WhtKnt |
Once again comes the rush of wind and the hideous shriek. Again, Judah feels the siphon almost yanked from his grasp. But this time, replacing the wisp of churning vapor is the horrifying image of a voiceless screaming face, eternally crying in torment.
"He's gone," Lorant confirms. Eleanora feels as though a weight has been lifted from her shoulders.
Judah Locke |
Judah's hands were shaking a bit as he closed the stopper on the siphon. He let out a breath he hadn't realized he had been holding and gave a nervous chuckle. "Where do we get more of these?" he asked
Lorant Endronil |
"I'm certain the Pharasmins know the secret of making them but...but such secrets would probably be beyond Father Grimburrow's power. And if we asked him for more siphons he'd ask how we got the first ones...which...we...kind of stole from the church's secret cache," Lorant says sheepishly.
"For now, though, we should be alright. If I remember correctly, with Father Charlatan's power trapped in that second siphon, it becomes a potent weapon against the living...on the off chance we run into something living in this place."
WhtKnt |
In the interest of saving time and saving me typing...
You search the remainder of the second floor, finding only skeletal (inanimate) remains in otherwise empty cells. Returning to the central stair, you descend to the first floor (much, but not all of which has been searched).
WhtKnt |
The vast majority of the searching on this level remains to be done in the west wing, though there is one door that you didn't check on the east side. Which would you prefer to go to and I'll just take your group back to the appropriate door?
The door at which Judah stands seems to be untrapped and unlocked and, in fact, leads into a small closet beneath the staircase.
WhtKnt |
The closet is, indeed, as empty as it seems.
The group wends its way around to the one door on the east side that went unchecked and Judah does his usual careful search of the portal. The metal door proves to be both quite solid and locked, and Judah's ministrations (assuming that he took 10) prove insufficient to open it.
Judah Locke |
Judah narrowed his eyes. His usual routine had gotten them pretty far, but this one was stubborn.
So was Judah. He pulled out a different pair of picks, and slowly worked the lock.
DD: 1d20 + 10 ⇒ (20) + 10 = 30
WhtKnt |
With a grunt of success, Judah manages to open the complicated lock (you needed a 30)! The door swings open into a room filled with a bizarre collection of antique goods resting upon wooden shelves that line the room. Several of the items contain tiny tags with labels written in a careful script.
Eleanora Olexina |
"Very nice," Ella says with a smile. "Now, hopefully some of this is useful..." She follows Cassiel into the room and (assuming nothing accosts them) begins to pick the items off the shelves--starting with any that are clearly weapons or might be holy water--and examine them, both reading the tags and carefully looking over the items themselves.
Moving into the room and using detect magic. If nothing attacks us, will start examining any magic items.
Lorant Endronil |
"Thank you, Judah," Lorant says politely. "Honestly part of me wishes I'd picked up skills like that before going to Lastwall...the work of an inquisitor often requires going places one shouldn't be."
Judah Locke |
"If you ever want to learn, I'll show you the ropes. It isn't that hard as long as you have the right tools." Judah said, leaning in the doorframe while Eleanora scanned the goods for magic.
WhtKnt |
Most of the items in the room are mundane, though a few have value:
- a set of carefully packaged thieves' tools
- a bronze war medallion from the Shing Crusade
- an unframed Taldan painting of Stavian I
- a set of silver hair clips
- a punching dagger
- a pouch holding a dozen stainless steel shuriken
- a silver war razor
- the wand mentioned below
Each object is tagged and labeled with a name and a number. The names bear no meaning to any of you, nor do the numbers.
Eleanora scans the room and finds only a single enchanted object, a wand crafted from oak and intricately carved with runes of life and positive energy. However, she also feels a very strong tug from the eastern wall, a section where there are no shelves.
A close inspection of the wall reveals nothing out of the ordinary, but upon a second inspection, Judah spots a tiny, nearly imperceptible seam. A secret door! Between him and Lorant, they manage to open the door.
Beyond is a small, cramped vault holding five objects, carefully labeled with the names of their owners:
- a bloodstained handaxe labeled with the name Vance Saetressle
- a collection of holy symbols labeled Sefick Corvin
- a moldy spellbook labeled Hean Feramin
- a smith's hammer labeled Ispin Onyxcudgel
- a set of bagpipes labeled only The Piper
The ax glows magically to Eleanora's sight.
Lorant Perception: 1d20 + 6 ⇒ (1) + 6 = 7 (low-light vision, darkvision)
Mathus Perception: 1d20 + 5 ⇒ (12) + 5 = 17
Eleanora Perception: 1d20 + 3 ⇒ (4) + 3 = 7
Judah Perception: 1d20 + 7 ⇒ (5) + 7 = 12
Cassiel Perception: 1d20 + 4 ⇒ (11) + 4 = 15
Lorant Perception: 1d20 + 6 ⇒ (16) + 6 = 22 (low-light vision, darkvision)
Mathus Perception: 1d20 + 5 ⇒ (17) + 5 = 22
Eleanora Perception: 1d20 + 3 ⇒ (14) + 3 = 17
Judah Perception: 1d20 + 7 ⇒ (18) + 7 = 25
Lorant Endronil |
Lorant's eyes widen at the vault's contents.
