
Brevon Sabor |

"I suppose you are correct, Mme De Leon. Afterall, I have seen the residents of Utsalav eat far worse."
And don't worry, if I have the fortune to get close to someone I make sure I brush my teeth before...
Brevon's face burns hotter than the sun at Lucetta's suggestion.
He considers the cache of weaponry against undead. "Heavens," he gasps, "If this is any indication, we face an entire host of dark horrors. I fear I'm not much worth with a bow and arrow. Perhaps I can look after those items more magical in nature--the potions and scrolls look right up my alley. Though, it would be wise for each of us to carry at least one curative potion."
He examines the darkwood case, a look of puzzlement shadowing his fair features as he waves his hand over them. Casting detect magic.
Spellcraft: 1d20 + 4 ⇒ (16) + 4 = 20
K(history): 1d20 + 4 ⇒ (10) + 4 = 14
K(religion): 1d20 + 4 ⇒ (14) + 4 = 18
K(nobility): 1d20 + 4 ⇒ (8) + 4 = 12

Kavakii_Zhen |

"Brevon is wise. At least everyone should carry a healing potion at all times, if we are going to be stirring up more trouble as we pursue the professor's investigation." Kavakii starts to gather up whatever treasure is not requested by the others. "I might make a suggestion that if we are to be basing ourselves out of the professor's home, we start a stockpile of any valuables we acquire. From there all of us should be free to equip ourselves as needed throughout this endeavor." Kavakii looks around at the others, "Are we through here? I would agree with Lucetta. Our next stop should be back at the house."

DM Mathpro |
The vials in the darkwood case radiate with magic when you cast detect magic Breven and you are able to identify them as Haunt Siphons.
These glass vials are held within stylized cold-iron casings etched with strange runes, necromantic designs, or other eldrich markings. Within the vial roils a small wisp of white vapor, churning as if caught in a miniature vortex of air. To capture a haunt's energies with in a haunt siphon, you need only twist the metal casing to open the vial in the same round that the haunt manifests(a standard action)-this can be before or after the haunt has acted. You must be with in the haunt's area of influence to use a haunt siphon. When you activate a haunt siphon, it deals 3d6 points of postive energy damage to a single haunt. If it deals enough damage to the haunt to reduce the haunt's hit points to zero, the mist inside the haunt siphon glows green-if it does not reduce the haunt to 0 hit points, the haunt siphon is still expended and becomes non magical. It may take multiple haunt siphons to destroy powerful haunts. A haunt that is neutralized by a haunt siphon takes a -5 penalty on its caster level check to manifest again after its reset time passes. A haunt siphon that neutralizes a haunt can no longer be used to harm haunts, but it can be used as a grenade like splash weapon that deals 1d6 points of negative energy damage with a direct hit. Every creature with in 5 feet of the point where the haunt siphon hits takes 1 point of negative energy damage from the splash.

Lucetta De Leon |

If you want to examine it in detail, we need to do so at a secure location, not somewhere we shouldn't be and could be discovered at any time!
Lucetta urges
That's advice from a professional you know...
She glances around to ensure the group isn't being observed.
We should also decide what to do next, useful though this gear is, we still need to know where and how to use it. Perhaps we should retrace the professor's steps as best we can?

Brevon Sabor |

"Yes, with haste!"
Outside the crypt, Brevon attempts to mimic Lucetta's cool demeanor. "And the lifelike proportions of the carvings denote an artistic perspective that was quite advanced for its time!"
(later in private. Assuming no trouble is encountered before returning to the house...)
"These are haunt siphons!" Brevon whispers urgently. "They're used to absorb the foul energy of haunted areas, focusing that energy and transforming the siphons into bomb-like weapons. All of this suggests that the Harrowstone is indeed filled with restless undead. Angry, vicious undead. Are we sure we want to do this??"

Kavakii_Zhen |

"A priest so skittish at combating the unholy... strange life choice."
"As I mentioned before, we should choose a safe place to stockpile our rewards." Kavakii stares confusingly at the vials. "Since it appears we are likely to face such threats, it would appear either the gods or the professor are watching over us... to bestow such trinkets to us." Kavakii turns his attention from the vials to the rest of the group, "What does this all mean? And what our next course of action?"

Lucetta De Leon |

Well much time has passed, but I feel it might be good if we determine the location of the professor's demise, perhaps there are further clues as to what happened to him.
Lucetta's finger taps on her lips as she thinks.
Presuming the death was as stated, there still might have been others present to facilitate it. So... we can head out to town today and do some more research, and I've a mind tonight to go visit the death site. What do you all think?

