Session 38
DUNGEON MASTER: It
is about 5 in the afternoon as the party finishes searching the premises. The sun is setting in the west--it is about
an hour now until dark.
GRUNDIG: the party moves off up the hill to
the north west
JOHAN D’ALMENTA: "Let's move slowly
through these buildings to avoid stepping on any more bear traps," replies
Johan.
GRUNDIG: perception 1d20+12=25
JOHAN D’ALMENTA: Johan Perception check:
1d20+12 = 14
JOHAN D’ALMENTA: Mesodias Perception check:
1d20+7 = 10
DUNGEON MASTER: The
house at the top of the hill is in ruins just as all the others. A rusted barbed wire fence runs around a
small, weed-ridden plot in the back that might have once been a garden.
SOLAR CE’NEA: Solar
suggests to his companions, "perhaps we should go into the foggy areas and
free the tortured spirits of the children before nightfall, I am worried that
nightfall will strengthen them"
JOHAN D’ALMENTA: Johan glances up at the
horizon as the sun begins to set threating to force the party to explore the
small hamlet during the night. "If more undead come out during the night I
suggest we retreat back along the path we took to the rivers edge before
pushing back into the village to avoid being surrounded."
SOLAR CE’NEA: “ That
sounds sound to me” Solar replies
DUNGEON MASTER: The
party proceeds up the path to the next fog-enshrouded building.
JOHAN D’ALMENTA: Johan inspects the ground for
hidden bear traps that could be concealed within the overgrown weeds and grass
surrounding the larger building that stand before.
Perception check
(traps): 1d20+12 = 23
SOLAR CE’NEA: SOlar
perception 1d20+4=20
DUNGEON MASTER: [It
is now about 5:10 pm.]
JOHAN D’ALMENTA: As an after though Johan
scratches his head deep in thought, "I hope our horses are ok from these
undead more so only because I really don't feel like walking all the way back
to town. This is why I really hate undead, anything else would have died from a
poor diet of corn or rusty bear traps."
SOLAR CE’NEA: Solar
suggests to Grundig that he doesn’t use the wardens badge until they get to
what ever created the poor wraith children
GRUNDIG: checking for traps perception
1d20+12=32
GRUNDIG: i agree i will hold off with it
untill we have a worthy aponant
DUNGEON MASTER: The
party steps on no traps as they proceed into the blueish mist. Sounds carry further in this thick fog; but
at the same time it is quieter.
Presently the party
finds itself in front of a small, whitewashed timber building, surrounded by
gravestones.
SOLAR CE’NEA: Solar
attempts to read the gravestones if he deems it safe to do so whilst still
keeping an eye out for trouble
DUNGEON MASTER:
There are numerous glass windows along the sides of this building. Many of them are smashed.
DUNGEON MASTER:
There are a good number of gravestones in this area--about fifty or so.
GRUNDIG: grundig moves to the side of the
building and looks inside keeping an eye out for any traps
JOHAN D’ALMENTA: While Solar inspects the
inscriptions on the tombstones, Johan will systematically make his way through
the graveyard looking for traps.
Perception check
(traps): 1d20+12 = 26
SOLAR CE’NEA: SOlar
realises the futility of looking at all the grave stones now and puts a not in
his mind to check them later when it is safe
DUNGEON MASTER:
Johan discovers no traps.
Within the building,
Grundig sees a simple chapel that is falling victim to rot. Most of its pews are already overgrown, and
the pulpit has been knocked over and shattered.
GRUNDIG: grundig passes on what he has seen to
the others.
JOHAN D’ALMENTA: Johan stands there looking
around with a puzzled expression on his face, "What's the deal? Why the
fog if there is no welcome party?" "Come out we won't hurt you? No
need to be shy?"
SOLAR CE’NEA: Solar
whispers, I can’t think of any way to sneak up on the undead, so I suggest we
proceed in.
