Rewards 2

After nearly a month of boredom adventure has come calling:


Lumbermill Sandpoint
Lumbermill Identifying the Sihedron Rune 400xp 100 each
Marsh Determine watched from shore 400xp 100 each
Smell Determine murderer was undead 600xp 150 each
History You already know about Sihedron 600xp 150 each
total 500 each


Habe’s Sanatorium
Orderlies Gortus & Gurnak CR1 400xp 100 each
Wererat Pidget Tergelson CR2 600xp 150 each
The Patient Grayst Sevilla CR2 600xp 150 each
The Doctor Erin Habe CR2 600xp 150 each
Basement Zombies (4) CR3 800xp 200 each
Final Battle The Necromancer CR4 1,200xp 300 each
total 1,050 each
Fields Ghoul Scarecrows (13) CR1/2 200xp 650 each
Hambley Barn 3 Ghouls CR4 1,200xp 300 each
Hambley House Rogors Craesby CR6 2,400xp 600 each
total 1,550 each


Foxglove Manor
Batfight Skaveling CR5 1,600xp 400 each
Caves 3 Ghouls CR4 1,200xp 300 each
The Grave 4 Ghouls CR5 1,600xp 400 each
The Vent 4 Goblin Ghasts CR6 2,400xp 600 each
total 1,700 each

4,800 xp for each of you

After the fight with Aldern’s multiple-split personality you all took caution to destroy the mutated fungus that is the remains of Voral Foxglove after his failed attempt to become a lich. After repeated attempts to burn it you were able to eliminate most of the spores. Yorastor is able to determine that the necromantic auras have diminished but are not completely destroyed. As you continue your search through the upper levels of the house he postulates aloud about the implications of the entire house being turned into the phylactery in Voral’s attempt to become a lich.

The house is in a terrible state of decay. Venturing through the rooms is a dangerous task as missing floor boards make falling through the floor a serious possibility. Alternatively, rotting ceiling joists mean the above floor might bury you under a heap of decay at any moment. Careful going allows you to navigate the house and Yorastor assures you that the magical energies that fueled the haunting have decreased after the burning of the fungus in the caves. This makes clearing the house of valuables a rather mundane task. The residual necromantic energies are the only thing holding the house together.

After disrupting the hauntings by destroying the dangerous fungus you encounter no more negative energies manifest for the day. Searching the house reveals only the dangerous inherent with a crumbling shamble.

Foxglove Manor Final Battle
Caves The Skinsaw Man/Aldern CR7 3,200xp 800xp each
Caves Festering Fungus CR3 800xp 200xp each
House Miscellaneous various some 1,000 each
House Retribution Story 3,000xp 750 each
2,750 each

Items of note found on Aldern: +1 leather armor, +1 war razor, ring of jumping, ring of protection +1, unique looking mask, extravagant noble’s outfit worth 200gp, cameo (with picture of Kohra, 100gp).
Items found elsewhere in the house: Monkey head (500gp), Iesha’s scarf (100gp), intact painting with a plaque that reads “Throwdown in Swynetown” (600gp), 20pp, a scroll case (lightning bolt and keen edge), fine china, silver, and crystal worth 1,000gp (if kept intact), 3 small violet garnets hidden in an urn (100gp each), and eight fine vintages of wine from famed Vigardeis vineyard in Cheliax (100gp each).
In the Skaveling’s den you recognize one of the three dead is a noted bandit with a 500gp bounty on his head. He also has a pearl ring (300gp), an adamantine longsword, a had of disguise, and a scattering of 56gp.

Added 750xp for each due to quieting a restless spirit in the Foxglove Manor. Adjusted above.

After finishing at Foxglove Manor you followed the clues to investigate the Brother’s Seven who owned the manor and had holdings in Magnimar.

