Wednesday, January 2, 2013

Carrion Crown Session 24


Session 24
DUNGEON MASTER: [Game starts here.]

The room slowly grows quiet but for the sound of the heroes' laboured breathing.
SOLAR CE’NEA: Solar Says to his companions, "Is everyone alright"?
JOHAN D’ALMENTA: Johan wipes the sweat and dust from the debris from his face as he staggers to his feet once again. "Yeah I'm still standing however there were a few moments I was a goner."
SOLAR CE’NEA: I am so glad we still had one of those syphins and I had learnt that flaming sphere spell. 

I suggest we look around, I assume the Splatter man is gone but perhapes if there are items in this area we should take them to the Blue lady and get her to check the Haunt or ghost is truely gone
DUNGEON MASTER: Several iron doors line the walls of this partially ruined cellblock—the doors themselves hang askew ontheir hinges, revealing empty cells beyond. Partially burnt wooden support timbers still function to the north, while to the south they’ve collapsed and caused cell walls to crumble as well. Rivulets of water drip down the southwestern wall to create a shallow pool in this ruined portion of the room, with overflow filling an oubliette hole in the middle of the room nearly to the rim.
JOHAN D’ALMENTA: Johan stands to full height using his heavy mace as support, "I hope this isn't another cruel joke of the Splatterman. I feel that he is gone, when you destroyed his book his connection to this world was broken." Johan looks around the room, "We have this pool to check out, I remember the Splatterman saying something about the Piper drowned in this place?"
SOLAR CE’NEA: Solar walks over near the edge of the water to see how far down he can see Percpetion 1d20+4=14
SOLAR CE’NEA: Solar also cast detect magic and sweeps the room starting with the water first
JOHAN D’ALMENTA: "Be careful, The Splatterman suggested that we drnk from this water before he perished. There still may be something down there that could do us harm."
SOLAR CE’NEA: I am thinking if there is anything down there we could pick it up with a grappling hook
SOLAR CE’NEA: Solar sends his dancing lights down into the water as well
JOHAN D’ALMENTA: Johan joins Solar at the waters edge, peering through the water to see what could be resting at the bottom.
DUNGEON MASTER: Several sources of magic appear at the bottom of the oubilette, submerged under about 30' of water.  One appears to be a sword; there is also a pair of smaller items thtat glow under the effects of Solar's detection spell.  The dancing lights confirm that the water is dark and silt-filled.
SOLAR CE’NEA: Solar turns to Mesodius, "My friend can you send the animated rope down to secure itself to the glowing items and then we pull it back up!"
JOHAN D’ALMENTA: "I am so relieved we have dealt with the major evil in this place. It's like a weight off my shoulders knowing that the evil that inhabited this place is now destroyed. We have done this town a great deed."
DUNGEON MASTER: The rope obediently snakes down into the dark water, returning up with a razor-sharp sword bearing the Hawkran family name across its guard, a mithral dagger, and a small silver ring with a white pearl.
SOLAR CE’NEA: SOlar casts identify on the magical items to see what they are
JOHAN D’ALMENTA: "This is good we have recovered the Warden's persona effects. The blue lady should know what we should do with them. Maybe they need to be laid to rest in the town gravesite or she may want us to use them to destory more evil."
DUNGEON MASTER: [Please give me three spellcraft rolls.]
SOLAR CE’NEA: Spellcraft 1 : 1d20+11=29
Spellcraft 2 : 1d20+11=21
Spellcraft 3 : 1d20+11=25
DUNGEON MASTER: Solar discovers that the sword is a +1 keen longsword; the dagger is a +1 mithral dagger; and the ring is a ring of protection +1.
JOHAN D’ALMENTA: Johan regards Mesodias, "Here this is yours. The heavy mace is magical may it serve you well my friend." Johan sheaths the magical longsword into the leather scabbard across his back so that the pommel is accessable over his shoulder.
DUNGEON MASTER: [The following is the discussion the party had two days ago with the ghost of the Hawkran widow.

DUNGEON MASTER: "If you destroy their spirits but once, I will prevent them from taking form ever again.  But to destroy them forever?  I... I do not know.  Perhaps if you find some token or item of my poor husband, I can use it to banish them.  I do not know.  But you must hurry.  The evil ones... they are growing stronger.  Ever since those robed... people... came and took my husband away from me..."
SOLAR CE’NEA: We think your husband was captured in an evil ritual by a group called the Whispering way they were probably the robed ones you refer to.  There were runes and markings around the prison that suggest capturing his soul.  I suspect because he was clearly such a strong presence of a man to keep all this evil contained here.  Can you tell us when you last felt your husbands presence?
SOLAR CE’NEA: Where would a toekn or item of your husband likely be?
DUNGEON MASTER: "I do not know how much time has passed.... it is hard to notice, now... but, the whispering way.  It was men and women in dark robes who spoke only in whispers... they are named well.  The drew those runes, yes, and then at last they took Harrowstone's warden away..."
DUNGEON MASTER: "I do not know," she replies to Solar.
SOLAR CE’NEA: My lady, I am sorry for your loss, but I pledge and I think my companions would as well, to firstly stop this evil that is here and then to try and find your husbands soul to free it from whatever foul deeds the Whispering way has bound him for!
SOLAR CE’NEA: As such any advice on where the most powerful evil are located in this prison would be and any knowledge you have of the layout of the prison would be useful, as well as any clues to where your husband would have been so we can get you an item of his to stop this evil from rising furhter!
DUNGEON MASTER: "There are three floors to this prison--two stories, and a basement.  Most of the cells, and most of the truly wicked ones, are in the basement.  But there are many things that have come to life up above, since my husband was taken away."

"However, only five of the prisoners are too strong for me to contain here.  If you can but defeat them once, I can keep them from returning ever again.  If they have been defeated, I can stand guard here in my husband's place."

