The Protectors of Sandpoint

At Foxglove Manor...
It must be halloween...

Heading out the next day, and assuring Hemlock that Thralad is innoncent…(YOU better find proof, I’m having a tough time keeping the citizens at bay with all the murders around…and people tell me that farmers have vanished west of the Misgivings….) (He has to be.. right?!?!) The protectors head out on the lone coast road. Its grey, rainy and unseasonly cold, especially as they cross the covered bridge at the Foxglove river and head northwest up a little used path towards ‘the misgivings’. As they all traveled together toward Foxglove Manor, nature herself appears to become sick and twisted. Nettles and thorns grow more prominent, trees are leafless and bent, and the wind seems unnaturally cold and shrill as it whistles through the cliffside crags. The path slowly rose, bending around a steep corner in the cliffs, and Foxglove Manor loomed at the edge of the world, seemingly poised for a suicide leap into the Varisian Gulf. The roof sags in many places, and mold and mildew cake the crumbling walls. Vines of diseased-looking gray wisteria strangle the structure in several places, hanging down over the precipitous cliff edge almost like tangled braids of hair. The house is crooked, its gables angling sharply and breached in at least three places, hastily repaired by planks of sodden wood. Chimneys rise from various points among the rooftops, leaning like old men in a storm, and grinning gargoyle faces leer from under the eaves.


Out in front of the manor lay the burned, ruined remains of an outbuilding that must have been the servants’ quarters. It is impossible to tell how many floors the outbuilding that stood here once had, for all that remains are the sooty, scorched stones of its foundation. A partially collapsed stone well sits in the corner of the ruins. The water in the well was at least 100 feet down. A few sickly looking ravens were perched on the foundation stones. They quickly find out that there is no back entrance (almost fell into the sea). As the group decides what to do, (should we cast invisible to undead or send in the rogue?) more and more ravens start flying in and looking at the group. They quickly decide to head into the Manor… and luckily they have a key! As fen looks back he sees hundreds maybe a thousand ravens have covered the entire area…


They enter into a music room, and see a piano in the middle. after hitting a few keys they see walker dance around wildly…“Didn’t you see her?” is all walker could say…

entering the next door (most where jammed from old age and moisture) revealing a high-ceilinged entrance hall with a large monster on display in the center of the room, a twelve-foot-long creature with the body of a lion, a scorpion’s tail fitted with dozens of razor barbs, huge batlike wings, and a deformed humanoid face. A smell of burning hair and flesh lingered in the air, catching Carve’s attention before seeing the monster burst into flame and attack Carve… of course the group just suddenly see Carve’s cloak catch on fire…. they quickly put it out… realizing this place is MESSED UP!


You proceeded east into a hall, where a rather gruesome antique, apparently a mummified monkey head, hung on the northern wall, its tiny mouth gaping. A bellpull extended from the monkey’s gaping mouth, and a ratty throw rug partially obscured a foul stain of dark-colored mold on the floor. Bulrog moved the rug, and Walker paused over the moldy stain, a swirling pattern of dark blue, sickly green, and black mold that grew in a spiral, looking almost like a bird’s-eye view of a spiral staircase descending downward, each step littered with skulls and bones. The party stood staring at it for several moments while the party discussed what to do. Better not pull the monkey’s bellpull…

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


A gnarled tree with an enraged face


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


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


A deep blue squidlike creature with evil red eyes

It was an unusual design choice to fit the rooms with arguably the best view of the Lost Coast with stained glass windows one cannot see through. This suggests the images are important, possibly constituting a set of clues as to Vorel Foxglove’s motivations and priorities. Carve figures out that the monsters are a treant, a roc, a sphinx, and a kraken. And Fin notices that the runes on the box are necromancy-related, and the monsters seem not to be emerging from the boxes, but rather being drawn in, and their snarling visages express not rage, but rather fear.

Other highlights from the first floor… you find a blind diseased rat in a bathtub… you leave it there. In the library Fin gets choked to unconsciousness by a scarf, but it seems that a murder might have taken place here as a splash of dried blood stains the back of a chair and there is a broken stone broken that has skull, hair, and blood on it…

The party heads down to the basement, only to discover the kitchen and servants quarters. A wine cellar contained two wine racks, their shelves empty and dusty, with mounds of broken bottles cluttering the floor. The kitchen contained a large oaken table, its surface covered with moldy stains and rat droppings. Shelves lined the walls, and an oversized fireplace dominated the northeast portion of the room. The shelves in the southwest wall were in a much greater state of disarray, with two one-foot wide cracks in the wall near the floor leading south into the earth beyond the basement walls. The cracks lead to short tunnels to a oantry, the home of several rat swarms. They hear them swarming then Fin fire hand’s them as the party retreats down a hall. You come to a door with some sort of fungus on it. Bulrog can’t seem to pick the lock, and Walker attacks the door with an axe, but the fungus just grows back… Its decided to head back upstairs….


A bedroom featured a child-sized bed, a chair next to a toy box, and a looming stone fireplace big enough for a child to get lost in. Upon entering the room, Bulrog became convinced that her parents were trying to kill each other, and that whichever of them survived would be coming to kill her next. He had a vision of her mother wielding a torch, and her father, festering with tumors and wielding a long knife, both struggling to kill each other. The vision passed, and Bulrog suffered residual effects of mind numbing terror (2 Wisdom damage).

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


a large pale and ghostly scorpion


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


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


a tangle of dull green plants with bell-shaped flowers


a young maiden sitting astride a well in a forest while a spindly spider the size of a dog descends along a string of webbing above her.

