Carrion Crown AP - Table 2

Game Master Big Joe

The False Crypt

Harrowstone Grounds

Ravengro Map

Ravengro Map Key:

A. Town Square
A simple wooden gazebo at the center of a grassy circular plaza serves as the hub for Ravengro’s major festivals and
gatherings. The town council also uses the gazebo as a platform for major announcements. When their labor allows it, farmers who have musical talent often converge here, forming impromptu bands. The town square is also where the local farmer’s market gathers every Wealday.
The town square is the most likely place to encounter Old River, the town dog. Old River has been ownerless for more than a decade, but the citizens of Ravengro have taken to looking after it—the dog has become something of a beloved town mascot. The dog almost always spends its
evenings sleeping under the gazebo steps.

B. The Posting Poles
The best sources for local news in Ravengro are the posting poles located throughout the town. Here one can find dozens of messages tacked to one of the five huge posts jutting out of the ground—generally, all five posting poles have identical notices, but periodically one or two messages might be missing from one of the poles. Pevrin Elkarid, the oldest son of the owner of the Laughing Demon, has taken the role of Post Boy for the last 3 years, charging 1 cp to transcribe five copies of a post and then ensuring that the copies are posted for at least a week. It is at the Posting Poles that the locals leave news of nuptials, job postings for farmhands, or notices of missing pets. The most popular regular item at the Posting Poles, however, is the “Wealday Parchment”—a weekly posting written by elderly councilman Gharen Muricar that summarizes Ravengro’s current politics. Occasionally, it even carries news of events beyond Ravengro’s borders. The “Wealday Parchment” is the closest thing Ravengro has to a weekly paper.

C. The Laughing Demon
Zokar Elkarid holds the philosophy that the best way to meet the horrors
of the world is with a jest, for if one can laugh at the worst life has to offer, there remains little to fear. His warm and friendly tavern does its best to live up to this admirable philosophy, down to the menu.
Zokar takes pains to come up with humorous names for his drinks and meals, with offerings like vampire steaks (cuts of beef skewered on thick wooden spikes), wolfballs (lamb meatballs served on plates painted to look like the face of the full moon), corpse chowder (a thick stew with red broth and chunks of meat), and liquid ghosts (a sweet pale ale that glows faintly with a greenish tint). Zokar and his regulars enjoy telling visitors tall tales about what’s really in the food served here.

D. Ravengro Town Hall
In classic small-town style, the people of Ravengro use this all-purpose facility for virtually everything, including council meetings, wedding receptions, and, when it rains, even the annual cook-off. Town council
meetings are generally scheduled on the first Oathday of the month, and often last well into the night.

E. Temple of Pharasma
This temple is devoted to Pharasma, the Lady of Graves. Ravengro’s only religious structure, the temple is also the town’s most elaborate building. Its eastern facade displays an intricate stained-glass mural depicting a stern Pharasma judging Count Andachi, one of Tamrivena’s most infamous previous rulers. Vauran Grimburrow is officially in charge
of the temple, but the day-to-day tending of the flock and maintenance of the temple and the Restlands are largely seen to by a dozen acolytes. The sale of minor magic items (particularly potions of cure light wounds, potions of lesser restoration, and holy water) is also the acolytes’ responsibility.

F. Ravengro General Store
Goods of all kinds can be procured here, especially tools and everyday items such as pots and pans. Luthko and Marta Avanaki run the store with their five girls. While the store caters to local needs, the Avanakis keep in stock most of the adventuring gear, tools, and skill kits listed in the Core Rulebook. While they do not normally carry weapons, armor, or magic items, the Avanakis might agree to sell a display suit of
masterwork full plate (an inheritance from Marta’s mother) that stands guard in the back of the store if you can talk them into it or they come to trust you enough to part with it.

F. Ravengro Forge
Jorfa is one of Ravengro’s most jealously guarded assets, for her skill at the forge is out of keeping with what one would expect to find in such a small town. Jorfa never speaks to her neighbors about her past—she’s lived in Ravengro for so long that locals see her as more of an institution than a neighbor. She heard a call for skilled crafters to aid in the foundation of a new town — Ravengro. Jorfa arrived only a month after Harrowstone was finished, and has lived in Ravengro ever since. Now approaching old age, she’s taken on a few promising apprentices but remains tight-lipped about her life.

