| GM Wolf |
Harrowstone is located on a barren hill south of the city of Ravengro, the stark, sagging roof of its central structure visible through a large gap in the surrounding wall. A
partially overgrown track leads from the southern edge of
town, winding around the base of the hill and then back up along its southern slope to the prison itself.
A sagging wood and metal gate set between a pair of stone guard towers once barred entrance into Harrowstone, but the gates now hang negligently open, creaking softly in what wind touches the ruined bars.
The stone wall that surrounds most of the prison grounds is covered with creeping ivy, and the blocks beneath that growth are eroded. Climbing the walls requires a DC 10 Climb check. The walls themselves are 20
feet high.
| GM Wolf |
Warden’s House, The first structure on your left
is a small brick manor house which is overgrown with thick sheets
of gray-green ivy. The roof sags ominously, and the front door
hangs askew.
The home appears to be spared damage from the fire
of 4661, but time has not been kind to it. Looters have long
since pilfered the place of its valuables, so all that remains
is a house nearly ready to collapse.
(engineering) or a DC 20 Perception check:
would take 10 minutes—each minute, there is a cumulative
10% chance of the activity within the building triggering
a partial collapse of falling timbers or bricks.
this occurs, 1d3 of the PCs within the structure or in an
adjacent square must make a DC 15 Ref lex save to avoid
taking 2d6 points of damage from falling debris.
| GM Wolf |
R4. Harrowstone Facade
A two-story stone building looms in the center of the prison grounds. Ivy and moss cling tenaciously to the walls, while above the wooden shingles of the roof are often missing entirely, exposing the wooden rafters of the upper structure to the sky.
Here and there, leering stone gargoyles perch on the eaves, once functioning as drainspouts and decorations but now seeming almost to serve a more ominous role of sentinels.
Many of these stone decorations have crumbled away and lie in ruined piles on the soggy ground below. Windows in the building’s facade are narrow and blocked by grills of rusty iron bars. Stone columns support a slumping wooden balcony over the building’s wooden front doors, both of which hang askew and reveal dark glimpses of chambers within.
Entrance Foyer,
This was once a wide hall flanked by a pair of waiting rooms,
but the foyer to Harrowstone now lies in ruins. With little left to hold up the ceiling, the wooden beams above sag dramatically.
The wall to the north contains a large pair of oaken doors.
Even a casual observation of the roof here is enough to
reveal that the balcony above is unstable. If the balcony
collapses, this entrance to Harrowstone does
not become buried, but does count as difficult terrain.
Foyer,
Streaks of mold stain the walls of this foyer, and the floor below
is a thick, gray carpet of fungal growth. Sturdy wooden doors
beckon from every wall. The oaken doors on the walls here, unlike
all other doors on the upper floors of Harrowstone, are
quite sturdy.
rush out of all of the doors before causing each door to
slam violently shut.
| Valiard Tessar |
Valiard likely quaffs the potion labeled lesser restoration. Your group is now going to Harrowstone?
There is a cold breeze coming in, should we say just after noon. The sky holds gray and white clouds as blue skies are barely seen.
Valiard does quaff one of the 2 potions to restore his dexterity.
restoration potion: 1d4 ⇒ 1 well, that was a waste. Sigh
will save: 1d20 + 3 ⇒ (4) + 3 = 7
shaken: 2d4 ⇒ (4, 4) = 8
Shaken: A shaken character takes a –2 penalty on attack rolls, saving throws, skill checks, and ability checks. Shaken is a less severe state of fear than frightened or panicked.
I have offended the dice gods!!! I must repent!
Valiard tried the potion, but frowned when it didn't appear to do anything.
"I wonder how long these potions have been stored in the crypt...this one doesn't seem to do much of anything. Perhaps its spoilt? Anyways, that is significantly disappointing. I may be stuck waiting for my muscles to unknot on their own."
"Thank you for waiting for me." he said to the waiting group, "We should probably head up to Harrowstone now to do some exploration. I am not certain how much use I will be."
The walk up to the prison felt gloomy, despite the intermittent shafts of daylight that spilt between the clouds. Walking up to the ruin Valiard was struck by the sag of it all. The ruin felt like the remnants of teeth in the mouth of an old man...broken, crooked and barely held together.