Fin identified all five of the subjects in the windows as classic spell components for necromancy magic (scorpion venom, vampire’s breath, the tongues of deathwing moths, belladonna, and the heart of a maiden slain by poison)

A guest bedchamber was entirely caked with a thick, spongy layer of dark green, blue, and black mold. Carve heard a child’s face, quivering with fear, ask “What’s on your face, mommy?” and felt as if his face had suddenly erupted into a tangled mess of tumors and boils. He decided to claw the offending sickness from his skull for 2 or 3 rounds taking quite a few charisma damage and leaving scars on his face before being dragged from the room by the group…Walker heals the physical damage, but not the charisma damage…

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

The master bedroom, a once fine chamber, had been destroyed. The bed was smashed, the mattress torn apart, walls gouged as if by knives, chairs hacked apart, and paintings on the walls torn to pieces, with one exception. A portrait hanging on the northwest wall seemed to have been untouched, although it hung backward, its unseen subject facing the wall. Turning the portrait around, revealed a beautiful dark-haired Varisian woman in a thoughtful pose. Upon seeing the portrait, Bulrog experienced a wave of sadness, and felt a brief compulsion to attack Nymeria, but managed to control his fury before actually attacking.


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

Beyond the gallery lay another bedroom, whose furniture, though dusty and unkempt, did not exhibit any major signs of water or mold damage. The one exception was a dark stain on the desk near the northern window. Carve and Walker noticed that there was a silver-handled dagger on the desk, where they was sure there was nothing on the desk but some wooden debris. Suddenly, Carve was overwhelmed with the conviction that he had just killed the person that he loved most, and became filled with guilt and despair. He esisted the compulsion to walk over to the desk and cut his own throat with the dagger with a coup de grace.

The Attic

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

As they turn the corner they hear a wail and a sob from down the hall…but first they enter the observatory. At this point the party tries to outwit the haunts by only sending in Bulrog tied up with a rope. He enters, and then reports that nothing is amiss.
As soon as the party entered the room, Fin, suddenly felt uncomfortably hot, and seconds later, believed that he had caught fire. He ran and threw himself out the window to put out the flames, hitting the roof below, narrowly missing being impaled on a weather vain and then rolling down the roof towards a 300ft drop to the water below. Fin heroically caught the edge of the roof, then Bulrog and the gang heaved him up with a rope.

The observatory contained a desk and a chair. A battered and an old telescope lay on its side near the desk and a large trap door in the roof had been tied shut by several lengths of rope. Holes in the walls revealed that the ravens had not left, and where silently looking back at them.Chimneys rose to the west, while to the east, two intricate stained-glass windows were set into the wall.


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


The southern window’s lower half has been broken; what remained of its upper half depicted a handsome man dressed in regal finery and a crown of ivory and jade. Small scorch marks marred the wood near the broken window, through which steep cliffs and the Gulf of Varisia were visible. The northern window depicts Arazni the Harlot Queen of Geb, while the southern one depicts Socorro, the Butcher of Carrion Hill.

The next room they hear sobs coming from the door. Beyond was cold and damp with an old armoire standing near the east wall. The ceiling sloped down to only four feet high to the northeast, leaving little room for a small window. A full-size mirror in a dark wooden frame of coiling roses leaned against the wall, angled toward the bed. As Bulrog passes between the mirror and the bed, suddenly …


a terrifying, female, undead creature appears: Iesha Foxglove, murdered by her husband Aldern, had risen as a revenant, and had become consumed with a powerful desire for vengeance. However, she was stricken with self-loathing by the sight of her own reflection in the mirror. Moving in front of the mirror allowed her instant recovery, and she stood up and unleashed a baleful shriek. Several of the party members cowered in fear as Walker attacked her. She fights back a little, shrieks again ,“Aldern, I’m coming for you!” and leaves the party quivering in fear….

The party opened a door across the hall from Iesha, and heard the sound of pages rustling, as if a book were being read quickly. Just then, Bulrog (tied up and with a rope around him) experiences a vision, dozens of memories of expeditions, sea voyages, and travels to exotic locales racing through her mind. As the memories built momentum, they became increasingly infused with a sense of bitter disappointment and regret, and she became increasingly aware that she was receiving memories that never were, memories of fantastic discoveries that Traver Foxglove could have made had he not chosen to settle down with a shrill harpy of a wife. Bulrog then looks around and finds a secret whole behind a brick and finds 3 stacks of 20pp each and a copper key, and some vials of a rotten something or other…Fin takes the maps and nautical charts and some books on Shoanti tribal cultures and history. They also figure out that a painting that bear the plaque ‘Throwdown in Swynetown’ about a vast crowd cheering fro a bullfighter is by a famousn magnimarian artist Andosalu worth over 600gp

The group heads back down and see that Ieasha has ripped a whole in the floor where the mold was. They decide to pull the money’s bullpull … it gives a loud shriek! and thats it… they head back down to the basement, use the copper key and find …
Vorel’s workshop, although it now lay in ruin. A row of soggy books sat on the northern end of a workbench along the western wall. At the other end of the workbench, what looked like three iron birdcages sat, each containing a dead, diseased rat. To the east, two stained-glass windows loomed over the Varisian Gulf.


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


The southern window showed the same man (Vorel), but in an advanced state of decay, as if he had been dead for several weeks. His arms raised and head thrown back in triumph, his rotting body turns to smoke and spirals into a seven-sided box matching those in the other windows. Fin recognizes the man as Vorel Foxglove and after looking at the books realizes that he was investigating the transformation of mortal into a lich.

A close look at the rat cages show a small symbol of a pig with a mouthful of lock picks peering at a keyhole. under the pig is a guildsign that says “Pug’s Contraptions – Magnimar.”

Fin has a vision of the final confrontation between Vorel and his wife, but resists the urge to flee the Manor.

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

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

Walker casts invisible to undead, and try to bypass the four ghouls haning out in the caverns, but realize they can’t quite get by the last one. They make short work of them when they decide to attack…

Further into the cavern, a cathedral-like cavern with a roof arching thirty feet overhead and dropping into a sloshing pool of foamy seawater fifty feet below. A steep stone ledge wound down into these surging depths, its slope glistening with moisture and mold. A stone door stood in the northwestern wall about halfway down the slope. Four goblin ghasts stood at the edge of the pool below. Beyond they see Ieasha tearing apart a door.

The party takes out the goblins carefully as its slippery and slopes downward.

Before long, she had breached the door and rushed into the room to destroy her murderer.

