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Sic Pixie's Carrion Crown Adventure Path
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<blockquote data-quote="Sic_Pixie" data-source="post: 5821017" data-attributes="member: 52403"><p><strong>Girls and insects</strong></p><p></p><p><strong>Hook:</strong></p><p></p><p>The characters are summoned to an old friend’s funeral in the lovely village of Rovengro in the country of Ustalav; a quaint little village of limited means. Famous only for the now abandoned prison which burned down some 50 years previously. The village grew up around the prison and this prison was renowned for holding some of the countries most heinous criminals.</p><p></p><p>The characters arrive on the day of the funeral and are quickly ushered into line. They are politely thanked for coming and asked if they wish to assist in carrying the coffin. Hursk and Matthious both wish to assist while Sayuri hangs back with the small group of mourners. </p><p></p><p>The procession winds through the Restlands; the large and well kept graveyard of Rovengro. While walking along they are apprehended by some irate locals who seem to be adverse to a supposed foul necromancer being interred next to their relatives. A brief scuffle starts and is quickly brought under control by the hulking Hursk and Mathious’s spells while Sayuri unleashed a flurry of flying fists and kicks knocking one out. The ring leader one Gibs Hephenus is discouraged from continuing and retreats. No fatalities occurred and the offending locals are healed up and sent on their way with just a few bruises to show for their stupidity. The local gravedigger Father Grimburrow a priest of Pharasma has a few choice words for the dumb locals as he tends to their minor wounds.</p><p></p><p>Each of the characters was invited to perform a eulogy in memory of the deceased; tell stories about their time with the Professor. The Bard strides to the podium confidently and starts telling a tale; a mediocre performance to tell the truth. The ½ Orc Barbarian shuffles onto the podium and delivers an oratory to shame the Bard and inspire the gods to shine a ray of sunlight through the clouds and illuminate the sorrowful Orc in golden light. Not a dry eye in the house & the bard is decidedly ashamed … Next Sayuri who delivers a short and unmemorable performance.</p><p></p><p>After the funeral the daughter of Professor Petros Lorrimor a stern looking young lady by the name of Kendra approaches the party. She introduces herself and asks the party to follow her to her fathers (now her) house for the reading of the Will. </p><p></p><p>The Will reading was pretty standard with everything going to Kendra. The party is tasked with remaining with Kendra for a month to make sure she is ok. Also they are tasked with the delivery of some books to certain people in another city. (Plot hook to the next adventure) This is to be performed after the month of sitting around twiddling their thumbs …. Or so they thought … </p><p></p><p>They sat around and looked through the books, the professor had left a journal of his last days and some items within there were somewhat interesting.</p><p></p><p><strong>Circled Entries in the Professor’s Journal</strong></p><p></p><p><strong>Ten Years Ago</strong></p><p>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.</p><p></p><p><strong>Two Months Ago</strong></p><p>It is as I had feared; the Whispering Way is interested in something here in Ravengro. But what could it be?</p><p></p><p><strong>One Month Ago</strong></p><p>Whatever the Way seeks, I am now concerned their goal is connected to Harrowstone. It retrospect I suppose it all makes sense-the stories they tell about the ruins in town is certainly chilling enough. It may be time to investigate the ruins, but with everyone in town 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 am a demonologist or a witch or something. Ignorant fools.</p><p></p><p><strong>Twenty Days Ago</strong></p><p>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.</p><p></p><p><strong>Eighteen Days Ago</strong></p><p>I see now how ill prepared I was when I last set out for Harrowstone. I am lucky to have returned at all. The ghosts, if indeed they were ghosts (for I did not find it prudent 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.</p><p></p><p><strong>Seventeen Days Ago</strong></p><p>Tomorrow evening I return to the prison, 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, should the worst come to pass.</p><p></p><p>The other books were dark but not particularly interesting. They retire to bed to be awoken in the morning to the delicious aroma of eggs and bacon </p><p></p><p></p><p>Most of the day is spent reading through books in the Professor’s library, looking for clues on the Whispering Way and the local prison. As the day passes in the late afternoon they venture out into the village, visiting the local smithy they find a female dwarf called Jorfa resides there. Covering their surprise Hursk commission’s a throwing axe with the god of War’s symbol etched onto it. While they were at the forge Sayuri went to visit the Town hall looking for information on the Prison. Visiting a local bar owned by Zokar Elkarid called the Laughing Demon they ordered up the local fair of Vampire steaks and Wolf Balls and washed it down with a green glowing glass of liquid ghost. After expressing their appreciation to the barkeep they walk around the Village a little till they follow the sounds of music to another establishment called the Outward Inn. This basement based tavern is often filled due to the traveling musicians that frequently play here. Matthious was instantly drawn to the stage and also to the proprietor of the establishment, an attractive lady called Sarianna Vai who was some what impressed by Matthious’s singing and brought over a free round of drinks for Matthious and the party; Matthious invited her to stay and chat which she did. At the end of the evening Matthious was invited to remain while Hursk and Sayuri walked back to Kendra’s house and discussed the events of the day with Kendra and do some more research in the area and the cult. </p><p></p><p>Matthious and Sarianna stopped up late talking and having generally a good time; however when he left in the early morning Sarianna was not feeling as fulfilled as she would have hoped. Apparently Matthious could talk the talk but could not walk the walk. Matthious returned to the house early the next morning to some humorous remarks from the rest of the party.