|Paizo Pathfinder® Paizo Games|
|About Paizo Messageboards News Paizo Blog Help/FAQ|
Simeon, muttering darkly, puts away pen and parchment and follows the group.
You stand in front of the stone facing of the most notorious prison that Canterwall had 100 years ago. The building itself sits 'brooding' or 'lurking', if that is at all possible for something that is not alive, as if waiting for you to make your move.
You cautiously move up its stone steps and enter a once wide hall flanked by a pair of waiting rooms, but the foyer to Harrowstone now lies in ruins. With little left to hold up the ceiling, the wooden beams above sag dramatically. It is evident that the balcony above is unstable. The wall to the north contains a large pair of oaken doors.
You open the surprisingly sturdy heavy oaken doors and move into the next room.
Marching order? I'll throw up a map shortly
Parchment in hand, Simeon starts scrawling notes and copying arcane script working his way towards the water...
Its not a fast process, not at all.
Nighteyes is fairly vibrating with impatience but Simeon just flaps his hand at him as he focuses on the task at hand. Simeon continues at his writing while the rest of you follow him slowly and allows a view of the eastern side of the building.
The northern portion of this balcony has crumbled away into a pile of rubble amid the gently rippling waters of a dark pool of water. Ivy hangs down from the walls in thick matted lengths, while dense tangles of fines decorated with deep red and violet flowers adorn the balcony's edges above.
It would take a modicum of skill to climb the rubble and onto the balcony if one wished.
Simeon is pre-occupied at his task.
Lament 1d20 + 1 ⇒ (14) + 1 = 15
Lament thinks there is something 'strange' about the plant, something she heard once but she just cant shake the memory loose.
The name is that of Harrowstones last warden - commemorated at the Ravengro monument. The name and runes seem to have been part of a larger ritual that involved both abjuration and necromantic magic. You'd need very detailed notes to learn more... an exercise that require writing them all down and depending on how far the runes go? That would take a good deal of time.
Nighteyes has to push the gate open to allow his passage and step into the grounds.
1d20 + 0 ⇒ (19) + 0 = 19
Map up... x represents the party
There is an uncanny tingle that runs through his body but the feeling passes in an instant.
Nighteyes looks slowly around from his position on the path inside the gates.
Off to the left stands a rickety small brick manor house, overgrown with thick sheets of gray-green ivy. The roof sags ominously, and the front door hangs askew. Near to the gate and further along the wall are what looks to be guard towers accessible by stone steps along the inner wall. To the right stands some trees and then a body of murky stagnant water sits where part of the wall should be. This large pond of dark, muddy water spreads out along the eastern section of the prison grounds. Here and there, bits of ruined wall protrude from the water, and thick tangles of reeds and cattails grow along the muddy shores.
Ahead is a dirt and clay path strangely not overgrown, unlike much of the grounds here, except for a tree around 70 feet down the path, that grows out of the path near to what looks like the entrance to the prison.
A two-story stone building looms in the center of the prison grounds. Ivy and moss cling tenaciously to the walls, while above the wooden shingles of the roof are often missing entirely, exposing the wooden rafters of the upper structure. to the sky. Here and there, leering stone gargoyles perch on the eaves, once functioning as drainspouts and decorations but now seeming almost to serve a more ominous role of sentinels.
Many of these stone decorations have crumbled away and lie in ruined piles on the soggy ground below. Windows in the building’s facade are narrow and blocked by grills of rusty iron bars. Stone columns support a slumping wooden balcony over the building’s wooden front doors, both of which hang askew and reveal dark glimpses of chambers within.
In the drizzle of the early afternoon you ascend the hill to the bleak ruins that is Harrowstone Prison. Its stark, sagging roof of its central structure is visible through a large gap in the surrounding crumbling stone wall.
A sagging wood and metal gate set between a pair of stone guard towers once barred entrance into Harrowstone, but the gates now hang negligently open, creaking softly in what wind touches the ruined bars.
In the morning while Nighteyes prepares to sleep after a night of keeping watch Jaru and Simeon discuss the book that Simeon found so facinating after the reading of the will - 'Serving Your Hunger', or the holy text of Urgathoa. The cover composes of two thin rusted plates and the vellum sheets which comprise the bulk of the works is bound in place with tarnished silver wire.
