Wednesday, January 2, 2013

Carrion Crown Session 6


Session 6
JOHAN D’ALMENTA: The party stands at the front entrance of the prision, a cold shiver runs down Johan's spine as he remembers the haunt only a moment ago. "Let's explore around the outside and see what we are dealing with here. I'll check for the tracks of any recent traffic in this area. Did you want to keep an eye out for any parts of the structure that could be unstable and should be avoided?" Survival check (tracking): 1d20+7 = 19 (21 vs. humans)
SOLAR CE’NEA: Solar, rues the fact he doesn't have any knowledge of engineering so instead tries to be more vigulint in looking around 1d20+0=8
JOHAN D’ALMENTA: As Johan walks around the outside of the main prision building, he stops every now and then to inspect the ground for any tracks. He looks around as they continue for any threats from the rat swarm or creatures from within the prison. Perception check: 1d20+6 = 9
SOLAR CE’NEA: Solar being aware that unusual things have been going on is prepared by having his Morning star out ready
SOLAR CE’NEA: Solar clears his head ( he had been thinking of Kendra) and realises a crossbow would be more useful and changes weapons
DUNGEON MASTER: As they proceed north-west around the building, Mesodias grabs Solar's arm.  "Oooon," he says, pointing at the foundation of the building.
SOLAR CE’NEA: Solar looks in the direction Mesodias is point at to try and see what he has noticed
DUNGEON MASTER: The ivy and grass have been cleared along the edge where the foundation meets the ground, and along this edge a series of sinuous runes has been etched and then smeared with blood.
JOHAN D’ALMENTA: "I'm not a spellcaster but I can tell that doesn't look good," says Johan.
SOLAR CE’NEA: Solar is fascinated and goes over to check what the runes might be knowledge Arcana 1d20+10 =30
DUNGEON MASTER: The runes go around the entire building’s foundation save for the northeast corner, where part of the building has flooded and the foundation has crumbled away.   The runes themselves are written in Varisian, and among numerous magical incantations, repeat the name Roddyn Hawkran dozens of times. Although the runes no longer radiate magic, they seem to have been part of a larger ritual that involved both abjuration and necromantic magic.  The purpose of the ritual seems to have been to capture Roddyn Hawkran himself.
JOHAN D’ALMENTA: Johan scratches his head as Solar describes the function and purpose of the blood runes. "Well this Roddyn is a person of interest for us to research back at town. However I don't care if it is not active anymore, I'm avoiding those runes if possible. What do you think the runes mean?"
SOLAR CE’NEA: I assume it was some spell to cature the Undead, either a ghost or a soul or something similar. I just find it interesting that in a place where executions happened, where a lot of death has occurred, they took the warden, who I presume was a good person and not the evil ones.  Porvided of course the Warden was good and not doing something Neferious.  I assume the Whipsering way did this, but I can't yet Fathom why and what the implications are.
SOLAR CE’NEA: Solar casts Dectect magic on the runes
SOLAR CE’NEA: I don't think there would be a problem touching the runes, they no longer radiate magic, but I would be intersted to know when this speel was cast.  Solar looks more closly at the runes Percption 1d20+0=11
DUNGEON MASTER: Solar decides, based on the texture of the dried blood, that the runes must be weeks old.
SOLAR CE’NEA: Soalr turns to his companions, THis appears to have happend some weeks ago.  I wish I had more informtion.
JOHAN D’ALMENTA: "Sweet, that's just what I wanted to know," Johan says sarcastically. "Let's finish checking the outside of the building and determine the safest point of entry."
SOLAR CE’NEA: I agree!  Lets see what else we can find.
DUNGEON MASTER: The party discovers little else of note in the process of their circuit of the building.  On the north side stands an open pit which appears to have once been a receptacle for theprison’s waste. Even now, with the right wind, the pit still emits a foul stench.

