
GM Euan - Rise |
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"It's been a long day, and I could use some food. This...this is harder than just doing a patrol, you know, Sheriff?" Kast asks with some resignation in his voice. "It isn't so simple."
The Sheriff nods in agreement, ”Detective work is a whole other animal from simple guard duty. You’ve got to use your mind more. You’ll do fine. You always were the studious type.”
”Who? Oh, the cousin?” Val touches her lips without intending to, thinking about the last time she was with Sapphira. How much she wishes she was here now. ”Never met her.”
”Too bad,” the Sheriff shrugs. ”It would have been nice to have an inside shot. Well, the Mayor is very persuasive. If this woman has a loose purse for this sort of thing, the Mayor will get a few coins for it.”
The boy raises an eyebrow as the Sheriff explains what the Missgivings mean "That house, Aneka used to torment my imagination with it. Is it that grave what happened there Sheriff Hemlock? In fact... what is the true story of what happened in that house?"
The Sheriff thinks a moment, ”Oh, back in ’87, what, that’s 20 years ago now, Traver and Cyralie Foxglove moved into the abandoned Foxglove Manor and later that year they had Aldern. Then in ’93 Cyralie went a little crazy they say. She burned down the servant’s quarters and was thrown from a second story window to her death by Traver upon attempting to set the house itself ablaze.”
He licks his lips, ”I know, right. It gets worse. Wracked with guilt Traver took his own life, leaving the boy and his older sisters Sendeli and Zeeva orphaned. The children were sent to an orphanage in Magnimar but I want to say Aldern said he was raised in Korvosa, so I dunno what happened there.”
He straightens up and takes a deep breath, ”Generations of Foxgloves have died in that house under mysterious or violent circumstances. It’s an evil place. But Aldern hopes to revitalize it. Make it a destination again I guess. A country house to his place in the city. We’ll see. Just check on him won’t you? When you’re done with the map. Tracking down the ghouls is more important than one man I think.”
Dismissed by the Sheriff, you head to Risa’s Place, off the beaten path and known only to the locals. It’s a simpler place than the White Deer or the Rusty Dragon. Smaller too. Nice and cozy though. Friendly. You have to wait a bit for a table large enough for the group to open up, but when it does you settle in for a nice night’s drinking. Let tomorrow’s worries be tomorrows. For now, it’s friendship and cheer! At least for a few hours…
Feel free to chat and make plans, write reports, etc., or not, as you wish. I’ll move us on to morning when you’ve had a chance to post.

Valena Dalloway Versade |
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Val happily drops the darker subject as everyone agrees to a drink. ”Excellent! We shall make this a memorable night to forget.” “Nights to forget” have always been Val’s favorite, especially when there are friends to share them with. It feels less like you have lost time when everyone else has lost it, too.
She makes sure to keep everyone’s drinks full, including Kast and Izo. Whether they plan on drinking them or not, she wants it to be clear they are free to do so. Val somehow puts down whole bottles without anyone noticing her. For once in a long while, she gets absolutely plastered.
”Soooo, and I’m tellllling you, it’sh a big deal. We’re 10–“ She stops and counts her fingers. ”—10 years old and she just loosk...looks up at Councilman Groboras and says ‘Greetings, Councilman Grossass.’” She breaks into uncontrollable giggling. ”Completely! Shhhhtraight faced. She...haha...she thought that was his actual name.” She laughs so hard that she stops making sound, unable to catch her breath. Finally, she holds onto the table to steady herself as she floats back to earth. She assumes an overly rigid, precise posture—even holding out her pinky from her mug—but still lolls gently back-and-forth. Her voice takes on a mockingly proper tone as she continues. ”And that. That? That! Is the current Lord-Mayor. I don’t think he hash never forgiven either of us. We still call him that so it’s fine.” She starts giggling again over something else, a touch of whimsy that she has forgotten as soon as she thought of it.

Izomandakus |

"Gender violence is a long going cancer of our society it seems" Izomandakus reflects loudly to the Sheriff's explanations "With such referents I am more worried than ever now about Kizzy. We definitely want to check with Aldern after all this ghoul attacks mystery is solved"
---
Izomandakus takes a sip on the wine and then starts to laugh with Valena "I... I would love to see his face. It is funny enough without a couple of kids being irreverent in front of him" he takes another sip "Hmmm... is the wine getting better or it is me?"
"Em, please, let's keep it to this glass. I do not want to exit the tavern again on the toilet window"

Seamus Passeri |
Joining his friends at Risa's Place, Seamus ordered a plate of spiced potatoes and some of the hard cider. After several pints of the hard cider Seamus begins to lighten up, even laughing along at Val's humorous stories. Staying as long as Val wants to, Propping each other up as much as escorting, he stumbles with her to 'the Dragon.' Bidding her a good night, he slowly staggers to the 'Kitten' finding his way to the attic and falling asleep despite the noise.
Sleeping near the eastern window, the sun wakes him. Heading to the Dragon to meet the others, he sits down at their usual table and asks; "What do you have for a hangover?"

