Session 18
SOLAR CE’NEA: Dear
Kendra I think we have finished here. We
should make our way to the Prison and continue on with our investigations
there, but first if you would let us, I would like to escort you home to make
sure nothing happens to you at this very strange time with all the unusal
events happening at the moment
DUNGEON MASTER:
"I think that would be well," agrees Kendra at length. "I cannot believe that my father was
cavorting in a place so... dangrous!"
Her face is somewhat pale from the morning's exertions.
JOHAN D’ALMENTA:
"Hmm you might be right. I mean was this a freak occurrance or did someone
set this up for us. I believe it to be the later. I will sheath my blade in
case any townsfolk cross our path but it shall always be at the ready."
JOHAN D’ALMENTA:
Johan regards Mesodias, "Yet again you have my thanks my friend for
washing away the damage from the flames and the hundreds of bites from the
swarm."
DUNGEON MASTER:
Mesodias grunts happily.
DUNGEON MASTER: The
party heads out of the crypt, making their way southward back towards Kendra's
place through the storm and rain.
DUNGEON MASTER: The
house is warm and dry in comparison to the wild storm outdoors.
SOLAR CE’NEA: Solar
asks Johan for the books that werre left to them by the professor to compare
the two eye symbols and to see if anything from the dark woood case will help
open the book
JOHAN D’ALMENTA:
"They are all yours my friend." Johan retrieves the books for Solar
to refer too.
SOLAR CE’NEA: Solar
comapre the book to the wood case to see if there is anything to notice or if
they go together
JOHAN D’ALMENTA:
"I might stash some of these items we do not immediately need. Just some
of the items we found in the prision like the punching dagger and such."
Johan removes the masterwork shuriken, punching dagger and the extra masterwork
thieves toolkit and hides them behind a bookcase in the library.
SOLAR CE’NEA:
Percpetion 1d20+3 =15
DUNGEON MASTER:
Solar compares the symbol on the book to the symbol on the case. They are in every respect identical--though,
neither offers any plain clue about how the book might be opened.
JOHAN D’ALMENTA:
"Have you discovered something new?" Johan questions Solar as he
studies the items they had found.
SOLAR CE’NEA: No
Unfortuantely, I still have no idea how to open this book without damaging
it. It is very frustrating
DUNGEON MASTER:
Kendra pours herself a cup of tea and offers one to each of the heroes before
setting herself down on the sofa.
SOLAR CE’NEA: I
think we should put them in the floor again before we leave
JOHAN D’ALMENTA:
"Why not be safer then sorry. Let me remove these floor boards again so we
can stash these items there safely."
SOLAR CE’NEA:
Thanks!
DUNGEON MASTER: The
party moves aside the couch and pries up the floorboards. A puddle of muddy water about one inch deep
has settled below.
JOHAN D’ALMENTA:
"Well thats, that then."
SOLAR CE’NEA:
Kendra, Do you have somewhere where you could hold these books that are hidden.
DUNGEON MASTER:
"I do suppose you could put it back in father's chest," she replies
amicably.
SOLAR CE’NEA:
Perhaps we should do that
JOHAN D’ALMENTA:
"I don't mind, that's as any good as any place."
DUNGEON MASTER: The
books go in the chest, which is locked tight with the key from the will. [Someone takes the key.]
JOHAN D’ALMENTA:
Johan throws the key to Solar. "Here catch. You are now keeper of the key.
I'm ready to leave when you are. DId you have anything else we should do before
we leave for the prision?"
SOLAR CE’NEA: No I
don't have anything I can think of now, unless Kendra you have any ideas of
something we should do before we leave?
DUNGEON MASTER:
"Just be careful in there," replies Kendra. "If our research is right, there are
many dangerous creatures that remain in that old prison."
SOLAR CE’NEA: We
shall try my dear! will you be ok here?
DUNGEON MASTER:
Kendra looks quite comfortable with her tea on the couch.
SOLAR CE’NEA: Right
then lets head off, sneaky mode I suggest, until we get in to the prison
DUNGEON MASTER: The
party marches up the muddy path leading from the town to the prison. The wind outside is still fierce, and the rain steady.
JOHAN D’ALMENTA:
Johan regards Solar, "What did you think about collecting that dam book
before we head into the lower depths of the prision?"
JOHAN D’ALMENTA:
"I recall we left it here because it would continue to effect me even if
it was not being used."
JOHAN D’ALMENTA:
"Wait up."
JOHAN D’ALMENTA:
"What do you think about checking out the safe we were unable to open
earlier before we collect the book."
SOLAR CE’NEA: I
think that is a good idea, the Sherriff may have something that could help us!
