DM-Camris' RISE of the RUNELORDS Gestalt (Anniversary Edition) Part 2: The Skinsaw Murders (Inactive)

Game Master Camris

PART FOUR: MISGIVINGS
The “Misgivings” is the local name for Foxglove Manor, a region
shunned by locals for years as a place of shadowy menace, bad luck,
and haunts. No one travels the road to the Misgivings today.
Lord Foxglove made attempts to rebuild and reclaim the place, but found few willing to work in the region due to its ill history.


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Proceeding down the roadway, you encounter another four scarecrows.
Two of them twitching.
Carefully approaching them, you discover that they are local farmers; but they have succumbed to that nasty Ghoul Fever and are now only fit to be laid to rest.

Fields of tall-stalked plants transform the paths between them into oppressive tunnels, making it dangerously easy for visitors to become lost.
Eventually you stumble over the Hambley farmhouse. It and the barn sit in the western portion of these fields. Both house and barn seem unremarkable from the outside.

OVERVIEW.


HP 15/49 | AC 16, 16, 15 | BAB 4 melee 6 missile 8 | saves: F 7, R 8, W 11 | CMB 10 , CMD 22 | init +2 | move 40 | 5/6 ki | 3/4 loh | 2/2 smite | wand clw 24 | aasimar (garuda-blooded) plumekith paladin (divine hunter)/monk (zen archer)/5
skills:
acro 11/15, bluff 3, craft: fletcher 4, diplo 2, heal 4, intim 7, perc 13, perf. voice 6, prof soldier 9, sm 10, stealth 6, surv 4, swim 7

Rafael approaches the main building cautiously, looking thru windows if possible before going to the door.

perception: 1d20 + 13 ⇒ (20) + 13 = 33


Half Giant; (Soul Knife 5 Psychic Warrior 5)hp=58/58 CMB: +11 (+13 trip) CMD: 20 Senses PER +9 Sense Motive +4 AC:25 T:10 FF: 25 F+7 R+5 W+9

Brin puts up another psychic shield and gains even more strength before advancing.


Getting up next to the farmhouse, Rafael tries to peer inside. But the angles allowed by the closed shutters reveal nothing about anything inside.
More can be determined by the faint sound of a swarm of flies, and the odor of decaying meat.
It looks to you as if the main door has been smashed in, then the pieces put back into place.


By the Barn, you see no signs of breaking and entering, and you hear nothing but dead silence inside.


HP 15/49 | AC 16, 16, 15 | BAB 4 melee 6 missile 8 | saves: F 7, R 8, W 11 | CMB 10 , CMD 22 | init +2 | move 40 | 5/6 ki | 3/4 loh | 2/2 smite | wand clw 24 | aasimar (garuda-blooded) plumekith paladin (divine hunter)/monk (zen archer)/5
skills:
acro 11/15, bluff 3, craft: fletcher 4, diplo 2, heal 4, intim 7, perc 13, perf. voice 6, prof soldier 9, sm 10, stealth 6, surv 4, swim 7

"Nothing ventured, nothing gained... or lost either. i suspect this isn't going to be a pretty sight." He pushes the remains of the door in, holding his breath against what he guesses will be the stench of death and decay.


Rafael carefully pushed the door open and entered.
The farmhouse is in a terrible state. Toppeled furniture, shattered stoneware and blood spattered wallpaper everywhere.
A mutilated body lies in the farmhouse’s kitchen. The corpse is clearly in a state of decay and swarming with flies, the Sihedron Rune is still plainly visible upon the man’s chest, as is a single scrap of parchment pinned to his tunic.
The parchment bears the name of "Midori" written on the exterior.
Written inside...

Searching the body...:

A search of the rotting body uncovers a rusted iron key in one pocket—the key to a footlocker hidden in the master bedroom.

Perception DC22:

You uncover a loose floorboard under which Crade Hambley hid a stout wooden coffer. It can be unlocked with the key found on his body (or with a DC 25 Disable Device check). Inside, meticulously organized into leather pouches containing 100 sp each, is Hambley’s life’s savings—a total of 3,400 sp.


