Female Depemds on the game system (human in the real world)
Sorin:
In cases such as this, finding the remains of the victim and ensuring suitable burial is often sufficient to lay the haunt to permanent rest. Given that the spirit has taken the initiative in talking to you, asking it might, just might, glean further information... although it must be remembered - or so you have read - that such spirits never know more than they did when alive.
Tre's face breaks into a smile as he listens to Dillan, "No Dillan, its not the furnace, but the spirit trapped hereabouts, probably in the furnace itself as he or she says they were cremated."
"I recall one of the shamans talking about these spirits when I was young. Usually, we need to find the remains and provide a proper burial. Sometimes talking to the spirit itself may yield additional information." Sorin pauses for a moment and looks around, deciding to concentrate on the furnace itself. "Burned man. We do not know your name. We would like to release you. Are your remains still in the furnace and if so, what manner of burial would release you from this torment?"
"we have the means to talk to the spirit Sorin, before you arrived we recovered some items that Professor Lorimmor knew of, perhaps we can use it. Who has the Spirit Planchette?" Tre asks, before looking in his own pack, "Here it is, now how do we use it...hmmm?"
Female Depemds on the game system (human in the real world)
As information: To use a spirit planchette, you must rest your fingers lightly upon the planchette's surface and then concentrate on the planchette (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 séance. All questions are answered with 'yes,' 'no,' or 'maybe,' or by spelling out a single word from the letters arranged on the board )a laborious process).
You have a brass planchette and the board carved with letters for it to move over.
"Barrett, would you keep a watch whilst we try and contact the spirit. Merian, Sorin Dillan would you care to help, I'm sure your powers will help get the questions though quicker." Tre clears an area and puts down the board, carefully placing the brass instrument on it. "Barret, warn us immediately if the furnace starts to flame, or anything else enters the area, I don't want to loose these things. Sorin, if the spirit answers, ask those questions of yours again, remember closed yes/no questions only."
Concentration on the planchette 2d6 ⇒ (1, 2) = 3 rounds.
Tre sees Merian's hesitation, "I know that contacting the spirits can make those who respect Pharesma's claims on the undead unsettled, but in doing this our motives are to let the spirit finally rest and leave this place. I would not force you into such an action, though your assistance in protecting us and helping Barret in the watch would be appreciated." Tre bows his head in deference to Merian's conscience, taking his place by the board.
Sorin stares with wonder as Tre brings out the planchette and whistles softly. "Gods, I tales of such devices from one of our elders once, but never imagined to see one." At Tre's invitation, he moves close, wondering exactly what to do. Megan, not sure if we get 2d6 for each of use assisting, but I'll give you a roll 2d6 ⇒ (4, 1) = 5 and a Knowledge (Religion) roll 1d20 + 6 ⇒ (20) + 6 = 26 in case either of those will help. Otherwise, Sorin simply repeats his question about whether the remains are within the furnace.
Female Depemds on the game system (human in the real world)
As I read it, whoever is leading the seance makes the 2d6 roll, merely to determine how long they have to concentrate before contact is made with whatever spirits are around and interested enough...
Sorin, you recall that nearly all established religions frown somewhat on this method of contacting the dead, although the reasons why they disapprove are as varied as the faiths themselves!
Anyway, undeterred you ask if the spirit's earthly remains are still within the furnace.
Tre continues, "By giving you a proper burial, does your spirit rest and leave this place?" If affirmative, Tre asks a further question, "May we bury your remains in the prison grounds to release your spirit from the furnace?"
"It would seem we shall have to search the furnace for human remains, bones and things like that, then to throw them in the lake outside. Merian, Dillan, Barret if you wouldn't mind searching the furnace, then we can get out of here quicker and without setting the haunts off again. Do you mind?" says Tre, as he calms himself down, having just summoned and spoken to the spirit, using much of his mental energy to do that.
Dillan looks at Tre', almost in shock, "Dig in the furnace that attacked us for bones?" Then as Barret tackles the task he smiles, "Not enough space for more than that one, plus look at how efficient he is at it."
Female Depemds on the game system (human in the real world)
The furnace does no more than any such might do...
Barret roots around and sifts through the ashes deep in the furnace, finding parts of a skull, some ribs, and a few finger bones. They feel hot to the touch, although the ashes are as stone-cold as you'd expect them to be.
Tre calls to Barret as he goes, "Barret wait, perhaps it would be best if someone with holy prayers can commit his bones to the water and let his spirit rest. Merian?" his voice trails off questionably.
"Then let us all see the spirit on its way." Tre beckons Dillan to follow as he pursues Barret and Merian into the half destroyed chamber next door to watch the bones being laid to rest in the water of the lake.
The rogue follows glad he didn't have to dig for the bones and also wondering if all the spectre's of this place could so easily be talked too. "Maybe we should pull that thing out before we enter rooms to see if anyone is there and listening? Might make this process a little easier."
"That's a good thought Dillan. A step myself or Merian can add to your routine before we enter rooms. This prison seems thick with these restless spirits. I suppose it should be expected with the violence here, but I've never heard of anything this bad."
Do we want to re-visit some rooms that we really didn't enter with our new tactic of communication? I think there was only one room on our current floor though.
Female Depemds on the game system (human in the real world)
Right you are then.
You head back, skirting where you think the 'cold spot' haunt is in S15, and negotiate the slamming doors - now more annoying than scary - in S2, and wait for Dillan to work his usual magic on the designated door... which is a metal one, and locked.
So well locked that it actually defeats Dillon's attempts to pick the lock!