
Garrath Tricks the Giants |

Garrath darts over to the ghoul near Elektra Provided it's not in a pit, otherwise the one near Stone and hacks at it with his Greatsword. "Leave the mage be, and face your end!
attack ghoul 4: 1d20 + 11 ⇒ (7) + 11 = 18
damage: 2d12 + 13 ⇒ (11, 7) + 13 = 31
Power Attack -2 atk/+6 damage, Furious Focus (ignore Power Attack minus to hit on first attack of round) Rage +2 atk, +2 Will, -2 AC, Reckless Abandon +2 atk, -2 AC, Superstition +4 will save against all spells, Witch Hunter +2 damage vs spell casters, or creatures that use spell like abilities. AC 13 altogether with the amulet of nat armor.

Today's Villain |

Kelvin 23, has the first initiative, then:
Elektra 22
Garrath 18
Ghouls 13
Stone 9
Brandark goes last.
Round Two Start
Kelvin misses with his next swipe, but now hastened, swings again and critically strikes the Ghoul sending it to its second death. (Ghoul 2 dispatched.)
Elektra misses her touch attack on the fourth Ghoul.
It doesn't really matter though, as it is Garrath's blow that butchers the corpse of the fourth Ghoul.
In the pit the first Ghoul tries to climb out. Again, it claws it's way to near the top before sliding down again.
Ghoul 1 Climb Check: 1d20 + 6 ⇒ (18) + 6 = 24
The third Ghoul continues to attack Stone, delivering another sharp bite.
Ghoul 3 Bite: 1d20 + 3 ⇒ (17) + 3 = 201d6 + 1 ⇒ (6) + 1 = 7
Ghoul 3 Claw 1: 1d20 + 3 ⇒ (11) + 3 = 141d6 + 1 ⇒ (6) + 1 = 7
Ghoul 3 Claw 2: 1d20 + 3 ⇒ (4) + 3 = 71d6 + 1 ⇒ (5) + 1 = 6
@Stone - You take 7 points of damage and must make two more DC 13 Fort Saves.
The fifth Ghoul, recovers from being stomped on and attacks Brandark's Warhorse, but is unable to strike the powerful steed.
Ghoul 5 Bite: 1d20 + 3 ⇒ (2) + 3 = 51d6 + 1 ⇒ (1) + 1 = 2
Ghoul 5 Claw 1: 1d20 + 3 ⇒ (12) + 3 = 151d6 + 1 ⇒ (6) + 1 = 7
Ghoul 5 Claw 2: 1d20 + 3 ⇒ (4) + 3 = 71d6 + 1 ⇒ (5) + 1 = 6
I will give Stone a chance to make his saves before finishing up the Round

Brandark Plainswalker |

just waiting on the results of the channel before I do my action

GM Mazra |

Round Two Cont.
Stone, bitten by the third Ghoul, calls on Divine power.
The Ghoul in the Pit shrieks and dies.
The third Ghoul looks up at Stone, his expression changes from ravishing hunger to stark terror. It dies...again.
The fifth Ghoul also goes from undead to simply dead.
Ghoul 1 Will Save + Channel Resist: 1d20 + 5 + 2 ⇒ (3) + 5 + 2 = 10
Victory!
You have a Paralyze Horse and Stone feels fine....for now. Can someone say Zombie Apocalypse?

Garrath Tricks the Giants |

Garrath wipes the gore from his blade, moving over to Elektra, as his rage subsides, and he breathes deeply catching his breath. "You are not wounded Elektra?" He looks over at the rest after making sure Elektra is not hurt, "Is everyone unharmed" He spots his horse, and walks over to grab the reins tightly, waiting for the horse to become unparalyzed, holding it steady. "Brandark, Horse will be ready to run. You can help, no?"

Brandark Plainswalker |

Brandark rides over and collects Suzie Packhorse and then rides back and dismounts by the injured horse.
He then looks at the injuries sustained by the horse heal: 1d20 + 6 ⇒ (9) + 6 = 15
I don't think your horse will be comfortable taking you for the rest of the day Garrath.
Any options ?
As soon as the horse comes out of the Paralysis, Brandark helps soothe it, so it does not try to run.
handle animal: 1d20 + 11 ⇒ (6) + 11 = 17

Kelvin Fleetwood |

"Everyone ok?" the elf asks. "Garrath, you can ride Estrella for the rest of the day. I am used to and more comfortable walking."
If Garrath takes him up on the offer, Kelvin leads the horse to him, then looking the animal in the eye and petting it's face, "easy girl. I'll walk, you take care of Garrath." If he doesn't, "ok. Lets go then."
HP 31/33

