Session 10
SOLAR CE’NEA: SOlar
dismisses his current dancing Lights and recasts dancing lights again and sends
two of the lights towards Johan to help hm check out the stairs
JOHAN D’ALMENTA:
Johan inspects the stairwell for any traps before they venture deeper into the
prison structure.
Perception check
(traps): 1d20+8 = 15
DUNGEON MASTER:
Johan discovers no traps. In the weird
glow of Solar's lights, numerous cobwebs and spots of mold color the
walls. The steps look stable, however.
SOLAR CE’NEA: Solar
follows behind Johan but far enough away that their combined weight is not on
the same section of the stairs at the same time
JOHAN D’ALMENTA:
Johan and Mesodias caustiously make their way down the steps proceeding Solar's
dancing lights spell.
SOLAR CE’NEA: Solar
has his Crossbow out ready for any non undead, he still remembers and feels the
sting of the stirges bite
DUNGEON MASTER: The
steps creak slightly but otherwise prove to be stable as the party gingerly
makes their way down to the first floor of Harrowstone Prison. At the end of the stairscase stands a rotting
old door, which opens onto a 25' long hallway.
The doors at both ends of the hallway appear quite sturdy. Two doors open onto the west side of the
hall, and one other door opens to the east, just a bit south of where the party
now stands.
[Perception,
please.]
SOLAR CE’NEA: Solar
Perception 1d20+1=7
JOHAN D’ALMENTA:
Perception check: 1d20+7 = 9
DUNGEON MASTER: http://www.cosketch.com/Saved/p9YjNdRG
DUNGEON MASTER: Most
of the doors hang rotten on their hinges--except the doors at the north and
south ends of the hallway.
JOHAN D’ALMENTA:
Johan peers down the hallway for any tripwires or loose steps that could
trigger a trap set to prevent access to the doorways they now see.
Perception check
(traps): 1d20+8 = 24
DUNGEON MASTER:
Johan discovers no tripwires or other suspicious signs of traps.
SOLAR CE’NEA: After
Johan has finished searching for traps, Solar sends one light North, I light
South to better light what they can see
JOHAN D’ALMENTA:
"Which way did you want to go? Any particular doorway that takes your
fancy? I don't think any particular door is the right choice in a place like
this."
SOLAR CE’NEA: As
long as we have easy access to an exit if things get hairy, I don't have a
particular preference...
DUNGEON MASTER: The
walls are stone, and while the majority of the wooden supports are rotten, it
appears the building is still mostly sound.
Over the last 50 years of neglect, the prison has grown quite moldy and
filthy.
SOLAR CE’NEA:
Perhaps one of the eastern doors?
JOHAN D’ALMENTA:
"No problems with me. Let's do this."
DUNGEON MASTER: The
door opens to reveal another flight of stairs that once led down toward what
must be a lower level. Now, however, it
is filled with a mess of large stone blocks and shattered timbers.
[Perception,
please.]
SOLAR CE’NEA:
Percpetion 1d20+1=3
JOHAN D’ALMENTA:
Perception check: 1d20+7 = 16
DUNGEON MASTER:
Solar notices that the dancing lights are pretty, like the light in Kendra's
eyes.
SOLAR CE’NEA: Solar
grabs some rubble and throws it at the mess just to check it isn't an illusion
and that the stairway is actually blocked
DUNGEON MASTER: The
rubble appears to be genuine--the rocks clatter as they hit the stones and
timbers.
JOHAN D’ALMENTA:
Johan gives Solar a curious look as the spellcaster throws the rubble at the
deadend blocked with debris.
SOLAR CE’NEA: I had
to check it is real...Illusions are great ways to cover entrances
DUNGEON MASTER: http://www.cosketch.com/Saved/pOfkqiVd
JOHAN D’ALMENTA:
"Well I hope we don't have to dig through this mess in order to exorcise
these trapped damned spirits. Come on let's check out another room that
hopefully isn't blocked like this one."
SOLAR CE’NEA: Solar
suggests the North west doors
DUNGEON MASTER: http://www.cosketch.com/Saved/pNp2SAW4
The door opens onto
yet another hallway, this one stretching 25' away before making a right turn to
the south west. It is apparent from the
lack of daylight that none of these walls border the outer wall.
JOHAN D’ALMENTA:
Perception check (traps): 1d20+8 = 22
DUNGEON MASTER:
Johan discovers no traps.
SOLAR CE’NEA:
Standing at the door they just stood at, Solar sends out three of the lights,
one down the hallway, one to the north and one to the southern entryways
DUNGEON MASTER: The
lights illuminate the area with an eerie glow.
