Garrath Tricks the Giants |
Assuming that there are no more ghouls or ghasts attacking, Garrath lets the rage that fills him go, and stands, gasping for breath.
"Can we take a few moments? The rage it leaves me out of breath for a few moments.
Elektra Stardancer |
Lending a comforting hand to Garreth, Elektra smiles at the big barbarian.
"We know, Garreth, we know. I also need a few moments to refocus and reasset our options and what happened here. How many of the unliving were here. Also, if my studies were correct, ghouls are not that... devious in their repopulation!"
Today's Villain |
All Ghast in the common room and kitchen are truly dead.
The bedroom door just happens to be neither locked nor trapped. As Brandark opens the bedroom door, one final Ghast bites at the Dwarf but is unable to penetrate the Cavalier's armor.
Ghast 1 bite: 1d20 + 5 ⇒ (11) + 5 = 161d6 + 3 ⇒ (2) + 3 = 5
Brandark still has to make a DC 15 Fort save for the Stench. You must make a new save versus each Ghast you face.
GM Mazra |
Round Two recap.
Elektra begins to cast another spell, but Brandark ans Stone encourages her to hold her magic.
Brandark finishes off the last Ghoul in the common room.
Stone cast a curative on Brandark.
Round Three plus
As Garreth's Rage subsides, Elektra comforts the big Barbarian.
Brandark opens the bedroom door to find yet another Ghast.
Elektra 23
Garrath 10
Brandark 8
Kelvin 16
Ghoulies 15
Stone 14
After the four Ghast in the kitchen and common room were made dead again, there was a lull. However, since there is only one more enemy, I will maintain initiatives. Kelvin had actions in Round Two and likely would have checked the bedroom door. Brandark would have a move action to open the door. He now has a standard action. Map updated.
Brandark Plainswalker |
If I have a standard action, then I guess I will use it. :)
Pushing the critter back with the haft of his axe, and then grabbing it in a firm two handed grip. Brandark attempts to send the thing back to its grave.
attack: 1d20 + 5 + 4 + 1 - 2 ⇒ (17) + 5 + 4 + 1 - 2 = 25
damage: 1d10 + 6 + 4 ⇒ (4) + 6 + 4 = 14
Do you want me to list the mods ?
Edit forgot the fort save
fort save: 1d20 + 7 ⇒ (6) + 7 = 13Add 2 more if poison
Stone the Blade of Sarenrae |
Stone will move up Ignite my blade with your holy fire
CASTING
Casting Time 1 standard action
Components V, S
EFFECT
Range touch
Target one melee weapon
Duration 1 round/level (see text)
Saving Throw Fort negates (object); Spell Resistance yes (object)
DESCRIPTION
The target weapon ignites into flame that does not hurt the weapon or the wielder, but damages those hit by the weapon. When the weapon’s wielder hits with this weapon, it deals an additional 1d4 points of fire damage. This damage is not multiplied in the case of a critical hit. This effect immediately ends if the weapon is submerged in water. This effect does not stack with the flaming or flaming burst weapon special ability or any other effect that grants the weapon extra fire damage. It does not function on weapons with the frost or icy burst weapon special ability or any other effect that grants a weapon extra cold damage.
fort save: 1d20 + 5 ⇒ (12) + 5 = 17
Garrath Tricks the Giants |
How much of a lull? 36 seconds worth? That's how long Garrath would be fatigued from the rage.
Brandark Plainswalker |
I doubt it matters, the thing is dead but I would think a minute. :)
Brandark Plainswalker |
Brandark goes with stone, to help bring the man back to the house.
Brandark Plainswalker |
This does not bode well, not well at all.
Brandark starts to make his way back to the farmhouse to let the others know the man is gone.
Garrath Tricks the Giants |
Most likely we will have another ghoul on our hands soon.
Brandark Plainswalker |
I think there was. But there were more pressing things to deal with at the time.
Before we go looking Brandark will take the note off the body and give it to Elektra.
GM Mazra |
Brandark Plainswalker |
Brandark will help move them both back to the farmhouse. As well as take the time to move the ones that are in the farmhouse out.
I think we should check all the remaining scarecrows before someone rides for additional help.
Stone the Blade of Sarenrae |
Once back at the farm house Stone will try to care the the lady Guffmin.
Kneeling down by her.
Please cleanse the women of this evil taint.
Remove Disease: 1d20 + 5 ⇒ (9) + 5 = 14
He then looks to the Mr. Guffmin.
Come here, your wife needs you. She will be fine. Unfortunately I can not cure you completely till morning but I can ease your suffering for now.
Stone will then lay hands on the farmer.
Give this man strength to do your will
Restoration, Lesser
Stone will also give him a Touch of Good +2 before he makes his next saving throw
Points of con: 1d4 ⇒ 2
Then before he finds a place to rest he will look at the party and ask.
Is anyone hurt and how are the horses?
GM Mazra |
While removing the Ghast and Ghouls from the farmhouse, you will notice that one of the Ghast had an iron key on a simple leather cord. The key had a symbol of a curious flower surrounded by thorns.
