The Protectors of Sandpoint

The Shadow Clock
What lives there????

After The Protectors defeated most of the cult at the star lumber mill, they find the mayors bookie tied up in a room. Looked like he was going to be the next sacrifice! They decide to get the mayor, and with much fanfare through the city (part of which it had been years since he had even set foot in) they shown the mayor justice Ironbriars body and his misdeeds! The mayor thanks him for rescuing his good friend and heads out. The group discovers Ironbriars special diary,but its in a secret code! Also they discover the raven loft, where carve talks to a raven and they decide to let him fly to his other outlook with a blank piece of paper tied to hits claw. Fin also scries the bird and watches as he flies into a bird stoop a mile away in a old clock tower under the Irespan, a giant bridge built a thousand years ago by the ancient Thassalonians. They decide to travel to the part of Magnimar called the shadow.
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The Shadow district is the most derelict in the city and houses only the single city district of Underbridge. It is home to the seediest of Magnimar’s inhabitants and most members of the government take an “out of sight, out of mind” approach to the district’s problems.
The City gave up trying to police the area years ago…
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Fin has heard about a bar called ,“the Friendly Merchant” where you might get some info, so after scaring off a local SXzarni gang that was trailing you, you walk in to see a very run down bar, with the smell of booze, body odor, and vomit in the air. After making friends with the bar keep he tells you about the shadow clock and where it is…

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after passing your fair share of seedy taverns, cheap brothels, flophouses and gambling dens, linked together by muddy gaps the locals call roads, the group sees the most impressive sight around – the Shadow Clock, a rickety 250 feet tall clock tower with an angel perched at the top. The clock face is frozen at 3 o’clock, it’s reputed to be a den to all manner of monsters, and the tower seems about ready to collapse, but it’s still quite an impressive building nonetheless. In fact it almost reaches the top of the Underbridge of the Irespan!

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Well the group sees the front door and decides that knocking is way too polite, but instead should fly. All the chatter seems to attract some attention, and as Fin and Walker fly up and out and around-ish the tower to tie some rope so the others can climb up, Carve and Bulrog are left to dispatch a wolf and his giant Gollem buddy – what the locals call the “Scarecrow”…

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Even with his giant magic Scythe carve and bulrog make quick work of the monster…
At this point the rope has been tied up to a rafter at the top of the clock tower and Bulrog and Carve start there slow accent up the side of the rickety old tower. Walker and Fin get bored waiting on the group, so head into the Ravenry (E4 on map) where they see their old raven friend… they make enough racket that here comes some baddies… Faceless Stalkers!

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Well this fight goes on for far too long, with the baddies managing to cut the rope, causing Bulrog to almost falling to his death, but for making a quick save and grabbing onto the side of the building! Fin flys down to grab Bulrog, and the group heads up to the very top of the tower on the outside rafters/rickety old stairs after killing 2 of the stalker, the other one ran up to warn his boss…

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They head up and in the middle of the room, is a large flying monster!
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well Carve shoots at it! the arrows go straight through!
Fin fires off an electric lightning strike! goes straight through! the monster laughs!
Well, they finish off the last stalker (after Carve looses two fingers to an unlucky sword strike…seems he didn’t really need those fingers anyways!) Bulrog goes under the monster to try to stab it, and misses, while Fin shoots off another lightning strike… seems like nothing will damage it. Walker charges in and misses. THEN the monster disappears and walker feels Stabs of pain as he is attacked 3x’s and almost put under by…

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Xanesha!

Boxed in she tries to side step Bulrog and Walker, but FUMBLES her spear…which drops her spear and she trips over her tail and is on the ground! at this point the group pummles her… she tries to turn them into stone … Fails… she quickly dies…

the group finds the treasure, a letter,
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and a list…

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and in a corner Walker’s Helmet… from when? it seems to have been burnt, and there are magical elements to it… how could have xanesha gotten that old helmet????

The group heads back to the mayor and shows him the evidence of the treasure, list, and letter…
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He is shocked… the implications about Justice Ironbriar and now the list (which contains some other prominent officials and nobles) is too much and he faints…. after picking him up (you need most of the group to do so) He thanks you, looks at the items and says,“hate for those to get into the wrong hands, head over to the pathfinders for those weapons at the Heidmarch Manor Venture Captain Sheila Heidmarch would love to see some those items, and anything about Golems escaping, well you should tell the people over at the Golemworks, and for all the evil masks and such, talk to my friend Annamentus Jivorus the head acolyte of the Church of Pharasma. Give him this letter and I’m sure he will know what to do with those terrible items.”

