
Drasven Hammers |

Drasven examines the skeleton with all its symbols.
Knowledge (Religion) with Guidance 1d20 + 6 + 1 ⇒ (10) + 6 + 1 = 17
Knowledge where applicable with Guidance 1d20 + 2 + 1 ⇒ (15) + 2 + 1 = 18
Perception with Guidance 1d20 + 5 + 1 ⇒ (9) + 5 + 1 = 15
"What would one be doing with all these holy symbols? An unqueiet spirit should be put to rest and not be made to linger too long. Perhaps a prayer to soothe its tortured spirit might be best."

nDevere Lvvais |
"I think that might be the false father. It would certainly explain the excess of holy symbols. Perhaps disturbing the book would get his attention enough for us to trap him with one of those siphons."
nDevere recounts the research on the five 'special' prisoners
"Maybe, his spirit is the shadow we seek? I used the siphon I took from the box. Anyone else bring one?"

Cassandra Corvellis |

Knowledge Religion with Guidance: 1d20 + 6 + 1 ⇒ (4) + 6 + 1 = 11
"Master Drasven, it appears that your knowledge on the "guests" here at this place far exceeds my own. Perhaps I should have paid more attention to the Professors classes."

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Windom |

Fingering the scar on his neck as he speaks.
Well if we are going to do it lets do it.
Windom will cast guidance on himself then move to the flanking side of the body of the false priest. He will wait with his morningstar over his head to strike without delay.
Drasven, care to share a flank?

nDevere Lvvais |
initiative: 1d20 + 5 ⇒ (15) + 5 = 20
Which door down there opens to T7? more reveal plz. I would like to be sure of positioning prior to the corpse being disturbed.
nDevere nods to Zavar "Right, so I'll pull the book when everyone is ready. I'll be watching our collective backs."
perception: 1d20 + 11 ⇒ (7) + 11 = 18

Cassandra Corvellis |

Initiative: 1d20 + 3 ⇒ (19) + 3 = 22
Knowledge Religion: 1d20 + 6 ⇒ (2) + 6 = 8
Cassandra ponders if a haunt can be damaged by positive energy prior to it manifesting.

Drasven Hammers |

Nodding to Windom, Drasven moves to take the flank.
"Lassie, the Professor far exceeds my meagre knowledge and he was always willing to share." answering Cassandra even as he moves to take up an advantageous position.
Bringing up his axe, he nods. His axe ready to sweep down on his foe.
"I'm ready."

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Map is not necessary at moment and will not have access to it for next four days. Haunts are triggered and then always go on 10 initiative in surprise round. Cannot be harmed prior to trigger. Haunt siphons is a 3d6 channel energy that become negative energy splash bombs like alchemist fire if it kills a haunt.

Cassandra Corvellis |

Cassandra will ready to channel positive energy to harm.
Channel: 2d6 + 3 ⇒ (3, 1) + 3 = 7
Will DC 15 for half, no channel resistance allowed.

Windom |

init: 1d20 + 7 ⇒ (17) + 7 = 24
Declared action depends on what happens.
Windom will cast cure light wounds on the haunt if he can reach it, using his stored guidance spell.
touch attack: 1d20 + 4 + 1 ⇒ (10) + 4 + 1 = 15
CLW damage: 1d8 + 2 ⇒ (3) + 2 = 5 Will DC 13 for 1/2
If there is no visible Haunt or thing to attack he will ready his action to protect his friends (push them out of a silent swinging scythe blade, block an attack from a hidden shadow, jump in front of an arrow, etc...).

Drasven Hammers |

Oops. Initative 1d20 + 0 ⇒ (16) + 0 = 16. Declared action is to take a swing with my axe should the figure move or an enemy appears.

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nDevere pulls the leather bound journal from underneath the skeleton. The sound of chains clanging into each other grow louder and louder. "Fall asleep child and the Father will take care of you. " Maniacal laughter follows.
INITIATIVE:
Windom
Cassandra
nDevere is up! Pulling the book started combat.
Dresven
Zavar
Haunt
Windom harms the haunt with his healing touch.
Cassandra also hears it wail from her positive energy channel.

nDevere Lvvais |
"No, dear Father it is your time to rest."
nDevere declares before kicking. Hopeful that the new necklace will make the effort effective.
Flury; miss with first kick (AC 9) then follow with hit (AC 21) for 5 damage.

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Arcane bolt: 1d20 + 3 ⇒ (19) + 3 = 221d4 + 1 ⇒ (3) + 1 = 4
Zavar fires a bolt of force at the Haunt. Drasven tightens his grip on the greataxe waiting for it to physically manifest.
nDevere, ghostly chains begin to wrap around your body. Please roll a Will save.
INITIATIVE:
Windom is up!
Cassandra
nDevere
Dresven
Zavar
Haunt

Cassandra Corvellis |

Channel to Harm: 2d6 + 3 ⇒ (2, 1) + 3 = 6
Will DC 15 for half, no Channel Resistance.
And yet another pathetic roll.

