The
Pathfinder
Society
Report
By: Tyack Verumpeto
Today’s report involves some admiring of the sights and sounds of Magnimar, so will appear to the reader as a rather hum-drum outsiders view of the city. There is more meat down further when we deal with the Sandpoint demon. So a reader, who had perhaps been reading too many reports at the Pathfinder’s society and say wanted to skim a bit, could probably just skip down to that part. Don’t worry, I’ll tell you when.
This report starts at much the same place, the last left off, outside a slightly smoldering clock tower. Valdaire and I rushed Kyra’s body away to her temple while Grok and Bock stayed behind to talk with the local guard captain named Uriana about what had happened with the golem and how it had attempted to burn down the clock tower with its dying gasp.
Eventually Grok was able to bring the captain to the temple of Sarenrae where we were interrogated as well. Once we explained we were the Seekers aka “The Seekers of Sandpoint” aka the heroes who had brought Ironbriar to justice, Uriana was a bit more receptive to listening to our story. Sometimes it’s good to be a hero.
While this was going on we got Father Lightbeard to begin the ritual which would bring our dead companion’s body back from the dead. We gathered up money, each donating what we could afford, according to our consciences, demeanors, and disposable income. The ritual was set to take all day, so nothing much more was happening there.
In the meantime, Uriana contacted her magical agent, one Findolar Redleaf, so that we might investigate the top of the tower for any remains of the presence of Xanesha. We found out from the guards stationed at the place that they had allowed three “beggars” to walk out of the tower without bothering to detain or question them. With these talents, I am assured that these men will someday make great school principals. Bock was turned invisible and given the power of flight so the he could sneak around up top and search. He found no sign of Xanesha but did find her murder list of which well over 100 names had already been knocked off and notables like Titus Scarnetti and the Lord Mayor of Magnimar, Grobaris, remained still to be slain. We gained audience with Grobaris, an officious pudding of a man, who fainted with the idea that someone would want to kill him for his abject avarice nature. His advisor, Crinst, was able to weasel out quite a heft reward from him and we all ended up with 400 platinum each. A huge shopping extravaganza ensued.
We were later called to the trial of Ironbriar, who was found guilty and condemned to hanging. We watched him die; although Valdaire briefly caught a glimpse of a woman who he thought might be a disguised Xanesha. The passing was too brief however and although we sent out warning, she was not spotted again.
Later we were invited to a meal by Jubral Vishki, a rogue who had briefly approached me in Sandpoint, had come down and been cured of a case of ghoul-fever and somehow had survived being on Xanesha’s kill list. I accepted in hopes of finding out how he accomplished the latter, but he seemed to only want to ply me with wine and women, and since we were still worried that Xanesha might be looking for us, I declined the later and drank sparingly of the former. Ah well, can’t have everything.
More time was spent in Magnimar viewing the sights, such as the Hell Knights, dressed in their resplendent armour. We also learned much about the Arvensoar and its angels, the Ushers that rule here, and the history of Ordellia. All-in-all a fascinating city. We were then contacted by the Pathfinders to seek out and bring back the Sandpoint Devil (or Sandpoint demon, which is a much better name) Since we already had a commission to do that from the ruling council of Sandpoint, we agreed.
On our way out of Magnimar we encountered 3 farmers who said that they had had a strange creature land in their field. Noting that there were three of them and remembering that three beggars aka faceless stalkers had left from the tower, we immediately suspected a trap. We allowed ourselves to be led, and we were not disappointed when they indeed revealed themselves as the enemies we expected. They had killed the farmers who had owned this area and we dispatched them for their crimes. We then searched the house for things of monetary gain, each of us, able to do with what they want with their share. A protracted argument broke out between Valdaire and Bock, who often seem like they have known each other for far longer than one knows they have. Nevertheless, it was decided that we would split the value of the money found therein and do with it what we will, either finding the farmer’s relatives, donating it to the church, or pocketing it.
Continuing on to Sandpoint we reacquainted ourselves with the nobles and went for our time-honored tradition of a drink at the hagfish…Gods that place is foul. Grok and I immediately hurled while Bock and Valdaire fought valiantly to hold it down before succumbing to the foul brew and coughing it back up upon the floor. Kyra, reluctant to attempt this initiation ceremony into the Seekers, finally consented after much persuasion. She drank it down in one gulp and held it down with no problem, collecting the kitty and posting her name amongst the wall of others who had mastered the experience. As a good-natured gesture, I deposited 20 gold coins back into the purse to make the locals continue to try.
Ok, here’s the part about the Sand Devil…start reading again here. We went out into the wilds and snuck into where the Grok and Valdaire had discovered a back entrance into the Sand Devil’s lair by climbing down the old wisher’s well and swimming 30 feet until we reemerged. Slowly we made our way to the lair, with Bock volunteering to stealthily go up and scout ahead. He thought he saw it at 20’ and fired a miraculous shot blindly into it, grievously wounding it. The beast then let out a might howl that caused all but me and Valdaire to run in fear. I proceeded to draw the beast’s attention while Valdaire laid into it with his mighty spells. Eventually the fear wore off my companions and the battle was joined in earnest. Bock was the first to fall, and Valdaire dropped his wand of magic missiles and nearly went down trying to save him. Grok drew off the monster’s attack but was no match for when the monster let out a huge bath of fire upon him. If not for the resist fire potion Grok had recently bought, he might have died. Finally the Devil was cleared enough from the door so that Kyra could get over her fear of monsters-with-ranged attacks and she was able to heal Valdaire while I poured a potion down Bock’s throat, reviving him. Eventually we put enough damage into the Devil that it was forced to flee. Since I had grabbed Valdaire’s wand, I fired off a burst at the fleeing fiend, bringing it down…the Sandpoint Devil was no more. We returned with its body to Sandpoint and Magnimar and claimed our rewards for a job well done.
Thursday, July 30, 2009
Wednesday, July 29, 2009
TPS Report 5
The
Pathfinder
Society
Report
By: Tyack Verumpeto
Another day, another report. Today we interrogated Justice Ironbriar about his skinsaw cult. The most important thing we learned is that we are crappy interrogators, but with a little work we can eventually achieve our goals. At first I assumed that Ironbriar was hinting at his charmed nature to use the “I’m not responsible for my actions” defense, but it turns out, although he was charmed by what turned out to be a Lamia Matriarch named Xanesha.
