[7
Neth 4707 continued]
The
Varisians instantly jump to their feet and draw weapons as they hear shouts of
“Help, they’re crazy” coming from within the wagon. Seeing the commotion, the adventurers jump to
their feet as well. Inside the wagon,
Bey tries to calm things down by telling Arnald to put down his axe because
he’s scaring the old woman. Artemis is
the first to arrive on the scene and shouts at Arnald to stand down. The unpredictable sellsword pretends to fall
off the table and strike his head. His
attempt to feign unconsciousness fools no one but Bey, but it does serve to
keep violence from erupting. Bey and
Artemis drag Arnald to their waiting horses, and the adventurers set off west,
leaving the Varisians behind them looking angry and disgusted at their
behaviour.
The Misgivings |
The
path west along the northern banks of the Foxglove River grows increasingly
overgrown with brambles. A chill wind
begins to whistle as the path slowly rises and winds around rocky promontories
and cliff faces. With one last sharp
turn of the path, the adventurers’ destination comes into view all of sudden:
Foxglove Manor looms at the western edge of a narrow outcropping overlooking
the cold sea below. The house is clearly
in a state of decay as the roof sags in many places, mold and mildew cake the
crumbling walls, and vines of diseased-looking grey wisteria clamber over its
crooked gables. The path leading to the
manor splits off and heads about ten feet south to an outbuilding that now
exists solely as a collection of sooty, scorched foundation stones. Just to the side of the ruins is a wide stone
well, also partially collapsed. A small flock of ravens sitting on the stones fly off as the adventurers
approach; Kang gets a good look at them, and realizes from their unnatural
grace and scent of death that they’re no ordinary birds. The adventurers scout the ruins, and Artemis
drops stones into the well to determine it’s at least 75 feet deep, and maybe
as much as 125. Bey notices scuff marks
in the ground near the well, and Artemis is able to confirm that bipedal
humanoids have walked around the area in recent days. Fearing that something might be able to claw
its way out of the well, Bey persuades Arnald to chop down some of the
withered, diseased trees nearby to block the top of the well.
Knowing
that the source of the ghouls that plague Sandpoint may lay inside Foxglove
Manor, the adventurers gather their courage and approach. They decide to enter through the most obvious
route, the front door. It takes Artemis
several minutes to unlock it, but at last the door slowly opens with a
creak. The interior is dark and gloomy,
as little of the waning sun’s rays penetrate the grimy curtains covering all of
the windows. With the help of torches,
the explorers realize they’re in an aged and decaying entrance hall covered in
mold. The walls are decorated with
rotting taxidermied trophies of various successful hunts, but the feature which
dominates the room is a massive, twelve-foot long preserved manticore
corpse! Artemis catches a momentary
whiff of burning hair and flesh, but the others smell only the damp. The group’s mounts are brought inside for
safekeeping, and Artemis contrives a makeshift alarm system that should ring
loudly if the front door is opened again.
The
adventurers advance further into the entrance hall, noticing a staircase to the
south and several closed doors swelled stuck from the moisture. A ratty throw rug partially obscures a foul
spiral of dark-coloured mold in one part of the room; to most it is a random
stain, but to Kang and Artemis it seems reminiscent of a spiralling staircase
descending downwards, with each step littered with human skulls. The adventurers continue on into a large
dining room dominated by a dusty mahogany table. One wall is covered in windows that should
provide a breathtaking view of the Lost Coast, but instead the windows are made
from stained glass and each of the five depict a monstrous creature pouring
from a strange, seven-sided box. Kang’s
ability to see perfectly even in the dimmest of light offers him the clearest
view of the design, and he realizes that the images have something to do with
the foul art of necromancy.
The
adventurers decide to head back towards the front door in order to ascend the
staircase, but, when they do, Artemis suddenly cries out in alarm and
ducks! No one else sees anything
unusual, but to him the taxidermied manticore burst into flame and its tail
lashed out at him. Whether a real
phenomenon or just his imagination, everything seems to return to normal. But, to be on the safe side, Artemis persuades
Briza to chop off the manticore’s tail with her greatsword.