Jorfa isn’t the oldest person in town, but she’s certainly lived in Ravengro longer than anyone else. She’s kept to herself for the past century or so, though, and despite her long life has relatively little insight into the inner workings of Harrowstone. While the majority of her work for Ravengro consists of tools for farmers and fisherfolk,
she often forges weapons and armor as well. Most of these works she sells to visiting collectors, but she keeps a good selection of weapons and armor on hand.

H. Jominda's Apothecary
Jominda Fallenbridge keeps a well-stocked supply of pharmacological
provisions, both herbal and alchemical. Here you can find all of the special substances and items listed in Table 6–9 of the Core Rulebook as well as most common material components for spells and a good selection
of magic potions—although she won’t agree to sell these to anyone but
those whom she trusts.

I. Ravengro Jail
Ravengro itself has never been a crime-ridden town (despite—or perhaps because of—the presence of Harrowstone), and its relatively small jail has always been more than enough to handle the town’s criminals (mostly public drunkards, vandals, or other minor thugs who rarely spend more than a few days in a cell). Indeed, the cells are typically empty, which is fine with the town’s sheriff, Benjan Caeller. Yet despite the town’s dearth of criminal activity, the sheriff likes to keep a tight lid on
things by employing four part-time deputies: Leromar, Riff, Trestleblade, and Vrodish. Each of these deputies spends a few days per week working as farmhands on one or more of the outlying homesteads. Most of the policework involves keeping order at the town taverns and making sure everyone stays calm and honest when the tax collectors from Caliphas ride through town.

J. The Silk Purse
Farming is a tough business. Drought, pests, and floods can make a year’s hard work vanish in an instant. To keep one’s farm afloat, those lucky enough to own land will often pledge it to a moneylender for credit. Others must pledge a percentage of the gross income from their next season of labor. Fortunately for Ravengro’s farmers, the Silk Purse is always ready to provide loans. Two moneylenders work out of this building, Luramin Taigh and Quess Yearburn — security is provided by a small group of eight loyal mercenaries who live in barracks on-site. The Silk Purse also sells old collateral (mostly gems and jewelry) that farmers were unable to buy back after the terms of their loans expired. One of these pieces of jewelry is a ring of feather falling and one of the gems is a "smokey quartz" priced at 500 gp. The moneylenders know full well what the ring is and what it’s worth.

K. The Outward Inn
The board and breakfast provided by Sarianna Vai come highly recommended. The inn has 10 rooms, though it is rare for more than four to be occupied at any one time. Local musicians and storytellers often visit the main floor and basement tavern in the evenings, performing for coppers at the smaller, more intimate gatherings. Only if the place is really jumping can Sarianna be cajoled into performing herself. Although now retired, she was once a singer of some repute in Caliphas, and her voice remains strong and beautiful to hear.

L. The Unfurling Scroll
When their parents can afford to spare them from the farms, a few “lucky” children are sent to study under Alendru Ghoroven, retired wizard-turned-teacher. Alendru teaches reading, history, and math, as well as beginning magical theory. He seeks to elevate “the commoners,” though few of his pupils enjoy the strictness of his classes.

In addition to teaching, Alendru supplements his income by buying and selling minor magic items (primarily scrolls) that he’s purchased or created. He offers many 1st- through 3rd-level scrolls for sale, along with a fair number of low-priced magic items. A wand of cat’s grace (13 charges) and a wand of slow (6 charges) are two of his current highest-priced offerings.

M. Council Member's Home
There are four members of the Ravengro town council. Most live in generously-sized houses on the outskirts of town.

M1: Vashian Hearthmount and his family dwell here. Hearthmount
is a retired military commander who settled in Ravengro and took up the mantle of leadership largely so he could retain a sense of self-importance in his old age. He is the most experienced councilman—the other three look to him for guidance more often than not.

M2: Councilwoman Mirta Straelock was born and raised in Ravengro. She was the original owner of the town’s tavern, but sold it many years ago just before she took up public office. Popular and earthy, she is the most public face on the council.

