Monday, February 4, 2013

Carrion Crown Session 54


Session 54
DUNGEON MASTER: [GAME STARTS HERE]
 DUNGEON MASTER: The chains rattle and fall away and the sarcogaphi bursts open, revealing a man-sized figure wrapped from head to toe in ancient strips of moldering linen.

[Roll Initiative Please.]
 SOLAR CE’NEA: SOlar 1d20+7=9
 JOHAN D’ALMENTA/MESODIAS: Johan Intiative check: 1d20+4 = 16
Mesodias Intiative check: 1d20+4 = 18
 JOHAN D’ALMENTA/MESODIAS: Mesodias points with an outstretched hand, roaring a half incoherant command for the two Spritual Weapons to attack the mummy. The spiritual weapons, appearing as two glowing greatswords fly over and slash into the mummy.
To Hit (spiritual weapon): 1d20+7 = 21
Damage (spiritual weapon): 1d8+2 = 10
7/7 rnds

To Hit (spiritual weapon): 1d20+7 = 23
Damage (spiritual weapon): 1d8+2 = 10
5/7 rnds
 DUNGEON MASTER: Both weapons deal considerable damage to the wrapped creature, as it stepps forth from the sarcophagai, arms raised.
 JOHAN D’ALMENTA/MESODIAS: Johan rapidly slashes at the undead beast with extra focus now facing his favoured enemy. He slashes the creature with two strikes from his longsword before taking a five foot step back. Johan commands Shadow to attack and then move five foot back. 
To Hit (+1 keen longsword): 1d20+12-2PA+2FE = 23
Damage (+1 keen longsword): 1d8+7+6PA+2FE = 21

To Hit (+1 keen longsword): 1d20+7-2PA+2FE = 12
Damage (+1 keen longsword): 1d8+7+6PA+2FE = 17
 JOHAN D’ALMENTA/MESODIAS: Shadow attacks but misses as he tries to bite the mummy on the thigh before moving back.
 DUNGEON MASTER: As the creature steps forward, a wave of misery and despair washes over the room...

[DC 16 will save all or be paralyzed.]
 SOLAR CE’NEA: Solar Will save 1d20+5=22
 JOHAN D’ALMENTA/MESODIAS: Johan Will save: 1d20+4 = 15
Hero Point: Johan's muscles start to stiffen up however he finds the reserve to break through the feeling of dread now faced with his moral enemy
 JOHAN D’ALMENTA/MESODIAS: Mesodias Will save: 1d20+7 = 21
 DUNGEON MASTER: The thing relentlessly pursues Johan, swiping him across the face for 14 hp. Johan feels a creeping mallice spreading across the surface of his skin. [Fort save please.]
 JOHAN D’ALMENTA/MESODIAS: Shadow Will save: 1d20+5 = 7
 JOHAN D’ALMENTA/MESODIAS: Shadow paralyzed: 1d4 rnds = 2 rounds
 JOHAN D’ALMENTA/MESODIAS: Johan Fort save: 1d20+9 = 25
 SOLAR CE’NEA: Solar casts grease all over the mummy (not the floor specifically but the actually mummy -including its feet) in preperation of a fire spell from either Grundig or himself. and then for a move action attempts to identify the creature and its weakness and strenghts knowledge religion 1d20+12=29
 SOLAR CE’NEA: Redact him targeting the mummy and it is the 10 foot floor instead
 DUNGEON MASTER: The creature easily keeps its balance despite the sudden and no doubt unexpected coate of pig grease covering the floor beneath its feet.
 GRUNDIG: (will save 1d20+9=17)

Grundig looks at the cloth bound figure before him and smiles to himself he holds his holly aloft calling to the god of flame as a sphere of fire engulfs the bandaged creature. damage 3d6=12 reflex negates dc16 save.
 GRUNDIG: round 1 of 7
 DUNGEON MASTER: The creature seems strangely vulnerable to fire: not only does it utterly fail to avoid Grundig's spell, but its wrappings readily catch fire in the blaze, turning the thing into a walking torch. It writhes in apparent agony.
 JOHAN D’ALMENTA/MESODIAS: Mesodias focuses the divine fury of Gorum (channel smite) to surround his heavy mace with a flickering grey flame (channel smite, destructive smite & power attack)
To Hit (+1 heavy mace): 1d20+11-2PA = 25
Damage (+1 heavy mace): 2d6+7+6PA+3DS = 22
Channel Smite Will DC 15 for half dmg: 4d6 = 12 dmg

To Hit (spiritual weapon): 1d20+7 = 19
Damage (spiritual weapon): 1d8+2 = 7
6/7 rnds
 DUNGEON MASTER: Mesodias' powerful assault destroys the creature, cleaving it from head to crotch. A pile of rags and gray, unclean dust is all that remains.