Mostly we learned that Ironbriar had set up the cult of the brotherhood of the 7 along with Aldern’s grandfather and would-be lich Vorel. Although they had started out as quite the innocent blood-thirsty cult, apparently Ironbriar had gotten himself charmed by Xanesha and their murders had become much more frequent and outlandish.
We also learned that Aldern was supposed to be harvesting “Vorel’s Legacy” for a group known as the Red Mantis, who are apparently some crazed guild of assassins. The harvesting was apparently that strange moss we found growing throughout the house. Furthermore we learned that Tsuto was involved with this cult and was being passed messages from his other cult members while Ironbriar was working behind the scenes trying to get him freed on a technicality.
Ironbriar also referred to the “Grey Master” who may also be “Father Skinsaw” and could even be one of the aspects of some evil deity. Xanesha was somehow tied to this as well and ordered the carving of the runes into the bodies of the victims. There was also reference to a Final Blooding, which seemed to be some apocalyptic day of reference. But, try as we might, we could find no information for any future targeted victims, but instead found out that Xanesha laired in the 180’ dilapidated clock tower and flew in and out at night.
Researching Lamia’s at the Pathfinder’s society, we did not find too much more than we had already deduced or been told. Xanesha can: fly, charm, cast mirror image, Suggest, project major image, assume human likeness, and could go invisible. Some of these are innate abilities, and apparently some of them come from her being magically trained.
Ironbriar was incensed that he had been charmed by Xanesha and that she was taking his prized cult of blood-thirsty murderers on a more reckless path, so he imparted us with as much information as possible, Including warning of us 3 faceless stalkers that she had in the tower with her, as well as a guardian on the ground floor of the tower know only as “the Scarecrow”
Well, even though I continued to hope that we would find other evidence to indicate where Xanesha’s next move might be, unfortunately we had no other leads but to head to the clock tower and meet the monster in her lair. I procured a scroll of ‘fly’ for the trip and we made sure that our newly acquired cleric Kyra was stocked full of Protections from evil to ward us against any charm or suggestion effects.
Apparently the clock tower has a huge angel perched atop it. It is, as I’ve mentioned about 180’ tall, and apparently is in such bad condition, there are long-standing bets as to which year the thing will eventually fall in. We, being an adventurous and somewhat prone to destruction group, knowing that we were going in, proceeded to lay down bets for the tower coming down this year.
Our assault on the tower went worse than expected. We got to the base, went inside and searched around. As we were preparing to leave after reconnoitering, the scarecrow leaped out to attack us. Grok was immediately hit and Kyra bravely rushed up to heal him. However, this left her exposed to the creatures attack and the scarecrow cut her into two.
Meanwhile, we learned that the scarecrow was a magical construct known as a flesh golem, whom through some weird shooting; Bock was able to critical anyway. However Valdaire’s lightning bolt only served to empower it. Valdaire was able to correct that problem by then slowing it with his fire spells, while the rest of us chipped away at it, finally bringing it down.
Saddened by our newly gained companion’s demise, we decided to leave, but not before Valdaire proceeded to cast a fireball up into the beams supporting the bells, attempting to rob the Lamia of her fortress. Although 2 of the bells did come crashing down, and the angel dipped precariously, the tower did not fall. Bock spotted the Lamia leaving the area and took a shot at her, but missed.
We took Kyra back to Father Lightbeard, hopefully to get her raised, and contemplated how we would meet Xanesha again. Is she still hiding in her tower or can we get her to approach us on much safer ground. We agreed not to split up while she remained at large.
Pathfinder
Society
Report
By: Tyack Verumpeto
Another day, another report. Today we interrogated Justice Ironbriar about his skinsaw cult. The most important thing we learned is that we are crappy interrogators, but with a little work we can eventually achieve our goals. At first I assumed that Ironbriar was hinting at his charmed nature to use the “I’m not responsible for my actions” defense, but it turns out, although he was charmed by what turned out to be a Lamia Matriarch named Xanesha.
Mostly we learned that Ironbriar had set up the cult of the brotherhood of the 7 along with Aldern’s grandfather and would-be lich Vorel. Although they had started out as quite the innocent blood-thirsty cult, apparently Ironbriar had gotten himself charmed by Xanesha and their murders had become much more frequent and outlandish.
We also learned that Aldern was supposed to be harvesting “Vorel’s Legacy” for a group known as the Red Mantis, who are apparently some crazed guild of assassins. The harvesting was apparently that strange moss we found growing throughout the house. Furthermore we learned that Tsuto was involved with this cult and was being passed messages from his other cult members while Ironbriar was working behind the scenes trying to get him freed on a technicality.
Ironbriar also referred to the “Grey Master” who may also be “Father Skinsaw” and could even be one of the aspects of some evil deity. Xanesha was somehow tied to this as well and ordered the carving of the runes into the bodies of the victims. There was also reference to a Final Blooding, which seemed to be some apocalyptic day of reference. But, try as we might, we could find no information for any future targeted victims, but instead found out that Xanesha laired in the 180’ dilapidated clock tower and flew in and out at night.
Researching Lamia’s at the Pathfinder’s society, we did not find too much more than we had already deduced or been told. Xanesha can: fly, charm, cast mirror image, Suggest, project major image, assume human likeness, and could go invisible. Some of these are innate abilities, and apparently some of them come from her being magically trained.
Ironbriar was incensed that he had been charmed by Xanesha and that she was taking his prized cult of blood-thirsty murderers on a more reckless path, so he imparted us with as much information as possible, Including warning of us 3 faceless stalkers that she had in the tower with her, as well as a guardian on the ground floor of the tower know only as “the Scarecrow”
Well, even though I continued to hope that we would find other evidence to indicate where Xanesha’s next move might be, unfortunately we had no other leads but to head to the clock tower and meet the monster in her lair. I procured a scroll of ‘fly’ for the trip and we made sure that our newly acquired cleric Kyra was stocked full of Protections from evil to ward us against any charm or suggestion effects.