HP 15/49 | AC 16, 16, 15 | BAB 4 melee 6 missile 8 | saves: F 7, R 8, W 11 | CMB 10 , CMD 22 | init +2 | move 40 | 5/6 ki | 3/4 loh | 2/2 smite | wand clw 24 | aasimar (garuda-blooded) plumekith paladin (divine hunter)/monk (zen archer)/5
skills:
acro 11/15, bluff 3, craft: fletcher 4, diplo 2, heal 4, intim 7, perc 13, perf. voice 6, prof soldier 9, sm 10, stealth 6, surv 4, swim 7

"A note addressed to Midori? Out here?" He hands the note back to others to examine, takes the key and begins searching the wrecked farmhouse.

perception: 1d20 + 13 ⇒ (9) + 13 = 22

Finding the loose floorboard and the chest under it, he opens it and lofts a brow.. then divides the sacks up among those who can handle the load. "We can split these more evenly when we get back to town."


What's next?
Will you explore more ouside the house? The Barn? The scarecrows in the fields?
It's getting towards sunset, will you fort up here or retreat out of the area?


HP 15/49 | AC 16, 16, 15 | BAB 4 melee 6 missile 8 | saves: F 7, R 8, W 11 | CMB 10 , CMD 22 | init +2 | move 40 | 5/6 ki | 3/4 loh | 2/2 smite | wand clw 24 | aasimar (garuda-blooded) plumekith paladin (divine hunter)/monk (zen archer)/5
skills:
acro 11/15, bluff 3, craft: fletcher 4, diplo 2, heal 4, intim 7, perc 13, perf. voice 6, prof soldier 9, sm 10, stealth 6, surv 4, swim 7

"I'd like to search the house more thoroughly, but some of those scarecrows out there might be living people who need release, water, food... I think we should check all of them first, rescue the living and slay those who have been turned into undead. We can always come back here later and search the house and the barn. Or the rest of you can search here and I'll take care of the scarecrows. However I don't recommend splitting up... we don't know what we might encounter."

And with that said, Rafael begins making the rounds of the scarecrows, hoping the others come with him.

As he gets to each one, moving or not, he'll remove its hood, try to determine if it lives or is undead... His plan is to release and give aid to the living, and dispatch the undead.


Half Giant; (Soul Knife 5 Psychic Warrior 5)hp=58/58 CMB: +11 (+13 trip) CMD: 20 Senses PER +9 Sense Motive +4 AC:25 T:10 FF: 25 F+7 R+5 W+9

Brin agrees and follows as they check all the fields nearby.


Stepping out into the yard, you start towards the nearest field you can see a scarecrow in.

Suddenly you hear an unearthly howl as something human like jumped from the barn and crashed into Alkaid tearing and biting, and she takes 1d6 + 9 + 2d6 ⇒ (1) + 9 + (1, 1) = 12
The Yard.


Round 1______________

Players may take their turn in order of posting, enemies will go last.

TACTICAL OVERVIEW


HP 15/49 | AC 16, 16, 15 | BAB 4 melee 6 missile 8 | saves: F 7, R 8, W 11 | CMB 10 , CMD 22 | init +2 | move 40 | 5/6 ki | 3/4 loh | 2/2 smite | wand clw 24 | aasimar (garuda-blooded) plumekith paladin (divine hunter)/monk (zen archer)/5
skills:
acro 11/15, bluff 3, craft: fletcher 4, diplo 2, heal 4, intim 7, perc 13, perf. voice 6, prof soldier 9, sm 10, stealth 6, surv 4, swim 7

Rafael raises his bow and fires at whatever is attacking Alkaid.

to hit: 1d20 + 12 ⇒ (1) + 12 = 13
dmg if hits: 1d8 + 2 ⇒ (1) + 2 = 3

to hit: 1d20 + 12 ⇒ (2) + 12 = 14
dmg if hits: 1d8 + 2 ⇒ (4) + 2 = 6

wow! the dice roller is obviously still on the blink, even though the site is up, lol


HP: 55/73 Saves: +6,+6,+6, Cleric(theologian) + Brawler 5

Alkaid tries kicking the thing..

Attack: 1d20 + 8 ⇒ (19) + 8 = 27
Damage: 1d8 + 3 ⇒ (5) + 3 = 8

Attack: 1d20 + 8 ⇒ (8) + 8 = 16
Damage: 1d8 + 3 ⇒ (1) + 3 = 4


Round 1____________
Rafael's bowshot fumbled his bow out of his hands.
Alkaid's kicks deal moderate damage to the Ghoulish attacker.
1d20 ⇒ 17
Brin rumbled forward and put a terrific hit on the attacker, dealing modest damage.
Midori shot at it...
1d20 ⇒ 3 But she missed.

