| DM Haldhin |
Apologies, I accidentally uploaded the same map causing some confusion. A new version is now available. The characters defeated the furnace in room S19, and they got there through S18. The only door you haven't been through in this area leads to S14. I'm assuming that's the way you want to go to finish exploring this part of the prison.
The door leading south opens to reveal several moldy cots lay strewn around this room, while doors to smaller, more private sleeping cells hang askew to the west. Judging from the rest of this room’s decor, this must have once been the prison’s infirmary.
A set of double doors leads south, back toward the staircases.
| Bjorn Stonehand |
I'm a bit confused one which parts of this floor we haven't explored yet. As far as I can tell we're back at the stairs between S14 and S2. Have we explored the western side of this floor yet?
| DM Haldhin |
The only area the group still needs to explore is the single door leading east from S2 (below S15 & S18). The entire western side of the prison has been explored.
The group is currently standing in S19 (after defeating the furnace), and has opened the door leading to S14. Nobody has moved into S14 yet.
Does that help clarify? If needed, I can draw a route over the map to show the path you took inside the prison. Just let me know if I need to do that..
| Bjorn Stonehand |
Okay, I understand now.
We'll pass through S14 and then south to S2 to check that last door.
| Korvus Slade |
Sounds good to me as well.
DM Haldhin, please let me know if/when I need to renew the Mage Armor spells on Harold, Maximus, and myself. I cast Mage Armor on Maximus and myself as we entered the walls surrounding the prison, and on Harold just before the battle with the animated straight-jacket.
| DM Haldhin |
As the group moves into the room, a few of the items move slightly, just enough to rattle around and cause some noise.
Moving further into the room, and even more of the items begin moving, some so violently that you know something else is at work here.
As the group reaches the middle of the infirmary, a rusty scalpel rises into the air and flies toward Bjorn! It barely misses him and embeds itself into the far wall.
On a shelf near the west wall, a cabinet door swings open to reveal what appear to be wooden racks of vials, powders, and healing kits. The cabinet is twenty feet away from you; the exits south and north are thirty feet away.
Korvus, my apologies, should have told you before now. The group has been in Harrowstone for about four hours. Let's just say that after this room, everyone needs a refresh.
| Bjorn Stonehand |
Wary of more flying sharp objects, Bjorn raises his shield defensively and then crosses the room to the cabinet to search it.
| Korvus Slade |
Just don't cross the streams...
As Korvus follows his companions into the former infirmary, he casts a minor spell to perceive magical auras and studies the moving objects.
Let's try out the new Detect Magic alternative rules! Knowledge (arcana) check: 1d20 + 11 ⇒ (20) + 11 = 31
| DM Haldhin |
Just to be clear, you cannot see anything specific in the southwest corner of the room, that is just where the aura is most "concentrated".
Items begin flying around the room, and both Korvus and Alexei are struck 2 points damage each. More and more items have started rising up from the floor.
Bjorn gets to the cabinet to find:
A pouch containing 24 gp, 3 pp, and a single citrine (50 gp)
Two healer’s kits
Vial of antitoxin x3
Vial of antiplague x3
Vial of soothe syrup x2
Bloodblock x3 doses
Smelling salt x2 doses
Potion of cure light wounds x4
EDIT: And yes to Alexei's comment. I really enjoyed seeing that 20 Korvus rolled on the first time we used the new rule. :)
| 'Horrible' Harold Grimsley |
Harold raises a hand to guard his face as he growls audibly at the flying utensils, "Oy! Cut da frowin' crap all about, spirits, awer I'll figure a way ter drag yaaahr sorry excuse fer a ghost arse aaaht in'er da light an' make yew wish yew 'ad da opshun fer a nice quiet slumber in da soil." The half-orc seems to be getting angier as the whole thing goes on before moving toward the double doors leading out.
| Alexei Dawnreach |
Alexei flinches as he's bombarded by flying objects. He opens his mouth, but the look on his face and the tone of the words that come out of his mouth doesn't seem particularly much like the more calm and soothing ones he usually speaks.
Grasping his holy symbol in his right hand, the Chelaxian man lifts it towards the heavens, and barks a single harsh word, "להכות!" Golden sunlight seems to erupt from the holy symbol for a moment, spreading throughout the room.
Alexei uses Channel Energy to attempt to fight off the airborne items.
Channel Energy: 1d6 ⇒ 5
| Bjorn Stonehand |
Bjorn quickly shovels the valuable goods into his pack while trying to ward the flying objects away from himself.
Once the task is done, he points to the southern door.
| Korvus Slade |
Encouraged by the effectiveness of the divine energy channeled by Alexei, Korvus attempts to target the area of concentrated necromantic and transmutation magic in the southwest corner of the room with his cantrip to disrupt undead.
Disrupt Undead (ranged touch attack): 1d20 + 2 ⇒ (14) + 2 = 16
Disrupt Undead Damage: 1d6 ⇒ 4
| DM Haldhin |
Alexei again releases a burst of energy that has a similar effect on the floating implements. Many fly outward, some hitting the walls, while others crash against the ceiling.
In the corner of the room, a dark mass of air appears. Seeming to be a small cloud, it writhes and twists with tiny flashes of light dancing across its surface.
Korvus points at the disturbance and unleashes a spell. It flies true, hitting the small cloud, causing it to explode outward and disappear.
All of the implements drop to the floor and the room is once again quiet.
| Bjorn Stonehand |
Once he's finished scooping up the valuables, Bjorn regards the two spellcasters, "Nice work."
The big Ulfen slings his pack across his back again and heads south.
