Fractis Gothicum

Conclusion of Harrowstone
it was no the end

Note of the honorable souls: Heartes journal entry.
After the deaths and justice for the courthouse were complete I found myself with a rough group of adventurers.
Michael saw fit to bless me with a friend – a talkative bard and a protector, dwarf who is strong in arm.
A mining operation was having people missing and one of the formen of the site was found dead. The Ore syndicate hired our group including an adolescent wizard to investigate the disappearances and death.

We traveled a week underground to the small town of Regrovenhold where many things were amiss. We spoke with some locals but the people seemed to not trust us. After healing some sick and our bard discovering some key clue about an old prison that was abandoned that lights had been seen at night. The disappearances had a trail! The formans journals gave us insight to the happening of a cult necromancer group that had been doing something to allow spirits trapped in the prison to come forth. We explored the journals map to a false crypt that armed us for this specific circumstance. We ventured in to what we quickly discovered to be a haunted prison.

A few small fights but 5 main evils in life persisted after death. We moved through the main level and discovered a woman spirit remained. She informed us of the “whispering way” cults evil actions and aided in the suppression of the spirits once we have the ( her husbands) warden badge. A room was found with enchanted items that we used against the owners, the 5 evil spirits. We continued to the top level when we encountered many skeletons trapped in cells and removed them from there suffering by the grace of Michael.

A piper: handily suppressed with the bards use of his flute.
The unrot remain of father charlatan. Soaked the remains in holy water and asked michael to remove his essence. No more of his tricks.

The only way down to the lower level was via a rope. Fire damage was the theme here. The dwarf mustered his bravery and climbed down first allowing the company to follow safely. A large hall with corridors! We follow our fond party motto of " the door on the right" and systematically went cell to cell and area to area rebuking the undead.

North The lopper. A incorporeal creature, instantaneously dropping the bard, that focus its attention on me. I spent most of my energy defending its sickening blows, but with the dwarf used the spirits own axe to lay it to rest. I quickly healed the bard and informed him of his need to become battle ready. I found him a friend but feared his soon demise in months to come if he continued with us. Well versed in only verbal skills this quest was taking its tole.

The moss water marauder. As we entered a strange room severed heads lay on a table. Once disturbed another foul spirit arouse. Now the bard quick in action saved us by opening a vial that sucked in the spirit and laid it to rest. The bard had proved his use.

We ventured down the eastern corridor again clearing the unclean. The final room we find the symbol that would hold the spirit, the wardens badge. He was tortured before he died but his will lived on after his death. All the torture and mistreating devices I had taken upon myself to destroy and now, this room saw my furry.
Michael saw fit to bless my sense on the next day, spear swift and aim true. The wizard found his strength. though young, after a mild rest his mind for battle and fierce magic power came into fruition.

The Splatter man. The true power in this unholy place lay wait in the south corridor. What we discovered through a secret passage. A spell casting spirit we had filthy rats at his aid. The dwarf double in size which was a sight to see and I saw fit to take the spirit wizard voice from him. My new skills with the long spear proved of use and michaels energy was true in me that day. Through the wizard plan, Michaels divine energy and the dwarfs power we brought peace to harrow stone and the mining town of regrovenhold.

We told the tale of what had happened in the prison and people rewarded us generously, for the means, and we left a few item to protect the town in case of resurgence. After rest and a party we headed toward mazarock. Little did we know our power would truly be tested here. In an area where the cave had collapsed and the surface shown we found a dense fog and foul scent. We stopped and the bard scouted ahead. We heard his screams and the wizard removed the fog.

A Dragon: White juvenile. He tested our grit. The first thing that we saw the bard 60 ft from me was swallowed by the dragon, all but his pair of boots.
Fear wrapped us. The wizard diapered but not before he shot a web entangling the beast. I summon a creature to aid us that showed the monster weakness… fire! The hound roared and blacked the dragons scales. The dwarf found size once again and I fit him with many blessings. The dwarf stood his ground; blow after blow claw after claw he stood. The dragons freezing breath and vicious bite could not drop him nor I. The wizard showed his true nature and returned summoning more fire creatures and shooting magic energy. I could not find my spears to pierce the dragons hide so I gave every energy I could to standing with the dwarf.

After what seemed like waging war for an age, the dragon rearing and roars was stopped as a final blast from the wizards staff brought the best to its end.
Victorious! Yet sorrow sat in my heart for the bard. I cut the head off the beast as a prize!
We gutted it and drank it blood in a ritual, keeping its hide as cloaks, claws and teeth. We burn the bard’s body in a ceremony of remembrance.
We return to mazarock after 2 more days travel.