M3: Councilwoman Shanda Faravan is a native-born local who served abroad as a royal accuser. She returned home after a scandal involving a prisoner she thought was innocent but who instead played her for a fool. She doesn’t speak much about her time as a royal accuser as a result.

M4: Councilman Gharen Muricar is just a few years junior to his lifelong friend Vashian Hearthmount, but acts like a man half his age. He’s the most up to date on matters outside of Ravengro, keeping the council abreast of national events, and also serves as the city’s unofficial historian. His reputation as something of a rake has not diminished much in his old age—but he’s such an institution in the town that most of the citizens take his lechery in stride, regarding it as “mostly harmless.”

N. The Lorrimor Place
This modest home was, until recently, the home of Professor Petros Lorrimor and his daughter Kendra. With the professor’s recent death, Kendra has been left the house as her inheritance—whether or not she chooses to stay in Ravengro is an unanswered question, though, for she yearns to see more of the world.

O. The 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, Vesorianna—are chiseled into the statue’s stone base. The memorial is a popular meeting spot for late-night trysts among Ravengro’s young lovers, for it has just the right mix of tragic romance and spooky ambience without actually being on Harrowstone’s supposedly haunted grounds.

P. The Restlands
Behind the Funebrial is 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. Tradition dictates that whenever one passes by (or through) the Restlands, one must always first draw a spiral on her heart as a sign of respect. The sign wards against the risk that the traveler’s passage will disturb the sleep of the departed.

Q. Gib's Hephenus's Shack
This ramshackle building is home to one of Ravengro’s most foul-tempered retired farmers—Gibs Hephenus.

R. 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.

Harrow Cards:

Each card can be used once. You can use either the power of the suit or of the alignment. There are no alignment implications for using Evil cards in and of themselves, although to what use you put the ability could be an infraction. Cards may not be traded between PCs.

Hammers (Str): +8 luck bonus on any one d20 roll. If used after a roll is made, this bonus is reduced to +4. You can also use this card to grant a bonus to another character, as long as you are in the same location and your character can reasonably affect the outcome of
the roll. This grants half the bonus (+4 before the roll, +2 after).

Keys (Dex): You can spend a keys card to take your turn immediately. Treat this as a readied action, moving your initiative to just before the currently acting creature. You may only take a move or a standard action on this turn.

Shields (Con): You can spend a shields card on your turn to gain an additional standard or move action this turn.

Books (Int): You can spend a books card to recall a spell you have already cast or to gain another use of a special ability that is otherwise limited and recharges on a daily basis.

Stars (Wis): If you feel stuck at some point in the adventure, you can spend a card of this suit and petition the GM for a hint about what to do next. If the GM feels that there is no information to be gained, the stars card is not spent.

Crowns (Cha): You may spend a crown card to reroll any one d20 roll you just made. You must take the results of the second roll, even if it is worse.

Lawful Good: You may smite evil, as the paladin ability, gaining the benefits until the start of your next turn. If you have levels in paladin greater than half your total Hit Dice, use your paladin level
to determine bonus damage; otherwise, your bonus damage equals half your character level, rounded down (minimum 1).

Neutral Good: You channel positive energy that cures a creature touched of an amount of damage equal to 1d6 × your character level. This effect damages undead creatures as spells like cure light wounds.

Chaotic Good: You receive a +4 circumstance bonus on one CMB check to avoid or escape a grapple or on one Escape Artist check.

Lawful Neutral: You gain a +10 bonus on any single Sense Motive check.

True Neutral: You may gain a one-time insight into the future as the spell augury, using your character level as your caster level. Meditating on the particular action in question requires 10 minutes and does not expend material components.

Chaotic Neutral: You gain the effects of rage, as the spell, lasting a duration of 1 round + an additional round for every 3 Hit Dice you possess above the first.

Lawful Evil: You can give another creature a command as per the spell command. This command can affect undead that are normally immune to mind-affecting effects, but not other creatures that are immune to mind-affecting effects. The DC of this command is equal to 10 + your character level.