SOLAR CE’NEA: SOlar
suggests searching systematically and suggests the northen entryway first
DUNGEON MASTER: http://www.cosketch.com/Saved/pA93ePAB
DUNGEON MASTER: The
party has discovered the privy. Other
than the distinctive stench from the cesspit outside, this room contains little
of interest.
DUNGEON MASTER: http://www.cosketch.com/Saved/pIvTitpM
JOHAN D’ALMENTA:
Johan takes a deep breath as the dancing lights illuminate the ancient cesspit.
Johan does not volunteer to venture into the room, quite satisfied to stand at
the doorway as they look around the room.
DUNGEON MASTER: http://www.cosketch.com/Rooms/rmuolgp
SOLAR CE’NEA: Solar
says "anyone need to go? If not let continue one"
DUNGEON MASTER: The
next door opens onto a 15' square room.
Several rusty iron tubs sit in this room, along with washboards, metal
buckets, and heaps of moldy clothing.
DUNGEON MASTER: A
tin chute exits the north wallof this room, permitting dirty water to be
flushed into the cesspit behind the prison.
SOLAR CE’NEA: Solar
sends in two of his lights to explores the corners of the room
DUNGEON MASTER:
[Perception, please.]
SOLAR CE’NEA:
Perception 1d20+1=19
JOHAN D’ALMENTA:
Perception check: 1d20+7 = 22
DUNGEON MASTER: The
party notices movment with in the room.
A shape struggles within the mound of clothing, as if a small child or
animal were buried within.
SOLAR CE’NEA: SOalr
prepars his crossbow and is ready to cast Disrupt undead at a moments notice
JOHAN D’ALMENTA:
"I wasn't going to bother checking out this room however we can't leave
something potentially dangerous get behind us. Might be nothing but theres one
way to find out."
DUNGEON MASTER: The
shape continues to struggle, as if it is growing increasingly more frantic.
JOHAN D’ALMENTA:
Johan quickly approaches the movement and tosses the clothing aside with the
tip of his greatsword.
SOLAR CE’NEA: Solar
suggest mesodius comes at it from one side, solar will come at it from the
other side whilst Johan goes in to confront it, he waits for aggreement or
another sugesstion
SOLAR CE’NEA: but as
he sees johan go in he does what he suggested
DUNGEON MASTER:
Johan pokes through the pile of clothing with his drawn sword. As he draws the last tangled bit of moldy
cloth aside, a gray straightjacket flies to life and leaps out with its arms
outstretched.
DUNGEON MASTER:
[Initiative please.]
SOLAR CE’NEA:
Initative 1d20+1=6
JOHAN D’ALMENTA:
Initiative check: 1d20+4 = 20
DUNGEON MASTER:
[Initiative order:
Johan: 20
Mesodias: 15
Solar: 6
Straitjacket: 5]
JOHAN D’ALMENTA:
"Stay the hell away from me!" Johan as the animated straight jacket
tries to entangle him. He slashes out attempting to destroy the jacket with his
greatsword.
To Hit (greatsword):
1d20+6 = 26
Confirm Critical
(greatsword) = 1d20+6 = 9
Damage (greatsword):
2d6+6 = 12
DUNGEON MASTER:
Johan's attack rips through the jacket.
JOHAN D’ALMENTA:
Mesodias steps to the other side of the straight jacket and returns a strike
with his greatsword.
To Hit (greatsword):
1d20+4 = 15
Damage (greatsword):
2d6+4 = 12
DUNGEON MASTER:
Mesodias likewise rips into the animated straightjacket with abandon. However, the thing is of particularily strong
construction and continues to menace the heroes.
SOLAR CE’NEA: Solar
attempts a knowledge check for both religion (+6) and arcana (+11) 1d20=8 to
identify what sort of "thing" this is once he has established this he
attacks
DUNGEON MASTER:
Tapping into his knowledge of both the spiritual and the arcane, Solar deduces
that this is a haunt.
SOLAR CE’NEA: Solar
casts disrupt undead
Disrupt Undead -
(Ranged Touch Attack)
1d20+3 =12
Damage 1d6=6 against
undead
DUNGEON MASTER:
Solar's ray of blue light arcs toward the straightjacket. Unfortunately, at the last minute Johan steps
in front of his line of attack, and the blue ray strikes the stout warrior
instead of its intended target. Johan is
stunned for a brief instant as the blue light engulfs him.
