Wednesday, January 2, 2013

Carrion Crown Session 17


Session 17
DUNGEON MASTER: Johan hears a rustling and a pitter pat in the southern chamber past the doors.
JOHAN D’ALMENTA: Johan spins around and looks upwards to the crypt steps. "Over there! We have company."
DUNGEON MASTER: A sqeaking noise echoes down the stairs
SOLAR CE’NEA: Solar readies his bow and asks Kendra to keep him between her and the noise
JOHAN D’ALMENTA: "You two move away from the hallway and get behind us, now."
JOHAN D’ALMENTA: Johan indicates this to Kendra and Solar.
DUNGEON MASTER: The noise grows louder--a cacophony of chitinous squeaks and a rustling like autum leaves scraping across the floor.
JOHAN D’ALMENTA: Johan regards Mesodias, "Leave this stuff for later, let's deal with our friends up the stairs." If Johan has time he will move to block the stairway with weapon at the ready.
SOLAR CE’NEA: SOlar moves on an angle to the side in an attempt to have Johan in front of him but so he can fire his bow at something coming down the stiars without have interfence with his shot
SOLAR CE’NEA: SOlar positions himself on the dais in front of the crypt so he can shoot up the stairs if something becomes visable.  He then sends his dancing lights to have one on the stairs and 3 spaced out in a 10 footTrigangle behind the ranger and cleric
DUNGEON MASTER: The party holds position as the noise grows.  In the dimness at the edge of the light, the ground glitters, sparkles and moves.  A veritable carpet of pale bodied insects moves through the darkness towards the intruders in the crypt.

[Initiative, please.]
SOLAR CE’NEA: Solar Perception 1d20+7=19
JOHAN D’ALMENTA: Johan Initiative check: 1d20+4 = 11
JOHAN D’ALMENTA: Mesodias Initiative check: 1d20+4 = 10
DUNGEON MASTER: [Order of initiative:  Solar, Johan, Mesodias, Ewwwww Bugs, and Kendra.]
DUNGEON MASTER: The swarm now occupies the area just beyond and behind the eastern door.
SOLAR CE’NEA: Solar upon seeing the swam immeditately casts ray of frost
Ray of Frost (ranged Touch Attack)
1d20+4=19
1d3=2 (+1 for Swarm) =3
 and then pulls out his oil flasks from his pack
DUNGEON MASTER: Solar's ray arches blue and cold into the darkness, striking one single member of the swarm and killing it instantly.
JOHAN D’ALMENTA: Johan watches as the single insect drops to the floor under the embrace of Solar's spell. "This is really fucked up. If we can deal with this now we might have to consider bailing and coming back later." Johan takes out his flint and steel from his backpack as they wait for the impending doom to reach them.
JOHAN D’ALMENTA: Mesodias stands there unsure what to do given the circumstance. He hesitates as he watches the swarm approaching closer.
DUNGEON MASTER: The carpet of white, translucent-skinned creatures creeps forward, filling the chamber with an almighty chitter.  Down the stairs they move, enveloping Johan and Mesodias in a mass of stinging, biting centipedes.  [Both take 2d6 points of damage and make a DC 13 Fort Save.]
*** DUNGEON MASTER sent centipede-soil-A1_0.jpg,... ***
JOHAN D’ALMENTA: Johan Fort Save: 1d20+5 = 21
JOHAN D’ALMENTA: Mesodias Fort Save: 1d20+6 = 17
JOHAN D’ALMENTA: Johan damage: 9 hp
JOHAN D’ALMENTA: Mesodias damage: 6 hp
SOLAR CE’NEA: Kendra aims at the insects closest to here which are not around the lead fighters and casts
Acid splash (ranged Touch Attack)
1d20+1=17
1d3=3+1=4hp damage
DUNGEON MASTER: Kendra's acid attack lands amongst the bugs, frying many of them in a satisifying green sizzle.
