
Terrance Foehammer |

Terrance looks a little confused.
You have had time to look it over haven't you?
Completely oblivious to her embarassment

Ingrid Van der Geist |

"Yes we did. There was another brief possession episode but no harm done." Inrgid responds in a matter of fact manner.

Terrance Foehammer |

Ah, that is good that no one got hurt. We have to figure that out so that it doesn't possess those whom try it.

Ingrid Van der Geist |

"I've been thinking about it, but I've got nothing so far." Ingrid admits as they walk to the temple.
Knowledge Religion: 1d20 + 6 ⇒ (2) + 6 = 8

Ioann Vilescu |

Just the necklace.
Before they leave, the man makes sure he takes the holy symbols from father charlatan, making sure the others do no touch them. 'Could get them curse, can't allow that... huh! its not like I could be more cursed he thinks to himself as they leave the house.
On their way to the church of Pharasma he mostly keeps silent, only parting his lips to grunt some kind of salute to Terrance once the group meets with him.

Terrance Foehammer |

Well, let us not wait here any longer, shall we go in and see what the father has to say.
Terrance heads up the stairs and opens the door to allow the others to enter.
Get your peanuts. . peanuts only 1 silver a bag. :)

DM Twilight |

You are greeted at the door by two of the acolytes. Recognizing your party, and knowing what it means, one of them leaves right away to fetch Father Grimburrow. The other says, "Welcome, the Father will be right with you."
Looking around, you see that the church has a few parishioners today. Father Grimburrow is across the large room speaking to another man with a smile on his face. The acolyte approaches, stopping a few feet away from Grimburrow with his hands folded in front of him waiting quietly. After a moment, Father Grimburrow holds out a hand towards the boy inviting him to come closer and speak his business.
After a few seconds of talking with the boy, Father Grimburrow looks up and towards the group. He smiles before turning back to the other man to excuse himself. A moment later he has joined you, "Welcome back, please, come with me and we'll take a look at what you've brought." He holds a hand out towards his office.

Ravel Sigrún |

Ravel shakes her head smiling as Ioann makes his way about in the usual fashion. She takes note of the religious expressions of the temple as they make their way to the office. "Thank you again for seeing us, Father. Your time and input is appreciated."

Ingrid Van der Geist |

As they enter the office, Ingrid gives the old man a hug before taking a seat.

DM Twilight |

"Well of course, my dear, it is I who should be thanking all of you. You're taking on a task that has been plaguing me for some time but I've been unable to get any help with," he says to Ravel while watching Ioann's anti-social behavior with the eyes of a sage.
Father Grimburrow returns Ingrid's embrace with a smile and a hearty pat on the back, "Come in, come in all of you. Close that door there, would you? We don't want to frighten anyone else in the temple, now do we? OK, yes, let's see what we have here," Grimburrow says as he shuffles over to the table.
He mutters to himself for a bit, before picking up a quill off his desk to use as a probing tool. He pokes the set of holy symbols trying to separate the individual symbols, confirming to himself that they are bound together and will not separate. He uses the quill to turn the conglomerate over looking at each side as he mutters to himself. He pokes and pries at the chains that are likewise knotted together.
After a few minutes of what seems like nonsense to you, you are afraid that the old man is going to tell you that he hasn't a clue. You are relieved when he finally looks back up at you and says, "Well, this one is a bit tricky, but it's certainly not the most gruesome cursed item I've seen over the years. If one of you were to carry this, preferably displayed somehow, while in that prison it will offer you some level of protection against the spirits and haunts you've been dealing with. It won't protect you completely, mind you, but it will help and it will only help whoever it is with. However, if you attempt to call upon the aid of a god or goddess there is a higher likelihood that your request will fall on deaf ears. If someone were to use divine power against you, it would do harm you easier than normal."
While carried, this collection of holy symbols causes any
divine spell cast by the one who carries it to suffer a 10%
spell failure chance, as if she were casting arcane spells
while wearing armor. In addition, the carrier of these
symbols takes a –1 penalty on all saving throws against
divine spells. Perhaps more importantly, however, all
haunts in Harrowstone are less likely to harm the person
carrying these symbols, as a significant portion of Father
Charlatan’s trickery infuses them—they grant a +2 luck
bonus to the carrier’s AC and on all saving throws made
against attacks or effects from haunts in Harrowstone.