Everything looked different in the daylight, and Valiard took full advantage of his improved visibility, peering around the ruin as they walked through the gate and into the main yard.
Valiard suddenly stumbled as he was assailed by foreign sensations. His face went white as a ghost and he shuddered. Nearly rooted to the middle of the entry into the prison, he glanced about and spun around, peering into the shadows near the gate, before simply standing still, his hands shaking.
"I...I think that this place is haunted." he said, in a choked whisper.
| Tatyana Weis |
Tatyana carries her bow loosely in one hand, peering around for any signs of the ghosts the professor had mentioned. She barely glances at the warden's house.
Perception: 1d20 + 11 ⇒ (1) + 11 = 12
Valiard suddenly stumbled as he was assailed by foreign sensations. His face went white as a ghost and he shuddered. Nearly rooted to the middle of the entry into the prison, he glanced about and spun around, peering into the shadows near the gate, before simply standing still, his hands shaking.
"I...I think that this place is haunted." he said, in a choked whisper.
"Yes? That's why we're here? Or at least why we think the Whispering Way came here." Tatyana is initially confused by Valiard stating the obvious until she notices how white his face has gotten. "Wait, do you mean specifically here is haunted? As in you just saw a ghost? Where?" She slowly turns in a circle, muscles tense as she looks for whatever Valiard might have seen.
| Valiard Tessar |
Valiard pressed a shaking hand to his forehead to wipe away the cold sweat that had gathered on his brow as he stared off past the group towards the prison, his eyes unfocused.
"It was as if I was being crushed, and burned...I could hear screams, and everything was pressing in on me..." he said, the fear evident in his voice.
He blinked and looked at Tatyana, "What?" he asked, confused for a moment, "No, I didn't see a ghost...it was as if I was experiencing their pain though."
"Let's press forward...the sooner we are done here, the better." his resolute words belied by the pallor of his face and the continued shaking of his hands.
| Henric Torje |
Henric examines the warden's house, but doesn't notice anything out of the ordinary.
Know (Engineering): 1d20 + 7 ⇒ (2) + 7 = 9
"I"m not sure I can do much against ghosts, as all the ammo we found for them was arrows. Maybe I'll try a hand at crafting my own bolts, when I have the time. Anyway, anything else, I can handle."
| Lectrum |
Valiard likely quaffs the potion labeled lesser restoration.
"Good, good, need your fluids to heal up faster."
DM, does my Aura of Regeneration help Valiard recover more quickly?
Later at Harrowstone, Lectrum pokes around a bit, but doesn't kick in any doors. He tries to be perceptive...
Perception: 1d20 + 4 ⇒ (14) + 4 = 18
but doesn't notice that the outer building's roof might collapse on him. He sniffs the air and says, "I don't smell anything out here. Sly? Anything? Stay close now."
Lectrum does not have the "scent" ability.
| Tatyana Weis |
"An echo from the fire maybe?" Tatyana lowers her bow when she realizes Valiard didn't see an actual undead, although she keeps it handy. She has to suppress a shiver at his description of what he felt. Being trapped, crushed, and burned all at the same time...
Focus.
"Anyone who doesn't use arrows should hang onto the holy water. That way you'll have something to protect yourselves." She eyes the roof above suspiciously as they enter the foyer. While it looks ready to collapse at any moment, surely if it's held for this long it will hold for another few days.
With no particular goal in mind she heads towards a door on the left. As she opens it her eyes go wide and she leaps back just as a cascade of faces stream towards her. Before she can even loose an arrow they're gone again, punctuated by the sound of slamming doors.
Her heart hammers. She stands there motionless, slowly getting her breathing under control. Then she looks back at Valiard. Completely deadpan she says, "You're right. This place is haunted."
Would a K. Religion check help here?
K. Religion: 1d20 + 10 ⇒ (14) + 10 = 24
| Valiard Tessar |
Valiard had thrown up his arms to cover his head and turned away from the sudden onslaught. "This place..." he muttered.
"Yes...what happened here was horrible...but anything that anyone would do in this place could only be unspeakable." he said, turning back around.
"I, I thought that I would be better in this place...Let's figure out what is going on and get out of here."
