Arien Keyne |
Arien nods, pulling Huc and the others further from the inmates and whispering conspiratorially.
“It doesn’t make sense. These hidden cells are designed for prisoners whose very presence would be dangerous, if known. Why would the barony go to such measures for mere poachers? And how long have they been here? Didn’t the baroness say her husband vanished in here almost a decade ago? They wouldn’t make it 9 days, let alone 9 years…”
DM Carbide |
How far away do you get?
Arien Keyne |
About 10-15 feet should do it, I would think. I don’t want to move so far as to spook them. Mostly just enough for some privacy.
DM Carbide |
I moved the party to the door with the apparent prisoner, as he didn't appear until you were walking by.
As you turn away to have your discussion, he shrieks, screams out, "So...hungry!", and vanishes. All of you have a momentary vision: you feel as though you're locked in a prison cell, starving and delirious with thirst, and you're about to pass into a final coma. The vision is fleeting, but the terrible hunger pangs that came with it are not. Everyone take 11 HP nonlethal damage.
It figures...at least (for your sake) my dice went hot on nonlethal damage. I think that knocks out everyone except Huc.
ETA, since it might become important -_^.
Healing Nonlethal Damage: You heal nonlethal damage at the rate of 1 hit point per hour per character level. When a spell or ability cures hit point damage, it also removes an equal amount of nonlethal damage.
Huc. |
I was actually happy to let people have their tokens hang back for just this kind of situation. I think Arien and I both suspected something was wrong here. What are the chances that effect might only have hit the people actually interacting with it ... which incidentally is our scouts in the situation (Huc, Fynn, and Arien)?
Fynn is also conscious. He matches Huc's 13 hp.
DM Carbide |
I could see that.
Huc. |
Cool. I moved Temp and Orana back a bit to account for them letting us move forward as scouts. Let me know if that keeps them out of range of this horrible non-lethal trap or if we’re all still rocked by that 11 damage. :)
The wave of hunger and delirium hit Huc … hard. He rocks on his feet, but keeps them, if barely. Steadying himself with a hand on the wall, he shakes his head. Its a few heartbeats before his senses reassert themselves, and he tries to focus on things that the knows to be real. The wall. The woodgrain of his axe. The whimpering from Fynn.
After a quick check to make sure that whatever that was … was gone, Huc kneels, running his hand calmingly along Fynn’s rust-colored flank. ”It’s alright boy, we’re al—“
Then he notices Arien’s down, and looks quickly to see how Temperance and Oranna fared.
”Everyone alright? Arien’s down!”
Huc and Fynn are both conscious. Arien ... not so much.
DM Carbide |
The effect seems to have been localized around the door. Fynn whines in pain and rubs against the hunter, but relaxes under Huc's ministrations.
DM Carbide |
Good one! I think that brings her back to full (9 pts nonlethal, 2 pts lethal due to going negative).
Huc. |
Huc's eyebrows raise at the healing display. "Very nice." He nods to Fynn. "If you can spare one more of those for me, I can do the same for Fynn."
Huc only has 2 spell slots. I can use one to heal Fynn, and you can use one to heal Huc. That way, Huc has one slot remaining in case you get dropped, Oranna.
If Oranna's cool with that idea, Huc reaches over, muttering strange, old words as he touches his mutt. Fynn perks up...
CLW, on Fynn: 1d8 + 1 ⇒ (3) + 1 = 4
... a bit.
DM Carbide |
Exploring further, you come around the corner and eventually find yourself at the unconcealed side of another secret door to the covert cell block. There are a couple more bodies in the cells, though the one with the phantom prisoner appears empty as far as you can see from the door.
Arien Keyne |
“What in the nine gates happened?” Arine mutters, cradling a throbbing head in her hands. “…and what is this place?”
DM Carbide |
Are you going to search any of the cells?
DM Carbide |
*he asked, whistling innocently*
Arien Keyne |
"Thanks, Oranna. I have a remedy of my own, should it come to that..." she says, patting a blue vial on her bandolier.
I guess we can take a look, but I'll wait for the others to back away, first.
Perception: 1d20 + 6 ⇒ (9) + 6 = 15 . . . 16 vs traps
Stealth: 1d20 + 6 ⇒ (6) + 6 = 12
DM Carbide |
Initially you don't find anything, although Arien notices that the door to the room with the phantom prisoner can be opened from the inside, and was unsecured. Opening the door reveals that this looks different from the other cells--there's no cot, but there's the remains of a wooden desk and a couple of chairs.
