
Xylas Foundling |

Xylas squints into the cell. "I'm not sure. If the poor soul's suffering was keeping him from heading out to the Boneyard, then Cordia's gesture might have done it. I think we ought to give those bones a proper burial soon to make sure though."

Cordia Masero |

"Did we put the spirit to rest?"
"I've no clue, Roxy. It's gone now and only three skeletons and my closed canteen lie on the floor. Xylas' plan for a proper burial for all three is a sound plan. The cell door's locked tight. Let me try to pick the lock..." and with that the lady rogue pulled out her common thieves' tools and began to work earnestly on the lock.
Disable Device to pick the lock: 1d20 + 7 ⇒ (18) + 7 = 25
(If she manages to unlock the cell door...)
Cordia then looked over the cell door to determine if there were any traps set in place or it could just be opened without concern.
Perception for trap/s: 1d20 + 7 ⇒ (14) + 7 = 21

Bumolin Bitterkelch |

As Bumolin realizes, he was talking toba ghost, he stares speechless at the door for a moment. Then he says:
"Whatever happened here must have been terrible to keep them from finding their peace even in death."

Bumolin Bitterkelch |

Bumolin squeezes past Thorfinn into the room.
"let's find out." He takes a close look at the two skeletons, teying to fond a clue who they were and what had happened to them.
Perception: 1d20 + 3 ⇒ (18) + 3 = 21

DM Dickie |

Sorry, my week got crazy! So in addition to the bodies, Cordia noticed a concealed door at the back of the cell. Odd to have a secret door in a cell, huh?
Bumolin finds nothing interesting inside the cell. The bodies make it difficult to tell how the prisoners died, but they show signs of fractures that never healed.

DM Dickie |

Xylas opens the door to reveal an extremely narrow and long corridor, at the end of which is a strange metallic contraption of gears and chains. A large lever extends out at a forty-five-degree angle from the front of it. The chains run up into the ceiling.
Floating near the lever at about eye height for a human is a small dark storm cloud that crackles with white and purple electricity.
Map will be updated ASAP, just not near a computer yet. Until updated: the corridor is only 5' wide and 30' long before it opens to the small room with the lever. The small room is 10'x15'.

DM Dickie |


Bumolin Bitterkelch |

Bumolin peers down the corridor leading from the hidden door.
"I've never heared about anything like this. This is not natural. I would keep a distance, Thorfinn, if I were you."
To the others: "Does anyone of you have any idea, what this could be?"

DM Dickie |

The cloud rumbles and swirls about as if it was caught by a current of air. The rumbles and the whoosh of air sound suspiciously like an attempt to communicate. Two tiny sparks of lightning flash, giving the cloud angry-looking eyes which seem to last long after the miniature lightning that brought them passes.

Bumolin Bitterkelch |

"And it looks angry. It could be just another forgotten prisoner of this place. Maybe we should just leave it alone. It will probably attack us, when we go nearer."

Bumolin Bitterkelch |

"Maybe it is just angry at his captors and wants us to set it free? But I have no idea how we could do that. Maybe we find a clue somewhere else in these tunnels."

Xylas Foundling |

Xylas thinks for a moment. "Y'know what? Those doors to the east were privies. If they go farther, I don't think I wanna know. Yeah, Thorfinn, that door down the north passage looks jammed. Be careful though. Cordia might want to make sure it's not fixing to cave in."

DM Dickie |

Corper: 1d20 + 7 ⇒ (19) + 7 = 26
Cordia may be recovering still, but I don't think she will mind that roll applying here. She sees no sign of structural instabilities or traps. The door is just plain jammed and will require a strength check. It should be possible for one character to perform an aid another, but the hallway is only 10' wide so just one.

Bumolin Bitterkelch |

When he hears Thorfinn needs to break down the door he takes out his earthenware bowl with the runic inscription - the same he has been eating from in the tavern - and fills it with a seemingly random assembly of dirt, dried leaves, feathers and small stones (it looks like someone just swept up a part of the road). He starts to draw a symbol in the dirt and one of the dried leaves starts to glow faintly with a greenish tone. He hands the leave to Thorfinn.
cast Guidance
"This might help...at least a bit."

