Wednesday, January 2, 2013

Carrion Crown Session 12

Session 12
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.
JOHAN D’ALMENTA: "How about we each take one item back to the Warden's wife for her to try and identify their properties?"
SOLAR CE’NEA: SOlar suggests he take the Blood stained axe
SOLAR CE’NEA: And then proceeds to do so.  Waiting for a little while to see if anything happens
JOHAN D’ALMENTA: Johan picks up the mouldy old book and places it into the sack within his backpack.
JOHAN D’ALMENTA: Mesidoas collects the blacksmith's hammer and places it into his backpack.
DUNGEON MASTER: The heroes take the items and stow them straightaway.  No one notices any ill effects.
SOLAR CE’NEA: The companions head bay to the blue lady to help identify what to do with their new find
DUNGEON MASTER: The warden's wife looks at the things sadly.  "Those were the belongings of the prisoners below.  That axe was the lopper's.  See the blood on it?  It will never wash off; not until his spirit is banished.  The old spellbook belonged to the Splatter Man.  How he screamed when they took it away from him!  And the hammer was the Mosswater Marauder's. 

"Each of these things will aid you in your battles with those spirits; but they will also harm you as well.

"The axe will aid you in your battle against the Lopper and his creations--but be warned, it is very difficult to put down his instrument once you take it up.

"The hammer will protect you against the Marauder and harm him greatly; but it may also make you turn upon those you hold dear.

"The old spellbook will give you terrible visions, and it will sap away at your mind.  It will especially harm those who wish to cast spells.  But when you face the Splatter Man, this same book will protect you from him, for by harming the book you may also harm him--but only when you face him.
SOLAR CE’NEA: My lady, is it only an effective curse only if we hold it, would we be immune if the itmes are in our backpacks?
DUNGEON MASTER: "The spellbook will harm you as long as you carry it--it does not matter whether in a bag or pack.  The other two items will not affect you until you wield them.
SOLAR CE’NEA: My lady what about the tow we vanquished are they active as well?
DUNGEON MASTER: "Once the spirits are vanquished the items will return to the way they once were--mundane tools of murder, and nothing more.
JOHAN D’ALMENTA: "In a sense that is a relief to hear."
SOLAR CE’NEA: My lady can you point us to the direction of the remaining spirrits and whcich spirit is where?
DUNGEON MASTER: "They are all below," she replies.  "There is the Splatter Man," she says pointing to the southeast.  "The Marauder still sits in my husband's office," she says pointing to the center of the complex.  "And the Lopper still rests in the Oubliette," she says with a grimace to the northeast.
SOLAR CE’NEA: Have we been to your huspnads office yet, you said you were watching us?
JOHAN D’ALMENTA: "Uh didn't we just come from the office section of the prision?" Johan shows a conerned look on his face.
DUNGEON MASTER: "The office below," she says again.  "The warden of Harrowstone had two offices.  You would know if you had been in the same room as the Mosswater Marauder."
SOLAR CE’NEA: Thank you my lady, this has been very helpful.  It seems my friends we need to find a way safely downstairs
JOHAN D’ALMENTA: "Yes that does make sense. I just don't want what happened last time and have one of them follow us around unseen," says Johan as a shiver runs down his spine.
JOHAN D’ALMENTA: "Have we missed the passage way that allows access to the lower sections of the prision or is it that passageway that has collapsed?"
JOHAN D’ALMENTA: "Did you wish to continue exploring or head back to the town to recover from today's events? If we do decide to leave I do not want to carry around this book if it will affect us while it is in our possession."
SOLAR CE’NEA: I think we should continue searching
DUNGEON MASTER: The party troops back up the hallway and opens the northern door.

