Session 37
DUNGEON MASTER:
[Game Begins here]
DUNGEON MASTER: The
party proceeds up the dirt road toward Hergstag--it is about 4:30 and the sun
is moving towards the horizon, when the heroes lay eyes on the abondoned
farming town. The whole farmland has fallen to ruin, and now even the
well-trodden pathways are overgrown. The crops have gone to seed and high corn
grows everywhere, blocking the view as thouroughly as any forest undergrowth.
GRUNDIG: perception 1d20+12=30
SOLAR CE’NEA: Solar
Passive Perception check 1d20+4=19
JOHAN D’ALMENTA: Johan stands there for a
moment as they stood there on the edge of town. "Quite a tourist
destination eh?" Johan looks to Grundig before enquiring, "Before we
search for tracks for anything of interest let's find out if any recluse still
live here before we go to town."
JOHAN D’ALMENTA: Johan Perception check:
1d20+10 = 26 (28 vs. humanoids)
JOHAN D’ALMENTA: Mesodias Perception check:
1d20+7 = 18
SOLAR CE’NEA: SOlar
says to his companions "something scared them away so I imagine it might
still be here stay alert".
JOHAN D’ALMENTA: Mesodias grunts with a toothy
grin as he draws his heavy mace at the mention of danger.
SOLAR CE’NEA: SOlar
suggests to Johan to have his ghost bane arrows ready, as Solar recalls that
whatever killed the last child got in with out appearing to use the doors or
windows
SOLAR CE’NEA: SOlar
has his Crossbow at the ready
GRUNDIG: grundig turns to Johan and says ill
start looking for andy sighns of resent tracks if you want to join me.
survival check
1d20+12=13
grundig moves off
silantly trying to keep some cover
stealth check
1d20+12=29
JOHAN D’ALMENTA: Nodding ever so slightly,
"Best to be prepared for danger, that is a good idea." Johan replaces
12 common arrows from his quiver that hangs over his left shoulder with 5x +1
ghost touch arrows, 2x +1 undead bane arrows, and 5x +1 arrows.
JOHAN D’ALMENTA: "Come on let's make sure
nothing has taken up residence of this town that may consider us a meal before
we start the investigation." Johan draws his longsword as he briefly
observes the area around them for sign of any fresh tracks.
Survival check
(tracking): 1d20+12 = 28 (32 tracking vs. humanoids) or (30 tracking vs undead)
DUNGEON MASTER:
Johan discovers no recent tracks. In
fact, the roads themselves are so overgrown that they take some skill to
follow.
SOLAR CE’NEA: Solar
cast Mage Armour from his wand on himself and then passes the Wardens Badge to
Grundig and expalins its use to him.
JOHAN D’ALMENTA: Johan heads off to inspect
the closet building from there location.
GRUNDIG: grundig followsa few paces behind.
SOLAR CE’NEA: SOlar
keeps Johan in sight ready to cast protection from Evil if needed.
DUNGEON MASTER: As
they approach the farmhouse--which is clearly overgrown with weeds and slumping
down with rot and decay--Mesodias hears a sharp click. Moments later, two rusty steel jaws swing up
to clamp down on his leg, inflicting 12 damage in the process.
JOHAN D’ALMENTA: Mesodias grunts loudly in
pain as several rusted teeth that have bitten into his leg slowly will his boot
with blood. Mesodias attempts to open the metal jaws to free his leg.
SOLAR CE’NEA: SOlar
goes to aid Mesodius in removing the trap
DUNGEON MASTER:
Mesodias struggles for a moment unsuccessfully, Ooooomphing with mute rage
until Solar makes his way over to assist him in prying the jaws loose.
JOHAN D’ALMENTA: Johan sighs loudly,
"Mother fuckers leaving shit like this for a ghost, that's really going to
work!"
JOHAN D’ALMENTA: Mesodias converts one
Protection of Evil into a cure light wounds to stop the bleeding.
Cure Light Wounds:
1d8+5 = 11
DUNGEON MASTER: The
spell staunches the flow of blood somewhat.
JOHAN D’ALMENTA: Johan continues moving
forward, inspecting the entry way to the building for traps before moving
inside.
Perception check
(trap): 1d20+12 = 23
DUNGEON MASTER: The
building has been clearly long abaondoned.