Valiard motioned towards the doors in the north, inviting the group to proceed.
| GM Wolf |
The most common haunts are rapping spirits: unquiet
dead with just enough substance to produce cacophonous
knocking and loud bumps in the night. Adventurers may
attempt communication with these intelligent spirits by
working out codes to form cryptic messages at the rate of
1d10 words per minute with a successful Linguistics check
(DC varies—see sidebar). Neutralized haunts of all types
may revert to this residual state during their reset period
(see sidebar), allowing communication and discovery of
their means of destruction.
| Tatyana Weis |
"Haunts. I hate haunts," Tatyana mutters to herself as she follows Valiard to the north doors. She prefers undead she can shoot. Even when they're incorporeal she can still deal some damage to them. Haunts on the other hand are a pain in the ass to destroy. She can't shoot the doors.
Well she could but it would be a waste of good arrows.
"If you're just nervous that's fine, but if there's something that's going to make you panic you should tell us," she adds on to Lectrum's question. "Same goes for everyone; it makes it easier to plan. For example I don't do well in small spaces. If this roof collapses I might not be able to think clearly enough to dig myself out." Her shoulders tense involuntarily at the mere thought of it.
| Henric Torje |
Religion: 1d20 + 2 ⇒ (12) + 2 = 14
Henric takes out his crossbow, loads a bolt in and pulls back the string. Not that it will do much good against ghosts, but he hates the feeling of being unarmed and unprepared.
| GM Wolf |
You try the North door again and with a bit of encouragement it opens. Str DC 13.
The doors open to a hallway full of doors. First door on the left or right?
A DC 15 Knowledge (engineering) or DC 20 Perception check reveals that the rubble filling this stairwell did not result from a ceiling collapse—rather, it’s the result of a manually triggered deadfall that swifly filled the stairs and blocked them off. Clearing the rubble would require several days of work with the proper tools or magic spells.
| Tatyana Weis |
When the northern door doesn't immediately open (but also doesn't re-trigger the haunt), Tatyana steps forward. "I've got something for this." She rummages through her pack and pulls out an innocuous-looking bar which she then transforms into a basic crowbar. "This was the first magic item I ever purchased. My mentor told me it was important to always be prepared for anything." With the help of the 'crowbar' she's able to force the door open and quickly repacks the tool.
Upon finding themselves in a long hallway Tatyana looks carefully at the two nearest doors. Seeing no immediate difference she says, "I usually go left when there's not a reason to pick one way over another. Does that work for everyone else?"
With the +2 bonus from the traveler's any-tool Tatyana can take 10 for a 14 towards opening the door.
| Valiard Tessar |
Valiard nodded, then allowed the others to pass him and lead the way. "One way is as good as another, and I am not much use in situations like these." Valiard previcated...not interested in standing out anymore than he already had.
| Lectrum |
You hear a muffled small voice come from Lectrum's pouch, "Left, left, left, left!"
Lectrum snickers (an odd sound from a Dragonkin) and reaches for the door on the right, just to see what Sly will do.
He then opens the one on the left, weapon ready.
| Tatyana Weis |
Seeing another hallway Tatyana continues down the left path, carefully peering around the corner where the room opens up to see what else might be inside.
| Henric Torje |
Henric follows behind, crossbow at the ready. He suspects it won't be of much use.
| GM Wolf |
More hallways,
within in gossamer threads.
Perception DC 20: You can see there are a bunch of spiders in here!
Perception DC 20: You hear a faint sobbing and the clanking rattle of chains, while at the same time being filled with a momentary sensation of hopelessness and the strange feeling of heavy manacles clamping over your wrists. These sensations pass quickly.
they do, the spirits of the prison cause a set of manacle
chains to rise up, animate, and attack. Although there are
several sets of old manacles scattered through this room,
only one set rises as an animated object.
| Valiard Tessar |
Valiard moves cautiously behind the group, head darting back and forth, checking every moving shadow, every creak of a floor board slightly muffled beneath the grey rumple of mold.
"How about left again?" he whispered, eying the doors.
perception and frightened: 1d20 + 8 - 2 ⇒ (4) + 8 - 2 = 10
| Lectrum |
"Aye, left-hand rule then." He stops and listens before opening the door.
Perception to the right: 1d20 + 4 ⇒ (9) + 4 = 13 "No door!"
