combined weight cause the stairs to shatter.  After about seventy feet of ascent, the party hears the sounds of ropes snapping from above them.  Brash and Druzin watch in shock and horror as one of the four bells falls, taking out sections of stairway while it heads squarely for them.  Luckily, they manage to maintain their footing while avoiding an unscheduled meeting with the floor.  A slow and ponderous climb later (luckily with no other falling objects), the party reaches solid floor.  No sooner does the final party member step into the upper room, three faceless stalkers burst from behind a door.  However, much like before, these shapechangers offer no challenge to the seasoned adventurers and they continue forward.  The final set of stairs lead creakily to one final door.  Brash, in the lead, is about to open the door when he realizes that the top stair doesn't creak.  At all.  When he turns to relay the information to his compatriots, no sounds comes.  Wren, using one of the dispel magic scrolls found at the Sawmill, takes down the silence spell and the party moves in.  While they see nothing, Wren pinpoints a sentient mind hiding in the corner again, and like before, a glitterdust reveals their hidden foe.  After reading Ironbriar's journal, the party had expected a lamia; a creature with the upper-body of a woman and the lower half of a lioness.  What confronts them, while having a feminine upper half, is certainly not a regular lamia.  Instead of the four feline legs they had expected, a sinuous and writhing snake's body is there instead.  Brash, knowledgeable on these types of creatures, explains that she's not merely a lamia; she's a lamia matriarch, one of the more powerful types of lamia.  Xanesha spits a curse and combat is quickly joined, staring at the half-orc her mask's eyes flash green.  He feels his muscles go stiff and stone-like, but he shakes off the petrifying effect and attacks.  Despite the fact he's studied the vulnerable areas of monstrous humanoids and the fact that his weapon strikes truer against arcane casters, Brash misses with every attack in his initial strikes.  Realizing that Xanesha is more than likely magically girded, Connor pulls out the other scroll of dispel magic and brings down many of the ongoing spell effects the matriarch had cast.  Xanesha responds by sneering and caressing the priest of Desna's face, draining some of his wisdom and insight.  Wren uses one of her own dispel magics and takes down the last of Xanesha's defenses.  After some serious wounds against from the matriarch, Druzin commands his summoned spider to throw a web at her and in a surprising turn for the party, Xanesha becomes stuck fast to the wall.  However, the Wanton of Nature's Pagan Forms has more than one trick up her scaly sleeve and dimension doors out of view.  Wren quickly scans the area and finds out that she's clinging to the outside wall.  Ripley and Karasya scale the open-roofed wall and hurl spells and eldritch blasts at the matriarch, but Wren ends the battle by shattering the abutment that Xanesha had coiled herself around and the three of them watch as the Wanton of Nature's Pagan Forms becomes a bloody stain on the pavement below.  The party victoriously searches Xanesha's “nest” and finds a long scroll with the words “Sihedron Sacrifices” at the top.  Many of the names have been crossed out, and more than a few are familiar (including Druzin's and Wren's!) and include those who were murdered in Sandpoint.  However, the most prominent name is none other than the Lord Mayor of Magnimar; Haldmeer Grobaras.  Taking this information and that of the journal directly to him, he immediately faints away.  Once he comes to, he rewards the party with 6,000 gp each and invites them to dinner at his home in Summit; the wealthiest area of Magnimar.  Of course, the party accepts the gracious offer...

 

Xp Awarded:

  Faceless Stalker (6)                                            CR 4        700 Xp each (4,200 Xp)

  “Wren” Stalker                                                   CR 6        1,400 Xp

  Skinsaw Cultist (13)                                           CR 3        525 Xp each (6,825 Xp)

  Justice Ironbriar                                                 CR 7        2,100 Xp

  Scarecrow                                                            CR 8        3,150 Xp

  Falling Bell Trap                                 CR 5        1,050 Xp

  Xanesha                                                              CR 10      6,300 Xp                                

Total                                                                                       25,025 Xp

 

                                                                5,005 Xp Each

                                                +              300 Roleplay Xp Each        

                                                                Total Xp per PC – 5,305 Xp 
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Pathfinder 1/13/08 [Jan. 23rd, 2008|12:12 pm]

Pathfinder Journal

 

1/13/08

Players:

  Wren the Vaguely Disreputable (Female Human Beguiler 5/Mindbender 1) – Matthew C

  “Brother” Connor Mhenlo (Male Human Cleric of Desna 6) – Bill N

  Druzin (Male Human Factotum 5/Chameleon 1) – Brett P

  Ripley Bluefly (Female Gnome Jester 6) – Jenny S

  Brash Bonecrusher (Male Half-Orc Barbarian 3/Ranger 3) – Sarita T

 

Synopsis:

 

The 13th of Neth, 4706 –

  After bravely vanquishing the horrors at Foxglove Manor, the party has a new heading; Magnimar, the City of Monuments.  After selling loot and saying goodbyes, the party heads off down Lost Coast Road.  Riding off on their mounts, it takes two days in the brisk autumn air to reach the walled city (Neth 16th).  Once there, Connor begins pointing out the various sights of his childhood home and Brash literally has to lash Ripley to a harness to avoid loosing the easily distracted gnome.  Their first order of business; turn in the remains of Shaz “Redshiv” Bilger they found under Foxglove Manor to the Magnimaran authorities.  Making their way to the city guard garrison, they see some disturbing headlines on the front page of the Magnimar Citadel, the city’s daily rag.  TWELETH BODY FOUND EARLY THIS MORNING!” the headline reads.  Investigating, the party finds out that Magnimar has been having similar problems as Sandpoint but to a much greater degree.  It seems that many high ranking money lenders, merchants, and gambling den owners have been found “ritualistically scarred with their face and lower jaw removed”.  Remembering all too well the note that was found addressed to Aldern talking about agents and a “Sihedron ritual”, they decide that there’s suddenly another reason besides cold hard coin to spot in a speak with the city guards.

 

  After they turn in the bandit’s remains and receive the 500 gold bounty, the party members ask the clerk about the murders that happened recently.  Initially dismissive, the clerk’s tune changes as the party begins filling in details that weren’t posted to the press.  He quickly runs ands brings a stern looking elf with a graying widow’s peak to the party.  The elf, who introduces himself as Justice Ironbriar, asks a few questions of the party before inviting them into his office.  Once inside, the Justice asks the party about all they know, returning information in kind.  It does seem that at least one other person is murdering people using the “Sihedron ritual” (a phrase unknown to Ironbriar), but as of thus far, no clues point to an undead assailant.  When the party asks to see the most recent murder scene, Ironbriar puts his foot down, explaining that the city guard is comprised of highly trained professionals and that he doesn’t need vigilantes running around in his city.  However after some honeyed words from Wren, he agrees to share what information his men find with the party considering their prior experience in Sandpoint, and takes down where they’re staying.

 

  From there, the party decides to investigate Aldern’s townhouse.  They find the luxurious looking home to be boarded up, and the neighbors tell that they haven’t seen Master Foxglove in well over a month.  Finding that the bejeweled key opens the front door with no problem at all, the party heads inside.  Using her newly found mental abilities; Wren scans the area for sentient minds.  She senses two of above average intelligence with an alien mindset; aberrations are in the townhouse.  On their guard, the party begins their way through the home.  As they move from room to room, they find overturned and split open furniture, bookshelves emptied with their contents rifled through and tossed aside, and upended and dumped containers.  It’s clear that someone or something has ransacked the place looking for something.  About halfway through the rooms, the party hears a familiar voice call out to them “We’re upstairs guests, please come in.”  It sounds like a hale and hearty Aldern Foxglove.  Knowing that can’t be the case, weapons are drawn and caution abounds as they reach the door where the voices came from.  Recalling the instructions in Aldern’s note, Wren does her best impersonation of the dead noble in hopes of fooling whoever’s on the other side.  At least one of them is fooled and the party opens the door only to find Aldern and Iesha Foxglove, both alive and breathing instead of decayed and destroyed.  After a few brief words, their forms slither into a humanoid-shaped creature with a featureless head.  Brash quickly identifies them as shapechanging aberrations called “ugothol”, or faceless stalkers as they’re more commonly known.  Combat is joined and despite the stalkers’ pliant limbs and sneaky attacks, the party soundly defeats the pair.  Continuing through the townhouse, the party finally comes to Aldern’s master bedroom.  Though the room is in a similar state of disarray, the large lion-headed fireplace is what catches the party’s attention.  After a minute or so of searching, Wren finds a small keyhole at the back of the left-facing lion’s throat.  Producing the long-shafted and lion-headed key, the right-facing lion’s head opens with a twist and click.  Inside they find a large sum of platinum, the deed to Foxglove Manor, and a leather-bound ledger detailing Aldern’s monthly expenses.  Glancing over the manor deed, they find an unusual clause that states after 100 years, ownership of Foxglove Manor and all land within a mile “around and below” reverts to an organization called “The Brotherhood of the Seven”.  Flipping through the ledger, they find mundane expenditures and at first nothing more.  However, they find a recent entry labeled “Iesha’s trip to Absalom” indicating that Aldern was paying someone referred to as “B.7” 200 gp a week for her “trip”.  The payment was dropped off every Oathday at midnight at a place called “The Seven’s Sawmill.”

 

  After searching the townhouse one final time, the party splits up for a bit.  Druzin heads to the merchant’s quarter to buy and sell some of the gear the party has accumulated, including his menagerie of weapons.  Brash and Ripley decided to hit the streets and try and find anything they could about the Brotherhood of the Seven.  Sadly, not much information is found, but the two do find where the Seven’s Sawmill is located.  Aside from being about four times as loud as the one in Sandpoint, not much else is gleamed.  Wren chooses to tag along with Connor when he visits his folks, slightly embarrassing him in front of his elven step-mom.  Conversation is had and promises of a home-cooked meal for Connor and his famous friends are laid out before the two head back to the Boar and Stag Tavern to meet back up with everyone.  The party sits down for the evening meal and discusses what they found out today, when a massive gray-skinned humanoid swaggers through the door with his two buddies and a mute child in tow.  Taking one look at the party’s table, he bellows a “Who let th’ runt drink in th’ bar?”  Brash, recognizing the voice, turns around with a sneer forming on his face.  Standing not ten feet away from him is Brash’s younger brother; the orog known as Skorr-Thokna da Gitsnaga Mag-Durbo (otherwise known as Redfist the Foe-Killer Big Boss in the Common tongue).  At his side are a gnoll wish a longbow strapped to his back and a dwarf wearing a long (for a dwarf) trench and wearing a wide-brimmed hat.  Brash, being born to a human mother, was forced to endure many a cruel hardship at the hands of his ogre-blooded half-brother so this is not a heartfelt reunion.  Not only that, Brash recognizes the facial tattoos on the young boy from the ones that Vachedi described.  Harsh words are spat back and forth between the two orc-kin while the gnoll and dwarf heckle the rest of the party.  Ripley, attempting to either diffuse or escalate things, quickly jumps up on to the table as tries fascinating the three.  Sadly, only the dwarf stares on glass-eyed while Redfist completely ignores the gnome.  More insults are slung back and forth and after the gnoll shows his holy symbol of Lamashtu and calls the priest of Desna’s sexual preference into question, a blast of purple energy streaks out of a corner booth, blasting the dwarf’s hat from his head.  Standing up, the cloaked figure pulls back her hood, showing a face that bares a slight bit of resemblance to Connor’s; his half-elven sister Karasya.  Redfist, despite wanting to flay his older brother alive, remarks that he and his companions are here for business and head towards a far door.  When Brash accuses his brother of being a slaver, the orog replies “We’re in the exotic animal business…” with a snide and knowing grin.  Wren does what she can with her mind-reading ability, and finds out that whatever they’re offloading (which is constantly referred to as “exotic animal merchandise”) is happening tomorrow night at the docks, the same night as the next cash drop at the Seven’s Sawmill.  Does the party go and investigate a potential cult devoted to the god of murder?  Or do they instead go and try and break up a potential band of pirate slavers?

 

  The next evening, the sounds of the Varisian Gulf lapping against the pier is the only thing that greets the party as they attempt to board Redfist’s ship, The Bastard’s Blade.  The plan is to silence two of the four guards while Brash, cloaked by an invisibility spell, takes care of the other two.  With any luck, the party would be able to take the orog and his men by surprise.  The plan is set into action, and the party, covered by an invisibility sphere, strikes with the silence spell centered on what looks to be the ship’s bell while Druzin and Connor engage and take out one of the two silent deckhands.  The other tumbles past Druzin and makes a beeline for the bell, which he grabs and upends.  A quick glance from Connor shows that not only does it not have a clapper, but it’s also connected to a lengthy of rigid wire that leads down into the forecastle.  At the other end of the ship, Brash eviscerates one of the deckhands as he begins charging down the forecastle stairs to attack the intruders.  Sadly, the other produces a tin whistle and blows on it sharply.  Within moments the rest of the crew begins pouring out of the port aft-castle door and not long after that do the dwarf, his dire rat construct, the gnoll, his hyena animal companion, and Redfist emerge from the starboard door.  Redfist focuses on his brother while the gnolls and dwarf begin assaulting the rest of the party.  Wren casts an entangling darkness spell which takes nearly half of the recently emerged crew out of the fight.  Suddenly two constructs, a wood golem and a junk golem, lumber from the forecastle’s interior and begin following the orders of their dwarven creator; “Attack the intruders”.  Brash and Redfist battle fiercely, with Redfist scoring multiple precise strikes due to the deckhand harrying Brash.  Ripley rushes over to try and zap the orog with a shocking grasp spell, which connects and discharges, but is summarily ignored by Redfist in favor of more familial prey.  Brash takes quite the beating before his brother pulls out a fireplace poker with a cherry-red tip, stabbing Brash and snarling “I ain’t through with you yet, runt!”  Brash is amazed as the searing pain closes some of his wounds, but at the same time he feels an immense wave of nausea nearly overtake him, though he’s able to shake it off.  Gorrul the gnoll peppers Druzin, who just finished off the hyena, with arrows seemingly hewn from pure ice.  Wren casts glitterdust and soon the gnoll is fighting blind and hitting the mast instead of the factotum.  Karasya, thanks to her spiderwalk invocation, has been scaling the mast to better take pot-shots at the crewmen, and to take out the hand in the crow’s nest.  Ignoring the gnoll and the dwarf, Druzin and Connor focus on the golems.  After taking substantial damage, the dwarf calls them over to him so he can repair them.  While the wood golem simply shambles over the junk golem leaps into the air, its legs folding backwards underneath itself and splaying out into massive wings, and it sails over to its master who repair some of its damage.  All the while Brash, with help from Ripley, fights tooth and nail with Redfist.  However, after a barrage of three attacks with the crackling warhammer to Brash and to swipes at Ripley with his klar, Redfist watches with sick joy as his brother falls.  Acting quickly, Ripley steps up and activates her brand new healing belt and pumps life-sustaining positive energy into her fallen “brother”.  Brash, still raging and lying on the ground, attacks his brother again and again, and finally drops him.  The rest of the crew, seeing their boss fall, immediately tries to flee or surrender.  The party confiscates all items and weapon, securing the survivors before heading below.  In the cargo hold, they do indeed find the remains of an exotic animal; a recently dead manticore, more than likely preserved by gentle repose.  However, looking inside they find a half dozen cramped halflings tied-up and awaiting sale.  Inside Redfist’s quarters, Brash is relieved to find Vachedi’s sons, Natrok and Zancryn.  They’re nearly malnourished and show signs of taking the whip, but are otherwise unharmed.