</p><p></p><p></p><p>The next morning when they venture out the town was in uproar, one of the towns few monuments had been defaced with a large bloody ‘V’ it looked like the remainder of the blood had been splattered all over the Monument to the brave souls killed in the Prison fire 50 years ago. </p><p></p><p>The party retreated to the house and started looking though all the books. Apparently the professor was looking into a cult called the Whispering way. The party had never head of this cult but they soon found references to this in the professor’s extensive library. The reading of such was not a pleasant subject referring to a cult actively looking to revive an ancient evil wizard of some sort and they have the annoying habit of killing people and destroying their face so they can’t be questioned under speak with dead. (the professor had been killed by a gargoyle falling on his head in the grounds of the prison (a normal ugly grotesque not the creature))</p><p></p><p>This causes the party to question the supposed accidental death of their friend and to begin an investigation into the events. First thing they wish to do is look into the site of the supposed accident. They head out after a nice lunch to take a look around.</p><p></p><p>Upon approaching the Prison they are awarded the sight of a desolate ruined building; it’s large and partially collapsed at one corner. A small lake has developed at one side. The grounds are over grown and needing some serious attention. The surrounding wall has fallen in places and is mostly covered in vines and other climbing plants making it easy to scramble over. Towers peek over the walls at various points and seem to be empty while a small house sits just off the main path looking very sorry for itself.</p><p></p><p>The party climbs over the wall ignoring the obvious open and ruined gates into the compound; landing in the grounds they feel a shiver down their spine as if someone had just walked over their graves. They look at each other with questioning glances and like the intrepid adventurers they are they proceed onwards, ignoring the signs which would make lesser mortals quiver in fear and run screaming into the distance. They approach the house and the world wise master of all things civilized Barbarian notices that the house is quite possibly a death trap waiting to happen. The more cultured Bard does not seem to notice this (or care) and creeps into the house as dust rains down from above falling gently onto his head and shoulders, turning the poor unfortunate an unhealthy gray colour. This is no change to the already unhealthy pallor of the half vampire so he continues on non-plussed. </p><p></p><p>Sneaking round the house they find nothing of any interest and upon leaving the graceful half vampire accidentally nudges a wall, the sound of creaking and snapping timbers weakened by years of neglect and rot resound through the house and the upper floors start falling into the ground. The agile Bard however dives out of the house sustaining only a few bruises and another healthy coating of dust.</p><p></p><p>This exciting event is put behind the party as they approach the Prison proper; this large imposing building sits uncomfortably on the top of the hill like a bloated cyst on the behind of an unconscious troll. The party decides to investigate the outside first and start checking the building. Our esteemed ½ Orc Barbarian notices that the vegetation surrounding the walls has been pulled back and recently trampled while the Sorcerer having her attention drawn to this notices the symbols engraved into the base of the prison and painted red. These symbols all seem to say the same thing and it is the name of the former warden of this fine establishment one Lyvar Hawkran.</p><p></p><p>Not giving this much more thought the intrepid party decides to venture into the Prison and see what they can see; the first room gives them some pause. Matthious drawing upon his undead heritage casts Detect Undead. A mighty and devastating power; this shows trace residual emanations from the 4 doors in this room. Mentioning this to Hursk he strides into the room and uses his powers to fill the room with positive energy causing Matthious the half vampire to scream in agony as the positive energy burns away some exposed skin. Hursk whips out his huge 2 handed sword and confronts Matthious as he knows; even with his admittedly dim intellect that only those who draw upon negative energy should take damage from his righteous positive energy surge. Matthious being the suave fast talker explains the situation and Hursk is somewhat mollified. The doors in the room however no longer radiate as undead and Matthious removes his injuries by the careful application of a naughty cleric in a stick.</p><p></p><p>Considering the four doors before them they choose the left hand door first and open it to discover a short corridor with several doors lining it. Matthious sneaking along the corridor approaches the first door and pushes it open revealing an empty room; all these rooms were offices and contain various records of the prison when it was running. They quickly rummage through these and find several interesting pieces of information that they take with them to look at in more depth later. At the end of the passage is a solid door thankfully unlocked that leads to the Warden’s office. A quick search/ransack (greyhawked in my old adventure group) turned up some minor information and a well locked safe. They subtlety force the safe open finding some old documents, a bag of 500gp’s and some potions which they swiftly stow away.