Carrion Crown

Day One in the Life of Akaash: Hakeem and the Haunted Prison

Day One in the Life of Akaash: Hakeem and the Haunted Prison

I return with the special project that Professor Lortimer has given me. I handed it over to Kendra and discovered that the party went to the abandoned prison of Harrowstone. Normally, I would avoid such places, but with my new companion Algernon by my side. I encounter my new comrades shortly after entering, only to be ambushed by a ghostly door. I stood my ground as a valiant hero and shielded the party from the horror with my mighty prowess. Algernon took over and smashed the door.

We continued our exploration and arrived at a cathedral after Delric maneuvered the party through a labyrinth of doors. Upon entering, Leslie discovered the room was home to three giant crab spiders that saw her as their next meal. After a short group effort, and a lot of damage absorbed by Leslie, the spiders fell.

We examined the room and found magic items within an old, dusty bookcase.
5 vials of water – Holy Water
1 scroll – Lesser Restoration → Delric
long fingering stick – wand of cure light wounds 15 charges → Delric

Directly across the hallway from the cathedral, Delric with the assistance of Algernon, forced another door open to find a room filled with tattered ropes and rusted shackles. Shortly after entering, Hakeem is attacked and then grappled by the shackles but breaks free. After a very long fight, the shackles are broken and Hakeem can rest easy…. for now.

Exploration continues and Delric bashes another door down and we discover an abandoned room with piles of clothing strewn across the floor. Not long after entering, Hakeem is attacked by an animated straight jacket…. again. The straight jacket was quickly destroyed. Leslie then trapped the rest of the ragged, foul clothing under barrels to prevent more from animating.

We continued our explorationg and discover yet another dilapidated room and a figure appears. She appeared as a beautiful young woman in a tattered but lovely blue dress. Everything about her was blue, including the smoke and tears dripping from her eyes. Delric suspected the figure to be a ghost. She tells us that we must be the new guards to replace the cowards that ran to town and she headed for the open door to leave. It is then revealed that the warden was her husband. Her name is Vesorianna.

(Missed notes for dialogue between ghost and party)

She describes Professor Lorimer. Professor was looking around and examining runes. He never entered the prison. The leader (necromancer) killed the professor with weird magic. Told cultists to smash his face and head with a rock from above to make it look like an accident. He wore a bone breastplate and carried black staff with a skull gagged by a black cloth. They performed ritual out of sight of the ghost. They were trying to pull a spirit and her husband’s spirit disappeared. She has been unable to feel him since then. Her husbands spirit was trapped in the basement before he was taken. She feels that the spirits of the criminals have been getting stronger since he left. She has tried to keep things subdued, but her husband’s spirit kept them in line. There is a pit in the basement and they are trying to climb out. There are more than just the ones found in the basement. There are five spirits that are more powerful than the others that are trying to break free. They were the five most dangerous criminals that were imprisoned at the time of the fire and they would have already broken free. Their names are: The Loper (Vance Saetressle), Father Charlatan (Sefick Corvin), The Piper of Illmarsh (Real name unknown), The Splatter Man (Hean Feramin), The Mosswater Marauder (Ispin Onyxcudgel). Their manifestation varies. Sefick Corvin and the Piper were upstairs, they were broken free and went upstairs. The other three are in the dungeon below. We believe we already encountered the Piper. If we find anything that was once a belonging, we could use them against them. We should check the property room to the southeast to find useful items. She said she feels like she doesnt have much time. The Splatter Man is slowly eating away at her resolve and there is nothing she can do about it.

Hakeem believes we have 8 more days as the letters on the statue are spelling out her name, Vesorianna. If we can bring her the warden’s badge of office from the dungeon below, she can banish them completely. All five of them must be defeated, even temporarily.

We continue our exploration and encounter a room with a desk, 3 barred windows and several rusty branding irons. Upon entering the room, we notice the smell of burning flesh. Four branding irons rise from the brazier with their tips burning hot and go after 4 targets (Leslie was not attacked). The brands staggered Akaash while Andara’s Eidolon took the damage for her.

We advance to the next room and after smashing the door, we are overcome with the stench of a privy. We move to the next room and discover the infirmary. Upon entering, we encounter a poltergeist. We flee in fear from the poltergeist, but we decide to leave the dungeon and allow the poltergeist to remain for one more night until we destroy it.

