Pathfinder - Rise of the Runelords

Session 10

The party continues to explore the Misgivings.

They meet a ghostly woman, Iesha Foxglove, in one of the upstairs rooms. She starts ranting about Aldern and how he’s going to pay for what he’s done. She heads down to the main floor, tears up some floorboards and jumps down to the cellar.

The party follows her down (but choose the stairs over jumping). They enter a kitchen and are soon attacked by massive swarms of rats.

Moving on, they come to a room which appears to have once been some sort of arcane workshop, although it now lies in ruin. A row of soggy books sits on the northern end of a workbench along the western wall. At the other end of the workbench, what looks like three iron birdcages sit, each containing a dead diseased rat. To the east, two stained-glass windows loom. The northern window depicts a thin man with gaunt features drinking a foul-looking brew of green fluid, while the southern one shows the same man but in an advanced state of decay, as if he had been dead for several weeks. His arms raised and head thrown back in triumph, his rotting body turns to smoke and spirals into a seven-sided box.

Next, they come to a room with a pit. Piles of broken stone, dirt, and a few ruined pickaxes line the edges of this room. The floor in the middle of the room has been torn up to reveal an ancient set of stone spiral stairs, obviously of much older construction than the surrounding basement, winding deep into the bedrock below. A foul stink, like that of rotten meat, wafts up on a cold breeze from the darkness.

The party descends and the stairs end in a limestone cavern. The walls drip with moisture, and swaths of black and dark blue mold grow in spiraling, tangled patterns on the floor, ceiling, and walls. Rubble and broken bones clutter the floor, and a rhythmic sound – like the breathing of some immense creature – echoes through the cave from three tunnels, one to the north and two to the west. Of the two western tunnels, the southernmost one seems to be a relatively new creation.

They head down one of the tunnels and come to a cave that stinks of rotten meat. The source of the horrific smell is readily apparent – a swath of carcasses is strewn about the floor of this place. A large undead, ghoulish dire-bat – a skavling – attacks but the party sends it to the grave for the last time.

They continue down the tunnel which opens into a vertiginous gulf, a cathedral-like cavern with a roof arching thirty feet overhead and dropping into a sloshing pool of foamy seawater fifty feet below. A steep stone ledge winds down to these surging depths, its slope glistening with moisture and mold. A stone door stands in the northwestern wall about halfway down the slope. The ghost of Iesha Foxglove is at the door, screaming for Aldern. She smashes the door open and moves inside. She can be heard arguing with somebody when, all of a sudden, her body is tossed back through the doorway and into the pit. A bunch of ghouls protect the path to the door but the party destroys them all.

Going through the door, the air in this damp cavern reeks of a horrific stench – a foul combination of decay, brine, and mold. The cave contains a rickety table, its damp surface cluttered with all manner of what appears to be garbage: empty bottles, bits of clothing, crumpled bits of paper, used rubbers, some dirty old gitch and more, lying in neatly organized rows. Drutz recognizes these bits of junk as his own discarded items. A painting leans against the far side of the table, facing a large leather chair that sits nearby. This chair’s high back and cushion are horribly stained by smears of rotten meat and its arms are sticky with blood. A smaller table sits against the southern wall, its surface heaped with plates and platters of rotten, maggot-infested meat. The horrific stench of the room seems strongest to the west, where the cave’s wall has been overtaken by a horrific growth of dark green mold and dripping fungi. At the center, a patch of black tumescent fungus grows, its horny ridges and tumorlike bulbs forming what could almost be taken to be a humanoid outline. What appears to have once been an exquisite puzzle box the size of a man’s fist lies smashed on the ground at the fungoid shape’s feet.

Aldern Foxglove sits at the chair.


