
DM Twilight |

Sorry, Henric, I'm not going to attempt to be creative here with your character especially since it's important to you that he behave/think/talk in a particular way. So instead, I'm going to narrate an action.
Henric conveys what he has come to understand about the nature of the iron maiden and encourages everyone to destroy all of the torture devices in the room. He tells you that only in doing so can you reverse the damage caused by the iron maiden. He then begins destroying the nearest implement of torture.
Ingrid, with the backing of the power bestowed upon her by Pharasma, throws her will against the haunted device holding her captive. She can feel the evil undeath recoil from her touch, but it does not yet surrender its own.
Seliina finds that the iron maiden is firmly held by otherworldly power. She believes it to have been either fluke, miracle, or extreme strength that allowed Tyrrol to open it the first time.
R3
Seliina, Terrance, Tyrrol, Kendra, Hands, Henric, Ingrid
Before I consider Tyrrol's action, Terrance are you going to act this round?
Iron Maiden 6
Hand 1 dead
Hand 2 2

Terrance Foehammer |

Yes, going to act
Terrance sees the remaining hand under control moves over to assist with opening the maiden.
channel: 1d6 ⇒ 5

DM Twilight |

Tyrrol's attacks put an end to the haunted hand.
Kendra hears Henric's words and leaves the iron maiden, "We'll get you out of there Ingrid, just hold on!"
Kendra begins destroying torture devices in the room with Henric. She glances over her shoulder to see Terrance and Seliina still by the maiden and says to them, "Leave her for now, we have to do as Henric said. We must destroy everything else if we are to save her!"
R3
Seliina, Terrance, Tyrrol, Kendra, Hands, Henric, Ingrid

Ingrid Van der Geist |

Trying desperately to remain calm Ingrid once again ports forth divine power, willing the malevolent force behind the haunted torture device back to the grave.
Lay on hands: 1d6 ⇒ 3 Can only do this once more today

Terrance Foehammer |

Terrance helps Ingrid clear, and then swings his warhammer hard at the iron maiden.

Ingrid Van der Geist |

Focusing on remaining on her feet, Ingrid leans against the wall as the other horrors of the room are destroyed. "I'm really beginning to hate this place."

Seliina |

Seliina was quickly wishing she wasn't here, this place was both creepy and filled with literal ghost and monsters. She couldn't help but reply, "I know the feeling, this is one of the most disturbing places I've ever been."

Tyrrol Radanavich |

Tyrrol shrugs fatalistically.
"How can one hate a mindless, inanimate object? It is the spirits of the unquiet dead that suffuse this place, which are the problem. It is not the building's fault, nor will it care if you so dislike it. Focus your rage on the spirits that haunt this place, and on sending them into the Great Beyond..."

Terrance Foehammer |

Well, now that we have restored Henric, and Ingrid, let us return the badge to the one that asked us to get it.
Then maybe, it will be easier for us to put the others to rest.
With that, Terrance starts to make his way to where they came in.

Ingrid Van der Geist |

"Agreed." Ingrid says following Terrance's lead.

Seliina |

"That seems like a wise decision to me." With that Seliina followed Terrance and Ingrid towards the exit.

DM Twilight |

Kendra slides her arm around Ingrid's waste, determined to stay next to her until the paladin has completely regained her footing.
Which way are you going to get back? I need to know if you take a different path and generally where you guys are if you venture past anywhere you've already been.

Terrance Foehammer |

Terrance keeps as close to the original route back to the rope where they came in from.
Do not wander to far from the route we came in on. Else something else tries to bite you.

Ingrid Van der Geist |

Taking solace in Kendra's support, Ingrid follows Terrance's lead back, giving her a warm smile of gratitude as her body slowly shakes off the shock of her experience.

Seliina |

Seliina took Terrance's warning to heart and retraced her exact steps back through to where they came in fromt.

Henric Xantrian |

Henric runs his hands quickly down his torso, feeling no traces of the phantom holes or pain from the maiden's curse. "Marvelous," he murmurs dryly, retrieving his things and glancing once more at the ruined torture implements on the table. "We would do well to steer clear of more such paranormal presences while we are here."
Not knowing where the group is headed now, he follows in careful silence as the party heads back through the ruined prison.

Tyrrol Radanavich |

Climb: 1d20 + 1 ⇒ (11) + 1 = 12.
Tyrrol quickly and skilfully ascends the rope to the surface.
He then does his best to keep the rope steady for the others.

Terrance Foehammer |

Terrance ties his gear off to lift it up later.
climb: 1d20 + 4 ⇒ (18) + 4 = 22

Ingrid Van der Geist |

Giving Kendra a light squeeze of gratitude, Ingrid secures her sword. "You go up next, I'll be right behind you."

Seliina |

Seliina saw what Terrance did and realized ti was probably a good idea so she waited her turn and then did the same, tying off her gear before she began climbing.
Climb: 1d20 ⇒ 9
Her first attempt wasn't bad, it just wasn't good enough, and so she gave it yet another try.
Climb: 1d20 ⇒ 16
The second time, her determination and discipline shown through as she easily made the ascent and then pulled her gear up behind her before dropping the rope down again.