While he is
distracted, the thing flails about as if a wild animal in a rage, then lashes
out at Johan, dealing 7 damage. In the
course of the attack, the arms seek to grapple him, but Johan is able to slip
out of their grasp.
JOHAN D’ALMENTA:
Johan retaliates with a vicious strike from his greatsword as the leather
straps and metal clasps from the jacket rip at his flesh.
To Hit (greatsword):
1d20+8 = 23 (inc. flanking bonus)
Damage (greatsword):
2d6+6 = 16
DUNGEON MASTER:
Johan's attack rips the thing to tatters--it only seems to barely be holding
together now.
JOHAN D’ALMENTA:
Mesodias doesn't hesitiate, raising his blade once more to (hopefully) finish
this haunt once and for all.
To Hit (greatsword):
1d20+6 = 14 (inc. flanking bonus)
Damage (greatsword):
2d6+4 = 14
DUNGEON MASTER:
Mesodias' attack indeed finishes the thing off.
It flies into shreds of gray cloth, which flutter to the floor. Everything is quiet, but for the sound of the
party's breathing.
DUNGEON MASTER: [Off
Initiative.]
DUNGEON MASTER: [400
xp apiece]
DUNGEON MASTER:
[Actually scratch the above xp: should be 265 xp each.]
JOHAN D’ALMENTA:
"Mate could you patch me up after that thing ripped into me a little
bit?" Johan asks Mesodias for some healing to stop the bleeding from the
animated jacket.
JOHAN D’ALMENTA:
Mesodias will convert Protection from Evil into Cure Light Wounds: 1d8+2 = 10
SOLAR CE’NEA: Solar
recasts dancing Lights and sends them around the room to investigate any other
strange activities and to look for loot
SOLAR CE’NEA:
Perception 1d20+1=18
JOHAN D’ALMENTA:
Perception check: 1d20+7 = 13
DUNGEON MASTER:
Solar goes over the room thouroughly, discovering little else of note. It appears this room either neither held
anything of value, or anything of value was removed long ago.
DUNGEON MASTER: The
door to this room is locked; however, it appears to be quite rotten.
SOLAR CE’NEA: Solar
says to Johan and Mecedious, whe have been fighting Haunts but haven't yet
found anything out about what has happened here, we need to be on the look out
for someone or something that can tell us what is actually going on.
JOHAN D’ALMENTA:
Johan kneels at the locked door and prepares his Masterwork Thieves Toolkit
from his tunic.
Perception check
(traps): 1d20+8 = 26
If no traps are
evident he will attempt to pick the lock.
Disable Device:
1d20+10 = 21
DUNGEON MASTER:
Johan discovers no traps. Quickly and
quietly, he picks the lock to the door, and it swings open to reveal tangled
mounds of moth-eaten fabric sitting on several wooden tables, each surrounded
by workbenches. Various sewing tools— shears, needles, rolls of thread, boxes
of chalk, and other objects lie scattered over the floor, while the arm of what
appears to be a skeleton protrudes from a stained heap of fabric to the west.
JOHAN D’ALMENTA:
"I've been thinking about and the only thing I've considered would be
taking the bones or remains of the prisioners back to the temple to be blessed
and given proper burial rights to break the link they have with this
place."
JOHAN D’ALMENTA:
"That's strange... this door was locked and someone was inside here with a
heap of sewing equipment."
JOHAN D’ALMENTA:
"Let's check out our friend over there and see if he was one of the guards
or inmates?"
SOLAR CE’NEA: Ok but
walk towards it slowly, if it triggers at a certain distance lets make it the
most distance we can
SOLAR CE’NEA: Solar
suggests that he will stay in the door way to make sure it can't slam shut but
has his cross bow and ready to cast a spell.
but first he sends two of the dancing lights towards the hand
JOHAN D’ALMENTA:
"That's a good idea. We don't want to get stuck in a room with animated
sewing equipment. Did you want to hit our friend over there with one of your
rays?"
JOHAN D’ALMENTA:
"Just thinking about that is creepy enough. I'd rather deal with a single
straight jacket then a room full of things."
SOLAR CE’NEA: I
can't think of one of the 5 criminals that had something to do with sewing, I
am feeling a little more cautious here
SOLAR CE’NEA: I
don't want to attack until we know it is evil, I want to find something I can
ask questions of
DUNGEON MASTER:
Rising from the mound of moldering fabric, a beautiful young woman dressed in a
tattered but lovely blue dress materailizes before Johan. Much about the ghost
is blue, including her hair, the tears that run from her pale blue eyes, and the
clouds of smoke that drift from her lips when she speaks.
"Welcome to my
tomb," she says, softly.