But, not this Aldern Foxglove the party once knew. Aldern Foxglove, once a handsome and cultured nobleman who had a way with the ladies , is now condemned to an unlife of unending hunger, driven to eat the flesh of those he once might have called friends or lovers. His transformation into a ghast has ruined his mind, yet his former personality was not completely destroyed – at least, not at first. To deal with his increasing madness , Aldern developed a split personality. He alternately refers to himself as His Lordship, the Skinsaw Man, and the Hurter. He spends his days conversing with himself as His Lordship, fearing the arrival of the Hurter, whom he regards as an entirely separate person. His Lordship is a frightened creature with a nervous twitch and a quick, excited voice. The Hurter appears in times of stress or excitement – a hateful, murdering cannibal who seeks to continue his harvest of living flesh. It is this personality that is most tied to Vorel’s spirit, yet despite its feral and savage hunger, it is the Skinsaw Man that is, perhaps, the most dangerous . This personality seeks to find salvation and purpose and is slowly becoming the dominant face in this tortured soul. In time, Aldern the Hurter and Aldern the Lord will be gone.


Aldern sits in his chair as the party enters, His Lordship in control for a few moments. When he sees the party, his eyes widen in a mixture of fear and delight, but when he sees Drutz, the object of his obsession, he staggers to his feet.

“No! You were supposed to die! You still live ! "

All hell breaks loose.

The party fights a difficult battle against Aldern.

By the time they are finished exploring the Misgivings, each of them has contracted some combination of Vorel’s Phage (turn into a ghast), Ghoul Fever (turn into a ghoul) and/or yellow mold poison (constitution damage). A visit to High-Priest Abstalar for some healing is in order.

Session 9

The next day, a man named Maester Grump, arrives in Sandpoint breathless and covered with mud and sweat. He seeks out Sheriff Hemlock to tell his tale, and soon thereafter Hemlock tracks down the Heroes .

Farmer Grump breaks into frantic babbling as soon as the party arrives, nervously muttering about walking scarecrows. Calming him down requires a few minutes of work, at which point 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" – but when a group of locals paid the Hambley farm a visit yesterday 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 ! "

Hemlock explains that his men picked up Grump as he ran into town screaming about walking scarecrows. The sheriff asks the party if they can investigate. He hopes that Grump’s story has been enhanced by the booze he can smell on the old farmer’s breath, but worries that the moonshine may actually have dulled the man’s memories of the grim fate that has been visited upon the Hambleys, and that the situation there is even worse than Grump knows.

The party sets off at once to investigate.

As they arrive at the farm, they are confronted by ghoul scarecrows, which they make short work of.

The party approaches two buildings, the barn and farmhouse.

The barn is the larger of the two structures, an L- shaped building constructed around a unique feature – a 12-foot-high stone head, canted slightly to the left, depicting a helmed warrior, his face a stern model of determination. Moss has grown over much of the weathered figure, making his features hard to discern.

This head, known locally as “the Stone Warrior,” is a remnant of an ancient Thassilonian statue that once stood in the area. Realizing the statue was too large to move and too unique to destroy, Hambley decided to use it as a support for his barn and incorporated it into the building’s structure. Inside, the ghouls themselves have made this barn their primary lair, and the place has become a macabre tangle of bones and partially eaten carcasses (in most cases livestock, but in some, human farmers).

The party kicks undead ass and moves on to the farmhouse.

The farmhouse is in a terrible state as well. It is here that the party finds farmer Hambley’s mutilated body in the farmhouse’s kitchen.

Although the corpse is already decaying and swarming with flies, the Sihedron Rune is still plainly visible upon the man’s chest, as is a single scrap of parchment pinned to his tunic. The parchment bears the name Drutz.


While investigating the house, the party is attacked by another ghoul. After dispatching the fiend, the party finds an iron key hanging around its neck. The key bears a heraldic symbol of a curious flower surrounded by thorns which Drutz identifies as the Foxglove family crest.

The party returns to Sandpoint to inquire about the Misgivings.

They learn that the Misgivings is the local name for Foxglove Manor. A region shunned by locals for years as a place of shadowy menace, bad luck and haunts. No one travels the road to the Misgivings today. In recent years, Aldern Foxglove has made attempts to rebuild and reclaim the place but found few willing to work in the region due to its ill history.

