Mazra’s Rise of the Runelords Campaign (Inactive)

Game Master Mazra

Sandpoint
Kaijitsu Estate
Map of Varisia

Party Treasure.
XPs Tally Link with Treasure Found
Map Archive Folder


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Male
Abacuzar:
War Horse (Charger) (HP82/82),(AC29, T12, FF25), Save(F+9, R+9, W+4), (CMB 13, CMD 27), Init 3, Perc 6. Scent and Low Light Vision
Dwarf
daily use:
Challenge 3/3, Tactition 3/3
Cavalier 7/Fighter 3
Main Info:
(HP77/77), (AC21/20, T11, FF20/19(With/Without Shield)) +4 vs Giant Subtype, Saves (F+10,R+5, W+4)(+4 vs Spell, SLA, and +2 vs Poison),(CMB 15, CMD 27), (Init 2, Perc+14-+2 vs stonework)

Actually sheriff, I do not think that having Erin with us while we check the farm out is a good idea


Then do you head to Habe’s Sanatorium or further south to the farms?


Male
Abacuzar:
War Horse (Charger) (HP82/82),(AC29, T12, FF25), Save(F+9, R+9, W+4), (CMB 13, CMD 27), Init 3, Perc 6. Scent and Low Light Vision
Dwarf
daily use:
Challenge 3/3, Tactition 3/3
Cavalier 7/Fighter 3
Main Info:
(HP77/77), (AC21/20, T11, FF20/19(With/Without Shield)) +4 vs Giant Subtype, Saves (F+10,R+5, W+4)(+4 vs Spell, SLA, and +2 vs Poison),(CMB 15, CMD 27), (Init 2, Perc+14-+2 vs stonework)

I am thinking farms first, and then ask at the sanatorium about what we find at the farms. :) But if I am outvoted by the rest, will go with the majority.

Grand Lodge

HP 87/87 Male Human
Active Affects:
Cleric of Sarenrae Init +4; Perc +4 AC 23 T 13, FF 21 Fort +9, Ref +5, Will +11 5/5 Channel 5d6

If the loony bin is close we should go ahead and check it out then head south.


Which is closest?


Habe’s Sanatorium is closer. The farms of the farmer's you dealt with previously is further South.


"Let us head to the Sanatorium first since it is on the way. Then we can head down to the farms."


female
CP:
Nothing atm
Elf Wizard (Diviner) 5, Cyphermage 5
Stats:
hp52/52 AC 17|T 16 |FF 14, F +4|R +5|W +7, Init +4, Per +17

"Aye. Maybe we can learn more!"


The party prepares their horses at Goblin Squash and head out again along the Lost Coast Road. An hour or so out of town you take a left off the Lost Coast Road on the north side of Cougar Creek. You follow the narrow dirt road to Habe’s Sanatorium.

The squat, stone building that serves as the sanatorium has three floors under a stout, stone-flagged roof, and is built in the lee of the limestone escarpment known as Ashen Rise.

There is a veranda that steps up to the front door. The boards squeak as you walk upon them. It takes several knocks before someone comes to the door. "I am sorry but we are very busy with important work at the moment. We do not wish to be disturbed," a human male calls out from behind the front door.

Grand Lodge

HP 87/87 Male Human
Active Affects:
Cleric of Sarenrae Init +4; Perc +4 AC 23 T 13, FF 21 Fort +9, Ref +5, Will +11 5/5 Channel 5d6

We have a letter of introduction .


With the letter you get a +2 on your Diplomacy or Intimidate checks.


