Weeks pass by and it warms up, transitioning from spring into summer. The villagers' fear of impending goblin invasion fades and the town is soon filled with vendors on the street, selling fresh fruits, vegetables, and foods of all kinds. Happy children run through the streets, making up games and generally getting in the way of the busy adults. It seems that peace has returned to Sandpoint at last, in no small part due to the actions of the party.
Chapter 2: The Skinsaw Murders
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Weeks pass by and it warms up, transitioning from spring into summer. The villagers' fear of impending goblin invasion fades and the town is soon filled with vendors on the street, selling fresh fruits, vegetables, and foods of all kinds. Happy children run through the streets, making up games and generally getting in the way of the busy adults. It seems that peace has returned to Sandpoint at last, in no small part due to the actions of the party.
Rolls
Profession (Alchemist) Week 1 - (1d20+7)
(19) + 7 = 26
He returns to making beer and ale for the locals and continues to train with his hammers and whip.
Rolls
Profession (brewer) - (1d20+6)
(20) + 6 = 26
He sits silently for a few moments, leaning back in his chair and taking a long drink of his whiskey before speaking, "I... I'm afraid that I must ask for your help in a matter of some import..." he says, looking around to make sure no one is listening in to the conversation.
"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."
Looking at the parchment, Urthask can see that the outside has his name on it. Opening it, is a message:
![https://imgur.com/Y1BAzBW.png](https://imgur.com/Y1BAzBW.png)
The little gnome finishes the mug of Gongar's brew he was sampling before continuing. "I'll head to the sawmill first thing tomorrow. I'd like to take a look at the scene myself and speak with this Thorn. With luck, perhaps we can shine some light on the subject and find the murderer before they strike again."
Rolls
Knowledge (Local) - (1d20+4)
(2) + 4 = 6
Years ago, a series of grisly murders began in Sandpoint, which went on for near to a month. 25 bodies were found, eyeballs and tongues removed, hands and feet stacked neatly near the mutilated torso. The sheriff at the time was unable to do anything about the killings until he found 'Chopper' in an alley, working on his 24th victim. The sheriff confronted him, but was killed before he could take the man down.
Fortunately, the battle with the sheriff had wounded Chopper and a group of guards, led by Hemlock himself, had tracked the man to a nearby island and found the tongues stacked on a sacrificial altar. They ended up killing Chopper, but the town hasn't forgotten the terror that they lived in at that time.
He goes on to give you the following information:
1. The victims are Banny Harker, a local mill operator, and Katrine Vinder, daughter of a successful merchant named Ven Vinder here in town. it seems that the two had been meeting there late at night for some 'extracurricular activities' for some time
2. Ibor Thorn, the mill worker who found the bodies, has already been interrogated and Hemlock suspects that he doesn't know anything about it.
3. Ven Vinder is the only suspect at this point, though Hemlock is certain he's innocent. The only motive he may have is anger at his daughter's 'virtue' being stolen by Harker.
4. There is a strange rune carved into the body of Harker that you'll recognize as the same one that was in Nualia's notes
Hemlock closes his eyes and leans back for a moment, taking a deep breath, "Well, I knew she wouldn't stay gone for long, though I was hoping that she wouldn't come back in this way..."
As Urthask glares at Ryco, the bard slams his drink down and staggers to his feet, "I've heard enough," he slurs as he tries to focus on Urthask, "I'm going out."
With that, he stumbles away from the table and out the door.
As Ryco leaves, Archie shakes his head sadly. That one has been affected more than he realizes by Nualia's trickery. She's made fools of us all, but she got him the worst of all. I hope he recovers soon.
"Please let me gather my equipment, and then I'll be ready to go."
As you approach the crowd, the guards create a path for yourselves and the Sheriff to enter, and then go back to holding the crowd away from the scene of the crime. The Sheriff stops before opening the door and turns back to face you, "Brace yourselves... it isn't pretty."
Rolls
Perception - (1d20+7)
(3) + 7 = 10
Survival - (1d20+7)
(11) + 7 = 18
Medicine - (1d20)
(17) = 17
Rolls
Survival - (1d20+6)
(9) + 6 = 15
Healing - (1d20+5)
(6) + 5 = 11
Perception - (1d20+2)
(9) + 2 = 11
Rolls
Heal - (1d20)
(14) = 14
Perception - (1d20+9)
(18) + 9 = 27
Survival - (1d20+4)
(11) + 4 = 15
Rolls
Heal - (1d20+2)
(20) + 2 = 22
Perception - (1d20+11)
(12) + 11 = 23
Survival - (1d20+7)
(3) + 7 = 10
Two mangled bodies occupy the room; one male and the other female. The horribly-mangled body of Katrine Vinder lies amid a heap of firewood on the floor below the log-splitter. It's quite clear that the woman was pushed into the log-splitter and suffered a horrible death.
Banny Harker's body is affixed to the wall by a number of hooks normally used to hang machinery. His face has been peeled off and his lower jaw is missing entirely. Carved into the bare chest of the man is the seven-pointed rune that's become all too common lately. Shadow's examination of the body reveals a number of claw marks, as though made by claws on a five-fingered, human-sized hand. These claw wounds stink strongly of the same rotting flesh stench that fills the whole building.
Embedded into the floor by the log splitter is a handaxe. Bloody finger marks are on the handle and the blade is caked with rotten flesh and fragments of bone. The blade of the axe smells even worse than the claw marks on the body. To Urthask, it smells like the rotten stench of some corporeal undead monstrosity.
Out on the pier where the timber is delivered from upriver, you find a set of muddy, barefoot footprints leading toward the mill's interior.
Urthask is loathe to subject Arktos to the powerful stench but he has the bear try to pick up a scent trail where the footprints begin.
