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73 posts. Alias of Lucendar.


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Great idea, Stefan. Sure! I wish I had thought of it. :)


DMPCStefan speaks up, "Actually, we're staying with the late Professor's daughter at his old residence. Please, tell us Harold, how do you know of the professor?"


Harold's words and arguments trump the crowd's fear and they retire to their homes, seeing the wisdom and logic in the priest's words.


Harold stops the bleeding in time and between he and Stefan, you save Drake's life, though he is still unconscious.

You hear mumbles from the crowd. A woman speaks, "What is happening with Ravengro? I have lived here all my life and nothing like this has ever happened." Another man speaks and says, "Perhaps these accursed outsiders are responsible and are the cause for the recent troubles." You sense the onlookers are getting a little restless.


Harald missed
Stefan aided
Gregorius missed wildly
Mortimer missed

Round 2:

Drake, still deranged, screams, yelling even louder (during the part in bold):

Drops of red so sparkly bright.
SPLATTERS spell her name just right

And he then takes another slice of his throat, inflicting 1d4 + 1d6 + 3 ⇒ (2) + (3) + 3 = 8, collapsing to the ground, the metal razor clanging to the ground. The mothers cover the eyes of their children, as they all gasp in horror. Blood pours out of Drake's throat, forming a small pool.


Gregorius, Mortimer, and Stefan are up!


Stefan detects no magic. As Gregorius moved to disarm Drake, the rogue slashed his neck, inflicting 1d4 + 1d6 ⇒ (1) + (5) = 6 damage on himself.

Initiative
Drake: 1d20 + 9 ⇒ (20) + 9 = 29
Gregorius: 1d20 + 3 ⇒ (11) + 3 = 14
Harald: 1d20 + 3 ⇒ (18) + 3 = 21
Mortimer: 1d20 + 3 ⇒ (3) + 3 = 6
Stefan: 1d20 + 1 ⇒ (11) + 1 = 12

Drake, with a crazed glee, despite the arterial spray of blood pouring out of his neck, continues chanting before slashing his throat again! The crowd looks on horrified! 1d4 + 1d6 ⇒ (1) + (1) = 2 additional damage.


You all rush out in the direction where the homeless man pointed and you eventually reach the hamlet's most distinctive landmark: 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.

As you approach, you hear a man singing loudly over and over in a malevolent voice, with his back turned to you:

Drops of red so sparkly bright.
Splatters spell her name just right

When you come within 40' of the man, he turns around you see it is actually Drake and he is holding a razor to his throat! He has a deranged look on his face as he continues to sing!

A small crowd of people have come out to investigate the disturbance, holding onto their kids, as they witness the eerie scene. Harold, you are present as well. If you scroll up in the earlier posts, you will see what Drake looks like.


The distribution of the magic items can be done in the OOC thread.

You sneak back out of the crypt easily, given the lack of traffic at this time. You head back to town, the eerie gloomy feel still in the air of the village. Everyone is quiet, particularly Drake and you assume it must be due to the centipede's poison. Anselm binds his wounds and you eventually retire for the night. The good doctor cannot pierce the secrets of the spirit board (he can try another Identify check in the morning).

Kendra prepares dinner and hears of your progress and then retires for the night. Eventually you all head to your rooms and try to catch up on some much needed rest.

What appears to be seconds after your eyes close, but in reality is 4 hours later, a scream from outside wakes you up! As you wake in your bed, you hear the scream again, and you identify it as a male scream for help coming from outside the house.

You rush outside and you see a homeless man, waving his arms. As you approach, you can smell the alcohol on his breath. "I saw the man, he was holding a razor, whispering "Watch the blood" over and over and he ran down the street. That way, toward the memorial." The homeless man points down the street. As you look around, you see realize Drake is not with you and did not come out of the house.


Drake puts his ear to the far wall. "No, Doctor, past this wall is the outside. I can hear the wind, so there are no passageways out of this room."

Now what? Where to? Or rest for the night? Given Drake's lost dexterity, he wishes to go to Kendra's house and rest.


