Showing posts with label Carrion Crown 11-15. Show all posts
Showing posts with label Carrion Crown 11-15. Show all posts

Wednesday, January 2, 2013

Carrion Crown Session 15


Session 15
DUNGEON MASTER: Sheriff Benjan pauses a moment while looks at the bound form of Gibs where he sits on the floor.  "He did, did he?" he replies to Johan.  "Well, well..." he turns and rounds on Solar, "right, let's see what you got." 

"You lot," Benjan says, nodding to his three deputies, "stay here with him--" (here he points at Johan), "--and Mr. Hephenus."  With that he nods at Solar to lead on.
SOLAR CE’NEA: Solar takes the sherriff to where the extra war razor and bloody rags are hidden and explains that: I have found these hidden here and have not moved them, I strongly believe these are the tools used to disect the animals smeared all around the statue.
DUNGEON MASTER: Benjan takes the items in hand and turns them over thoughtfully.  "Well, that's that then.  We'll get Gibs locked away and talk to him there.  He... didn't give you too much trouble, did he?"
SOLAR CE’NEA: He attacked us, but it seemed more out of a desire to get us off the property not to escape.
SOLAR CE’NEA: I have no doubt he did it but I am not sure if he is aware of the fact he did it.
DUNGEON MASTER: "We have ways of finding that out," replies Benjan grimly.  "You... three have done the town a service, and I... ah... thank you."
SOLAR CE’NEA: Not a problem Sherriff, We are happy to be able to serve the town and make it a safer place!
DUNGEON MASTER: With Solar, he returns to the house and directs the deputies to take Gibs away.  The man seems at first confused, then angry, and he curses Benjan loudly.
SOLAR CE’NEA: Solar takes a good solid search in the shack looking for unusual items that don't fit in with the theme of a shanck, hidey holes in the wall or floor, under mats or markings near cupboards/bookcases to indicate any thing being moved. perception 1d20+3=18
JOHAN D’ALMENTA: Johan follows Solar into the now abandoned shack and watches as Solar begins to examine the contains of the building in more detail. "You think there might be more concealed in here?"
SOLAR CE’NEA: I am owndering if there is an item that might help with possion similar to the items we took to the blue lady (the warden wife) for her to identify.
JOHAN D’ALMENTA: "Hmmm, yes it did seem odd that our friend Gibbs honestly had no idea what we were talking about earlier. So we might be looking for some kind of magical item or runes hidden that could control his man's mind? I'm not sure what I'm looking for but it should be something unusual."
SOLAR CE’NEA: Correct!
JOHAN D’ALMENTA: Johan searches underneath the bed and table for anything out of the ordinary. Perception check: 1d20+8 = 9
DUNGEON MASTER: The heroes' search turns up no new evidence.
DUNGEON MASTER: [For handling Gibs, each party member earns 800xp.]
JOHAN D’ALMENTA: "I don't see anything that stands out as unusual. Did you want to head back to Kendra's or did you think there might be some merit in braving this weather and searching outisde the shack?"
SOLAR CE’NEA: I hope I would have noticed someting outside earlier, but if you wnat to search aorund outside I am happy to do so, but I would like to leave sometime soon, I am worried about Kendra being by herself.  Many individuals are become aware of our investigations
JOHAN D’ALMENTA: "Well hopefully after tonight the townsfolk feel more at ease with our prescence as gossip of Gibbs capture becomes common knowledge. I assume half of the town probably already knows about it."
JOHAN D’ALMENTA: "Let's take a quick look around the shack before we head back."
JOHAN D’ALMENTA: Perception check: 1d20+8 = 20 (22 vs. humans)
SOLAR CE’NEA: OK no problems.  Solar assists in searching looking for hollows in logs or things that have been recently buried Percpetion 1d20+3=4
DUNGEON MASTER: Under a pile of dirty rags in the corner Johan discovers a floorboard that squeaks monstrously under his weight.
JOHAN D’ALMENTA: Johan turns to Solar and Mesodias, "We might have found something here. Let me check this for any crude trap first before we mess with it."
JOHAN D’ALMENTA: Perception check (traps): 1d20+9 = 23
SOLAR CE’NEA: Good idea.  Solar tries to use his cloak to protect Johan from the elements while he works
JOHAN D’ALMENTA: Johan looks for any sign of mundane or mechanic traps that might be involved with the loose floor board before removing it.
DUNGEON MASTER: Johan discovers no sign of traps.
JOHAN D’ALMENTA: "Let crack this open then." Johan removes any nails in the floorboard with his thieves tookit before lifting it up. "Direct your magic light spell over here so we can check this out."
SOLAR CE’NEA: SOlar recasts Dancing lights and sends it to Johan to assist him.
DUNGEON MASTER: The board creaks as Johan lifts it.  Underneath lies a small sack of coins totalling 42gp and 32sp.  There is also a small, green gem.
JOHAN D’ALMENTA: "This gem might be cursed."
SOLAR CE’NEA: Solar casts detect magic on the gem
DUNGEON MASTER: The gem does not radiate magic.
SOLAR CE’NEA: Solar then casts disrupt undead at the Gem
JOHAN D’ALMENTA: "Is it safe to touch then? I'm just not sure how a guy like this could afford a gem like this. It must be worth more than his house."
DUNGEON MASTER: Solar's spell strikes the gem to no obvious effect.
SOLAR CE’NEA: Solar looks at the Gem to attempt to appraise it Appraise 1d20+4=23
DUNGEON MASTER: The gem is a poor quality emerald.  Solar estimates it is worth about 200gp.
SOLAR CE’NEA: I don't think the gem is dangerous it doesn't radiate magic and I have cast disrupt undead so even it it was possessed it should now be safe.
JOHAN D’ALMENTA: Johan shakes the water from his jacket as he takes a seat. He scratches his head as he ponders, "The right thing to do would be to turn this into the sheriff but we could consider it compensating for our injuries and a little bonus for stopping his crimes. Just that if the town decides he isn't guilty then it will complicate things in the future."
SOLAR CE’NEA: I agree, even if he isn't innocent vbut possessed it isn't his fault, he shouldn't be punished for that.
SOLAR CE’NEA: we should give it to the sherriff
JOHAN D’ALMENTA: "I agree," says Johan. He silently swears about doing the right thing. "Do you think we should put it back, I mean it would indicate we continued to search the shack after the sheriff had left. I don't know how they will feel about that."
SOLAR CE’NEA: I don't think that should be a problem, he is a suspect in a henius crime, we were given permission to look around
SOLAR CE’NEA: SOlar suggests we quickly catch the Sherriff
DUNGEON MASTER: The party shuts the door and hurries off into the storm.  They reach the group of lawmen just outside the Ravengro Prison.  As the heroes approach they turn around in surprise.
JOHAN D’ALMENTA: Initiative: 1d20+4 = 18
SOLAR CE’NEA: Sheriff can we talk to you for a moment
DUNGEON MASTER: "Aye!  Come in!" he shouts over the storm, as his deputies open the jailhouse door and haul the now-soaked form of Gibs inside.
SOLAR CE’NEA: Sherriff we continued our search after you took gibbs away and we found the following items hidden on his property.  Solar showes the cash and the gem.  We just wanted you to hold them in case he is not aware of what he did, he should then receive them back  If he did it in full knowledge this might help restore the statue or we would also be happy to take it as payment for our services
DUNGEON MASTER: Gibs' eyes widen and he curses Solar roundly as he hands the bag to the Sherrif.  "Thank ye," says Benjan; "we'll keep it as evidence for the time."
SOLAR CE’NEA: Thanks Sheriff, we will now bid you good night!
JOHAN D’ALMENTA: Johan nods and begins to leave. "Good night."
SOLAR CE’NEA: Solar directs the dancing lights to his and Johans hands so it looks like they are holding a torch in the night
DUNGEON MASTER: The party returns back to the Larrimore residence through the wind and the rain.  Even now, the storm appears to be rising rather than waning.

