Wednesday, January 2, 2013

Carrion Crown Session 20


Session 20
JOHAN D’ALMENTA: "Well this place is a prision so it figures we might have problems accessing certain parts." Johan scratches his head as he thinks.
SOLAR CE’NEA: perhaps ther is a guards skeleton somewhere with all the keys
JOHAN D’ALMENTA: While the party stands there pondering the situation, Mesodias will place the hammer back into his belt strap and arm himself with his trusty greatsword.
DUNGEON MASTER: The air of the dungeon is still and damp.  Somewhere in the distance the sound of water dripping can be heard.
SOLAR CE’NEA: Perhaps we should try the door behind us?
JOHAN D’ALMENTA: Johan nods silently as he walks to open the door situated on the opposite side of the hallway.
DUNGEON MASTER: The metal door is rusted shut.
JOHAN D’ALMENTA: Johan Strength check: 1d20+4 = 18
JOHAN D’ALMENTA: Johan's magnificent muscles bulge and ripple as he strains to rip the stubborn door from the frame.
DUNGEON MASTER: Johan bursts the door off its hinges.  WIthin lies a guard room, decorated similarly to the others, with a table, a few chairs, and a pair of cots. A winch is affixed to the western wall.
JOHAN D’ALMENTA: Johan stands there for a moment waiting for the dust to settle. Perception check: 1d20+10 = 16
SOLAR CE’NEA: Solar Perception check 1d20+3=10
JOHAN D’ALMENTA: Mesodias Perception check: 1d20+5 = 12
SOLAR CE’NEA: perception of 9 not 10
DUNGEON MASTER: The dust in the room settles.  There is no sign of movement within.
SOLAR CE’NEA: Solar is still recovering from seeing Johans buldging muscles and was not paying much attention to his surroundings
JOHAN D’ALMENTA: Johan moves slowly into the centre of the room, watching for any sigh of movement.
SOLAR CE’NEA: I suspect this is the winch for the portculis down the hall.  Perhaps we can leave this for now and come back and use it to open it then.   The next place we need to go for the next apparition is north not west
DUNGEON MASTER: Johan notices no movement other than the dust stirred up by his feet.
JOHAN D’ALMENTA: "Allow me to quickly search the room first for any items of value or importance then let's head north." Perception check: 1d20+10 = 21
DUNGEON MASTER: Johan searches the room.  He discovers nothing of value.
SOLAR CE’NEA: SOlar sends his dancing lights around the room as Johan needs them
DUNGEON MASTER: The lights cast long, bobbing shadows against the rotten old furniture
JOHAN D’ALMENTA: Johan heads out into the hallway before inclining his head to Solar, "Which route did you think the best?"
SOLAR CE’NEA: Back the way we came and up the north passage
SOLAR CE’NEA: Before we go though...WHo will want to use the axe?  We should have this prepared
JOHAN D’ALMENTA: "I will use the axe to deal with whatever evil creations he has." Johan sheaths his greatsword. Johan yells out at the top of his voice, "Can you hear me!? You can't hide from us forever mother fuckers!"
SOLAR CE’NEA: But wait...Just have it ready, don't hang on to it as the blue lady said" "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.
DUNGEON MASTER: The sounds of dripping water and empty silence is Johan's only reply.
SOLAR CE’NEA: I suspect you should only use it as a weapong when we meet something that was the lopers creation or the Lopper himslef
JOHAN D’ALMENTA: Johan takes the axe and places it in his belt sheath, and after a moment to compose himself to stop himself from visably shaking he draws his greatsword once again. "This place is fucking getting to me. Those fuckers can't hide from us. It's about time we laid them to rest."
SOLAR CE’NEA: Sounds good, Lets head into the area we were before with the skeletons
DUNGEON MASTER: The party marches back into the room where they fought the burning skeletons minutes before.
JOHAN D’ALMENTA: Johan heads to the north as indicated by Solar.
DUNGEON MASTER: [Less than one minute remains on the protection spell.]
SOLAR CE’NEA: Solar makes sure he has a vial of holy water and one of his vials of oil ready in his belt
DUNGEON MASTER: As the party moves into the northern hallway, something stirs in the northern guard room.  A flickering, red light suddenly ignites and shines through the cracks in the broken metal door.
DUNGEON MASTER: Suddenly the door gives way with a crash, and a horrible, flaming figure steps out into the hall--a skeleton, with no head, weilding a long axe.