Don't really need 2 checks, Stefan, but I appreciate it (will use the higher roll). Also the arrows magically transform to bolts. You discover:
Magic bolts: 10 +1 arrows
Magic bolts with elven runes: five +1 ghost touch bolts
Magic bolts with sun rune: two +1 undead bane bolts
Blue potions: five potions of cure light wounds
Milky potions: two potions of lesser restoration
Wooden board: unknown but used to communicate with spirits, there are 3 kinds of boards, this is the weakest one (think of a Quija board)
Glass vials: Haunt siphons used to capture haunts

Game terms of siphons:
To capture a haunt’s energies within a haunt siphon, you need only twist the metal casing to open the vial in the same round that the haunt manifests (a standard action)—this can be before or after the haunt has acted. You must be within the haunt’s area of influence to use a haunt siphon. When you activate a haunt siphon, it deals 3d6 points of positive energy damage to a single haunt. If it deals enough damage to the haunt to reduce the haunt’s hit points to 0, the mist inside the haunt siphon glows green—if it does not reduce the haunt to 0 hit points, the haunt siphon is still expended and becomes nonmagical. It may take multiple haunt siphons to destroy powerful haunts. A haunt that is neutralized by a haunt siphon takes a –5 penalty on its caster level check to manifest again after its reset time passes. A haunt siphon that neutralizes a haunt can no longer be used to harm haunts, but it can be used as a grenadelike splash weapon that deals 1d6 points of negative energy damage with a direct hit. Every creature within 5 feet of the point where the haunt siphon hits takes 1 point of negative energy damage from the splash.


You proceed forward, although Drake is worst of all (having lost 4 points of Dex). You go through the doors and see a single large sarcophagus. Drakes looks it over for traps and finds none. Anselm and Greogorius remove the lid and inside you find the following:

Dozen silver arrows
Four sun rods
Six flasks of holy water
10 identical arrows (glow magical)
Five identical arrows with wispy elven runes on them (glow magical)
Two identical arrows with a sun etched on them (glow magical)
Five identical potions of aqua blue liquid (glow magical)
Two potions of milky liquid (glow magical)
Scroll of detect undead
Two scrolls of hide from undead
Scroll of protection from evil
A thin darkwood case decorated with an image of a scarab with a single eye glaring from its back—the same design that appears on the cover of the Manual of the Order of the Palatine Eye among the books in the professor’s collection.

Inside the case is a thin wooden board printed with numerous letters and numbers etched out of brass, as well as four iron and glass vials. The glass vials are held within stylized cold-iron casings etched with strange runes, necromantic designs, or other eldritch markings. Within the vial roils a small wisp of white vapor, churning as if caught in a miniature vortex of air. All the items in the case radiate magic.


Drake attempts to attack the last centipede and misses!

Attack: 1d20 + 2 ⇒ (7) + 2 = 9

Round 2:
Centipede tries to bite Drake but misses poorly.
Attack: 1d20 + 2 ⇒ (6) + 2 = 8

Anselm attacks and slices the centipede, killing it!
Attack: 1d20 + 2 ⇒ (15) + 2 = 17
Damage: 1d8 + 2 ⇒ (5) + 2 = 7


Gregorius' second blade slices the centipede in two!

Anselm attacks the remaining creature but misses!
Atttack: 1d20 + 3 ⇒ (8) + 3 = 11

Round 2: Mortimer is up and only one centipede remains.


Mortimer's blow crushes the centipede's head and its body quivers for a second before dying.

Round 1: Centipedes
The centipede to the north continues to attack Drake and bite shim again, further slowing him!
Bite: 1d20 + 2 ⇒ (15) + 2 = 17
Damage: 1d6 - 1 ⇒ (1) - 1 = 0, 1 non-lethal
Fort save: 1d20 + 1 ⇒ (4) + 1 = 5
Dex damage: 1d3 ⇒ 2

The centipede to the south moves forward and attacks Anselm, biting and slowing him too!
Bite: 1d20 + 2 ⇒ (18) + 2 = 20
Damage: 1d6 - 1 ⇒ (2) - 1 = 1
Fort save: 1d20 + 1 ⇒ (5) + 1 = 6
Dex damage: 1d3 ⇒ 1

Gregorius and Stefan are up!