Several moldy cots lay strewn around this room, whiledoors to smaller, more private sleeping cells hang askew to the west. Judging from the rest of this room’s deco, this must have once been the prison’s infirmary.
SOLAR CE’NEA: Solar recast dancing lights and sends them in the standard formation
JOHAN D’ALMENTA: Johan and Mesodias will slowly move through the doorway to stand next to the first sleeping cell to the west.
DUNGEON MASTER: [Perception all, please.]
JOHAN D’ALMENTA: Perception check: 1d20+7 = 15
SOLAR CE’NEA: Solar stands at the doorway ready to cast or use his crossbow
Percpetion 1d20+1=16
DUNGEON MASTER: No threats are apparent.
DUNGEON MASTER: Johan and Mesodias nudge open the door to the first cell.  Inside lies another rotting cot beside a small, toppled table.
SOLAR CENEA: Solar waits at the door checking the hallway and the room as best he can, standing in such a way that if the door tries to shut he can keep it forced open so his companions are not trapped
JOHAN D’ALMENTA: "First sleeping cell is clear," says Johan as he moves to inspect the second cell.
DUNGEON MASTER: The second cell is in much the same state as the first.
JOHAN D’ALMENTA: "Second cell all clear." Johan moves to the final cell along the western wall.
DUNGEON MASTER: The third room too is bare but for the single cot and table.
SOLAR CE’NEA: Solar suggests looking for secret doors
JOHAN D’ALMENTA: Johan taps on the walls to test if they are false and searches for any kind of panel or recess to indicate a secret passage. Perception check: 1d20+7 = 20
DUNGEON MASTER: Johan goes around the room checking for traps and hidden entrances.  He discovers none.
JOHAN D’ALMENTA: "Looks all clear to me but I can't see ghosts so that doesn't mean a lot in a place like this. Let me open this door on the eastern wall first."
JOHAN D’ALMENTA: Johan opens the door on the eastern wall.
DUNGEON MASTER: While Solar remains standing in the southern doorway that opens onto the hallway, Johan and Mesodias walk over to the eastern wall and open the door there.

A huge stone furnace dominates this room, large enough for a child to climb inside. An ancient fire has burned away the entire east wall the room, providing a panoramic, if eerie, view of the lake beyond. That same lake has gradually expanded into the room, flooding its eastern half.

At once, a stink fills Johan's nostrils, like flesh burning. 

[Initiative please.]
SOLAR CE’NEA: SOlar Initiative 1d20+1=8
SOLAR CE’NEA: Solar Initiative 1d20+7=14
JOHAN D’ALMENTA: Initiative check: 1d20+4 = 6
DUNGEON MASTER: The face of the furnace animates into the likeness of a bitter old man, whose tongue lashes out towards Johan.  Fortunately, it strikes the wall, leaving a black smoldering scorch mark where it hit.

[Order of intiative:

[Only Johan may act in the surprise round.]
JOHAN D’ALMENTA: Johan quick draws a javelin and hurls it at the image of the old man as it appears.
To Hit (javelin): 1d20+4 = 19
Damage (javelin): 1d6+4 = 7
DUNGEON MASTER: Johan's javelin strikes the furnace and clatters off with no apparent effect.
SOLAR CE’NEA: Solar does a knowledge local check to try and identify if this is one of the spirits they are looking for 1d20+11=29 or if it is a normal haunt 1d20+6=24
SOLAR CE’NEA: Solar hears the commotion and yells out to his companions, "whats going on?"
DUNGEON MASTER: Solar cannot see the furnace from his current location.
SOLAR CENEA: Solar deleys to cast a spell and a knowledge check once he figures out what is going on
DUNGEON MASTER: The tongue lashes out again at Johan, this stime striking him directly on the chest.  Skin burns and blisters.

[11 damage.]
JOHAN D’ALMENTA: "Fuck! Move back into the next room!"
JOHAN D’ALMENTA: Mesodias stops rushing to stand next to Johan apon hearing his command to retreat. Mesodias instead moves to stand next to Solar next to the first sleeping cell as he watches to see what the treat is in the next room.
JOHAN D’ALMENTA: Johan moves back to stand against the wall on the other side of Solar. "There is a furnace which is possessed by what looks like the spirit of an old man. WHatever it is is really powerful. One more hit from that thing and you would be dragging my heavy ass home."
SOLAR CE’NEA: Solar yells to mesodiaus get Johan out this door and use the wand to heal him I'll cover your retreat with spells SOlar then delays his spell casting of Disrupt undead until the furnace comes into his view
SOLAR CE’NEA: While speaking SOlar steps back out into the Hallway to allow johan nad Meseidous to come into the hallway
DUNGEON MASTER: The party waits with anticipation; however, no animated furnaces appears in the eastern door, and none of the heroes are subject to further fire attacks.

