
GM Frost |

Dot in here.

GM Frost |

The agents begin their adventure approaching the gates of Dacilane Academy in the late afternoon. The iron gates of Dacilane Academy shut the school away from the bustle of Absalom’s Foreign Quarter. J Dacilane stands with the military posture of an Eagle Knight by the gate, checking the time and fiddling with a key on a red ribbon. “Welcome,” J says with a warm smile. “I appreciate that you took the time out of your schedule to meet me. This may seem like a strange request for field-trained agents, but I need you to investigate the school. There’s a rumor that Dacilane Academy is haunted.” He winces as he adds, “Or cursed. The pupils assembled a list of legends about the school for you. Apparently, there are seven secrets of Dacilane Academy. Honestly, most sound like urban legends that the students have picked up from their parents. But, when someone says that they’re in danger, it should be investigated. And a more formal report from the Society would be a great opportunity for the students to see Pathfinder skills in action!”
"These hauntings began long before the supposed cursed, so I’m sure they’re mostly mundane occurrences. You’ll probably find the foundation settling, old drafts, and the like. If there’s something more to it, try to excise any spirits or other beasts that stalk the halls. In addition to the transcribed legends, the pupils provided a ghost-hunting kit for your investigation.” J shakes his head as he hands over a leather bag and a thin folder. “You’ll have this evening to do as you please. The school grounds are in use until sunset for extracurricular activities. I don’t want to incite more rumors or scare any of our more promising pupils with armored agents in the halls.
“Oh, and one final thing—please try to limit any damage to the facilities. Be careful.” J advices. ”Do you have any questions so far?”
Kindly introduce yourselves.

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Mandower listens and then explains Don't worry about damage to facilities from me, I can't cast fireball, lightning bolt, or have attacks that have area effects. Unless I swing really hard and miss because the enemy ducked and I hit something weak.

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You see a goblin standing before you. From the head to the feet he appears to be an odd goblin, as he is both wearing glasses and a formal suit under a stiff leather jacket.
"Locho schemes and Locho sneaks. Locho will do all the feats. Beware foe and beware false friend, Locho has the greatest deets."
*cough**Cough*
"And now that the traditional and expected greeting is complete," the goblin continues in a completely different tone of voice, "Greetings and salutations, I am known a Locho, a scholar of the occult and newly trained Pathfinder Agent."
The goblin gives a quite regal bow in J's direction. "Worry not about your facilities, I am all about precision and forethought, though in this case I suspect my far superior research skills well be far more useful."

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Jak rubs his holy symbol around his necklace, "I should be of some use if the place is haunted."
He then smiles at the other Agents, "I am Jak, follower of Pharasma."

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You see what appears to be a gourd leshy pumpkin sitting there very quietly contemplating J's words. After sitting there for a while, he exclaims,"Wait are you telling me that's not normal!!! I didn't know. I thought all schools were weird like that. "
After ending his rant, he turns to everyone kind of sheepishly and adds,"Ooo right... Im Gourdy though my friends call me Boo. Im from the Magaymbe and decided to travel the world a bit. I promise to make sure no harm comes to the school."

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A burly lizardman comes rushing up, panting for breath. "Sorry I'm late - musta overslept again goshdarnit - but I'm here now and ready to help - what needs bashing?" He pauses as he realizes that the group are engaged in a rather delicate conversation with someone of substance and refinement. "Oh um beggin' yer pardon. What I mean to say is: at yer service. So we're sposed t' chase after skoolkid rumors? Huh. Well, ok, not fer me to question them what got lots of learning... I reckon it's all jes stories what the older kids is usin' t' scare the little 'uns. Ain't likely to be much t' it. But if we's gettin' paid who'm I t' complain...?" He starts to wipe sweat from his brow before realizing that, as a lizardfolk he probably doesn't sweat, and instead takes the opportunity to loosen the gorget on his full plate mail and shift the weight of the two steel shields he is carrying. "Oh there I go with my rotten manners again - Razzm's the name, Razzm Tazzm for those with the patience to say it. Most pleased to meetcha!"

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A brown-haired human woman, standing at the back of the group, patiently waits for everyone to introduce themselves before speaking herself.
"Erryn Canmore," she says simply, giving a slight nod to the room as a whole. "How have these haunts manifested recently? Has anyone been harmed?"
Clad in worn yet study traveling clothing, Erryn also bears upon her person a well-cared for rapier and an assortment of vials and tools commonly used by traveling healers.