The party set off at once and, in typical horror movie fashion, arrive at the haunted house at sunset.

(At this point, I think somebody made a heroic knowledge check and the party was informed of the following:)

- Foxglove Manor is over 8o years old, and has been the seat of the Foxglove family the whole time. Some sort of tragedy struck the family a few decades ago, and no one’s lived there since. Common rumor holds that the place is haunted.

- Foxglove Manor is known as the “Misgivings” by some locals, particularly by Varisians. It certainly has a bad reputation – sightings of strange lights in the attic windows, muffled sounds of screaming from above and below, and even rumors of a huge bat-winged devil living in the caves below the manor are but a few of the tales told about the place. The Foxglove family lived there as recently as 2 decades ago, but then a fire burned down the servants’ building, Cyralie Foxglove (Aldren’s grandmother) was found dead – burnt and dashed on the rocks below the cliffs behind the house – and Traver Foxglove (Alrdren’s father) was found in his bedroom, dead by his own hand. The children, including young Aldern Foxglove, were sent away to be raised in Korvosa by distant relations.

- Aldern Foxglove recently returned to live in the manor, but he had a hell of a time hiring locals to aid him in the reconstruction and repair of the old building. Until Aldern moved back in, the place was cared for by a man named Rogors Craesby (a retired innkeeper who lost an ear in a bar fight many years ago) who came in 3 days a week from Sandpoint to air the place out, check for squatters, and make minor repairs.

- Foxglove Manor was built decades ago by Yorel Foxglove (Aldren’s grandfather), a merchant prince from Magnimar. He and his family lived there for 20 years before the entire family perished from disease. The surviving Foxgloves of Magnimar shunned the place for 40 years, until Traver Foxglove (Aldren’s father) moved back in.

- The Foxgloves have traditionally been associated with the Brothers of the Seven, a secretive gentlemen’s club based in Magnimar and consisting of merchants or thieves, depending on whom you talk to. Members of the society periodically visited Foxglove Manor at night during the years the manor went unlived-in, perhaps to check up on the building and make minor repairs-or perhaps for more sinister pursuits.

The route leading out to Foxglove Manor is a 3 -mile hike along a narrow path that follows the Foxglove River from the covered bridge where it flows under the Lost Coast Road to the dark sea cliffs overlooking the Varisian Gulf. Here, wild sea birds call out to a roaring ocean that churns hundreds of feet below. As the party nears Foxglove Manor, it almost seems as if nature herself has become sick and twisted. Nettles and thorns grow more prominent, trees are leafless and bent, and the wind seems unnaturally cold and shrill as it whistles through the cliffside crags. The path slowly rises, bending around a steep corner in the cliffs , and then Foxglove Manor looms at the edge of the world.

The strangely cold sea wind rises to a keening shriek as Foxglove Manor comes into view. The place has earned its local nickname of the “Misgivings” well, for it almost appears to loathe its perch high above the ocean, as if the entire house were poised for a suicide leap. The roof sags in many places, and mold and mildew cake the crumbling walls. Vines of diseased-looking gray wisteria strangle the structure in several places, hanging down over the precipitous cliff edge almost like tangled braids of hair. The house is crooked, its gables angling sharply and breached in at least three places, hastily repaired by planks of sodden wood. Chimneys rise from various points among the rooftops, leaning like old men in a storm, and grinning gargoyle faces leer from under the eaves.

Decay abounds inside Foxglove Manor. Ceilings sag, plaster swells, and timbers rot. Inside, doors are often wedged shut by dampness and rot. Mold and stains mar walls and floors, often in strangely unsettling patterns. The pervasive smell of decaying wood, the periodic groaning of the house’s joists, a dusty mound of dead flies on a windowsill and the overall air of ancient neglect completes the scene.

As the party explores the house, each of them receives a vision of the horrors that occurred here.