Male
Abacuzar:
War Horse (Charger) (HP82/82),(AC29, T12, FF25), Save(F+9, R+9, W+4), (CMB 13, CMD 27), Init 3, Perc 6. Scent and Low Light Vision
Dwarf
daily use:
Challenge 3/3, Tactition 3/3
Cavalier 7/Fighter 3
Main Info:
(HP77/77), (AC21/20, T11, FF20/19(With/Without Shield)) +4 vs Giant Subtype, Saves (F+10,R+5, W+4)(+4 vs Spell, SLA, and +2 vs Poison),(CMB 15, CMD 27), (Init 2, Perc+14-+2 vs stonework)

It is important that we talk to one of your patients here.

aid another diplo: 1d20 ⇒ 18

Grand Lodge

HP 87/87 Male Human
Active Affects:
Cleric of Sarenrae Init +4; Perc +4 AC 23 T 13, FF 21 Fort +9, Ref +5, Will +11 5/5 Channel 5d6

Please allow us to help if we can . We are the Heroes of Sandpoint.
diplomacy: 1d20 + 2 + 2 + 6 ⇒ (13) + 2 + 2 + 6 = 23
+2 aid +2 letter +6 skill


1 person marked this as a favorite.

The door cracks open. The man takes and looks at Hemlock's note. The unfriendly attitude of the man behind the door changes, "This is a critical juncture in our treatment. Why don't you come back in a couple of days." He returns the note and shuts the door. You hear it lock.


Male
Abacuzar:
War Horse (Charger) (HP82/82),(AC29, T12, FF25), Save(F+9, R+9, W+4), (CMB 13, CMD 27), Init 3, Perc 6. Scent and Low Light Vision
Dwarf
daily use:
Challenge 3/3, Tactition 3/3
Cavalier 7/Fighter 3
Main Info:
(HP77/77), (AC21/20, T11, FF20/19(With/Without Shield)) +4 vs Giant Subtype, Saves (F+10,R+5, W+4)(+4 vs Spell, SLA, and +2 vs Poison),(CMB 15, CMD 27), (Init 2, Perc+14-+2 vs stonework)

We are looking into a set of murders, and we cannot come back in a couple of days. If we do, the murderer may get away.

aid another diplo: 1d20 ⇒ 9


Male Human Shoanti
Roll adjustments:
PA -2/+4 hit/dmg, Furious Focus +2atk, Reckless Abandon +2 hit/-2 AC, Rage
Barbarian (Invulnerable Rager) 8 (HP: 52/92 AC:18, 14, 15 Saves: F: +13, R:+10 W:+9 CMB:+10, CMD: 27/24 Init: +5 Perc: +13) rage 1/20 round rage up:91/91 hp

"We will not harm the man. We only need to see and talk to him. We have a cleric with us, who can help."

Diplomacy Aid (Stone): 1d20 ⇒ 20

Grand Lodge

HP 87/87 Male Human
Active Affects:
Cleric of Sarenrae Init +4; Perc +4 AC 23 T 13, FF 21 Fort +9, Ref +5, Will +11 5/5 Channel 5d6

Stone will look around to see if there may be another way in. Yes come and show us your great work first hand allow us to learn from you.
perception: 1d20 + 4 ⇒ (4) + 4 = 8
diplomacy: 1d20 + 2 + 2 + 6 ⇒ (15) + 2 + 2 + 6 = 25


Kelvin, out of sight of the door, takes his locksmithing tools out and looking around at the group, mouths I can get us in if diplomacy doesn't work


But after another moment or two you hear the door unlock.  "You are?" A man opens the door and looks at the party.  After Stone introduces the party, "I am Doctor (Erin) Habe.  The man is not well. I did get a name out of him, Grayst Sevilla."

The man reluctantly opens the door and lets the party in.   You are in a room with a table and three chairs. You are coming in from the west.  There is a door both north and south.  A pull cord hangs from the right.  Normally you would come in and pull the cord to announce your arrival, but the place was more locked up.  Doctor Habe steps back toward the South door.  He looks nervous.  Two strange humanoids, large with horns on their heads are with the Doctor both in front of him to his left and behind him.  They are Tieflings.  From their similar appearance, you can guess they are brothers. "Gurnak.  Go retrieve our newest guest," the Doctor orders the Tiefling behind him.

As you wait, you notice the place is stark clean with white washed walls and ceilings.  Small windows 4 inches or 10 cms wide are open allowing fresh air to enter.  But the fresh air does not mask the strong incense aroma in the place.  The incense odor is almost sickening.