GM Frost |

J nods as everyone introduces themselves. "I am hoping that you'll be able to use that ghost-hunting kit." he says with a wink.
"And before I forget, here also a copy of the seven secrets you might look for, or rather seven mysteries, and the master key to the academy." he adds while giving you a scroll with notes on it and a key tied with a red ribbon. You can check the Slides on page 5 for your reference as we go through them one-by-one. I also included the contents in spoiler below for convenience.
J answers Erryn, "Those are written on the students' report," he says pointing to the scroll. "Fortunately, no one is harmed." he adds.
Lohco's Esoteric Lore (T): 1d20 + 7 - 5 ⇒ (14) + 7 - 5 = 16
The Walking Statues: Every Wealday morning, we run in the yard. The next morning, the statues stand in different spotscand in different poses—almost like they’re trying to get in our way.
The Blank Books: Watch out if you ever leave your projects until the night before—the books in the library sneak around! They like to move between shelves or hide under the desks. When you do find the right one, the insides are blank!
The Wailing Bathroom: Did you hear? Decades ago, a boy died at the school! His ghost is bound to the northeast bathroom. If you find the door locked and press your ear against it, you can hear him crying for help. Knock three times and promise to help him, then he’ll grant you a wish.
The Haunted Shack: Just past the main building is a shack that no one ever enters or leaves. Despite this, you can hear someone moving inside and see the flicker of candlelight.
The Cheater’s Whisper: If you can’t figure out what to do in lab, just whisper a question under your breath! You’ll hear the answer in your ear. Be careful, though; a lot the answers are wrong.
The Disappearing Door: If you’re walking alone to the lab, a door appears just before it. If you’re walking with anyone else, though, the door doesn’t exist!
Student #19: Have you ever noticed how there’s no student #19? The roster skips straight over them. I hear they only appear to someone who’s seen all six mysteries, but once you see their face, they scare you to death and take you away!
Collected by Sab, Ayen, and Voxi, students of Dacilane Academy, 4720 AR
"If you are ready, you can go inside, and I need to go, too. I wish you good luck." J concludes.
If you have final purchases, you can do so before you proceed. If everyone is ready, you can begin the search inside the Academy. Please choose on the Map which area would you like to search. I will follow the Exploration activity you indicated in the Macros unless you want to make some changes.

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"The Wailing Bathroom seems like as good a place as any to start," Erryn says, tapping the entry on the scroll. "That, or the storage shed."

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"Hmm, the building isn't supposed to be haunted. That doesn't mean it isn't but we might need to determine if the haunt is recent or not."
Locho looks at J. "I haven't heard of any recent tragedies here. I am assuming nothing has reported as of late? As for the starting point, I believe the shed is the closest?"

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Razzm nods in agreement and heads towards the shed with the others.

GM Frost |

To the shed, it is.
The door to this storage shed doesn't shut fully, leaving it swinging slightly on squeaky hinges. The dusty interior is full of all manner of clutter, including exercise equipment, tools, and broken furniture.
Lohco, Investigate: 1d20 + 5 ⇒ (17) + 5 = 22
Jak Tlooly, Detect Magic: 1d20 + 10 ⇒ (3) + 10 = 13
Mandower Steel Strong 3, Search: 1d20 + 7 ⇒ (8) + 7 = 15
Razzm Tazzm, Search: 1d20 + 9 ⇒ (7) + 9 = 16
Boo, Scout: 1d20 + 7 ⇒ (20) + 7 = 27
As Erryn and Lohco tries to Search (based on your listed Exploration Activity in Macros) the room's clutter, a family of opposums hiss and bare their teeth as their hiding spots are disturbed.
Lohco's Nature (T): 1d20 + 2 ⇒ (2) + 2 = 4
Jak Tlooly's Nature (T): 1d20 + 9 ⇒ (9) + 9 = 18
Boo's Nature (T): 1d20 + 6 ⇒ (4) + 6 = 10
Erryn knows that attempting to move closer to them will frighten them into attacking. Also, Jak knows that their actions are a defensive stance.
I lined you all up on the MAP. What will you do?

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Nature: 1d20 + 9 ⇒ (12) + 9 = 21
Erryn steps forward, speaking in soothing tones in an attempt to calm the opossums down.

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Jak lets the others offer food and soothing sounds, while taking a step back. Not wanting to crowd the animals and cause them more fear.

GM Frost |

Thanks to Erryn, here soothing tones assure them that the agents are no threat. The opposums retreated, giving the agents opportunity to explore the shack.
“Just past the main building is a shack that no one ever enters or leaves. Despite this, you can hear someone moving inside and see the flicker of candlelight.”
Each of you can attempt a Nature check to determine if the opossums explain the unusual noises. You can also investigate the noises with an Acrobatics or Athletics check as they move furniture, fencing equipment and other stored items. Other appropriate skills are allowed. The total number of successes will determine what explanation you will discover for the said mystery.

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Nature: 1d20 + 9 ⇒ (7) + 9 = 16
"I agree with Boo. Sounds seem easy for the opposums but the candlelight."

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Erryn pokes through the detritus of the shed, trying to determine the extent of the chaos caused by the marsupials' occupation.
Nature: 1d20 + 9 ⇒ (15) + 9 = 24
"Perhaps there's something in here they've been knocking around that puts out light. Or maybe the light was entirely imagined."

GM Frost |

Gourdy discovers large gashes, probably claw marks, mark the northern wall by the ceiling. Erryn knows that they’re too large for most animal claws, unless a bear somehow got trapped in here. Given that the marks are nearly eight feet off the ground, a large or flying creature made them.
That is all that can be found in the 'haunted shack', as the students call it. They can now proceed to the next area of their exploration.
Where to go next? I will proceed when I get to see an area or location voted by at least two among the group.