Inside, Kendra sits at the table.  Her eyes immediatly flick to Johan's wounds, and her mouth twitches somewhat at the sight, but she says nothing of it.  "What did he want?" she asks somewhat tersely.
SOLAR CE’NEA: Solar suggests Kendra sits down and relays the nights activites to her.
DUNGEON MASTER: She complies and listens with interest as Solar relates the facts about Gibs.  She is silent and thoughtful afterwards.  "Gibs!  He was a villian!  But I wonder--it does not sound like he was himself," she says at last.
SOLAR CE’NEA: Yes I suspect possession with all the ghosts and spirits that we keep encountering
DUNGEON MASTER: "Like as not," agrees Kendra with sudden tartness.  "That would explain a great deal."
JOHAN D’ALMENTA: "I honestly don't know what was going on with Gibbs but he didn't seem to believe he had done anything wrong. And I don't think he was setup, either his ethical compass was completely brokem or something else more concerning was happening in the background."
JOHAN D’ALMENTA: "I just hope this signals the end to this defiling of the town statue business which is bothering the locals."
SOLAR CE’NEA: I think it might have something to do with the splatterman, If we can sto him at the prison, I think all the desecrations will stop
DUNGEON MASTER: "Indeed," agrees Kendra.  "Still, I will feel much safer once we are sure of Gibs."
DUNGEON MASTER: "The Splatterman?  Why so?"
SOLAR CE’NEA: Solar explains what he learnt from his studies of the books in the house:
SOLAR CE’NEA: The Splatter Man (Hean Feramin): Professor Feramin was a celebrated scholar of Anthroponomastics (the study of personal names and their origins) at the Quartrefaux Archives in Caliphas. Yet an accidental association with a succubus twisted and warped his study, turning it into an obsession. Feramin became obsessed with the power of a name and how he could use it to terrify and control. Soon enough, his reputation was ruined, he’d lost his tenure, and he’d developed an uncontrollable obsession with an imaginary link between a person’s name and what happens to that name when the person dies. Every few days, he would secretly arrange for his victim to find a letter from her name written in blood, perhaps smeared on a wall or spelled out with carefully arranged entrails. Once he had spelled his victim’s name, he would at last come for her, killing her in a gory mess using a complex trap or series of rigged events meant to look like an accident.
SOLAR CE’NEA: I think the Splatter man was using Gibbs to write a name on the statue
DUNGEON MASTER: "That does sound like the desecrated monument," agrees Kendra with a slight shudder.
SOLAR CE’NEA: I just don't know how
JOHAN D’ALMENTA: "Wow I had not thought about that!" Johan thinks about the link and nods slightly.
DUNGEON MASTER: "It could be posession, as you suggested," agrees Kendra stifling a yawn, as outside a particularily heavy thunderclap peals and the windows light up with dull white light.
SOLAR CE’NEA: Hmmm, I tink it is time for us to get some rest!
DUNGEON MASTER: The heroes head off to bed, while downstairs Solar remains to keep the first watch.  For an hour he sits listening to the storm grow outside.
DUNGEON MASTER: Quite suddenly, during a slight lull in the wind, he hears for the second time this night a slow knock-knock-knock at the door.
DUNGEON MASTER: Knock-knock-knock
DUNGEON MASTER: Knock-knock-knock
DUNGEON MASTER: Knock-knock-knock
SOLAR CE’NEA: Solar looks for something like a broom to bang on the celing to try and alert Johan nad Mesedious and then proceeds to go to the door and say through it...Who is it? Can I help you?
DUNGEON MASTER: Knock-knock-knock
SOLAR CE’NEA: Perception check for sounds/smells to help me identify who/what is outside: Percpetion 1d20+3 = 13
DUNGEON MASTER: It is very stormy and loud, and Solar can hear nothing over the furor.
SOLAR CE’NEA: Solar walks to the window and tries to see who is at the door through the Window
JOHAN D’ALMENTA: Perception check: 1d20+8 = 15
JOHAN D’ALMENTA: Mesodias Perception check: 1d20+5 = 21
DUNGEON MASTER: Solar sees a figure in a wide hat with its head hunched down against the storm.  Two other figures stand off to the side.
SOLAR CE’NEA: Solar Yells through the door, Just a moment and I will go get the master.  Solar then runs upstairs to wake the people in the house up
DUNGEON MASTER: Knock-knock-knock
DUNGEON MASTER: The knocking continues while Solar rushes up the stairs and awakens Kendra, Johan, and Mesodias.
SOLAR CE’NEA: Solar quickly explains the situation and leads them all downstairs
DUNGEON MASTER: The knocking suddenly ceases.
SOLAR CE’NEA: Solar says if they are dangerous I'll cast grease on them. be ready to attack.
SOLAR CE’NEA: Solar then goes to open the door provided someone doesnt suggest soemthing else
JOHAN D’ALMENTA: *yawn* "Wha.. is goin on?" Johan opens his eyes and looks around, now fully awake from the commotion as Solar alerts them to the inexpected visitors.
JOHAN D’ALMENTA: He rolls out of bed and grabs his greatsword before following Solar down stairs.
SOLAR CE’NEA: Solar Casts dancing lights and opens the door but doesn't go outside straight away but dirrects the lights directly in the faces of the people he saw
SOLAR CE’NEA: through the window
DUNGEON MASTER: An awful sight greets the heroes' eyes.  A figure, lean and black-clad stands before them.  Its face is a maggot-eaten mess of crushed flesh, and its throat is torn and rotten.  A horrible gargling noise comes from its throat as it lunges forward.

[Initiative please.]
SOLAR CE’NEA: Initiave 1d20+7=26
JOHAN D’ALMENTA: Initiative check: 1d20+4 = 14
DUNGEON MASTER: [Order--Solar: 26
Kendra: 21
Johan: 14
Bad guy: 9
Mesodias: 6]
SOLAR CE’NEA: Solar attempts to identify what type of creatures these are Knowledge religion 1d20+6=20

Solar casts Grease at the feet of those at the door but not inside the house
DUNGEON MASTER: These are zombies.
SOLAR CE’NEA: and takes a 5 foot step back so others can get in for a swipe
DUNGEON MASTER: The horrid figure keeps his footing on the slippery porch.
DUNGEON MASTER: Kendra's eys go wide.  "F-father?"  Her scream is loud, but not so loud as the thunder crashing outside.
JOHAN D’ALMENTA: "What the fuck!" Johan recoils in horror and disgust before gaining his wits and lashing out with his greatsword. He thinks to himself, this isn't your father anymore.
To Hit (greatsword): 1d20+7 = 19
Damage (greatsword): 2d6+6 = 12
DUNGEON MASTER: Johan slices straight across the zombie's chest, exposing rotten flesh, broken organs, and white bone.  The zombie remains standing, however, and swipes Johan for 6 hp.  Behind, the other two zombies move up on either side.
DUNGEON MASTER: One zombie fails to make it through the grease and collapses in a not-so-scary heap.
JOHAN D’ALMENTA: Mesodias snarls in rage at the sight of the zombies as they attack Johan. He readies his greatsword and attempts to drop the zombie standing before them.
To Hit (greatsword): 1d20+5 = 15
Damage (greatsword): 2d6+4 = 13
JOHAN D’ALMENTA: Cancel the previous action. Mesodias stands ready to strike when the opportunity presents itself.
SOLAR CE’NEA: Solar cast disrupt undead at what looks like Kendras father
SOLAR CE’NEA: Disrupt Undead - (Ranged Touch Attack)
1d20+3 =18
Damage 1d6=6 against undead
DUNGEON MASTER: Solar's ray strikes true.  The zombie collapses to the ground on the porch.