Perception to the left: 1d20 + 4 ⇒ (20) + 4 = 24
"It's haunted!"
| Tatyana Weis |
Perception: 1d20 + 11 ⇒ (16) + 11 = 27
Perception: 1d20 + 11 ⇒ (9) + 11 = 20
Tatyana looks into the room on the left, disappointed to see nothing but trash. Just as she's about to move on she freezes-
underground, she's being dragged underground, she can't breathe can't move can't think-
-before coming back to herself with a gasp. "Haunted. Yes." She rubs her wrist where she can still feel the weight of a shackle. "I know a basic method for communicating with haunts if it becomes necessary, but it's slow and works best if you've got someone who's good with codes. Which I'm not."
Turning around to the right she eyes the room for a second before taking several steps back. "There are a lot of spiders in there. No sense antagonizing them if we don't have to. I'd say move on for now."
| Henric Torje |
Following Tatyana's lead, Henric replies: "Shall we try our luck on the left, see if we can ignore the wailing?"
| GM Wolf |
Sticking with the rule of left. Remember you can always look at the map it is labeled.
S6.
This stark room contains a low stone bench against the north wall and a ruined desk to the west that sits under three narrow, barred windows. An old brass brazier lies on its side to the south, surrounded by several rusty branding irons.
Does anyone go into this room. As so far it seems you are opening the doors and merely looking in and not going in.
| Henric Torje |
Perception: 1d20 + 3 ⇒ (19) + 3 = 22
"Smells like burning flesh on the left." He turns to Tatyana. "You think that's more spooky stuff, or something we should investigate?"
| GM Wolf |
Finish S6 first if you are going to investigate.
The door to this room is locked and the key is long gone, but as the door itself is relatively rotten from years of neglect, it’s no more difficult than any other in Harrowstone to bash down.
Tangled mounds of moth-eaten fabric sit on several wooden tables, each surrounded by workbenches. Various sewing tools—shears, needles, rolls of thread, boxes of chalk, and other objects lie scattered over the floor, while the arm of what appears to be a skeleton protrudes from a stained heap of fabric to the west.
Rising from the mound of moldering fabric that serves as her tomb, a ghost manifests. She appears as a beautiful young woman dressed in a tattered but lovely blue dress. In fact, much about the ghost is blue,
including her hair, the tears that run from her pale blue eyes, and the clouds of smoke that drift from her lips when she speaks.
Desperately she asks, "Are you the new guards to replace those cowards who locked me up? You must help me to prevent the release of Harrowstone's haunts. Oh how rude of me, let me introduce myself, I am Vesorianna wife of the late warden and you are?"
to the tragic fire of 4661 in some detail. Furthermore, she
can explain that until recently, the spirit of her husband,
trapped so near yet so far in the dungeons below, had
contained the ghosts. Yet unsettling visitors—“men and
women in dark robes who spoke only in whispers”—came
to Harrowstone not long ago and began to work strange
magic around the building’s foundations. Unable to leave
this room, she was nonetheless able to observe through the
walls to the northwest as these strange people inscribed
runes along the ground. She also witnessed the sad end
of Professor Lorrimor, slain by foul magic wielded by the
leader of the black-robed villains (if the PCs ask, she can
describe this man—a thin, gray-skinned human who
wore a bone breastplate and carried a black staff capped
with a skull gagged by a black cloth—but knows nothing
more about him; the PCs will have a chance to confront
this wizard, Auren Vrood, at the end of the third Carrion
Crown adventure). She can even tell the PCs of how the
cultists bashed in the dead man’s head and face with a
fragment of gargoyle from a roof above in an attempt,
she surmises, to make the man’s death seem more like
an accident.
Later that night, after they murdered the man, the
black-robed cultists finished their ritual. Whatever they
did, they did so out of sight of Vesorianna’s view through
the walls, but she felt the repercussions immediately.
It felt like a horrific storm, yet one with no wind that
chilled the flesh. This windstorm chilled the soul—it
felt to Vesorianna as if her very being was being pulled
apart. Yet the horrific sensation passed in an instant...
and when it had, the presence of her husband’s spirit was
gone. She can only assume that the black-robed cultists
somehow managed to abduct her husband’s spirit, for
since that hateful day she’s felt no sign of either her
husband or the black-robed cultists.