Beltram – sees Cyralie Foxglove (Aldern’s mother) attempting to burn the house down when she realized it was driving her husband Traver mad

Dargen – sees Vorel’s (grandfather) painful death, consumed by the necromantic backlash that unleashed a thousand diseases in his flesh

Drutz – sees Aldern consumed with envy of… well, Drutz

Durriken – sees Aldern murder his wife, Iesha, who carries with her a burning need for revenge and retribution

Elzarion – sees Travel (father) who managed to resist Vorel’s influence for many years but was eventually driven to deeper and deeper madness

Session 8
A New Chapter

It’s been about 6 months since the Heroes of Sandpoint put an end to the goblin raids by defeating Nualia, the evil priestess of Lamashtu who was organizing them.

In that time:
- Beltram has been working in Sandpoint and building an inn/library called “The Inheritor’s Shield”
- Dargen has been working at the smithy and helping the sheriff keep the peace
- Drutz has been developing his reputation as a drunken degenerate and womanizing douche
- Durriken has been working in Magnimar as an interpreter and arcane scholar
- Elzarion has been working at the barracks, training the town’s guard

Ameiko informed the Heroes that Drutz knocked her up. Drutz refuses to accept this responsibility, claiming that he “pulled out and splashed on her tits”. The other Heroes discuss the situation and it is determined that 30% of Drutz’ loot will be held in trust for Ameiko and her child.

Sheriff Hemlock approaches the Heroes requesting their help with a delicate matter. It is revealed that some townies have been murdered. Sheriff Hemlock:

“First, let me thank you again for all you’ve done for Sandpoint. It’s fortunate you’ve proven yourselves so capable, because we’ve a problem I think you can help us with-a problem I wish I didn’t have to involve anyone with, but one that needs dealing with now before the situation grows worse.
“Put simply, we have a murderer in our midst – one who, I fear, has only begun his work. Some of you doubtless remember the Late Unpleasantness, how this town nearly tore itself apart in fear as Chopper’s slayings went on unanswered. I’m afraid we might have something similar brewing now.
“Last night, the murderer struck at the sawmill. There are two victims, and they’re … they’re in pretty gruesome shape. The bodies were discovered by one of the mill workers, a man named lbor Thorn, and by the time my men and I arrived on the scene, a crowd of curious gawkers had already sprung up. I’ve got my men stationed there now, keeping the mill locked down, but the thing that bothers me isn’t the fact that we have two dead bodies inside. It’s the fact that this is actually the second set of murders we’ve had in the last few days.
“I come to you for help in this matter-my men are good, but they are also green. They were barely able to handle themselves against the goblins, and what we’re facing now is an evil far worse than goblins. I need the help. But I’m afraid you’ll need the help too. You see, I’m afraid that this particular murderer knows one of you as well.”

At this point he hands a folded piece of parchment to the Heroes. Drutz’ name is written on the outside.



Hemlock says that he’s questioned Ibor Thorn and doesn’t suspect him of being involved. He’s also detained Ven Vinder as a possible suspect but again, doesn’t believe he’s responsible.

As for the first murders, three men were found dead in a barn outside of town. Tarch Mortwell, Lenar Hask and Gedwin Tabe – notorious con men and swindlers. A foutrh man, Grayst Sevilla – a known thug, was found near the scene acting deranged. The man was obviously sick and insane, his flesh fevered, eyes wild, mouth frothing, and clothes caked with blood. He was taken to the sanatorium on the outskirts of town. A note was found on one of the bodies:


Sheriff Hemlock assumed the three men got what they had coming to them in a deal gone wrong and that Sevilla was responsible. But now, after more murders, he believes they must be connected.

The Heroes proceed to the lumber mill to investigate the scene. The victims are one of the mill’s managers, Banny Harker, and Katrine Vinder, the daughter of Ven Vinder (now in custody). They were having an affair, meeting at the mill in secret. Their bodies are a mess. She was pushed through the log splitter, he is nailed to the wall – mutilated, lower jaw missing and a Sihedron rune carved into his chest.

The Heroes can smell something horrible. A hand axe covered in blood near the scene appears to be the source of the smell. It is determined that it is the stink of the undead.

