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
DUNGEON MASTER: http://www.cosketch.com/Rooms/qcpkuse
DUNGEON MASTER: http://cosketch.com/Rooms/chnvnyq
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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