Terrance Foehammer |

Looking around at the others.
As a thought experiment, Father, if the charlatan were a spirit, would these help us put him to rest permanently ?

Ingrid Van der Geist |

"Hmm so it provides some degree of defense from haunts but somehow taints the flow of divine power......good thought Terrance." Ingrid says frowning thoughtfully.

DM Twilight |

Father Grimburrow shakes his head slowly, "I can't say that I see any particular way that this cursed object would work against him any better than it would any of the other spirits. That being said, ghosts often react strongly towards the presence of something or someone strongly connected to their former lives."
After a moments pause he looks around a little confused, "Which item is next? Mr Oiglus here said you found several things for me to look at."

Terrance Foehammer |

Father, we did not choose to bring more than the one item at a time, in case they decided to do things together.
Consider it an abundance of caution.

Terrance Foehammer |

Well father, they were separated by a couple of feet each in harrowstone when we found them. As for the precautions, I will leave that up to the others, as I am not totally sure myself.

Ioann Vilescu |

Ioann, staying in the darkest corner of the room, listens to what goes on without a sound.
So... not really cursed. Well, only for Terrance and Uklod...
Out of the blue, he gives his opinion:
"Ravel. 'Should wear it next time you use the board..."would that work?
While the others start talking about where the items are and whether they are spaced appropriately, Ioann goes back to being silent. It seems to take him a moment to really realized what's going on and that he his the only one who can answer that. Again, out of the blue, he joins the conversation:
"They're all together, touching each other but surrounded by lots of dirt and stone... should be safe."

DM Twilight |
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No, it would not work fyi.
Father Grimburrow blinks a few times and shakes his head slightly in bemusement. "I don't... Why would..." His stammering stops with a sigh and a shake of his head, "Well, OK, then. If that's what you all think is best. You can bring me the items another time if you would like, I've usually got free time."

Ingrid Van der Geist |

"If I'm going by your expression ir will probably be safer for everyone involved for us to bring them all here and study them one at a time. We'll take care of that as soon as possible." Ingrid says tersely.

Ravel Sigrún |

Ravel pales a bit, "I am willing to try that, Ioann, but gods help me if I take on the mannerisms of some lecherous false holy man..." She shudders. "Father, have you any advice for contacting the spirit world? I am afraid I have not had much luck thus far."

Terrance Foehammer |

Terrance listens to the fathers response to Ravel.

DM Twilight |

Father Grimburrow smiles at Ingrid, with all the look of a proud father. He nods and says, "That might be the wisest."
Grimburrow thinks for a moment, "Some spirits, if they are intelligent enough and there is enough consciousness left to them can be encouraged to communicate with simple a simple code through rapping noises. It isn't the most efficient and you will only be able to get the most rudimentary information but it works. The spirit planchette we found in that crypt is probably your best bet, though. What problems are you having with it, dear?"

Ioann Vilescu |

Ioann snorts in amusement at Ravel's comment. About to make some rude comment, he is interrupted by Grimburrow's answer to Ravel. He listens until the man his done.
"Now we know. If we hear rapping noises, spirits are planning to ambush us. Ha!" Ioann exclaims, slightly throwing his head backwards.
Then, all of a sudden, he makes his way toward the door, only stopping a moment before leaving the office to state his intent:
"Apparently, I need to dig some more today. I'll be back soon."
Without any more manners, he leaves the temple to go and get the other cursed items.

Ravel Sigrún |

Ravel visibly relaxes once Ioann exits the room. "Twice now when I have reached out to the Beyond, I have been... not myself momentarily. The first time I practiced with the board I lashed out at dear Ake, and earlier... some of my desires were made manifest through the spirit of another..."

DM Twilight |
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Father Grimburrow nods his head, "I see. I have something that might help with that. Give me a moment," He says as he starts to dig around in various drawers and crates that are stacked up in his dusty office. "Hold this for a moment, dear," He says as he hands a box to Ingrid that is covered in symbols associated with Pharasma. Ingrid can feel the divine power of the box the second it touches her finger tips. "Where is it?" He mumbles to himself, looking to Uklod, "Move this for me for a moment, would you, lad?" After a bit more digging around he exclaims, "Aha! I knew I still had it around here somewhere."
He lays a dark piece of cloth to one side out of sight for a moment before having Uklod replace the crate and taking the box back from Ingrid. Once he's tucked the box back away where he wants it he picks up the dark piece of cloth again and shakes it out. The dim light catches on something sewn into fabric of the cloak making it sparkle like stars against in the night sky. "This will help to steel your mind and soul against the spirits as they try to confuse you and take over your mind. Mind, it's only a loan, I'll have to have it back because it doesn't belong to me properly but to the church."
Father Grimburrow has loaned the group a cloak of resistance +2.

