
Bjorn Stonehand |
"There's no telling how much time the pretty ghost has left and there's still some good daylight..
Is everyone tapped on resources?

Alexei Dawnreach |

I've only got one Channel left, and it sounded like we only had like an hour or so until sundown? I think most of us have burned our Haunt Siphons, too. If everyone wants to keep going, I won't argue, but Alexei is pretty perturbed at how Father Charlatan's holy symbols were making him act, so he's a little more worn out than usual.

Lucius Cassius |

I have all my channels and spells left. I can pick up the cleric-ing slack.
"Kendra does make amazing meals. But I've been doing busywork all day, I want a little excitement."

'Horrible' Harold Grimsley |

Harold nods in agreement with Bjorn and Lucius, "We're grown men, not mewlin' babes. If i' gets a bi' dark, we'll light some torches. When we grow tired enough, we'll 'ead back ter town. For now, I say we finish sweepin' da upper floor fer pesky dead blokes an' send 'em on their way ter Lady Pharasma's 'alls. Then come morning, all we'll 'ave left in da dank pi' what is da basemen' levels ter worry about."

DM Haldhin |

As you head into the corridor, you see row upon row of ten-foot-square prison cells line the walls,each separated from the passing hallway by a series of iron bars fitted with a narrow iron door. Row upon row of ten-foot-square prison cells line the walls, each separated from the passing hallway by a series of iron bars fitted with a narrow iron door. Skeletons slump in many of the cells, the bones scattered where they lie and coated with a mixed layer of ancient ashes and fresh mold.
At the end of the corridor, a wood and iron ladder leads upward to a trapdoor in the ceiling (T4a).
Beyond the corridor is a room containing a reinforced steel door in the outer wall of the prison. It apparently leads outside (T4b).
You also notice a privy in a room north of the ladder (T3).

Korvus Slade |

Korvus stows his wand of magical missiles back in his spring-loaded wrist sheath as he follows the group down the hallway of cells. The half-orc wizard warily watches the skeletons in the cells on one side of the hallway while the blackbird perched on his shoulder keeps its beady eyes trained on the skeletons on the other side of the hallway.
Wizard and familiar keep silent watch as Bjorn attempts to open the trapdoor in the ceiling.

Lucius Cassius |

"Just hold on. Let me make sure it's on the level. After that I'll be out of your way."
Lucius walks up and attempts to check it for traps, assuming Bjorn lets him.
Perception: 1d20 + 9 ⇒ (15) + 9 = 24
Disable if applicable: 1d20 + 10 ⇒ (10) + 10 = 20
He then retakes his place in the back rank.

Bjorn Stonehand |
Bjorn takes a step back but grumbles the whole time.
"It's just a ladder. This place is full of ghosts, not traps!"

DM Haldhin |

In this case, nothing has gone wrong. Lucius does not find any traps, and Bjorn is able to open the trapdoor with some effort. The trapdoor leads to a small balcony on the top of the prison.

Alexei Dawnreach |

Perception check: 1d20 + 3 ⇒ (20) + 3 = 23
Still carefully checking the area, Alexei notices a buzzing coming from the west. "What is that sound?", he asks, looking in the direction of the noise, but not seeing any source. "Some kind of buzzing? Do any of you hear that?"
Can't hit things to save my life, but I can hear ALL the things... not sure if okay with this.

Lucius Cassius |

Perception: 1d20 + 8 ⇒ (2) + 8 = 10
"Nope. Maybe you're hearing things? I hear a knock on the head causes a ringing in the ears."

Bjorn Stonehand |
Bjorn looks around for a moment before quickly becoming bored.
"Nest of bees on the roof somewhere probably. Everyone back down", the big ulfen orders.
Once the party is down, Bjorn secures the trapdoor again and checks the mentioned privy.

'Horrible' Harold Grimsley |

Harold sticks a finger in his ear to clear out any blockages as he listens to nothing but the normal creaks and groans of the abandoned prison, "Nope, I 'ear nothin' as well. I'm sure da Ulfen is right an' dis place is filled wiv mawer van one nest ov flyin' pests since it's been deserted fer years now." While Bjorn is checking the privy, Harold moves over to the reinforced door leading outside, trying to pry it open.
Perception: 1d20 + 7 ⇒ (6) + 7 = 13

Bjorn Stonehand |
At least we have an easy way out.
I can't see the map right now but we continue exploring eastward.

DM Haldhin |

Further east is a large open chamber full of long tables and benches. From what you can see, it appears to be a mess hall of some sort - probably for the guards who worked in the prison.
Another item of interest is the far wall has completely collapsed, leaving the chamber open to the elements. Beyond the chamber, you can see the large murky pond covering the eastern side of the prison courtyard. It would be a pleasant sight, if not for the location, and the haunts, and the undead roaming the grounds.
If you got the previous Perception spoiler, this is the same sound.

