
Darius Redgrave |

"Thank you Spugs 'ol chap... something is wrong with me. I hurt all over, more than usual. My bones ache." Darius says between wheezing coughs.
After a fit of coughing he continues. "This doesn't feel like any kind of malady that any normal healing or restorative magic can help with. Perhaps though, it's more akin to what Brother Gergof experienced when wielding the hammer or what Gibbs did with the razor."

GM Foxy |
Taking a closer look at the room reveals who the skeleton on the rack might have been. It still wears tatters of it's chainmail uniform. Also a ring of keys is found inside of the skeleton’s pelvis. Also Warden Hawkran's badge - a metal disk - has been wedged into the skeletons jaw, and is obviously the object that was used to shatter that part of his face.

Darius Redgrave |

Perception: 1d20 + 6 ⇒ (9) + 6 = 15
Darius raises his arm weakly and points towards the skeleton. "There, I think I see Hawkran's badge just like Vesorianna said. We wary. I don't like the look of this." And waves his hand. Tiny stars fall from it as it passes and the three companions glow slightly before it fades.
Casts Communal Protection From Evil on everyone

Brother Grergof Varsk |

Perception: 1d20 + 3 ⇒ (5) + 3 = 8
Something does not add up here. No haunt has been this easy to destroy.
He starts scanning the room with detect evil.

Brother Grergof Varsk |

Im not detecting anything special here. So I'm not sure why Darious walked into this thing.
No evil/haunt to disrupt so I guess just Str check to pry the maiden open.
Strength: 1d20 + 4 ⇒ (1) + 4 = 5
Sorry. I guess I can't get a handhold... First death incoming if it really is going to do 6 con per round.

Brother Grergof Varsk |

What? Oh...But I thought?...
Well I'm glad you are out of there.
Are you Ok? And have you checked out the body on the rack?
Grergof heads over to look at the body and remove the badge.

Brother Grergof Varsk |

As he walks Grergof says:
While I agree with the thought of giving the badge back to Mrs. Hawkran,We are not done yet, There is one more ghost, Probably behind the portcullis that is down. I suggest we try to lift or get through that first.
If the others don't disagree Grergof examines the Portcullis and will try to lift it up.

Spugnoir2 |

Spugnoir presents the badge.Indeed, we dealt with the Mosswater Marauder and the Splatterman as well. Spugnoir places the various cursed items down. Should we destroy these by say melting them down or just leave them with you? There is one area that has a broken gate that we need to get tools to get through but I think we have most of the haunts. Hmm..I remember a piping one and one with a bunch of holy symbols. Oh, and The Lopper as well with the cursed axe.

Brother Grergof Varsk |

Except with the attack on Miss Fallenbridge, the shop is probably closed.
What if we grabbed a couple stones and an iron bar? With those we could make a simple lever so we all could lift the gate then Mr Redgrave and I could hold it open while you shove a rock under it to keep it up?
Turning to Vesorianna he asks
Which reminds me, you said the ghost of the Splatterman is still in the building, can he reach out beyond the building? Someone in town is recreating his crimes but seems to have no idea he is doing it. Do you know if any of the spirits have influence beyond these walls or should we be looking for another cursed item?

Brother Grergof Varsk |

There were branding Irons in the torture room and lots of rocks in the stairway collapse. We can probably find what we need there. Or we can try an iron bar from one of these cells if any are lose.
Gather up the materials the best we can and try to pry the gate open/Jam it up.
Can we assume that with the help of a lever we succeed? Particularly given the fact that we could do this on a take 20 roll + Aid another? (Not that the characters would know that.)

Brother Grergof Varsk |

Scan the areabeyound the gate with detect evil.
If it is just the standard low level evil:
Watch my back.
Grergof crawls in.

Brother Grergof Varsk |

Oh there is nasty.... this whole area is coated more in shadow then anywhere we have yet seen in this entire prison.
So thank you, I am guessing this will be very needed.
He takes the infusion and holds it in his hand ready to drink it at the first sign of trouble.
Here we go. Watch carefully through the gate while I pass under it,
Then I will do the same for you.
Grergof crawls under the gate.
If he gets to the other side without incident he will stand up, draw his flail and stand guard as the others come under.

