28th of Mirtul, 1412 DR. Campaign Day 3
The group begins exploring the first floor, finding numerous haunts on this level, from slamming doors, to cold spots, to a cold furnace that comes to life. They cover the south end of the prison. Eventually they find items formerly owned by the five most notorious prisoners. They also find a pit opening to the lower levels of the prison. Here they are attacked by four flaming skulls, which with a little effort they dispatch.
Finding themselves moving downstairs, the group comes into a long hall with multiple sets of doors and begins cycling to the right.
The first set of double doors opens into an old stairwell obstructed by debris, boulders and timber. Ugh figures out that this was likely the deadfall to the lower level that was triggered by the Warden. From there the next set of double doors leads to a small foyer with even more sets of doors. Emme, Content Not Found: kalgar_, and Content Not Found: patchy_ move inside to examine the doors while the rest of the group is slow in moving in. Suddenly all the doors in Foyer slam shut splitting the group. None of the doors will open. After some moments, Hob and Ugh begin moving through one of the other doors in the long hallway looking for a way around. Content Not Found: kalgar begins trying to bash one of the doors down, when suddenly the doors open again.
The group reunites and quickly moves to through the western doors into a long hallway with a window on the south wall and doors lining the north wall. The doors open into small rooms that appear to be offices. All seem to have once been involved with the operations of the prison, from Repairs and Maintenance, to Supply, to Accounting. At the end of the hall there is a large office that is relatively undisturbed that would seen to be the office of the warden. The only thing of apparent value in this area was a safe the larger office., Hob was unable to pick the lock and no key was not found in the office.
Moving back to the foyer the party was again temporarily trapped for about a minute in to foyer of doors as they all slammed shut. When the doors finally release again the party moves to the south, and discovers the entrance area to the prison. Already rubble strewn, there was more debris from the collapsed balcony that was above. They decide to store the safe here for when they leave the prison.
Once more they move and get trapped in the foyer of slamming doors. Then head through the nearest eastern door. They move to a stage type area cordoned off from a large auditorium by a wall of iron bars. Only one door leads out to the east end of the stage. Through this door the party finds an old property room that still holds some old valuables for inmates that where in the prison at some point. While gathering what they can, Hob notices a secret door into a hidden vault.
Inside the hidden vault the find only five items. A bloodstained axe tagged to Vance Saetressle , a collection of holy symbols tagged to Sefick Corvin, a moldy spell book tagged to Hean Feramin, a smith’s hammer tagged to Ispin Onyxcudgel, and a tarnished silver flute tagged to the Piper of Illmarsh. Patchy takes the flute, Content Not Found: kalgar the holy symbols and smith’s hammer, Hob the bloody axe, and Ugh scoops up the spell book into a sack.
The group then heads back, gets stuck, and then moves through the main area of the auditorium. There Ugh experiences a spot where the temperature drops to freezing. In another area both Ugh and Emme experience the same thing, with Emme taking some damage as the frost gets to her. Content Not Found: kalgar stays in the foyer of closing doors trying to cleanse the holy symbols.
Across the auditorium they find the old training room which has extensive fire damage. The far wall is destroyed reviling the lake that is on the north eastern corner of the grounds, and encroaching into the room. The hole descends 20 feet down in a bell shaped hole. Shortly after appearing in the room, four flaming skulls appear up off the ground and attack the party. Getting in a few hits on the party before being dispatched.
The group decided to continue to move through the north door to clear this floor before descending to the lower levels. Through the door is the old furnace to the prison. Over it is a plague that says Ember Maw. As they move closer to check it out it suddenly appears to animate and turn into a horrifying burning maw. One shot with a holy arrow by Hob and the use of a Haunt Siphon by Ugh dispatches it very quickly however.
At this point the group decides to head back to Content Not Found: kalgar to the haunted foyer and rest for an hour.
On to Session 8