Friday, January 18, 2013

Carrion Crown Session 51


Session 51

 DUNGEON MASTER: [GAME STARTS HERE]

The party is now gathered in the living quarters at Caromarc, with many newly-acquired treasures in hand.
 JOHAN D’ALMENTA/MESODIAS: Johan finishes stashing the items of value into his backpack as he looks around the room, "The more we explore this place the more curious I become about how or what this father figure really is. That assumes he is still alive and will be found in the main tower."
 SOLAR CE’NEA: I am wondering if the castle was attacked? I am not sure if the "father" is even still alive but that is something we need to identify.  The trolls being back there and the castle seeming to be only populated with golums etc indicates no-one is left alive in the castle, however I hope as we get further along more people appear and I hope they are friendly
 SOLAR CE’NEA: I am wondering if the trolls were encourage to attack and didn't on do it on their own.
 JOHAN D’ALMENTA/MESODIAS: "I agree that is the way it is looking. Shall we head downstairs and check out the secret passageway we left until we had explored this whole area?"
 SOLAR CE’NEA: I agree, however watch for traps.  We haven't yet found a way to go forward to the next building, so were ever that is I expect it will be well defended.
 JOHAN D’ALMENTA/MESODIAS: Johan nods quietly to Solar's remark about showing caution as they continue to the next building. He makes his way the staircase to the first floor before examining the secret doorway connecting the main dining room.
 SOLAR CE’NEA: SOlar detects magic on the door to see if there is a magical trap on it
 DUNGEON MASTER: Solar notices no magical traps.
 JOHAN D’ALMENTA/MESODIAS: Johan moves down the secret passage standing in front of the doorway leading to the outside. He looks over the edge of the door, before running his fingers across the surface for any traps that could be warding the door.
Perception (trap) check: 1d20+12+3 = 25
 JOHAN D’ALMENTA/MESODIAS: Mesodias moves to stand before the secret passage enterance just in case anything untowards occurs.
 DUNGEON MASTER: Johan discovers no traps.  The coat hooks next to this stout oak door hold several coats, a walking cane, and a sealskin cloak.
 SOLAR CE’NEA: SOlar detects magic on the tiems
 DUNGEON MASTER: Solar detects no magic.
 JOHAN D’ALMENTA/MESODIAS: "THis coat looks quite fashionable. It maybe a nice piece to give Kendra when we return?"
 SOLAR CE’NEA: Aggreed, and the walking cane looks fashionable perhaps we should take that as well
 JOHAN D’ALMENTA/MESODIAS: Johan tosses the coat and walking cane to Solar before opening the door slowly and looking outside.
 DUNGEON MASTER: The door opens onto a small platform.  Beyond, a narrow stone bridge without a handrail lies above the roaring river waters as they are drawn over the edge of the falls.
 SOLAR CE’NEA: SOlar casts dancing lights in anticiaption of going out into the night
 JOHAN D’ALMENTA/MESODIAS: Johan looks at the walkway for any sign of danger, possible moss or humidity that could put them at risk as they cross to the next building.
 SOLAR CE’NEA: SOlar asks if we could perhaps throw  chair or something out there to see if the stone bridge is strong enough to hold us
 JOHAN D’ALMENTA/MESODIAS: Johan Survival check: 1d20+12 = 20
 DUNGEON MASTER: There are no obvious signs of danger--the bridge is perhaps too narrow to be crossed at a run, but easily wide enough to be safe if crossed carefully.
 JOHAN D’ALMENTA/MESODIAS: "It looks stable enough if we take out time. I would suggest if I cross first with a rope secured just in case something is inside," suggests Johan.
 SOLAR CE’NEA: Solar gets out his heavy crossbow ready incase of the need to  provide cover for a possible johan withdrawl
 JOHAN D’ALMENTA/MESODIAS: Johan ties a 50 ft. length of hemp rope to his waist before handing it to Mesodias before he crosses the passway to stand outside the doorway.
 DUNGEON MASTER: Johan crosses the bridge in saftey.  Below the water roars and foams, and a fine mist drifts up from the darkness below to dampen his face.  In the distance, Johan is affored a fine view of the purple and gray sunset beyond the deepening evening in the lowlands to the northeast.
 DUNGEON MASTER: The bridge ends at a narrowstone terrace with a wooden door.
 JOHAN D’ALMENTA/MESODIAS: Johan shivers slightly, tightening the cloak around his shoulders as the chill from the spray of the water rapidly moving only several feet below him. He looks around for a moment at the rooftop for any sign of danger before he focuses on inspecting the door for traps.
 SOLAR CE’NEA: Solar is looking towards the top of the opposit spire trying to see if some one is going to throw anything at Johan whilst he is exposed.  He has his crossbow ready to shot if he notices movement
 JOHAN D’ALMENTA/MESODIAS: Johan Perception check: 1d20+12 = 18
 DUNGEON MASTER: Johan sees no sign of danger-- other than perhaps the thundering waters below.
 DUNGEON MASTER: He also discovers no traps.
 JOHAN D’ALMENTA/MESODIAS: Johan tests the door handle to determine if it is locked. If it is not locked he will push open the door.
 DUNGEON MASTER: The door is not locked.  It screeches as it opens to reveal a large workshop crammed with alchemical equipment. An explosion of some kind has ripped away the western wall, leaving a large gap in the floor and wall open, now wreathed with scaffolding.
 JOHAN D’ALMENTA/MESODIAS: Johan moves into the room slowly testing if anything moves as he approaches the centre of the room.
 SOLAR CE’NEA: SOlar sends his dancing lights so they are in the door way opposite him accross the stone bridge.  He then tells Johan to not go to far
 DUNGEON MASTER: Johan moves ahead carefully, listening to the floor creak now and then beneath his footsteps.  He is about two thirds of the way to the center of the room, when he notices movment in the rubble to the west end of the room, and three dog-sized insects move out to greet him.