What she does know is that every day
since that event, the spirits of the
murderers and sadists trapped
within the walls of Harrowstone
have grown more and more
powerful. She knows now that
her husband’s presence kept
the other haunts in line, and
that with his ghost gone, they
would have escaped to wreak
unimaginable havoc, had she
not stepped in to do the job her
husband, until recently, had done
so well.
While she doesn’t know much about
the exact nature of the prisoners, their
ghosts, or the dangers to be found
elsewhere in Harrowstone, she can feel
among the hateful dead five distinct and
powerful personalities. She suspects that
these correspond to the five most dangerous
criminals who were imprisoned in Harrowstone at the
time of the fire. She knows the names of these five and
can inform the PCs of them (as if the PCs achieved a DC 20
Knowledge check while researching the five prisoners—
see page 16), and also knows that if the PCs can confront
and defeat the unquiet spirits of the five key prisoners
(be they haunt or undead), she’ll be able to contain them
and keep them from manifesting again. If the PCs can
defeat all five of the prisoners, and if they can bring to
her a symbol of her husband’s office over the prison (his
badge of office would work best—Vesorianna suspects
it’s hidden somewhere in the dungeons below, along with
his mortal remains), she will be able to banish the haunts
from Harrowstone entirely. Doing so will release her from
this world as well, and will effectively end the haunting of
Harrowstone for good.
If the PCs ask for further aid, she apologizes and
explains she cannot leave this room. She can, on the
other hand, tell the PCs that if they find objects of value
that once belonged to the five spirits, they can use those
objects against the five souls. She suggests checking
the prison’s property room to the southeast, but warns
the PCs before they go that while these objects will aid
in defeating the deathless inmates, they are likely also
cursed by the unholy link to the long-dead criminals,
and that care should be taken when using the objects.
Finally, Vesorianna can explain to the PCs how one
of the Five Prisoners, the Splatter Man, is slowly eating
away at her resolve. If the PCs explain how her name is
slowly being spelled out in blood (see Event 1),
she nods grimly, knowing instinctively
that once her name is spelled out
completely, the Splatter Man will
destroy her.
Vesorianna Hawkran CR 4
XP 1,200
Female human ghost aristocrat
4 (Pathfinder RPG Bestiary 144)
CG Medium undead (human,
incorporeal)
Init +5; Senses darkvision 60
ft.; Perception +12
Defense
AC 16, touch 16, flat-footed 15 (+5
deflection, +1 Dex)
hp 41 (4d8+20)
Fort +6, Ref +2, Will +4
Defensive Abilities channel resistance +4,
incorporeal, rejuvenation; Immune undead traits
Offense
Speed fly 30 ft. (perfect)
Melee corrupting touch +4 (4d6; DC 17)
Tactics
During Combat Vesorianna hopes the PCs will aid her, and
only attacks in self-defense—if the PCs do attack her, she
mistakenly sees them as the same guards who locked her in
this room 50 years ago. Shrieking in rage and reverting back
| Tatyana Weis |
Perception: 1d20 + 11 ⇒ (10) + 11 = 21
Tatyana peers into the room, nose wrinkling as she sniffs. "My guess would be more spooky stuff. Those branding irons clearly haven't been used for decades." She purses her lips as she thinks. "Haunts are tricky. Other than the method that requires codes I don't know of any way to communicate with them, and without communication figuring out how to exorcise them is difficult. I'd like to consult with Father Grimburrow; see if he has any ideas."
"Unless they're blocking our way to something that looks like it might explain what a cabal of necromancers was doing out here I'd suggest ignoring them for now." She shrugs helplessly. "It's not ideal but there are plenty of other places to explore. Maybe some of them will hold records that have survived or show signs of recent activity. If none of them do we can always come back and investigate more thoroughly later."
| Henric Torje |
Perception: 1d20 + 3 ⇒ (15) + 3 = 18
Henric introduces himself to Vesorianna. "Pleased to meet you ma'am. I'm Henric Torje, at your service."
After hearing her account, he thinks we should look for items associated with criminals. "I like to have every possible tool at my disposal when dealing with the unknown. The lady mentioned a curse. Any of ya'll know how to handle cursed items properly?"
| Valiard Tessar |
Valiard follows the group as they bypass the room with the branding irons and make their way to the next room.