On the north side of the building, a third ivy-draped balcony 20' above the ground appears to open into the second floor of the main structure.
JOHAN D’ALMENTA: "Where did you want to enter the building from now we have checked the outside?"
SOLAR CE’NEA: Perhaps We could try using a grappling hook and the ivy to scale the 20 foot balcany, I am getting a uneasy feeling about this place and if there is something or someone lying in wait they would not expect us to come in via that way.  However, I am happy to go with what you think is best.
JOHAN D’ALMENTA: "Ok I've got one prepared in my backpack. Stand back a bit and cover me," Johan says as he retrieves his grapple hook and rope. He secured his bow over his shoulder before tossing the frapple hook someplace secure to scale the balcony wall.
SOLAR CE’NEA: Solar prepares his crossbow to cover Johan if needed.
DUNGEON MASTER: The hook clatters into place on the edge of the balcony.

[Who's climbing?  In what order?  Who's staying below?]
JOHAN D’ALMENTA: "I'll go up first. It's up to you guys who follows next," says Johan. Once he has scaled the balcony he inspects the area for traps. Disable Device check: 1d20+9 = 19
SOLAR CE’NEA: Solar asks Mesodias to watch for any problems and have his Javlin ready, then follows behind Johan to be second up the rope [take 10 for climb=11]
DUNGEON MASTER: Johan clambers up the rope onto a long wooden walkway.

The wooden floor of this walkway seems intact, although hereand there the moldy, sodden timbers sag ominously. An empty doorway to the south opens into a rubble-filled room below a tower at the southern end, which has collapsed, filling this area with stone and wood rubble.

But Johan is not alone--before him sits the biggest stirge he has ever seen.  Almost as big as a halfling, it sits in a nest about 15' away, buzzing hungrily.

[Solar is 10' below and will require a DC 10 climb check to get up onto the balcony with Johan.]
JOHAN D’ALMENTA: Initiative check: 1d20+2 = 21
SOLAR CE’NEA: SOlar Iniative 1d20+7=16
DUNGEON MASTER: Order:

Johan 21
Solar 15
Mesodias 14
Sirge 9
SOLAR CE’NEA: Unaware of the stirge SOlar continues to go up to the balcony [previous climb check 11]
SOLAR CE’NEA: Solar Perception 1d20+0=16
JOHAN D’ALMENTA: Johan quick draws his javelin and throws it at the giant stirge. "Up there! Kill it now!"
To Hit (javelin): 1d20+3 = 23
Confirm Critical (javelin): 1d20+3 = 15
Damage (javelin): 1d6+4 = 7
JOHAN D’ALMENTA: Revised Critical Damage (javelin): 2d6+8 = 14
SOLAR CE’NEA: As soon as he is able Solar gets up to Johan and upon realising that his protections spells and his other spells are not very useful against an animal like beast uses his crossbow to fire at the Stirge
Crossbow 1d20+3=10 
damage 1d8=7
DUNGEON MASTER: [Previos action cancelled because SOlar cannot have a xbow drawn and loaded while he climbs.]

Johan strikes the vermin square between the eyes, inflicting a terrible wound which causes it to buzz and writhe terribly.
SOLAR CE’NEA: Solar, as soon as he is able gets up to Johanand then realise that his protections spells and his other spells are not very useful against an animal like beast so gets out his crossbow to fire at the Stirge
JOHAN D’ALMENTA: Mesodias continues to scale the wall, not being one to shy away from a fight. When he reaches the edge of the balcony he rolls to his feet. Climb check: 1d20+1 = 12
JOHAN D’ALMENTA: Mesodias braces himself against the wall as he climbs the rope as quickly as possible. He ends just within a short reach from the balcony edge as he hears Johan's battle cry from above.
DUNGEON MASTER: The stirge quickly crawls out of its nest and buzzes hungrily at Johan.  With its overgrown mandibles it latches onto the ranger's neck, inflicting 2 points of damage and latching on to suck out the blood from his body.