Each has has four legs, a strange propeller-shaped protrusion at the end of its tail, and two long, feathery antennae.

[Initiative please.]
 JOHAN D’ALMENTA/MESODIAS: Johan Initiative check: 1d20+4 = 21
Mesodias Initiative check: 1d20+4 = 7
 SOLAR CE’NEA: SOlar Initiative 1d20+7=20
 SOLAR CE’NEA: Grundig initiative 1d20+4=19
 DUNGEON MASTER: [Begin rounds]
 JOHAN D’ALMENTA/MESODIAS: As Johan sees movement he rushes out of the workshop and across the narrow pathway.
Acrobatics check: 1d20+1 = 19
 DUNGEON MASTER: Johan sucessfully navigates the dangerous walkway
 JOHAN D’ALMENTA/MESODIAS: "There are three insect creatures with two feathery appendages on the end of their tails," states Johan loudly over the noise from the water.
 DUNGEON MASTER: The insects lose no time clambering after Johan, crossing the bridge with as much speed as he does.  The first to reach Solar attacks with its jaws, hitting him for 1 hp and lashing out with its antennae, causing red rust to blossom on solar's morningstar.

The second beast clambers over the first to hungrily grapple at Solar, as does the second; luckily for him, in their greed they fail to get past his defences.
 JOHAN D’ALMENTA/MESODIAS: Apon seeing the insect creature attack Solar, Johan makes a knowledge check to see if he can remember what this creature is and what abilities it possibly has.
Knowledge check (nature): 1d20+10 = 25
 DUNGEON MASTER: Johan decides that these are rust monsters--nasty creatures that devour metal with their antanne, causing it to deteriorate into rust.
 JOHAN D’ALMENTA/MESODIAS: Johan curses under his breath as his eyes open wide, "Fuck! Rust monsters!" He looks at himself and his companions, noting who is wearing metallic items or not. Johan points to Shadow and commands him to move to where he is and guard that spot. "Everyone except Shadow and Grundig retreat back into the room."
 DUNGEON MASTER: Splatterface bounds over towards the door teeth bared and growling eagerly.
 SOLAR CE’NEA: Solar casts Flaming sphere in the space infront of him
Flaming  Sphere DC 17
3d6 points =13
Can Move 30 feet in a round
100 ft. + 10 ft./level)
Effect 5-ft.-diameter sphere
Duration 1 round/level
Saving Throw Reflex DC 16 negates; Spell Resistance yes