GM Mazra |

The party will have no further problems from Ghouls along the road this day. About dusk, you reach the Wayfarer's Inn. It is an ordinary inn roughly midway between Sandpoint and Magnimar. Both Brandark and Stone have stayed in this Inn in times past. It is a dive. It is a place to rest for the night.
This night it is particularly crowded. Four Conestoga style Wagons are parked here. People are in and around the wagons. One of the wagons has a Brown canvas top. Several people are gathered around it. You hear crying and screaming coming from what sounds like a girl, maybe in her early teens.
I took some liberties with your histories. Brandark and Stone have been to Magnimar along the Lost Coast Road. The rest of the party have not.

Brandark Plainswalker |

Watch your coin purses and gear, this place is not the same as the Dragon, its worse.
Brandark then rides up to near the wagon and dismounts while Kelvin asks his question.
GM, I don't mind on the minor liberties. :)

GM Mazra |

Kelvin will determine that the brown canvas looks to be a hurried or makeshift add-on and not the wagons original top.
A young man dressed in overalls looks at Kelvin, "Good sir, we have been beset by Ghouls. Two days ago Ghouls raided our farm. One of them bit my sister. She is acting crazy now. We were hoping to get her to Magnimar for help."
I forgot to mention, earlier, after the encounter, Brandark does help soothe Garrath's Horse. Also, Suzie can be ridden. She just a bit jittery in a combat situation.

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On hearing that Stone will jump from his horse. Let me though I'm a Cleric of Sarenrae Assuming ha can get to her he will try to assess her condition.
Heal Check: 1d20 + 13 ⇒ (3) + 13 = 16

Garrath Tricks the Giants |

Garrath follows Brandark and Stone, staying somewhat in the background, but trying to look imposing, so people would think twice about starting shenanigans against them.

Brandark Plainswalker |

Stone can you help them now, or will it have to wait for a bit ?
Dont forget that you have our healy stick, and you also got bit.

Brandark Plainswalker |

Well, we should look into the group to the south, however, the other one that was bit, should also be separated for now.
I think we dealt with the problem in the north, but if not, we can get it on our way back to sandpoint.

GM Mazra |

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Stone can you help them now, or will it have to wait for a bit ?
Dont forget that you have our healy stick, and you also got bit.
I will have to commun with Sarenrae in the morning but I will be ables to help.
Cure lights will not help them. But I can care two 3rd level remove diseases and I have a feeling I am going to need one of them.
Brandark Plainswalker |

where is the inn on the map?

Brandark Plainswalker |

Ok, I was a bit confused as to locations. :)
Aye, we should look into this his voice gets lower but we are also looking into a winged critter

Elektra Stardancer |

Taking her time Elektra talks with Stone in great lengths about the ghoul situation, inquiring solutions and battle strategys.
Mainly divine channel, holy water and my personal favorite the alchemical silver battle aspergillum

Brandark Plainswalker |

Brandark Plainswalker wrote:Stone can you help them now, or will it have to wait for a bit ?
Dont forget that you have our healy stick, and you also got bit.
I will have to commun with Sarenrae in the morning but I will be ables to help.
Cure lights will not help them. But I can care two 3rd level remove diseases and I have a feeling I am going to need one of them.
I wasn't saying use it on them, but the injured in our party, the worst hurt of which is you.

GM Mazra |

As night approaches a burly man in a badly stained apron comes out of the Wayfarer's Inn, "Your horses are five silvers a piece to stay also there is a five silver fee for parking your wagons overnight. We only have two rooms available. They are 3 golds each for the night. But they come with grub and tea or beer for one. Any additional folk are two golds per person up to four per room. Its a gold if you just want to eat."
The party notices that the families go back to their wagons and scrounge for coins to pay the innkeeper.
The Wayfarer's Inn is a single story establishment with a dining area and bar as you enter that seats about 25 or so folk. There are, four each left and right, a total of eight rooms available for rent on each side of the dining area. The innkeeper is also the bartender. His wife cooks. Their daughter, about fourteen, serves the tables. Their son, about sixteen, dressed in a too-large for him rusted suit of chain mail, acts as a guard. Thankfully for the innkeeper he hasn't been needed in this role. There isn't much to steal here and most people that stay leave the next day thankful for a dry place to sleep and a warm meal. Even if the mattresses are lumpy and the meal is bland and tasteless. This night the meal is a potato and leek stew with a small amount bacon. It is actually fairly tasty. The party got lucky this night. The beer, however, is very flat. The tea is strong though. They do sell bottles of the local Red Wine for 2 golds a bottle. It is very sweet. They also sell jars of pickles for 5 silvers.
Please indicate any activity on Day Twenty-One like spells being cast or activities or interactions at the Wayfarer's Inn overnight.
Day Twenty-Two
Stone wakes up not feeling too well.
Con Dmg then Dex Dmg: 1d3 ⇒ 21d3 ⇒ 3
Stone takes 2 points of Con Dmg and 3 points of Dex Dmg. He must make another DC13 Fort Save. He needs two consecutive saves to cure, so he is still under the effects.