The Ore Syndicate Job, part 1
Ready ORE not, here comes adventure!

Our mighty heroes were presented with four invitations once word of their handling of the dreaded Courthouse got around. Heartes Phatron, Kassad, Tamalis and Urden Stonestrong settled on meeting with the Ore Syndicate’s invitation first.

The [Ore Syndicate]’s headquarters in Mazroc lie in the Broken Coin quarter on the 2nd level of the city. Upon our arrival we were conducted to the chambers where the Council of the Ore Syndicate conduct their business. There the party was grilled about the Courthouse encounter, as well as our general knowledge of the undead.

The reason for the invitation soon became clear; undead trouble. A small outer holding of the Syndicate, Ragroven Hold (Regraven? Regroven?) has reported trouble with ‘hauntings’. Ragroven Hold sits a good 90 miles away from Mazroc by foot, through a tunnel that recently suffered a cave-in, allowing monsters from the surface access to the tunnel.

A small town of about 500 souls, Ragroven Hold is known mostly for the variety of fibrous mushrooms grown in the area, useful as a replacement for wood. It also sits on the site of an old prison which was abandoned after a particularly bad fire some 50 years ago.

Our contact in Ragroven Hold would be one of the foremen, Ori by name. There we would be informed as to the particulars of the case, and hopefully be able to help Ragroven Hold and the Ore Syndicate resolve their issue.

Such a long journey is not undertaken lightly, so we set about equipping ourselves for the journey. Tamalis purchased four pack lizards (3 for equipment, 1 more just in case), and everyone was equipped with cold weather clothing for the journey. Tamalis also took the opportunity to do some research on the old prison, Harrowstone, but learned nothing other than it was a maximum security prison that was closed and abandoned after a fire 50 years ago.

The journey was fairly uneventful; the cave-in/breach was exposed to the sky but we encountered nothing in the area. We did, however, run afoul of 4 gnolls later on and handily trounced them. Stuff was looted.

(Who was treasure guy this game?)

We finally arrived at Ragroven Hold, populated with dwarves, humans and hobbits, primarily. The town contained a number of businesses and places of interest; a general store, a forge, a town hall, a jail, a temple to Azrael, an apothecary and several businesses of interest:

The Laughing Demon; known for good food and mushroom ale, as well as its card games.

The Outward Inn; this being the only actual place to stay in town.

The Unfurling Scroll: ye olde magick shoppe.

The Silk Purse: the local money lender (right next door to the Laughing Demon).

Prosecution rests its case
2nd advent of the undead court!

