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Stone will drop his crossbow and draw his sword and quick shield as he moves up and attacks the rat swarm on Garrath.
Sword: 1d20 + 4 ⇒ (13) + 4 = 171d6 + 3 ⇒ (5) + 3 = 8
Sheild bash: 1d20 - 1 ⇒ (1) - 1 = 01d4 + 1 ⇒ (3) + 1 = 4

GM Mazra |

@Garrath - You only get one AoO. So I am using your first roll, which was a miss. But I will use your second roll as your normal attack in the round.
Brandark and Kelvin swings furiously at the approaching Swarm. They manage to dispatch the swarm of rats. A few stragglers scurry back through cracks in the wall.
Garrath was unable to dispatch the second Swarm as they flood over the Barbarian.
1d6 ⇒ 5
Garrath takes 5 points of damage less his DR. He also must make a DC12 Fort save.
The party then descends on the remaining Swarm. Their remnants scatter back into the cracks.
That was easy!
Back to checking doors?

Garrath Tricks the Giants |

fort save: 1d20 + 11 ⇒ (4) + 11 = 15

GM Mazra |

Kelvin will only hear a few remaining rats scurry away. He will quickly learn that there is not a trap on the door. The door is actually ajar.
When Brandark enters the room he will see two wine racks lining the walls, their shelves empty and dusty. Mounds of broken glass bottles clutter the foor.

Brandark Plainswalker |

percept: 1d20 + 9 ⇒ (12) + 9 = 21 Add 2 for stonework
What might this be. Brandark walks over to the nook. Garrath, I cannot reach, can you see what is in there ?

Brandark Plainswalker |

Lets crate them up, and then get the last room before we burn the place.

GM Mazra |

Kelvin, again will not hear anything. And once more the door is neither trapped or locked.
When Brandark opens the door, he sees shelves of books lining the walls of this room, interspersed with curious objects such as skulls fitted with stubs of candles, tribal fetishes, and decorative scroll cases. An empty birdcage lies near the southern wall beside a small desk and a fine leather chair. Statues and sculptures grin from all corners of the room.
Searching the room discovers oddments including several dozen curious fetishes and masks, but the most impressive piece is an old painting of a bullfight. The painting bears a plaque that reads “Throwdown in Swynetown,” and in the painting, vast crowds jeer and cheer the bullfighter on, the huge bull aurochs towering over him, its cruel forward-jutting horns each the length of a spear. Dozens of bodies lie in the streets—the aurochs has clearly rampaged through them already, and although a score of brightly colored spears jut from the creature’s flanks and back, it still rages on.
The books are mostly on Shoanti tribal cultures and history, along with numerous maps of mysterious realms and nautical charts. None of the books are particularly valuable. The scroll cases contain more maps, along with a scroll of lightning bolt and a scroll of keen edge.

Elektra Stardancer |

Perc: 1d20 + 9 ⇒ (16) + 9 = 25
Suddenly stopping Elektra pulls the Brick, revealing the secret compartment. After a moment she looks at the key than with even more interest at the scrolls.

Garrath Tricks the Giants |

Garrath watches the hallway, eyes wide and nostrils flaring as he breathes. The look he has almost mimics that of a spooked horse. "We should leave now, and burn this place to its roots. Looting it only invites trouble. Too many restless dead here."

Brandark Plainswalker |

percept: 1d20 + 9 ⇒ (15) + 9 = 24
Aye, Kelvin, I hear the pages turning, but I think it belongs to the ghosty things.
However, I think that you should carry that painting. I am afraid that my ham hands will not carry it well.
Garrath, I also think we should burn this place, but let us get some wealth out of it first.
Brandark grabs the maps, while waiting for the others to finish looking over the room.

GM Mazra |

This was the last room. As you leave Foxglove Manor, you see an interesting sight. It looks like a truce has been reached between the horses and a growing swarm of birds. When the party leaves the building, the birds descend upon them.
I will set this encounter up later. But in the mean time, look at the Foxglove Manor Main map to see the truce.