Kast Phaer |

Kast drinks some, mostly little sips, and tries to enjoy the night. There are some parts of the night he does enjoy, like the food part, but mostly he's regurgitating the day's events and trying to think how he could have been more perfect.
You have to be perfect, Kast. Just to be level with these guys. Just to be even. The Knights of Lastwall will expect more. More.
"With such referents I am more worried than ever now about Kizzy."
Kast nods grimly, his boyish smile leaving his face. "Yeah, that isn't good. We need to figure this out. Seems like a lot is happening right now, and I'm unsure what is connected to what. Maybe...maybe after I write out the report, things will start to be more clear."
He looks down at his empty plate, having finished a good meal. He realizes that he has work to do and tomorrow, the party will want to do much more. Heck, *he'll* want to do much more.
"I'm going to go work on my reports. Maybe I'll remember something that puts the pieces together. Either way, I'll see you at the 'Dragon for breakfast, then we head to the outer farms. I worry...I worry that we may have missed with our mistakes at the Sanitarium." He tries to shrug that off.
"Yeah, okay. We'll do better tomorrow. G'night." Kast grabs the Iron Quill and heads for the door, his desk, then eventually to bed.

GM Euan - Rise |

You arise early, with various states of headaches and queasiness, anxious to find your ghoul and best it. It’s Lamashan 16th, an Oathday, and it’s 8am when you meet for breakfast at the Dragon, ready, if not eager, to begin. You gather your horses and head out of town.
You head south of Sandpoint, back on the Lost Coast Road, and over the Soggy River to the southern farms noted on the map you have from the necromancer.
As you turn off the road and head down the dirt tracks to the local farms, you see a disheveled old farmer (image) trudging down the lane toward you. He’s somewhat breathless, and covered with mud and sweat. He hails you, bidding you to turn back, and begs, nearly weeping, for a ride to Sandpoint. He reeks of alcohol.

Kast Phaer |
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Kast rises early to drop off his report to the Sheriff, then to the 'Dragon to get some scones and lunch to go.
He waits patiently for the inebriants party crew to arrive.
"We may not be perfect, but we can be better than yesterday. Let's be our best," Kast says as they gather.
* * *
Kast limps up to the farmer, trying to place him. If he knows him.
1d20 + 10 ⇒ (3) + 10 = 13 Know (Local) - the disheveled farmer

Seamus Passeri |
Leaving the dragon, Seamus tries not to be disappointed renting a horse that isn't Buttercup. Wishing somehow the mare would throw the little man from the asylum and come back home. Mounting the strange animal, he sighs and follows the others to the farms.
Seeing the disheveled old farmer, Seamus tries to place him. It seemed the old man liked his alcohol, maybe he was someone Seamus had seen before, Calling to the farmer. "Good day sir, I am Seamus Passeri, may I ask your name this morning."
knowledge (local): 1d20 + 9 ⇒ (10) + 9 = 19

Izomandakus |

Izomandakus just let's Seamus take the initiative and make the presentations. After that he just asks "Is everything ok Master? You seem a bit of disheveled"

GM Euan - Rise |

Kast doesn’t place the name, but he does look familiar to him as one of the many faces of Sandpoint and the surrounding countryside. Seamus too has seen the man, though he doesn’t remember him as a drunkard. Grump is his name.
Grump breaks into a frantic babbling - muttering about walking scarecrows and it takes a few minutes to calm him down, but calm him you do. He introduces himself as Maester Grump, a farmer with a place just a quarter mile from here. He tells a short but harrowing story, speaking of how the southern farmlands have become plagued by foul walking scarecrows that stalk the night.
All the farmers knew that the problems were coming from the old Hambley place - things “just ain’t been right there for a few days now” When a group of locals paid the Hambley farm a visit last evening, they were attacked by folk that looked like corpses but fed like starving animals. At this point in the telling, Grump’s worked himself into a lather again and shrieks, “They even ate the dogs!”
The Hambley farm is nestled at the western edge of the Whisperwood, mostly south of your current position - maybe three quarters of a mile away - a little longer if you avoid the fields and stick to the roads (dirt tracks mostly, but they suffice).

Seamus Passeri |
Hearing Grump describe the situation at the Hambley farm, Seamus nods, "Thanks for the information Maester Grump. We'll go look into it. Why don't you head home and bolt the door for the rest of the day."
Seeing the direction Grump had pointed, towards the western edge of the Whisperwood. Seamus points to the dirt tracks. "Let's follow the road, I don't want to get lost in a cornfield or something."
Turning the rented horse south, Seamus leads the team towards the Hambley farm, keeping a keen eye out for anything that might look like it would eat a dog.

Izomandakus |

Izomandakus stretches his eyes in disbelief when the man talks about walking scarecrows, but when he explains how the dogs were eaten, he looks towards his friends "What do you think? What we are looking after?"
Before continuing their trip to the south, the boy adds "Put into alert the farms you find in your way. If you happen to talk with Sheriff Hemlock, please tell him we are heading to Hambley's farm"

Kast Phaer |

”We should get to the Hambley place!” Kast seems keen to get there and see what’s what for his own. ”Of the two options, going into town and explaining things to the Sheriff is best. He’ll want the report of where we are headed.”
”I think we’re headed south. The farm is to the south.”
*limp, drag, limp*
*limp, drag, limp*
*limp, drag, limp*
”Yeah, I dunno, Izo. Dogs, man? Who can say what they are thinking.”