He invites you to a personal party at the Lord Mayor’s Menagerie (the city Zoo).

At the party you meet the cities movers and shakers and this allows you to pretty much get special orders done quickly … (unless the magic item takes years to make…)
You are asked to leave, and a few weeks later he calls you back to his office…

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The Seven's Sawmill
Into the Skinshaw cult's hornets nest...

After consulting the ledger and staring at it for a time, Carve questions why there are so many visits to a place called – The Seven’s Sawmill. The group seems as if this is a good place to start.

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Asking about, (and Fin thinking back and consulting his old friend) the group finds out that almost all the sawmills are on a small island in the south of the city called Kyver’s Islet in the Ordellia section of town. Though none are named Seven’s Sawmill, the group heads down there anyways. Crossing the bridge they see quite a few sawmills and ask about the area. They stumble upon a store called Pug’s Contraptions, and quickly find out that Pug (a smallish old gnome known for his mechanical toys) sold a few cages to an Aldern Foxglove a few month’s back… for bird’s.

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And well, there is a sawmill called the star that hasn’t changed owners in forever, and most of these places are constantly doing that…

The group heads over. It has a sign with a Seven Pointed Star…Bulrog goes down the basement stairs, when he shot from behind with a poison arrow! He reaches to pull it out of his back and motions to the group he has been shot. Carve and winter notice that on a building across the street there is a cultist! He realizes he has been seen and runs away, but is shortly caught and killed…

The group devices a plan. Bulrog will use his disguise hat and stilts to dress as the skinshaw cultist and then tie up the rest of the group, to pretend he had caught them!

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They knock on the door… no one answers… they knock again, then proceed to open the door. While Thralad, Walker, Carve, and Winter hang by the door, Bulrog (in disguise) sneaks around the room. He finds nothing besides some hay and its pretty noisy. Suddenly a worker comes down the stairs (which is right by the door). He greets Walker and the gang. Walker asks him if he knows where his manager is. He says sure, and heads back up the stairs…

oops

The group debates what to do for a few min, and then bulrog heads up ropes while the rest of the group heads up the stairs.

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They find a few guys read and waiting, shooting arrows. Bulrog rushes in and slashes a few, the rest of group heads up, attacks while Walker summons a bear. Quick work!

They send the bear up the next level. The group quickly follows. It is the logspillter area with lots of boards lying around. Carve shoots one, Thralad cuts one open, and bleeds, while Bulrog distracts the last guy for the bear to run up and throw it into the log splitter…. and splits him some cultist!

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Easy…

They head up to the last level.

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Nothing up here. Bulrog runs up and heads to a door in the far corner with Thralad close behind. Carve runs up, then Walker, then Winter whoo sniffs…. wait a minute… TOO LATE! AMBUSH by 6 guys! arrows, war razors and the like are slashing out of thin air! Bulrog goes down, Walker narrowly misses getting poisoned, winter almost dies and Thralad is on his last leg. In desperation, Walker casts summon old guy knight dude… he can’t attack but hey the big bad guy with the super crazy mask on is attacking him…If only we had a wizard!!!!!

Things look dire, when Walker remembers all those healing spells… He channels a few times, uses his magic healing wand of awesome and Thralad and Bulrog are back up. Carve has been wittilng the guys down and they finally bring down The big guy. The take off the mask and the low and behold its….

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Justice Ironbrair! Yes he did seem to eager to throw our hero’s in Jail…

He is wearing some cool stuff (see Item list)

In a closet in the room, The group finds the Mayor’s Gambling Bookie friend! Tied up and ready to be sacrificed…. The Mayor is going to be glad of this…

You head into the office and find books all over the place but on the walls something far more sinister.