DM Dickie |
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Thorfinn slams hard into the door, preferring to go too hard over not hard enough. He stumbles a few feet into the room from his momentum.
There can be little doubt what purpose this chamber once served. The dank room stores an ancient rack, a fanciful brazen bull, an iron maiden, a cauldron, iron chairs with sharp edges and cruel protuberances, and a wooden table upon which sit various implements of torture. A bronze plaque affixed to the western wall depicts a crowing rooster above crossed spears. Underneath the spear, a short phrase is inscribed.
The phrase emblazoned on the plaque is written in Common, and reads, "Confession Cleanses the Soul-Pain Clarifies the Mind."
"You look weary, why don't you take a rest in that chair?" A voice whispers to Thorfinn.
Damage on fail: 1d4 ⇒ 4
Thorfinn: DC 15 Will save vs compulsion. Mind-affecting effect. Failure means you sit down in the spiked chair for 4 damage.
Had to run to work, map is NOT updated yet, but the room doesn't appear to be occupied so it's moot other than Thorfinn possibly sitting down. Will update within 24 hours.

DM Dickie |

FWIW, the compulsion ends pretty much as soon as you perform the action.
Fading into view with a shrill cackle is a crow, perched atop the the plaque. It laughs raucous then opens its beak to say, "Greetings, fine citizens of our glorious empire! So good to have visitors, though I fear I have no refreshments to offer. I assume you are here for the treasure. Well, I'd be happy to assist, provided that you give me what I require! It has been so long since I was able to ply my trade. I require only that each of you shed your life's blood in this room-simply take a seat in one of my lovely chairs."

Bumolin Bitterkelch |

"If we want something you might give, spirit, it is not treasure but some information on what is going on here. But our life's blood seems a rather high price - depending of course on how much of it you want."

DM Dickie |

The crow disappears from sight as it conplains, "Boooooring!" The sound of flutter wings bounces around the room. "I could have told you some very useful things, too. Oh, well, I'm sure I can find all sorts of fun things to do now that I'm free!"
Xylas pushes the door open, which swivels on a central hinge, to reveal a long corridor which turns several times before the floor drops away here as the corridor turns east, though a seven·inch·wide ledge continues along the south wall. The walls are very smooth, offering few handholds. The remainder of the passageway is filled with a five-foot-deep trough containing a foul-smelling, thick green sludge.
Map is fixed! Trying to cross the ledge requires an Acrobatics check at a DC 10. It is impossible to see how much farther the corridor runs once it turns the corner.

Xylas Foundling |

"Straight, not slipping, or sink in sludge. I like it not."
Xylas looks closely at the sludge. "I wonder how deep it is. I like it even less. Good place for a trap or ambush."
Perception for ambush detection: 1d20 + 8 ⇒ (6) + 8 = 14

Bumolin Bitterkelch |

"I would also prefer we try a different route. I don't trust that green sludge. If one of us drops, I suppose the smell won't be his biggest problem. And I can't imagine that anyone of the people we are looking for came this way and just climbed on."
Knowledge Nature (to determine the nature of the sludge): 1d20 + 7 ⇒ (5) + 7 = 12

Thorfinn Feigrsson |

Thorfinn takes a torch in one hand and a javelin in the other. "Now to slay the spirit swiftly." He returns to the haunted cell and prepares to attack, his booming laugh filling the ancient prison.
Raging and attacking.

DM Dickie |

I'm going to assume the others would follow the impulsive warrior back down the hall, lol. Feel free to make minor adjustments to your placement on the map.
Bumolin Initiative: 1d20 + 1 ⇒ (5) + 1 = 6
Cordia (+2 ruins) Initiative: 1d20 + 5 + 2 ⇒ (1) + 5 + 2 = 8
Kuvan Initiative: 1d20 + 6 ⇒ (20) + 6 = 26
Roxy Initiative: 1d20 + 5 ⇒ (20) + 5 = 25
Thorfinn Initiative: 1d20 + 4 ⇒ (11) + 4 = 15
Xylas Initiative: 1d20 + 3 ⇒ (20) + 3 = 23
It isn't exactly surprised, so Roxy and Kuvan are up first. TBH. I don't know that the half-orc is back full-time yet, so I might just bot after Roxy posts so we aren't guessing and waiting for someone who still needs time to heal up!
Tl;dr - Roxy is up, Round One!