The group follows and peers into the room to see Ieash rip Aldern’s head off as he is chained to the wall. She screams and calmly walks out and jumps into the water as Bulrog hits her with a parting shot.

The air in the damp cavern within reeked of a horrific stench, a foul combination of decay. brine, and mold. The cave contained a rickety table, its damp surface cluttered with all manner of what appeared to be jars of mold stacked in piles here and there. lying in neatly organized rows. A painting leaned against the far side of the table, facing a large leather chair that sat nearby. A smaller table sat against the southern wall, its surface heaped with plates and platters of rotten, maggot-infested meat. The horrific stench of the room seemed strongest to the west, where the cave’s wall had been overtaken by a horrific growth of dark green mold and dripping fungi. At the center, a patch of black tumescent fungus grew, its horny ridges and tumorlike bulbs forming what could almost to be a human outline. What appeared to have once been an exquisite puzzle box the size of a man’s fist lay smashed on the ground at the fungoid shape’s feet. A locked door leads to the west. On Aldern’s dead body they find a note:


Fin recognizes the box as the same one from the windows and realizes that the ritual is incomplete and ruined lich phylactery.

The painting is one of Iesha and Fin recognizes that thru the open window in the background that the city skyline is MAgnimar.

In one of the corners fin notices a mold encrusted but still functional chime of opening with 3 charges.

From the fields to the fray...
summary from our forums...

After exploring the Farmland and finding no more ghouls (and quite a few empty farms) You head back to Sandpoint to regroup and talk to the sheriff. You tell him what happened, and how basically about 2/3s the farms are empty… seems eery… He mentions that is very bad, especially with the fall harvest underway. He says that he will organize a party and go out and investigate at once. He will even look into the old Varasian Graveyard up the lone coast road that is known to have ghouls. Fin tells Hemlock of the clues about the Foxglove Manor. In fact, one of the Ghouls had a key with the Foxglove symbol on it! He suggests that you check it out saying , "especially since it has a bad reputation. Its over 80 years old, some sort of tragedy struck the family a few decades ago, and no one’s lived there since. Supposed to be haunted. Its known as the “Misgivings’” Hemlock states that no murders happened yesterday, so maybe the group did the trick, by killing those ghouls.

Fin suggests doing a bit more research on the place before heading out… and remembers whoever the murder is either Thralad/ Thralad’s brother/twin, or someone looking like Thralad. In fact it is the only lead to who might have killed those people.
Fin remembers some cattle had been killed leaving a foul stench on the banks of the Foxglove river. Others had been dragged off into the river and disappeared.

First order of business is talking to the Sheriff. You inform him about the farmers then head down to the jail. The Necromancer just hisses at the group as Fin talks Habe. All he knows is that the Foxglove Manor has been abbandoned and that they all went Mad or at least thats the way he tells it.. He doesn’t know Aldern. He pleads again to tell Sheriff to help him get out! Fin just coughs at the notion! The group heads upstairs to talk to City Hall about the Manor. City Hall suggests Magnimar might have information about the house, but not here. The group heads over to the map shop The Way North. Veznutt parooh, the small spry gnome wizard does not have any maps or anything, but thinks it over and says he would pay good money for a map of the place… just for records and what not…Fin licks his lips at the thought of the gnome. He wonders if gnomes are tasty to eat…no of course not!

After talking to quite a few people around town (including a stop at the Hagfish – people say Fin looks like he just had a drink at Norah’s tank) about ‘the misgivings’A few people say its a large Manor. Some say a castle actually, and most hurridly try to change the subject. The group gets the sense that the town is on edge. People shut their windows and doors at night and lock them. No one stays out after dark, and you have heard a few talk about moving to Magnimar, “for their own safety!” A few look at the group distrustfully, especially Thralad. In fact, mid way someone comes out and says “There’s the murder!” right at Thralad. Seems that rumors spread fast in small towns…esp. When a bunch of people have been murdered.people get antsy…At this point, Thralad decides to stay back at the Rusty Dragon. Ameiko is there and talks to him about the note. Seems she is thinking about leaving Sandpoint and finding out about her heritage.
Carve wonders off to find food for winter (who doesn’t seem the same after the near death experience… not so aggressive), and Walker heads over to the Cathedral to thank Desna that he is still alive. Bulrog heads off to try another tavern.
Fin remembers Vernah’s Fine clothing Rynshinn Povalli (the half elf made you your nice clothes…) and heads over. After complimenting her clothes (she has gotten some business from you guys wearing it around town) with its green silk trimings and silver embroidery, Fin mentions the Aldern trip. She say he was in town from Magnimar for the festival and business. They inked a contract about her selling clothes in Magnimar at a shop he owned there. Various styles, and later she would travel to Magnimar to expand her business there. He tried to hit on her, but she was just about the business at which point he said she was the 2nd most beautiful woman he had met, but wouldn’t elaberate and she remembers his mood changed. She paid it no mind and seems excited about the prospect, but hasn’t heard from him since. She says she would love to make you some really exquisit traveling/battle mage robes, with handy pockets for quick access of wands and scrolls and things. It would only be 100 gold. Let her know if you would like that. Fin has a coughing fit, and looks around wilding. She says, you look pailer than she remembers. Fin makes a lunge at her and catches himself. The smell of her flesh raptures his mind. If only he can try some… Fin appologizes and says he is not feeling well, then remembers… Ghoul FEVER!!!! he hurridly heads off to the Cathedral where he promptly attacks Walker. Dwarves are suppose to be tasty afterall. Walker quickly realizes… Ghoul Fever and he swats Fin away while Fin realizes what has transpired…Walker then chants and says,”why of course you can get cured! Desna shines upon those who fight the good fight!” Fin feels much better after this, but will always remember the thoughts and smells that a Ghoul must have…

Fin remembers the Feathered Serpent… maybe something might be found there? Not much but Vorvahali Voon the male human exotic looking character with bright blue eyes, long red hair, and almost bronze-colored skin is excited to see Fin again. Does he want some more magical components for his spells? He talks up a storm, but doesn’t seem to know anything about the Foxglove Manor. He says that he’s heard of Ghouls out in the hinterland and maybe they have something to do with the murders, as some farmers came in recently looking for some protective spells.