"You have defeated one of those strong spirits already.  I saw it.  Another spirit is with you now.  The other three lurk in the dungeons below."]
SOLAR CE’NEA: Solar takes the +1 Mitheral Dagger and the +1 ring of protection
JOHAN D’ALMENTA: "I think we should go to the lady and see if she can confirm we have defeated all the evil in this place. She may know what we are to do next to ensure this place stays free from evil."
SOLAR CE’NEA: I agree
SOLAR CE’NEA: SOlar says lets just check out the rest of this room
SOLAR CE’NEA: first
SOLAR CE’NEA: Percpetion 1d20+4-18
JOHAN D’ALMENTA: Johan Perception check: 1d20+11 = 17
JOHAN D’ALMENTA: Mesodias Perception check: 1d20+6 = 24
DUNGEON MASTER: The party inspects the rest of the room, discovering little other than rubble, rotting timber, and standing water.
JOHAN D’ALMENTA: Johan and Mesodias move around the room, shifting through the rubble and debris looking for any trace of value items or artifacts from before the fire.
DUNGEON MASTER: The party returns upstairs, retracing their steps back into the room where the ghost of Mrs. Hawkran resides.  She takes form as soon as the heroes step into the chamber.

"The Splatter Man is dead, my brave, brave men," she says, her voice a whisper.  "You have done Harrowstone a great service--even my own husband could not have done more, or done it more bravely, than you have."
SOLAR CE’NEA: My Lady, it is your family that has done the greatest service, to this town and its people, we simply walked in your footsteps and finished your journey
SOLAR CE’NEA: It was an honor for us to serve you
SOLAR CE’NEA: "I s there anything else we need do, we have found a sword with your family crest"  SOlar gestures to Johan. "You said to bring you something of your husbands to try and break the curse on this place
JOHAN D’ALMENTA: Johan withdraws the blade and offers the pommel to Solar to present the blade to the blue lady.
DUNGEON MASTER: "It is not finshed, I fear--that is the nature of this evil.  But the evil is contained, once again, and the evil spirits are imprisoned once more.  That sword was indeed my husband's--take it; I can make no use of it here."  She gestures with her hand to emphasize the point; her hand passes through the hilt of the sword as if it were not there.
SOLAR CE’NEA: It is not finished my Lady? what do you mean?
SOLAR CE’NEA: Slar hands the sword back to Johan whilst tlaking
DUNGEON MASTER: "The work my husband carried out is not finished--the prisoners must still be guarded, in death as in life.  And now I take his place.  That shall be my burden--my redemption."
JOHAN D’ALMENTA: Johan who is overcome with emotions regains his composure quickly before sheathing the blade.
SOLAR CE’NEA: My Lady, Is there a way, something we can do, so the evil here is destroyed and you may rest in peace?
DUNGEON MASTER: "Perhaps; I know not."
JOHAN D’ALMENTA: "My lady we will venture back down to finish exploring the entire prision to ensure nothing remains that could threaten the town. If you don't mind we will visit you from time to time."
DUNGEON MASTER: "It would be my pleasure," she replies.  "Be safe, my valiant soldiers."
SOLAR CE’NEA: Thank you my lady!
JOHAN D’ALMENTA: As we leave the lady and head back to the lower section of the prision to the south, Johan requests from Mesodias a healing burst to ensure we can face any further threats.
DUNGEON MASTER: "Oowwnnn," replies Mesodias before complying.
JOHAN D’ALMENTA: Healing Burst: 2d6 = 7 hp healed
JOHAN D’ALMENTA: Healing Burst: 2d6 = 6 hp healed
JOHAN D’ALMENTA: "Let's leave no sont unturned, I think we should take a few minutes to check out that remaining section to the south just to make sure nothing remains."
DUNGEON MASTER: The party returns to the lower level, returning to the metal door at the southern end of the western cell block.  The door is made of rusted iron; it is closed shut.
SOLAR CE’NEA: SOlar suggests to listen at the door.
SOLAR CE’NEA: Percpetion 1d20+4=16
DUNGEON MASTER: The room is as silent as death.
JOHAN D’ALMENTA: "ok guys you know the drill. Gimme some room and I'll bust it open."
JOHAN D’ALMENTA: Johan puts some weight into the door to open it up.
SOLAR CE’NEA: Solar just shakes his head and says Warriors and gives a gentle sigh
DUNGEON MASTER: Johan shoulders the door and presently it swings open with an ear-rending screech.

Numerous grisly tools of torment decorate the room, from cages to hanging chains along the walls to a stretching rack, a large wooden tank, and a fire pit in the middle of the room. To the east stands a grim iron maiden, the lid closed and presenting a stern decoration of a tormented woman upon its face. The broken, twisted skeleton of a human dressed in a tattered guard’s uniform lies upon the stretching rack in the middle of the room; the body is surrounded by several discarded knives, branding irons, and pliers. A large, bloodstained wicker basket sits at the head of the rack.
DUNGEON MASTER: As Solar and Mesodias view the branding irons, both are suddenly reminded of their own brands on their foreheads.  Surprisingly, the pain from the branding wounds is gone, and further inspection reveals the black 'H's have vanished as well.
JOHAN D’ALMENTA: Johan stands back as he takes in the grim contents of the room. He looks to Solar, "Can you test that skeleton with your spell before we move inside to explore?"
SOLAR CE’NEA: Solar obliges and hits the skeleton with a Disrupt undead spell
Disrupt Undead - (Ranged Touch Attack)
1d20+4=23
Damage 1d6=1 against undead
DUNGEON MASTER: Solar's ray strikes the skeleton with no visible effect.
SOLAR CE’NEA: Solar casts detect magic from the door and looksaround the room from his spot
DUNGEON MASTER: Solar detects no sources of magic.
SOLAR CE’NEA: "Nothing seems to have happened... and i can't detect any magic however I don't trust this" Percpetion check 1d20+4=17
JOHAN D’ALMENTA: "Yeah I know the feeling. I don't trust this room either, just look at it. I'm going to move inside to see if anything happens. You two cover my back."
DUNGEON MASTER: The entire aura of this room is menacing; however, Solar observes no movement in this room.
SOLAR CE’NEA: Solar sends in his dancing lights for Johan to see properly
JOHAN D’ALMENTA: Johan moves inside the room, sweat running down his face and inside his tunic. His eyes scan the room nevrously as he approaches the table with the skeleton.
JOHAN D’ALMENTA: Johan Perception check: 1d20+11 = 27
SOLAR CE’NEA: Percpetion 1d20+4=22
JOHAN D’ALMENTA: Mesodias Perception check: 1d20+6 = 25
DUNGEON MASTER: As Johan approaches the table, the horrid door to the iron maiden at the far side of the room creaks open.

