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.
DUNGEON MASTER: https://lh5.googleusercontent.com/-bsZK0kgOVdU/TqgG0kFKUAI/AAAAAAAAAG0/Ea7PzYtDaOc/s800/HauntSiphon.jpg
SOLAR CE’NEA: Solar
says yes I think we should open it
DUNGEON MASTER: https://lh4.googleusercontent.com/-tXxmv6bycr4/TqgG1TmWUeI/AAAAAAAAAHE/Sae8cez03Tk/s800/SpiritPlanchette.jpg
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
board—at 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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