
Lor-Sinn Imass |

Perception: 1d20 + 1 ⇒ (19) + 1 = 20
"Let us be careful as we enter. That balcony above the door looks like it might come down any moment. It does not seem a sound structure by any means, so be very careful."

Lor-Sinn Imass |

Lor-Sinn advances, stopping cautiously into the doorway and examining the foyer with all her senses while she motions her companions to wait.
Perception: 1d20 + 1 ⇒ (20) + 1 = 21
Detect Evil round 1 in a cone originating in the doorway, attempting to cover as much of the room beyond as possible.

Lor-Sinn Imass |

"The doors... they don't feel right. Let's be prepared."
With a hand on her hammer, the woman steps forward slowly, picking the west door.
Door: 1d3 ⇒ 2

GM Nayr |

Lor-Sinn opens the doorway to reveal a hallway with doors along the length of it facing north. At the end of the hallway all the way to the west, it turns towards the north. Also at the end of the hallway are two doors.
The group files through the door, and apparently just in time. Just after the last person steps through, an odd and frightening thing happens. Shrieking, disembodied faces appear in the doorway. Badly burnt, they cry in anguish as they streak through the open door, only to disappear into the air a moment later. The door, perhaps driven by whatever the things were, slams shut behind the group, seemingly trapping them in the narrow hallway.
Map uploaded to campaign thread

Lor-Sinn Imass |

"What was that?" Lor-Sinn whirls as the door slams shut behind them, her hand moving to the haft of her hammer. Wielding the weapon in these confined quarters is rather tricky, but she manages to unsling it without causing too much damage to the architecture.
"Perhaps this place is haunted after all." she says, with no trace of humour. Some people may view ghosts and hauntings as nothing more than folk stories, but she knows better.
Turning towards the nearest door, she focuses all her senses on it.
Perception: 1d20 + 1 ⇒ (13) + 1 = 14
Detect Evil on the first door to the north. From this point on, assume that Lor-Sinn is continuously casting Detect Evil.

GM Nayr |

Barret enters into the room at the end of the hall, its door sagging off of its hinges and too out of plumb to lock. 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.

Livana Delacroix |

Even if I rolled a 20 I'd only end up with 26....
"Let me have a look at it, I've some experience with these kind of things."
Livana says cryptically as she steps forward pulling a set of lock picks concealed in her boot. She scans the safe with a practiced eye placing a torsion wrench in first she applies pressure to the plug so the can try and rake the tumblers open. Finding the pins to be too tough or stuck almost ruining her rake in the process. She steps back with a sigh of defeat. "It's either an extremely high quality safe or time has ruined the mechanism, I can't make any headway with the thing"

GM Nayr |

The hinges are visible, so that's a possibility, but will take time like you said. The safe could be removed - it is recessed in the wall so would have been hard to remove when the prison was in operation. But, now that everything is worn from age and abuse, it could be levered out. It will be fairly heavy, so would have to be taken into consideration for encumbrance

Lor-Sinn Imass |

As the others fiddle with the safe, Lor-Sinn takes a good look around the room, trying to open the desk drawers and looking for any clues that might hint at the room's past.
Perception: 1d20 + 1 ⇒ (14) + 1 = 15 plus Detect Evil

GM Nayr |

Lor-Sinn finds little of value within the safe, but is able to read some papers that would be interesting to those who would have been involved in the management of the prison. In fact, nearly all of the papers are of the managerial level, documents about supplying the prison with goods and personnel, payroll ledgers, inmate lists, and more. Though mundane, it still provides for some interesting reading. There is no evil within the room though, as far as Lor-Sinn can tell.
Once Raphael opens the safe, Lor-Sinn finds more legal documents within, along with 500 gp, and a wooden rack with 9 potions of 3 differing hues. There is a small ledger book under the box of gold, indicating payment for certain sundry items or services - a petty cash ledger.

