Kendra availed herself of Sir Constantine's lay on hands, shuddering both with the surge of healing energy as well as his fatigue clearing Mercy. She certainly looked more chipper afterwards, humming slightly as she packed a picnic basket with cured ham and flaky, home baked bread.
Our heroes spent the early morning making visits and tending to the estate.
Darcon already had solid knowledge on
nightmare and similar magics, but he stopped in for a rather early tea to discuss things with Alendru. The aged proprietor of the Unfurling Scroll confirmed much of Darcon's information, consulting an old tome on illusion magics over the breakfast table. Magics and effects designed to work against mind affecting spells would be useful, but the most potent deterrent was a casting of
dispel evil. Such a spell cast on a target affected by
nightmare would cause a backlash, stunning the caster and freeing the victim.
Garland's visit to the temple were similarly fruitful. Father Grimburrow cast
lesser restoration Garland, which cured the lingering fatigue that he was feeling. They had a brief conference about what could be done to curb the spirit's influence over the town. The most powerful spell available to Father Grimburrow,
protection from evil, would be of little use because of its low duration. The spell would only last a few minutes, not long enough to protect from a mental attack that could come any time in the night. In the end the grizzled old father shook his head sadly and conceded that the best method to stop the haunting would be to banish the evil at its source, by defeating the ghosts in Harrowstone.
And so it was that our heroes found themselves again outside the prison, an ominous ruin even in the early morning sunlight, preparing to delve into the dungeons below.
1 - The Oubliette - unexplored
3 - The Nevermore - unexplored
B1 - Hell's Basement
B2 - Central Chamber
B3 - Guard Post
B4 - Guard Office
B5 - Reaper's Hold
B6 - Torture Chamber - Opened but unexplored
Darcon, nightmare is an illusion spell with the [mind-affecting] and [evil] descriptors. Anything that protects against spells of that type will be useful, usually by granting you a better save. You also know that spells like nightmare require the caster to be familiar with the victim. Casting it on someone you are familiar with is much easier. In short: the more time you spend in the prison (under the unseen eyes of the spirits) the more difficult it will be to resist.
Also you are correct, you are not fatigued and regain all of your spells and daily abilities.