Session 52
DUNGEON MASTER:
[GAME STARTS HERE]
DUNGEON MASTER:
The party stands on the edge of the rope bridge, while Grundig nimbly observes
the features of the path ahead with his golden telescope.
GRUNDIG: grundig
makes his way caushely across the bridg whislt casting detect magic and keeping
a close eye out for any sighn of troble
perception 1d20+14=22
DUNGEON MASTER:
Grundig moves forward, carefully, along the rope bridge. The thing swings to
and fro in the cold breeze.
GRUNDIG:
acrobatics 1d20+2=22
DUNGEON MASTER:
Nimbly Grundig hops from gap to gap, easily avoiding the weaker boards and
keeping hold of the rope guards.
He is about halfway across the gap when trouble comes
from an unexpected quarter--hellish red runes light up beneath his feet and a
puff of foul smelling smoke herald the activation of a devilish magical trap.
Above, Grundig can hear the beating of wings--wings
stained black shear the air. The newly summoned creature's merciless eyes
search for a target, and quickly light on the precariously perched gnome.
GRUNDIG: initive
1d20+4=18
JOHAN D’ALMENTA/MESODIAS:
Johan Initiative check: 1d20+4 = 18
Mesodias Intiaitive check: 1d20+4 = 13
SOLAR CE’NEA:
SOlar iniative 1d20+7=19
SOLAR CE’NEA:
Solar casts obscuring mist around the gnome as he is worried that something is
about to attack him
SOLAR CE’NEA:
redact obscuring mist
SOLAR CE’NEA:
SOlar moves to see what is going on sees the creature is concerned it is some
sort of evil entity and decides to cast protection from evil on Grundig and
yells to johan nad mesodius enemy in the air pull him in
SOLAR CE’NEA:
Redact protection from evil cast and
instead shoot his crosbow at it
Heavy Crossbow
1d20+6=25
Damage 1d10=4
DUNGEON MASTER:
The bolt strikes the creature, who disdainfully plucks it out of her
shoulder. Her skin closes up, leaving no
mark of the projectile's entry.
GRUNDIG: grundig
moves along the bridg as far as he can and turns to face the attacker and takes
a defencive stance.
GRUNDIG:
acrobatticks check 1d20+2=4
GRUNDIG: reflex
save 1d20+4=23
DUNGEON MASTER:
Grundig moves back along the bridge, but due to the terrible distraction at
hand, his foot goes through one of the weaker planks, and he only barely
suceeds at grabbing one of the ropes, where he now dangles from both hands.
He twists and sways in the wind.
JOHAN D’ALMENTA/MESODIAS:
Johan's eye go wide as an evil angel-like creature he has never seen before let
alone heard of shimmers into existance above the rope bridge treatening Grundig
and no doubt the party. "Shadow get back over there," says Johan as
he points to the corner in the far north-east of the alchemist workshop. He
then notches three +1 arrows before firing off a volley in rapid succession.
(manyshot & deadly aim)
To Hit (longbow): 1d20+10-2DA+1 = 19
Damage (longbow): 1d8+4+4DA+1 = 13
To Hit (longbow): 1d20+10-2DA+1 = 24
Damage (longbow): 1d8+4+4DA+1 = 17
To Hit (longbow): 1d20+5-2DA+1 = 14
Damage (longbow): 1d8+4+4DA+1 = 17
DUNGEON MASTER:
Two of the arrows miss their mark, but one strkes good. Although her skin once again closes up as she
plucks the arrow out, a bleeding wound does remain--enough to cause her to moan
in mild pain.
She nocks her bow and takes aim at Grundig.
DUNGEON MASTER:
Three arrows of pure white flame fly forth from her bow, and all three strike,
dealing 11, 16, and 15 points of damage. Grundig is also exposed to 9 points of
fire damage from the burning arrows.
DUNGEON MASTER:
Grunding's precarious grasp on the rope is tested as the arrows strike home.
[Acrobatics check to maintain your grasp, please.]
GRUNDIG:
acrobaticks 1d20+2=13
*** Missed
conference call. ***
*** Conference
call ***
GRUNDIG: grundig
uses a hiro point to swing out of the way of an arrow to reduce his damage
DUNGEON MASTER:
One of the arrows in fact miraculioiusly misses the gnome.
JOHAN D’ALMENTA/MESODIAS:
Mesodias sees three flaming arrows scorch across the chasm appearing in
Grundig's side. He doesn't say anything, not that he could even if he wanted
to, instead pulling the gnome by the rope secured at his waist with all the
strength he can muster
Strength check: 1d20+5 = 19
DUNGEON MASTER:
Grundig lets go of the rope and allows Mesodias to reel him in.
DUNGEON MASTER:
Mesodias sucessfully pulls Grundig in nearly all the way off the bridge.