The niches are empty. It appears no dead are interred in this crypt. Mortimer notices a faint line of tracks leading to the north. The room ends in a pair of closed doors.

Drake moves up to listen to them and presses his ear to the wall. A few seconds later, he examines the handle and again gives the clear sign. Gregorius and/or Anselm detects evil to feel the presence of undead or any other sign of malevolence, but no one senses anything.

Attack: 1d20 + 2 ⇒ (18) + 2 = 20
Damage: 1d6 - 1 ⇒ (4) - 1 = 3
Save: 1d20 + 1 ⇒ (6) + 1 = 7
Damage: 1d3 ⇒ 2 Dex

With the party's permission, Drake opens the door and before he can react, he feels a bite on his arm and he starts to feel lethargic. To his horror, he sees a lengthy, segmented horror writhing and twisting, pulsing its venomous mandibles in search of prey.

Due to Stefan's dancing lights, the room is well-lit and the party is not surprised to see 2 more giant centipedes (medium size) crawl out of the wall!

Initiative:
Centipedes: 1d20 + 2 ⇒ (9) + 2 = 11
Anselm: 1d20 + 2 ⇒ (8) + 2 = 10
Drake: 1d20 + 8 ⇒ (9) + 8 = 17
Gregorius: 1d20 + 3 ⇒ (1) + 3 = 4
Mortimer: 1d20 + 3 ⇒ (17) + 3 = 20
Stefan: 1d20 + 1 ⇒ (8) + 1 = 9

Round 1:
Drake draws his rapier and tries to stab the centipede who bit him, but his thrust is too slow and it glances off the insect's thick exoskeleton!
Attack: 1d20 + 1 ⇒ (11) + 1 = 12...miss!

Mortimer is up! Then the centipedes!

Combat Map - use coordinates if you move


My bad. I thought we were going to rewind with new players. But you're right, it would be better to finish scene. I have a way to bring new players in that would make sense. I will update map tonight.


If you light the unlit sconces on the walls, then yes.


Jominda smiles, "Welcome all to my shop. I keep a well-stocked supply of pharmacological provisions, both herbal and alchemical remedies to assist you for sale, as well as most types of components for any apellcasters. Unfortunately, Dr. Stefan, I treat people most via my remedies and concoctions, though if you listen to the gossip in town, I am the local drug and poison dealer. Bah! Hardly! Anyway, my point was I have no need of a healer. And you all being outsiders, I doubt any patients would run to you, unless their lives depended on it. Sorry to say, but there's no accounting for ignorance. I can relate."

+1 Trust Point.

If you care to visit the elderly coroner, Simon Medley, he begrudgingly agrees to meet with you, upon Kendra's request. He is in his early 70s but still maintains a sharp mind. "You believe the Professor was murdered? Frankly, young gents, I see no evidence of that in my examination of the late Professor's body. His head was crushed by a falling gargoyle statue. I saw no wounds, be it natural or weapon on his body at all. No poisons, no toxins, though he may suffered from heart problems. Nothing to indicate foul play in my opinion. Now, could someone have dropped a statue on him? It may be unlikely, but how could he have not seen such a thing or avoided it? Medically speaking, I feel pretty confident about my conclusion."

You wait till dark, with nothing else noteworthy taking place in the rather creepy village on this day. With the cover of darkness, you find it very easy to sneak into the mausoleum. As you approach the lock, you discover that it is actually broken, its clasp melted by acid and then put back into place so that to casual observation the lock appears intact.You walk down the stairs into darkness.

A flight of stone steps leads down into the cold earth to a large crypt lined with empty niches. Marching order?


Stefan, you suggested going to see the Apothecary. I believe the other players are waiting for you.


Any local on the street, even kids, that you ask look at you as if you're crazy and can tell you that the statue is that of Warden Hawkran, who perished with his wife in a fire at the prison some 50 years ago. The names on the base also serve as a memorial to the prison guards who bravely gave their lives. Kids tell you it's a good place for teenagers to make out at night too.