The little gnome adjusts the cloth he has tied across his nose, better positioning the mint leaf. "Or, if you like, I can speak with her alone while the rest of you investigate on the far side of the river. I'll be happy to meet back with you here. I do not want any leads we have found here to go cold..."
You are able to make it into the marsh on the other side and begin looking for any clues.
Rolls
Urthask Perception - (1d20+7)
(6) + 7 = 13
Arktos Perception - (1d20+1)
(4) + 1 = 5
Rolls
Perception - (1d20+2)
(1) + 2 = 3
Rolls
Perception - (1d20+11)
(14) + 11 = 25
Rolls
Perception - (1d20+9)
(5) + 9 = 14
Rolls
Aid (perception) - (1d20+2)
(12) + 2 = 14
Other Leads:
1. Lyrie
2. Ibor Thorn (the one who came upon the scene first)
3. The bodyguard that survived the first attack
4. Other?
"What can I help you with," she asks in a friendly manner, "Or did you all come here just to visit?"
The little gnome sighs. "There was a murder recently at the saw mill. The Sihedron Rune was carved into the chest of one of the bodies, and one of our party was mentioned in a note from the perpetrator claiming that they were doing it for them. With Nualia having escaped, we want to know if you can think of any reason the Rune would be carved into a body...any ritualistic reasoning behind it at all?"
Other options:
1. Ibor Thorn (the one who came upon the scene first)
2. The bodyguard that survived the first attack
3. Other?
The squat, stone building that serves as the sanatorium has three floors under a stout, stone-flagged roof, and is built in the lee of the limestone escarpment known as Ashen Rise. The whole building is pristine and well-maintained. The walls are all scrubbed, even those on the outside, and dotted with small windows all around, each no more than four inches wide. The windows are wide enough to allow good air flow, but not so wide as to allow the mentally deranged within to get out.
As you climb the steps to the veranda, the boards creak loudly underfoot, but seem sturdy enough. There are two apparent entrances into the building. One appears to be an employee entrance, while the larger one seems to be for visitors.
There are three doors on the wall to your right as well as two at the opposite end of the room. The room is quite long and turns to the right at the opposite end. Habe heads to the other side of the room and opens to the right-most door on the southern wall, closing it behind him and heading up the stairs within.
wild, and eyes milky white.
He shuffles in slowly behind Habe, who directs him to a chair where he eventually sits down, head lolling and eyes unfocused.
"This is Grayst. As you can see, he is not well," Habe says, "He's sick and nothing we've tried has worked to heal the man of it. I think that his mind is too far gone that his spirit just no longer accepts the healing magic. Feel free to try to get through to him, though."
Rolls
Healing - (1d20+5)
(16) + 5 = 21
As his vision move across Urthask, his eyes bulge and he gasps, "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 begins to sweat as he grabs his head, trying to remember, before blurting out, "The master said that the bodies you are finding are signs and portents, that when he is done, you shall be remembered forever and the Misgivings shall be your throne!"
Habe's eyes widen and he looks very confused as he moves to the seated patient, "Oh my, I'm so sorry. I had no idea he would react this way. He has barely said a word since he got here... I... I'm so sorry!" he stammers as he tries to calm the very agitated patient.
Rolls
Gongar Knowledge (Local) - (1d20+4)
(15) + 4 = 19
Shadow Knowledge (Local) - (1d20+7)
(6) + 7 = 13
A few moments after speaking, Grayst suddenly collapses to the floor, moaning softly. Habe bends down and checks him over, "I think this was all too much for him. I'd best get him back to his room."
What you know so far:
1. There's been a series of murders in the area, all involving the seven-pointed star that you saw among Nualia's followers
2. The murderer seems to have some knowledge of Urthask and appears to be trying to frame him
3. This Grayst person has mentioned the "Misgivings", which appears to be linked to Aldern Foxglove, the man you saved from the goblins in the initial attack and then went boar hunting with
Rolls
Perception (Smelling) - (1d20+2)
(1) + 2 = 3
When you get to the bottom, he shouts, "Agh! You do-gooders must be here to stop me!" he says in a high-pitched voice, "Minions, attack!"
With that, zombies begin shuffling out of the room on the right.
Map
Necromancer
Party
Zombies
The man launches immediately into spell-casting. As he completes his spell, his form becomes very blurred and he's incredibly hard to see.
Zombie 1: 12/12, AC 12/10/12
Zombie 2: 12/12, AC 12/10/12
Zombie 3: 12/12, AC 12/10/12
Zombie 4: 12/12, AC 12/10/12
Archie ducks out from behind Urthask and tosses a bomb at Z2. It strikes the zombie in the chest and explodes, sending waves of flame over the horde of zombies.
Zombie 1: 7/12, AC 12/10/12
Zombie 2: 5/12, AC 12/10/12
Zombie 3: 10/12, AC 12/10/12
Zombie 4: 7/12, AC 12/10/12
Rolls
Bomb attack/Damage - (1d20+5, 2d6+3)
1d20+5 : (17) + 5 = 22
2d6+3 : (13) + 3 = 7
Rolls
+1 Bastard Sword Power Attack, damage - (1d20+7, 1d10+10)
1d20+7 : (16) + 7 = 23
1d10+10 : (3) + 10 = 13
Rolls
Necromancer trip and mischance - (1d20+5, 1d100)
1d20+5 : (18) + 5 = 23
1d100 : (50) = 50
Zombie attack, regular damage, cold damage - (1d20+6, 1d8+5, 1d6)
1d20+6 : (3) + 6 = 9
1d8+5 : (8) + 5 = 13
1d6 : (6) = 6
Urthask charges down the stairs and slashes the head right off of Z1. The lifeless corpse falls to the floor and is finally still.
Gongar moves up beside him and lashes out at the necromancer with his whip. He thinks he's on target, but his whip hits nothing but air! Turning his attention to the zombie, Gongar swings his hammer, but barely misses as the failure of his whip messes up his aim.
