
Dungeon Master S |

"It doesn't matter to me. Actually I prefer it. If you use them, please return and tell me of your experiences. If I can't have your blood you might as well give me SOME data."

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Suspicious, Peter tries to understand if the majordomo is lying in his words, while he analyzes the exposed plants by himself.
Sense Motive: 1d20 + 1 ⇒ (1) + 1 = 2
Knowledge (nature): 1d20 + 6 ⇒ (9) + 6 = 15

Dungeon Master S |

Despite his skepticism, Peter doesn't detect any falsehood from the mandragora, and indeed his cursory exam of the plants on his own leads him to think it may very well be true.

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@Dungeon Master S: need to eat the two walnuts to make the effect, or these are two doses? The same with others? Two cherries, Two watermelons...

Dungeon Master S |

1 nut/mellon/cherry = 1 dose for a total of 2 does of those items.

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"Mr Majordomo seems right. We're gonna stay with these plants. Take this, Seiran", Peter throws one of the walnuts to the paladin, and stays with the other.
"And this too", the ranger gives him one of the watermelons, and stays with the other.
"I'll stay with a walnut, a watermelon and one of these cherries. Any opposition? No? Good", he tells to the others.
"If nobody want the other 'anabolic steroids', I can carry them", Peter suggests.

Dungeon Master S |

Nemrok confirms their effects based on their magical auras.

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Thank you Majodormo, for these informations. I'm also intrigued by the effect of these fruits on our metabolism and I will be more than happy to share what I learn with you.
Says Nemrok to the plant.
He turns to J. and adds As you can see adventure is not always far away and discovery could be done even in strange lands or places.
But knowledge is the key to now what is good of what is not.

Dungeon Master S |

J. nods slowly at Nemrok, earnestly taking in the half-orc's words of wisdom.

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Perception: 1d20 + 7 ⇒ (4) + 7 = 11
If find nothing there, Peter nods to Seiran, hinting for they proceed through the north door.

Dungeon Master S |

You find nothing else there.
The door to the north leads down a hallfway of some distance to another greenhouse. The door there reads “Plants of Eastern Garund: Please proceed with caution, as some are poisonous”.

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"This one comes with a warning."

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Renn shakes his hand, declining the offer of any of the items grown here.
"No, thanks. This outfit is brand new, and well, cherries are known to stain..."
He glances to J, wondering how much effort it would take to get her out...
She's eighteen! No -- she's twenty-eight!
Rather, how much effort it would take to get a cherry stain out of her uniform.
He gestures to the sign.
"Keep your eyes open. My experience, and well... sense of self preservation tells me that the mandragora won't be the last plant that wants our blood that we meet today."

Dungeon Master S |

No map yet. Once you go in, yes. Just waiting for someone to say they enter.

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Geeze you guys have been busy.
Helane turns her nose up at the corrupted fruits and nuts and draws her wand while she waits for one of their more armored companions to continue through the door.

Dungeon Master S |

Helane follows her martial friends through the door.
Unlike the dead and warped growth in most of the Arboretum, the plants growing in this greenhouse seem to be relatively young and healthy. Several raised beds of earth host strange looking plants with long, sinuous vines, and a small, gently flowing fountain with a red lion statue at its center sits near the middle of the chamber. Against the wall stands a worktable and chair covered in gardening tools.
A creature somewhere in the mess yells out, "Stay back! I know you're Quantium gardeners, and I'm not coming back!"
A strange plant-looking creature emerges.
This creature is a ghoran, a sentient plant creature. They are rare in the extreme and typically do not concern themselves with the lives of more common races.
She is not in her right mind. Something is affecting her.
Her suffering might be due to the corrupting rain within the Arboretum.

