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The Thing in the Attic, Part 2 (Wednesday, Lamashan (X) 31, 4707 AR)

During the fight Erin panicked, and tried to flee the heroes. When severely injured, he dropped to his knees and begged for mercy. He blamed Caizarlu, saying the necromancer conducted several experiments on his patients. The heroes defeated Caizarlu's zombies while he hang back to cast offensive spells. The heroes eventually defeated him too. After the fight, Erin told them his story: Independently wealthy from his years as a doctor in Magnimar, Erin Habe chose to build this Sanatorium in a remote dale south of Sandpoint because of its seclusion. He hoped that here, his wards would find the peace of mind they needed to heal. Unfortunately for Erin Habe, building the Sanatorium consumed all of his funds - and since his patients were not the type who could pay for his services (nor were they generally the type fortunate enough to have relatives who would pay), Habe soon had to turn to an outside source of funding to keep his Sanatorium up and running. Habe wanted a silen

Tiefling

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Tieflings are native outsiders, An outsider is at least partially composed of the essence (but not necessarily the material) of some plane other than the Material Plane. Some creatures start out as some other type and become outsiders when they attain a higher (or lower) state of spiritual existence. Outsiders have darkvision. Unlike most living creatures, an outsider does not have a dual nature – its soul and body form one unit. When an outsider is slain, no soul is set loose. Spells that restore souls to their bodies, such as raise dead, reincarnate, and resurrection, don’t work on an outsider. It takes a different magical effect, such as limited wish, wish, miracle, or true resurrection to restore it to life. An outsider native to the Material Plane can be raised, reincarnated, or resurrected just as other living creatures can be. Outsiders breathe, but do not need to eat or sleep (although they can do so if they wish). Outsiders native to the Material Plane breat

Reefclaw

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Reefclaws are aquatic aberrations. An aberration has a bizarre anatomy, strange abilities, an alien mindset, or any combination of the three. Abberations have darkvision. Aberrations breathe, eat, and sleep. Aquatic creatures are always good swimmers. An aquatic creature can breathe water. It cannot breathe air unless it is amphibious. Reefclaws are vicious predators. They possess greater intelligence than animals, but rely mainly on their strength and instincts to survive. They hunt fish, giant crabs, dolphins, and even land-dwelling creatures that come within a hundred paces of the water. Reefclaws have low-light vision. Reefclaws remain conscious and can continue fighting even when dying. They are still staggered and die from blood loss. In populated areas, reefclaws prey on beachcombers, divers, and fishermen, sometimes abandoning their solitary nature and coordinating attacks with other reefclaws. The creatures must be wary, however, because in

The Thing in the Attic, Part 1 (Wednesday, Lamashan (X) 31, 4707 AR)

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During their hunt for clues, the heroes had an encounter with a local creature; a lost reefclaw that ended up in the harbor riled things up pretty good, but the heroes defeated it easily. They then made their way to The Saintly Haven of Respite, better known locally as Habe's Sanatorium, to speak to Grayst Sevilla. The Sanatorium was run by Erin Habe, an expert on disease and mental derangement. Sanatorium Features The squat, stone building that served as the sanatorium had three floors under a stout, stone flagged roof, and was built in the lee of the limestone escarpment known as Ashen Rise. All doors were stout wooden ones, and a brisk sense of cleanliness filled the place - floors were scrubbed and walls were freshly painted white. Narrow windows, no more than 4 inches wide, allowed for air circulation but were too small to allow access into the building. The somewhat sour sense of incense abounded. All of the doors in the sanatorium could be locked. Sanatorium Explorat