This spacious room smells of mildew and rot. A long desk and chair sit to the south, while to the northwest a narrow alcove contains a closed safe. Thick layers of dust cover everything in sight.
Room S4 on the map
Human Cleric 7 Exalted 4 / AC 23/*25, Touch 12, Flat 22 / HP 76/76 / Init +3 / Fort +10, Ref +5, Will +13 / Perception +8 / Channel Positive Energy (DC17/19) 3/7 Per Day *Spell Adjusted No's
Darius gathers up all the notes he can on what prisoners were there and for what to go over at a later time as they may be useful. Then proceeds to follow the rest of the group down the hallway. Sword drawn and ready. Expecting more resistance the deeper they venture.
Assuming that Darius and Grergof got all the notes between the two of them...
Grergof stands near the doorway of the room holding the lantern in on hand and his scimitar in his other. As he does he stands watch as the others search. He is looking for anything odd he sees in the room or hallway, as well as scanning this whole area for evil.
I say go ahead and try, If nobody has opened this after all these years, clearly they have forsaken ownership of the contents. And the contents may have been protected from the fire.
Oh and just so you know: As far as I can tell the safe looks haunt free to me.
You're allowed to take 20 on disable device to open locks. It takes two minutes and bears no risk for you. And you would find out immediately if your skill is sufficient.
Several rows of wooden benches, all spotted with mold and sagging with neglect, face a stage walled off from the rest of the room by a wall of iron bars. Over this stage the way leads to a door.
Human Cleric 7 Exalted 4 / AC 23/*25, Touch 12, Flat 22 / HP 76/76 / Init +3 / Fort +10, Ref +5, Will +13 / Perception +8 / Channel Positive Energy (DC17/19) 3/7 Per Day *Spell Adjusted No's
"Picking up anything there Brother Grergof?" Darius says also scanning the room for anything suspicious.
Human Cleric 7 Exalted 4 / AC 23/*25, Touch 12, Flat 22 / HP 76/76 / Init +3 / Fort +10, Ref +5, Will +13 / Perception +8 / Channel Positive Energy (DC17/19) 3/7 Per Day *Spell Adjusted No's
"Grergof, did you say 'MOST' of this room?! Aw by a goblins hairy sack." With that Darius' left hand shoots forward and up over him as tiny gold lights trail behind his hand and onto his form.
Casts Hide from Undead. Saving Throw DC 15 Will negates. Spell Resistance yes
For a brief second his form shimmers then returns to normal. He then moves into the room with his sword at the ready.
"Lets do this."
Darius moves into the room with nothing else happening. As Grergof steps into the room the temperature immediately drops significantly.
(Grergof and Darius -> DC11 Fort Save to avoid 1Str damage) Negative Energy Damage:1d6 ⇒ 5
Human Cleric 7 Exalted 4 / AC 23/*25, Touch 12, Flat 22 / HP 76/76 / Init +3 / Fort +10, Ref +5, Will +13 / Perception +8 / Channel Positive Energy (DC17/19) 3/7 Per Day *Spell Adjusted No's
Fort Save:1d20 + 4 ⇒ (18) + 4 = 22 "Is it me or did it get as cold as a frost Giants' armpit in here?" Darius says with a shiver.
Shivering Brother Varsk says:
Good memory Miss Hailiss, That is a cold spot haunt and is affected by fire. I wish I knew how to permanently get rid of these spirits
Human Cleric 7 Exalted 4 / AC 23/*25, Touch 12, Flat 22 / HP 76/76 / Init +3 / Fort +10, Ref +5, Will +13 / Perception +8 / Channel Positive Energy (DC17/19) 3/7 Per Day *Spell Adjusted No's
Will Save:1d20 + 7 ⇒ (7) + 7 = 14 Knowledge Religion:1d20 + 9 ⇒ (13) + 9 = 22 "This might help as well." Darius steps forward and raises his palm as soft light begins to coalesce in front of his hand before bursting into a flash of light.
Uses up Detact undead to Spontaneously cast Cure Light Wounds into Positive energy to harm the Haunt (I think that's right, right?)
Cure Light Wounds (Harm) Channel Positive Energy:1d8 + 2 + 2 ⇒ (6) + 2 + 2 = 10(+2 Dmg cos of Sun Domain), Will save for half. DC16 (I think, DC14 + 2 for Glory Domain) I think I did all that right. Lemme know if I missed anything.
Spugnoir starts to carefully examine the room. I think in those mystery novels, they would call this 'walking the grid'. When detectives search an area.
This part of the room separated by the bars from the rest hides no surprises. Just the wooden platform in the middle and the door at the other end of this part that is more like a corridor.