Uklod Oiglus |
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Uklod raised his eyebrows at such a thoughtfull...and expensive... gift and showed his appreciation with a brief nod to the Priest.
He wished the group had elected to bring all of the items with them. If only so they weren't left unprotected at Lady Kendra's house... at least Ioann was willing to retrieve them... Uklod wondered if the man just enjoyed the menial labor that came with digging...and lets not forget door breaking....

Ravel Sigrún |

"We shall be certain to keep this gift in exquisite condition. Thank you, Father. And our thanks to the church as well. I hope it helps." Ravel smiles as she makes a mental note to keep the trick that mended Ioann's clothes fresh in her mind as long as they borrow the cloak.

Ingrid Van der Geist |

Smiling at Father Grimburrow, Ingrid gives Ravel's shoulder an encouraging squeeze.

Terrance Foehammer |

A little taken aback Terrance mutters we are honoured in your trust of us.

DM Twilight |

Ioann, only a few minutes have passed in game since Ioann left. If you wish to write about anything that you are doing you may, or we can simply assume you went and dug up the items and brought them back. Either or is fine with me. I'm estimating that it should take you about 40 minutes or so to get back to the Lorrimor estate, do your digging, and then get back to the temple.
The question really is, does the group intend to wait for Ioann to return or are they going somewhere else? If they're waiting, is there anything else that needs to be said or done while you wait?
Yes, Kendra is at the temple with the group.
Father Grimburrow waves off the expressions of gratitude, "Just be sure to keep it safe."

DM Twilight |
2 people marked this as a favorite. |

Alrighty then. I guess they waited and since no one answered, I assume that you all have your thumbs up your bums :D
Ioann comes back some time later, dirt smudged across his face carrying a sack of items. The acolyte announces his presence to Father Grimburrow and the others in the room mere seconds before Ioann brushes past the boy.

Terrance Foehammer |

i knew i forgot something when i got home from work.

Terrance Foehammer |

Shaking his quietly at Ioanns antics, Terrance leans forward to hear what Father Grimburrow has to say about the other implements