SOLAR CE’NEA:
Solar reaches into his bag and pulls out a tanglefoot bag. he throws the bag at monster aiming to cover
with the goo to get its wings stuck so she can't fly. attack ranged touch attack 1d20+4=23
DUNGEON MASTER:
The tanglefoot bag neatly arcs past the winged creature, who flutters down
slighty to avoid being hit.
GRUNDIG: grundig
yells out that bitch see how you fly with burnt fucking wings grundig lets loos
a fire ball damage 7d6=31
DUNGEON MASTER: A
splendid fireball shoots forth from grundig's finger and impacts against the
creature, engulfing both it and the far end of the bridge in flames. The bridge is burnt and falls down into the
chasm.
However, the creature appears unharmed.
JOHAN D’ALMENTA/MESODIAS:
The fireballs shockwave ripples across the area illuminating the bridge and
surrounding buildings in an orange-red hue. Johan ignores the sudden wave of
heat left over from Grundig's evocation as he readies another few +1 arrows
before stepping back five foot for cover (manyshot & deadly aim)
To Hit (longbow): 1d20+10-2DA+1 = 21
Damage (longbow): 1d8+4+4DA+1 = 16
To Hit (longbow): 1d20+10-2DA+1 = 28
Damage (longbow): 1d8+4+4DA+1 = 12
To Hit (longbow): 1d20+5-2DA+1 = 18
Damage (longbow): 1d8+4+4DA+1 = 15
DUNGEON MASTER:
Again, only one arrow sucessfully strikes the creature. It does some minor damage, which occasions a
wince--and then retaliation in kind. Once again, her arrows rain down on
Grundig.
Two strike home, dealing 14 and 8 damage. There is also some fire damage from the white
hot arrows, but this Grundig mitigates handily.
JOHAN D’ALMENTA/MESODIAS:
Mesodias picks up Grundig by his belt and moves him five foot behind Johan
(move action)
Strength check: 1d20+5 = 21
He mumbles the prayer incantations to Gorum, summoning a
spiritual weapon to attack the creature (standard action). He then moves five
foot to take some cover behind the wall.
To Hit (spiritual weapon): 1d20+7 = 19
Damage (spiritual weapon): 1d8+2 = 10
1/7 rnds
JOHAN D’ALMENTA/MESODIAS:
Spell Resistance check: 1d20+7 = 22
DUNGEON MASTER:
The spell takes effect on the creature; a white greatsword slices through its
flesh, causing it to moan in pain.
SOLAR CE’NEA:
SOlar moves close to the door way and says everyone to the rust monsters so we
can close the door behind us. Solar then
casts
Obscuring mist.
Range 20 ft.
Effect cloud spreads in 20-ft. radius from you, 20 ft.
high
Duration 1 min./level (d)
Saving Throw none; Spell Resistance no
DESCRIPTION
A misty vapor arises around you. It is stationary. The
vapor obscures all sight, including darkvision, beyond 5 feet. A creature 5
feet away has concealment (attacks have a 20% miss chance). Creatures farther
away have total concealment (50% miss chance, and the attacker cannot use sight
to locate the target).
A moderate wind (11+ mph), such as from a gust of wind
spell, disperses the fog in 4 rounds. A strong wind (21+ mph) disperses the fog
in 1 round. A fireball, flame strike, or similar spell burns away the fog in
the explosive or fiery spell's area. A wall of fire burns away the fog in the
area into which it deals damage.
GRUNDIG: grundig
runs across the bridg to cover acrobaticks 1d20+2=10
DUNGEON MASTER:
Grundig slips but swiftly regains his balance.
JOHAN D’ALMENTA/MESODIAS:
"Shadow follow me carefully over the bridge."
Johan carefully picks his way across the open stone
bridge into what he considers the living quarters.
Johan Reflex save: 1d20+7 = 12
Shadow Reflex save: 1d20+7 = 14
DUNGEON MASTER:
Johan slips but then thanks to his great reflexes sucessfully traverses the
bridge.
DUNGEON MASTER:
There is no activity from outside the fog, except for the beating of wings and
low moaning of a creature in pain.
SOLAR CE’NEA:
Solar acrobatics 1d20+5=21
JOHAN D’ALMENTA/MESODIAS:
To Hit (spiritual weapon): 1d20+7 = 18
Damage (spiritual weapon): 1d8+2 = 8
2/7 rnds
Mesodias moves across the bridge.
Acrobatics check: 1d20+1 = 16
DUNGEON MASTER:
The party sucessfully moves across the bridge and closes the door behind them.
GRUNDIG: grundig
trys to work out what the creature is knolage natur 1d20+9=23
SOLAR CE’NEA:
SOlar does a knowledge arcana check 1d20+16=19
DUNGEON MASTER:
Solar is unable to identify the creature--it surely is not an arcane creature
that he is familiar with.