Neutral Evil: You channel negative energy that deals an amount of damage equal to 1d6 × your character level to a creature touched. This effect heals undead creatures as spells like inflict light wounds.

Chaotic Evil: You may instantly force any creature to reroll a saving throw it has just made, taking the result of the second roll, even if doing so means the check will fail.

Special Harrow Cards:

Spell Durations:

Spell and effects durations
24 hours: all day
1/hour level: 1 full dungeon
10 min/level: 3 encounters
1 min/level: 2 encounters
1 rd/level: 1 encounter


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Despite Mihal's best attempt to calm the old dog the snarling and barking continue. The old dog buys the girls just enough time to scatter and run from the strangers trying to approach them.

What now?


Skills2:
Acrobatics 2 Handle Animal 4 K: Engineering 4 Ride 6 Survival 5
Human male NG Fighter 1 | HP 14/14 | AC18 T12 FF16 | F+5 R+2 W+3 | CMD17 | Init+4 Percep+1 | Current effects:

Mihai stands and backs away, "Whoa," he says. "That puppy was not buying what I was selling. What do you think? Go check out the prison? Even if there are spooks like the professor says, it's daytime. We could at least look around the outside. See if we can find the spot where he was murdered."


Male Human Alchemist (Crypt breaker) 1, HP10. AC15, T13, FF12 . CMB +1; CMD 13, Fort +3, Ref +4, Will +1 . Init +2, Perception +5

Since it needs Diplomacy to get into the town hall or the temple of Pharasma and I don't have it...

A look around during the day sounds like a good idea." Josef agrees with Mihai, ready to set off.


Human

"I think a visit to the place the professor was last alive is a splendid idea, and I echo the sentiment that during the day would be better." Preston doesn't think he should be interacting with small children, and dogs are right out.


Skills2:
Acrobatics 2 Handle Animal 4 K: Engineering 4 Ride 6 Survival 5
Human male NG Fighter 1 | HP 14/14 | AC18 T12 FF16 | F+5 R+2 W+3 | CMD17 | Init+4 Percep+1 | Current effects:

Mihai heads back to the Lorrimor home to get fitted out in his full kit. If the killers are still lurking about he would hate to be at a disadvantage. He also shares the idea with the others. When everyone who is interested in going is ready, he heads out, an apple or some snack to chew on while he walks.


After you talk with the sheriff and a very upset old dog you've decided a visit to the site of Professor Petros Lorrimor's death is a prudent next step. Everyone takes time to ready themselves at Kendra's home before setting out to Harrowstone.

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.

Harrowstone’s grounds are contained within a crumbling stone wall, the eastern portion of which has fallen away into a huge murky water filled sinkhole that formed when the extensive eastern wing of the prison dungeon collapsed after the dreadful fire of 4661—this collapse took with it the prison graveyard, which now lies in ruins at the bottom of the murky pond that filled the sinkhole.

The stone wall that surrounds most of the prison grounds is covered with creeping ivy, and the blocks beneath that growth are eroded. The walls themselves are 20 feet high. Climbing the walls requires a DC 10 Climb check.

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.

Harrowstone grounds map at the top of the page.


Skills2:
Acrobatics 2 Handle Animal 4 K: Engineering 4 Ride 6 Survival 5
Human male NG Fighter 1 | HP 14/14 | AC18 T12 FF16 | F+5 R+2 W+3 | CMD17 | Init+4 Percep+1 | Current effects:

"I'm going to walk the outer perimeter first, check for tracks or signs of anyone still occupying the place." Mihai says as he begins a circuit around the outer wall.

Survival: 1d20 + 5 ⇒ (15) + 5 = 20


Prismatic Ray 2 | HP 21*/20 Nonlethal 00/20 | AC 20 T 12 FF 16 | CMB +5, CMD 17 | F: +6, R: +3, W: +2| Init: +4 | Perc: +4 | Scimitar: +5 (1d6+3/×3) | Speed 20**/30ft | Active Conditions: *None*| Special Abilities Smite 1/Day |
Spells Per Day:
Level 1: TBD | Level 2: TBD

"Watch out for overhanging statuary... Ugh! This place is so gross." Briar Rose doesn't think he'll find anything useful, but she waits for Mihai to report back.

