Showing posts with label Carrion Crown 21-25. Show all posts
Showing posts with label Carrion Crown 21-25. Show all posts

Wednesday, January 2, 2013

Carrion Crown Session 25


Session 25
DUNGEON MASTER: [GAME STARTS HERE]
DUNGEON MASTER: The old prison is quiet but for the soft sound of rain outside.
JOHAN D’ALMENTA: Johan wipes away the tears from his eyes with his bloodied sleeve as the blue lady vanishes after cleansing the prision. Johan looks around in awe, "Well that looks like the prision is free from this taint and hopefully also the town." Johan slaps Solar and Mesodias on the back.
SOLAR CE’NEA: I aggree but I think we should do a quick check around of the prison, and perhaps check for treasure we may have missed.
SOLAR CE’NEA: Plus i believe we have keys now we didn't have before
JOHAN D’ALMENTA: "What about that secret passage we found in the lower section of the prision? Did you feel like exploring that section once we have checked the prision for anything we may have missed?"
SOLAR CE’NEA: If I recall it was not part of the dungeon, it was natural cave, I don't think it would hold much of interest.  but if you think we need to go there we could, I am more interested to see what was in the furnace room
JOHAN D’ALMENTA: "I'd forgotten about that room. Near burnt me to a crisp the first time I went in there."
SOLAR CE’NEA: Lets go to the furnance room first as it is on this floor.
JOHAN D’ALMENTA: Johan sets off, heading to the infirmary room to caustiously check if the furnance haunt is still active.
DUNGEON MASTER: A huge stone furnace dominates this room, large enough for a child to climb inside. An ancient fire has burned away the entire east wall the room, providing a panoramic, if eerie, view of the lake beyond. That same lake has gradually expanded into the room, flooding its eastern half.

There is no sign of the haunt at the moment.
[Perception checks from all, please.]
SOLAR CE’NEA: Solar recasts dancing lights so they are leading the way in the standadr formation (one near the ceinling on directly in front one each to the sides
JOHAN D’ALMENTA: Johan Perception check: 1d20+11 = 23
SOLAR CE’NEA: Perception 1d20+4=19
JOHAN D’ALMENTA: Mesodias Perception check: 1d20+6 = 23
JOHAN D’ALMENTA: "Well that's a good sign, hopefully it remains quiet when we enter."
SOLAR CE’NEA: I'm happy to walk in and quickly get out if we need to'
JOHAN D’ALMENTA: Johan moves into the room, eyes focused on the now inactive furnace.
DUNGEON MASTER: A soot-caked copper plaque over the furnaceentrance reads “Ember Maw.”
SOLAR CE’NEA: SOlar follows behind Johan ready to cast disrupt undead
DUNGEON MASTER: Nothing stirs in this chamber.
SOLAR CE’NEA: Percoeption 1d20+4=9
JOHAN D’ALMENTA: Johan moves off to explore the contents of the room for any items of value or interest. Perception check: 1d20+11 = 21
DUNGEON MASTER: There is little of interest left within this chamber.  The furnace reeks of fire--a few things that might be bones stick out of the ashes caking the bottom.
SOLAR CE’NEA: Looks like nothing is in here...do you want to check out the infirmary, maybe they have some healing potions or something there left from before the fire
JOHAN D’ALMENTA: "I am relieved this room is normal again. I like your idea about checking the infirmary for anything we can use that may have been left behind."
DUNGEON MASTER: 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.
SOLAR CE’NEA: Perception 1d20+4=10
JOHAN D’ALMENTA: Johan walks into the room, looks amoungst the various rooms systematically. Perception check: 1d20+11 = 25
DUNGEON MASTER: A search of this cluttered room revealsa number of valuable objects—a pair of fully stocked healer’s kits, 3 vials of antitoxin, 2 vials of antiplague, 3 doses of bloodblock, 3 doses of smelling salts, 2 vials of soothe syrup, and 4 potions of cure light wounds
SOLAR CE’NEA: Solar finds these all interesting so says he will carry them all and hand them out as needed as he consideres it party treasure
DUNGEON MASTER: 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 above.
SOLAR CE’NEA: Solar casts flaming sphere at the xtabay to tak it out
DUNGEON MASTER: The vines writhe and twist painfully as the Xtabay is consumed in the flames.