GM Euan - Rise |

Hearing Grump describe the situation at the Hambley farm, Seamus nods, "Thanks for the information Maester Grump. We'll go look into it. Why don't you head home and bolt the door for the rest of the day."
Maester looks relieved to be free from his duty.
Before continuing their trip to the south, the boy adds "Put into alert the farms you find in your way. If you happen to talk with Sheriff Hemlock, please tell him we are heading to Hambley's farm"
He looks really confused, ”I was headed to the sheriff, but he just told me to go home.” he gestures to Seamus and points to a thin line of smoke over the fields - the nearest farm. ”That’s my home, right there. Won’t see nobody between here and there.”
”You want me to go to Sandpoint and fetch the sheriff? That’s where I was headed when I found you, but I’m happy to go home too.” he suggests.
”Of the two options, going into town and explaining things to the Sheriff is best. He’ll want the report of where we are headed.”
He looks a little crestfallen at having to go the rest of the way into town, until it occurs to him he’ll be safer there. He straightens his back, ”Yes sir. I’ll find the sheriff and tell ‘im.”
He heads off to the northwest toward the Lost Coast Road, while you head southeast to his farm, and then southwest toward the Hambley farm.
You are riding along the trail through the farmland, headed to the Hambley place, when you spot a ghoul, just as you please, on the side of the road gnawing on a squirrel. It looks up at you, unconcerned. It looks at the squirrel. It looks at you. It decides your flesh will taste better - and charges!
Your horses, for the most part, completely lose their cool, and you spend the first part of a very short fight trying to dismount or control your animals. But you manage and easily dispatch the lone ghoul before it manages to bite anyone. Other than the squirrel that is.
You’re still a little ways from the farm, but it should be just past that copse of trees up ahead. Or at least you should be able to see it from there.
You’re pretty close to the farm, do you want to approach by the road or try to sneak over to take a look? Remember you’re mounted, so stealth isn’t likely - though I suppose you could tie up your horses in the trees.

Kast Phaer |

1d20 + 10 ⇒ (5) + 10 = 15 Know (Religion) - ghouls
Kast isn't much for horses, preferring the known unsteadiness of his twisted leg to the unknown flights of panic that a horse might offer with more ghouls. He ties off his horse someplace appropriate.
"I think I'll head in on foot. Seems like we're in the right place. Ghouls. Don't let them bite you, that would be bad. You saw what was happening to Grayst."
Now dismounted, Kast proceeds on foot, his sihedron shield and the Iron Quill at the ready.

Seamus Passeri |
Looking from Kast to Izomandakus, Seamus is unsure why the others didn't let the man return to his home. Shaking his head as the man heads towards town, Seamus follows the others into the copse of trees.
Raising an eyebrow as Kast announces he will head in on foot. Seamus dismounts, taking off his pack, he secures it to the saddle. Patting the bay gelding as he ties it to a branch. "Don't run off."
He draws his bow, following Kast, as Val announces she will turn invisible when they get closer. Smiling, "Neat trick that. any chance you could teach it to a friend?"

Izomandakus |

"Ok, Valena" Izomandakus readies a bolt on his crossbow "I guess we will cover you from afar"
Pachemu looks wary at the farm ahead and places herself next to the crossboy.

GM Euan - Rise |

The party enters the copse of trees so as to tie up your horses, and though small, it takes a moment to adjust your eyes to the darkness provided by the canopy. When you do, you see some ghouls have also taken up in the forest - and they’re moving in to attack!
You are, at this point, on foot, and leading your horses into the trees to tie them up.
- Round 1 -
Kast - 17
Seamus - 16
Valena - 7+
Izomandakus - 7-
Good Folks - 5
Kast: 1d20 + 0 ⇒ (17) + 0 = 17
Seamus: 1d20 + 10 ⇒ (6) + 10 = 16
Valena: 1d20 + 3 ⇒ (4) + 3 = 7
Good Folk: 1d20 + 2 ⇒ (3) + 2 = 5
First up - well... everyone! New map up. This is a full round, the surprise round was the ghouls moving as far as they have.

Kast Phaer |

Round 1
”Here they come!” Kast limps up and readies a swipe or two with his long, reachy Quill.
Iron Quill, two handed:
Ready: 1d20 + 7 ⇒ (7) + 7 = 14 to hit;
1d10 + 3 ⇒ (3) + 3 = 6 magic cold iron damage.
Iron Quill, two handed:
AoO?: 1d20 + 7 ⇒ (9) + 7 = 16 to hit;
1d10 + 3 ⇒ (9) + 3 = 12 magic cold iron damage.
hp: 38/38
AC: 20/17/13 + 2/shield
Saves: F3/R6/W5* +4 vs. mind effecting
Aroden's Verve: 0/0 used
GlitterBomb: 0/0 used
Extend GammaRadiation: 0/0 used
Quantum Leaps used:
Pathfinder Carry: 0/0
Staff of Courage: 3/6 left
Staff of Courage 2: 4/4 left
Iron Quill, two handed:
[ dice]1d20+7[/dice] to hit;
[ dice]1d10+3[/dice] damage.
Longspear:
[ dice]1d20+5[/dice] to hit;
[ dice]1d8+3[/dice] damage.
[ ooc]Morningstar, two handed:[/ooc]
[ dice]1d20+5[/dice] to hit;
[ dice]1d8+3[/dice] damage.