Its getting late and after some time at Madame Mvashti’s House with Niska Mvashti (this ancient and mysterious human msytic lives in an old ancienct decrepit manor house), where she tells you that the Foxgloves where emperors and rulers a long time ago, but power got to their heads and Vorage the original builder of the Manor went mad trying to seek immortality, Fin is about ready to give up. Bulrog runs up and says, “found you, how about we try a tavern? Risa’s Place” (right?!?), but quickly explains that its a small tavern (13) where only the locals hang out and Risa might know something. You both enter the dimly lit, and small place, heading down some stairs at street level. There next to the fire is an old Vrisian sorcerer who is mostly blind. She says as you come in,” hmmmmm I haven’t smelled that since last time I was up at the old Varisian Cemetery…a ghoulish smell…” Everyone in the tavern turns to look at Fin. You aproach the old hag sitting on her stool in front of the library. You ask her if she knows anything about the old Foxglove Manor. She says have a seat, she has a tale to tell…

“Known as the ‘Misgivings’ by the Varasians it was built by Vorel Foxglove decades ago around 4624 AR, a merchant prince from Magnimar. He and his family lived there for 20 years before the entire family perished from disease. The surviving Foxgloves of Magnimar shunned the place for 40 years, until Traver Foxglove moved back in. He lived there as recently as 2 decades ago, but a fire started in the servants quarters and Cyralie Foxglove (travers wife) was found dead – burnt and dashed on the rocks below the cliffs behind the house. Traver Foxglove was found in his bedroom, dead by his own hand. The children, including a you Aldern Foxglove, were sent away to be raised in Korvosa by distant relations. It is said to be haunted, sighting of strange lights in the attic windows, muffled sounds of screaming from above and below, and even rumors of a huge bat-winged devil living in the caves below. Some say the Sandpoint Devil lives there! For quite a time the place was cared for by a man named Rogors Craesby (a retired innkeeper who lost an ear in a bar fight many years ago). He would come in to this bar on occasion and would head out to the Manor 3 days a week from his farm to air the place out, check for squatters, and make minor repairs. He made mention that Aldern had tried to move back to the Manor, now that he had a wife, but that he was having a hell of a time hiring locals to aid him in the reconstruction and repair of the old building, so his services weren’t needed. He was disappointed to lose such a job, as he said that the rumors about hauntings kept people away and made his life easy. I haven’t seen him for quite awhile…” She trails off… you quickly show her the key… her eyes get big and she says, “an ill omen for sure! How did you come by this! This was Rogor’s key!” You tell her about the ghoul attacks and that you found this key on one of the bodies… “I see why I smell the ghoul on you! It seems that evil follows you and your kind (refering to the protectors of sandpoint). You must stop the evil from invading our land and Sandpoint! To purge the evil, one must find the source!”

Fin and Bulrog head back after chatting a bit with the locals at the bar to the Rusty Dragon to fill everyone in on the details…

While sitting at the Rusty Dragon discussing the events of the day and talking about Foxglove Manor and the fact that Amieko might be some heir to some sort of castle, an angry mob bursts (with pitchforks and torches) into the inn demanding the arrest and trial of Thralad…. “BURN HIM!” “He’s a WITCH!”

Thralad jumps up saying,“You’ll never take me!” Kicks a person out of the way, while Amieko says ,“He’s innocent!” and tries to pull people away. Thralad jumps up, grabs a chandelier and swings up to the balcony on the 2nd floor running out of site. A few minutes later the group head up and finds that Thralad is gone, and he took everything with him!

Walking Scarecrows...

Farmer Grump comes running in! He smells of alchol and is mumbling something about “the old Hambley place just nestled at the western edge of the Whisperwood” and “things just aint’ been right there for a few days now – in fact just yesterday a few locals paid a visit, and were attacked by folk that looked like corpses but fed like starving animals.! They even ate the dogs!!!!”

Maester grump

Your old friend from the fall fair…

Well, Hemlock sends the protectors out to investigate… and its getting late…

Just past a river you encounter a group of goblins from the nearby marsh… licktoads… someone must have riled them up! After quickly dispatching and saving the farmers on there way to sandpoint (fin fishing one out of the river…) they point you in the direction of the monsters… ghouls!

you come upon an empty farm house, and quickly realize that the ghouls have been here and head out tracking them as you walk into the full moon lit night. As the cornstocks reach 10’ high in places a scarecrow appears up ahead. as the group approaches it rips off the rope hanging it up there and attacks!

Scarecrow attack

The group kills it, and finds another scarecrow and kills that. Then 6 ghouls jump out of some haystacks! Fin quickly fireballs the place… problem solved!

tracking through the Farm fields about another half hour, you come up on another farm….

After killing another scarecrow, even before it acts carve realizes that it was a woman… oops!

Then you save a little girl… who screams ! and has Ghoul Fever!

Then ghouls start coming out of the barn, farmhouse, everywhere! a fight ensues… Fireballs and electric bolts and arrows and swords and healing channeling…the ghouls end up taking out winter, walker, and almost the group, but in the end magic missile and a timely health potion save the day!

A search of the Ghouls reveals not much, except that the one has some extra cuts on him and an iron key that still hangs around his neck on a leather cord. The key bears a heraldic symbol of curious flower surrounded by thorns. After staring at it for a few minutes, Fin realizes where he has seen this symbol before… it is the Foxglove Family crest…

As you enter into the farmhouse, you see that it is in a terrible state. You find Hambley’s mutilated body lying on the kitchen table… as if it were the main course… flies and decay has already set in… Walker does a quick heal check to find that he has been dead at least 2 days. There is a Sihedron Run that is plainly visible upon the man’s chest and a scrap of parchment pinned to his tunic.

