
Quiddling Cane |

As usual Quiddling's spirits rise as the threat is vanquished. He looks at the spent haunt siphon in his hands. "These things are fantastic!" he exclaims abit louder than he ment to. Lowering his voice along with his head he asks: "Do we know how to make more?"
"Well, i guess we have to move on. We're on a tight schedule after all", Quiddling says after a while trying his best to sound cheerily. Then he stalks Stannis to see where the tall paladin leads.

Stannislav 'Stannis' Grimski |

We have one more section downstairs by my reckoning. Suggest doing it and heading back for a rest. Stannis does want to tell the local priests whats going on in case we all die horribly.
Perhaps the priests could make us more if Sarrah and Arianna cannot? But I doubt we have time. His future burden seems to be wearing on the paladin.
Assuming search didn't turn up anything. Stannis leads the group around to the last unexplored section of the ground level.
Still missing that key to the safe unless I've missed it somewhere.

DM Alexander Kilcoyne |

Sorry needed my .pdf's and Maptools and I have barely been home for the past few days.
You work your way around to the other side of the cage, leaving the room your in via the west door and entering it again via a door further to the south. Inside the fairly spacious caged off section of the courtroom you try to head through the east door- only to find that it is a sturdy metal door completely undamaged by the fire, and is locked.

DM Alexander Kilcoyne |

After dozens of resounding BANGS, the metal door finally gives way to Stannislav's aching muscles. You step into what seems to be a confiscated property room, untouched by the fire and gathering a significant amount of dust. After a nervous few moments, it seems nothing in the room is going to attack you, so you set about searching it.
1d20 + 11 ⇒ (16) + 11 = 27 Quiddling perception
1d20 + 2 ⇒ (2) + 2 = 4 Stannis perception
1d20 + 3 ⇒ (1) + 3 = 4 Arianna perception
1d20 + 1 ⇒ (17) + 1 = 18 Sarrah perception
1d20 + 9 ⇒ (11) + 9 = 20 Arianna spellcraft
1d20 + 6 ⇒ (1) + 6 = 7 Sarrah spellcraft
Although much of the remaining property is junk, a few items remain that are of interest to you, including a set of masterwork thieves’ tools, a bronze war medallion from the Shining Crusade (worth 40 gp), an unframed Taldan painting of Stavian I (worth 100 gp), a set of a noblewoman’s silver hair clips (worth 35 gp), a masterwork punching dagger, a pouch containing a dozen masterwork shurikens, a masterwork silver war razor, and a wand of lesser restoration that Arianna successfully identifies (12 charges).
While you are searching the room, Quiddling happens to notice that a painting on the east side wall has a tear in it- on a hunch he examines it carefully and can see a solid metal vault is hidden behind the portrait of the town of Ravengro displayed...

Stannislav 'Stannis' Grimski |

Stannis handles the punching dagger idly while leaving the rest of the look to the others. After Quiddling finds the vault, he walks up to look past the halfling.
Can you open it? Or should I try the club again?
Presume the vault is built into the wall rather than removable.

Quiddling Cane |

Quiddling's excitement on finding the set of masterwork tools is only dwarfed by his find of the safe, something to try the tools! "Can you imagine the precision and effort gone into crafting these tools?" Quiddling says wide eyed as he rummages through the sack. "If these tools don't open that safe, nothing will. It's practicly as good as the original key!"
Can i take 20 for a total of 20 + 7 + 1 + 1 = 29 (+1 for the tools, +1 for guidance)? If i can't, use this roll: 1d20 + 7 + 1 + 1 ⇒ (7) + 7 + 1 + 1 = 16

DM Alexander Kilcoyne |

You can always take 20 out of combat/stressful situation, just bear in mind the time it takes. Quiddling, masterwork tools grant a +2 bonus, so your total assuming Guidance is 30.
After twenty long minutes of careful fiddling, tweaking and probing the lock while Sarrah continually invokes a blessing on the halfling, Quiddling is finally rewarded with a satisfying *click* as he manipulates the tumblers into place. Carefully opening the wall safe, he opens it to reveal five distinct items-
Which will be revealed, if I can ever get hold of Aron to send my .pdf here to this PC i'm on all day (girlfriend's parents, not my own).

DM Alexander Kilcoyne |

Each of the five items in the vault has a small name tag attached to it with a piece of string, on a paper label inscribed with ink in extremely neat script.
Bloodstained Handaxe
This expertly crafted handaxe still has dried bloodstains visible on its sharp edges. The name Vance Saetressle is visible on the nametag.
Collection of Holy Symbols
A dozen holy symbols of various faiths are linked together by a fine silver chain, that appears to have no opening mechanism. You can make out Abadar, Pharasma and Erastil among the symbols. The name Sefick Corvin is visible on the nametag.
Can identify the other deities symbols accurately with a DC15 Knowledge (Religion) check if interested.
Moldy Spellbook
The cover of this thick, leather-bound spellbook has become caked with mold over the years, but it looks as though some of the lower pages may have survived the erosion of time. The name Hean Feramin is visible on the nametag.
Smith's Hammer
This is a finely crafted steel smiths hammer, about two feet in length and with a sturdy metal head that looks well tempered. The name Ispin Onyxcudgel is visible on the nametag.
Tarnished Silver Flute
This beautiful and well made flute bears the nametag The Piper of Illmarsh.