Some pieces of furniture, such as chairs and tables, remain rotting in
the structure, but these rotting boards are now home to nothing more than
termites and roaches.
DUNGEON MASTER:
Johan discovers no traps.
SOLAR CE’NEA: Solar
suggests moving on to another area
GRUNDIG: grundig sirches the house
perception
1d20+12=15
GRUNDIG: sirching for any hidden stash spots
loose floor bords
GRUNDIG: ect
DUNGEON MASTER:
Grundig discovers four GP and 20 SP hidden scattered amongst a pile of rusted
nailes and farm implements.
JOHAN D’ALMENTA: Johan waits for Grundig to
return from his treasure hunt before moving cusiously to the next building.
Perception check
(traps): 1d20+12 = 29
SOLAR CE’NEA: Solar
casts detect magic while wlaking through the house to see if anything registers
DUNGEON MASTER:
Johan discovers no traps. This farmouse
appears to be just as abaondoned as the previos.
Solar discovers no
traces of magic.
From their new
vantage point, several structures on the hill to the west are visible to the
party. Two appear to be surrounded by a
vague gray mist.
JOHAN D’ALMENTA: Knowledge (nature) check:
1d20+8 = 22
"Great, mists
are never a good sign. It's most likely some undead gaseous creature waiting
for us to enter it's embrace."
Johan ponders if a
mist should be natural to form at this time of afternoon.
SOLAR CE’NEA: Solar
suggests investigating the house they are at and if all seems well perhaps
tieing the mounts up here
GRUNDIG: grundig sergests "what do youy think about leaving the
mounts tyed up at the house
JOHAN D’ALMENTA: "The mist is most likely
cursed too," he looks at Solar at the mention of it being cursed.
SOLAR CE’NEA: SOlar
tries to figure out what would casue mists to be around houses Knowledge check
1d20+14=33
GRUNDIG: grundig checks the door for traps if
he finds none he will open the door
perception
1d20+12=19
DUNGEON MASTER:
Solar has not seen anything like this before, but he is certain it is not a
natural occurance. Without drawing near
to inspect it, it seems this stuff is peculiar to this location.
SOLAR CE’NEA: SOlar
passes on his musings to his friends
DUNGEON MASTER:
Grundig discovers no traps. The inside
of this lonely house is appears to be just as abaondoned as the first.
SOLAR CE’NEA: SOlar
looks at the creek to see if it is easily traversed
DUNGEON MASTER: The
creek appears to be easily traversed.
JOHAN D’ALMENTA: "Are you serious?! Well
your guaranteed what we are looking for is inside the houses covered in mist.If
we are going in there I would prefer to do so while the sun is still up so we
can see where we are going when we haul ass out of there," replies Johan
as he looks at the house covered in mist.
SOLAR CE’NEA: Solar
suggests if crossing the creek to tie each other to rope
SOLAR CE’NEA: I
aggree lets try and investigate the blue mist during the day
JOHAN D’ALMENTA: "Let me head over first
while you stand watch. I'm a confident swimmer as long as nothing jumps me from
within the water," states Johan.
SOLAR CE’NEA: Solar
has his crossbow ready to shot if something does attack Johan in the water
GRUNDIG: before we ge into the mist would it
be a good idear to cast protecion for evil or any other protecion that might
come in usfull
SOLAR CE’NEA: a solid suggestion you friend
JOHAN D’ALMENTA: Mesodias grunts in agreement,
staring at the evil mist knowing this wouldn't end well for any of them.
GRUNDIG: grundig crosses the creek with the
others
JOHAN D’ALMENTA: Johan Swim check: 1d20+8 = 18
DUNGEON MASTER:
Grundig crosses the creek, aided by Johan's rope. The water rises to just above knee-hgh on a
human. The stones are thick with moss
and the water is tepid in the autumn afternoon.
JOHAN D’ALMENTA: Johan checks for traps as the
move closer to the building to the south-west from the rivers edge, standing
well outside the visable area of the mist.
Perception check
(traps): 1d20+12 = 25
DUNGEON MASTER:
Johan discovers no traps.
SOLAR CE’NEA: SOlar
asks who wants to go in, he can cast Protection from evil on them
JOHAN D’ALMENTA: "Yeah I'm stupid enough
to go in if you cast the spell on me," replies Johan.
