Session 45
DUNGEON MASTER: [GAME STARTS HERE]
JOHAN D’ALMENTA/MESODIAS: Mesodias converts
three spells into curative healing magic to remove the worse of Solar's
injuries as the party stands on the stairs.
Cure Light Wounds:
1d8+5 = 9 hp
Cure Light Wounds:
1d8+5 = 9 hp
Cure Light Wounds:
1d8+5 = 11 hp
SOLAR CE’NEA: Solar Thanks Mesodias, he had
been feeling like a pin cushion
GRUNDIG: grundig checks the crates for any
sighn of traps
perception
1d20+13=16
SOLAR CE’NEA: Solar Joins grundig to explore
the room percpetion 1d20+5=6
GRUNDIG: grundig also casts detect magic as he
checks the crats /chests
SOLAR CE’NEA: Solar casts detect magic for
when he is exploring
DUNGEON MASTER: This underground room contains
several dozen crates, a few coffins, lots of straw, and several huge bell jars.
Grundig discovers no
traps, and no one discovers any signs of magic.
SOLAR CE’NEA: Solar is looking in the crates
JOHAN D’ALMENTA/MESODIAS: Johan follows his
companions into the upper room from the stairway, giving the room a quick
search for items within the crates with his crowbar.
Perception check
(search): 1d20+11 = 26
SOLAR CE’NEA: Solar says looks for secret
staches in the floors and walls
JOHAN D’ALMENTA/MESODIAS: Mesodias still being
pissed he didn't get enough of a chance to fight within the warehouse stands
about on watch as the party ransacks the room.
SOLAR CE’NEA: I wouldn't be surprised if there
isn't secret safes or something of the like as these men clealry worked in
secret
JOHAN D’ALMENTA/MESODIAS: "Well there are
three stories to the building, actually four including the basement which I'm
happy to avoid for the time being until we find that extract," replies
Johan. "There might be offices or rooms on the upper levels?"
DUNGEON MASTER: In the crates Johan discovers
five pots ofbladeguard, 10 doses of bloodblock, 5 applications of silverweapon
blanch, 5 applications of cold iron weapon blanch,
and a single
application of adamantine weapon blanch.
DUNGEON MASTER: Solar discovers no secrets
caches.
SOLAR CE’NEA: True but most of it is warehouse
where is this is a individual room. I
think think there are individual rooms further in the top floor
SOLAR CE’NEA: we can here you andrew
SOLAR CE’NEA: hear even
GRUNDIG: grundig serches the room for secret
doors and safes
perception
1d20+13=33
DUNGEON MASTER: Grundig discovers no secret
doors.
GRUNDIG: grundig serches the room for traps
secret doors and safe
perception 1d20
+13=16
JOHAN D’ALMENTA/MESODIAS: Johan quickly
inspects the stairs for secret compartments by running his hands across the
stone seams looking for any indication of a hidden section.
Percpetion check:
1d20+11 = 22
DUNGEON MASTER: Grundig discovers no secrets
in the main vat chamber. However, as
Johan searches the stairs, his practiced hand runs over a stone slab that seems
to give way inward.
JOHAN D’ALMENTA/MESODIAS: "Guys I think
I've found something," Johan replies to him companions.
SOLAR CE’NEA: Solar casts dancing lights so
Johan can use it to his best advantage
SOLAR CE’NEA: Check fro traps my perceptive
friend
GRUNDIG: grunidig moves back in with the
others
JOHAN D’ALMENTA/MESODIAS: Johan kneels down
and inspects for any sign of trap before opening the compartment slowly.
Perception check
(traps): 1d20+14 = 23
DUNGEON MASTER: Johan discovers no sign of
traps. The door appears to open on a
narrow, unlit passageway that turns to the left about 15' in.
SOLAR CE’NEA: Solar directs his dancing lights
into the passageway
JOHAN D’ALMENTA/MESODIAS: "Oww,"
exclaims Johan as the hidden compartment turns out to be a secret passageway.
"I think we have found their way in and out of the building."
GRUNDIG: grundig follows Johan into the tunnel
GRUNDIG: grundig keeps an eye out for traps
perception
1d20+13=33
DUNGEON MASTER: The heroes march single file
down the narrow passageway, winding up in a small room containing grisly things
in jars, two complete skeletons of monstrous creatures, a coffin, and a
handcart.