Apparently the clock tower has a huge angel perched atop it. It is, as I’ve mentioned about 180’ tall, and apparently is in such bad condition, there are long-standing bets as to which year the thing will eventually fall in. We, being an adventurous and somewhat prone to destruction group, knowing that we were going in, proceeded to lay down bets for the tower coming down this year.
Our assault on the tower went worse than expected. We got to the base, went inside and searched around. As we were preparing to leave after reconnoitering, the scarecrow leaped out to attack us. Grok was immediately hit and Kyra bravely rushed up to heal him. However, this left her exposed to the creatures attack and the scarecrow cut her into two.
Meanwhile, we learned that the scarecrow was a magical construct known as a flesh golem, whom through some weird shooting; Bock was able to critical anyway. However Valdaire’s lightning bolt only served to empower it. Valdaire was able to correct that problem by then slowing it with his fire spells, while the rest of us chipped away at it, finally bringing it down.
Saddened by our newly gained companion’s demise, we decided to leave, but not before Valdaire proceeded to cast a fireball up into the beams supporting the bells, attempting to rob the Lamia of her fortress. Although 2 of the bells did come crashing down, and the angel dipped precariously, the tower did not fall. Bock spotted the Lamia leaving the area and took a shot at her, but missed.
We took Kyra back to Father Lightbeard, hopefully to get her raised, and contemplated how we would meet Xanesha again. Is she still hiding in her tower or can we get her to approach us on much safer ground. We agreed not to split up while she remained at large.
Monday, July 27, 2009
TPS Report 4
The
Pathfinder
Society
Report
By: Tyack Verumpeto
It was a dark and stormy night. Ok it was neither dark nor stormy. As a matter of fact it wasn’t even night, but I thought I would add some dramatic flair for whatever poor SOB at the Pathfinder Society got assigned to read these damn things. But now that idea is totally ruined so you’re stuck reading the boring facts as they happened. Well at least I almost died in this report, which was both exciting and terrifying. Not for you of course, you just have to read this. For you it would be better if I had actually died then…hey…one less report…I can knock off early and go to the pub. Sadly no such luck and for that I apologize.
Anyway, to continue, proceed, and carry on with my repetitively redundant narrative. We managed to get the Foxglove town house exorcised and came away with a little bit more loot plus foxgloves journal stating that he had regularly met people at the Sawmill in Magnimar where he was making 200gp payments to what was marked as B7. B7, which in addition to giving me a Bingo, we deduced stood for the Brotherhood of the 7, an organization we found owned a third of Foxglove manor, which after a certain time, the house would revert to them completely. Since my precognitive powers granted to me by a spirit (or several glasses of spirits, take your pick) predict that Foxglove manor will go up in a great fountain of flame in the very near future, I cannot think that the Brotherhood will ever have a chance to collect. Nevertheless we decided to make the rendezvous with the brotherhood in Magnimar, the following Oath day. We also planned to investigate Foxglove’s townhouse to see if we could find any more clues with which to enrich ourselves.
Now Grok decided not to travel with us because he was catching up with his old comrade from Janderhof and Nando had decided to try out his camping skills after losing some money while gambling; so Valdaire, Bock and I proceeded to investigate on our own. We arrived in town after escorting Belven Valdemar. I was willing to do it for just the good will, but my companions wanted to remuneration for it. Sadly, my companions seem a little coin-obsessed. But based on what I’ve seen Valdaire shell out for spells, it’s not that great a surprise. Still, with Valdaire’s intelligence he should be able to figure out that the good will of the nobility is worth far more than the pittance of money we would get for any task. Sadly, Valdaire’s diplomatic skills need a bit of work. Bock, is of course a Shoanti, who missed several of our more lucrative hauls, and seems a bit strapped for cash as well.
After we dropped Belven off, we went to Foxglove’s manor to search the place. I donned Valdaire’s hat of disguise to appear to be Foxglove, just in case any servants were milling about the place. Much to our surprise, as we were investigating the house, we came across a couple in the library that appeared to be Aldern Foxglove and his wife Iesha. Knowing that these two individuals were dead (we killed Aldern and he killed Iesha) I tried to bluff my way around it. However it turns out that these two weren’t crafty adventurers like us but instead beings known as Faceless stalkers who had rubbery skin and the ability to take various human forms. A fight almost immediately broke out. Bock fired his bow with great accuracy and rapidity while Valdaire first believed he had this great conflagration ability that he could endlessly cast with no consequences, but that turned out to be either a dream, or extreme wishful thinking. Instead Valdaire used his other fire spells to bring the stalkers to a fiery end and achieve a truly pyrrhic victory. My part in the combat involved getting the hell repeatedly knocked out of me while I flailed around like someone who had spent too much time recently at the Hagfish. I was nearly slain (see I promised that it happened) and only a final remembrance to heal my wounds before searching for treasure saved my life. Sadly there was very little to be found at Foxglove townhouse, so we proceeded to spend the next several days looking around town, shopping, and (with the party’s agreement) hiring a cleric to travel with us, for a full share of the treasure. We landed at the temple of Sarenrae, where I received succor for my wounds and where we hired Kyra a dark-skinned priestess seeking adventure. After some haggling over the price, she agreed to come with us. And glad she would be for that decision (as you shall see in a bit)
We decided to make the appointment on Oathday, once again I was disguised as Aldern where I planned to make the payment for “Iesha’s weekly trip to Absalom”. By-the-way, if you are ever thinking of buying a cap of disguise, and using said cap to disguise yourself as Aldern Foxglove….SAVE YOUR MONEY! That trick never works. And so it was when we went to investigate the Magnimaran sawmill. I gave the knock, I was skeptically invited in. I asked to see the “Master” I was shown upstairs , and then the employees put on crazy skinsaw masks and I was attacked.