Human faces stretched flat over wooden frames by strips of leather. Each face with a leathery grimace!

there is a desk, a chair, a low slung cot heaped up with blankets and a ladder in the corner that leads up to a trap door in the ceiling. (see items page for the books)

Bulrog unlocks a drawer in the desk and discovers a ledger written in some sort of code using Elvish, and a few other languages (Fin will later discover Draconic and an unknown language he doesn’t know)

You head up the ladder and find the rookery, a small room with 3 cages with 3 strangly silent ravens inside. A table nearby hold a bucket full of feed, a quill, ink, and some parchment.
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You also explore the whole of the basement, only to find a few more easily dispatched cultists and machinery that operates the whole sawmill. On a floor you find another closet with a barrel full of the victims items. (see item page)

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Foxglove's Townhouse

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The group heads up to the Summit in the Naos District.
The 3 story house is in front of a fountain in a small little square.
Its boarded up. Seems someone is there
You sneak around the back.
You climb over the wall
Bulrog disguises himself.
There are servents there.
He talks to them.
He invites everone in (except Carve, who stays look out on the roof of the outbuidling)
There is a servent who serves you food in the kitchen. Fin asks if he can see the library. They say yes and show him … In walks Foxglove then Ieasha his wife! Then they ambush him as they where actually Faceless Stalkers! Fin goes unconsious, everyone rushes upstairs and fights the others..

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Bulrog searches around and find a secret cache hidden in the fireplace mantel decoreted with 2 roaring lions. there is a small keyhole… u use the key from the Manor and click!

inside is bag of 200pp
a number of legal papers and the dead to Foxglove manor.Deed_to_Foxglove_Manor.jpg
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You head back to tell Thralad. Seems he was attacked! A few days later the group decides to head back to Foxglove’s Townhouse at night to see if you missed anything… when the group is on the 2nd floor you and are putting books on a floating disc you are attacked! (thanks wisper!)

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you put them down fairly easily… a few escape…

a few are wearing masks (3)
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This hideous mask resembles a patchwork, deformed face, with one bulbous eye, a grimacing mouth with long teeth, and a flat nose. When worn, the mask fills the wearer’s mind with hideous whispers and images of murder and violence. It heightens the wearer’s ability to sense fear. He can smell the cold sweat brought on by terror and hear the thundering beating of a frightened heart. Further, fresh blood glows brightly to him, to the extent that he can see the shimmering traceries of living circulatory systems pumping away in the bodies of those around him.

These enhancements grant +2 competence bonuses on Perception checks made against creatures that aren’t immune to fear. Further, the ability to plainly see the map of targets’ arteries and veins grants the wearer a +1 profane bonus on damage with slashing weapons made against living creatures. Wearing a this mask leaves hideous mental scars; when the mask is donned, the wearer takes 1 point of Charisma damage as his thoughts become tangled with images of murder. The masks are evil… a few are also carrying war razors.

To all appearances, a war razor is an oversized razor or flip knife. As the razor folds into the handle, no sheath is required, making the weapon easy to hide.

Description: You gain a +2 bonus on Sleight of Hand checks made to conceal the weapon on your body.

Weapon Feature(s): easily concealed

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From Sandpoint to Magnimar....

After regrouping in Sandpoint, the party decides its time to head to the big city – Magnimar – the City of Monuments! Its the 2nd largest city in Varisia and rules over the surrounding region (including Sanpoint). It is a city of over 16,000 people, and as such, has its fair share of crime, criminal organizations, and other shady types, but also trade from around the world, markets and shops where most anything can be found, ancient statues to famous heros and long forgotten gods, a gladiator ring – the Seven Serpent’s Run, and the famous and unique – Golemworks! Fin knows about the wizard that uses the ancient rocks found from the Giant Bridge – the Irespan – to animate stone into Golems. There is a large festival celebrating it every year. Fin has heard of “Old Mad Laurdin” who is said to haunt the basements of the Capital District….(pg 15 – GM reference – jason can ask me about it and I’ll fill him in)

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Magnimar in all its glory!

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The City is divided into 3 geographic areas and several districts: click to find out more!
The Summit

The wealthiest communities in Magnimar are located in the Summit atop the rise of the Seacleft, as are the city’s centers of government, education, and arts. The Summit contains the following districts:
Alabaster District
Naos
Capital District

The Shore

Home to the majority of Magnimar’s working class, the Shore contains Magnimar’s coasts and docks, and the following districts:
Beacon’s Point
Dockway
Keystone
Lowcleft
Ordellia
Kyver’s Islet

The Shadow

The Shadow district is the most derelict in the city and houses only the single community of Underbridge. It is home to the seediest of Magnimar’s inhabitants and most members of the government take an “out of sight, out of mind” approach to the district’s problems.