[Order is: Solar, Johan, Mesodias, Iron Maiden.  All act in the surprise round.]
SOLAR CE’NEA: Solar cast Distrupt undead at the Iron Maiden
Disrupt Undead - (Ranged Touch Attack)
1d20+4=9
DUNGEON MASTER: Solar's ray bounces off the torture rack to no effect.
JOHAN D’ALMENTA: Johan's eyes widen in terror as the iron maiden opens up. "Stand back from it! God knows what it can do." Johan moves back to stand to the side of Solar.
JOHAN D’ALMENTA: Mesodias stands there in a defensive stance, gripping his magical heavy mace as they wait to see what happens next.
JOHAN D’ALMENTA: Johan will Save: 1d20+3 = 21
SOLAR CE’NEA: SOlar aware that his companions will be watching the Iron Maiden is watching carefully the torture instrements and the skeleton.
DUNGEON MASTER: The door to the iron maiden creaks open, revealing a small torture chamber meant to torment victims with long spikes driven slowly into their bodies.  So it must appear normally--but now, the figure of Kendra Lorrimor appears within the maiden, bound by chains and punctured with numerous holes from which blood trickles forth.  Her eyes are wide in horror.

[Solar's turn.]
SOLAR CE’NEA: SOlar tries to understand what is going on  and how to defeat the iron Maiden Knowledge 1d13+8 =21
DUNGEON MASTER: This is clearly a haunt.  Besides the usual vulnerabilities, it seems this one might be damaged by attacking the maiden itself.
SOLAR CE’NEA: Solar aims and shoots at the Haunt once again
Disrupt Undead - (Ranged Touch Attack)
1d20+4=23
Damage 1d6=3 against undead
DUNGEON MASTER: Solar's ray strikes Kendra's figure in the chest.  Her mouth opens; a bit of blood runs down her chin as she screams aloud as if in terrible agony.
SOLAR CE’NEA: Solar says to his companions, That is clearly a fake image of Kendra, Disrupt undead wouldn't effect her if she was really there!
JOHAN D’ALMENTA: Johan cries out in shock, "You are not Kendra! Fuck you and your deception!" Johan sheaths his longsword and retrieves his heavy crossbow. Preparing to load it next round.
JOHAN D’ALMENTA: Mesodias grasps his holy symbol and channels the energy of Gorum to summon a spiritual greatsword that hovers in front of the iron maiden and attacks.
To Hit (spiritual greatsword): 1d20+3+2 = 23
Damage (spiritual greatsword): 1d8+1 = 9
DUNGEON MASTER: Mesodias' weapon shears the figure of Kendra in twain--her form disappears in a spray of blood and an unearthly scream.  However, at that very moment the wicker basket at the end of the torture rack rattles and shakes...
DUNGEON MASTER: Two white, grotesque, hands crawl out, moving with fingers as if they were spider legs.  The hands appear to have been severed with a crude instrument, as several tendons and vessels snake behind the things.  They move across the floor towards Mesodias, leaping up as if to grab at the man's neck.  But fortune is with him this day, as they both fail to get a hold of the priest, and they remain scuttling angrily at his feet.
SOLAR CE’NEA: Solar realising that many of the options available to him will damage Mesodius goes for the safest thing for his friend and casts
Ear-Piercing Scream
2d6=12 
DC14 Fort save means not Dazed and only half damage.
DUNGEON MASTER: One of the hands disinigrates under the force of Solar's spell, collapsing into an inert pile of flesh and sinews.
SOLAR CE’NEA: Solar then moves back so johan can get in and attack the other hand
JOHAN D’ALMENTA: Johan secures his heavy crossbow across his shoulder before instinctly lashing out with his spiked gauntlet as one of the animated hands scuttles on the ground.
To Hit (spiked gauntlet): 1d20+8 = 20
Damage (spiked gauntlet): 1d4+4 = 6
DUNGEON MASTER: Johan's strike smashes into the hand; crushing several bones but failing to stop it completely.
JOHAN D’ALMENTA: Mesodias Know (religion) check: 1d20+5 = 16
DUNGEON MASTER: The haunt appears to be inactive at the moment.
JOHAN D’ALMENTA: Mesodias directs the spiritual greatsword to attack the animated hand. Mesodias then crushes one of the hands with his +1 heavy mace.
To Hit (spiritual greatsword): 1d20+3+2 = 20
Damage (spiritual greatsword): 1d8+1 = 7
DUNGEON MASTER: The ghostly greatsword sweeps across the room in a graceful arc, coming down upon the second hand to slice the thing in twain.  The animated flesh quivers and then lies still.
DUNGEON MASTER: [Off rounds.  535 xp each.]
JOHAN D’ALMENTA: Mesodias crushes the hand underneath his boot as he directs the spiritual weapon to destroy the remains of the iron maiden.
SOLAR CE’NEA: Solar is still uncomfortable with the Skeleton and the and the torture impliments in the room he starts casting disrupt undead freely, first at the skeleton then at the impliments one at a time
JOHAN D’ALMENTA: Johan stands next to Solar with his longsword readied as the sorcerer tests the remaining objects within the room.
SOLAR CE’NEA: Skeleton
knifes, several discarded knives, branding irons, and pliers
DUNGEON MASTER:

