
DM-Salsa |

Knowledge Religion will probably help with IDing most of the threats you're likely to encounter if it is haunted. Knowledge Local or Diplomacy to gather information would be the best way to find out if the stories about it being haunted are hogwash.

DM-Salsa |

If the place is haunted, you can expect to find supernatural phenomena and possibly some undead of the corporeal and incorporeal varieties. Only magic weapons have a chance of harming incorporeal undead. It would also be a good idea to stock up on holy water too.

Asuriel Arktaros |

Asuriel looks up as she thinks on what she recalls about haunts and the such. She offers up, "Before we depart on this journey I think we should properly outfit ourselves. It's not that I don't think Sarenrae's warmth will reach us in such a place, but if we truly are to find supernatural phenomenon and undead we will need weapons that have been magically enchanted. Though I've never experienced it myself, I've been told that the incorporeal creatures cannot be harmed by the traditional gear we are carrying today."
Looking to Noro she smirks, "I don't suppose your fists are magical Noro, are they?"

Horatio A Aldebrandt |

Knowledge (religion): 1d20 + 9 ⇒ (10) + 9 = 19
Diplomacy (gather information about Foxglove Manor): 1d20 + 13 ⇒ (8) + 13 = 21
Those are surpsingly mediocre.
"Magic weapons and holy water?" Horatio confirms, nodding slowly. "Good ideas. We should stock up on such and meet at the Rusty Dragon. I'll try to ferret out anything else we may be missing."
I'll gather information in the usual spots: Rusty Dragon, White Deer, Hagfish, the market if it's busy, maybe ask Brodert and Hemlock for anything useful.

DM-Salsa |

You learn that Foxglove Manor, commonly known as the Misgivings, has a foul reputation. The place is indeed haunted. A plague killed the original Lord Foxglove that lived there, along with his family and servants. That was over eighty years ago. Less than twenty years ago, the servants' quarters burned to the ground and both of Aldern's parents committed suicide. Aldern's father slit his throat. His mother leapt from a window in the top most story as she burned to die upon the rocks below. Aldern has tried to restore the estate, but no one will work on the place, and there's been persistent rumors of something evil lurking there. When you add in the rumors about his constant money troubles, then it's little wonder that the manor is not in a much better state than it was before he started.
Can everyone tell me what they are getting before we move on to the manor proper?

Noro Kas |

Noro looks at her fists, then to Asuriel, depends on who's at the other end. Some have called them magical.
she thinks a moment, but magical in the magical sense, then no

Horatio A Aldebrandt |

"Between the plague fourscore years ago, the more recent tragedy of the fire, and a lack of money for renovations, it's a wonder the Misgivings is still standing," Horatio sighs as he finishes telling the others what he's learned. He straps his enchanted rapier to his belt, tucks four newly-purchased flasks of holy water into his pack, and gets his violin case. "It'll have to do," he mutters to himself, looking over the others. "We'd best go sooner rather than later."
-Posted with Wayfinder

Olivius_Telraven |

Olivius nods and leads the way. He's eager to get all this cloak and dagger crap done. Better a for that stands up to your fave than one that skulks in the shadows.