GM Mazra |

Garrath's Initiative: 1d20 + 9 ⇒ (19) + 9 = 28
Elektra's Initiative: 1d20 + 7 ⇒ (1) + 7 = 8
Kelvin's Initiative: 1d20 + 6 ⇒ (15) + 6 = 21
Stone's Initiative: 1d20 + 4 ⇒ (10) + 4 = 14
Brandark's Initiative: 1d20 + 2 ⇒ (7) + 2 = 9
Shalelu's Initiative: 1d20 + 3 ⇒ (15) + 3 = 18
Carrionstorm's Initiative: 1d20 + 4 ⇒ (7) + 4 = 11

GM Mazra |

Garrath 28 (33/54 Rage 45/64 ;) AC 16/13 or 12)
Kelvin 21 (30/33 AC 17)
Shalelu 18 (42/42 AC 17)
Stone 14 (38/38 AC 21)
Carrionstorm 11 (?/? AC?)
Brandark 9 (43/43 AC 19/18)
Elektra 8 (32/32 AC 13)
Copy of the Foxglove Manor Main map is at top called Carrionstorm. Garrath is first to react as the party moves outside the manor.
Round One

Brandark Plainswalker |

Seeing the large murder of crows launch into the air and start coming their way he mutters.
By the gods, you do not see that every day.

Ranger Shalelu |

Shalelu moves up and fires an arrow into the same area of the swarm as Kelvin fired into, scattering some of the Swarm.
Mwk Longbow: 1d20 + 9 ⇒ (10) + 9 = 191d8 ⇒ 3
BAB +4,Dex +3,Mwk +1,Weap.Focus +1

Garrath Tricks the Giants |

Garrath growls angrily. "I am tired of undead things!" and lets the rage fill him and attacks the bird swarm.
attack: 1d20 + 13 ⇒ (16) + 13 = 29
damage: 2d6 + 13 ⇒ (1, 6) + 13 = 20
BAB, +5 str, +2 furious focus, +2 reckless abandon, +1 mwk, -2 power attack

GM Mazra |

@Garrath - You were 45 feet from the nearest Swarm at the start of the Round. That would be 5 feet too far to move and attack. You can use the roll as your AoO as the Carrionstorm descends on the party. You almost scatter your Swarm with this attack.
Six swarms of Carrionstorm descend upon the party.
Everyone gets an AoO. Swarm 1 had some previous damage. Go ahead and roll a DC 11 Fort Save. If the Swarm survives your AoO you take 1d6 points of damage. And if you fail your Fort Save, then you are nauseated for one Round. Basically all you can do is move.

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Stone will drop his crossbow and draw his sword and shield. Then in a loud voice I the name of all that is Holy be gone you foul spawn! channel energy : 3d6 ⇒ (2, 5, 6) = 13 dc14 for half

Garrath Tricks the Giants |

fort save: 1d20 + 13 ⇒ (9) + 13 = 22

Brandark Plainswalker |

fort save: 1d20 + 7 ⇒ (18) + 7 = 25
Seeing that the crows were already dead, he grabs for his little used warhammer in both hands.
AOO: 1d20 + 5 + 4 + 1 - 2 ⇒ (4) + 5 + 4 + 1 - 2 = 12
Mods:BAB,STR,MWK,Power
damage: 1d8 + 6 + 6 ⇒ (5) + 6 + 6 = 17
Mods:2HSTR,2HPower
carrionstorm damage: 1d6 ⇒ 6
Round 1
Brandark swings hard at the carrionstorm as it engulfs him.
Begone you foul beasts begone
Attack: 1d20 + 5 + 4 + 1 - 2 ⇒ (12) + 5 + 4 + 1 - 2 = 20
Mods:BAB,STR,MWK,Power
damage: 1d8 + 6 + 6 ⇒ (6) + 6 + 6 = 18
Mods:2HSTR,2HPower
Edit: HP 31/43

GM Mazra |

Round One
As the Swarm descends on the party, Garrath swings his Great Sword scattering many. Kelvin and Shalelu picked off a few of the undead birds as they approached. Stone missed with his Crossbow. Brandark missed his first swings at the fowl creatures. Get the pun. :p
Garrath will scatter the remaining elements of the Swarm that descended upon him.
@Garrath - Your Swarm only had one HP remaining. The only way you would have missed it would have been to roll a "1".
Stone Channels Holy energy toward the Swarms. One by one, they Swarms begin to dissipate. Some with a horrific chorus of various screeches.
Stone takes out the previous dissipated Swarm 1. The channel takes out Swarms 2 and 3. Garrath took out Swarm 5. That only leaves Swarms 4 and 6 remaining for the Carrionstorm's Round One initiative. Kelvin and Shalelu would have had actions before the Swarms, but since Stone's Channel takes them out anyway. I am moving on.
Carrionstorm Swarm 1 Will Save: 1d20 + 5 ⇒ (12) + 5 = 17
Carrionstorm Swarm 2 Will Save: 1d20 + 5 ⇒ (3) + 5 = 8
Carrionstorm Swarm 3 Will Save: 1d20 + 5 ⇒ (2) + 5 = 7
Carrionstorm Swarm 4 Will Save: 1d20 + 5 ⇒ (20) + 5 = 25
Carrionstorm Swarm 5 Will Save: 1d20 + 5 ⇒ (1) + 5 = 6
Carrionstorm Swarm 6 Will Save: 1d20 + 5 ⇒ (12) + 5 = 17
Though neither Stone nor Elektra become nauseated by the Swarms, they both are pecked at by several of the undead birds.
Stone Pecked: 1d6 ⇒ 1
Elektra Pecked: 1d6 ⇒ 6
Talk about opposites! Stone takes a point of damage. Elektra 6 points of damage.
Garrath 28 (33/54 Rage 45/64 ;) AC 16/13 or 12)
Kelvin 21 (30/33 AC 17)
Shalelu 18 (42/42 AC 17)
Stone 14 (37/38 AC 21)
Carrionstorm 11 (?/? AC?)
Brandark 9 (43/43 AC 19/18)
Elektra 8 (26/32 AC 13)
Round Two
The last remaining Swarms each have a hit point remaining. I think it is safe to assume that the party will be victorious. You have survived The Misgivings.
LEVEL SIX!!!
Do you return to Sandpoint?

