Prisoner's Belongings


Bloodstained Handaxe: This +1 handaxe was the Lopper’s
favorite murder weapon. No amount of cleaning can
remove the bloodstains on the blade or handle as long
as the Lopper’s spirit continues to haunt Harrowstone.
This weapon deals +1d6 points of damage on a hit against
f laming skulls and other beheaded , as well as
against the Lopper or any creatures directly associated with
his hauntings. Against the Lopper, this weapon further
functions as a +1 ghost touch handaxe. Once successfully
wielded in combat, the handaxe’s curse manifests, after
which point the wielder cannot relinquish the axe unless the
curse is removed—as long as the curse persists, the axe’s
wielder must make a DC 13 Will save every day at dawn
to avoid taking 1 point of Constitution damage as terrific
pains lance through her neck.

Collection of Holy Symbols: These holy symbols were
used by Father Charlatan, who would select one from the
collection that would match the faith of his victims as proof
of his good intentions. There are a dozen holy symbols
on fine silver chains—the collection as a whole is worth
300 gp. The exact holy symbols in the collection are up to
you, but all of the faiths of the PCs in the party should be
represented. The silver chains that attach the holy symbols
cannot be untangled, and the 12 symbols themselves are
stuck together until Father Charlatan’s spirit is put to rest.
While carried, this collection of holy symbols causes any
divine spell cast by the one who carries it to suffer a 10%
spell failure chance, as if she were casting arcane spells
while wearing armor. In addition, the carrier of these
symbols takes a –1 penalty on all saving throws against
divine spells. Perhaps more importantly, however, all
haunts in Harrowstone are less likely to harm the person
carrying these symbols, as a significant portion of Father
Charlatan’s trickery infuses them—they grant a +2 luck
bonus to the carrier’s AC and on all saving throws made
against attacks or effects from haunts in Harrowstone.
Once Father Charlatan is put to rest, all 12 chains slither
apart with ease—they no longer have any magical effects,
but can function as typical holy symbols.

Moldy Spellbook: The covers and pages of this thick,
leather-bound spellbook have become caked with mold
over the years, but some of the contents remain legible.
This book once belonged to Professor Hean Feramin,
the man who would eventually achieve fame not through
academia but through murder. Known in his final days
as the Splatter Man, he was delt a hideous blow to his
morale and sanity by the loss of his spellbook. The
book, like the other objects in this room, now bears a
curse—anyone who looks through the book finds her
name scribbled in blood on the margins of the book.
Worse, as long as the book is carried, that person receives
periodic visions of her name partially spelled in blood in
unexpected areas—on the back of a door, on a gravestone,
on a magical scroll, or anywhere else. No one else can see
these scribblings, and when the victim blinks or glances
away, the words are no longer there upon a second look.
The cumulative effect of these frightening visions is to
impart a –2 penalty on all saving throws against fearbased
effects. If the person carrying the book can cast
arcane spells, she also develops a fear of losing her ability
to cast spells and hoards her prepared spells or available
spell slots with an almost miserly greed. Whenever she
attempts to cast an arcane spell, she must make a DC
14 Will save to resist deciding at the last minute to not
cast the spell, effectively losing that action for the round
(although not the spell or spell slot). This effect persists
for 1d6 days after the person carrying the book sets it
down. Possession of this spellbook grants a significant
advantage over the Splatter Man—he can sense the book’s
proximity, and will not attack or otherwise directly harm
the person carrying that book unless that person attacks
him first, at which point he can attack the book’s carrier
but with a –2 penalty on all attack rolls and a –2 penalty
to the save DCs of any spells he casts on that target. In
addition, by ripping pages that contain spells out of the
book while within 30 feet of the Splatter Man’s ghost,
the book’s carrier can actually damage the ghost. It’s a
standard action to rip pages from the book—the carrier
must pick which pages (and thus which spells) he wishes
to destroy. Each time he does so, the Splatter Man’s ghost
takes 1d6 points of damage + 1 additional point per spell
destroyed. Ripping all of the pages out at once is possible
for a larger overall damage bonus on that action, but
ripping spells out one at a time will do more damage to
the Splatter Man in the long run. As mentioned above,
mold has destroyed most of the book’s contents, but nine
spells do remain viable: comprehend languages, dispel magic,
false life, gust of wind, illusory script, levitate, mage armor,
magic missile, and summon monster IV. Once the curse on
the book is lifted, it’s worth 1,265 gp (assuming all of
its remaining spells are intact—if spells are destroyed,
reduce the cost by half those spells’ cost in scroll form).

Smith’s Hammer: This masterwork smith’s hammer
grants a +2 competence bonus on all Craft (armorsmith,
blacksmith, and weaponsmith) checks. If used in battle,
the hammer functions as a masterwork light hammer.
The hammer’s presence is enough to cause the spirit of the
Mosswater Marauder to suffer powerful pangs of shame,
guilt, and horror—as long as the hammer is within 20
feet of the Mosswater Marauder’s haunt, all save DCs
from that haunt are reduced by 2, and any ectoplasmic
manifestations of the Mosswater Marauder’s spirit
takes a –2 penalty on all attack rolls, saving throws, skill
checks, and weapon damage. Unfortunately, each round
a haunt is so affected, the person carrying this hammer
must make a DC 13 Will save to resist the compulsion to
attack the nearest living creature with the hammer.

Tarnished Silver Flute: This 300 gp masterwork f lute
was once owned by the man known only as the Piper of
Illmarsh. If someone plays even a single note on the f lute,
she must make a DC 13 Will save to be seized with a fit of
performance and immediately begin playing an impressive
but dolorous dirge on the f lute. Every round she plays the
f lute, she must make a DC 13 Fortitude save to avoid taking
1d4 points of damage as blood begins running from her
eyes and ears and fingertips. If she makes the save, she
takes only 1 point of damage. She cannot voluntarily cease
playing the f lute, but if reduced to negative hit points,
she drops the f lute as she slumps into unconsciousness.
Another character can attempt to snatch the f lute away
by making a successful combat maneuver to effectively
disarm the character of the flute—alternatively, any
physical restraint (such as a successful grapple or a hold
person spell) causes the flutist to cease playing and emerge
from her fugue.


Prisoner's Belongings

Carrion Crown irdungeonmaster