
Rafael Morganis |

Rafael pulls his chain free of the joins as quietly as he can, catching the loose end with his free hand when it begins to fall.
stealth: 1d20 + 6 ⇒ (3) + 6 = 9
... but obviously not doing such a great job of making himself free... He leaps forward and tries to grapple the doctor that is cutting Brin.
cmb to grapple: 1d20 + 10 ⇒ (10) + 10 = 20

DM-Camris |

Round 1___________________________
Rafael Morganis______
Rafael pulls his chain free of the joins as quietly as he can, catching the loose end with his free hand when it begins to fall.
Despite his effort to keep it quiet, the chain makes a tremendous clatter as he gathered it up in his right hand. The Doctor straigtened up and looked over at Rafael with a puzzled look.
... but obviously not doing such a great job of making himself free... He leaps forward and tries to grapple the doctor that is cutting Brin.
He runs into the doctor, but couldn’t grapple him.
Brindolfin Cloudcap______
Brin moves his left hand over to the right shake and forms his mind blade {free action} cutting right into the right shackle. It burst open and Brin tears that arm free.
He sits up and slices at the one next to him with a Toppling strike if he is able.
And Brin’s backhand slams the Doctor to the stone floor, his scalpel flying away into a corner.
Midori Masaki______
Midori silently signals Hiro to free her.
Unfortunately, the Homunculus couldn’t spring the lock this time.
Alkaid______
Alkaid tries to break free
[ooc]And with a mighty heave, breaks the right hand cuff of her chains.
ENEMY___________________
Blood pouring from his nose, the Necromancer glared at Rafael (who was standing over him) and shouted a quickened Sound Burst, which dealt 1d8 ⇒ 7 points of sonic damage (Fort save DC18 or stunned) to Brin and Rafael, and blowing Rafael back five feet.
He scrambled to his feet then.
"Ungrateful wretches!" He shrilled. "I would have made you IMMORTAL!"

Rafael Morganis |

fort save dc 18: 1d20 + 7 ⇒ (15) + 7 = 22

Rafael Morganis |

hmmm... what to do here... still no bow so can't flurry an attack... I guess I'll just try the grapple again.
Rafael tries again to get a grip on the doc.
grapple: 1d20 + 10 ⇒ (18) + 10 = 28

DM-Camris |

Round 2____________
Brindolfin Cloudcap______
Brin stops, stunned.
Brin is stunned this round. He auto recovers at the start of his next round.
Rafael Morganis______
Rafael tries again to get a grip on the doc.
Rafael lunged forward and grappled the Necromancer again.
Alkaid______
Alkaid goes for breaking the left cuff holding her, but is unable to break it.
Changing tactics, Alkaid pulls the chain over and is free to move. (Wrists are still attached with a 6 foot length of chain.)
And charges with a flying kick, but missed.
Midori Masaki______
Midori once more begins an Inspire courage chant.
She feels her homunculus fiddle with the cuff holding her left arm, then suddenly feels the iron cuff holding her left arm come free.
ENEMIES_______________
The Necromancer, afraid perhaps for the first time, tries firing a point blank Ray of Enfeeblement into Rafael. This will draw an Attack of Opportunity from both Rafael and Alkaid.
But if they don’t flatten him, he will hit Rafael dealing 1d6 + 3 ⇒ (5) + 3 = 8 Strength damage.
Doctor Habe ran out of the stairwell screaming ”NOOOOOOOOOOO!” and touched Alkaid with a Chill Touch.
Touch attack: 1d20 + 3 ⇒ (15) + 3 = 18 for a possible 1d6 ⇒ 4 Negative energy hitpoint damage. She also takes 1 point of Strength damage unless she makes a DC13 Fort save.

