OK, so I'm sure, is the this room we came into and have explored more or less completely, correct? If so, Shel leads the others backwards, figuring out what direction to head next.
"Sorry, I got a little sideways there. Stupid ghosts have me off my game, I suppose. We've already hit the basement, so we need to find another direction. How about if we head east? I've always preferred to go east for some reason."
I +2, P +3, F +3, R +4, W +6, AC 13, HP 8/8 Spells/Day: 1(6)
"Um, that's still back to 'Hell's Basement,' Shel," Awnara offers. "You're still a touch shaken from being attacked by Father Charlatan, I'll make you a good pot of tea once we return to the manor. Until then, though, what about the 'Nevermore?' We have to explore everything until we find the other spirits, so one way's as good as the other."
I +2, P +3, F +3, R +4, W +6, AC 13, HP 8/8 Spells/Day: 1(6)
So, The Nevermore: place your bets!
Someone bricked up behind a wall: 5:1
Someone slowly going mad hearing the heart of the man they killed beneath the floorboards: 10:1
Someone who has broken open the tomb of his beloved and is sleeping next to her corpse: 25:1
Not a Poe reference at all: 2:1
Just something like undead dire corbies: 12:1
"Should we take the time to try and bash this down, or should we look for another way around? I don't think we should make as much noise as would be necessary to get through that porticulus."
The hall ends with a closed and locked portcullis. A door is north and south of the gate.
A brass nameplate, its face caked with soot,
hangs above a portcullis leading into a large
cellblock. Many of the iron doors along the
walls within the cellblock hang open, revealing empty
cells within.
The lights dart 10 feet beyond the portcullis and find that the cellblock extends north and south. You can see the doors to two cells from your vantage.
Inside you find the winch affixed to the wall which can raise and lower the portcullis.
Southern door:
This guardroom contains a single large table with two chairs
astride it and a single sagging cot pushed up against the eastern
wall. Several battered cabinets line the northern wall, with a few
arrows and bits of chainmail lying scattered on the floor nearby,
yet the most eerie sight are the three fractured skulls sitting on
the table next to a heavy hammer. It looks as if someone has
arranged the fragments of the skulls in some sort of pattern, as
if an attempt had been made to construct a fourth skull from
the broken fragments of the trio on the table. The leathery body
of a long-dead dwarf, his wiry red hair and beard still strangely
vibrant in death, lies slumped on the ground behind the table.
Male Varisian Imperious Human Beast Rider (Cavalier) 4 [ HP 30/36 | AC 17/12/15, CMD 20, Fort +5, Ref +3, Will +1 | Init +4; Perception +4 ]
Perhaps a bit far from the party considering I checked out the door to the north first.
Garin heads to the door to the north at Shel's suggestion of having ideas, peeking inside until he hears the others head to the south, perhaps starting a commotion.
The dessicated body of the ghost seems to sigh- and as it exhales a ghostly spirit of an angry, disheveled dwarf rises. Orbiting the head of the ghost is a ghostly skull; as it rotates you can see it's missing a jagged piece of cranium. The dwarf slams a ghostly hammer on the skulls sitting on the desk, causing pieces of ghostly skull to spiral around the ghost.
After the hammer blow, the ghost turns to attack you. With him rise the three cracked skulls from the table- launching into the air and snapping their jaws at you.
I +2, P +3, F +3, R +4, W +6, AC 13, HP 8/8 Spells/Day: 1(6)
"It's the Marauder!", Awnara cries, her eyes already glowing white. "Why won't you find peace?!?" The holy light erupts from her eyes and streaks towards one of the three skulls.
Mechanics:
Disrupt undead on the smelliest of the three skulls.
Attack:1d20 + 4 ⇒ (3) + 4 = 7 Damage:1d6 + 1 ⇒ (6) + 1 = 7