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As Umberto inspects the statue, Arrius whispers to his companions: "Notice ye that Pip, self-proclaimed sentinel of these gardens, has slipped away during our sojourn here? Innocuous his action may be, but the vital fluids that run through our veins and give us life may be twisted into dark designs through blood magicks and more. In sum, wary must we be, lest this untamed Aboretum become our tomb."

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Ivan looks around once he is told Pip is missing,"I told you not to give it your blood!!! look, 'e 'as vanished wiss'out a trace! no doubt to perform some rituals with the lifeblood you so willingly gave him!!!" he says ecstatically. "Umberto, best to grab the stash out of zat lion and get zee 'ell's out of here"

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Looking in the place were Grishan indicated, you find the following Bundle of documents
The ghoran watches you silently as you go though.

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Umberto cautiously backs away from the statue and the room of poisonous plants.
If some time were to pass.
Umberto shares the documents and has a read. Oh, gosh. Grishan, there is some unfortunate news here.

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if Ivan can see the documents,"ahh Grishan I see you already knew of your brothers... less zan admirable actions I see."

Enora - Arcanist Iconic |

”Oh these are some fundamental information!! What is the source?!?“

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You are able to quickly get the papers and head out. Grishan looks at the notes. "That is my handwriting, but I do not remember much details. My brother asked me for them. They should go back to him. He will know what to do. Even if it has been years since I took these notes. But that can wait till after we go back to the school with J."
Perception Ser Willem: 1d20 + 2 ⇒ (12) + 2 = 14
Perception Ivan: 1d20 + 9 ⇒ (19) + 9 = 28
Perception Arrius: 1d20 + 4 ⇒ (3) + 4 = 7
Perception Guntir: 1d20 + 4 ⇒ (4) + 4 = 8
Perception Umberto: 1d20 + 2 ⇒ (16) + 2 = 18
Perception Enora: 1d20 + 1 ⇒ (9) + 1 = 10
As you leave. You make no notice of Pip. However, you suspect he is back to where ever he hides.

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Willem looks over the documents as well, taking special care to note anything of personal interest. "Sounds like we have what we need then. Off to see Lady Junia safely through the Towers."

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Moving along...
THE DROWNYARD
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. falls silent 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 the party to remain quiet just for a moment while they remember the children and adults who died there.
Once the moment has passed, she nods, as if she has made a decision. "I sense something within the haunted classroom, and that it has something to teach me, something I must learn." She starts to head off to the classroom

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"What do you see Umberto?" Ivan says as he approaches the shed as well.
perception: 1d20 + 9 ⇒ (15) + 9 = 24

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Willem hurries to catch up to Junia, looking everywhere to make sure she doesn't walk into something nasty.
Perception: 1d20 + 2 ⇒ (11) + 2 = 13

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The storage shed was once locked, but its lock is damaged and no longer functions. It contains various supplies used by the archaeological teams that work here including large rolls of twine, wooden stakes, brushes, sacks, shovels, trowels, and various measuring implements. A large sign hanging on the back of the shed reads:
“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. Signed, V-C Dreng”
You find a box that contains 4 haunt siphons
These glass vials are held within stylized cold-iron casings etched with strange runes, necromantic designs, or other eldritch markings. Within the vial rolls a small wisp of white vapor, churning as if caught in a miniature vortex of air. 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

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"why do I get the feeling Dreng is never surprised during debriefing?" he says as he takes the haunt siphons and keeps one in his hand.

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Arrius draws forth the haunt siphon he purchased earlier. "He is . . . a most curious individual."
Wish I had known we were going to get some for free :)

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After gathering the few siphons, you follow J. towards one of the ruined class rooms.
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.
After J.’s rescue, public interest increased, and the classroom was partially rebuilt as a memorial for the dead. 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.
Perception Ser Willem: 1d20 + 2 ⇒ (12) + 2 = 14
Perception Ivan: 1d20 + 9 ⇒ (12) + 9 = 21
Perception Arrius: 1d20 + 4 ⇒ (1) + 4 = 5
Perception Guntir: 1d20 + 4 ⇒ (8) + 4 = 12
Perception Umberto: 1d20 + 2 ⇒ (9) + 2 = 11
Perception Enora: 1d20 + 1 ⇒ (6) + 1 = 7
As you get close, Ivar feels the ground rumbling as shadows of children and teachers begin to form.
Ivan you may react before "things happen"

