
Leeoli Maleye |

Leeoli follows Vrilli keeping a close eye for traps that may have been left by on of the former prisoners of note.
perception: 1d20 + 6 + 2 ⇒ (1) + 6 + 2 = 9
TrapFinding: 1d20 + 7 + 2 ⇒ (15) + 7 + 2 = 24

GM Nayr |

As everyone enters the room, the light from Leeoli's sunrod casts shadows about the large chamber. You can't help but consider that many criminals may have received their final judgement right there before the stage.

Leeoli Maleye |

Leeoli stands ready, his feet planted firmly, sunrod extended before him. Only his voice appeared to be dismissive Dissolve thyself, twisted wraith. We fear you not.

GM Nayr |

As Leeoli and Zazaria remain within the area of of cold, it grows even worse. The chill is, within a few seconds, enough to cause physical harm.
Cold damage: 1d6 ⇒ 5
DC11 Fort save or you suffer and additional 1 point of strength damage
Vrilli and Anyi seem to have moved far enough from the area of influence to avoid harm.

Leeoli Maleye |

Perhaps. But then why else are we here but to destroy such evil? Is this a trap or is there a spirit about? If we track off, will it follow? And if a trap, is it protecting something? Else why not have it placed in the front doorway where intruders are sure to step?
Leeoli turns to Zazaria. Are you ok? Shall we use our abilities to spy out a lurking undead that is unwilling or unable to show itself?

Leeoli Maleye |

Meanwhile Leeoli carefully examines the room to ascertain the area and bpundaries of the region that became icy cold, and then to judge where the center of that region lies. That is where the locus will be, Leeoli guesses.

Vrilli |

Vrilli moves carefully around the cold area intending to climb onto the stage. He checks the stage for any hatches. If the stage looks relatively stable and safe, he climbs too the stage and searches it. He also looks to the ceiling and walls looking for remnants of any previous construction (e.g. gallows).

Vrilli |

Vrilli shrugs, opens his mouth, then closes it again. He moves carefully around the cold area intending to climb onto the stage. He checks the stage for any hatche's or trapdoors. If the stage looks relatively stable and safe, he climbs too the stage and searches it. He also looks to the ceiling and walls looking for remnants of any previous construction (e.g. gallows).
Perception: 1d20 + 6 ⇒ (18) + 6 = 24

GM Nayr |

The stage itself doesn’t seem like much – it’s merely an elevated wooden affair with a squat wooden podium, and 2 rows of seat behind, presumably where those giving judgement could look upon those receiving it. You test the outskirts of the frigid area, and can estimate that it’s a 15-foot radius centered just north of the podium itself – where any poor souls receiving judgement would be standing when sentenced. It doesn’t seem to move from that spot.
You can't see any hatches or trap doors in the stage itself, and there doesn't seem to be any means for carrying out judgement - that was possibly done elsewhere.

Anyi Iba |

Should we use one of the haunt siphons? Then we maybe be able to examine the area that this evil is emanating from more closely.
Anyi skirts around the cold area looking at it with a slight frown. She turns to Zazaria, concerned to see her so affected by the cold, Are you alright Zazaria? Turning towards the rest of the party she frowns further. We must find out where this evil is coming from and what is causing it and get rid of it before it takes over.

Leeoli Maleye |

Leeoli sighs, resigned to the fact that investigating the prison will probably take several day trips, and begins to prepare an extract to detect the undead, and then consumes it.
I will try to see whether there is indeed a spirit at work
detecting undead

GM Nayr |

Both actions have an immediate effect. When Leeoli examines the area with his specialized search, he sees a faint image of a man, shackled, head bowed low as a well appointed man from above waves a gavel at him in damning motions. The inage is fleeting, as the condemned man hisses as Vrilli's holy water sizzles and smokes on an invisible barrier around the area.
Upon a quick test, the cold is still there, but perhaps feels a bit weaker.

Zazaria Rooke |

Though still weak, Zazaria surveys the brief tableau with dismay and a grim sense of purpose. Poor souls, she sighs, whoever they were in life. Holy Water may suffice for their cessation. As to the siphon, I believe all we need do is open it in the vicinity of those damned individuals.

GM Nayr |

The holy water works...though it takes two whole flasks to do it. As Vrilli continues to pour the liquid, the area of cold lessens, then eventually dissappears.

Leeoli Maleye |

religion: 1d20 + 7 + 1d6 ⇒ (10) + 7 + (2) = 19
This haunt is gone for now, but will probably return. It must be laid to rest in a more permanent fashion. Let us continue to explore these ruins.

Leeoli Maleye |

perception: 1d20 + 6 ⇒ (7) + 6 = 13
Leeoli, casts his eyes about the room a final time looking for anything that might be valuable or useful going forward
Let us try the western passage.

Leeoli Maleye |

Leeoli nods. Let us to the shrieking western door.
Approaching, Leeoli looks for signs of disturbance, or movement in the room beyond the western door, including the ceiling, walls, and floor for potential traps.
perception: 1d20 + 6 ⇒ (8) + 6 = 14
traps: 1d20 + 7 ⇒ (13) + 7 = 20

GM Nayr |

Back in the main vestibule, the north and west doors both afford you views of long, dark corridors. Vrilli looks through the one to the north, and sees one door across from him – far to the north. Also, five other doors lead off from this corridor – two to the west and three to the east. The corridor seems to be quiet.
The west corridor looks mostly the same, except there are four doors here – all leading to the north. There is a door at the far western end of the corridor there, and the corridor branches off to the north there, where there’s a second western door beside the first. This corridor also seems quiet.

Leeoli Maleye |

Let's not split up. Not knowing what else to do, Leeoli follows Vrilli around the western corridor.
perception corridor: 1d20 + 6 ⇒ (12) + 6 = 18
traps corridor: 1d20 + 7 ⇒ (4) + 7 = 11
perception door: 1d20 + 6 ⇒ (3) + 6 = 9
traps door: 1d20 + 7 ⇒ (12) + 7 = 19

GM Nayr |

If it’s okay with everyone, I’ll figure that you take a peek into rooms at which you find no traps or anything unusual as a general rule.
Leeoli finds no traps, or anything unusual down the corridor or at any of the doors. Along the corridor, the doors to the north open with ease, to reveal small offices that appear to have been dedicated to handling the prisons key operations. Papers are strewn about on top of worn wooden tables, and a few cabinets lie open, the contents spilled out on the floor in small piles of papers.
The corridor turns at the Western end to the north and dead ends at a concrete wall. The northernmost door in the western wall opens to what appears to be a wash room with a smaller chamber to the west that contains a privy.
The southernmost door opens to a spacious room that 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.

Leeoli Maleye |

Leeoli examines the thick layers of dust through the southernmost door, hoping to detect tracks of some sort. perception: 1d20 + 6 ⇒ (2) + 6 = 8
Walking in, Leeoli peered around and noticed the safe.
Never one to dismiss the utility of wealth, Leeoli is drawn to the closed safe and looks it over for sivns of danger.
traps: 1d20 + 7 ⇒ (20) + 7 = 27
Might be something worth our time in that safe.
Leeoli scanz tb