Bjorn Stonehand |
Perception: 1d20 + 1 ⇒ (14) + 1 = 15
Kn: Nature: 1d20 ⇒ 11
Bjorn slows down a step.
"Wait. I hear it now", Bjorn warns with a raised hand.
"Whatever it is, it's big and close. Be ready!"

Lucius Cassius |

Perception: 1d20 + 8 ⇒ (5) + 8 = 13
Knowledge(Nature): 1d20 ⇒ 17
"Yea, I'm hearing that buzzing sound too. Did I get hit on the head too? I don't remember that, though that may be a sign that I did.."

'Horrible' Harold Grimsley |

Harold cocks his head to the side as he listens with the others. The buzzing goes from barely audible to loud, as if a swarm of bees were buzzing right next to his ears, "Oy, so yew was right, Alexei. Noisy buggers i' sounds like."
Perception: 1d20 + 7 ⇒ (19) + 7 = 26

Bjorn Stonehand |
"I don't suppose the ghosts could have killed those before we got here", the ulfen growls in annoyance.

Bjorn Stonehand |
Bjorn raises an eyebrow.
"Boy, have you ever had an encounter with bees, or rather giant bees, that was fun?"

Bjorn Stonehand |
Bjorn glares at the youth and coughs.
1d20 - 1 ⇒ (16) - 1 = 15

Lucius Cassius |

Sense Motive: 1d20 + 7 ⇒ (10) + 7 = 17
Lucius just lets Bjorn know that he's on to him by cracking a big smile.

Bjorn Stonehand |
Frustrated at getting caught, Bjorn rolls his eyes, raises his shield, and steps further into the chamber.
"Keep an eye out..."

DM Haldhin |

As you move around the large chamber, you spot a kitchen to the south. From the scorched walls and furniture, you can tell it was the scene of an intense fire - not a surprise given what's usually kept in a kitchen.
Each of you pauses as something else catches your attention. The buzzing sound has completely stopped. In its place you can hear music. Somebody, somewhere, is playing a slow dirge. As you listen, the music begins to get louder and louder, and you can tell it seems to come from a wind instrument... most likely a flute.

Korvus Slade |

Holy Cow! I fall asleep, and you guys put up almost a page of posts! I'll work harder at keeping up.
In the former mess hall:
Korvus' DC 10 Perception check: 1d20 + 6 ⇒ (19) + 6 = 25
Maximus' DC 10 Perception check: 1d20 + 6 ⇒ (14) + 6 = 20
DC 10 Knowledge (nature) check: 1d20 + 8 ⇒ (9) + 8 = 17
Korvus and Maximus share a look upon hearing the buzzing sound. "Indeed," Korvus agrees with his companions' assessments. "Whatever type of insect that is, it would have to be quite large - several feet long with a wingspan over six feet in length, if I'm not mistaken!" Korvus exclaims.
In the former kitchen:
"Yes, Master Grimsley, I hear the flute as well. But didn't Master Korthul take the flute we found below?" Korvus asks, glancing around for the party's third half-orc companion. "If Master Korthul is not the source of the music, then I would hazard a guess that the sound may be coming from the ghost of the Piper of Illmarsh. According to the files, the Piper was accompanied by pet stirges," the wizard warns.
Korvus takes this opportunity to attempt to cast a protective spell on himself. DC 12 Will save to successfully cast: 1d20 + 5 ⇒ (9) + 5 = 14 - cast prepared Protection from Evil on self.

Bjorn Stonehand |
Can we get an updated map? I have no sense of direction, so without a visual I get super lost quickly.
Bjorn cocks his head at the music.
"Where's it coming from?"
If nothing presents itself, Bjorn will head towards the kitchen to search it.

DM Haldhin |

The sound of the flute seems to come from all around you, even from outside.
*Here* is the latest version. You came up the stairs at T1a, went south, then fought Father Charlatan in T7. You then went north into T4, T4a, and T4b, and the group is currently in T2. The kitchen is T5. Please let me know if I need to provide better explanations.
Also, let's go ahead and roll initiative with two Perception checks. Feel free to continue taking actions until combat begins.

'Horrible' Harold Grimsley |

Harold finds himself humming along to the tune as he lifts his new handaxe up in a ready pose for someting to jump out and get a faceful of blade.
Perception #1: 1d20 + 7 ⇒ (1) + 7 = 8
Perception #2: 1d20 + 7 ⇒ (9) + 7 = 16
Initiative: 1d20 + 2 ⇒ (15) + 2 = 17