Beer & Dice

Session 12

SOLAR CE’NEA: spellcraft 1d20+10=27
DUNGEON MASTER: Solar discovers that this item is a wand of Cure Light Wounds.
JOHAN D’ALMENTA: While Solar examines the assortment of magical items, Johan searches through the walls of cobwebs and debris.
Perception check: 1d20+7 = 14
SOLAR CE’NEA: Solar does read magic on the scroll to decipher the scroll
DUNGEON MASTER: Johan discovers nothing new, although there are a number of small spiders hiding out in the corners.
SOLAR CE’NEA: Spellcraft 1d20+10=30 on the potions
DUNGEON MASTER: They scuttle away quickly as he tears away their webs.
DUNGEON MASTER: The scroll is a scroll of restoration, and the vials are vials of Holy Water.
DUNGEON MASTER: Lesser Restoration*
JOHAN D’ALMENTA: Johan nods in approval as Solar successfully identifies the items. “This is a fortunate discovery which in such a place as this. It suggests that this church prevents the spirits from entering this specific room?”
SOLAR CE’NEA: Solar recast dancing lights and does the usal thing of having one light with them and the three other lights romming on the left, right and near the ceiling
SOLAR CE’NEA: Perhaps, they may just not be any use to the undead here so they ignored them, what do you write about it mesodius?
DUNGEON MASTER: “ooood,” says Mesodias.
DUNGEON MASTER: “D-O-N-T-K-N-O-W,” writes Mesodias
DUNGEON MASTER: However, as he writes, he points back to the west and says, “aaaay”
SOLAR CE’NEA: Fair enough my friend, I like your theory Solar, but I hope we don’t need to test it out. Shall we continue through the southern door!
DUNGEON MASTER: Solar talks to himself in the haunted house.
JOHAN D’ALMENTA: “Yeah no worries. I hope we don’t have to rest here over night either. This door is the cloest and looks as good as any other.”
Perception check (traps): 1d20+8 = 19
DUNGEON MASTER: Johan discovers no traps.
DUNGEON MASTER: The sturdy oak and iron door to the south opens easily, exposing a small 10×10 room to the party’s view. Streaks of mold stain the walls of this foyer, and the floor below is a thick, gray carpet of fungal growth. Sturdy wooden doors beckon from every wall.
JOHAN D’ALMENTA: Johan slides his greatsword along the ground to scrap up some of the fungus with a disapproving expression on his face. “Which door did you want to check out first?”
SOLAR CE’NEA: Perhaps we shuold head back west ways and make sure we have covered that side of the prison
DUNGEON MASTER: Johan’s sword cuts a little furrow through the mold, like a spoon plowing through flour.
JOHAN D’ALMENTA: Johan inspects the room for any sign of traps before opening the door to the west.
Perception check (traps): 1d20+8 = 28
DUNGEON MASTER: Johan discovers no traps. However, as he puts his hand to the western door, it mysteriously swings open on its own accord.
JOHAN D’ALMENTA: “Ok I don’t like that,” says Johan.
DUNGEON MASTER: Ahead lies a hallway about 25’ long, with numrous doors on the right hand side.
SOLAR CE’NEA: Solar begins preparing disrupt undead and responds to Johan, neither do I
SOLAR CE’NEA: Solar cast Disrupt undead on the door 1d6=3 damage
SOLAR CE’NEA: SOlar then tries to see if what he has done has any effect on the door Perception 1d20+1=10
JOHAN D’ALMENTA: “Seriously I wish we could see these spirits. Why do I get the feeling something is right next to us?”
DUNGEON MASTER: Solar’s blue ray does not seem to have done any damage to anything—at least not as far as he can tell.
SOLAR CE’NEA: Where do you have this feeling…I can cast in that area
JOHAN D’ALMENTA: “It’s the hair on the back of my neck or a chill down my spine. Maybe it’s just this place getting to me. The sooner we check these rooms out the better.” Johan opens the cloest door to see what is behind it.
DUNGEON MASTER: This room houses a small office, complete with a desk and several old cabinets. Several of the cabinents stand open, revealing sheaves of mildewed old paper.
SOLAR CE’NEA: Solar looks at some of the papers, taking care not to get his hands caught in any drawers
DUNGEON MASTER: The papers appear to be prison records—dates of internment, crimes comitted, punishments meted out, etc.
SOLAR CE’NEA: Perhaps we should take these with us and examine them at a more opportune time?
JOHAN D’ALMENTA: “Perhaps we can come back at a later time to inspect these records. Let’s see what else we have in the other rooms before we invest time going through all of this.”
SOLAR CE’NEA: I agree!
SOLAR CE’NEA: There is too much here to sort through
JOHAN D’ALMENTA: Johan will check out the next door down the passage way.
DUNGEON MASTER: The next two doors also open into small offices. It appears that these three rooms contained the majority of the paperwork for the Harrowstone Prison.
SOLAR CE’NEA: SOalr suggests to Johan going into the northen most door
DUNGEON MASTER: This room was used as a washroom by the guards—the smaller chamber to the west was apparently a privy. There’s nothing of interest here today.
JOHAN D’ALMENTA: “Let’s head back to the south door. We appear to be moving further away from the prision and these rooms appear to be quite mundane compared to the other half of the prision.”
DUNGEON MASTER: The party marches back out of the privy and opens the door to the south.

