Tre'duinne Braeguldae |
"Come, let us start, no need to wait." says Tre, rather impatiently, "It's just as hazardous standing here, as it is going forward, maybe more so with the loose masonry around." He taps his foot pointedly, expecting Dillan or one of the others to open the door and move forward.
Megan Robertson |
Looking through the door, you see a corridor with several doors on the right (north) side. Nothing seems to be moving, a few scraps of paper litter the floor...
... then suddenly the badly-burnt faces of shrieking criminals rush out of all of the doors in this room before causing each door to slam violently shut. The door Dillon is holding is wrenched so voilontly out of his hands that I'm asking for a Reflex save from him, please.
Tre'duinne Braeguldae |
Tre shocked by the sudden appearance of the apparitions, watches closely their movements, trying to identify the threat they present. "What the.. what's happening here? .. "
Knowledge(religion) 1d20 + 7 ⇒ (20) + 7 = 27 or whatever knowledge check will work...
Megan Robertson |
Dillon's fingers are not trapped in the slamming door :)
As far as anyone can tell, these are haunts, the trapped spirits of people associated with this place. They linger, plaguing those who encounter them, until laid to rest - the procedure for which generally involves researching who they are and what ties them to this location. They don't usually do actual harm themselves, but may cause it (like trapped fingers for those who fail to move fast enough!).
Merian Benvalla |
Merian stiffens at the sight of the undead figures, but she does not cry out. At Dillan's words, she murmurs a brief prayer under her breath, a plea for the souls of the fallen that they might rest easily, then speaks up. "My specialty is demons, not the restless dead, but we need to find some way to bring these souls peace. Something's still here - something we need to make right. For the sake of the dead and the living, I think."
Megan Robertson |
How much do any of you (characters, I mean, not players!) know about haunts?
The so-called 'slamming portal' haunt is a quite common one, so you may well have heard of them. Mysteriously locked or slamming doors usually indicate a supernatural presence protesting intrusion, and serve as stern reminders that explorers are unwelcome in the realm of haunts. These frivolous spirits are fond of not only locking the living out of rooms, but also locking them in, usually with deadly dungeon denizens (at least, there are none of those here!).
It is said that sprinkling holy water on them can be effective. But is this rumour or hard fact?
Tre'duinne Braeguldae |
"Interesting!" says the elven mage, pondering the ghostly forms of the prisoners' restless souls. Rubbing his chin he smiles at the scene in front of him, "Yes, Frabault's Arcadia of the Undeath, what was it he said, hhmmmmmm, yes. But to see a manifestation in real life, a truly wondrous sight." Tre, seems to relax as he watches the doors slam, not threatened at all by the spirits that rush by. "Shall we proceed? Nothing to threaten us here."
I would say as a necromancer, with Tre's studies of the undead and deathly magic, he would have come across writings about various haunts. Given the roll of 20, I'd say he'd know quite a lot about this particular type of haunt.
Barret |
Barret knows stories told by the elders, but thats about it.
"Wondrous is not the word I would use. I cannot fight spirits with my bare hands, so I am at a loss." Barret admits hesitantly while looking down at his meaty fists.
Megan Robertson |
Nobody can open a door, however hard they try. They seem to be stuck fast!
Sorin Szekely |
Sorin considers the doors for a moment. He then draws a small amount of earth from the pouch at his waist, places it in the palm of one hand and then rubs his hands together. Then spreading his arms wide, he begins chanting softly in Hallit, "Духи, приходят теперь и раскрыть себя для меня."
"Spirits, come now and reveal yourselves to me.
Casts Detect Undead on the nearest door and continues to concentrate.
Sorin Szekely |
Ar trebui să mă aleg română în schimb? DM alege:)
Sorin lowers his hands with a rueful laugh, "Hmm, definitely haunts. So, if detecting them works the same as other living dead, it stands to reason that channeling positive energy will do the same, right? Dillan, you ready to try that door again. Stuck or not I'll see what effect this has. Get ready, I have no idea what this is going to do." Sorin braces himself for a possible attack by the haunts and raises his hands again.
If opening the door retriggers the haunt, Sorin will channel positive energy when they appear. If the door is still stuck, he will channel energy at the door regardless.
Tre'duinne Braeguldae |
Tre watches the fading and wavering of the spirits, as Dillan struggles to open a door, he smiles quietly to himself, repeating Interesting. He moves over to the door, feeling it and the surrounding walls, attempting to feel the restlessness of those trapped here. His hand rubs his cheek as his eyes almost glaze over in thought. "You know, we should study this some more later. These spirits cannot harm us, unless a door slams into your face, no this is so unusual. I'm sure when I read about it, that my tomes spoke of only one such spirit, but here, there seem to be many. Interesting!" Again he seems lost in his thoughts, "But no, we shall wait, for if I am not mistaken, such power wains and the doors may be opened again soon. Though perhaps we should stay and see how long it should take for the spirits to regain their strength?" He paces around the room, letting hhis hand slide down the many doors and walls. "When we return to Kendra's, I'm sure the professor will have something in his library that will help us all understand this some more." Tre relaxes as he awaits the return of the spirits.
