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.
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
DUNGEON MASTER: http://www.cosketch.com/Rooms/watrdpr
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
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)
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
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
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
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.”