[Perception, please.]
SOLAR CE’NEA: Perception check 1d20+3=12
JOHAN D’ALMENTA: Perception check: 1d20+8 = 12
DUNGEON MASTER: Kendra gathers her courage and steps up beside Solar, casting a blue ray to match his.  Unfortunately, her attack arcs past the zombie laying in the mud outside the door.
JOHAN D’ALMENTA: Johan retreats further into the hallway (five foot step) before readying an action to strike at the first zombie to approach.
DUNGEON MASTER: The zombie to Johan's right staggers through the doorway.  [Prompting a readied action.]  The other zombie behind rises to its feet.
JOHAN D’ALMENTA: Johan strikes out at the zombie as it enters the doorway.
To Hit (greatsword): 1d20+7 = 20
Damage (greatsword): 2d6+6 = 15
DUNGEON MASTER: A spray of rotten guts splatters the door as the zombie falls to the floor in two pieces.
JOHAN D’ALMENTA: Mesodias grunts as he unceremoniously drags Kendra back away from the zombies in an attempt to get into melee.
DUNGEON MASTER: Kendra gasps in surprise but does not struggle.  [now solar.]
SOLAR CE’NEA: Solar casts disrupt undead once again
Disrupt Undead - (Ranged Touch Attack)
1d20+4 =21
Damage 1d6=3 against undead
DUNGEON MASTER: Solar's ray illuminates the standing zombie.
JOHAN D’ALMENTA: Johan waits for the zombie to approach with a readied action to attack.
DUNGEON MASTER: "Hey!" Kendra says as she finds herself removed from the combat.
DUNGEON MASTER: The zombie shambles forward through the door [prompting yet another aoo].
DUNGEON MASTER: [READIED ACTION, DAMNIT]
JOHAN D’ALMENTA: Johan drives his greatsword into the zombie.
To Hit (greatsword): 1d20+7 = 21
Damage (greatsword): 2d6+6 = 12
DUNGEON MASTER: The last zombie falls in a gory mess.
DUNGEON MASTER: [Off rounds.]
SOLAR CE’NEA: Solar quickly grabs his cloak to cover the remains of the professor so Kendra doesn't have to look at her mangle fathers corpse
JOHAN D’ALMENTA: Johan just stands there for a moment half expecting another shambling undead to approach from the cover of the storm. He shivers not so much from the cold but the shock of what had just happened.
DUNGEON MASTER: Kendra is very white, and her hands tremble.  "That--that was my father... who... how?"
SOLAR CE’NEA: Solar goes over to kendra and holds her gently. The evil spirits in the prison, they grow stronger and are reaching out to us.  We will defeat them My dear Kendra and stop this from happening to others
SOLAR CE’NEA: Perhaps I should take you to your room, you need to get some sleep, we will clean up here.
DUNGEON MASTER: Kendra goes stiff in his arms then suddenly goes limp, breaking into a heaving sob.
SOLAR CE’NEA: Solar Holds Kendra, allowing her to vent her sorrow
JOHAN D’ALMENTA: "Solar will you help me get these outside. I mean I don't know how that happened but they can't stay here."
DUNGEON MASTER: Kendra continues to sob.
JOHAN D’ALMENTA: Johan will with the assistance of Solar move the remains outside before bolting the door and checking on Kendra.
SOLAR CE’NEA: Perhaps we can pour some holy water on these, just to make sure Solar suggests to johan while holding Kendra
JOHAN D’ALMENTA: "My lady you are safe now." Johan stands there not knowing what else to say to comfort her.
DUNGEON MASTER: Relatively soon, Kendra recovers herself and stands up straight, drying her eyes with a white kerchief.  "That--how?  My friends, my father was buried by a priest of Pharasma.  All propities were observed!  How could this have happened?"
SOLAR CE’NEA: I am not sure my dear, but it just shows how strong the evil spirits are getting, we need to end this as soon as possible.
DUNGEON MASTER: "I... yes... please excuse me," she says, turning and fleeing up the stairs.
SOLAR CE’NEA: Solar says to the other men, I will continue my watch from Kendras room if she will let me, I'll just be there to confort her if she will allow me, this is a lot for her to bare.  Solar then picks up a light chair and takes it with him up to Kendras room where he gently knowcks on the door
SOLAR CE’NEA: "Kendra"
DUNGEON MASTER: "Yes?"
SOLAR CE’NEA: If you will allow me I will sit beside your bed during my watch until you fall asleep, I don't want to leave you allone after what has happened
DUNGEON MASTER: Kendra opens the door.  "I-I ... are you sure?  It wouldn't be..." she stops and hesitates.  "Well, yes, it would be ... welcome.  Thank you."
SOLAR CE’NEA: Solar sets the chair next to Kendras bed holds her hand and just pats it while she trys to sleep, whilst he strains to hear any noises indicating other prowlers
JOHAN D’ALMENTA: "Hey thanks again for covering my ass. This is messed up whatever this means. It's messy work but we need to do something about these bodies. We can't leave them for Kendra to see tomorrow morning." Johan will grab a shovel from the house and dig a shallow grave to prevent carrion from gathering tomorrow morning.
DUNGEON MASTER: "Ooooohhhhnnn," agrees Mesodias.
JOHAN D’ALMENTA: Johan Perception check: 1d20+8 = 19
JOHAN D’ALMENTA: Mesodias Perception check: 1d20+5 = 10
DUNGEON MASTER: A thin, black-bound journal falls out from the professor's torn coat when Johan lifts the body up to be re-buried.
JOHAN D’ALMENTA: "Damn it I almost buried this!" Johan wipes off the maggots and gore from the journal before passing it to Mesodias to safe keep while Johan finishes.
DUNGEON MASTER: Johan buries the bodies about 15' away from the house in a shallow, muddy grave.

Carrion Crown Session 14


Session 14
DUNGEON MASTER: The residents of the Lorrimore house have their dinner and evening passes into night.  Outside, the howling of the storm increases.  Periodically thunder crashes down upon the town of Ravengro, and through the curtained windows the occasional glare of lightning can be seen.
SOLAR CE’NEA: SOlar, says he needs to use the Wand of Lesser restoration as he has is still damaged from the stirges (-4 on Con).  He uses the wand and immediately feels at full strenght
SOLAR CE’NEA: Wand of lesser restoration 1d4=4
DUNGEON MASTER: Mesodias uses the wand on Solar.
JOHAN D’ALMENTA: Johan sits at the table with a blanket wrapped around him as the thunder storm further develops outside. He keeps alert for any noises that might betray the prescence of intruders as they finish up their meal and make final preparations for the night.
DUNGEON MASTER: The heroes are sitting in the living room with Kendra, reading, talking and preparing to start heading to bed, when a pounding knock sounds at the door.
SOLAR CE’NEA: As Mesodias cast his spell, Solar feels invigarated and apart from a deep open tear in his neck from the stirges feels nearly full strength (one point of full HP)
SOLAR CE’NEA: Are you expecting anyone my lady? Solar Asks.
DUNGEON MASTER: Kendra looks at Solar with her eyebrows raised in a question.  "Why, no," she repleis.
JOHAN D’ALMENTA: Johan jumps out of the chair and spins around towards the door when he hears the sound of the knocking. "Great, an uninvited guest at this time of night. Lets find out who the hell is brave enough to risk this foul weather."
SOLAR CE’NEA: Solar looks at Johan and mesodius and signals to them to stand either side of the door and indicates he will open the door
DUNGEON MASTER: Kendra watches the trio with interest as they discuss who will answer the door.
SOLAR CE’NEA: Solar sees Johan go to open the door so goes to the side of the door in anticipation
JOHAN D’ALMENTA: Johan nods in agreement and moves to stand next to the door ready for trouble.
SOLAR CE’NEA: SOlar opens the door
DUNGEON MASTER: The door opens to reveal Benjan Caeller, the town's sheriff, sporting a wide brimmed hat streaming with water.  Looking about at the party, he nods and steps inside.
DUNGEON MASTER: Removing his hat, he nods to Kendra.  "Evening, m'lady," he says, before rounding on the three heroes.  "You gentlemen," he says.  "There's trouble been going on at the monument, and the ... council... thinks it would be best if you got a look at it.  So this is your chance to come get a look at it, if you've the inclination."  His tone makes it clear he thinks little of the town council's decison and even less of the notion of being out on  a night like this one.
SOLAR CE’NEA: Certianly good Sir, If the council thinks it is important we are happy to act immediately
SOLAR CE’NEA: can you give us an indication of whats happen, we may need to bring something with us
JOHAN D’ALMENTA: "If you braved this weather to let us know about this occurance we certainly have the time to see what this is all about."
DUNGEON MASTER: "Excellent," he says without enthusasism.  "There's more things been done at the monument, as you might have guessed.  Come along if you like.  Your pardon, Miss Lorrimore," he says to Kendra, donning his hat and stepping back out into the storm.
SOLAR CE’NEA: Solar say to kendra, we will be ask quick as we can my Lady, please lock the door behind us nad we will knowck 3 times when we return.  It is a aweful night and I would prefer thinking of you being warm, dry and safe.