[End rounds.]
 JOHAN D’ALMENTA/MESODIAS: Johan lets out a sigh of relief as the mummy drops to the floor defeated. "Let the filth burn for a while. The smell regardless how foul won't bother me," replies Johan as he spits on the undead creature.
 SOLAR CE’NEA: SOlar suggest to the others, Mummy's usually have treasure, make sure we check both the mummy nd its sacoficus
 SOLAR CE’NEA: Solar uses detect magic on the mummy and its resting place
 GRUNDIG: grundig casts detect magic looking for what he saw before
 JOHAN D’ALMENTA/MESODIAS: Mesodias let's the mummy burn for a while before quenching the flames by summoning a few gallons of water on the body.
 DUNGEON MASTER: Both Solar and Grundig discover a ring on the mummy's finger that seems to radiate magic. On inspection it proves to be a ring of the ram.
 DUNGEON MASTER: The ring has 33 charges.
 JOHAN D’ALMENTA/MESODIAS: After a brief discussion it is agreed Johan will use the Ring of the Ram. He slices the mummies finger off with his longsword and carefully slides it away from the arm before wiping it clean and placing it on his left hand ring finger.
 JOHAN D’ALMENTA/MESODIAS: Johan inspects the open coffin for traps before the party searches it for any mundane yet valueable items of interest
Perception (traps) check: 1d20+12+3 = 24
 SOLAR CE’NEA: SOlar waits for johan to detect traps but then aids him in searching for items.  percpetion Aid another 17
 GRUNDIG: grundig gose over and takes a finger off the big construct and the crispy little creaturs atached to it
 DUNGEON MASTER: Johan discovers no traps. He quickly decides that the sarcophagi is quite valuable as a collector's item. It is set with no gems or gold, however.
 GRUNDIG: grundig serches the construct and its conpanions for tresure
 DUNGEON MASTER: Grundig soon adds seven fingers to his collection.
 JOHAN D’ALMENTA/MESODIAS: Johan steps back, "The coffin looks clear of traps."
 GRUNDIG: perception 1d20+14=30
 DUNGEON MASTER: Grundig finds nothing rare or valuable on the burnt bodies.
 GRUNDIG: grundig serches the coffin
 JOHAN D’ALMENTA/MESODIAS: Mesodias uses one charge from the Cure Moderate Wounds wand to heal Johan's injuries
CMW: 2d8+2 = 10
 GRUNDIG: grundig serches the door for traps and listens at the door for any sound of danger

perception 1d20+14=27
 DUNGEON MASTER: Grundig discovers no traps.
 GRUNDIG: grundig opens the door slowly once everyone is in psoition
 SOLAR CE’NEA: Just before we head into the room Solar pops his head out the to look out at the rope bridge to check nothing has changed (that they have no visitors) perception 1d20+7=19
 SOLAR CE’NEA: Solar tires to do it with stealth 1d20+7=21
 DUNGEON MASTER: While Solar's vantage point hardly provides an unobstructed view of the entire premises, the area he does see certainly appears unoccupied.