JOHAN D’ALMENTA:
"OK let's do do that first then."
DUNGEON MASTER: The
party makes their way to the warden's office.
This spacious room smells of mildew and rot. A long desk and chair sit
to the south, while to the northwest a narrow alcove contains a closed safe. Thick
layers of dust cover everything in sight.
Johan makes his way
to the safe in the wall.
JOHAN D’ALMENTA:
Johan takes twenty on his Disable Device check to open the safe - Disable
Device check: 20+11 = 31
JOHAN D’ALMENTA:
"Come on my trusty toolkit, don't fail me now."
DUNGEON MASTER:
Johan's skill suffices to crack the safe open.
Within lies numerous legal documents, along with 500 gp and a wooden rack on which sit nine
vials--according to the labels, they are
four potions of cure moderate wounds, three potionsof lesser
restoration, and two potions of remove disease.
JOHAN D’ALMENTA:
"Nothing here."
JOHAN D’ALMENTA:
"Hahaha."
SOLAR CE’NEA: Your
breathing indicATES OTHERWISE!
JOHAN D’ALMENTA:
Johan smiles with a satisfied smirk on his face. "We have hit the
jackpot."
SOLAR CE’NEA: Well
that is definately worth taking
SOLAR CE’NEA: Johan
perhaps we should visit the blue lady to see if anything has changed
JOHAN D’ALMENTA:
"How many gold pieces each? I'm not that good with numbers."
SOLAR CE’NEA: 100gp
for you!
JOHAN D’ALMENTA:
"I think that is a brilliant idea. Visiting the blue lady I mean."
DUNGEON MASTER: The
party divvies up the loot and heads over to see the wife of the prison warden,
Vesorianna Hawkran remains as a sorrowful ghost.
DUNGEON MASTER:
"Welcome again to my tomb," she says sadly.
SOLAR CE’NEA: Hello
Mrs Hawkran, We have defeated the piper and the priest, we have yet to take on
the splatterman, the Maurauder and the lopper, we were hoping you could suggest
which one to take on first, or to let us know if anything has changed since
last we met you.
DUNGEON MASTER:
"I do not think anything has changed... it is hard to be sure... time does
not flow now as it once did. I might
suggest you fight the splatter man last of all, and when you are well prepared."
SOLAR CE’NEA: Thank
you, is there anything we can do to make you more comfortable before we go?
DUNGEON MASTER: Mrs.
Hawkran smiles sadly. "No, there is
not. May you fare well," she says
and begins to disappear.
JOHAN D’ALMENTA:
Johan sighs, "Well we best grab that book and then head to the lower
levels. I can't begin to imagine what we will face in the lower depths of this
place."
SOLAR CE’NEA:
Perhaps we should leave the book until we are ready to face the splatter man as
he is who we should face last!
JOHAN D’ALMENTA:
"Hmmm, you have yourself a deal! Anything to limit the amount of time
having to carry that books around is fine with me."
DUNGEON MASTER: The
party marches eastward toward the training room. As before, the dark, murky waters of the pond
stand 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.
JOHAN D’ALMENTA:
"I'll setup my grapple hook and rope to descend down the pit. Definately
need your magic lights before we even think of venturing down there."
SOLAR CE’NEA: Solar
send his dancing lights down the hole to light up what was down below
JOHAN D’ALMENTA:
Johan secures his grapple hook before throwing the rope down. "I guess
I'll go first."
JOHAN D’ALMENTA:
Johan Climb check (rope): 1d20+8 = 17
DUNGEON MASTER:
Below, a dark, shallow pool has gathered beneath the hole in the ground. There are no visible dangers.\
DUNGEON MASTER:
Johan decends into the chamber.
This cavernous
chamber may have once been an underground cellblock, but it has long since
collapsed. The crumbled walls are thick with mold and stained with soot, and
heaps of fallen stones and charred wooden beams line the area. Water drips and
seeps along the walls, collecting in a dark, murky pool in
the middle of the
room. To the north, the twisted remains of a wood and iron lift lie in a heap
in a shallow portion of the pool. A jagged hole in the roof yawns twenty feet
above this ruin. To the west, a partially blocked opening seems to open up
after several feet into a dark but stable tunnel.
JOHAN D’ALMENTA:
Johan calls up to his companions, "COme on and get your lazy asses down
here."
SOLAR CE’NEA: Solar
heads down the rope
SOLAR CE’NEA: As
Mesedious is climbing down, Solar sends the dancing lights to their extremity
to see what they can see
DUNGEON MASTER:
There is but one exit, a narrow space between the rubble on the western wall.