</p><p></p><p>Finding no more rooms to ransack they returned to the main foyer and selected the next door. This led onto a long corridor with several doors; the end of which opened into an old infirmary. They stepped into the room and an incorporeal undead manifested before them, there was a scream and a warm feeling running down the leg of Matthious making a rapidly spreading puddle on the floor which Sayuri and Hursk quickly stepped away from. Matthious turned and ran out of the room leaving Sayuri and Hursk to deal with the poltergeist. Hursk started swinging wildly while Sayuri tried to pin point the location of the now invisible spirit directing Hursk to where she thinks it is. Sayuri throws some dust into the location she thought it was and notices the telltale shift in the dust as it falls. Hursk attacks the spot missing terribly and gets rewarded with more objects in the room bombarding him. This continues for several rounds and Matthious returns looking sheepish and somewhat damp and starts helping out with his rapier, The Poltergeist is eventually defeated though Hursk is damaged in the process. Greyhawking the room they turn up some potions which they put aside for later identification and pass into the next room. </p><p></p><p>Opening the door they discover a furnace room long disused dominating one corner was a huge stone furnace while in the other the wall has fallen revealing the outside world and the small lake that now resides there. This lake is now encroaching upon the room, a room where the temperature is starting to rise and the awful stench of burning flesh swiftly fills the room. The face of the furnace animates and a long tongue of flame flickers out and tries licking Matthious who without even knowing it avoids the pre-emptive strike. The party decides that the best thing to do is to leave the room. Hursk and Matthious retreat out of the door they came in by while Sayuri moves to another door and opens it to pass through. Only then realizing she is not getting followed and runs back to the others. Ember Maw damages Hursk with a lick of flame before they can get out of the room. Ember Maw was a constant threat to the prisoners here; they were constantly threatened with being pushed into the furnace while still alive. This only happened the once but the fear turned this once inanimate and innocent furnace into a Haunt.</p><p></p><p>Retreating from the evil and thankfully stationary furnace they stumble into the now disused Chapel, They could see through the dust and webs a cabinet which looked promising. However the three large spiders begged for attention prior to the cabinet; they were easily dealt with however as they came out of the doorway they were promptly given a smack down by the 2 handed sword wielding Hursk; pokes from a slender rapier and some serious stomping action from Sayuri (you know girls and spiders). Spider goo ended up everywhere. The cabinet yielded a wand and a bone scroll case; these again they put away for further investigation later. Several doors later and empty not very interesting rooms yielded a set of manacles that animated and threatened the party; they shut the door on this one figuring it could not open the door; they then found the laundry. The dreaded laundry gave little indication it would be dangerous. I mean who expects anything to happen in the laundry; the room was empty bar a pile of moldy laundry on the floor. This pile twitched like there was something small and weak trapped underneath; maybe a cat or some other innocent animal. However this turned out to be a possessed straight jacket, this proceeds to flail at the party until they beat it down with various weapons and missiles made from pure force. This was no real threat to a well oiled machine like the party; they will however fall foul of something much easier later on.</p><p></p><p>The next door needed some gentle persuasion to open; Hursk kicked in the door revealing a large room which used to be a workroom, tangled mounds of cloth eaten fabric, some wooden tables and workbenches scattered around. The arm of what appears to be a skeleton protrudes ignobly from beneath a stained heap of fabrics. The three members of the party cautiously enter the room keeping their weapons trained expecting the skeleton to jump up and attack. However the Blue translucent image of a woman with tears running down her ghostly face who did appear took them all aback. Hursk initially started to wind up to attack the ghost which would have most likely have been a really bad idea; thankfully Sayuri placed her hand on Hursk’s arm forestalling his charge and attempting to talk to the ghost. The ghost turned out to be very loquacious as it had not had a conversation in 50 years. She is under the assumption they are the replacement guards; guards who locked her in the workshop prior to the fire to keep her safe from the riot; she unfortunately died due to smoke inhalation while the others burnt below. Vesorianna Hawkran knows a great deal about the events leading up to and after the fire; she also witnessed the murder of professor Lorrimor and informs the party of this after they admit that they are not guards and are there to investigate his murder. Vesorianna tells the history of the revolt at the prison, the riot and the fire in the dungeons below which killed off the prisoners and the guards. The sacrifice of the guards who cut the lift ropes while they were trapped below to prevent