Brandark Plainswalker |

Cleaning off the head of his warhammer, Brandark looks at the mess of feathers and go lying around.
Well, that is done, now how do we go about burning this place down, so no one else suffers like we did.
I think returning to sandpoint might be for the best.

Garrath Tricks the Giants |

"We have to destroy this place, whether now, or we come back after rest, it's a blot on the lands."

Proprietor Kaijitsu |

Day Twenty-Eight
It was just past midnight when the party reaches the Goblin Squash stables. Brandark wakens Daverin Hosk in a stir, but the retired old Ranger settles down when he sees the familiar Dwarf. Hosk can smell the stench of death all over the party, "What have y'all been doin'? Diggin' up corpses? That is some pow'rful od'r you cari'n with ya." The ranger works to find stalls and help remove barding, tack, bridles etc.
When the party walks into the Rusty Dragon it is full of patrons. Ameiko was in middle song when she suddenly stops. The patrons look at the party, one by one, "It is the heroes!" they call out. When Ameiko moves closer she gets to within about six feet and stops, "I will have Brathana prepare baths. We can bring supper up later."
Ameiko quickly leads the party upstair. Patron after patron wrinkle their noses with a squint of their eyes and move away from the party.
The baths were very much a welcome experience to everyone, party, patrons, Ameiko, Brathana but most of all Shalelu. She was nearly in tears as the smell of death, vomit and more hung around the shy Elf.
Later, Brathana brings up the Local Wine, Dwarven Ale and Cool Water
along with warm bowls of a hearty Boar Stew and Bread just starting to get a bit stale.
To say the party was exhausted would be an understatement. The beds were warm and comfortable. Everyone rested well, except Garrath, Shalelu and Kelvin. Garrath and Shalelu's rest were feverish. Kelvin's itchy.
When Garrath wakes up he finds himself weaker and not nearly as nimble. The thought of staying in bed sounds like a good idea.
Garrath's Con Loss: 1d3 ⇒ 3
Garrath's Dex Loss: 1d3 ⇒ 1
@Garrath - You have already made the saving throws to overcome the Ghoul Fever. It does take two consecutive day's worth of saves to cure. The morning of Day Twenty Nine will find you over the effects.
Shalelu does not sleep but stays in bed feverish and sweaty.
Shalelu's Con Loss: 1d3 ⇒ 3
Shalelu's Dex Loss: 1d3 ⇒ 1
Shalelu's Fort Save Day 1: 1d20 + 8 ⇒ (7) + 8 = 15
To Kelvin's horror, he wakes up to leaky boils on his arms and legs. One such boil is growing on his cheek.
Kelvin's Cha Loss: 1d4 ⇒ 4
Kelvin's Con Loss: 1d4 ⇒ 2
Kelvin needs to make a DC 11 For Save. This will be the first of several you will need to be cured from Vorel's Phage.