JOHAN D’ALMENTA: Johan queries Mesodias and
Solar, "Can undead even be shy? Would a wraith keep it's emotions or
feelings or are they stripped from them when the turn?"
DUNGEON MASTER: As
if to reply to Johan, a thin female voice giggles from somewhere in the fog, in
the direction of the building.
SOLAR CE’NEA: Solar
gets ready to cast Disrupt undead
JOHAN D’ALMENTA: Johan proceeds deeper into
the fog towards the direction of the haunted voice, checking for traps as he
does so.
Perception check
(traps): 1d20+12 = 24
"What is your
name sweetie? My name is Johan and this is Grundig, Solar and Mesodias."
DUNGEON MASTER:
"I'm hiding and you can't see me!"
GRUNDIG: grundig moves foward as Johan dose
JOHAN D’ALMENTA: "Am I getting
warmer?" Johan queries the ghost, happy to play along with the game as he
inches forward step by step.
SOLAR CE’NEA: Solar
moves with the group
DUNGEON MASTER:
"A little! Tee hee!"
DUNGEON MASTER: The
party is at the large, rotten, double door now.
JOHAN D’ALMENTA: "What is the last thing
you remember before you found yourself here?" Johan queries the ghost for
more information. Johan inspects the door for traps.
Perception check
(traps): 1d20+12 = 27
DUNGEON MASTER:
Johan discovers no traps.
"I remember....
NO! I'm not telling!"
GRUNDIG: what is your name deer
DUNGEON MASTER:
"Can you guess it? It begins with
an 'R'..."
JOHAN D’ALMENTA: "You were hidding here
and something found you didn't it? What do you remember?"
Johan carefully
opens the door just in case it is more rotten then he would expect.
GRUNDIG: is it rachel
DUNGEON MASTER:
"Hee! It is! You're good!
Can you find me?"
DUNGEON MASTER:
Johan pushes open the door. Mice nest in
the altar in the alcove at the far end, and the water in the font is turning
green. It also appears that the
once-beautiful frescoes depicting Desna and the heavens have begun to f lake.
JOHAN D’ALMENTA: Johan checks the enterance to
the temple for traps just pushing forward.
Perception check
(traps): 1d20+12 = 22
DUNGEON MASTER:
Johan discovers no traps.
GRUNDIG: grundig moves to the right of Johan
to cover more ground keeping a sharp eye out for traps
perception
1d20+12=24
"are we getting
warmer"
DUNGEON MASTER:
"Lots! You'll burn up soon!"
GRUNDIG: grundig looks arround to see if he
can spot a bear trap colce by perception 1d20+12=28
DUNGEON MASTER:
Grundig discovers no bear traps.
GRUNDIG: grundig moves foward a few paces
JOHAN D’ALMENTA: "Come out come out
whereever you are?" Johan moves forward, glancing down the temple seating
and even up towards the roof.
DUNGEON MASTER: As
Johan nears the podium and altar at the end of the chapel, the voice giggles
out: "You're so hot! Your toes are
on fire!"
JOHAN D’ALMENTA: "Rachel we really need
to talk. I'm not the most devote person in the world however hidding in the
church will get you in trouble surely?"
GRUNDIG: grundig looks for any stairs leading
down
DUNGEON MASTER:
"No it won't! Besdies, I'm already
bad. He told me I was!"
SOLAR CE’NEA:
Perception check 1d20+4 =5 Solar starts to cast detect magic and directs it
towards the alter (or to where he things the voice is coming from to see if he
can detect any magical fire or anything out of the ordinary
GRUNDIG: grundig moves level to the alter and
looks behind
JOHAN D’ALMENTA: Johan queries the spirit
girl, "What bad man would tell lies to a little girl that she is bad?
Especially in a temple of Desna?"
DUNGEON MASTER: The
water in the altar radiates faint conjuration magic.
"The bad man on
Beggar's Hill would!"