Siedhron rune


A search through the rotting body uncovers a rusted iron key in one pocket. Further searching through the farm, Bulrog finds a loose floorboard in the master bedroom and uncovers a stout wooden coffer. The key opens it, and inside, meticulously organized into leather pouches containing 100 sp each is Hambley’s life savings – 3,500 sp, a few love letters from his wife, and a locket with a painted picture of his wife and child… yes the very wife that was struggling as a scarecrow… and the child… wait? where did she go? Carve runs out and tries to track her down, but after the footsteps go into a stream, he and winter loose the trail…

The barn is the larger of the 2 buildings and is L-shaped. Constructed around a unique feature -a 12’high stone head, canted slightly to the left, depicting a helmed warrior, his face a stern model of determination. Moss has grown over much of the weathered figure, making his features hard to discern. Fin’s local knowledge reveals that it is known as the “stone Warrior” and is a remnant of an ancient Thassilonian statue that once stood in the area. Entering the barn reveals the Ghouls lair. A tangle of bones and partially eaten carcasses (livestock and a few human farmers) litter the wall that is the stone statue.

Meanwhile in the Brinestump Marsh...

Bulrog and Thralad decide to see whats down the bottom of a well…

Bunyip hyzer
Bunyip – could this be the Merman Sandpoint residents talk about?

Get a rowboat

Head to the Hagfish

Rescue a man!

Head into the Brinestump Marsh
Brinestump marsh
Meet a Halfling

Meet a monster!

Meet some rats at a witch’s hut

Literally wipe out the Goblin licktoad tribe…
Killed Gutwad

Thralad explores a cave…
kills some samuarii skeletons
gets some treasure and a note!
Note1from swamp

Sandpoint Sanatorium
The Saintly Haven of Respite...

Carvestor decides to stay around Sandpoint for the night with winter and patrol the area, while Walker and Fin head to the Sanatarium to visit the only known survivor of all these brutal attacks… On there way out of Sandpoint around dusk, they run across Bulrog and he decides to join them on the 4 mile walk south west to the mysterious place.

It is well into the night as the group approaches the Sanatarium. Hidden away in a secluded valley, the rather large house of three floors and stone -flagged roof is built close to the limestone escarpment known as Ashen Rise.

Habe sanatorium small

Heading up the porch, Bulrog peers into a small window, only to have a twisted face stare right back. After knocking more than once, they are wisked inside to the waiting room, where they meet the proprietor . . . Erin Habe .

Erin Habe – the Dr. is in…

After a bit of back n forth, Bulrog and Fin convince Erin to let them see the new patient. Erin brings along his orderlies, a pair of large hunchbacks who carry bully clubs…“just in case”

He leads them slowly up 3 flights of staircases, carefully locking all the doors behind them, as screams of other patients come from various rooms. Once in the examination Room, Erin tells the group to wait…. and they wait until a mad man is brought into the room…

Grayst sevilla
Grayst Sevilla

They find out his name is Grayst and then he starts screaming,

“He said. Hesaid you would visit me. His Lordship. The one that unmade me said so. He has a place for you. A precious place. I’m so jealous. He has a message for you. He made me remember it. I hope I haven’t forgotten. The master wouldn’t approve if I forgot. Let me see… let …
The master said that the bodies you are finding are signs and portents, that when he is done, you shall be remembered forever and the Misgivings shall be your throne!"

With this he runs at walker and tries to bite him, a scuffle eoccurs, with Walker knocking him out with the flat of his axe. This prompts Erin to rush back him and begs them not to tell anyone what has happened. Bulrog says, “sure, sure we wont….” With that Erin says,“OK…” and promptly walks out with his thugs…

Time passes… Walker makes a brilliant discovery about Goul Fever … It can actually turn you into the undead… Seems Grayst has acquired it somehow. After calling upon Desna’s power, Grayst is cured! a quick wand heal and he is back up. Fin realizes that the Misgiving’s is another local name for a rundown and abandoned estate further south – a place called Foxglove Manor – yes the same Foxglove family that you rescued earlier during the assault on Sandpoint.

More time passes, it seems there is no hurry to get out of this creepy place. They hear something outside the room…. They arm up Grayst with an extra Battle axe Walker has on him for just such occasions. Bulrog slowly opens the door and then sees a patient outside in the hall…. its wandering around, but is fascinated with the halfing’s short sword. until it isn’t and turns into a were rat…


After taking around another 15 min. to head down to the first floor (takes awhile to pick those locks….) they finally get to the last door… but its been boarded up. Graysts says,“stand aside, I’ll chop it down…” another minute and the door is busted down and the group is confronted with 4 zombies and new Necromancer, and Erin and his tough guys….Its like they where waiting for them to come…

Caizarlu Zerren

ZombiesZombie for paizo by michael jaecks

A fight ensues… Grayst swings and chops a few zombies down, then is struck blind…. permanently. Bulrog tumbles out and kills another zombie, Walker steps out and hacks another… Fin casts mage armor… Then Zerrin raises the dead zombies up… again! uh oh this might take a while… Erin see the writing on the wall and heads out the door… walker summons a leapord and it leaps after him, mauling him in the process… Grayst swings wildly almost taking walkers head off (good thing he is short). Bulrog gets around, takes out an orderly. Fin shoots a magic missle then a Large lightning bolt streaks across the room, lighting things on fire as it goes… But misses! seems this Zerren guy is wily… but not to much, because then he is surrounded and begs for his life!

Exploring the basement They find Caizarlu’s lav. It is a large room that combines features of a wizard’s lab and a catacomb. several tables bearing bodies covered by drapes dominate the room, while tools for dissection hang from the wall and sit on shelves. yep a necromantic laboratory. There are 3 bodies on the tables. After checking the patient log you found in Erin’s room, you realize they are deceased old patients. Seems someone has been doing experiments down here. Fin figures out that the bodes are preserved via gentle repose spell, and Bulrog finds a hidden slot in the table leg that is hiding a wand of gentle repose. you find a map and other notes down here. There are 2 other rooms. Using the keys found on Caizarlu you open up the doors. One housed the zomabies and is barebones and dirty. the other was the room for Caizarlu. Its a stark room that features a bed, study table, and chair. His spellbook sits atop the desk and some notes (see his item’s under treasure).