[Initiative, please.]
JOHAN D’ALMENTA: Johan Initiative check: 1d20+6 = 15
SOLAR CE’NEA: Initiative 1d20+3=23
JOHAN D’ALMENTA: Mesodias Initiative check: 1d20+4 = 24
DUNGEON MASTER: [Order is: Mesodias, Solar, NPC, Johan.  No surprise round.  The skeleton is 15' away from Johan.]
DUNGEON MASTER: [5 rounds left on protection from evil.]
DUNGEON MASTER: [2 rounds left on dancing lights.]
JOHAN D’ALMENTA: Mesodias retrieves a potion of holy water and tries to line up a direct hit on the flaming headless skeleton.
To Hit (Holy Water vial): 1d20+2 = 20
Damage (Holy Water vial): 1d6 = 3
JOHAN D’ALMENTA: Damage: 2d4 = 5
DUNGEON MASTER: The skeleton flails and sputters as its flaming form is bathed in holy water.
SOLAR CE’NEA: Solar attempts to identify what type of creatures this is and what they can do to damage it.  Knowledge religion 1d20+7=20
Then hits the flaming Skeleton with Ray of frost
Ray of Frost (ranged Touch Attack)
1d20+4= 22
1d3= 3
DUNGEON MASTER: [This is a skeletal champion--a horrid creature born when a wicked warrior dies in great pain.  It appears to be flaming.]
DUNGEON MASTER: Solar's ray strikes the headless monstrosity full in the rib cage.  Its fires sputter yet again then burst anew into flame. 

The creature advances toward Johan and strikes, slashing the warrior from shoulder to hip in a hideous blow.  (12 hp damage.)
DUNGEON MASTER: [A portion of that damage was caused by the searing flames that burn on the skeleton's axe.]
JOHAN D’ALMENTA: Johan screams in agony as his flesh begins to melt from the unrelenting flames. His eye flow with tears from the pain however he instinctively fights through it to lash out at the flaming terror. (Fight Defensively)
To Hit (greatsword): 1d20+3 = 20
Damage (greatsword): 2d6+6 = 15
DUNGEON MASTER: [Johan takes an additional 4 hp damage as the skeletons flames radiate out to sear his skin.]

Johan's blow strkes the skelton straight against the collarbone, slashing downward to shatter bone and shear flame.  The thing recoils before pressing the attack.

[Now Mesodias.]
JOHAN D’ALMENTA: Mesodias moves forward and converts Weapon of Awe into Cure Moderate Wounds to cure some of the damage from the flaming skeleton.
Cure Moderate Wounds: 2d8+3 = 13 hp
SOLAR CE’NEA: Solar disappointed that the ray of frost doesnt do as much damage as he had hoped goes for slow and steady and attacks with disrupt undead
Disrupt Undead - (Ranged Touch Attack)
1d20+4-4 =12
Damage 1d6=6 against undead
DUNGEON MASTER: Solar's ray strikes Johan in the back, sputtering out against his armor in a shower of cold blue sparks.
DUNGEON MASTER: The skeleton strikes again with its axe and claw, missing narrowly.  Johan is still seared from the heat of the thing, however. (2 hp.)