DUNGEON MASTER: The
voice does indeed seem to be coming from under the floor boards.
DUNGEON MASTER:
"He would say it! He would say you
were bad, and he would say it again.
Then he would jump out and say.... BOOO!"
A black shadow rises
out of the ground right behind Johan's feet.
[Initiative please.]
JOHAN D’ALMENTA: Johan Initiative check:
1d20+4 = 22
Mesodias Intiative
check: 1d20+4 = 16
GRUNDIG: initiative 1d20+4=8
SOLAR CE’NEA: Solar
Initiative 1d20+7 =26
DUNGEON MASTER:
[Order is: Rachel, Solar, Johan, Mesodias, Grundig.]
DUNGEON MASTER:
"Tag! You're it!" the
child-ghost squeals, reaching out to grab at Johan with clawed hands of
shadow. [3 damage and 2 con damage.]
SOLAR CE’NEA: Solar
immediately casts Disrupt Undead - (Ranged Touch Attack)
1d20+5-17
Damage 1d6=3 against
undead
DUNGEON MASTER: The
beam engulfs the wraith child.
JOHAN D’ALMENTA: A chill runs through Johan's
spine as the childlike wraith threatens his life force. Johan fights
defensively (power attack)
To Hit (magic
longsword): 1d20+10+2-1-4 = 28 (inc. +2 to hit from favoured enemy)
Confirm Critical:
1d20+10+2-1-4 = 21
Damage (magic
longsword): 2d8+14+3+2 = 23 (inc. +2 to dmg from favoured enemy)
DUNGEON MASTER: The
wraith screams as Johan blade slices it for 11 points of damage.
JOHAN D’ALMENTA: Mesodias moves forward as he
raises his magical heavy mace before swinging it through the translucent figure
of the ghost.
To Hit (magical
heavy mace): 1d20+8 = 18
Damage (magical
heavy mace): 1d8+7 = 10
DUNGEON MASTER:
Mesodias' mace strikes the wraith child for 5 points of damage.
GRUNDIG: grundig moves foward behind the alter
and casts a fire bolt at rachel att=1d20+2=6 dam 1d6+2=4
DUNGEON MASTER: The
firebolt fizzes against the far wall.
Rachel screams
horribly and sobs, reaching out with both clawed hans as if she were a child
seeking to put her arms around Johan's neck.
Luckily, Johan manages to duck away before it is too late.
SOLAR CE’NEA: Solar
attacks once more with Disrupt Undead - (Ranged Touch Attack)
1d20+5=17
Damage 1d6=4 against
undead
DUNGEON MASTER: The
beam smashes against the child again, and again she screams as if in terrible
agony.
JOHAN D’ALMENTA: Johan attacks while in a
defensive stance however he misses the wraith (fight defensively)
JOHAN D’ALMENTA: Mesodias spins to his right,
building momentum to crush the spirit force that remained in this wraith child.
To Hit (magical
heavy mace): 1d20+8 = 23
Damage (magical
heavy mace): 1d8+7 = 10
DUNGEON MASTER: The
strike hits true, crushing the wraith for 5 more points of damage.
DUNGEON MASTER: The
child's form is getting very thin and frayed now.
GRUNDIG: grundig casts another fire bolt
1d20+2=11 dam 1d6+2=3.
DUNGEON MASTER:
Grundig's firebolt makes a second scorch mark on the far wall.
The child, between
her sobs, makes a half-hearted attempt to grab Johan's leg, but misses.
SOLAR CE’NEA: SOlar
hopes agaisnt hope that this is the telling blow Disrupt Undead - (Ranged Touch
Attack)
1d20+5=21
Damage 1d6=4 against
undead
DUNGEON MASTER:
Solar's beam strikes Rachel, illuminating her unholy shadowy form in a bright
blue light that ignites in a burst of blue flame. In an instant her form is gone, and her
scream fades away shortly thereafter.