GM Foxy |
As Grergof stands up on the other side he gets a view on the interiour. Several iron doors line the walls of this partially ruined cellblock—the doors themselves hang askew on their hinges, revealing empty cells beyond. Partially burnt wooden support timbers still function to the north, while to the south they’ve collapsed and caused cell walls to crumble as well. Rivulets of water drip down the southwestern wall to create a shallow pool in this ruined portion of the room, with overflow filling an oubliette hole in the middle of the room nearly to the rim.
Who is carrying what light?
You notice blood drops welling up on the southern wall.

Darius Redgrave |

Darius rolls under and Joins Grergof on the other side.
"Wait! Here brother. This will help."
Darius lays a hand on Brother Grergof.
Casts Hide From Undead
School abjuration; Level cleric 1
Casting Time 1 standard action
Components V, S, DF
Range touch
Targets one touched creature/level
Duration 10 min./level (D)
Saving Throw Will negates (harmless); see text; Spell Resistance yes
Undead cannot see, hear, or smell creatures warded by this spell. Even extraordinary or supernatural sensory capabilities, such as blindsense, blindsight, scent, and tremorsense, cannot detect or locate warded creatures. Nonintelligent undead creatures (such as skeletons or zombies) are automatically affected and act as though the warded creatures are not there. An intelligent undead creature gets a single Will saving throw. If it fails, the subject can't see any of the warded creatures. If it has reason to believe unseen opponents are present, however, it can attempt to find or strike them. If a warded creature attempts to channel positive energy, turn or command undead, touches an undead creature, or attacks any creature (even with a spell), the spell ends for all recipients.

Darius Redgrave |

Can I say I cast it on all of us then?
Darius looks around and touches Spugnoir as well as himself That sounds bad., affecting everyone with the spell.

GM Foxy |
Will Save Prof. Feramin vs. Hide from undead: 1d20 + 8 ⇒ (15) + 8 = 23
Initiative Prof. Feramin: 1d20 + 1 ⇒ (2) + 1 = 3
Initiative Grergof: 1d20 + 3 ⇒ (15) + 3 = 18
Initiative Darius: 1d20 + 3 ⇒ (1) + 3 = 4
Initiative Spugnoir: 1d20 + 3 ⇒ (16) + 3 = 19
The ghost of an old man with the looks of a crazy professor appears out of the hole filled with water.
(You all go first)

Brother Grergof Varsk |

Careful, that's a haunt. I see blood dripping down the back wall.
Spugnoir you may want to join us in here.
Drinks Shield infusion.
Then he tries to see if he can determine anything else about the spirit.
Religion: 1d20 + 6 ⇒ (6) + 6 = 12

Darius Redgrave |

Knowledge Religion: 1d20 + 10 ⇒ (9) + 10 = 19
Darius whispers softly to Spugnoir and Grergof. "The blood on the wall. That's the haunt. The ghost is just a ghost. I think if I use one of the siphons on the blood we might be able to end this quick since I don't think the haunt can sense us right now because of my spell. Thoughts?."

Brother Grergof Varsk |

I believe the ghost is our real target here. Maybe stopping the haunt will make getting at the ghost easier... but given a choice we need to focus on the ghost.

Darius Redgrave |

So it is done. Darius moves cautiously towards the blood smeared wall. Drawing his sword in one hand and a siphon in the other keeping an eye out for anything that may come at him.
Perception: 1d20 + 6 ⇒ (3) + 6 = 9
And aims the siphon at the bloody smear.
Siphon 4/6: 3d6 ⇒ (3, 3, 5) = 11
"This is gonna hurt..."

Brother Grergof Varsk |

Grergof holds his ground.
delay until the ghost appears again.

GM Foxy |
The siphon sucks something out of the wall and then stops swirling.
In the room appear 1d3 + 1 ⇒ (3) + 1 = 4 dire rats.
(Lucky me :)
Which attack immediately.
Attack Spugnoir: 1d20 + 1 ⇒ (19) + 1 = 20
Damage: 1d4 ⇒ 4
Attack Spugnoir: 1d20 + 1 ⇒ (18) + 1 = 19
Damage: 1d4 ⇒ 4
Attack Grergof: 1d20 + 1 ⇒ (15) + 1 = 16
Attack Darius: 1d20 + 1 ⇒ (16) + 1 = 17
Damage: 1d4 ⇒ 1
Everyone bitten must save agains filth fever (DC11)