*** DUNGEON MASTER
sent ghostwoman.png,... ***
SOLAR CE’NEA: Hello
my lady, who are you?
SOLAR CE’NEA: Soalr
has his weapon ready but tries not to be obvious about it
JOHAN D’ALMENTA:
Johan stands there in shock as he sees what it is floating before them.
"Uh hello. I hope you are not here to harm us. We are exploring this place
in hopes of removing the evil that resides here."
DUNGEON MASTER:
"You do not know me? You must be
new guards, then. I am Mrs.
Hawkran." She looks eagerly at
Solar. "Have you quelled the
rebellion yet? Is my husband safe?"
JOHAN D’ALMENTA:
Johan looks to Solar for his response.
SOLAR CE’NEA: I do
not know my lady, we are ...er ...new to the area, We don't know where your
husband currently is
SOLAR CE’NEA: how
did you come to be here?
DUNGEON MASTER:
"I am glad you have come," she replies to Johan.
DUNGEON MASTER: To
Solar: "Nor do I know. He was nearby, always nearby, but now he is
gone. He was guarding the prison,
keeping the prisoners in. But he is gone
now."
SOLAR CE’NEA: Madam
I don't mean to be so blunt but I need to ask the question, "do you realise you are appearing to us
as a ghost? "
DUNGEON MASTER:
"Yes, I know," she replies sadly.
A blue tear falls down her cheek as she continues. "I came to be here long ago, when this
place was emptied. The night of the
rebellion, they locked me in this room after I... well, I was very upset about
my husband, and the put me in here to keep me safe. Later the room filled with smoke, and I at
last fell asleep..."
SOLAR CE’NEA: I am
sorry for the distress I am causing you, I had to make sure you were aware of
your predicament
SOLAR CE’NEA: When
you say your husband was guarding the prison, do you mean he was stopping the
evil undead from escaping the prison?
SOLAR CE’NEA: We are
trying to stop the undead from hurting the townsfolk, they seem to be slowly
manifesting and casuing issues even death for the townsfolk. Can you helps us stop the evil that resides
here?
DUNGEON MASTER:
"Yes," she replies. "Both
my Roddyn and the ones who killed him continued to roam this place after they
perished. My husband kept them secured,
but he is gone now." Her voice sinks to a whisper.
DUNGEON MASTER:
"I cannot leave this room," she replies. "But I can see everything, and I must
try to keep the wicked ones locked down below.
But there are many of them... so many... and I have not my husband's
strength."
SOLAR CE’NEA: Could
you tell us how to defeat this evil?
JOHAN D’ALMENTA:
"We are truely sorry for your loss. We are here to quell the rebellion as
some of the prisioners have come back so to speak. Would you know anything that
would let us free this place from the taint of the prisioners trapped below?"
SOLAR CE’NEA: aid us
in any way.
DUNGEON MASTER:
"If you destroy their spirits but once, I will prevent them from taking
form ever again. But to destroy them
forever? I... I do not know. Perhaps if you find some token or item of my
poor husband, I can use it to banish them.
I do not know. But you must
hurry. The evil ones... they are growing
stronger. Ever since those robed...
people... came and took my husband away from me..."
SOLAR CE’NEA: We
think your husband was captured in an evil ritual by a group called the
Whispering way they were probably the robed ones you refer to. There were runes and markings around the
prison that suggest capturing his soul.
I suspect because he was clearly such a strong presence of a man to keep
all this evil contained here. Can you
tell us when you last felt your husbands presence?
SOLAR CE’NEA: Where
would a toekn or item of your husband likely be?
DUNGEON MASTER:
"I do not know how much time has passed.... it is hard to notice, now...
but, the whispering way. It was men and
women in dark robes who spoke only in whispers... they are named well. The drew those runes, yes, and then at last
they took Harrowstone's warden away..."
DUNGEON MASTER:
"I do not know," she replies to Solar.
SOLAR CE’NEA: My
lady, I am sorry for your loss, but I pledge and I think my companions would as
well, to firstly stop this evil that is here and then to try and find your
husbands soul to free it from whatever foul deeds the Whispering way has bound
him for!
SOLAR CE’NEA: As
such any advice on where the most powerful evil are located in this prison
would be and any knowledge you have of the layout of the prison would be
useful, as well as any clues to where your husband would have been so we can
get you an item of his to stop this evil from rising furhter!
DUNGEON MASTER:
"There are three floors to this prison--two stories, and a basement. Most of the cells, and most of the truly
wicked ones, are in the basement. But
there are many things that have come to life up above, since my husband was
taken away."