GM Nayr |

Baret leads the way to the north, and into a small room that appears to have once been a washroom - probably used by the guards. There's nothing of interest in here, even after a thorough investigation and detection of evil and magic. There is a small chamber to the west of the washroom that was apparently a privy.
This seems to be the end of the corridor, and the small offices along the north wall also contain nothing of interest
S5 on the map is the room you're currently in

Raphael Delacroix |

detect magic on the potions
spellcraft: 1d20 + 7 ⇒ (5) + 7 = 12
spellcraft: 1d20 + 7 ⇒ (2) + 7 = 9
spellcraft: 1d20 + 7 ⇒ (5) + 7 = 12
spellcraft: 1d20 + 7 ⇒ (5) + 7 = 12
spellcraft: 1d20 + 7 ⇒ (17) + 7 = 24
spellcraft: 1d20 + 7 ⇒ (14) + 7 = 21
spellcraft: 1d20 + 7 ⇒ (16) + 7 = 23
spellcraft: 1d20 + 7 ⇒ (19) + 7 = 26
spellcraft: 1d20 + 7 ⇒ (7) + 7 = 14
Before allowing the potions to be put away Raphael tries to identify them.

Livana Delacroix |

Livana started thinking back on the gargoyle that had fallen on her friend professor Lorrimor, setting her on edge. Caution seized her mind and she began taking note of her surroundings. In case of any traps, she called out to Barret. "Hold on a second Barret, I've been thinking if someone killed the professor they may have left traps for others as well. I'd like to check as we go so as not to be surprised by any gifts they may have left."

Lor-Sinn Imass |

"Not necessarily, this place is rather big. We should exercise caution as we go - not just for traps, but also for other... phenomenons."
Lor-Sinn hasn't forgotten the haunted door, and as Livana had pointed out, this place had already claimed a victim. No reason at all to be reckless. Returning to the door that leads to the entrance hallway, she gives it a good once-over.
Perception: 1d20 + 1 ⇒ (13) + 1 = 14

GM Nayr |

Lor-Sinn gives the door a closer examination. It does the same thing - the voices and strange apparition pass through, then the door slams shut. Whomever or whatever is in the way when the door closes gets bruised and pinched between the heavy slab and the jamb.
The vestibule is empty save for doors leading off in every direction; these doors like the one Lor-Sinn had just tested, are of much better construction than the rest of the doors you've seen thus far in the prison.

GM Nayr |

After opening the doors in the northeast corner, you find that they act the same way - remaining open for only a matter of seconds before slamming shut at the visible urging of the hideous screeching wraiths. Concerned, but not directly stopped, you enter into the room before the door slams behind you, the next time.
Ahead of you are several rows of wooden benches, all spotted with old and sagging with neglect. These benches face a stage walled off from the rest of the room by a wall of iron bars. The room looks as if it could be a courtroom of some sort, over which a person of judicial inclination could preside from behind the iron bars.
You realize that, once the door slams shut behind you, there's very little...or, no light within the large chamber. Before the door shuts, you see another door directly across the room from you, leading to the east.
Don't recall if we ever set up a light source; let me know what you'd like to use in the future so there's no need to discuss again.

Lor-Sinn Imass |

Lor-Sinn makes a slow, careful circuit of the room, relying on her darkvision to see.
Perception: 1d20 + 1 ⇒ (11) + 1 = 12 Plus Detect Evil.

GM Nayr |

Lor-Sinn's search of the room does indeed paint a picture of a courtroom. The benches show that that they were probably in disrepair even before the fall of the prison, and seemed to be hastily made. The walls about the room show old black marks amid the mold and signs of age.
The bars in front guard a small raised platform - no more than a few inches high - presumably from which the judge would issue a sentence. The doors to the east are closed, though they sag in their frame like the majority of the doors in this place.
Lor-Sinn's detection does show a faint aura of evil around the center of the platform. As she steps closer, she feels the temperature around her drop...far too quickly.

Lor-Sinn Imass |

"Something is strange here," she calls out to the others. "Well, stranger than we have seen so far. The air feels cold, unnaturally so."
She steps to the side, a hand extended in invitation for anyone else who would like to investigate the spot more closely.