Zanu Turok |
Zanu will take a minute to go through the papers to see if there is any important history or stuff on the prisoners or whatever perception: 1d20 ⇒ 6 to notice if any are important as he quickly goes through them.
Xerice Lockhart |
"Hmm, any sign of any keys? We will probably need them if we plan to search the cells for a way to get rid of the ghosts." Xerice says as she lazily searches through the rubble.
perception: 1d20 + 4 ⇒ (3) + 4 = 7
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Cireth Aldwulf |
We going to try and get into the safe?
I like the calm feel of this room. Cireth says, feeling better and less nervous. Still I fear we have a long ways to go yet, if we are done here then we had better get moving.
Caesare Montoya |
Caesare shrugs and checks the safe."I am no burgelar mind you. Usually ... I open the drawers and cabinets. Nothing more. But I am sure we will find the key somewhere here in this prison!"
Our Mysterious Benefactor |
Let's move things along a bit.
You search the guards' washroom, discovering nothing of importance. Beyond the washroom is a privvy that has been closed up too long and reeks of old rot. The oppressive feeling is back once you've left the warden's office, the feeling of being watched and of paranoia.
You find yourself back in the room of haunted doors, and open the north door to peer through. A long hallway opens in front of you. Two doors lead to stairs along the eastern wall; one stair goes upward to a second floor, while the other goes down, but is clogged by debris and fallen stones. It looks as if it would take days to clear. In the western wall two doors stand, and a double door waits at the north end of the hallway. Everything is closed and quiet for the moment.
Back in the room of haunted doors, you check the double doors heading to the west. They are untrapped and you open them to reveal a large room. Several rows of wooden benches, all spotted with mold and sagging with neglect, face a stage walled off from the rest of the room by a cage of iron bars.
Xerice Lockhart |
"Hmmm. Cafeteria?" Xerice says as the group enters the room. She takes a gander what is behind the cage of iron bars.
[ooc]taking 10 for 14 perception[ooc]
Zanu Turok |
Is it possible to clear just enough debris and stone to get by squeezing in without taking days?
Also Zanu yanks on just one iron bar. If they have lots of rust and tear on them, they might just bust open
Our Mysterious Benefactor |
Inside the cage is a wooden chair with shackles on the arms and legs. It appears to have once held prisoners. Xerice notices nothing out of the ordinary, save that there seems to be a cold spot centered on that cage and radiating about 15 feet out. As she approaches the edge of it, frost forms on her skin, making patterns across her arms.
Xerice Lockhart |
Xerice steps back quickly.
"There is something odd about that cage. It suddenly got very cold." She says as she rubs some blood back to her frosted skin.
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Our Mysterious Benefactor |
Sonny, you remember that certain haunts create an area of intense cold that saps the life force from the victim. If this was the sentencing room, then the suffering of those condemned to die in Harrowstone could create such a haunt.
Sonny Wright |
"This is probably some sort of haunt. Certain haunts can create areas of cold that can sap the life force from people. If it is negative energy you are immune to it Xerice, but it may not be negative energy. I wonder if we can get it to show itself. Of course we may want to see what else we can find before messing with this too."
Cireth Aldwulf |
Well with the temperature drop and the interesting lines of frost that made it's way up Xerice's arm I suspect that we are not dealing with negative energy, but rather extreme cold.
Caesare Montoya |
"Or use any other form of positiv energy. Xerice, you are a cleric, you could use your ability to damage the haunt! A I forgot, you can´t. But Sonny might!"
Xerice Lockhart |
"Or use any other form of positiv energy. Xerice, you are a cleric, you could use your ability to damage the haunt! A I forgot, you can´t. But Sonny might!"
"Pffft, I don't call myself a cleric and neither should you. I am a follower of Calistria's beliefs and she has granted me gifts in return for my devotion. She thought it more useful to give me powers in the form of a weapon to defend myself if need be. Unfortunately, my abilities are not very effective against undead. I can assist in other ways though." Xerice replies.
Sonny Wright |
Sonny looks at Xerice square in the eyes and says, "I'm sure you can. But my destroying this haunt won't permanently effect it. Haunts must be laid to rest or they come back. We have to figure out what we have to do lay this one to rest."
Xerice Lockhart |
Didn't actually mean it like *that* lol :P. Think we have that Ouija Board for this.
Cireth Aldwulf |
I hope that we get more then 1 game day to explore this place. Also the questions we can ask with the board are pretty limited. 'Does the spot harm with negative energy' may be valid, but 'How do we destroy it' isn't.
How do we neutralize this? If we don't know, perhaps we can research it when we head back to get a better understanding of similar manifestations. There is also plenty more to check out yet so this doesn't really bar our way.
Our Mysterious Benefactor |
You have as many days as you wish to take to explore Harrowstone. As for the haunt, this one seems to be very localized; you can avoid it by going around it.
Zanu Turok |
I was just thinking that Cireth, you must be a mind reader. We must learn all we can about the haunt to get rid of it.
At DM, doesn't the disable device skill get rid of some haunts permanently?
Our Mysterious Benefactor |
I've not seen that rule, Zanu. I'll look deeper into it. However this is a very minor haunt; destroying the main baddies will cure it and most of the others like it.
Xerice Lockhart |
"Here's a thought let's just ignore this one. We are bound to find more and some that actually block our path. Let's not forget the big ones." Xerice laments.