the escape of the criminals, the fire and the screams of the victims and they burnt alive. All this time she was locked in this room as it filled with smoke and then died. Her husband Lyvar Hawkran was trapped below and his ghost; his force of personality and drive to complete his job drove him to stay and prevent the malignant spirits trapped within the prison from escaping. She could feel him below but after the cloaked and hooded people who worked on the foundations and whispered all the time performed a ritual she could no longer sense him close. Vesorianna felt the weight of her husband’s responsibility settle on her shoulders and since that day she has strived to prevent the 5 major players from escaping the confines of the prison. She however is not as strong or driven as her husband so the more powerful spirits are finding they are able to manifest powers in the outside world. Vesorianna is a font of knowledge on the prison as she is intimately tied to the place.</p><p></p><p>The party decides they are not fully equipped for this and retreat back to the village to consider and re-supply.</p><p></p><p>Later on they went out to walk around town and re-visited the Outward Inn. They all ordered pie and it was served promptly, Matthious’s pie was served with a very ripe banana by Sarianna Vai, Hursk and Sayuri looked on and could hardly contain their amusement at this slight upon his … performance.</p><p></p><p></p><p>Following day; the troop have a late breakfast and travel to the local wizards abode called the Unfurling Scroll which is also a school for those lucky enough to have the gift and the intelligence to use it. They find the local wizard Alendru Ghoroven to be a grumpy old man who does not suffer fools gladly or quietly for that matter. After they explain why they are here he agrees to sell some of his scrolls and potions for a somewhat inflated price. They also commission a scroll of See Invisibility; while they bought some scrolls of resist elements. They are allowed to make use of his library after a substantial “donation” and try researching into the local history.</p><p></p><p>The party then proceeds to the Apothecary and procure several items to aid in their assault on the prison. Various items were bought ranging from vials of liquid ice to weapon black; the party is a very welcome surge of income for the village. They head to the Forge and Matthious orders a grappling hook to be made for the following day; the day is filled with remarks about banana’s and other limp objects much to Matthious’s annoyance. Leaving the Apothecary they wander close to a small group of girls playing a skipping rope game, they notice the almost perfect timing and the song they are singing; however none of them can speak Varisian so the meaning of the song is lost on them. This plot hook is carefully avoided.</p><p></p><p>The local temple is next on the list of things to do today; they walk around over the bridge to the temple of Pharasma and are welcomed by an accolade at the door. Hursk asks to visit their library but is informed that the library is off limits to those outside of the faith. As Hursk is a follower of Gorum lord of Battle he is welcome to visit the small shrine they have available to passing worshippers of other faiths but the library is off limits. Matthious however is able to talk his way into using the library but they are still unwilling to allow the hulking Hursk into there in fear of what damage he could do. (Diplomacy not being Hursk’s strongest point) While Matthious is researching within the library and finding out many interesting things Hursk and Sayuri decide as it’s getting darker out they will go and follow up on the hidden cache described in the professor’s journal.</p><p></p><p>Hursk and Sayuri head to the Restlands and under cover of the gloom scale the wall avoiding the guards and make their way within. Once within they creep alongside the gravestones looking for the false tomb referenced in the journal. They easily avoid the lantern bearing patrols due to their ability to see in the dark and make their way to the location described. They find the lock already broken having had some alchemical acid applied to it previously so they open the door and swiftly slink inside. They find an empty room with two stone doors and a set of dusty footsteps leading in and then out again; inside these doors they both lead to a landing heading down into a crypt. Fervently hoping they found the correct crypt and are not about to desecrate some poor unfortunates eternal rest they reverently slide open the stone tomb and are very relived to find no horrible corpse within. They are however surprised to fine a large unlocked chest within; a few seconds later Hursk is surprised again as a giant centipede attempts to remove his foot with its mandibles. With a scream Hursk leaps back and pulls out his 2 handed sword swinging powerfully at one of the two Centipedes that have snuck up upon them. Hursk however misses badly and is sword hits the floor a foot or more away from the centipede sending up a shower of sparks. Sayuri however is much more accurate and promptly stamps on the centipede breaking it’s carapace and causing it’s insides to be outside. Not to the centipedes continued happiness; the remaining centipede having no moral compass or feelings of fear stays and tries vainly to convince Sayuri to lay down and be a quiet dinner by killing her but fails terribly by snapping on thin air. Sayuri swiftly convinces the centipede with a very diplomatic strike of her fists. The centipede not being as diplomatic as the Monk decides to lay down due to feeling somewhat tired and very dead as Sayuri’s fists pummel it into submission. It seems Centipedes and Spiders do have something in common; if only being stamped on by an irate half elven girl who does not like creepy crawlies.</p><p></p><p>Grabbing the items from the chest they swiftly exit the tomb and leave the Restlands behind them. Forgetting in their haste to close the door properly behind them; they return to the Temple and meet up with Matthious. They all leave and decide to head back to Kendra’s abode and have an early night; they discuss what they have discovered on the walk back.</p><p></p><p>Next Death of a member ....</p></blockquote><p></p>
