Crown of Aeons - Pathfinder in Ravenloft

Game Master Dennis Harry

Initiative:

Zyblina[dice]1d20+1[/dice]
Sterling Starshadow [dice]1d20+4[/dice]
Kenzo Hagetora [dice]1d20+4[/dice]
Cole Burns [dice]1d20+2[/dice]
Sergei the Haunted [dice]1d20+3[/dice]
Bastian 'Ogre' Zorovich [dice]1d20+0[/dice]
Zek [dice]1d20+5[/dice]
Teofila Agarici [dice]1d20+3[/dice]

Perception:

Zyblina [dice]1d20+5[/dice]
Sterling Starshadow [dice]1d20+4[/dice]
Kenzo Hagetora [dice]1d20+8[/dice]
Cole Burns [dice]1d20+6[/dice]
Sergei the Haunted [dice]1d20+7[/dice]
Bastian 'Ogre' Zorovich [dice]1d20+5[/dice]
Zek [dice]1d20+7[/dice]
Teofila Agarici [dice]1d20+9[/dice]

Van Richtens Journals:

Van Richten's Journals
There are four journals in the chest. The first is from ten years ago. The next then leaps forward in time to about five years ago. The third journal is a dream log. The final journal is the most recent which describes the incidents that led up to his death.
Rudolph's earliest journals are not present, perhaps they were lost or perhaps they are back in Lepidstadt University.
The first journal goes back about ten years ago wherein the Professor discusses his first encounter with agents of the Whispering Way, but he does not discuss exactly what the Whispering Way is except to say:
The Whispering Way is more than just a cabal of necromancers. I see that now. Undeath is their fountain of youth. Uncovering their motivation does not place me at ease as I thought it might. Their desire to be eternal simply makes them more dangerous.
The rest is quite interesting but the Professor himself circled the above entry.
The second journal covers his time mainly at the University and traveling about Ustalav as a "consultant" no longer actively hunting the denizens of the night that roam the land. The circled entries in this journal consist of the Doctor meeting all of you! He cross references meeting those of you individually with page in his dream journal wherein he met people he named as similar to you all but different. Darker in demeanor and purpose. His most extensive writing is on Sergei, he appears to believe that Sergei may be an individual pulled out of what he calls his dreamworld. The stuff of dreams come to life.
The group continues to read through the second journal, finding more references to yourselves as characters that inhabit his "dreamworld". However, he does not state your alter-ego names from this dreamworld. The journal discusses how he goes out of his way to track each of you and your careers creating "chance" encounters with each of you. Whether to provide guidance or assist with your work, or to simply ensure that you have the proper mentors.
The dreamlog focuses on his life as hunter of the dead within this land named Barovia. There are also neighboring lands, though he does not mention them by name, wherein he encounters foes many of which are described in his "Van Richten's Guides".
In addition to his dreamlog, the third journal discusses the Doctors travels to a place called Brandescar Prison. It was in this place that he met with Sergei directly. Based upon his writings, Sergei did not belong in the prison and it was never clear why Sergei was even placed within the prison other than his mysterious appearance on the island of Talingarde. However, the warden refused to allow Sergei to leave and be given to the Doctor's care. The Doctor believes, but never shared with his colleague at Brandescar Prison, that Sergei may well be an "escapee" from his dreamworld! From a place he names Barovia.
By the end of the third journal, the Doctor has decided to retire. The decision is to ensure that he can independently print the treatises that he wishes to print and to continue to pursue his dreamworld analysis without any teaching work interference as his days are simply too busy at the college to do so properly.
The fourth journal is the most recent and the most troubling. The Doctor's notes seem to indicate that his interest in printing his "Guides" are being blocked from widespread print.
Within the last two months though his attention is taken up by something far more sinister.
Two Months Ago:
It is as I had feared. The Way is interested in something here in Ravengro. But what could it be?
One Month Ago:
Whatever the Way seeks, I am now convinced their goal is connected to Harrowstone. In retrospect, I suppose it all makes sense—the stories they tell about the ruins in town are certainly chilling enough. It may be time to investigate the ruins, but with everyone in town already being so worked up about them, I’d rather not let the others know about my curiosity—there’s plenty of folks hereabouts who already think I’m a demonologist as is.
Twenty Days Ago:
It is confirmed. The Way seems quite interested in something—no, strike that—someone who was held in Harrowstone. But who, specifically, is the Way after? I need a list of everyone who died the night of the fire. Everyone. The Temple of Pharasma must have such a list.
Eighteen Days Ago:
I see now just how ill prepared I was when I last set out for the Harrowstone. I am lucky to have returned at all. The ghosts, if indeed they were ghosts (for I did not find it prudent to investigate further) prevented me from transcribing the strange symbols I found etched along the foundation—hopefully on my next visit I will be more prepared. Thankfully, the necessary tools to defend against spirits are already here in Ravengro within my own lab.
Still, it is time to send missives out! I will need assistance from my closest allies. My dreams indicate that they are all somehow linked to... it all.
Two Days Ago:
This evening I return to the prison, risky as this venture may be. It is imperative the Way does not finish. My caution has already cost me too much time. I am not sure what will happen if I am too late, but if my theory is right, the entire town could be at risk. I don’t have time to update my will, so I’ll leave this in the chest where it’ll be sure to be found by Kendra, should the worst come to pass. Hopefully my work will delay the Way's efforts and by then my friends shall arrive and with their help I can set this right. Then I trust some secrets, long dormant, can be revealed...
On Verified Madness
None of the aberrations are familiar to her. In the margins, the Doctor writes notes on the creatures. His notes in every case, show that he seems familiar with each creature based on his dreams. He makes a distinction between "dreams" and what he describes as his "dreamworld" claiming that none of the creatures had ever been encountered in his dream world. He conjectures that perhaps some of these creatures may dwell in a place he calls the "Nightmare Lands".
The Order of the Palantine Eye
The Order appears to be a semisecret society of scholars and philosophers who explore and study dusty secrets hidden in the past. This particular book contains ancient ceremonies both magical and mundane mathematical theorems. In the back of the book are some notes scribbled by Rudolph. It appears that he was hoping some members of this society could substantiate findings from his dream journal but he appears to have had no luck.
The Yellow Book
As it turns out, Ogre is indeed merely looking at pictures as the language is one that he cannot read. It appears to be made up of the odd phraseology that the group found in the main house. However, instead of a few jotted notes, it is the entire text.
The pictures that the book depicts are... odd. Creatures that appear unnatural and unsettling. There is a feeling in the pit of your stomach as you stare at them overlong, as if you cannot pull your eyes away.

Within Harrowstone

Harrowstone Grounds

Ravengro Map

Ravengro Town Gazeteer:

A: Town Square. Simple wooden gazebo serves as the hub for Ravengro's gatherings. The town's favorite stray dog, Old River, is known to hang around here during the day.

B: Posting Poles: poles where townspeople can post all sorts of messages for the town, ranging from news to sales to advertisements.

C: The Laughing Demon: Zokar Elkarid runs this warm and friendly tavern.

D: Ravengro Town Hall: in classic small-town style, Ravengro citizens use this for virtually everything, from weddings to council meetings.

E: Temple of Pharasma: Vauran Grimburrow, the Father from the funeral, is officialy in charge of the temple, but any number of a dozen or so acolytes actually handle the day to day going-ons. The temple sells various healing and holy related items.

F: Ravengro General Store: Luthko and Marta Avanaki run the general store with their five daughters. While the store usually caters to local needs, the town is big enough and on a populated enough route to stock most simple adventuring items.

G: Ravengro Forge: Jorfa is the dwarven master of the forge. One of Ravengro's most valuable resources, she is as standoffish and quiet on her past as one would expect.

