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game_systems:pathfinder:runlords:adventure_journal [2025/05/03 11:45] – [The Haunted House] Bryan Stephensgame_systems:pathfinder:runlords:adventure_journal [2025/10/11 14:51] (current) – [End Game] Bryan Stephens
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 Al hustles the party back into the study to let her pass. She immediately starts to work her way downstairs. The party quietly follows.  Al hustles the party back into the study to let her pass. She immediately starts to work her way downstairs. The party quietly follows. 
  
 +==== End Game ====
  
 +|Game Date|04/26/2025|
 +|Campaign Dates | Neth 13 4707|
 +
 +{{ :game_systems:pathfinder:runelords:skinsawman.png?300|}}
 +
 +
 +
 +The heroes stand and allow Iesha to pass uncontested. The revenant works her way downstairs to the basement, taking the most direct route. As an undead, she is immune to the effects of the haunts and she simply ignores and passes by. When she reaches the ground floor, she pauses over the moldy stain for several moments, staring transfixed at the spiral stain. After a few minutes, as the four catch up to her, she unleashes a baleful shriek and begins smashing and clawing at the stained floorboards with her claws-it takes her only about a minute to smash through the floor with her savage claws, at which point she clambers through the hole and drops down into area below. 
 +
 +There is a spiral staircase that heads down into the secret caverns below the manor house. Iesah does not hesitate in her flight, descending the stairs and moving with unerring obsession through the caverns. 
 +
 +Sensing her supernatural rage at their undead master, the other undead in the caverns do not contest Iesha's passage through the caverns and she does not stop to attack them-the same cannot be said of the living. As the four head forward, they see the other undead ahead of them. Three ghouls before them fall in mere seconds to the power of the party. 
 +
 +Al and Azaela spy Iesha headed around a curve and move after her. There, despite his best efforts, four ghouls in an adjacent cave sense them and move forward. One goes around the caves, alerting something the party thought they were done with: Thistletop Goblins. 
 +
 +But these goblins are no longer among the living: They are all ghasts. The group has mere moments to deal with the charging ghouls before the more powerful perversions of their former foes are upon them. However, the ghouls are all but unable to lay a claw or bite upon the heroes. Only Azalea is even struck, and she shrugs off the blows. Even as the ghasts come down, the group uses the narrow passage to hold them at bay. Grymar casts //grease// and all four slide into the rocks. This gives the party precious moments to deal with the ghouls. 
 +
 +One ghast does stand, but it cut down swiftly by Azaela. The fight is going totally for the heroes until Azalea overconfidently steps into the grease. Even taking care, she falls, even as another ghast manages to stand. Grymar uses his //magic missiles// to cover his foolish friend, and one by one all the undead are killed. Al notes 
 +
 +//”I hope you learned a lesson, there”//
 +
 +Azaela looks contrite as she stands up and they all face Iesha, who is fruitlessly clawing at a locked stone door. The fighter has a chance at redemption! She takes her adamantine sword and cleanly slices through the door hinges and lock, slamming it down. 
 +
 +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, and more, lying in neatly organized rows. 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. 
 +
 +In the center of the cave is clearly a magic circle. Inside is a patch of greenish 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 within the circle. 
 +
 +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. Aldern sits in his chair as they burst in. His Lordship in control for a few moments. When he sees Azaela, he staggers to his feet. 
 +
 +//"You! You've come to me! I knew my letters would sway your heart, my love! Let us consummate our. . . our. . . hunger!"//
 +
 +Ieasha moves forward and Aldern drops to his knees, sobs, to beg forgiveness from his murdered wife. For a brief moment, as Iesha caresses Aldern's sallow cheek, it may appear that she may be willing to forgive-yet a moment later, she shrieks in rage and attempts to destroy him. The heroes stand back and allow this to play out. Grymar spends the time studying the magic in the area, while Al has his bow ready. At key moments in the fight, Azaela, who has had enough assists Ieasha.
 +
 +//”Consummate this!”// she growls as her sword cuts deeply into the ghast, allowing his former wife to rip his head off. 
 +
 +With that act, Ieasha is free. She thanks the party and then her form slumps to the ground – her soul is free to pass on. 
 +
 +
 +