[Now Johan.]
JOHAN D’ALMENTA: The burnt flesh on his arms and neck coagulate immediately, slowly fusing shut to stop the bleeding as the positive energy cures Johan's wounds. Johan watches the skeleton attack, striking it as it draws it's weapn back for the next attack. (Fight Defensively)
To Hit (greatsword): 1d20+3 = 18
Damage (greatsword): 2d6+6 = 12
DUNGEON MASTER: Johan's sword strikes again, crashing down to shatter the thing's pelvis.  The foul magic that holds this skeleton together does not abate, though, and it continues to hack and slash madly.
DUNGEON MASTER: [The dancing lights spell expires, leaving the room in semi-darkness.  Only the blazing form of this skeleton can be seen.]
JOHAN D’ALMENTA: Mesodias reaches up and touces the wall above him as he channels a Light spell to illuminate the hallway.
DUNGEON MASTER: The light flooding the room seems to reduce the menace of the flaming skeleton somewhat.
SOLAR CE’NEA: Solar cocnetrates harder this time to make sure he can at least miss johan and hit the skeleton
Disrupt Undead - (Ranged Touch Attack)
1d20+4-8 =12
Damage 1d6=6 against undead
DUNGEON MASTER: Solar's ray strikes Johan yet again.  A little blue mark is beginning to form on the back of his armor where the rays keep striking.
DUNGEON MASTER: [Redact the previous line.]
DUNGEON MASTER: Solar's ray strikes true, illuminating the thing's chest in cold blue light that seems to banish flames and wither bone.
DUNGEON MASTER: The skeleton's strikes fail to get past Johan's defenses.  Only the searing heat has any effect on the stout warrior.  [3 hp.]
DUNGEON MASTER: [Now Johan.]
JOHAN D’ALMENTA: Johan starts to find a certain repetition with the skeletons attack routine as the fight continues. He parries a blow before spinning to his side to unleash a strike against the skeleton. (Fight Defensively)
To Hit (greatsword): 1d20+3 = 18
Damage (greatsword): 2d6+6 = 13
DUNGEON MASTER: Johan's final strike shatters the headless skeleton's spine.  The flames explode in a ball of fire [which inflicts 8hp of damge ref DC 11 for half] and dissipate.  The bomes crumble and clatter to the floor.

[Off rounds.]
JOHAN D’ALMENTA: Johan Relfex Save: 1d20+5 = 18
DUNGEON MASTER: [400 xp each.]
SOLAR CE’NEA: Officail hit points 8099
JOHAN D’ALMENTA: Johan collapses against the wall after the creature finally drops from their onslaught. His chest is rises quickly from the shock and adrenaline pumping through his sytem. "That's the last one of those bastard in this place right?"
SOLAR CE’NEA: I hope so....how are you travelling? do I need to use the wand of cure ligth owunds?
JOHAN D’ALMENTA: "Just give me a second to catch my breath. Yeah that would probably be a good thing. No matter how good my defense is that things aura just kept affecting me."
SOLAR CE’NEA: Solar uses the cure light wounds wand on Johan 1d8+1=8
DUNGEON MASTER: [Hacks!]
SOLAR CE’NEA: Solar uses the cure light wounds wand once more on Johan 1d8+1=9
SOLAR CE’NEA: Perhaps we should search the room? are you up to that
SOLAR CE’NEA: Solar casts dancing lights
SOLAR CE’NEA: Solar sends some of the lights into the room to see what it looks like
DUNGEON MASTER: The door to this guard room hangs slightly ajar. Within stands a table surrounded by a few rickety chairs, along with a pair of moldy but serviceable cots.
JOHAN D’ALMENTA: Johan Perception check: 1d20+10 = 13
SOLAR CE’NEA: SOlar suggests they search the room Percpetion 1d20+3=12
JOHAN D’ALMENTA: Mesodias Perception check: 1d20+5 = 25
DUNGEON MASTER: The party discovers nothing of interest in this room.
SOLAR CE’NEA: Solar goes to cast protection from evil on Johan unless the others stop him
JOHAN D’ALMENTA: Johan leads the party to the northern room which opens from the hallway they encountered the flaming skeleton.
DUNGEON MASTER: Several iron doors line the walls of this large, empty room. In the middle of the room, a hinged ten-foot-square metal grating lies over a dark pit in the floor. A thick rope has been tied to the grating and dangles into the pit below.

A soul-chilling shriek rises from the pit as the characters approach.
SOLAR CE’NEA: Solar still has the haunt syphin ready in his belt
SOLAR CE’NEA: Guys get ready, I think this is the lopper!
DUNGEON MASTER: A deadly, garish figure floats up from the pit below.

