Friday, August 31, 2012

Anyone else think it odd that Fredrick the bard keeps pushing us back to the prison? And always at night? Am i just being paranoid? Hmmm.... I think i shall ask him.

Friday, August 17, 2012

Ok, now that was some weird shit! Covered mirrors, ears in a box, an evil warding symbol guarding the aforementioned box. If that old man ain't guilty, someone went to alot of trouble to implicate him. The sheriff needs to see this before it disappears.
                                                Remy Talbot, ranger at large

Sunday, August 5, 2012

Kendra's Research


Kendra will approach the group with this information after the party has rested from their last trip into the ruined prison.

Haunt Siphon

Aura: faint necromancy
CL: 3rd
Slot: None
Price: 400 gp
Weight:1 lb

DESCRIPTION
These 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. 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 -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 3d6 points of negative energy damage with a direct hit. Every creature within 5 feet of the point where the Haunt Siphon hits takes 3 points of negative energy damage from the splash.

CONSTRUCTION
Requirements: Craft Wondrous Item, Cure Moderate Wounds, Gentle Repose
Cost: 200 gp

Spirit Planchette

Aura: Moderate Divination
CL: 9th
Slot: None
Price: 4000 gp (Brass Planchette), 10,000 gp (Cold Iron Planchette), 18,000 gp (Silver Planchette)
Weight: 5 lbs

DESCRIPTION
A Spirit Planchette is typically found in a wooden case along with a thin wooden board printed with numerous letters and numbers. Nonmagical versions of these divination tools can be purchased in curiousity shops (typically costing 25 gp); while these items can be used as alternative components for augury spells, only magical Spirit Planchettes allow users to communicate with the other side. Three types of Spirit Planchettes exist -brass, cold iron, and silver. Each in turn allows an increasingly potent form of divination effect to be utilized. A Spirit Planchette requires a board to move upon, but this"board" can be made up of letters scribed upon any smooth surface -it need not be a prepared board for a Spirit Planchette
to work.

To use a Spirit Planchette, you must rest your fingers lightly upon the planchette's surface and then concentrate on theplanchette (as if maintaining a spell with a duration of concentration) for 2d6 rounds while the planchette attunes itself to the ambient spirits of the area. After this time, the planchette begins to slowly slide in random patterns across the board -at this point, questions may be asked of the spirits by any of the individuals involved in the seance. The consequences of each question asked of the spirits depends upon what type of planchette is used for the divination, as summarized on the table below. The spirits reply in a language understood by the character who asked the question, but resent such contact and give only brief answers to the questions. All questions are answered with "Yes", "no", or "maybe", or by spelling out a single word from the letters arranged on the board. The spirits answer each question either in the same round the question is asked (in the case of a yes, no, or maybe answer) or at a rate of one letter per round (in the case of a single word being spelled out). A Spirit Plancette may be used once per day -the maximum number of questions you can ask with it depends on the type of planchette being used .

Communication with the spirits can be a dangerous task, for many spirits are jealous or hateful of the living. Every time a Spirit Planchette is used, the user must succeed on a Will save to avoid being temporarily possessed and harmed by the angry spirits.In some areas where the spirits are particularly violent or hateful this Will save takes a -2 penalty. The DC of this save depends on the type of Spirit Planchette being used.  The spirits in the area are not omniscient -the GM should decide whether or not the spirits would actually know the answer to the question asked, and if they do not, the answer granted is automatically "maybe".

CONSTRUCTION
Requirements: Craft Wondorous Item, Contact Other Plane, Speak with Dead
Cost: 2,000 gp (Brass Spirit Planchette), 5,000 gp (Cold Iron Planchette), 9,000 gp (Silver Spirit Planchette)


M.


Friday, August 3, 2012

Man, i don't know about the rest of you guys, but i need a couple days away from that damned prison! We still need to talk to the sheriff and look over those papers from the office. Also, i'd like to look into this trouble maker we keep running into. Is he just a bigoted old man or is that just his cover? I'm thinking of a little after hours recon. Anyone care to join?

Detective Viorec's Dossier

At the time of the fire in Harrowstone, the number of particularly violent and dangerous criminals imprisoned in the dungeons was at an all-time high. The five most notorious prisoners in Harrowstone at the time were Father Charlatan, the Lopper, the Mosswater Marauder, the Piper of Illmarsh, and The Splatter Man.

Sefick Corvin : AKA Father Charlatan,  Friar Mead,  High Priest Greenleaf, Bishop Twoton,  Archbanker Gold, Dr'tea Master of the North Wind, Moonseerer Pale, Journeyman Smith. Of the five Sefick was not technically a killer, although he was responsible for the deaths several families in Clover's Crossing. His crimes were so blasphemous that several churches demanded he be punished to the fullest extent of Ustalavic law.

Vance Saetressle: AKA The Lopper. The Lopper was known for stalking his prey, hiding in the most unlikely places, waiting for the right time to strike. The Lopper would spring out to savagely behead his victim with a handaxe.At the time of his trial it was not known how many be-headings he was responsible for.

Ispin Onyxcudgel: AKA The Mosswater Marauder. Ispin Onyxcudgle was a small-time loan shark. When he found out about his wife's infidelity he flew into a rage and ashed her head in with the mace he used on his delinquent customers, shattering her skull and his sanity with one murderous blow. Ispin became convinced that if he could rebuild his wife's skull she would come back to life. Over the course of several weeks he stalked and killed nearly 20 people while searching for the correct pieces. He was captured after killing the daughter of a visiting nobleman  from Varno, and was carted to Harrowstone that night.

The Piper of Illmarsh: Real name unknown. Before killing his victims, the Piper would taunt them with a mournful dirge played on his flute. He would paralyze lone victims with lich dust and call his pet sturges to drink the victims dry of blood.Nothing else is known about this prisoner.

Hean Feramin: AKA The Splatter Man .Profeser Feramin was a celebrated scholar of Anthroponomastics at Quartefax Archives in Caliphas. In his trial he was exposed as a diabolist and had made pacts with a succubus. Feramin had become obsessed with the power of a name and how he could use it to terrify and control. Soon he developed an uncontrollable obsession with an imaginary link between a person's name and what happens to that name when a person dies. Every few days he would secretly arrange for his victim to find a letter from her name written in blood, or spelled out carefully with entrails. Once he had spelled out the victims name, he would come for them, killing them in a gory mess using a complex trap or series of rigged events meant to look like an accident.