Tre will move on if the rest of the party decide that is the best option, before the spirits return, although he will mutter things which make you understand how disappointed he is.
Megan Robertson |
Dillan bounds through the doorway safely, and begins to move down the corridor. Looks like the administration area of the gaol, a series of small offices in which records and accounts were maintained and filed.
Then once more the badly-burnt faces of shrieking criminals rush out of all of the doors in this room before causing the door to slam violently shut, separating Dillan from everyone else!
Sorin, my Russian is a lot better than my Romanian... :)
Tre'duinne Braeguldae |
Tre watches once more fascinated, "Well, just look at that again, we'll go through and join our friend, once these spirits have had their fun" Tre smiles at his friends, hoping they overcome their reservations. It certainly is much more fun than I thought, but time to press on I suppose. He waits until the doors are free of the forces locking them and starts after Dillan, encouraging the others to do the same.
Dillan Surestep |
Shaking his fear Dillan draws his blade, "If its death i'm to meet i'll stand thank you." He slowly, cautiously, backs himself against a wall not wanting to allow anything behind him. Of course this plan is failed if they can reach through walls. The rogue visible shrugs and watches the doors close, "Well come on then?" And he stands ready waiting for an attack from the spectre's.
Barret |
Barret shakes his head as the rogue dives head first into unknown peril. He readies himself and will attempt to break down the door if Arturin fails to open it.
Strength Check
1d20 + 4 ⇒ (19) + 4 = 23
Merian Benvalla |
As the door bursts open revealing Dillans' new comrades, "If this is going to keep happening I may be in need of a drink."
Merian chuckles, though she maintains her focus on watching behid the rest of the group. "Don't worry, my friend," she says, glancing at him over her shoulder, "I'm sure it's going to get much worse from here."
Sorin Szekely |
"Worse? What exactly are we expecting here? At least it looks like channeling the energy of life does have an effect on them. Either that or they got bored again." Sorin steps through to join Dillan on the other side and looks around.
Perception 1d20 ⇒ 1
"Whoa, must still be feeling the aftereffects of that energy. Think I'm a little dizzy."
Megan Robertson |
You now have time to look around a bit. Four small offices open off the north wall of this passage, rooting around the papers suggest that they handled several key aspects of the prison's operations, such as prisoner files, income, supplies, scheduling, repair requests, and so on. There are two closed doors at the west end.
Dillan Surestep |
Dillan looks back at the burly man, "As long as the drink is consumable." With his companions all within, his confidence re-established, "Now," he rubs his hands together, "Lets have a look see."
With the the rogue begins a methodical search of the rooms, beginning with the closet room (as they entered) and moving down...
Room 1 Perception 1d20 + 11 ⇒ (11) + 11 = 22 +4= 26 vs hearing conversations, finding traps, concealed or secret objects
Room 2 Perception 1d20 + 11 ⇒ (15) + 11 = 26 +4= 30 vs hearing conversations, finding traps, concealed or secret objects
Room 3 Perception 1d20 + 11 ⇒ (18) + 11 = 29 +4= 32 vs hearing conversations, finding traps, concealed or secret objects
Room 4 Perception 1d20 + 11 ⇒ (18) + 11 = 29 +4= 32 vs hearing conversations, finding traps, concealed or secret objects
With the rooms searched he moves to the doors starting with the southern one...
Southern Door Perception 1d20 + 11 ⇒ (6) + 11 = 17 +4= 21 vs hearing conversations, finding traps, concealed or secret objects
Northern Door Perception 1d20 + 11 ⇒ (3) + 11 = 14 +4= 18 vs hearing conversations, finding traps, concealed or secret objects
Tre'duinne Braeguldae |
Tre goes through the door after the others, "I'm sure we'll be able to understand how we might tame those spirits, it'll just take a little research, you know." Tre gathers up some of the papers in the offices, as starts to read them. "Hmmm, interesting, see these, as I said a little study can prepare us for the trials ahead." He starts to collect them so he can study them.
Megan Robertson |
Dillan checks the offices, hearing nothing and finding ordinary office furniture and equipment, no more.
Following Tre'duinne's lead, you can make an inventory of all the paperwork here - it covers prisoner files, income, supplies, scheduling, repair requests, and so on. You glean a fairly complete picture of the life and history of Harrowstone up until the day of the fire, and have ample material should you wish to research a given convict or theme.
As for the doors to the west, listening at them and Dillan's thorough inspection reveal little - the north one is unlocked, the south one is locked and has the word 'Warden' painted in neat letters on it.
Tre'duinne Braeguldae |
"Well all this gives us a good picture of the prison and it's prisoners. In fact given a little time, we might know the hardened criminals and vicious killers who were prisoners here when the fire destroyed the prison. These records could be exceedingly useful for that..... Why look, here details of prisoners, their crimes and punishment, that were here that night." Tre tidies the papers up and puts them filed away for safe keeping for when he has more time to go through them.
Knowledge(history) 1d20 + 10 ⇒ (9) + 10 = 19
"Surely the Warden's office will provide further insights. Dillan if you are sure it's clear we can see what's been left after these years of disrepair."