Glancing through the doorway past the rest of the group, he sees the ghostly outline of the woman and steps back out of the way, his heart pounding in his chest.
From the room he heard Henric greeting the spectre. I cannot believe the bravery...or foolery of this group... he thought as he stood shaking. ...if we are going to figure this out, we must be bold. I will have to be bold... he thought, mentally steeling himself.
He started to feel calmer as he thought back to the challenges he had faced previously...the horrors that he had already overcome.
Going to end the shaken condition now...its probably been long enough.
| Tatyana Weis |
Bypassing S6 and moving into S11
At first Tatyana thinks they've found another room full of trash. She's about to move on when the ghostly figure manifests. Stepping slowly into the room instead she eyes the ghost with clear apprehension. Ghosts, being undead, cannot be trusted and should be put to their final rest as soon as possible. However this particular ghost seems willing to talk to them and might have the answers they seek.
"Tatyana Weis. Inquisitor of Pharasma." That last part is a bit pointed but it's possible this ghost wants to be laid to rest. "We're not guards. Harrowstone has been shut down for decades now after a fire killed everyone here, including you. Although given you mentioned the haunts and introduced yourself as the wife of the 'late' warden you may know that already?"
Assuming Vesorianna doesn't react violently upon being reminded of her death, Tatyana then adds, "We're here because we learned a group of necromancers were interested in the prison and are trying to figure out why. Could you elaborate on what you meant by 'preventing the release of Harrowstone's haunts'? It's possible those two things may be related."
| GM Wolf |
Yup sounds good Valiard!
She smiles though it appears she still cries. She looks at Henric and states, "Thank you Henric. Harrowstone is filled with angry spirits my husband's ghost was the great barrier to them, sealing them here. Then those whispering folk came through and took him. Now I stand to hold them back, but I don't know how long I will be able to hold them back."
"Those fools grabbed me and threw me in here! Yes I think they do have common threads."
She can be led to talk about many things:
among them. Taking advantage of my shock, several guards managed to finally apprehend me and swiftly bustled me off to the prison workshop at the other end of Harrowstone, locking me inside for my own safety. The smoke got to me before any of those fools returned, if any of them did."
Later that night, after they murdered the man, the black-robed cultists finished their ritual. Whatever they did, they did so out of sight of Vesorianna’s view through the walls, but she felt the repercussions immediately.
It felt like a horrific storm, yet one with no wind that chilled the flesh. This windstorm chilled the soul—it felt to Vesorianna as if her very being was being pulled apart. Yet the horrific sensation passed in an instant...
and when it had, the presence of her husband’s spirit was gone. She can only assume that the black-robed cultists somehow managed to abduct her husband’s spirit, for since that hateful day she’s felt no sign of either her husband or the black-robed cultists.
not stepped in to do the job her husband, until recently, had done
so well.
While she doesn’t know much about the exact nature of the prisoners, their ghosts, or the dangers to be found elsewhere in Harrowstone, she can feel among the hateful dead five distinct and powerful personalities. She suspects that these correspond to the five most dangerous criminals who were imprisoned in Harrowstone at the time of the fire. She knows the names of these five and can inform the PCs of them and also knows that if the PCs can confront and defeat the unquiet spirits of the five key prisoners (be they haunt or undead), she’ll be able to contain them and keep them from manifesting again. If the PCs can defeat all five of the prisoners, and if they can bring to her a symbol of her husband’s office over the prison (his badge of office would work best—Vesorianna suspects it’s hidden somewhere in the dungeons below, along with his mortal remains), she will be able to banish the haunts from Harrowstone entirely. Doing so will release her from this world as well, and will effectively end the haunting of
Harrowstone for good.
of the Five Prisoners, the Splatter Man, is slowly eating away at her resolve. Once my name is spelled out completely, the Splatter Man will
destroy her.
| Valiard Tessar |
Valiard takes a quick look into the room, and seeing that Tatyana and the ghost are conversing, peacefully for now, he turns his watch outward, carefully checking and watching for any interlopers.
After a moment, he has a thought, and leans into the room.