DM Twilight |

Kendra grabs the rope a little uncertainly before trying to climb. Her dress gets in the way on her first attempt and she tumbles back off of the rope. Luckily, she hadn't gone far and did not injure herself in the fall.
Climb1d20 - 1 ⇒ (10) - 1 = 9
She brushes her hands off and wipes the water away on her skirts before trying again but she slips right off the second time.
Climb 1d20 - 1 ⇒ (3) - 1 = 2
"Hmm, it appears that going up isn't nearly as easy as coming down." It's hard to tell in the dim light, but a blush spreads across the woman's cheeks.

Ingrid Van der Geist |

With a little smile Ingrid steps behind Kendra. "Take a deep breath", she says placing her hands on Kendra's waist. With a swift strong yet gentle motion, she lifts her up into her air holding her aloft to give her a start in climbing.
Str check to aid climb: 1d20 + 2 ⇒ (14) + 2 = 16
I figure Ingrid's hevy load starts at 134lbs so Kendra's definitly within her lift range.

Ingrid Van der Geist |

Though more worn out by her ordeal with the iron maiden than she thought, the paladin musters up the strength to make it up the rope.
Climb: 1d20 + 2 ⇒ (9) + 2 = 11

Terrance Foehammer |

Terrance waits until everyone is out before packing up the rope and gear.
Well, we will be proceeding to the spirit of the wardens wife. Then we should be good for today.

Terrance Foehammer |

on tablet, will leave route to someone else

Ingrid Van der Geist |

Went 24hrs without sleep. Crashed hard. Will post soon.

Ingrid Van der Geist |

I'll place us on the map but don't remember exactly where the warden's wife is.

Ingrid Van der Geist |

Feeling her strength returning Ingrid leads the group through what she believes the pest path to the warden's wife.
Should be on the map now. If something happens let me know where and I'll place us there.

DM Twilight |

Ingrid leads everyone into the next room, an auditorium filled with decaying, molded wooden benches. There is a stage protected from the rest of the room by a row of iron bars.
If Ingrid or Terrance makes the roll:
You suddenly realize your mistake, though you've already been through this room and fought back the spirits that haunt this area, they were not truly destroyed.

Ingrid Van der Geist |

Ingrid's eyes narrow as she feels the sudden shift and notices that she can see her breath. "Damn, we took on the spirits haunting this area before but they weren't completely destroyed." she says, stars of light beginning to pulse in her sapphire eyes ans she draws her sword.
Perception: 1d20 + 4 + 2 ⇒ (7) + 4 + 2 = 13
Detect Undead

Terrance Foehammer |

perception: 1d20 + 6 ⇒ (4) + 6 = 10
Not really paying attention, Terrance reacts when he feels the temperature start to drop by drawing his warhammer.
Ware, there is the presence of the supernatural

Seliina |

Seliina was worried now, the attack of more things that go bump in the night could be a problem. she looked at her companions and asked, "What exactly were the spirits in here before? What should I know about them?"

DM Twilight |

As the temperature drops to freezing, you eyes dart around expecting something to manifest. Something you can see and swing a sword at, but to the eye, the room remains empty.
Terrance 1d20 + 0 ⇒ (2) + 0 = 2
Seliina 1d20 + 2 ⇒ (16) + 2 = 18
Henric 1d20 + 1 ⇒ (4) + 1 = 5
Tyrrol 1d20 + 6 ⇒ (3) + 6 = 9
Kendra 1d20 + 1 ⇒ (3) + 1 = 4
Cold spot = 10
R1
Seliina, Ingrid, Cold Spot, Tyrrol, Henric, Kendra, Terrance

Ingrid Van der Geist |

Knowledge Religion: 1d20 + 7 ⇒ (5) + 7 = 12
Can we assume one of us is carrying the haunt siphons and the brass planchette or did those vanish/unexist with Ravel?

DM Twilight |

Nope, you still have those and any other loot earned in the game (aside from the wishlist birthday presents) that any of the former characters kept.
Ingrid, you needn't roll again since you made these rolls last time. Terrance, you made the first one the last time.
This haunt is likely a "cold spot". It is damaged by fire, and uses chill touch to suck the warmth out of living creatures who venture into its field of influence.
If you make the first one you may try the second.
Although a cold spot is normally destroyed by placing an unattended metal object in the area of influence and then subjecting it to the heat metal spell while the cold spot manifests, which would cause the metal to absorb the haunt. The metal would then be quickly buried in hallow ground. In this place though, with so many different haunts, and the way that they are all intertwined you know that you must destroy at least three of Harrowstone Five spirits to put this one to rest.

Ingrid Van der Geist |

"The bbbest we can hope to do right now is temporarily disable this haunt for a while like befffore. Ttto permanently ppput it down we nnneed to destroy at least thththree of Harrowstone Five." Ingrid says beginning to shiver.