The creature again attacked Alkaid in a frenzy.
Attack: 1d20 + 10 ⇒ (13) + 10 = 23 for a possible 1d6 + 9 ⇒ (4) + 9 = 13 slashing and unholy damage.


Round 2________________

Players may take their turn in order of posting, enemies will go last.

TACTICAL OVERVIEW


HP 15/49 | AC 16, 16, 15 | BAB 4 melee 6 missile 8 | saves: F 7, R 8, W 11 | CMB 10 , CMD 22 | init +2 | move 40 | 5/6 ki | 3/4 loh | 2/2 smite | wand clw 24 | aasimar (garuda-blooded) plumekith paladin (divine hunter)/monk (zen archer)/5
skills:
acro 11/15, bluff 3, craft: fletcher 4, diplo 2, heal 4, intim 7, perc 13, perf. voice 6, prof soldier 9, sm 10, stealth 6, surv 4, swim 7

Rafael picks up his bow and fires once at the crazed foe.

to hit: 1d20 + 12 ⇒ (12) + 12 = 24
dmg if hits: 1d8 + 2 ⇒ (1) + 2 = 3


HP: 55/73 Saves: +6,+6,+6, Cleric(theologian) + Brawler 5

Alkaid continues kicking the thing..

Attack: 1d20 + 8 ⇒ (11) + 8 = 19
Damage: 1d8 + 3 ⇒ (8) + 3 = 11

Attack: 1d20 + 8 ⇒ (3) + 8 = 11
Damage: 1d8 + 3 ⇒ (8) + 3 = 11


Rafael, Alkaid and Midori continue to deal damage, but it is when Brin gets to do a full attack that the ex-human is finally shattered and laid to rest.

Searching the body, you find little.
*The clothing is that of a working farm hand, though of better materiel.
*The fact that he had one ear.
*You find an iron key hanging around his neck on a leather cord. The key bears a heraldic symbol of a curious flower surrounded by thorns.

Knowledge:Nobility DC15:

You identify the heraldry as the Foxglove family crest.


HP 15/49 | AC 16, 16, 15 | BAB 4 melee 6 missile 8 | saves: F 7, R 8, W 11 | CMB 10 , CMD 22 | init +2 | move 40 | 5/6 ki | 3/4 loh | 2/2 smite | wand clw 24 | aasimar (garuda-blooded) plumekith paladin (divine hunter)/monk (zen archer)/5
skills:
acro 11/15, bluff 3, craft: fletcher 4, diplo 2, heal 4, intim 7, perc 13, perf. voice 6, prof soldier 9, sm 10, stealth 6, surv 4, swim 7

Rafael takes the key ... "Don't know what this odd symbol is, but if we find out what the key is for, it might come in handy."


Rafael continues to lead the Sandpoint deputies into the fields to check out the 'Scarecrows'.
You find six of the mutant ghouls. Now forewarned, you are able to take care of them fairly easily.
You find two farmers, starved and dehydrated, they are delerious with the trauma they've experienced.

With nothing further to be found in this area, you return to Sandpoint with the victims you were able to rescue.
Make your report to the Sheriff.


HP 15/49 | AC 16, 16, 15 | BAB 4 melee 6 missile 8 | saves: F 7, R 8, W 11 | CMB 10 , CMD 22 | init +2 | move 40 | 5/6 ki | 3/4 loh | 2/2 smite | wand clw 24 | aasimar (garuda-blooded) plumekith paladin (divine hunter)/monk (zen archer)/5
skills:
acro 11/15, bluff 3, craft: fletcher 4, diplo 2, heal 4, intim 7, perc 13, perf. voice 6, prof soldier 9, sm 10, stealth 6, surv 4, swim 7

Rafael will report to the sheriff about the mutant ghouls, and turn over the rescuees to be counseled and fed and housed until they are able to join the community as contributing members, or return to their homes, if that is what they want.

"We found this odd key on one of the ghouls, a poor fellow with one ear... do you recognize the symbol perhaps? it might lead us to whoever created these foul creatures."


Leaving your rescuees at the cathedral for succor, you see a dozen more there all suffering the same way.