Seamus Passeri |
Seeing the undead to the west, Seamus, mumbles to the bay gelding, as he drops the reigns, "Don't even think about running off Brownie." Asking the others, "You figure these are the 'scarecrows' Grump was talking about?"
As he stepped to get so a cleaner shot, Seamus draws his bow, telling the others; 'One to the west, about fifty foot." Drawing an arrow from the quiver, Seamus takes aim at the yellow undead and fires.
Seeing the arrow veer off to the left, he curses. 'Blast, that's one gold piece I'll never get back." Just because he was practically rich, didn't mean he had to be wasteful.
5 ft step, move action draws bow, attack: MW short bow + 1 Str
attack: 1d20 + 7 + 1 ⇒ (4) + 7 + 1 = 12 for damage: 1d6 + 1 ⇒ (5) + 1 = 6

Valena Dalloway Versade |

Val steps up to the front, drawing Irreconcilable Differences as she does. ”Well? Are you all going to come out and fight? I am warning you though, we have you outnumbered, and I have no particular interest in fighting fair. We have my three friends, me—“
Mirror Image: 1d4 + 1 ⇒ (4) + 1 = 5
”—all six of me. That leaves us at 3-to-1. 4-to-1 if you count the horses. I normally would not, but it is funnier this way, do you not think so?”
Knowledge (religion): 1d20 + 4 ⇒ (5) + 4 = 9
HP: 43/43
AC: 21/15/16
Saves: F4/R9/W6 +2 will vs charm and compulsion, +2 fort vs poison and drugs, +4 fort vs alcohol
Hypnotic Stare:
Painful Stare:
Active Implanted Tricks 1/4used): Psychosomatic Surge (Seamus, unused)
Hero Points: 2
Spells/Conditions: Mirror Image (5 images)
0: (Dancing Lights, Prestidigitation, Mage Hand, Message, Read Magic, Ghost Sound)
1: 0/5 used (Vanishx0, Lock Gazex0, Ill Omenx0, Faerie Firex0)
2: 1/3 used (Mirror Imagex1, Placebo Effectx0, Lesser Restorationx0)
Cold Iron Rapier:
[ dice]1d20+9[/dice] to hit;
[ dice]1d6+4[/dice] damage.

Izomandakus |

"Well, at least we found the ghoul infestation!" Izomandakus raises his crossbow and shots at the blue ghoul.
Heavy crossbow: 1d20 + 4 ⇒ (10) + 4 = 14
Magical/Piercing damage+AS: 1d10 + 2 ⇒ (7) + 2 = 9
Pachemu growls and readies to defend her friend if the ghouls come too close.
Bite: 1d20 + 3 ⇒ (5) + 3 = 8
S/B/P damage: 1d4 ⇒ 2
Pig - HP 21/21 AC 19 TAC 12
Boy - HP 42/42 AC 17 TAC 13
Bolts: 3
Rod: 3/3
Effects:
mage armor 5 h

GM Euan - Rise |

Seamus draws his bow and shoots an arrow off into the trees, missing. Valena steps up and casts mirror image further protecting herself, though she’s unsure what you face. Izomandakus misses with his shot, though he comes close - the bolt just impacts on the tree next to the creatures head. Kast readies a swing, which triggers (and adjusts his initiative). He connects twice on the ghoul closing with him and drops it dead, er, deader, to the ground.
The remaining ghouls close, some double moving to do so…
Green gnashes at Valena, but only catches an image.
Bite on Valena: 1d20 + 3 ⇒ (19) + 3 = 22 damage: 1d6 + 1 ⇒ (6) + 1 = 7 and Fort DC 13 (disease) and Fort DC 13 (paralysis) (Images: 1d6 ⇒ 6 )
Orange, frothing blood and mucus from the mouth, charges Seamus and takes a bite, but misses.
Bite on Seamus: 1d20 + 3 + 2 ⇒ (2) + 3 + 2 = 7 damage: 1d6 + 1 ⇒ (3) + 1 = 4 and Fort DC 13 (disease) and Fort DC 13 (paralysis)
Blue charges in, and is cut down by Kast’s Iron Quill.
Red closes as well, slipping in under the iron weapon, and biting at Kast.
Bite on Kast: 1d20 + 3 ⇒ (13) + 3 = 16 damage: 1d6 + 1 ⇒ (1) + 1 = 2 and Fort DC 13 (disease) and Fort DC 13 (paralysis)
- Round 2 -
Kast - 17
Seamus - 16
Valena - 7+ (4 images)
Izomandakus - 7-
Ghouls - 5
Orange - 5 (-2 AC 1/1r)
Next up - everyone.