DM-Camris |

Brindolfin Cloudcap |

+4 STR 16/24 PPs 10/58hp with 25 temp hps
Brin realizes his legs are still shackled. He uses his mind blade to cut through the restraints on his legs (std).
damage: 3d6 + 17 ⇒ (3, 6, 6) + 17 = 32
Then Brin stands (move). Then Brin exerts himself with some psionic power (hustle = swift 3PP for move action). Brin closes with the doctor and tries to cut him off.
Brin moves to keep the doctor from escaping but will not try to provoke. Now 13/24 PPs after hustling

Rafael Morganis |

to hit vs grappled doc: 1d20 + 7 + 1 ⇒ (14) + 7 + 1 = 22
dmg if hits: 1d8 + 2 + 1 ⇒ (3) + 2 + 1 = 6
don't forget he has to make a concentration check modified by the amount of damage taken to keep his spell, even if he's not knocked out by the attacks... just have to wait and see if Alkaid hits too
also, even if he keeps his spell, Rafael gets a fort save vs the strength penalty for half, just need to know dc of that save IF the spell actually goes off

DM-Camris |

Rafael hits, Alkaid does not.
Conc.: 1d20 + 8 ⇒ (1) + 8 = 9 Whumph! The Necromancer critically loses control of the Ray of Enfeeblement!
Result: There is a soft explosion of snow; everyone in 5 feet takes 1d6 ⇒ 1 cold damage and is covered in frost.
Rafael and Alkaid both have regular actions they can take as well as the AoO's.

Rafael Morganis |

Rafael attempts to complete a pin on the necromancer if he's still on his feet after Alkaid's flurry of kicks.
to pin, cmb vs his cmd: 1d20 + 10 ⇒ (13) + 10 = 23
Pinned
A pinned creature is tightly bound and can take few actions. A pinned creature cannot move and is denied its Dexterity bonus. A pinned character also takes an additional –4 penalty to his Armor Class. A pinned creature is limited in the actions that it can take. A pinned creature can always attempt to free itself, usually through a combat maneuver check or Escape Artist check. A pinned creature can take verbal and mental actions, but cannot cast any spells that require a somatic or material component. A pinned character who attempts to cast a spell or use a spell-like ability must make a concentration check (DC 10 + grappler's CMB + spell level) or lose the spell. Pinned is a more severe version of grappled, and their effects do not stack.
Casting Spells while Pinned: The only spells which can be cast while grappling or pinned are those without somatic components and whose material components (if any) you have in hand. Even so, you must make a concentration check (DC 10 + the grappler's CMB + the level of the spell you're casting) or lose the spell.

DM-Camris |

When the Necromancer started casting…
Rafael hits, Alkaid does not.
Conc.: 1d20 + 8 ⇒ (1) + 8 = 9 Whumph! The Necromancer critically loses control of the Ray of Enfeeblement!
Result: There is a soft explosion of snow; everyone in 5 feet takes 1d6 ⇒ 1 cold damage and is covered in frost.
Round 3___________________
Brindolfin Cloudcap______
Brin realizes his legs are still shackled. He uses his mind blade to cut through the restraints on his legs (std).
Then Brin stands (move). Then Brin exerts himself with some psionic power (hustle = swift 3PP for move action). Brin closes with the doctor and tries to cut him off.
Brin moves to keep the doctor from escaping but will not try to provoke. Now 13/24 PPs after hustling
Alkaid______
Alkaid keeps on kicking
She missed, then hit and hit again for modest damage.
Rafael Morganis______
Rafael attempts to complete a pin on the necromancer if he's still on his feet after Alkaid's flurry of kicks.
Rafael pinned the Necromancer to the floor.
(npc) Midori______
Midori slipped her chains and ran over to the chest where the parties stuff was stacked.
ENEMIES______________________
Necromancer_________
The necromancer tried to wiggle free of Rafael’s grip.
Escape: 1d20 + 8 ⇒ (18) + 8 = 26 Incredibly, the Necromancer wiggled free, leaving Rafael gripping an empty robe. Bloody, half naked and with a murderous glint in his eye, he stood up. Rafael gets an AoO.
Dr. Habe________
Habe backed up and cast Burning Hands at Brin and Alkaid. Both will take 5d4 ⇒ (3, 1, 4, 2, 1) = 11 points of fire damage, Ref save DC15 for half.

DM-Camris |

Rafael Morganis |

aoo on the necromancer: 1d20 + 6 + 4 ⇒ (16) + 6 + 4 = 26
dmg if hits: 1d8 + 2 ⇒ (1) + 2 = 3

Rafael Morganis |

Rafael attempts to grapple the necromancer again...
cmb vs his cmd: 1d20 + 10 ⇒ (6) + 10 = 16
well that was pathetic

Brindolfin Cloudcap |

If not healed, Brin taps his inner power to withstand damage.
spend 7pp for 35 temp hp, 4/58 hp with 35 temp hp. 6/24 PPs left +4 Str
Brin continues to block escape.

