
![]() |

Nothing of interest except for the operating the winch is in the Western Guard Room. You unlock the room across the hallway and pimples form on your skin and the hairs on the back of your neck stand straight as arrows!
I wil typically bot a PC after 24 hrs unless the whole group hasn't declared an action. I appreciate attempting to move the adventure along, but do so with stating your characters actions and do not roll other PC's checks. I will assume PC's are taking a 10 unless I post a spoiler skill check DC. I will be posting a private vote at the end of the adventure whether or not to continue to Chapter 2. Everyone will receive a chronicle for Chapter 1 to apply to a 2-4 level PFS character. You are close to the end depending on the pace of posting. Chapter 2 is much different than Chapter 1.
Captain’s Office (U6)
This guardroom contains a single large table with two chairs astride it and a single sagging cot pushed up against the eastern wall. Several battered cabinets line the northern wall, with a few arrows and bits of chainmail lying scattered on the floor nearby, yet the most eerie sight are the three fractured skulls sitting on the table next to a heavy hammer. It looks as if someone has arranged the fragments of the skulls in some sort of pattern, as if an attempt had been made to construct a fourth skull from the broken fragments of the trio on the table. The leathery body of a long-dead dwarf, his wiry red hair and beard still strangely vibrant in death, lies slumped on the ground behind the table.
The Moss Marauder and three screaming skulls manifests when you enter open the door and the rise up to attack!
Initiative, perception and religion checks
1d20 ⇒ 3

Drasven Hammers |

@ Cassandra. I don't mind especially seeing that you roll better than me. lol.
As for Vote. I'd like to continue as I find myself enjoying this game with all of you.
Initative 1d20 + 0 ⇒ (6) + 0 = 6
Perception 1d20 + 5 ⇒ (15) + 5 = 20
Knowledge (Religion) 1d20 + 7 ⇒ (1) + 7 = 8 As you can see Pazio Dice bot hates me.
"By the gods! Yet another!" breathes out Drasven as he brings up his axe once more and compares the other dwarf's beard to his own.
Hmmm Well kept and groomed, wonder if his comb is of fine teeth or open? Admantine, Cold Iron, Plain Steel or Mithral?

Cassandra Corvellis |

Initiative: 1d20 + 3 ⇒ (14) + 3 = 17
Perception: 1d20 + 4 ⇒ (4) + 4 = 8
Religion: 1d20 + 6 ⇒ (6) + 6 = 12

nDevere Lvvais |
perception: 1d20 + 12 ⇒ (12) + 12 = 24
initiative: 1d20 + 5 ⇒ (20) + 5 = 25
nDevere uncaps the final haunt siphon and hopes for the best
haunt siphon: 3d6 ⇒ (2, 1, 5) = 8
may have to wait till round 1 as I neglected to state I had the siphon at hand as we explored.

![]() |

Surprise Round (standard actions only)
Windom: skipped
nDevere (I'll assume you already had siphon in hand)
Cass: skipped
Haunt
Zavar: action pending
Drasven: action pending
Flaming skulls
nDevere siphons half of the Marauder's soul is filling the vial with a swirling skull in a loud hissing sound.
The Mosswater Marauder’s (link to pic) spirit seems to rise up from his bones, appearing as a sobbing dwarf wielding a ghostly hammer. A ghostly skull floats in the air nearby, its cranium laced with cracks and missing a knife-shaped
shard of bone along the side. The sobbing dwarf swoops toward and attempts to strike Windom with the head with the hammer!
melee touch on Windom: 1d20 + 3 ⇒ (18) + 3 = 21 automatically staggered and Will Save DC 13 on your next turn
negative energy damage: 1d6 ⇒ 3
I'm not setting up the tokens as combat will likely be over on Cass's turn.

Drasven Hammers |

Drasven looks at his targets and remembering his enchantments would have faed by now elects for the closest thing he can target, remembering that his weapon would have just passed through the ghost.
Attack Random Skull. 1d20 + 7 ⇒ (20) + 7 = 271d12 + 4 ⇒ (8) + 4 = 12

Cassandra Corvellis |

"There's a resounding critical hit threat from Master Drasven. It appears as though defeating that accursed Lopper has changed your luck, and your outlook"

Windom |

Attack with the new Magic Mace: 1d20 + 6 ⇒ (8) + 6 = 14
damage: 1d8 + 3 ⇒ (5) + 3 = 8
Windom reacts striking the ghostly dwarf holding the hammer with the magic heavy mace.
Will Save: 1d20 + 9 ⇒ (4) + 9 = 13
33/37 HP
Staggered

nDevere Lvvais |
exploit weakness-flurry
nDevere tries to find a good spot to strike that doesn't include pokeing herself with shrapnel. Failing that, she strikes true and follows with a wild cross.
Roll20: exploit fail (9); AC 25, for 8 damage

Cassandra Corvellis |

Cassandra Channels energy to harm the undead. 10 damage from Roll 20.
Will Save DC 16 for half. No channel resistance allowed.

