Tre'duinne Braeguldae |
"Enough of this, this doesn't get us closer to the eradication of the evil here. We must clear the way for Verisonna to take control of the prison and all this would be at an end. Let us continue to remove the spirits that confront her, don't let their wills win. Lead on Barret." say Tre, frustrated at the death magic that is being used against them.
Uses Detect Magic to understand the magic that puts the letters on the wall. Knowledge(Arcana) 1d20 + 11 ⇒ (15) + 11 = 26 or Detect Magic with spellcraft 1d20 + 9 ⇒ (9) + 9 = 18
Merian Benvalla |
Merian frowns. "It's not a D, it's an M..." she trails off. "Oh, blessed above, we're all seeing our own initials, aren't we." She steps forward, murmuring a prayer, and touches the spot where the M is. Casting cure light wounds on the mark, in case it is more effective than disrupt undead was. Damage 1d8 + 4 ⇒ (2) + 4 = 6.
Megan Robertson |
You are indeed seeing different letters... as indicated by the individual messages posted earlier.
Barret's punch seems effective - he cannot see the letter any more, and the rest of you can see crumbling masonry where his fist impacted.
Tre'duinne thinks about what's going on. The appearance of the letters seems to be the action of a haunt.
Can everyone make another DC 16 Will save please?
You are all seized with the idea that your soul or sanity is being 'stolen' by having your name appear on the wall, and that by destroying the bloody words, you can regain what is being stolen away. Barret seems to have the right idea, smashing at it with his fist.
Sorin Szekely |
"I tried bringing the spirits of the living against them Dillan. It made my letter disappear, but it has shown up again." Temporarily ignoring the suggestion to smash the walls, Sorin summons the forces of life again and throws them against his letter.
2d6 ⇒ (6, 4) = 10 2/4 uses remain.
Tre'duinne Braeguldae |
"Come, let us get away from here... this is just a trap set by the spirits of evil ... if we remove the evil, we should remove this unnerving thing. Let us remove the spirit that controls this evil, surely it will release your names from its grasp." says Tre as he beckons the rest of the group back out of the chamber, back the way they had come.
Merian Benvalla |
Merian exchanges a look with the rest of the group. "Whatever's behind this either wants us to come through it or is waiting for us to let us out. Either way, it's probably the Splatter Man's handiwork, and we're here to stop him. Let's get ready, and then do it."
Merian will cast protection from evil on herself and Dillan and divine favor before going back to bashing the wall with her sword. That's three rounds' worth of actions, if we need to keep making saves...
Tre'duinne Braeguldae |
Tre moves back into the passageway (the one they entered by) watching his friends as they start to beat the wall down. He shakes his head, "No good will come of it, but best they deal with it. It will be interesting to see how this thing works."
Watching what happens in front of him, he casts a spell to see what magic is present and could be responsible for his friends irrational behavior.
Casts Detect Magic as he watches his friends from outside the room. More interested in understanding the thing than actually dealing with it.
Megan Robertson |
Tre'duinne: there is no magic in operation here, it's a haunt not a spell.
Merian and Barret keep bashing at the wall with enthusiasm... then timbers and stones from the ceiling and walls of this chamber begin falling around their ears.
Everyone in the chamber had better make a DC16 Reflex save...
Tre'duinne Braeguldae |
As Tre is only able to see the magical auras protecting his friends, he still finds it difficult to understand the strange forces at play in this place. "Watch out!" shouts Tre as masonry from the building starts to fall. From his position in the door, he continues, "Get out of there or you'll have the whole prison falling down on our heads."
These strange haunts, I must learn more, they are so difficult to find a weakness. thinks Tre as he sees his friends struggle with the debris falling around them. He tries one more time to send positive energy into the evil haunt, pointing at the wall in front of Barret he hopes to weaken the malevolent force.
Cast Disrupt Undead ranged touch 1d20 + 3 ⇒ (18) + 3 = 21 damage 1d6 ⇒ 3
Megan Robertson |
OK Dillan, you somehow manage to evade with no more than a lot of masonry dust all over you! Sorin and Merian are not so lucky.
The chamber seems to pretty much have fallen in. You'll have to wait for the dust to settle to see if you can get any further into this area. One good thing, all the bloody letters on the wall have gone, and are showing no signs of coming back.
Tre'duinne Braeguldae |
Tre coughs as the dust settles and covers his clothes with a fine grey/brown powder. "Great, now are you all OK, do you need a hand out of there?" He peers from the open in which he stood. "Let's just get through this mess and find the ghosts and spirits of those evil prisoners." He blows the dust off his sleeves, shakes his head, but the dust seems to have stuck to him and his clothes. He grumbles at the mess he now finds himself in, "I only hope Kendra has enough hot water to cleanse these things" under his breathe he continues, "otherwise I suppose I shall have to make use of the great arcane."
Tre'duinne Braeguldae |
"Who knows Dillan, if we come back and its not here, then it probably is gone. If we remove the evil and let Verisonna take command of the prison, I'm sure all these haunts will be gone." says Tre thoughtfully. Looking at the bruised and battered friends he asks, "Barret, Merian, are you OK to continue"
Sorin Szekely |
"Give me a moment and I will see about providing a little healing to each of us." Sorin concentrates for a moment and then passes his hands over himself, Merian and Barret.
Cure light wounds (Sorin) 1d8 + 3 ⇒ (3) + 3 = 6 hp 21/27
Cure light wounds (Merian) 1d8 + 3 ⇒ (6) + 3 = 9
Cure light wounds (Barret) 1d8 + 3 ⇒ (1) + 3 = 4
Megan Robertson |
OK, where are you going...
To remind you, the map
Basically your options are to scramble over/past the rubble into the as-yet unexplored wing, or to retrace your steps through the torture chamber.