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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...

Murder Most Foul, Part 2 (Wednesday, Lamashan (X) 31, 4707 AR)

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The heroes continued their exploration for clues of the murderer's identity and motives. Ibor Thorn Harker's partner Ibor was a young man, handsome if a bit narrow-faced. He was still in shock after having discovered the bodies when he arrived at work this morning. His initial attitude towards the heroes was indifferent - before Tsela befriended him, he refused to say anything more, claiming nervously that he'd already told the sheriff everything he knew. When Tsela secured Ibor's cooperation, he sighed heavily. Ibor confirmed that Harker had frequent midnight trysts with Katrine, but although Ven's a protective father, Ibor didn't think he was capable of doing what was done to the victims. When Tsela convinced Ibor to help with the investigation, he admitted that Harker had been "cooking the books" for some time. Ibor was quick to point out that he never took part in the scams, but did admit that Harker might have stashed away quite a l...

Murder Most Foul, Part 1 (Tuesday-Wednesday, Lamashan (X) 30-31, 4707 AR)

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The heroes returned to the bunyip lair. The cave had two entrances at sea level. The western entrance remained underwater even at low tide. The bunyip roared, causing most of the heroes to flee in panic. It then proceeded to attack Shalalu, but the she and Bruthien defeated it. A search of the cave pool's bed quickly turned up an incredible tangle of bones. Many of the bones were from goblins, but a fair amount were larger and human sized. After the heroes had stopped Nualia's plans for good, they took a rest and a chance to relax in Sandpoint. They took some time to meet new characters in town. A flamboyant dwarf named Volioker Briskalberd has owned and operated Sandpoint's locksmith business since the town's founding. Most of the town's locks were built by Volioker. Volioker's distaste for thievery and scoundrels may have its genesis in his childhood as a street orphan in Magnimar, although he is traditionally close-mouthed about his past. Regar...

Tentamort

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Tentamorts are abberations. An aberration has a bizarre anatomy, strange abilities, an alien mindset, or any combination of the three. Aberrations have darkvision. Aberrations breathe, eat, and sleep. Tentamorts are eerie ambush predators, preferring to let their prey come to them rather than seeking food out, and rely on their excellent senses to warn them of approaching meals. A tentamort possesses several tentacles, most of which are used for locomotion but two of which have evolved for singular purposes in securing food. One of these longer tentacles is covered with tiny, sticky nodules and is capable of constricting prey, while the other ends in a long, thin stinger. The tentamort’s method of attack is to grab its prey with its constricting tentacle and sting the grappled target with the other. Tentamort poison is particularly horrific, as it swiftly liquefies the creature’s internal organs into a rancid slurry the monster can then drink with the same stinger, ...