"However, only
five of the prisoners are too strong for me to contain here. If you can but defeat them once, I can keep
them from returning ever again. If they
have been defeated, I can stand guard here in my husband's place."
"You have
defeated one of those strong spirits already.
I saw it. Another spirit is with
you now. The other three lurk in the
dungeons below."
SOLAR CE’NEA: My
lady what do you mean One is with us now?
DUNGEON MASTER:
"Ah.... you cannot see him? Then
that is why you allow him to walk with you.
Prepare yourselves..."
DUNGEON MASTER:
[Initiative.]
SOLAR CE’NEA:
Iniative 1d20+7=15
JOHAN D’ALMENTA:
Intiative check: 1d20+4 = 9
DUNGEON MASTER: A
brief image of a hunched old man appears, his hand resting on Johan's
shoulder. Suddenly his form twists into
chains, twisting and writhing around Johan's form and forcing him to the floor.
DUNGEON MASTER:
[Johan is now unconcious.]
DUNGEON MASTER:
[Order:
Solar: 15
Mesodias: 12
Johan: 9]
SOLAR CE’NEA: Solar
immediately steps forward and casts protection from evil on Johan
SOLAR CE’NEA: Damage
from Protection from evil 1d6=6
DUNGEON MASTER: The
chains wrapped around Johan fade somewhat.
SOLAR CE’NEA: Solar
yells out to Mesedious, use your protection from evil in the evil ghost it
hurts him!
SOLAR CE’NEA:
Mesodious moves forward and casts protection from evil on the Johan possible
damage to ghost 1d6=2
DUNGEON MASTER: The
chains tighten aroud Johan's neck. He
writhes in his uncioncious delerium, grasping for the chains with his hands,
sucessfully weakening them somewhat.
SOLAR CE’NEA: Solar
yells at Father Charaton, Release my friend! and then casts disrupt undead
Disrupt Undead -
(Ranged Touch Attack)
1d20+3 =12
Damage 1d6=5 against
undead
DUNGEON MASTER:
Solar's attack hits the chains, which are illuminated in blue light. They fade somewhat.
SOLAR CE’NEA:
Mesodius chanells energy at the evil ghost 1d6=6
DUNGEON MASTER:
Mesodias' channeled energy damages the chains significantly. They are very dim and translucent now. Unfortunately, it also strikes the ghost of
the grieving widow with full effect. She
moans and sobs as the wave of positive energy slams into her.
Meanwhile, Johan
struggles with the chains that wrap around his neck. With all his strength, he grasps them and
tears them apart. They shatter and
break, and the haunt evaporates from view with a sigh.
Moments later, Johan
regains conciousness.
DUNGEON MASTER: [End
rounds.]
DUNGEON MASTER: [535
xp each.]
SOLAR CE’NEA: Solar
quickly apologies to the Lady Ghost, My apologies my lady, my friend Mesodious
just reacted when he saw our companion in danger, he did not mean to hurt you
DUNGEON MASTER:
"I understand," replies the ghost sadly.
JOHAN D’ALMENTA:
Johan's eye snap open as he gasps at his
neck not as he struggles for breath but as he fights a battle of will for his
control over his mind. He rolls to his feet as he looks around. "What happened
to me? Are we still at risk?"
DUNGEON MASTER:
"That was one of the prisoners here.
He was a wicked man who pretended to be a priest, gaining peoples' trust
to steal from them. I do not know what
he was doing to you, but you defeated him."
SOLAR CE’NEA: I
don't think so my friend, something you did appeared to finish the ghost off
DUNGEON MASTER:
"LIke the other haunt, he is now no danger to anyone--I can keep him from
returning to the world of the living."
SOLAR CE’NEA: My
lady, the other 3 remaining can you tell us anything about them, particually
what may add us in defeating them?
JOHAN D’ALMENTA:
"Well at least that is a relief that he is gone. He had me trapped in some
vile dream as if you were dead and I had just awoken after being injured for
quite some time. I hate to think what would have happened if you had not broken
his spell over me when you did. Thank you again my friends."
SOLAR CE’NEA: I
think it was a combined effort there, Johan.
We work well as a team!
DUNGEON MASTER:
"There are three--one is an old dwarf, who was known as the Mosswater
Marauder. There is the awful creep known
as The Lopper. And then--she
shudders--the Splatter Man."
DUNGEON MASTER:
"I do not know the details of these men.
I am sure my husband kept records of them though--they may still be in
once piece." She points away to the
south-east.