DUNGEON MASTER:
Grundig is also unable to identify the creature--it doesn't appear to be a part
of the natural order.
SOLAR CE’NEA:
Solar suggest closing the secret door and baracading it. as well as trying to
baracade the opening to the South
JOHAN D’ALMENTA/MESODIAS:
Mesodias uses a charge from the Wand of Cure Moderate Wounds: 2d8+2 = 8 hp
Cure Mod Wounds: 2d8+2 = 16 hps
Cure Mod Wounds: 2d8+2 = 13 hps
JOHAN D’ALMENTA/MESODIAS:
"Did you see that thing, whatever it is. It took a few of my arrows and
didn't even hesitate. What the hell are we going to do?"
JOHAN D’ALMENTA/MESODIAS:
Mesodias and Johan will drag the table over to block the secret door in case
the creature is able to follow them.
GRUNDIG: grundig
moves to the window to see if the creature has moved at all
DUNGEON MASTER:
The party barricades the door and waits.
Minutes pass... one minute passes.
GRUNDIG: grundig
moves into the room and says it just vannashed in a puff of smoke
GRUNDIG: grundig
sirches the building for some string
SOLAR CE’NEA:
Solar suggests that it is getting later in the night and he is concerned that
going further into the castle at night is just pushing their luck to far
JOHAN D’ALMENTA/MESODIAS:
"I hope what you saw is true and not some trick the creature
possesses," replies Johan with scepticism showing on his face.
SOLAR CE’NEA: he
suggests securing the room and sleeping here the night
DUNGEON MASTER:
Grundig discovers an extremely large amount of string in one of the storage
rooms. Apparently one of Caromarc's guests was into knitting.
[2,400 xp each for surviving this encounter.]
GRUNDIG: grundig
thinks hard as to what type of birds live in this airea
knolage nature 1d20+9=24
SOLAR CE’NEA: Once
Grundig transforms Solar casts Protection from evil on him as well as a mage
armour
DUNGEON MASTER:
Crows, ravens, owls, hawks, and a number of cranes and other swamp-dwelling
birds live in this area.
GRUNDIG: grundig
turns himself into an owl after opening the door and casts bark skin apon
himself and taks off as quietly as he can stelth 1d20+13=20 flying out the door
to do a bit of recon
DUNGEON MASTER:
Grundig discovers that this building is three stories tall, including a
smallish chamber at the top, akin to an attic.
DUNGEON MASTER:
The windows are stained glass, and as such quite difficult to see through; but
Grundig is able to make out numerous displays and stuffed monsters on display
therein.
DUNGEON MASTER:
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.
GRUNDIG: grundig
checks out the statue perception 1d20+14=33
GRUNDIG: looking
for anything unusual about it
DUNGEON MASTER:
The statue appears to be made of stone.
The nymph is very beatiful and very lifelike; clearly this is the work
of a skilled sculptor.
However, there is nothing unusual about it other than the
craftsmanship.
GRUNDIG: grundig
lands on the window ledg and casts detect magic as he looks through the window
DUNGEON MASTER:
Grundig discovers several sources of magic in several rooms.
[I'll let you know before you enter the rooms if it's a
magic source..]
DUNGEON MASTER:
The rooms grundig views are cluttered withthousands of objects, from fossils to
the entire skeleton of a sea cow. Every inch of wall space and most of the f
loor space is given over to boxes, cabinets, display cases, and stuffed or
skeletal creatures. The windows are stained glass depicting various beasts and
monsters.
GRUNDIG: grundig
flys over to the hole in the wall and picks up the largest stone he can carry
flys back over and drops it on the front door step (looking for traps)
DUNGEON MASTER: No
traps are activated by the dropping stone.
GRUNDIG: grundig
flys down to the ground and listens at the door for sighns of movement
perception 1d20+14=30
DUNGEON MASTER:
Grundig hears no signs of movement; only the rushing waters below are audible
from his perch.
GRUNDIG: grundig
flys back and transforms back in to his gnomeish form and tells the others what
he has found
JOHAN D’ALMENTA/MESODIAS:
Johan places the cheaper bottles of wine on the handles of each door to act as
an early warning system if something should try to open the doors. Johan sets
five snare traps (Reflex save DC 15) at the main entry ways into the dining
hall, indicated by numbers on the map. Mesodias and Johan move the table to
block the passage to the south that has no doorway to create an impromptu
barricade. Johan places the cheaper bottles of wine on the handles of each door
to act as an early warning system if something should try to open the doors.
SOLAR CE’NEA:
SOlar puts the stone of alarm on the door leading to where they want to go in
the morning (near the rust monsters). He
will pick up on his way through the door in the morning
DUNGEON MASTER:
The party heads up stairs and tucks in for the night.
DUNGEON MASTER:
[GAME ENDS HERE]
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