Arien Keyne |
“This place makes less sense every minute we are in here…” she declares, demonstrating the doors functionality. She mumbles something about ‘spirits and nonsense’ as she examines the desk for anything that has survived the collapse, and ravages of time.
Looking at anything on the desk or in drawers, if there are any.
DM Carbide |
There are scraps of paper in the desk, most in the form of a large mouse's nest. Enough remains legible to reveal that this room was where the guards for the hidden cell block were stationed.
Arien and Huc, in the process of investigating the room you notice yet another concealed door.
Fynn Perception: 1d20 + 5 ⇒ (5) + 5 = 10
Huc Perception: 1d20 + 6 ⇒ (17) + 6 = 23
Master Temperance Perception: 1d20 + 10 ⇒ (4) + 10 = 14
Oranna Perception: 1d20 + 2 ⇒ (5) + 2 = 7
Huc. |
"No kidding. A hidden cell block in an old witch tower," Huc mutters, pushing the scraps of paper around. "This town is looking less and less sleepy by the second."
When the concealed door catches his eye, he exchanges a look with Arien. "And more mysteries, no?" He calls for Fynn, who lopes over, and readies his axe as he presses his ear to the hidden door.
Perception, at the door: 1d20 + 6 ⇒ (12) + 6 = 18
DM Carbide |
Huc and Fynn hear nothing at the door.
DM Carbide |
A narrow corridor stretches north, opening into a small room containing two things: a strange metallic contraption of gears and chains with a large lever extending out at a 45° angle from its front (incidentally, a chain goes off from the machine to the west at ceiling level), and a small rolling cloud of energy that periodically emits sparks of electricity into the air or along the chains. It moves around, but not more than a foot or so before it returns to its initial position.
DM Carbide |
No, Huc made a case for Temp and Oranna being back far enough to be out of the area of effect. BTW, this will probably be my last post for a few days. Heading off on vacation now.
-Posted with Wayfinder
Arien Keyne |
“Well, leave it be.” Arien hisses from the hallway. “It seems like the least of our worries, at this point.”
Huc. |
Huc gives the gnome an uncertain sideways glance. "Only if it speaks Taldane." He looks up at the strange living cloud, "And I tend to agree with Arien; unless we think we need to operate this thing for some reason, let's leave it alone. I don't see any point in mucking with magic stuff in an old witch-tower-turned-prison-thing."
He waits to see if anyone else wants to do anything in the room, but otherwise is prepared to move on in their explorations. "Let's just make sure we can get back in here should we need to ... on the off chance this lever-thing has anything to do with why this place fell down."
Continue on our circuit? It looks like those double doors on the eastern end of that hallway northeast of us are the only obvious un-explored option at this point.
DM Carbide |
I can't access the map, and don't have the module file with me. I can remember enough to make a small post, though.
Leaving the small elemental, you return to the open part of the prison. The double doors to the east open onto a collapse, which Arien thinks would be dangerous to disturb. There's a hallway leading west, though, which you haven't explored.
-Posted with Wayfinder
DM Carbide |
BTW, do any of you have Knowledge (Religion)?
-Posted with Wayfinder
DM Carbide |
Once I'm unpacked and settled in, I'll get a post up. Got home at 130 this morning.
-Posted with Wayfinder
DM Carbide |
The hallway leads to the west and north, eventually ending in a solid wooden door. Its frame is skewed slightly, apparently by the collapse above, and it takes the stronger members of the party a bit of effort to force. DC 16 STR check, but nothing adverse happens if you fail an attempt.
The room on the other side is obvious in purpose. It houses an ancient rack, a fanciful brazen bull with a small furnace for heating, another iron maiden*, a cauldron, iron chairs with sharp edges and cruel protuberances, and a stained wooden table on which sit other implements of torture. A bronze plaque affixed to the western wall depicts a crowing rooster above crossed spears. Under the spears is inscribed the phrase "Confession Cleanses the Soul - Pain Clarifies the Mind."
Fynn whimpers at the doorway.
Huc, give me a Will save, DC 15.
*Incidentally, I'm told that iron maidens aren't actually medieval torture devices--they were made up sometime in the 18th or 19th centuries. They've become iconic since then, though.
DM Carbide |
DM Carbide |
Arien Initiative: 1d20 + 3 ⇒ (16) + 3 = 19
Huc Initiative: 1d20 + 2 ⇒ (7) + 2 = 9
Master Temperance Initiative: 1d20 ⇒ 11
Oranna Initiative: 1d20 + 2 ⇒ (2) + 2 = 4
Arien and Master Temperance have a chance to stop Huc from sitting down.