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"Oh look Grishan, your name is here," he says as the enter. once the shadows begin to form he will ready an action to activate the haunt syphon in his hand if it does turn out to be a haunt.
readied action to activate haunt syphon: 3d6 ⇒ (2, 3, 2) = 7

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Sensing the rising malevolence, Ivan quickly actives his haunt siphon. Some of the negative energy of the place gets pulled into the device, but the rest of the haunt manifests.
As the sound of rumbling grows louder, the ground begins to shake and the sky grows black. Dozens of spectral school children run frantically for the door, but just before they escape there is a mighty cracking sound as the ceiling collapses.
Everyone make reflex saves and then a will save

Enora - Arcanist Iconic |

Reflex : 1d20 + 5 ⇒ (4) + 5 = 9
Will : 1d20 + 5 ⇒ (7) + 5 = 12

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reflex: 1d20 + 9 ⇒ (19) + 9 = 28
Will: 1d20 + 2 ⇒ (5) + 2 = 7

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Reflex: 1d20 + 2 ⇒ (12) + 2 = 14
Will: 1d20 + 2 ⇒ (7) + 2 = 9

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Reflex: 1d20 + 3 ⇒ (6) + 3 = 9
Will: 1d20 + 4 ⇒ (14) + 4 = 18
Willem is too focused on the fact that Grishan's name is marked in this room to realize what is happening before too late as the ceiling collapses around him. He tries to shield as many of the children as he can...

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Enora and Ser Willem get hit with the falling debris at full force, everyone else only takes slight damage
Haunt Damage: 4d6 ⇒ (5, 3, 2, 3) = 13 Those that saved take half
Also Enora is panicked by the haunt and believes herself to the pinned under shadowdy rubble.
Ghostly children scream and the ground shakes. Many of the children are pinned or crushed by the falling debris.
The Huant is still active, Everyone by Enora can react. Enora can make another Will save

Enora - Arcanist Iconic |

10 temp. HP are gone and 3 damage deducted from HP 24/27 remaining.
Enora cries out.
"Aahhhhhh ... I ... cannot move!! Help! The rubble ..."
Will: 1d20 + 5 ⇒ (9) + 5 = 14

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Ivan dodges most of the rubble, then takes out another haunt syphon and opens it, hoping to finish the spirits once and for all!
haunt siphon: 3d6 ⇒ (5, 4, 4) = 13

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Umberto takes a few scratches to the face and arms with the falling rubble.
-7 14/21
Umberto walks over to Enora and helps her up. You are ok, the rubble is clear. Stand up, Enora.
Cast Guidance as I help her up.

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Arrius barely withstands the psychic assault. "Spirits of this place, know you are not forgotten, and you are not lost! Be free of your torment, and join the endless cycle of death and rebirth!"
Ready an action to activate his haunt syphon if Ivan's doesn't do the trick

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Ivan's siphon pulls more of the energy of the place to the device. Seeing it still linger, Arrius throws his.
With the third siphon, the haunt fades away. Umberto goes to help Enora up, but as the haunt fades, the rubble goes with it. In a few moments Enora gains her composure.
J. herself recovers from her frozen fright. "Thank you, friends. This place is calmer, but I still can her something in the distance." She points towards the Necropolis. "Something is still there. Restless, and I must face it. "
Grishan adds. "I can feel it too. It is angry. We should be careful. "
J. nods to Grishan and patiently waits for the pathfinders to get ready.

Enora - Arcanist Iconic |

”This was an unbelievably awful experience and I am very happy that all of you reacted so fast and also so professionally! I was lying on the floor and you were ready for these ghost like things. If you do not mind I would like to enlarge those of you that rely on strength! Who wants to get really big?“
Enora will cast ‘enlarge person’ on anybody who wants.

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That would be very helpful, Enora. I can make use of that magic. Umberto dusts himself off and prepares for the magic to enter his body. If anyone has Shield magic, that would be helpful too. I can bear the brunt of the danger.

Enora - Arcanist Iconic |

"I have no shield memorized and it is a spell with a very short duration. Also the enlarge spell only holds for four minutes so let us hurry!"
Enora will only start casting after all discussions are ended and the group will hurry to the Necropolis. If that is the case:
After she knows who else wants to be enlarged Enora casts 'enlarge person' on them and then immediately runs to the Necropolis with J. and the group.