 

Xp Awarded:

Faceless Stalker (2)                                              CR 4        900 Xp each (1,800 Xp)

Bastard’s Blade Crewman (10)                          CR 3        600 Xp each (6,000 Xp)

Gorrul, gnoll ranger 5                                           CR 6        1,800 Xp

Alamar, dwarf transmuter 6                                CR 6        1,800 Xp

Transforming Junk Golem                                   CR 6        1,800 Xp

Transforming Wood Golem                                CR 4        900 Xp

Redfist, orog fighter 2/rogue 2/barbarian 2      CR 6        1,800 Xp

Total                                                                                       15,900 Xp

 

                                                                3,180 Xp Each

                                                +              450 Roleplay Xp Each        

                                                                Total Xp per PC – 3,630 Xp

 

 

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Pathfinder 12/16/07 [Dec. 31st, 2007|12:28 pm]

Pathfinder Journal

 

12/16/07

Players:

  Wren the Vaguely Disreputable (Female Human Beguiler 5) – Matthew C

  “Brother” Connor Mhenlo (Male Human Cleric of Desna 5) – Bill N

  Druzin (Male Human Factotum 5) – Brett P

  Ripley Bluefly (Female Gnome Jester 5) – Jenny S

  Brash Bonecrusher (Male Half-Orc Barbarian 3/Ranger 2) – Sarita T

 

Synopsis:

 

The 13th of Neth, 4706 –

  Foxglove Manor.  Known as “The Misgivings” by the locals of Sandpoint, the massive and bleak building has been dormant and abandoned for years until Aldern Foxglove, great-great-grand nephew of the mansion’s builder Vorel Foxglove, took it upon himself to repair his former home and dispel any rumors of ghosts and hauntings.  That work stopped nearly a month ago due to “financial short-comings” on the part of Aldern.  The young noble was last seen riding out of Sandpoint (with the young Wren’s interest) towards Magnimar for business.  However, after defeating an entire farmstead of ghouls, the party members find themselves in possession of the large iron key to the front door of Foxglove Manor.  Heading back to Sandpoint to rest, prepare, and take care of the two survivors from the Hambley farm, they have a decent idea of where to search next.  After some thought and deliberation, they soon realize that all the ritualized murder victims are generally covetous and greedy folk.  With information gathering done by Ripley, they scout out and alert some potential targets.  Sadly though, the next morning (Neth 14th) brings news of yet another murder; the butcher, Chod Bevuk.  Luckily though, the corpse has just enough of its jaw intact to perform speak with dead, which Connor does.  The poor butcher relates how he was attacked by a creature that “looked like he always wanted to” wielding a gleaming war razor.  It had his face, but was lean and dressed in fine noble’s clothes.  This macabre mirror image told Chod that it was his greed that placed him in this unwanted position.  Another note to “Wren, T.V.D.” (The Vaguely Disreputable) was found at the scene exclaiming “You’ve destroyed my minions, but no matter.  Come to my Misgivings!  Join my Pack and the killings shall end for your favor!”  Their heading clear, they set off along Lost Coast Road and headed towards the manor within the hour.

 

  The brisk, near-winter air turns a noticeable degree colder as the party approaches the manor house.  All around the area surrounding the path plants and undergrowth are gnarled and twisted, while the sky and surrounding landscape seem to have their color leached from them and are duller and grayer than one would expect.  Making their way up the hard-packed dirt road, they find the burnt remnants of what was more than likely the servants’ quarters with a small well in the far corner.  A few bedraggled black birds sit upon the well’s rim, eyeing the party impassively.  Brash picks up a stone and hurls it at the avians, striking one of them.  They all fly off, squawking and landing on the sagging and broken roof.  Ripley acquires a “poking stick”, the party investigates the well, finds nothing, and moves on to the house proper.

  After knocking and receiving no response, they unlock the massive darkwood and iron door and move into the massive entrance hall, the sounds and smells of a decaying house the only things that greet them.  Various trophies of boars, lions, and bears adorn the walls while a gigantic stuffed manticore dominates the hall, its poorly maintained hide showing holes and leaking small piles of sawdust.  Brash thinks he hears the sound of a woman sobbing for a split second, but since no one else can corroborate, he dismisses it.  Ripley puts her poking stick to good use and jabs a few more holes in the dilapidated taxidermy.  As Brash moves towards the manticore it suddenly rears back, its face changing from a distorted male’s to a shrieking woman’s and then brings its stinger, ablaze with flame, down into the half-orc’s shoulder.  Acting quickly, Brash looses Shackle Breaker and lashes out against the beast, striking true.  The rest of the party stares on in wonderment as they watch Brash attack the stuffed, inanimate trophy.  Regaining his senses, Brash realizes that the manticore is no longer moving, aside from the sawdust pouring out of the newest hole his chain tore open.  Brash tells his companions what he saw and Connor begins examining Brash’s shoulder, which is indeed burned.  Something is amiss in the Foxglove Manor, and it’s affecting the party.  Moving on, albeit slightly more carefully, the party finds a desiccated monkey head with a bellpull hanging from its mouth and a spiraling stain of mold on the floor between the entry hall and the dining room that looks like a staircase to Connor and Wren.  As Connor and Wren examine the moldy stain, Ripley heedlessly yanks down on rope and an ear-splitting screech emanates from the monkey head.  After reprimanding the gnomish jester, Connor and Druzin search the doors to the north and south and find two set of stars, on heading up and the other heading down.  Deciding that it may be better to clear out the first floor then move on, the party investigates the dining room then the other doors within sight.  The dining room, aside from some interesting stain glass windows, turns up nothing of non-natural interest.  Connor, Druzin, and Ripley head into the lounge, at first finding nothing but a fungus covered couch and a crumbling fireplace.  However, they watch in the windless room as small eddies of dust whirl briefly to life in front of the fireplace, manifesting a footprint for just the barest of seconds.  Druzin steps in the path of the phantom footprint and a thought suddenly flashes into his head; “She” must get “her” daughter Lorey out of the house as quickly as possible.  Going to grab for the smallest person in the room, Druzin realizes that Ripley isn’t his daughter and that he is in fact Druzin.  Wren pokes her head into the next door in the hallway, finding a simple washroom.  A slight scratching noise comes from inside the tub.  Investigating, Wren sees a foot and a half long rat covered in weeping sores and oozing pustules.  As it raises its head and “SCREEEEEEES!” at Wren, she sees that scabrous tumors have grown over its eyes.  Without even thinking she casts whelm at the diseased beast, at first knocking it unconscious, then obliterating it with a sickening pop as it bursts from the concussive waves.  Brash and Wren then look into the drawing room next to the washroom.  Despite the cozy look of the room, it’s marred by an unusual dampness and thick sheet of mold that cling to the lone window.  Pushing the curtains aside, Wren sees a beautiful Varisian woman’s reflection in the window, one that’s not her own.  Brash too sees the reflection, and watches as it fades from view in moments.  Forcing the window, the two of them search the ground outside the window for the possibility of footprints but find nothing.  Continuing on, the entire party (brought back together by the sound of spellcasting) heads into the dancing parlor.  The once stately parlor has fallen into heavy disrepair; the floorboards are warped, the oak paneling is peeling from exposure to moisture, and a once-magnificent crystal chandelier lies smashed on the floor.  A grand piano, covered with spot of splotchy mold, sits in the corner.  To much a temptation, Ripley taps out a tune on the keys.  As soon as the first key is struck, Connor is suddenly whisked into dance with a beautiful Varisian woman.  However, as the dance continues, her beauty rapidly decays away into the hideous face of a corpse.  Angry black-and-blue bruises appear on her neck, her eyes bulge and water, and her mouth opens in pain while her tongue lolls as if be strangled.  As quickly as it started, the dance ends with an ear-piercing shriek that all can hear.  Connor is left weakened by the dance, and the unholy scream did damage to everyone’s sensibility.  The party then heads into the library, where they find obvious signs of a struggle: a splash of dried blood on the back of one of the chairs; a stone bookend, carved to look like a praying angel with butterfly wings, is found with one of its wings missing and is spattered with bits of blood, hair, and gore; and a woman’s elegant red and gold scarf.  Ripley picks the scarf up and claims it as her own.  Upon entering Connor catches sight of the scarf moving of its own accord.  Suddenly he sees the scarf fly towards him and wrap around his throat.  In his eyes, Connor sees the scarf shift and become the ghostly image of Aldern Foxglove, arms outstretched and strangling him.  Shaking off the sight and calling upon the power of Desna, he tries to turn the spirit attacking him but to no avail; the manifestation is too much for him.  Feeling his life slipping from him, Connor suddenly feels lost and no longer himself.  He knows himself to be Iesha Foxglove, Aldern’s wife.  However, the cleric of Desna manages to shrug off the ghostly attack, although he is significantly winded by the ordeal.

  Having fully explored the ground floor, the party heads upstairs.  Exploring the room to the south, the party finds the bedroom of a young boy- Aldern Foxglove.  Wren suddenly hears a child sobbing, followed by the vision of “her” mother, wielding a torch, and father, festering with tumors and wielding a silver-handled long knife, both trying to kill the other.  The vision passes quickly, and Wren shakes it off as just that.  A quick and uneventful check of the eastern musician’s gallery finds some dented instruments and stain glass windows depicting necromantic spell components.  Moving to the western-most doors, Ripley, Druzin, and Connor enter into a portrait gallery while Wren and Brash stay outside and guard.  The paintings are all covered by thick sheets of dusty cobwebs that obscure them from view and Ripley takes to the task of cleaning off the paintings.  She soon uncovers the various Foxgloves who’ve lived in the house.  The three to the north depict Vorel and Kasanda Foxglove and their daughter Lorey, while the five to the south illustrate Traver and Cyralie Foxglove, their son Aldern (who is about six in the painting), and their two daughters Sendeli and Zeeva.  As Ripley brushes the last of cobwebs from the paintings, the rooms grow noticeably colder and the paintings begin to shift into portraits of death.  Kasanda and Lorey slump over into misshapen tumor-ridden corpses.  Traver grows pale as a long cut opens his throat and blood washes down his chest.  Cyralie blackens and chars, and her arms, legs, and back twist as if broken in dozens of places.  Aldern’s flesh darkens with rot, his hair falls out, and he deforms into a ghoul-like monster.  Both Sendeli and Zeeva’s portraits frost over but otherwise remain unchanged.  Vorel’s entire portrait, frame and all, bulge outward and erupts into a sudden explosion of fungus and tumorous growth.  The wave of fungus and disease washes over those in the room, but luckily they shake off the phantom disease and the room reverts to normal.  Calling Brash and Wren inside, they open the door to the main bedroom.  Aside from a dark stain on the writing desk near the window, the room seems relatively free of water or mold damage.  Ripley, the last to enter, feels an odd sensation at the back of her mind.  She looks down, and in her hand is a silver-handled long knife.  Suddenly, the gnomish jester is overwhelmed by the realization that “she” has just killed the one person she cares about the most.  Mad with despair, she grips the handle of the knife and raises it to her throat… and then realizes that, in all honesty, she rather enjoys being alive.  Looking down, the silver-handled long knife is gone, her “poking stick” in her hand instead.  Shaking her head, she helps search the rooms and finds nothing else of interest.  Heading back to the main hallway, they begin exploring the four northern doors.  One leads to an upstairs washroom with an iron tub sitting in the middle of the floor.  A quick check by Wren found that the floorboards are nowhere near structurally sound, and since none of the adventurers want to take the quick way to the basement, they leave the room alone.  They then move on to the remains of the guest bedroom where Druzin hears a young girl’s voice ask “What’s on your face, Mommy?”  Druzin then feels his skin crawl as if beset by an unnatural rash.  His companions watch in stunned horror as he begins tearing the flesh of his face off with his bare hands and nails.  The feeling lasts for a few scant seconds, but the damage is done and Druzin must endure the hideous flap of his cheek until the party can leave and properly heal him.  The next room is a once-fine bedchamber that has been torn to pieces.  The furniture is overturned and the walls and paintings have been hacked at by what looks to be a knife.  Only one painting has escaped the rampage and it hangs backwards with its face to the wall.  Ripley, apparently interested in paintings, flips it over and the party sees a beautiful raven-haired Varisian woman, one whose reflection Brash and Wren have seen before; Iesha Foxglove.  Wren suddenly becomes dizzy, hearing a shrill woman’s voice ask “What do you get up to down in the damp below?”  Immediately she feels a misogynistic hatred well up inside her, but that feeling is dashed when the Varisian beguiler remembers that she is a woman, and she certainly doesn’t hate herself.  Leaving the bedroom, the final door leads upstairs to the attic area.

  Upon reaching the upper-most tier of the house, they party finds many of the rooms have been recently worked on and hold carpentry supplies, home repair items, and pieces of old furniture, lending credence to the stories of Aldern’s work to renovate the manor.  Inside a small room with a sloped ceiling, the party finds clothing belonging to Rogors Craesby, the live-in house-keeper.  Clothing that matches the attire of the dread ghoul who had the iron key to the manor around his neck at the Hambley Farm.  As they exit the cramped room, they hear an unmistakably feminine scream of pain (in a voice that Brash recognizes from the Entry Hall) echo throughout the attic coming from the north.  Moving to the next door, the party finds the broken remnants of an observatory.  As his party-mates explore the room, Brash suddenly catches the whiff of burning flesh.  Reacting instinctively, he backs out of the room and the smell fades.  Canvas covers a broken stain glass window.  Wren and Ripley examine the scene and find a short drop to the slanted roof below where a wickedly pointed weathervane sits pointed at the window.  Below that, the sound of crashing waves waft up from 300 feet below.  Brash breathes a sigh of relief; whatever the ghostly malevolence was going to do, he’s glad it didn’t include a trip outside the window.  With only two doors left, the party chooses the western room and enters.  Inside is the disheveled and cluttered remains of a private study.  A quick search turns up another well done painting and some arcane scrolls.  Ripley hears the sound of pages rippling in the wind and is unexpectedly caught up in memories that are not hers.  However, as she relives scenes of ports of call and exotic travels, something tells her that what she is seeing isn’t what has been, but what could’ve been.  With that realization, a great weight of depression hits Ripley for a split second until she once again remember that her life is great (with the exception of being stuck in a haunted house) and the feeling of depression is gone as quickly as it began.  Finally, the party closes on the final attic door.  It’s locked, but the unmistakable sound of a woman sobbing can be heard from behind it.  Wren pops out her lockpicks and has the door opened within a minute.  The room is cold and damp; a few crates sit near the wall.  In the far corner, a full-size mirror leaves against a brick chimney, angled towards the tiny window.  Connor carefully moves the mirror aside and all but Ripley (who is still in the hallway outside the room) see the source of the sobbing; once a creature of beauty, Iesha Foxglove sits crying dry tears at the sight of her desiccated reflection.  Iesha Foxglove has become a revenant, the undead remains of a murder victim whose sole purpose is to destroy their killer.  As Connor moves the mirror, the undead’s eye snap from baleful sorrow to unabashed rage.  Jumping to her feet, she shouts “Aldern!  I can smell your fear!  I’ll be in your arms soon!” and runs out of the room, acting before any member of the party can.  Upon reaching Ripley, Iesha stops at the sight of her scarf and snatches it off the gnome’s person before continuing to run.  The party follows suit, but even with Wren casting an expeditious retreat, they can’t keep up with her and loose her once the hit the basement.

  Wren, being the first to reach the basement, decides to wait for her companions instead of trying to follow the revenant.  However, their delay has left the trailing of Iesha cold.  As the other party members finally reach the basement, the sound of chittering fills their ears.  Waves of oily and diseased rats swarm out of a massive crack at the base of the wall.  Luckily, the party had time to prepare and easily defeats the masses of blind and tumor-laden vermin.  A lucky eye on the part of Druzin catches that the southern door is ajar and the party is hot on Iesha’s heals again.  Rounding the corner of the hallway, the party finds a massive and locked iron door… smashed off its hinges and lying on the ground.  Apparently, Iesha’s undead form has given her unnatural strength as well.  Entering what was once some sort of workshop, Wren feels a sudden compulsion to read the notes and books scattered about the room.  As soon as she touches one of the books, memories not her own shown in a theater of stained glass flood her mind.  She begins experiencing Vorel Foxglove's research and journey into lichdom, culminating in Vorel doubling over in agony as his body begins to rot away.  A sudden shame and rage at Vorel's transformation fills Wren and the sudden urge to race through the house and rescue her “children” briefly overtakes her, but she shakes it off as she did to the many other strange events that have happened in the mansion thus far.