Foxglove Townhouse Faceless Stalkers CR6 2,400xp 600xp each
Sevens Sawmill Undermill 3x cultists CR5 1,600xp 400xp each
Sawmill Lumber collection 4 cultists CR6 2,400xp 600xp each
Sawmill Log splitter 4x cultists CR6 2,400xp 600xp each
Sawmill Workshop 2x cultists CR4 1,200xp 300xp each
Sawmill Office Justice Ironbriar CR7 3,200xp 800xp each
3,300 xp each
Each of the cultists had standard leather armor, hand crossbow with 10 bolts, masterwork war razor, skinsaw cult mask, and 20gp. Justice Ironbriar, corrupt justice of Magnimar had a wand (cure moderate wounds 10 charges), mithral chain shirt, +1 buckler, +1 short sword, Masterwork hand crossbow with 10 poisoned darts, reaper's mask, and a key used to open his office. The reapers mask is a fhoulish mosaic of his many victims' faces.

A chest in his office has many oddments collected over the years. Historical books, sea charts, etchings of fast rock formations accompanied with maps, several pamphlets discussing a “forgotten” school of magic known as the Alchymyc, and a fine painting depicting a city carved from a vast frozen waterfall with towering ice cathedrals and domes.

Underneath these items you find several books. The first is a wizard’s spell book emblazoned with two entwined snakes (one read and one green) that contains the follwoing spells: blink, cat ’s grace, chill touch, enlarge person, fox ’s cunning, grease, haste, lightning bolt, mage armor, magic missile, scorching ray, shocking grasp, shrink item, spider climb, and web.

The second book is an old and beautifully filigreed tome containing numerous hand-drawn illustrations and titled The Syrpents Tane: Fairy Tales of the Eldest. The book presents tales of the Tane-the most feared of a group of notorious fey known as the Twisted, goliaths of war and madness dreamt and stitched into being by the Eldest. The Tane are said to be terrible to behold, and the stories speak of them stumbling into mortal lands, where they ravage kingdoms by creating firestorms, crushing keeps with their feet, and eating dragons. SpecificTane des cribed include monstrous creatures like the Jabberwock (a thing of scales and fire and crushing fury), the Thrasfyr (also known as the Dreaming Hill of the Dark, a chimeric monster wrapped in chains that the book claims took part in the Three-Thousand Year War of the Eldest), and the Sard (the Storm of Inanities, a thing of boughs and briars and misery, an ancient Wychwood Elm given life and hate by the Eldest).

Finally, a slim volume near the bottom of the chest serves double-duty as a ledger and journal for Justice Ironbriar. He’s recorded everything in the journal in a cipher he painstakingly invented himself using a mix ofDraconic, Elven, and Infernal characters. After 2 days of study it is clear enough that a Ironbriar has visited a woman called “Lovely Xanesha” in the old Shadow Clock.

Shadow Clock

Scarecrow’s Lair a thing of horror CR7 3,200xp 800xp each
Terrible Stair Bell trap CR4 1,200xp 300xp each
The Bells 3x Faceless Stalker CR7 3,200xp 800xp each
The Angels Xanesha CR9 6,400xp 1,600xp each
Story award Ironbrior’s downfall 4,800xp 1,200xp each
4,700xp each

Treasure: +1 large Scythe, 125gp, 309sp, tarnished silver ring (75gp), and silver mirror (50gp). One messenger raven, three masterwork long swords. There are seven chests each weighing about 200 lbs. They are locked. The distinct muted sound of coins come from five of the chests. Clinks of jewlrey come from the sixth and the last chest is lighter and something rolls around like several potion jars. Additionally, you find crumpled on the floor a piece of parchment. It is the following letter:

Returning with the crates to Kaijitsu manor you finish deciphering Ironbriar’s journal. It contains all the incriminating evidence to show the corruption of the Skinsaw clan and their responsibility in the murders plaguing Magnimar lately. Showing proof of this to the Lord-Mayor earns you an invitation to a grand feast at his home and he awards each of you 6,000gp for service to the city.

After unlocking the crates you find the first five contained leather coin pouches each with 100 coins in it. There were 33,000cp, 8,100sp, 900gp, and 100pp. The sixth chest contained various bits of jewelry and small pouches of gemstones worth 4,200gp. The seventh chest contained four potions of cure moderate wounds, a +2 small kukri, a ring of jumping and a golembane scarab.

Rewards 2

Order of the Red Band Zandu Zandu