This fight is what we in the adventuring community like to refer to as a “comedy of errors” Nobody could hit anyone. Bock and our new cleric were trapped outside a locked door that took several tries to open. Valdaire, came in through the basement and couldn’t hit anything. I stunned one cultist and kept the others at bay while I blocked their only doorway into the stairwell in which we fought. Almost the entire rest of the combat I was missed and pushed back, and commanded to fall down by the spells of these crazed cultists. Finally Valdaire was able to pressure the Master cultist to flee, while Bock who had finally gained entrance, proceeded to mow down the rest of the cultists with almost god-like precision shooting from his bow. Finally the master was forced to flee down the stairs with us in pursuit. I leaped upon him and gained my only other hit of the day, knocking him into unconsciousness. I manacled him and he was unmasked to be revealed as ….Justice Ironbriar. Thankfully we hadn’t killed a high-ranking (though depraved) member of the town and I immediately instructed Kyra to get her High Priest, or someone else trustworthy, with authority to come view the scene, so that we, as strangers to the town, might not be seen as criminals.
We also searched the sawmill and discovered that Ironbriar, was a very sick sick man and had human skins decorating his office. I should note however, as I did then, that I was impressed with this cults civic duty by all holding down vital town jobs in the saw mill while committing whatever other nefarious acts they were doing. I can only imagine the interview process went something like:
Ironbriar: So you want to be a member of our blood-thirsty, skin-wearing cult? Well, what are your skills.
Applicant: Well, as a youth I killed my family and flayed the family pets. I wore my dog’s head as a hat for weeks and since then I have been on a bloody rampage across the countryside.
Ironbriar: Yes, yes…all well and good, but have you ever worked in a sawmill cutting lumber?
Applicant: I have used saws to split people in two. I kidnapped a girl and placed her on a log splitter to see her ripped in half?
Ironbriar: Yes, Yes, as I’ve said, your killing skills are quite good, but have you ever worked in an actual sawmill? Sweeping up sawdust, getting a feel for the plane of the wood and how to split it just so, so you can get maximum usage per square foot with only a minimal amount of reforestation needed?
Applicant: Um?
Ironbriar: To differentiate between your hard and soft woods and broker relationships with the carpenters and builders that can turn your beautifully cut piece of timber into a cathedral or perhaps a dresser, or dare I say even an Ottoman?
Applicant: Um, I had a job as a barrel maker once.
Ironbriar: Oh I am so sorry…we really would have liked to have you, but really without sawmill skills, I’m just not sure you would fit in.
Applicant: But…but…I really like ritualistic murder.
Ironbriar: I know you do son, I know you do, and it breaks my heart to turn you away, but hey I tell you what, they’ve got a sawmill up in Sandpoint. Why don’t you apprentice yourself there for about a year or so, learn the trade, get a feel for the grain so to speak. Then you come back here and I promise we’ll review your application again. Now run along, I have a rich politico to eviscerate before I get back to my two loves of jurisprudence and lumbering.
Or something like that.
Regardless we found also found a ledger in IronBriar’s room written in a very complex cipher which we need to decode. In addition to this, we were able to get the constabulary on our side and round up the absent cultists by awaiting them the next morning in disguise and sending them up to see the “Master”. The entire sawmill seemed to be culpable for ritualistic murders of wealthy/miserly people. As I previously had suspected. Despite the cult’s disdain for the miserly the money we made off of the place amount to well over 1500 gp each, making Kyra quite grateful that she had joined us. She even gained a wand of Cure Moderate Wounds
Pathfinder
Society
Report
By: Tyack Verumpeto
It was a dark and stormy night. Ok it was neither dark nor stormy. As a matter of fact it wasn’t even night, but I thought I would add some dramatic flair for whatever poor SOB at the Pathfinder Society got assigned to read these damn things. But now that idea is totally ruined so you’re stuck reading the boring facts as they happened. Well at least I almost died in this report, which was both exciting and terrifying. Not for you of course, you just have to read this. For you it would be better if I had actually died then…hey…one less report…I can knock off early and go to the pub. Sadly no such luck and for that I apologize.
Anyway, to continue, proceed, and carry on with my repetitively redundant narrative. We managed to get the Foxglove town house exorcised and came away with a little bit more loot plus foxgloves journal stating that he had regularly met people at the Sawmill in Magnimar where he was making 200gp payments to what was marked as B7. B7, which in addition to giving me a Bingo, we deduced stood for the Brotherhood of the 7, an organization we found owned a third of Foxglove manor, which after a certain time, the house would revert to them completely. Since my precognitive powers granted to me by a spirit (or several glasses of spirits, take your pick) predict that Foxglove manor will go up in a great fountain of flame in the very near future, I cannot think that the Brotherhood will ever have a chance to collect. Nevertheless we decided to make the rendezvous with the brotherhood in Magnimar, the following Oath day. We also planned to investigate Foxglove’s townhouse to see if we could find any more clues with which to enrich ourselves.
Now Grok decided not to travel with us because he was catching up with his old comrade from Janderhof and Nando had decided to try out his camping skills after losing some money while gambling; so Valdaire, Bock and I proceeded to investigate on our own. We arrived in town after escorting Belven Valdemar. I was willing to do it for just the good will, but my companions wanted to remuneration for it. Sadly, my companions seem a little coin-obsessed. But based on what I’ve seen Valdaire shell out for spells, it’s not that great a surprise. Still, with Valdaire’s intelligence he should be able to figure out that the good will of the nobility is worth far more than the pittance of money we would get for any task. Sadly, Valdaire’s diplomatic skills need a bit of work. Bock, is of course a Shoanti, who missed several of our more lucrative hauls, and seems a bit strapped for cash as well.