  Following the path of open doors, the party finds a pile of broken stones, dirt, and a few ruined pickaxes lining the edges of the next room.  In the middle gapes a set of ancient, spiraling stairs.  Connor and Wren realize that the moldy stain on the ground floor actually resembles this staircase.  As they descend, Wren smells the sickenly sweet smell of decaying flesh.  Her vision clouds for a moment, and she suddenly sees Aldern, sweaty, filthy, and wild-eyed, digging away at the stone floor with a pickaxe.  Each swing brings and grunting “For you.”  Wren knows he is speaking to her and only her.  The vision ends as Aldern breaks through the stone floor and a pack of ghouls grab and pull him into the darkness, setting their burning eyes on her.  She tries to scream as the ghouls start for her, but it's too late.  The party watches as Wren's body jerks as if being savagely attacked, bloody claw marks appearing on her face, arms, and torso, the stink of death accompanying them.  Shaken and wounded, Connor does what can to heal Wren, and the party continues downward.  Upon reaching the catacombs underneath the manor, only then do they realize just how many undead monstrosities there are in the area.  After fighting a dread ghoul dire bat, seven standard ghouls, and four slightly comical goblin ghouls (many of the standard ghouls and all of the “ghoul-blins” are vaporized by the undead turning of Connor and, surprisingly, Druzin) the party members find themselves facing one final closed door.  Opening it, they find a macabre noble's chamber.  A once beautiful oak table sits on broken legs in the middle of the room, its damp surface covered with bits of what appears to be nothing more than garbage, until Wren realizes that all the items, the used napkins, a half-used makeup stick, strands of hair, a potion stopper, and a missing silver comb, are all things she has used.  The only items that don't belong to her are a stack charcoal drawings of her in various states of recline done on damp parchment.  On the far wall is a horrific growth of  dark green fungi.  At the center a patch of tumescent and black fungus grows, its horny ridges and tumor-like bulbs forming what could possibly be construed as a humanoid-like outline.  Just below the patch of mold and growth is a shattered golden box with runes inscribed upon its sides.  A painting on a rickety easel sit on front of a high-backed leather chair that has seen far better days, its armrests slick with gore and blood.  He painting itself jitters and jostles as the being seated hurriedly works on it, muttering to himself about the proper proportions of a face and color of hair are, occasionally pulling a bit of viscera from the armrest and smearing it across whatever was on the canvas before.  Lying on the floor behind the easel is the prone form that once was Iesha Foxglove, her body covered in wicked slashes and claw marks, the final blow looking to be her torn out throat.  A ghoul dressed in the ruined garb of a butler stands beside the chair holding a silver salver of diced bits of flesh and a crystal decanter full of coagulating blood.  He looks at the party indifferently and says “We have guests, my Lordship.”  Rising with a half-worried, half-excited look on his face, is none other than Aldern Foxglove.  Dressed in regal fineries stained with mud, blood, and gore, Aldern's handsome good looks have been replaced with a rictus of undeath, his eyes glow with an unholy green light, and his hands end in wicked claws.  “Fr... Friends!”, starts Aldern, “You've all come.  But it is far too soon as I...  I...”  His voice trails off as his glowing eyes fall upon Wren, who immediately asks what happened to him.  Staggering to his feet, he replies in a halting voice “You!  You've come to me!  I knew my letters would sway your heart, my love!  Let us consummate our...  our... HUNGER!”, and with that, Aldern's green eyes suddenly burn red.  He lunges towards Wren with hungry claws and teeth, taking a bite out of her and leaving one of his disgusting teeth lodged in her shoulder.  A quick crack to the head by Connor's morningstar turns the ravenous monster into a mewling fop who drops to his knees and begs forgiveness of his former friends.  The ghoul butler follows suit, pleading for mercy.  Recognizing an opportunity when she sees one, Wren begins grilling Aldern for information.  Aldern explains all he can as quickly as he can, for “the Hurter” may return at any moment.  He explains how he contracted a fever while catching rats below the manor, how he's been feeling his great-great uncle Vorel's presence ever since the transformation, and how he's been doing the bidding of someone in the “Brother... Brotherhood of the Sev...”.  Before he can finish, he stands and bows, tumbling back and away from his former friends as he produces a gleaming war razor with a flourish.  He grins and says, “I wonder how your deaths shall affect your friends.  What things might you have done that will go unfinished?  What will these broken promises spawn?  How will your murders shape the world?”  Wren calls out to Aldern in a halting and worried voice, to which the creature responds, “No.  Now you face the Skinsaw Man, and you shall be the next my blade tastes!”.  Connor recognizes “Skinsaw” as a name used by Norgorber, the god of secrets, poison, greed, and murder.  He dons a leathery looking mask and suddenly takes on the form of Wren.  Combat breaks out and Brash and Druzin score some solid hits on Aldern/The Skinsaw Man.  However, Druzin catches sight of the mold on the wall beside him.  Maybe it's a trick of the light, but the patch of mold suddenly resembles his shadow and the only way to regain it is to consume the splotchy fungus on the wall.  Luckily, Druzin pushes such thought out of his mind and focuses on the matter at hand once again.  After some more strong hits from Brash, Druzin, and Connor, and some spellcasting from Wren and Ripley, Aldern begins climbing the wall out of even Brash's reach and downs a potion of a foul black liquid that reknits his undead form to a degree.  Ripley sees an opportunity and casts grease on the ceiling where Aldern was perched, dumping him unceremoniously into the waiting weapons of her party-mates.  As the final traces of necromantic energy fades from his crumpled form, Aldern chokes out an apology to Wren.

 

  A bittersweet triumph is still a triumph, and the party begins sweeping Foxglove Manor for any valuable pieces of equipment or information.  After going through the contents of the room again, the party finds a letter addressed to Aldern and written in a graceful hand that reads:

 

 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 Brotherhood 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 sate you lie 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, though, you may do with them as you please.  Eat them, savage them, or turn them into pawns – it matters not to me.

                                                                                 – Your Mistress, Wanton of Nature's Pagan Forms”

 

  The party realizes that a trip to Magnimar looks like it's in their future.  Connor, Druzin, and Wren examine the fungal stain on the wall and come to shocking conclusion: Whatever catastrophe happened in this house had the ruining of Vorel Foxglove's lich phylactery as the catalyst.  However, instead of his spirit merely dissipating, in effect, the entire manor became his phylactery.  This explains the series of haunts that have been plaguing the party; Vorel has been subtly influencing the house and was trying kill or weaken the intruders.  Connor explains that only powerful clerical magics, specifically a consecrate followed by a hallow spell or a dispel evil, will be the only thing that cleanses the mansion.  For the time being, the party has no qualms about leaving the place sit.  After a thorough and uneventful search of the house, the party heads out the front door to begin the trip back to Sandpoint.  However, the silence is broken by the call of a raven: “CAW!  CAW!  CAAAAAAAW-NOR!”  Turning around, the party sees that the few ravens that roosted outside before have multiplied into literally hundreds of birds, all of them with evil red eyes and bits of rotting flesh hanging from their oily black bodies.  Connor recognizes these to be carrionstorms, flocks of undead birds that arise after normal carrion birds consume the flesh of ghouls or other undead creatures.  Luckily, they are highly vulnerable to turning damage, and the party easily eliminates the last outward signs of an undead presence at Foxglove Manor.

 

 Xp Awarded:

Burning Manticore Haunt (Brash)                    CR 3        750 Xp

Worried Wife Haunt (All)                                   CR 4        1,000 Xp

Diseased Rat                                                         CR 1/3    100 Xp

Dance of Ruin Haunt (Connor)                          CR 3        750 Xp

Iesha’s Vengeance Haunt (Connor)                 CR 5        1,500 Xp

Frightened Child Haunt (Wren)                         CR 3        750 Xp

Phantom Phage Haunt (Druzin)                         CR 3        750 Xp

Collapsing Floor                                                   CR 1        300 Xp

Misogynistic Rage Haunt (Wren)                     CR 3        750 Xp

The Stricken Family Haunt (All)                        CR 3        750 Xp

Suicide Compulsion Haunt (Ripley)  CR 4        1,000 Xp

Plummeting Inferno Haunt (Brash)                   CR 4        1,000 Xp

Unfulfilled Glories Haunt (Ripley)                     CR 3        750 Xp

Iesha Foxglove, Revenant                                  CR 4        1,000 Xp

Rat Swarm (2)                                                        CR 3        750 Xp each – 1,500 Xp total

Origins of Lichdom Haunt (Wren)                    CR 3        750 Xp

Ghoulish Uprising Haunt (Wren)                      CR 4        1,000 Xp

Ghoul Bat                                                              CR 5        1,500 Xp

Ghouls (7)                                                              CR 1        300 Xp each – 2,100 Xp total

Goblin Ghouls (4)                                 CR 2        500 Xp each – 2,000 Xp total

Aldern Foxglove, the Skinsaw Man                  CR 6        2,250 Xp

Ghoul Butler                                                          CR ½      150 Xp

Vorel’s Legacy Haunt (Druzin)                          CR 4        1,000 Xp

Carrionstorms (8)                                                 CR 1        300 Xp each – 2,400 Xp total             

Total                                                                                       25,200 Xp

 

                                                                5,040 Xp Each

                                                +              375 Roleplay Xp Each        

                                                                Total Xp per PC – 5,415 Xp

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Pathfinder 12/2/07 [Dec. 14th, 2007|01:14 pm]

Pathfinder Journal

 

12/2/07

Players:

  Wren the Vaguely Disreputable (Female Human Beguiler 5) – Matthew C

  “Brother” Connor Mhenlo (Male Human Cleric of Desna 5) – Bill N

  Druzin (Male Human Factotum 5) – Brett P

  Ripley Bluefly (Female Gnome Jester 5) – Jenny S

  Brash Bonecrusher (Male Half-Orc Barbarian 3/Ranger 2) – Sarita T

 

Synopsis:

 

  After defeating the deranged boggard, the party quickly frees the trapped fey from their cages.  The three grigs and Koviryll the lyrakien thank the party and offer to share some of their “fey horde” with them, an offer which the party graciously accepts.  The grigs lead the party on yet another hour-long trek through the outlying marsh of Tickwood before stopping in front of a hollowed out stump.  One of the grigs tells the party to simply reach in and claim their reward.  Not convinced, Ripley jumps into the stump to find… the bottom of the stump, which sends the tiny fey into titters of laughter.  As Brash hoists “little sister” out of the stump, Wren steps up and plunges her hand into the seemingly empty stump and pulls out, to her surprise, a potion vial.  One by one each party member reached into the stump and pulled out some sort of treasure, with Connor’s retrieval of a magical tower shield being by far the most comical.  After each party member had an item in hand the three grigs said their goodbyes, hopped up into the stump, and vanished from the mortal realm leaving the quintet of adventurers with no real means of finding their way back to Sandpoint.  Luckily for them Koviryll knew the way and the party made it back to town by mid-afternoon.

 

  The party decides to take it easy and rests for a few days.  Brash is approached in the Rusty Dragon by a heavily scarred Shoanti man named Vachedi who is the jailer of Sandpoint’s garrison.  After a quick match of arm-wrestling, with Brash narrowly winning, Vachedi inquires about Brash’s time as a slave.  Vachedi’s two sons, Natrok and Zancryn, were taken as slaves a few years and he hopes to find some information about their whereabouts.  As the Shoanti describes the intricate facial tattoos, nothing rings a bell in Brash’s memory.  Slightly dejected, Vachedi leaves, but Brash promises to keep his eyes and ears open.

 

  Wren’s “Catch Murdermaw” fishing competition pulls together by the end of the week, drawing over seventy participants.  Some of the more notable entrants include Jargie Quinn, Vendal Sterglus (middle son of fishmonger Turch), Daviren Hosk, and Banny Harker, and even Brash and Druzin get in on the action, more so out of curiosity than want of the 50 gp prize.  The contest goes all day and despite a weighty catch by Brash and Druzin (23.07 lb rainbow fin albacore), the 22.8 pound red snapper caught by Daviren Hosk is “crowned” Murdermaw.  As prizes are awarded and the catches are prepped for cooking, a town guard rushes in.  Young Alem Kesk, the jeweler’s son, stumbled into the White Deer Inn, drenched and bleeding from a vicious wound to his back.  Rushing to the inn, the party learns that the boy and two other children were out fishing when their boat was pulled by a powerful current out past Chopper’s Isle.  Near a rocky outcropping, the boat was attacked by a “ginormous fish with a big red fin”.  The other children made it to the outcropping and Alem swam for help.  Looking back, Alem saw the creature attacking and devouring his father’s silver painted boat, giving him all the incentive he needed to make it to land as quick as possible.  With the chill of the autumn night already settling in, the party is pressed to go and save the two other stranded children.

  Commandeering a small flat boat, the party sets sail.  While Ripley uses her dancing lights to make a humanoid shape dance above the water’s surface, only Connor sees the jagged fin slip under the water behind the boat.  A moment later the party is jarred by an impact with the side of the boat that sends nearly everyone off their feet and onto the deck.  A fifteen foot long fish-like creature rears up and attacks the hull of the boat in what looks like an attempt to sink it.  Quickly getting to their feet, Brash and Druzin take swings with their weapons, striking true.  Murdermaw attacks with a wicked looking set of elongated claws at the end its pectoral fins, luckily missing its attackers (which Ripley takes advantage of in a mocking tone), but its bite once again finds the lacquered oak of the boat.  With water pouring in around his ankles, Connor quickly casts make whole, repairing what soon would’ve been a sinking vessel.  Wren unleashes a whelm that blasts the creature to near unconsciousness as Connor and Druzin attack it yet again.  The end comes when Ripley, hoping on the off chance that it’s smart enough to “get the joke”, casts Tasha’s hideous laughter.  The party holds its collective breath and lets out a sigh of relief when the beast’s eyes close and it begins shaking in the water.  The spell worked!  Brash, Druzin, and Connor make short work of the incapacitated Murdermaw, lash the body to the side of the boat, and make rescue the two stranded children.

  Back on land, Murdermaw is strung up by its tail, examined, and gutted for all to see.  Inside the beast’s guts in a small horde of items: a wood carved nymph figurehead bearing the name “Saucy Sirine” (a sailing ship lost at sea 45 years ago); a locked strongbox holding 3 bottles of “Fur-Foot Brown, Traveler’s Balm” halfling whiskey (aged 22 years), a fine brass mug studded with quartz crystals, and 240 gp in a purse of exact change; the upper torso of a 4-armed sahuagin in a minimum state of decay wearing masterwork shell armor with a keel running down the back and a broken masterwork coral trident; a masterwork blue ice cutlass; a small black pearl on a fine silver chain; some broken Chelish statuary; a clasp of least cold energy protection; a wand of cure light wounds (CL 3rd); the flank and wing segment of a gryphon; a merfolk arm clutching a blue quartz holy symbol of Gozreh; a waterlogged satchel holding 5,000 silver pieces; destroyed bits of lobster cages and fishing nets; indiscernible boat detritus; and various undigested bits of food including giant squid, seal, goblin, narwhal, orca, shark, and bunyip.  As the party ogles the seemingly endless collection found in Murdermaw’s gut, Daviren Hosk (who offered to taxiderm the catch) clears his throat; not only was Murdermaw a “she”, but it appears that she gave birth recently.  Staring in disbelief, Hosk gives the party a quick aquatic-anatomy lesson and they soon realize that in a few short years, Sandpoint may have to contend with even more hungry jaws to feed.