[Off initiative.]
JOHAN D’ALMENTA: Mesodias removes the Wand of Cure Light Wounds from his belt and heals Johan. Cure Light Wounds: 1d8+1 = 7
DUNGEON MASTER: Having had their fill of the infirmary and furnace, the party goes back down the hall and takes the eastern door off the foyer.

Several rows of wooden benches, all spotted with mold and sagging with neglect, face a stage walled off from the rest of the room by a wall of iron bars.
SOLAR CE’NEA: Solar sends some lights in to the new room but stays at the door ready to cover a retreat if needed
SOLAR CE’NEA: Perception 1d20+1=4
JOHAN D’ALMENTA: Perception check: 1d20+7 = 15
SOLAR CE’NEA: Solar is clearly too busy looking behind hime for moving furniture to notice anything in the room
DUNGEON MASTER: The party discovers nothing of note.
JOHAN D’ALMENTA: Johan and Mesodias enter the room, standing in the centre as they look around for any threat. After a moment or two Johan moves to the door on the eastern side of the room and opens it.
DUNGEON MASTER: Johan and Mesodias step forward into the center.  The silence is cold and menacing.  Just as Johan steps onward to open the adjoining door, he feels a terrible chill numbing his extremities.  "Aaauuunnnt!" screams Mesodias.

[Intiative please.  Both Johan and Mesodias may act in the surprise round.]
SOLAR CE’NEA: Iniative 1d20+7=20
JOHAN D’ALMENTA: Initiative check: 1d20+4 = 14

Johan 14
JOHAN D’ALMENTA: Johan and Mesodias move to stand either side Solar as they wait for the haunt to manifest.
DUNGEON MASTER: An icy patch of ground 15' in radius manifests blue and white directly where the pair stood moments ago.  The air around turns frosty in responce to the sudden temperature drop.
SOLAR CE’NEA: Solar immediatly attacks the icy patch with disrupt undead
Disrupt Undead - (Ranged Touch Attack) 1d20+3 =21
 Damage 1d6=6 against undead
DUNGEON MASTER: Solar's attack hits the cold patch.  Where his ray strikes, the patch melts and defrosts, disappating with a slight hiss.
JOHAN D’ALMENTA: Mesodias not being able to see the haunt does the only thing he knows will be effective against it. He holds his holy symbol before him and channel positive energy against the haunt. CHannel Energy: 1d6 = 2 (Wis DC 13 for half)
DUNGEON MASTER: The patch gives way further under the power of Mesodias' faith.
JOHAN D’ALMENTA: Johan stands there watching for any physical sign of the ghost. Perception check: 1d20+7 = 17
DUNGEON MASTER: Johan sees no further signs of manifestation.  The spot of cold glitters spitefully in the middle of the room.
SOLAR CE’NEA: Solar Feeling more confident that his spell is effective cast disrupt undead again
Disrupt Undead - (Ranged Touch Attack) 1d20+3 =13
 Damage 1d6=1 against undead
DUNGEON MASTER: The patch of cold gets a little warmer from Solar's ray.
JOHAN D’ALMENTA: Mesodias stands guard next to Solar. No action taken.
DUNGEON MASTER: The patch begins to fade from view.
SOLAR CE’NEA: Solar realising he is the only one that can harm the haunt gives his stronggest energy he can
Disrupt Undead - (Ranged Touch Attack) 1d20+3 =21
 Damage 1d6=6 against undead
DUNGEON MASTER: Solar's final ray does tremendous damage to the disappating cold patch.  It disappears in a hiss of frosty air.

[Off rounds]
DUNGEON MASTER: [265 xp each.]
DUNGEON MASTER: The party continues on through the eastern door.