[2 points of damage and 1 point of CON damage to Johan.  Johan's turn.]
JOHAN D’ALMENTA: Johan cries out in pain as the beast's thin manibiles begin to drain his life blood. He punches at the creature with his spiked gauntlet, hoping to finish it off quickly.
To Hit (spiked gauntlet): 1d20+5 = 18
Damage (spiked gauntlet): 1d4+4 = 8
DUNGEON MASTER: Johan soundly knocks the creature off his neck onto the walkway, where it twitches slightly--and then lies still.
SOLAR CE’NEA: Solar, Quickly looks around to see if he can spot any other stirges (or other possible combatants) perception 1d20+0=19
DUNGEON MASTER: Solar spots no other threats.
JOHAN D’ALMENTA: Johan retrieves his javelin, preparing the ammentum to it before stashing it into his long leather quiver. He wipes the sweat from his face as he spits a mouthful of blood onto the balcony floor, "At least there was only one of those bastards. I'll be fine, it didn't have a chance to cause too much damage."
DUNGEON MASTER: The stirge's nest about one and a half feet in diameter, lined with dry grass and nestled in the rubble that litters the southern half of the walkway.
SOLAR CE’NEA: I am glad you are alright Johan, what you did was very impressive! It is an ugly looking thing is it not!
SOLAR CE’NEA: Perhaps suggesting this route was an error on my part, all this rubble is going to be a problem, maybe we should try another way to enter.
JOHAN D’ALMENTA: "You know what, I'm taking this things head as a trophy. I don't know, maybe Kendra can use the mandible as a fancy writing quill?" With that Johan kneels down next to the stirge and removes the creatures mandible his dagger and some brute force to snap it clear from the stirges jaw.
DUNGEON MASTER: The mandible wrenches clear and drips black goo as Johan holds it aloft.
SOLAR CE’NEA: Solar slowly steps back from the goo encrusted mandible, "well friend..that is somewhat gross, but you certainly deserved the trophy, it was an impressive kill
SOLAR CE’NEA: "Shall we try the other balcany?" Solar starts to climb down the rope {take 10 for a climb 11}
JOHAN D’ALMENTA: "Sure it is closer then the front entrance so why not." Johan carefully scales the balony to the ground below and gives the grapple hook rope several strong flicks to remove it from its hold.
DUNGEON MASTER: The party climbs back down from the high balcony and proceeds around to the north side of the building, where a staircase leads up to an ivy-draped 15' high balcony.

A large, rectangular block of stone rests on this weather-beaten stone balcony, while ruined wooden benches line the eastern wall under a row of tiny, barred windows above. A stout wooden door sits in the wall near the northern end of the balcony.

A long, wicked scythe rests against the stone block.

[Perception, please.]
SOLAR CE’NEA: Perception 1d20+0=20
JOHAN D’ALMENTA: Perception check: 1d20+6 = 26
SOLAR CE’NEA: Solar points out the Scythe to the others, whilst saying, "Um friends, do you find it wierd to find a scythe out here in the middle of no where, perhaps we should be extra careful.
JOHAN D’ALMENTA: "Let me check the area for traps before we scale the steps. No need for anymore surprises." Disable Device check: 1d20+9 = 16
DUNGEON MASTER: Johan, hesitating on the steps, discovers no signs of traps.
SOLAR CE’NEA: Solar tries to remember if scythes were part of the exexcution process when the prison was functional know history 1d20+10=27
DUNGEON MASTER: Solar remembers reading yesterday that Harrowstone’s traditional method of execution was by the scythe, rather than the standard axe—although the result of such executions (decapitation) was the same. The use of a scythe for executions was a notorious aspect of Harrowstone, one of the many that contributed to the prison’s infamy.  The executions took place in full view of the upper-level cells.
SOLAR CE’NEA: Solar passes on what he remembers to his companions.
JOHAN D’ALMENTA: "Well this place was a prison not a barbers. As long as the blade stays where it is I don't mind leaving it be."
SOLAR CE’NEA: True, lets try to avoid it as much as we can.
SOLAR CE’NEA: "Just keep an eye out for a possible owner"
JOHAN D’ALMENTA: Johan draws a javelin as he prepares to walk up to the stone block and wooden benches.
SOLAR CE’NEA: Solar follows behind Johan with his crossbow at the ready
DUNGEON MASTER: As Johan steps onto the balcony, a pair of ghostly hands materializes around the handle of the scythe, lifting it off the ground and swinging it around in a hissing arc.

