When you retired to the manor Father Zastoran eventually finds you. He gives those of you he finds awake potions to mostly heal you up, but anyone he finds sleeping he casts a few healing spells on. When you wake in the morning any remaining wounds are well enough healed that they are of no concern. You find a newer table and chairs in the main hall with meats and fruits and bread and cheese as well as decanters of water and wine. Seeing the meat and recognizing it as pork, some of you reflect back on the dire bore you slew not long back and wonder, but seeing that the meat seems fresh and unspoiled you think of that only briefly.
It's mid day now, about just after high noon and you go about what normal routines are normal to you after waking and once everyone is up and stirring you get ready to return to the market to learn anything new. Any of you who would step out the main door for fresh air find three things. The sky is clear, the day is warm, and someone is sitting on the steps waiting. Seeing someone step out, the man rises.“Ah good. Good day to you and thank you for ridding us of them gnolls. I was sent to let you know, when you woke, that the Princess wishes your company in the market theater. I hope you enjoyed the food and drink we left for you. You all slept through as we brought in the table and chairs and food and drink. We were glad to be as quiet as we hoped to be so not to wake you. The food comes from several of the farmers, the water from the river, and the wine was mine. I kept it hidden from the gnolls for all their time here. Saved it for a special day. This seemed as special a day to wait for. Anyhow, I have to return to some work waiting to be done. The Princess is expecting you.”
You thanks the man, and anyone inside who overhears this conversation who might step out to investigate, he nods to in greeting as he continues. You then realize after he left that he never gave his name but he's gone now so who's to chase. Letting the others know of this, everyone then pulls together and you're all at the market.
This time you enter from the south doors, the doors facing the same street as the manor. Once in, you immediately note a full audience. As soon as someone sees you passing through the bleachers surrounding the battle stage, that person begins to applaud drawing attention in your direction. In steady growth, more join in until all are in unison. Some women shad a tear or two as you pass in gratitude, you even note one man the same. It's not hard to see in their faces the hardship they've endured. You also realize something that you did not any other time before. There's many more people here than you could have guessed. Staying in doors must have been a well adopted survival tactic under Kardswann and his gnolls.
Gravel suddenly appears before you and leads you to the bar. There, at a table is the Princess. She's sitting with a couple and one child. Garavel interrupts her and she looks in your direction. She nods to you and shares a few final words with the couple. Garavel beckons you to her table and you each take a seat.“I'm sure you've noticed the gratitude these people have for you and us. While they know it's because of me you are here, I made no attempt to conceal the fact that it was you who freed them with your own blood. I've spent the morning taking reports from the people regarding the state of the town and it's surroundings. Unfortunately, your work is not yet done. People fear the cemetery. They say something dark lurks there. Any who go near say there's a chill of death. Father Zastoran has information for you regarding the the demon you fought and its weapon. He's up on the second floor examining that machine. You may go to see him now, but some time this day, I wish that you investigate the cemetery.”
You discuss briefly with Almah your intentions and make for the upper floor to find Father Zastoran. All the bodies you note have been removed. You realize the princess made no mention of Kardswann.
Beginning your way to the stairs, and very old man appears before Kroft touching his armor. “I know this emblem. Long time since I've seen this. My father made this I'm sure. I remember this seal.”
The man then traces his finger along another etching just below the symbol on the shoulder. “Here. Yes, this is his mark. My father made this for a man long ago. Yes, Gypsum was his name. How do you ware this?”
Any of you who remain with Kroft will hear anything of this conversation as it develops. Any of you who choose to continue to the second floor find Father Zastoran busy with his new machine figuring it out and trying to get it to work for him.“Ah yes, the demon. It was a schir demon. Nasty little things. I had a good amount of time to research it. The weapon is of good use to someone able to wield it. I've cleaned off the foul saliva it coated the blade with, so it's of no harm by that anymore.”
From Zastoran's explanation of the demon and it's low probability of summoning others of its kind, you realize the spell it tried to cast in battle that failed must have been that. You feel somehow grateful to this bit of unknown fortune as having another of this thing surely would have meant at least one of you dead in good circumstances.
Kezurkian CR 5
Schir (Book of Fiends 67)
CE Medium outsider (chaotic, demon, evil, extraplanar)
Init +2; Senses darkvision 60 ft., see invisibility; Listen +7, Spot +15
AC 19, touch 12, flat-footed 17 (+2 Dex, +7 natural)
hp 39 (6d8+12)
Fort +7, Ref +7, Will +3
DR 5/cold iron or good; Immune disease, electricity, poison; Resist acid 10, cold 10, fire 10; SR 14
Spd 60 ft.
Melee +1 halberd +11/+6 (1d10+5/×3 plus disease) and gore +4 (1d6+4)
Special Attacks charge 3d6+3, summon demons
Spell-Like Abilities (CL 6th)
At will—arcane lock, expeditious retreat, jump, protection from good, see invisibility, tongues
Str 17, Dex 14, Con 14, Int 8, Wis 6, Cha 6
Base Atk +6; Grp +9
Feats Power Attack, Run, Weapon Focus (halberd)
Skills Balance +11, Climb +12, Intimidate +7, Jump +44, Listen +7, Spot +15, Survival +7
Languages Abyssal; telepathy 100 ft., tongues
Gear +1 halberd
Charge (Ex) A schir that makes a charge attack with its gore deals 3d6+3 points of damage if it hits. A schir may move up to three times its speed as part of a charge.
Disease (Su) Schir are very filthy and disease ridden. Using this to their advantage, schirim continually lick the blades of their halberds, coating their weapons with disease-ridden spittle. A creature struck by a schir’s halberd must make a DC 18 Fortitude save to avoid contracting demon fever (incubation period 1 day, damage 1d6 Con; when damaged, the victim must make a second Fortitude save or 1 point of the Con damage is Con drain instead).
Summon Demons (Sp) Once per day a schir can attempt to summon 1d3 schirim with a 20% chance of success. This ability is the equivalent of a 2nd-level spell.