Zombie 1: DEAD
Zombie 2: 5/12, AC 12/10/12
Zombie 3: 10/12, AC 12/10/12
Zombie 4: 7/12, AC 12/10/12
Rolls
shortbow to hit - (1d20+7)
(16) + 7 = 23
miss chance (1=miss, 2=hit) - (1d2)
(1) = 1
Shadow launches an arrow that appears to be flying true, but it passes through the blurred form of the necromancer and shatters against the wall.
Zombie 1: DEAD
Zombie 2: 5/12, AC 12/10/12
Zombie 3: 10/12, AC 12/10/12
Zombie 4: 7/12, AC 12/10/12
Enemy Turn!
Z3 and Z4 shamble out of the side room to defend their master.
Zombie 1: DEAD
Zombie 2: 5/12, AC 12/10/12
Zombie 3: 10/12, AC 12/10/12
Zombie 4: 7/12, AC 12/10/12
The necromancer growls, "Die, fools!" he says as you feel a wave of negative energy washing over you and sapping your strength.
Zombie 1: DEAD
Zombie 2: 5/12, AC 12/10/12
Zombie 3: 10/12, AC 12/10/12
Zombie 4: 7/12, AC 12/10/12
Rolls
AoO Z3 (attack, dam, cold) - (1d20+10, 1d8+5, 1d6)
1d20+10 : (16) + 10 = 26
1d8+5 : (7) + 5 = 12
1d6 : (5) = 5
Whip (Trip) (mischance) - (1d20+5, 1d100)
1d20+5 : (18) + 5 = 23
1d100 : (73) = 73
Hammer Attack - (1d20+6, 1d8+5, 1d6)
1d20+6 : (18) + 6 = 24
1d8+5 : (7) + 5 = 12
1d6 : (6) = 6
Rolls
Will save - (1d20+1)
(15) + 1 = 16
Rolls
Will save - (1d20+3)
(3) + 3 = 6
Rolls
+1 Bastard Sword Power Attack vs Z4, damage - (1d20+7, 1d10+10)
1d20+7 : (8) + 7 = 15
1d10+10 : (10) + 10 = 20
Gongar smashes Z3 with his hammer as it approaches, dropping it with a crushes skull. Lashing out with his whip, it wraps around the ankles of the necromancer. With a tug, he pulls the man off of his feet and he falls to the ground with a heavy thud. His enemy down, he smashes Z2 to the ground as well.
Urthask swings his sword and cleaves Z4 in half, leaving only the necromancer standing.
Zombie 1: DEAD
Zombie 2: DEAD
Zombie 3: DEAD
Zombie 4: DEAD
Rolls
Will save - (1d20+2)
(4) + 2 = 6
bow attack, damage - (1d20+7, 1d4)
1d20+7 : (13) + 7 = 20
1d4 : (2) = 2
sneak attack damage? - (2d6)
(32) = 5
Aiming at the zombies, Shadow sees them all fall, so she turns her bow on the necromancer's prone form. She releases her arrow and strikes the prone man in the thigh.
Being prone doesn't give a prone target the flat-footed condition, so it won't be a sneak attack
Zombie 1: DEAD
Zombie 2: DEAD
Zombie 3: DEAD
Zombie 4: DEAD
The necromancer staggers to his feet angrily and begins weaving a spell. When he completes it, a cloud of thick noxious fog appears within the room (centered on SC on map)
A moderate wind (11+ mph) disperses the fog in 4 rounds; a strong wind (21+ mph) disperses the fog in 1 round.
You also can no longer see further than 5 ft away
Zombie 1: DEAD
Zombie 2: DEAD
Zombie 3: DEAD
Zombie 4: DEAD
Rolls
Fort Save - (1d20+5)
(13) + 5 = 18
Frost Hammer (attack, damage, cold dmg, mischance) - (1d20+6, 1d8+5, 1d6, 1d100)
1d20+6 : (19) + 6 = 25
1d8+5 : (5) + 5 = 10
1d6 : (6) = 6
1d100 : (59) = 59
Cold iron hammer (attack, damage, mischance) - (1d20+4, 1d8+3, 1d100)
1d20+4 : (11) + 4 = 15
1d8+3 : (4) + 3 = 7
1d100 : (72) = 72
Rolls
Fort save - (1d20+2)
(12) + 2 = 14
Rolls
Grapple - (1d20+8)
(15) + 8 = 23
Edit: Yikes; 12 negative energy damage it is. Nauseated roll next:
Rolls
Will Save - (1d20+3)
(4) + 3 = 7
Fortitude save - (1d20+3)
(6) + 3 = 9
nausea - (1d4+1)
(2) + 1 = 3
HP: 18/30
Gongar, able to avoid the sickness caused by the cloud, charges the necromancer, striking him in the stomach and then in the side in rapid succession.
Urthask, stumbling out of the cloud, grabs hold of the necromancer by his neck and sticks his tusked face right up against the human's, who stops struggling immediately, "Please don't kill me!"
You also can no longer see further than 5 ft away
Zombie 1: DEAD
Zombie 2: DEAD
Zombie 3: DEAD
Zombie 4: DEAD
"Hey, uh.... if we're just gonna talk, c-could, could we take this upstairs, maybe?" He asks, putting one hand over his face to both cover his nose and wipe at his mouth.
As the group moves: "Have you any idea who else might be messing about with necromancy in the area? Or here's a thought: have any of your...creations ever gone missing?"
As you reach the top of the stairs, Habe sees your group and the necromancer and his face goes pale white. With a squeak, he turns and begins bolting for the door.
Rolls
Whip (Trip) - (1d20+9)
(8) + 9 = 17
"Hey, so, uh... g-great job back there, uh, everyone. Does, uh... does anyone need some... healing?" He asks, taking out his wand of Cure Light Wounds and smiling nervously.