"These must have belonged to the five prisoners. The Piper of Illmarsh's pipes, the Splatter Man's spellbook, Father Charlatan's holy symbols...this Vance Saetressle must be the Lopper, and that would leave Ispin Onyxcudgel as the Mosswater Marauder."
He lifts up the holy symbols and examines them.
"Perhaps we've found the tools we need to deal with the remaining ghosts."
Eleanora Olexina |
"So it would seem," Ella comments. She quirks an eyebrow as she examines the silver hair clips. "Interesting...as are these." She carefully puts the shuriken back down.
As the group examines the five key prisoners' belongings, Ella frowns. "How do you reckon we can use these to 'deal with' the ghosts, as you put it, Lorant?" she asks. As she examines the objects, she picks up the wand and runs her hand over it, staring at the ax. Her eyes flash briefly as she focuses on the ax, and she raises a hand to her forehead, looking dazed.
Spellcraft (Wand): 1d20 + 6 ⇒ (10) + 6 = 16
Casting burst of insight to Spellcraft the ax. Can't be too careful, given that it's a psychotic murderer's...
Spellcraft (Ax) with BoI: 1d20 + 6 + 4 ⇒ (7) + 6 + 4 = 17
Well that wasn't helpful...
WhtKnt |
Eleanora Olexina |
"I would be very careful of that ax," Ella says grimly, once she's cleared her head again. "It's enchanted to kill...but there's something else, too. I'm not sure what."
"This, on the other hand, could be quite useful!" she exclaims. "A restorative wand. Judah, are you still feeling poorly from your blood loss? This could help!"
It's a lesser restoration wand. I can use it, so happy to hang onto it and be the party medicine cabinet if no one else wants to carry it.
Judah Locke |
"Oh, definitely yes. I'm into that loopy fatigue state where everything is funny and if I stop moving I'll probably just fall over." Judah said with a wry grin and a shake of his head.
Eleanora Olexina |
Ella nods and moves over to Judah. "Hold still--this should help, at least." She carefully waves the wand over Judah's body, placing one hand on his chest to steady him and focus the energy.
Restoring CON damage:: 1d4 ⇒ 4 points restored!
Judah Locke |
Judah blinked and took a deep breath as the fatigue and wooziness just vanished. A grin spread over his face. "I feel like I just slept for two days. That's a impressive little stick. Thank you."
He walked over to the collection of macabre objects and flipped open the book. "So what should we do with this stuff?"
WhtKnt |
Judah Locke |
"Me! My g@$*#&n name! In blood! F$&%." Judah snarled. He paced back and forth for a few moments, then shook his head and walked back in.
"Fine. Stupid g@*#&%n ghosts want to be cute. Looks like all this stuff is probably haunted, right? Fine. They can haunt me. The rest of you are actually f$%!ing useful here. Any of you get possessed or killed, this whole thing falls apart. Me? I'm about as useful as a keyring. Might as well be good for something."
While he ranted he deliberately picked up every single one of the macabre items on the desk and started packing them away on his person.
Lorant Endronil |
Lorant frowns at Judah's ranting, but nods. Judah was scared, but in a place like this, being scared was the sane thing to be. Sometimes he wondered if his dhampir nature made him less easy to frighten...or if he was just jaded from the years he'd spent wandering this haunted land...
"I don't think the holy symbols will be haunted anymore, Judah. We banished Father Charlatan, remember? And you are not useless. We wouldn't have even been able to find these things if you hadn't opened the door."
Eleanora Olexina |
"You've been very helpful, Judah," Ella says, watching him pace with some concern. "All the same--I think it's best if we can get out of here sooner rather than later. So far, we've found nothing to explain Petros's death on this side of the building--should we move on to the West Wing?"
WhtKnt |
The group makes it way back to the first unopened door in the west wing.
Judah Locke |
Will: 1d20 + 3 ⇒ (12) + 3 = 15
Judah picked up the maul last and slowly looked up at Lorant with wild eyes. Then he looked back down at the hammer, angrily. "Not happening, jackass." he muttered before stuffing the hammer into his bag.
Without another word he walked to the west wing and got to work on the door.
Take 10 in Search and DD
WhtKnt |
The door proves to be unlocked and seems untrapped. Opening it invites a faint odor of ammonia and other wastes. This was apparently once a privy.
Lorant Endronil |
Lorant wrinkles his nose in disgust. Having a sharpened sense of smell had its disadvantages, sometimes. He does look at Judah with a concerned face, though.
"Judah? Who are you talking to?
Lorant Endronil |
Lorant starts a bit, but then he nods.
"With a hammer killed his wife, now he wants to claim your life," he says, quoting the skipping song again.
"Your will is strong, Judah. Lesser men would break under so much supernatural stuff happening to them."
Judah Locke |
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"Heh. Can't break what's already broken. The whole reason I came to Ravengro in the first place was because I'd been losing my mind for weeks. A cranky hammer's got nothing on this thing." he hefted the golden pyramid hanging from the chain at his waist.
It clicked and turned, the designs on its surface taking on a new comfiguration.
"Now don't you start too." he muttered to the pyramid, letting it drop again.