
Cassandra Corvellis |

Oh, somehow I missed the safe. I recommend attempting to open the safe first. I will defer to party on rest/level up. I do seem to recall someone's name being written in blood in town though. Was it something like one new letter each day? I would caution that we attempt to get to the bottom of this before whomever is doung that completes their task.

Drasven Hammers |

I vote for opening the safe and if any of you can make the required checks with Guidance casted by either Drasven or Cassandra, it'll be good. Resting is also adviceable if our spells are low.

Cassandra Corvellis |

"I have barely touched my spell alotment for the day. Used a few channels, but willing and able to continue."

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With the masterwork thieves tools I can crack the safe taking 20 (20+9+1=30)
"Let me handle this one."
Zavar sets to work on the safe, taking his time to ensure the best possible results. A smile spreads across his face as he works. It is obviously a labor of love.

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Within the safe are kept numerous (now out-of-date) legal documents, along with 500 gp and a wooden rack on which sit emergency supplies of nine magical potions. Bashing the safe open would have ruined the potions inside.
Three potions of lesser restoration
Two potions of remove disease
I am allowing perception checks to ID potions, which may reverse an earlier ruling. I didn't realize it was on the skill chart for Perception and initially thought it was a general house rule some GM's employ.

nDevere Lvvais |
here is one for Windom. sense motive on Windom: 1d20 + 9 ⇒ (5) + 9 = 14 Since we haven't rested for level-up the knowledge would have been untrained +1 instead of +5 and the first sense motive would have only totaled 28.
nDevere will pour through the paperwork in the office (S3) while Windom and Zavar make the effort on the safe half watching for a sign the others are moving on.

Drasven Hammers |

Drasven settles in to wait as the rest begins to search the room. His greataxe now settled beside him ready to be drawn if needed.

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You make your way to the next unexplored room. Windom listens at the door. He hears nothing and opens it. Drasven's bloody greataxe is dripping on the cold stone floors and leaving a splattered mosaic trail.
Induction Chamber (S7)
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.
they do, the spirits of the prison cause a set of manacle chains to rise up, animate, and attack.
Windom seems like his normal self.
You quickly categorize the bulk of the paperwork into two stacks. One stack lists inventory of food and clothing and the other stack is disciplinary measures for misbehaving prisoners.
Please roll initiative and perception checks. You cannot take 10. No noise is heard until the door opens.
Windom's perception: 1d20 + 8 ⇒ (15) + 8 = 23
Windom init: 1d20 + 7 ⇒ (6) + 7 = 13

Drasven Hammers |

Perception 1d20 + 5 ⇒ (4) + 5 = 9
Initative 1d20 + 0 ⇒ (13) + 0 = 13

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GM: 1d20 + 2 ⇒ (13) + 2 = 15
SURPRISE ROUND!
nDevere (skipped)
Zavar (skipped0
Bad Guys
Windom
Drasven (skipped)
Cass (skipped)
Five tiny manacles fly into each of your squares during the surprise round. Windom is up! You have not identified these as a haunt. You have a standard action in the surprise round.

nDevere Lvvais |
Total Defense... AC 23
"Sounded solid, what happened?...more spirits? or have we finally arrived at a clue to the magic-using foe behind this mess? Zavar, your thoughts?"
nDevere focuses her efforts on warding off the shackles assaulting her. All the while trying to get some insight into how the things can be taken out.
practicing for Exploit Weakness

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Zavar fires an arcane bolt at the manacle near him.
ranged touch: 1d20 + 3 ⇒ (7) + 3 = 101d4 + 1 ⇒ (4) + 1 = 5 miss
The five tiny animated objects attempt to shackle the intruders, but all but one fail in their attempt. Zavar's hands are cuffed tightly by the cold rusty metal chains.
Roll20: Take 2 damage and you are currently grappled.
ROUND 1:
nDevere
Zavar
Bad Guys
Windom is up!
Drasven
Cass

Cassandra Corvellis |

Gone to hobby store for the day, posted in Roll 20 what Cassandra will be doing. If her turn comes back up before I am at the computer, she will continue to do the same. Spell lasts for three rounds.

Windom |

No access to roll20 at the moment.
Windom will try to get flanking and attempt the 2 handed warhammer tactic again.
attack: 1d20 + 3 ⇒ (3) + 3 = 6
damage: 1d8 + 4 ⇒ (2) + 4 = 6
Did not adjust roll for possible flank damage.