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Erryn examines the claw marks, frowning, but turns back to Lohco with a small smile. "I knew I liked you. The library it is."

GM Frost |

To the library indeed
A single-story brick building sits beyond the iron gates. Brick walls and an ornately carved main door give the front entrance a stately appearance. Manicured topiaries and a well-kept lawn provide ample green space that continues between the building and the outer walls to the rear of the estate. Three stone steps and two ramps ascend to the front entrance. The doors are currently locked, but the master key unlocks the door with a satisfying click. The doors lead into the main hallway.
On the main hallway, bright lights shine in sconces on the wall. Double doors lead to the outside to the north and south, while large windows reveal the grounds of the school to the east and west. Thin wood doors provide access to interior rooms. The doors in this hallway lead to the school’s various rooms. To the east, the hallway bends around the corner, where an addition to the school was built to support a laboratory. Signs hang in front of each door stating the name of the room in Common.
Lohco, Investigate: 1d20 + 5 ⇒ (16) + 5 = 21
Mandower Steel Strong 3, Search: 1d20 + 7 ⇒ (20) + 7 = 27
Razzm Tazzm, Search: 1d20 + 9 ⇒ (14) + 9 = 23
Mandower and those who are Searching, find the sign outside the lunchroom and notice that it says “Launch Room.” Finally, you find the library. Inside, scores of books and the smell of paper fill this inviting library, which is furnished with comfortable furniture and a plush carpet. Rolling stools provide a step up for those too short to reach the top shelves. A table is divided into workstations with chalkboard nameplates and stacked books.
“Watch out if you ever leave your projects until the night before — the books in the library sneak around! They like to move between shelves or hide under the desks. When you do find the right one, the insides are blank!”
Mandower Steel Strong 3, Search: 1d20 + 7 ⇒ (10) + 7 = 17
Razzm Tazzm, Search: 1d20 + 9 ⇒ (8) + 9 = 17
Jak Tlooly, Detect Magic: 1d20 + 10 ⇒ (11) + 10 = 21
What will you do inside the library to learn more about the mystery? No skill checks for now.

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"This place radiate magic. Perhaps some type of protection spell or maybe one of the books is magical."
Jak moves around, trying to pinpoint the place the magic is strongest.

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Lohco will check the work stations, since he cannot actually detect magic himself.
"A comprehensive library, for beginning topics at least. Just what a beginner scholar would need to find a subject of interest."
Observers might not that Lohco seems to have no problem with the words on the page.
"I think a couple of Goblinish lorebooks would add nicely to this collection, I might see about getting a few sent over after we are done investigating."
Lohco also looks like he wants someone to ask a question...

GM Frost |
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As Gourdy scoots under the table and gets back up, he accidentally hits his head and makes some of the books from the table fall to the ground. Moments later the books moved as if those are picked. It floats, moving towards different shelves, and anyone following it can actually see that the books are correctly shelved into their categories.
Each of you can attempt a Society or Library Lore check as you watch the book being shelved, or Arcana or Occultism to explain the phenomenon. The number of successful checks you get depends on the explanation of this perhaps absurd situation.

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If you choose not to roll the skill check, please indicate it as well.

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Erryn watches the books float away in amused disbelief. "What a helpful ghost."
Got a big +0 in all those skills, unfortunately.

GM Frost |

Your collaborative efforts reveal that one of the former librarians set up an unseen servant summoning rune decades ago, based on one of the dusty activity logbooks one of you found. Over time, the rune degraded as Lohco and Mandower noticed, making the servant overly enthusiastic with its cleaning duties. Nothing to worry about what causes the books to move or sneak.
Where to go next?

GM Frost |

The agents proceed to go to the bathroom through the annex hallway, or the main hallway as there are four of them. The style of the floor changes in the annex hall, with the flooring noticeably newer. The walls in this area are bright and newly white-washed. A heavy wood door sits at the south end of the hall. As for the bathrooms, these four all-gender bathrooms are tidy and well kept. Each bathroom contains a washbasin, a polished silver mirror, and a commode chair.
“Did you hear? Decades ago, a boy died at the school! His ghost is bound to the northeast bathroom. If you find the door locked and press your ear against it, you can hear him crying for help. Knock three times and promise to help him, then he’ll grant you a wish.”
Jak Tlooly, Detect Magic: 1d20 + 10 ⇒ (13) + 10 = 23
Mandower Steel Strong 3, Search: 1d20 + 7 ⇒ (18) + 7 = 25
Razzm Tazzm, Search: 1d20 + 9 ⇒ (13) + 9 = 22
You can move yourselves on the MAP. Please tell what would you like to do.

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Erryn listens closely to the door, thinking hard about what sorts of creatures or effects might be causing the wailing sound.
Religion: 1d20 + 11 ⇒ (15) + 11 = 26