H: Jominda's Apothecary: Jominda Fallenbridge keeps a well-stocked supply of pharmacological provisions, both herbal and alchemical.

I: Ravengro Jail: a relatively small jail serves as Ravengro's home for the occasional drunk citizen. Sherriff Benjan Caller runs the jail with his four part-time deputies.

J: The Silk Purse: two moneylenders work out of this building, Luramin Taigh and Quess Yearburn. They have loans available for collateral to farmers or other potential clients. They also sell some of the items that have failed to me reclaimed.

K: The Outward Inn: board and breakfast run by Sarlanna Val. Highly reccomended, if you don't have a free place to stay that is. Local musicians and storytellers often visit for evenings of entertainment.

L: The Unfurling Scroll: Alendru Ghoroven, a retired wizard-turned-teacher teaches reading, math, and history, as well as beginning magical theory. In addition to teaching, Alendru supplements his income by buying and selling minor magic items (primarily scrolls) that he’s purchased or created.

M 1-4: Council Member's Houses.

N: The Van Richten Residence: formerly the professor's house, it is now Kendra's. And your current lodging.

O: Harrowstone Memorial: Other than the looming ruins of Harrowstone on a nearby hill, Ravengro’s most distinctive landmark is a 25-foot-tall, moss-covered stone statue that overlooks the river. The statue depicts a proud, muscular human man dressed in leathers and wielding a truncheon—a depiction of Warden Hawkran. A total of 25 names—the guards who died in the fire of 4661, as well as the warden’s wife, are chiseled into the statue’s stone base.

P: to The Restlands: a large stretch of moorland reserved for interring Ravengro's dead. Thanks to the Pharasmin church's influence in town, Ravengro's graveyard is large and well tended.

Q: Gibs Hephenus, the man who started the fight at the professor's funeral lives here.

R To Harrowstone: this reminder of Ravengro's original purpose looms over the town from atop its bleak hilltop, a constant inspiration for tall tales and bad dreams.

Sanity Rules:

Sanity Score: This is sort of like mental hit points. It’s the sum of all your mental stats (Wisdom, Intelligence, Charisma) less any damage to those scores.

Sanity Damage: this is like hit point damage done in physical combat (like a sword blow, etc), only, it affects your sanity score, not your hit points. So, if you encounter an attack on your sanity and suffer damage, you deduct that damage from your sanity score.

Losing Sanity and Gaining Madness:
When you’re faced with a monster that can do sanity damage, you have to make an immediate will save. If you save, most of the time, you will be able to ignore all Sanity damage (i.e. your mental faculties hold up) though some creatures may do damage regardless of your save (like Great Old Ones).

If you lose ALL of your Sanity (i.e. Sanity pool moves to zero), you gain a lesser madness (this is generally a temporary condition), I will not have PCs suffer more than 1 lesser madness at a time. This mechanic is for flavor not to annihilate PCs effectiveness.

If you lose ALL of your Sanity facing a Great Old One, that will trigger a greater madness. This is permanent though each PC will only ever gain a single one of these.

Losing Madness and Gaining Sanity:
Madness can be lost (and sanity restored in several ways).
1. Rest: Every 7 full days of uninterrupted rest heals sanity damage equal to your Charisma modifier (minimum 1). You’re letting your own sense of self and force of personality reassert itself and mend together the tattered fragments of your tortured psyche.
2. Therapy: Tell someone else your problems (mentor, counselor, confidante, friend, family, priest, advisor, etc). At the end,, the ally attempts a Wisdom or Intelligence check (whichever is higher) DC equal to the amount of Sanity you have lost. Success means you add their ability modifier (wis or int, whichever is higher) to the amount of sanity damage you heal.
3. Magic:
a. lesser restoration: 1d2 points once per day
b. Restoration: 2d4 points per day
c. Heal: 3d4 points/day
d. Greater restoration, psychic surgery, limited wish: all of it, if your sanity was below your edge (in other words, you still had more than half your sanity points left). Or, to 1 point below your sanity edge if you had more than half of your sanity lost.
e. Miracle and wish fix everything

Effects of Restoring Sanity:
Lesser Madness - If all of your sanity damage is healed, your lesser madness is removed entirely.

Greater Madness - If all of your sanity damage is healed, your greater madness is dormant. It will become reactivated if you again suffer a full loss to your Sanity score. A greater madness can only be fully healed with a long term psychiatric stay (1 month, which could well be played out over a downtime depending on how the chronicle proceeds) r the use of a Wish or Miracle spell (hard to come by in Ravenloft!).

Fear, Horror, and Madness:

I will NOT be using Madness rules as the Sanity rules already cover that.

Fear, Horror, and Madness saves represent the power of terror — a roleplaying tool to help players visualize the hysteria that often clouds the minds of characters in classic tales of horror.

Making the Saving Throw

Fear and Horror saves are considered Will saves in all respects. Anything that modifies a Will save likewise modifies Fear and Horror saves; anything that modifies saves vs. fear effects modifies Fear saves.

Fear and Horror saves all use the same basic mechanic: a Will save against a specified DC. Specific DCs depend on the situation and type of check being made and will be provided by me. Luck effects and resistance effects (such as those generated by a luckstone or a cloak of resistance) do not affect Fear and Horror saves; they are outside the purview of luck and are not "active" effects that would be resisted. Divine effects do aid Fear and Horror saves, however.

If a character succeeds at the Will save, then there is no effect, and she is immune to that specific source of fear or horror for 24 hours. If a character fails the Will save, then the margin of failure determines the result. Subtract the final check result from the DC; this result determines whether the character suffers a minor, moderate, or major effect.

Failure Margin Effect

1-5 points Minor
6-10 points Moderate
11-15 points Major
16+ points Major, plus additional effect.

When determining the results of failed Horror save, the player should also concurrently roll 1d4 for the DM to select a specific effect.

FEAR SAVES

A character should make a Fear save when facing overwhelming odds and/or immediate, dire physical danger.

Failure Results

Minor Effect: Shaken. The character suffers a -2 morale penalty to attack rolls, checks, and saves.

Moderate Effect: Frightened. The character is shaken and flees as well as she can. She can fight to defend herself if unable to flee. A frightened character can use special abilities, including spells, to flee; indeed, she must use such means if they are the only way to escape.

Major Effect: Panicked. The character suffers a -2 morale penalty on saving throws and must flee. She has a 50% chance to drop what she's holding, chooses her path randomly (as long as she escapes from immediate danger), and flees any other dangers that confront her. If cornered, she cowers. A panicked character may use a special ability or spell to escape.

Additional Failures: Fear effects stack. A shaken character who fails another Fear save becomes frightened. A frightened character who fails another Fear save becomes panicked.

Recovering from Fear

Fear effects last 5d6 rounds. Certain spell effects (such as modify memory or remove fear) can remove all Fear effects.

Note that as the characters level, the amount of fear checks will diminish as you confidence and power/abilities increase.

HORROR SAVES

The heroes witness scenes of terrible cruelty or behold events that simply should not be. Horror is a broader emotion than fear, and more intimate. Horror often permanently colors a character's view of the world, be it through the shock of realizing that such merciless events are possible or the paralyzing dismay of discovering some monstrous trait within oneself. Horror is the murderer of innocence. Possible examples of scenes that might require a Horror save include seeing someone torn limb from limb, watching a friend transform into a hideous monster, or learning that you slew an innocent bystander while possessed by an evil spirit.

Horror saves are typically prompted by unusual, unique situations rather than by creatures, so unlike Fear saves there's no quick formula to determine the DC. Instead, I will use my best judgment to apply a DC to the scene. As a rule, the more gruesome, abnormal and/or insane the scene, the higher the DC should be.

