Session 9
The party concludes
their interview with the Sheriff.
Presently he moves away from the group, and all three heroes along with
Kendra make their way back along the road to her house.
DUNGEON MASTER:
"It looks like rain," she says a bit absently, as she unlocks the
door.
SOLAR CE’NEA: Are
you alright Kendra?
SOLAR CE’NEA: Can I
get you a drink?
DUNGEON MASTER:
"Not at all!" she exclaims, rounding on Solar with her hands on her
hips. "People could have died...
may still die! What did you do in that
old prison?"
SOLAR CE’NEA: I
don't think that anything we did in the old prison caused what happened
tonight. We found that some cultists had
been casting ritual spells there. I
thikn this has been building for some time, and that your father had happened
upon it and was investigating it.
DUNGEON MASTER:
"Cultists!" she says angrily, but suddenly stops short. "Why do you say that?"
JOHAN D’ALMENTA:
"I didn't want to say anything before the townsfolk, however there is an
evil in that old prision, with an unquenchable thirst for blood of the living
that these occurances are only going to increase unless we do something to stop
them. The whole town is living next to a place with a dark history that
attracts these kinds of things. It chills me to the core just thinking about
it."
SOLAR CE’NEA: Your
father was investigating the Whispering way and we discovered that they have
put magic runes all around the prison to capture a soul there of Roden hawkran
the Warden of the Prison
SOLAR CE’NEA: both
what Johan and I say seem to be seperate events but are connected in some way
SOLAR CE’NEA: We are
trying to determine what and stop the evil from rising
DUNGEON MASTER:
"I don't doubt the place is haunted," she says in reply to Johan,
"everyone in the villiage says so, and I belive it from your
accounts. But they will say you stirred
the spirits up with your activity there... I hope they will be wrong."
SOLAR CE’NEA: the
blood on the statue happened before we went up there. We started investigating
becasue of the Statue
DUNGEON MASTER:
"The Whispering Way...." she says, thoughtfully. "My father mentioned them, but he only
told me little. You think they have come
_here_?"
SOLAR CE’NEA: Yes my
dear they have been and most likely gone, but I think they have stirred up an
old evil, that is just starting to make it's prescense felt.
DUNGEON MASTER:
"That is true about the statue, I suppose," she says in reply to
Johan. She lets out a heaving sigh. "You must forgive me, friends... You have done nothing but help me and the
townsfolk so far... I have no right to turn on you like this. I am sorry."
JOHAN D’ALMENTA:
"We know what evil lies in the prision. We even know the names of the
spirits of the damned, the worst of the serial killers and rapists. They are
trapped or connected to the prision where they died and this evil existed
before we even knew about this town. This evil can be destroyed if we can
exorcise it from the prision. This won't be an easy feat however the towns
future depends upon this otherwise the prision will act as a magnet for this
cult to experiement in this place of evil."
SOLAR CE’NEA: I
understand my dear, it has been a trying night for ones Nerves, but you must
believe me when i say Johan, Mesodious and I will do everything in our power to
hlep the town and its people
SOLAR CE’NEA: Johan,
This brings a very valid point, If we are returning to the Prison tomoorrow, we
should leave very early so others do not see us approaching the Prison, I don't
want to get there in the dark but perhaps we should be there at first light so
we aren't observed by the townsfolk. Ill
informed rumors can be very dangerous for outsiders!
DUNGEON MASTER:
"I don't understand," she replies to Solar. "Have you seen them? What makes you so sure?"
DUNGEON MASTER:
"But why must you? Has the prison
not been haunted for many years? Why all
this trouble now?"
DUNGEON MASTER:
[This latter statement is directed in reply to Johan.]
SOLAR CE’NEA: Your
Fathers notes, the books he has been using, my own knowledge of them and the
runes which I recognised at the prison as being something the Whispering Way
uses.
SOLAR CE’NEA: I
think the troubles are starting now because of what ever the Whispering did
SOLAR CE’NEA: When I
say I recognise the runes, I am actually making an educated guess but I am
confident that is what has happened. I
have a strong gut feeling gut feeling about it
JOHAN D’ALMENTA:
"What I think has happened is that these Whsipering Way have somehow drawn
the evil out of the place to manifest itself. We have faced two powerful
haunts, one was a pair of disembodied hands grasping a sythe, and the other was
the Piper, one of the condemed who used his powers to make us powerless to move
while he drained our life away. I don't want you to go to the prision but you
wiould feel the evil even before you reach the front door to the prision."