Solar then cast dancing lights and steps into the cold wet night
DUNGEON MASTER: "I will do that," she says looking somewhat concerned.  "Take care out there."  Her eyes linger on Solar as she speaks.
JOHAN D’ALMENTA: Johan trudges out into the mud and heavy rain with a sour look on his face, having grown accustomed to the luxury of a warm fire and dry bed for the night.
DUNGEON MASTER: The party makes their way through downpour.  Although the storm seemed violent from the inside, from without it is apparent that this is a once in a ten-year tempest.  Trees bend nearly horizontally and several lie uprooted.  It is nearly impossible to hear one another's voices over the gale, much less the sound of your feet squelching in the six inch deep mud.
SOLAR CE’NEA: Solar follows the Sherrif as best he can  and makes sure he stays in sit of him with the Dancing Lights
DUNGEON MASTER: The group trudges ahead, down the road and onto the path leading up to the statue.  The river flowing along side them is a couple of feet higher than the heroes remember it.
JOHAN D’ALMENTA: While the weather is most unpleasent, Johan struggles against the severe winds as he attempts to shield his face with one hand. He hopes that this is nothing too serious and they can resolve this business with haste.
DUNGEON MASTER: Presently the path turns and the statue looms ahead.  Although drenched with rain, it is apparent that the memorial has been desecrated, probably with the innards of several animals.  Gray and pink entrails are wrapped around the head and arms of the memorial.  Blood still oozes from what appears to be a stomach crushed against the moss near the statue's base.
SOLAR CE’NEA: Solar says to Johan I'll look at the statue, you see if you can see any tracks, I think that would be near impossible but if anyone can do it you can!
SOLAR CE’NEA: Solar then walks to the statue looking for any writing and preparing his detect magic spell to cast once he sees what the situation is.
DUNGEON MASTER: There is no writing on the statue--this really means little, however, as with this rain, any writing would be washed away almost instantly.
DUNGEON MASTER: No magic is detected.
SOLAR CE’NEA: Solar cast detect magic and scans the stature and the surrounding area
JOHAN D’ALMENTA: Johan stands still as he observes everything around the statue for any sign or clue left behind: foot prints, broken twigs or the like.

Perception check: 1d20+8 = 23 (25 vs. humans)
SOLAR CE’NEA: Well the good thing, is it doesn't look like someone killed a human, SOlar then looks around for any anything unusual that he can notice 1d20+3=17
DUNGEON MASTER: There are broken twigs everywere, thanks to the gale-force winds.  However, after a few moment's searching, Johan does spot a few prints that appear to have been left by a five toed unshod human.
SOLAR CE’NEA: Did you find anything? I haven't Soalr aks johan
JOHAN D’ALMENTA: "I have found a few prints from an unshoed human heading in that direction, however it's hard to tell if they can be followed for any certain distance in this weather. Did you detect anything of the arcane type in the area?"
SOLAR CE’NEA: No unfortunately, either this is done purely by mundane methods or so long ago that the magic disapated
SOLAR CE’NEA: I suspect the first
DUNGEON MASTER: The prints sink several inches deep into the mud, much as the party's do.  There appear to be several of the prints around the statue.
DUNGEON MASTER: Benjan looks with interest at Johan's discovery, but keeps quiet as the party discusses the matter over the rising gale.
JOHAN D’ALMENTA: "Someone or something is playing with us or baiting us. Either way if we have any chance of catching it, it has to be now," yells Johan.
SOLAR CE’NEA: Johan, are these similar to the other prints?
SOLAR CE’NEA: What do you suggest Solar Yells back
JOHAN D’ALMENTA: "Let's see if we can follow these!" Johan kneels down in the mud and filth to get a closer look at the unshoed footprints. He attempts to track the unshoed footprints away from the statue.

Survival check: 1d20+9 = 25 (27 vs. humans)
DUNGEON MASTER: This time, Johan's tracking skills prove up to the task.  Following a trail of footprints through the deep mud, the party makes their way back up the path towards town.  Presently, the prints veer off the road and make their way towards a squat little shack on the southern edge of Ravengro.  (Q on the map.)
SOLAR CE’NEA: Solar asks the Sheriff, What is this place, does it belong to anyone?
DUNGEON MASTER: "Gibs Hephenus' place!" shouts Benjan over the wind.
DUNGEON MASTER: "Hold here!  I'll bring more men!"
DUNGEON MASTER: The sherriff makes his way off down the road into the darkness.
JOHAN D’ALMENTA: "Fuck this! We go in now!"
JOHAN D’ALMENTA: With the sheriff having left, Johan retrieves his lockpick tookit and if the door is locked, attempts to unlock it.
SOLAR CE’NEA: Johan, Mesodius, Gibs was the guy who tried to stop us buring The good Professor!
JOHAN D’ALMENTA: Disable Device: 1d20+11 = 22
DUNGEON MASTER: Johan makes his way up to the door of the shack.  The door is shut tight, and proves difficult to open right away.
JOHAN D’ALMENTA: Johan stands to the side, indicating with his hand for his companions to do the same before opening the door.
DUNGEON MASTER: The door is still locked.
JOHAN D’ALMENTA: Johan attempts one final time to open the lock before resorting to more aggressive tactics.

Disable Device: 1d20+11 = 29
DUNGEON MASTER: The second attempt proves more successful, and Johan feels--rather than hears--the click of the lock giving way to his picks.
JOHAN D’ALMENTA: Johan moves to the side before opening the door, half expecting something to attack immediately as the doors opens.
DUNGEON MASTER: The dancing lights illuminate a cluttered, ill-kept shack.  Lying on the bed is none other than Gibs, clad in night clothes and sitting in his bed, blinking at Johan's towering form.
SOLAR CE’NEA: SOlar quickly looks around to see if there is another exit he can run to.  Percpetion 1d20+3=13
DUNGEON MASTER: It appears this small shack only has one exit.
DUNGEON MASTER: "What in the hells is this!" says Gibs, lurching to his feet and drawing a long razor.
JOHAN D’ALMENTA: Johan yells, "Sorry to disturb, we don't mean to alarm you but we are searching for something that has defiled the village statue, you haven't seen anything come past here have you?" Johan will look at the cabin flood for any obvious sign of fresh mud prints on the wooden floorboards.

Diplomacy check: 1d20+3 = 18
SOLAR CE’NEA: While johan is talking to Gibs, Solar Looks around for any sign of blood or intestines etc on Gibs or in the house perception 1d20+3=21
JOHAN D’ALMENTA: Perception check: 1d20+8 = 18 (20 vs. humans)
DUNGEON MASTER: "Damn the statue and damn you theives," he snarls, advancing toward Johan.  "Get out of my house!"

There are a few bits of flesh stuck to the razor Gibs carries, and dried mud cached on his ankles.
JOHAN D’ALMENTA: Sense Motive check: 1d20+3 = 19 (21 vs. humans)
JOHAN D’ALMENTA: Johan watches Gibs reactions for any sign he reacted with guilt when he mentioned the statue or if his only emotions reflect anger at being disturbed.
DUNGEON MASTER: Gibs is certainly quite angry.  Johan has noticed no signs of guilt thus far in the exchange.
DUNGEON MASTER: "I said, GET OUT!" he bellows moving up to Johan.
SOLAR CE’NEA: Sorry friend, We didn't mean to disturb you but I am curious how did you get the mud on your ankles and the flesh on your razor?
DUNGEON MASTER: "I can tell you how I'm *going* to get blood on my razor," he hisses, and lunges at Johan.