The Murders don't stop!

Murders at the Lumber Mill

A day passes between the Chopper Isle adventure…

Once again Sheriff Hemlock seeks out the protectors…It seems that there has been another murder!

A grisly death of Banny Harker and his mistress with Katrine Vinder (Ven Vinder’s other daughter…not Shayless Vinder)

Hemlock brings Walker, Fin, and Carve to the garrison, quickly makes them temporary deputies and leads them down to the jail cells where they can question the main suspects…

They are told the suspects:

Ibor Thorn
Ibor thorn

After questioning him, they are convinced he didn’t have anything to do with it, though he confesses that Banny Harker had been skimming money from the sales of lumber over the years. and since the Scarnetti family and the owner of the Lumber mill, is quite ruthless, they might have killed him if they found out…it is rumored that the scarnetti’s are behind the recent rash of arson to the other lumber mills in the area…

Ven Vinder
Ven vinder

Hes upset that his daughter is dead and that she was seeing Banny…. Carve wisely stayed away… He starts to blame the protectors for the murders!

Maybe the Scarzni gang?
Jubrayl vhiski

The protectors head out to the Lumber Mill… a crowd has already formed around the 2 town guards and are milling about… a wagon passes by with Amele Barrett, her baby in her arms on their way out of town. Presumebly to make a new life since her son and husband where killed by that goblin in their closet. She gives Fin, Walker, and Carve a cold stare and says, “Too bad you heroes weren’t a bit more thorough in your ‘heroing’ !!!! "

with that the crowd starts to murmur, “things just seem to be getting worse with you lot in town…” and “death is never far behind when your around…”

the guards let them enter and they see a grisly scene. blood everywhere… they see something interesting carved on Banny’s chest… a Sanhedrin rune…

Siedhron rune

Fin recognizes it, but is not sure exactly what it could mean or why it is carved on the mutilated body, with no jaw… BUT smells a faint undead smell….

There is also a note pinned to his pants…


Walker does a quick heal check and determines that Banny was killed by a sword, but the rune was carved by a knife and smells of undead…

Katrine’s body is discovered cut to pieces in the large wood saw….

There is a bloody axe… seems a fight ensued and there is some dark blood found on the edge…

Carve looks for tracks and quickly discovers the tracks come from the nearby river. He casts a spell and determines that maker of the tracks is none other than….

Wait for it…


But where is he? They quickly go to his room and he is nowhere to be found and hasn’t been back to his room in a day! Bulrog also can’t be found…

They head to Brodert Quink who tells them all about the Thassolonian Sanhedrin Rune… It can be used in rituals, but he doesn’t know what…It symbolizes magic and power and the entire empire! The aged scholar received them warmly in his house, in the shade of the Old Light. He seemed eager to help them with the investigation. He identified the seven-pointed star as the “Sihedron Rune”, one of the most important symbols of ancient Thassilon. He said it had several meanings, and opened up various old, dusty books from which he read some parts out loud.

Apparently, the rune was used to represent the seven schools of magic of Thassilon: Abjuration, Conjuration, Enchantment, Evocation, Illusion, Necromancy and Transmutation (Divination magic was not held in high regards by the ancients). It also represented the seven virtues of rule (generally agreed among scholars to have been wealth, fertility, honest pride, abundance, eager striving, righteous anger, and rest). However, the old man noted with a smirk that he thought the leaders of Thassilon were in fact far from virtuous, and he believed that the classic mortal sins (greed, lust, pride, gluttony, envy, wrath and sloth) rose from the corruption of the Thassilonian virtues of rule. The Sihedron Rune was a symbol of power, representing the Thassilonian Empire itself.

Another day passes… Sheriff bangs on their door bright and early again… MORE MURDERS!

Fin, Walker, and Carve head back to garrison. Vin Vender has been let go… BUT in a room in the basement Hemlock opens the door and inside lie 3 bodies…

Hemlock explains that early this morning a group of his town guard patrolling the Long Coast Road came across a deranged man who attacked them. After subduing him, they investigated a nearby Barn and found these dead bodies….After dropping off the crazy guy at the Sanatorium they brought the bodies here. and they All had the same rune carved on their chests… and another note:


It seems that Mortwell, Hask, and Tabe where meeting the Lordship and where murdered…

They ask the Sheriff if he knows anything…He knows that they are con men, that they have been known to hang out with the Scarzni Gang, and that he personally forbade the 3 from operating their con games in Sandpoint.

Then Walker then draws a circle around the men, chants and a power of light shoots through his hands. He asks the dead, “who killed you?” and they say…Wait for it…


Well Fin, Walker, and Carve decide to head to where the Fatman’s Feedbag, a rough and tumble bar that is known to be a hangout of the Scarzni guys. They walk in and start chatting up Gressel Tenniwar, an enormous man, old and the bar keep. Needless to say he is less than helpful, though they do find out that Bulrog and Thralad have been hanging around the bar on occasion. It quickly devolves into a bar fight, with the protectors living up to their name and they beat up the 4 dudes and 1 gal over the course of about 30 seconds… seems to be a dead end…

Carve heads down to the murder scene, discovers nothing but some blood and tracks that lead into a river. He heads back, they go back to Sheriff Hemlock, and ask a few follow up questions and realize that there is still someone alive who witnessed the murders….

And he is staying at the Saintly Haven of Respite… sounds lovely, and its getting dark… better head over there now…

Murders along the Long Coast Road

3 dead, 1 deranged…. where to next?

To the Saintly Haven of Respite!

Murder in Sandpoint
Who's afraid of no ghosts?

Sandpoint streets

You cause quite a scene with a you guys dragging the giant helmet. Plus a hurt warhorse.

You head over to Brodert Quink but meet the Sheriff on the way there.

Meet Kendra Deverin and Sheriff Balif who has just arrived back in town that day. He has brought with him 5 guards from Magnimar. He has reprimanded his Jailor for letting Tsuto escape.