 

  Over the next few day, the excitement of the fishing contest dies down and the party is approached by a somber sheriff Hemlock.  Due to their help in handling the goblin problem and taking care of Thistletop, he asks the party a favor.  There’s been a murder in Sandpoint and it’s reminiscent of Chopper’s killings five years ago.  Hemlock requests two things of the party.  First, he asks for their silence in the matter.  No one knows of the grisly nature of the murders outside of the guards, who have already been sworn to secrecy for the time being.  Many of the locals remember all too well the horror that Jervis Stoot brought to Sandpoint and the sheriff does not want to revisit those times again.  Secondly, considering all they’ve done for the town, Hemlock offers the party official deputization in the Sandpoint town guard.  The party agrees to his terms and Hemlock produces a piece of evidence from the crime scene; a bloody scrap of folded paper with “Wren, the Vaguely Disreputable” scrawled on the front.  Inside it simply reads “I do as you command, master!” and is signed “Your Lordship”.  Needless to say the party, and especially Wren, is more than slightly concerned.  The sheriff then leads the newest official guards to the scene of the murder: the Sandpoint Lumber Mill.  Making their way through a small crowd of inquisitive and speculative on-lookers, the party heads into the eerily silent mill.  They first catch sight of a squeamish guard standing at attention beside the mill saw’s lumber catch hopper, taking pains to keep his eyes fixated anywhere but at the box next to him.  As the party peers into the wooden coffer, they find the source of the young guard’s unease; the lumber saw-mangled remains of Katrine Vinder, the profile of her face one of surprised horror (a look compounded by the fact that the other half of her head is lying a few inches away in the bin).  However, despite the shock of seeing that, the sight on the far wall stuns them even more: the body of Banny Harker (only identifiable by the raven tattoo across his lower torso), his head completely stripped of skin and missing his lower jaw (making speak with dead impossible).  A seven-pointed star is carved upon his chest, the same Sihedron rune that Brash and Wren have on their items from Thistletop.  The sheriff explains that Ibor Thorn (who has already been questioned and is being held) came in early that morning and found the new mill worker, Orik Vancaskerkin, up close and examining the Harker’s body.  Seeing someone dead and tacked to the wall with lumber hooks, then realizing it was his long time friend and business partner, Thorn ran to the guards.  Orik is currently being held under suspicion but pleading his innocence, claiming that he walked in on the body just minutes before Thorn showed up.  As bad as this is, it’s not the first murder to have runes carved into the victim’s chest.  Two days earlier, a patrol of guards was accosted along the Lost Coast Road by a raving and sickly man nearby an abandoned barn.  After they subdued the man, they checked to barn to find three bodies in the same shape that Banny Harker’s is in.  The only way the bodies were able to be identified was by a note found in the pocket of one of the victims:

 

  “Masters Mortwell, Hask, and Tabe –

                A deal has come about that I need capital in.  It involves property and gold, and though I am not at liberty to tell you the exact details, it will make us all rich.  Come to Bradley’s Barn on Cougar’s Creek tonight.  We can meet there to discuss our futures.

                                                 - Your Lordship”

 

  The men, all conmen who sheriff Hemlock has run out of Sandpoint on more than one occasion, could have most certainly run afoul of someone more powerful who they tried to swindle, but the seven-pointed star carved into their chests has him convinced something bigger is afoot.  The raving man, a local Varisian thug by the name of Grayst Sevilla, has been handed over to Erin Habe, caretaker of the Saintly Haven of Respite, a sanitarium/hospice south of Sandpoint if the party wishes to speak to him.

  The party begins scouring the mill for clues, originally thinking that there’s a new goblin menace or perhaps Orik (who has seen the rune before) is the murderer’s pawn, but everything they find points to one thing; some sort of corporeal undead.  After finding out all they can at the mill, the party heads to the garrison to question Ibor Thorn.  After some coaxing, he reluctantly tells them that Harker had been skimming some of the Scarnetti’s profits for some time now.  He’s not outright blaming Titus Scarnetti, but considering the family history, he wouldn’t be surprised if the town councilman was somehow involved.  Next they go to speak to Orik Vancaskerkin who explodes into a verbal rage, accusing the party of laying the blame on him, ignoring his promise to turn his life around, and singling him out as the “new outsider”.  Letting him cool down a bit, they explain that they’re doing what they can to get to the bottom of this.  Not long after, sheriff Hemlock comes in accompanied by a beautiful raven haired woman and unlocks Orik’s cell, informing him that he’s free to go.  The woman he introduces is Kaye Tesarani, owner and proprietor of the Pixie’s Kitten; the local, and surprisingly classy, town brothel.  She explains that Orik was indeed at the Kitten for most of last night, in fact he was there up until fifteen minutes before Thorn alerted the guards.  Although she wasn’t “with” him for the night, she runs a very tight operation, having her girls and boys log whatever time their clients take.  The sheriff bids Tesarani good day (with a wink from the madam), and escorts the PCs to the makeshift morgue.  There they examine the corpses of Mortwell, Hask, and Tabe and find out the same information; gruesome claw marks and a stench of supernatural death and decay.  Finding nothing more here, they set out to the Saintly Haven of Respite, or Habe’s Sanitarium as it’s locally known, with a letter from sheriff Hemlock stating their business.

 

  The party approaches the squat three-story structure and raps upon the front door.  A slightly annoyed man with white hair answers and after presenting then man, later introduced as Erin Habe himself, the letter from the sheriff, he allows the party entry.  The building is simple, with its interior painted white and amazingly clean.  Habe leads the party to the upper-most floor where Sevilla is being kept.  The man is sobbing in the corner of the room, his skin green and sickly, and it’s obvious that he’s near death.  Wren, hoping to evoke a Varisian-to-Varisian bond, approaches the man, who immediately snaps to a stammering consciousness.  He mutters broken statements about “razors…”, “too many teeth…”, and “the Skinsaw Man is coming…” before his eyes focus on Wren for a brief moment.  His eyes bulge and he begins speaking…

 

  “He said.  He said you would visit me.  His Lordship.  The one that unmade me in his image 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…  Aha!  He said that if you came to his Misgivings, that if you joined his pack, he would end the harvest in your honor…”

  A low moan escapes his mouth that builds to an ear piercing shriek as the man doubles over and in a surprising feat of strength, tears free of his bonds and goes to attack Wren, screaming “No!  You shan’t be next to the master!  I’ll kill the one he loves more than me!”  While the orderlies move to protect doctor Habe, Brash, Druzin, and Connor lash out and easily subdue the man.  As Connor examines the man, Habe breaks down and apologizes.  He didn’t know the man was going to do that and he should’ve called Father Zantus as soon as he realized what was wrong.  That admission confirms Connor’s finding; Grayst Sevilla is in the final stages of ghoul fever.  Connor is able to stave off the infection long enough to get him to the cathedral without turning into a ghoul.  Ripley, now that the excitement has died down, takes a second to ponder what Sevilla said, and realizes she’s heard the name “Misgiving” before.  It’s a local nickname for a supposedly haunted mansion along the southern coast.  None other than Foxglove Manor, a fact that sends shivers up Wren’s spine.

  Upon returning to town, while Connor and the others are taking the near-ghoul to the cathedral, Wren takes her time and dons a disguise.  She then booby-traps her own room, sneaks out of the Rusty Dragon, and purchases a room under an assumed name.  There’s no way whatever affected Sevilla will get to her!  Even if it is a “former” (We still don’t know that it’s him.) possible love interest.  The next morning, Wren wakes up and rushes to her room.  Throwing open the door, and setting off her own noise-maker traps, she finds the window open and on the ceiling above her bed “The Skinsaw Man is coming!” painted in foul-smelling blood.  To make matters worse, she finds a small, crudely drawn map lying on her pillow that details how to get from this room to the one she had purchased under her assumed guise.  Something is toying with Wren, and she’s not happy about it at all.

 

  Later that day, sheriff Hemlock calls upon the party once again.  Maester Grump, an elderly farmer from south of Sandpoint, arrived running at the garrison not an hour ago breathless, covered in sweat, and reeking of moonshine.  As the party enters Grump’s holding area, the old man is singing a Varisian nursery rhyme about walking scarecrows.  A few minutes are needed for the man to regain composure, and when he does he begins telling the party a short but harrowing tale about how the southern farmlands have become overrun with walking scarecrows that stalk through the night.  He explains that over the past week, the disappearances have become mounting more and more and yesterday, he and a band of other local farmers went to investigate Crade Hambley’s farmstead.  There they found the remains of the penny-pinching Hambley patriarch, the skin of his head remove and some symbol carved into his chest.  At that point, they were set upon by what Grump thinks were the rest of the Hambley family.  He was the only one to make it out alive.  “They even ate the dogs!” he shrieks before breaks down into sobbing once more.  Sheriff Hemlock days he can spare a few guards, which the party gladly accepts and they set off for the southern farmlands.

  Upon reaching the area surrounding the Hambley farmstead, the party dismounts and leaves the horses with the two guards they brought along (“We don’t want horse-ghouls running around, do we?”).  Stalking through the rows of corn and wheat, they find a lone scarecrow at the intersection of fields.  Brash levels his bow and fires off a shot, on that sails through the burlap fabric and exits with a trail of straw.  Continuing on they find another cluster, this time of three scarecrows.  Brash once again takes aims and fire, (finally) hitting one in the shoulder with a meaty squelch.  It screams and tries to pull itself from its scarecrow-cross.  One of the other “scarecrows” does the same.  The party handles the two ghouls easily but realizes what they’ve planned; numerous scarecrows are set up throughout the fields, undead “traps” for would-be intruders.  Making their way through the fields, they encounter a total of twelve “ghoul-crows”, six regular scarecrows, a “hunting party” of two ghouls and a Gravehound, and the diabolic truth behind the scarecrows.  As they’re walking along, they hear the plaintive cries for help from up ahead.  A young man, strapped with bailing twine to the wooden “T”, infected with ghoul fever.  As Connor salves his wounds, he explains that he and his wife were attacked, bitten, and left to “ripen” in the field.  They send him back to the guards and horses via the way they’ve cleared thus far.  A few minutes later, they find the aforementioned wife in a similar state.  Connor shows off his healer prowess once again and saves another fortunate soul from becoming one of the undead.  Finally, the party catches sight of the Hambley barn and home.  Exploring the barn first, a curious structure that incorporates the head of massive stone statue as one of the walls, they find nothing but a macabre pile of horse, cow, and human bones and partially eaten carcasses.  Inside the farmhouse, they see the mutilated corpse of a man in the middle of the kitchen area.  A quick silent image from Wren creates an inquisitive explorer who walks in and studies the body.  Not long after, five ghouls bound out from hiding, attacking the image and roaring in a scratchy voice “There is food here!  It hides outside!”  The party drops into “attack” mode, acting before the ghouls have a chance to start for the door.  Connor calls upon the holy power of Desna and lets loose with a wash of positive energy that incinerates all five ghouls.  Heading inside the actually check the body, the party is surprised when one final ghoul, a dread ghoul, bounds down the stairs and attacks the party.  Despite being more powerful than a regular ghoul, the adventurers are more than a match and the foul thing falls quickly.  Now given the time to freely search the house, Wren finds another note to her pinned to Hambley’s corpse: “You, and you alone, have brought this fearful harvest.  They are dead because of you, and more shall join them soon.”  On the corpse of the dread ghoul, a large iron key hangs on a leather cord.  The key bears the image of a curious flower surrounded by thorns; the Foxglove family crest.  Finally, the party searches the upstairs and finds a locked box hidden under the bedroom floor boards.  The box contains thirty four pouches, each containing 100 sp each, Farmer Hambley’s life savings.

 

  Golarion Calendar and World Information:

http://heroesofgolarion.pbwiki.com/Calander+Year

 

 Xp Awarded:

Murdermaw                           CR 5        1,500 Xp

Grayst Sevilla                        CR 1        300 Xp

Ghouls (20)                            CR 1        300 Xp each – 6,000 Xp total

Gravehound                          CR 3        750 Xp

Rogors Craesby                   CR 4        1,000 Xp

Total                                                       9,550 Xp

 

                                                                1,910 Xp Each

                                                +              300 Roleplay Xp Each        

                                                                Total Xp per PC – 2,210 Xp

 

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Pathfinder 11/4/07 [Nov. 8th, 2007|01:48 pm]

Pathfinder Journal

 

11/4/07

Players:

  Wren the Vaguely Disreputable (Female Human Beguiler 4) – Matthew C

  “Brother” Connor Mhenlo (Male Human Cleric of Desna 4) – Bill N

  Druzin (Male Human Factotum 4) – Brett P

  Ripley Bluefly (Female Gnome Jester 4) – Jenny S

  Brash Bonecrusher (Male Half-Orc Barbarian 3/Ranger 1) – Sarita T

 

Synopsis:

 

  Having dealt with the greater barghest Malfeshnekor, the party continues their exploration of the ancient complex, finding a collapsed treasury behind a secret panel in the crypt where they fought the shadows.  Salty air fills the room as the gentle sloshing of sea water fills the PCs’ ears.  While much of the room is demolished, allowing access to the surrounding ocean, the walls that do remain depict impressive carvings of overflowing treasuries filled with gems, coins, and other such items of value.  Carved into the eastern wall is a towering mountain with a stern face carved into the peak, the face of the man speaking in the looped minor image.  Whoever the man was, he was clearly powerful (or simply thought highly of himself).  Shattered urns, crumbled stone chests, and rusted bits of once magnificent armor and weapons litter the floor above and below the water’s surface.  What catches the party’s attention is a large, coral-encrusted helm sized for a giant; measuring nearly five-feet across, its full-face guard bears an expression of twisted rage and looks to be made of gold.  Using a minor incantation, Connor illuminates a pebble and then tosses it into the pool, watching as it lands approximately 50 feet below the surface.  Realizing that there’s not really enough room for everyone on the small landing, Connor, Ripley, and Shalelu back-track and head towards the room’s other entrance.  As their party-mates move to the other door, the gilded helmet ominously turns to “look” at Brash, Druzin, and Wren.  As Brash shouts a warning to his compatriots, two large claws and a pair of bulbous eyestalks poke out from underneath the helm; the ancient helmet is in fact home to a giant hermit crab.  As the other three party members run to maneuver themselves, Brash and Druzin attack the crab. Sadly, their attacks rebound off of its massive helmet with an echoing “ka-tang”.  Wren attempts to blast it into unconsciousness with one of her mind-affecting spells only to find that it lacks a mind to affect.  Finally able to see the creature, Shalelu and Ripley looses some arrows which also strike the giant-sized helm, while Connor moves in to attack.  Wren casts glitterdust, which the crab easily succumbs to, making it much easier to hit.  With a few well placed shots from Shalelu, a solid hit from Druzin, an insult from Ripley, and a devastating spiked chain between the eyes from Brash, Connor finally brings the beast low with a strike from his morningstar.  With the crab dealt with, the party begins sweeping the pool for valuables.  They find a small cache of jewels, an amulet of natural armor, and a chest containing 160 pounds of celestial ore; a metal that channels some of the power of the Upper Planes, and of course the gilded giant helm which, despite being mostly bronze, is easily worth its weight in gold pieces to a collector.

 

  Moving on, the party heads back to the level above to look for the “tentacled thing” Orik spoke of.  Heading into a dank and unexplored area, Brash spies a writhing bulk of leathery tentacles and oily-black flesh clinging to the ceiling.  The party moves into action and begins attacking the aberration.  A few solid hits are scored before the thing, identified as a “tentamort”, decides to wrap a muscled tentacle around Brash and stab at him with a bone-stinger.  As the needle-like stinger pierced his flesh, Brash felt a burning acid injected into him.  Luckily though, he was able to shake off the organ-liquefying enzyme’s effects.  At this point, Wren decides to put a stop to the fight and casts ray of stupidity at the creature, draining its intelligence and putting it into a coma-like state.  Brash, still raging, decides to take out his aggression on the prone beast and literally punches a hole through it.  A quick search of the tentamort’s lair turns up quite a few dead and desiccated goblins corpses, including one that was apparently a… wizard?  Upon further inspection, the party does indeed find a spellbook of sorts (made of strips of bark and filled with just as many crude drawings as arcane incantations), a goblin-sized “wizard’s outfit” (mildew-covered robes, curly-toed shoes, and a cone-shaped hat adorned with stars), and, hidden inside the hat, a headband of intellect +2.  Continuing back up through Thistletop, Brash stops and checks on the alabaster warhorse and finds a collar around its neck bearing the name “Shadowmist”.  Also, the half-orc pokes his head in the check on the goblin baby in the cage.  Not surprisingly, when the rest of the goblins fled Thistletop, they left the child behind.  Despite protests from other party members, Brash decides to bring “Nibbles” back to town, and hopefully deposit the child in Sandpoint’s school/orphanage: Turandarok Academy.