![]() |

Windom destroys a skull with his mace and nDevere does the same with her fists!
Cassandra calls upon her goddess and a beam of white energy splits the Mosswater Marauder into black vapor.
COMBAT OVER. Taking 20 to search the room you find a secret door!
The secret alcove to the south is where the guards kept supplies for use in case of emergencies—The stone secret door (hardness 8, hp 60, Break DC 28) remains locked to this day—it can be unlocked with a DC 30 Disable Device check, or with the key from the bottom of the oubliette which you have in your possession. The alcove itself contains several armor stands, weapon racks, and a wooden chest, all of which still hold dust-caked but perfectly functional suits of armor and weapons, and some magic items.
In all, there are 10 suits of masterwork chainmail and 10 masterwork longspwords, +1 full plate, +1 breastplate, +1 chain shirt, +1 longspear, a wand of hold person (11 charges), 4 potions of cure moderate wounds, and a rope of climbing.
DING! WELCOME TO LEVEL 5! Zavar takes 10 and can identify the magical items above.

Windom |

Wide eyed at the stash of expensive equipment. Speaks as the party changes out armor.
After we exalt this foul place let us take the bounty. The town hall that almost burnt down has weighed heavily on me. Besides creating closure for our dear professor in this horrible tomb I feel some good may come from thwarting all this evil. I plan to take a piece of my share to aid with the repairs.

![]() |

The winch raises the portcullis as dust and rust shake off the gears and metal screech echoes when the chains begin to move. You move unto the next cellblock and it is completely empty and has nothing of interest except for an exit to the south (U8).
Reaper's Hold (U7)
A brass nameplate, its face caked with soot, hangs above a portcullis leading into a large cellblock. Many of the iron doors along the walls within the cellblock hang open, revealing empty cells within.

nDevere Lvvais |
"I'll check the other side for a way back in case some spook closes it behind us. Which way?"
nDevere makes the most of her superior senses and speed to scout ahead.
perception: 1d20 + 12 ⇒ (14) + 12 = 26

![]() |

Torture Chamber (U8)
Numerous grisly tools of torment decorate the room, from cages to hanging chains along the walls to a stretching rack, a large wooden tank, and a fire pit in the middle of the room. To the east stands a grim iron maiden, the lid closed and presenting a stern decoration of a tormented woman upon its face. The broken, twisted skeleton of a human dressed in a tattered guard’s uniform lies upon the stretching rack in the middle of the room; the body is surrounded by several discarded knives, branding irons, and pliers. A large, bloodstained wicker basket sits at the head of the rack.

nDevere Lvvais |
nDevere returns from her search and shares her results quietly. Adding "there is little chance we are going to find another winch on the 'prisoner' side of that portcullis, so I think it best we rig it not to close as we do not have the man power to spare for winch duty."

Windom |

Is there anyway to attach a chain to the winch and a piece of dungeon dressing (or itself) then lock it with a padlock to keep the portcullis in the up position?
Also I have several pitons and a hammer we could use in the track of the portcullis to jam it in the up position.
I have all these items in a sack, are either viable options?
That may be the body of the warden in there. How do we want to present his wife's wedding band? Does anyone recall their names?
I am willing to present the ring to the ghost warden, should no other want. He is long deserved the peace of a quiet rest be it with the burden lifted by showing him the ring, or by force in the name of my goddess.
Small smile, with a glint of romantic hope.
It would be touching to see the two caretakers of this place reunited after so long a vigil. Let us pray he is not corrupted by the years of undeath. It would be a sad deed to vanquish this spirit when it should be commended for duty far above and beyond his post.

![]() |

The party makes their way to the only exit in the room. The door is slightly ajar from nDevere scouting ahead and peeking inside.
Torture Chamber (U8)
Numerous grisly tools of torment decorate the room, from cages to hanging chains along the walls to a stretching rack, a large wooden tank, and a fire pit in the middle of the room. To the east stands a grim iron maiden, the lid closed and presenting a stern decoration of a tormented woman upon its face. The broken, twisted skeleton of a human dressed in a tattered guard’s uniform lies upon the stretching rack in the middle of the room; the body is surrounded by several discarded knives, branding irons, and pliers. A large, bloodstained wicker basket sits at the head of the rack.
Perception, initiative and religion checks once you open the door wide.

nDevere Lvvais |
perception: 1d20 + 12 ⇒ (7) + 12 = 19
initiative: 1d20 + 5 ⇒ (2) + 5 = 7
history: 1d20 + 5 ⇒ (4) + 5 = 9 (forgot to roll it earlier)

Cassandra Corvellis |

Perception: 1d20 + 6 ⇒ (13) + 6 = 19
Initiative: 1d20 + 3 ⇒ (18) + 3 = 21
Religion: 1d20 + 6 ⇒ (16) + 6 = 22