"Tatyana, could you please ask her what has been going on here recently...the Professor...if anything has happened to her husband's remains...or his ghost?" he stage whispers to her, before returning to his careful watch, his hands under his cloak on the hidden hilts of his daggers.
| Henric Torje |
"The gray-skinned human, ma'am. Do you know why he was here, or where he went?"
| Tatyana Weis |
Tatyana listens carefully to Vesorianna's account, trying to get as much information out of the ghost as she can. On the subject of the five prisoners she asks, "By 'five distinct and powerful personalities' do you mean Father Charlatan, the Lopper, the Mosswater Marauder, the Piper of Illlmarsh, and the Splatter Man? Can you tell us anything else about them? We've been doing our own research but I still know little other than the names."
The last bit of information Vesorianna imparts alarms her. "Spelling out your name? We heard a rumor about someone writing a 'V' in blood on the Harrowstone Memorial a few nights ago. Is that what you mean? If so, how could the Splatter Man have done it? Is his ghost able to leave the prison grounds?" The prospect of an angry, powerful ghost running freely about town has her reaching instinctively for the ghost touch arrows. (Although, not wanting to alarm their unusual ally, she stops herself from actually drawing one.)
| GM Wolf |
Tatyana listens carefully to Vesorianna's account, trying to get as much information out of the ghost as she can. On the subject of the five prisoners she asks, "By 'five distinct and powerful personalities' do you mean Father Charlatan, the Lopper, the Mosswater Marauder, the Piper of Illlmarsh, and the Splatter Man? Can you tell us anything else about them? We've been doing our own research but I still know little other than the names."
The last bit of information Vesorianna imparts alarms her. "Spelling out your name? We heard a rumor about someone writing a 'V' in blood on the Harrowstone Memorial a few nights ago. Is that what you mean? If so, how could the Splatter Man have done it? Is his ghost able to leave the prison grounds?" The prospect of an angry, powerful ghost running freely about town has her reaching instinctively for the ghost touch arrows. (Although, not wanting to alarm their unusual ally, she stops herself from actually drawing one.)
She agrees with you but obviously knows little more than you, "Yes I am sure it is those five, I vaguely knew of them through my husband. He said they were the worst of the worst. My husband didn't tell me the details though their names alone sound horrible."
With alarm in her voice she relays, "Yes I believe that is what I mean. Yes all of them are able to leave but at the toll of midnight they are summoned back by my will. The Splatter Man must have possessed someone in town."
| Valiard Tessar |
Valiard, still keeping watch but listening all the same, leaned back into the doorway. "So are the spirits leaving when the sun goes down? If so then we can see if we can catch people out and about in the town and look for activity. We could try and convince Father Grimburrow to provide us aid and backing. Perhaps a curfew with the town watch? That would limit the ability of the spirits to get into trouble, and we may be able to track down the Splatter Man since he will come out to paint his letters." Valiard said.
Then, thinking a moment, he added "Does the Splatter Man come back to the same location to put his letters, or can he put them anywhere? If he has to go back to the same statue, or if there is a pattern, then we could lay a trap."
| Tatyana Weis |
"Setting a trap sounds sensible to me. Father Grimburrow should assist once we tell him there are angry ghosts on the loose. It's his duty as a Pharasmin." Tatyana considers the logistics. "I don't know if we'll be able to convince the sheriff to institute a curfew. So far we have no real proof that the ghosts can leave besides the letter on the memorial, which could be easily dismissed as a prank. Not that I'm saying we shouldn't try, just that I wouldn't be surprised if he decides the risk doesn't outweigh the inconvenience for the town. But curfew or no we should be able to keep an eye on a few key spots, such as the memorial."
"It's only a little after noon now. At the very least I'd like to take a look at these runes the Whispering Way inscribed to the northwest before we leave, although I'm open to exploring more if people wish." She offers a respectful bow to Vesorianna. "Thank you madam for helping keep these haunts in check. We'll get to the bottom of this as soon as possible so that you too can rest."
| Valiard Tessar |
"Thank you Lady Vesorianna. Hopefully we can find a way to bring you peace." Valiard said respectfully to the shade before moving up the hallway.
clockwise we continue! To S12
Valiard, ever vigilant, continued up the hallway to the next door where he stopped and checked it over.
will inspect the door for traps, listen at the door and see if its locked. not opening until everyone is ready.