DUNGEON MASTER: Grundig discovers no traps.
DUNGEON MASTER: A narrow corridor to the east
ends at a locked iron grille.
JOHAN D’ALMENTA/MESODIAS: "That's
unexpected and will remain so as long as it doesn't animate and break from from
the jars to attack us," says Johan as he stands there looking at what they
found in the room.
GRUNDIG: grundig sirches the room for secret
doors or chambers.
perception
1d20+13=24
SOLAR CE’NEA: Solar is curious about the
Skeletons and tries to discern what they are Knowledge arcana 1d20+15=27
DUNGEON MASTER: Grundig discovers no secret
doors or chambers. Except for the room
they are in, of course.
DUNGEON MASTER: The skeletons appear to be the
remains of owlbears.
SOLAR CE’NEA: SOlar keeps an eye on the
owlbears as he looks in the handcart
SOLAR CE’NEA: SOlar looks to see if there is
anything in the hand cart and any secret compartments in it 1d20+5=19
DUNGEON MASTER: A thick, leather-bound book
sits in the handcart.
GRUNDIG: grundig serches the rooms for tresure
and anything that may help with the trile.
perception
1d20+13=30
JOHAN D’ALMENTA/MESODIAS: "Owlbears?
That's perfect. I'm happy to leave them exactly where they are for the time
being, including the coffin until we have the time to inspect it."
SOLAR CE’NEA: SOlar casts detect magic and
aims it at book thne the owlbears and then around the rest of the room
DUNGEON MASTER: Grundig discovers a wand of
gentle repose laying on the coffin.
GRUNDIG: knowledge nature 1d20+9=22
DUNGEON MASTER: Solar discovers no magic other
than the wand.
DUNGEON MASTER: Grundig decides that the jars
contain various preserved specimens, including a preserved drow head, a pickled
pair of hill giant eyes, the half-changed head and spine of a wererat, and a
trio of chuul tentacles.
SOLAR CE’NEA: Solar looks at the book in the
cart
DUNGEON MASTER: The book appears to be a
ledger recording the transactions of Vorkstag & Grine. It will take some time to inspect, but even a
casual glance makes clear that the pair is involved in the trafficking of
corpses to customers all over Ustalav.
SOLAR CE’NEA: Solar announces what he has
found to the others in the room.
JOHAN D’ALMENTA/MESODIAS: "They are
screwed now, even more so than the fact they are dead. Now this is the coup de
grace for setting The Beast free tomorrow morning at the trial. Now are we
foolish enough to open the coffin?"
SOLAR CE’NEA: Once you check for traps I think
we are foolish enough winks Solar
GRUNDIG: i recken we do leave no stone or
coffen un turned hahaha.
JOHAN D’ALMENTA/MESODIAS: Johan looks to
Mesodias, "COme on let's bust this open and deal with whatever it is we
find inside the coffin." Johan and Mesodias slowly loosen the coffin lid
with their crowbars.
DUNGEON MASTER: The lid is nailed down; it
squeaks off to reveal the body of a male human clad in travlers clothes. The body is well preserved--its black hair
and thick eyebrows appear to make him of local stock.
SOLAR CE’NEA: Perhaps it would be smart to
search the corpse perhaps we can identify who the man is?
JOHAN D’ALMENTA/MESODIAS: Johan recalls the
descriptions of those mentioned previously to determine if he is someone we
would know of.
Knowledge (local)
check: 1d20+0+4 = 19
DUNGEON MASTER: The corpse does not to belong
to anyone Johan is familiar with.
GRUNDIG: grundig serches the corps for any
clue to who he might be and for any other goodies he may have
perception
1d20+13=29
DUNGEON MASTER: Grundig discovers nothing of
interest on the corpse--certainly nothing that would indicate the man's
identiy.
JOHAN D’ALMENTA/MESODIAS: "He might be a
good candidate for Speak with the Dead tomorrow morning once we have had a full
nights rest?"
SOLAR CE’NEA: SOalr asks if we have finished
with this room, perhaps we can continue searching upstairs and then leave by
this exit to see where it goes
SOLAR CE’NEA: A good idea Johan!
JOHAN D’ALMENTA/MESODIAS: "Yes I agree
with leaving the iron gate as it is and explore the upper room for this elixir
and other items of interest we can find," replies Johan.