JOHAN D’ALMENTA:
"What can you tell us about these robed ones that whisper in the darkness?
Do they still remain in this place or do they come and go from time to
time?"
DUNGEON MASTER:
"They left after they took my husband, and they have not returned. I do not think this place interestes them any
longer."
SOLAR CE’NEA: Would
you like company my lady, is there anything we can do for you?
SOLAR CE’NEA: If we
defeat the other 3 spirits will that free you?
DUNGEON MASTER:
"I wish only to be with my husband again," she replies sadly. "But killing the spirits will not free
me--it is not them who imprison me, but I them." Her smile is wry and despondant.
SOLAR CE’NEA: So if
we can bring you something of your husbands than that would stop their
presecnce here?
DUNGEON MASTER:
"It may. Or maybe it would serve no
other purpose than to bring comfort to a grieving widow. I do not know. But you must destroy these spirits first, and
if you are going to do so then you must act soon. They are gaining power over me, and it will
not be long before they escape."
JOHAN D’ALMENTA:
"We will do as you wish and destroy these spirits to prevent them from
leaving this place and harming the townsfolk."
DUNGEON MASTER:
"Then may the gods bless you," she replies.
SOLAR CE’NEA: We
shall return my lady. But how do we get
to the level below? the stairs were full of rubble, is there another way
DUNGEON MASTER:
"There were two ways down to the level.
One, my husband blocked himself before he died. There was a lift..." she points to the
east "...I-I am sorry." Tears
stream down her cheeks. "It is
burnt now, but there remains a hole that opens into the old dungeons."
SOLAR CE’NEA: THank
you my lady, We will leave you know and go to defeat the evil that resides
here, fare thee well
DUNGEON MASTER: The
party heads back out into the hallway, moving down to the next door, which is
rotten and unlocked.
DUNGEON MASTER: This
stark room contains a low stone bench against the north wall and a ruined desk
to the west that sits under three narrow, barred windows. An old brass brazier
lies on its side to the south, surrounded by several rusty branding irons.
[Perception,
Please.]
SOLAR CE’NEA:
Perception 1d20+1=5
JOHAN D’ALMENTA:
Perception check: 1d20+7 = 16
JOHAN D’ALMENTA:
"Let's check this place out. It might have some records the remain in the
desk over there."
DUNGEON MASTER: The
heroes step into the room, but Johan stops short--the scent of burning flesh
rises from the corner of the room.
[Initiative please.]
SOLAR CE’NEA: Ok but
just watch the brazier and the branding Irons, if they are haunted, those could
hurt!
DUNGEON MASTER:
[Johan and the npc may act in the surprise round.]
SOLAR CE’NEA:
Inititave 1d20+7=15
JOHAN D’ALMENTA:
Initiative check: 1d20+4 = 11
DUNGEON MASTER:
[Order:
Solar: 15
Johan: 11
NPC: 10
Mesodias: 5]
JOHAN D’ALMENTA:
Johan rushes forward and strikes at the brazier before it has a chance to
animate.
To Hit (greatsword):
1d20+6 = 23
Damage (greatsword):
2d6+6 = 14
DUNGEON MASTER:
Johan's attack does considerable damage to the Brazier, almost--but not
competely--cleaving it in half.
Beside him, three
branding irons glow bright red and lance through the air towards the
heroes. Johan is fast enough to duck as
the thing rushes past. Mesodias and
Solar, however, are not so fortunate.
Mesodias takes 5 points of damage and Solar takes 13 points of damage as
the red-hot brands sink deep into the flesh on their foreheads.
As quickly as they
appear, the hot brands cool and drop clattering to the floor.
[Off rounds.]
DUNGEON MASTER: Both
Mesodias and Solar have a large, smoking, black 'H' in the middle of their
foreheads.
JOHAN D’ALMENTA:
Johan will use his greatsword to position the iron brands up against the stone
wall so he can strike and break them in half.
SOLAR CE’NEA: Solar
ask mesodius if he could heal them, and then once healed says, I will standat
the door and disrupt dead at the brands...someone have the dorr ready to close
and if they attack...close the door on them
DUNGEON MASTER: The
irons are now cool and inanimate--they break easily under Johan's heavy
greatsword.
JOHAN D’ALMENTA:
Mesodias channels a wave of healing energy: 1d6 = 4
DUNGEON MASTER: [200
xp each.]
JOHAN D’ALMENTA:
Mesodias will use another channel positive enegy to heal himself and Solar
before they leave this room. Channel energy: 1d6 = 5
DUNGEON MASTER:
Mesodias' wounds are now completely healed, and Solar is still somewhat wounded
but still in good shape. Both characters
still have brands on their foreheads however--as large and as black as ever.