This spacious room smells of mildew and rot. A long desk and chair sit to the south, while to the northwest a narrow alcove contains a closed safe. Thick layers of dust cover everything in sight.
SOLAR CE’NEA: True but there may be information here, we need to be aware as much as possible of what we are up against
DUNGEON MASTER: [Perception, please.]
SOLAR CE’NEA: Solar perception 1d20+1=21
JOHAN D’ALMENTA: Perception check: 1d20+7 = 10
DUNGEON MASTER: The sense of lingering desperation and evil that pervades the rest of the complex does not extend to this room.
SOLAR CE’NEA: SOlar cast detect magic around the room, he is looking for anythi
JOHAN D’ALMENTA: Johan waits for the results of the spell Solar is casting before he starts search the room and opening the safe.
DUNGEON MASTER: Solar detects no magic.
JOHAN D’ALMENTA: Johan searches the room for any mundane traps before he attempts to open the safe.
Perception check (traps): 1d20+8 = 24
DUNGEON MASTER: Johan detects no traps.
JOHAN D’ALMENTA: Johan checks if the safe is open first before settling down in front of the safe to prise it open manually with his thieves toolkit.
JOHAN D’ALMENTA: Disable Device: 1d20+10 = 27
DUNGEON MASTER: Johan’s skill fails him, yet again. The safe proves remarkably resistant to his attempts to crack it.
JOHAN D’ALMENTA: “For god’s sake this stubborn thing won’t budge. Maybe the wardens wife knows the combination to open the safe. I’d like to know if there is anything inside to help unravel this mystery.”
SOLAR CE’NEA: problem is If this is the wardens office, there is bound to be something of his in the safe, yet we can’t get in…Aaaaagh!
DUNGEON MASTER: This safe would be opened by a key.
SOLAR CE’NEA: Perhaps we will find the key elsewhere
JOHAN D’ALMENTA: Johan scratches his head as he looks around of anything else of interest. “Well his spirit might not remain in the prision but his body might and the key could well be still be in his posession.” Johan finishes searching the rest of the room. Perception check: 1d20+7 = 16
DUNGEON MASTER: Johan discovers nothing else hidden in this room.
SOLAR CE’NEA: Solar assists in searching perception 1d20+1=17 Specifically Solar is looking for anything that may have been owned by the Warden, If this was indeed the Wardens room
JOHAN D’ALMENTA: “We can keep our eye open for the key which I think you are right assuming the item of the warden will be found inside. Did you mind heading back to the foyer and exploring the southern door?”
DUNGEON MASTER: The party discovers nothing else, and soon troops back down the hallway into the moldy foyer.
DUNGEON MASTER: Johan puts his hand on the door to open it, but as he does so two things happen. First, the doors to the foyer—all of them—open with a whooshing sound. Faces appear: blackened, dirty, frightened faces, and suddenly the doors slam shut again. All of them.

From the northern corners of the room comes a sucking sound, like muddy water slipping down a drain.


6 rounds left on dancing lights.]
SOLAR CE’NEA: Solar Iniative 1d20+7=25
JOHAN D’ALMENTA: Initiative check: 1d20+4 = 24
DUNGEON MASTER: [Order of initiative is:
Solar: 25
Johan: 24
Mesodias: 24
?: 4]
SOLAR CE’NEA: Solar cast Disrupt undead at the northern most door
Disrupt Undead – (Ranged Touch Attack)
1d20+3 =14
Damage 1d6=3 against undead
DUNGEON MASTER: Solar’s attack strikes the door directly. No effects are visible.
JOHAN D’ALMENTA: “What the fuck….?! Good idea, we are not getting trapped in here!”
Johan strikes at the northern door to break it with his greatsword.
To Hit (greatsword): 1d20+6 = 23
Damage (greatsword): 2d6+6 = 12
DUNGEON MASTER: Johan’s attack damages the door, but it yet holds firm.
DUNGEON MASTER: “Aaaaaauuuunnnt!” says Mesodias.
JOHAN D’ALMENTA: Mesodias graps his holy symbol and channels positive energy to crush the haunt with Gorum’s might. Channel energy: 1d6 = 4
JOHAN D’ALMENTA: Cha save: 1d20+0 = 5
DUNGEON MASTER: Howls and screams of pain emanate from the doors and corners of the room.