[QUOTE="Sic_Pixie, post: 5821017, member: 52403"] [b]Girls and insects[/b] [B]Hook:[/B] The characters are summoned to an old friend’s funeral in the lovely village of Rovengro in the country of Ustalav; a quaint little village of limited means. Famous only for the now abandoned prison which burned down some 50 years previously. The village grew up around the prison and this prison was renowned for holding some of the countries most heinous criminals. The characters arrive on the day of the funeral and are quickly ushered into line. They are politely thanked for coming and asked if they wish to assist in carrying the coffin. Hursk and Matthious both wish to assist while Sayuri hangs back with the small group of mourners. The procession winds through the Restlands; the large and well kept graveyard of Rovengro. While walking along they are apprehended by some irate locals who seem to be adverse to a supposed foul necromancer being interred next to their relatives. A brief scuffle starts and is quickly brought under control by the hulking Hursk and Mathious’s spells while Sayuri unleashed a flurry of flying fists and kicks knocking one out. The ring leader one Gibs Hephenus is discouraged from continuing and retreats. No fatalities occurred and the offending locals are healed up and sent on their way with just a few bruises to show for their stupidity. The local gravedigger Father Grimburrow a priest of Pharasma has a few choice words for the dumb locals as he tends to their minor wounds. Each of the characters was invited to perform a eulogy in memory of the deceased; tell stories about their time with the Professor. The Bard strides to the podium confidently and starts telling a tale; a mediocre performance to tell the truth. The ½ Orc Barbarian shuffles onto the podium and delivers an oratory to shame the Bard and inspire the gods to shine a ray of sunlight through the clouds and illuminate the sorrowful Orc in golden light. Not a dry eye in the house & the bard is decidedly ashamed … Next Sayuri who delivers a short and unmemorable performance. After the funeral the daughter of Professor Petros Lorrimor a stern looking young lady by the name of Kendra approaches the party. She introduces herself and asks the party to follow her to her fathers (now her) house for the reading of the Will. The Will reading was pretty standard with everything going to Kendra. The party is tasked with remaining with Kendra for a month to make sure she is ok. Also they are tasked with the delivery of some books to certain people in another city. (Plot hook to the next adventure) This is to be performed after the month of sitting around twiddling their thumbs …. Or so they thought … They sat around and looked through the books, the professor had left a journal of his last days and some items within there were somewhat interesting. [B]Circled Entries in the Professor’s Journal[/B] [B]Ten Years Ago[/B] 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. [B]Two Months Ago[/B] It is as I had feared; the Whispering Way is interested in something here in Ravengro. But what could it be? [B]One Month Ago[/B] Whatever the Way seeks, I am now concerned their goal is connected to Harrowstone. It retrospect I suppose it all makes sense-the stories they tell about the ruins in town is certainly chilling enough. It may be time to investigate the ruins, but with everyone in town 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 am a demonologist or a witch or something. Ignorant fools. [B]Twenty Days Ago[/B] 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. [B]Eighteen Days Ago[/B] I see now how ill prepared I was when I last set out for Harrowstone. I am lucky to have returned at all. The ghosts, if indeed they were ghosts (for I did not find it prudent 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. [B]Seventeen Days Ago[/B] Tomorrow evening I return to the prison, 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, should the worst come to pass. The other books were dark but not particularly interesting. They retire to bed to be awoken in the morning to the delicious aroma of eggs and bacon Most of the day is spent reading through books in the Professor’s library, looking for clues on the Whispering Way and the local prison. As the day passes in the late afternoon they venture out into the village, visiting the local smithy they find a female dwarf called Jorfa resides there. Covering their surprise Hursk commission’s a throwing axe with the god of War’s symbol etched onto it. While they were at the forge Sayuri went to visit the Town hall looking for information on the Prison. Visiting a local bar owned by Zokar Elkarid called the Laughing Demon they ordered up the local fair of Vampire steaks and Wolf Balls and washed it down with a green glowing glass of liquid ghost. After expressing their appreciation to the barkeep they walk around the Village a little till they follow the sounds of music to another establishment called the Outward Inn. This basement based tavern is often filled due to the traveling musicians that frequently play here. Matthious was instantly drawn to the stage and also to the proprietor of the establishment, an attractive lady called Sarianna Vai who was some what impressed by Matthious’s singing and brought over a free round of drinks for Matthious and the party; Matthious invited her to stay and chat which she did. At the end of the evening Matthious was