Eventually Gurnak brings the man. Grayst Sevilla’s skin is pale and looks gangrenous, his hair wild and eyes milky white.

DC 14 Heal check:
You realizes he’s quite sick and close to death.

DC 24 Heal check:
You realizes Grayst is in the advanced stages of ghoul fever.

Grayst is mostly nonresponsive, wrapped as he is in a straitjacket.

DC 20 Diplomacy check:
This is enough to get Grayst to respond to questioning.


Male
Abacuzar:
War Horse (Charger) (HP82/82),(AC29, T12, FF25), Save(F+9, R+9, W+4), (CMB 13, CMD 27), Init 3, Perc 6. Scent and Low Light Vision
Dwarf
daily use:
Challenge 3/3, Tactition 3/3
Cavalier 7/Fighter 3
Main Info:
(HP77/77), (AC21/20, T11, FF20/19(With/Without Shield)) +4 vs Giant Subtype, Saves (F+10,R+5, W+4)(+4 vs Spell, SLA, and +2 vs Poison),(CMB 15, CMD 27), (Init 2, Perc+14-+2 vs stonework)

Our thanks Dr. Habe

Brandark looks over at the man as he is brought up.

Heal: 1d20 + 6 ⇒ (18) + 6 = 24

This man is in the advanced stages of Ghoul Fever, and will die without treatment

diplo aid: 1d20 ⇒ 18


As the door opens, Kelvin puts away his lock smithing tools. He is not happy being in this place, and so keeps to himself and lets the others to the talking to the doctor and the man. He keeps a watchful eye on Dr. Habe and the "guards".

Grand Lodge

HP 87/87 Male Human
Active Affects:
Cleric of Sarenrae Init +4; Perc +4 AC 23 T 13, FF 21 Fort +9, Ref +5, Will +11 5/5 Channel 5d6

heal check: 1d20 + 13 ⇒ (6) + 13 = 19
Diplomacy : 1d20 + 6 ⇒ (14) + 6 = 20
Stone will inspect the man closely
Grayst can you hear me?


Stone is unable to discern any more from his examination.

Grayst looks at Stone, relaxes and begins to mumble, "With razors....with teeth....the Skinsaw Man is coming."

He sees Elektra and his mumblings become somewhat more coherent, “He said. He said you would visit me. His Lordship. The one that unmade me said so. He has a place for you. A precious place. I’m so jealous. He has a message for you. He made me remember it. I hope I haven’t forgotten. The master wouldn’t approve if I forgot. Let me see… let… me… see…” The mad man pause and becomes excited, “I remember. I remember. He said that if you came to his Misgivings, that if you joined his Pack, he would end his harvest in your honor.” Grayst collapses on the floor with a low moan.

DC 15 Knowledge (local) check:
You recognize “the Misgivings” as a local name for a run-down and abandoned estate further south—a place called Foxglove Manor.

Grand Lodge

HP 87/87 Male Human
Active Affects:
Cleric of Sarenrae Init +4; Perc +4 AC 23 T 13, FF 21 Fort +9, Ref +5, Will +11 5/5 Channel 5d6

This man is dieing
remove disease: 1d20 + 5 ⇒ (10) + 5 = 15


As Stone bends down to try and cure Grayst from the Ghoul Fever , the man's low moan rises to a shriek.

Surprise Round

Elektra's Initiative: 1d20 + 7 ⇒ (9) + 7 = 16
Grayst's Initiative: 1d20 + 1 ⇒ (8) + 1 = 9

Elektra's diviner ability gives her a sense that Grayst is about to attack and the one he is after is her.

Elektra gets an action before Grayst in the Surprise Round.


Knowledge (local): 1d20 + 11 ⇒ (4) + 11 = 15

As Grayst mentions the Misgivings, Kelvin pauses for a moment, then "that is the name that the locals have given to Foxglove Manor"

"Isn't that the name of the young noble that we went boar hunting with after the attack on the town?"

When Grayst begins to attack Elektra, Kelvin draws the dogslicer and attacks the man.