Seamus Passeri |
dropping the bow as the undead charges towards him, Seamus draws the new long knife with his right hand and one of the matched cold iron long knives with the left. Jerking his left shoulder back as the flailing, frothing, foul-smelling ghoul bites at him.
Smelling the Ghoul's vile breath "Scarecrow? I guess I can see that, as long as you don't get close enough for the smell." Seeing an opening Seamus stabs under the orange ghouls flailing left arm with the new long knife in his right hand.
move action, draws weapons, attack: + 1 shortsword, WF
attack: 1d20 + 7 + 1 + 1 ⇒ (18) + 7 + 1 + 1 = 27 for damage: 1d6 + 4 ⇒ (4) + 4 = 8

Valena Dalloway Versade |

Val holds up her off-hand, fingers splayed. ”Five more of me to go. Do you think you can hit the right one before I poke you to death?”
She tries her good ol’ stare on the ghoul, but she does not expect it to work. She stop-thrusts towards the spot between the ghouls boney shoulder and blackened heart.
Attack with Irreconcilable Differences: 1d20 + 9 ⇒ (14) + 9 = 23
Damage: 1d6 + 4 ⇒ (3) + 4 = 7
HP: 43/43
AC: 21/15/16
Saves: F4/R9/W6 +2 will vs charm and compulsion, +2 fort vs poison and drugs, +4 fort vs alcohol
Hypnotic Stare:
Painful Stare:
Active Implanted Tricks 1/4used): Psychosomatic Surge (Seamus, unused)
Hero Points: 2
Spells/Conditions: Mirror Image (4 images)
0: (Dancing Lights, Prestidigitation, Mage Hand, Message, Read Magic, Ghost Sound)
1: 0/5 used (Vanishx0, Lock Gazex0, Ill Omenx0, Faerie Firex0)
2: 1/3 used (Mirror Imagex1, Placebo Effectx0, Lesser Restorationx0)
Cold Iron Rapier:
[ dice]1d20+9[/dice] to hit;
[ dice]1d6+4[/dice] damage.

Kast Phaer |

Round 2
Kast limps back to swing at red.
Be perfect, Kast. Perfect.
Iron Quill, two handed:
1d20 + 7 ⇒ (10) + 7 = 17 to hit;
1d10 + 3 ⇒ (2) + 3 = 5 magic cold iron damage.
hp: 38/38
AC: 20/17/13 + 2/shield
Saves: F3/R6/W5* +4 vs. mind effecting
Aroden's Verve: 0/0 used
GlitterBomb: 0/0 used
Extend GammaRadiation: 0/0 used
Quantum Leaps used:
Pathfinder Carry: 0/0
Staff of Courage: 3/6 left
Staff of Courage 2: 4/4 left
Iron Quill, two handed:
[ dice]1d20+7[/dice] to hit;
[ dice]1d10+3[/dice] damage.
Longspear:
[ dice]1d20+5[/dice] to hit;
[ dice]1d8+3[/dice] damage.
[ ooc]Morningstar, two handed:[/ooc]
[ dice]1d20+5[/dice] to hit;
[ dice]1d8+3[/dice] damage.

Izomandakus |

Seeing Kast chopping down the first ghoul, Izomandakus discards his crossbow "Oink oink oooooink ink"
"Let's support Valena and Seamus"
Pachemu nods and darts to the right joining Valena, while Izomandakus directs himself to Seamus while drawing his club.
Staff: 1d20 + 7 ⇒ (2) + 7 = 9
Magical/Bludgeoning damage+AS: 1d6 + 7 + 2 ⇒ (1) + 7 + 2 = 10
But navigating around the horses, the boy reaches the ghoul too unbalanced to be effective.
Pachemu reaches the spot and goes for the ghoul's legs.
Bite: 1d20 + 3 ⇒ (20) + 3 = 23
S/B/P damage: 1d4 ⇒ 2
Crit?: 1d20 + 3 ⇒ (4) + 3 = 7
S/B/P damage: 1d4 ⇒ 2
Snapping the right one with her piggy jaws!
Pig - HP 21/21 AC 19 TAC 12
Boy - HP 42/42 AC 17 TAC 13
Bolts: 2
Rod: 3/3
Effects:
mage armor 5 h