After we dropped Belven off, we went to Foxglove’s manor to search the place. I donned Valdaire’s hat of disguise to appear to be Foxglove, just in case any servants were milling about the place. Much to our surprise, as we were investigating the house, we came across a couple in the library that appeared to be Aldern Foxglove and his wife Iesha. Knowing that these two individuals were dead (we killed Aldern and he killed Iesha) I tried to bluff my way around it. However it turns out that these two weren’t crafty adventurers like us but instead beings known as Faceless stalkers who had rubbery skin and the ability to take various human forms. A fight almost immediately broke out. Bock fired his bow with great accuracy and rapidity while Valdaire first believed he had this great conflagration ability that he could endlessly cast with no consequences, but that turned out to be either a dream, or extreme wishful thinking. Instead Valdaire used his other fire spells to bring the stalkers to a fiery end and achieve a truly pyrrhic victory. My part in the combat involved getting the hell repeatedly knocked out of me while I flailed around like someone who had spent too much time recently at the Hagfish. I was nearly slain (see I promised that it happened) and only a final remembrance to heal my wounds before searching for treasure saved my life. Sadly there was very little to be found at Foxglove townhouse, so we proceeded to spend the next several days looking around town, shopping, and (with the party’s agreement) hiring a cleric to travel with us, for a full share of the treasure. We landed at the temple of Sarenrae, where I received succor for my wounds and where we hired Kyra a dark-skinned priestess seeking adventure. After some haggling over the price, she agreed to come with us. And glad she would be for that decision (as you shall see in a bit)
We decided to make the appointment on Oathday, once again I was disguised as Aldern where I planned to make the payment for “Iesha’s weekly trip to Absalom”. By-the-way, if you are ever thinking of buying a cap of disguise, and using said cap to disguise yourself as Aldern Foxglove….SAVE YOUR MONEY! That trick never works. And so it was when we went to investigate the Magnimaran sawmill. I gave the knock, I was skeptically invited in. I asked to see the “Master” I was shown upstairs , and then the employees put on crazy skinsaw masks and I was attacked.
This fight is what we in the adventuring community like to refer to as a “comedy of errors” Nobody could hit anyone. Bock and our new cleric were trapped outside a locked door that took several tries to open. Valdaire, came in through the basement and couldn’t hit anything. I stunned one cultist and kept the others at bay while I blocked their only doorway into the stairwell in which we fought. Almost the entire rest of the combat I was missed and pushed back, and commanded to fall down by the spells of these crazed cultists. Finally Valdaire was able to pressure the Master cultist to flee, while Bock who had finally gained entrance, proceeded to mow down the rest of the cultists with almost god-like precision shooting from his bow. Finally the master was forced to flee down the stairs with us in pursuit. I leaped upon him and gained my only other hit of the day, knocking him into unconsciousness. I manacled him and he was unmasked to be revealed as ….Justice Ironbriar. Thankfully we hadn’t killed a high-ranking (though depraved) member of the town and I immediately instructed Kyra to get her High Priest, or someone else trustworthy, with authority to come view the scene, so that we, as strangers to the town, might not be seen as criminals.
We also searched the sawmill and discovered that Ironbriar, was a very sick sick man and had human skins decorating his office. I should note however, as I did then, that I was impressed with this cults civic duty by all holding down vital town jobs in the saw mill while committing whatever other nefarious acts they were doing. I can only imagine the interview process went something like:
Ironbriar: So you want to be a member of our blood-thirsty, skin-wearing cult? Well, what are your skills.
Applicant: Well, as a youth I killed my family and flayed the family pets. I wore my dog’s head as a hat for weeks and since then I have been on a bloody rampage across the countryside.
Ironbriar: Yes, yes…all well and good, but have you ever worked in a sawmill cutting lumber?
Applicant: I have used saws to split people in two. I kidnapped a girl and placed her on a log splitter to see her ripped in half?
Ironbriar: Yes, Yes, as I’ve said, your killing skills are quite good, but have you ever worked in an actual sawmill? Sweeping up sawdust, getting a feel for the plane of the wood and how to split it just so, so you can get maximum usage per square foot with only a minimal amount of reforestation needed?
Applicant: Um?
Ironbriar: To differentiate between your hard and soft woods and broker relationships with the carpenters and builders that can turn your beautifully cut piece of timber into a cathedral or perhaps a dresser, or dare I say even an Ottoman?
Applicant: Um, I had a job as a barrel maker once.
Ironbriar: Oh I am so sorry…we really would have liked to have you, but really without sawmill skills, I’m just not sure you would fit in.
Applicant: But…but…I really like ritualistic murder.
Ironbriar: I know you do son, I know you do, and it breaks my heart to turn you away, but hey I tell you what, they’ve got a sawmill up in Sandpoint. Why don’t you apprentice yourself there for about a year or so, learn the trade, get a feel for the grain so to speak. Then you come back here and I promise we’ll review your application again. Now run along, I have a rich politico to eviscerate before I get back to my two loves of jurisprudence and lumbering.
Or something like that.
Regardless we found also found a ledger in IronBriar’s room written in a very complex cipher which we need to decode. In addition to this, we were able to get the constabulary on our side and round up the absent cultists by awaiting them the next morning in disguise and sending them up to see the “Master”. The entire sawmill seemed to be culpable for ritualistic murders of wealthy/miserly people. As I previously had suspected. Despite the cult’s disdain for the miserly the money we made off of the place amount to well over 1500 gp each, making Kyra quite grateful that she had joined us. She even gained a wand of Cure Moderate Wounds
Wednesday, July 22, 2009
TPS Report 3
The
Pathfinder
Society
Report
By: Tyack Verumpeto
The Pathfinder’s Society
Tyack Verumpeto
Report 3.0:
A much shorter report than last time. We secured the 8 wine bottles vintage Vigar deis from the bottom of the cellar in the house and headed back to Sandpoint to see whether or not an exorcism of the place could be done by Father Zantus to remove the haunts which infested it. We also procured a letter written to Aldern Foxglove, further implicating him in some sort of cult awaiting his transformation and pointing out that my supposition about the greedy ones being targeted seemed accurate. The cult seems to be led by some sort of female called some title with pagan in it, the actual thing escapes me, but she is apparently in Magnimar, where we should probably go next.
However, before we could set off for Magnimar, we did need to solve the problem of clearing the haunted house (and then hopefully burning the damn thing to the ground and shoveling its ashes off the f***ing cliff.) Zantus was unable to do it, but he said that Ione was due in town soon and she would probably be able to. In town, we encountered our old friend Bock who had delivered his brother’s battered body to a caravan headed north. Gladly we accepted him back within the bosom of our party. Lodeseeker also met an old friend who had been a mercenary in Janderhoff and we invited him to join us for a time as well. We did our usual hanging around town routine and were once again approached by Sheriff Hemlock to help with the goblins who seemed to be getting restless again because they are attracted to that damn demon in Thistletop. Naturally we agreed, because after all, the Seekers are heroes, plus we still have 2 goblin heroes to kill.