The text details the basic tenants of Urgathoa’s faith and worship. There are copious notes and additions in this particular copy drawing comparisons of interests between Urgathoa and a group called the 'Whispering Way'. Both groups seem to have undead as followers and it seems that they may share certain goals. Amongst the blasphemous psalms can be found what you think is Clerical prayer magic as well as something that appears arcane but this will take much time and study to understand everything within the context of the work... and it would seem it is grim and dark reading indeed.
There no are specific links to the prison and the Pallid Princess but there are definete references to the undead and there is some relevance there - It wouldn't be out of place for her cults to stir something up. The notes, written in Professor Lorrimors strong script seem to indicate that Urgathoa and the Whispering Way have ties and that they work cooperatively from time to time.
Its early afternoon in Ravengro, and while shopping is on your minds funds are tight. Nighteyes in tow but with Vigilance at home, you move around the town looking in the shops and stop for a cleansing ale to deliberate and discuss recent events.
The townsfolk give you wide berth, but it is respectful rather than standoffish. There are a few halting and shy waves of greeting even, a marked difference from your arrival and first few days.
Turning for home Simeon sees a familiar group of faces - those children who live near Kendras, playing with their friends heedless of the rain... skipping rope and singing, taking turns singing the main line and then the others repeating it.
Here is their song and you could swear you can hear the drops of water splashing off roof tops into barrels and puddles form a musical accompaniment.
Put her body on the bed.
- Put her body on the bed.
Watch the blood come out the pipe.
- Put her body on the bed.
Drops of red so sparkly bright.
- Drops of red so sparkly bright.
With a hammer killed his wife.
- With a hammer killed his wife.
Tricksy father tells a lie.
- Tricksy father tells a lie.
I will need a day or so for your expedition into the Prison to prep as I have some work issues and family issues that said? Go for any voicing any other investigation theories or purchases you want... to cut a long story short? Your recent efforts have won you a 5% discount on purchases though for how long this good will holds is anyones guess
There is a knocking at the door... but for a refreshing change it is not a monster or a disaster. It is a letter, addressed to Father Toth, and a box.
Last night has convinced me that I may have either been delinquent or hasty in my investigation years ago, and for that I will need to answer to Pharasma. I will do that which I can to help - though I cannot be there in person, accept that I am there in spirit and that my prayers are with you.
Father Vauran Grimburrow.
P.S - I have other resources but these are of an expensive nature and not available without grave need. See me if you feel you are out of your depth. V.G.
Within the box is a scroll. A level 4 scroll of the Spell 'Bless' and five glass blown bottles containing, as indicated by the markings on the seals, holy water.
Now is the time to throw out theories etc and state preparations... no need to RP the purchases per se though you can include the goodwill extended by Luthko or Marta Avanaki, the owners of the General store, or the other merchants you have met and engaged with
Forgive this being late - had it typed but did not hit enter
Kendra is at home. She did not attend the meeting - emotional at what the town may say about her Father but she did help with the bucket brigade when the screams and shouts let her know the town was in trouble. Jorminda, of course, was already out of the building.
She makes you all a herbal tea with a splash of schnapps for those who want it when you arrive home and suggests you all get a good nights sleep.
For everyone who isn't wrapped in blankets in the cold watching a monument its a restless night.
You see a raging fire but this time not in the wooden town hall but in a stone corridor and a stone dungeon, people screaming, shouting and choking in complete chaos. You a sense of dread of inescapable dread and impending death as you see people trampled by a mob of poorly dressed people, their cries blending in with the noise.
The vision fades away and you are left with a fitful sleep that you awake from at dawn... when Nighteyes comes back to the house to sit warming himself in front of the fire.
No problems there
1d3 ⇒ 3
The night is foggy, a consequence of the warmer weather of the day and while visibility is poor Nighteyes can still keep watch.
None come to disturb him or the monument... that said this routine is taking its toll and he doesn't think he can manage another night of this without a risk of it impacting on his level of fatigue.
Survival 1d20 + 5 ⇒ (10) + 5 = 15
Nighteyes figures that the fog will hold into the next day as well - much more he can't predict.