As you leave the Restlands and head back to Ravengro, you pass by the hamlet's most distinctive landmark: 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. The statue is dated 4661 and you count a total of 25 names are chiseled into the statue’s stone base. (Sorry for not mentioning it earlier! LOL!)

You head to Jominda's Apothecary, where you see a local female with red hair in her late 30s runs the shop. When she sees you, she remarks, "You must be the new folk in town I've been hearin' things about. About your run-in with the Sheriff and the sort, ya know. How can I help you?"


You head to the Restlands during the day, since it is about 2:00 pm. You easily find that the false crypt false crypt mentioned in the professor’s journal is located in the northeast corner of the Restlands, near the junction of the paths known as the Eversleep and the Black Path. The crypt itself is a freestanding granite mausoleum, the roof of which is decorated with a pair of leering gargoyle statues. A single stone door with a rusty looking lock sits in the mausoleum’s south facade. As you look around, you see other villagers visiting the Restlands as well as Restlands gravediggers walking around.

If you wish to sneak in without being seen, I need a Stealth check from each one.


Hello...Bump!


Anselm's sweet and gentle demeanor relaxes the little girls and one of them speaks, "Such a nice man, I guess we can speak to you, even though our parents tell us not to speak to strangers. I'm Fara and I'm seven years old. Our song is just something kids have sung around here forever. It's quite catchy even if it's not that pretty. If it bothers you, we'll stop singing it." The little girl smiles at Anselm and then she and others stop playing and head home.

+1 Trust Point!

Where are you headed to? Restlands for the cache? Somewhere else?


Gregorius Valerii wrote:
"What's wrong?"

The girls bashfully look down at the floor and nod their heads "No" but remain quiet.


At Gregorius' interruption, the girls abruptly stop their playing and stand quietly and nervously before the party.


As you leave the Church of Pharasma, a few blocks down, you see a strange scene unfolding before you. A group of five little Varisian girls dressed in shawls and dresses are playing a skipping rope game on the side of the street. Each of the girls takes turns jumping in the rope while singing two lines of a rather disturbing song, then skips out of the rope to let the next girl take up the next two lines. The way in which the girls switch from skipping to passing the ends of the rope to each other to keep the whole thing going is strikingly well timed and well choreographed—and the verse itself, which the girls sing in Varisian, is rather disturbing. Picture girls jumping rope scene from Nightmare on Elm Street, an inspiration for this scene, I am sure!

The five repeating verses are as follows:

Put her body on the bed.
Take a knife and lop her head.
Watch the blood come out the pipe.
Feeds the stirge, so nice and ripe.
Drops of red so sparkly bright.
Splatters spell her name just right.
With a hammer killed his wife.
Now he wants to claim your life.
Tricksy father tells a lie.
Listen close or you will die.


Where you headed now?


Father Grimburrow's eyebrows furrow at Gregorius' comments. "You know where a stash lies? I doubt that, but I tell you what, as long as it does not require grave defilement, we'd be happy to share its contents with you. Harrowstone haunted you say? What evidence do you have of that? Yes, that fire that consumed all those people was tragic but that was years ago. Don't tell me you're believing little children's tales, are you?"

To Dr. Herzog"Other than the coroner young man and our healers here at the Church, we don't have any doctors in town. People come to us or to the local alchemist/witch doctor for their remedies. I am proud you have taken up such a noble profession."


Father Grimburrow throws his hand up in exasperation. "Bah, you young folk have active imaginations. You have provided me with no proof that the Professor's death was anything but a tragic accident or anything to refute the coroner's report. You speak of stashed or hidden caches. I certainly know of no such caches. Sure, it's certainly plausible that members of a previous hierarchy hid several resources here and there, but I can't let you go traipsing around tombs or any other of our holy sites, searching for them! I've had enough troubles for one day, explaining to members of the church why the bodies of their loved ones had to be re-buried and I will tolerate no more grave defilement! I will send a few acolytes to look into the possibility that the Professor kept a hidden cache and will report any findings to you. That's the best I can do, young fellas. Now, if you'd like to help the town, I am sure the Sheriff and Ravengro will appreciate your help. Pharasma thanks you for your visit, or was there something else you needed?"

Those were some bad rolls and remember, you're new in town. You will have to build trust.