invited to remain while Hursk and Sayuri walked back to Kendra’s house and discussed the events of the day with Kendra and do some more research in the area and the cult. Matthious and Sarianna stopped up late talking and having generally a good time; however when he left in the early morning Sarianna was not feeling as fulfilled as she would have hoped. Apparently Matthious could talk the talk but could not walk the walk. Matthious returned to the house early the next morning to some humorous remarks from the rest of the party. The next morning when they venture out the town was in uproar, one of the towns few monuments had been defaced with a large bloody ‘V’ it looked like the remainder of the blood had been splattered all over the Monument to the brave souls killed in the Prison fire 50 years ago. The party retreated to the house and started looking though all the books. Apparently the professor was looking into a cult called the Whispering way. The party had never head of this cult but they soon found references to this in the professor’s extensive library. The reading of such was not a pleasant subject referring to a cult actively looking to revive an ancient evil wizard of some sort and they have the annoying habit of killing people and destroying their face so they can’t be questioned under speak with dead. (the professor had been killed by a gargoyle falling on his head in the grounds of the prison (a normal ugly grotesque not the creature)) This causes the party to question the supposed accidental death of their friend and to begin an investigation into the events. First thing they wish to do is look into the site of the supposed accident. They head out after a nice lunch to take a look around. Upon approaching the Prison they are awarded the sight of a desolate ruined building; it’s large and partially collapsed at one corner. A small lake has developed at one side. The grounds are over grown and needing some serious attention. The surrounding wall has fallen in places and is mostly covered in vines and other climbing plants making it easy to scramble over. Towers peek over the walls at various points and seem to be empty while a small house sits just off the main path looking very sorry for itself. The party climbs over the wall ignoring the obvious open and ruined gates into the compound; landing in the grounds they feel a shiver down their spine as if someone had just walked over their graves. They look at each other with questioning glances and like the intrepid adventurers they are they proceed onwards, ignoring the signs which would make lesser mortals quiver in fear and run screaming into the distance. They approach the house and the world wise master of all things civilized Barbarian notices that the house is quite possibly a death trap waiting to happen. The more cultured Bard does not seem to notice this (or care) and creeps into the house as dust rains down from above falling gently onto his head and shoulders, turning the poor unfortunate an unhealthy gray colour. This is no change to the already unhealthy pallor of the half vampire so he continues on non-plussed. Sneaking round the house they find nothing of any interest and upon leaving the graceful half vampire accidentally nudges a wall, the sound of creaking and snapping timbers weakened by years of neglect and rot resound through the house and the upper floors start falling into the ground. The agile Bard however dives out of the house sustaining only a few bruises and another healthy coating of dust. This exciting event is put behind the party as they approach the Prison proper; this large imposing building sits uncomfortably on the top of the hill like a bloated cyst on the behind of an unconscious troll. The party decides to investigate the outside first and start checking the building. Our esteemed ½ Orc Barbarian notices that the vegetation surrounding the walls has been pulled back and recently trampled while the Sorcerer having her attention drawn to this notices the symbols engraved into the base of the prison and painted red. These symbols all seem to say the same thing and it is the name of the former warden of this fine establishment one Lyvar Hawkran. Not giving this much more thought the intrepid party decides to venture into the Prison and see what they can see; the first room gives them some pause. Matthious drawing upon his undead heritage casts Detect Undead. A mighty and devastating power; this shows trace residual emanations from the 4 doors in this room. Mentioning this to Hursk he strides into the room and uses his powers to fill the room with positive energy causing Matthious the half vampire to scream in agony as the positive energy burns away some exposed skin. Hursk whips out his huge 2 handed sword and confronts Matthious as he knows; even with his admittedly dim intellect that only those who draw upon negative energy should take damage from his righteous positive energy surge. Matthious being the suave fast talker explains the situation and Hursk is somewhat mollified. The doors in the room however no longer radiate as undead and Matthious removes his injuries by the careful application of a naughty cleric in a stick. Considering the four doors before them they choose the left hand door first and open it to discover a short corridor with several doors lining it. Matthious sneaking along the corridor approaches the first door and pushes it open revealing an empty room; all these rooms were offices and contain various records of the prison when it was running. They quickly rummage through these and find several interesting pieces of information that they take with them to look at in more depth later. At the end of the passage is a solid door thankfully unlocked that leads to the Warden’s office. A quick search/ransack (greyhawked in my old adventure group) turned up some minor information