[Initiative, please.]
SOLAR CE’NEA: Solar iniative 1d20+7=26
JOHAN D’ALMENTA: Initiative check: 1d20+4 = 6
DUNGEON MASTER: [Order is: Solar, Mesodias, Gibs, Johan.]
SOLAR CE’NEA: Solar says, Sorry I have to do this but this is for your own good and then casts Ear Splinting Scream 1d6=5 (DC save for vitim of 15 fort for half damage.  on a fail victim is dazed for 1 round) 
Concentration check =1d20+4 int = 15
DUNGEON MASTER: Gibs is a tough old coot, and Solar's spell does but little damage.  A little dribble of blood runs down his nose.  [2hp damage]
JOHAN D’ALMENTA: Mesodias attempts to cast Englarge Person on Johan who currently blocks the only enterance to the small shack. Concenrtation check: 1d20+5 = 16
DUNGEON MASTER: Mesodias begins casting a spell on Johan.
DUNGEON MASTER: Meanwhile, Gibs yells in rage and slashes Johan for 5 hp.  "Gyyyaaaaaaa!"
DUNGEON MASTER: Gibs takes the opportunity to strike again, slicking Johan's arm for 3 hp.
JOHAN D’ALMENTA: Johan attempts to disarm Gibs from his razor with a series of strikes from his spiked gauntlet. Disarm check: 1d20+7 = 19
DUNGEON MASTER: Johan sucessfully knocks the war razor out of Gib's hands.  He cries in surprise as it drops to the floor.
JOHAN D’ALMENTA: Before Gibs has a chance to collect the weapon, Johan retrieves it from the ground. "Gib, my boy! No if you place nice and sit the fuck down right about now we can have a chat. No one needs to come to any harm now do they."
DUNGEON MASTER: Gibs looks from Johan to the razor, his lips pressed tightly together.  [Now Solar.]
SOLAR CE’NEA: With out another thought Solar casts Grease ( DC15 Reflex save or victim falls over) Concentration check 1d20+4int =17
DUNGEON MASTER: The grease nearly topples Gibs, but he manages barely to steady himself with a hand to the wall.
DUNGEON MASTER: [At the start of Mesodias' turn, Johan grows via Enlarge Person.]
JOHAN D’ALMENTA: Casting Concentration check: 1d20+5 = 21
JOHAN D’ALMENTA: Mesodias channels Detect Magic in as much the same fashion Solar has been doing in similiar situations.
DUNGEON MASTER: Mesodias detects no magic.
DUNGEON MASTER: Gibs steps backward, [provoking an aoo].  His eyes are wide and he is breathing heavily....
JOHAN D’ALMENTA: Johan reaches out and grapples with Gibs in order to control this sutiation. Grapple check: 1d20+7 = 26
DUNGEON MASTER: Gibs cries out and flails ineffectually with his fists at Johan.
JOHAN D’ALMENTA: Grapple check: 1d20+14 = 20
DUNGEON MASTER: Johan sucessfully pins Gibs against the floor
SOLAR CE’NEA: Solar dismisses the grease spell and grabs rope to help johan tie up Gibs
JOHAN D’ALMENTA: "You had better talk quickly because we are much more open minded to yout problems unlike the towns sherrif and the council. Tell us what you know!" Johan keeps the pin in effect while Solar hog ties this poor sod up.
DUNGEON MASTER: Gibs struggles while the heroes tie him up, then goes limp.  "I don't know what you mean," he replies sullenly.  "Ain't seen nothing."
DUNGEON MASTER: [Off rounds, btw.]
SOLAR CE’NEA: So dear Sir, pray tell what you have been doing since nightfall?
SOLAR CE’NEA: I ask becasue your ankles are covered in mud and you have flesh on your razor...not something that is ussual
DUNGEON MASTER: "I ain't sure what makes it your business," he replies, "but I been indoors, o'course.  In this blighted storm."
SOLAR CE’NEA: SOlar looks around the room for soiled clothes, a sink that may have blood in it from being washed in etc perception 1d20+3=20
JOHAN D’ALMENTA: Sense Motive check: 1d20+3 (+5 vs human): 12 (14 vs human)
DUNGEON MASTER: The cabin is dusty and dirty.  There are no signs of blood, but Solar does note that there is some dried mud on the bedsheets.
DUNGEON MASTER: Johan notes no signs of deception.
SOLAR CE’NEA: If you have not been outside, where did all the dried mud come from? do you sleepwalk?
DUNGEON MASTER: "Came from you *fine* folks, most likely," he spits.  "Dunno what you mean, really."
SOLAR CE’NEA: johan, if you want to keep an eye on him I might go outside and look around the house
JOHAN D’ALMENTA: "Fine if you don't want our help getting to the bottom of this you leave us no choice but to hand you over to the sheriff. I'm sure one of the councilwoman has a certain few spells to loosen your toungue. Pity really if you told us what you know about the happens at the statue we might be able to make you a deal in your favour."
DUNGEON MASTER: "I ain't done nothing, and I don't know whathca mean."
SOLAR CE’NEA: Solar steps outside again and recasts dancing lights then starts looking aorund the out side of the house looking for hidden caches or recent soil being moved (digging a hole to hide blood soaked items etc).  He starts close to the walls and then moves out in a circle around the house perception check 1d20+3=22
JOHAN D’ALMENTA: "But hey what do I know. I'm just a tracker, who could have mistakenly followed the wrong tracks. Maybe you have a grundge against someone or just want to play games with the townsfolk, what do I can about such things. If you are honest with me I can help you in return by suggestions the footprints lead away from your cabin instead of straight too it when the sherrif and his boys arrive. Up to you ofcourse."
DUNGEON MASTER: "The sheriff's coming?" he asks wryly.  "Ain't that the best news I heard all night. Should lock you rascals away right quick."

Outside, Solar discovers a second razor concealed under a wood pile, along with an empty waterskin stained with fresh blood.
SOLAR CE’NEA: Solar leaves his discovery there for the sheriff and comes back inside.  So Gibs do you have more than one war razor?
SOLAR CE’NEA: Sense motive check 1d20+0=20
DUNGEON MASTER: "I reckon so."
SOLAR CE’NEA: Where are the others?
DUNGEON MASTER: "Dunno, really.  Whatsit to you?"
DUNGEON MASTER: Solar notes no signs of deception.
JOHAN D’ALMENTA: Johan is going to search under the bed and any cupboards for items of interest. Perception check: 1d20+8 = 22
DUNGEON MASTER: Depending on what interests Johan, he finds nothing of interest.  The dishes in the cupboard are cracked and ill-kept, and there are several cobwebs under the bed.
DUNGEON MASTER: As Johan completes his search, the door opens to reveal Benjan and three deputies.
DUNGEON MASTER: "What's this?" he demands.
SOLAR CE’NEA: I have something to show you sheriff
JOHAN D’ALMENTA: "Sir, we have detained Gibs who confronted us so we could avoid him attacking us any futher with this

Carrion Crown Session 13


Session 13
SOLAR CE’NEA: SOlar says to Johan, your idea of leaving the SPlattermans book behind is a good one, perhaps we can leave it in the secret room we found it in and head back to Kendra, to recover from our injuries.
JOHAN D’ALMENTA: "Let's head back to town and get some rest before we venture down to the next level. However first we should hide this old spellbook n the safe where we found it so I don't end up going crazy before my time."
SOLAR CE’NEA: Which way shall we head out? via the auditorium, Foyer, then the front foyer?
JOHAN D’ALMENTA: "That sounds good to me. From what we know about this book it would be best if we avoided carrying it whenever possible. Perhaps we could try the foyer to instead of having to climb to gain access each time."
SOLAR CE’NEA: I suggest we stay aware however, there seems to be haunts in every room!
SOLAR CE’NEA:  Solar recast Dancing Lights
JOHAN D’ALMENTA: "I'm not going to argue about that, not in this place."
DUNGEON MASTER: The party makes their way safely around through the auditorium and into the storage room.
SOLAR CE’NEA: Solar directs the Ligghts as he has been through out their adventures.  One up high on in front and the other two either side of them to light up the oaths ahead
JOHAN D’ALMENTA: Johan conceals the mouldy old book in the storage room before they leave for the surface.
DUNGEON MASTER: As Johan puts down the book he has a brief vision of blood on the wall to his right.  When he looks again it is gone.
DUNGEON MASTER: The party makes their way back out through the moldy foyer and to the entrance foyer.   This place was once a wide hall flanked by a pair of waiting rooms,but the foyer to Harrowstone now lies in ruins. With little left to hold up the ceiling, the wooden beams above sag dramatically.
DUNGEON MASTER: The front door stands half open, daylight shining in through the gap.
SOLAR CE’NEA: SOalr looks for a large beam of wood around them to see if he can sure up the cealing so it doesn't fall on them
DUNGEON MASTER: While there are several old beams lying to the side of the room, they are rotten and crumbling.
JOHAN D’ALMENTA: "You two wait here and let me test how the roof is going to hold. Johan will carefully move forward a few feet before continuing forward.
SOLAR CE’NEA: Becareful!
DUNGEON MASTER: Johan steps gingerly forward.  The floor creaks with every step.
JOHAN D’ALMENTA: Perception check: 1d20+8 = 26
SOLAR CE’NEA: Perception 1d20++3=6
DUNGEON MASTER: Although the building is quite unsound, it has obviously been standing as is for quite some time.  There is no obvious reason why it would give way suddenly now.
JOHAN D’ALMENTA: Johan gives a sign of relief as the roof doesn't trap him within a tomb of dust and wooden debris.
JOHAN D’ALMENTA: Johan continues further to stand guard outside the building entrance.
SOLAR CE’NEA: SOlar is mistrustful of the building around him and the inhabnints he decides to tie a rope around his wasit and throw it to Johan before he moves out, just in case
SOLAR CE’NEA: then he heads to the open door
JOHAN D’ALMENTA: "See that wasn't too bad? To be honest I'm glad to see this place behind us."
DUNGEON MASTER: The party moves forward, with a rope tied about their waists belay-style as a precaution.  The door squeaks alarmingly as Johan pushes it open.  A few rotten splinters fall down from the frame