JOHAN D’ALMENTA:
Johan will move over to inspect the desk as things in the room quiet down.
SOLAR CE’NEA: Soalr
says to johan, I think if we had defetede the haunt our brands would have gone
away. I am going to attack the brands
with disrupt undead...prepare your self incase they retaliate
Solar aims at the
Brands disrupt undead
Disrupt Undead -
(Ranged Touch Attack)
1d20+3 =19
Damage 1d6=4 against
undead
JOHAN D’ALMENTA:
"Don't you worry about me I'm ready for whatever it is that is still in
here with us. Why don't you show yourself?"
DUNGEON MASTER:
Johan discovers nothing of interest in the desk, beyond a mouldy old ledger
with pirsoners names and identiifcation numbers.
Meanwhile, Solar
shoots blue rays around the room, trying to locate the source of the
haunt. His efforts are met with no
visible outcome, though.
DUNGEON MASTER:
Solar also strikes the broken brands, with no visible effect.
SOLAR CE’NEA: Soalr
then attempts to hit the brazier with disrupt undead
Solar aims at the
Brands disrupt undead
Disrupt Undead -
(Ranged Touch Attack)
1d20+3 =12
Damage 1d6=5 against
undead
JOHAN D’ALMENTA:
"I don't see or sense anything untowards here. Whatever it is has decided
to be a coward and hide from us. Quit playing games and let's get this business
over with."
DUNGEON MASTER:
Solar hits the brazier with his spell.
There is no visible effect.
SOLAR CE’NEA: Solar
finally aims disrupt undead at his own head to hit the H on his forehead
JOHAN D’ALMENTA:
Johan sighs as he is unable to provoke the spirit into releaving itself.
"Are you guys ok with those brands? Are they affecting you in any
way?"
DUNGEON MASTER:
Solar's ray strikes his forehead. He
feels an odd tingle as the blue ray makes contact, but the others are able to
quickly confirm that the big black H is still present.
SOLAR CE’NEA: I
shall perhaps take some cloth and make a head scalf to cover the H, I don't
think we should be seen in town with these
DUNGEON MASTER:
Having seen enough of this room, the heroes head out again into the hallway,
making a left turn to stand before the door of the chamber that stands
island-like in the middle of the level.
Like the other doors, the door leading to this room is rotted and easily
gives way.
Within, this chamber
lies in shambles—old wooden benches lie in ruins along the walls, while rusty
chains and bits of rotten rope lie scattered on the floor.
DUNGEON MASTER:
[Perception, please.]
SOLAR CE’NEA:
Perception 1d20+1=11
JOHAN D’ALMENTA:
Perception check: 1d20+7 = 17
JOHAN D’ALMENTA:
"Something isn't right, it feels like something weighting down my soul
with an overwelming sense of sorrow."
DUNGEON MASTER: A
single set of clanking manacles rises up to levitate in the middle of the room.
[Initiative please.]
SOLAR CE’NEA:
Initative 1d20+7=19
JOHAN D’ALMENTA:
Initiative check: 1d20+4 = 13
DUNGEON MASTER:
[Solar, Johan, Mesodias, then the manacles.]
SOLAR CE’NEA: Solar
imeediately attacks the manicles disrupt undeadDisrupt Undead - (Ranged Touch
Attack)
1d20+3 =15
Damage 1d6=5 against
undead
DUNGEON MASTER:
Solar's attack strikes the manacles, and they fall right back to the floor with
a noisy clatter.
[Off rounds.]
JOHAN D’ALMENTA:
Johan gives a sign of relief as he watches the manicles fall to the ground.
"Nice shot."
SOLAR CE’NEA: Well
something had to finally go my way!!!
JOHAN D’ALMENTA:
Johan moves further into the room to poke around the rotting items discarded
around the walls for anything of interest.
Perception check:
1d20+7 = 20
DUNGEON MASTER: [Oh,
and take 135 xp each.]
SOLAR CE’NEA: SOlar
does the same Perception 1d20+1=17
DUNGEON MASTER:
Johan discovers bits of rope, several old manacles, and a number of rat
droppings and cobwebs.
SOLAR CE’NEA: SOlar
suggests the room opposite and has his crossbow out ready and is ready to cast
a speel if necessary
DUNGEON MASTER: Next
the party proceeds out across the hallway.
The door to this room has fallen from its hinges. The rectangular
chamber beyond seems to have once been a chapel, but now thick sheets of what
appear to be cobwebs drape everything within in gossamer threads.