[The scythe is 15' away from Johan and 20' away from the other two. Both Johan and Solar will act in the suprise round, as they passed their perception checks.]

[Initiative order is:
Joahn 17
Scythe 17
Solar 14
Mesodias 5]
JOHAN D’ALMENTA: Johan hurls his javelin at the ghostly hands as he spits a prayer to Gorum "Gorum help us if this doesn't work!"
To Hit (javelin): 1d20+3 = 22
Damage (javelin): 1d6+4 = 9
JOHAN D’ALMENTA: Johan will quick drawn his greatsword.
DUNGEON MASTER: Johan strikes, quick as a snake.  Although his blow is impressive, the scythe is of very solid construction, built to withstand such blows.  The javlin hits the scythe and then bounces of, clattering to the flagstones with no visible effect.
SOLAR CE’NEA: Solar quickly tries to think of what the Scythe might be powered by knowledge 1d20 =13+?
DUNGEON MASTER: Johan realizes that the scythe is posessed of no regular arcane enchantment, though beyond this his knowledge fails him.
SOLAR CE’NEA: Solar attacks the sycthe with his Disrupt Undead , his hands glow as he sends a seering ray of light at the Scythe:Disrupt undead 1d6=5 against undead
SOLAR CE’NEA: Attack 1d20+3=16
DUNGEON MASTER: Solar's ray strikes the scythe, illuminitating it in a brief flash of white light.  Although the scythe itself is undamaged, the skeletal hands gripping the instrument appear weakened somewhat.
JOHAN D’ALMENTA: Johan notices the flicker of ethereal energy as Solar's arcane attack disrupts the things life force. "That's working, keep it up!" He adopts a defensive stance in preparation for the attack. Total Defense: AC = 20
DUNGEON MASTER: The scythe whirls around again and hurtles towards Johan, lashing out at him with a strike that is easily deflected by his greatsword.
SOLAR CE’NEA: Solar heeds Johans statement once again drawing on the arcane powers within him.

Disrupt Undead - (Ranged Touch Attack)
1d20+3=17
Damage 1d6=2 against undead
DUNGEON MASTER: Despite the now swirling combat between Johan and the scythe, Solar's ray strikes true, illuminating the weapon once again in blue light.
JOHAN D’ALMENTA: Mesodias removes one hand from his greatsword, reaching to his neck with his free hand to grasp his holy symbol of Gorum. He holds it in front of his chest with a grim look of determination in his eyes. He focuses on drawing divine energy into his body, before projecting it into and outwards through his holy symbol.
Channel Positive energy (30 ft. radius): 1d6 = 3 (Will DC 13)
DUNGEON MASTER: Mesodias's channeled energy also illuminates the scythe in a white light--the hands are now considerably weakened, though they still wield the weapon with full effect
JOHAN D’ALMENTA: "For Gorum's sake give me an honest fight!" Johan retains his defneisve stance as his companions attack seem more practical then his own. Total Defense AC = 20.
DUNGEON MASTER: The scythe ignores Johan floating up and around to strike down at the spellcaster that has inflicted the majority of the damage upon it.  With deadly accuracy it slashes across his chest.