Flaming sphere round 1 of 7

SOlar then moves back as instructed by Johan
 DUNGEON MASTER: As solar casts the spell, the creature in front of him lashes out with its jaws and inflicts 2 points of damage.
 DUNGEON MASTER: Nonetheless Solar's spell goes off without a hitch and inflicts full damange on the monster, which writhes and chitters in the flames.
 SOLAR CE’NEA: Grundig deleys his firebolt for if and when one of the creatures come inside the corridor.  He will also move and change positions with Mesodius when he gets the chance.
 SOLAR CE’NEA: Grundig does 8 damage on the first creature that comes in the door
 DUNGEON MASTER: Grundig's bolt whizzes over Splatterface to thwack the first monster in the body.  It slumps a little, but then leaps to attack.
 DUNGEON MASTER: Splatterface sucessfully dodges the attack.  And the second.  And the third, as the final monster tries to clamber over the others in an effort to bring the thing down.  The third Rust Monster, rebuffed, stumbles backwards and barely clings to the edge of the bridge.
 DUNGEON MASTER: What between Splatterface's bites, Solar's burning sphere, and Grunding's whizzing firebolts, the fight is over in short order.  Mesodias, for his part, manages to get in a menacing glare or two but does not risk his metal gear in the heat of battle.

Soon the monsters are slain or driven off the bridge.

[600 xp each.]
 DUNGEON MASTER: [End rounds.]
 JOHAN D’ALMENTA/MESODIAS: Mesodias wipes the sweat from his forehead as the last of the rustmonsters is dispatched. He tenderly holds his iron holy symbol like a mother would hold a young child.
 SOLAR CE’NEA: SOlar Suggest around but keeing an eye out for more of the rust monsters.  Solar looks around the room and uses detect magic.  He also looks around the hole/explosion area but is very careful to make sure he doesn't fall in
 DUNGEON MASTER: Although most of the alchemy equipment here is of masterwork construction, rust seems to have gotten into nearly everything in the lab, making the equipment effectively useless.

Solar's detect magic spell also  turns up a rod of flame extinguishing under the debris.

To the west, it looks as if a stone bridge once connected this building with another on the far side of the gorge, but only a slender rope bridge now hangs between the two.
 SOLAR CE’NEA: SOlar suggests throwing a grapling hook across the bridge and hook it on something on the other side so that some one like grundug can walk along the bridge but still be attached to the rope connected to the grappling hook in case the bridge falls.  The rest of us could then pull Grundig back.
 SOLAR CE’NEA: SOlar suggests not trying to explore until we are all over the other side
 DUNGEON MASTER: Beyond the scaffolding, a slender rope bridge swings out toward a two-story building with a tower across the gorge. It sways gently in the early night time breeze.
 JOHAN D’ALMENTA/MESODIAS: Johan removes two lengths of 50 ft. rope from his backpack and secures both lengths together before throwing the grapple hook and rope across the expanse of water. Once secured on the other side of the rope bridge he will secure the end of the rope to one of the tables to act as an anchor to the grapple hook.
 SOLAR CE’NEA: SOlar also suggests looking theough the looking glass to see what we can see
 SOLAR CE’NEA: Solar also suggests looking at the bridge on this side to check that the rust monsters haven't eaten any of it.
 SOLAR CE’NEA: Grundig looks thruogh the looking glass before he heads over
 DUNGEON MASTER: Johan sucessfully spans the gap with his rope and grapple.
 DUNGEON MASTER: The weather is fortutiously clear this evening, and by the light of the moon and stars Grundig is able to make out the path ahead. 

One end of the demolished bridge clings to the cliff beneath a large building. A statue of a beautiful nymph stands next to a pair of double doors. Above the doors is a stained glass window depicting a unicorn.

A path leads up from the building ahead, toward a building made up of four interconnected towers standing 200 feet above the falls.
 JOHAN D’ALMENTA/MESODIAS: Johan inspects the rope bridge for any sign of wear and tear from the weather.
Survival check: 1d20+12 = 19
 DUNGEON MASTER: Johan decides that the bridge is fragile and unstable--it will take careful balance to cross safely. However, it shows no signs of deterioration and will likely hold for many months to come.
 DUNGEON MASTER: [GAME ENDS HERE]

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