We can just walk through the front gate, yeah? Briar Rose doesn't have any need to climb the walls I don't think...


Human

Preston follows Mihai. "I'm with you, again. I don't fancy any of us being alone in here, and two pairs is better than... four individuals." He tried thinking of a gambling metaphor but it just didn't come to him at this time. If it wasn't so creepy, he'd want to fill the space with music, but that also might alert any incipient statue bombardiers to their more precise location.


You can walk through the front gate if you so wish. That is up to you folks.

Walking around the outside of the outer wall of Harrowstone you spot a few small animal tracks in dirt under bushes and trees wear the earth is loose and moist. The road leading up to the gates of Harrowstone is hard packed dirt and stone which does not hold a print well. You can make out a few recent partial boot prints, a hoof print or two, and some recent partial cart tracks. You decern that recent is at best within the past half month or so.


Skills2:
Acrobatics 2 Handle Animal 4 K: Engineering 4 Ride 6 Survival 5
Human male NG Fighter 1 | HP 14/14 | AC18 T12 FF16 | F+5 R+2 W+3 | CMD17 | Init+4 Percep+1 | Current effects:

After he makes his trek around the compound, "Well, no sign away from the road and the road doesn't hold much clue. But, there doesn't seem to have been anyone here for a while which means we can go a little further without fear of Whispering Way thugs jumping us anyway. Shall we check out the inner courtyard?"


Male Human Alchemist (Crypt breaker) 1, HP10. AC15, T13, FF12 . CMB +1; CMD 13, Fort +3, Ref +4, Will +1 . Init +2, Perception +5

"It seems quiet now." Josef says cautiously, "I feel it might pay to investigate the town first before we delve deeper here."

Josef is for more research back in town.


Skills2:
Acrobatics 2 Handle Animal 4 K: Engineering 4 Ride 6 Survival 5
Human male NG Fighter 1 | HP 14/14 | AC18 T12 FF16 | F+5 R+2 W+3 | CMD17 | Init+4 Percep+1 | Current effects:

Mihai looks to the others. If everyone wants to go back to town he is fine with it. He was hoping to catch someone lurking that may have been involved. With no sign of people, no real reason to stay at the moment.


Prismatic Ray 2 | HP 21*/20 Nonlethal 00/20 | AC 20 T 12 FF 16 | CMB +5, CMD 17 | F: +6, R: +3, W: +2| Init: +4 | Perc: +4 | Scimitar: +5 (1d6+3/×3) | Speed 20**/30ft | Active Conditions: *None*| Special Abilities Smite 1/Day |
Spells Per Day:
Level 1: TBD | Level 2: TBD

"It's not as if we're going anywhere any time soon..." The looming threat of the (possibly) haunted asylum towards the townsfolk concerns Briar Rose, and she's not sure what more research Josef could do, but she doesn't really want to go into the damp-looking building anyways.

I'm fine with whatever. Briar Rose is happy as long as we have a nice place to stay.


Skills2:
Acrobatics 2 Handle Animal 4 K: Engineering 4 Ride 6 Survival 5
Human male NG Fighter 1 | HP 14/14 | AC18 T12 FF16 | F+5 R+2 W+3 | CMD17 | Init+4 Percep+1 | Current effects:

"Lead on Master Wayland, back to town it is."


Male Human Alchemist (Crypt breaker) 1, HP10. AC15, T13, FF12 . CMB +1; CMD 13, Fort +3, Ref +4, Will +1 . Init +2, Perception +5

Taking one last dubious look around Josef heads back to town, planning on asking Kendra where would be the best place to start getting some information. And on asking her to put a good word in the party to aid us in gathering that information.


Human

"Where is it you think we'll find information? It doesn't seem like a cult of necromancers are going to be advertising on the posting poles," Preston says. "I've soaked up most of what I can from the tavern, and I mean that in all senses of the phrase. Do we have any clues to go on? Did any of you get something in your notes that would point us in a better direction?"