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"Greetings. We mean and no harm and I have no idea what are Quantium gardeners but I'm sure I'm not one. I'm Seiran Leogil and these are my companions. We are Pathfinders." Seiran rattles off in a bid to calm the creature.
Sense Motive 1d20 - 1 ⇒ (1) - 1 = 0
Diplomacy 1d20 + 7 ⇒ (19) + 7 = 26

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Knowledge (nature) DC 16: 1d20 + 6 ⇒ (3) + 6 = 9
Sense Motive: 1d20 + 1 ⇒ (16) + 1 = 17
Knowledge (nature) DC 15: 1d20 + 6 ⇒ (18) + 6 = 24
Peter was preparing to shoot his arrows at the 'lady plant', when he realizes that there is something wrong with her.
"Buddies, it seems like something is affecting her mind, possibly due to the corrupting rain within the Arboretum", he whispers to the Pathfinders.
"I don't want to shoot her", he lowers his bow, "deal with her, please", the ranger asks to the others.

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Sense Motive: 1d20 + 0 ⇒ (9) + 0 = 9
Know. Arcana: 1d20 + 7 ⇒ (4) + 7 = 11
My Lady, we are not here to harm you nor trying anything to make you go back to Qantium. We are only here to find some old secrets buried here.
As my friend Seiran says we are Pathfinder, seeker of Knowledge, not Gardener.
We hope that you let us safe passage as the guardian of this place and let us search for what we are looking for
Diplomacy (aid Seiran): 1d20 + 9 ⇒ (16) + 9 = 25

Dungeon Master S |

The paladin's words, coupled with Nemrok's back up are enough to get the creature to visibly relax. She lowers a head a bit out of what looks like exhaustion. "I'm so relieved. Welcome and enter. What are you doing here?"
The phantom of Grishan perks up. "It's here! I can tell. It's somethign to do with the lion statue!"

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"We are here to search for something and with your permission we'd like to find it here. Also could you tell us more about yourself and about these gardeners."

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Sense Motive: 1d20 ⇒ 15
K. Arcana: 1d20 + 9 ⇒ (11) + 9 = 20
"Yes, any information you can provide will help us. What kind of people are these harvesters that had you so frightened of us? "

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Letting his comrades discuss with the creature, Nemrok turns to J. and Grishan.
Time to find what we are looking for ! What about the statue ?
Nemrok began to search for any cavity hidden or not a child could have use as an hidding place.
Perception: 1d20 + 0 ⇒ (18) + 0 = 18

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Ignoring any interaction with the woman-plant, Peter goes at the statue and checks it with caution.
Perception: 1d20 + 7 ⇒ (6) + 7 = 13

Dungeon Master S |

"I escaped experimentation in Quantium, I was worried that my past caught up to me. I have tried to sew a new life here. It has been... difficult. There's something ...wrong here."
Meanwhile Peter, J, and Grishan check out the statue. Carefully tipping over the Red Lion statue on the fountain reveals that it is hollow. Inside is a small package wrapped in many layers of wax paper. Handout slides 4, 5, and 6.
This information could be quite damaging in the right hands, but also quite lucrative for anyone trying to sell it.
Grishan's eyes widen as he examines it. He struggles to believe what he reads, but recognizes his own faded handwriting. "I... I can't believe it.... I.... I need to talk to my family. Let us help J first, but.... I...." His voice trails off.
The ghoran interrupts quietly, "Please, do not tell anyone that I am here."

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Appraise DC15: 1d20 + 3 ⇒ (19) + 3 = 22
Looking at the documents, Nemrok eyes flash with interest. These documents are quite... precious in the right hands. I'm sure the Society or some informations broker I know could be very interested in it.
He turns to the creature.
Don't worry, we are known to be quite silent about case as yours my lady.
If you need anything, don't hesitate to ask the Society for help. After all, the Pathfinder Society has already plenty of strange and different agents in it.
Just look at the party here ! 2 half humans, one ghost working togother !
Quite impressive right ?
She says to J.
The Society is quite open about different races. The only thing to understand is the three words who define the Society : Explore, Cooperate and Report.

Dungeon Master S |

J looks at Nemrok, but her mind is elsewhere, "My family is in these notes? Grishan, why would your brother do this to you?"
Grishan doesn't seem to have a good answer, "I don't know, but I want to find out."