Dogslicer: 1d20 + 8 ⇒ (16) + 8 = 241d6 + 2 ⇒ (5) + 2 = 7
+ Sneak attack / flank: 3d6 ⇒ (3, 5, 4) = 12 If I can get into a flank position


female
CP:
Nothing atm
Elf Wizard (Diviner) 5, Cyphermage 5
Stats:
hp52/52 AC 17|T 16 |FF 14, F +4|R +5|W +7, Init +4, Per +17

Moving back before he springs him Elektra hides behind Garreth.


Theater of the mind: The entry room was too small to accommodate the interview with Grayst. You move to the next room South. This is a much larger room, 20 feet East to West, 45 feet North to South. There are three large tables in the room. The room looks like it is not used much. There are three doors roughly 10 feet apart along the West wall. The first door is in the uppermost five foot section. Several of the small 10cm windows align the east wall. There is another door along the eastern most part of the South wall. A 10 foot wide hallway enters the room from bottom most East side along the South wall.

The party was gathered along the North wall.

Consider grid coordinates, Columns 1,2,3 & 4, Rows A through I.

Grayst was brought in and stopped in B1.
Brandark in A1 examined Grayst.
Stone in A2 also examined Grayst and began to cast Remove Disease .
Elektra was standing next to Stone in A3
Garrath was in front of her at B3.
Kelvin was next to Garrath at B4.
One of the Tiefling orderlies is behind Grayst at C1
There is a table taking up C2 and C3.
Erin Habe is standing behind the Tiefling D1.
And the other orderly is next to him at D2.

And now you should be totally confused.

As Elektra moves behind Garrath (A4), Grayst, tearing off his straight jacket with incredible pent up force, moves to attack Garrath (B2).

Round One

Garrath's Initiative: 1d20 + 9 ⇒ (2) + 9 = 11
Kelvin's Initiative: 1d20 + 6 ⇒ (6) + 6 = 12
Stone's Initiative: 1d20 + 4 ⇒ (11) + 4 = 15
Brandark's Initiative: 1d20 + 2 ⇒ (18) + 2 = 20

Brandark 20
Elektra 16
Stone 15
Kelvin 12
Garrath 11
Grayst 9

Brandark is up first. This should be quick.


Male
Abacuzar:
War Horse (Charger) (HP82/82),(AC29, T12, FF25), Save(F+9, R+9, W+4), (CMB 13, CMD 27), Init 3, Perc 6. Scent and Low Light Vision
Dwarf
daily use:
Challenge 3/3, Tactition 3/3
Cavalier 7/Fighter 3
Main Info:
(HP77/77), (AC21/20, T11, FF20/19(With/Without Shield)) +4 vs Giant Subtype, Saves (F+10,R+5, W+4)(+4 vs Spell, SLA, and +2 vs Poison),(CMB 15, CMD 27), (Init 2, Perc+14-+2 vs stonework)

A bit startled by the rapid change to a ghoul, Brandark grabs his axe off his back and attempts to drive it into Grayst's spine.

Shifting into B1 for flanking with Garrath
attack: 1d20 + 5 + 4 + 1 + 2 - 2 ⇒ (5) + 5 + 4 + 1 + 2 - 2 = 15
[ooc]Mods: BAB,STR,MWK,flank,Power

damage: 1d10 + 6 + 4 ⇒ (8) + 6 + 4 = 18
Mods:STR,Power


Male Human Shoanti
Roll adjustments:
PA -2/+4 hit/dmg, Furious Focus +2atk, Reckless Abandon +2 hit/-2 AC, Rage
Barbarian (Invulnerable Rager) 8 (HP: 52/92 AC:18, 14, 15 Saves: F: +13, R:+10 W:+9 CMB:+10, CMD: 27/24 Init: +5 Perc: +13) rage 1/20 round rage up:91/91 hp

Garrath siezes his Greatsword and attacks the man, "Abomination! You will not harm her.