DUNGEON MASTER:
"I... I am glad you told me of this," says Kendra at last, in reply
to Solar. "I never liked the way my
father died. The gargoyle that
supposedly crushed his face--it was no higher than my own head! Unless he stood beneath it with his nose in
the thing's neck, how did it kill him!"
SOLAR CE’NEA: I am
sorry Kendra, we suspected something wrong about his death and went to
investigate, but we found no proof one way or the other. I think he was discovering the danger looming
over this town, and was about to act. I
don't know if his death was an accident or created by the Way or someone else,
but we intend to help the town just like your father would!
DUNGEON MASTER: To
Johan she replies: "They may have.
In any case you have my gratitude and respect. Not many would be willing to confront such an
evil. But I am worried for you as
well. I heard townsfolk talk--you were
seen entering that prison. In Ustalav, a
hero and a fool are the same thing."
SOLAR CE’NEA:
Hopefully in the process we will discover the truth about your fathers death
SOLAR CE’NEA:
Perhaps we need to be less obvious in future
DUNGEON MASTER:
"Indeed," she replies. She
sighs, sadly. "My father brought
you here for a reason. If he trusted
you, then that should be enough for me.
Once again, forgive me, friends."
SOLAR CE’NEA:
Kendra, While at the Prison, one of the Undead, the Piper, controlled stirges,
they attacked me and drained a lot of energy from me and we don't have time for
me to recover naturally, do you think Father Grimborrow would be able to and
willing to restore me to full health?
DUNGEON MASTER:
"He might," replies Kendra.
"He's not well-disposed, but he's honest and not any kind of
fool. If he thinks you're doing Ravengro
a service--as I do--then he might help you."
DUNGEON MASTER: The
night passes uneventfully, but for the pitter-patter of rain that begins about
one in the morning and gradually grows.
Morning dawns to reveal a hazy, overcast sky with a downpour turning the
dirt streets into muddy paths--it appears that Kendra was correct about one
thing, at least.
JOHAN D’ALMENTA:
Johan queries Kendra before they leave early for the prision taking advantage
of the concealment from the light rain. "Excuse me but I was wondering if
you would have any protective spells that could be cast on us to protect us
from whatever we find in the prision? I don't know the names of particular
spells but anything would be rgreatly appreciated."
DUNGEON MASTER:
"I do have an armor spell I could cast... it will help lightly those
lightly armored for two hours before fading," she repleis.
JOHAN D’ALMENTA:
"That sounds perfect as two hours is more time than we would care to stay
in that place," replies Johan.
SOLAR CE’NEA: I
agree!
DUNGEON MASTER:
Kendra agreeably casts the spell, and a slight shimmer appears over Solar's
body.
SOLAR CE’NEA: Many
thanks my lady!
SOLAR CE’NEA: After
speaking to and getting assistance from Kendra, Solar suggests to his
companions that they head to the prison first, but they should go through the
forest on a short roundabout route and come at the prison from the other side
so that the local townsfolk don't see them arrive at the prison. He also advises Caution and to keep an eye
out for possible surprise attacks but knows he is talking to the converted
JOHAN D’ALMENTA:
"Why don't we enter the prision building with the same section we did last
time. I am curious if the Piper has been reanimated again within such a short
amount of time."
SOLAR CE’NEA: I
think that is a excellent idea, If he is still there we know what we face, if
he isn't we know we can have some effect clearing out the undead from the
prison
DUNGEON MASTER: The
party enters the gate via a roundabout route, going around to the west
porch. They now stand within the 10'
long hallway they entered last time.
DUNGEON MASTER: The
rain is heavy, and casts a pall over everything--the prison looks a great deal
gloomier than it did yesterday.
SOLAR CE’NEA:
Perception 1d20=19
JOHAN D’ALMENTA:
Perception check: 1d20+7 = 23
SOLAR CE’NEA:
Perception 1d20+1 =6 Solar is looking to see if any of the Skeletons in the
cages are moving, and listneing for the playing of the piper or the sound of
the stirge wing beats
JOHAN D’ALMENTA:
"Let's get some light in here and check out further in the hallway were we
encountered the Piper previously," says Johan with his greatsword readied
in both hands.