 

  Heading back across the now secured rope bridge, the party finds their mounts hale and healthy, and with a stomped goblin corpse nearby.  Opting to explore the “Howling Hole” before they return to Sandpoint proper, the party makes their way to the gaping rift in the rock.  Only five feet wide, the shaft goes for about seventy feet, stopping twenty feet before the water’s surface.  Instead of risking life and limb traversing the climb down and whatever beast that may or may not live in the depths, the party decides to go “fishing”.  Using the goblins corpse as bait, they tie it to a length of rope and drop it down the hole.  It isn’t long before something starts tugging on the line.  Brash (aided by everyone else) rages and heaves whatever is on the end of the rope up the entire shaft in one pull.  The creature at the end of the rope combines the body of a seal with the tooth-filled maw of a shark.  Wren deduces that this beast is a bunyip; a magical creature with a few potent magical abilities, but only about as smart as the average predator.  With that in mind, the wily beguiler employs another ray of stupidity, rendering the snarling beast a senseless lump.  Dispatching the bunyip (and saving its corpse for taxidermal purposes), the party ties Ripley to the end of the rope and lowers her down the hole to search for booty.  After a few minutes of searching, the gnomish jester finds some coin and jewels, a few magic arrows, a rusted but bejeweled punching dagger, and a periapt of wisdom +2.

 

  The party makes the three day trek back to Sandpoint and is welcomed back by an impromptu celebration.  Having cleared Thistletop of the goblin menace and vanquishing the fallen aasimar priestess, the party is once again touted as heroes of the highest caliber.  Hot meals, warm baths, and soft beds beckon to the adventurers, but not before telling of harrowing tales, hero-worship and adulation, and merriment had by the now relieved townsfolk.  Finally, the party can have a well deserved rest.

 

[At this point, Xp was given to allow the party to level up for their downtime activities.]

 

Xp Awarded:

Giant Hermit Crab CR 5        1,600 Xp

Tentamort                              CR 6        2,400 Xp

Bunyip                                   CR 3        300 Xp                   

Total                                                       4,300 Xp

 

                                                                Total Xp per PC - 860 Xp

 

New Character Levels:

  Wren the Vaguely Disreputable (Female Human Beguiler 5) – Matthew C

  “Brother” Connor Mhenlo (Male Human Cleric of Desna 5) – Bill N

  Druzin (Male Human Factotum 5) – Brett P

  Ripley Bluefly (Female Gnome Jester 5) – Jenny S

  Brash Bonecrusher (Male Half-Orc Barbarian 3/Ranger 2) – Sarita T

 

  Over the next few days, the party takes time to relax and pursue personal endeavors.  Connor receives a letter from his sister Karasya in Magnimar.  While she tells him of her goings on over the past few months, she also relates to his that a certain merchant friend of Ven Vinder’s was telling a supplier that “the old man may have finally found a husband for that daughter of his”.  Karasya, quite adamantly, bemoaned that she was too young to be an aunt (and I believe Connor agrees with her).  The next morning, Connor begins working on brewing up some potions and scribing some useful scrolls for he and the party.  In the middle of his brewing, Shayliss called, not seeking affection but instead to break things off with Connor, citing that she “can’t be with someone who could be stolen away at any moment”.  Internally, Connor breathed a sigh of relief.

 

  After studying up on reading, writing, ‘rithmetic, and riding, Brash headed over to the Red Dog smithy to see if he could find someone who could possibly make him new armor.  The Red Dog is owned by an ornery man named Das Korvut who has affection for two things; working at the forge, and the large red mastiffs for which the smithy is named (note that “customers” is not among the list).  Brash meets a newcomer to Sandpoint, a young dwarf named Torslavic Hamerdin, who tells him that he can easily make and enchant some new armor for him.  In addition Brash finds out that one of the mastiffs is pregnant with a litter and, thinking ahead to an animal companion, the half-orc asks if he could be notified when she whelps.  Connor takes a break from brewing potions to stop in and inquire about using some of the celestial ore to make weapons and armor.

 

  Druzin begins inquiring around about anyone who has heard of a group known as “Chameleons” and is directed to the House of the Blue Stones. Built to honor Irori, the god of self-perfection and knowledge, the monastery is tended to by Sabyl Sorn.  After a brief discussion on the topic he seeks to research, Sabyl explains that only those worthy in the eyes of Irori can be allowed such teachings, and challenges him to a test of skill.  Non-lethal damage only, first to fall or yield loses.  If he manages to defeat her, she’ll gladly allow him access to her library and the “Scrolls of Faceted Perfection”.  Druzin gladly accepts and draws his sword, wielding it with the flat of the blade out.  Sabyl strikes a defensive stance and attacks with a flurry of punches and kicks.  Druzin fends her off for a bit, taking a few belts to the chest and midsection, but doesn’t land a solid blow.  However, after a few rounds of combat, Sabyl simply steps back, smiles, then bows.  Apparently it was more a test of morality than physical skill.  Druzin is allowed to peruse the monastery’s library and learns the secrets of becoming a chameleon.

 

  Wren begins her free time by writing some letters to Aldern Foxglove.  While the first is innocuous enough, the next few are complicated ciphers filled with riddles, clues, and double entendre.  The ploy is to see whether or not Aldern is “worth” her affections.  If he figures out the meaning of the letters, there’s a chance that she’ll let the noble continue to court her.  After that, she goes to see about organizing a fishing contest to try and catch “Murdermaw”, the fabled red snapper that’s big enough to swallow a boat.  After visiting Valdemar Fishmarket, she is directed to Valdemar Mansion to speak with the family patriarch; Ethram.  After some back and forth banter, the old man agrees, figuring it will not only help his Fishmarket, but also help his shipyard sales too.  Her and Brash head over to Sage to find out about the seven-pointed star they’ve seen so much.  Brodert Quint, Sage’s owner, is an expert on Varisian history and engineering.  He explains that they are in possession of what is called a “Sihedron Rune”, a symbol of power from ancient and fallen empire of Thassilon.  When Brash asks about the name “Alaznist”, Quint tells that she was a “Runelord”, one of the powerful wizard-kings that ruled Thassilon.  Each runelord was guided one of seven “virtue of rule” and used the corresponding school of magic (the ancients didn’t hold divination in high regard and lumped it in with universal).  Wealth, fertility, honest pride, abundance, eager striving, righteous anger, and rest were the seven virtues of rule – rewards one could enjoy for being in a position of power.  However, the runelords abandoned these virtues and embraced greed, lust, pride, gluttony, envy, wrath, and sloth instead.  This, Quint speculated, was one of the reasons for the fall of Thassilon.  He then explained the association of the seven schools of magic to virtue turned sin.  The art of suppressing magic other than your own, abjuration magic was the school of envy, while evocation and necromancy were barred.  Calling minions to serve for needs, or simply creating them for the air; conjuration specialists were masters of sloth who would not use evocation of illusion magic.  Naturally, magically controlling other’s minds and emotions through the use of enchantment was associated with lust, while necromancy and transmutation were the forbidden schools.  Mastering the raw and destructive forces of magic, wizards of wrath embraced evocation and shunned abjuration and conjuration.  Perfecting your own appearance through magical means, pride and illusion went hand in hand, while transmutation and conjuration were pride’s prohibited schools.  Magic that feeds the body unending life, the necromancers of Thassilon were thought to be massive, gluttonous beings sustained by their magical power who never used spells from the abjuration or enchantment schools.  And finally, by magically changing and improving things to how you want them, transmutation was known as “greed magic” and spurned illusion and enchantment.  After his lengthy dissertation on ancient Thassilon, Brash yawns and asks about the spiked chain he found in Thistletop.  Quint relates the fabled tale of a weapon known as “Shackle Breaker”, a powerful weapon of legacy that helped free an untold number of slaves, a weapon that apparently Brash has stumbled upon.  He thinks he’ll hold onto it.

 

  The next day, the entire party, including “Nibbles”, showed up on Turandarok Academy’s front doorstep eager to talk to the headmaster.  Ilsorai Gandethus cheerfully greeted them and bid them to enter.  Once inside, they discussed the possibility of letting “Nibbles” be raised in the orphanage.  At first leery of the idea, Ilsorai relented when Connor brought up how it would be an “experiment in nature vs. nurture”.  The party also discussed the idea of opening a museum/guildhall for adventurers with the retired wizard, who told them about an organization called the Pathfinders that did just that.  Undaunted, the party still wants to open one, whether with or without Pathfinder help.

 

  That night, Connor receives a dream-vision that one of his goddess’s children is in peril.  Recognizing the fey-like outsider as a lyrakien, he prepares his spells accordingly, knowing Desna will provide him with more information when the time is right.  Later that day, after noon when Ripley finally wakes up after yet another night of drinking and “practicing” her comedy, she is approached by a snorting and overly excited marsh badger.  Clearing the alcohol-cobwebs from her head, she uses her speak with animals ability to find out what’s wrong.  The badger says that a “man-frog” and a pack of “not-nature-not-friend-fey” have captured many “nature-friend-fey” and a “friend-not-nature-not-fey-fey” and have them in a “big-warren-not-in-dirt-or-water-but-on-dirt-and-rock”.  The “friend-not-nature-not-fey-fey” sent him to find the “female-man-fey-with-music-on-head” and “male-man-of-the-butterfly”.  Still suffering from last night’s bender, she gets the rest of her party mates and explains, slowly, what the badger is saying.  Just before the speak with animals spell wears off, Ripley get the badger to take them back to where it was sent from, a task made easier with Brash following the badger’s tracks.  They follow the manic little critter back into the eastern-most portion of the western Tickwood, a swampy area of shallow bogs and sparse moors.  Just before they truly begin getting their boots muddy, a swarm of four stirges emerges from the bog looking for a meal, finding nothing but the sharp bits of the party’s weapons.  However in the short amount of time spent fighting, the marsh badger guide has run off fearing for its life, leaving Brash to pick up the trail on his own, which he does easily.  Now moving through deeper waters of the swamp (Wren and Ripley are riding in style thanks to Druzin’s talisman of the disk), none of the party spies the giant fensnake lying in wait for a sizable meal to happen by.  However in the less then six seconds that Brash and Wren react, the fensnake is lying unconscious in the swamp water, another victim of Wren’s ray of stupidity.  Eventually the party finds a dry moor upon which sits a tower of trees and mud.  As they approach, Brash notices three small-humanoid shapes with crimson hats hiding in the bushes; redcaps.  The murderous fey leap out and begin attacking.  While the mundane and magical weapons don’t bite as hard as they should, the cold iron of Shackle Breaker easily cuts into fey flesh, quickly ending the fight.  Wren, ever the con-artist, attempts to bluff her way inside from behind the closed front door (despite not being able to speak the fey’s language).  It sounds as if it would’ve worked, save not for a croaking voice bellowing something.  Brash, not one for subtlety, simply kicks the door in.  The outer-tower sits on a sunken foundation of stone, and the inside is the same shallow bog they’ve been trudging through.  Four more redcaps, one clearly the boss, stand chest deep in the water while a wart-covered frog-man, a boggard, stands on top of the water near the back of the tower while a dragonwasp, a viscous insect the size of a small dog, hovers in the air next to him.  Looking up, the party sees a multitude of cages hanging fifteen feet from the water’s surface.  Croaking in indignation, the boggard demands to know why these intruders interrupt the work of Rorrp the Swamp Shaman.  After a short reply from the party, Rorrp commands his redcaps to attack.  A slow door battle ensues, although Brash’s devastating attack on the redcap captain, Blood Hat, opening up some room to maneuver.  Wren casts glitterdust, blinding two more of the redcaps, but only annoying Rorrp.  The bloated boggards hops backward, and casts lightning bolt at the nearly perfectly lined up party (only Ripley was standing off to the side).  Wren drops like a stone, but a quick potion from Ripley and a spell from Connor get her up and breathing again.  Slowly making their way inside, the party eventually takes down the remaining three redcaps and Rorrp’s dragonwasp familiar.  Seeing a desperate situation, Rorrp leaps fourteen and a half feet straight into the air and clambers up onto a fifteen foot wide platform on the far wall.  With a Tasha’s hideous laughter from Ripley and a silence from Wren, Brash has no trouble climbing the spidersilk rope to try and finally stop the demented frog.  It takes a few swings, but just as Brash is about to administer the final blow, Rorrp uses his shortspear to knock over the table and loosely secured cage on the platform.  His plan was to let his creation, a hybrid pixie/stirge (“Stirgie”) out when the table hit the water.  However, not really thinking his cunning plan all the way through, the four-winged faerie with the needle-like nose died on impact, and its creator not long after.

 

 Xp Awarded:

Stirges (4)                              CR ½      150 Xp each – 600 Xp total

Fensnake                               CR 2        500 Xp

Young Redcaps (6)              CR 2        500 Xp each – 3,000 Xp total

Blood Hat                              CR 4        1,000 Xp

Rorrp, 8th level adept            CR 6        2,250 Xp

Stirgie                                     CR 3        750 Xp   

Total                                                       8,100 Xp

 

                                                                1,620 Xp Each

                                                +              275 Roleplay Xp Each        

                                                                Total Xp per PC – 1,895 Xp

 

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Pathfinder 10/21/07 [Oct. 23rd, 2007|01:46 pm]

Pathfinder Journal

 

10/21/07

Players:

  Wren the Vaguely Disreputable (Female Human Beguiler 4) – Matthew C

  “Brother” Connor Mhenlo (Male Human Cleric of Desna 4) – Bill N

  Druzin (Male Human Factotum 4) – Brett P

  Ripley Bluefly (Female Gnome Jester 4) – Jenny S

  Brash Bonecrusher (Male Half-Orc Barbarian 3/Ranger 1) – Sarita T

 

Synopsis:

 

  Hastily wiping the blood from their blades after eliminating Bruthazmus the bugbear, the party presses forward and finds what looks to be the living quarters of Nualia and her minions.  Going through the rooms, and only finding a few items of interested (an everburning torch, a large chunk of obsidian, and the half-hearted journal of one Orik Vancaskerkin), they move on and eventually find themselves in a chapel dedicated to Lamashtu.  All but Ripley catch sight of the two flying dogs at the far end of the chapel, and battle is soon joined.  After the PCs begin positioning themselves, one of the dogs lets out a baleful baying that sends shivers of fear up the party members’ spines.  Everyone but Shalelu shakes off the feeling of dread and begins attacking.  However, as they score hits on the creatures, it become apparent that their outsider bodies are resistant to regular weapons.  Connor covers his mace with magic weapon oil, and Brash begins using the cold iron great axe, but to no avail.  Shalelu regains composure and sets one on fire with one of her dragonbreath arrows, but nearly a minute of PCs getting tripped goes by before both dogs fall.  A sunrod goes off over Ripley’s head and she pulls out her silver dagger, which slips effortlessly into the beast’s flesh.  Now they know for next time.

 

  After a quick recoup and tally of available abilities, the party decides to head back to the upper level, barricade the door, and rest for the night.  On the party’s second watch detail, Brash hears the rhythmic thud of shoulder to door behind the barricade.  After about a minute of effort, the noise stops and doesn’t start back up again.  The next morning, the party takes down the barricade and Druzin carefully checks for traps.  The only one he finds is an insidious device of mayhem and death: a trip-line strung across the third stair.  Clearly, the party is dealing with expert goblinoid trapsmiths.  Pressing on, un-tripped, the party happens upon what might be thought of as a goblin art gallery.  Crude pictures done in mud, blood, and berry-paint depict various goblin-inspired acts of violence upon dogs, horses and humans.  One picture in particular catches the eyes of the PCs; the head-like outcropping upon which Thistletop sits like a crown and deep within the “head”, a massive goblin with multiple arms and armed with just as many dogslicers.  If the relative size is to be believed, which was rather accurate and consistent in the other paintings, the beast would stand over 30 feet tall!  Ripley impassively pulls out a piece of chalk and gives the goblin art a touch up; whatever’s trapped in the bowels of Thistletop clearly needed a moustache.