SOLAR CE’NEA: SOlar
casts protection from Evil on Johan
JOHAN D’ALMENTA: "He looks to Mesodias,
you just get ready to channel or cast that floating sword spell if any shit
goes down." Johan passes the rope to Mesodias, which he secures to his
waist. "If anything happens get me the hell out of there just in case I'm
not able to do so myself."
JOHAN D’ALMENTA: Mesodias casts a Light spell
on Johan's belt buckle.
JOHAN D’ALMENTA: Johan takes a deep breath
before reaching out to touch the mist, pausing for a moment to look for any
sign of danger before entering the evil cursed mists to approach the entryway
to the building.
Perception check:
1d20+10 = 26 (30 vs. humanoids) or (28 vs. undead)
DUNGEON MASTER:
Johan makes his way forward into the mist.
Visibility quickly drops as the gray tendrils swirl and wrap around his
body. Ahead appears to be another
farmhouse, quite as decayed as the ones he and his friends left behind them.
SOLAR CE’NEA: Solar
says keep talking to us so we know everything is alright
JOHAN D’ALMENTA: "Fine I'll keep talking.
No use sneaking anyway when I'm glowing like a lantern," replies Johan.
JOHAN D’ALMENTA: 'Not that I have a problem
with the light spell, just I know this mist is going to do something bad
anytime soon."
SOLAR CE’NEA: Solar
cast dancing Lights and sends them in to see Johan
JOHAN D’ALMENTA: "Will-o-wisp's!"
Johan gasps as the coloured glowing balls float past him before he realises it
was an enchantment summoned from Solar.
GRUNDIG: grundig keeps an eye out for anything
that might be sneeking up on the group
perception
1d20+12=23
DUNGEON MASTER: As
Johan proceeds forward, the building ahead sharpens into view. Moments later, two red pinpoints that might
be eyes materialize further in the distance.
"Help!"
calls a quiet, soft voice, emanating from the direction of the eyes.
JOHAN D’ALMENTA: "Why should I help you,
what the hell are you?" Johan holds a defensive stance with his longsword
ready, watching for any sign of moment from the pin point glowing red eyes or
anything else to the side of him.
DUNGEON MASTER:
"It's me, Allen--daddy, is that you?"
DUNGEON MASTER: The
voice of a child wimpering whispers through the mist.
SOLAR CE’NEA: Solar
tries to direct the Dancing Lights towards Johans voice to illuminate the area
SOLAR CE’NEA: Where
do you want me to send the lights SOlar yells to Johan
JOHAN D’ALMENTA: "Yeah right, from my
point of view your a pair of evil looking red eyes hidding in the mist. Show
your true form. We are hear to investigate happenings in this area nothing
more. We don't wish to provoke you if you are capable of being reasoned
with."
DUNGEON MASTER: The
voice sobs--chillingly childlike--but does not reply.
JOHAN D’ALMENTA: "Move the lights closer
to the house."
SOLAR CE’NEA: SOlar
does as instructed in sending the lights in the usual cross formation
DUNGEON MASTER: The
lights move closer to the house, illuminating little due to the refactory
properties of the mist. Johan does get a
glimpse, though, of the being posessing the eyes--small, dark, and wreathed in
a shadowy flame.
DUNGEON MASTER:
*refractive*
JOHAN D’ALMENTA: Johan dashes forward and
strikes at the shadowy figure hidden within the mists.
To Hit (+1 keen
longsword): 1d20+10 = 30
Confirm Critical:
1d20+11 = 26
Damage (longsword):
1d8+7 = 15
Critical Damage:
2d8+14 = 24
DUNGEON MASTER:
Johan charges forward, delivering a terrible sword stroke to the being of
shadow that causes its form to fray and shred.
Even before the blow is delivered, however, Johan feels--rather than
hears--a familiiar click. Moments later,
rusted jaws of iron snap up and clamp down on his leg. [11 damage.
Initiative please.]
JOHAN D’ALMENTA: Johan Initiative chec: 1d20+4
= 20
DUNGEON MASTER:
[Johan, shadow-thingy.]
SOLAR CE’NEA: Solar
Initiative 1d20+7=9
DUNGEON MASTER:
[Initiative order: johan, grundig, mesodias, shadowthing, solar.]
JOHAN D’ALMENTA: "Mother fucker!"