 +Grymar takes this opportunity to study the magic circle and as he moves forward, the fungus on the walls pulls free, taking on five forms that are gray mockeries of the party. Al has had enough. 
 +
 +//”Oh, Hell no!”// and he tosses his alchemical fire onto the fungal form of the body in the center of the circle. The fungus creatures shudder and stop as the flames burn the central mound. Grymar watches the magic shift. He back ups,
 +
 +//”Vorrel was trying to be a lich. That puzzle box was going to be his phylactery. Now the whole house is! Nothing short of a //Hallow// Is going to fix this”//
 +
 +He studies a bit more,
 +
 +“//However, that fire should have suppressed the haunts for today at least. I suppose we can … loot?”//
 +
 +//”Now that is my specialty”// Al says with a head cock that his friends know is Tengu humor. 
 +
 +While there are still undead to be delt with, including an undead bat called a skavling. However, that is easy compared to the haunts. They find a strange note as part of their searching. It appears that Foxglove was under some sort of orders to place the Sihedron rune on key individuals and kill them to aid her master. This is bigger than just a man become a ghast. Something in Magnimar has reached out and touched sandpoint. Azaela comments this has something to do with the greed. 
 +
 +{{:game_systems:pathfinder:runelords:skavling.png?300 |}}
 +
 +After several hours, the group emerges from the home. The undead crows are strangely unmoving. Grymar worries whomever comes back will have to face them to get in. They make their way back to town, with citizens horrified at the damage Azalea did to her face. El assures her she can magically repair the damage without scars. Al and Grymar brief Hemlock about the home and then all return to the comfort of their guardhouse. 
 +
 +While defeating Aldern Foxglove puts an end to the murders in Sandpoint, the the heroes found numerous clues in the Misgivings that indicate Foxglove was not acting alone-that he had allies and even a superior of some sort in Magnimar: //Zanesha, Mistress of the Seven//
 +
 +As the group is brooding on this, a messenger arrives with a letter to Grymar. It is from a relative in Magnimar. 
 +
 +===== 06 Magnimar =====
 +
 +|Game Date|9/20/2025|
 +|Campaign Dates |Neth 14-17 4707|
 +
 +The day opens with a discussion at breakfast about next steps. It is clear from the letter they found that something is pushing things forward from the city of Magnimar itself. The appearance of the Sihedron rune on greedy men appears to be part of a bigger and more sinister plot. In addition, Grymar gets a letter from an “Uncle” in his family begging him to come investigate murders. It is clear the group needs to head to Magnimar to further investigate. 
 +
 +Grymar gets Shayless to watch their guard tower while they are gone, and they take the two day’s ride over the rough roads to get the Magnimar. The first day, night and second day pass with no events. In the final watch of the second night, however, Al is startled to find a knife at his throat. He is relieved to find it is his old friend Lubek. Lubek is a massive slab of a man. Al has seen him knock a horse clean out with one punch. Al is thankful that deep down he’s a big softy, prefers to use fists or even saps rather than straight up killing someone.
 +The Ulfen man laughs as he hugs all, long blonde hair and blue eyes visible in the campfire. 
 +
 +//“Ill omen,”// he says playing on an old joke, “//It is good to see you! Why are you here?”//
 +
 +Al tells him of their mission, and Lubek’s face gets dark. He indeed knows of many killings. 
 +
 +//”Cristano is dead. Killed with one of those stars on him. It is very strange. And Kade, well, Kade’s gotten strange, my friend. Like he has found religion, but not a good one,”// Lubek shrugs, //”Maginmar is like that.”//
 +
 +By now they are surrounded by the group of Lubek’s men and Al’s companions are awake. El and Grymar are quite wary. Azalea is more friendly. The large, well muscled half-elf is Lubek’s type and he flirt with her and Azalea reciprocates. Lubek promises to deliver a letter for Al to their capo, Luca, and then he and his men retreat into the woods. The party gets an early start and are waiting at the gate when it opens. 
 +
 +Al goes to see Luca while the other three make their way to the docks, where Grymar’s Uncle Orrin Fioranti is holed up in his warehouse. Grymar meets with his uncle and hears how terrified he is. He offers them the use of his townhome while staying in the city. 
 +
 +Meanwhile, Al gets caught up on the strange cult activities. Most telling is the city’s Justicars don’t seem to be responding. Luca forgives Al is transgressions and tells him he is free to be in Magnimar, but he charges him to look into this matter. 
 +
 +The four reconnect at the docks and head towards the Fioranti townhome. However, both Al and Grymar notice they are being followed. 
  
game_systems/pathfinder/runlords/adventure_journal.1746287111.txt.gz · Last modified: by Bryan Stephens