Failure Results

If a character fails a Horror save, the player should roll 1d4 and compare it to the effect category to select a specific symptom of Horror. If a character fails a Horror save by 16+ points, he suffers Sanity Damage on a one for one basis for each point over 16 (i.e. failing a roll by 20 would result in 4 points of Sanity Damage).

Failure Results

Minor Effect: (1) Aversion, (2) Fearstruck, (3) Frozen, or (4) Nausea.

Moderate Effect: (1) Nightmares, (2) Obsession, (3) Rage, or (4) Revulsion

Major Effect: (1) Fascination, (2) Haunted, (3) Mental Shock, or (4) System Shock

Additional Failures: Some Horror effects have outburst durations that are measured in rounds. A character can carry only a single Horror effect at a time. If a subsequent failed Horror save indicates a result of equal or lesser severity, I will use another outburst of the existing effect. If a failed Horror save indicates a result of greater severity, the existing effect is removed and there is default to the greater one instead. Horror effects do not stack.

Recovering from Horror

Minor Horror effects last one week.

Moderate effects last two weeks.

Major effects last thirty days.

At the end of this duration, the character rolls a recovery check (a Horror save). Use the DC of the original Horror save with a -2 morale bonus, since time and distance heal all wounds. If the character succeeds at this check, the Horror effect is removed. If she fails, the Horror effect persists for another duration period. A character can retry failed Horror recovery checks each time she reaches the end of a duration period. The -2 DC modifier is cumulative with each attempt.

Numerous spells and magical effects (such as modify memory or remove fear) can also remove all Horror effects.


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Female Tiefling Warpriest

I think the first question of the skull should be who killed it him. After all, not only was it a guard of the prison, but he was beheaded. That's pretty serious. Might even be rather personal(if not just deranged).


M Koldemar Fighter 1 / Soul shepherd master of many styles monk 1

Question: Why was the fire started may also answer WHO started it. If that was to contain rebellion (wardens) or to distract the guards (prisoners) or whatever of that nature

"Please do not be alarmed, good sir. I will show myself. After all, I'll be here for hours with your permission." Zek speaks as clearly and "educatedly" as he can, watching hiss "ss"es and "z"s and watching for contractions and simple words, using long words.

Unless Shanda stops him with some pretext, he will slowly remove the hood and then cloak.

And assuming the guy doesn't freak out
"I'm here to conduct research on the old prison. Time is of essence and I would appreciate starting at your earliest convenience."


HP 22/22; San 35/36; Rage 5/8; AC 14 (16 vs undead); DR 2/- vs undead; Init +0; Fort +5; Ref +0; Will +0; Per +5 3

Bastion nods in appreciation as his friends help convince the father of their good intentions.

His eyes sparkle for a moment, interest piqued when the scroll doesn't work on the wraiths body.
"Why would that be Father? Could the spirit be absent from the Boneyard?"

He just nods to the others suggestions of questions. "Who killed him is good. I'm curious about how the skull ended up in the pit... and where the rest of his body might lie. Anything he knows about the fire would also be helpful. Perhaps asking the "why" was the fire started could reveal more than the "who""


Skills:
Acrobatics +7, History +4, Nobility +4, Religion +5, Linguistics (B) +6, Perception +8, Sense Motive +10, Sleight of Hand (B) +6, Stealth +7
Attacks:
[dice=Unarmed Attack]d20+3[/dice][dice=Unarmed Damage]d6+3[/dice] [dice=+1 Longbow]d20+4[/dice][/dice=+1 Longbow Damage]d8+1[/dice][dice=Flurry w/+1 Longbow]d20+3[/dice] [dice=Flurry w/ +1 Longbow Damage]d8+1[/dice]
ZA Monk 2; HP: 25 ; Init +4; AC: 16, T: 16, FF: 13; CMB +4, CMD 20; Fort +5, Ref +5, Will +6 (+1 Fort vs. Attacks by Incorporeal Undead); Sanity- 36/36; Legacy- Godefroy; Perception +8

"If he died before the fire started he would not know. We may want to start with earlier questions and work towards that. He probably does know who killed him though." Kenzo says.


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Male Human Pharasman Cleric (Ecclesitheurge) 1/ Unchained Monk 1

Sterling nods thoughtfully at the others suggestions.

So, Leaning towards "Who Killed you?" as the first question it sounds like? (OR, "WHY were you killed?") And IF we think he was still alive when the fire started, "WHY was the fire started" rather than "WHO started fire?"

We have to remember, these answers can be as long as they need to be be. (Or, at least as long as the GM allows.) ;) So we do not need to worry about getting info from one word. See newest 'D&D movie' for a hysterical example of speak with dead in use! ;P (I liked that movie. It felt like me and my old friends were playing the game. Including the shenanigans. (Heck, ESPECIALLY the shenanigans!) ;D


Shadow's Status

The Temple of Pharasma

Father responds to Bastion's question as to why the speak with dead spell did not work on the corpse, "In theory, even one who is in the bosom of their God should respond to the question. Those philosophically opposed to the questioner can resist. But that is clearly not what happened. It is rare that a soul is obliterated entirely though it can happen with hideous magics. I have a thought but wish to do some research first, then I shall respond to that quandary".

Father Grimburrow starts with the first question I assume you give him the corpses name, "Tell us, who killed you Prison Guard Gurtis Vortch".

The skull animates as it speaks on the bier, "That rotten filth the Lopper is wot did me in Priest! I came to give him his dinner like always, but somehow he was floatin' in the air, took me off guard and took off me 'ead! I hope that rotten bastard died too!"

---

Gibs Humble Abode

Gibs opens the door and eyes you warily as you speak. "The Dawnflower eh? I'm familiar with her.

I suppose if you're one of her followers then you're alright with me, don't judge a book by its cover and all of that.

Apology accepted, once I get some drink in me and get riled up, I ain't the nicest most respectful either. Don't get me wrong ah, Priestess, is that what I should call you? Anyway, don't get me wrong, Kendra's a fine young Lady, her mother raised her right. But that Doctor Van Richten, he was always delving into things that should be best left undisturbed.

Myself, and many of the townsfolk, just didn't want him to be buried in our cemetery. Necromancers and their ilk may look to desecrate his grave. We don't need that., these mysterious folk out in the fields are proof that I'm not wrong about it.

Still, I could have gone a better way about making my point".

---

the Unfurling Scroll

He is taken aback for a moment, but recovers quickly. He places a hand over his heart, "My apologies for being startled, it's been a while since I've seen any Humaniod that wasn't a mere Human.

Certainly, if Shanda vouches for you, I will close up and start. Once of course, you have paid the fee".


Female Tiefling Warpriest

"It would appear that we were both in the wrong, but your apology is accepted. I had come here to inquire about the posting you made, regarding needing help at night?" Her tail twitches involuntarily at the thought of some late night excitement.

Just a reminder, she's wearing armor, her scimitar is strapped to her waist, and she has a longbow and quiver on her back. Just in case Gibs is a sexist and doesn't think a woman belongs in a battle.


Shadow's Status

Gibs Humble Abode

"After our close call on a dust up, you'd still want to work with me?

I admire and appreciate that spirit.

As you probably know, the reason for townsfolk consternation is a bunch o' hooded folk being seen the last few weeks poking around on local farmlands. While they haven't stolen anything or threatened anyone, whenever they're questioned they flee. Their numbers are never the same twice.

We're an insular and superstitious bunch and don't take kindly to such intrusions. Well, with the death of the Doctor, and no I don't know the details exactly, being fishy, we need to band together. I've already five young men willing to patrol the countryside at night to make sure that there is no funny business".