 

  The party soon finds a barricaded room they didn’t explore the day before.  Brash flexes and knocks the wooden door open, only to find an armed man waiting for them on the other side.  The armored man stomps his foot down and sends out a wave of force that topples Brash and Druzin (Connor was able to maintain his balance).  Also inside the room are three goblins and multiple images of a Varisian woman with a wand.  Connor quickly fires off a sound burst which not only drops all the goblins at once, but also dissipates the mirror images of the woman.  Druzin and Brash step in to engage the man and Wren hits him with a caster level-increased whelm thanks to her arcanist’s gloves and tells him to surrender, while Ripley tries to give the woman the giggles via Tasha’s hideous laughter (an attempt that sadly is laughed off).  Shalelu, following Wren’s lead, fires off a blunt-headed arrow at Orik in hopes of knocking him unconscious, but Druzin and Brash have other ideas and press their attacks.  Lyrie Akenja, the female caster, ignores the gnome jester in front of her and realizes her biggest problem is the half-orc with the spiked chain.  A few magic words later, Brash suddenly feels his chain begin to vibrate, the result of a shatter spell, but focuses his mind and keeps his favorite weapon in one piece.  However, this has focused the barbarian’s attention at the wizard (never a good idea), and with the next swing of his weapon, the spiteful spellcaster’s lungs have new front-to-back ventilation.  Orik, seeing his allies down and knowing when to give in, surrenders.  The party demands information and his items in return for his life, which he gladly complies with.  Orik tells the party of Nualia’s whereabouts, that there’s another “demon dog” with her, that there’s a trap somewhere on the lower level, the activation word for his boots of stomping, a warning about some octopus-like creature in this level of the complex, and the secret door heading to the lower level.  He explains how he found himself in the position he’s in and in a show of charity, the party gives him some non-magical gear and sends him on his way, convinced of his truthfulness to make personal amends in his life.

 

  As the party descends into the lowest level of Thistletop, they find a pair of stone doors that are chipped and defaced by hammers and chisels, obviously opened as some sort of exploration.  The doors lead into a room that, for lack of better terms, appears to have been ravaged by some sort of great cat.  Some ancient evidence on the wall tells Connor that a hellcat was once trapped in this room, but it seems to be long gone.  The next hallway, as correctly indicated by Orik, does indeed house a trapped area.  Brash tosses a broken hunk of statue on to the finely polished metal floor plate.  The party watches as two iron portcullises drop, trapping whoever would set foot there, and then the two glaive-wielding statues turn and begin swinging into the trapped area before the floor opens and drops the contents into a pit ten feet below.  After that, the statues spin back into place and the iron gates rise with a click.  Wide-eyed at what may have happened to them, the party begins brainstorming ideas.  While Druzin could possibly disable the trap, Connor suggests they take one of the long tables from upstairs and simply crawl across that.  The party agrees and is soon over the trap no worse for the wear.  Entering the door to the north, the party finds themselves face to face with Nualia; the golden skinned aasimar with the hand of a demon who has been orchestrating the raids on Sandpoint in order to gain favor with her foul goddess.  As Orik warned, another flying hound is there faithfully guarding Nualia, and soon combat begins.  Behind them both is an altar with a man-sized shape covered by a blood-red sheet.  Nualia, holding a bastard sword sheathed in a black glow in one hand, says something in a language none can understand and the casts a spell, girding herself with false life and divine favor.  Filing into the room, those with silver weapons take on the hound while those without attack Nualia.  Setting her anger-filled eyes upon Brash, Nualia hits home with both her claw-hand and bastard sword and nearly cleaves the barbarian in half.  Connor quickly calls out a prayer to Desna and heals most of Brash’s wounds.  Wren fires off a glitterdust to no effect other than coating Nualia and the hound in shimmering golden motes, while Ripley makes good use of her wand of shocking grasp.  Suddenly, a small bell goes off and rising from the altar is a red-scaled lizardman who greets “His Love” with a raspy voice; the reincarnated Tsuto Kaijitsu tumbles into the fray and tries stunning Wren with a well-place punch.  Luckily, the plucky beguiler is able to shake off the numbing effects.  Nualia, still focused on Brash, succeeds where Lyrie failed, and shatters his spiked chain, much to the dismay and “Ooooo!  Now I’m angry!” of Brash, who unsheathes the cold iron battle axe as soon as he can.  Two silvered arrows from Shalelu finish off the airborne canine, giving Druzin a chance to turn his attention to Nualia.  The combined efforts of the party are no match for the two debased lovers, and soon both are laid low.  But, before she drops to the stone floor, she reaches out and caresses Connor’s cheek with a talon, imparting some of Lamashtu’s monstrous taint to the cleric.  Vestigial wings sprout from his shoulder blades and face contorts into an ugly visage as he feels his force of personality assailed.  However, hideous mutations or not, the party has defeated Nualia and her minions, seeming saving Sandpoint from goblin invasion.  However, still worried about the trapped beast known as Malfeshnekor, they continue on after healing and examining gear.

 

    Continuing into the other rooms on this level of the complex, the PCs discover a room with six standing sarcophagi.  As they begin to investigate the room, three shadows silently emerge from various sarcophagi and float towards the party.  Connor, despite his current condition, forcefully presents his holy symbol and turns the undead, forcing them to flee back into the wall.  With his knowledge of undead creatures, Connor comes up with a plan of action; placing those in the party with magic weapons as a front line, he dismisses the turning effect, allowing the shadows to return.  As the first emerges from the wall, Brash and Druzin charge while Shalelu fires two of the magic arrows Bruthazmus had, making short work of the restless spirit.  Connor turns undead again and forces the other two shadows to flee once more, giving his party mates time to attack them as they run.  This tactic continues until the shadows are no more.  Opening each sarcophagus slowly and carefully, they find that three of the mummified bodies are peacefully interred with scholar’s clothes and folded arms.  The other three, however, bear claw marks and torn off fingernails upon the inside of the lid; these architects were buried alive and clearly were the shadows who the party had just defeated.  After the daunting ordeal, the party once again decides to rest, hoping that whatever is trapped down here will stay that way for just a bit longer.  Luckily for them they’re right.

 

  Picking where they left off the next morning, the party explores the adjacent room, finding a magical image of a regal man, the same one that’s been depicted in the many statues the party’s seen, seated upon a throne speaking a looped message in a language that none can comprehend to an audience none can see.  Wren takes care of that with a quick comprehend languages and relates what the man is saying: “…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 it memory be the last thing you…”  Perplexed, the party moves on, finding what could only be described as some sort of magical surgery room.  They find a set of fine surgical tools and a disturbing skeleton of a two-headed man with another skeleton growing from the small of it back.  In addition, they find a seven-pointed star attached to a thin handle in with the tools.  The next door they find bears a similar seven-pointed indentation.  Without acting too hastily, the party listens at the door only to hear heavy breathing through the door.  Wren tries bluffing in goblin that whoever was in the room should move back, as they’re going to open the door.  To their surprise, the party gets a response, also in goblin.  Buff spells are cast, and the PCs steal themselves for whatever waits on the other side of the ancient door.  With a twist and a click the doors slide open, showing a room with a wide pit of fire and two shelves of candles, but no creature.  Wren, taking perhaps a bit too much faith in luck, casts glitterdust in the south-western corner of the room.  To the shock of the party, a nine-foot tall, wolf-like creature with bluish-white fur and a goblinoid face growls and begins rubbing the golden motes from its eyes.  Malfeshnekor is in fact a greater barghest.  The now blinded outsider casts rage on its turns as the party closes in.  Being hit by Druzin and Brash, Malfeshnekor casts blink as soon as it’s able, following up with attacks on its two melee partners.  Its bite outright misses Druzin, much to the amusement of Ripley who insults the raging beast, and only the lucky chance of being on the Ethereal Plane causes its claw to also miss.  However Malfeshnekor’s second claw swipe tears into Brash’s flesh, only angering him further and setting Connor’s next action clear.  The battle is a quick one as the party makes short work of the blind and raging barghest, with Ripley putting Malfeshnekor down with a timely placed shocking grasp from her own complement of spells.  Instead of leaving a corpse, the barghest puffs out of existence, clearly held here by a summoning and binding spell.  As the completely triumphant party searches the chamber, they find that the candles emit no heat, much like an everburning torch, and collect all 30 of them.  In addition Brash finds a rusted and sub-par example of a spiked chain lying on the ground; it only has seven spikes running up its length (most regular spiked chains have twenty).  Despite this, the chain glows as magical.  And finally Wren finds a secret compartment that holds a ring of force shield, the pane of force the seven pointed star that has been so prevalent in many of the statues and items found in the Thistletop dungeon.

 

Xp Awarded:

Yeth Hounds                        EL 5        1,500 Xp

Stairway Rope Trap             EL ½       150 Xp

Orik, Lyrie, Goblins              EL 6        2,700 Xp

Slashing Trap                       EL 3        800 Xp

Nualia, Tsuto, Hound          EL 7        3,200 Xp

Shadows                                EL 6        2,700 Xp

Malfeshnekor                       EL 7        3,200 Xp

Total                                                       14,250 Xp

 

                                                                2,850 Xp Each

                                                +              125 Roleplay Xp Each        

                                                                Total Xp per PC - 2,975 Xp

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Pathfinder 10/7/07 [Oct. 8th, 2007|03:44 pm]

Pathfinder Journal

 

10/7/07

Players:

  Wren the Vaguely Disreputable (Female Human Beguiler 3) – Matthew C

  “Brother” Connor Mhenlo (Male Human Cleric of Desna 3) – Bill N

  Druzin (Male Human Factotum 3) – Brett P

                [Brett was unable to attend, Matt instead ran Druzin.]

  Ripley Bluefly (Female Gnome Jester 3) – Jenny S

  Brash Bonecrusher (Male Half-Orc Barbarian 3) – Sarita T

 

Synopsis:

  After emerging victorious from the catacombs beneath the Glassworks, the party set about selling and identifying the items found therein.  As the party goes on their from shop to shop, a runner from the town guard alerts them that something has happened to Tsuto Kaijitsu in the barracks.  When the party arrives, they find Tsuto dead, hung by his own belt form the rafters, with a message of “I’ll be back, my Love shall bring me!” smeared in porridge on the wall.  A closer inspection notes that he’s missing his pinky-finger, apparently broken then gnawed off by some small creature, while one of his buttons was hiding an animal messenger spell.  The party realizes that they more than likely haven’t seen the last of Tsuto Kaijitsu.

 

  After a long day of expunging catacombs of quasits, loot-redistribution and identification, and barrack forensics, the party turns in at the Rusty Dragon for some well earned rest.  The next morning they are greeted by the oh-so-refreshing smells of coffee and breakfast.  As they descend the stairs to the common room, they find a crowd awaiting their awakening.  The better part of the town has turned out to wish them good luck on the quest to Thistletop to stop the goblin menace, despite the party’s efforts to keep the mission “hush” (rumors travel fast in the town of Sandpoint).  The PCs soon find themselves plied with gifts and loaner items to aid them in their assault of Thistletop.  Not long after breakfast and an impromptu “come back safe party”, the PCs and Shalelu begin the three day ride north along Lost Coast Road, veering off only to make camp for the evening (a task which is simplified by the use of a camper’s patch).  The trek is uneventful, and the party is soon gazing upon the tangled nettles of Thistletop.  However, before the party can begin assailing the actual compound, they must get through the dense nettles seemingly blocking any and all access.

 

  After a bit of searching, a cramped entrance is found and the PCs begin making their way through.  Ripley scouts ahead and finds a group of what she believes to be ten Thistletop goblins.  Despite a stealthy approach, an errant twig alerts them to someone’s presence.  Wren quickly tries to cover this up by explaining, in Goblin, that they’ve been sent by the chief to scout the area.  Most believe it until one canny goblin shouts that “Thistletop goblins already know what’s here”, and as the goblins begin to scream and shriek warnings, combat is joined.  The party makes short work of the pathetic goblins, but the PCs hear the clang of an alarm off in the direction of the Thistletop compound.  At this time a goblin walks out of the impassible nettles and a firepelt cougar follows around the corner.  The goblin shaman Gogmurt confronts the party, realizing that their intentions at Thistletop are because of the attacks on Sandpoint.  Gogmurt is quick to tell the PCs that he was opposed to the raid in the first place and it was all “that damn silver-haired longshank’s idea”.  With some impressive diplomancy (yes, it’s a word) on the parts of Wren and Ripley, Gogmurt changes his attitude to a friendlier one on the promise of the party dispatching the longshanks who wrested Warchief Ripnugget’s ear away from the former advisor and killing as few goblins as possible (much to Shalelu’s consternation).  Connor suggests that Gogmurt follow the party and attend to any goblins that “get in the way”.  The shaman agrees, and the party heads toward Thistletop proper.

 

  The first obstacle that the PCs meet is a wood and rope bridge of goblin make, which is enough to give the party pause.  Brash and Ripley (on the half-orcs shoulders), head across first to ensure that the bridge ropes aren’t cut when the party is halfway across.  Upon reaching the other side, four goblin commandos riding goblin dogs bound out of hiding and toward the two PCs.  Wren hangs back and begins casting sleep while Shalelu, Druzin, and Connor begin across the rickety bridge. However as soon as the third person (Connor) begins to move across, the left-side of the bridge gives out.  Connor and Druzin luckily catch themselves on the remaining rope, but sadly (and surprisingly) Shalelu plummets 80 feet to the surf below.  Although luck seems to be on the elven ranger’s side, as she manages to make what could’ve been a death-fall into mere bruises.  Looking back, Wren sees that the cowardly Gogmurt has disappeared into the underbrush.  Brash and Ripley, with the help of Wren’s sleep spell, make short work of their mounted adversaries.  The party regroups, pulls Shalelu from the water (with healing administered by Connor), and begins looking for a less-obtrusive entrance than the front door.  But, these are goblin architects, so no other entrance is found.  The door is clearly barred from the inside and before Brash breaks it down, Ripley off-handedly suggests they simply knock.  A sunrod goes off over Wren’s head and she shouts, in Goblin, that they’ve defeated the intruders and anyone inside should hurry up and let them in.  After a short pause, an “Ok” is heard and the sounds of scrabbling at the wooden bar.  Each PC takes a moment to prepare and as the doors are flung open, the four unsuspecting goblins are hit a volley of long- and shortbow arrows, crossbow quarrels, and the business end of a spiked chain.  Venturing in, they find themselves in what looks to be a trophy room full of dog and horse heads upon the walls, with the most impressive piece being two large bat-like wings, identified as a pair of harpy wings, tacked to the wall with eight daggers.  Two of the daggers, one with a pearl handle and one with salt crystals seemingly growing along the blade, catch the eyes of the party and are taken.  Exiting the trophy room, the PCs find themselves at the bottom of a watchtower.  Brash catches sight of a soggy pouch on the floor, which turns out to be full of… pickles.  The party hears goblin voices above them and Wren responds, trying to trick them into thinking that they’re goblins too.  However, the response they get is: “Listen longshank adventurers, we’re really full from eating pickles.  Please leave us alone and we won’t say you were here”.  Holding up their end of the bargain to Gogmurt, the party lets them live and moves on.  The PCs next find the outdoor goblin dog yard where four of said creatures are found.  In the corner of the yard is a locked room with the sounds of frantic whinnying and neighing coming from within.  Upon eliminating the dogs, Wren steps over the two crushed goblins in front of the shed and unlocks the door.  Out bursts and massive, half-starved heavy warhorse.  As it gallops wildly around the yard, Ripley pulls an apple out of her rations and holds it up over her head.  The stallion slows to a halt and calmly begins eating (much to the jester’s relief).  The party leaves the horse there for the time being, but not before Connor feeds it a second helping from his everlasting rations.  Two other rooms connected to the yard hold a number of rabbit cages (food for the dogs), and another room full of cages: the goblins nursery.  In one of the cages is a baby goblin no bigger than a small cat voraciously gnawing on a piece of raw meat.  After a near-heated argument with Brash and Connor, Shalelu decides not to pin it to the wall with an arrow and the party moves one.