<<< ages to hanging chains along the walls to a stretching rack, a large wooden tank, and a fire pit in the middle of the room
DUNGEON MASTER: Blue rays stream from Solar's hands, striking the various implements scattered about the room, as well as the skeleton on the rack.  In every case the ray sputters against its target with no visible effect.
SOLAR CE’NEA: I think we are safe for the moment, perhaps we should search the room.  I'll start with the Skeleton Perception 1d20+4=20
JOHAN D’ALMENTA: Johan once again caustiously moving further into the room to search the iron maiden first while it was at least inanimated for the time being. Perception check: 1d20+11 = 20
JOHAN D’ALMENTA: Mesodias waits by the doorway watching the room as Solar and Johan search for any items of interest.
SOLAR CE’NEA: THen SOlar will move rest of the rack (that the skeleton is on and then to the iron Madien.  He aslo cast detect magic
DUNGEON MASTER: The trio of heroes search the room, starting with the skeleton on the rack.  The skeleton still wears tatters of a chainmail shirt.  A set of keys rest in the thing's pelvis and a metal disk appears wedged in its mouth.  [Heal check from solar please.]
SOLAR CE’NEA: Solar heal check 1d20=19
DUNGEON MASTER: The skeleton on the rack appears to have been the victim of torture.  Indications include broken bones, severed hands, dislocated hips and shoulders, a shattered jaw, and numerous long, thin needles that have been driven into his ears, eye sockets, elbows, hips, and knees.
DUNGEON MASTER: Its jaw has been shattered, and the keys bear scorch marks as if they had been heated  in a fire.
SOLAR CE’NEA: Hey guys come and look at this, this man has been tortured, and he has a set of keys, I think he was a guard. Solar looks at the metal disk
SOLAR CE’NEA: knowledge local 1d20+13=27
JOHAN D’ALMENTA: "Such a terrible way to go." Johan shakes his head. "No one, not even the prisoners deserved a death like this, especially the guards if this is one that got caught by the inmates."
DUNGEON MASTER: This is appears to be a badge belonging to the warden of Harrowstone Prison.  The brass and silver still shine despite the passing of years, and the emblem on the front is clearly visible.
SOLAR CE’NEA: This is the badge of the warden, I think we should return this to the blue lady
SOLAR CE’NEA: but lets search the rest of the room first
SOLAR CE’NEA: Percpetion 1d20+4=20
DUNGEON MASTER: On the east side of the room, Solar discovers an odd latch that has been disguised to look like part of the wall.
JOHAN D’ALMENTA: "I think we should take his remains with us for a proper burial. He deserves to be taken away from this foul place."
SOLAR CE’NEA: I aggree, perhaps we should take the remains and the badge and keys to the Blue lady and ask her what she would like done with them
SOLAR CE’NEA: By the Way there is a latch over here
JOHAN D’ALMENTA: "What have you found? Let me take a look at it."
JOHAN D’ALMENTA: Johan moves over to where Solar indicates and observes the latch, inspecting it for any obvious traps before triggering it. Perception check: 1d20+10 = 28
JOHAN D’ALMENTA: "Most odd, something like this being in a torture room like this."
SOLAR CE’NEA: Percpetion check 1d20+4=24
JOHAN D’ALMENTA: Mesodias Perception check: 1d20+6 = 19
DUNGEON MASTER: Johan discovers no traps and presently pulls the lever, causing a 5' section of the wall to slide away.  Beyond lies a hidden passageway stretching away to the east.  The rough stone walls of this natural cavern drip with moisture, leaving stagnant pools of water on the uneven floor.
SOLAR CE’NEA: This is very odd, what would a tunnel go into a cavern?
JOHAN D’ALMENTA: "Wow!" Exclaims Johan as he watches the secret door smoothly pivot to reveal the chamber.
SOLAR CE’NEA: Should we go to the Blue lady first or check this out?
JOHAN D’ALMENTA: "I honestly don't know. What do you think would be best?"
SOLAR CE’NEA: I think the blue lady has waited long enough we should try to end her suffering, I think this might help
SOLAR CE’NEA: We can close this again and come back if we need to
JOHAN D’ALMENTA: "Then that is what we shall do first."
DUNGEON MASTER: The party backs out of the passage, closing the door for the time being.
JOHAN D’ALMENTA: Johan rips his sack into a makeshift hammock to carry the warden upstairs with them.
SOLAR CE’NEA: Good idea, Lets carry the bones to the Blue lady
JOHAN D’ALMENTA: Johan carefully places the bones into a sack so they can remove the warden from this place for a proper burial.
JOHAN D’ALMENTA: "I mean no disrespect warden for mishandling your remains. No easy way to move you but I feel that you would want to be taken away from this place to rest with your family at the church grounds." Johan says this out loud to anyone listening.
DUNGEON MASTER: The silence of the torture chamber is the only reply.
JOHAN D’ALMENTA: The party heads back up to the blue lady to advise her of their recent find. "My lady, it pains me to say this but we have found your husbands body and freed him. With your permission we would like to bury his remains on church grounds?"
SOLAR CE’NEA: We also have his badge, would you like us to bury that with him?
DUNGEON MASTER: Drops of blue tears fall from Mrs. Hawkran's face as she sees her husband's remains.  "Yes--yes, please do that.  He is gone from this place, but I am sure he would want his bones concencrated.  And his badge... he was so proud the day he first earned that... that thing...  It meant so much to him..."

With one hand she reaches out to touch the badge--gently, as if to remember her husband.  To her evident surprise, the object shifts under her fingers, despite the fact that her incorporeal form can effect nothing else.
SOLAR CE’NEA: What is happening my lady
SOLAR CE’NEA: Would you like this badge.
SOLAR CE’NEA: You have been a warden here as much as your husband
DUNGEON MASTER: "... as much as my husband..." she repeats in a whisper.  Reaching out, she grasps the badge in her fingers, holding the thing up to the meagre light shining through the window.  "I wish you gone," she says, looking around her room as if for the first time.  "You hear me?  All of you--your time here is done!  I banish you.  I BANISH YOU!"  Her voice rises into a crescendo that echoes throughout the ruined prison.

At once the badge glows blue and floats into the air, pulsing with energy.

"BE GONE!" she cries again.

The badge explodes in a ball of light.  A cacophony of screams and cries rises from the prison, floating upwards into the rainy morning sky--Mrs. Hawkran's form rising last of all.
DUNGEON MASTER: [Game starts here.]

The room slowly grows quiet but for the sound of the heroes' laboured breathing.
SOLAR CE’NEA: Solar Says to his companions, "Is everyone alright"?
JOHAN D’ALMENTA: Johan wipes the sweat and dust from the debris from his face as he staggers to his feet once again. "Yeah I'm still standing however there were a few moments I was a goner."
SOLAR CE’NEA: I am so glad we still had one of those syphins and I had learnt that flaming sphere spell. 