Female Tiefling Warpriest

Gibs Humble Abode

"One of the Dawnflower's core tenets is forgiveness and redemption. Plus, I know that however misguided it may have been, your actions and words came from a good place. Wanting to protect your home and it's people. I can definitely respect that." The young warpriest compliments the old 'warrior'.

"One of my friends that I am here with believes they might be part of a cult he is tracking. If so, they might actually be rather dangerous." She pauses, thinking for a few moments. "Right now, let's keep that possibility between us. It's not a fact that they are, and we don't need to scare people over a rumor." She lets that sink in before continuing. "Do they show up every night?"


Shadow's Status

Gibs Humble Abode

He grimaces at the prospect of them actually being dangerous, "Is that then why you are your lot went to the prison? Were they monkeying around in that haunted place?"

He pauses for a moment, "The surrounding farmlands are vast and many townsfolk actually live out there dotted in the countryside.

So yes, they may well be out there but I have no verification of their patterns or if they are even still here.

Quite frankly, the night after your friends death, the sightings stopped, least as far as I can tell".


Skills:
Acrobatics +7, History +4, Nobility +4, Religion +5, Linguistics (B) +6, Perception +8, Sense Motive +10, Sleight of Hand (B) +6, Stealth +7
Attacks:
[dice=Unarmed Attack]d20+3[/dice][dice=Unarmed Damage]d6+3[/dice] [dice=+1 Longbow]d20+4[/dice][/dice=+1 Longbow Damage]d8+1[/dice][dice=Flurry w/+1 Longbow]d20+3[/dice] [dice=Flurry w/ +1 Longbow Damage]d8+1[/dice]
ZA Monk 2; HP: 25 ; Init +4; AC: 16, T: 16, FF: 13; CMB +4, CMD 20; Fort +5, Ref +5, Will +6 (+1 Fort vs. Attacks by Incorporeal Undead); Sanity- 36/36; Legacy- Godefroy; Perception +8

"So he died before the fire it seems. Maybe we should ask who the most dangerous prisoners were." Kenzo suggests.


Male Human Pharasman Cleric (Ecclesitheurge) 1/ Unchained Monk 1

With the Father at the Church,...

Sterling nods slowly at Kenzo's statement.

"Maybe,... But I suspect that records and the items in the vault would answer that easily enough. I think we may be best served asking if he has any knowledge of WHY someone would want to start a fire or otherwise destroy the prison? Or better yet, if he knows of any trouble that was brewing within the prison before his,... demise?"

Sterling 'votes' for the LAST question. 'Did the guard know of any trouble brewing in the prison'? Or any 'strange happenings' etc. However it might best be phrased. ;P


Shadow's Status

Let's get Bastion's input then I will craft the second question.


Male Half-Orc (Pyro) Kineticist 2 / VMC Sorcerer (Orc)
Stats:
HP 26/26 (-0NL) |Current Burn: 1 (Limit+1/rd) | AC 18 T 15 FF 16 | Fort +8 Ref +5 Will +1 | CMB +3 / CMD 15 | Init +2 | Perception +6|Sanity: 33/33 | Hero Pts: 2/-0 | Active:
Sterling Starshadow wrote:

With the Father at the Church,...

Sterling nods slowly at Kenzo's statement.

Sterling 'votes' for the LAST question. 'Did the guard know of any trouble brewing in the prison'? Or any 'strange happenings' etc. However it might best be phrased. ;P

Count that as my vote too. WHY start the fire. Seems really important to me. Unless it was an accident?


HP 22/22; San 35/36; Rage 5/8; AC 14 (16 vs undead); DR 2/- vs undead; Init +0; Fort +5; Ref +0; Will +0; Per +5 3

Bastion nods along with the others.
Sorry, away for a couple of days.


Shadow's Status

The Temple of Pharasma

Father Grimburrow raises his eyebrows at the response, "I'm afraid his reference to "the Lopper" has no meaning for me. Perhaps that was a prisoner nickname?"

After briefly conferring, the Party decides to ask the next question and it is posed by Grimburrow

"Did you know of any trouble brewing in the prison?"

The skull responds, "No! If I had I woulda been more careful that day, no riot had ever occurred at the prison before, it's the place where the most dangerous in Ustalav, and after some decades, even other friendly nations, housed their most dangerous".

Father Grimburrow speaks, "I came to Ravengro only a few decades ago. The Prison is an eyesore but no one here wanted to expend the resources to level it nor am I sure we would even have the tools to do so as we are a farming community.

Certainly interesting that such a sleepy community would be host to an infamous prison that was know even beyond Ustalav's borders".

Not much there. It looks like the most popular third question is how the fire started, but as he died before the fire, he wouldn't know that. The names of the other most dangerous inmates is another question floated. That you may well be able to get from records. BUT. Those records might have so many prisoner names that it could be hard to tell if anyone had special status or not. I'll hold off on that last question to give the PCs a chance to debate if there is another better question to ask instead as this is the last one you get!


Male Human Pharasman Cleric (Ecclesitheurge) 1/ Unchained Monk 1

Temple of Pharasma

Sterling nods at Father Grimburrow, and slowly points to the 'silent' remains of the body on the stone.

"That is,... was, 'The Lopper'. Presumably. Raised as a nasty undead. Nasty, even for a wight. Whatever transpired in the prison was not just physical. It was a deep, evil, spiritual destruction as well. Something terrible enough to cause not one, or a few, but many undead. And Haunts."

OK, again, I am not the best at 20 questions. (And we got 3!) ;P looking for a question that will give the best general knowledge of something, anything, to help us figure out what happened.

@GM, is there any INT, WIS or K: roll that we can try to give our pc(s) a nudge in the right direction? (or at least a clue of a question?) Something that a warrior, or a cleric, might think of that we as players might not? :)


Shadow's Status
Sterling Starshadow wrote:
@GM, is there any INT, WIS or K: roll that we can try to give our pc(s) a nudge in the right direction? (or at least a clue of a question?) Something that a warrior, or a cleric, might think of that we as players might not? :)

The Module does not even contemplate Speak with Dead on any of the bodies so there's no clear guide for this line of questioning. It appears the fire started after his death so it was probably part of the same overall event. Therefore, most of the action that may interest all of you was probably after the fact. Perhaps a question to ask is the methods of punishment considering how malevolent here the spirits are. You after all did find a prisoner executed via death in Ember Maw.


Skills:
Acrobatics +7, History +4, Nobility +4, Religion +5, Linguistics (B) +6, Perception +8, Sense Motive +10, Sleight of Hand (B) +6, Stealth +7
Attacks:
[dice=Unarmed Attack]d20+3[/dice][dice=Unarmed Damage]d6+3[/dice] [dice=+1 Longbow]d20+4[/dice][/dice=+1 Longbow Damage]d8+1[/dice][dice=Flurry w/+1 Longbow]d20+3[/dice] [dice=Flurry w/ +1 Longbow Damage]d8+1[/dice]
ZA Monk 2; HP: 25 ; Init +4; AC: 16, T: 16, FF: 13; CMB +4, CMD 20; Fort +5, Ref +5, Will +6 (+1 Fort vs. Attacks by Incorporeal Undead); Sanity- 36/36; Legacy- Godefroy; Perception +8

"I find it strange the guard knew nothing. Something definitely changed before all of this happened. If nothing else a caster of some sort took up residence and allowed this Looper to fly before the guard arrived." Kenzo says.


Shadow's Status

Temple of Pharasma

Father Grimburrow frowns, "Yes, you may well be right Acolyte Starshadow, do you intend to return there after this day to investigate further?

Perhaps Mr. Hagetora, the prison did hold villains of every type of ability. You may wish to petition the Council to research the town records to ascertain what, if any, information exists on the incident.

My most pressing question is whether you are all under the belief that this could threaten Ravengro itself and why now? Certainly rumors of the place being haunted have plagued the location since before I arrived but no actual threat has ever made its way from the place before".