and a well locked safe. They subtlety force the safe open finding some old documents, a bag of 500gp’s and some potions which they swiftly stow away. Finding no more rooms to ransack they returned to the main foyer and selected the next door. This led onto a long corridor with several doors; the end of which opened into an old infirmary. They stepped into the room and an incorporeal undead manifested before them, there was a scream and a warm feeling running down the leg of Matthious making a rapidly spreading puddle on the floor which Sayuri and Hursk quickly stepped away from. Matthious turned and ran out of the room leaving Sayuri and Hursk to deal with the poltergeist. Hursk started swinging wildly while Sayuri tried to pin point the location of the now invisible spirit directing Hursk to where she thinks it is. Sayuri throws some dust into the location she thought it was and notices the telltale shift in the dust as it falls. Hursk attacks the spot missing terribly and gets rewarded with more objects in the room bombarding him. This continues for several rounds and Matthious returns looking sheepish and somewhat damp and starts helping out with his rapier, The Poltergeist is eventually defeated though Hursk is damaged in the process. Greyhawking the room they turn up some potions which they put aside for later identification and pass into the next room. Opening the door they discover a furnace room long disused dominating one corner was a huge stone furnace while in the other the wall has fallen revealing the outside world and the small lake that now resides there. This lake is now encroaching upon the room, a room where the temperature is starting to rise and the awful stench of burning flesh swiftly fills the room. The face of the furnace animates and a long tongue of flame flickers out and tries licking Matthious who without even knowing it avoids the pre-emptive strike. The party decides that the best thing to do is to leave the room. Hursk and Matthious retreat out of the door they came in by while Sayuri moves to another door and opens it to pass through. Only then realizing she is not getting followed and runs back to the others. Ember Maw damages Hursk with a lick of flame before they can get out of the room. Ember Maw was a constant threat to the prisoners here; they were constantly threatened with being pushed into the furnace while still alive. This only happened the once but the fear turned this once inanimate and innocent furnace into a Haunt. Retreating from the evil and thankfully stationary furnace they stumble into the now disused Chapel, They could see through the dust and webs a cabinet which looked promising. However the three large spiders begged for attention prior to the cabinet; they were easily dealt with however as they came out of the doorway they were promptly given a smack down by the 2 handed sword wielding Hursk; pokes from a slender rapier and some serious stomping action from Sayuri (you know girls and spiders). Spider goo ended up everywhere. The cabinet yielded a wand and a bone scroll case; these again they put away for further investigation later. Several doors later and empty not very interesting rooms yielded a set of manacles that animated and threatened the party; they shut the door on this one figuring it could not open the door; they then found the laundry. The dreaded laundry gave little indication it would be dangerous. I mean who expects anything to happen in the laundry; the room was empty bar a pile of moldy laundry on the floor. This pile twitched like there was something small and weak trapped underneath; maybe a cat or some other innocent animal. However this turned out to be a possessed straight jacket, this proceeds to flail at the party until they beat it down with various weapons and missiles made from pure force. This was no real threat to a well oiled machine like the party; they will however fall foul of something much easier later on. The next door needed some gentle persuasion to open; Hursk kicked in the door revealing a large room which used to be a workroom, tangled mounds of cloth eaten fabric, some wooden tables and workbenches scattered around. The arm of what appears to be a skeleton protrudes ignobly from beneath a stained heap of fabrics. The three members of the party cautiously enter the room keeping their weapons trained expecting the skeleton to jump up and attack. However the Blue translucent image of a woman with tears running down her ghostly face who did appear took them all aback. Hursk initially started to wind up to attack the ghost which would have most likely have been a really bad idea; thankfully Sayuri placed her hand on Hursk’s arm forestalling his charge and attempting to talk to the ghost. The ghost turned out to be very loquacious as it had not had a conversation in 50 years. She is under the assumption they are the replacement guards; guards who locked her in the workshop prior to the fire to keep her safe from the riot; she unfortunately died due to smoke inhalation while the others burnt below. Vesorianna Hawkran knows a great deal about the events leading up to and after the fire; she also witnessed the murder of professor Lorrimor and informs the party of this after they admit that they are not guards and are there to investigate his murder. Vesorianna tells the history of the revolt at the prison, the riot and the fire in the dungeons below which killed off the prisoners and the guards. The sacrifice of the guards who cut the lift ropes while they were trapped below to prevent the escape of the criminals, the fire and the screams of the victims and they burnt alive. All this time she was locked in this room as it filled with smoke and then died. Her husband Lyvar Hawkran was trapped below and his ghost; his force of personality and drive to complete his job drove him to stay and prevent the