A stuffed bulette faces the door to this room. Cabinets along the walls contain a partially dissected bugbear, a partially transformed doppelganger, and a complete goblin dog, all preserved in alchemical fluids.
 GRUNDIG: grundig casts detect magic
 DUNGEON MASTER: There appear to be no magic items in this room.
 GRUNDIG: grundig steps into the room
 DUNGEON MASTER: The floor creaks under grundig's feet.
 SOLAR CE’NEA: SOlar is both disgusted that someone would discect such creature - including a humanoid and fascinated with the study that clearly has been going on in this castle.
 GRUNDIG: grundig serches the room for any tresure
 SOLAR CE’NEA: SOlar aid grundig percpetion search 1d20=15
 GRUNDIG: perception 1d20+14=21+2=23
 DUNGEON MASTER: As the party already suspected, the items in this room might be quite valuable to the right buyer. Transportation might be an issue, however.
 JOHAN D’ALMENTA/MESODIAS: Johan stands watch with Mesodias at the enterance of the room. Johan watches the oddities and preserved creatures for any sign of movement.
 GRUNDIG: grundig sergests moveing on to the party
 GRUNDIG: grundig serches for traps 1d20+14=29
 SOLAR CE’NEA: SOlar asks if the gonme noticed any secret doors
 SOLAR CE’NEA: Redact solars last post
 DUNGEON MASTER: Grundig discovers no traps.
 GRUNDIG: grundig opens the door
 DUNGEON MASTER: The skeleton of a sea cow dominates this room, hung from the ceiling on a set of iron rungs and held together by a steel frames. Numerous jars sit on shelves within the room, containing alchemically preserved octopuses, tubeworms, the head of a skum, a curiously repellent eel-like creature with fangs, and a strange, mermaidlike creature with the upper body of a monkey and the tail of a fish.
 GRUNDIG: grundig enters the room and sirches the room for tresure
 GRUNDIG: knowledge nature 1d20+9=20
 GRUNDIG: to detirmon the mermaidlike creature
 JOHAN D’ALMENTA/MESODIAS: As the party picks their way through the room, Johan searches the head of the skum.
Perception check: 1d20+12 = 23
 DUNGEON MASTER: Grundig decides that this is a Ningyo--a monstrosity from the sea that has flesh of poison, and that returns from the dead during the night time.
 GRUNDIG: perception 1d20+14=18
 SOLAR CE’NEA: SOlar looks around the room to see if there is any hidden compartments or secret entrances in the room perception 1d20+7=26
 DUNGEON MASTER: Solar discovers a wooden panel in the north west corner of the room that seems to swing inward when he applies pressure.
 SOLAR CE’NEA: SOlar lets his companions know what he found
 DUNGEON MASTER: The head of the skum is truly grotesque. It is well preserved--and, judging by the condition of its skin, it seems to be fairly recently acquired.
 JOHAN D’ALMENTA/MESODIAS: Johan searches the springloaded compartment Solar had discovered for traps.
Perception (trap) check: 1d20+12+3 = 29
 DUNGEON MASTER: Johan discovers no traps.
 DUNGEON MASTER: The panel creaks open to reveal a spiral staircase leading upward.
 SOLAR CE’NEA: Solar recasts dancing lights
 DUNGEON MASTER: The spiral iron stair leading from the mummy room  literally hangs above the valley beneath the museum, connecting to a small stone terrace and a wooden door.
 DUNGEON MASTER: The dull rush of water can be heard from below.
 JOHAN D’ALMENTA/MESODIAS: Mesodias casts Shield of Faith on both himself and Johan as they move carefully down through the trapdoor the faceless golem was found in.
 SOLAR CE’NEA: SOlar suggest we use the ropes again in case the stairs fail
 JOHAN D’ALMENTA/MESODIAS: "Sounds like a good idea. I can hear running water and this could be some kind of trap as you suggested." Johan secures a length of rope to one of the wooden benches in the main enterance room.
Johan then inspects the staircase leading down for any traps.
Percpetion check (traps): 1d20+12+3 = 20
 DUNGEON MASTER: Johan discovers no traps. The stairs, although hanginging high above the water, appear to be quite sturdy.
 DUNGEON MASTER: The staircase is descended with ease.
 JOHAN D’ALMENTA/MESODIAS: Johan inspects the door and also the flooring just infront of the door itself for any traps.
Perception check (traps): 1d20+12+3 = 23
 DUNGEON MASTER: Johan discovers no traps.
 JOHAN D’ALMENTA/MESODIAS: Adj: +25 vs. Percpeption (+2 underground)
 JOHAN D’ALMENTA/MESODIAS: Mesodias opens the door and looks inside.
 DUNGEON MASTER:  Three large, empty crates sit in this room. In additoin, three large, sealed, opaqueblack glass jars sit on a shelf on the north wall.
 SOLAR CE’NEA: SOlar suggests being careful he doesn't like the idea that you can't see whats in the jar her reminds them of the flaming skulls
 JOHAN D’ALMENTA/MESODIAS: "I'm not sure about these. On one hand not seeing inside is suspicious and yet the faceless golem may have been guarding whatever is inside. Why I don't know," replies Johan.
 JOHAN D’ALMENTA/MESODIAS: "DId we want to fuck with these or leave them?"
 SOLAR CE’NEA: I suggest leaving them alone
 GRUNDIG: grundig grinns ear to ear  yer lets open them
 JOHAN D’ALMENTA/MESODIAS: "Son of a bitch! Well if that's the case let's leave them alone. We don't know what's inside them," Johan and Mesodias close the door and head back upstairs.
 SOLAR CE’NEA: SOlar says if you really want to open them, we could carry it up the stairs and drop them one by one to see what is in them
 JOHAN D’ALMENTA/MESODIAS: "Look if you can tell me what could be inside I don't mind going that but light proof glass containers is just asking for trouble," replies Johan.
 SOLAR CE’NEA: Solar cast detect magic on the glass jars
 DUNGEON MASTER: Solar detects no magaic.
 SOLAR CE’NEA: SOlar says I don't think there is anything of interest here lets head back up
 DUNGEON MASTER: The party heads back up the stairs and into the room with the secret passage.
 DUNGEON MASTER: The secret stairway ends in this room, where three dissected, preserved harpies sit in huge bell jars, along with jars containing four stuffed bats, the skeletal front legs and head of a griffon, and the preserved wing of a roc which is slowly losing its feathers. A ladder leads up to a trapdoor in the ceiling.
 GRUNDIG: grundig casts detect magic and looks about the room
 JOHAN D’ALMENTA/MESODIAS: Johan stares wide eyed at the assortment of unique creatures preserved along the walls. "How the fuck did this guy get all these things, and why? It's just such a weird collection of things... I've never seen anything like it before."
 GRUNDIG: this bloks a compleat nutter
 SOLAR CE’NEA: I think he likes to make golems hence the Beast calling hime his father.  however for some reason the Beast got intelligence
 SOLAR CE’NEA: which is unusual
 JOHAN D’ALMENTA/MESODIAS: Johan moves to inspect the trapdoor for traps, prefering to avoid tampering with the unsual trophies that adorn the room.
Perception check (traps): 1d20+12+3 = 25
 DUNGEON MASTER: Johan discovers no traps.
 GRUNDIG: grundig checks the door for traps