"Murder? The coroner who examined his body saw no physical injuries, other than his crushed head. No poisons, nothing. Why do you suspect murder? I appreciate the offers and what is this boon you speak of?" Father Grimburrow appears to be a little skeptical of the murder charge but is willing to give you the floor..for now.


Looking to Anselm, "No, my son, this has not been easy. I am not oblivious to undeath and those who practice in the necromantic arts, but this is the first ever incident in Ravengro, so it was a shock for me, to say the least. However, no other reports of the walking dead have come in, so perhaps the calamity has passed. Now, how exactly may I help you? And why are you talking about the inter-cooperation of faiths?"

Father Grimburrow appears very honest but somewhat suspicious of your line of questioning.


"Ah, that. No, thankfully, there have been no further reports of the dead walking. You should have seen those families yesterday when I informed them that their relatives' corpses had been...disturbed. Dreadful matter! Glad that's behind us. Was there anything else, Doctor?"


An hour past noon, you meet at local Church of Pharasma, where you ask to speak to Father Grimburrow. After a few minutes of waiting, the elderly priest comes out, reading glasses perched on his forehead. "My, young ones, I did not expect to see you so soon. How may I help you? By the looks on your faces, this appears serious."


A lot of good options and ideas being thrown around but the consensus is to go...where? Or are you still debating? Just want to make sure you guys are not waiting on me. I am enjoying the rping.


You gathered for the reading of the will at 9am so about 9:30-10:00 am?


Kendra too snaps out of her reverie. "My apologies, Doctor, to not answer your questions. It's just all this stuff and hearing my father was murdered...it's just such a shock. But how do we prove it? I doubt anyone in town has heard of the Way. But I must be strong. The Restlands? Yeah, it's the cemetery. We were there yesterday for the burial. Just look for the signs to the Path. Close friends in town? No, he didn't have any in Ravengro. He didn't get along with the priests of Pharasma. As you can tell by his will, he trusted more academic types than local villagers. As for that book, I have never seen it nor the key. I'm sorry I couldn't be more help."


Detective Drake wrote:
[dice=knowledge (local)]1d20 + 6

Here is what you learn about Harrowstone. Again, how your character knows this about a remote prison is at your character's discretion, Drake.

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.


Knowledge (Local) and Knowledge (History) checks apply to Harrowstone.

Kendra stops and ponders, "Uh, yeah, it is a prison. Or was. It burned a few years back. It's closed now."

"Uh, I told you this already. As for my father's death, I was told he died in a tragic accident 18 days ago. A gargoyle's head dislodged and fell on Father, crushing his face and skull. His body was found in the morning near the Restlands (the cemetery)."


Kendra's mouth is agape at the end of Stefan's tale, but as she sees the contrition and goodness in the doctor's eyes, she nods her head in resolve and walks toward him. "I am sure that was not easy to tell us. My father trusted you to fight on the right side and he has yet to be wrong, even from beyond the grave. You have my trust Doctor, and I am sure you will use your knowledge for good." She gently squeezes his hand in comfort. Turning to the party, she says, "Anything else in the journal? What will be your next step?"


Kendra stands with her mouth agape, upon hearing Stefan's tale. "Cult of Necromancers? By the gods, Father, what did you learn?! " Looking to Mortimer, she says, "I was told he died in a tragic accident 18 days ago. A gargoyle's head dislodged and fell on Father, crushing his face and skull. His body was found near the Restlands (the cemetery). That's how the rumors of grave-robbing started that got some of the farmers, all up in arms. Whatever it was he was doing there, I am sure it was not grave-robbing!"


Wow, blew that one out of the water! Will leave it up to the player how he knows about them. Maybe Professor left a rare book on subject matter at your home, etc.