Attack Grayst: 1d20 + 9 ⇒ (13) + 9 = 22
Damage Grayst: 2d6 + 10 ⇒ (5, 2) + 10 = 17

Adjustments wrote:
Power attack -2/+4 hit/damage, Furious Focus ignore Power Attack to hit penalty for first attack of the round. Superstitious +4 Save Bonus

Grand Lodge

HP 87/87 Male Human
Active Affects:
Cleric of Sarenrae Init +4; Perc +4 AC 23 T 13, FF 21 Fort +9, Ref +5, Will +11 5/5 Channel 5d6

Stone will take a five to hopefully move into a position that Kelvin can flank while drawing his sword then attack attack: 1d20 + 4 ⇒ (14) + 4 = 181d6 + 3 ⇒ (4) + 3 = 7


Brandark moves quick to strike Grayst.

Elektra remains behind Garrath.

Stone manages to get a Scimitar into the madman.

Kelvin moves onto the front table and flanks the ghoulish man with Brandark. Ripnugget's Sword cuts into vital areas. Grayst begins to fall, only to be finished off dead by Garrath's blow.

"I had no idea he could break through his straight jacket like that. I have never seen anyone do this. Please forgive me," Doctor Habe is visibly upset by the turn of events. He steps to the South (E1) carefully watching the Sandpoint Deputies response.


Knowing that Diplomacy and Intimidate are better handled by others in the group, Kelvin does not say a word to the doctor. He does however, wipe the dogslicer clean on the ripped straight jacket and glare at Doctor Habe.

Grand Lodge

HP 87/87 Male Human
Active Affects:
Cleric of Sarenrae Init +4; Perc +4 AC 23 T 13, FF 21 Fort +9, Ref +5, Will +11 5/5 Channel 5d6

Dr.Hade why was that man aloud to turn into the monster?What kind of work are you doing here? Why did you not get him help sooner or at the vary least tell us of his condition as soon as we arrived?
Stone will speak in a low semi calm voice.
diplomacy: 1d20 + 6 ⇒ (13) + 6 = 19


"Sheriff Hemlock brought Grayst to me in that condition. I just thought the man was mad," the Doctor looks visibly shaken.


female
CP:
Nothing atm
Elf Wizard (Diviner) 5, Cyphermage 5
Stats:
hp52/52 AC 17|T 16 |FF 14, F +4|R +5|W +7, Init +4, Per +17

"You are a specialist of the mind... not the body. Now it explains some of his delusions."


Male
Abacuzar:
War Horse (Charger) (HP82/82),(AC29, T12, FF25), Save(F+9, R+9, W+4), (CMB 13, CMD 27), Init 3, Perc 6. Scent and Low Light Vision
Dwarf
daily use:
Challenge 3/3, Tactition 3/3
Cavalier 7/Fighter 3
Main Info:
(HP77/77), (AC21/20, T11, FF20/19(With/Without Shield)) +4 vs Giant Subtype, Saves (F+10,R+5, W+4)(+4 vs Spell, SLA, and +2 vs Poison),(CMB 15, CMD 27), (Init 2, Perc+14-+2 vs stonework)

But that still does not explain why you waited so long to give him help.

Brandark cleans his axe before placing it back in his scabbard for it.


The nervous Doctor responds to Brandark, "I offered him all the usual treatments. But his type of madness, I could not cure."


female
CP:
Nothing atm
Elf Wizard (Diviner) 5, Cyphermage 5
Stats:
hp52/52 AC 17|T 16 |FF 14, F +4|R +5|W +7, Init +4, Per +17

"But the worst part of it is.... I have an enemy. Someone undead, or the ability to create or control undead. And a morbid fascination for me. That is not an easy combination."
One can see the implications bring deep furrows in her head.