Johan grits his teeth as he ignores the pain from the damage to his tendons in
his leg.
To Hit (longsword):
1d20+10 = 19
Damage (longsword):
1d8+7 = 14
DUNGEON MASTER: The
sword shears through the shadow being again.
Its red eyes blaze but it makes no sound.
GRUNDIG: grundig moves foward into the mist
towards Johan at a run (moves 60 ft )
JOHAN D’ALMENTA: Mesodias slowly makes his way
forward into the mist (20 foot fward toward the flickering dull illumination
from the dancing lights).
DUNGEON MASTER: The
being of shadow lashes out at Johan with long, clawed hands--but misses, and
the retreats backward, whimpering.
SOLAR CE’NEA: Solar
follows the rope and does a double movement to get to where the action is
JOHAN D’ALMENTA: "I'm over here just be
careful!"
Johan spends the
time to slowly prise the metal jaws off his leg, wincing as the pain cuts
through as he strains against the rusted bear trap.
Strength check:
1d20+4 = 21
DUNGEON MASTER:
Johan's efforts are not enough to get the old thing off his leg, cached with
rust as it is.
GRUNDIG: grundig moves foward and casts bulls
stringth on Johan http://paizo.com/pathfinderRPG/prd/spells/bullSStrength.html#_bull-s-strength
DUNGEON MASTER:
Johan's muscles bulge under the effects of Grundig's spell.
JOHAN D’ALMENTA: Mesodias will rush into the
mist towards the party. (40 fit movement).
DUNGEON MASTER: The
dimunitive shadow steps forward, reaching out again with clawed fingers ripping
at Johan's chest, withering his flesh for 4 damage and 1 con damage.
SOLAR CE’NEA: Solar
moves to the side of the "thing" and then attacks it with Disrupt
Undead - (Ranged Touch Attack)
1d20+5=22
Damage 1d6=5 against
undead
DUNGEON MASTER:
Solar's ray strikes the creature, illuminating it in icy blue light. It shrieks--uncomfortably childlike--and then
fades out of existance.
[Off rounds]
SOLAR CE’NEA: Solar
tries to discern what the "thing" is know religion 1d20+9=18
JOHAN D’ALMENTA: Johan stands there shivering
for a moment as the chilling touch of the undead takes it toil. "Son of a
bitch baited me into this trap. Could be one of the children we are looking for
but I couldn't get a good look."
Johan struggles to
open the rusted bear trap with his boosted strength with aid from Mesodias.
DUNGEON MASTER:
Although the being appears to be somewhat unique, Solar got a good enough look
at the shadowy being to confirm that it is a wraith spawn--the victim of a
wraith's draining touch.
DUNGEON MASTER: With
great combined effort, Johan and Mesodias manage to prise the trap loose from
Johan's leg.
SOLAR CE’NEA: Solar
passes on what he knows
DUNGEON MASTER: [It
has been 20 mintutes since the party entered Hergstag.]
SOLAR CE’NEA: Solar
suggests going to the next foggy house while they still have the spells on
them. He suggests they can surch the
houses later.
SOLAR CE’NEA: Solar
thinks about what he know about wraiths knowledge Religion 1d20+9=24
JOHAN D’ALMENTA: Mesodias knowing full well
how the bite of the bear trap can be converts a Prot from Evil into a Cure
Light Wounds to heal Johan's wounds.
Cure Light Wounds:
1d8+5 = 10
DUNGEON MASTER: A
wraith is a relatively more powerful undead creature that attacks victims with
its draining touch.
GRUNDIG: grundig nods his agreeance to solars
in moveing quickly to the next misted airea
DUNGEON MASTER: As
the party moves about in the aftermath of the fight, the blusih mist slowly
dissipates, disolving into clear afternoon air of autumn.
SOLAR CE’NEA: Solar
passes on what he knows about Wriaths and suggests that this might be what
killed the children as there wouldn't be any mess, and a Wraith should be able
to get into a house without having to use doors or windows
JOHAN D’ALMENTA: Johan moves towards the edge
of the fog slowly checking for more concealed bear traps. "These bastards
sure had a fetish for bear traps." Nodding to Solars insight, "That
sounds consistent with what we assumed had attacked the locals and also what
the beast mentioned."