[End rounds.]
JOHAN D’ALMENTA: "You are no longer bound
to this cursed place. Go to Desna or whatever god it is you worshipped in your
mortal life, either way trouble us no more!" Johan stands there with a
satisfied look on his face as he nods towards his companions as they dispatch
yet another wraith.
GRUNDIG: grundig has a look around the tempel
after casting detect magic.
SOLAR CE’NEA: Solar
checks to see how Johan is going and then ask Mesodius, “can you tell if
something is holy water? I have some containers we can put holy water in if
this is holy water” he says indicating the greenish water in the font
SOLAR CE’NEA: Holy
water would be useful against undead
DUNGEON MASTER:
Grundig discovers the same source of magic as Solar did a few minutes
earlier. There it little else to
explore--this place has clearly fallen into ruin, much like everything else in
this accursed town.
JOHAN D’ALMENTA: Mesodias inspects the holy
water to confirm if it might still be useful against undead.
Knowledge (religion)
check: 1d20+6 = 24
DUNGEON MASTER:
Mesodias decides this is indeed holy water, and grunts with glee. "Oooooo Liiiiiii Aaaaa Aaaaa!" he
says.
JOHAN D’ALMENTA: Mesodias gives the thumbs up
sign to the party to indicate the water still contains it's divine potency.
DUNGEON MASTER: The
thick blue mists slowly dissipate, revealing an old white rotten chapel
surroudned by about 70 or so gray mossy gravestones.
SOLAR CE’NEA: SOlar
takes his empty flask and fills it up with holy water
GRUNDIG: grundig emptys out two oil flasks and
asks Solar to clens them for him
JOHAN D’ALMENTA: "Let's quickly search
this place in case it has something of value we can use later?" Johan
suggests a quick search of the church.
GRUNDIG: after withc he wil fill it with holy
water.
JOHAN D’ALMENTA: Johan makes a quick search of
the temple for any items of interest.
Perception check:
1d20+10 = 23
DUNGEON MASTER:
There is enough holy to five flasks.
DUNGEON MASTER:
Johan discovers no additional treasures--this place has been pretty thouroughly
cleaned out.
GRUNDIG: igrundig fills two flasks of holly
water in totle
SOLAR CE’NEA:
Knowledge check religion 1d20+9=25 Solar tries to remember if killing the head
wraith will release the minor wraiths to death or if it will cause the minor
wriaths to become normal wraiths
DUNGEON MASTER:
Solar knows that it will release the wraithspawn, who will likely flee at once.
GRUNDIG: grundig sergest too the party that
they head to the hill to the south west and moves off towards the houses to the
east of the hills.
JOHAN D’ALMENTA: Johan shrugs at mention of
killing the main wraith releasing the other minor spirits. "I don't have
any immediate concern dealing with this main wraith first. Let's do it."
SOLAR CE’NEA: We
will have to be careful, it should be the most powerful one.
SOLAR CE’NEA:
Perception check to explore the area 1d20+4=21
DUNGEON MASTER: The
party proceeds down the path and up the hill to the southeast. Cresting its summit, the heroes find a
rotting scarecrow leaning on a scythe. Its pumpkin face is carved with a leer
and a sheep’s jaw hangs flaccidly below.
SOLAR CE’NEA: Solar
whispers to Grundig, Now would be the time to use the sherrifs badge
JOHAN D’ALMENTA: "Damn that is
creepy." Johan begins to inspect the ground for any traps, bear traps,
pits or the like.
Perception check
(traps): 1d20+12 = 22
SOLAR CE’NEA: Solar
uses detect magic while searching the Scarecrow and the surrounding area
DUNGEON MASTER: The
party discovers no traps and Johan discovers no Magic. However, Johan notices a slight depression at
the feet of the scarecrow which proves to conceal a heavy plate of metal about
a yard in diameter.