[200 xp, yo]
DUNGEON MASTER: In the ashes and scattered bones lies 19 gp, 3 pp, and a single citrine.
SOLAR CE’NEA: SOlar is keen to examine the ruins of the plant to see what he can find
JOHAN D’ALMENTA: "nice work of that vine, it stood no chance against your spells. Now can we head back to that secret passage and check out what's down there?"
SOLAR CE’NEA: Solar pockets the coin and gem to split up later
SOLAR CE’NEA: Certainly
SOLAR CE’NEA: lets se where it goes
DUNGEON MASTER: The party heads back down into the lower level, back into the torture chamber.
SOLAR CE’NEA: Solar says he forgot to mention this (he is sure its becasue he list some wisdom,) he forgot he got damaged by the splatterman and asks everyone if they minded him using the Scroll of Lesser restoration to heal him. 1d4=3  full wisdom
DUNGEON MASTER: The party heads into the secret passageway.  The rough stone walls of this natural cavern drip with moisture, leaving stagnant pools of water on the uneven floor.
JOHAN D’ALMENTA: Johan moves caustiously through the underground passageway as he keeps a wary eye out for natural hazards. Survival check: 1d20+12 = 22
SOLAR CE’NEA: Percpetion check 1d20+4=21
DUNGEON MASTER: Johan spots no natural hazards, but both he and Solar notice that one of the puddles shifts as the party proceeds forward in the darkness.  Suddenly it springs to life and moves toward the party with a disgusting slurping noise.

[Initiative please.]
SOLAR CE’NEA: SOlar is wlaking with his crossbow ready for any events
SOLAR CE’NEA: initiative =1d20+23
JOHAN D’ALMENTA: Johan Initiative check: 1d20+4 = 7
JOHAN D’ALMENTA: Mesodias Initiative check: 1d20+4 = 24
DUNGEON MASTER: [Order is: Mesodias, Solar, Weird Moving Puddle, Johan.  The puddle is about 15' away from Johan.]
SOLAR CE’NEA: Knowledge dungeoneering to know what the puddle is and if it is a threat how to defeat it
SOLAR CE’NEA: knowledge 24
JOHAN D’ALMENTA: Mesodias points at the puddle as he notices it moving within the illumination of the dancing lights. He moves away fro the puddle to give Johan some room to fight whatever it is.
DUNGEON MASTER: Solar Recognizes that this is a gray ooze--a nasty little dungeon denizen that devours organic life with acid, and can damage any metal weapons and armor in its way as well.
SOLAR CE’NEA: Solar lets the others know they are facing a Grey ooze and lets them know everything he knows about them and then proceeds to cast ear Piercing scream
 Ear-Piercing Scream
 2d6=10  and dazed for one round 
 DC14 Fort save means not Dazed and only half damage.
and them makes a move back 20 feet
DUNGEON MASTER: Solar's spell causes the puddle to vibrate and shake as his scream echoes off the cavern walls.  Gray bits and drops fly off the puddle as well, and it seems a bit smaller as it slides through the darkness towards Johan.  It moves with alarming speed.

It barrels into Johan with terrific force, slaming him in the chest.  Acid sears his skin and the thing grips him about the legs and abdomen.