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Our Mysterious Benefactor |
Moving cautiously, you are able to avoid the cold spot and its energy-sapping powers. Your each the double doors on the eastern wall and open them after checking for traps. The northeast wall of this room has partially fallen, revealing the dark, murky waters of the pond outside. Moldering training dummies and other similar equipment hint that this room may have once been a training area for the guards. In the northeast part of the room, the floor around a dark, jagged hole is surrounded by black scorch marks. Water flows down this pit from the pond nearby, trickling into the pit with a gentle sound. Amidst the rubble near the pit, you can see three charred human skulls laying half-buried.
Ezechias |
Ezechias moves in, taking a good look at where you would expect the bodies belonging to the skulls to be.
"Anyone can see the rest of their remains? It does sound strange to see the skulls only."
Caesare Montoya |
Caesare looks around and shrugs."I assume no one can cast Heat metal?" Well we can put this Haunt to rest as soon as you can cast the dweomer."
AS soon as he sees the skulls Caesare looks carefully around. "Beware. I would be... cautious.
Our Mysterious Benefactor |
Zanu and Ezechais move toward the edge of the pit as Caesare urges caution. Zanu bends down to touch one of the skulls, trying to dig it out when it suddenly bursts into unholy flame, soon joined by the other two skulls!
The skull near Zanu attempts to slam into him, while the other two rise into the air and begin to circle! Attack: 1d20 + 3 ⇒ (12) + 3 = 15 It strikes him, burning him for 1d6 ⇒ 6 fire damage!
Initiatives!
Cireth: 1d20 + 5 ⇒ (12) + 5 = 17
Zanu: 1d20 + 9 ⇒ (12) + 9 = 21
Xerice: 1d20 + 2 ⇒ (17) + 2 = 19
Ezechias: 1d20 ⇒ 11
Cesare: 1d20 + 4 ⇒ (9) + 4 = 13
Sonny: 1d20 + 1 ⇒ (13) + 1 = 14
Foes: 1d20 + 1 ⇒ (2) + 1 = 3
Round 1:
21 Zanu
19 Xerice
17 Cireth
14 Sonny
13 Caesare
11 Ezechias
3 Flaming Skulls
The heroes are up! The skull in front of Zanu is at chest height, the other two are 20' feet up in the air!
Sonny Wright |
"You stirred up a hornets nest there. I'll see if I can help you."
Sonny moves so all of the skulls are within 30 feet of him and channels positive energy to harm the undead, excluding our cute little Dhampir.
Kn: Religion: 1d20 + 6 ⇒ (7) + 6 = 13
+ Channel DC 15: 1d6 + 3 ⇒ (1) + 3 = 4
1+ Channel DC 15: 1d6 + 3 ⇒ (1) + 3 = 4 Reroll due to Cleansing Light trait.
2+ Channel DC 15: 1d6 + 3 ⇒ (1) + 3 = 4 Reroll due to Cleansing Light trait.
3+ Channel DC 15: 1d6 + 3 ⇒ (5) + 3 = 8 Reroll due to Cleansing Light trait.
*Edit added rerolls. Also undead don't get any channel resistance if they have it.
Our Mysterious Benefactor |
These are flaming skulls, a type of undead created when someone burns alive. 1 piece of information, Sonny.
Will: 1d20 + 2 ⇒ (6) + 2 = 8, Will: 1d20 + 2 ⇒ (16) + 2 = 18, Will: 1d20 + 2 ⇒ (8) + 2 = 10
As Sonny calls upon Saranrae, his holy power bursts from him, nearly destroying two of the flying skulls. The one farthest away seems to take less of the burst, but his companions' flames dim slightly as they fly through the air.
Ezechias |
Ezechias moves swiftly up to the skull in front of Zanu and smashes it with Hope.
Hope, bludgeoning: 1d20 + 6 ⇒ (19) + 6 = 251d8 + 3 ⇒ (1) + 3 = 4
Xerice Lockhart |
"Oh some target practice." Xerice says as she pulls out her crossbow and shoots at the weakened skull floating in the air.
crossbow: 1d20 + 3 ⇒ (13) + 3 = 16
dmg: 1d8 ⇒ 4
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Our Mysterious Benefactor |
Sonny's faith is renewed as his holy light surges out, destroying one of the flyers. Ezechias strikes the one in front of Zanu, smashing it from the air. Xerice's bolt finds the last one and shatters it, knocking it from the sky.
All three skulls lay silent and broken on the ground, their flames gone out!
Combat over! Sonny, immune to fire, not that it matters much now!
The pit still beckons, a sound of water hitting water coming from deep below. In addition a single door to the north still stands shut, though you can wade through the ankle deep water and enter that room, as the wall is gone in that area.
Cireth Aldwulf |
Cireth does take a look around and down the pit, recasting his light spell. Preception: 1d20 + 4 ⇒ (17) + 4 = 21
Well that was efficient Cireth says gladly. I still think that we should finish looking over the upper level before we go diving through the basement of a cursed prison
Our Mysterious Benefactor |
The pit appears to be scorched, with ancient fire marks rising up the sides. It goes down at least as far as you can see with the light spell. The sides have crumbled at some point in the past, so at least there's no chance of it collapsing while you stand near it.