| Brandark Plainswalker |
Actually sheriff, I do not think that having Erin with us while we check the farm out is a good idea
| Brandark Plainswalker |
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.
| GM Mazra |
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.
| Brandark Plainswalker |
It is important that we talk to one of your patients here.
aid another diplo: 1d20 ⇒ 18
| Brandark Plainswalker |
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
| Garrath Tricks the Giants |
"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
Stone the Blade of Sarenrae
|
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
| GM Mazra |
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.
Grayst is mostly nonresponsive, wrapped as he is in a straitjacket.
| Brandark Plainswalker |
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
| GM Mazra |
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.
| GM Mazra |
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.
| Kelvin Fleetwood |
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
| GM Mazra |
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.
| Brandark Plainswalker |
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
| Garrath Tricks the Giants |
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
Power attack -2/+4 hit/damage, Furious Focus ignore Power Attack to hit penalty for first attack of the round. Superstitious +4 Save Bonus
| GM Mazra |
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.
Stone the Blade of Sarenrae
|
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
| Brandark Plainswalker |
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.
| Elektra Stardancer |
"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.
| Garrath Tricks the Giants |
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
| Brandark Plainswalker |
Brandark continues to listen to his protestations.
sense motive: 1d20 + 5 ⇒ (5) + 5 = 10
Nope, I cannot tell if he is lying. :(
| Brandark Plainswalker |
Brandark puts his axe away
Shall we go see what is up with the manor.
| Elektra Stardancer |
"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.... "
| GM Mazra |
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.