Wednesday, January 2, 2013

Carrion Crown Session 38


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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