GRUNDIG: grundig checks the door for trap
perception
GRUNDIG: perception 1d20+13=24
DUNGEON MASTER: Grundig discovers no traps.
GRUNDIG: grundig opens the door as quietly as
he can.
stealth 1d20+13=29
DUNGEON MASTER: The door swings open to reveal
wide chamber with a pair of closed double doors at the west end. A retractable timberand iron crane stands
near the door. Presently the room has only a few wooden cases in it.
GRUNDIG: grundig moves in and checks the crats
for traps if he finds non he sirches them
perception for traps
1d20+13=28
sirching 1d20+13=23
SOLAR CE’NEA: SOlar is recasting dancing
lights for his companions
DUNGEON MASTER: Grundig discovers no traps.
DUNGEON MASTER: Among the empty boxes in this
room arecases containing 12 vials of acid, 12 vials of nushadir, five
tanglefoot bags, and three thunderstones, all packed in straw.
JOHAN D’ALMENTA/MESODIAS: Johan inspects the
adjacent double door for traps.
Perception check
(traps): 1d20+11+3 = 21
"I hope this
leads to the office or living quarters."
DUNGEON MASTER: Johan discovers no traps.
JOHAN D’ALMENTA/MESODIAS: Johan waits for
everything to be looted and stashedinto a sack before opening the double doors.
DUNGEON MASTER: THe double doors open onto the
courtyard below.
SOLAR CE’NEA: SOlar suggest leaving this room
and checking out one of the other doors further up the hallway
DUNGEON MASTER: As much an abattoir as a
bedchamber, this room contains not only a four-poster bed, but also numerous
workbenches and alchemical gear. The walls are lined with shelves and
strangelooking objects in jars of liquid. Bits of rags litter the floor, and
the air is heavy with the stench of spoiled food mixed with acrid chemicals. A
ladder leads to a trapdoor in the ceiling.
SOLAR CE’NEA: SOlar looks around the room and
uses percpetion as well 1d20+5=8
DUNGEON MASTER: Solar is momentarily
distracted by thoughts of Kendra.
SOLAR CE’NEA: SOlar uses detect magic whilst
looking around th room
GRUNDIG: grundig sirches the room for any
tresure or aneything that may be usefull in the trile
perception 1d20
+13=29
DUNGEON MASTER: This room is part alchemy lab,
part slaughterhouse, and part bedroom. The many jars about the room contain
alchemically preserved body parts from a variety of creatures. One bell jar
full of liquid contains a small gold key at the bottom. The room is packed with
curios and medical oddities, including a complete alchemist’s lab and four
vials of antitoxin. Under the bed is a small metal strongbox.
GRUNDIG: grundig tyes a fishing hook onto some
string and opens the jar and trys to fish toe key out
SOLAR CE’NEA: SOlar suggests before going for
the key to put something in the liquard to see if it is acid or something
similar
SOLAR CE’NEA: SOlar then realises the gnome in
this case was way ahead of him.
DUNGEON MASTER: The string disolves in a hiss
the moment it touches the liquid. A
small puff of acrid smoke rises up out of the jar.
GRUNDIG: grundig looks arround for an empty
jar
DUNGEON MASTER: There are many jars lying
about; Grundig quickly locates one.
SOLAR CE’NEA: Solar looks around for something
like plyers in the room
GRUNDIG: grundig pours as much of the contence
of the jar in to the empty jar making shore the key dose not fall into the new
jar
DUNGEON MASTER: There are several tools lying
about. In the meantime, however, Grundig sucessfully dumps the jar of liquid on
the floor. A sizzling hiss of smoke
fills the room, and the floor is blackened.
In the midst of the black spot lies a hook and a gold key.
SOLAR CE’NEA: Solar then uses a metal tool he
finds to push/pull the key out of the steaming liquid. He then grabs his waterskin and pours some
water over the key. He grabs some cloth
and puts it on the key to see if the acid is still active
DUNGEON MASTER: The water splashes over the
key. When Solar presses the cloth down
on the key there is no visible reaction.
SOLAR CE’NEA: On Grundigs suggestion (and just
to be safe), Solar cast prestidigittion on the key and then gives it to Johan
to open the metal box (whilst suggesting he check for traps)
DUNGEON MASTER: This is now the cleanest gold
key in all of Lepidstadt.