Perception check
(traps): 1d20+12 = 20
GRUNDIG: after the two traps the party have
steped in grundig looks for traps as they
move
perception check
1d20+12=17
JOHAN D’ALMENTA: Johan attempts to lighten his
depressed mood after falling for such an obvious trap, "Well if we are
even in the market for bear traps and corn this place is a gold mine."
DUNGEON MASTER: As
the party moves down the path to the next blue-misted house, they spot a figure
lying in the brambles by the side. It
might be mistaken for a scarecrow, but for the white bones sticking out of the
old overalls and shirt. A bear trap is
clamped around one of the femurs.
SOLAR CE’NEA: Solar
casts detect magic towards the figure
DUNGEON MASTER:
Solar detects no magic.
SOLAR CE’NEA: SOlar
suggests it might be a skeleton and to have something ready to deal with it if
it moves
GRUNDIG: "we shoud leve this till later i
think"
SOLAR CE’NEA:
Perhaps a good idea.
SOLAR CE’NEA: Unless
you have another suggestion johan I think Grundig might have the right idea
JOHAN D’ALMENTA: "Fine by me. If it moves
it will seal its fate though." Johan continues to moves forward owards the
next building checking for traps as he does so.
Perception check
(traps): 1d20+12 = 23
GRUNDIG: grundig has a look as he walks past
to see if the trap is firmly planted in the ground
perception
1d20+12=22
DUNGEON MASTER: The
party passes by the figure, leaving it until later. They proceed forward to the edge of the next
mist-enshrouded building.
SOLAR CE’NEA: SHall
we try the same thing again
DUNGEON MASTER: [It
is now 25 minutes since the party entered the villiage.]
JOHAN D’ALMENTA: "If we do into the mist
let the undead approach us, no rushing forward like I just did. You know there
are more bear traps just waiting to be stepped in. I can check for traps
however within the mist it will take a lot longer than normal."
SOLAR CE’NEA: Solar
suggests if Johan goes as the front guard and we are 20 feet back so we can see
him. Solar will send the Dancing lights
in front of Johan
JOHAN D’ALMENTA: "Sounds like a plan.
Let's do this." Johan moves forward into the mist, checking the ground
carefully for any bear traps as they inch forward towards the building.
Perception check
(traps): 1d20+12 = 23
SOLAR CE’NEA: Solar
directs the Dancing lights 30 feet in front of johan so johan cna see better
GRUNDIG: grundig follows 20 ft behind Johan
just to the right of him and continues to check for traps
perception
1d20+12=20
JOHAN D’ALMENTA: Mesodias not one to care for
stealth casts Light on the front of his belt as they follow Johan at a safe
distance.
DUNGEON MASTER: The
party moves forward into the mist. It
swirls about the heroes' legs and chests, reducing visibility to 20'. The stuff seems to carry with it a sense of
lonliness and abandonment.
A few moments later
a pair of red eyes appears in the distance.
"Mommy?" a girls voice whispers out.
SOLAR CE’NEA: Solar
says who are you honey?
JOHAN D’ALMENTA: Johan checks for traps before
inching forward slowly.
Perception check
(traps): 1d20+12 = 28
DUNGEON MASTER:
Johan sees no traps and begins to move forward.
"It's
me--Ellsa," comes the reply.
"Please help me!"
GRUNDIG: what happend to you Ellsa
GRUNDIG: Grundig keeps within 20 ft of Johan
DUNGEON MASTER:
"I--I went to see Maarten... a-and then we went to play on the hill. It got so cold..."
JOHAN D’ALMENTA: "We will help you find
peace and free you from this place, go to your family waiting for you on the
other side."
Johan continues to
inspect the ground for traps, moving another five feet closer.
Perception check
(traps): 1d20+12 = 27
SOLAR CE’NEA: Solar
attacks with Disrupt Undead - (Ranged Touch Attack)
1d20+5=24
Damage 1d6=6 against
undead
DUNGEON MASTER:
Solar's ray illuminates Ellsa in blue light.
She shrieks and her eyes blaze.
[Initiative please.]
SOLAR CE’NEA: Solar
Initiative 1d20+7=25
GRUNDIG: initiative 1d20+4=14
JOHAN D’ALMENTA: Johan Initiative check:
1d20+4 = 19
Mesodias Intiative
check: 1d20+4 = 19
DUNGEON MASTER:
[Order is: Ellsa, Solar, Johan, Mesodias, Grundig.]