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Drasven notices that positive energy seems to hurt the haunt and mimics Windom by attempting to touch it with a cure light wounds touch spell.
touch attack CLW: 1d20 + 4 ⇒ (20) + 4 = 241d8 + 3 ⇒ (6) + 3 = 9
confirm crit!: 1d20 + 4 ⇒ (14) + 4 = 181d8 + 3 ⇒ (3) + 3 = 6
A shrieking scream echoes in the room. "Damn the gods!!!" The laughing skeleton becomes silent and ghostly chains disappear. COMBAT OVER! Windom, you can use the held CLW to heal yourself for 7 hp.

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Kitchen (T5)
Once a kitchen, this room is now nothing more than charred, blackened remains. Once used to prepare the prisoners’ daily gruel, this room now contains little of note. An adjoining pantry once contained an abundance of foodstuffs, but it was picked clean by rats and squirrels long ago.
Eastern Cellblock (T6)
While each of these cells (save for area T7) contains a prisoner’s skeleton, the Piper’s influence does not extend this far. All of the bones in these cells are, as a result, not undead.
You have completely explored the second floor of Harrowstone. You find nothing of value except for a silver masterwork flute and a dozen masterwork silver holy symbols worth 75 gold pieces each!
There is no third floor, so the remaining unexplored floors is the first floor and its cellar or basement. S10 takes downstairs or you can retreat to the main entrance of Harrowstone and continue from there.
What would you like to do next? Go back to town and restock or continue with destroying the haunts of Harrowstone?

Drasven Hammers |

Drasven prays for the recently dispatched haunt and collects the silver holy symbols.
"These shall be descecrated no more. They'll be brought back to the faithful."
Looking around the rest of the place with his companions.
"I see that we can either explore the rest of Harrowstone from the main entrance or that we can proceed down. What will it be?"
Lol Crit with a Cure Light wounds!.

nDevere Lvvais |
"Considering the state of the front balcony, if Drasven here thinks the stairs are safe structurally, my vote is we go down them."
nDevere says as she shakes off the phatom chains though they never really took hold.

Drasven Hammers |

"Then to the first floor?" Drasven queries as a confirmation before he proceeds onwards to their next destination.

Cassandra Corvellis |

"Windom, check that double door immediately to your right first."
That would be Room S14. Are we "bot" operating Windom until her returns?

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Infirmary (S14)
Several moldy cots lay strewn around this room, while doors to smaller, more private sleeping cells hang askew to the west. Judging from the rest of this room’s decor, this must have once been the prison’s infirmary.
A search of this cluttered room reveals a number of valuable objects—a pair of fully stocked healer’s kits, 3 vials of antitoxin, 2 vials of antiplague, 3 doses of bloodblock, 3 doses of smelling salts, 2 vials of soothe syrup, and 4 potions of cure light wounds.
Windom and nDevere enter the room. Anyone else?

Cassandra Corvellis |

Cassandra will enter the room with Windom and nD.
"I think we should search all the smaller rooms to make sure there is nothing that could sneak up on us."
Perception: 1d20 + 3 ⇒ (19) + 3 = 22

Drasven Hammers |

Drasven takes up a guarding position.
"Agreed and those items llok like they could be put to good use. We should take them as well though it might be best to check them for who knows how long they have being there."

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You are surprised to see a skeletal, ghost-like humanoid floating in the northwestern corner of the room. It is dressed in an old doctor's uniform and it become visible as soon as Cassandra entered the room.
"You stole my possessions! Give them back thieves!"
As quickly as it appeared, it instantly turns invisible. All of this was performed as a standard action in a surprised round due to unique abilities.
Frightened rds: 1d4 ⇒ 2
Initiative-Cass: 1d20 + 3 ⇒ (15) + 3 = 18
Initiative-Drasven: 1d20 ⇒ 14
Initiative-nDevere: 1d20 + 5 ⇒ (6) + 5 = 11
Initiative-Windom: 1d20 + 7 ⇒ (5) + 7 = 12
Initiative-Zavar: 1d20 + 4 ⇒ (6) + 4 = 10
Initiative-Monster: 1d20 + 1 ⇒ (17) + 1 = 18
Initiative order:
Cass is up!
Monster (ID: Religion) - state your questions please
Drasven
Windom
nDevere
Zavar

Drasven Hammers |

On Drasven's Turn.
Knowledge (Religion) 1d20 + 6 ⇒ (13) + 6 = 19

Cassandra Corvellis |

Knowledge Religion: 1d20 + 6 ⇒ (15) + 6 = 21
Defensive Abilities
Special Attacks
Damage Resistance
Weaknesses
Will Save: 1d20 + 6 ⇒ (6) + 6 = 12
"AHHHHHH, that thing is scary"