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Speeding combat up a bit.
greataxe: 1d20 + 8 ⇒ (18) + 8 = 261d12 + 5 ⇒ (4) + 5 = 9
Drasven slices through the rusty manacle like a hot knife through butter!
Cass casts Spiritual Weapon, and it breaks the manacle shackling Zavar!
unarmed strike: 1d20 + 7 - 4 ⇒ (5) + 7 - 4 = 81d6 + 1 ⇒ (4) + 1 = 5
nDevere fights defensively and misses her attack.
Arvane Bolt: 1d20 + 3 ⇒ (20) + 3 = 231d4 + 1 ⇒ (4) + 1 = 5
confirm crit?: 1d20 + 3 ⇒ (2) + 3 = 51d4 + 1 ⇒ (1) + 1 = 2
Zavar fires a force bolt at the manacle nearest to Cass. It buckles into two and falls to the ground!
Drasven AoO: 1d20 + 7 ⇒ (13) + 7 = 201d12 + 5 ⇒ (10) + 5 = 15
The last manacles flies toward Drasven and he destroys it with his adamantine blade!
COMBAT OVER!

Cassandra Corvellis |

Search S7 then Perception S8 check if locked, disarm traps if any detected, unlock door if locked, then open door. If not attacked, search room.

Drasven Hammers |

Bloodstained Adamantine Greataxe: No amount of cleaning can remove the bloodstains on the blade or handle.
I missed the part about what the greataxe was made off.

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You find nothing of interest in the Induction Chamber (S7)
Chaple (S8)
The door to this room has fallen from its hinges. The rectangular chamber beyond seems to have once been a chapel of Pharasma, but now thick sheets of what appear to be cobwebs drape everything within in gossamer threads.

Windom |

Perception: 1d20 + 8 ⇒ (2) + 8 = 10
knowledge nature: 1d20 + 4 ⇒ (10) + 4 = 14
Big giant spiders everyone. Be on the lookout.
Windom readies his war hammer in a striking position like the spiders are ready to pounce.

Drasven Hammers |

Drasven examines the place with interest seeing the first hints of religious worship since he got here.
Perception 1d20 + 5 ⇒ (8) + 5 = 13
Knowledge (Nature) 1d20 + 2 ⇒ (10) + 2 = 12
"What do we have here friends?"

Drasven Hammers |

"Not with us still inside." Drasven points out.

nDevere Lvvais |
nDevere begins to step back to give Zavar the room he needs but second guesses the idea.
"Zavar, I believe I saw scroll in the back there. Would fire not endanger it? 'Twould be a shame to loose out on such resources. There is a wand as well and some more holy water vials. Maybe Drasven could grab the more delicate item, in case the spider is waiting in ambush."
nDevere looks to Drasven for signs of agreement.
"I'll wait in that empty room and catalog-slash-redistribute what will be of immediate use"
She steps past the hall and into S7. There, she double checks the existing inventory and pens a label onto the potions vials.
GM reminder taking 10 on Perception (21) to ID potions by taste

Cassandra Corvellis |

"Hmmm, I hadn't noticed anything in the room other than spider webs. In that case, I would concur with retrieval and take our chances with the maker of webs."

Windom |

Chuckles
Sorry friend; would not want to chance risking what little structural integrity this old building has left either. After we have exercised all the demons and restless dead I will personally help you make this a hollowed scorch mark of forgotten horrors.
Nod to Zavar in an unspoken "we will have fun later" gesture.

Cassandra Corvellis |

Following nD's explanation of where the loot is, Cass will enter with Drasven to pick up the items. Cass casts Detect Magic first to see if there are any other Magical Auras present.
"Windom my old friend, I believe that your presence would be soothing in this former holy location to your Lady of the Graves."

Drasven Hammers |

Drasven nods and enters to retrieve items his sense alert for danger.
Perception 1d20 + 5 ⇒ (7) + 5 = 12 Insert Troll face here....

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You remove a magical scroll and wand from the cabinet. They are the only items in the room that have a magical aura except your possessions. Harmless tiny baby spiders crawl along the dusty cabinet and stone floors toward Drasven's axe as it continues to drip like a bloody faucet.
The party does not detect any danger in the room.