Brindolfin Cloudcap |

Brin swings a might toppling strike at the necromancer after healed and stepping up to him. Midori's inspiration hangs in the air.
hit/damage: 1d20 + 15 + 2 ⇒ (2) + 15 + 2 = 193d6 + 17 + 2 ⇒ (1, 2, 3) + 17 + 2 = 25
trip vs cmd if hit: 1d20 + 15 ⇒ (18) + 15 = 33
Brin s.Iles gratefully at Alkaid.

DM-Camris |

Round 4___________________
Rafael Morganis______
As the Necromancer slipped free and stood up, Rafael clipped him expertly, but with minimal damage.
Rafael attempts to grapple the necromancer again...
But failed.
Brindolfin Cloudcap______
Brin dodged much of the Burning Hands, taking only 5 fire damage.
Alkaid______
Alkaid also dodged much of the Burning hands, taking only 5 fire damage.
Alkaid does a Channel She heals her teammates 10 damage.
Brindolfin Cloudcap______
Brin swings a might toppling strike at the necromancer after healed and stepping up to him. Midori's inspiration hangs in the air.
Moving quickly around the table, Brin swung sloppily; but he still caved in the Necromancer’s head. He hits the ground, very dead.
Brin smiles gratefully at Alkaid.
[npc] Midori_______
Midori grabbed her crossbow and leveled it at Doctor Habe.
Crossbow attack: 1d20 + 5 + 2 ⇒ (17) + 5 + 2 = 24 for 1d8 + 1 ⇒ (3) + 1 = 4 piercing damage.
Midori shoots Doctor Habe down, but he's still alive, only unconscious.
The Battle is over
You can recover your equipment (as well as Korbin's and Idril's) from the crate on the benches to the north.

Rafael Morganis |

Rafael starts to get his gear as I assume everyone will do while asking "Do we finish off the doctor or keep him alive and maybe bring him around and question him? If we're gonna keep him alive, might want to heal him before he expires.. "

DM-Camris |

You all reequip yourselves.
Idril's equipment:
smoke pellet[APG];
Other Gear
+1 chain shirt,
masterwork bladed scarf[ISWG],
dagger,
sling,
pocketed scarf[UE],
reinforced scarf[UE],
backpack, bedroll, belt pouch, candle (2), chalk, flint and steel, ink, inkpen, journal[UE], mess kit[UE], mirror, perfume/cologne[UE], piton (4), pot, reversible cloak[UE], silk rope (50 ft.), soap, thieves' tools, tindertwig (10), torch (10), trail rations (5), waterskin,
wrist sheath[UE],
10 pp, 5 gp, 2 cp
Korbin's equipment:
Monk Kit
Amulet of the Mighty Fist; Bonus +1 enchancement with Natural Weapons and Unarmed Attacks
Familiar Satchel; An armored sealed bag, capable of storing King Crab, the familiar of Korbin. It has been modified, allowing it to hold an aquatic creature. Utility Total cover to King Crab.
Potion of Cure Light Wounds x7.
Potion of Mage Armor x5
Armbands of the Brawler; Bonus +1 competance to grapple checks.
Ioun Torch; A small orb that glows constantly. It floats above the head if taken out.
Traveler's Any-Tool; A foot long iron bar. Seems notched with spikes and able to be bent. Utility It can duplicate any tool the wielder can clearly visualize that contains only limited moving parts, such as a pair of scissors. Counts as Masterwork
Sun Rod; An small iron wand, tipped golden at one end. It feels warm. Utility Creates 6 hours of light.
Gold x408
Foot-Length Rope A rope that is the length of someone's footprint. Whose is it? Who knows! Quest
Deputy Pin A star shaped pin for the Deputies of Sandpoint. Though small and light, it is weighted in authority. Quest "I am the Law now."
Searching the body of the Necromancer you find:
potion of cure moderate wounds,
potion of gaseous form,
wand of false life (29 charges),
wand of identify (15 charges);
ring of protection +1
masterwork dagger with glowing black opal (soul bonded),
key ring, sanitarium
11 pp, 4 gp, 14 sp
Searching Doctor Habe's person you find:
potions of cure light wounds (2);
+1 padded armor,
masterwork dagger,