[6 damage to Solar.]
DUNGEON MASTER: [Currently the scythe threatens all 3 characters.]
SOLAR CE’NEA: Solar, feeling confident with his previous successful attacks dispite being damaged draws once again on his powers and sends the seering white light at the Scythe
Disrupt Undead - (Ranged Touch Attack)
1d20+3-4(melee)=15
Damage 1d6= 6 against undead
DUNGEON MASTER: Solar's ray once again strikes true.
JOHAN D’ALMENTA: Mesodias remains vigilant as he presents his holy symbol before the undead apparition.
Channel Positive energy: 1d6 = 5 (Will DC 13 for half dmg) [No AoO]
DUNGEON MASTER: A white light once again envelops the scythe.  The skeletal hands are scarcely visible now.
JOHAN D’ALMENTA: "Why don't you fucking rest in peace! Come on this thing is almost done for!" Johan will continue fighting defensively considering his attacks futile against a malevolent spectral force.
DUNGEON MASTER: The scythe continues pursuing Solar, moving 5' to strike ineffectively at the puny mortal which has caused it so much pain.
SOLAR CE’NEA: Solar now feeling the pain of being hit in the last round, moves 5 feet away from the scythe but turns back and fires the seering white light once more:
Disrupt Undead - (Ranged Touch Attack)
1d20+3-4(melee)=12
Damage 1d6= 3 against undead
JOHAN D’ALMENTA: Mesodias channels divine energy into his being, forcing it to burst forth from his holy symbol to weaken the undead creature.
Channel Positive energy: 1d6 = 4 (Will DC 13 for half dmg)
JOHAN D’ALMENTA: Adjust Channel Positive energy to heal 4 HPs.
DUNGEON MASTER: Solar's ray once again ignites the scythe in a flash of white light.  The thing explodes in a flash of light, falling down to the stone steps with a loud clatter and lying still.
DUNGEON MASTER: [Mesodias' last channel heals 4hp instead of striking the animated object.]
DUNGEON MASTER: [For the two combats plus the discovery of the runes, each party member earns 500 xp apiece.]
JOHAN D’ALMENTA: Johan sighs with relief as the scythe clatters to the ground. "This reminds me just how much I hate undead." Johan shakes his head, "I tell you what without both of you that would have been impossible for me to destroy that abomination."
SOLAR CE’NEA: "Well my friend, you dealt with the Stirge in fine style, dealing with Undead is the spellcasters domain" smiles Solar
SOLAR CE’NEA: Well friends shall we continue on?
DUNGEON MASTER: The door appears quite sturdy.  Looking through the barred windows, Johan discovers that each cell contains a number of bones--humanoid, by the look at them, roughly in the shape that one would expect they fell.
JOHAN D’ALMENTA: Johan moves closer to the windows, causiously looking through them before inspecting the wooden door for visible traps. Perception check (traps): 1d20+7 = 20
DUNGEON MASTER: Johan discovers no signs of any traps.
DUNGEON MASTER: The door, however, appears to be locked from the inside.
JOHAN D’ALMENTA: Johan regards Solar, "Hey before I open this door did ou want to use that spell you were just casting on the skeletons inside. You never know..."
SOLAR CE’NEA: Solar follows Johans idea and casts disrupt undead on one of the skeletons
Disrupt Undead - (Ranged Touch Attack)
1d20+3 (melee)=5
Damage 1d6= 6 against undead
DUNGEON MASTER: Skeletons slump in many ofthe cells, the bones scattered where they lie and coated with a mixed layer of ancient ashes and fresh mold.  Solar takes aim through the rusted iron bars at one of the sets of bons, striking it with a beam of white light.

There is no visible effect.
SOLAR CE’NEA: I don't think they are animated, perhaps we go in gently and if there is movement quickly come out and close the doors and I will attack through the bars
JOHAN D’ALMENTA: Johan removes his masterwork lockpick set concealed within his tunic and works on the lock to the wooden door. Disable Device: 1d20+8 = 23
DUNGEON MASTER: The lock is exceptionally difficult, and Johan's attempts are thwarted.
JOHAN D’ALMENTA: "Ok give me a second this lock is stubborn from some rust and god knows whatelse." Take 20 (disable device) = 28
JOHAN D’ALMENTA: "If this doesn't work I'll have to kick the door in," says Johan as he attempts to manipulate the lock one last time.
DUNGEON MASTER: For the second time in two days, Johan finds that his lockpicking skills are not up to the task.
JOHAN D’ALMENTA: "Ok give me some room."
SOLAR CE’NEA: Solar steps back to give johan room, but does suggest to their friendly cleric " I am useless for feats of strength but Goram blessed you with the muscles I lack, could you help Johan?"
JOHAN D’ALMENTA: Johan attempts to break the lock by driving his greatsword into the frame near the lock itself. Damage: 2d6+6 = 17
DUNGEON MASTER: Johan bashes the door with his greatsword, with all his might.  It takes several attempts, but before long the stout door explodes in a hail of splinters, revealing a dimly lit chamber within...

[Dun! Dun! Dun!]

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