Shadow's Status

the Unfurling Scroll

Zek pays the 5 gold fee and the Sage packs up Shanda moves to leave as well, he states, "I'll lock you in for the night. Please do not leave else you will leave my wares unprotected".

Shanda cocks her head, "Are you sure you'll be alright here all night by yourself Zek?"

You have the entire afternoon/evening/night available to you and it is currently 3 pm he will return at 6 am the next day. Give me three topics you are looking to research and three Knowledge Local rolls or you could focus on one or two instead if you prefer (if you do not have that Skill, simply roll a straight Intelligence check). Each hour you spend per topic, you can add +1 to that particular roll. Note that if you go without sleep you will suffer from Fatigue the next day as even Dragons need to sleep!


Male Human Pharasman Cleric (Ecclesitheurge) 1/ Unchained Monk 1
GM Dark Shadows wrote:

Temple of Pharasma

Father Grimburrow frowns, "Yes, you may well be right Acolyte Starshadow, do you intend to return there after this day to investigate further?

Sterling slowly nods again.

"Oh yes. We are most definitely returning to investigate further. This is just getting interesting.

Father Grimsburrow wrote:


Perhaps Mr. Hagetora, the prison did hold villains of every type of ability. You may wish to petition the Council to research the town records to ascertain what, if any, information exists on the incident.

"An excellent idea. DO you believe they will allow us access to the records freely?

"Father Grimsburrow wrote:


My most pressing question is whether you are all under the belief that this could threaten Ravengro itself and why now? Certainly rumors of the place being haunted have plagued the location since before I arrived but no actual threat has ever made its way from the place before".[/b]

Sterling actually appears thoughtful for a few moments.

I do not know for certain Father. But I suspect it COULD present a direct threat to the town, yes. It has never before, true. But also before recently there has not been sightings of unknown strangers in the area. Who routinely refuse to interact or identify themselves. AT a time when one of our, companions, happens to be tracking a dangerous cult that may be in the area. In my work for the Church, I have rarely found such circumstances to be entirely coincidental."

Sterling actually shudders, once.
"If these restless spirits should, Pharasma forbid, somehow manage to free themselves from the tether of where they died,... even only so far as the town,... They could overrun it in a matter of days. Or hours."

The young cleric points a finger at himself, and makes a very slow and distinct Spiral to ward off evil.

" I'm curious, I wonder if there is any sort of strange history to what happened, say religious or astrological history, that may be repeating itself now? Seems odd that a haunted location, while always dangerous, should be quiet for so long, and yet be so very active now. A good question for the town's records. Or the Doctor's notes."

Good suggestion on asking about Punishments in the prison. If they were all normally as cruel as the presumably burning a person alive one, that might explain a LOT of unquiet spirits! ;P Sterling votes to ask about prisoners' punishments, and if they had become more intense or often before he died. What do you all think?


M Koldemar Fighter 1 / Soul shepherd master of many styles monk 1

Zek'Karis spends first hour perusing the index of the small library or simply going through the books if there none. He learned in his research about undead that organization is everything.

He goes at it methodically, reading references, looking up stuff and making notes on books and pages.

Once he makes a pause, he summarizes things and keeps going. Once or twice, he fights off the drowsiness, but finally, when a guard comes to check on his small light, he calls it a night.

Research 8h: 1d20 + 1 + 8 ⇒ (15) + 1 + 8 = 24 good roll!


Skills:
Acrobatics +7, History +4, Nobility +4, Religion +5, Linguistics (B) +6, Perception +8, Sense Motive +10, Sleight of Hand (B) +6, Stealth +7
Attacks:
[dice=Unarmed Attack]d20+3[/dice][dice=Unarmed Damage]d6+3[/dice] [dice=+1 Longbow]d20+4[/dice][/dice=+1 Longbow Damage]d8+1[/dice][dice=Flurry w/+1 Longbow]d20+3[/dice] [dice=Flurry w/ +1 Longbow Damage]d8+1[/dice]
ZA Monk 2; HP: 25 ; Init +4; AC: 16, T: 16, FF: 13; CMB +4, CMD 20; Fort +5, Ref +5, Will +6 (+1 Fort vs. Attacks by Incorporeal Undead); Sanity- 36/36; Legacy- Godefroy; Perception +8

"This disaster happened sometime ago. They have not had the ability to leave this prison. Unless a third party changes something, perhaps this cult we have heard about, I think the town will be fine." Kenzo says.


Shadow's Status

the Unfurling Scroll

You are indeed 1 point away from FULL knowledge. You have 2 Hero Points currently. Spending 1 Hero Point and adding +1d6 to your roll would essentially be an auto success to get you to that 25 goal.

It takes quite some time for Zek to get his bearings due to the scattered nature of the documents located within Alendru Ghoroven's private library. Mainly due to the fact that his focus is on magic and magical theory.

Anything else Alendru has collected on the town's history are scrolls and diaries donated by the locals over the years that the town hall library didn't want or already had. What is here though absolutely helps get a much better sense of the prison and what happened there.

Harrowstone was built in 4594. Ravengro was founded at the same time as a place where guards and their families could live and that would produce food and other supplies used by the prison.

Most of the hardened criminals sent to Harrowstone spent only a few months imprisoned, for it was here that most of Ustalav’s executions during that era were carried out.

Harrowstone was destroyed by a fire in 4661 (it's currently 4724), and the building has stood vacant ever since. The fire that killed all of the prisoners and most of the guards destroyed a large portion of the prison’s underground eastern wing, but left most of the stone structure above relatively intact.

The prison’s warden perished in the fire, along with his wife, although no one knows why she was in the prison when the fire occurred. A statue commemorating the warden and the guards who lost their lives was built in the months after the tragedy—that statue still stands on the riverbank just outside of town.

All accounts from eyewitness journals at the time agree upon one thing, the fire that caused the tragedy was, in fact, a blessing in disguise. The prisoners had rioted and gained control of the prison’s dungeons immediately prior to the conflagration.

It was only through the self sacrifice of Warden Hawkran and 23 of his guards that the prisoners were prevented from escaping, the guards gave their lives to save the town of Ravengro.

Alendru has a brief journal wherein he writes about the Prison, having once investigated the grounds when he first moved to town. The locals suspect that it’s haunted, and don’t enjoy speaking of the place, but you already knew that so his journal about the oddity that is Ravengro was short lived. One thing his journal did not discuss was the feeling of a burning sensation upon entering the grounds. He noted that there was a padlock on the front door and so he never bothered trying to enter. He did though wade into the "Lake" to seek out anything of interest. He did find a few interesting magic trinkets, but he was not attacked upon entering that body of water. Aledru concludes that he finds the continued existence of Ravengro quite fascinating considering it started as a community to support those that worked in the prison and when the prison never re-opened, it became a small back water farming community that is growing to this day (this day in the journal being the year 4704).


HP 22/22; San 35/36; Rage 5/8; AC 14 (16 vs undead); DR 2/- vs undead; Init +0; Fort +5; Ref +0; Will +0; Per +5 3

"Maybe we should take a gander at this here statue." drawls Bastion as Zek reveals the monument to the warden.

"Who knows what we might learn there.. names of the guards for sure, and if we meet any more unquiet dead, maybe that will be helpful to us."


Shadow's Status
_Bastian 'Ogre' Zorovich wrote:

"Maybe we should take a gander at this here statue." drawls Bastion as Zek reveals the monument to the warden.

"Who knows what we might learn there.. names of the guards for sure, and if we meet any more unquiet dead, maybe that will be helpful to us."

Note that Zek is in a different location and cannot mention that to you till the next day. Though i believe Kendra DID mention the statue earlier in the thead.