When you report to the sheriff, he frowns and turns to a big map of the area with a bunch of colored pins stuck in various points.
"It's a good thing you're back. We've had a dozen attacks from those freak ghouls while you've been gone." He said grimly, pointing to pins stuck in the south, southeast and eastern areas outside of Sandpoint.
"Whatever the hell this is, it's spreading."
He turned to look at you seriously.
"Titus Scarnetti was found this morning in his office. All carved up like the others." He shook his head.
He held up a folder for you to take.
"We found this note pinned to him."

NOTE FOUND AT SCARNETTI MURDER


HP 15/49 | AC 16, 16, 15 | BAB 4 melee 6 missile 8 | saves: F 7, R 8, W 11 | CMB 10 , CMD 22 | init +2 | move 40 | 5/6 ki | 3/4 loh | 2/2 smite | wand clw 24 | aasimar (garuda-blooded) plumekith paladin (divine hunter)/monk (zen archer)/5
skills:
acro 11/15, bluff 3, craft: fletcher 4, diplo 2, heal 4, intim 7, perc 13, perf. voice 6, prof soldier 9, sm 10, stealth 6, surv 4, swim 7

"That's not good at all... It'd be great to try and put an end to it, but we have to find the source I think. Anyone have any ideas how to do that?" Rafael bears a deep scowl... cogent thought is not his specialty, but he's obviously distressed by the news.


Midori bustled in with a massive book.
"Hey guys! I thought the symbol on the key we found was familiar. It's a Coat of Arms!"
She dropped it on the sheriff's desk and it fell open to a page marked with a ruler.
"Guess who it belongs to!" She crowed.

The page shows the symbol on the key you found is the family crest of the noble Foxglove family. The current family head is Aldern Foxglove.

Knowledge:Nobility DC16 or Knowledge:Local DC16:

Reveals to them the fact that the Foxglove family estate is located on the coast a mere 3 miles to the west of the Hambley farm.

—any PC who spent more than a few hours with Aldern Foxglove in Chapter One gains a +10 bonus on this check and can attempt it even if she has no ranks in the skill.


HP 15/49 | AC 16, 16, 15 | BAB 4 melee 6 missile 8 | saves: F 7, R 8, W 11 | CMB 10 , CMD 22 | init +2 | move 40 | 5/6 ki | 3/4 loh | 2/2 smite | wand clw 24 | aasimar (garuda-blooded) plumekith paladin (divine hunter)/monk (zen archer)/5
skills:
acro 11/15, bluff 3, craft: fletcher 4, diplo 2, heal 4, intim 7, perc 13, perf. voice 6, prof soldier 9, sm 10, stealth 6, surv 4, swim 7

don't remember, but in case Rafael did:

know nobility dc 16: 1d20 + 10 ⇒ (6) + 10 = 16

"He doesn't live far from where we found that... He might be in trouble... or worse, he may be involved... either way, we should head over there and check it out."


The sheriff goggled at the evidence.
"I can't... I can't believe it! I've met young Foxglove. He's well regarded around town. He can't possibly have anything to do with... all this bloody murder!"
He frowns in thought.
"But we can't overlook this either. We have to look into this." He muttered.
He turned to you.
"We have to follow this up. But quietly.
"I'm delegating YOU all,"
He said, pointing to each one of you individually. "To go to the Foxglove manor and find out if he really has something to do with this.
"You have carte blanche to solve this, but I want EVIDENCE.
"The people are already up in arms, and ready to throw the lot of US on a bonfire if we can't PROVE who did it."


Do you have any buying/selling to do before going on?


HP 15/49 | AC 16, 16, 15 | BAB 4 melee 6 missile 8 | saves: F 7, R 8, W 11 | CMB 10 , CMD 22 | init +2 | move 40 | 5/6 ki | 3/4 loh | 2/2 smite | wand clw 24 | aasimar (garuda-blooded) plumekith paladin (divine hunter)/monk (zen archer)/5
skills:
acro 11/15, bluff 3, craft: fletcher 4, diplo 2, heal 4, intim 7, perc 13, perf. voice 6, prof soldier 9, sm 10, stealth 6, surv 4, swim 7

"We'll do the best we can, of course." Rafael says in response to the Sheriff's 'orders'... "solve the mystery so to speak and get evidence.... got it."

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