GM Euan - Rise |

Kast steps back and wounds red slightly, trying to keep it at bay. Seamus cuts deeply into his ghoul, slashing off a hunk of flesh from his ribs. Valena also cuts her ghoul though she hacks off a bit of thigh. Izomandakus doesn’t do to well, but Pachemu does, though the poor little pig spits out ghoul flesh…
Green lashes at the images trying to find tasty Valena among the copies.
Bite on Valena: 1d20 + 3 ⇒ (13) + 3 = 16 damage: 1d6 + 1 ⇒ (3) + 1 = 4 and Fort DC 13 (disease) and Fort DC 13 (paralysis) (Images: 1d5 ⇒ 1 )
Claw on Valena: 1d20 + 3 + 2 ⇒ (8) + 3 + 2 = 13 damage: 1d6 + 1 ⇒ (3) + 1 = 4 and Fort DC 13 (paralysis) (Images: 1d4 ⇒ 1 )
Claw on Valena: 1d20 + 3 + 2 ⇒ (7) + 3 + 2 = 12 damage: 1d6 + 1 ⇒ (3) + 1 = 4 and Fort DC 13 (paralysis) (Images: 1d4 ⇒ 1 )
Though Valena is missed, I think the first is close enough to take an image away.
Orange, doing its best to ravage Seamus, comes at him with all he’s got.
Bite on Seamus: 1d20 + 3 + 2 ⇒ (9) + 3 + 2 = 14 damage: 1d6 + 1 ⇒ (3) + 1 = 4 and Fort DC 13 (disease) and Fort DC 13 (paralysis)
Claw on Seamus: 1d20 + 3 + 2 ⇒ (3) + 3 + 2 = 8 damage: 1d6 + 1 ⇒ (4) + 1 = 5 and Fort DC 13 (paralysis)
Claw on Seamus: 1d20 + 3 + 2 ⇒ (2) + 3 + 2 = 7 damage: 1d6 + 1 ⇒ (1) + 1 = 2 and Fort DC 13 (paralysis)
Red 5’ steps to keep up with Kast as he too tries to dig into his flesh.
Bite on Kast: 1d20 + 3 ⇒ (13) + 3 = 16 damage: 1d6 + 1 ⇒ (6) + 1 = 7 and Fort DC 13 (disease) and Fort DC 13 (paralysis)
Claw on Kast: 1d20 + 3 ⇒ (13) + 3 = 16 damage: 1d6 + 1 ⇒ (3) + 1 = 4 and Fort DC 13 (paralysis)
Claw on Kast: 1d20 + 3 ⇒ (19) + 3 = 22 damage: 1d6 + 1 ⇒ (6) + 1 = 7 and Fort DC 13 (paralysis)
A trailing claw manages to tweak Kast on the leg, leaving a gash that rapidly paralyzes the nearby flesh, but does it expand? Kast, Fort DC 13 or be paralyzed please.
- Round 3 -
Kast - 17 (-7hp, fort save)
Seamus - 16
Valena - 7+ (3 images)
Izomandakus - 7-
Ghouls - 5
Green - 5 (-9hp)
Orange - 5 (-8hp)
Red - 5 (-5hp)
Next up - everyone.

Seamus Passeri |
Smiling smugly as the knife bites deep and tears a chunk off of the undead, Seamus jumps back, remembering the first rule of knife fighting. 'Don't stand too close' Shifting his hip and jerking his arm back, Seamus dodges the 'scarecrows' bite and claws.
Seeing motion in his peripheral vision, he turns in time to see Izomandakus swing his club at the thing, then he notices there are two on Kast and the 'guardsman' is bleeding from the leg. Telling Izomandakus, "Help Kast, I can handle this one."
Sliding his left foot forward he jabs with the cold iron long knife in his left hand, piercing the undead creatures eye and penetrating into it's brain. Seeing the creature fall, Seamus starts to move north, attempting to cut off any escape.
Full attack: + 1 shortsword & MW cold iron shortsword, TWF, WF 25 ft move
attack MW CI shortsword: 1d20 + 7 + 1 + 1 - 2 ⇒ (17) + 7 + 1 + 1 - 2 = 24 for damage: 1d6 + 4 ⇒ (3) + 4 = 7

GM Euan - Rise |

Seamus slashes downward into his ghoul, ending its unlife.
You may indeed move, but you might want to wait until Kast has gone as the northern ghoul may be destroyed by his blade as well before your turn.

Valena Dalloway Versade |

Val mock gasps at the ghoul, folding down a finger on her off-hand. ”Only four of me left, darling. It only took you, what, three swipes for that one? My turn.”
She twists her wrist to point her blade up, driving it towards the ghoul’s collarbone from below.
Attack with Irreconcilable Differences: 1d20 + 9 ⇒ (10) + 9 = 19
Damage: 1d6 + 4 ⇒ (3) + 4 = 7
HP: 43/43
AC: 21/15/16
Saves: F4/R9/W6 +2 will vs charm and compulsion, +2 fort vs poison and drugs, +4 fort vs alcohol
Hypnotic Stare:
Painful Stare:
Active Implanted Tricks 1/4used): Psychosomatic Surge (Seamus, unused)
Hero Points: 2
Spells/Conditions: Mirror Image x3
0: (Dancing Lights, Prestidigitation, Mage Hand, Message, Read Magic, Ghost Sound)
1: 0/5 used (Vanishx0, Lock Gazex0, Ill Omenx0, Faerie Firex0)
2: 1/3 used (Mirror Imagex1, Placebo Effectx0, Lesser Restorationx0)
Cold Iron Rapier:
[ dice]1d20+9[/dice] to hit;
[ dice]1d6+4[/dice] damage.