We set out through the Thistlewood where we encountered an elaborate Goblin trap set to slay us. Unfortunately for the goblins, it was too elaborate to actually work, and although most of our group was captured within the throes of the goblin druid’s entangle spell, Valdaire cast two fireballs and all but eliminated the opposition. The druid’s natural ability to traverse difficult terrain allowed him to escape, but not without leaving the rest of the group completely obliterated. I daresay, that goblin is probably still running.
We returned to our town after our victory to again the praise of a thankful people who have all but adopted us as their own. We learned Ione was in town and agreed to perform an exorcism on the haunted house in exchange for our help getting rid of the demon Malfeshnikor which was imprisoned in Thistletop. We readily agreed and made our way by boat to Thistletop
We opened the door to Malfeshnikor’s lair to find a pit of fire surrounded by several dim glowing candles. We immediately pressed our attack. Although we prepared as diligently as we could, the first round went to the demon, it apparently had a greater invisibility spell that protected it from becoming visible when it attacked and was able to dimension door freely about the room while clinging to the ceiling and walls. We were forced to retreat and were fortunate that Malfeshnikor could not leave the room, or more than one of us would have met our doom. Retreating we rested a day and rethought our strategy.
The following morning Valdaire sent us in with and enlarge spell to maximize our attack ability and minimize Malfeshnikor’s ability to dodge us by clinging to walls and ceilings. We charged into the room with Ione purging the invisibility of the creature at my suggestion. This time things went much better and we were able to defeat him, thus securing Thistletop as our main base of operations. In the room we found 35 everburning candles, 6 of which we agreed to give to Father Zantus to use in church services. We also found a ring of shielding which went to Nando, to protect him from his wayward charges into rooms.
Pathfinder
Society
Report
By: Tyack Verumpeto
The Pathfinder’s Society
Tyack Verumpeto
Report 3.0:
A much shorter report than last time. We secured the 8 wine bottles vintage Vigar deis from the bottom of the cellar in the house and headed back to Sandpoint to see whether or not an exorcism of the place could be done by Father Zantus to remove the haunts which infested it. We also procured a letter written to Aldern Foxglove, further implicating him in some sort of cult awaiting his transformation and pointing out that my supposition about the greedy ones being targeted seemed accurate. The cult seems to be led by some sort of female called some title with pagan in it, the actual thing escapes me, but she is apparently in Magnimar, where we should probably go next.
However, before we could set off for Magnimar, we did need to solve the problem of clearing the haunted house (and then hopefully burning the damn thing to the ground and shoveling its ashes off the f***ing cliff.) Zantus was unable to do it, but he said that Ione was due in town soon and she would probably be able to. In town, we encountered our old friend Bock who had delivered his brother’s battered body to a caravan headed north. Gladly we accepted him back within the bosom of our party. Lodeseeker also met an old friend who had been a mercenary in Janderhoff and we invited him to join us for a time as well. We did our usual hanging around town routine and were once again approached by Sheriff Hemlock to help with the goblins who seemed to be getting restless again because they are attracted to that damn demon in Thistletop. Naturally we agreed, because after all, the Seekers are heroes, plus we still have 2 goblin heroes to kill.
We set out through the Thistlewood where we encountered an elaborate Goblin trap set to slay us. Unfortunately for the goblins, it was too elaborate to actually work, and although most of our group was captured within the throes of the goblin druid’s entangle spell, Valdaire cast two fireballs and all but eliminated the opposition. The druid’s natural ability to traverse difficult terrain allowed him to escape, but not without leaving the rest of the group completely obliterated. I daresay, that goblin is probably still running.
We returned to our town after our victory to again the praise of a thankful people who have all but adopted us as their own. We learned Ione was in town and agreed to perform an exorcism on the haunted house in exchange for our help getting rid of the demon Malfeshnikor which was imprisoned in Thistletop. We readily agreed and made our way by boat to Thistletop
We opened the door to Malfeshnikor’s lair to find a pit of fire surrounded by several dim glowing candles. We immediately pressed our attack. Although we prepared as diligently as we could, the first round went to the demon, it apparently had a greater invisibility spell that protected it from becoming visible when it attacked and was able to dimension door freely about the room while clinging to the ceiling and walls. We were forced to retreat and were fortunate that Malfeshnikor could not leave the room, or more than one of us would have met our doom. Retreating we rested a day and rethought our strategy.
The following morning Valdaire sent us in with and enlarge spell to maximize our attack ability and minimize Malfeshnikor’s ability to dodge us by clinging to walls and ceilings. We charged into the room with Ione purging the invisibility of the creature at my suggestion. This time things went much better and we were able to defeat him, thus securing Thistletop as our main base of operations. In the room we found 35 everburning candles, 6 of which we agreed to give to Father Zantus to use in church services. We also found a ring of shielding which went to Nando, to protect him from his wayward charges into rooms.
Sunday, July 19, 2009
TPS Report 2
The
Pathfinder
Society
Report 2.0
By: Tyack Verumpeto
The Pathfinder’s Society
Tyack Verumpeto
Report 2.0:
Things started out with us planning to visit the Foxglove manor which was interrupted by a local farmer named Grump seeing scarecrows moving about and attacking people. With claims of “Something ain’t right at the Hambly farm”, we decided to investigate. First we warned the surrounding populace to have them keep inside for other creatures, and then we went out to the Hambly farm. There were a number of paths circling around the house, so we developed a spiraling pattern inward. On our way we found a number of scarecrows that turned out to be ghouls. Some were still up on their normal scarecrow supports. We developed a pattern and managed to defeat them rather easily. Coming upon the Hambly farm, we noticed several ghouls in a barn which had been built around this ancient statute. We encircled the barn and began firing missile weapons at them to shoot em down or force them to come out towards us. They swarmed out pretty good and we dispatched them rather quickly. Lodeseeker took on the chief ghoul while I swarmed em towards the group and Voldaire blew em down with his fire spells.
We then decided to go onto Foxglove mansion. We equipped ourselves with healing potions because we still have no priest to travel with us. The mansion is a dilapidated structure. We had heard rumors that it was being rebuilt, but there was no evidence of this. We first took a look at it from a bluff across an inlet. It sat up on a ridge and looked like it was getting ready to fall into the ocean about 100’ below. It looked extremely frightening, and I set the condition, that we would investigate but if 3 things scared the hell out of us, we’d just burn it down. I brought a 10’ pole in anticipation of traps and creatures hiding under covers. It turned out not to be as useful as intended, but it was nice to have the rest of the group envying my pole.