JOHAN D’ALMENTA/MESODIAS: Johan inspects the
metal box for traps before slidning the key into the lock to open it.
Perception check
(traps): 1d20+11+3 = 20
SOLAR CE’NEA: SOlar grabs all the Alchemists
kit to seel at a future date
DUNGEON MASTER: Before Johan slides the key
in, he notes the presence of three small holes directly above the keyhole.
JOHAN D’ALMENTA/MESODIAS: "What have we
here?" Johan pauses, before attempting to disable any potential poisoned
needle or similar trap before opening the metal case.
Disable Device:
1d20+16 = 26
DUNGEON MASTER: Johan closes off the holes and
proceeds to open the lockbox safely.
Inside he discovers 200 gp,four vials of antitoxin, and a small purple
velvet purse containing 4 small, cloudy diamonds.
SOLAR CE’NEA: SOlar suggest checking the room
next door before we go furhter upstairs
JOHAN D’ALMENTA/MESODIAS: Johan inspects the
entrance for traps before opening the doorway into the next section of the
warehouse upper floor.
Perception check
(trap): 1d20+11+3 = 17
DUNGEON MASTER: Johan discovers no traps. The door is unlocked, and swings open easily.
This room appears to
be the study of a scholar. A roll-top desk with a leather chair stands against
one wall, holding a variety of alchemical equipment and surrounded by hundreds
of books piled on every available surface. A narrow cot is crushed into one
corner behind a wall of books. A door stands in the north wall.
GRUNDIG: grundig looks down off the balcony to
see if he can see the woman that they saw eirler
DUNGEON MASTER: Grundig sees no woman. However, there is a blanket or shawl of some
sort lying on the walkway near the edge of the vat.
SOLAR CE’NEA: Solar ask Johan and Grundig to
look through the desk (for secret compartments and says he will hlep aid
another perception 1d20+5=16
JOHAN D’ALMENTA/MESODIAS: Johan searches
alongside Grundig for any obvious traps within the personal effects and desk of
the alchemist.
Perception check
(traps): 1d20+11+3 = 23
GRUNDIG: grundig sirches the room for any
tresure casting detect magic whilst looking
perception
1d20+13=18
DUNGEON MASTER: A combination alchemy lab,
library, and bedchamber, this room is almost fastidiously clean except for the
heaps of books everywhere. A large bell jar atop the desk contains the
alchemically preserved head and shoulders of a human man.
Johan and Solar
discover no secret compartments, but they do find a complete alchemist’s lab,
along with three packets of f lash powder and five pots of alchemical grease.
Grundig discovers no
additional treasure, other than the numerous books.
SOLAR CE’NEA: SOlar sees if he can identify
who the Preserved head is Knowledge local check 1d20+15=18
GRUNDIG: grundig checks the door to the north
for traps
perception
1d20+13=31
JOHAN D’ALMENTA/MESODIAS: Knowledge (local)
check: 1d20+0+4 = 20
Johan attempts to
detect if this man is known to them in regards to the court case or vicims
known to them.
GRUNDIG: and opens it if he finds none
DUNGEON MASTER: Grundig discovers no traps.
DUNGEON MASTER: The door is locked.
DUNGEON MASTER: Johan does not recognize this
man, though he does generally look like some of the swampers he met a few days
ago back at Morast.
GRUNDIG: grundig asks for the set of keys and
trys them to see if one opens the door
SOLAR CE’NEA: SOlar is quickly checking out
the books to see what they are about and if any ndividual tomes are worth
taking
DUNGEON MASTER: Johan tosses the keys to
Grundig, who opens the ornate lock and pushes open the door. Beyond the locked door, a tiny room holds a
single object—a large oak cabinet.
SOLAR CE’NEA: Solar appraise 1d20+4=7
DUNGEON MASTER: Solar thinks that some of the
books look pretty valuable.
GRUNDIG: grundig checks the cabnit for traps
perception
1d20+13=26
SOLAR CE’NEA: Solar goes back and concentrates
on the large oak cabinet with Grundig 1d20+5=17
SOLAR CE’NEA: preception aid another
DUNGEON MASTER: Neither Grundig nor Solar
discover any sign of traps.
GRUNDIG: grundig opens the door (if he can)
DUNGEON MASTER: Nearly a score of f layed
skins hang within the cabinet like empty sacks of flesh.