 

  The next room the PCs find is actually Warchief Ripnugget’s throne room.  Entering, they find the goblin chieftain standing imperiously on his throne, his giant pet gecko next to him.  After some failed guile on the part of Ripnugget, the party charges and makes quick work or Ripnugget, his gecko, the warchanter singing behind the throne, and the three commandos hiding in the rafters.  Ripnugget stops bleeding on his own and yields to the PCs, who being interrogating the fallen goblin.  They strip Ripnugget of his items; find out what they do, where Nualia and her minions are, and then where the treasury is.  The party decides to ignore any other potential goblins threat and heads to the lower level, but not before looting Ripnugget’s room, the armory, and the treasury first.  On the lower level, they find a hastily crafted barricade with four commandos, four members of Ripnugget’s harem, and the bugbear ranger Bruthazmus waiting for the first sign of intruders.  Wren fires off a color spray, taking out four combatants and gives Brash enough room to close in against the bugbear.  A well placed shot by Shalelu ends hers and the bugbear’s bitter rivalry, and the remaining goblins surrender once their “leader” falls.

 

Xp Awarded:

Birdcruncher Goblin Refugees (10, CR 4)         - 1,350

Gogmurt (Non-violent resolution, CR 3)          - 1,000

Rigged Rope Bridge (CR 2)                                - 600

Outside Thistletop (CR 5)                                   - 1,800

Trophy Hall (CR 2)                                               - 600

Pickle Goblins (CR 1)                                           - 300

Goblin Dog Yard (CR 4)                                      - 1,350

Caged Horse (CR 2)                                             - 600

Warchief Ripnugget (CR 6)                                - 2,700

Ripnugget’s Entourage (CR 5)                           - 1,800

Trapped Chest (CR 3)                                          - 900

Bruthazmus (CR 3)                                               - 900

Wives and Commandos (CR 5)                          - 1,800                    

Total                                                                       15,700 Xp

 

                                                                                3,140 Xp Each

                                                                +              250 Roleplay Xp Each                        

 

                                                                                Total Xp per PC - 3,390 Xp

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9-23-07 [Sep. 25th, 2007|08:58 am]

Pathfinder Journal

 

9/23/07

Players:

  Wren the Vaguely Disreputable (Female Human Beguiler 2) – Matthew C

  Connor Mhenlo (Male Human Cleric of Desna 2) – Bill N

  Druzin (Male Human Factotum 2) – Brett P

  Ripley Bluefly (Female Gnome Jester 2) – Jenny S

  Brash Bonecrusher (Male Half-Orc Barbarian 2) – Sarita T

 

Synopsis:

  In the wake of the attack in the Barett household, the party retires to the Rusty Dragon for some well-earned rest.  Connor finds out the next day that the Barett family is staying at the cathedral for a few days, just until Amele’s sister comes from Magnimar to retrieve them.  The PCs find their own things to do in Sandpoint.  Connor helps out with day-to-day tasks and consoling the Baretts at the cathedral; Wren stops in at Bottled Solutions and procures some alchemical items from the half-elven proprietor Nisk Tander; Druzin (looking a few years younger) gets friendly with a few mugs of ale at the Rusty Dragon; and Ripley (now sporting a more comedic look) heads over to the Hagfish, meeting the peg-legged owner Jargie Quinn and learning about the intriguing, yet disgusting, “Hagfish Challenge”.  As Jargie explains, motioning to the wretched looking creature in the aquarium behind the bar, anyone who’d like to try stomaching a cup full of Norah’s (the hagfish) tank water pays a silver piece to try to the purse hanging above the tank.  The winner gets the purse (now bulging full at this point) and their named carved in the ceiling beam above the bar.  In the Hagfish’s ten years of operation, only 28 names grace the wooden beam.  Ripley, knowing an opportunity when she sees it, graciously bows out at this time and goes to find a more iron-stomached person than she.

 

  Strolling through the streets looking for an able-body to sponsor, Ripley comes across an elven woman and a half-orc rushing their way through the town looking for sheriff Hemlock.  They introduce themselves as Shalelu Andosana and Brash Bonecrusher.  Recognizing the woman’s name from her conversation with Daviren Hosk, Ripley’s dialogue switches from hagfish water to goblin battles, spurring Shalelu into a full run with the half-orc carrying the gnome under arm behind the elven ranger.  Arriving at the sheriff’s office, Ripley is asked to gather her compatriots and meet back with sheriff Hemlock and Shalelu, which she does with her new half-orc friend in tow.  Quickly collecting the party, they rush back to the sheriff’s office only to be redirected to town hall, where Shalelu, Sheriff Hemlock, and Mayor Deverin await them.

 

  The official’s waste no time and turn the meeting over to Shalelu (an unofficial member of Sandpoint’s town guard) who explains that it seems the local goblin tribes have been united by someone or something, and the raid on Sandpoint may have only been the tip of the iceberg.  Sheriff Hemlock tells the PCs that he’s going to Magnimar to try and get some extra men for the town and asks the party to stay in Sandpoint until he gets back, “unofficially” deputizing them in matters pertaining to the safety of Sandpoint.  Shalelu says that she’s going to scout the surrounding areas daily and asks if any PC would like to join her, to which they decline.  The party plus Shalelu then return to the Rusty Dragon to discuss what the PCs know about goblins.

 

  With a little help from Wren’s silent image, Shalelu goes over ten major facts about goblins, the five goblin tribes (Birdcruncher, Licktoad, Seven Tooth, Mosswood, and Thistletop), and the five goblin heroes in the area: Big Gugmut, the muscular and tall Mosswood hero; Koruvus, hero to the Seven Tooth tribe who hasn’t been seen in months; Vorka, cannibal-hero to most every tribe except the Licktoads who he occasionally feeds upon; Ripnugget, current leader of the Thistletop goblins; and Bruthazmus, a bugbear ranger with a hatred of elves who has clashed with Shalelu more than once.  Near the end of dinner, Ameiko produces an envelope addressed to Wren.  Inside is a letter from Aldern Foxglove, inviting her to journey to Magnimar in a month to stay for a while and attend a play.  In addition, a set of pearl earrings is also in the envelope, a gift from the Magnimaran nobleman.

 

  The following day, the PCs make their presence felt throughout Sandpoint even more than normal, “patrolling” the town as per the sheriff’s request.  Ripley and Brash make their way to the Hagfish (at the urging of Ripley) for some intestinal testing.  Ripley convinces Brash to take the challenge, explaining that this is how human’s bond in friendship.  Brash, quickly grasping the concept, says that he’ll try only if Ripley tries also, as this would be a bonding experience for the both of them.  Flabbergasted and slightly shocked at her self-inflicted situation, Ripley stammers, shrugs, and then ponies up 1 silver piece for a cup of the clear slime.  She gulps it down, holds it in for a few moments, and then empties the contents of her stomach into a waiting bucket.  Brash hands Jargie his silver piece and knocks back the foul-smelling stuff.  A hush falls over the tavern as the half-orc swallows, his eyes watering slightly, and then, shaking his head, asks for something with a bit more kick.  A roar erupts from the tavern goers as the pouch is counted out; 219 silver pieces in all.

 

  While Brash and Ripley bond over vomit and bets, Connor receives a visitor at the cathedral: Shayliss Vinder.  Connor’s starry-eyed paramour would like to go and see “The Harpy’s Curse” at the Sandpoint Theater with him.  He accepts, and later that evening the two of them (and Ripley and Wren thanks to a street urchin sent by Connor) are enjoying the play on the playhouse owner, Cydrak Drokkus, in recognition of the heroics done for the town.  The play is a well done piece and afterward the PCs in attendance meet the flamboyant Drokkus in person, and are invited to the cast party.  A good is had by all.

 

  On the morning three days after Sheriff Belor Hemlock left for Magnimar, the PCs awake to find that the normal smells of breakfast and coffee aren’t there to meet them.  As they gather in the dining area, the elderly halfling woman who oversees the cleaning staff, Bethana Corwin, comes running down the stairs clutching a crumpled letter.  As she hands them the letter, she explains that Ameiko isn’t anywhere to be found and her bed doesn’t look slept in.  The letter, translated by Bethana, is from Ameiko’s half-elf brother Tsuto and requests that she see him at their father’s Glassworks.  He says he needs to discuss their father’s implication in the raid on Sandpoint.  Bethana pleads with the PCs to go and see if Ameiko is alright and they gladly do so.

 

  The Glassworks seem to be in regular working order, as attested to by the billowing smoke pouring out of the chimneys and corroborated by a town guard and blacksmith, but the party decides to have a look anyway.  Inside, it’s eerily quiet at first, but as the party continues in, they hear the sounds of breaking glass and manic tittering laughter.  Blood stained servants quarters only confirm their suspicions and they skulk closer to what they can only assume to be goblins.  As it turns out, their hunch is correct, as they find eight of the little beasts psychotically playing in the glass furnace area; shattering panes of glass, feeding pieces of the murdered workers into the foundry, or pouring molten glass over the bodies.  In the center of the room is the masterpiece the goblins are trying to imitate; Lonjiku Kaijitsu, slumped dead in a chair and completely sheathed in glass.  His murderer and son, Tsuto, is at the far end of the furnace area, surveying his goblin charges.  The party tries to sneak in, but the keen-eared half-elf is on the alert and hears their entry.  Initiative is rolled and the party files in while Tsuto commands his goblins fall back.  All but one listen, who is still gleefully hurling panes of glass, only now he’s aiming at the half-orc barbarian, and with surprising accuracy nonetheless.  Brash takes the crit in stride and eviscerates the beast with his spiked chain.  Battle is engaged and the party soon starts wiping out goblins left and right (thanks to one of Wren’s handy sleep spells) but it seems that Tsuto, despite his lack of armor, is to nimble to land a hit upon as he dances around and between the PCs.  As the last conscious goblin falls, Tsuto calls for aid and attempts to tumble past Brash and Druzin.  However, it appears as if the fight has taken a toll on Tsuto, and in trying to move away from his foes he actually leaves himself open.  Brash and Druzin attack with devastating effect, dropping him soundly as his reinforcements come charging through the door.  Catching sight of their leader falling to the floor and all other goblins either slumped on the floor, the reinforcements turn into deserters and turn tail, screaming about the ‘longshanks what stopped the raid”.  Brash gives chase, but instead of finding cowering goblins, he finds Ameiko, unconscious and bound in a storage closet.  Connor revives her with a few cure minor wounds orisons and checks her for any more serious injuries.  The party stabilizes and binds Tsuto so they can take him to the authorities.  Druzin searches the helpless half-elf and finds gear (some of which is magical), money, and most importantly a journal detailing the attack on Sandpoint.  As they read more and more of the journal, they find that the first raid was not only a mere distraction for grave robbery, but the precursor for another raid; this time with over 200 goblins instead of a mere 30, the involvement of two goblin “heroes” (Ripnugget and Bruthazmus), and the aid of a quasit from under the Glassworks.  Finally, they find hand-drawn pictures of a beautiful woman in various states of undress, with the final image depicting her as a succubus.  While this is going on, Wren breaks the news to Ameiko about her father, which she takes as best could be expected.  After everything is said and done, the party takes the plans to show Mayor Deverin.

 

  The Mayor takes the plans to attack Sandpoint a second time very seriously and, with help form the PCs, begins drawing up measures for extra guard patrols and alerting the citizens’ militia.  After the mayor’s office, the PCs head back to the Rusty Dragon to mull the journal, but not before stopping a Bottled Solutions for a magical identify for the boots found on Tsuto.  When Shalelu finally returns from scouting the countryside, the party shows her the plans and she immediately suggests that the PCs take the fight to Thistletop, which they agree to.  However, the ranger needs a day to prepare, so the party decides to investigate underneath the Glassworks.  But first, they pay a visit to Sage, a library owned by Brodert Quink, in an effort to find out more about the strengths and weaknesses of quasits.  Despite the fact that many of the books are historical- or engineering-based, the party finds enough out to point them to using holy water against the fiend.  After a quick trip to the cathedral that night, and back again the next morning, the party finds itself with 7 vials of holy water, more than enough to take down a quasit (or so they hope).

 

  As soon as they leave the cathedral, the party heads directly for the Glassworks to search for the quasit and whatever else lurks beneath.  Finally finding the stairs to the basement and the smuggler’s tunnel, the PCs skulk downward, fully expecting goblin resistance.  However, once they reach the unworked stone tunnel, they find a small outcropping about twenty feet above the beach and the body of a dead goblin on the rocks below, one of the cowards from the day before.  Continuing on, the party hears a hissing, snarling language that none of them understand coming from a side-cave ahead of them.  Brash, taking the lead, steps around the corner and faces a hideous abomination.  Mostly humanoid in shape, its pale white skin, backward facing knees, clawed arms, and split jaw clearly mark it as non-humanoid.  However, Brash really doesn’t care about that, and as the freakish thing sniffs the air and charges the half-orc, he takes its head clean off with one swing of his spiked chain.  Moving on, the unworked tunnel soon gives way to the smooth walls of an underground complex.  They find two more of the monstrosities fighting amongst themselves in an ancient prison.  The party gets the jump on them and handily defeat both in little time at all.

 

  Trekking their way further into the dungeon, the party makes their way to a darkened room with cages hanging from the ceiling, aged and moaning zombies within.  In a far corner, a hunched figure with a glowing sword mutters something over and over about “protecting Mother” in the goblin-tongue.  As the PCs close they see a dreadfully mutated goblin.  Three arms, multiple eyes across its body, an extra set of vestigial legs sprouting from its shoulder blades, and the size of a man, the goblin-thing called itself Koruvus and demanded to know what the intruders were doing there.  The party tried bluffing there way past the freakish beast, but the one-track mind of Koruvus pushed him to attack.  The party lined up to halt any potential advance, but the goblin stepped to the side, opened his mouth, and showered the party with a vile spewing of acidic blood.  A few short rounds later, Koruvus lay dead and the party no much worse for the wear.  Back-tracking a bit, the party encounters and defeats a lurking vargouille and later finds two sets of stairs leading upwards.  However, some ancient earthquake or disaster must have affected the area, as both are collapsed and impassable at this time.  At the end of a long hallway near the stairs, the PCs find a room with objects floating in midair; a book, a bottle of wine, a dead raven with maggots swirling around it, and a forked iron wand.  The most disturbing aspect of the room is the walls; plated in sheets of strange red metal, they ripple occasionally with silent black electricity that coalesce into what looks to be runes or words far to often to be chance.  Hesitant at first, Ripley conjures a pie (apple) and tosses it into the room, where it floats lazily amidst the other items.  Druzin works up the courage to enter and finds himself subjected to the floating effect as well.  Retrieving the items, Druzin is pulled out of the room and Wren casts comprehend languages to study the book.  It’s a prayer book to Lamashtu, the Mother of Monsters.  It’s clearly a well read tome, reading as much like a bestiary of the world’s most horrific monster (along with numerous woodcut illustrations depicting how they kill) as it is a holy text.  Casting a glance back into the room, Wren catches what looks to be a fragment of a thought shift along the wall: “-newell of wrath-“.  Not wanting to investigate further, the party moves on.