We slowly approached the mansion amidst what looked like hundreds of dead zombie crows hanging around the lawn. Out front there was a broken well but the doors and windows of the mansion were amazingly intact. We went in and saw a trophy room with a big manticore in the center. We wander methodically through the house and see a bathtub on a rickety floor which we avoid. We go upstairs and hear a baby crying. We don’t break our methodical approach and Valdaire goes into this room with a fireplace where only he can hear a voice. The room is covered with fugues and Voldaire hears a voice tell him “What’s on your face mommy?” Voldaire then proceeds to try to rip his face off. He seriously wounds himself before we restrain him.
We wander through various terrors and ‘haunts’ when we come to a room with a portrait that has been turned around facing the wall. Lodeseeker turns it around and hears it say “What do you get up to in the damp down below” no one else hears it, but it unnerves him greatly. We continue on through the second floor and we come to a room with many family portraits in it. As Nando gets close the paintings change. Vorel(GF) explodes with fungus all over him (similar to the strange fungus we’ve seen all over the place) Cassandra (GM) is covered with tumors, Lorey is appears to be a corpse, Traver (F) appears to have his throat cut, Cyralie (M) is burned and broken. Aldern appears to be a ghoul-lord (ah ha we have our villain, whom we sort of suspected anyway), Sindele and Zeera (S) are covered in Frost.
Upon the portrait exploding, I suggest we get out of there and burn the place down. On our way out, the stupid manticore appears to attack but we run from it, only to encounter the zombie crows that don’t want us to leave. Valdaire blows the crap out of them with a number of spells and they are no longer a threat. We set fire to the house and go to the original bluff to watch the conflagration. Amazingly (Deus Ex Machina) the house refuses to burn, so we take a trip back to Sandpoint to resupply ourselves with healing potions and head back in. Nando decides to stay back. I go to the Vindor home to again express my sympathy to Vin and his remaining daughter. I feel strangely protective of the Sandspoint people and want them to think well of us.
Lodeseeker, Voldaire, and I proceeded back to the mansion. It was as scary as ever, though with decidedly less zombie-crows. We investigated up into the highest level. All throughout the house we had noticed the windows facing the 100’ drop to the sea were all stained glass and remarkably intact and seemed to be showing some scenes of necromantic rituals. Also for some reason, which I can’t remember, I seemed to get the impression that this episode was tied into the antivirtues of rule. We had dealt with the Wrath with the well underneath Sandpoint, but we wondered if there could be others. I suspected this one had to do with greed because several of the victims had been meticulous skinflints who arranged their money very orderly. I don’t know the veracity of this, but it is worth mentioning so I can refer to it later.
Anyway as we got to the top floor we saw that one of the stain-glassed windows was broken and I felt the sudden urge to hurl myself out it to my death. Fortunately I was restrained by my comrades. In another room, Valdaire almost felt like slitting his own throat. Like I said this place was scary. Finally we found a key which led us down to the basement. As we were traveling down, I found this really cool monkey door pull that made a loud screaming noise. Ok it was also kind of scary, but I felt I had to have it, so pried it loose to take it.
Down in the basement we are accosted by swarms of rats which are quickly dispatched. We find some fine bottles of wine which we leave there for later, because with all the jumping, fleeing, running scared we’re doing, we didn’t want them to break. We come to a workshop that shows an image of Vorel Foxglove becoming a lich. We find other stuff, such as images of Aldern with a pickaxe screaming “For You! For You!” or some such nonsense and we continue down a long set of stairs. Lodeseeker develops phantom wounds as he is troubled by a haunt that wants to pull him further down the stairs. Finally we get to the bottom. We fight a couple of ghouls and then encounter the Demon-ghoul bat from hell. Valdaire unleashes 2 fireballs on it and we run away as it hops down the passage towards us. We approach it again and Lodeseeker nearly dies. I am chosen to take point due to my nimble ability to avoid being hit while I’m bespelled and because of Lodeseeker’s wounds. Finally we are able to defeat it before it paralyzes and devours us all. We investigate further and find 3 corpses and some treasure at the near-bottom of the broken well. Rather than face the house again we throw a grappling hook to the top of the well and ascend so we can go back to Sandpoint to heal.
Our 3rd attempt at the house involves us avoiding the main entrances and going down the well instead. It should be noted that I removed one of the doors and threw it into the sea and ,unlike the fire, that damage to the house remained. Down past the bats we encountered several ghouls and managed to fight them one-on-one by using the narrow passages to our advantage. After disposing of that threat we went to the BBEG, Aldern (call me crazy ghoul-lord) Foxglove. We fought him well and husbanded our resources mightily. Although he was tough, a smart fight pulled us all through. He seemed to be fixated on me, because I had been involved on saving his life from the goblins, but his interest seemed superficial at best, or he just gets weirdly attached. Upon his death, weird mold-fungus in the room started to move. We really didn’t think about burning it, but were eventually supplied the idea by the Gods who wanted to wrap up the adventure. We received massive treasure, but were informed that until we investigated some of the rooms we had skipped, the haunting of the house might not be over. I would suggest getting Zantus or a priest from Magnimar to come sanctify the place. I am also thinking of enlisting a henchman priest to come with us on the perilous journey’s because we seem to be at a distinct disadvantage without one.
NB. Remember the wine and search the house thoroughly for loot.
Pathfinder
Society
Report 2.0
By: Tyack Verumpeto
The Pathfinder’s Society
Tyack Verumpeto
Report 2.0:
Things started out with us planning to visit the Foxglove manor which was interrupted by a local farmer named Grump seeing scarecrows moving about and attacking people. With claims of “Something ain’t right at the Hambly farm”, we decided to investigate. First we warned the surrounding populace to have them keep inside for other creatures, and then we went out to the Hambly farm. There were a number of paths circling around the house, so we developed a spiraling pattern inward. On our way we found a number of scarecrows that turned out to be ghouls. Some were still up on their normal scarecrow supports. We developed a pattern and managed to defeat them rather easily. Coming upon the Hambly farm, we noticed several ghouls in a barn which had been built around this ancient statute. We encircled the barn and began firing missile weapons at them to shoot em down or force them to come out towards us. They swarmed out pretty good and we dispatched them rather quickly. Lodeseeker took on the chief ghoul while I swarmed em towards the group and Voldaire blew em down with his fire spells.
