
Quinn Dealnegru |

Quinn heads to the southeast door and asks Mathias "Is it safe?"

GM PDXCook |

The door easily opens.
The northeast wall of this room has partially fallen, revealing the dark, murky waters of the pond outside. Moldering training dummies and other similar equipment hit that this room may have once been a training area for the guards. In the northeast part of the room , the floor around a dark, jagged hole is surrounded by black scorch marks.

GM PDXCook |

Quinn looks down the hole and sees three flames about the size of a torch head. The seem to be about 20 feet down in the darkness. The light reveals a stone floor strewn with debris.

Rego Darksome |

Rego enters the rom after his search of the podium.
Looking around the room he seeks a place to set up his grapple for a climb down into the hole.
"I'll set up my rope and grappling hook while the rest of you search the place, if you run into trouble call out, if I see anything down there I'll do likewise. If something is down there, I don't want that creeping up one us, we've got the advantage of the high ground, let's not abandon it. Course, I'll not drop the rope down till you all arrive back here once more".

Quinn Dealnegru |

Quinn voices his concerns to Rego "We shouldn't split up, and I don't want your grappling hook to go missing because some ghost or cultist has sticky fingers. We should wait to set that up for when we are ready to descend. First though lets give this room a more thorough look."
perception: 1d20 + 1 ⇒ (3) + 1 = 4

GM PDXCook |

Quinn indicate the solid metal door that remains quite sound.
The door is locked.
DC 30 Disable Device to unlock it.

Rego Darksome |

Rego shrugs and follow along, "As you all wish, I suppose I am so used to be alone that I had not thought anything odd about splitting up..."
As the group approaches the door Rego shakes his head, "If we cannot pick the lock any chance we could simply knock it down?"

GM PDXCook |

Mathias takes a few minutes and gets the door unlocked. Inside you find a bizarre collection of antique goods resting on wooden shelves that line the room. Most of the items have tiny tags with labels written in careful script.

GM PDXCook |

Nothing seems to be haunted. This is the obviously the property room of the prison. The tags on the items show the owners name, the date they entered the prison, and the date that they would have been released.
Most of it is mundane items but a careful search finds the following items to be of some value:
Set of Masterwork Thieves Tools
Bronze War Medallion from the Shining Crusade (40 gp)
Unframed Taldon painting of Stavian I (100 gp)
Silver hair clips (35 gp)
MW punching dagger
Pouch of 12 MW Shurikens
MW silver war razor
Wand of Lesser Restoration with 12 charges
Chance to notice the secret vault door: 1d20 + 6 ⇒ (14) + 6 = 20
Chance to notice the secret vault door: 1d20 + 7 ⇒ (17) + 7 = 24
Chance to notice the secret vault door: 1d20 + 1 ⇒ (17) + 1 = 18
Chance to notice the secret vault door: 1d20 + 5 ⇒ (5) + 5 = 10
Chance to notice the secret vault door: 1d20 + 4 ⇒ (7) + 4 = 11
Chance to notice the secret vault door: 1d20 + 6 ⇒ (12) + 6 = 18
Mathias and Ingrid both notice a secret vault door in the east wall.

GM PDXCook |

The vault door opens easily and you find that there are 5 items located inside. Each is tagged with a date, the owner, and a description of the owners crime.
The Looper's bloodstained axe (+1 handaxe)
Father Charlantan's collection of holy symbols. The collection of 12 represents all of the major faiths. The collection is tangled together with a silver chain that cannot seem to be untangled.
The Splaterman's moldy spellbook.
The Mosswater Maurader's Smith's Hammer. (MW light hammer/+2 to crafting skill checks)
The Piper of Illmarsh's tarnished silver flute.

Burgen Brandstone |

Burgen comes over to examine the contents of the vault, coming to stand behind Mathias. He spots the hammer and whistles in appreciation. "Tha' there hammer is a work o' art." Burgen states, "Iffin' no one else objects, I'll be takin' that."
This assumes Mathias doesn't try to hide anything from view.

GM PDXCook |


Burgen Brandstone |

"Hmmmm, this be quite the conundrum. I don't be thinkin' we should leave any o' these lyin' about, but it seems that grabbin' may cause us further trouble," Burgen states, his arms crossed and brows furrowed.

Quinn Dealnegru |

"Evil only begets more evil and I've never heard of a good curse. If those items are cursed or evil we should destroy them or leave them be tell we safely can.",Quinn says. It is hard to tell from his inflection whether this was an opinion or instruction.

Ingrid Vita Yuri |

True, evil begets evil.
But also look at it like this;
A righteous Knight slays an group of bandits,
After killing them all the Knight has done evil by killing the bandits.
Just as a Evil bandit group takes out another evil bandit group brings out a good result.
Something that is Good can be used for ill, something used for Ill can be used for good.
It is the actions and will of the user that determines whether something is for good or ill.
Reading back some, do we know of the splat man?

Rego Darksome |

Rego cocks his head as the group investigates the cursed items, "Perhaps we can use these items to speak with the Haunts that curse this town?"
He will take the Wand of Restoration.

GM PDXCook |


GM PDXCook |

The Splatter Man (Hean Feramin): Professor
Feramin was a celebrated scholar of Anthroponomastics
(the study of personal names and their origins) at the
Quartrefaux Archives in Caliphas. Yet an accidental
association with a succubus twisted and warped his
study, turning it into an obsession. Feramin became
obsessed with the power of a name and how he could use
it to terrify and control. Soon enough, his reputation
was ruined, he’d lost his tenure, and he’d developed an
uncontrollable obsession with an imaginary link between
a person’s name and what happens to that name when the
person dies. Every few days, he would secretly arrange for
his victim to find a letter from her name written in blood,
perhaps smeared on a wall or spelled out with carefully
arranged entrails. Once he had spelled his victim’s name,
he would at last come for her, killing her in a gory mess
using a complex trap or series of rigged events meant to
look like an accident.
I thought I had given you info on all 5 names.

Quinn Dealnegru |

Quinn responds to Ivy,"If the knight acted righteous and had to kill the bandits with only good intentions, Then I contend it was not an evil act to kill them. If the bandits killed more bandits and,it was with evil such as greed or malice in the bandits hearts they have not gotten rid of evil only taken it upon themselves to commit it. If the righteous knight kills the bandits with evil in his heart then it will be that much easier to kill anyone not just the unrepentantly evil. If the bandits kill each other it is just more death. But we both agree that intent maters. What nice warm intentions can a man have for using magic that spits in the face of nature, and the goddess Pharasma?"

Mathias Trellar |

"I enjoy a good philosophical debate as much as the next man, but this may not be the best environment to discuss this." Mathias says examining the items "I think I stand with Caelynn and Quinn on this issue. Someone with understanding of the arcane could probably tell us, but as is they're unknown quantities that i'm not willing to gamble on." Mathias then steps out of the room to keep watch