![]() |

This torture chamber is not free of undeath. The bloodstained basket near the stretching rack was used as a repository for the warden’s severed hands. After the fire did its work and the prison became infused with the souls of the unquiet dead, these severed hands animated into murderous undead as well!
Drasven's P, I, R: 1d20 + 5 ⇒ (11) + 5 = 161d20 ⇒ 71d20 + 7 ⇒ (16) + 7 = 23
GM: 1d20 ⇒ 7
Surprise Round
Windom-22 {skipped}
Cassandra-21
Zavar-17
Haunt-10
nDevere-7
Severed Hands-7
Drasven-7

Cassandra Corvellis |

"This room is haunted. Watch out for that Iron Maiden. In order to put the haunts to rest for good, we must destroy every implement of vile torture contained within this room.
Cassandra Channels to Harm Undead for 13 damage From Roll 20. Will Save DC 16 for Half. No Channel Resistance Allowed.

![]() |

GM: 2d20 ⇒ (6, 13) = 19
The crawling hands burst into dust. The evil aura emenating from the iron maiden dissipates. OUT OF COMBAT. It doesn't feel like a CR 5 when you have a turning undead specialist in your party.
The body on the rack belongs to Warden Hawkran. The warden’s skeleton still wears tatters of his chainmail uniform. The torturers used the warden’s keys, symbols of his control over the prisoners, as torture implements on the man. The keys sit inside of the skeleton’s pelvis. The warden’s badge also gave the prisoners an impromptu torture device—the metal disk has been wedged into his jaw, and is obviously the object that was used to shatter that part of his face.

Windom |

"Cass please allow me to buy you a dinner when we return. You have out done yourself again."
Windom will walk over to the rack and reverently remove the items of torture from the corpse while praying. He will arrange the remains in a more proper arrangement.
"Friend, warden. You may rest at ease, we have come to vanquish the restless prisoners you have continued to guard in death. Your wife waits for you upstairs. Go to her and blessings to you on your journey."
-Posted with Wayfinder

Cassandra Corvellis |

"Your wife, Lady Vesorianna, came to visit you that fateful night, when the evil denizens rioted, and took over the prison. She was concerned for you. The guards asked her to stay in one of the rooms above, where she, unfortunately, perished in the inferno that followed. Her presence still resides upstairs, and has taken up your efforts to control the evil that was housed here. She has presented us with her wedding ring to present to you to show that we work on her behalf. She yearns to know what became of you that night. If you are bound to your badge, then perhaps, we can remove your badge from this location, and take you to your wife."
"We do have some work left to do here in the dungeons of this prison. We believe that we have laid to rest four of the five responsible for the upheaval here at the prison. We suspect that the ring leader remains yet to be destroyed so that you and your wife may rest peacefully from here henceforth."

nDevere Lvvais |
nDevere takes the items as Windom removes them and takes pains to break each one, halting abruptly when the Warden's spirit appears. Instead of breaking the badge she cleans it and pins it to her chest next to the one marking her as an agent of Ravengro. She proceeds from there to the iron maiden striking it rhythmically so as not to drown out the conversation and make sure each hit makes progress toward its destruction.
using exploit weakness to ignore object hardness, DC=10+hardness.striking only when successful
exploit check, flurry damage: 1d20 + 8 ⇒ (8) + 8 = 162d8 + 2 ⇒ (6, 4) + 2 = 12
exploit check, flurry damage: 1d20 + 8 ⇒ (18) + 8 = 262d8 + 2 ⇒ (5, 7) + 2 = 14
exploit check, flurry damage: 1d20 + 8 ⇒ (14) + 8 = 222d8 + 2 ⇒ (6, 8) + 2 = 16
She begins to revel it the destruction of the torture equipment and encourages the dwarf's aid.
"Хайде сега Drasven, Знам, че искате да се удари нещо."
"We should put an end to this equipment before heading beyond that door Zavar found"

Cassandra Corvellis |

I think we should take the badge to present to Vesorianna. It may be the only way to put her to peace.

nDevere Lvvais |
"I'm all for putting this couple back together, but we will be heading that way again soon enough. I do have obligations out at the graveyard. In the meantime we could get to the bottom of who is behind this horror, and what they wanted / expected from this place."
nDevere says her piece and gets in place next to the door ready to follow in the usual marching order.

![]() |

The rough stone walls of this natural cavern drip with moisture, leaving stagnant pools of water on the uneven floor. Your first few steps lead you through a narrow tunnel and widens into a small opening. Your boots soon become sticky from 6 inches of protoplasm hued a sickly combination of yellow, orange, and brown. The protoplasm ripples to end of the tunnel and reverberates back to your feet. The entire floor pulsates and snaps into motion. A 10 foot bowling ball of quivering jelly rolls straight towards 5 humanoid pins!
Party up then monster! It has a -5 initiative, so I'm not bothering rolling an initiative order.

Cassandra Corvellis |

Cassandra listens to the information from Zavar, and realizes that there is nothing she can do. Windom, you may want to fall back out of the narrow corridor, lest you have to battle this beast by yourself.