[6 physical damage, 5 acid damage; plus 3 constrict damage and 6 additional acid damge.]
JOHAN D’ALMENTA: Johan Reflex save: 1d20+6 = 17
JOHAN D’ALMENTA: Hero Point: Reflex Save: 1d20+6 = 22
DUNGEON MASTER: Johan's armor and weapons avoid taking any damage, though Johan remains grappeled and the acid burns his skin.
JOHAN D’ALMENTA: Johan cries out in pain as the ooze melts away clothing, skin and bone rapidly. He struggles with all his might to pull himself away from the thing and put some distance between himself and it. Grapple check (break grapple): 1d20+8 = 20
DUNGEON MASTER: Johan successfully throws the thing off.
JOHAN D’ALMENTA: Johan rips himself free fro the acidic grasp of the creature before moving 30 foot away. "Back into the torture room! Double move!"
JOHAN D’ALMENTA: Mesodias rushes back to the torture room, taking Johan's advice to retreat for the time being.
SOLAR CE’NEA: Solar sends off another ear piercing Scream befroe moveing 30 feet back towards the torture room (while moving he tells the others to use ranged weapons to attack the Ooze and keep ahead of it)
 Ear-Piercing Scream
 2d6=9
DUNGEON MASTER: Solar's attack damages the ooze yet again--it appears considerably more limp and weak than it did a few seconds ago.  It makes a nasty squelching noise as it slides across the floor towards the heroes.  [20' double move.]
JOHAN D’ALMENTA: "Keep moving guys! Do not let that thing get hold of you! Solar keep doing what you are doing but don't risk it getting you!" Johan retreats back to the doorway.
JOHAN D’ALMENTA: Mesodias moves thirty foot to the doorway before converting Weapon of Awe into Cure Moderate Wounds: 2d8+4 = 11 hp
SOLAR CE’NEA: Solar continues to cast Ear-pierceing scream
Ear-Piercing Scream
2d6=10  and then moves back another 30 feet
DUNGEON MASTER: Solar's attaack damages the puddle yet again.  It squelches and slurps as its form is further diminished.  Bits and droplets splatter all over the wall.  It continues its slow and steady pace forward into the torture chamber.
JOHAN D’ALMENTA: Johan will just stand watch at the doorway as Solar continues to weaken the creature with his arcane spells.
JOHAN D’ALMENTA: Mesodias will also stand guard watching the strange abomination approach the party.
SOLAR CE’NEA: Solar yells out...thanks for you support guys it warms the cockles of my heart....then casts ear piercing scream 
Ear-Piercing Scream
2d6=7 then moves another 30 feet away from the ooze
DUNGEON MASTER: The thing is very gravely damaged indeed--a long trail of gray slimbe marks its passage.  It moves forward, slow and steady, squelcing and slurping hungrily.  [It is now 15' away from the assembled party.]
JOHAN D’ALMENTA: "For Gorum's sake just die already!" Johan double moves around the corner into the cellblock room.
DUNGEON MASTER: "Ooon," agrees Mesodias as he follows Johan.
SOLAR CE’NEA: Solar Casts ear peiercig scream 
Ear-Piercing Scream
2d6=8 and then moves 30 feet following his brave companions
DUNGEON MASTER: The thing dissolves at long last into an inert puddle of gray slime.