Shadow's Status

the Unfurling Scroll

Just as you are about to call it a night, you find the most critical journal of all. It was written by a Guardsman who was off duty at the time and understood the prison procedures quite well, including what to do in case of an emergency.

At the time Harrowstone burned, eight particularly notorious criminals had recently arrived at the prison. While the commonly held belief is that the tragic fire began accidentally after the riot began, in fact
the prisoners had already seized control of the dungeon and had been in command of the lower level for several hours before the fire. Warden Hawkran triggered a deadfall to seal the rioting prisoners in the lower level, but in so doing trapped himself and nearly two dozen guards.

Who started the fire and why was not clear as there was no procedure involving fire at all and no one ever entered the lower levels, at least no official from the Local or Country Government, to investigate further.

Try as you may, you find no mention of the names of any of the criminals. Those may need to re researched at Town Hall.


M Koldemar Fighter 1 / Soul shepherd master of many styles monk 1

Zek'Karis wakes up as the owner returns.

"My apologies, the books aren't all back in their place. I was too tired after I finished. I will help you clean up."

After everything is in order, he returns to van Richtens house, avoiding what little people walk around in the early morning.


Shadow's Status

Hold there Zek, you are now on the next day, while the balance of the group is on the afternoon of the prior day still.


Shadow's Status

Temple of Pharasma

Father Grimburrow asks the final question, "What were the nature's of the punishments of the prisoners of Harrowstone?"

The skull responds, "T'were hardened criminals there good sir. Many were murderers and had been sent there to be executed. Others were present to serve hard time and hard time it was, 24 hours a day in those cells. No one ever got out, which is why no one ever escaped, at least until the night I died. Oh, some were executed real nasty like, but those buggers didn't deserve anything better! They showed no mercy so we showed no mercy!"

With that, the skull fall silent.

Father Grimburrow asks you all to wait for a few moments while he confers with an Acolyte and a tome regarding the failure of his earlier peak with Dead spell. You all cool your hells for a half hour contemplating the answers received when Father Grimburrow returns.

"Pure conjecture on my part Bastion, but there seem to be only three possibilities as to why the spirit of this intact corpse, the Lopper as named by our prison guard spirit, was unable to be summoned.

One he is an undead creature. That possibility seems remote as you just destroyed his wraithly manifestation mere hours ago.

Two, his soul was annihilated through some sort of magic. Based upon the events of his death, that seems unlikely as you stated it appeared that he had fallen down the pit.

Three, somehow, he has returned to life. That last thought has me quite worried indeed. Perhaps some sort of contingency magic could bring him back to life. Farfetched, but possible...

Now, if you are all ready, let's consecrate the graves of these two fellows and bury them in the Restlands, I've a few Acolytes gathering supplies to do just that. We should have this affair sorted just before the sun sets...

The burial goes on without incident and you all return to Shanda's home.

Teo is seated outside and waves to you all as you return, she heads in with you all, "Zek and Zy have yet to return. Find anything interesting?"

As you enter the home, you do not see Shanda present but then she said she would be organizing a Council Meeting so that's no surprise. Kendra and Alain are playing cards. Cole is still napping comfortably in one of the chairs.

I'd say let's wait to have a full exposition until the next morning when all PCs can check in. I'll give Zy time tonight to post up before I move the Party to the next day.


Female Tiefling Warpriest
GM Dark Shadows wrote:

Gibs Humble Abode

He grimaces at the prospect of them actually being dangerous, "Is that then why you are your lot went to the prison? Were they monkeying around in that haunted place?"

He pauses for a moment, "The surrounding farmlands are vast and many townsfolk actually live out there dotted in the countryside.

So yes, they may well be out there but I have no verification of their patterns or if they are even still here.

Quite frankly, the night after your friends death, the sightings stopped, least as far as I can tell".

"We aren't sure, but we think it's a possibility, yes." The Sarenite replies. "Hmm, that's interesting that you haven't seen them since the Doctor passed. Perhaps there's a connection there, though I haven't the faintest idea what that could be." Zy muses.

Finally, she gets to the point of her visit. "I would like to assist with your patrols, at least for tonight. I don't if the others would be willing to join us, but you can count on my being there."


Shadow's Status

Gibs Humble Abode to the Surrounding Countryside back to Shanda's Manse

"Alright then, yo can rest here if you like till we're ready to go, I'll make you a plate".

For the sake of expediency, you agree to stay and have supper and a nap there.

Rested for a long evening (as you don't want to be exhausted if the Party heads to Harrowstone again tomorrow) you wake as townsfolk are gathering at Gibs Home. Eight men and one woman have shown up to assist. While they give you as little attention as possible, Gibs announces that you will be accompanying them. A few of the men appear dubious, but don't say anything. Most want to split into two or three groups but Gibs states that there are safety in numbers and that the entire group should head out together.

There is some grumbling but people appear to be willing to follow his lead. As everyone exits the two men that seemed dubious pull Gibs aside and are clearly arguing against your inclusion in the group as at least one points vaguely in your direction. After perhaps a minute it is clear that Gibs has won the argument and the entire group heads out of Ravengro and into the farmlands nearby.

From about 8 pm till about 4 am you all wander about. While you hear wolves howl in the distance you encounter no danger. Those with tracking skills locate a few camps where several people were present on different farms, but they are all a few days old.

No new tracks to speak of that match the ones found at those campsites.

You head back to Shanda's house after a long night expecting that's where everyone is staying. You are correct in that assumption as you arrive when Zek arrives and when Teo and Aldain switch guard duties on the front porch. While you are interested in his finding, you know you should get another cat nap in for a long day.

End of Scene and the Night.

Unfurling Scroll Back to Shanda's Manse

The Sage smiles and says, "Don't worry, my students make much larger messes, I'll have it organized in no time. I hope you found something of use", he waves as you leave to head back to Shanda's.

You wake up early expecting the streets to be vacant, but this is a farming town and the streets are full of people already about their day. You pull the borrowed cloak tighter not wanting to make a scene so early. The Townsfolk scowl at you in the cloak, one stating, do your parents know you're out this early! Luckily they have mistaken you for a human youngling and not a cultist!

You arrive when Zy arrives and when Teo and Aldain switch guard duties on the front porch. While you are interested to know why she too is arriving in the early morning hours, she is tired and waves off explanation to the morning.

End of Scene and the Night.


Shadow's Status

Ravengro - Shanda's Manse - All Together Now!

It's about 10 am when you all gather in the sitting room once more. Kendra is in the kitchen cooking away. Most of you got a good's night's rest and some were busy much of the night.

Zyblina's boots are caked in mud so it's clear she was out and about.

Shanda addresses you all, "Good morning all. Kendra is whipping up some hot cakes while we discuss progress from last night.

I was able to convince the Town Council at my emergency session last night to allow you all to spend some time in the basement of Town Hall sifting through records from Harrowstone. Most of those documents haven't been touched and are probably in disarray.

You can spend that time today and tomorrow, but that's it.

The Sheriff, Benjan Caeller, though wants some guards posted around the prison based on your findings. He will be posting his Deputies and a volunteer from the town to make sure no one enters or worse yet exits, at least for the next few days. I convinced him to let you all come and go as you see fit. Note that anything you find in there is considered town property". She gesture to the things that you reclaimed from the prison yesterday. "I have suggested that you all should be able to claim as a reward anything you find that's not dangerous, i.e. should be destroyed.

The town is spooked though. There are volunteer groups organizing to deal with strangers and trespassers.

So please, stay coordinated with myself or the Sheriff on this.

Especially you Zek, these folk are superstitious and I don't want you running into any trouble".

OK, time to discuss amongst yourselves what you found out during your various visits the day/ night before!


