
Rego Darksome |

Before he can respond to Burgen the apparition appears out of thin air.
Rego stands his ground, "These spirits must be put to rest".
First he casts Protection from Evil upon himself.
Then Rego splits into two separate images! Move Action, Copycat. The second, begins to flank the apparition.

GM PDXCook |

Mathias's weapon slashes thru the creatures incorporeal body with no affect. I glares at him and seems to smile.
A tray of medical equipment comes flying off the shelf at Mathias but misses him.
Flying Object: 1d20 + 3 ⇒ (4) + 3 = 7
The creature flies away from him to the corner of the room.

GM PDXCook |

Rego attacks the poltergeist with the Looper's bloody hand axe.
Attack: 1d20 ⇒ 19
Damage: 1d6 + 2 ⇒ (4) + 2 = 6
Aiming for the neck he scores a hit and the creature rages in pain.
It launches more equipment from the room at Rego but it targets the copy instead of the real Rego.
Rego on 1, Copy on 2: 1d2 ⇒ 2
Mathias's weapons seem to have no effect on the incoporeal creature

GM PDXCook |

Sorry for the delay but I have been debating with myself about whether of not to end this game. I don't really like the way the adventure is written but it should work itself out in the end if I keep modifying the encounters. For now I will press on though this encounter and then figure out what to do about Rego.
Ingrid and Mathias attempt to hit the creature but their effort seems futile.
The Poltergeist screams as Rego and Burgen damage it.
Attack: 1d20 + 3 ⇒ (4) + 3 = 7
More equipment flies off a table at Rego who easily dodges away.
Attack: 1d20 ⇒ 4
Again Rego chops with the Looper's axe but his dodging throws off his aim.
The rest of the party can now go.

GM PDXCook |

With a deafening shriek the poltergeist dissipates.
Rego takes a moment to collect his thoughts and studies the weapon in hand.
Several moldy cots lay strewn around the room, while doors to smaller, more private sleeping cells hand askew to the west. Judging from the rest of this room's decor, this must have once been the prison's infirmary.
A search of the room reveals a wealth of useful items:
2 healers kits
3 vial of antitoxin
1 vial of antiplauge
3 dose of bloodblock
5 cure light wounds potions

GM PDXCook |

It is late afternoon at this point. Remember that you are talking to each other in this room. Keep working it out.

GM PDXCook |

The room only has a rotting table and a couple of chairs that do not look as if they would whole up long under your weight.

GM PDXCook |

This door leads to a stairwell headed down but they are filled will rubble from a collapsed ceiling.