JOHAN D’ALMENTA:
Johan peers into the room for any signs of large spiders or supernatural
threats.
Perception check:
1d20+7 = 14
SOLAR CE’NEA: Solar
sends in 3 of his dancing lights
SOLAR CE’NEA: To
explore the coreners of the roof and the floors
DUNGEON MASTER:
Under the weird glow of Solar's lights, Johan notices a single spider the size
of his hand that quickly scuttles back into the webs out of sight.
JOHAN D’ALMENTA:
"Just a small spider. He has been busy down here. Let's see if there is
anything in here. Being the chapel it might have been protected from the evil
spirits in this place."
JOHAN D’ALMENTA:
Johan will cut his way through the cobwebs before moving further into the room.
SOLAR CE’NEA: Solar
will come behind moving his lights around to make sure everything is lit up
SOLAR CE’NEA: with
his crossbow at the ready
DUNGEON MASTER:
Johan and Mesodias cut a path through the webs towards the center of the room,
while Solar follows behind with the lights.
It is thanks to the lights that everyone is able to see the massive webs
suddenly heave, and thus it is that the party is not taken by surprise by the
three wolf-sized spiders that suddenly emerge from the webs.
DUNGEON MASTER:
[Initiative please.]
SOLAR CE’NEA:
Iniative 1d20+7=25
JOHAN D’ALMENTA:
Initiative check: 1d20+4 = 14
DUNGEON MASTER:
[Order of intiative:
Solar--25
Spiders: 15
Johan: 14
Mesodias: 5]
DUNGEON MASTER: [The
party is in the center of the room, 15' from the exit.]
SOLAR CE’NEA: Crossbow 1d20+4= 24
damage 1d8=8
Critical (19-20x2) 1d20+4=18
Extra Damage 1d8=4
SOLAR CE’NEA: Solar
aims at the closest spider that is not under cover
DUNGEON MASTER:
Solar bullseyes the largest spider, which drops to the floor in a quivering
heap.
Meanwhile the two
other spiders drop down to attack, striking at both Johan and Mesodias with
giant maws. Fortunatly, both attacks
miss.
[Mesodias and Johan
are both threatened.]
JOHAN D’ALMENTA:
Johan slashes at the cloest spider with his greatsword.
To Hit (greatsword):
1d20+6 = 18
Damage (greatsword):
2d6+6 = 14
DUNGEON MASTER:
Johan hacks another spider to pieces.
JOHAN D’ALMENTA:
Mesodias stalks one of the spiders before lashing out with a powerful blow.
To Hit (greatsword):
1d20+4 = 12
Damage (greatsword):
2d6+4 = 12
DUNGEON MASTER:
Mesodias' attack, although well-timed, does not account for the large strands
of webbing which impede his blow, allowing the spider to scuttle to the side
and avoid the attack.
SOLAR CE’NEA: Solar
attacks with his crossbow but trying to aim and not hit Mesodias was too much
for his simple skills and shoots widely off targer 1d20+4=6
DUNGEON MASTER: The
spider lashes out again, striking Mesodias for one hp. Additionally, it injects its poison, but the
hulking holy warrior manages to shake off its effect.
JOHAN D’ALMENTA:
"Stand still and just die!" Johan sweeps his greatsword in a downward
arc towards the spider.
To Hit (greatsword):
1d20+6 = 12
Damage (greatsword):
2d6+6 = 12
DUNGEON MASTER:
Johan's attack just misses.
JOHAN D’ALMENTA:
Mesodias grunts with what sounds like bestial anger as he slashes at the
remaining spider once more.
To Hit (greatsword):
1d20+4 = 20
Damage (greatsword):
2d6+4 = 12
DUNGEON MASTER:
Mesodias greatsword strikes the final beast down. All three spiders now lie in a gooey mess on
the floor of the chapel.
DUNGEON MASTER: [Off
rounds.]
SOLAR CE’NEA: SOlar
suggest that they search in this area, there could be things of use in a temple
perception 1d20+1=16
DUNGEON MASTER: In a
cabinet covered with webs in the northwest wall, Solar finds a few religious
supplies, including five vials of water, a scroll, and a 8" long bluish
wooden stick.
SOLAR CE’NEA: Solar
attmepts a knowledge religion check to see what the temple was set up to
worship Religion1d20+6=23
DUNGEON MASTER:
Judging by the trappings, this temple was dedicated to Pharasma
SOLAR CE’NEA: SoLar
casts detect magic to try and identify the long blusih sticks
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