Aldern Foxglove in happier times. |
The intrepid explorers continue to the second floor of the house. Arnald chops down a stuck door creating an
enormous amount of noise in the process, much to the dismay of the others. He finds another, smaller staircase heading
back down to the main floor but swears he heard footsteps going down it. Everyone returns to the main floor, and
Arnald breaks down another of the stuck doors to reveal a library. There are two chairs in front of a stone
fireplace, but one of the chairs is on its side and splashed with blood. A red and gold scarf is draped over the side
of the fallen chair. A broken stone
bookend is nearby, and, when examined, turns out to be covered in blood, clots
of hair, and bits of bone. Kang,
Artemis, and Arnald notice that the scarf seems to be gently writhing, but when
Kang goes up to investigate, he jumps back clutching his throat and strangling
himself! He collapses and nearly dies
before Artemis is able to wrench the tiefling’s hands away and Bey casts
healing magic. Kang can’t explain his
strange behaviour, other than to say that for a moment he believed he was a
young Varisian woman being strangled to death with the scarf by an enraged
nobleman. From Kang’s description, Bey
recognizes the nobleman as Aldern Foxglove, the visitor from Magnimar she and
her now-deceased allies saved months ago at the Swallowtail Festival. This house clearly holds dangers the likes of
which the adventurers have never encountered before.
Carrionstorms! |
Arnald chops down yet another door and the adventurers see a lounge on the
other side, its couches coated with dust and its windows caked with grime. From the doorway, Artemis and Kang hear a
strange sound that might just be a trick of the wind outside, but could be someone
whispering a name: “Lorey.” Artemis
knows a bit of lore about Foxglove Manor and remembers that Lorey was the name
of the daughter of the house’s original builders, Vorel and Kasandra
Foxglove. Kang shouts for everyone to
watch out, but Arnald is unable to heed the warning in time. He’s suddenly overcome with the delusion that
he is, in fact, Kasandra Foxglove and that he has to save his daughter from a
terrible threat by getting her out of the house as soon as possible! He rushes towards Bey and swoops her off her
feet and tries to run for the front door.
Bey is willing to let the delusion play out, but the others
intervene. Briza jumps on Arnald’s back
and manages to skilfully pin him in a wrestling hold, and Artemis kicks the
sellsword repeatedly in the face in the hopes of knocking him unconscious
without killing him. The subdued Arnald
is bound in manacles, but he continues to persist in his delusion. Finally, the decision is made to see if it
will end by taking him outside. Yet,
when Artemis opens the front door, a horrifying sight awaits him: thousands upon thousands of undead ravens
take to the air and fly towards the door!
Fortunately, the trained guardsman reacts quickly and slams the door
before they can enter the house. The
pounding of the ghastly creatures sounds like hail hitting a tin roof and
continues for several minutes.
Just
what have these would-be protectors of Sandpoint gotten themselves into, and
will they ever manage to leave the horrors of The Misgivings?
-------------------------------------------------
Director's Commentary (September 10, 2017)
Arnald's bizarre action at the end of the last session was followed by an equally bizarre action at the beginning of this session: pretending to faint (and rolling really badly on a Bluff check).
The PCs reach Foxglove Manor ("The Misgivings") this session and begin one of the best (in my opinion) sections of Chapter II of the adventure path. Foxglove Manor is a classic haunted house, but the one that it's been translated into an RPG is fantastic. The most important innovation is the introduction of "haunts", which are a little bit like mind-affecting traps. Each haunt comes with a story-based hallucination and they're cleverly designed to affect only certain PCs based on those PCs' personality characteristics. They're a little bit hard to explain, but they're a really effective way to deliver the backstory of the house in a personal, engaging way that's far better than the traditional "find a diary" method.
Using carrionstorms was another great idea by author Richard Pett. They don't threaten the PCs on the way into the house, but if the PCs try to leave they swoop mercilessly which adds to the "we're trapped" feeling often necessary for horror. Bey's player has a real-life phobia of birds, so I had to reassure her this element was scripted. The PCs were certainly terrified of them.
The PCs reach Foxglove Manor ("The Misgivings") this session and begin one of the best (in my opinion) sections of Chapter II of the adventure path. Foxglove Manor is a classic haunted house, but the one that it's been translated into an RPG is fantastic. The most important innovation is the introduction of "haunts", which are a little bit like mind-affecting traps. Each haunt comes with a story-based hallucination and they're cleverly designed to affect only certain PCs based on those PCs' personality characteristics. They're a little bit hard to explain, but they're a really effective way to deliver the backstory of the house in a personal, engaging way that's far better than the traditional "find a diary" method.
Using carrionstorms was another great idea by author Richard Pett. They don't threaten the PCs on the way into the house, but if the PCs try to leave they swoop mercilessly which adds to the "we're trapped" feeling often necessary for horror. Bey's player has a real-life phobia of birds, so I had to reassure her this element was scripted. The PCs were certainly terrified of them.
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