DM-Camris |

Searching the room:
This large room combines the features of a wizard’s laboratory and a catacomb— several tables bearing bodies covered by drapes dominate the room, while tools ranging from shovels to dissection implements sit on shelves against the wall.
A DC 15 Knowledge (arcana) check confirms that this is a necromantic laboratory.
You realize that the bodies have been preserved via a spell. Gentle Repose to be precise.
Searching the room, you discover the Wand of Gentle Repose (17 charges) used by the Necromancer for these preservation efforts, hidden in a slot in a table leg.
The only other item of interest here is a map of the Sandpoint hinterlands that the Necromancer's notes and margin scribbellings indicate he has been using to track what he calls “ghoul activity.”
The necromancer gathered this information over the past several days,
and has noted in particular that there’s been an increase in ghoul sightings around the southern farmlands and along Foxglove River. Other research notebooks indicate his current research is concerned with developing a method by which one could track a ghoul’s lineage back through several “generations” of ghoul attacks. His research has stalled, and he’s hoping that Grayst will succumb soon so he’ll be able to dissect the body to gather more data before it rises as a ghoul and becomes much more difficult to study. One takeaway from his notes is the very strong possibility of what he calls a “ghoulish source” having
risen to prominence in the region.

DM-Camris |

Through the west doorway you find a horror of several human corpses in the middle of a necromantic processing, almost ready to be animated as artificial zombies.
Through the east doorway you find the bedroom of the Necromancer himself.
This is a relatively stark room that features a simple bed, a study table, and a plain wooden chair.
His spellbook sits atop the desk— you discover inside the cover that the Necromancer was named CAIZARLU ZERREN.
This book contains:
3rd—displacement, gentle repose, halt undead, stinking cloud, vampiric touch
2nd—acid arrow, blindness/deafness, command undead, false life, ghoul touch, mirror image
1st—cause fear, chill touch, identify, mage armor, magic missile, obscuring mist, ray of enfeeblement
0 (at will)—bleed, detect magic, light, mage hand, prestidigitation
There are also quite a lot of notes in the spellbook concerning ancient Thassilonian traditions of magic, including a few drawings of the Sihedron rune.
You also find a Bank of Cheliax armored pay chest. Within you find:
• Gem: Garnet (80 gp)
• Gem: Hematite (11 gp)
• Gem: Ivory (25 gp) (unworked: DC 12 for 2d4 *5)
• Gem: Malachite (5 gp) (unworked: DC 10 for 2d4)
• Gem: Rhodochrosite (8 gp)
• Gem: Turquoise (8 gp)
• Gem: Turquoise (9 gp)
• Jewelry: crown of silver (600 gp)
• Jewelry: finely wrought gold bracelet(70 gp)
• Wondrous Item: silversheen
• Potion of Arcane Mark (Sell for 12.5 gp)
• Potion of Arcane Mark (Sell for 12.5 gp)
• Potion of Enlarge Person (Sell for 25 gp)
• Potion of Hide From Undead (Sell for 25 gp)
• Potion of Light (Sell for 12.5 gp)
• Potion of Sanctuary (Sell for 25 gp)
• Potion/Oil: potion of cause fear (CL 2)
• Scroll of Burning Hands (Sell for 12.5 gp)
• Scroll of Mage Hand (Sell for 6.25 gp)
• Scroll of Mending (Sell for 6.25 gp)
• Scroll of Shard of Chaos (Sell for 75 gp)
• Magic Armor: +1 darkwood buckler
• Magic Weapon: +1 Small kukri
• 284 cp
• 204 sp
• 124 gp

Rafael Morganis |

"If there are no objections, I'd like these, or some of them at least," Rafael says, gathering the mage armor potions that had belonged to Korbin, as well as the amulet of might fists and armbands of the brawler. "Many of these other items could be useful or sellable... also, we should split the potions of healing among us..."

Rafael Morganis |

"After we tie up, then heal, then question the doctor, we should search the rest of the Sanitarium."

Brindolfin Cloudcap |

Brin offers the buckler to Rafe, having seen archers use them before.
Brin renews his force shield and finishes a comprehensive sweep of the building.
"Maybe this will be my inn. DEFINITELY will not be a sanitarium anymore."