SOLAR CE’NEA: Solar Casts Grease on the space between the foot of the dais and the stairs in an attmept to cover all the swarm.  He then as a move action takes out his flint and steel
DUNGEON MASTER: The area is filled with sticky grease.  [Mesodias and Johan must save or fall.]
JOHAN D’ALMENTA: Johan Reflex Save: 1d20+5 = 15
JOHAN D’ALMENTA: Johan takes a deep breath before striking the flint and steel to ignite the grease.
JOHAN D’ALMENTA: Mesodias Reflex Save: 1d20+3 = 14
DUNGEON MASTER: "Oooomph," says Mesodias as he collapses in a heap amidst the bugs.
JOHAN D’ALMENTA: Survival check: 1d20+8 = 18
DUNGEON MASTER: Johan sucessfully lights up the grease at his feet, inflicting 1d6 fire damage on the insects (and one on himself) as the flames leap up.
JOHAN D’ALMENTA: Johan fire damage: 2 hp
JOHAN D’ALMENTA: Mesodias attempts to find his footing. Relfex save: 1d20+3 = 19
JOHAN D’ALMENTA: Mesodias takes a five foot step back out of the burning oil. Acrobatics check: 1d20+0 = 5
DUNGEON MASTER: The bugs strike again at Johan and Mesodias, inflicting 2d6 damage and requiring a DC 13 Fort Save.
DUNGEON MASTER: Mesodias is prone once again.
DUNGEON MASTER: [Now Kendra.]
SOLAR CE’NEA: Kendra aims at the insects closest to here which are not around the lead fighters and casts
Acid splash (ranged Touch Attack)
1d20+1=14
1d3=3+1=2hp damage
SOLAR CE’NEA: correction 1d3=1+1=2hp damage
DUNGEON MASTER: [The swarm is now thinned to 3/4 its original size.]
SOLAR CE’NEA: Solar bends  down to the edge of the grease infront of him and uses his flint and steel to set the grease alight
JOHAN D’ALMENTA: Johan swarm damage: 4 hp
JOHAN D’ALMENTA: Mesodias swarm damage: 9 hp
SOLAR CE’NEA: Survival check 1d20+0=4
JOHAN D’ALMENTA: Johan Fort save: 1d20+5 = 14
DUNGEON MASTER: Solar struggles to light the grease before his friends are killed by the swarm.
JOHAN D’ALMENTA: Mesodias Fort Save: 1d20+6 = 14
DUNGEON MASTER: The fire spreads to the other three greased squares, inflicting a total of 3d6 damage to the swarm and 1d6 damage to Mesodias.
JOHAN D’ALMENTA: Fire damage to swarm: 14 fire damage
JOHAN D’ALMENTA: Fire damage to Mesodias: 3 fire damage
DUNGEON MASTER: [Now Johan.]
JOHAN D’ALMENTA: Johan attempts to move out of the flaming grease and put himself out. Reflex save: 1d20+5 = 20
JOHAN D’ALMENTA: Johan moves ten foot to the west to get out of the fire and avoid the effects of the swarm.
JOHAN D’ALMENTA: Mesodias attempts to crawl out of the fire and swarm to the east. Relfex save: 1d20+3 = 23
DUNGEON MASTER: The creatures screech and scramble in the heat of the flame, crawling forward over one another to move towards the dias.  [Solar and Kendra are now enveloped--take 2d6 damage and DC 13 Fort or be poisoned.]
SOLAR CE’NEA: SOlar damage = 6
Kendra Damage =7
DC Fort Solar 1d20+3=16
DC fort Kendra 1d20+1=19
SOLAR CE’NEA: Kendra steps outside of the swarm to the most eastern side of the crypt and then casts acid splash back at the swarm
Acid splash (ranged Touch Attack)
1d20+1=12
1d3=3+1=4hp damage
DUNGEON MASTER: Kendra's attack causees even more of the nasty white bugs to sizzle in a green acid spash.
SOLAR CE’NEA: Solar does the mirror image of Kendra to the Western side of the swarm and then SOlar throws the oil he retrieved earlier from his bag and throws it into the into the fire and the bugs trying not to hit Mesodius.  Missle Attack  1d20+4=22 Damage 1d6=4
DUNGEON MASTER: Solar's oil explodes in a spectacular fireball that toasts the remaining insects.  The chittering dies away, leaving the chamber in an empty silence.