Foot prints near the shoreline lead the Heroes to believe that the murderer must have swam to the scene. An investigation of the shoreline on the opposite bank reveals more foot prints at an excellent vantage point for watching the mill.

The Heroes decide to question the madman, Grayst Sevilla, who was found at the first murder scene. They proceed to the sanitarium. The man in charge is Erin Habe. The Heroes tell him they’re here to question the madman and they’ve been sent on Sheriff Hemlock’s orders. Grayst is brought down and when he sees the Heroes (maybe Drutz in particular?), he goes ballistic.

He says (to Drutz?):

“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 … He said you should come to the Misgivings soon, to meet the Pack, for they have something wonderful to show you.”

He’s infected with ghoulism. He attacks but the Heroes drop him quick. Another man, a necromancer named Caizarlu Zerren, appears and asks what’s all the ruckus. He then summons a bunch of zombies and the Heroes attack. Beltram gives them a “Return to the graves foul creatures!” and blasts them with radiant light. When that doesn’t stop them, he calls on his heroic powers to deliver another blast and a “Did you not hear me? Return to the graves!” They were toast. The warden and necromancer have been experimenting on the patients. Grim.

The Heroes return to Sandpoint and inform Sheriff Hemlock that somebody has to go take care of the sanitarium patients.

The Heroes go to question Ven Vinder who’s still in custody. When he sees Drutz, he loses his shit, accusing Drutz of being responsible for his daughter’s murder. Drutz takes this opportunity to confirm his douche-ness by saying “your daughter was a whore… I gave her some mean sodomy and a face-bath… she loved it”. Vender attacks Drutz. Drutz cock punches Vender. Dargen attempts to subdue Drutz but fails. Beltram tries to command Drutz to leave but fails. Durriken attempts to drop Drutz with a Colour Spray but fails. Elzarion attempts to drop Drutz with a Colour Spray but fails. Finally, a bunch of guards show up, swarm Drutz and haul him off.

Downtime Log

After returning to Sandpoint, Beltram leads an expedition of town guards and labourers back to Thistletop in the hopes of retrieving as many of the Thassilonian books, scrolls and artifacts as he can (also, meat for bunyip stew).

He meets with Mayor Kendra and discusses the property on the north side of Cliff Street. The two small buildings adjacent to the gnome map collector, Veznutt Parooh (building #4, “The Way North”, Sandpoint) were destroyed during the Sandpoint Fire and never rebuilt. Using his influence, Beltram convinces Mayor Kendra to sell him the property at a good price. She agrees that removing the dilapidated structures and putting the land to good use will benefit the town.

Demolition of the old and construction of the new begin immediately. As per the rules in Pathfinder PRD – Ultimate Campaign, the following rooms are built over the next six months:

Common Room
Courtyard with Statue of Iomedae
Book Repository

Depending on exactly when adventuring picks up again, construction of a Classroom and Ceremonial Room are next. (Eventually, the following will be added as well: Magical Repository, Reliquary, Sauna, Scriptorium, Scrying Room, War Room and Garden.)

Beltram sees this facility as a place for academics to meet and discuss matters of the day. A place where travelling scholars can stay with like-minded individuals. A place of learning where ancient treasures and artifacts can be stored and researched. Also, a place he and his fellow Heroes of Sandpoint can call home. The lodgings are small, simple rooms but comfortable. To staff the inn, he hires an ex-farmer, (Brum Dongoron, his wife Sundassa and their teenage son and daughter, Kotun and Konira) whose farm was destroyed by marauding goblins. Mrs. Dongoron is an excellent cook.

Beltram sends a letter to the temple of Iomedae in Magnimar requesting they send some acolytes to help catalog and research the artifacts he’s found. He also asks if there may be any knowledgeable sword knights with experience in the field who would be helpful in the event that he is required to investigate any future troubles in the region.

And finally, Beltram takes on the role of family doctor for Ameiko Kaijitsu, who reveals to him that she is with child. Drutz’ child.