[End rounds.  400 xp each.]
JOHAN D’ALMENTA: Johan slaps Solar on the back, "You champ! Seriously I don't know what we would have done without you. I hope that was the only one of those things."
JOHAN D’ALMENTA: "I have never seen anything quite like that before. Nasty piece of work."
SOLAR CE’NEA: Yes ooozes were a wizards experiment  gone wrong, I have never liked them!
SOLAR CE’NEA: Shall we see if there is anything down the shaft worth looking at?
JOHAN D’ALMENTA: "Alright. Is this something the inmates dug out to get into another section of the prision?"
SOLAR CE’NEA: Maybe it was a short cut devised by the spaltterman?
DUNGEON MASTER: The party finds a secret door, which slides open into a cell at the western end of the Splatter Man's former domain.
JOHAN D’ALMENTA: Johan moves along the wall of the secret passage, running his hands across the wall as he searches for any hidden recesses or loose stones that might reveal another hidden passage. Perception check: 1d20+11 = 15
DUNGEON MASTER: Johan discovers no secrets.
JOHAN D’ALMENTA: "Well I'm content to head back to town knowing that the prision is now secure, well as secure as it could be anyway. I think we have earned a good rest and a few drinks tonight. We should inform the town elders of this as well."
SOLAR CE’NEA: I agree, I don't think there is much else to do other than to honor the professors final wishes
JOHAN D’ALMENTA: "Ah one more thing. I would like to check on that poor chap, his name slips my mind. The gent who went mad in the town prision. It maybe safe to release him if the effects of the prision have been removed from effecting the townsfolk."
SOLAR CE’NEA: Yes, Gibbs, he should now be free from the splatterman, I just hope he hasn't lost his mind due to the splattermans influence
DUNGEON MASTER: The party marches out of Harrowstone Prison, out the front door and past the creaking metal gates.  A light rain is falling, in sharp contrast with the deep, thick mud formed over the course of the last two days.  As the party makes their way down, it becomes apparent that a small number of townsfolk have gathered in the street leading into town.  A few carts turned sideways comprise a makeshift barricade, and a significant number of those present are men armed with clubs and spears.

Their faces are gray with anxiety as the heroes approach.
SOLAR CE’NEA: Hail good neibours, you need not fear any longer the evil terror that has plagued the prison and this town has now been vanquished.  If you will allow I will tell the tale of a might couple that in death have still protected this town since the fire at the prison, I would tell you the tale of the Hawkrin family.
DUNGEON MASTER: The crowd parts somewhat and Councilman Heathmout steps forward, followed closely by Father Grimburrow and two acolytes.

Heatrthmount clears his throat nervously before continuing.  "Ah-hem; yes, please."  He clears his throat again.  "Please do."  Before Solar can begin, however, Hearthmount looks questioningly at Grimburrow.

Grimburrow in turns looks directly at the party.  "What the esteemed councilman is trying to say, but can't quite seem to get out," he explains, "is that he'd like us to do a bit of divination in light of the light show we just saw.  With your permission, of course." he adds, somewhat offhandedly.
SOLAR CE’NEA: Solar begins to account for all that he knows about the Hawkrin family, how the husband protected the town by protecting the town from the haunts and evils spirits with the sheer force of will, and that wen he left this world (solar leaves out the bit about the whispering way) that his wife tried as best she could to hold the spirits back, Solar then went on to expalin how the Blue lady helped them identify what they needed to do and then went through what they did, he also expalined how gibbs had not acted in his own state of mind but was possessed by the Splatterman
DUNGEON MASTER: Father Grimburrow takes Solar's explanation as assent to start his diviniations; he casts a few spells on the part as they stand there, some of which the party recognize as protection from evil and detect evil.  About halfway through Solar's account, Grimburrow nods to Heathmouth.
DUNGEON MASTER: "They're fine," he says, a bit gruffly.  "What do you suppose we head into the Laughing Demon and finish the tale out of the rain?"
JOHAN D’ALMENTA: "Aye we could do with a few stiff drinks."
DUNGEON MASTER: Heathmount, for his part, is enraptured by Solar's tale and just nods dumbly.
JOHAN D’ALMENTA: Johan retrieves the wardens badge from his belt pouch. "What Solar has said is true. I can say with pride that we have destroyed the evil that inhabited the prision. However we could not have done so without the support from the lady Hawkrin who even in death stood guard holding back the evil fro that place as best she could. I can not imagine what the prision guards went through in there last moments however their actions of valor and self sacrifice hold tribute to the heroes they truely are."
DUNGEON MASTER: The townsmen seem rather affected by the tale of the lady Hawkran's sacrafice and courage, and not a few sniffle and sigh as the story concludes.