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After the bird attack
Stone will look over the party and seeing that Garrath and Shaleu have ghoul fever he will cast remove disease on them both.
cure Shaleu: 1d20 + 5 ⇒ (20) + 5 = 25
cure Garrath: 1d20 + 5 ⇒ (7) + 5 = 12
The first morning at the Rusty Dragon
Stone will rush in to Kelvin's room to see what has happened.
Hold still and let me take a look. detect disease
Now seeing and understanding what is happening to Kelvin, Stone will administer the appropriate cure. remove disease
cure Kelvin: 1d20 + 6 ⇒ (6) + 6 = 12
cure Kelvin: 1d20 + 6 ⇒ (16) + 6 = 22
Stone has two more remove disease if any more are needed.
cure ????: 1d20 + 6 ⇒ (1) + 6 = 7
cure ????: 1d20 + 6 ⇒ (6) + 6 = 12
Lesser, rest Garrath dex: 1d4 ⇒ 2
Lesser, rest Garrath con: 1d4 ⇒ 2
Lesser, rest Kelvin cha: 1d4 ⇒ 3
Lesser, rest Kelvin con: 1d4 ⇒ 2
In a true ly tired voice Stone will for someone to bring his breakfast to his room because he is going back to bed.
Now would probably be a good time to divide up treasure and ID any magic

Elektra Stardancer |

Waking up after a good nights sleep Elektra is shocked to find her friends in such a sorry state.
"Stone, what do you need. Maybe... together we can find a cure!"
KnowRel: 1d20 + 10 ⇒ (16) + 10 = 26
AS soon as she has time Elektra will take her time to find the use of the items.
Then she will work on her headband.

GM Mazra |

Stone starts the morning by removing the Ghoul Fever off Shalelu. But he is unable to remove it off of Garrath. He does restore some vitality to the big Barbarian.
Stone, with an assist from Elektra, will divinely discern that Kelvin has been infected by a phage, a bacteria brought on by Vorel's fungus. Ironically Stone sees similarities between this phage and the Ghoul Fever. Not in the visible effects, but in the physical effects. Kelvin is dying in the same way as thoses infected with Ghoul Fever. If Kelvin is not cured, then he will turn into a Ghoul. But Stone will divinely notice that the negative energies were greater with this phage. That the end results could create a powerful form of Ghoul, the Ghast. And the greater the exposure the more powerful the Ghast.
Stone fails in his first attempt to remove this powerful disease infecting Kelvin. But is successful in the second attempt. The boils and sores begins to shrink and disappear.

Garrath Tricks the Giants |

Garrath will make sure Shalelu is okay and settled before seeking out his own bath.
Garrath mutters and fusses over the attention Stone pays to him, but is grateful none the less for the cleric's help. "No disease will keep me down for long, no matter the cause." Despite still looking pale and in a bit of a cold sweat. "We should talk with the Father, and get some ideas on how to destroy whatever it is in that house."
Garrath will go to do that, if no other more diplomatic person goes with him.

Brandark Plainswalker |

Hearing the commotion from Kelvin, Brandark comes in with Stone.
Is there anything that I can do to help with this?
Items needing ID
War Razor
Leather Armour
4 Arrows (found on bugbear)
2 Rings
3 Potions (2 from druid, 1 from bugbear)
Vials of foul smelling stuff (attic of the manor)
Question, Elektra do you have the ID spell?, if not, that would be a good use of some of the communal fund.

Elektra Stardancer |

I am a diviner... yes I do!lektra lays out all items and quite beautifully casts the spell, showing a love to her school quite clearly.
Spellcraft: 1d20 + 26 ⇒ (17) + 26 = 43 War razor
Spellcraft: 1d20 + 26 ⇒ (3) + 26 = 29 Leather armor
Spellcraft: 1d20 + 26 ⇒ (15) + 26 = 41 arrow1
Spellcraft: 1d20 + 26 ⇒ (10) + 26 = 36 arrow2Spellcraft: 1d20 + 26 ⇒ (2) + 26 = 28 arrow3
Spellcraft: 1d20 + 26 ⇒ (20) + 26 = 46 arrow4
Spellcraft: 1d20 + 26 ⇒ (9) + 26 = 35 Ring1
Spellcraft: 1d20 + 26 ⇒ (19) + 26 = 45 Ring2
Spellcraft: 1d20 + 26 ⇒ (4) + 26 = 30 Potion1
Spellcraft: 1d20 + 26 ⇒ (2) + 26 = 28 Potion2
Spellcraft: 1d20 + 26 ⇒ (12) + 26 = 38 Potion3

GM Mazra |

+1 War Razor
+1 stinky Leather Armor
4 +1 Elfbane Arrows, (Elektra is repulsed by the them.)
+1 Ring of Protection {+1 Deflection Bonus to AC}
Ring of Jumping (This ring continually allows the wearer to leap about, providing a +5 competence bonus on all his Acrobatics checks made to make high or long jumps.)
Potions: CLW x2 and a CMW. (Sure you did not previously ID them?
Elektra can only guess that the foul smelling vial was once a potion of some kind that became foul and dried out over time.