[End rounds.]
DUNGEON MASTER: [400 xp each.]
SOLAR CE’NEA: SOlar says "Is everyone alright"?
JOHAN D’ALMENTA: "No I'Let's grab this shit and get the hell out of here." With that Johan stashes the scrolls,
JOHAN D’ALMENTA: "No I'm not fine. Let's grab this shit and get the hell out of here." With that Johan grabs the wooden box under one arm.
SOLAR CE’NEA: Mesodius could you channel a cure for us all?
JOHAN D’ALMENTA: Mesodias channel three times. 11 hp healed.
SOLAR CE’NEA: PCs currently have 6634 xp each
JOHAN D’ALMENTA: Mesodias channels one further time to heal the remaining damage Johan and himself had taken. 4 hp healed.
SOLAR CE’NEA: Solar says to daniel (after recasting dancing lights) before I go let me detect magic on these items before prying eyes look for us
DUNGEON MASTER: Wounded flesh heals under the power of Mesodias' faith.
JOHAN D’ALMENTA: dd.stevenson: The lid slides across, revealing a sacophagus devoid of corpses but filled with: a dozen silver arrows, four sun rods, six flasks labeled "holy water", 17 arrows, five potions labeled "cure light wounds", two potions labeled "lesser restoration", four scrolls,  and a thin darkwood case decorated with an image of a scarab with a single eye glaring from its back.
SOLAR CE’NEA: Solar casts detect magic on the items
JOHAN D’ALMENTA: "I think we are lucky to still be standing after that."
JOHAN D’ALMENTA: "What have we got here so we can get out of this place."
SOLAR CE’NEA: I agree, Bring on the undead...swarms of Centipedes are just to hard
DUNGEON MASTER: The cache contains a dozen silver arrows, four sunrods, six f lasks of holy water, 10 +1 arrows, five +1 ghost touch arrows, two +1 undead bane arrows, five potions of cure light wounds, two potions of lesser restoration, a scroll of detect undead, two scrolls of hide from undead, and a scroll of protection from evil.  The case also radiates faint magic, as if something lies within.
DUNGEON MASTER: The case has a simple latch on the front, and is hinged on the back near the top.
JOHAN D’ALMENTA: Johan places one of the sunrods into his belt. "Are you guys cool for me to take the magical arrows?"
SOLAR CE’NEA: Well seeing as I can't use them I have no objections
JOHAN D’ALMENTA: Johan stashes the magical arrows into his quiver, placing the silver arrows into his backpack.
SOLAR CE’NEA: Solar says yes I think we should open it
SOLAR CE’NEA: Spell craft check 1d20+11=23
SOLAR CE’NEA: Spell craft check 1d20+11=24
DUNGEON MASTER: Haunt Siphon
Aura faint necromancy; CL 3rd
Slot none; Price 400 gp; Weight 1 lb.
Description
These glass vials are held within stylized cold-iron casings
etched with strange runes, necromantic designs, or other
eldritch markings. Within the vial roils a small wisp of white
vapor, churning as if caught in a miniature vortex of air.
To capture a haunt’s energies within a haunt siphon, you need
only twist the metal casing to open the vial in the same round that
the haunt manifests (a standard action)—this can be before or
after the haunt has acted. You must be within the haunt’s area of
influence to use a haunt siphon. When you activate a haunt siphon,
it deals 3d6 points of positive energy damage to a single haunt.
If it deals enough damage to the haunt to reduce the haunt’s hit
points to 0, the mist inside the haunt siphon glows green—if it
does not reduce the haunt to 0 hit points, the haunt siphon is still
expended and becomes nonmagical. It may take multiple haunt
siphons to destroy powerful haunts. A haunt that is neutralized
by a haunt siphon takes a –5 penalty on its caster level check to
manifest again after its reset time passes.
A haunt siphon that neutralizes a haunt can no longer be used
to harm haunts, but it can be used as a grenadelike splash
weapon that deals 1d6 points of negative energy damage
with a direct hit. Every creature within 5 feet of the point
where the haunt siphon hits takes 1 point of negative
energy damage from the splash.
Construction
Requirements Craft Wondrous Item, cure moderate
wounds, gentle repose; Cost 200 gp
DUNGEON MASTER: Spirit Planchette
Aura moderate divination; CL 9th
Slot none; Price 4,000 gp (brass planchette),
10,000 gp (cold iron planchette), 18,000 gp
(silver planchette); Weight 5 lbs.
Description
A spirit planchette is typically found in a
wooden case along with a thin wooden
board printed with numerous letters and
numbers. Nonmagical versions of these divination tools
can be purchased in curiosity shops (typically costing 25 gp);
while these items can be used as alternative components
for augury spells, only magical spirit planchettes allow users
to communicate with the other side. Three types of spirit
planchettes exist—brass, cold iron, and silver. Each in turn
allows an increasingly potent form of divination effect to be
utilized. A spirit planchette requires a board to move upon,
but this “board” can be made up of letters scribed upon any
smooth surface—it need not be a prepared board for a spirit
planchette to work.
To use a spirit planchette, you must rest your fingers
lightly upon the planchette’s surface and then concentrate
on the planchette (as if maintaining a spell with a duration of
concentration) for 2d6 rounds while the planchette attunes
itself to the ambient spirits of the area. After this time, the
planchette begins to slowly slide in random patterns across the
boardat this point, questions may be asked of the spirits by
any of the individuals involved in the séance. The consequences
of each question asked of the spirits depends upon what type of
planchette is used for the divination, as summarized on the table
below. The spirits reply in a language understood by the character
who asked the question, but resent such contact and give only
brief answers to the questions. All questions are answered with
yes, “no,” or “maybe,” or by spelling out a single word from the
letters arranged on the board. The spirits answer each question
either in the same round the question is asked (in the case of a
yes, no, or maybe answer) or at a rate of one letter per round (in
the case of a single word being spelled out). A spirit planchette
may be used once per day—the maximum number of questions
you can ask with it depends on the type of planchette being used
(as detailed on the table below).
Communication with spirits can be a dangerous task, for
many spirits are jealous or hateful of the
living. Every time a spirit planchette
is used, the user must succeed on a
Will save to avoid being temporarily
possessed and harmed by the angry
spirits. In some areas where the spirits
are particularly violent or hateful (such as
in Harrowstone), this Will save takes a –2
penalty. The DC of this save depends on the
type of spirit planchette being used. Anyone who
fails the Will save becomes confused for a number
of rounds (depending on the type of planchette
being used), and no answer is received. The
spirits in the area are not omniscient—the GM
should decide whether or not the spirits would
actually know the answer to the question asked, and if they do
not, the answer granted is automatically “maybe.” If the GM
determines that the spirits are knowledgeable about the answer,
roll d% to determine whether the spirits speak truthfully or
whether they lie.
DUNGEON MASTER: There are a total of four haunt siphons in the case.

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