malignant spirits trapped within the prison from escaping. She could feel him below but after the cloaked and hooded people who worked on the foundations and whispered all the time performed a ritual she could no longer sense him close. Vesorianna felt the weight of her husband’s responsibility settle on her shoulders and since that day she has strived to prevent the 5 major players from escaping the confines of the prison. She however is not as strong or driven as her husband so the more powerful spirits are finding they are able to manifest powers in the outside world. Vesorianna is a font of knowledge on the prison as she is intimately tied to the place. The party decides they are not fully equipped for this and retreat back to the village to consider and re-supply. Later on they went out to walk around town and re-visited the Outward Inn. They all ordered pie and it was served promptly, Matthious’s pie was served with a very ripe banana by Sarianna Vai, Hursk and Sayuri looked on and could hardly contain their amusement at this slight upon his … performance. Following day; the troop have a late breakfast and travel to the local wizards abode called the Unfurling Scroll which is also a school for those lucky enough to have the gift and the intelligence to use it. They find the local wizard Alendru Ghoroven to be a grumpy old man who does not suffer fools gladly or quietly for that matter. After they explain why they are here he agrees to sell some of his scrolls and potions for a somewhat inflated price. They also commission a scroll of See Invisibility; while they bought some scrolls of resist elements. They are allowed to make use of his library after a substantial “donation” and try researching into the local history. The party then proceeds to the Apothecary and procure several items to aid in their assault on the prison. Various items were bought ranging from vials of liquid ice to weapon black; the party is a very welcome surge of income for the village. They head to the Forge and Matthious orders a grappling hook to be made for the following day; the day is filled with remarks about banana’s and other limp objects much to Matthious’s annoyance. Leaving the Apothecary they wander close to a small group of girls playing a skipping rope game, they notice the almost perfect timing and the song they are singing; however none of them can speak Varisian so the meaning of the song is lost on them. This plot hook is carefully avoided. The local temple is next on the list of things to do today; they walk around over the bridge to the temple of Pharasma and are welcomed by an accolade at the door. Hursk asks to visit their library but is informed that the library is off limits to those outside of the faith. As Hursk is a follower of Gorum lord of Battle he is welcome to visit the small shrine they have available to passing worshippers of other faiths but the library is off limits. Matthious however is able to talk his way into using the library but they are still unwilling to allow the hulking Hursk into there in fear of what damage he could do. (Diplomacy not being Hursk’s strongest point) While Matthious is researching within the library and finding out many interesting things Hursk and Sayuri decide as it’s getting darker out they will go and follow up on the hidden cache described in the professor’s journal. Hursk and Sayuri head to the Restlands and under cover of the gloom scale the wall avoiding the guards and make their way within. Once within they creep alongside the gravestones looking for the false tomb referenced in the journal. They easily avoid the lantern bearing patrols due to their ability to see in the dark and make their way to the location described. They find the lock already broken having had some alchemical acid applied to it previously so they open the door and swiftly slink inside. They find an empty room with two stone doors and a set of dusty footsteps leading in and then out again; inside these doors they both lead to a landing heading down into a crypt. Fervently hoping they found the correct crypt and are not about to desecrate some poor unfortunates eternal rest they reverently slide open the stone tomb and are very relived to find no horrible corpse within. They are however surprised to fine a large unlocked chest within; a few seconds later Hursk is surprised again as a giant centipede attempts to remove his foot with its mandibles. With a scream Hursk leaps back and pulls out his 2 handed sword swinging powerfully at one of the two Centipedes that have snuck up upon them. Hursk however misses badly and is sword hits the floor a foot or more away from the centipede sending up a shower of sparks. Sayuri however is much more accurate and promptly stamps on the centipede breaking it’s carapace and causing it’s insides to be outside. Not to the centipedes continued happiness; the remaining centipede having no moral compass or feelings of fear stays and tries vainly to convince Sayuri to lay down and be a quiet dinner by killing her but fails terribly by snapping on thin air. Sayuri swiftly convinces the centipede with a very diplomatic strike of her fists. The centipede not being as diplomatic as the Monk decides to lay down due to feeling somewhat tired and very dead as Sayuri’s fists pummel it into submission. It seems Centipedes and Spiders do have something in common; if only being stamped on by an irate half elven girl who does not like creepy crawlies. Grabbing the items from the chest they swiftly exit the tomb and leave the Restlands behind them. Forgetting in their haste to close the door properly behind them; they return to the Temple and meet up with Matthious. They all leave and decide to head back to Kendra’s abode and have an early night; they discuss what they have discovered on the walk back. 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