SOLAR CE’NEA: Solar
Cast Dancing Lights and sends them down the hallway 1 light goes through the
cells on the left, one light on the cells on the right, the other two lights go
straight down the hall way one at chest height, one closer to the ceiling
JOHAN D’ALMENTA:
"If that fuckers pipe is still here I think we should take it and maybe
bury it or dip it into holy water to put his damned spirit to rest for all
time?"
DUNGEON MASTER: The
party treads down the cell block warily, weapons out. Silence greets them.
DUNGEON MASTER: At
the end of the first cellblock lies a corner cell, larger than all the others.
JOHAN D’ALMENTA:
Johan points to the larger cellblock, "That looks like a good place to
start." Johan will inspect the hallway for traps before moving forward for
a closer look.
Perception check
(traps): 1d20+8 = 28
DUNGEON MASTER:
Johan discovers no traps.
DUNGEON MASTER:
Although this cell is rather spacious, it contains no concessions to comfort. A
skeletal body dressed in the rotting remains of a prisoner’s robe lies slumped
against the eastern wall, wrapped in numerous chains on which are affixed numerous
weights emblazoned with several different holy symbols.
JOHAN D’ALMENTA:
"Do you think this guy was the Piper?"
SOLAR CE’NEA:
"No I don't, if I recall correctly from our research there was nothing to
indicate the piper as a priest or a cleric, Let me think about this,"
Solar tries to recall if one of the netorious major prisoners was a preist or a
cleric or if he collected holy symbols knowledge Local 1d20+11=22
JOHAN D’ALMENTA:
Johan will loop the skeletons skull from its body with his greatsword.
DUNGEON MASTER:
Solar remembers nothing new about the prisoners of Harrowstone.
DUNGEON MASTER:
Johan strikes the skull from the skeleton's head. It drops to the floor and shatters.
SOLAR CE’NEA: Solar
wonders around the outside of the cell to see if there are any symbols or
markings Perception 1d20+1=7
JOHAN D’ALMENTA:
"I'm happy to leave this guy chained in these magical manicles for the
time being unless you wanted to release him and see what happens."
JOHAN D’ALMENTA:
"That is if my mundane lockpicks are even able to open these locks?"
DUNGEON MASTER:
Solar discovers no symbols or markings.
Away to the east
stands a guardpost overlooking the first floor entrance to Harrowstone, blocked
from the cellblock by an arc of iron bars. Within sits an old wooden table and
a few chairs.
SOLAR CE’NEA: No, I
think i am happy to leave him there, However just have your sword ready, I am
going to hit him with a disrupt undead spell through the door way
SOLAR CE’NEA: Solar
cast Disrupt undead at the Skeleton
Disrupt Undead - (Ranged Touch Attack)
1d20+3 =21
Damage 1d6=6 against undead
DUNGEON MASTER:
Solar's ray strikes the skeleton with no visible effect.
JOHAN D’ALMENTA:
"Let's check out the passage to the first floor." With that he moves
closer to the arc of iron bars and looks around for a lever or mechanism to
open it without having to resort to brute strength.
JOHAN D’ALMENTA:
Perception check: 1d20+7 = 15
DUNGEON MASTER: The
bars are rusted in several places and will easily give way to Johan's strength.
DUNGEON MASTER: To
the left, near the center of the level, is an old staircase leading downwards
into the gloom.
Ahead lies another,
smaller, cellblock. Each cell containes
a mouldering old skeleton. [non-animated.]
SOLAR CE’NEA: SOlar
sends two of the lights in the arc of Iron bars to better illuminate the area
DUNGEON MASTER:
Johan notices a lever inside. It is
heavily rusted.
DUNGEON MASTER:
Thanks to Solar's lights, the guard post is now better illuminated. Minute cobwebs and rat droppings are now
easily visible.
DUNGEON MASTER:
There is another exit off this floor, heading out towards the balcony where the
eastern wall has fallen away.
DUNGEON MASTER:
Additionally, there appears to be an old kitchen about midway along the eastern
wall.
