Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3
The first area Azrin explores is the Eastern Cellblock (T6). The skeletons in this area are not animate, but there is nothing else of interest.
The open area (T1) is the guard outpost. It was considered a cushy position (much less depressing than the basement level) and the guards would often wager shifts in the hopes of staying up here as often as possible.
Azrin detects a weak magical signature here, and tracks it to a potion. He easily identifies it as a potion of Cure Light Wounds.
The final room (T7) is a spacious cell. Though spacious, it doesn't appear any more comfortable than the others, besides the obvious comfort afforded by being able to move around more.
In the corner of the room lies a skeleton, dressed in tattered robes, and weighed down by chains, each chain bearing the Holy Symbol of a different god (Pharasma among them).
A small journal lies in the opposite corner. There appears to be no magic here.
Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3
Unfortunately, the journal, while somehow escaping most of the heat from the fire (being singed around the edges, but not much else) is covered in soot from cover to cover. It is impossible to make out any of the words, besides the word "Father" on the spine.
Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3
Almost.
Azrin opens the final door (T3) and finds, horror of horrors...
A BATHROOM.
Besides the extraordinary amount of filth in here (not all of it from the soot and ash...), there is nothing of interest.
Technically speaking there's one more thing up here but I'm not going to bother running it. There's supposed to be 3 Striges in T2. You would have seen them from a mile away, gotten a Surprise round, and likely killed them before they even acted. I didn't see the point in wasting another day or so on such a trivial encounter when there are much more interesting things around. =) Feel free to brag about killing them IC if you wish.
The group then troops down the stairs.
You find yourselves in a short hallway, with doors on all sides.
The S10 stairs are the ones you came down. The S9 stairs are blocked by a ton of rubble, but could be cleared if you wanted to put in a few days work.
Male Oni-Spawn Tiefling Barbarian 6 HP 50/71 [+12 raging] | AC 22 T 14 FF 19 [-2 raging] (improved uncanny) | CMD 23 [25] | Fort +9 [11] Ref +6 Will +4 [6] (+3 Superstition) | Init +5 | Perc +10 SenMot +3 Trap Sense +2
"Ha! Those stirges didn't stand a chance! Smash, chomp, SMASH! Killed all three!"
1 rage round spent.
Turning to Steef, Ezekiel says "That bow of yours is a bit, how do you say, inferior to real man's weapon, huh?" Ezekiel seems to be in a rather good mood.
Male Kitsune Bard 2 | HP DEAD/18 | AC 14; Touch 14; FF 10 | CMD 15 | Fort +1, Ref +7, Will +3 | Init +6
"What's that about a bow you say? A bow is a martial item first utilized by the highest, most experienced royalty. It takes immense strength alone to draw the bow, and thousand times more intellect and delicacy to shoot it properly. While you go romping around with a crude club, Steef is practicing an art that has been perfected with skill.
Male Dwarf Monk (Zen Archer) 4 | HP 38/38 | AC 20, Touch 20, FF 17 | CMD 25 | Fort +6, Ref +6, Will +9 (+3 against Spells/Poison/SLA's) | Init +4 | Perception +9 | Sense Motive +9
"Yeah...it's a form of stress relief for you young people, I guess. Both of you, shaddup. I like my bow, and it's a good walkin' stick too. Don't care about any 'delicacy' or anything like that."
Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3
Azrin detects no magic. But he would do well to remember that Detect Magic is defeated by sufficiently thick stone, wood, etc.
Azrin opens the doors.
You have found the foyer, the first room after the front door of Harrowstone.
There are doors in the foyer as well, south leading outside of Harrowstone, and east and west leading to different parts of the first floor.
Other than that, the room is fairly nondescript, the mold covering most of the walls and floor (thickly, in this case, almost like a carpet) being the most interesting feature.
Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3
Azrin opens the front door, and begins moving toward the east door.
But before he can open it, ghostly heads begin screaming from the walls, their badly burnt faces contorted in agony. Abruptly, tehy disappear just as quickly as they appeared.
Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3
Opening the first door reveals several rows of wooden benches, all spotted with mold and sagging with neglect, facing a stage walled off from the rest of the room by a wall of iron bars.
The door you open goes onto the stage, and the third door you were planning to pull open goes into the main auditorium area.
The second door opens onto a hallway, full of offices. Papers are scattered everywhere in here and most of the adjacent offices, and look to be in surprisingly good shape. With a bit of work (8 hours, max) the papers could be gathered up and organized, granting a +4 bonus on research checks to research Harrowstone or the its prisoners.
Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3
The first is a stark room that contains a low stone bench against the north wall and a ruined desk to the west that sits under three narrow, barred windows. An old brass brazier lies on its side to the
south, surrounded by several rusty branding irons.
What is everyone else doing while he's putzing around? Is he going to all these places alone or are you guys following?
Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3
Steef learns nothing new about the prisoners.
1d20 + 5 ⇒ (10) + 5 = 15
Azrin scans the room and turns to leave, Shoukichi not far behind.
Suddenly, Shoukichi smells something, the unmistakeable stench of burning flesh. He whips around to warn Azrin that something's about to happen, but it's too late.
Two of the branding irons swiftly float up from the cold brazier and burst into flames, streaking towards you!
1d20 + 2 ⇒ (5) + 2 = 7
Already rolled Cube's in my last post.
The branding iron launched at Shoukichi misses the nimble Bard, but the unaware priest catches the full force of one of them.
2d6 + 1 ⇒ (2, 6) + 1 = 9
That second d6 is fire damage, if you have any sort of Energy Resistance, but I don't think you do.
It hits him in the upper shoulder, branding a mark into him. It appears t be a prison code, and Azrin has now been marked as prisoner "C193874".
The brands, fallen to the ground, abruptly disappear and reappear back in the brazier. They do not stir again.
When you're ready to move on to door #2...:
This chamber is in a shambles—old wooden benches lie in ruins along the walls, while rusty chains and bits of rotten rope lie scattered on the floor
2d20 ⇒ (8, 7) = 15
As they enter, Azrin hears a faint sobbing, and the rattle of chains. After a moment, the sensations intensify, becoming very real to Azrin. A sense of hopelessness, helplessness, and dread overcomes him, and he feels the sensation of heavy manacles about his wrists...
And just as suddenly as these feelings appear, so do they pass.
As soon as they do, the rattling returns. This time, definitely not as a hallucination. A set of manacle chains rise up from the floor nearby, and start floating towards Azrin and Shoukichi!
Surprise round!
The manacles float up right next to Azrin.
Initiative!
Manacles Init:1d20 + 2 ⇒ (6) + 2 = 8
Everyone is where I put them, though Ezekiel can be with you if he chooses...but he must have been with you in S6 as well, which means he could take a brand to the face. His choice.