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Know Nature (bardic) DC15: 1d20 + 1 ⇒ (2) + 1 = 3
Sense Motive DC12: 1d20 + 1 ⇒ (3) + 1 = 4
Know Nature (bardic) DC15: 1d20 + 1 ⇒ (15) + 1 = 16
Appraise DC15: 1d20 + 4 ⇒ (9) + 4 = 13
Renn nods, confirming the details others are relating and examines the notes.
He taps the last entry. "Ah, missed the 't' in thought... I can't shake the thought."
Renn passes the information along.
"Grishan.. what's your brother's name?"

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Appraise: 1d20 + 8 ⇒ (5) + 8 = 13
"Ambition is the boon and bane of all noble houses, children." Helane looms at the notes briefly, committing their contents to memory, taking Nemroks word that the info is as valuable as he says.
"There seems to be much more going on here than we first thought, but you're right Grisham we should stay on task. Where to now?"

Dungeon Master S |

Grishan looks down, and never really looks up as he answers Renn's question, "Colson. His name is Colson Maldris."
J. speaks up, "I want to help Grishan, I do, but I need to exorcise my demons first before I'm in a place to help him. The Drownyard. It's right around the corner from the Arboretum Arcanis. Let's get this overwith."
The walk takes less than 5 minutes, and in that time both J and Grishan are both quiet. She opens the iron gate with the key and swings them wide with an ear-piercing grating noise.
The grounds of the old Tri-Towers Yard have been cleaned up in the last several years, and several old ruined school buildings that stood too close to the cliff’s edge were demolished. All of the gnarled old trees were removed and new flowering bushes and trees have been planted in their place. Despite these efforts, the few ruined classrooms that remain look sad and forgotten. Just inside the gate sits a small, locked storage shed marked with the Pathfinder’s Glyph of the Open Road.
J looks at the party expectantly, almost seeking encouragement to continue on.

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If I remember well, Venture-Captain Dreng tell us to look inside the storage for tools who could be of use.
Says Nemrok once in the Tri-Tower Yard.
He moves towards it smiling at J. and encouraging her to face her fears.

Dungeon Master S |

J looks up, confidence and courage returning slowly to her. J. falls silent and resolute as she steps on the grounds of her old school, as she has not been here since she was rescued seven years earlier. She asks you to remain quiet just for a moment while remembering the children and adults who died there. Finally, she turns and makes contact with each of you. "Thank you. You have no idea how heroic and important your mission was. It's far more than just me. Far more."
"I can sense something in that classroom yonder... I think it has something to teach me, something I need to learn. Let's get your supplies and then head there."
The trip to the shed is, quite literally, haunting. Images of children run by. Sometimes they even turn to look at you. One even touches Renn and whispers, "Tag, you're it." Songs and rhymes flit on the air.
You're not surprised to see a sign on the door. “Entry to above ground structure in the ‘Yard is strongly discouraged. It contains an dangerous supernatural force. Items in the yellow box are for emergencies only. -V-C Dreng”.
Opening the box reveals a strange pair of contraptions. Each consists of a glass vial held within stylized cold-iron casings etched with strange runes, necromantic designs, and other eldritch markings. Within the vials roll small wisps of white vapor, churning as if caught in a miniature vortex of air.
There are instructions within the box, explaining how to use it.
To capture a haunt’s energies within 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 within the haunt’s area of influence to use a haunt siphon. When you activate a haunt siphon, it deals 3d6 points of positive energy damage to a single haunt. If it deals enough damage to the haunt to reduce the haunt’s hit points to 0, 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 nonmagical. It may take multiple haunt siphons to destroy powerful haunts. A haunt siphon that neutralizes a haunt can no longer be used to harm haunts, but it can be used as a grenadelike splash weapon that deals 1d6 points of negative energy damage with a direct hit. Every creature within 5 feet of the point where the haunt siphon hits takes 1 point of negative energy damage from the splash.
J looks at everyone, "Shall we?"