Male Human Shoanti
Roll adjustments:
PA -2/+4 hit/dmg, Furious Focus +2atk, Reckless Abandon +2 hit/-2 AC, Rage
Barbarian (Invulnerable Rager) 8 (HP: 52/92 AC:18, 14, 15 Saves: F: +13, R:+10 W:+9 CMB:+10, CMD: 27/24 Init: +5 Perc: +13) rage 1/20 round rage up:91/91 hp

Garrath moves to loom over the doctor while he shakes the gore from his blade, never letting his glower leave the doctor's gaze.

diplo/inimidate aid: 1d20 + 6 ⇒ (7) + 6 = 13

Grand Lodge

HP 87/87 Male Human
Active Affects:
Cleric of Sarenrae Init +4; Perc +4 AC 23 T 13, FF 21 Fort +9, Ref +5, Will +11 5/5 Channel 5d6

Can anyone tell if he is telling the truth


Male
Abacuzar:
War Horse (Charger) (HP82/82),(AC29, T12, FF25), Save(F+9, R+9, W+4), (CMB 13, CMD 27), Init 3, Perc 6. Scent and Low Light Vision
Dwarf
daily use:
Challenge 3/3, Tactition 3/3
Cavalier 7/Fighter 3
Main Info:
(HP77/77), (AC21/20, T11, FF20/19(With/Without Shield)) +4 vs Giant Subtype, Saves (F+10,R+5, W+4)(+4 vs Spell, SLA, and +2 vs Poison),(CMB 15, CMD 27), (Init 2, Perc+14-+2 vs stonework)

Brandark continues to listen to his protestations.

sense motive: 1d20 + 5 ⇒ (5) + 5 = 10

Nope, I cannot tell if he is lying. :(


Sense Motive (untrained): 1d20 ⇒ 2

Nope, Kelvin thinks he is as honest as the day is long


What does the party do next? You actually have the next piece of the puzzle. Doctor Habe, though suspicious, cannot add anything more to your investigation.


Male
Abacuzar:
War Horse (Charger) (HP82/82),(AC29, T12, FF25), Save(F+9, R+9, W+4), (CMB 13, CMD 27), Init 3, Perc 6. Scent and Low Light Vision
Dwarf
daily use:
Challenge 3/3, Tactition 3/3
Cavalier 7/Fighter 3
Main Info:
(HP77/77), (AC21/20, T11, FF20/19(With/Without Shield)) +4 vs Giant Subtype, Saves (F+10,R+5, W+4)(+4 vs Spell, SLA, and +2 vs Poison),(CMB 15, CMD 27), (Init 2, Perc+14-+2 vs stonework)

Brandark puts his axe away
Shall we go see what is up with the manor.

Grand Lodge

HP 87/87 Male Human
Active Affects:
Cleric of Sarenrae Init +4; Perc +4 AC 23 T 13, FF 21 Fort +9, Ref +5, Will +11 5/5 Channel 5d6

One more thing doc do you have any other patients like him?
diplomacy: 1d20 + 6 + 2 ⇒ (17) + 6 + 2 = 25
sense motive: 1d20 + 3 ⇒ (2) + 3 = 5


Erin Habe will look at Stone, "No. I have never had a patient before that was bitten by a Ghoul. The madness was truly unworldly." The Doctor begins to calm.

Grand Lodge

HP 87/87 Male Human
Active Affects:
Cleric of Sarenrae Init +4; Perc +4 AC 23 T 13, FF 21 Fort +9, Ref +5, Will +11 5/5 Channel 5d6

So you did know he had ghoul fever? We should leave before I can justify killing the doctor.


female
CP:
Nothing atm
Elf Wizard (Diviner) 5, Cyphermage 5
Stats:
hp52/52 AC 17|T 16 |FF 14, F +4|R +5|W +7, Init +4, Per +17

"We have another place to visit. Thank you doctor!"
Outside Elektra will shake her head.
"How can anyone so learned be sooo ignorant. A well never forget the way of undeath is rightly so known to a restricted few. Otherwise.... "


Stone the Blade of Sarenrae wrote:

So you did know he had ghoul fever? We should leave before I can justify killing the doctor.

"Not until your friend here mentioned it," Habe points to Brandark.

Sense Motive DC22:
He is lying. He made no attempt to heal Grayst. He just wanted to observe Grayst's transformation into a Ghoul in order to study the processes.

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