DM Twilight |

Father Grimburrow uses the edge of his robes to spread the items out on the desk. He looks over the items one by one, mumbling to himself as he turns each object this way and that. Poking, prodding, and praying. He finally nods his head and starts to speak aloud.
"This one here belonged to The Lopper," he says indicating the bloodstained handaxe. "It'll hurt his spirit and anything connected to him worse than any other spirits. However, if any of you wield this axe in battle, you won't be able to relinquish the axe again until the curse is removed and it'll eat away at you little by little."
"This was The Splatterman's," He looks up and around at the group. "None of you have looked through the book yet, have ya?" He says in regards to the moldy spellbook. "Anyone who looks through it will start to see things meant to build up the fear in them. If a worker of arcane magic looks through it, well, it'll affect them the worst - make them be afraid to use their magic even to save their friends after awhile - unless they are strong enough to fight the fear. I don't think he'll attack whoever is holding the book though, unless they attack him first. Causing damage to the book when you're near his ghost will damage him too."
"This hear was the Mosswater Marauder's," he says of the smith's hammer. "Having it near the Marauder will make it more difficult for the Marauder to attack, but whoever's holding it might be overcome with the urge to attack other's with it, even their closest friends."
"And of course the flute belonged to The Piper of Illmarsh. Playing the will in the area of the Piper's influence will damage him, and also any of the haunts that are connected to him. However, once you start playing the flute, I mean even just one note, it's gonna try to take a hold of you and if it does, you won't be able to stop. You'll bleed and be in agony, but still unable to stop unless the curse is lifted or someone physically removes the flute from you."
This weapon deals +1d6 points of damage on a hit against
f laming skulls and other beheaded (see page 82), as well as
against the Lopper or any creatures directly associated with
his hauntings. Against the Lopper, this weapon further
functions as a +1 ghost touch handaxe. Once successfully
wielded in combat, the handaxe’s curse manifests, after
which point the wielder cannot relinquish the axe unless the
curse is removed—as long as the curse persists, the axe’s
wielder must make a DC 13 Will save every day at dawn
to avoid taking 1 point of Constitution damage as terrific
pains lance through her neck.Anyone who looks through the book finds her
name scribbled in blood on the margins of the book.
Worse, as long as the book is carried, that person receives
periodic visions of her name partially spelled in blood in
unexpected areas—on the back of a door, on a gravestone,
on a magical scroll, or anywhere else. No one else can see
these scribblings, and when the victim blinks or glances
away, the words are no longer there upon a second look.
The cumulative effect of these frightening visions is to
impart a –2 penalty on all saving throws against fearbased
effects. If the person carrying the book can cast
arcane spells, she also develops a fear of losing her ability
to cast spells and hoards her prepared spells or available
spell slots with an almost miserly greed. Whenever she
attempts to cast an arcane spell, she must make a DC
14 Will save to resist deciding at the last minute to not
cast the spell, effectively losing that action for the round
(although not the spell or spell slot). This effect persists
for 1d6 days after the person carrying the book sets it
down. Possession of this spellbook grants a significant
advantage over the Splatter Man—he can sense the book’s
proximity, and will not attack or otherwise directly harm
the person carrying that book unless that person attacks
him first, at which point he can attack the book’s carrier
but with a –2 penalty on all attack rolls and a –2 penalty
to the save DCs of any spells he casts on that target. In
addition, by ripping pages that contain spells out of the
book while within 30 feet of the Splatter Man’s ghost,
the book’s carrier can actually damage the ghost. It’s a
standard action to rip pages from the book—the carrier
must pick which pages (and thus which spells) he wishes
to destroy. Each time he does so, the Splatter Man’s ghost
takes 1d6 points of damage + 1 additional point per spell
destroyed. Ripping all of the pages out at once is possible
for a larger overall damage bonus on that action, but
ripping spells out one at a time will do more damage to
the Splatter Man in the long run. As mentioned above,
mold has destroyed most of the book’s contents, but nine
spells do remain viable: comprehend languages, dispel magic,
false life, gust of wind, illusory script, levitate, mage armor,
magic missile, and summon monster IV.If used in battle,
the hammer functions as a masterwork light hammer.
The hammer’s presence is enough to cause the spirit of the
Mosswater Marauder to suffer powerful pangs of shame,
guilt, and horror—as long as the hammer is within 20
feet of the Mosswater Marauder’s haunt, all save DCs
from that haunt are reduced by 2, and any ectoplasmic
manifestations of the Mosswater Marauder’s spirit
takes a –2 penalty on all attack rolls, saving throws, skill
checks, and weapon damage. Unfortunately, each round
a haunt is so affected, the person carrying this hammer
must make a DC 13 Will save to resist the compulsion to
attack the nearest living creature with the hammer.If someone plays even a single note on the f lute,
she must make a DC 13 Will save to be seized with a fit of
performance and immediately begin playing an impressive
but dolorous dirge on the f lute. Every round she plays the
f lute, she must make a DC 13 Fortitude save to avoid taking
1d4 points of damage as blood begins running from her
eyes and ears and fingertips. If she makes the save, she
takes only 1 point of damage. She cannot voluntarily cease
playing the f lute, but if reduced to negative hit points,
she drops the f lute as she slumps into unconsciousness.
Another character can attempt to snatch the f lute away
by making a successful combat maneuver to effectively
disarm the character of the f lute—alternatively, any
physical restraint (such as a successful grapple or a hold
person spell) causes the f lutist to cease playing and emerge
from her fugue. The music created by this f lute affects
the giant stirge at area R8 and the skeletons at area T4 if
the f lutist is within 10 feet, causing those creatures to be
staggered by the music as long as it persists. In addition,
each round the music persists while in the area of effect of
the Piper’s haunt at area T4, the music deals 1d6 points of
damage to the haunt.

Terrance Foehammer |

Father, would you happen to know where each of these criminals were housed in Harrowstone ?

Terrance Foehammer |

One thing and one day at a time Ioann. We were trying to figure out where each is so we are not flailing around in the dark trying to stop them all in one go.

Ravel Sigrún |

"Thank you, Father. You have been extremely helpful. It seems that the dead grow restless in their prison, and their malevolence is spreading. Do you know if the Fabled Five were allied in life? Working against one difficult spirit may prove a challenge, if they are teamed up as we are, the odds dwindle from our favor."