"Why don't you take the rest of the day off?" the sheriff suggests, "I'll have some of my men head over to the sanatorium to look for any additional clues."
The new patient, this Grayst, appears to be afflicted with ghoul fever. The chance to see the transition from life directly into undeath will be such a great learning opportunity. I just have to insist that Habe allows me access to the man...
Entry Two
What glorious news! It seems that there has been some ghoul activity near some of the outlying farms. Perhaps I’ll have a chance to capture one of these ghouls.
I wonder if it’s possible to trace their ancestry and to find the ghoul that initially created them. What a discovery that would be! I must conduct further research on this subject.
Entry Three
Damn! My research has hit a dead end. I can’t seem to find a way to trace the ghouls’ ancestry. Perhaps by watching and researching Grayst once he turns, I will be able to figure out the piece of the puzzle that I’m missing...
Peering at the sheriff, Urthask wonders what is troubling the man. Besides the murders, of course! "Say, are youquite alright, sherriff?"
Rolls
Sense Motive if needed - (1d20)
(11) = 11
Rolls
Sense Motive - (1d20+7)
(17) + 7 = 24
When the distraught man appears, Urthask doffs his helm. "What is it, man? What's happened?"
When he finally gets to his feet, he falls on his bottom as he sees a huge bear just in front of him. Seeing that it's not feral, he takes a deep breath and looks up at your group, "I must get to the sheriff! The dead have begun to walk. They killed everyone!" he says and begins to sob, all of the strength leaving his body.
He also provides you with directions to the farm
As you round a curve in the path, you find yourselves facing the farmhouse and the large, L-shaped barn. It is eerily quiet and Arktos crinkles his nose in disgust at something that he can smell. He bares his teeth, clearly sensing a wrongness about the area.
Rolls
Perception (danger) - (1d20+2)
(3) + 2 = 5
Perception (stone cunning) - (1d20+4)
(3) + 4 = 7
One of them manages to bite him on the arm, (22 vs AC. Damage: 3)
Rolls
Fortitude Save (disease) - (1d20+6)
(17) + 6 = 23
Fortitude Save (paralysis) - (1d20+6)
(14) + 6 = 20
Rolls
Primary attack (Frost Hammer) - (1d20+8, 1d8+6, 1d6)
1d20+8 : (5) + 8 = 13
1d8+6 : (3) + 6 = 9
1d6 : (6) = 6
Secondary Attack (Cold Iron) - (1d20+6, 1d8+4)
1d20+6 : (8) + 6 = 14
1d8+4 : (1) + 4 = 5
Rolls
shortbow attack, damage - (1d20+7, 1d4)
1d20+7 : (5) + 7 = 12
1d4 : (2) = 2
sneak attack, if relevant - (2d6)
(14) = 5
Urthask and Arktos charge the last one, piercing it through the back. The lance explodes out of the ghouls chest and Urthask raises it up in the air, keeping his companions out of its reach until its death throes end. He then drops it to the ground with a sickening thud.
Looking through the barn, Urthask doesn't find anything of value or any additional clues.
Rolls
Perception - (1d20+2)
(14) + 2 = 16
![https://i.imgur.com/Yz78Rve.png](https://i.imgur.com/Yz78Rve.png)
Rolls
Sleight of hand - (1d20+10)
(6) + 10 = 16
Rolls
Perception - (1d20+8)
(7) + 8 = 15
"Brodert Quink said you wanted to see me?" The ratfolk asks in a serene voice as his nostrils and whiskers twitch to the smells of the others in the room. With an eloquence that clashes in stark contrast to its features, it continues quickly, "Skriz at your service. Apologies for being late, I was studying Zanathyel's A Treatise on the Hellpacts of Old Cheliax and their Influence on Modern Trade Routes and lost track of time. Quite a fascinating book if you have a chance to read it. Chapters fifty-six and fifty-seven have a particular focus on the coastal ruins along the Lost Coast from Magnimar to Riddleport that I find extraordinarily enlightening."
Skriz blinks twice and blurts, "Oh forgive my manners, I didn't give you my bona fides that pertain to why the Mayor wanted me to be here. I am a scholar of ancient Thassilon, a practitioner of magicks and powers arcane (namely in those focusing on death), and an investigator of the unexplained. Brodert Quink and the Stone of the Seers university of magic in Magnimar can vouch for me if you need further references." Almost as though the thought had just now occurred to it, Skriz bows to all in the room.
![https://i.imgur.com/VK4p6je.png](https://i.imgur.com/VK4p6je.png)
"It would be my utmost pleasure to assist the Saviours of Sandpoint! Maybe in time your exploits will be sung in ballads passed down generation to generation, your accolades turned to legend and your legends etched into monuments of old for those like me to study and interpret in aeons to come."
His sharp, green eyes dart from person to person as his whiskers twitch. With a smile belying his intense curiosity and excitment, he asks, "So what seems to be the problem?"
Motioning to Skriz, I'm always glad to welcome any source of information that could help us solve the mysteries that we are facing. Have you had a chance to talk with our captured Thassilonian scribe?
Looking back and forth between Belor and Viktor, We have found more evidence that points to the Foxglove Manor. We have been pointed in that direction from each of the events that we have investigated and I believe we might be being drawn into a trap.
Rolls
Knowledge (Local) - (1d20+5)
(20) + 5 = 25
Foxglove Manor is over 80 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 was found dead - burnt and dashed on the rocks below the cliffs behind the house - and Traver Foxglove 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 Yore! Foxglove, 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 moved back in.
But the choice is up to you guys
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.
Of to the side of the path is a small outbuilding, long ago burned down. It's impossible to tell how many floors the outbuilding that stood here once had, for all that remains are the sooty, scorched stones of its foundation. To the east, a four-foot-wide stone well sits, partially collapsed, in the corner of the ruins.