Nonetheless, the squelching sound continues, and presetnly two horrific forms appear. Their slimy, shifting masses have the shapes of a humanoid, but are made out of what appears to be some form of sticky rope or cloth. Their bodies lurch jerkily, struggling to maintain its horrid form.

They converge on Johan and strike. The first misses, but the second hits, knocking Johan for 5 damage. Waves of terror wash over him.

[Will save(charisma based) DC 11 or be shaken.]

  • DUNGEON MASTER sent ecto.png,… *
    JOHAN D’ALMENTA: Johan can hear his heart beating in his temples, it is racing as his eye open wide as the undead abomination reaches out towards them. He drops into a defensive stance as he strikes out with his greatsword.
    To Hit (greatsword): 1d20+0 = 16
    Damage (greatsword): 2d6+6 = 10
    AC: 18 (This rnd only)
    DUNGEON MASTER: Johan strikes down one of the monsters. It dissapates into a pile of goo and bones.
    SOLAR CE’NEA: Solar attempts to identify what type of creatures these are Knowledge religion 1d20+6=19
    Once hopefully identifying a weakness for the others Solar attacks the one left with Disrupt undead,
    Disrupt Undead – (Ranged Touch Attack)
    1d20+3 =18 -4 into melee= 14
    Damage 1d6=5 against undead
    DUNGEON MASTER: Solar’s attack destroys the second crfeature threatening Johan. It too dissolves into a slimy puddle of green mucus.
    DUNGEON MASTER: [265 xp each.]
    DUNGEON MASTER: [Results of Solar’s Knowledge Check]

Drawn from energies of the Ethereal Plane, ectoplasm is a thick, vile substance that shapes itself into the form of an undead creature, creating a host for a soul unfortunate enough to be confined within it. The existence of an ectoplasmic being is a cruel one, and few souls willingly choose this fate of painful undeath. Ectoplasm resembles thick tangles of slimy linen or dripping goo, and is as grotesque to touch as it is to gaze upon.
DUNGEON MASTER: [Off rounds.]
DUNGEON MASTER: The party heads through the south door.

This 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. The wall to the north contains a large pair of oaken doors.
SOLAR CE’NEA: SOlar uses perception to see if he can identify if it is safe to exit that way if they need to
DUNGEON MASTER: Solar ably deduces that he can indeed exit through this door at any time.
SOLAR CE’NEA: Percepton 1d20+2
SOLAR CE’NEA: Solar recasts dancing lights
DUNGEON MASTER: The southern east door opens onto a 15’ hallway that ends in another rotting door.
SOLAR CE’NEA: Solar looks around for traps unusal events or generally anything out of the ordinary 1d20+1=2
SOLAR CE’NEA: The shared party items are shared as follows:
wand of Cure Light Wounds – 15 charges held by Mesodius
1x scroll of Lesser restoration, Held by Mesodius
5x Holy Water vials 1 held by Johan, 1 by Solar the other 3 by Mesodius
DUNGEON MASTER: Solar discovers nothing of note. The party proceeds down the hallway, through the rotting door into a small entryway. Before the party stands yet another door—this one is a steel door, of solid construction. It appears to be quite locked.
JOHAN D’ALMENTA: Johan attempt to pick the lock to the steel door.
Disable Device: 1d20+10 = 16
DUNGEON MASTER: Johan’s skill does not suffice to open the lock to this door.
JOHAN D’ALMENTA: Johan takes his time testing the locks mechanism to open it. Take 20 check = 30
SOLAR CE’NEA: Solar recasts Dancing Lights just as Johan finishes
DUNGEON MASTER: The lock clicks open and the door creaks forward to reveal a 10’ by 15’ room.