The northeast wall of this room has partially fallen, revealing the dark, murky waters of the pond outside. Moldering training dummies and other similar equipment hint that this room may have once been a training area for the guards. In the northeast part of the room, the floor around a dark, jagged hole is surrounded by black scorch marks.
SOLAR CE’NEA: Perception check 1d20+1 =12
JOHAN D’ALMENTA: Perception check: 1d20+7 = 13
DUNGEON MASTER: The heroes peer into the room.  Nothing unexpected materializes.
SOLAR CE’NEA: Solar says to his companions, "I suspect that is the way to the bottm floor, however I wouldn't be surprised if something has cralled up...keep your wits about you!"
JOHAN D’ALMENTA: Johan chuckles softly, "That would be right, the final door we check is the one that leads into the basement."
SOLAR CE’NEA: Well, you can't say its been boring!
JOHAN D’ALMENTA: "Wait at the doorway while we check out the room." Johan will move forward with Mesodias to inspect the hole that leads into the depths of the prision complex.
SOLAR CE’NEA: Ok, be careful,
SOLAR CE’NEA: Solar once again aids with his lights and has disrupt undead ready to fire at a moments notice
DUNGEON MASTER: As Johan and Mesodias approach, the ground around the hole shifts slightly.  Suddenly, a flash of fire ignites three skulls laying among the rubble on the northern side of the room.  Silently they rise into the air and attack.

[Initiative please.]
SOLAR CE’NEA: Iniative 1d20+7=17
JOHAN D’ALMENTA: Initiative check: 1d20+4 = 19
DUNGEON MASTER: [Order is Mesodias, Johan, Solar, Skulls.]
JOHAN D’ALMENTA: Mesodias moves over to the flying skull and engages it in melee with his greatsword.
To Hit (greatsword): 1d20+4 = 22
Damage (greatsword): 2d6+4 = 11
DUNGEON MASTER: Mesodias' hit strikes one of the skulls into two halfs, which fall directly to the ground.
JOHAN D’ALMENTA: "These looks like the bastards that killed the townsfolk in the inn!" Johan moves quickly to attack one of the flying skulls to finish it off before it can attack.
To Hit (greatsword): 1d20+6 = 25
Confirm Critical (Natural 20)
Damage (greatsword): 2d6+12 = 26
DUNGEON MASTER: Johan's attack cuts the second flaming skull into small, small, small pieces.  By the time the destroyed skull hits the floor there are no pieces left that even resemble a humanoid skull.
SOLAR CE’NEA: Solar remembers these from earlier and attacks the one closest to him with Disrupt undead, Disrupt Undead - (Ranged Touch Attack) 1d20+3 =14
 Damage 1d6=3 against undead
DUNGEON MASTER: Solar's ray strikes its target.  The third skull is enveloped by the sorcerer's blue ray, but although it is hit the thing is not destroyed
DUNGEON MASTER: The final skull lunges towards Johan.  It's clattering jaw tries to land a hit on the ranger's throat, but Johan merely dodges aside.
JOHAN D’ALMENTA: Mesodias moves into a better psotion as he slashes the final flying skull with his greatsword.
To Hit (greatsword): 1d20+4 = 16
Damage (greatsword): 2d6+4 = 9
DUNGEON MASTER: The last skull is destroyed as well.

[Off rounds.]
[200 xp each.]
SOLAR CE’NEA: Solar looks around the room and particually into the hole to see how safe it is around the edge perception1d20+1=18
DUNGEON MASTER: While the jagged, soot-caked hole in the floor appears dangerous at first, Solar determines that the unstable portions have long since fallen away, leaving the remaining rim solid enough to support the weight of numerous creatures. Sending his lights down, he observes that it is a 20' drop down to the next level.
SOLAR CE’NEA: Solar looks around for somewhere to secure a rope
DUNGEON MASTER: Numerous fallen timbers line the walls, many of which appear quite sturdy.  There are also quite a few holes in the wall, which expose the metal frame that reinforced the old prison.
JOHAN D’ALMENTA: Johan watches as Solar looks around. "Yes it would seem that we have to do some climbing to get down to the next level. Can you see any safe place to secure my grapple and rope?"
SOLAR CE’NEA: I think we have found our way to the bottom level, do you want to contiue or go home and prepare for what I think will be a tough outing?
JOHAN D’ALMENTA: "Honestly I think we should leave and come back fully rested. However before we do that we should hide this old book some where."

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