Rolls
Perception, anything hiding in sight? - (1d20+7)
(15) + 7 = 22
Rolls
Knowledge: Nature - (1d20+9)
(16) + 9 = 25
Rolls
Perception - (1d20+2)
(17) + 2 = 19
Rolls
Perception - (1d20+11)
(15) + 11 = 26
Rolls
Arktos perception - (1d20+6)
(9) + 6 = 15
Urthask perception - (1d20+8)
(14) + 8 = 22
Rolls
stealth roll - (1d20+4)
(1) + 4 = 5
Rolls
Stealth - (1d20+7)
(6) + 7 = 13
There are two doors in the room, a hallway leading further in that you can't see well past the statue, and stairs leading up to the second floor.
Map
Rolls
Perception, anything odd? - (1d20+7)
(12) + 7 = 19
Arcana, the winged beast? - (1d20+9)
(15) + 9 = 24
Rolls
Urthask's Perception - (1d20+8)
(15) + 8 = 23
Arktos' Perception - (1d20+6)
(14) + 6 = 20
Knowledge: what is that thing? - (1d20)
(2) = 2
Rolls
Knowledge (+1 for Arcana, +5 for History or Local) - (1d20+8)
(19) + 8 = 27
Viktor, as he looks around, catches the scent of burning hair and flesh for a moment and then it's gone.
Urthask and Arktos briefly hear what sounds like sobbing from somewhere upstairs,
He will follow Urthask upstairs.
Map
Rolls
Perception - (1d20+8)
(2) + 8 = 10
Map
Rolls
Perception - (1d20+2)
(13) + 2 = 15
Rolls
perception - (1d20+7)
(11) + 7 = 18
"You're such a disappointment to me," he says with the same twisted smile, "It's time for you to die as well."
He steps forward and stabs with his dagger as you, small and meek, cower away. As the blade enters your stomach, the vision fades and you are covered in sweat.
"What trickery is this?!" Urthask rages.
Rolls
WIS save vs. DC 14 - (1d20)
(19) = 19
Opening the door across the hall, the only thing you see is a staircase going down to the first floor.
Map
Map
"These images are necromantic in nature. They are spell components and if I'm not mistaken, specifically a set of components to theoretically transform oneself into a lich. It's far more complex than that that, but I won't bore you with the details."
After a moment's pause, he continues, "Unless of course you'd like the details..."
Another pause, and then, "It is one of my specialties, you know. Necromancy that is. Along with other esoteric arcana, ancient histories, Thassilonian lore, and..."
He glances back at the others and realizes he's rambling on, stops talking abruptly with a nervous chuckle, and clears his throat.
A lich. Is that what they were up against here?
Viktor opens the opposite door.
Rolls
Perception - (1d20+2)
(17) + 2 = 19
Rolls
Knowledge (Arcana) for info on the formula or liches - (1d20+13)
(19) + 13 = 32
Knowledge (History) for any relevance to this manor - (1d20+13)
(1) + 13 = 14
Knowledge (Local) if that's more pertinent than History - (1d20+9)
(16) + 9 = 25
Aside from what he already knows, Skriz isn't able to determine any more or make any connections between lichdom and the Foxglove family.
Map
Rolls
knowledge local, who's this - (1d20+4)
(18) + 4 = 22
Map
Rolls
Fortitude save - (1d20+6)
(20) + 6 = 26
Rolls
Heal check - (1d20+5)
(1) + 5 = 6
Wand (cure light wounds) - (1d8+1)
(7) + 1 = 8
Casting detect magic.
Map
Rolls
Nature - (1d20+4)
(5) + 4 = 9
Rolls
knowledge religion: this mold - (1d20+4)
(5) + 4 = 9
Map
Map
Map
"But I understand your concern. This place is dangerous and needs to be dealt with one way or another. My understanding of haunts like the ones we are experiencing... they have a root cause. We find out what that is, maybe we can begin to rectify the situation. There is a malevolent spirit here.... somewhere. As he talks, he pulls out his oversized grimoire and begins leafing through it, apparently looking something up.
"Do any of you know who the woman is?"
Rolls
Knowledge: Arcana (if it applies to rituals to dispel the spirits) - (1d20+13)
(15) + 13 = 28
Knowledge: Religion (as it pertains to haunts, necromancy, and the undead) - (1d20+8)
(1) + 8 = 9
Knowledge: History (as it pertains to this manor, the Foxgloves, and or the woman in the painting) - (1d20+13)
(7) + 13 = 20
Knowledge: Local (if it is more pertinent than Knowledge: History for the same information) - (1d20+9)
(20) + 9 = 29
Skriz looks over the painting and finds a small inscription on it that says, "Iesha Foxglove." He also knows that Iesha was at one point the wife of Aldern, the acquaintance of his companions that owns this home.
You haven't found the source of the crying that brought you upstairs yet. You have determined that place is haunted and there's some fascination that the owner had with lichdom.
The whole first floor is still unexplored and there is one more door on the second floor you haven't touched yet.
Rolls
Perception - (1d20+2)
(20) + 2 = 22
Map
Map
We could roll 9 perceptions checks or one for looking through the doors and then any knowledge/arcana checks you want Nat.
Rolls
Perception - (1d20+8)
(13) + 8 = 21
Rolls
Perception - (1d20+2)
(5) + 2 = 7
B19 - A large number of wooden planks, rope, and other repair supplies are stored here. The ceiling above sags noticeably; in several areas patches of the sky above are visible.
B20 - Each of these rooms is stacked with old furniture, sheets and linens, boxes and crates, and other bits.
B21 - The ceiling of this room angles down steeply, leaving only four feet of headroom to the southeast. A low cot and a dresser are the room’s only furnishings.
As you open the corner door, you hear a shriek of pain from the furthest door on the right (B24).