Across the building to S2 and then to the eastern unexplored area.
| DM Haldhin |
A long hallway leads east from the entry foyer into a large room containing bizarre collection of antique goods rests upon wooden shelves that line the room. Several of the items contain tiny tags with labels written in a careful script.
Although much of the remaining property is junk, a few items remain that may be of interest, including a set of masterwork thieves’ tools, a bronze war medallion from the Shining Crusade, an unframed Taldan painting of Stavian I, a set of a noblewoman’s silver hair clips, a masterwork punching dagger, a masterwork silver war razor, and a wand.
Spellcraft DC 24: wand of lesser restoration 12 charges
| Bjorn Stonehand |
Perception: 1d20 + 1 ⇒ (17) + 1 = 18
Bjorn enters the room cautiously and begins examining the items.
He lifts the punching dagger slowly expecting debris to fly around the room at any moment.
"Some sort of contraband room perhaps?"
| Korvus Slade |
Korvus follows Bjorn into the large room and joins the Ulfen in examining the items on the wooden shelves. Maximus flutters off of the half-orc's shoulder and wings around the room before settling on a shelf to study the bronze medallion.
"A most interesting collection of items. I wonder if any of these are magical..." Korvus muses before casting his cantrip to perceive auras. Spying the telltale glow from the wand, the half-orc wizard attempts to determine the item's properties. DC 24 Spellcraft check: 1d20 + 9 ⇒ (13) + 9 = 22
"Hmmm... I'm afraid this wand is currently beyond my ability to identify. Perhaps I'll be able to discover its properties after we return to Lady Kendra's residence and I have a chance to study it in a more wholesome setting."
Korvus' Perception check: 1d20 + 6 ⇒ (10) + 6 = 16
Maximus' Perception check: 1d20 + 6 ⇒ (11) + 6 = 17
| 'Horrible' Harold Grimsley |
Harold looks about the storage room as he nods to the others, "Probably contraband an' items da prisoners was relieved ov on en'erin' Harrowstone." As he peers around the room, the half-orc notices something odd about a section of the east wall. He starts poking about, looking for a seam or handle, "Oy! Think I found us a little 'idden passage over 'ere."
Perception: 1d20 + 7 ⇒ (20) + 7 = 27
| DM Haldhin |
Despite expectations of flying objects, living furnaces, or any of a hundred other possible haunted effects, nothing happens.
| Bjorn Stonehand |
I assume Harold doesn't have any trouble opening the secret door?
Once Harold gets the hidden doorway open, Bjorn pokes his head in.
| Bjorn Stonehand |
Bjorn gives a rough bark of laughter.
"I don't want you to pull anymore silverware out of me either."
| Korvus Slade |
"I'm detecting five auras of moderate strength enchantment magic behind the area of the wall where Master Grimsley says there is a hidden passage," Korvus announces to his companions.
| DM Haldhin |
The secret door swings open to reveal a small closet. A bookshelf rests on the far wall. Five items rest on the bookshelf, all tagged like the clutter in the main room: handaxe with bloodstains on the blade, tarnished flute, blacksmith's hammer, tattered leather-bound spellbook, a tangled mess of holy symbols on silver chains.
| Korvus Slade |
"The auras correspond to those five items," Korvus answers Bjorn's question. "Give me a moment to study them to see if I can discern any more information..."
Knowledge (arcana) check: 1d20 + 11 ⇒ (5) + 11 = 16 - not likely!
| 'Horrible' Harold Grimsley |
Harold turns to Bjorn, "Aye, i' looks safe. Also, i' appears ter be mawer contraband awer evidence ov some sort. Would y'look at da axe. They don't spontaneously spraaaht bloodstains usually." The half-orc pulls a handkerchief from his jacket and carefully picks up the bloody handaxe by its handle.
| DM Haldhin |
The tag on the handaxe reads Property of: Vance Saetressle; AKA The Lopper
Harold examines the handaxe for a moment before grasping the handle and swinging it around a few times. It appears the blood on the head is dried, but despite the age of the weapon, none of it appears to have darkened or flaked off.
As you test the balance of the handaxe, you have a sudden urge to lop off Alexei's head. After a second, you catch yourself. It appears nobody else noticed your momentary lack of control... Oh well, nothing to worry about.
Let me know if you have any questions.
| Bjorn Stonehand |
Seeing Harold grab one of the items and nothing terrible occur, Bjorn reaches for the smith's hammer.
"Enchanted you say..."
| Korvus Slade |
Korvus continues to maintain concentration on his cantrip to detect magical auras and watches for any effect to Harold and Bjorn as they pick up the handaxe and smith's hammer, respectively.
| DM Haldhin |
The tag on the handaxe reads Property of: Ispin Onyxcudgel; AKA The Mosswater Marauder
Bjorn grips the hammer tightly, impressed with its balance. Though small, it is obvious how a well-placed blow could shatter a victim's skull.
You finish examining the hammer and glance upward, noticing for the first time that Korvus' head is almost perfectly symmetrical. In fact, you are fairly sure that if you struck a blow behind his right ear, his skull would fracture in such a way that he would die instantly.
Ah, well, idle musings. This hammer is going to serve you well.
Let me know if you have any questions.
| DM Haldhin |
Though old, both weapons appear to be at least masterwork quality.
Though they appear to be masterwork, and neither has an enchantment aura, both the handaxe and hammer function as if they have a +1 enhancement bonus (to attack and damage).
| 'Horrible' Harold Grimsley |
Harold gives the axe a few test swings, letting the trajectory of his strokes fly awfully close to Alexei before stopping. He gives the handaxe a comforting pat, "Quite a piece ov craftsmenship. They don't make 'em like dis anymawer. I bet yew could decapitate a geezer in a single blow wiv it."