Outside it is mid-morning, gray and wet as can be.
SOLAR CE’NEA: Once Solar gets outside he looks in his pack for his least liked outfit and rips it into a bandana so as to cover the rune on his head, he offers the leftovers to mesodius to cover his rune
DUNGEON MASTER: Mesodias looks askance at Solar's gift, but accepts it once he realizes the intent.
JOHAN D’ALMENTA: "Don't worry we will deal with the evil within this place and get rid of those brandings once and for all."
DUNGEON MASTER: The pair now have gray-plaid bandanas wrapped about their heads.
SOLAR CE’NEA: Lets head back quickly through the forest before anyone from the town sees us
JOHAN D’ALMENTA: "Yes, I had forgotten about leaving without being noticed. The town should be well alive with activity so I agree about avoiding too much attension from the townsfolk."
JOHAN D’ALMENTA: a = wooden gazebo
b = tall pole with signs
c = laughing demon tavern
e = church
f = ravengo general store - Luthko Avanaki and that is my wife Marta
k = inn
d = ravengo town hall
j = silk purse
g = ravengro forge - blacksmith
h = jamena's apothecary
p = restlands
r = harrowstone prision
SOLAR CE’NEA: I think we should take a round about way to Kendra's but as quick as we can.
JOHAN D’ALMENTA: Johan nods in approval, "I agree, I think it would be best to make our way back to Kendra to keep her up to date with our progress."
DUNGEON MASTER: The party makes their way back around to Kendra's house through the rain.  Fortunately, none of the villagers seem inclined to loiter in the muddy streets, and the two citizens of Ravengro the party does meet on the way back pass by with their heads down without speaking a word.
DUNGEON MASTER: [It's about 10 in the morning.  Solar's mage armor has expired.]
DUNGEON MASTER: The party troops in the front door, wet and cold.  The sounds of Kendra packing upstairs can be heard.
SOLAR CE’NEA: Solar calls out to Kendra, "My Lady Kendra are you home
DUNGEON MASTER: "I am," she calls down the stairs.  "Pardon me, I'll be down in a minute."
DUNGEON MASTER: Several minutes later she makes her way down the stairs, wearing an old cotton dress.  "My friends!" she says looking apprehnsively from face to face.  "How did you fare?"
SOLAR CE’NEA: Solar removes his Bandana and says, Well my lady, baring some surface markings, we have identified the source of the problems for the town
DUNGEON MASTER: Kendra's eyes widen as she spots the large black H on Solar's forehead.
DUNGEON MASTER: "Oh! What-  You-  My-  Let me get something for that!"
SOLAR CE’NEA: We have met the ghost of the wife of the Warden of the prison when it burnt down, appraently his soul bound the evil ghosts of the prisinors entomed there, we have defeated one of the major evil spirits and now know where the others reside.  We seek to rest today and are likely to head out again tommorrow morning
SOLAR CE’NEA: its is fine my lady, unless you have a spell to remove it, there is nothing you can do until we vnquish the evil in the prison
SOLAR CE’NEA: It is a little penalty for the safety of the townsfolk and your loverly self!
DUNGEON MASTER: "I.. don't suppose I do..." says Kendra.  She blushes at the compliment.  "Well," she says, straightening out her dress a little, "what about some cold meats and cheese for lunch?"
SOLAR CE’NEA: It appears the Whispering way has removed the soul of the Warden that protected the townsfolk from the prisons evil, I suspect your father was trying to stop them when he died.
SOLAR CE’NEA: I for one am famished dispite the early morning, we have done a lot today already
DUNGEON MASTER: Kendra looks up again in surprise at Solar's revelation.  "That's ... terrible," she says sadly.
JOHAN D’ALMENTA: "We have completely explored the ground level of the prision and have discovered access to the lower level, however we thought it pruedent to recover our strength before delving deeper. I don't want to think what would happen if the evil spirits of the damned ever got out."
DUNGEON MASTER: "Nor do I," replies Kendra thoughtfully. "You said you spoke to the warden's wife?  She... she must have been very lonely.  She died long before my father was born...  She must remember many things..."
DUNGEON MASTER: "Well!  I guess I'd better get the heroes their sandwiches," she says with a sigh and an awkward chuckle.
SOLAR CE’NEA: that would be wonderful my lady, the sight of you renews my vigor and makes me remember I am famished!
DUNGEON MASTER: The party sits down to a light lunch of cold meats punctuated with pleasant conversation.  As morning turns to afternoon the rain increases and the wind picks up, shaking the shutters and whipping branches against the walls.
SOLAR CE’NEA: Solar reads more books to find out more about the Whispering way
SOLAR CE’NEA: who they are, what they want, and any possible activities that may have occured in the area in present and past times
JOHAN D’ALMENTA: Johan enquries with Kendra, "My Lady I know this maybe an unusual question but we were wondering if you would have a roped ladder we could use to make it easier for us to access the lower levels of the prision?"
DUNGEON MASTER: "I-well, you know father might have had one.  He kept quite a lot of odd things around the house!"
SOLAR CE’NEA: SOlar looks for any information in the Library about the splatter man and the Mosswater Marauder Mosswater Marauder
SOLAR CE’NEA: Knowledge check Local 1d20+12=28 on the Mosswater Marauder
JOHAN D’ALMENTA: "I might have a quick look around, if we can't find one perhaps we can acquire it from the town." Johan takes his time searching for a roped ladder or an item similiar that could assst the party climbing down into the prision's lower levels.
DUNGEON MASTER: Mesodias heads upstairs to help Kendra with his packing, while Johan rummages about for a rope ladder and Solar researches.

After three hours searching the library, Solar discovers the following information:

The Mosswater Marauder (Ispin Onyxcudgel): Only 5 years before his hometown of Mosswater was destined to be overrun and ruined by monsters from the nearby river, Ispin Onyxcudgel was a well-liked artisan and a doting husband. When he discovered his wife’s infidelity, he f lew into a jealous rage and struck her dead with his hammer, shattering her skull and his sanity with one murderous blow. Wracked with shame and guilt, Ispin became convinced that if he could rebuild his wife’s skull she would come back to life—but unfortunately, he could not find the last blade-shaped fragment from the murder site. So instead, Ispin became the Mosswater Marauder. Over the course of several weeks, the cunning dwarf stalked and murdered nearly 20 people while searching for just the right skull fragment. He was captured just before murdering the daughter of a visiting nobleman from Varno, and was carted off to Harrowstone that same night.

[400 XP]

For his part, Johan discovers a knotted rope in the professor's study in a battered chest full of lanterns, climbing gear, and other assorted adventering parephenalia. 


[It is now 3pm.]
DUNGEON MASTER: The sounds of Kendra and Mesodias packing upstairs continues throughout the afternoon.
SOLAR CE’NEA: Solar does some research on the splatter man Knowledge local 1d20+12=26
DUNGEON MASTER: The Splatter Man (Hean Feramin): Professor Feramin was a celebrated scholar of Anthroponomastics (the study of personal names and their origins) at the Quartrefaux Archives in Caliphas. Yet an accidental association with a succubus twisted and warped his study, turning it into an obsession. Feramin became obsessed with the power of a name and how he could use it to terrify and control. Soon enough, his reputation was ruined, he’d lost his tenure, and he’d developed an uncontrollable obsession with an imaginary link between a person’s name and what happens to that name when the person dies. Every few days, he would secretly arrange for his victim to find a letter from her name written in blood, perhaps smeared on a wall or spelled out with carefully arranged entrails. Once he had spelled his victim’s name, he would at last come for her, killing her in a gory mess using a complex trap or series of rigged events meant to look like an accident.