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are we using minute per level buffs now? if so:
Once Ivan realizes everyone else is casting spells and using consumables he will begin chewing up the reduce person and spider climb "potions" they found, followed by uncapping, and drinking his mutagen. Almost at once, his limbs elongate and his eyes widen as the already tall elf gains almost another foot in height and loses several inches in the waist.
Once he is ready, "I have a shield extract and a reduce person if anyone else would like them."
if we aren't fully buffing up, Ivan will still drink his Mutagen, as it lasts for 50 min.

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That Shield would be mighty fine, friend. Let's get closer and finish our castings. I should see to these scratches on myself, as well. Umberto takes out a wand for some brief first aid.
The Shield would be much appreciated as I'll lose AC from the Enlarge and will be a rather large target.
clw: 1d8 + 1 ⇒ (2) + 1 = 3
clw: 1d8 + 1 ⇒ (3) + 1 = 4
full up.

Enora - Arcanist Iconic |

CLW wand on Enora too 9/10 charges remaining : 1d8 + 1 ⇒ (5) + 1 = 6

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Go ahead and take the shield then, its CL4. Also if I take my Mutagen and a reduce person, I become a VERY thin and short elf. I'm imagining a gnome slender man lol
GM, Please note my perception and initiative have changed. Also did we get the CL for the "potions"

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Willem gets out from underneath the rubble, looking around. "I do not like this place. Let us take care of this menace and be done with it."
31/44 HP

Enora - Arcanist Iconic |

CLW wand via Umberto on Ser Willem too 8/10 charges remaining : 1d8 + 1 ⇒ (1) + 1 = 2
CLW wand via Umberto on Ser Willem too 7/10 charges remaining : 1d8 + 1 ⇒ (8) + 1 = 9
CLW wand via Umberto on Ser Willem too 6/10 charges remaining : 1d8 + 1 ⇒ (1) + 1 = 2
Ser Willem fully healed

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The Potions are all default caster level. Also the Necropolis goes under ground and has narrow hallways. You might want to save the 1 minute/level buffs since there is some navigation and examination.

Enora - Arcanist Iconic |

Thanks GM! Then we save the enlarge person until later.
"Now let's go to the Necropolis!!"

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Ah ok, then in that case I will only use my spider climb and mutagen.

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reflex: 1d20 + 2 ⇒ (14) + 2 = 16
will: 1d20 + 2 ⇒ (11) + 2 = 13
Guntir readies his longhammer for entering the underground.
sorry for my absence everyone

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It is more the time than the hall ways...but moving forward.
The reek of death chokes this narrow stone corridor, where a trio of corpses slowly rots into the stone.
You deduces that these people died two months ago, and notices that two of the three people have no signs of physical injury.
You are able to locate the following interesting items from the bodies. Many of these were taken originally from the Pathfinder stash from the shed.
Three suits of leather armor,
three short swords,
three oils of magic weapon,
two potions of cure light wounds,
a scroll of remove disease,
a wand of lesser restoration (6 charges),
a wand of protection from evil (18 charges),
a collection of excavation tools and sundry items,
a pair of ghostvision gloves [i] (Pathfinder RPG Ultimate Equipment 236),
two [i]potions of cure moderate wounds,
two potions of remove fear,
A scroll of breath of life.
The magic items are each marked with a small Glyph of the Open Road, the symbol of the Pathfinder Society.
Up ahead you see the passage open in to a wide chamber and J. has a sense of foreboding.
Now would be the time to buff with the enlarge

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Heal: 1d20 + 6 ⇒ (12) + 6 = 18
They've been dead for a couple of months I'd guess. These two here don't have no wounds to speak of. As if they died for no reason at all. Protect your minds and your souls, you're body isn't the only thing under threat. Umberto slugs back the rest of his ale to make room for a potion in his tankard.
Umberto slings a short sword.
I would bid for a potion of cure moderate wounds and an oil of magic weapon. Do we have other solutions for detecting invisible creatures? Umberto rummages around the items. Remind me never to speak ill of Dreng ever again. If this is what was left, and these lads are dead, we have quite the task ahead of us.