We then decided to go onto Foxglove mansion. We equipped ourselves with healing potions because we still have no priest to travel with us. The mansion is a dilapidated structure. We had heard rumors that it was being rebuilt, but there was no evidence of this. We first took a look at it from a bluff across an inlet. It sat up on a ridge and looked like it was getting ready to fall into the ocean about 100’ below. It looked extremely frightening, and I set the condition, that we would investigate but if 3 things scared the hell out of us, we’d just burn it down. I brought a 10’ pole in anticipation of traps and creatures hiding under covers. It turned out not to be as useful as intended, but it was nice to have the rest of the group envying my pole.
We slowly approached the mansion amidst what looked like hundreds of dead zombie crows hanging around the lawn. Out front there was a broken well but the doors and windows of the mansion were amazingly intact. We went in and saw a trophy room with a big manticore in the center. We wander methodically through the house and see a bathtub on a rickety floor which we avoid. We go upstairs and hear a baby crying. We don’t break our methodical approach and Valdaire goes into this room with a fireplace where only he can hear a voice. The room is covered with fugues and Voldaire hears a voice tell him “What’s on your face mommy?” Voldaire then proceeds to try to rip his face off. He seriously wounds himself before we restrain him.
We wander through various terrors and ‘haunts’ when we come to a room with a portrait that has been turned around facing the wall. Lodeseeker turns it around and hears it say “What do you get up to in the damp down below” no one else hears it, but it unnerves him greatly. We continue on through the second floor and we come to a room with many family portraits in it. As Nando gets close the paintings change. Vorel(GF) explodes with fungus all over him (similar to the strange fungus we’ve seen all over the place) Cassandra (GM) is covered with tumors, Lorey is appears to be a corpse, Traver (F) appears to have his throat cut, Cyralie (M) is burned and broken. Aldern appears to be a ghoul-lord (ah ha we have our villain, whom we sort of suspected anyway), Sindele and Zeera (S) are covered in Frost.
Upon the portrait exploding, I suggest we get out of there and burn the place down. On our way out, the stupid manticore appears to attack but we run from it, only to encounter the zombie crows that don’t want us to leave. Valdaire blows the crap out of them with a number of spells and they are no longer a threat. We set fire to the house and go to the original bluff to watch the conflagration. Amazingly (Deus Ex Machina) the house refuses to burn, so we take a trip back to Sandpoint to resupply ourselves with healing potions and head back in. Nando decides to stay back. I go to the Vindor home to again express my sympathy to Vin and his remaining daughter. I feel strangely protective of the Sandspoint people and want them to think well of us.
Lodeseeker, Voldaire, and I proceeded back to the mansion. It was as scary as ever, though with decidedly less zombie-crows. We investigated up into the highest level. All throughout the house we had noticed the windows facing the 100’ drop to the sea were all stained glass and remarkably intact and seemed to be showing some scenes of necromantic rituals. Also for some reason, which I can’t remember, I seemed to get the impression that this episode was tied into the antivirtues of rule. We had dealt with the Wrath with the well underneath Sandpoint, but we wondered if there could be others. I suspected this one had to do with greed because several of the victims had been meticulous skinflints who arranged their money very orderly. I don’t know the veracity of this, but it is worth mentioning so I can refer to it later.
Anyway as we got to the top floor we saw that one of the stain-glassed windows was broken and I felt the sudden urge to hurl myself out it to my death. Fortunately I was restrained by my comrades. In another room, Valdaire almost felt like slitting his own throat. Like I said this place was scary. Finally we found a key which led us down to the basement. As we were traveling down, I found this really cool monkey door pull that made a loud screaming noise. Ok it was also kind of scary, but I felt I had to have it, so pried it loose to take it.
Down in the basement we are accosted by swarms of rats which are quickly dispatched. We find some fine bottles of wine which we leave there for later, because with all the jumping, fleeing, running scared we’re doing, we didn’t want them to break. We come to a workshop that shows an image of Vorel Foxglove becoming a lich. We find other stuff, such as images of Aldern with a pickaxe screaming “For You! For You!” or some such nonsense and we continue down a long set of stairs. Lodeseeker develops phantom wounds as he is troubled by a haunt that wants to pull him further down the stairs. Finally we get to the bottom. We fight a couple of ghouls and then encounter the Demon-ghoul bat from hell. Valdaire unleashes 2 fireballs on it and we run away as it hops down the passage towards us. We approach it again and Lodeseeker nearly dies. I am chosen to take point due to my nimble ability to avoid being hit while I’m bespelled and because of Lodeseeker’s wounds. Finally we are able to defeat it before it paralyzes and devours us all. We investigate further and find 3 corpses and some treasure at the near-bottom of the broken well. Rather than face the house again we throw a grappling hook to the top of the well and ascend so we can go back to Sandpoint to heal.
Our 3rd attempt at the house involves us avoiding the main entrances and going down the well instead. It should be noted that I removed one of the doors and threw it into the sea and ,unlike the fire, that damage to the house remained. Down past the bats we encountered several ghouls and managed to fight them one-on-one by using the narrow passages to our advantage. After disposing of that threat we went to the BBEG, Aldern (call me crazy ghoul-lord) Foxglove. We fought him well and husbanded our resources mightily. Although he was tough, a smart fight pulled us all through. He seemed to be fixated on me, because I had been involved on saving his life from the goblins, but his interest seemed superficial at best, or he just gets weirdly attached. Upon his death, weird mold-fungus in the room started to move. We really didn’t think about burning it, but were eventually supplied the idea by the Gods who wanted to wrap up the adventure. We received massive treasure, but were informed that until we investigated some of the rooms we had skipped, the haunting of the house might not be over. I would suggest getting Zantus or a priest from Magnimar to come sanctify the place. I am also thinking of enlisting a henchman priest to come with us on the perilous journey’s because we seem to be at a distinct disadvantage without one.
NB. Remember the wine and search the house thoroughly for loot.
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