DUNGEON MASTER: [Initiative please.]
JOHAN D’ALMENTA: Johan Initiative check: 1d20+6 = 26
JOHAN D’ALMENTA: Mesodias Initative check: 1d20+4 = 23
SOLAR CE’NEA: Initiative 1d20+7=20
DUNGEON MASTER: [Order is Mesodias, Johan, Solar, NPC.  There is no surprise round.  The NPC is 10' away from Johan, and the others stand behind him.  The NPC is currently floating over the pit.]
JOHAN D’ALMENTA: Mesodias points his greatsword at the Lopper as he focuses his spiritual energy. Casting Spiritual Weapon. A shimmering greatsword appears before rapdily flying to strike the Lopper with divine force.
To Hit (spiritual greatsword): 1d20+4 = 20
Damage (spiritual greatsword): 1d8+1 = 5
DUNGEON MASTER: The shimmering greatsword strikes at the figure, slashing it across the back.  It shrieks in pain.
JOHAN D’ALMENTA: Johan stalks the Lopper, drawing the monster's own axe secured at his waist before attacking defensively. (Fight Defensively)
To Hit (Lopper's axe): 1d20+3 = 18
Damage (Lopper's axe): 1d6+4 = 10
DUNGEON MASTER: Johan's axe strikes the figure with full forice, glowing green as it slashes across the thing's chest.  Another shriek fills the chamber.
SOLAR CE’NEA: Solar opens one of the haunt siphons and uses it to attack the Lopper Attack 3d6=13
DUNGEON MASTER: Ectoplasmic eneriges drain off the creature and stream towards the siphon as Solar applies pressure to the plunger.  The liquid inside the siphon turns green.
DUNGEON MASTER: The figure glides forward silently striking at Solar with his huge axe.  Solar defly dodges to the side, unharmed.
DUNGEON MASTER: [Now Mesodias.]
JOHAN D’ALMENTA: Mesodias channels a positive energy burst to disrupt the composition of the Lopper. Channel Energy burst: 2d6 = 7 (Will DC 13 for half)
DUNGEON MASTER: The figure shrugs off the brunt of Mesodias' energy; however, the positive energy still frays at his form.
JOHAN D’ALMENTA: Mesodias's spiritual weapon glides over to strike the Lopper with the fury of Gorum.
To Hit (spiritual greatsword): 1d20+4 = 15
Damage (hammer): 1d8+1 = 8
DUNGEON MASTER: The weapon's attack fails to land on the ghostly figure.
DUNGEON MASTER: [Now Johan.]
JOHAN D’ALMENTA: "Come on! Fight someone your own size you pussy!" Johan doesn't leave the Lopper's side as he hacks at the monster from the back. (Fight Defensively)
To Hit (Lopper's axe): 1d20+3 = 17
Damage (Lopper's axe): 1d6+4 = 10
DUNGEON MASTER: Johan's attack fails to land on the ghostly figure.  It turns and grins mockingly.

[Now Solar.]
SOLAR CE’NEA: SOlar cast
Disrupt Undead - (Ranged Touch Attack)
1d20+4=19
Damage 1d6=4 against undead and then takes a 5 foot step back from the Lopper
DUNGEON MASTER: Solar's spell is somewhat blunted against the incorporeal figure, but it does fray under the force of his blue bolt.
DUNGEON MASTER: It turns and swips at Mesodias with its axe, swiping him across the neck for 3hp.  Gray smoke rises off the wound, moving to reconstitute the figure's form.  Mesodias' wound bleeds profusely.

[Mesodias now has a bleed effect.]
DUNGEON MASTER: [Now Mesodias.]
JOHAN D’ALMENTA: Mesodias's spiritual greatsword slices down towards the Lopper before dissolving into motes of light that quickly fade. 
To Hit (spiritual greatsword): 1d20+4 = 19
Damage (spiritual greatsword): 1d8+1 = 4
DUNGEON MASTER: Mesodias greatsword strikes true, dealing 4 hp of damage.  At the same time, Mesodias' neck bleeds profusely for 4 hp, which turns to smoke that rises to join the Lopper's form.