I suggest we look around, I assume the Splatter man is gone but perhapes if there are items in this area we should take them to the Blue lady and get her to check the Haunt or ghost is truely gone
DUNGEON MASTER: Several iron doors line the walls of this partially ruined cellblock—the doors themselves hang askew ontheir hinges, revealing empty cells beyond. Partially burnt wooden support timbers still function to the north, while to the south they’ve collapsed and caused cell walls to crumble as well. Rivulets of water drip down the southwestern wall to create a shallow pool in this ruined portion of the room, with overflow filling an oubliette hole in the middle of the room nearly to the rim.
JOHAN D’ALMENTA: Johan stands to full height using his heavy mace as support, "I hope this isn't another cruel joke of the Splatterman. I feel that he is gone, when you destroyed his book his connection to this world was broken." Johan looks around the room, "We have this pool to check out, I remember the Splatterman saying something about the Piper drowned in this place?"
SOLAR CE’NEA: Solar walks over near the edge of the water to see how far down he can see Percpetion 1d20+4=14
SOLAR CE’NEA: Solar also cast detect magic and sweeps the room starting with the water first
JOHAN D’ALMENTA: "Be careful, The Splatterman suggested that we drnk from this water before he perished. There still may be something down there that could do us harm."
SOLAR CE’NEA: I am thinking if there is anything down there we could pick it up with a grappling hook
SOLAR CE’NEA: Solar sends his dancing lights down into the water as well
JOHAN D’ALMENTA: Johan joins Solar at the waters edge, peering through the water to see what could be resting at the bottom.
DUNGEON MASTER: Several sources of magic appear at the bottom of the oubilette, submerged under about 30' of water.  One appears to be a sword; there is also a pair of smaller items thtat glow under the effects of Solar's detection spell.  The dancing lights confirm that the water is dark and silt-filled.
SOLAR CE’NEA: Solar turns to Mesodius, "My friend can you send the animated rope down to secure itself to the glowing items and then we pull it back up!"
JOHAN D’ALMENTA: "I am so relieved we have dealt with the major evil in this place. It's like a weight off my shoulders knowing that the evil that inhabited this place is now destroyed. We have done this town a great deed."
DUNGEON MASTER: The rope obediently snakes down into the dark water, returning up with a razor-sharp sword bearing the Hawkran family name across its guard, a mithral dagger, and a small silver ring with a white pearl.
SOLAR CE’NEA: SOlar casts identify on the magical items to see what they are
JOHAN D’ALMENTA: "This is good we have recovered the Warden's persona effects. The blue lady should know what we should do with them. Maybe they need to be laid to rest in the town gravesite or she may want us to use them to destory more evil."
DUNGEON MASTER: [Please give me three spellcraft rolls.]
SOLAR CE’NEA: Spellcraft 1 : 1d20+11=29
Spellcraft 2 : 1d20+11=21
Spellcraft 3 : 1d20+11=25
DUNGEON MASTER: Solar discovers that the sword is a +1 keen longsword; the dagger is a +1 mithral dagger; and the ring is a ring of protection +1.
JOHAN D’ALMENTA: Johan regards Mesodias, "Here this is yours. The heavy mace is magical may it serve you well my friend." Johan sheaths the magical longsword into the leather scabbard across his back so that the pommel is accessable over his shoulder.
DUNGEON MASTER: [The following is the discussion the party had two days ago with the ghost of the Hawkran widow.

DUNGEON MASTER: "If you destroy their spirits but once, I will prevent them from taking form ever again.  But to destroy them forever?  I... I do not know.  Perhaps if you find some token or item of my poor husband, I can use it to banish them.  I do not know.  But you must hurry.  The evil ones... they are growing stronger.  Ever since those robed... people... came and took my husband away from me..."
SOLAR CE’NEA: We think your husband was captured in an evil ritual by a group called the Whispering way they were probably the robed ones you refer to.  There were runes and markings around the prison that suggest capturing his soul.  I suspect because he was clearly such a strong presence of a man to keep all this evil contained here.  Can you tell us when you last felt your husbands presence?
SOLAR CE’NEA: Where would a toekn or item of your husband likely be?
DUNGEON MASTER: "I do not know how much time has passed.... it is hard to notice, now... but, the whispering way.  It was men and women in dark robes who spoke only in whispers... they are named well.  The drew those runes, yes, and then at last they took Harrowstone's warden away..."
DUNGEON MASTER: "I do not know," she replies to Solar.
SOLAR CE’NEA: My lady, I am sorry for your loss, but I pledge and I think my companions would as well, to firstly stop this evil that is here and then to try and find your husbands soul to free it from whatever foul deeds the Whispering way has bound him for!
SOLAR CE’NEA: As such any advice on where the most powerful evil are located in this prison would be and any knowledge you have of the layout of the prison would be useful, as well as any clues to where your husband would have been so we can get you an item of his to stop this evil from rising furhter!
DUNGEON MASTER: "There are three floors to this prison--two stories, and a basement.  Most of the cells, and most of the truly wicked ones, are in the basement.  But there are many things that have come to life up above, since my husband was taken away."

"However, only five of the prisoners are too strong for me to contain here.  If you can but defeat them once, I can keep them from returning ever again.  If they have been defeated, I can stand guard here in my husband's place."

"You have defeated one of those strong spirits already.  I saw it.  Another spirit is with you now.  The other three lurk in the dungeons below."]
SOLAR CE’NEA: Solar takes the +1 Mitheral Dagger and the +1 ring of protection
JOHAN D’ALMENTA: "I think we should go to the lady and see if she can confirm we have defeated all the evil in this place. She may know what we are to do next to ensure this place stays free from evil."
SOLAR CE’NEA: I agree
SOLAR CE’NEA: SOlar says lets just check out the rest of this room
SOLAR CE’NEA: first
SOLAR CE’NEA: Percpetion 1d20+4-18
JOHAN D’ALMENTA: Johan Perception check: 1d20+11 = 17
JOHAN D’ALMENTA: Mesodias Perception check: 1d20+6 = 24
DUNGEON MASTER: The party inspects the rest of the room, discovering little other than rubble, rotting timber, and standing water.
JOHAN D’ALMENTA: Johan and Mesodias move around the room, shifting through the rubble and debris looking for any trace of value items or artifacts from before the fire.
DUNGEON MASTER: The party returns upstairs, retracing their steps back into the room where the ghost of Mrs. Hawkran resides.  She takes form as soon as the heroes step into the chamber.