They both thank you for wiping out the Goblins. Shelaly is suppose to meet back here in a few to report.

Mayor shows them downstairs to talk to Banker Tawyn Thrar. You now have a checking account…

Pick up clothes from Rynshinn Povalli at Vernah’s fine clothing (30)

Over the next few weeks you get to know the town and hear its rumors…

Savah’s Armory – has a repeating crossbow +1 if anyone is interested.

When Carve and Bulrog head over to the red dog smithy some kids come by singing..
“Here comes crazy mad Das Korvut,
Mad as a cut snake in a wagon rut.
See how his chops go bouncity-bounce?
How many people has he trounced?
1 2 3 4 . .. .

Dos Korvut shoes them away…mumbles about missing his kid simon.

You later Das Kovit of Red Dog Smithy (15) almost every night drunk.

Meet with Shalalu and sherrif at town hall. she says the goblins have dispersearsed and shouldn’t be a threat.

At the Hagfish, Bulrog finds out that a fisherman Kedrith Zigon is missing. some blame it on the monsterous red snapper or merman, others the chopper.

A week or so later its another festival!

Harvest festival comes the 13th of Lamashan
You all enjoy a day Market square (35) and meet farmers Horran and Lettie Guffmann by catching a sczarni thief from their apple orchards. You bring the bushel back and immediatly Old Crude Hambley starts to haggle with them for cheap. Maester Grump comes over a bit drunk on apple cider and the Guffmanns give him some apples, much to Old Crude Hambley’s chagrin.

A few days after the Harvest Festival the Sheriff Hemlock comes and gets the PC’s out of bed at the Rusty Dragon Inn. They head to a private room at the rusty.
Ameiko isn’t around.

A murder has happened over the night. Kendra Deverin found the body at the Two Knights Brewery (39) after stopping by early this morning to visit her cousin whom she hadn’t seen in a few days.

The body is Gaven Deverin. His face is mutilated so badly that they can only recognize them by the belt buckle and shoes. This is especially bad for Kendra since she also lost her other cousin to the chopper years before.
who could have done it?

  • well the Sczarni’s could have done it. They’ve murdered before, and maybe there where debts to pay.
  • The Scarnetti’s Ibor Thorn since Gaven complained constantly about the late night noise up the rode at the Lumber mill…
  • last and its crazy Amieko… some people say she might want the brewery for herself… now that she has the glassworks.

Mayor insisted they check out Chopper’s Isle. To many rumors, and no one has been on the isle since the Late Unpleasantness…

Head to Chopper’s Isle
A true island at high tide, Chopper’s Isle is a craggy cliff that at its closest point is about 80 feet away from Junkers Edge. The 120-foot cliff face has been rounded off by erosion over the years making climbing it difficult, but the site where the wooden stairs once
climbed up the side provides ready hand-holds, though it is still a dangerous proposition, given
the height of the cliff. After tying some ropes together, Thralad uses a grappling hook and hoists it up there, then Bulrog scampers up the rope, and after a few tries throws the rope up the rest of the way….

The Clifftop
The surface of Chopper’s Isle is roughly two acres of land that is unfit for farming. Heavy moss sags from the branches of old oak trees. Nearly every tree has limbs that have been carved in the shape of hawks, eagles, and vultures; a few long dead trees have been shaved down leaving only delicately carved cranes that seems to have aged well enough over the past five years.
After following an old trail from the long gone staircase, the misfits find the charred remains of a house. There are few significant landmarks on the island aside from the remains of Chopper’s house.

The Burned House
The burned-out remnants of this once quaint cottage sag beneath a growing tangle of weeds and vines, the charred timbers and collapsed slate roof show signs of having once been intricately
decorated in pastoral scenes of birds in flight. You can even make out a ruined pigeon coop amidst the detritus. Suddenly something catches the eye of Walker and Thralad. Black, shadowy? who knows, but they chase after it only to almost fall into the ruins of the house (Bulrog jumps out of the way, and Walker grabs a burned beam as he falls). They see an old well. Thralad smells bats… hmmm… oh well, lets look in the well thats covered with vines and debris. A bat swarm flies out and hits Thralad on the way. They fly off…Walker lights a stone and throws it down the well… it falls and vanishes with a plop of water… Then a horrific roar comes from the bottom of the well…. and Thralad says, “enough of this!” and runs away for 6 rounds… There are some old rusty ladder rungs that appear to head down, but they decide to head into the house…

A steep and winding staircase leads down into a dark antechamber,
with walls of hewn stone decorated haphazardly in primitive
paintings of vicious birds. Two stone doors, each bearing a strange
symbol that resembles a seven-pointed star, stand closed on the
eastern and western walls. The room is dominated by a looming,
man-shaped wooden statue, with legs and talons of a giant eagle,
two sets of eagle wings, a twisted, avian head, and a
snake in place of genitals.

you head into the eastern room…

The Offerings Room
This room is a ghastly scene. The entire wall is covered in small
alcoves; half are filled with numerous pairs of preserved eyeballs
and humanoid tongues, remarkably preserved. In one corner of
the room there is a pedestal with a dusty tome filled with pictures
of bird demons. Scattered about the pedestal are similar unbound
writings. You pick up the writings about the abyssal The books were Stoot’s attempt to understand his visions and dreams; they contain a number of passages detailing Pazuzu and
his minions, including a sketch of the Sandpoint Devil.

after you head up another staircase…

The air wafts with the heady scent of mildew and rot in this dingy
room. Tiny bone carvings of horrific winged creatures lay scattered
about room. A moldy blanket in one corner indicates this room
was once inhabited. Leathery papers lay scattered amidst the rubble
and shards of bone. In the center of the room is a small hole in the
floor. Thralad uses a javalin and moves the blanket. Under, is a skeleton
in the fetal position… seems Jarvis had a prisoner. Immediately, you are
attack by Simon’s spirit…

Attic whisperer
After putting Simon’s spirit to rest, you head deep into the Catacombs of Wrath ruins and find…

the ghost of Jervis Stoot!


sporting a stoot…

Lone Wolf
Wherein Carv almost got killed by diseased rats in the forest but made a friend

The day after returning from the Misfits’ triumphant Thistletop excursion, Carvestor decided to head into the Mosswood forest. After spending the last few days in caves infested with goblins and other unsavory creatures, he needed to get back to his roots, ranging in the wild! Soon after entering the forest, he was attacked by a pair of filthy dire rats. 4 well placed arrows dispatched of them. Close call, good thing he didn’t catch some disease from them.