JOHAN D’ALMENTA: "I have found a metal
plate at the base of the fraky scarecrow," says Johan.
JOHAN D’ALMENTA: *freaky
JOHAN D’ALMENTA: Johan inspects the scarecrow
and the metallic base before querying, "Maybe it can be rotated or removed
from the ground?"
GRUNDIG: grundig grabs the syth and uses it as
a fulcrum to try to lifrt the metal plate.
SOLAR CE’NEA: Solar
Has to hold in his laughter as he sees Grundig hanging off the end of the Scyth
JOHAN D’ALMENTA: Johan and Mesodias follow
suit and join in lifting the metal plate from the ground.
DUNGEON MASTER: The
metal plate is lifted up to reveal a cavern opening leading down at a 45 degree
agnle. The space is big enough for a
human to crawl down.
SOLAR CE’NEA: solar
readys his flaming sphere to attack anything that might come flying out of the
tunnel
SOLAR CE’NEA: SOlar
casts dancing lights and send them down into the Cavern
JOHAN D’ALMENTA: Mesodias summons a globe of
light on his belt buckle as they peer down the underground tunnel.
JOHAN D’ALMENTA: "This is such a fucked
up idea going down there but we are going to either way right?"
JOHAN D’ALMENTA: "I'll volunteer to go in
first." Johan decides to crawl along his belly for extra stability as he
moves down the tunnel.
Perception check
(traps): 1d20+12 = 28
DUNGEON MASTER: The
dancing lights reveal a small cavern about 30 feet down the tunnel. It appears to be about 30 feet in diameter.
GRUNDIG: grundig casts bark skin upon himself http://paizo.com/pathfinderRPG/prd/spells/barkskin.html#_barkskin
GRUNDIG: grundig follows Johan down the
tunnel.
SOLAR CE’NEA: Solar
cast protection from Evil on himself
DUNGEON MASTER: The
party crawls down the tunnel on their hands and knees--except Grundig, who
trots gaily along standing completely upright.
Johan reaches the end of the tunnel to find himself in a small cavern
30' across. The floor is littered with
bones.
Even before this
scene can be taken in, a buzzing fills Johan's ears and a terrible form
materializes before him.
[Initiative please.]
JOHAN D’ALMENTA: Johan Initiative check:
1d20+6 = 20 (incl. +2 favoured terrain bonus)
Mesodias Initiative
check: 1d20+4 = 17
GRUNDIG: initiative 1d20+4=5
SOLAR CE’NEA: Solar
Inititative 1d20+7=20
***DUNGEON MASTER sent NiceGuy.png NiceGuy.png
NiceGuy.png ***
DUNGEON MASTER: [Bad
Guy gets a surprise round. After which,
order is: Solar, Johan, Bad guy, Mesodias, Grundig.]
DUNGEON MASTER: A
swarm of eyes buzzes out like hornets, stinging Johan for 8 damage and 4 Con
drain.
SOLAR CE’NEA: Solar
cast protection from evil on johan
DUNGEON MASTER:
Johan attracks an extra attack from the swarm of eyes, which hits him for 3
damage and 4 more con damage.
JOHAN D’ALMENTA: Johan crawls out of the
tunnel past the swarm host before standing to face the creature. "Son of a
bitch you are one ugly dead mother fucker!"
DUNGEON MASTER: The
swarm of eyes does not relent, stinging Johan yet again for 5 damage and 3 Con
damage.
As the swarm
envelops him, Johan hears a buzzing, hissing voice: "You.... are not
young, but ... you will do..."
JOHAN D’ALMENTA: Johan drops to the floor.
JOHAN D’ALMENTA: Johan uses a hero point
JOHAN D’ALMENTA: Johan staggers at the last
moment, calling on his last reserve of pure hatred against his choosen favoured
enemy to avoid the last strike as he moves past the wraith onto his feet.