DUNGEON MASTER: The
wraith moves forward and lunges at the one who struck her--Solar. She slashes at his chest with long claw-like
hands, striking him despite his mystical barriers. Solar takes 4 damage and 1 con damage.
SOLAR CE’NEA: Solar
attacks once more Disrupt Undead - (Ranged Touch Attack)
1d20+5=22
Damage 1d6=3 against
undead
and then takes a 5
foot step back
DUNGEON MASTER:
Ellsa wimpers as blue light strikes her again.
JOHAN D’ALMENTA: Johan spends a move action
checking for traps between himself and the undead creature, before moving five
foot to slash at the beast. (power attack)
Perception check
(traps): 1d20+12 = 27
To Hit (magic
longsword): 1d20+10+2-1 = 19
Damage (magic
longsword): 1d8+7+3+2 = 15
Note: +2 to hit
& dmg due to Favoured Enemy (undead)
DUNGEON MASTER:
Johan discovers no traps, and steps forward to deliver his powerful
attack. Ellsa's form is shredded and
frays.
JOHAN D’ALMENTA: Mesodias takes two move
actions to inspect the ground for traps between himself and the undead.
Perception check
(traps): 1d20+7 = 12
Perception check
(traps): 1d20+7 = 22
DUNGEON MASTER:
Mesodias discovers no traps.
GRUNDIG: grundig casts fire bolt at the wraith
ranged toch att
1d20+4=14 dam=1d6+2=7 /2=3
GRUNDIG: 6 remaining today
DUNGEON MASTER:
Grundig's flame burns the little child-like shadow, and she cries in apparent
pain. Ellsa then steps forward, eyes
blazing, and lashes out again at Solar. "You
didn't play fair! You're just like
him!" she accuses. Solar's skin
withers at her touch for 3 points of damage and 1 con damage.
SOLAR CE’NEA: Solar
takes a 5 foot step and attacks Disrupt Undead - (Ranged Touch Attack)
1d20+5+2 flank=24
Damage 1d6=3 against
undead
DUNGEON MASTER:
Before Johan's spell is cast, Ellsa takes the opportunity to strike again with
her long claws of shadow for 2 damage and 2 Con damage. "Ha!
I can cheat too.
Cheeeeater!"
DUNGEON MASTER:
Johan's spell hits Ellsa and once again her shaodwy form is illuminated in blue
light.
JOHAN D’ALMENTA: Johan watches the creature as
it moves within the swirling mists before attacking the beast (power attack)
To Hit (magic
longsword): 1d20+10+2-1 = 23 (inc. +2 to hit from favoured enemy)
Damage (magic
longsword): 1d8+7+3+2 = 16 (inc. +2 to dng from favoured enemy)
DUNGEON MASTER:
Johan's strike slashes the creature. Her
form is very very frayed now.
JOHAN D’ALMENTA: Mesodias five foot steps into
the place Solar was previously standing in, smashing down apon the creature
with his magical heavy mace.
To Hit (magical
heavy mace): 1d20+8 = 15
Damage (magical
heavy mace): 1d8+7 = 15
DUNGEON MASTER:
Mesodias' blow smashes down on the wraith-child's head splitting her form in
twain. A shadowy mist dissolves into the
greater gray mist surrounding the heroes, and a whispered sob markes the end of
the Beast's friend, Ellsa.
DUNGEON MASTER: [End
rounds.]
GRUNDIG: grundig moves to the door of the
house and checks for traps
perception
1d20+12=30
SOLAR CE’NEA: Solar
asks if someone coul help him as he is feeling very weak
JOHAN D’ALMENTA: Mesodias retreves his wand of
lessor restoration from his backpack before using one charge on Solar, cure 4
points of Con damage.
DUNGEON MASTER:
Grundig discovers no traps. However, no
one is greatly surprised to discover that the place where Ellsa was first
discovered stands directly above another rusted bear trap.
DUNGEON MASTER:
Slowly the blue mist around the party dissipates into cool evening autumn air.
GRUNDIG: grundig opens the door and sirches
the house looking for anything that may help with the trial.
perception
1d20+12=23
DUNGEON MASTER:
Grundig discovers nothing of interest in this house.
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