 

  Finally, making there way back to the last unexplored area, the party finds a concave altar filled with brackish.  Druzin pours one of his vials of holy water into the liquid and the party watches as like oil and water, the two refuse to mix with the far more potent brackish water actually destroying the holy water.  Taking a vial for a sample, the party moves on.  The final room is a massive underground cathedral dedicated to Lamashtu.  As the party enters, a shrill voice squeaks out and a tiny quasit calling herself Queen Erylium flitters in midair.  Wren quickly says that they are converts (as Connor covers his holy symbol), sent by the quasit’s general.  The quasit believes the lie at first, but as Wren tries to douse her in holy water, the ruse falls apart and battle begins.  Erylium flies up to a triangle-shaped well filled with bubbling orange water, cuts herself, and lets the blood drop into the pool.  Moments later, the pool dims slightly (much to the quasit’s consternation) and one of the foul, pale creatures that the party encountered earlier climbs out of the shallow pool.  While the aberration is easily dealt with Erylium proves to be a tougher target, flying almost out of reach and her tiny size make for many missed attacks.  Wren scores a hit with two vials of holy water; Connor blesses and heals the party; Brash and Druzin, armed with reach weapons, score a solid hit each (although the quasit’s flesh resists some of the damage and heals a bit  the next round); and Ripley belittles the “queen” making it easier to strike her.  However, the fight comes to an end when Wren blasts Erylium in mid-flight with a color spray, stunning her.  Falling twenty feet to the floor, the quasit lays in a crumpled heap as Ripley administers a coup-de-shocking grasp before any of its wounds could heal.  Victorious, the party takes note of the orange bubbling water.  Druzin experiments by dripping some of his blood into the pool, hoping to be able to command the “sinspawn” (as Erylium called them) that emerges.  One does indeed emerge (dimming the orange light even further), but heads to attacks Brash, clearly of its own volition.  Brash and Druzin handle it, and the rest of the party readies themselves to attack the next sinspawn.  Druzin drips his blood once more and a final sinspawn is killed, the pool now inert.  Exhausted, the party goes back and easily dispatches the eleven zombies hanging in the ceiling cages, ensuring that no hidden threats to the town remain.

 

Xp Awarded:

Glassworks Goblin Killed (8)              - 900

Tsuto Kaijitsu                                       - 900

Glassworks Goblin Deserters             - 300

Properly Handling Ameiko - 150

Sinspawn 1                                            - 600

Sinspawn 2 & 3                                    - 1,200

Koruvus                                                                - 900

Caged Zombies                                    - 300

Vargouille                                              - 600

Erylium                                                   - 1,350

Sinspawn 4                                            - 600

Emptying the Pool                               - 900                       

Total                                                       8,700 Total Xp

 

                                                                1,740 Xp Each

                                                +              300 Role-playing Xp Each

 

                                                                Total Xp per PC – 2,040 Xp

HAGFISH WATER!

And, most importantly, the Goblin Song.

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Holy Crap! It's a campaign! [Sep. 11th, 2007|04:21 pm]
Well, this is it.  The big start of the Pathfinder: Rise of the Runelords campaign.  Leave comments.  Add things I left out or forgot.  Tell me I'm flat out wrong.  Whatever.  So, without further ado, let's get to the journal.

Pathfinder Journal

9/9/07

Players:

Ren the Fairly Disreputable (Female Human Beguiler 1) – Matthew Campbell

Brother Connor Mhenlo (Male Human Cleric 1) – Bill Norcutt

Druzin (Male Human Factotum 1) – Brett Phillips

Ripley Bluefly (Female Gnome Bard 1) – Jenny S.


Synopsis:

The game starts with the PCs arriving at the small town of Sandpoint two days before the Swallowtail Festival, a celebration and consecration of Sandpoint’s new cathedral. Ripley searches out Sandpoint’s best accommodations and the party ends up staying at the Rusty Dragon. In the days before the celebration, the town is a buzz with activity as everyone is preparing for the festivities. The party begins with a few key-note speakers: Kendra Deverin, Mayor of Sandpoint; Belor Hemlock, Sandpoint’s sheriff; Cydrak Drokkus, gregarious owner of the Sandpoint Theater; and Father Abstalar Zantus, current religious leader after the death of Ezakien Tobyn 5 years ago in the fire that claimed the previous church and much of the northern area of town. After the opening speeches, the celebration officially begins and at noon, Father Zantus releases the “Children of Desna”; a thousand swallowtail butterflies that are released into the sky. Throughout the rest of the day many children, and a few adults, chase the butterflies trying unsuccessfully to catch one.

Food, drink, and merriment are had by all, especially because today everything is on the house. The local taverns use the event as a marketing push to win over new customers. While the lobster chowder from the Hagfish and the White Deer’s peppercorn venison are delicious, the most popular food, curry spiced salmon and winterdrop mead, comes from Ameiko Kaijitsu of the Rusty Dragon, much to the pleasure of the party who knows they’ll be eating well while in town. Finally, as the sun begins to set, Father Zantus takes the central podium, uses a thunderstone to attract the crowd’s attention, and clears his throat as he prepares to begin the consecration prayer. However, he is cut off by a shrill scream from the back of the crowd, soon followed by another, then another. Beyond them, a sudden surge of strange new voices rises. High-pitched, tittering shrieks that are most certainly not humanHoHkl;jasdfkl;jasdf give way to frenetic shouts and a sing-song tune gone wrong. Goblins are attacking Sandpoint.

The party springs into action with Ren and Connor easily spotting the first goblin. As Connor readies his weapon, Ren begins casting a sleep spell. Spurred on by the non-running and screaming of these “longshanks”, two other goblins emerge from the crowd of frightened townsfolk. Ripley leaps upon the stage and begins bolstering her companions’ resolve while Connor and Druzin take the fight to the goblins directly. Ren’s spell goes off and suddenly the remaining goblins (and Connor) are unconscious, snoring loudly. The party easily dispatches the little beasts and catches sight of thin wisps of smoke not far away. Racing towards the smoke they discover that a group of 4 goblins has found the fuel wagon for the evening’s bonfire, and the little pyromaniacs are racing around looking for things to burn. From behind them, and hideous female goblin belts out a sinister yet catchy rhyme that spurs her kin to further violence. Acting quickly, the party quickly engages the goblins, who at first try to light them on fire, but failing that, start using their dogslicers. The goblin warchanter focuses on Ren, as she takes two of the goblins out of the fight with another sleep spell, and tries tripping the beguiler with her whip. However, not exactly understanding weight differences, Ren easily pulls the whip out of the goblin’s feeble grasp. Ripley hangs back and fires away with her shortbow while Connor and Druzin engage the remaining goblins in melee. A few short rounds later, the party is victorious. Father Zantus emerges from the crowd and ask the party to continue helping, casting cure spells as needed. Agreeing to aid, the party hears cries for help in front of the White Deer and races to the rescue.

In front of the Deer, the party sees a goblin commando armed with a horsechopper atop a hideous rat-like creature called a goblin dog (although goblins will be the first to tell you that they are decidedly NOT dogs) attacking a hunting dog while a frightened nobleman and a group of 4 goblins peer on a their hiding spots. As the commando finally fells the poor dog, his emboldened compatriots give a cheer and rush out from hiding, surrounding the nobleman cowering behind the rain barrel. Connor rushes in and with the conviction of Desna and bashes the commando with his morningstar. Sadly, the commando and his mount attack in return and with two powerful hits, Connor slumps to the ground. Ren employs yet another sleep spell and puts both the commando and his mount out of commission. The rest of the party handily slays the 4 other goblins, coup de graces the commando and goblin dog, and pours a vial of shimmering blue liquid they found on the warchanter down Connor’s throat hoping their gut instincts are right. Luckily, they are and Connor regains consciousness, the cure light wounds potion taking effect. The nobleman introduces himself as Aldern Foxglove, a noble traveling from Magnimar, and congratulates the party on their heroics, mainly doting upon “the beauty and arcane grace” of Ren, much to Ripley’s slight annoyance. He tells the party that he too is staying at the Rusty Dragon, and would like to speak with them about a reward at a later date.

By this point, the raid is nearing an end as the town guard, and townsfolk themselves, succeed in beating back or killing most of the goblins. The PCs learn that the raid appears to have been a distraction. Another group of goblins and an unknown humanoid made their way into the cemetery and exhumed and stole the remains of Father Ezakien Tobyn. When the few captured goblins are interrogated, none of them can remember anything, much less a name, of their leader, aside from the fact that he was one of “you longshanks”. In two days, Sandpoint eventually regains its composure and buries its thankfully few dead. The cathedral is consecrated the next day, in a much more subdued and indoor ceremony, and the town moves its focus away from the goblin raid to the heroes of the day; the PCs. Not a day after the raid, the entire party has become, whether they like it or not, local celebrities. A simple walk down the street finds party members pressed with adulations, flirtations, and gifts. Children fight amongst themselves about “who gets to play Brother Connor and who gets to be Druzin”. Wherever they go, the PCs are lauded as heroes of the highest caliber.

Ren goes to Ven Vinder’s General Store in an attempt to sell “a piece of Sandpoint history”; the masterwork horsechopper from the goblin commando. Ven happily buys it for 160 gold pieces, despite not having a ready buyer. On the way out, Ren hears Ven’s dismay at the man his daughter Katrine is seeing, and this sparks an idea. While Ren is at the store, Ripley and Druzin try to find out more information about the goblin raid and find themselves at the Goblin Squash Stables speaking with the former ranger Daviren Hosk. Despite his years of goblin hunting, Hosk is out of the loop when it comes to current tribal conditions and motives and tells Ripley and Druzin that the best person to is an elf woman named Shalelu Andosana. Sadly however, the elven woman passes through town only once or twice a season before heading off to the hinterlands and she just left a month ago. Dismayed, but more knowledgeable, the two head back to the Rusty Dragon.

While this is all occurring, Connor is working in the cathedral when a young girl comes calling for him. The slim young girl is Shayliss Vinder, Ven’s youngest daughter. She, albeit slightly embarrassed about bringing such a problem to a hero, explains that she needs the Connor’s help. She tells Connor that she saw a “rat the size of a goblin” in the basement of her family’s store, and she’d like him to come and take care of the problem. Connor agrees, and with a quick stop to gather his armor and weapon, the two are off to the Vinder General Store. Connor carefully descends the stairs expecting an attack from possibly the front or behind (not completely trusting the young girl). However, it quickly becomes apparent that the problem isn’t rats in the basement, it’s fire in the loins. Connor is soon confronted with a bodice-less Shayliss, whose true intentions are now crystal clear. Connor abstains and tries to talk Shayliss down, but she presses on, quite literally. Things become even more complicated when heavy footsteps on the wooden stair signal father Vinder’s entrance to the basement (luckily without the new halberd). Seeing his youngest daughter in a state of undress and with an older man, he turns beet red and demands an explanation. Luckily, through guile and charm, Connor manages to not only defuse the volatile situation and escape with his person and reputation unscathed; he manages to placate the… enticing young girl, promising her dinner at the Rusty Dragon the next evening.

Ren puts her plan into action, hoping to confront Katrine Vinder when she is alone about her seeing Banny Harker, the young man from the lumbermill. She finds Katrine easily enough, walking arm-in-arm with Harker. Explaining that she just spoke to her father a little while ago about her and Harker, Ren suggests that the young man prove himself to Katrine’s father by routing some of the goblin sneaks that rummage through Junker’s Edge for scraps of garbage. Harker agrees, vowing to show Ven how much of man he is. At this point, a small child brings a message for Ren from Aldern Foxglove inviting her and her friends to dinner at the Rusty Dragon.

When the party members return to the Rusty Dragon, they get ready to have dinner with the nobleman, except for Ripley who really doesn’t care what Aldern thinks. Ren (and possibly other party members) doesn’t completely trust Aldern and, using disguise self, approaches him as a shrouded informant. He responds to her, but if he’s planning anything he doesn’t make it known. To make her warnings about “investigators in town” more believable, she slides a not under his door containing more cryptic information. A sumptuous is bought and paid for by Aldern, even Ripley’s ten orders of the curry spiced salmon that was so good at the festival (Despite her best attempts, Ripley can only eat three plates worth. However, Ameiko knows the gnome has seven more coming to her). Aldern produces four pouches with 50 gold pieces inside each, his reward for rescuing him. He also asks the party to join him on a boar hunt two days from now. The party agrees and Aldern begins taking stock of who needs what. By the time everything is said and done, Aldern is filling out orders for mounts, bow, and arrows, as per his new friends’ specifications. Dinner ends and he bids the party, particularly Ren, a good night.

The next day, Ren and Ripley go with Aldern to the Goblin Squash stables to pick out their mounts, and Aldern goes with Druzin to get a longbow for the hunt. That night, Connor and Shayliss have their date at the Dragon. It’s nothing more than a friendly meal and this time everyone’s clothes stay on (Shayliss’s hoping notwithstanding) and the two get to know each other a little better. While Connor and Shayliss ate dinner, Ren and Ven are at Junker’s Edge, waiting for Banny Harker and Katrine to show up. They do and Ren puts her plan into action: Using silent image, Ren conjures an illusionary cindersnake, a poisonous reptile the size of a man, next to Katrine. She explains to Ven that if Harker’s a coward, he’ll run and leave Katrine to her own devices. If not, then he should be a good enough man for his daughter. Despite Katrine’s screams of terror, Ven agrees. Harker unslings his heavy crossbow and let a bolt fly, widely missing the figment creature. He then pulls out a club and tries to get the snake’s attention away from Katrine. Ven nods, satisfied and Ren makes her illusion slither off into the junk heap.

The day of the boar hunt finally arrives and the party, Aldern, two body guards, and four hunting dogs head out. During the half-hour ride to Tickwood, Aldern grills the party about everything he can think of about adventuring; where they’re from, how long they’ve adventuring, where they learned their skills, etc. While he asks everyone an assorted number of questions, he mostly questions Ren, wanting to know everything he can about her. At first it seems like harmless flirting, but by the end of the trip, it starts to get annoying. After a few hours of tracking, they find a boar and get back to the Rusty Dragon just as the sun is setting. Handing the impressive boar over to Ameiko for dinner preparation, the party sits down ready for a drink. However, respite doesn’t come so easily as a frantic woman carrying two crying children bursts in looking for the PCs. The woman is Amele Barett. Her, her husband (Alergast), and her two children (little Aeren and baby Verah), live only a few streets away. She explains that during the raid poor Aeren saw a goblin light a cat on fire then dance around its remains, a sight that hasn’t left Aeren the same since. Every night since the raid, the boy’s screams send the family dog Petal into a fit, and when his parents come to investigate, the boy says that a goblin came out of his closet. Alergast checked the closet but found nothing, and the child’s complaints about the “closet goblin” have been growing more and more tiresome. Yesterday, Alergast threatened to have the boy sleep in the woodshed if he couldn’t learn to “be a man” and sleep through the night without telling stories. Tonight, Alergast didn’t go to soothe Aeren, but when they heard Petal yelp in pain and Aeren’s cries turn shrill, they knew something was wrong. Bursting into the room, they found poor Petal dead, a pool of blood beside his ear, and a goblin frantically trying to chew off Aeren’s arm. Amele then showed the party her boy’s arm with the fresh goblin bites upon it. She tells how her husband then flew into a rage, and as he started teraing apart the closet looking for the goblin, Amele grabbed her children and ran for help.

The party hurriedly runs to the Barett home. Inside it’s eerily silent as they make their way to Aeren’s room. Inside, they find what can only be Alergast Barett on his belly, as if he crawled into the closet. With a stout effort, Ren and Druzin pull back Alergast’s body only to find that the flesh of his face and upper torso has been stripped away. An instant later, the insane goblin shrieks in rage at it stolen dinner and leaps up out of the hole and into the closet to attack. Despite the fact that it’s only a goblin, in its feral, near-starved state it proves to be a wily opponent, dodging nearly every attack the PCs attempt to strike with. Ren exhausts every daze spell she has on the demented little thing, and even in its dazed state it proves to be too tough to hit solidly. Eventually, through Druzin and Connor’s combined efforts, the little beast is finally put down. At this point, Sheriff Hemlock and the town guard show up and take over. Connor says a few words over the Alergast’s corpse and as the party is led away, they can hear the mournful wailing of Amele as the sheriff tells her the grave news.


Xp Awarded:

1,000 Xp Each [900 Combat + 100 Roleplay]

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