Downtime - Dargen
Friendships cultivated & animosity developed

During the 6 months of relative peace, Dargen settles into this peaceful and accepting town.

Dargen allocates his mornings to working in the smithy alongside of Das, and their reputation for quality and timeliness of work grows. Dargen has earned the respect of Das, but their relationship is somewhat less than friendly – Dargen empathizes with his loss of wife and son, and sticks it out in the hopes he may soften Das’ harden shell. Meanwhile, Dargen establishes a professional relationship with Sevah, and she often extends an invitation for Dargen to join her armory operation. Dargen has resisted, but his determination is wavering.

His afternoons are spent assisting victims of crime – he regularly visits the family whose husband/father was killed by the goblin in the closet. He also helps out with re-building farms, repairing homes as required.

Dargen also has a soft spot in his heart for youth who have lost their way. As such he has been working to identify youth at risk, and invites them to learn basic fighting skills, and uses this time to instill confidence and respect for themselves and others. Dargen has approached Beltram to see if they can find a way to give these street urchins a place to go to keep them out of trouble.

Most evenings are spent volunteering for the militia and he is an honorary constable. Dargen takes his turn on patrol, and accompanies Belor to break up bar brawls, and during most visits to the Fatman’s Feedbag.

In his downtime, he does what he can to learn about the various trades around town. He has a genuine curiosity for watching skill at work. Some people appreciate the artistry of music – Dargen has this same appreciation for the trades.

In his role, Dargen has gained the respect of the majority of Sandpoint. He is perceived as a dwarf of action who gets things done. He is rock-steady, unflappable, stands up for himself and others, is fair and thoughtful.

He has cultivated a few special relationships as follows:
Ameiko (Rusty Dragon)- has assumed a fatherly love for this free spirit, who could not be more different from himself – they learn from each other.
Bethana – shares parental love for Ameiko, and apprecaite each other’s honesty and loyalty – close friend and confidente
Aesrick (Carpenter) – share similar values and racial commaradery
Valioker (Locksmith) – share values and street urchin past and racial commaradery and loves drink at Cracktooth’s
Vachedi (Jailor) – both heavily scarred, both interested in Justice, though Vachedi is more vigilante. Dargen has vowed to assist in helping to free his 2 sons from slavery.

There are those who are not as appreciative of Dargen, as follows:
Gorvi the Dungsweeper – knowing he provides and invaluable service to the community has allowed his ego to swell to the point where he feels he can do whatever he wants. Lately, he has been harassing women on the boardwalk, and making trouble at the Hagfish. Dargen starts regular patrols of the Boardwalk, and stands up to him when he gets rowdy at the Hagfish.

Cyrdak Drokus – larger than life and braggart, and is constantly taking shots at Ameiko. Dargen takes her side every time.

Gressel Tenniwar – despite Dargen’s attempts to remain objective and fair in his dealings with management and patrons of this den of scoundrels, he is not good for business. Attempts to intimidate Dargen and Belor have failed. It also does not help that vulnerable street urchins are finding a different path…