Skills2:
Acrobatics 2 Handle Animal 4 K: Engineering 4 Ride 6 Survival 5
Human male NG Fighter 1 | HP 14/14 | AC18 T12 FF16 | F+5 R+2 W+3 | CMD17 | Init+4 Percep+1 | Current effects:

"I don't know if it is pertinent to the investigation but in the Professor's letter he mentioned some tools that could be used against the haunts and ghosts. I'd have to look at the letter again but I think he said the church of Pharasma had a stash of materials in the graveyard. Perhaps we could check the letter and see if we could run that down. That way we would have appropriate protections while we look for clues to the Professor's death. Admittedly, I'm loathe to go into the prison itself and stir up the undead so hopefully we can find what we need in the courtyard alone."


Male Human Alchemist (Crypt breaker) 1, HP10. AC15, T13, FF12 . CMB +1; CMD 13, Fort +3, Ref +4, Will +1 . Init +2, Perception +5

"We'd need to be very careful searching the graveyard." Josef warns, "The church of Pharasma gets very upset if they catch you."

He does sound as if it's happened to him in the past. :)


Returning to the Lorrimor home you find Kendra sitting at an open roll top desk with several letters fanned out in front of her. She turns in her chair upon your entrance. "Ah. Welcome back. I trust you found whatever it was you were seeking."

Per the discussion you all had on the way back to town you take the time to ask Kendra your questions and she answers as best as she is able.

"My father's library has all the information one could ever want to know about the Whispering Way but is woefully lacking on history of Ravengro or Harrowstone."

"The Ravengro Town Hall has information at both Harrowstone and its former prisoners, but the town council members are loathe to let just anyone use it. You have to gain permission from one of them and even then, they are likely to allow on one person at a time to research the records within."

"The Temple of Pharasma is probably your best choice of places to conduct research. They have extensive records on Harrowstone, its former prisoners, and the Whispering Way. I know this because my father accessed the records there back when he was still alive."

"The only other place I can think of here in town that may have information available for research is the library at The Unfurling Scroll. Beware that Alendru Ghoroven is rather strict and does charge people for its use. From what I remember he mostly has information on Harrowstone."

--------------------------------

The relevant journal entry you were discussing is the following.

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. I know that the church of Pharasma used to store them in a false crypt in the Restlands at the intersection between Eversleep and the Black Path. I am not certain if the current clergy even know of what their predecessors have hidden down below. If my luck holds, I should be able to slip in and out with a few borrowed items


Prismatic Ray 2 | HP 21*/20 Nonlethal 00/20 | AC 20 T 12 FF 16 | CMB +5, CMD 17 | F: +6, R: +3, W: +2| Init: +4 | Perc: +4 | Scimitar: +5 (1d6+3/×3) | Speed 20**/30ft | Active Conditions: *None*| Special Abilities Smite 1/Day |
Spells Per Day:
Level 1: TBD | Level 2: TBD

Briar Rose does not know what Josef hopes to find, but she asks the town hall on his behalf for access to their records. Once she finds a councilman. "Good morning councilperson. I am lady Briar Rose Applestar of Magnimar. Myself and my companions are in town for matters personal and otherwise. One of my companions would like to research that dreadful asylum for, well, I'm not entirely sure why - I certainly do not like to read about such dreary subjects - but I thought I would see what it would take to arrange access to your town archives for... historical purposes." Briar Rose gives her most princessly smile.

Diplo: 1d20 + 7 ⇒ (16) + 7 = 23

I apologize I have had a horrendous cold all week.


Skills2:
Acrobatics 2 Handle Animal 4 K: Engineering 4 Ride 6 Survival 5
Human male NG Fighter 1 | HP 14/14 | AC18 T12 FF16 | F+5 R+2 W+3 | CMD17 | Init+4 Percep+1 | Current effects:

Mihai will do what he can to help but he has not had much book learning. Even though he starts off with good intentions, his constant questions and poor referencing becomes more hindrance than a help such that Josef and Briar Rose send him away to make lunch.

Research aid: 1d20 + 0 ⇒ (1) + 0 = 1


Male Human Alchemist (Crypt breaker) 1, HP10. AC15, T13, FF12 . CMB +1; CMD 13, Fort +3, Ref +4, Will +1 . Init +2, Perception +5

Josef winces at the robbery but pays the 10gp to use the information available in the Unfurling scroll shop.

knowledge arcana: 1d20 + 7 ⇒ (14) + 7 = 21

He seeks any information he can find on Harrowstone and the Whispering way.