Rafael Morganis |

"I appreciate the offer, Brin, but that is not something I would use... perhaps someone else can make good use of it."

DM-Camris |

Under pressure from bloody and angry heroes, Doctor Habe spilled his guts. Figuratively I mean.
Independently wealthy from his years as a doctor in Magnimar, he chose to build this sanatorium in a remote dale south of Sandpoint because of its seclusion.
He hoped that here, his wards would find the peace of mind they needed to heal, just as he himself hoped to find the privacy to continue his experiments into what caused their respective dementias without worrying about other folk misunderstanding his sometimes necessarily bloody methods.
Unfortunately for him, building the Sanatorium consumed all of his funds—and since his patients are not the type who can pay for his services (nor are they generally the type fortunate enough to have relatives who would pay), he soon had to turn to an outside source of funding to keep his Sanatorium up and running.
He wanted a silent partner to back his research, someone wealthy who could pay for the Sanatorium’s expenses, but who wouldn’t meddle in the day-to-day affairs. He believed he’d found his backer in the form of an elderly man who claimed to be a retired businessman eager to put some of his money back into society to better its ills.
This man was, unknown to Habe, a smooth-talking necromancer named Caizarlu Zerren. Caizarlu was a member of the Magnimar Sczarni gang known as the Gallowed in his youth, but his dalliances in necromancy eventually went too far even for his fellow criminals, and they ran him out of town. In true Sczarni style, as he fled, the necromancer stole a small fortune in gemstones and jewels. The necromancer spent several months drifting from town to town in Western Varisia, but when he heard rumors that a man was looking for an investor to help run a Sanatorium, Caizarlu realized that not only was this an excellent opportunity to get himself a new base of operations hidden from the Sczarni (who he could only assume were still hunting for him to reclaim those stolen jewels), but also that a Sanatorium would be an excellent place to harvest raw materials for his necromantic experiments.
Convincing Erin Habe that he was little more than a kindly retired businessman with a large wallet was easy, and for the past few years, Caizarlu had lived in Habe’s basement as the silent partner the alienist always wanted.
Their arrangement had evolved beyond one of landlord and tenant, though— for whenever one of Habe’s patients passed away (as they inevitably did—the alienist’s experiments were not always safe for the patients), Caizarlu was always willing to dispose of the body.
As long as the elderly Varisian paid the bills, and as long as what went on down in the basement stayed in the basement behind locked doors, Erin Habe had no complaints.
He really had no idea who the madman Sherrif Hemlock dropped on his doorstep; but he had a form of Ghoul Fever that fascinated Caizarlu to no end.

DM-Camris |

Throughout Habe's confession, you can't get that last scene out of your minds; just before things went to hell. You were just investigating a rumor...
Then the madman stood up straight, looked at Midori and said;
“He said that if you came to his Misgivings,
that if you joined his Pack,
he would end his harvest in your honor.”

DM-Camris |

Searching the rest of the Sanitorium you find:
In Erin's room you discover a small coffer on the headboard that contains Erin’s meager life savings—the coffer is locked (DC 30 Disable Device to open)(or Strength check DC14) and contains 41 gp.
In the cellblocks on the second floor, you find the two current “guests” who generally prefer to spend all their time in their cells.
The northwestern cell is occupied by BLIND SEDGE, an old farmer who has no family and lost his sight to a goblin attack.
The southwestern cell is occupied by a man named WALD, a larger-than-life, 97-year-old man whose tenacious grip on life is matched only by his senility.
The two men shriek and holler if they hear motion in the central room, but since their cell doors are kept locked, they’re harmless.
The door to the first high-security cell is made of iron -- and for a good reason, since the cell’s sole occupant is a crazed wererat named Pidgit Tergelson. Pidgit’s been under Erin’s care for as long as the Sanatorium’s been operating, and the wererat’s condition has only worsened over the years. Erin is researching a possible link between Pidgit’s lycanthropy and his mental disorder, but often spends months or even years all but ignoring the manic wererat as other projects come up.
The other high-security cell was apparently for Grayst.
The only other item of interest here is a map of the Sandpoint hinterlands that, from his notes, Caizarlu has been using to track what he calls “ghoul activity.”