Session 7

- Party divies the loot and gets ready to continue the adventure…
- Library contains lots of research into Thassilonian culture/magic (looking for something)
- mining gear present with evidence of random mining – for what???
- History appears to show 7 Kings vying for control – representing deadly sins
- Party has previously encountered Wrath
- Others include: Greed, Sloth, Pride, Lust, Envy, Gluttony
- party travels down pitch black tunnel – Beltram summons forth a dim light
- party comes upon a curtained wall
- Elzarion pulls the curtain aside to reveal a room tilted down towards the west
- Badly tortured elf with a 7 pointed star carved into his chest is chained to a pillar
- Dargen canvasses the room for hidden danger, Elzarion secures the other entrance
- Beltram bestows blessed healing on the tortured soul
- Eidolon picks the locks on the chains to free the elf
- Elf was hired by Nualia, seeking mercenaries, assumed she was well-meaning
- Then behaviours changed – seeking the one true Master, mutilated her arm, allied with goblins
- She and her companions visits him daily to see if he is still alive, and torture him for trying to leave until unconcious
- Durriken’s the name, wizardry’s his game! Has lost his bonded ring and is a tad bit frantic.
- Statues in this room represent the Rune Lord of Greed – room has been trashed
- Durriken is invited to join the party and they open the door
- After overcoming the Statue Glaive/Pit Trap in the hall, Dargen opens the north facing door and discovers Nualia – twisted crazy chick with demonic arm
- Dargen charges her with a dwarven war cry and lands a super punch that takes her by surprise
- One of the two Yeth hounds belches forth a demonic howl that sends Elzarion and Durriken running for the hills
- Eidolon and Beltram enter the fray and engage the hounds
- The first hound pounces on Beltram for a devastaing blow – but he deflects the attack with a Stone shield, and disengages to aid Dargen who is in tough against demon wannabe
- With the aid of some timely healing, Dargen is able to take her out
- The Eidolon then takes out a frenzied hound, shortly thereafter the party takes out the final hound while Dargen nurses his wounds
- With her dying breath, she weezes out “Pass the Seal, Lord of Greed. Father, please forgive me”
- Beltram assesses the situation and offers up the last of his daily healing.
- The party opts to barricade themselves in the room, and rest up for the night, and take this opportunity to search the room for treasure
- Nualia had a mentor in Magnimar…
- Plan to storm Sandpoint to fuel and activate the Rune well under the Glassworks facility
- She was hoping to release the demon in the hopes he knew how to activate the well
- Feeling much refreshed, and after levelling up, the party opens the double doors to find a long and wide hallway with the column of Gold coins at the end.
- Party investigates – Eidolong attempts to pick up a coin only to realize this is an illusion, but he does notice 2 small coin slots to either side of the column.
Dargen and Durriken drop a gold coin simultaneoulsy and the column twists into the floor to reveal an ornate door with a 7-point key hole
- Durriken opens the door and proceeds inside only to be surprised by an invisible Demon – Barghest – and is nearly killed
- Party contemplates leaving this unholy creature to stew in his prison, then reconsider as they do not want to leave a demon to be freed by some other crazy
- Beltram lays down the blessings of Iomedea on the party and they wade in to meet their fate – Iomedae must have been watching, as they made quick work of the creature with spells that should have failed, but succeeded, weakening the creature, leaving him vulnerable to magically enhanced attacks.
- With the dungeon cleared, the party returns to a hero’s welcome in Sandpoint.
- 6-8 months pass uneventfully, allowing the heroes to build a somewhat normal life in this quiet town…

Session 6

The party:
- continued to explore Thisletop
- released an enraged horse and calmed it down
- killed Warchief Ripnugget and his pet gecko, Stickfoot
- descended some stairs
- killed a tentamort (a multi-tentacled creature)
- killed Bruthazmus the Bugbear while he was getting his freak on
- killed the traitorous douche; Tsuto Kaijitsu, a human mercenary; Orik Vancaskerkin and a human wizard chick; Lyrie Akenja


The elven ranger Shalelu guided the party to a secret entrance of Thistletop that passed through the briar patch on the shoreline. While attempting to navigate the passageways, the party engaged a pack of goblin dogs led by a goblin druid named Gogmurt and his pet cougar, Tangletooth. Beltram took a beating and dropped fast. Without his healing magic, the party struggled to defeat the creatures but in the end, they were victorious.