[400 XP]
DUNGEON MASTER: [It's now 6pm.]
DUNGEON MASTER: Outside the rain increases to a violent downpour.  By nightfall the wind is screeching against the windows and shrieking down the chimney.
SOLAR CE’NEA: SOlar Says to Kendra and Johan, I think I know what happened at the statue, From my research the Splatter man takes the victims names and writes them in blood or entrails on a wall or something like that, the Wife of the warden name start with "V" the letter scralled in blood on the statue, I think the splatter man is trying to control the Wardens wife who is trying to protect the town
SOLAR CE’NEA: I think we need to stop the evil before the name is splet out

Carrion Crown Session 12


Session 12
DUNGEON MASTER: This small rooms contains a single shelf, on which lie five items--a tarnished silver flute, a collection of holy symbols jumbled together, a bloodstained handaxe, a blacksmith's hammer, and a moldy old book.
JOHAN D’ALMENTA: "How about we each take one item back to the Warden's wife for her to try and identify their properties?"
SOLAR CE’NEA: SOlar suggests he take the Blood stained axe
SOLAR CE’NEA: And then proceeds to do so.  Waiting for a little while to see if anything happens
JOHAN D’ALMENTA: Johan picks up the mouldy old book and places it into the sack within his backpack.
JOHAN D’ALMENTA: Mesidoas collects the blacksmith's hammer and places it into his backpack.
DUNGEON MASTER: The heroes take the items and stow them straightaway.  No one notices any ill effects.
SOLAR CE’NEA: The companions head bay to the blue lady to help identify what to do with their new find
DUNGEON MASTER: The warden's wife looks at the things sadly.  "Those were the belongings of the prisoners below.  That axe was the lopper's.  See the blood on it?  It will never wash off; not until his spirit is banished.  The old spellbook belonged to the Splatter Man.  How he screamed when they took it away from him!  And the hammer was the Mosswater Marauder's. 

"Each of these things will aid you in your battles with those spirits; but they will also harm you as well.

"The axe will aid you in your battle against the Lopper and his creations--but be warned, it is very difficult to put down his instrument once you take it up.

"The hammer will protect you against the Marauder and harm him greatly; but it may also make you turn upon those you hold dear.

"The old spellbook will give you terrible visions, and it will sap away at your mind.  It will especially harm those who wish to cast spells.  But when you face the Splatter Man, this same book will protect you from him, for by harming the book you may also harm him--but only when you face him.
SOLAR CE’NEA: My lady, is it only an effective curse only if we hold it, would we be immune if the itmes are in our backpacks?
DUNGEON MASTER: "The spellbook will harm you as long as you carry it--it does not matter whether in a bag or pack.  The other two items will not affect you until you wield them.
SOLAR CE’NEA: My lady what about the tow we vanquished are they active as well?
DUNGEON MASTER: "Once the spirits are vanquished the items will return to the way they once were--mundane tools of murder, and nothing more.
JOHAN D’ALMENTA: "In a sense that is a relief to hear."
SOLAR CE’NEA: My lady can you point us to the direction of the remaining spirrits and whcich spirit is where?
DUNGEON MASTER: "They are all below," she replies.  "There is the Splatter Man," she says pointing to the southeast.  "The Marauder still sits in my husband's office," she says pointing to the center of the complex.  "And the Lopper still rests in the Oubliette," she says with a grimace to the northeast.
SOLAR CE’NEA: Have we been to your huspnads office yet, you said you were watching us?
JOHAN D’ALMENTA: "Uh didn't we just come from the office section of the prision?" Johan shows a conerned look on his face.
DUNGEON MASTER: "The office below," she says again.  "The warden of Harrowstone had two offices.  You would know if you had been in the same room as the Mosswater Marauder."
SOLAR CE’NEA: Thank you my lady, this has been very helpful.  It seems my friends we need to find a way safely downstairs
JOHAN D’ALMENTA: "Yes that does make sense. I just don't want what happened last time and have one of them follow us around unseen," says Johan as a shiver runs down his spine.
JOHAN D’ALMENTA: "Have we missed the passage way that allows access to the lower sections of the prision or is it that passageway that has collapsed?"
JOHAN D’ALMENTA: "Did you wish to continue exploring or head back to the town to recover from today's events? If we do decide to leave I do not want to carry around this book if it will affect us while it is in our possession."
SOLAR CE’NEA: I think we should continue searching
DUNGEON MASTER: The party troops back up the hallway and opens the northern door.

Several moldy cots lay strewn around this room, whiledoors to smaller, more private sleeping cells hang askew to the west. Judging from the rest of this room’s deco, this must have once been the prison’s infirmary.
SOLAR CE’NEA: Solar recast dancing lights and sends them in the standard formation
JOHAN D’ALMENTA: Johan and Mesodias will slowly move through the doorway to stand next to the first sleeping cell to the west.
DUNGEON MASTER: [Perception all, please.]
JOHAN D’ALMENTA: Perception check: 1d20+7 = 15
SOLAR CE’NEA: Solar stands at the doorway ready to cast or use his crossbow
Percpetion 1d20+1=16
DUNGEON MASTER: No threats are apparent.
DUNGEON MASTER: Johan and Mesodias nudge open the door to the first cell.  Inside lies another rotting cot beside a small, toppled table.
SOLAR CENEA: Solar waits at the door checking the hallway and the room as best he can, standing in such a way that if the door tries to shut he can keep it forced open so his companions are not trapped
JOHAN D’ALMENTA: "First sleeping cell is clear," says Johan as he moves to inspect the second cell.
DUNGEON MASTER: The second cell is in much the same state as the first.
JOHAN D’ALMENTA: "Second cell all clear." Johan moves to the final cell along the western wall.
DUNGEON MASTER: The third room too is bare but for the single cot and table.
SOLAR CE’NEA: Solar suggests looking for secret doors
JOHAN D’ALMENTA: Johan taps on the walls to test if they are false and searches for any kind of panel or recess to indicate a secret passage. Perception check: 1d20+7 = 20
DUNGEON MASTER: Johan goes around the room checking for traps and hidden entrances.  He discovers none.
JOHAN D’ALMENTA: "Looks all clear to me but I can't see ghosts so that doesn't mean a lot in a place like this. Let me open this door on the eastern wall first."
JOHAN D’ALMENTA: Johan opens the door on the eastern wall.
DUNGEON MASTER: While Solar remains standing in the southern doorway that opens onto the hallway, Johan and Mesodias walk over to the eastern wall and open the door there.

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.

At once, a stink fills Johan's nostrils, like flesh burning. 

[Initiative please.]
SOLAR CE’NEA: SOlar Initiative 1d20+1=8
SOLAR CE’NEA: Solar Initiative 1d20+7=14
JOHAN D’ALMENTA: Initiative check: 1d20+4 = 6
DUNGEON MASTER: The face of the furnace animates into the likeness of a bitter old man, whose tongue lashes out towards Johan.  Fortunately, it strikes the wall, leaving a black smoldering scorch mark where it hit.

[Order of intiative:
Solar--14
Furnace--10
Mesodias--9
Johan--6]

[Only Johan may act in the surprise round.]
JOHAN D’ALMENTA: Johan quick draws a javelin and hurls it at the image of the old man as it appears.
To Hit (javelin): 1d20+4 = 19
Damage (javelin): 1d6+4 = 7
DUNGEON MASTER: Johan's javelin strikes the furnace and clatters off with no apparent effect.
SOLAR CE’NEA: Solar does a knowledge local check to try and identify if this is one of the spirits they are looking for 1d20+11=29 or if it is a normal haunt 1d20+6=24
SOLAR CE’NEA: Solar hears the commotion and yells out to his companions, "whats going on?"
DUNGEON MASTER: Solar cannot see the furnace from his current location.
SOLAR CENEA: Solar deleys to cast a spell and a knowledge check once he figures out what is going on
DUNGEON MASTER: The tongue lashes out again at Johan, this stime striking him directly on the chest.  Skin burns and blisters.

[11 damage.]
JOHAN D’ALMENTA: "Fuck! Move back into the next room!"
JOHAN D’ALMENTA: Mesodias stops rushing to stand next to Johan apon hearing his command to retreat. Mesodias instead moves to stand next to Solar next to the first sleeping cell as he watches to see what the treat is in the next room.
JOHAN D’ALMENTA: Johan moves back to stand against the wall on the other side of Solar. "There is a furnace which is possessed by what looks like the spirit of an old man. WHatever it is is really powerful. One more hit from that thing and you would be dragging my heavy ass home."
SOLAR CE’NEA: Solar yells to mesodiaus get Johan out this door and use the wand to heal him I'll cover your retreat with spells SOlar then delays his spell casting of Disrupt undead until the furnace comes into his view
SOLAR CE’NEA: While speaking SOlar steps back out into the Hallway to allow johan nad Meseidous to come into the hallway
DUNGEON MASTER: The party waits with anticipation; however, no animated furnaces appears in the eastern door, and none of the heroes are subject to further fire attacks.