JOHAN D’ALMENTA:
"This place is falling apart. I thought as much all this metal would be
rusted." Johan inspects the lever for any traps before he considers
putting his weight into it. Perception check (traps): 1d20+8 = 28
DUNGEON MASTER:
Johan discovers no traps, and makes short work of the rusted old bars.
DUNGEON MASTER:
Flakes of rusted metal swirl around in the air before falling to the floor.
SOLAR CE’NEA: Solar
suggests that the follow the wall around looking for anything that is unuasual
until they get back to where they entered the building, then head to the middle
of the floor and start investigating the stair down.
DUNGEON MASTER: The
south-eastern cells hold skeletons, which thankfully do not animate as the
characters approach.
JOHAN D’ALMENTA:
"I'm not taking any chances with these skeletons. They are not moving
right now but when and if the Piper comes back you never know." Johan will
systematically remove the head from each skeleton they are approach.
DUNGEON MASTER:
Johan skillfully takes the head off every skeleton through the bars
DUNGEON MASTER:
Against the middle of the eastern wall lies a kitchen, now nothing more than
charred, blackened remains. An adjoining
pantryonce contained an abundance of foodstuffs, but it was picked clean by
rats and squirrels long ago.
JOHAN D’ALMENTA:
Johan will inspect the kitchen area for any traps before they look around for
any clues or items of interest. Perception check (traps): 1d20+8 = 24
SOLAR CE’NEA: Solar
sends two of the dancing lights follwoing Johan to help he see properly
DUNGEON MASTER:
Johan discovers only rat droppings and pillaged dry goods.
DUNGEON MASTER: The
opening at the north-eastern corner of the building opens onto the eastern
balcony (R7) The northern portion of
this balcony has crumbled away into a pile of rubble amid the gently rippling
waters of a dark pool of water. Ivy hangs down from the walls in thick, matted
lengths, while dense tangles of vines decorated with deep red and violet
flowers adorn the balcony’s edges.
SOLAR CE’NEA: Solar
goes to look near the edge of the building to over look the lake, he has his
crossbow at the ready
DUNGEON MASTER:
Solar spots something peculiar: near the wall of the balcony, on the inside,
lies a gnome's skeleton. Strips of
rotten leather armor and rusted weapons lie among the remains.
SOLAR CE’NEA: Solar
suggests trying to pull the gnome's body towards them with his grappling hook
JOHAN D’ALMENTA:
"Sure thing, worth checking out what items he has to perhaps identify who
he was in a previous life." Johan will throw the grapple hook to catch
part of the gnomes armour and pull it closer for inspection.
DUNGEON MASTER:
Johan's grappling hook sucessfuly catches onto the skeleton. As Johan drags the skeleton across the
balcony, a rotten old pouch breaks open, scattering gold coins across the
floor.
SOLAR CE’NEA: Solar
suggests tying the rope around him and he will try to go out and get the coins
and if there is trouble the other two pull him out of there
DUNGEON MASTER:
Solar ventures out onto the balcony to retrieve the coins. He gathers up several before he notices
something sinister--the beautiful crimson and violet flowers, which to bear
tiny faces.
[Initiative please.]
JOHAN D’ALMENTA:
Initiative check: 1d20+4 = 17
SOLAR CE’NEA:
Iniative 1d20+7=24
SOLAR CE’NEA: Solar
sees the faces and backs out as quick as he can, "pull me back NOW the
plant has little faces" he yells.
DUNGEON MASTER:
Solar backs off the balcony. Where he
stood, a cloud of violet pollen rises, filling the air.
JOHAN D’ALMENTA:
"That might be what got our gnome friend over there." Knowledge check
(nature): 1d20+5 = 14
DUNGEON MASTER: This
is an Xtabay. Known for their potent—and
ultimately deadly—scent, xtabays are a floral hazard to the unwary. As
fast-spreading as ivy, a xtabay’s vines are sturdy and adaptive, making the
plant a potential threat nearly everywhere—from gardens to wells to forest
groves.
JOHAN D’ALMENTA:
"It seems like it is unable to grab us from where we are so let's leave it
for the time being. We can always come back with a few flasks of oil and burn
it down later."
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