With further exploration of the briar patch, the party came across a hole that appeared to drop down about 80 feet. Sounds of water splashing and a creature growling could be heard. Dargen, overcome with curiosity, had the party lower him down the hole at the end of a rope. This proved to be a foolish idea as a dreaded BUNYIP made this cave its lair. The beast let out a terrifying screech that caused Beltram and Ixitchitchil to run for their lives then it proceeded to toss Dargen around like a toy doll. Bloody and nearly dead, Dargen was hauled back up by Elzarion and Drutz. After coming back to his senses, Beltram applied healing magics to the monk who, undaunted, demanded to be lowered down the hole again so he could finish off the BUNYIP. Once again, this proved to be foolish as the beast continued to feast on Dargen, nearly killing the monk yet again. But not before the dwarf was able to lay one final blow to the beast, killing it. As Dargen’s bloodied body hang limp at the end of the rope, his life slowly slipping away, Beltram, without thinking, dropped the rope and jumped into the hole. Elzarion and Drutz, in total disbelief, watched as the rope quickly uncoiled down the hole behind the cleric. With lightning quick reflexes, they were able to grab the end before it disappeared down the hole. Just before reaching the bottom, Beltram snapped his fingers, casting Feather Fall then used his healing magics on the broken dwarf. A search of the BUNYIP’s cave revealed some nice treasures of gold coins, gems, three magic arrows and a wand of shield.

Moving further through the briars, the party came to a rope bridge that spanned across to the island fortress on Thistletop. Unattentive goblin guards could be seen on the other side. After Beltram ensured the structural integrity of the bridge, the party stealthily made their way across. Dargen and Ixitchitchil made quick work of the guards but not before they were able to set off the alarm. A pack of goblin riders came from around the side of the fortress but Elzarion dropped most of them with a blast of Color Spray. The party mopped up the remaining goblins with ease.

Session 4

- party rested in temple….. and then explored side rooms… only to find some storage barrels
- party proceeds forward: Dargan connected with a knee to the groin to a SS (sinspawn)… which only partially made up for the fact that he took 4 solid hits from the baddies
— blessed healing by our man the half-angel brought the party back up to full
- the DM was meticulously drawing booming detailed maps on the fly…. GB!

- found a jail cell with 3 mutants….. similar to X-men
- mauled a 3-armed goblin
- got mauled by a dreaded VARGOUILLE…… edited the wiki to ensure everyone knows a vargouille can provide “services”
- Elzarion is at risk of being transformed into said VARGOUILLE…. (noun, pronounced Var-gweeeeel)
- mage handed some wicked items from a sphere…. book, scroll, wand, wine
- got back to town – it was partially on fire!
- after investigating the fire was a mere distraction… flame arrows poked into the wooden palisade
- the wooden bridges were burned down, but the reinforcements were cutoff outside the city… the sheriff and his men are in need of makeshift bridge!
- make-shift bridge was good enough to get the men across…. with the minor skirmish of 7 goblins quickly dispatched to make way
- town saved! We hit the temple to get the men well…. we needed to shake off the effects of the dreaded VARGOUILLE.
- the FOP (foxglove) claimed a massive victory getting the mercenaries to the town… so we celebrated with some booming vintage
- Big John Historian (bespectacled Quink) gave us the goods on the history of the Thessalonians…. he got wood.
- while Dargan was off earning trinkets (family heirloom) and the priest was meditating…. Drutz was scoring some serious Poontang!!! Ya baby!

Session 3
Party is now level 2

Party relays info to Mayor and preps guard for mass goblin attack.

Party advises they are to revisit the caverns below the Glassworks, and ask guard to collapse tunnel behind us to protect against attack.

Party opts to explore bricked up tunnel they hear faint moaning from.

First chamber encountered 2 vile abberations, sin spawn. Elzarion is taken out with madness that sickens him with rage after a bite. Party makes quick work, but takes its share of damage. Beltram grants blessed healing.

Next hall, party proceeds cautiously down the hall, ready for progressively more deadly foes. Find large statue of wrathful chick with seven star weapon.

Quasit rages how dare the party intrudes on Mothers sanctum. Slashes wrist into bubbling pool and drop of blood spawns a new sin spawn. Serious battle ensues where she summons 3 more sin spawns and gates in an abyssal hound. Beltram makes effective use of Command to control the Quasit exposing her to much needed AoO. He also advises the party to use Cold Iron weapons. Elzarion hits several times with his bow. Dargen charges her multiple times and eventually, she is defeated. The remaining sin spawn is destroyed by Drutz.


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