Wednesday, January 2, 2013

Carrion Crown Session 37

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
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
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)
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)
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)
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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