Log: Dubois Compound II (2/8/09)

When we last left our intrepid band, they had just faced off against Piet Dubois and his henchmen. Dubois had retreated into the warehouse, as fifteen or so angry peasants began to storm and torch the Dubois compound, their anger hardly abated by the sickness that many suffer…

The action:

As the peasants assault the warehouse, trying to force the barred doors open, our heroes move toward a fine house just to the southwest of the warehouse. Sigmund, assisted by Gerhard and Hildegard, manages to force the barred door open, after more subtle methods had failed. Inside, the group discovered various items, such as religious texts, furnishings, etc. The found a log, detailing the grain that the Dubois family had been stockpiling, as well as past shipments of weapons, and even special order armor and a sword. They also discovered Julian Dubois, patriarch of the Dubois family, who was ill with plague, and unresponsive. Gerhard found a very fine longbow above the fireplace, and acquired it.

Sigmund, his general disdain for the nobility getting the best of him, pocketed a jade figurine (100gp value), a ruby ring (100gp value), and 25gp from a box.

Upon leaving the house, the party saw that the peasant mob was forcing entry into the warehouse. The party decided to let the peasants have at it, and the mob eventually forced entry. But as the party followed after the mob, they saw that the peasants had been slaughtered within, by Piet Dubois and his club-wielding warehouse worker henchmen. All around, crates of grain were stored. And there was a stench about the place, of rats and rat droppings. There was an aura here, Hildegard noticed – a darkness like the one she sensed around Piet.

Although the henchmen fell fairly quickly, Piet proved formidable. Ultimately he was defeated though, and cut down for good. The party recognized that his armor and weapon were quite fine, as was a special religious item. Even a bedroll found with him had special properties.

As the party collected these fine things, they also briefly inspected the warehouse. It was full of grain, mostly, but also had three horses.

Another mob of peasants burst in at that point. Suspicious that the party was connected with the Dubois family, the mob attacked. The party managed to grab the horses and flee on them, but not before laying low several of the mob’s members. Sigmund was knocked unconscious by his wounds from the mob as the party left, but the horse carried him out with the party.

Once away from the mob, the party retrieved the strange dead woman on the other horse, and traveled to see the strange foreign mystic, Youshhuda. Youshhuda seemed pleased with the party, and promised to take them to the monastery, as previously agreed.

XP: +270 (combat with Piet and henchmen), +30 (combat with second mob), +50 (plot bonus). = +350, for 3,665 xp total.


  • +1 Prime Shot Longbow (non-magical): basic +1 to hit and +1 to damage; if within prime shot range, then +1 more damage. +1d6 on a crit.
  • Greatsword +1
  • Martyr’s Scale Armor +1: Power (At-Will): Minor Action. You take a –1 penalty to AC until the end of your next turn, and allies adjacent to you gain a +1 power bonus to AC until the end of your next turn. Power (Daily): Immediate Interrupt. Use this power when an adjacent ally is attacked. You take a penalty to your AC equal to the enhancement bonus of this armor; your ally adds an equal power bonus to his AC. Both effects last until the end of your next turn.
  • Symbol of Divinity +1: This holy symbol gathers the power of your divine attacks, allowing you to rechannel that might. (Level: 2, Price: 520 gp, Implement (Holy Symbol).) Enhancement: +1 attack rolls and damage rolls. Critical: +1d6 damage. Free Action: Use this power when you hit with an attack using this holy symbol. Gain one additional use of Channel Divinity for this encounter.
  • Restful Bedroll: An extended rest in this magic bedroll grants you extra vitality. (Level: 1, Price: 360 gp, Wondrous Item.) Power (Daily): Standard Action. Use this power when you complete an extended rest in the restful bedroll. Gain 1d8 temporary hit points that last until you take another rest (short or extended).
  • 3 horses.

(Posted by Brent)



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