[Off initiative.]
JOHAN D’ALMENTA: Mesodias removes the Wand of Cure Light Wounds from his belt and heals Johan. Cure Light Wounds: 1d8+1 = 7
DUNGEON MASTER: Having had their fill of the infirmary and furnace, the party goes back down the hall and takes the eastern door off the foyer.

Several rows of wooden benches, all spotted with mold and sagging with neglect, face a stage walled off from the rest of the room by a wall of iron bars.
SOLAR CE’NEA: Solar sends some lights in to the new room but stays at the door ready to cover a retreat if needed
SOLAR CE’NEA: Perception 1d20+1=4
JOHAN D’ALMENTA: Perception check: 1d20+7 = 15
SOLAR CE’NEA: Solar is clearly too busy looking behind hime for moving furniture to notice anything in the room
DUNGEON MASTER: The party discovers nothing of note.
JOHAN D’ALMENTA: Johan and Mesodias enter the room, standing in the centre as they look around for any threat. After a moment or two Johan moves to the door on the eastern side of the room and opens it.
DUNGEON MASTER: Johan and Mesodias step forward into the center.  The silence is cold and menacing.  Just as Johan steps onward to open the adjoining door, he feels a terrible chill numbing his extremities.  "Aaauuunnnt!" screams Mesodias.

[Intiative please.  Both Johan and Mesodias may act in the surprise round.]
SOLAR CE’NEA: Iniative 1d20+7=20
JOHAN D’ALMENTA: Initiative check: 1d20+4 = 14
DUNGEON MASTER: [Order is:

Solar--20
Mesodias--19
Johan 14
Haunt--10]
JOHAN D’ALMENTA: Johan and Mesodias move to stand either side Solar as they wait for the haunt to manifest.
DUNGEON MASTER: An icy patch of ground 15' in radius manifests blue and white directly where the pair stood moments ago.  The air around turns frosty in responce to the sudden temperature drop.
SOLAR CE’NEA: Solar immediatly attacks the icy patch with disrupt undead
Disrupt Undead - (Ranged Touch Attack) 1d20+3 =21
 Damage 1d6=6 against undead
DUNGEON MASTER: Solar's attack hits the cold patch.  Where his ray strikes, the patch melts and defrosts, disappating with a slight hiss.
JOHAN D’ALMENTA: Mesodias not being able to see the haunt does the only thing he knows will be effective against it. He holds his holy symbol before him and channel positive energy against the haunt. CHannel Energy: 1d6 = 2 (Wis DC 13 for half)
DUNGEON MASTER: The patch gives way further under the power of Mesodias' faith.
JOHAN D’ALMENTA: Johan stands there watching for any physical sign of the ghost. Perception check: 1d20+7 = 17
DUNGEON MASTER: Johan sees no further signs of manifestation.  The spot of cold glitters spitefully in the middle of the room.
SOLAR CE’NEA: Solar Feeling more confident that his spell is effective cast disrupt undead again
Disrupt Undead - (Ranged Touch Attack) 1d20+3 =13
 Damage 1d6=1 against undead
DUNGEON MASTER: The patch of cold gets a little warmer from Solar's ray.
JOHAN D’ALMENTA: Mesodias stands guard next to Solar. No action taken.
DUNGEON MASTER: The patch begins to fade from view.
SOLAR CE’NEA: Solar realising he is the only one that can harm the haunt gives his stronggest energy he can
Disrupt Undead - (Ranged Touch Attack) 1d20+3 =21
 Damage 1d6=6 against undead
DUNGEON MASTER: Solar's final ray does tremendous damage to the disappating cold patch.  It disappears in a hiss of frosty air.

[Off rounds]
DUNGEON MASTER: [265 xp each.]
DUNGEON MASTER: The party continues on through the eastern door.

The northeast wall of this room has partially fallen, revealing the dark, murky waters of the pond outside. Moldering training dummies and other similar equipment hint that this room may have once been a training area for the guards. In the northeast part of the room, the floor around a dark, jagged hole is surrounded by black scorch marks.
SOLAR CE’NEA: Perception check 1d20+1 =12
JOHAN D’ALMENTA: Perception check: 1d20+7 = 13
DUNGEON MASTER: The heroes peer into the room.  Nothing unexpected materializes.
SOLAR CE’NEA: Solar says to his companions, "I suspect that is the way to the bottm floor, however I wouldn't be surprised if something has cralled up...keep your wits about you!"
JOHAN D’ALMENTA: Johan chuckles softly, "That would be right, the final door we check is the one that leads into the basement."
SOLAR CE’NEA: Well, you can't say its been boring!
JOHAN D’ALMENTA: "Wait at the doorway while we check out the room." Johan will move forward with Mesodias to inspect the hole that leads into the depths of the prision complex.
SOLAR CE’NEA: Ok, be careful,
SOLAR CE’NEA: Solar once again aids with his lights and has disrupt undead ready to fire at a moments notice
DUNGEON MASTER: As Johan and Mesodias approach, the ground around the hole shifts slightly.  Suddenly, a flash of fire ignites three skulls laying among the rubble on the northern side of the room.  Silently they rise into the air and attack.

[Initiative please.]
SOLAR CE’NEA: Iniative 1d20+7=17
JOHAN D’ALMENTA: Initiative check: 1d20+4 = 19
DUNGEON MASTER: [Order is Mesodias, Johan, Solar, Skulls.]
JOHAN D’ALMENTA: Mesodias moves over to the flying skull and engages it in melee with his greatsword.
To Hit (greatsword): 1d20+4 = 22
Damage (greatsword): 2d6+4 = 11
DUNGEON MASTER: Mesodias' hit strikes one of the skulls into two halfs, which fall directly to the ground.
JOHAN D’ALMENTA: "These looks like the bastards that killed the townsfolk in the inn!" Johan moves quickly to attack one of the flying skulls to finish it off before it can attack.
To Hit (greatsword): 1d20+6 = 25
Confirm Critical (Natural 20)
Damage (greatsword): 2d6+12 = 26
DUNGEON MASTER: Johan's attack cuts the second flaming skull into small, small, small pieces.  By the time the destroyed skull hits the floor there are no pieces left that even resemble a humanoid skull.
SOLAR CE’NEA: Solar remembers these from earlier and attacks the one closest to him with Disrupt undead, Disrupt Undead - (Ranged Touch Attack) 1d20+3 =14
 Damage 1d6=3 against undead
DUNGEON MASTER: Solar's ray strikes its target.  The third skull is enveloped by the sorcerer's blue ray, but although it is hit the thing is not destroyed
DUNGEON MASTER: The final skull lunges towards Johan.  It's clattering jaw tries to land a hit on the ranger's throat, but Johan merely dodges aside.
JOHAN D’ALMENTA: Mesodias moves into a better psotion as he slashes the final flying skull with his greatsword.
To Hit (greatsword): 1d20+4 = 16
Damage (greatsword): 2d6+4 = 9
DUNGEON MASTER: The last skull is destroyed as well.

[Off rounds.]
[200 xp each.]
SOLAR CE’NEA: Solar looks around the room and particually into the hole to see how safe it is around the edge perception1d20+1=18
DUNGEON MASTER: While the jagged, soot-caked hole in the floor appears dangerous at first, Solar determines that the unstable portions have long since fallen away, leaving the remaining rim solid enough to support the weight of numerous creatures. Sending his lights down, he observes that it is a 20' drop down to the next level.
SOLAR CE’NEA: Solar looks around for somewhere to secure a rope
DUNGEON MASTER: Numerous fallen timbers line the walls, many of which appear quite sturdy.  There are also quite a few holes in the wall, which expose the metal frame that reinforced the old prison.
JOHAN D’ALMENTA: Johan watches as Solar looks around. "Yes it would seem that we have to do some climbing to get down to the next level. Can you see any safe place to secure my grapple and rope?"
SOLAR CE’NEA: I think we have found our way to the bottom level, do you want to contiue or go home and prepare for what I think will be a tough outing?
JOHAN D’ALMENTA: "Honestly I think we should leave and come back fully rested. However before we do that we should hide this old book some where."