However, Father Grimburrow's eyes narrow when Johan produces the badge.  "That thing's still got some juice in it, or I'm no judge," he says.  "Now tell us something.  On your word of honor.  Do you know of anything that still remains to threaten this town?"
SOLAR CE’NEA: We can honestly say we do not think anything is left to harm the town, in fact we believe Gibbs should be let free as he did not act of his own free will. the only thing for the town to worry about is what you want to do with that prison.
DUNGEON MASTER: Grimburrow nods his head, evidently satisfied with the answer.  "That's it for us then, Heathmount," he says to the stout Councilman.  "If any of you all care to join us at Zokar's place, the first rounds will be on the temple."
DUNGEON MASTER: Gradually the folk began to disperse back to their home, leaving only a few deputies to keep an eye on the prison still looming up on the hill.
JOHAN D’ALMENTA: Johan looks to Solar and Mesodias, "The plan is to have a few drinks on the old mans tab. I mean this is probably the only time he is going to offer so let's take advantage."
SOLAR CE’NEA: I agree, I'll grab Kendra on the way through, She should know that what her father started has been finished, his bravery is what brought us together in the first place!
SOLAR CE’NEA: Besides I want to tell her about our adventure with the Grey Ooze Solar says with a sly wink!
JOHAN D’ALMENTA: "Ok you owned that thing. That's the truth but wait until she has had a few drinks before tell that one."
DUNGEON MASTER: The party collects Kendra and makes their way down to the Laughing Demon.  Three of the four councilmen and women sit at a table, along with father Grimburrow and the alcolytes.  Grimburrow waves the heroes over and bids them pull up a chair.
SOLAR CE’NEA: Father Grimburrow, What did you mean the badge still has some power in it?
DUNGEON MASTER: "I mean it's magical," he says between mouthfulls.  "Noticed it when we were checking you over.  Here, pass it over and I'll tell you what it is.  And order up.  This corpse soup," he says nodding at a bowl of thick stew steaming before him, "it isn't all bad."
DUNGEON MASTER: The Laughing Demon is a two floor establishment run by Zokar Elkarid, a fat, jovial man who evidently believes that the best way to meet the horrors of the world is with a jest.  His warm and friendly tavern does its best to live up to this admirable philosophy, down to the menu, which is filled offerings like vampire steaks (cuts of beef skewered on thick wooden spikes), wolf balls (lamb meatballs served on plates painted to look like the face of the full moon), corpse chowder (a thick stew with red broth and chunks of meat), and liquid ghosts (a sweet pale ale that glows faintly with a greenish tint).
DUNGEON MASTER: Kendra politely orders a glass of wine without looking at the menu.
JOHAN D’ALMENTA: Johan hands the badge over to the priest before ordering a bowl of soup and a few rounds of whiskey.
DUNGEON MASTER: Father Grimburrow casts detect magic on the spot, and shortly hands it back to Johan.  "It's a metamagic whatchamajiggit.  A rod.  It makes spells you cast turn into a kind of nasty green slime that affects ghosts and such.  Beg your pardon ladies," he adds, recognizing that this is not exactly table talk.

At that, the whiskey and wine arrive, and everyone drinks and eats in comparative silence for a moment.
JOHAN D’ALMENTA: Johan hands the badge to Solar.
SOLAR CE’NEA: Solar abit perplexed by Fathers descritpiton cast magic on it shimself
DUNGEON MASTER: Solar quickly determines that this is indeed a rod of lesser ectoplasmic metamagic.
JOHAN D’ALMENTA: "Well that is most interesting. In that case it is yours Solar, you have earnt it a hundred times over in the past week." Johan downs his first glass of whiskey before tackling the corpse soup. "I have no idea what you guys are talking about metamagic things. What I do now is your light show you mentioned happened when we gave the badge to the lady Hawkrin. She did something to it to perminantly cleansee the prision of evil. I have never seen anything like that before."

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."