Map
Rolls
Perception - (1d20+2)
(13) + 2 = 15
Map
Yelling to the person inside, We are here to help you, unlock the door so we can help you!
This room is cold and damp; an old armoire stands near the east wall. The ceiling slopes down to only four feet high to the northeast, leaving little room for a small window. A full-size mirror in a dark wooden frame of coiling roses leans against these bricks, angled toward the tiny window.
Curled up in the corner, facing away from the mirror is a sobbing female form in a filthy dress. She doesn't react as you enter the room besides to sob a bit louder.
Map
"Madam...may we be of some assistance?"
Rolls
Int. Check - (1d20)
(7) = 7
Rolls
Int? - (1d20+2)
(19) + 2 = 21
Rolls
Knowledge: Religion - (1d20+4)
(19) + 4 = 23
Rolls
Knowledge: Religion - (1d20+8)
(14) + 8 = 22
Viktor moves up to the woman, who is still sobbing. As he gets close, he can hear her whispering, "The mirror," she sobs, "Oh Gods, what has he done to me?"
Rolls
Handle Animal - (1d20+9)
(14) + 9 = 23
Rolls
Perform (Sing) - (1d20+15)
(16) + 15 = 31
Urthask manages to calm Arktos down, but the bear is still glaring at the Iesha suspiciously.
Now that she's more responsive, she reaches over and pushes the mirror away before climbing to her feet. She listens to the song a moment and a ghost of a smile crosses her lips, "Thank you for that," she says, "It's beautiful."
With that, he smile disappears and a strange reddish glow appears in her eyes and she begins moving past you and toward the door, "If you'll excuse me, I have something to attend to."
Looking into the whole, the room below looks 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.
There are two doors on the southern wall. One of these is a heavy iron door with a heavy lock on it while the other is a normal oak door.
Map
So many questions right now!!
Map
Rolls
Disable device - (1d20+13)
(13) + 13 = 26
After a minute or two, Shadow manages to open the door and Iesha pushes past her and heads down the hallway within. You follow her to the next room.
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.
Iesha doesn't hesitate before she moves down the stairs.
Map
She stops and the bottom, looks at the tunnels and then picks the northern passage and begins moving in that direction.
Rolls
perception - (1d20+7)
(1) + 7 = 8
Rolls
Knowledge (Local) - (1d20+5)
(14) + 5 = 19
Sense Motive - (1d20+2)
(18) + 2 = 20
Viktor is having a hard time getting a read on Iesha, as she seems to be filled with a single-minded determination. As you begin to follow, you hear a loud scuffle. Peering down the tunnel, you see that Iesha has handily dispatched a trio of ghouls that tried to block her path.
She doesn't even stop long enough to clean her now-bloody hands as she moves down the tunnel. You can tell you are getting close to the sound of the breathing.
When you enter the next chamber, you realize the source of the noise. The cramped tunnel opens into a vertiginous gulf here, a cathedral-like cavern with a roof arching thirty feet overhead and dropping into a sloshing pool of foamy seawater fifty feet below. The surging of the water echoing through causes the sounds. 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 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. At the center, a patch of black tumescent fungus grows, its horny ridges and tumor-like 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.
Sitting in the chair is a familiar figure to some of you, Aldern Foxglove, though he is gaunt and pale. His fingers are tipped with claws and sharp teeth fill his mouth. He appears to have been transformed into some sort of ghoul. His mouth drops wide open when Iesha steps through the door.
Aldern tries to stand, but his legs can't hold him and he crawls forward on the ground, reaching hesitantly for Iesha. "I'm sorry, my love," he sobs out, "I failed you and I hurt you so badly. Please forgive me!"
Iesha smiles and stretches her hand out to caress his cheek lovingly, "Of course, my love," she replies, "I will of course forgive you."
What do you do?
He lowers his visor and prepares for a fight, but watches and waits.
Rolls
arcana (fungus) - (1d20+9)
(13) + 9 = 22
religion (fungus) - (1d20+4)
(10) + 4 = 14
perception - (1d20+7)
(7) + 7 = 14
As you watch Iesha and Aldern in trepidation, Iesha suddenly pulls her arm back and strikes Aldern across the face. As he falls to the floor in shock, Iesha screams angrily at him, "You killed me! I loved you and you betrayed me!"
Aldern looks shocked, but then there's a sudden shift in his demeanor. Where it was scared and ashamed before, it is now angry and slightly crazed. He climbs to his feet and smiles maliciously, "I suppose I'll have to kill you again then, won't I?"
He looks for the first time at the party and his eyes lock onto Urthask, "You!" he shouts with a crazed glee, "You live! Well and good, for now I shall have the reward of tasting your heart while it is yet warm. Be patient, I shall get to you next!"
His expression turns to rage and he begins attacking Iesha, war razor in hand now. He scores some nasty hits on Iesha, but she barely notices.
Iesha: 8 damage taken
Aldern: 6 damage taken
Rolls
Acrobatics to move in Aldern's reach - (1d20-2)
(14) - 2 = 12
Attack with light flail (B) - (1d20+8, 1d8+3)
1d20+8 : (5) + 8 = 13
1d8+3 : (7) + 3 = 10
Rolls
Lance charge - (1d20+14, 1d8+5)
1d20+14 : (12) + 14 = 26
1d8+5 : (3) + 5 = 8
Arktos bite, damage - (1d20+10, 1d6+4)
1d20+10 : (10) + 10 = 20
1d6+4 : (6) + 4 = 10
Arktos claw 1, damage - (1d20+10, 1d4+4)
1d20+10 : (3) + 10 = 13
1d4+4 : (1) + 4 = 5
Arktos claw 2, damage - (1d20+10, 1d4+4)
1d20+10 : (10) + 10 = 20
1d4+4 : (2) + 4 = 6
Rolls
Scorching Ray - (1d20+6, 4d6)
1d20+6 : (6) + 6 = 12
4d6 : (1434) = 12
Rolls
Frost Hammer - (1d20+11, 1d8+6, 1d6)
1d20+11 : (6) + 11 = 17
1d8+6 : (7) + 6 = 13
1d6 : (3) = 3
Cold Iron Hammer (off-hand) - (1d20+7, 1d8+4)
1d20+7 : (12) + 7 = 19
1d8+4 : (7) + 4 = 11
Starting Bardic Performance (Inspire Courage). Allies that can hear me get +2 morale on saving throws against fear and charm, and a +2 competence bonus on attack and damage rolls.