GRUNDIG: and
searches the cabnit
take 20
GRUNDIG: total perception 1d20+13=33
JOHAN D’ALMENTA/MESODIAS: Johan inspects the
skins after taking a deep breath, being careful not to disturb them too much.
Perception chec:
1d20+11 = 13
JOHAN D’ALMENTA/MESODIAS: Knowledge (local) =
1d20+0+4 = 24
DUNGEON MASTER: The cabinent contains over a
dozen skins. Notable skins include the
missing Miller of Hargen; Borgo Znojmo, a respected and reclusive Lepidstadt
merchant; Doctor Katarina Vilt, an esteemed lecturer at Lepidstadt University;
and countless others both missing or still occasionally seen. And hanging at
the front is a grotesque, deformed skin of a 8-foot-tall mongrelman, made up of
flesh, fur, and scales and covered with fungal boils and hideous puss-filled
eruptions.
Also, the cabinet
appears to have a false back.
GRUNDIG: grundig checks the back for any traps
and a way of opening it 1d20+13=23
GRUNDIG: (perception)
SOLAR CE’NEA: Solar goes around the room
looking for a bag, container or a set of sheets he can use to carry all the
skins.
JOHAN D’ALMENTA/MESODIAS: Johan gags several
times before carefully placing the skins into an empty sack for evidence later
tomorrow morning.
DUNGEON MASTER: Grundig discovers no
traps. The panel slides out to reveal a
small compartment containing 500 gp in assorted coins, a silver drinking cup
inlaid with obsidian, a syringe, and six vials of bluish-green liquid. Also there is a leather-bound book with
well-thumbed pages.
GRUNDIG: grundig hands solar the book
"see what you make of this"
SOLAR CE’NEA:
Solar cast detect magic on all the items but particually the leather
bound book
DUNGEON MASTER: Solar detects no magic.
SOLAR CE’NEA: SOlar eagarly opens and starts
to read the book
DUNGEON MASTER: The book proves to be a second
ledger detailing customers who have purchased stolen cadavers and anatomical
parts from Vorkstag and Grine. Many of the names are local doctors and
scholars, but two names stand out: Doctor Brada of Sanctuary, and one Auren
Vrood, W.W.
SOLAR CE’NEA: Solar tries to remember the
imprtance of those persons in the town Knowledge Local 1d20+15=35
DUNGEON MASTER: The name of Dr. Brada is known
to the group. The name of Auren Vrood is
not.
JOHAN D’ALMENTA/MESODIAS: "Auren is
worthy of further time and research after the case has been finalised, unless
you think it is vital for the case tomorrow morning? I feel anyone dealing with
these bastards deserves the opportunity to explain themselves at the point of
our blades?"
SOLAR CE’NEA: We can simply submit this as
evidence. Let the chips fall where they
may. If they are innocent they will get
to prove it, if not, hopefully they get what is truely owed to them.
JOHAN D’ALMENTA/MESODIAS: "Shall we
explore the trap door and what lies beyond it?"
GRUNDIG: all for that
JOHAN D’ALMENTA/MESODIAS: Perception check
(traps): 1d20+11+3 = 27
DUNGEON MASTER: After several minutes' search,
Johan discovers a very clever magic trap comprised of tiny runes etched along
the edge of the trap door.
JOHAN D’ALMENTA/MESODIAS: "Give me some
room, I've found a nasty trap that could effect a certain area. Best only none
of us is hit by it should I fail to remove it."
JOHAN D’ALMENTA/MESODIAS: Disable Device
check: 1d20+16 = 25
DUNGEON MASTER: Johan scratches out the runes,
hoping against hope that this is sufficient to disable this very devious trap.
JOHAN D’ALMENTA/MESODIAS: Johan opens the
trapdoor, wincing slightly waiting for something terrible to happen as he does
so.
DUNGEON MASTER: It isn't terrible, but it *is*
loud. A sonic boom echoes through the
small chamber, shattering glass and dealing 5 points of damage to Johan. Apparently the trap is not as disabled as
Johan had hoped.
To make matters
worse, at that very moment two horrid, stitched together winged creatures
flutter down to attack.
DUNGEON MASTER: DUN! DUN! DUN!
DUNGEON MASTER: [End session here]
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