There was also a key on the body of the dead man at the door.
Brandark Plainswalker |
perception: 1d20 + 9 ⇒ (18) + 9 = 27
know noble, untrain: 1d20 + 1 ⇒ (2) + 1 = 3
Brandark will grab the keys.
Here now, what might this be.
Brandark pulls out the hidden coffer.
Kelvin, can you look this thing over?
Kelvin Fleetwood |
Perception: 1d20 + 10 ⇒ (9) + 10 = 19
Perception (trap): 1d20 + 12 ⇒ (10) + 12 = 22
Disable Device: 1d20 + 16 ⇒ (1) + 16 = 17 traps / unlock
Disable Device: 1d20 + 16 ⇒ (1) + 16 = 17 unlock / not needed
Kelvin looks around but doesn't see anything till Brandark finds a hidden coffer. Looking it over for traps, if he finds one he tries to disable it. He then tries to unlock it first by using the key on the leather cord, and if that doesn't work then his tools.
GM Mazra |
Kelvin does not find a trap on the large wooden coffer. The key on the leather cord, found on the Ghast, does not fit this coffer. It is more like a door key.
However, the key from the dead man's body does fit the coffer. Inside are 35 meticulously arranges pouches, each holding 100 silver pieces.
Where do you go from here?
Brandark Plainswalker |
Brandark whistles appreciatively. That is a lot of silver for a farmer.
I am thinking that we bring them back to sandpoint for the father to see if he can help as well.
Elektra Stardancer |
KNob: 1d20 + 5 ⇒ (20) + 5 = 25 15 as untrained
Looking at the symbol of the key Elektra suddenly sighs.
"This is the symbol of the Foxgloves. And if I remember correctly he was all over me the last time we met.... I get a bad feeling about this!"
Garrath Tricks the Giants |
Garrath gets a grim look on his face and nods, moving towards his horse. "Put the farmer and wife on my horse, if needed. I will run. We need to leave this place behind us and help these two. He then turns a tight jawed look back at the rest. "Then we will deal with Foxglove, and his unwanted intent towards Elektra."
He looks over the silver parceled out. "Split up like that, it looks like payments for something."
Stone the Blade of Sarenrae |
Stone will examine the body of the dead man.
heal check: 1d20 + 13 ⇒ (7) + 13 = 20
perception check : 1d20 + 3 ⇒ (4) + 3 = 7 Why did you not turn in to a ghoul? Stone will wounder aloud.
Brandark Plainswalker |
Elektra, what does this rune actually mean.
Pointing out the rune that was carved on the dead mans chest.
Garrath, seeing as I didn't bring Suzie, we probably will have to.
Elektra Stardancer |
"Brandark, I have no clue. If you would ask me.... I would guess maybe some demon lord, no not chaotic enough, maybe a devils symbol. The number 7 has a few implications, like the days of the week.
Maybe I have to delve more into numerology for a question like that. But I will keep your question definetly in mind. It must be something incredibly important for them. Maybe the numbers of gods they believed, maybe the royal houses."
Padre Zantus |
The party heads back to Sandpoint, straight to the new Cathedral. A crowd begins to gather in the square as the party takes Lettie and Horran in. An Acolytes runs to get Father Zantus.
When Father Zantus arrives the party tells him what has happened, "I am unable to remove disease, but I do have a scroll." The Padre sends an Acolyte to retrieve the parchment.
"Since this morning several families have arrived, hearing about Ghouls to the South. Fearful, they came into town. We have put up a couple of families here at the Cathedral. Then around noon, a Caravan came through. They mentioned that they saw dead Ghouls on the side of the road yesterday. And now this. I have heard of entire towns turned into Ghouls. This will cause a panic. It must be stopped."
The Acolytes brings Father Zantus the scroll.
Stone the Blade of Sarenrae |
Father if that is your only scroll you may want to save it. I can try to heal him in the morning and I fear after we leave you may need it. Also we have killed all the ghoul we could find to the south. But we think the source of the problem may lay in a place called The Misgivings do you know anything about it?
Padre Zantus |
"Thank you. I will save the scroll. As for the Misgivings, I have heard of such a place, but do not know much about it. You may want to ask around town," the priest responds to Stone.
Kelvin Fleetwood |
Knowledge (local): 1d20 + 11 ⇒ (12) + 11 = 23
Perception: 1d20 + 10 ⇒ (8) + 10 = 18
Kelvin muses to himself and then realizes that he had heard about the Misgivings from one of the locals. everyone can read the DC20 and lower K (local) and the DC 15 Perception spoilers. Turning to Elektra, "the Aldern fellow that was so interested in you, is the owner of Foxglove manner, also known as the Misgivings. And the ghast that had the key was probably the caretaker."
Musing further, "I would be willing to bet that the key opens the manor house."
Brandark Plainswalker |
Well then, I guess our course of action is set right now.
We spend the night, tomorrow Stone tries to heal those two, and the day after we go look in on the misgivings.