[Now Solar.]
DUNGEON MASTER: [Redact all of that except the greatsword damage.]
JOHAN D’ALMENTA: Mesodias shrugs off the strike from the Lopper before moving five foot away. He channels another positive energy burst: 2d6 = 8 hp (Will 13 DC for half)
DUNGEON MASTER: [Un-redact the bleed damage above.]

The Lopper shrugs off most of the positive energy damage--his figure still frays somewhat, though.

[Now Johan.]
JOHAN D’ALMENTA: Johan moves five foot to slowly maneuver himself into the hallway to block the Lopper from attacking his companions if possible.
To Hit (Lopper's axe): 1d20+7 = 21
Damage (Lopper's axe): 1d6+4 = 10
DUNGEON MASTER: Johan's axe takes a great chunk out of the figure's hip.  It shrieks in agony.

[Now Solar.]
SOLAR CE’NEA: Solar does a knowledge check religion to know if holy water would hurt this type of undead Know religion  1d20+7=19 Solar then opens another one of the haunt siphons and uses it to attack the Lopper Attack 3d6=14
DUNGEON MASTER: [Solar discerns that this is a wraith.  Holy water would indeed affect it.]

Once again, Solar pulls on a siphon's plunger, and once again great streams of ectopolasm flow into the item's resivour.

The Lopper shrieks in pain.
DUNGEON MASTER: The Lopper turns its axe on Johan, missing by a wide margin.  Meanwhile, Mesodias continues to bleed.  The blood from his wounds turns to smoke that rebuilds the Lopper's form.

[-2 hp to Mesodias.  Now Mesodias.]
JOHAN D’ALMENTA: Mesodias strikes the Lopper in the back as it turns around to face Johan using his Destructive Smite ability (+1 to dmg).
To Hit (greatsword): 1d20+5 = 24
Confirm Critical To Hit (greatsword): 1d20+5 = 22
Damage (greatsword): 2d6+4+1 = 12
DUNGEON MASTER: Mesodias' attack strikes the Lopper for no damage.  It sneers at the cleric as the blow passes harmless through the wraith's body.

[Now Johan.]
JOHAN D’ALMENTA: Johan moves five foot to slowly maneuver himself into the hallway to block the Lopper from attacking his companions if possible.
To Hit (Lopper's axe): 1d20+7 = 27
Confirm Critical To Hit (Lopper's axe): 1d20+7 = 14
Damage (Lopper's axe): 1d6+4 = 6
DUNGEON MASTER: Johan's blow strikes the Lopper, cleaving it from shoulder to crotch.  Its form is now very frayed indeed.

[Now Solar.]
SOLAR CE’NEA: Solar grabs a potion of holy water and throws it at the Lopper 1d20+4=20
damage 2d4=4
DUNGEON MASTER: Solar's holy water hits the Lopper, enveloping him.  For a moment he is covered in a burning blue light.  A loud, terrible shriek fills the chamber, and his figure fades slowly away--his sneering smile disappearing last of all.

A silence fills the room.

[Off rounds.]
SOLAR CE’NEA: Solar says "is everyone alright?"
SOLAR CE’NEA: that was tough!
JOHAN D’ALMENTA: Johan slaps Solar on the back while a smile of relief. "I'm doing better now that thing has been put to rest for good. How are you guys?"
DUNGEON MASTER: [535 xp each.]
SOLAR CE’NEA: I'm Fine....I am however curious as to what is down there"  Solar points to the bottom of the pit
DUNGEON MASTER: Mesodias still bleeds from the wound on his neck.  "Aaaaaaaah!" he says.
SOLAR CE’NEA: Offical xp is 8634
JOHAN D’ALMENTA: Mesodias will convert Protection from Evil into Cure Light Wounds to stem the bleeding to his neck. CLW: 1d8+3 = 8 hp
DUNGEON MASTER: [The bleeding ends.]
SOLAR CE’NEA: Shall we investigate the depths below?

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