Izomandakus |

Izomandakus spins his staff menacingly as he sees Seamus avoid the ghoul then stab his knife after taking his back on the dodge "Oh, I see. I am still surprised how swift. You elves fight like true dancers"
The boy turns his back and performs a flanking maneuver over the northern ghoul jumping over with his staff high into a descending swing "Halulalu!"
Staff+flank: 1d20 + 7 + 2 ⇒ (7) + 7 + 2 = 16
Magical/Bludgeoning damage+AS: 1d6 + 7 + 2 ⇒ (5) + 7 + 2 = 14
Pachemu spits the ghoul flesh disgusted, then attempts to headbutt the thing while Valena shows him manners.
Bite: 1d20 + 3 ⇒ (17) + 3 = 20
S/B/P damage: 1d4 ⇒ 2
Pig - HP 21/21 AC 19 TAC 12
Boy - HP 42/42 AC 17 TAC 13
Bolts: 2
Rod: 3/3
Effects:
mage armor 5 h
If Kast gets paralyzed, maybe then Seamus can move over in a way we can still flank (I think to remember you can do over a helpless creature).

Kast Phaer |

Oof. Note how the GM rolls naught but biscuits against every one else but good ol’ Kast...averaging at 15...sheesh. :)
1d20 + 3 ⇒ (7) + 3 = 10 Fort\
Kast wants to move back, to limp backwards so he might strike at the red ghoul...but the gash on his leg seems to be festering in a confusing way. He decides against moving, against doing anything.
I’m sure this is not perfect.

GM Euan - Rise |

Kast freezes in position! Unable to move, you hear a creaking as his joints seize up. Seamus slashes downward into his ghoul, ending its unlife. Valena cuts up toward the collar bone, and half lifts it out of the creatures gangrenous skin destroying it. Izomandakus moves up to help Kast and takes out the final ghoul - even without flank.
We are out of initiative. Kast recovers in a short while (d4+1r) and the clump of trees is quiet. You recover your horses, which almost assuredly wandered off a bit in fear of the ghouls.
Kast - 17 (-7hp, briefly paralyzed)
Seamus - 16
Valena - 7+ (3 images)
Izomandakus - 7-
You tie up your horses and look out of the copse, down into the fields and, eventually, see as far as the Hambley farmhouse and barn. You see more than the usual number of scarecrows in the fields, and the nearest (at less than a 100 yards away) seems to be… twitching slightly. Or maybe there’s a breeze. It seems pretty still though, except for that scarecrow.
You can see maybe five scarecrows scattered about between you and the main house. Maybe another dozen beyond that, though it’s hard to tell for sure as there’s a slight rise on the other side of the house blocking part of your view.
There is a somewhat circuitous path that could take you to the farmhouse without getting too close to any scarecrow. But it would be a little tricky to navigate once you got down into it (DC 15 survival) or you might blunder into a scarecrow without meaning to.
You can also head for the scarecrows and investigate each before reaching the farmhouse. What do you plan to do? I presume from here you’ll be on foot.

Valena Dalloway Versade |

Val pus out one of the backup wands and taps Kast with it while he’s recovering from his paralysis.
UMD: 1d20 + 10 ⇒ (13) + 10 = 23
CLW: 1d8 + 1 ⇒ (8) + 1 = 9
”Nasty stuff. I have a bit of magic that will help if that happens again and we need more immediate relief.”
She cleans the ghoul off her sword and looks over at the array of scarecrows. ”I say we check all of them. If one of them is some kind of crazy monster, better we find out now than when we are inside probably fighting something else.”

Izomandakus |

Izomandakus feels very inspired after defeating the ghoul and protecting Kast "Those were a lot of ghouls for a single farm"
= casting heroism
"Are you ok Kast?! Don't worry, don't be scared, it is just the ghoul paralysis, it will go away soon" he shakes Kast until he comes back.
"Those shall be the scarecrows Maester Gump was talking about" Izomandakus nods to Valena "Ok, let's see if there is something wrong with them. Perhaps the man was just so drunk he confused the scarecrows with the ghouls"
Meanwhile, Pachemu sniffs the air trying to discern if there are more ghouls nearby.
Perception (scent, low-light vision): 1d20 + 5 ⇒ (3) + 5 = 8
Survival (track): 1d20 + 2 ⇒ (18) + 2 = 20

Seamus Passeri |
Keeping both knives out, Seamus watches as Val heals Kast. Raising an eyebrow as Izomandakus comments on the paralysis going away soon. Seamus asks "Paralysis? So a bite or a scratch can paralyze you? That means you couldn't stop them from feeding on you."
He looks from Izomandakus to Val. "We better stay very close, that way we can protect each other if one of us gets bit."
Pausing for a moment, he looks at Kast. "Approaching unmounted was a good idea. If we were on horses one of these could paralyze one of us and have pulled us off the horse before the others got near."
He moves to Val's left side, protecting her flank. "Yes let's check each of them, but stay visible so we can protect each other." He waives to Kast, "Come behind us with the pig sticker, so you can keep them off us. Izomndakus beside Kast to keep them off of him." Realizing what he said he turns to Pachemu, "No offense Pachemu."
So tight formation moving forward to the first 'scarecrow'?