Male Half-Orc (Pyro) Kineticist 2 / VMC Sorcerer (Orc)
Stats:
HP 26/26 (-0NL) |Current Burn: 1 (Limit+1/rd) | AC 18 T 15 FF 16 | Fort +8 Ref +5 Will +1 | CMB +3 / CMD 15 | Init +2 | Perception +6|Sanity: 33/33 | Hero Pts: 2/-0 | Active:

Cole frowns and crosses his arms, while leaning against the wall.

”More research? I guess I should have expected it. Anybody have one of those cantrips that cleans things? This nose and tons of dust don’t mix well.”


Male Human Pharasman Cleric (Ecclesitheurge) 1/ Unchained Monk 1

Sterling shrugs.
"Better to know what we might be dealing with. At least 'Might' is better than 'no clue'."

Still standing in a corner, Sterling fills in the others on what happened with Father Grimburrow. More or less.

"We spoke with the Father at the church. He used a scroll of speak with the dead. No response from the body. Seems either his spirit has been destroyed, or he's alive. Somehow. OR he's still an undead. But that's unlikely, since we JUST destroyed his wight-form hours prior."

Sterling shifts uncomfortably.

"The guard's skull was more chatty. Almost disturbingly so. From his description of events, it seems like the criminal, the 'Lopper', was possibly already a wight before the fire that destroyed the Prison. He said the Lopper 'flew out' from his prison-pit-hole, attacked and killed him. That,... is concerning."

But, the guard was not aware of any brewing trouble at the prison prior to his death. We did learn that punishment was extreme in the prison. Hard time, hard labor, executions. You know, a regular summer resort. And the guard felt that the punishments were fitting. Apparently the prison was used to house the most violent criminals from near and far. Not just locals."

Sterling seems to realize how much he's been talking, and retreats back to the shadows of his hood.


Male Human Kineticist 2, AC 13, HP: 26/26, Temp HP 2, Sanity 38, Burn 0/8, Burn Shard 1/1, Fort +8, Ref +6, Will +1 (Second Chance 1/1) Init +3, Per +7, Hero Points 1/1

Sergei was wrapped up in his hat, dark glasses, and scarf again, doing his best to avoid the prying eyes of townsfolk. He'd been fairly quiet since using the spirit board the previous evening. Doctor Van Richten's death was hitting him hard. The man had helped Sergei restore his own sense of self. He owed the doctor everything. He didn't understand the local history, and the nuances of the nursery rhyme frustrated him. At the moment, he felt fairly useless. All he could do was hope the initiative of his allies would carry him to something he could help with.

He stayed with the group, mostly keeping quiet, doing his best to reign in the small hauntings that often happened around him.

I don't really have anything to add right now. If anyone needs a hand or company for research or other things, let me know.


Skills:
Acrobatics +7, History +4, Nobility +4, Religion +5, Linguistics (B) +6, Perception +8, Sense Motive +10, Sleight of Hand (B) +6, Stealth +7
Attacks:
[dice=Unarmed Attack]d20+3[/dice][dice=Unarmed Damage]d6+3[/dice] [dice=+1 Longbow]d20+4[/dice][/dice=+1 Longbow Damage]d8+1[/dice][dice=Flurry w/+1 Longbow]d20+3[/dice] [dice=Flurry w/ +1 Longbow Damage]d8+1[/dice]
ZA Monk 2; HP: 25 ; Init +4; AC: 16, T: 16, FF: 13; CMB +4, CMD 20; Fort +5, Ref +5, Will +6 (+1 Fort vs. Attacks by Incorporeal Undead); Sanity- 36/36; Legacy- Godefroy; Perception +8

"I still question the guard not knowing anything was amiss. Looper would not have suddenly gained the ability to fly. Some magic user or perhaps a necromantic or demonic force must have entered the prison shortly before the riot. If we are going to do research, it would be great to find out if there were any recently entered prisoners." Kenzo says.


M Koldemar Fighter 1 / Soul shepherd master of many styles monk 1

"Good morning everyone!" Zek'Karis breathes a sigh of relief when he manages to get to the house undetected. He remembers only too well the stones the villagers threw before Shanda saved him some years earlier.

While they eat their breakfast he summarizes what he found in the library

"Harrowstone was constructed in 4594 AR, alongside the founding of Ravengro, which housed the prison's staff and supported it. The prison served as a holding site for Ustalav’s most dangerous criminals, most of whom were executed within months of arrival.

In 4661 AR, Harrowstone was destroyed by a mysterious fire that killed nearly everyone inside, including Warden Hawkran and his wife. Her presence inside the prison at the time remains unexplained. The fire particularly devastated the eastern underground wing, though most of the upper stone structure survived. A statue honoring the fallen guards and warden still stands by the riverbank.

Eyewitness accounts confirm that a riot had broken out just before the fire, with prisoners seizing control of the dungeons. The fire, while tragic, is remembered as a blessing in disguise, as the prisoners were prevented from escaping due to the self-sacrifice of the warden and 23 guards, who sealed themselves in to stop the uprising.

Notably, eight notorious criminals had just arrived at Harrowstone days before the riot and fire. The origin of the fire remains unclear—no fire was part of the prison's response procedures, and no official investigation ever descended into the dungeon afterward. Suspicion lingers, but no answers were ever found.

Remember that we found exactly eight powerful items down in the vault. This might have some connection to that. And we can guess that the axe was a property of that undead we slew. Maybe we could speak with the spirit if we had the axe if it was captured in the item somehow."

(I) An Oversized Bloodstained Handaxe, clearly the weapon that was in the hands of the Wraith you just defeated.
(II) A Collection of Holy Symbols, a dozen in all. The Gods represented include: Calistria, Cayden Cailean, Desna, Iomedae, Irori, Nethys, Norgorber, Pharasma, Sarenrae, Shelyn, and Torag. The silver chains that attach the symbols are tangled and the symbols appear stuck together.

(III) A Moldy Spellbook.

(IV) A Masterwork Smith’s Hammer.

(V) Tarnished (but Masterwork quality) Silver Flute.

(VI) A Frayed Rope (hemp) with the end tied in a noose.

(VII) A Scarab crafted in the likeness of a Beetle, unlike a normal scarab, this encases a vial, the topper is off though.

(VIII) A beautifully crafted Jar decorated in the pattern of a spiders' web. The web is made of flakes of black sapphire ground down into powder and the jar appears to be carved out of a large opal.


Male Human Pharasman Cleric (Ecclesitheurge) 1/ Unchained Monk 1

Sterling, standing in his corner so still he might very well be sleeping, (while standing?), lifts his head suddenly at Zek's final words.

"His spirit trapped, or stored, in the axe?!? That sounds like dark magics. And definitely not my specialty. Isn't there there some powerful sorcery that allows a caster to store his spirit in a vessel? And even move his spirit between other people and take over their bodies? Sounds far beyond the abilities of even 'notorious, dangerous criminals'."

The cleric notably stiffens.

"Wasn't there an old spell book in the vault?!?,..."


HP 22/22; San 35/36; Rage 5/8; AC 14 (16 vs undead); DR 2/- vs undead; Init +0; Fort +5; Ref +0; Will +0; Per +5 3

"There were a host of old items in that vault. Though with that speak with dead spell not working, I'm beginin ta wonder if that wraith didn't hide his soul in that there axe. "

He looks at the thing in disgust.

"Could any of you tell if he did? And would that be stoppin the good father from chattin with him?"

As the rest of the information is shared he adds

"I'd like ta he seein that statue and havin a read of the names of these heroes. Knowledge kin be as much power as me arms if yer willin ta use it right."