SOLAR CE’NEA: Shall
we try this way, this I think is towards the centre the direction the blue lady
suggested
JOHAN D’ALMENTA:
"I knew this place would be in a bad state but this is quite a mess."
JOHAN D’ALMENTA:
Johan nods, "The centre sounds like the best option at this stage. Best to
avoid disturbing these semi collapsed passageways until we need to."
SOLAR CE’NEA: SOlar
prepares his bow and keeps his eyes peeled for anything unusual, then sends his
dancing lights out in their normal pattern in the passageway
DUNGEON MASTER:
[Perception, please.]
DUNGEON MASTER: The
party prepares to head throug the narrow gap through the west.
SOLAR CE’NEA:
Percpetion 1d20+3=13
JOHAN D’ALMENTA:
Perception check: 1d20+10 = 21
JOHAN D’ALMENTA:
Mesodias Perception check: 1d20+5 = 12
DUNGEON MASTER: http://www.cosketch.com/Rooms/gifswun
DUNGEON MASTER: The
party moves into the gap. As Johan peers
into the next room, he hears a sickeningly familiar squelching noise from
behind.
[Initiative,
please.]
JOHAN D’ALMENTA:
Johan Initiative check: 1d20+4 = 11
SOLAR CE’NEA:
Initiative 1d20+7=27
JOHAN D’ALMENTA:
Mesodias Initiative check: 1d20+4 = 8
DUNGEON MASTER:
Johan, peering into the next room, sees the following:
Four dark hallways
exit from this large empty chamber, each striking out in one of the four
directions of the compass, and each decorated with a soot-caked brass nameplate
affixed to the ceiling just above the entrance. A rubble-choked stairway leads
up in the middle of the room, while eight skeletons dressed in scorched
prisoners’ robes lie on the ground.
DUNGEON MASTER:
[Order is Solar, Johan, Mesodias, NPC.]
SOLAR CE’NEA: Solar
says to the others, These skeletons are not animated at the moment, that means
they are either normal skeletons and won't bother us or they have not yet been
alerted to our prescense, I think we should go back to the pool and deal with
what is behind us first and come back here after. how does that sound
DUNGEON MASTER: The
water is is rippling as though someone has thrown a stone into it.
JOHAN D’ALMENTA:
Johan quietly retreats backwards with Solar, while keeping an eye on the eight
skeletons for any sign of animation. His greatsword gripped between both hands,
slightly covered in sweat from the damp conidtions. Perception check: 1d20+10 =
20
DUNGEON MASTER:
Johan also notices the water rippling.
DUNGEON MASTER:
Mesodias also moves back, staying behind Solar.
SOLAR CE’NEA: SOlar
sees the water rippling and hears the noises and justr assumes something bad
this way comes:
Disrupt Undead -
(Ranged Touch Attack)
1d20+4 =18
Damage 1d6=5 against
undead
DUNGEON MASTER:
Solar's ray strikes the center of the rippling water, which suddenly ignites in
a blue light.
DUNGEON MASTER: As
Solar's ray strikes, the room fillswith a cacophonous roar of screams and howls
as if a hundred men are being burnt alive.
The noise dies away and with a squelching noise, two ectoplasmic humans
rise out of the pool to attack. Their
slimy, shifting forms have the shape of a humanoid, but are made out of what
appears to be some form of sticky rope or cloth. Their bodies lurch jerkily,
struggling to maintain their horrid forms.
One moves toward
solar, attacking with an almight slam for 12 points of damage.
The other moves
toward Johan, slamming him for 4 points of damage.
*** DUNGEON MASTER
sent nastyassthing.png,... ***
SOLAR CE’NEA: Solar
is angry and bursts another spell at the ugly ectoplasm
Disrupt Undead -
(Ranged Touch Attack)
1d20+4 =19
Damage 1d6=4 against
undead
DUNGEON MASTER:
Solar steps backward, unleashing a second blue ray that illuminates his
antagonist in blue light. It dissolves,
melting back into a puddle of slime and bones.
JOHAN D’ALMENTA:
Johan snarls as the creature takes first blood. The snarl shifts into a smile
as he regains his bearings before slashing ascross the middle section of the
ectoplasmic creature with his greatsword. Johan uses Power Attack.
To Hit (greatsword):
1d20+6 = 18
Damage (greatsword):
2d6+8 = 17
DUNGEON MASTER:
Johan hacks his assailiant to pieces. It
too dissolves back into a puddle of slime which slides backward into the pool.
DUNGEON MASTER: [Off
rounds.]
DUNGEON MASTER: [265
xp each.]
JOHAN D’ALMENTA:
Johan cleans his blade the best he can. "Whatever that was can chill and
stay there."
SOLAR CE’NEA: XP
currnelty =6899
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