Kast Phaer |

Kast decides, completely of his own free will, to wait 1d4 ⇒ 3 more rounds before deciding, again of his own free will, to move and answer people's questions.
"I think I'm fine," he eventually shakes out of his stupor. "Just was frozen for a moment. Thanks, Va--, uhm, Meg. Thank you for the healing."
"Yeah, I'm fine, Izo. One of them suckers got through my guard is all. Just a lucky shot, I think, but yeah. I'll be fine," Kast begins to limp forward again, using the Iron Quill as a walking stick.
"What was that about scarecrows? We should probably check them out too...I'm not sure what is going on and want to be thorough, but first, let me see if I recognize any of these ghouls."
Kast will look at the ghoulish dead to see if he knows any of them, by name or reputation.

GM Euan - Rise |

Pachemu does smell ghoul on the air, and the trail seems to lead in a more direct path to the farmhouse and barn below. Kast doesn’t immediately recognize anyone - becoming a ghoul does change the person physically to some degree. However, after closer examination, he’s pretty sure he’s bought really good rhubarb at the market from one of the dead.
You approach the first scarecrow, set apart a bit from the others. You come in ready for action, in a tight formation you charge the scarecrow!
Though macabre, it’s not in fact a ghoul.
There is a dead woman hanging by the scaffolding, and though close examination reveals numerous ghoulish bite marks, she must have died of her injuries rather than succumbing to the disease. She is merely dead, and not undead.
Moving on to the next scarecrow however, and it’s a different story (image)! As you get close, the ghoul leaps off the scaffold and attacks. It’s a lone ghoul though, so not too hard to overcome, but it is unnerving. This is no longer a farm for wheat and rye - it’s now a farm for ghouls.
We’re not going to pick up dice for a few ghouls, though the next three are in a clump. Each one is a former farmer, or family member, from the region, ripened by hanging over the fields. Too weak to free themselves… that is until they gain their unholy strength as ghouls.
Suffice to say, you clear out the ghoulish scarecrows between you and the farmhouse and barn. But it isn’t pleasant.

Kast Phaer |

Kast hacks through another ghoul, 6 by his count, with the Iron Quill. He’s not happy to have to use the blade on former Sandpointians, but sees no other recourse. They are dead, and not just dead, but undead, and ghouls can spread themselves to others.
”This is ridiculous. If I wanted to fight the undead, I would go to monitor the borders of Lake Encarthan rather than on the ‘Wall to watch against the orc hordes. I can’t believe we have so many undead here,” he growls with irritation. He doesn’t want this fight...against his own people.
”Seamus? You see any more? Should we get into the house? The cause or source might be there. After all, they are centered here.” Kast begins to limp towards the house, but then decides on taking the barn first.
He moves towards the barn, looking at Izo.
”You ready, Izo? MVaegl?” Kast asks, but confuses Val’s name as it comes out.

Seamus Passeri |
"Once we're sure the area is clear and safe, we should we take the body down and give her a proper burial.. Or at least send someone back to do so." Shaking his head as he walks towards the next 'scarecrow' trying not to think of them as Towns people he may have played his lute for on some past market day.
As they finish the gory task of 'putting down' the undead, he lowers his blades as Kast begins to speak. Making a mental note to never go to the border of Lake Encarthan, he shakes his head 'no' answering Kast's question. Wiping the gore from the last ghoul off his long knife on the re-dead corpse. "No, I don't see anything else." Shrugging at the second question. "Barn or house, doesn't seem to matter much."
Nodding as Kast's ask if their ready, he gives a smile as Kast stumbles over the woman's name. 'Glad to see somethings haven't changed in this messed up world.' Keeping tight to the others, he heads towards the barn, keeping a keen eye out for any walkers undead.

Izomandakus |

After the second ghoul, Izomandakus frowns "This is a slaughter... we are dealing with a terrible monster if it is able to do this to a large family as the Hambleys. Maybe something worth of that Wall"
Staring worriedly at the main building the boy uses his rod to cast extended shield then nods back to Kast while spinning his staff in his hands "Now I am ready"
Pachemu also lowers his head and looks forward at the door opening.

GM Euan - Rise |

The party makes their way carefully to the farmhouse and barn, wiping the unwholesome ichor of greater Sandpoint residents from their weapons.
You’re still a little distance away and so can approach how you’d like. New map up. It’s a little tight, but you can proceed toward the barn side or the house side as you wish.
When you get closer, from whichever side, please make perception and stealth checks if you’re trying to be quiet (though I suspect you’re not).

Kast Phaer |

Not acting silently and moving with the party, Kast moves to the front of the barn, hoping to see in.
He moves up and will open the door if it's closed, look in if not.

Izomandakus |

Izomandakus moves forward, positioning himself after Kast. He looks down into the well.
Perception: 1d20 + 1 ⇒ (11) + 1 = 12
In the middle of the tense moment he speaks up "There is something that bugs me. On all the previous assassinations, and in Grayst message... there was something about a 'razor'. But we have found no trace of that on these ghouls..."
Pachemu tries to follow the trace of ghoul stench.
Survival (scent): 1d20 + 2 ⇒ (8) + 2 = 10