- The clock grew closer to midnight as the party had unhinged the truth. Though many questions had been asked there was only half an answer. The party decided to conduct a thorough search of the courthouse. After speaking with the paladin, sir cole joined the party.
The first room they checked was a water closet where a mysterious man came through the window. He began spewing lies like a drunken whore and the party could see right through his wizardly untruths. Regardless he joined the group (now 5) and aided in the search for clues to the murder and court case. A thorough search of the first level produced a encounter with “Gabe” the ghastly son of Mord and a undead priest, the dwarf was pushed into a binding chair and felt its unholy sting. The cleric used a leftover ax in an attempt to free the dwarf. The paladins old age and years of lost skills got the best of him, but the party managed to subdue the ghoul and free the dwarf. A magical flail, and some shirt spears were found and dispersed appropriately. images.jpg The party continued onto the second floor, rooms were re-explored but found in the same horrid darkness. A long office was found with locked cabinet. As the cleric check he was lept on by a Ghoul most foul, a bite a scratch and a party of ready warriors depicted a scene that ended in the ghouls… re-demise. The paladin opened the next cabinet and was attacked, and mangled. But the dwarf’s power showed too much for the foul creature. The room was search and the party got full handed, battle armaments and potions were found split and made ready. The party called upon Michael s divine power and were healed. Up and Up the party climbed storming the tower, but alas the tower had other ideas. As members of the party reach the bell tower the trap door snapped closed behind! leaving the Bard and Wizard unable to aid while a flying creature attacked the cleric. The paladin and dwarf were surprised but the cleric was quick on his feet. Dodging an attack to cleric reared back firing a crossbow bolt deep into the creature’s chest. The paladin took a nap as the dwarf began to aid the cleric. The cleric took a blow and then lashed out and cut deep into the creatures wing. The dwarf finding his courage rose his ax in defiance of the undead and with a mighty cleave killed the flying ghoul. Patrish and Madge joined in the search and stayed with the party for protection. Nothing of interest was found so the party did the only reasonable thing to do… head to the basement.
The level was full of mist and dark, a hallway with no marker, a door! The party ventured though into a small room. A shape loomed at the end of the room where the paladin found himself in fight with another monster. Week and cold the Paladin could do little to resist. As players moved to aid him two ghouls showed themselves in the mist. The dwarf was attacked but found undead could not best his armor! The cleric called upon Michael once again and divine light showed six in total now attacking the group. The bard moved into action as the wizard called upon the force of the universe to hinder the evil. The battle erupted with pain of
the heart and damage of the flesh. A quick flash of light searing the rotting flesh of the undead as the paladin stood his ground and the dwarf swung his ax. The melee continue but another burst from the cleric hand dropped the Ghouls back to which the came.
- The bard with additional clues in hand lead the party back to the main hall where another
round of questioning commenced. The Truth was brought to light as Alister Wade was proven to be the real murderer. A crime of passion twords mords wife who Alister lusted after was revealed; but all the jurors guilty of a predigest crime and a decision was made to appease mords dead spirit. A trial was held but in its midst a grotesque creature with tentacle wielding the body’s of former jurors burst into the court and began attacking all in the room. The paladin found his strength and bust through the jurors box and a banister finding his holy blade cutting deep! The wizard cast spell disrupting the creature movement but it reach persist. The bard moved and with his cleverness disabled the main foe. The cleric fired his crossbow aimlessly as the dwarf laid waste to his now hated foe. The creature tentacles found their mark bashing the bard and dropping him where he stood. The dwarf was then disable just after smiting another undead juror. Once again light shined on the paladin’s sword while the cleric called upon more power of the light. The foe was slain! the cleric quickly aiding the bard, brought him back from his wounds and forgot his spell in his fervor. All were healed, but the final question remained!
The clock struck midnight and in the air hung the sound of dueling steel. A tall dark haired man with a scar on his face and a portly noble(the wizard’s uncle) were fighting, clearly both for their lives. The duel was broken as the wizard stunned the tall man. The bard wit once again showed the tall man to be Alister wade! the fiend who was at the hand of mords wrongful execution, the setup of the jury and the murder of mords wife and son. The cleric was all that stood between Alister wade and the noose. He pleaded with him to confess but his crimes were to great. A late night and justices ring saw Alister Wade, a corrupt prosecutor and a murderous villain face “a short drop and a sudden stop” from the raptor as the party only hoped to see mords soul find peace and justice.

Not-So-Chance Meetings
Whereby our intrepid heroes are uncomfortably introduced.

The party awoke from a drugged sleep to find themselves perched and slouching upon rickety old chairs in the jury box of a dilapidated and apparently abandoned court room. Tamalis, Heartes Phatron, Laryss and Kolos do not recognize their surroundings, but the other eight members of the jury recognize one another.

Apparently each of these people had met one another during a trial – a notorious one – which occurred some ten years earlier. The PCs’ – hereafter “the Alternates” – part in this drama? Their nearest elder blood relatives were jury members, but have passed away in the intervening years.

Another eerie connection the Alternates – they have all recently had recurring, disturbing dreams that somehow seem linked to the murder case.

After a brief round of introductions (names listed below), the basic facts emerge. The courthouse lies on the first (?) layer of Mazroc in the goblin quarter and was abandoned nearly ten years ago when a part of the cavern ceiling (?) collapsed. In fact, the court case in question was the very last case tried here. It was boarded up and abandoned shortly afterwards.

After some fumbling about, the group agrees to explore the courthouse a bit more. The jurists are a fractious lot and spend most of their time milling about in the foyer near the blocked doors. The Alternates decide to explore farther down the main hall.

An enormous clock at the end of the hall is framed by two spiral staircases leading up. Ascending one, they explore what appears to be the scene of an ancient murder. While there they are attacked by a shadowy creature which strongly resembles the elven woman who was murdered. The monster was dispatched handily.

Stuff was looted. a ring of keys, an old knitting needle (with old,dried blood on the tip), 3 fine scarves, (more to come), etc. The scarves seem to trigger a vision in Laryss – she sees the elven woman attacking the tall dark-robed figure from our dreams, stabbing it in the face with the knitting needle.