"The Splatter Man is dead, my brave, brave men," she says, her voice a whisper.  "You have done Harrowstone a great service--even my own husband could not have done more, or done it more bravely, than you have."
SOLAR CE’NEA: My Lady, it is your family that has done the greatest service, to this town and its people, we simply walked in your footsteps and finished your journey
SOLAR CE’NEA: It was an honor for us to serve you
SOLAR CE’NEA: "I s there anything else we need do, we have found a sword with your family crest"  SOlar gestures to Johan. "You said to bring you something of your husbands to try and break the curse on this place
JOHAN D’ALMENTA: Johan withdraws the blade and offers the pommel to Solar to present the blade to the blue lady.
DUNGEON MASTER: "It is not finshed, I fear--that is the nature of this evil.  But the evil is contained, once again, and the evil spirits are imprisoned once more.  That sword was indeed my husband's--take it; I can make no use of it here."  She gestures with her hand to emphasize the point; her hand passes through the hilt of the sword as if it were not there.
SOLAR CE’NEA: It is not finished my Lady? what do you mean?
SOLAR CE’NEA: Slar hands the sword back to Johan whilst tlaking
DUNGEON MASTER: "The work my husband carried out is not finished--the prisoners must still be guarded, in death as in life.  And now I take his place.  That shall be my burden--my redemption."
JOHAN D’ALMENTA: Johan who is overcome with emotions regains his composure quickly before sheathing the blade.
SOLAR CE’NEA: My Lady, Is there a way, something we can do, so the evil here is destroyed and you may rest in peace?
DUNGEON MASTER: "Perhaps; I know not."
JOHAN D’ALMENTA: "My lady we will venture back down to finish exploring the entire prision to ensure nothing remains that could threaten the town. If you don't mind we will visit you from time to time."
DUNGEON MASTER: "It would be my pleasure," she replies.  "Be safe, my valiant soldiers."
SOLAR CE’NEA: Thank you my lady!
JOHAN D’ALMENTA: As we leave the lady and head back to the lower section of the prision to the south, Johan requests from Mesodias a healing burst to ensure we can face any further threats.
DUNGEON MASTER: "Oowwnnn," replies Mesodias before complying.
JOHAN D’ALMENTA: Healing Burst: 2d6 = 7 hp healed
JOHAN D’ALMENTA: Healing Burst: 2d6 = 6 hp healed
JOHAN D’ALMENTA: "Let's leave no sont unturned, I think we should take a few minutes to check out that remaining section to the south just to make sure nothing remains."
DUNGEON MASTER: The party returns to the lower level, returning to the metal door at the southern end of the western cell block.  The door is made of rusted iron; it is closed shut.
SOLAR CE’NEA: SOlar suggests to listen at the door.
SOLAR CE’NEA: Percpetion 1d20+4=16
DUNGEON MASTER: The room is as silent as death.
JOHAN D’ALMENTA: "ok guys you know the drill. Gimme some room and I'll bust it open."
JOHAN D’ALMENTA: Johan puts some weight into the door to open it up.
SOLAR CE’NEA: Solar just shakes his head and says Warriors and gives a gentle sigh
DUNGEON MASTER: Johan shoulders the door and presently it swings open with an ear-rending screech.

Numerous grisly tools of torment decorate the room, from cages to hanging chains along the walls to a stretching rack, a large wooden tank, and a fire pit in the middle of the room. To the east stands a grim iron maiden, the lid closed and presenting a stern decoration of a tormented woman upon its face. The broken, twisted skeleton of a human dressed in a tattered guard’s uniform lies upon the stretching rack in the middle of the room; the body is surrounded by several discarded knives, branding irons, and pliers. A large, bloodstained wicker basket sits at the head of the rack.
DUNGEON MASTER: As Solar and Mesodias view the branding irons, both are suddenly reminded of their own brands on their foreheads.  Surprisingly, the pain from the branding wounds is gone, and further inspection reveals the black 'H's have vanished as well.
JOHAN D’ALMENTA: Johan stands back as he takes in the grim contents of the room. He looks to Solar, "Can you test that skeleton with your spell before we move inside to explore?"
SOLAR CE’NEA: Solar obliges and hits the skeleton with a Disrupt undead spell
Disrupt Undead - (Ranged Touch Attack)
1d20+4=23
Damage 1d6=1 against undead
DUNGEON MASTER: Solar's ray strikes the skeleton with no visible effect.
SOLAR CE’NEA: Solar casts detect magic from the door and looksaround the room from his spot
DUNGEON MASTER: Solar detects no sources of magic.
SOLAR CE’NEA: "Nothing seems to have happened... and i can't detect any magic however I don't trust this" Percpetion check 1d20+4=17
JOHAN D’ALMENTA: "Yeah I know the feeling. I don't trust this room either, just look at it. I'm going to move inside to see if anything happens. You two cover my back."
DUNGEON MASTER: The entire aura of this room is menacing; however, Solar observes no movement in this room.
SOLAR CE’NEA: Solar sends in his dancing lights for Johan to see properly
JOHAN D’ALMENTA: Johan moves inside the room, sweat running down his face and inside his tunic. His eyes scan the room nevrously as he approaches the table with the skeleton.
JOHAN D’ALMENTA: Johan Perception check: 1d20+11 = 27
SOLAR CE’NEA: Percpetion 1d20+4=22
JOHAN D’ALMENTA: Mesodias Perception check: 1d20+6 = 25
DUNGEON MASTER: As Johan approaches the table, the horrid door to the iron maiden at the far side of the room creaks open.

