Kendra sits in silence, watching the scene unfold, as the other women leave the room. Finally, once silence has fallen, she says, quietly, "The man was my father. The renowned Professor Petros Lorrimor, p-professor of the arcane arts," she says, trying to maintain her composure, looking, if nothing else, exhausted, her nerves completely overburdened for the day. "I would... I would suggest that you... not be here, when they return. I'm going to take a rest, I think," she says, wearily rising to her feet, and gesturing towards the door, locking it behind the construct, once he's outside.<br/><br/>As the sun sets over Ravengro, and our three adventurers have gone their separate ways, through the town, to cool their heads, or for their own purposes, an eerie quiet settles over the town, and people quickly make their way indoors, locking their doors and shuttering their windows. About twenty minutes into Celeste's walk, near the outskirts of town, she feels a vague... tingle, at the back of her neck.<br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">For Celeste</div><div class="spoiler_body">Make a DC 10 Perception check, to notice a swarm of small, glowing lights, floating around you. Succeed, and you can make an Initiative check; score 11 or higher, and you can act first, if you feel a need to. If you don't channel positive energy to dispel the haunt, after passing both checks, then the lights swarm around you, dozens of them, varying in size from pinpricks to watermelon sized, almost as if they're chasing you. Make a DC 13 Will save, as the orbs seem to threaten you. Fail, and be Frightened for 3 rounds. Pass and be Shaken for 1.</div></div><br/>About three hours later, at night, as Lillial is in her bedroom, she'll hear, quietly at first, and then louder, a series of rapping noises, on the wall, just above the headboard of her bed.<br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">For Lillial</div><div class="spoiler_body">Make a DC 11 will save, or be frightened for one round. Pass, and be shaken, instead. Either way, she'll hear the series of raps, if she listens for the full five minutes or so.<br/>Two quick taps, one heavy tap, one tap, pause, two quick taps, pause, one solid tap, one quick tap, pause, one heavy tap, two quick taps, long pause, one heavy thump, pause, four rapid taps, pause, one light tap, pause, two loud thuds. This pattern will repeat, once a minute, for five minutes, before fading away.</div></div><br/>Interface Unit 256 heads south, after leaving Kendra's house, towards the prison of Harrowstone, to further investigate the Professor's death, despite the more than two weeks that have passed, since.<br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">For IU256</div><div class="spoiler_body">Harrowstone is located on a barren hill south of the city of Ravengro,  the  stark,  sagging  roof of  its  central  structure visible  through  a  large  gap  in  the  surrounding  wall.  A partially  overgrown  track  leads  from  the  southern  edge  of town, winding around the base of the hill and then back up along its southern slope to the prison itself. Harrowstone’s  grounds  are  contained within a crumbling stone wall, the eastern portion of which has  fallen away  into a huge sinkhole.<br/><br/>A  sagging wood  and metal  gate  set  between  a  pair  of  stone guard towers once barred entrance into Harrowstone, but the gates now hang negligently open, creaking softly in what wind touches the ruined bars. The  stone  wall  that  surrounds  most  of  the  prison grounds  is  covered  with  creeping  ivy,  and  the  blocks beneath  that  growth  are  eroded.<br/><br/>If he moves through the gates, he'll find himself assaulted with a sudden feeling of claustrophobia, and the startling sensation that he has suddenly caught fire. Make a DC 12 Will save (mind affecting, fear), or become shaken for 6 minutes.</div></div>