Skills2:
Acrobatics 2 Handle Animal 4 K: Engineering 4 Ride 6 Survival 5
Human male NG Fighter 1 | HP 14/14 | AC18 T12 FF16 | F+5 R+2 W+3 | CMD17 | Init+4 Percep+1 | Current effects:

I missed the 10gp cost. Mihai will split it with Josef.


Human

Preston heads to the temple of Pharasma, as he is also a very godly minded individual. They didn't need to know precisely which god, as that would not aid in this endeavor. He inquires as to where he might find information regarding Harrowstone and its history, as well as the Whispering Way.

Diplomacy: 1d20 + 7 ⇒ (12) + 7 = 19+1 to gather information


Mihal and Josef head off to The Unfurling Scroll. The building is good repair with a field stone foundation, wood plank walls painted white, and multiple windows that look into both a shop front and a classroom in the rear. P set of stairs leading up to the second floor is visible in the classroom portion of the building.

Entering the store front you are met by a stern faced old human male. He is dressed in robe that is cinched at the waist with a leather belt. He snaps the book he was reading shut with one hand and stands up to his full height of about 5'6".

On display in a glass case are several scrolls and a couple of wands. A bookshelf contains multiple tomes. The scrolls and wands are labeled with tags telling you what spells they have.

Scrolls and Wands:

Cost: 25 gp. Arcane scroll of enlarge person (CL 1)
Cost 375 gp. Arcane scroll of tiny hut (CL 5)
Cost 375 gp. Arcane scroll of dispel magic (CL 5)
Cost 25 gp. Arcane scroll of touch of the sea (CL 1)
Cost 25 gp. Arcane scroll of obscuring mist (CL 1)
Cost 25 gp. Arcane scroll of ant haul (CL 1)
Cost 150 gp. Arcane scroll of resist energy (CL 3)
Cost 1,170 gp. Wand of Cat's Grace (13 charges) (CL 3)
Cost 1,350 gp. Wand of Slow (6 charges) (CL 5)

"Yes, yes. What can I help you with? Mind you, I won't help make you rich, find love, or do anything that might offend the Lady of Graves."

He stares at you expectantly. You quickly pay your way into using his schoolhouse/personal library for researching Harrowstone. It takes every bit of the remaining day to piece together the following information.

Harrowstone is a ruined prison—partially destroyed by a fire in 4661, the building has stood vacant ever since. The locals suspect that it’s haunted, and don’t enjoy speaking of the place.

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. 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.

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. The fire that caused the tragedy was, in fact, a blessing in disguise, for 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


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Meanwhile Lady Briar Rose was able to talk her way into the records at Ravengro Town Hall with the aid of Kendra Lorrimor.

Kendra: Diplomacy: 10 + 4 = 14

Of course gaining access to the records was only part of the issue. Now Briar Rose had to convince Kendra to do the research she herself could not. Thankfully she considers herself very well spoken and above having to do her own research.

Briar Rose: Diplomacy: 1d20 + 7 ⇒ (3) + 7 = 10

Kendra sighs and pats Briar Rose on the shoulder. Kendra seems almost older than her years would suggest. "I sometimes forget what is like to be young and ignorant of the wider world, in part due to my father and the lessons he taught me, and also in part to my studies into history and magic.'

"Worry not. I'll help you this once with the research you wish to accomplish. I also strongly suggest that you take time out of your day and spend it in study and learning. Not everything can be overcome with just beauty and brawn."

Kendra spends the day digging through the town's records and puts together the following.

Kendra Knowledge: History: 20 + 8 = 28

Harrowstone is a ruined prison—partially destroyed by a fire in 4661, the building has stood vacant ever since. The locals suspect that it’s haunted, and don’t enjoy speaking of the place.

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. 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.

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. The fire that caused the tragedy was, in fact, a blessing in disguise, for 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.

At the time Harrowstone burned, five 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. The prisoners were in the process of escaping when the panicked guards accidentally started the fire in a desperate attempt to end the riot.