AC: 16 | HP: 32/32 | DR 5/fire |F: 2/R: 7/W: 4
Burning Hands 1/day | Bardic Performance 21/22
Base DC: 14 | 1st: 5/5 | 2nd:3/3
Urthask charges on Arktos and slams his lance into the undead creature, splitting flesh and spewing ichor all over the floor. Arktos is unable to land a blow on Aldern.
Skriz shoots a ray of scorching energy at the undead being and misses.
Gongar steps up and swings both hammers, missing both times as the supernaturally quick Aldern avoids all of the blows.
Hetris begins singing a song of courage and might, magically enhancing the abilities of her comrades.
Shadow moves around the perimeter of the room, waiting for a better shot to present itself.
Iesha: 8 damage taken
Aldern: 14 damage taken
Ongoing Effects: Bardic Performance (Hetris) - Allies that can hear me get +2 morale on saving throws against fear and charm, and a +2 competence bonus on attack and damage rolls.
Aldern, distracted by Urthask's presence, turns and lashes out at the cavalier atop his mount. He catches Urthask with his war razor (25 vs AC. Damage: 6). He also manages to bite Urthask on the leg (24 vs AC. Damage: 3).
1. DC 17 Fort Save or suffer a disease
2. DC 17 Fort Save or be paralyzed for 1d4+1 rds
Aldern: 14 damage taken
Ongoing Effects: Bardic Performance (Hetris) - Allies that can hear me get +2 morale on saving throws against fear and charm, and a +2 competence bonus on attack and damage rolls.
Rolls
DC 17 Fortitude save vs. Disease - (1d20+6)
(15) + 6 = 21
DC 17 Fortitude save vs. Paralysis - (1d20+6)
(16) + 6 = 22
Rolls
Light Flail - (1d20+12, 1d8+5)
1d20+12 : (5) + 12 = 17
1d8+5 : (3) + 5 = 8
Casting cure light wounds on Urthask while continuing bardic performance. Harmonic Spell let's BP continue without expending a round.
AC: 16 | HP: 32/32 | DR 5/fire |F: 2/R: 7/W: 4
Burning Hands 1/day | Bardic Performance 21/22
Base DC: 14 | 1st: 4/5 | 2nd:3/3
Rolls
CLW - (1d8+5)
(7) + 5 = 12
Casting Time 1 standard action
Components V, S, M (a shaving of licorice root)
EFFECT
Range close (25 ft. + 5 ft./2 levels)
Targets one creature/level, no two of which can be more than 30 ft. apart
Duration 1 round/level
Saving Throw Fortitude negates (harmless); Spell Resistance yes (harmless)
DESCRIPTION
The transmuted creatures move and act more quickly than normal. This extra speed has several effects.
When making a full attack action, a hasted creature may make one extra attack with one natural or manufactured weapon. The attack is made using the creature’s full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a speed weapon, nor does it actually grant an extra action, so you can’t use it to cast a second spell or otherwise take an extra action in the round.)
A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.
All of the hasted creature’s modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 feet, to a maximum of twice the subject’s normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects the creature’s jumping distance as normal for increased speed. Multiple haste effects don’t stack. Haste dispels and counters slow.
Rolls
shortbow attack (add +1 if haste in effect), damage - (1d20+9, 1d4+2)
1d20+9 : (16) + 9 = 25
1d4+2 : (4) + 2 = 6
second attack? (if haste in effect), damage - (1d20+10, 1d4+2)
1d20+10 : (5) + 10 = 15
1d4+2 : (4) + 2 = 6
Relevant effects:
Challenge: +5 damage. Allies gain +2 to attack.
Power Attack: -2 to hit, +4 to damage
Bardic Performance (Hetris): +2 competence bonus to attack & damage
Rolls
+1 Bastard Sword Power Attack - (1d20+11, 1d10+17)
1d20+11 : (5) + 11 = 16
1d10+17 : (1) + 17 = 18
Arktos bite, damage - - (1d20+11, 1d6+6)
1d20+11 : (16) + 11 = 27
1d6+6 : (3) + 6 = 9
Arktos claw 1, damage - - (1d20+11, 1d4+6)
1d20+11 : (13) + 11 = 24
1d4+6 : (2) + 6 = 8
Arktos claw 2, damage - - (1d20+11, 1d4+6)
1d20+11 : (8) + 11 = 19
1d4+6 : (2) + 6 = 8
Hetris moves forward and casts a spell of healing on Urthask, closing up some of his wounds.
Skriz completes his spell and everyone else feels their movements becoming faster and more precise.
Shadow finds and opening and fires twice, but only one of her shots hit the target.
Urthask and Arktos continue attacking the ghoul. Urthask misses, but Arktos lands a couple solid hits.
Iesha: 8 damage taken
Aldern: 37 damage taken
Ongoing Effects: Bardic Performance (Hetris) - Allies that can hear me get +2 morale on saving throws against fear and charm, and a +2 competence bonus on attack and damage rolls.
Urthask's Challenge is also ongoing (Allies gain +2 to attack rolls vs. Aldern).
Rolls
+1 Bastard Sword Power Attack - (1d20+11, 1d10+17)
1d20+11 : (19) + 11 = 30
1d10+17 : (3) + 17 = 20
Relevant effects:
Challenge: +2 to attack.