Nighteyes got about 5-6 hrs sleep in the morning - Dawn to lunch time but being outside all night, then fighting both afternoon and evening (and fireman duties) and then another all night vigil - its tiring. You can try to keep this up but I think Fort saves vs fatigue would be in order
The last of the townsfolk leave the burning building... including Gibbs who seems confused as to whether to be angry, hurt or grateful.
Simeon and Elidal make some progress with the unconscious councilman and a bucket brigade begins sluicing water in and around the entrance giving you needed time to get out.
In time and with your assistance and that of other townspeople such as the clergy who didn't attend the town meeting, the impromptu bucket brigade manages to get the fire under control and then out but the building is a smoking ruin that is gutted in places. It would take a great deal of work rebuilding it to get it back to a usable status and its borderline at this point whether or not it may be better to demolish it and start from scratch.
One thing is certain - whatever documents the town hall held on the prison are destroyed or in such a state that getting anything of what remains would take enormous time and effort... assuming that records from that era are not all burned to ashes.
An impromptu meeting is held after the fire - everyone saw the screeching flaming skulls and everyone acknowledges the eldritch nature of the spread of the flames. Its incontrovertible that something needs to be done and that you are the people to do it.
The town council offers you 500 gold coins apiece to end the threat that is posed to Ravensgro and gives you leave to enter The Harrowstone Prison. Gibbs is notable for his lack of protest to all this though he looks worried and angry all at once. He is not the only one who looks that way either. While it is evident the town supports you in a way they never seem to have earlier, anxiety and confusion is wide spread.
Father Grimburrow advises that a funeral for Deputy Leromar and for Isaacus Sharosh, the farmer who died in the fire will be three days from now, on Star Day, at an hour before noon. Sheriff Caeller and his deputies recover the charred remains of their deputy and they look totally demoralised with the loss of Leromar.
The town starts to break away to their various lodgings and to the Inns while others stay to watch the smoldering remains for any flare ups and you are left to your own devices. It has been a very very full day.
A few more people get out at Jarus urging.
Sheriff Caeller tries to get to his deputy but is blocked by the flow of people... Deputy Leromar falls to the ground, flames engulfing him.
Gibbs turns back and makes an effort to beat out the flames on the lawman but the flames are too fierce.
CMB DC12 1d20 + 5 ⇒ (1) + 5 = 6
The scribe makes it out and the last of the people crowd around the door to get out.
Its well and truly time for you to leave as the smoke grows thick and the flames become fierce.
You can hear the people shouting and organising outside.
End of Round 4.
Gibbs is engulfed but burning he is still well and truly alive and roaring.
Simeon is caught in the spreading flames.
Reflex 1d20 + 1 ⇒ (20) + 1 = 21 or 1d6 ⇒ 5 Damage
But manages to shield himself from the worst of the heat and beat out the flames that flicker to live on his robes.
Jaru's blessing washes over the fallen in a cool wave, bring them back to conciousness, their burned skin flaking away and replaced by healthy tissue and then skin.
They stand panicked and ready to leave, fighting free of those who were carrying them, ready to run on their own.
Simeon beats back some of the flames. Zokar closes and tries to help.
CMB DC12 1d20 + 1 ⇒ (10) + 1 = 11 unsuccessfully.
Gibbs and his companion hussle for the door, as does Sarianna and Hearthmount, with the scribe in hot pursuit. Muricar tries fighting a fire instead of heading out.
CMB DC12 1d20 + 2 ⇒ (5) + 2 = 7
He is even more unsuccessful than Zokar.
Sheriff Caeller and his deputy race back in and are fighting flames. Both are successful.
Sheriff CMB DC12 1d20 + 3 ⇒ (19) + 3 = 22
The rest of the farmers and townspeople try to make their way out.
End of Round 3
Nice work - thats 6 more influenced. I'll have those move on your initiative for the full 6 movement working from those closest to you
Vigilance pulls his person out. Nighteyes gets his closer to the doors.
Hearthmount and Muricar and the scribe move to get out. Sarianna Vai and Councilwoman Mitra pull people clear of the flames. Gibbs goes to one of his friends aid.
Deputy Leromar and Sheriff Caeller get their people out.
The crowd surge again. Its a crush many get out but a sizable amount still remain.
End Round 2