Arianna Sirmikova |

"Personal items once belonging to some of more notorious prisoners of Harrowstone I presume. Perhaps these are the fetters binding the spirits to this place, maybe they can be used to aid us in ridding this place of the malevolent forces that plague this prison...and in the process free Stannislav of his...commitment."

Sarrah Kayden |

"Personal items once belonging to some of more notorious prisoners of Harrowstone I presume. Perhaps these are the fetters binding the spirits to this place, maybe they can be used to aid us in ridding this place of the malevolent forces that plague this prison...and in the process free Stannislav of his...commitment."
We should also check to see if any of these are magical. Arianna, I assume that you are skilled in detecting and identifying their aura's if not the items magical powers as well?

Arianna Sirmikova |

Ariannna continues to concentrate on the auras in hopes of gaining further clairity about the items...
"Very strange, the auras are difficult to discern the type and strength, perhaps if the items were separated so that I could focus on one at a time..." she says, as the young witch's voice trails off as she concentrates on her spell.
Spellcraft (if needed):1d20 + 9 ⇒ (8) + 9 = 17
Spellcraft (if needed):1d20 + 9 ⇒ (11) + 9 = 20
Spellcraft (if needed):1d20 + 9 ⇒ (20) + 9 = 29
Spellcraft (if needed):1d20 + 9 ⇒ (15) + 9 = 24
Spellcraft (if needed):1d20 + 9 ⇒ (6) + 9 = 15

DM Alexander Kilcoyne |

Despite her best efforts, the items seem to almost resist identification, as though the schools of magic and strength of the auras on each item are changing and fluctuating- or at least are appearing to be. Arianna can provide no insights to the properties of any of them by sight and divination, except that the handaxe bears a seperate magical enhancement (+1). The five items sit in the vault as she scrutinises them and the auras surrounding them.

Arianna Sirmikova |

Arianna rubs her forehead, obviously mentally fatigued from the intense concentration as she tried to learn more about the items...
"It seems to be little use. The handaxe carries an enchantment common to many weapons, but I am unable to pin down anything else. We should take these items, they may be of use to us latter."
"If indeed these are the fetters binding the spirits here, I may be able to use the planchette to learn more about these spirits, but I..I am hesitant to do so here, based on what happened before." she says, still with a tinge of doubt, having no recollection of her previous possession.

Stannislav 'Stannis' Grimski |

Noone has ever accused Stannis of being bright but the symbiology isn't exactly difficult even if the items weren't named.
Axe. Lopper.
Holy Symbols. Charlatan.
Spellbook. Splatter Man.
Hammer. Marauder.
Flute. Piper.
He looks to the others. How do we use them? Destroy them like the bones?

Sarrah Kayden |

I suggest not touching the items until we have done some more research on what to do with them. I am afraid of doing anything with them until we learn more.
The planchete is a dangerous item, only the strongest of wills should use it. I am not implying anything, just stating the obvious, it should only be used as a last resort.
Lets put them in a sack using something to slide them in and be away from this place for the night and return tomorrow morning, fresh and ready to take on this evil place again. Maybe we can find some information about their nature in town with some research...

DM Alexander Kilcoyne |

You make your way out of Harrowstone- or at least you try to. Just as you are approaching the final intact set of doors in the entrance chamber, they slam shut forcefully- and blood begins to run in rivulets from the frame across the door itself. In your minds, you hear whispers, dark, grim voices promising your death and eternal damnation. Shadows without bodies seem to be forming in the darkest corners of the room, and your light sources seem puny and insignificant by comparison. The other doors in the room slam shut, boxing you inside the small 30x30 room.

Quiddling Cane |

Quiddling's spirits rise with every step that takes him closer to the court yard and out of the haunted ruin. His thoughts drift to brandy and a good nights sleep. This thought is so appealing he continously chooses to ignore the feeling of dread that creeps down his spine, until it finally stabs him in the heart as the door slams shut.
"No, this cannot be!" the halfing cries and rushes to the door. "Let us out!"

DM Alexander Kilcoyne |

Late Night, Day 2
The impending sense of foreboding and doom seems to retreat from Sarrah's burst of positive energy, and the door flies open once more. The shadows in the corner of the room are significantly diminished, but they seem to start slowly growing once more. You quickly rush out of the door to Harrowstone Prison and it slams shut behind you. From inside the closed door, you can hear maniacal, howling laughter, mocking your retreat and the progress you have made.