M Koldemar Fighter 1 / Soul shepherd master of many styles monk 1
Sterling Starshadow wrote:


"His spirit trapped, or stored, in the axe?!? That sounds like dark magics. And definitely not my specialty. Isn't there there some powerful sorcery that allows a caster to store his spirit in a vessel? And even move his spirit between other people and take over their bodies? Sounds far beyond the abilities of even 'notorious, dangerous criminals'."

Zek shrugs, his wings exaggerating the motion.

"I know of stories of such, usually reserved for liches and other powerful casters...but yes, wouldn't that be possible reason? You said the guard said the villain floated...that would imply a help from the caster at the very least. Maybe a possession? A ghost? Or simply help from Whispering way cult all the way back there. Maybe they had some plot that took time to hatch. Maybe literally, given that 80 years passed."

Sterling Starshadow wrote:
"Wasn't there an old spell book in the vault?!?,..."

"Yes, there was. But it was badly protected given its state. If it was powerful caster, it should be nearly pristine...shouldn't it? Can anyone read it to see what kind of spells are inside?"

"I've noticed some runes next to the wall, did anyone study them? Maybe they are relevant - getting the ghosts powered up. Or bound?"


Shadow's Status

Ravengro - Shanda's Manse

Teo nods at Zek's statement, "You are correct Zek.

The runes were smeared with blood, dried blood. The language is Varisian. I made out the name of Lyvar Hawkran and I think the runes seem intended to call to him or perhaps his spirit, whoever he is. While the runes no longer radiated magic, I suspect there was indeed some magical effect intended. If this Lyvar Hawkran is the same man as the Warden Hawkran name you came across Zek, there is probably something there.

If we suspect that the Whispering Way are indeed the cultists that drew these runes then they are the ones that woke whatever evils were lurking in the prison. It's no coincidence that Zek tracked them to this very place at this very time. While at the same time the villagers have seen strange people that refuse to interact with anyone when challenged.

Perhaps they caught Van Richten spying on their work and... I don't know what. He seemed to die of terror, but was found in his bed, and now is body has disappeared. It's hard to piece everything together.

We should probably take up Shanda on that trip to Town Hall to search the records before we head back to the prison.

I'll head with you to the statue Bastion, but I may stay here all day with Aldain to protect Kendra, the poor bastard refuses to get off watch unless someone relieves him! If these cultists have unfinished business with the Doctor and they're still around, he's going to need back up.

What about you Zy, with that caked mud on your boots you must have been investigating something last night no?"


Shadow's Status

Note that the balance of the Party chose to leave the 8 potentially cursed items behind under double lock and key so Bastion looks in the direction of the prison not at the axe directly :)


M Koldemar Fighter 1 / Soul shepherd master of many styles monk 1

Zek looks at Teo
"I speak Varisian, or at least Ustalav version of it. Do you have copy of the runes?"

"I slept enough in the library. So, I can help with the research again. There are few things we need, right? Who were the eight most powerful or most dangerous prisoners - or other links to eight items. Were there any recent arrivals? Were there weird happenings before the fire...although with this last one...I found a journal of one of surviving guards and he doesn't mention anything like this. If we find something about why Mrs Hawkrane was there, that's weird by itself since it is mentioned earlier that she had no function there. Anything else?"

Zek looks eager to move...anything, anywhere. Just not to stand still.


Male Human Pharasman Cleric (Ecclesitheurge) 1/ Unchained Monk 1

Sterling's hood bobs in what appears to be a general nod of agreement.

The cleric stops leaning against the wall and stands up straight.

He hefts his traveling pack, with several wrapped bundles of what seem to be weapons tied to it, Clearly ready to go.


Male Half-Orc (Pyro) Kineticist 2 / VMC Sorcerer (Orc)
Stats:
HP 26/26 (-0NL) |Current Burn: 1 (Limit+1/rd) | AC 18 T 15 FF 16 | Fort +8 Ref +5 Will +1 | CMB +3 / CMD 15 | Init +2 | Perception +6|Sanity: 33/33 | Hero Pts: 2/-0 | Active:

Cole nods, terse as usual.

”Town Hall.”


Shadow's Status

Ravengro - Shanda's Manse to the Memorial Statue

I'll bot Zy to finish this scene and move on.

Zyblina nods to Teo, "Good eye, I was out last night with the concerned townsfolk Shanda mentioned, led by Gibs. He had that post up when we were passing on to the Temple. That's when I broke off to meet with Gibs, I figured the rest of you could handle the speak with dead affair.

The villagers he had assembled weren't too thrilled to have me but in a surprise twist, he vouched for me. Perhaps it's because of my piety to the Dawnflower or perhaps he figured having someone who could call upon divine power would be a good idea if they really did encounter the dead walking.

I wanted to take Gibs measure and perhaps more importantly see if there was indeed any true evidence of these trespassers around the area. While there was evidence of a few small sites on the more remote areas of the farm, nestled in woodlands, these tracks were days old. Their tracker didn't find any new tracks.

That means that whoever these villains were they are either somewhere nearby and we just didn't find their new campsite, certainly feasible as these farmlands and the woodlands nearby are vast or, they got what they came here for and have moved on. I'm not sure which conclusion is worse.

As for Gibs, he's ornery but I believe he is truly concerned for his fellow citizens".

Teo shrugs, "All we can do is what we can do and right now what we can do is go do some research at Town Hall. I'll stay here and give Alain more time to rest. If you are going to go to the prison, stop here for me first ok?"

Zy looks at Bastion, "Let's head to Bastion's statue first. That will be a quick stop, then we can hit Town Hall".

Teo turns to Sergei, "Before you leave, the Lopper called you by some odd name at the end of that fight, what was it Disilnya? Is that another of your, uh, personalities? How did he even know to say that?"

---

The group, minus Teo, head to the statue. At this time of mid-morning the streets are pretty deserted, as it's a farming community there's no farming to be completed in town so everyone is out for the day, or at least most everyone. You all head to the location where the statue was reported to have been raised. It's pretty hard to miss once you get outside of town. The 25-foot-tall, moss-covered stone statue that overlooking the river depicts a proud, muscular human man dressed in leathers and wielding a truncheon. The largest plaque is dedicated to Warden Hawkran, who is supposedly the man being depicted.

A total of 25 names, the guards who died in the fire of 4661, as well as the warden’s wife, Vesorianna Hawkran are chiseled into the statue’s stone base. You confirm that the name Gurtis Vortch is listed among the guards that died.

Not surprisingly it does not list the names of the prisoners that perished.

You search the statue and find nothing else of great note. No hidden compartments or any hidden signs. No runes as with the walls of the prison. It seems perfectly ordinary in every way except for its huge size.

Anything else you wish to do or head to Town Hall now?


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HP 22/22; San 35/36; Rage 5/8; AC 14 (16 vs undead); DR 2/- vs undead; Init +0; Fort +5; Ref +0; Will +0; Per +5 3

Bastion takes care to note down the 25 names. "Just in case we be meetin their unquiet spirits as well. I'm thinkin that maybe not every one of them was as happy about the wardens call as the villagers. And if we know them by name it maybe makin any discussion a tad easier."

After noting down the names he nods in the direction of the Town Hall. "Let's be doin the rest of our research. I'm wonderin if I should do some public relations work at the pub while you all be hard at work..." he suggests hopefully.


Female Tiefling Warpriest

Apologies, I meant to post last night, but was way too tired. Had a busy day. Thanks for the recap.

Would just like to add the following, before we head out to the statue, it won't change any actions taken, but it's something I feel needs to be said.

As the group is discussing the mystery surrounding the fire, Zy feels the need to chime in. "While it might be odd that the warden's wife is not normally present at the prison, there is a number of purely mundane reasons for her to be there. Maybe she brought him lunch, or perhaps he forgot something important at home."

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