A bizarre collection of antique goods rests upon wooden shelves that line the room. Several of the items contain tiny tags with labels written in a careful script.
JOHAN D’ALMENTA: “This is unexpected. What do you make of this…”
SOLAR CE’NEA: Solar goes around the room looking at the tiems and looking for hidden cashes in the items and the walls Percption 1d20+1=18
SOLAR CE’NEA: I am not sure, I think we need to explore this room for clues
JOHAN D’ALMENTA: Perception check: 1d20+7 = 16
DUNGEON MASTER: Although much of the remaining propertyis junk, a few items remain that may be of interest: a set of masterwork thieves’ tools, a bronze war medallion, an unframed painting of a noble, a set silver hair clips, a masterwork punching dagger, a pouch containing a dozen masterwork shurikens, a masterwork silver war razor, and 6" white stick.
SOLAR CE’NEA: Solar cast detect magic at the items and around the room and walls
DUNGEON MASTER: The white stick radiates magic. [Spellcraft to identify]

In addition, Mesodias joins the others in their search. He pauses at the eastern wall, frowning. “Oooooon!” he says.
JOHAN D’ALMENTA: Johan pockets the masterwork thieves toolkit. “Always good to have a backup. What about the other items?”
SOLAR CE’NEA: Solar rexamins the wall to see what Mesodias is pointing out Perception 1d20+1 =20
SOLAR CE’NEA: Spellcraft check for the white stick 1d20+10=30
DUNGEON MASTER: Solar spots a hidden door behind one of the shelves, activated by a small lever concealed as part of the shelf itself.
SOLAR CE’NEA: Are you interested in the weapons?
DUNGEON MASTER: [The wand is a wand of Lesser Restoration.]
SOLAR CE’NEA: We could give the hair clips to Jendra
JOHAN D’ALMENTA: “Well this medallion might have been the warden’s however I honestly don’t remember if he was ever in the service.”
JOHAN D’ALMENTA: “Let’s take this stuff in either case. We might be able to sell it if we don’t find use for them against the undead.”
SOLAR CE’NEA: Perhaps we should take all these to the Wardens wife and see if they belong to her or the warden, this appears to be a property room, I suspect these are previous prisonors possetions, we need to be careful incase they turn into haunt
SOLAR CE’NEA: a set of masterwork thieves’ tools – Johan
a bronze war medallion, – Solar
an unframed painting of a noble, mesodiaus
a set silver hair clips, – Solar
a masterwork punching dagger, – Jahan
a pouch containing a dozen masterwork shurikens -Johan, a masterwork silver war razor, and wand of Lesser Restoration – 12 charges
SOLAR CE’NEA: The Wand goes to Mesodiaus
JOHAN D’ALMENTA: While the party stashes away the valuables from this room he inspects the secret door for traps. Perception check: 1d20+8 = 22
SOLAR CE’NEA: The SIlver war razor goes to Mesidius as well
DUNGEON MASTER: Johan discovers no traps.
JOHAN D’ALMENTA: Johan activates the release mechanism to open the secret door.
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.
SOLAR CE’NEA: Solar suggests going to the Wardens Wife for advice on what to do ith these items (as well as getting her to look at the other items they found in the previous room).
JOHAN D’ALMENTA: “I agree, she might have some knowledge or sense of what we could do with these items to weaken the evil further.”
DUNGEON MASTER: The party makes their way back to the room where the Warden’s Wife lives on in undeath. She materializes once more, a shade of blue in a drab, rotting room.
DUNGEON MASTER: [Oh btw… the party gets 400xp each for discovering this room.]
SOLAR CE’NEA: Hello again my lady, We are returning to you because we have found several items and we wanted to know if they belonged to you or your husband (Solar indicates to his companions to show what they found in the property room)
DUNGEON MASTER: “I was watching you….” she replies “Those… things did not belong to me, nor to the Warden. They were the prisoners’ things, all of them. Taken away, before they were cast into their cells below. You may use them—but be warned. They carry curses as well as benefits.”
DUNGEON MASTER: “Oh—those things?” she says, as Solar holds out the items he retrieved from the outer room. “They are prisoners’ belongings too, I think—but they are nothing to me. They are just what they seem. But, it has been so long, and I cannot remember well now.”
SOLAR CE’NEA: Thank you my lady, the the other prisinors things =, can you tell us of their benifets and their curses?
DUNGEON MASTER: “I can—if you bring them to me,” she replies, somewhat sadly. “I cannot leave this room, and they are too far away.”
JOHAN D’ALMENTA: “I don’t know, what if it curses us just by touching them?”
SOLAR CE’NEA: If we are cursed by the item is it likely to stop if we destroy the haunt that is associated with them?
DUNGEON MASTER: “Yes, I think it is likely,” replies the sad, widowed ghost.
SOLAR CE’NEA: I think we should grab them and bring them here for the Lady to identify
JOHAN D’ALMENTA: “If that is what you suggest I will trust your judgement on such matters.”



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