The Whispering Way is a sinister organization of necromancers that has been active in the Inner Sea region for thousands of years. Agents of the Whispering Way often seek alliances with undead creatures, or are themselves undead. The Whispering Way’s most notorious member was Tar-Baphon, the Whispering Tyrant, although the society itself has existed much longer than even that mighty necromancer. The Whispering Way itself is a series of philosophies that can only be transferred via whispers— the philosophies are never written or spoken of loudly, making the exact goals and nature of the secretive philosophy difficult for outsiders to learn much about. Exact details on the society are difficult to discern, but chief among the Whispering Way’s goals are discovering formulae for creating liches and engineering the release of the Whispering Tyrant. Agents often travel to remote sites or areas plagued by notorious haunts or undead menaces to perform field research or even to capture unique monsters. Their symbol is a gagged skull, and those who learn too many of the Way’s secrets are often murdered, and their mouths mutilated to prevent their bodies from divulging secrets via speak with dead.


For knowledge on the Whispering Way, you may attempt Knowledge: religion or arcana checks but you cannot take 10; you have to roll.


Here are party's recollections:

1. Palatine Eye: Mortimer recalls hearing of the Esoteric Order of the Palatine Eye, said to be a secretive organization but not much more than that. As he studies the book, you notice the book’s covers are rimmed in polished steel and clasped with a small but intricate lock, the keyhole of which appears to be for a key with a strange, triangular shaft. No key to be found however. It also appears any efforts made to break the lock will ruin the text contained therein.

2. On Verified Madness: Mortimer skims book and announces it is a treatise on aberrations and other entities that possess remote ties to Dark Tapestry.

3. Serving Your Hunger: Dr. Stefan notes, as he skims the book, that it is an unholy book sacred to the goddess Urgathoa.

4. The Umbral Leaves: This lexicon is a translation into Common of the unholy book of Zon-Kuthon.

Drake notes the name of the judge, who is known in Lepistadt circles as incorruptible.


Dr. Stefan Von Herzog wrote:

"Gregorius, would you mind reading that aloud? I think we all need to hear it." Stefan sends a questioning look to Kendra, so as to give her a chance to voice an opinion.

Looking at the titles of the other four texts in the chest, Stefan thinks back as to whether or not he's heard of any of them before.

Takes 10 on a Knowledge (arcana) check, for a 19.

He also ponders on whether or not he'd previously heard of or met Professor Cowl or Judge Daramid.

Stefan, the names or subject matter of the other books do not relate to arcana, to the best of your knowledge. Perhaps religion?

As for the Professor and Judge, you would need Knowledge (Local) checks.


You find notes circled in red ink and of particular importance to the Professor in the journal:

Journal Highlights


"Thank you Gregorius for staying. As to your question, not that I am aware. Well other than the strange vibe around town, like things are off. There's something in the air, I think the animals notice it. Maybe I just sound silly. As for father, he was out a lot. Every time I asked him what he was up to, he would always clear his throat and look at me with his frustrated sigh and say "Research". I saw him writing a lot in his journal. Perhaps that contains the answers you seek."

Kendra brings out a relatively small chest of oak and iron. Kendra, nervous about the contents, offers you the key and allows you to open it. Assuming you do so, the key fits the lock perfectly, and within are several old tomes (4 in total) and one relatively new one. The newest tome sits on the top and bears the phrase “Read me now!” It is the Professor's Journal.

The remaining 4 tomes inside the chest:

1. Manual of the Order of the Palatine Eye: The rich purple cover contains a brass scarab set with a single eye in its center. Note tucked inside indicating it should be delivered to Embreth Daramid, a judge at the Lepidstadt Courthouse (although the note asks for this delivery in particular to be handled discreetly, and includes the address of Embreth’s home so that the PCs can deliver it there).

2. On Verified Madness: It is a jet-black book. Note tucked inside indicating that it should be delivered to one Montagnie Crowl, a professor of antiquities at Lepidstadt University.

3. Serving Your Hunger: Note tucked inside indicating that it should be delivered to one Montagnie Crowl, a professor of antiquities at Lepidstadt University.

4. The Umbral Leaves: Note tucked inside indicating that it should be delivered to one Montagnie Crowl, a professor of antiquities at Lepidstadt University.


Kendra to Councilman: "Thank you, sir, for the reading. You may go." Hearthmount bows to the party and leaves to attend to business.