Kelvin Fleetwood |

During the night, Kelvin sleeps very lightly, as he is not sure that the Inn is the safest place to be. The next morning, when he see Stone, "you look ragged. Do you have spells that can help you and the others?"
As the group gathers around the breakfast table, "well, back north to visit the farms where families have gone missing, or continue on to Magnimar?"

Brandark Plainswalker |

My vote is to go look for those that have gone missing. I also second what Kelvin is saying, you look bad.

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Stone will use his remaining spells to heal himself and the rest of the party.
The next day he will try to cure the girl
save: 1d20 + 4 ⇒ (14) + 4 = 18
cure disease If that works he will then try to heal him self cure disease, restoration,lesser x2

Brandark Plainswalker |

So it looks like we are here for 2 days then. :)
As we don't have a wagon, I think that cost is not necessary. :)
This inn has rude rates. I will cover 1 room for two nights.
Subtracting 7 gold. 1 Room 2 nights, 2 horses 2 nights.

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CLC for the girl: 1d20 + 5 ⇒ (16) + 5 = 21
CLC for me: 1d20 + 5 ⇒ (12) + 5 = 17
LR dex: 1d4 ⇒ 4
LR con: 1d4 ⇒ 2
I feel better. I could use a rest to get my spells back. But I understand if we need to get going.

Brandark Plainswalker |

I think we can pause for one more day, to ensure that you are feeling well. Besides, I don't think the horses mind the rest.
Brandark grins at the others, but frowns slightly at the barkeep.
Our room is paid for another day, so another day would not be amiss

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Thank you, Brandark would you be willing to show me what I need to know about have and care for Shadowmist? I have never really had a horse and well I really don't know what I'm doing.

Brandark Plainswalker |

I would be glad to show you
Brandark heads out to the stables to show Stone how to properly care for a horse, using Abacus as an example.
So do you think either Kelvin or Elektra would mind if I taught their horses how to fight
Brandark inquires with stone.

Brandark Plainswalker |

Brandark looks at Elektra who came after them, Just be aware, that it will take time for me to train them, but a Warhorse is not just a mount, and that they take time and effort to keep healthy

GM Mazra |

Stone sees great relief on the face of a mother and father, "Bless you priest. You saved my daughter from a fate worst than death. We are the 'Cornwells' and that was my daughter Marra. These are my sons Tamin and Jakin, my wife Filista and I am Davin. We are in your debt. How can we repay you?"
Later that morning a young buck was brought to the inn. It was dressing and placed on a spit. That evening the party has venison. It was tough and a bit gamey, but it filled the bellies.
Day Twenty-Three
Stone wakes up feeling well.
The party can venture on at full strength. Where do you go? Also you had a full day at the Wayfarer's Inn.

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I would be glad to show you
Brandark heads out to the stables to show Stone how to properly care for a horse, using Abacus as an example.
So do you think either Kelvin or Elektra would mind if I taught their horses how to fight
Brandark inquires with stone.
I don't think they will mind

Brandark Plainswalker |

The extra day of rest, I put in a training day on Abacus for a trick. 4 days of training on that trick remaining. :)
I am thinking that we go north, to look into these attacks by the undead, so families like this can return home.

Garrath Tricks the Giants |

Garrath looks grimly towards the north where the farms are. "We head to the families' farms, and we give them their homes back. We have played heroes as it suited us, when things fell in line. Now we do something that will earn us the title.

Orik of Riddleport |

As the party heads back north you pass the spot where you fought Ghouls. You pause to look around, buy you see no further evidence of Ghouls in this area.
As you continue to head further North toward Sandpoint and the Soggy River, you are met by a familiar lone rider on Calene's horse. Orik looks at the party, "Thank goodness. I thought for sure I was going to end up in Magnimar. Sheriff Hemlock needs to see you. He sent me out to find you and hurry you back to Sandpoint."

Brandark Plainswalker |

What is the problem, can you tell us ?