GM Screen:
Rumor: 1d10 ⇒ 4

Preston saunters off towards the Temple of Pharasma but takes the long way around to see what information he might be able to garner from the townsfolk.

He passes Kendra Lorrimor and Lady Briar Rose as they enter Ravengro Town Hall. He also spots Mihal and Josef walking north out of the town square between the jail and general store.

He pops into both the Outward Inn and the Laughing Demon in his quest for information. While at one of the two establishments he is told the following by one of the townsfolk. "Jominda Fallenbridge does more than brew potions—she brews drugs and poisons as well and sells them through agents in other towns. Why else would the sheriff be so interested in her business?"

Arriving at the temple you see that several acolytes are in the process of cleaning the grounds. This temple is devoted to Pharasma, the Lady of Graves. Ravengro’s only religious structure, the temple is also the town’s most elaborate building. Its eastern facade displays an intricate stained-glass mural depicting a stern Pharasma judging Count Andachi, one of Tamrivena’s most infamous previous rulers.

Preston takes a few moments to speak with the acolyte overseeing the grounds cleanup trying to gain access to the temple's records.

Preston Diplomacy: 1d20 + 7 ⇒ (12) + 7 = 19

Unfortunately, his silver tongue is not enough this day to get him into the records repository. Perhaps tomorrow he might fair better.


Male Human Alchemist (Crypt breaker) 1, HP10. AC15, T13, FF12 . CMB +1; CMD 13, Fort +3, Ref +4, Will +1 . Init +2, Perception +5

Josef explains what he's discovered to Mihal after spending too long bent over the old papers, straightening his back with a painful crack. "The prisoners revolted and were close to taking over the prison and freeing themselves. The Warden died putting the revolt down and the underground wing was burned. Though why was his wife at the prison when this happened?"

He shakes his head as he cannot guess any reason for a wife to be there. "Many evil men died there. Underground in the dark and flames. It's no surprise if the place is haunted!"

He thanks the shops owner and leaves, "Time to see what the others have discovered."


Anyone else going to talk about what they found out today or shall I just move us along?


Skills2:
Acrobatics 2 Handle Animal 4 K: Engineering 4 Ride 6 Survival 5
Human male NG Fighter 1 | HP 14/14 | AC18 T12 FF16 | F+5 R+2 W+3 | CMD17 | Init+4 Percep+1 | Current effects:

"I don't really intend to go into the prison unless we have to but I do want to go inside the outer wall and look at the area where the professor was killed. If there are any clues as to who did it, I'd like to find them. Do you think any of these ghosts will be in the courtyard? If so, we may need to get those tools the professor mentioned. When I put my hands on the Whispering Way agents who did this, I intend to give them an audience with their patron. And yes, I think this Whispering Way he mentions in his journal killed him. I don't buy the story that he just laid there and ate a piece of masonry falling from the wall. I'll stay here for the month as the professor's will asks but I intend to hunt these people down." Mihai says itching to do something besides wait for people to look through books.

@GM: noticed you have spelled Mihai's name Mihal a couple of times. Just wanted to point out it has two "i"s. It is Romanian for Michael.


Prismatic Ray 2 | HP 21*/20 Nonlethal 00/20 | AC 20 T 12 FF 16 | CMB +5, CMD 17 | F: +6, R: +3, W: +2| Init: +4 | Perc: +4 | Scimitar: +5 (1d6+3/×3) | Speed 20**/30ft | Active Conditions: *None*| Special Abilities Smite 1/Day |
Spells Per Day:
Level 1: TBD | Level 2: TBD

"I'll have you know," Princess Eglantriel Roswyn Blossom huffs, cheeks turning pink, "That I know lots of things! Things you have probably never even heard of!" She stamps a booted foot. In practice her knowledge is limited more towards nature and art. Which are all any decent Lady needs to know, anyways. She stays to guard Kendra as she agreed, but she does not help with the research efforts as Kendra is stupid and so are books.

She leaves it to Kendra to share her findings with the others.

Briar Rose doesn't have much to add after such rudeness. She'll probably go pout her room.

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