Talking to Mayor Deverin in Sandpoint, you find that she has a relative who has a brewery/Inn that you can stay at while you investigate Foxglove’s holdings in Magnimar. That night Fin is approached by the old hag and has his fortune read. The group saddles up and heads off for the 50 mile. A group of bandits on the Lone Coast road stop you few miles from the walls, but they quickly realize you are no ordinary group of travelers and think better of messing with you.

You pass into town and a bum leads you down to the Fancy Reefclaw Inn & Brewery in the Lowcleft district in the shadow of the giant cliff and the gaint tower the Arvensoar that stands 400 feet into the air! It is the garrison of the city watch and the small military, and controls the connection between the shore and the summit.

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You spend the next few days trying to find the whearabouts of Foxglove’s townhouse. You sell that painting and get the reward for the bandit. Fin heads to talk to his friend, Carve , Bulrog, and Walker end up at the Seven Serpent’s run and see non other than Thralad fighting a Minataur!. He chops the head off and throws it into the stands as the crowd goes wild!

Talking to Thralad, he relays a few things. He has been staying at the Gilded Cage, not to far from the Reefclaw, and replaced the old gladiator for the establishment (it is a high end gambling den and brothel) after he was beaten and later killed! some think for old gambling debts, but others not so much. Fin comes back and relays that there have been murders going on in magnimar and that they match the same sanhiedron rune mark on their chest!

Later that night, Bulrog and other watch a Hell night drag a halfing away only to be ambushed and killed, the Halfing being kidnapped.

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Capitol District

The next day, you try a meeting with the Mayor in the Capital District and after a series of many different runaround but get a meeting with Lord Mayor Haldmeer Grobaras a very fat man, who it seems, his bookie was just kidnapped or murdered and well its time to be serious!

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About this time, in walk a few justices, Lord Justice Bayl Argentine and Justice Ironbriar. from the Court of Justice to also talk to you about the murders, since you mention that they seem connected. They don’t really help (and I don’t really remember) but they say, “thanks!” and see you out the door.

Fin has another meeting with his friend and figures out where Foxglove’s Townhouse is.

You head on over to see what is there…

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The Fight of the ghoul army...

After watching the defeat of Aldern by Ieasha’s Ghost, the protectors open the door leading to the next room….

Inside they discover a large cavern

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That is full of ghouls! Seems that someone has been giving the mold to captured farmers from the hinterlands in order to make a ghoul army!

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Bulrog jumps into the fray followed by Carvestor and Walker!

Bulrog is later paralyzed by the ghouls! and then Walker!

The little girl from the farmhouse appears then climbs along the walls and attacks Carve.!

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In the distance the group sees an alter and who is in front of the alter but THRALAD!

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Behind Thralad is a large pod of some sort…

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Fin decides to Lightning strike a line of ghouls and Thralad…. it also hits the pod!

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He is getting waylayed by Thralad. Walker finially becomes unparalyzed (but not Bulorg).

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Another lightning strike hits the ghoul currently munching on Bulrog (and a few others) and Thralad AND the pod! it opens up and who should appear? but Nualia! she has turned into a Succubus!

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Thralad is finally taken down, and is transformed into the monster that had looked like him. Bulrog is out on hits and so is the wolf as Nualia does evil channeling. A few hits by Carve, Walker, and Fin forces her hand and she flies out the door, but not before grabbing Walker’s helmet!

The group finishes off the rest of the ghouls heals up and tries to figure out how to stop the mold from growing…. they notice that one is in the shape of a figure… the mold doesn’t burn away very well (and gives off a toxic gas…)

They discover a note to Foxglove

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and a note left behind by Nualia…

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This note was found in a fire by the alter…
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After again trying to figure out how to get rid of the mold that causes the Ghoul Fever, they decide to sneak out through the cave, how the murderer went out by the ocean, and upstream… Bulrog, notices scratching in the back of his throat, blurry vision, and suddenly it seems that human flesh smells pretty appetizing…

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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.

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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…

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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!

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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:

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A gnarled tree with an enraged face

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

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

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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….

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:

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a large pale and ghostly scorpion

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

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

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a tangle of dull green plants with bell-shaped flowers

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

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.

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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
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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.

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

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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 …

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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.

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

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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:

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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.

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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!

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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….
Farmlands

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

Note4

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.

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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…
Gutwad
Killed Gutwad

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

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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.

Sanatarium
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 .

Erinhabe
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…

Wererat

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…

Zerrin
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).

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