JOHAN D’ALMENTA: Mesodias summons a spiritual
weapon of Gorum adjascent to the wraith, a glowing greatsword that crashes down
apon the cloaked creature with several mighty swings.
To Hit (spiritual
weapon): 1d20+5 = 19
Damage (spiritual
weapon): 1d8+1 = 9
Rounds Remaining: 4
JOHAN D’ALMENTA: Mesodias uses a hero point to
summon the spiritual weapon just inside of the cavern, directing it to attack
whatever it is facing against them.
DUNGEON MASTER: The
greatsword slashes at the swarm of eyes, which hisses its displeasure.
DUNGEON MASTER: As
Grundig moves past the swarm, it stings him repeatedly for 2 points of damage
and 2 points of con damage.
GRUNDIG: grundig moves foward and right of the
creature trying to avoid its touch on the way past then casts a fire bolt at it
range touch 1d20+6 =13 dam=1d6+2=7
DUNGEON MASTER: The
bolt whizzes past the swarm of eyes to scorch the opposite wall of the cave.
SOLAR CE’NEA: SOlar
calls forth the fire he feels inside him towards this abomintion and cats
Flaming Sphere
3d6 points = 12
Can Move 30 feet in
a round
100 ft. + 10
ft./level)
SOLAR CE’NEA: SOlar
then moves beside Johan
DUNGEON MASTER:
Solar crawls past the wraith, drawing an attack that deals 1 damage and 4 con
damage. A voice buzzes in his ears:
"So many... all so old... but it has been a long time now, and I
hunger."
DUNGEON MASTER: The
flaming sphere does some damage to the swarm of eyes, which hiss and buzz
angrily.
JOHAN D’ALMENTA: Johan moves five foot away
before retrieving a potion of lessor restoration and drinking it quickly.
Ability Damage
Restored: 1d4 = 3 Con dmg healed
DUNGEON MASTER:
Staying with its original target, the swarm moves forward to sting Johan yet
again. Johan takes 2 damage and 3 Con
damage.
JOHAN D’ALMENTA: Mesodias moves five foot
forward down the tunnel, before summoning another spiritual weapon of Gorum,
directing both holy blades to destroy the undead.
To Hit (spiritual
weapon 1): 1d20+5 = 19
Damage (spiritual
weapon 1): 1d8+1 = 4
Rounds Remaining: 3
To Hit (spiritual
weapon 2): 1d20+5 = 22
Damage (spiritual
weapon 2): 1d8+1 = 5
Rounds Remaining: 4
JOHAN D’ALMENTA: Mesodias will move to the
cavern opening.
DUNGEON MASTER: Both
attacks hit, doing considerable damage to the swarm of buzzing eyes.
GRUNDIG: grundig starts the prosess of casting
a spell calling on Abadar to bring forth lightning using the wardens badge to
increas the potancy of the spell to undead.
DUNGEON MASTER:
Mystical and primal forces gather around Grundig as he casts the spell.
SOLAR CE’NEA: Solar
directs the Flaming Sphere to hit the
Wraith again (Move action 3d6 points =10 then casts Ear-Piercing Scream for 2d6=9
and dazed for one round (DC14
Fort save means not Dazed and only half damage.)
DUNGEON MASTER: The
damage burns and then stuns the horrid creature for 9 damage.
JOHAN D’ALMENTA: Johan is visably shaking
after having almost all of his life force drained. His eyes are wide open in
fear as he moves further away from the undead before drinking his last Potion
of Lesser Restoration before it attacks him again. (five foot move)
Ability Damage
Restored: 1d4 = 2 Con dmg healed
DUNGEON MASTER: The
wraith presses its attack. "Why
don't you scream? Why don't you
cry? They have... alwaysssss
sssscreamed." As the horrid voice
speaks, Johan takes 2 damage and 4 Con damage.
JOHAN D’ALMENTA: Johan finds the inner
willpower to dodge the next attack from the wraith at the last moment (Hero
point used)
JOHAN D’ALMENTA: Mesodias stands up and moves
to flank with the wraith.