A commotion downstairs draws us away. From behind a locked door in the hallway below we hear Malgrim shrieking in fear before his voice is choked off in a death rattle. Tamalis fumbles through the key ring before finding the right one, flinging the door open on the scene of Malgrim hanging over a large table in the center of the room. It appears he was hung with his own spiked chain, which has sawed through his throat almost completely.

We lower the body to the table and (ahem) liberate the body of its worldly goods while Heartes administers the last rights. The other jurors say they didn’t notice anything or see anything chasing Malgrim until he ran screaming into the jury deliberation room.

Our next foray led us to the large door at the south end of the hall which Malgrim had been snooping around. Beyond it lie a hallway leading toward the old jail. The first door on the left opened onto the outside of the building: a narrow, wedge-shaped yard leading to the iron fence separating the courthouse from the graveyard, and the edge of the rift beyond that. A low moaning was heard from the darkness of the graveyard.

We closed that door and drove a few spikes into the cracks so that nothing burst in behind us. The next door on the left led to the gallows room. Once inside another unquiet spirit (probably Mord himself) attacked us, uglying up Heartes badly. The dwarf Tablark came to our aid but was strangled by an animate rope. While we managed to save his life and drive off the ghost of Mord, Tablark became unhinged and gouged his own eyes out. We knocked him senseless and tied him up in the entry hall so that he couldn’t harm himself any more.

Beyond the gallows room lie the cells of the jail. The last cell contained some undead thing which leapt at us. Kolos killed it handily. We noticed that it wore the livery of a cleric of Uriel (?). WE found nothing else of any value in the jail cells, but there was another stairway (up/down?).

Returning to the foyer and the other jurors, we attempted an exploration of the courtroom opposite the one in which we awoke. In this room every piece of furniture had been smashed, as if someone had gone on a violent rampage against every inanimate object in the room. A desiccated skeleton reclined in the judge’s chair, trailing a long white beard, while the skeletonized remains of a dog lie on the floor at its feet.

The dog skeleton leapt to the attack as soon as we approached. After smashing it, we cautiously inspected the judge’s remains. A rusty, spiked chain – identical in every way to that which Malgrim carried – was wrapped around the throat of the skeleton… in much the same way that Malgrim’s was…

The Jurors

Eben – a seemingly mad gnome jester. Possibly unhinged. Alcoholic.

  • Admits of no connection to Barrister Wade.
  • History of antagonism with Mord.
    • Graffiti under jury delib table – “Who’s funny now, Mord? B.E.”

Halgrak – MISSING. orc, poor, aging.

  • Connection to Barrister Wade – Halgrak owed a great deal of money to Wade, who agreed to forgive him his debts in return for a swift verdict of Guilty.
  • Admits of no connection to Mord.

Killian – elderly human nobleman with money trouble. Evasive.

  • Admits of no connection to Wade.
  • Admits of no connection to Mord.
    • carries nice silver cane, nice dagger, some darts.

Madge – pretty halfing woman, very young. Acrobatic performer. Wealthy or at least well-dressed.

  • Admits of no connection to Wade.
  • Presumed Mord guilty from the start.
  • Father had been sentenced to death years ago

Malgrim – DECEASED. hobgoblin, rough, but wealthy.

  • Admits of no connection to Wade.
  • Presumed Mord guilty from the start.
    • Skeleton found in second courtroom appears to have been strangled with an identical spiked chain to the one Malgrim carried.

Patrissa – hottie, red dress, wealthy looking, uncooperative.

  • Admits of no connection to Wade.
  • Admits of no connection to Mord.

Rackert Cole – aging human paladin. pompous ass.
paladin of samandriel – has magic sword

  • Connection to Barrister Wade unknown.
  • Presumed Mord guilty based on his perception of Mord’s morality.
    • carrying a magic sword

Tablark – INSANE, BLIND. dwarf. carpenter.

  • Connection to Wade unknown.
  • Connection to Mord unknown.
    • came to party’s aid during fight with what appeared to be Mord’s ghost. Driven quite insane during battle.

Other Notables
Trabby – Judge, moustached.
Barrister Wade – Prosecuting attorney, still lives, somewhere south of the courthouse, retired.
David Merstye – defense attorney.

Contact Info
Private Phone #s of the gang

Tomas- 650-438-2289
Lars- 408-431-6688
Greg I- 650-771-0587
Tony- 510-299-4604
Sean- 510-314-6782
Greg II 917-533-4541


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