We return to Kendra’s house and try to sit down to a pleasant dinner made by Kendra… after Delric allowed it. During dinner, the silverware moves and we feel lightly brushing on Hakeem’s skin.

Discovered the siphon was one of the old acolytes from the church named, Martin.

The next day, the party decided to go to the magic shop. On the way there, we notice that it is an expecially gloom morning and there is gloom music coming from the inn. Andara notices 2 stirges on the roof of the inn. They are dispatched quickly, but one does manage to latch on to Delric and drain a little blood. I go to the stable to check on Yip and Yap and Ulrik, my driver, while the rest of the party go on to visit the magic shop.

We head back to the prison with the southeast room as our goal. We find the room hidden behind a locked steel door. Upon entering, we find various antiqued items on assorted tables.
In the room we find:
MW Thieves Tools
Bronze War Medallion from the Shining Crusade 40g
Unframed painting of Stavian I 100g
Set of Noblewoman’s silver hair clips 35g
MW Punching Dagger
Pouch containing 1 dozen MW shurikens
MW Silver War Razor
Magic Stick – Wand of Lesser Restoration 12 charges

Hakeem discovers a small vault in the back of the room that appears to contain 5 objects that appear to belong to very important criminals within the prison.
Handaxe – The Loper → Akaash
Collection of Holy Symbols – Father Charlatan → Andara
Moldy Spellbook – Splatter Man → Leslie
MW Smith’s Hammer – Mosswater Marauder → Delric
Silver Flute – The Piper → Hakeem

We found an audience chamber where we discovered a cold spot haunt. To shut it off, we must cast heat metal on an unattended item and then quickly bury it in hallowed ground. We decided to come back to that later and just walked around it to the door on the opposite side of the door.

The northeast wall of the room has partially fallen that reveals the murky pond outside. Various items are found to prove that it was once a training room for the guards. There is a massive pit in the center of the room surrounded by scorch marks. When we enter the room and get close to the pit, burning skulls fly up from the pit and attack those close. The skulls were quickly dispatched by Andara and Algernon. Upon searching the room, we notice that the water from the pond is leaking down the pit and into the lower levels. There was once a ladder that went to the lower level from here, but it is now gone. We also find burnt, charred corpses of guards on this level.

We decided to lower Delrik and Hakeem into the pit to the lower levels via rope held by Andara and Algernon. When they reach bottom, they discover a cavernous chamber that was once an underground cell block. As soon as our feet touched the water, our ears were filled with the cacophonous roars of dethly screams of those burned to death within its confines. It is filled with chest high water and opens up into a dark tunnel. Andara and Hakeem climb down after them and find Ectoplasmic Humans to be charging the party. Delric channeled to injure both before Andara was crit and left shaken by one, then immediately killed it. The second was killed by Akaash’s crossbow bolt.

Akaash and Algernon lead the charge back up the rope and away from whatever was down there. The rest of the party follow suit while we hear a loud roaring and rumbling noise coming toward us from the hallway. Delric, having some difficulty with his rope climbing skills nearly met the source of the sounds before he was quickly whisked upwards via Andara’s advanced rope pulling techniques.

We go to the north room from the broken down side of the prison. A huge stone furnace dominate the room to the left, large enough for a child to climb inside. An ancient fire burned the east wall to provide an open view to the lake flooding the eastern half. The face of the furnace suddenly animates and the scent of stinking flesh begins to fill our nostrils. The furnaces launches flames in Hakeem’s direction and nearly kills him. Leslie moves to his aid with a heal and Andara moves forward to throw a vial of holy water at the furnace. The furnace flickers and sparks when it lands. The haunt is defeated with a combination of Andara’s holy water and Delric’s channeling. Upon searcing the furnace we find bones (parts of a skull, rib bones and some finger bones) that are hot to the touch. Delric informs us that if we throw the bones into a large body of water, such as the lake right beside us, the haunt would be dispelled and never return.

The party returned to the infimary where the poltergeist had been hiding. We were better prepared this time and the combination of fire power from Leslie, Hakeem and Delric defeated it. After searching the room, we found:

2 Fully stocked healer’s kits → Leslie
3 Vials of Antitoxin
2 Vials of Antiplague
3 Doses of bloodblock
3 Doses of Smelling Salts
2 Vials of Soothe Syrup
1 Cure Light Wounds → Hakeem
1 Cure Light Wounds → Andara
1 Cure Light Wounds → Akaash
1 Cure Light Wounds → Andara


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