To Hit (spiritual
weapon 1): 1d20+5 = 10
Damage (spiritual
weapon 1): 1d8+1 = 4
Rounds Remaining: 2
To Hit (spiritual
weapon 2): 1d20+5 = 20
Damage (spiritual
weapon 2): 1d8+1 = 7
Rounds Remaining: 3
DUNGEON MASTER: The
second spiritual greatsword wounds the wraith further. It buzzes and glares at Mesodias.
GRUNDIG: grundig calls down a bolt of
lightning at the creature dam 3d6=8 then he throws the badg to Solars yelling
out to him "hay solar catch"
DUNGEON MASTER: The
wraith screams in agony as the enchanted bolts strike it. Also there is a new sentiment in its
shrieksl--fear.
SOLAR CE’NEA: Solar
is encouraged by the shriek of the wraith, as aweful as it is and directs the
Flaming Sphere to hit the Wraith again
(Move action) doing 3d6 points =16 (round 3 of 5) and catches the badge thrown.
DUNGEON MASTER: The
sphere continues to damage the wraith.
Its form is badly torn and mangled now, but its buzzing still fills the
air.
JOHAN D’ALMENTA: Johan stabs at the wraith
with his longsword in a desperate attempt to finish this deadly foe (fight
defensively)
To Hit (magic
longsword): 1d20+10+2-4 = 17 (inc. +2 to hit from favoured enemy)
Damage (magic
longsword): 1d8+7+2 = 13 (inc. +2 to dmg from favoured enemy)
JOHAN D’ALMENTA: Edit: +19 to hit (flanking
bonus)
DUNGEON MASTER:
Johan's desperate strike plunges directly into the wraith's eyes. The thing emits a horrible shriek that rises
up out of the chamber towards the heavens.
A nasty whisper lingers in Johan's ears: "It would have been... so
right... why did you resist?"
DUNGEON MASTER: [Off
rounds]
DUNGEON MASTER:
Outside the chamber, off in the distance, the wraith's shrieks are answered by
several other cries that slowly die away.
DUNGEON MASTER:
[Total XP award: 1600]
JOHAN D’ALMENTA: Johan falls to his knees, his
entire body shaking from both fear and the terrible effect the wraiths touch
had dealth to him. "I... I felt like I was going to die to that
thing." He begins to sob for the second time in his life as the echo of
the creatures death cry slowly subsides.
GRUNDIG: "wow that was close he was
intent on getting you Johan" grundig casts cure mod wounds on Johan for 15
points
GRUNDIG: grundig sirches the cave for anything
that may help with the triel. perception 1d20+12=23
SOLAR CE’NEA: SOlar
goes over to his friend and comforts him as best he can
JOHAN D’ALMENTA: Johan takes a deep breath as
Grundig cures most of his physical wounds. "Thank you for saving my life
even at the risk of your own." Johan finds his footing as he stands and
waits for his head to stop spinning.
DUNGEON MASTER: As
the party gets their bearings within the small cavern, it becomes clear that
the bones on the floor belong to four small humanoids.
GRUNDIG: the way it was owning you i dont
think tat i was in any danger somehow i just wish i had of thaught of casting
that spell before we came down here and we may have killed it a bit sooner.
SOLAR CE’NEA: well I
think perhaps we should take the bones back for talk to the dead. They shuold be able to identify the truth
about this wriath and it not being the beast.
However I stil believe we should finish examining the town for clues as
they may not take this kind of proof
GRUNDIG: grundig casts detect magic
GRUNDIG: and looks about the room
DUNGEON MASTER:
Grundig discovers that his companions are carrying a significant number of
magical items. Other than those, there
is no presence of magic in this chamber.
GRUNDIG: grundig agrees with the others about
bringing the childrens bodys back for berrial as well.
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