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Ghostbustering just ramped another notch!
Renn shifts, working to hide the anxiety he feels.
"I.. uh, haunts hmmm?"
He twirls his wand again between his fingers like a dockside street performer.
"Well, I have this... it's not just for knitting up scratches, but can bust a haunt in a pinch. Probably best one of you takes the magic box."
Renn nods to the conjurers, wondering which is most likely to grab it.

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"May I suggest that the haunt siphons be handed to the members of this party with the quickest reactions? I would prefer that the device neutralizes any haunt BEFORE it gets to react. I believe that would be Helana and Peter. If you have any spells to boost your speed, I believe it would be appropriate to use it at this time."
"Alternatively, I could just send a conjured dog in there and let it take the brunt of the haunts affections. Do you think that would work? Is it worth a try?"

Dungeon Master S |

Once you guys pick two people, I'll advance.

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"May I suggest that the haunt siphons be handed to the members of this party with the quickest reactions? I would prefer that the device neutralizes any haunt BEFORE it gets to react. I believe that would be Helana and Peter. If you have any spells to boost your speed, I believe it would be appropriate to use it at this time."
"Ok, I'll stay with one of these", Peter nods to the dwarf.

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"Well, I don't know how quickly I can react, but if you gentleman don't feel up to task I can certainly do it." Helane grunts haughtily as she grabs one of the siphons and prepares for whatever comes next.
Casting Mage Armor from my wand

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Seiran considers a moment upon hearing the name of Grisham's brother.
Appraise 1d20 + 4 ⇒ (6) + 4 = 10
Knowledge (Nobility) 1d20 + 4 ⇒ (17) + 4 = 21
"These notes must be valuable judging by all of your expressions though what it contains seems like blackmail material to me. What's more that name of your brother seems very familar......I wonder if..."

Dungeon Master S |

Grishan looks at Seiran... but says nothing.
J turns and looks eager. Are we ready for this?
Will post after office hours.

Dungeon Master S |

With much anticipation and trepidation, you make your way to the source of J's pull...
It appears since your mission here, there has been some activity. There are memorials here and there, and like many such gestures, the size of the memorial relates to the wealth of the family.
Several children’s names are written next to small memorials with their portraits. The names include Badru Ahnkamen, Grishan Maldris, Cassiel Marlinchen, Stilonius Morilla, Anaretta Nimz, and Jaran Shamyyid.
The small classroom is all that remains of a once great school. School benches and chairs are scattered about in a haphazard fashion and a chalkboard hangs crooked from a single nail on the western wall. The sound of the ocean beating against the cliffs in the distance is the only thing that breaks the silence.
I'll give people a chance to catch up and check in. In addition to the Perception check above. Make an additional Perception check in the thread.

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Perception 1d20 - 1 ⇒ (11) - 1 = 10
2nd Perception 1d20 - 1 ⇒ (9) - 1 = 8 Nope. I'm captain Oblivious.

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You're welcome J. says Nemrok to the young women after the minute of silence.
Having nothing against the haunt, Nemrok stay outside de classroom.
I have nothing in my spellbook to help you against the haunt. I will stay out to not be a burden if something goes wrong.
Perception: 1d20 + 0 ⇒ (16) + 0 = 16
Noting the memorials dedicated to the past children, Nemrok decide to get make a quick prayer to their soul, hoping they go back to Pharasma soon.
Peception 2: 1d20 + 0 ⇒ (1) + 0 = 1

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Perception DC 12: 1d20 + 7 ⇒ (3) + 7 = 10
Perception #2: 1d20 + 7 ⇒ (20) + 7 = 27
"Deja vu", Peter whispers when he enters through those walls again.

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Perception: 1d20 + 5 ⇒ (13) + 5 = 18
Perception: 1d20 + 5 ⇒ (10) + 5 = 15
After straightening the chalkboard, Renn takes a few steps towards the memorials, examining them before finally stopping and allowing his hand to rest on the one emblazoned Maldris.
"J... you might want to see this one."

Dungeon Master S |

Helane and Silgil to check in, then we're good. :-)

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Does my knowledge (nobility) reveal any insight on Grisham's name?