[Order is: Solar, Johan, Mesodias, Iron Maiden.  All act in the surprise round.]
SOLAR CE’NEA: Solar cast Distrupt undead at the Iron Maiden
Disrupt Undead - (Ranged Touch Attack)
1d20+4=9
DUNGEON MASTER: Solar's ray bounces off the torture rack to no effect.
JOHAN D’ALMENTA: Johan's eyes widen in terror as the iron maiden opens up. "Stand back from it! God knows what it can do." Johan moves back to stand to the side of Solar.
JOHAN D’ALMENTA: Mesodias stands there in a defensive stance, gripping his magical heavy mace as they wait to see what happens next.
JOHAN D’ALMENTA: Johan will Save: 1d20+3 = 21
SOLAR CE’NEA: SOlar aware that his companions will be watching the Iron Maiden is watching carefully the torture instrements and the skeleton.
DUNGEON MASTER: The door to the iron maiden creaks open, revealing a small torture chamber meant to torment victims with long spikes driven slowly into their bodies.  So it must appear normally--but now, the figure of Kendra Lorrimor appears within the maiden, bound by chains and punctured with numerous holes from which blood trickles forth.  Her eyes are wide in horror.

[Solar's turn.]
SOLAR CE’NEA: SOlar tries to understand what is going on  and how to defeat the iron Maiden Knowledge 1d13+8 =21
DUNGEON MASTER: This is clearly a haunt.  Besides the usual vulnerabilities, it seems this one might be damaged by attacking the maiden itself.
SOLAR CE’NEA: Solar aims and shoots at the Haunt once again
Disrupt Undead - (Ranged Touch Attack)
1d20+4=23
Damage 1d6=3 against undead
DUNGEON MASTER: Solar's ray strikes Kendra's figure in the chest.  Her mouth opens; a bit of blood runs down her chin as she screams aloud as if in terrible agony.
SOLAR CE’NEA: Solar says to his companions, That is clearly a fake image of Kendra, Disrupt undead wouldn't effect her if she was really there!
JOHAN D’ALMENTA: Johan cries out in shock, "You are not Kendra! Fuck you and your deception!" Johan sheaths his longsword and retrieves his heavy crossbow. Preparing to load it next round.
JOHAN D’ALMENTA: Mesodias grasps his holy symbol and channels the energy of Gorum to summon a spiritual greatsword that hovers in front of the iron maiden and attacks.
To Hit (spiritual greatsword): 1d20+3+2 = 23
Damage (spiritual greatsword): 1d8+1 = 9
DUNGEON MASTER: Mesodias' weapon shears the figure of Kendra in twain--her form disappears in a spray of blood and an unearthly scream.  However, at that very moment the wicker basket at the end of the torture rack rattles and shakes...
DUNGEON MASTER: Two white, grotesque, hands crawl out, moving with fingers as if they were spider legs.  The hands appear to have been severed with a crude instrument, as several tendons and vessels snake behind the things.  They move across the floor towards Mesodias, leaping up as if to grab at the man's neck.  But fortune is with him this day, as they both fail to get a hold of the priest, and they remain scuttling angrily at his feet.
SOLAR CE’NEA: Solar realising that many of the options available to him will damage Mesodius goes for the safest thing for his friend and casts
Ear-Piercing Scream
2d6=12 
DC14 Fort save means not Dazed and only half damage.
DUNGEON MASTER: One of the hands disinigrates under the force of Solar's spell, collapsing into an inert pile of flesh and sinews.
SOLAR CE’NEA: Solar then moves back so johan can get in and attack the other hand
JOHAN D’ALMENTA: Johan secures his heavy crossbow across his shoulder before instinctly lashing out with his spiked gauntlet as one of the animated hands scuttles on the ground.
To Hit (spiked gauntlet): 1d20+8 = 20
Damage (spiked gauntlet): 1d4+4 = 6
DUNGEON MASTER: Johan's strike smashes into the hand; crushing several bones but failing to stop it completely.
JOHAN D’ALMENTA: Mesodias Know (religion) check: 1d20+5 = 16
DUNGEON MASTER: The haunt appears to be inactive at the moment.
JOHAN D’ALMENTA: Mesodias directs the spiritual greatsword to attack the animated hand. Mesodias then crushes one of the hands with his +1 heavy mace.
To Hit (spiritual greatsword): 1d20+3+2 = 20
Damage (spiritual greatsword): 1d8+1 = 7
DUNGEON MASTER: The ghostly greatsword sweeps across the room in a graceful arc, coming down upon the second hand to slice the thing in twain.  The animated flesh quivers and then lies still.
DUNGEON MASTER: [Off rounds.  535 xp each.]
JOHAN D’ALMENTA: Mesodias crushes the hand underneath his boot as he directs the spiritual weapon to destroy the remains of the iron maiden.
SOLAR CE’NEA: Solar is still uncomfortable with the Skeleton and the and the torture impliments in the room he starts casting disrupt undead freely, first at the skeleton then at the impliments one at a time
JOHAN D’ALMENTA: Johan stands next to Solar with his longsword readied as the sorcerer tests the remaining objects within the room.
SOLAR CE’NEA: Skeleton
knifes, several discarded knives, branding irons, and pliers
DUNGEON MASTER:

<<< ages to hanging chains along the walls to a stretching rack, a large wooden tank, and a fire pit in the middle of the room
DUNGEON MASTER: Blue rays stream from Solar's hands, striking the various implements scattered about the room, as well as the skeleton on the rack.  In every case the ray sputters against its target with no visible effect.
SOLAR CE’NEA: I think we are safe for the moment, perhaps we should search the room.  I'll start with the Skeleton Perception 1d20+4=20
JOHAN D’ALMENTA: Johan once again caustiously moving further into the room to search the iron maiden first while it was at least inanimated for the time being. Perception check: 1d20+11 = 20
JOHAN D’ALMENTA: Mesodias waits by the doorway watching the room as Solar and Johan search for any items of interest.
SOLAR CE’NEA: THen SOlar will move rest of the rack (that the skeleton is on and then to the iron Madien.  He aslo cast detect magic
DUNGEON MASTER: The trio of heroes search the room, starting with the skeleton on the rack.  The skeleton still wears tatters of a chainmail shirt.  A set of keys rest in the thing's pelvis and a metal disk appears wedged in its mouth.  [Heal check from solar please.]
SOLAR CE’NEA: Solar heal check 1d20=19
DUNGEON MASTER: The skeleton on the rack appears to have been the victim of torture.  Indications include broken bones, severed hands, dislocated hips and shoulders, a shattered jaw, and numerous long, thin needles that have been driven into his ears, eye sockets, elbows, hips, and knees.
DUNGEON MASTER: Its jaw has been shattered, and the keys bear scorch marks as if they had been heated  in a fire.
SOLAR CE’NEA: Hey guys come and look at this, this man has been tortured, and he has a set of keys, I think he was a guard. Solar looks at the metal disk
SOLAR CE’NEA: knowledge local 1d20+13=27
JOHAN D’ALMENTA: "Such a terrible way to go." Johan shakes his head. "No one, not even the prisoners deserved a death like this, especially the guards if this is one that got caught by the inmates."
DUNGEON MASTER: This is appears to be a badge belonging to the warden of Harrowstone Prison.  The brass and silver still shine despite the passing of years, and the emblem on the front is clearly visible.
SOLAR CE’NEA: This is the badge of the warden, I think we should return this to the blue lady
SOLAR CE’NEA: but lets search the rest of the room first
SOLAR CE’NEA: Percpetion 1d20+4=20
DUNGEON MASTER: On the east side of the room, Solar discovers an odd latch that has been disguised to look like part of the wall.
JOHAN D’ALMENTA: "I think we should take his remains with us for a proper burial. He deserves to be taken away from this foul place."
SOLAR CE’NEA: I aggree, perhaps we should take the remains and the badge and keys to the Blue lady and ask her what she would like done with them
SOLAR CE’NEA: By the Way there is a latch over here
JOHAN D’ALMENTA: "What have you found? Let me take a look at it."
JOHAN D’ALMENTA: Johan moves over to where Solar indicates and observes the latch, inspecting it for any obvious traps before triggering it. Perception check: 1d20+10 = 28
JOHAN D’ALMENTA: "Most odd, something like this being in a torture room like this."
SOLAR CE’NEA: Percpetion check 1d20+4=24
JOHAN D’ALMENTA: Mesodias Perception check: 1d20+6 = 19
DUNGEON MASTER: Johan discovers no traps and presently pulls the lever, causing a 5' section of the wall to slide away.  Beyond lies a hidden passageway stretching away to the east.  The rough stone walls of this natural cavern drip with moisture, leaving stagnant pools of water on the uneven floor.
SOLAR CE’NEA: This is very odd, what would a tunnel go into a cavern?
JOHAN D’ALMENTA: "Wow!" Exclaims Johan as he watches the secret door smoothly pivot to reveal the chamber.
SOLAR CE’NEA: Should we go to the Blue lady first or check this out?
JOHAN D’ALMENTA: "I honestly don't know. What do you think would be best?"
SOLAR CE’NEA: I think the blue lady has waited long enough we should try to end her suffering, I think this might help
SOLAR CE’NEA: We can close this again and come back if we need to
JOHAN D’ALMENTA: "Then that is what we shall do first."
DUNGEON MASTER: The party backs out of the passage, closing the door for the time being.
JOHAN D’ALMENTA: Johan rips his sack into a makeshift hammock to carry the warden upstairs with them.
SOLAR CE’NEA: Good idea, Lets carry the bones to the Blue lady
JOHAN D’ALMENTA: Johan carefully places the bones into a sack so they can remove the warden from this place for a proper burial.
JOHAN D’ALMENTA: "I mean no disrespect warden for mishandling your remains. No easy way to move you but I feel that you would want to be taken away from this place to rest with your family at the church grounds." Johan says this out loud to anyone listening.
DUNGEON MASTER: The silence of the torture chamber is the only reply.
JOHAN D’ALMENTA: The party heads back up to the blue lady to advise her of their recent find. "My lady, it pains me to say this but we have found your husbands body and freed him. With your permission we would like to bury his remains on church grounds?"
SOLAR CE’NEA: We also have his badge, would you like us to bury that with him?
DUNGEON MASTER: Drops of blue tears fall from Mrs. Hawkran's face as she sees her husband's remains.  "Yes--yes, please do that.  He is gone from this place, but I am sure he would want his bones concencrated.  And his badge... he was so proud the day he first earned that... that thing...  It meant so much to him..."

With one hand she reaches out to touch the badge--gently, as if to remember her husband.  To her evident surprise, the object shifts under her fingers, despite the fact that her incorporeal form can effect nothing else.
SOLAR CE’NEA: What is happening my lady
SOLAR CE’NEA: Would you like this badge.
SOLAR CE’NEA: You have been a warden here as much as your husband
DUNGEON MASTER: "... as much as my husband..." she repeats in a whisper.  Reaching out, she grasps the badge in her fingers, holding the thing up to the meagre light shining through the window.  "I wish you gone," she says, looking around her room as if for the first time.  "You hear me?  All of you--your time here is done!  I banish you.  I BANISH YOU!"  Her voice rises into a crescendo that echoes throughout the ruined prison.

At once the badge glows blue and floats into the air, pulsing with energy.

"BE GONE!" she cries again.

The badge explodes in a ball of light.  A cacophony of screams and cries rises from the prison, floating upwards into the rainy morning sky--Mrs. Hawkran's form rising last of all.
DUNGEON MASTER: In the silence that follows, the warden's badge drops down on the floor with a soft plink.
DUNGEON MASTER: [2,400 xp each.]
SOLAR CE’NEA: xp is 13569
JOHAN D’ALMENTA: Johan retrieves the wardens badge and pockets it. "THis will prove to the village folk what extraordinary act we have achieved today."
: In the silence that follows, the warden's badge drops down on the floor with a soft plink.
DUNGEON MASTER: [2,400 xp each.]
SOLAR CE’NEA: xp is 13569
JOHAN D’ALMENTA: Johan retrieves the wardens badge and pockets it. "THis will prove to the village folk what extraordinary act we have achieved today."

No comments:

Post a Comment