Brevon Sabor |

Brevon sighs, looking down at his hands. He had not really taken all this talk of necromancy seriously. What were the odds that a reputable professor would be tied up with the likes of black magic. And near his own home, of all places. Brevon reconsiders his original plan to leave Ravengro at once, probably never to return.
And do...what?
And that's just it. He cannot return to his existence before. That is...not an option. Yet neither does he have anywhere else to go, anyone to turn to. As far as a "plan," this was the best he had for the moment. And he'd come this far, hadn't he?
Just one more day, he tells himself. One more day with the light and the living. What can it hurt?
He smiles warmly at the others. "What a wonderful idea."

Lucetta De Leon |

Well we researched the Professor's activities and rumors of the Cult, as well as the prison. So how about we take a look at the townfolk themselves and see if we can find out more about them? Some of them *have* to be cultists!
Maybe we can find out more about the history of the town, who founded it or who seems to pull the strings. Lucetta would go looking for any ne'er-do-wells to hook in to whatever criminal community is present, Brevon could talk to any religious figures and the two 'honest warriors', Kavakii and Gadoongo could talk to the normal folk of the area.
Lucetta's knowledge (local) check to discover info on the local populace etc: 1d20 + 6 ⇒ (1) + 6 = 7
Oh bother >.<

Gadoongo Heineous |

Agreed... As for my Diplomacy for gathering information from the normal folk... I'm laughing before rolling it. Let's see what the dice gods tell us.
Diplomacy: 1d20 - 1 ⇒ (1) - 1 = 0
At least I'm good with pigs and boars... Ok, not good, but better than with people :$

DM Mathpro |
You guys head out and try to find more information about the town, its people, and any suspected criminals within. You have very little luck but get little new information. You reconfirm that Ravengro was founded as a settlement to house the prison workers of Harrowstone. At the time of its burning there were 5 notorious criminals housed there awaiting the death penalty as well as about 30 other minor criminals jailed there. Ravengro didn't even have a jail until about 5 years after the prison burned down and there is very little crime in the town itself. Theft seems to be the most common but only occurs about six or seven times a year and the perpetrator is usually run out of town as they are usually almost always outsiders. Hence the xenophobic nature of its people. It was that xenophoia that prevented you from getting more information as you guys aren't quite trusted enough to be given information but most of the populus.
While you were out fact finding you ran into Kendra and she ended up escorting you home and making you dinner. She asks if you've had any luck with what your working on during dinner but details are kept close to the vest so to speak. She asks someone to do the dishes so she can retire to do some reading before bed.
You wait a couple hours for her and the rest of the town to be asleep before you head out.

Lucetta De Leon |

Lucetta is surprised to find an almost complete lack of criminal element in the town, although on second thought as she considers the close-knit community, perhaps it isn't so odd at all. As the group meets back at the house and has dinner, she smiles at Kendra.
Thank you for your hospitality Kendra, we're but finding out more about this town you and your father called home, each of us has different interests and we're trying to find some common ground you see.
she smiles and escorts the young lady to bed before returning to the drawing room and pouring a brandy.
Very good gentlemen, and let us not fear, tonight we seek to find out the truth of what happened to the professor, have faith and courage in your hearts...
She downs the whisky in a single gulp and gestures upstairs before whispering
It takes the average young lady some fifteen minutes to fall asleep, in our case her grief will work against us and it will likely be half an hour or so before she greets the sandman. Let us meet out front in thirty minutes then, prepared to meet whatever we find at the old prison.
Excellent idea in keeping a holy water and a potion of CLW on each person, happy with the rest beign kept by Brevon if no-one else wants to claim anything. Lucetta doesn't like bows so looks like those arrows might have to sit unused for a while!

Gadoongo Heineous |

The skinwalker agrees, silently, and packs his equipment. He picks a potion, like the others, and adjusts it on a pocket of his backpack, wondering if even at his end, the professor would imagine this kind of adventure raising. After thirty minutes he's outside the house, waiting for the others.

Brevon Sabor |

Brevon stumbles down the steps, stubbing his toe on the floorboard. He hobbles outside, through the porch, and meets Gadoongo on the lawn.
"The night has long been the enemy of man, its haunts and perils inimical to good fortune. Luckily, we are not alone in this exploration, hmm? Sarenrae watches over us."
He produces his wooden ankh. It begins to glow, casting his features in ghostly relief. "After all, we wouldn't want to lose our way."
Casting light on ankh.