Green fall ravine

He found a trail in the forest…wolf trails…interesting for these parts. He tracked the trail for an entire day, staving off a couple swarms of diseased rats (what is with the diseased rats) and he sneaks up on the wolf. Feeling braver than the last time when dealing with an animal (almost killed by a horse…really?), he was able to change the wolf’s attitude towards him (after bribing him with traveling rations, tasty). Hey, maybe this guy can be of some help returning home from this rat infested forest.

Wolf 1

And so he returned to town. No more rat attacks. Thanks wolf friend. He names him Winter.

Funhouse of Lamashtu

Crazy? I was crazy once. They put me in a room. A flaming room. A flaming room with flying hell-hounds and human sacrifice.


The flying Yeth hounds…

Only the heartiest of Fear Spells could make any of us turn our backs to the fight, especially our hero, Walker McDragon. Nevertheless, four of us showed our hind-quarters to the hell-beasts. Only the Mage and the Halfling stood tall to their evil taunts.
Oh, hey there little fella…AHH^$&@!^(^$&

Nualia in front of statue Lamashtu in the temple…

A woman (and I use that term loosely) was performing some sort of sacrifice to the Bitch of Monsters which summoned a Malcovich (Malfeshnekor) Great Barghest and (bonus!) Demon Arms!


Malfeshnekor, servant of Nualia and Lamashtu

We managed to Misplace Malkovich’s innards, but not before he relieved Orik of his head.


The last thing Orik saw…

However, we got our 30 Gold back so win/win? Demon Arms disappeared down the hall we followed.

We found her main room. Besides some unholy water (Fin almost fell violently ill from touching it) we also found Nualia’s Journals.

Lots of rooms were explored, but nothing fought until some shadows who were the original builders of the complex.

the Shadow knows….

We found a secret door that took us down 80 ft to a Helmet Crab Lair of Treasure. Look at the size of that crab’s HEED! It’s like an orange on a toothpick!

Giant crab that almost cut Bulrog in half…

3500 silver
630 Gold pieces
40 precious stones
Jade Amulet—Natural Armor +1
Ancient Helm

An island assault...


After long hours of traveling through Nettlewood, Carv eventually found a secret path directly into a goblin den. Unfortunately our loud entrance alerted several goblins that were found in the low tunnels. Battle ensued… and after all was said and done we sorted out 14 dead goblins and happened to come upon a druid goblin named Gogmurt and his cougar. Bulrog with an exceptional dagger throw killed the cougar in one shot. Unfortunately though we came close to killing the druid he escaped into the thick briars so that we couldn’t follow.


As we made our way out of the briar tunnels we found ourselves upon a cliff. Eighty feet below us the sea waves crashed and across a rope bridge sat a makeshift wooden fort. The island that the fort sat upon was curiously round and almost looks as though it was a giant head…

Traveling across a questionable rope bridge we finally made it to the Thistletop fort, but Carve almost fell in a pit trap, after Walker flew across the bridge.

Another brief battle with several goblins and some dreaded goblin dogs we climbed up a tower and invaded the fort from a back entrance.

Sneaking into what appeared to be a throne room a massive battle with War Chief Ripnugget the goblin riding his giant gecko and a multitude of his goblin henchmen ensued. Many goblins in addition to the chief, and the finally druid perished at the might of our sword and spell. (14 total)


Investigation of a court yard revealed a horse that had been captured by the goblins. Unfortunately the horse was mad and nearly trampled Carv to death. Fortunately Bulrog and Walker brought the horse down but managed to keep it alive.

We found a stairwell that leads to a dungeon below the fort… A dungeon in the giant head?

Found a large meeting room with several chairs around a table and a slate board with a map of Sandpoint. It is obvious that this is where the plan was developed for the invasion of Sandpoint.
“Once the whispering beast is tamed, a second raid on the town, one that includes the Fogscar Mountain goblin tribes. Sinspawn will be released from below the town.”

As we continued to investigate the invasion scenario Tsuto and a woman magic user surprised us.

She was a mage named Lyrie. She was also a scholar of Thassilon. They won’t be bumpin uglies again in this life and found Lyrie’s Treasure. Though she was with Tsuto this is not his girlfriend. That is a woman named Nualia.

Located in this room was several scrolls/parchments/papers written on Thassilonian lore etc. There were also excavation materials (picks, shovels etc).

Based on Fin’s exploration of the room he concluded this was NOT a Thassilonian dungeon. This area was excavated much later than the Thassilonian empire.

Walking through the next room we saw many drawings of Goblins doing much violence to Humans, Horses and Dogs. Also a picture of a 30-Foot Goblin with a Dog-Slicer in each talon and snake eyes. Down another hallway was a picture of a various pregnant women giving birth to monsters. Tasty.

Down the opposite corridor, through a door we found a Natural-looking cavern holding an aberration known as a Tentamort. Another Trophy for Walker McDragon. Just another day on the job, really. Nothing to see here.


Around another corner we have encounter with a Bugbear Bruthazmus / Four Goblin Chick orgy. Also known as “Five Roads to Bangkok.” Repugnant. If smells could talk. I wish I was making this up. All deeead.

Deformed Goblin Children Cage.
Banquet Hall.
Jail. Whoever could be inside? Some of the dead goblin bodies and goblin dog’s we killed outside and threw down the pit trap…

In the guest room around the corner we found Orek VanCaskerkin in quiet repose in full armor. We beat him down. He gave up his shit. Body guard for Nualia. His chick is actually in a lower level. How deep does this F’d Up Rabbit Hole go?


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