Bardic Performance: +2 competence bonus to attack & damage Rolls
Haste: +1 to attack
Dual wield: -4 to attack
Rolls
Main Attack (frost hammer) - (1d20+11, 1d8+8, 1d6)
1d20+11 : (12) + 11 = 23
1d8+8 : (1) + 8 = 9
1d6 : (5) = 5
Off-hand Attack (cold Iron hammer) - (1d20+11, 1d8+6)
1d20+11 : (7) + 11 = 18
1d8+6 : (6) + 6 = 12
Haste Attack (frost hammer) - (1d20+11, 1d8+8, 1d6)
1d20+11 : (4) + 11 = 15
1d8+8 : (1) + 8 = 9
1d6 : (5) = 5
Also a fitting spell for a twitchy rat man
Rolls
Crit confirm - (1d20+11)
(17) + 11 = 28
Urthask crit damage - (1d10+17)
(4) + 17 = 21
Hetris casts a spell of healing on Urthask, closing up some of the warrior's wounds.
Skriz' spell grants his companions unnatural speed, making them harder to hit and to avoid.
Shadow takes a shot at Aldern and strikes him in the side. He grunts at the impact but shows little other reaction.
Urthask swings his blade twice. His first attack misses, but his second takes a large chunk out of the ghoul-ified Aldern.
Arktos lands a bite and a claw, wounding Aldern badly.
Gongar steps up and strikes Aldern in the side of the head with his hammer, crushing his skull. He falls down motionless and the room is silent aside from your heavy breathing.
Iesha: 8 damage taken
Aldern: DEAD
Ongoing Effects: Bardic Performance (Hetris) - Allies that can hear me get +2 morale on saving throws against fear and charm, and a +2 competence bonus on attack and damage rolls.
Rolls
Sense Motive (is she going to attack) - (1d20+2)
(9) + 2 = 11
Rolls
Perception check - (1d20+2)
(11) + 2 = 13
Knowledge: Arcana - (1d20+13)
(11) + 13 = 24
Spellcraft - (1d20+13)
(6) + 13 = 19
I am glad we were able to end his miserable existence then. Any idea what made him become violent?
As you peer around the room, you find a letter on the table.
Rolls
Will save - (1d20+6)
(10) + 6 = 16
You get a +2 bonus on all Knowledge and Profession skill checks, and can make checks with those skills untrained.
Rolls
Local: who are the "Brothers"? - (1d20+4)
(4) + 4 = 8
History: who are the "Brothers"? - (1d20+4)
(7) + 4 = 11
Nobility: who are the "Brothers"? - (1d20+4)
(4) + 4 = 8
Local: who is "Xanesha"? - (1d20+4)
(13) + 4 = 17
History: who is "Xanesha"? - (1d20+4)
(19) + 4 = 23
Nobility: who is "Xanesha"? - (1d20+4)
(13) + 4 = 17
Rolls
diplomacy - (1d20)
(2) = 2
Viktor finds a set of keys under the table. They must have been knocked off in the struggle.
Gongar loks around to make sure he hasn't forgotten anything then asks, Do you have any idea why Aldern would have been in contact with people in Magnimar?
Rolls
Knowledge (local) - (1d20+5)
(17) + 5 = 22
"Well, Aldern lived in Magnimar," Hemlock says, "So it's not a surprise that his plotting was based there."
Once everyone is outside Well, it looks like we have some travelling on our hands. Everyone gather your things and meet at the edge of town to get a move on. As the group disperses, Gongar will head home and stow all his brewing gear and get his travel pack ready.
After twenty minutes or so of being caught in a research spiral, Skriz snaps out of it, suddenly remembering he was to meet the others on the edge of town and quickly scurries to meet them.
Gongar check to make sure he has all his gear and that it won't chafe during the journey Lets be off.
Magnimar is a sprawling city on the coast, home to some 16,000 people. The gates are currently closed and a voice calls down, "State your names and business!"
Rolls
Knowledge: Local - (1d20+9)
(14) + 9 = 23
With that, the gate opens slowly, revealing the magnificent city of Magnimar. Where would you like to go first?
Skriz, do you want to settle in then visit Master Leis Nivlandis? Urthask, why don't you join me at the inn and we'll grab an ale and knock the travel dust off ourselves.
Above the front door is an image of a dragon with a tankard of ale gripped in its claws. The sign with the inn's name on it is so faded as to be unreadable, but on the whole it seems to be well maintained.
You enter the crowded place and find that it's more like what you are used to. The boisterous crowds are similar to those you'd see in almost any tavern in a small town (if a bit more diverse in heritage). You find a table not far from the corner and soon have a chance to rest and enjoy a decent drink.
Rolls
Urthask's Perception - (1d20+8)
(7) + 8 = 15
Arktos' Perception - (1d20+6)
(19) + 6 = 25
Rolls
Perception - (1d20+7)
(20) + 7 = 27
Rolls
disable device - (1d20+13)
(10) + 13 = 23
Rolls
Perception - (1d20+2)
(13) + 2 = 15
"Ah my friends, welcome to our home!" Aldern says with a smile.
Likewise, Iesha smiles, "It's so good to see you!"
Rolls
blatant lie - (1d20)
(2) = 2
Skriz detects that there is indeed some magic about the area.
Rolls
Knowledge: Arcana - (1d20+13)
(8) + 13 = 21
Rolls
perception - (1d20+7)
(9) + 7 = 16
Viktor watches for anything that would clue him in that something is wrong. Other than the fact that he knows these two to be dead, he can't find anything obviously wrong.
Rolls
Arcana or Spellcraft check - (1d20+13)
(7) + 13 = 20
Skriz can't tell what the exact spell might be, but it clearly has changed the shape of whoever or whatever it is affecting.