To Mortimer:
"Thank you, blessed Mortimer. I thank thee for thy kind words in my time of sorrow. Please, all of you, I hope you will agree to stay as well. I will happily provide you free room and board here in my father's home. I still can't believe he left me...his house? My goodness father. I will need a few weeks to decide if I'm going to stay in Ravengro or sell it. My only link to this town has been severed. But enough about me. It seems father mentioned a chest of tomes. I believe I know where it is. I will be back in a few seconds."

Kendra leaves to retrieve the chest.


Unfortunately, no one seems to take up Drake on his offer, given their xenophobia and insularity. You continue with the rest of the meal, which turns out to be delicious and you learn that vampire steaks are cuts of beef skewered on thick wooden spikes, wolf balls are lamb meatballs served on plates painted to look like the face of the full moon, corpse chowder is a thick stew with red broth and chunks of meat, and liquid ghosts consists of a sweet pale ale that glows faintly with a greenish tint. It seems Zokar is a playful fellow who likes to play with the region's folklore.

After dinner, you retire to your rooms and await the arrival of the following day.

4th day of Lamashan
Current Trust score: 21

More cold weather and dark days await you the following morning. It seems the dreariness of the region is well-earned. You are still treated indifferently by the locals. You hear rumors of pets going missing during the night and people experiencing some awful nightmares. You appear at the reading of the Professor's will at Kendra's home. She greets you warmly, possibly the only person in town grateful for your presence. The Lorrimor residence is a modest home (area N on the Ravengro map) with crowded bookshelves in every room. The reading of the professor’s will requires the presence of Councilman Vashian Hearthmount (the closest thing Ravengro has to a solicitor), who arrives late. "By the gods, thanks to all who have appeared. I have the Professor's will on me, so let us be done with this matter." Councilman Vashian produces a scroll case, shows that the professor’s personal seal is unbroken, then breaks the wax and opens the case. As he does, a small iron key falls out of the tube, clattering noisily onto the table. Undaunted by the noise, the councilman begins to read after all have taken their seats:

"I, Petros Lorrimor, being of sound mind, do hereby commit to this parchment my last will and testament. Let it be known that, with the exception of the specific details below, I leave my home and personal belongings entire to my daughter Kendra. Use them or sell them as you see fit, my child.
“Yet beyond the bequeathing of my personal effects, this document must serve other needs. I have arranged for the reading of this document to be delayed until all principals can be in attendance, for I have more than mere inheritance to apportion. I have two final favors to ask.
“To my old friends Anselm, Drake, Gregorius, Mortimer, and Stefan, I hate to impose upon you all, but there are few others who are capable of appreciating the true significance of what it is I have to ask. As some of you know, I have devoted many of my studies to all manner of evil, that I might know the enemy and inform those better positioned to stand against it. For knowledge of one’s enemy is the surest path to victory over its plans.
“And so, over the course of my lifetime, I have seen fit to acquire a significant collection of valuable but dangerous tomes, any one of which in the wrong circumstances could have led to an awkward legal situation. While the majority of these tomes remain safe under lock and key at the Lepidstadt University, I fear that a few I have borrowed remain in a trunk in my Ravengro home. While invaluable for my work in life, in death, I would prefer not to burden my daughter with the darker side of my profession, or worse still, the danger of possessing these tomes herself. As such, I am entrusting my chest of tomes to you, posthumously. I ask that you please deliver the collection to my colleagues at the University of Lepidstadt, who will put them to good use for the betterment of the cause.
“Yet before you leave for Lepidstadt, there is the matter of another favor—please delay your journey one month and spend that period of time here in Ravengro to ensure that my daughter is safe and sound. She has no one to count on now that I am gone, and if you would aid her in setting things in order for whatever she desires over the course of this month, you would have my eternal gratitude. From my savings, I have also willed to each of you a sum of one hundred platinum coins. For safekeeping, I have left these funds with Embreth Daramid, one of my most trusted friends in Lepidstadt—she has been instructed to issue this payment upon the safe delivery of the borrowed tomes no sooner than one month after the date of the reading of this will.
“I, Petros Lorrimor, hereby sign this will in Ravengro on this first day of Calistril, in the year 4711.”

Kendra cries a few tears at hearing her father's last words and wishes.

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