perception 1d20+14=17
 DUNGEON MASTER: Grundig also discovers no traps.
 GRUNDIG: grundig opens the door slowly
 DUNGEON MASTER: This large room is crammed with crates and boxes. The cases all contain curios like animal bones, stuffed birds, and more mundane preserved creatures.
 GRUNDIG: grundig serches the room for tresure and casts detect magic as he looks about the room
 GRUNDIG: perception 1d20+14=18
 DUNGEON MASTER: Grundig discovers nothing of particular value, despite the fact that this room is crammed with items.
 GRUNDIG: grundig caushisly climbs the ladder squinting as ho opens the hatch realising he forgot to put his fingers in his ears
 DUNGEON MASTER: Grundig opens the trap door to reveal a high attic room that is apparently quite empty. Dust lies in the corners, and cobwebs decorate the beams.
 GRUNDIG: grundig serches the room for tresure and seckret compartments

perception 1d20+14=15
 GRUNDIG: he nalso casts detect magic
 DUNGEON MASTER: The moment Grundig enters the room, a number of green runes light up along the floor and on the beams overhead. A nasty, acidic fog fills both the attic and the chamber below.
 GRUNDIG: grundig jumps down the opening and runs for the door

acrobatics 1d20+2=11
 JOHAN D’ALMENTA/MESODIAS: Johan moves instantly out of the room to join Mesodias and Shadow.
 DUNGEON MASTER: Grundig and Johan move as quickly as they can out of the green fog. The acid eats their cloths, skin, and lungs, dealing 2d6 damage to Johan and 4d6 damage to Grundig.
 DUNGEON MASTER: After about a minute and a half, the fog disperses.
 JOHAN D’ALMENTA/MESODIAS: The acidic vapour burns at Johan's face and exposed neck leaving his breathless as he vomits and heaves the poisonous gas from his lungs.
2d6 acid dmg: 2d6 = 10 dmg
 GRUNDIG: grundig takes 13 points of damage
 SOLAR CE’NEA: Solar yells out to others to see if they are alright
 GRUNDIG: a little burnt but ok
 JOHAN D’ALMENTA/MESODIAS: "We are find now, the acid gas seems to go away after a moment." Johan ruffles his hair in frustration, "I can't believe I missed something like that. You were wise to wait down the stairs while we went up the trapdoor."
 SOLAR CE’NEA: I didn't like the idea of us all being trapped in one area I wasn't really thinking of  trap but another creature
 GRUNDIG: my fault should have serched the room aswell as the trapdoor
 GRUNDIG: grundig makes his way back up the ladder and serches the room perception 1d20+14=21
 GRUNDIG: casting detect magic
 DUNGEON MASTER: Grundig discovers nothing in the room. It is bare and empty, although he does spot a few recent footprints in the dust.
 JOHAN D’ALMENTA/MESODIAS: "Just be careful, there could be something invisible in the room that tried to avoid the acid trap," replies Johan.
 GRUNDIG: grundig trys to detirmon the creatur or huminoide they may bleong to knolage nature 1d20+9=27
 DUNGEON MASTER: Grundig decides that these creatures were humans, or close relations thereof.
 GRUNDIG: also checks if he can see where they lead

survival 1d20+14=32
 JOHAN D’ALMENTA/MESODIAS: Johan climbs up the stairs to join Grundig.
 DUNGEON MASTER: The footprints lead in and out of the attic. Grundig notices that they seem to cluster around the places where the green runes activated, as if the humans stood at these places for several minutes each.
 JOHAN D’ALMENTA/MESODIAS: Mesodias will stand guard with Shadow at the base of the ladder.
 GRUNDIG: grundig checks for any hidden doors perception 1d20+14=23
 DUNGEON MASTER: Grundig discovers no secret doors or compartments.
 JOHAN D’ALMENTA/MESODIAS: Johan stands on guard, listening for any sound of movement apon the wooden floorboards.
Perception check: 1d20+12 = 24
 GRUNDIG: grundig check the dust to see if anyting may have been taken reasently

perception 1d20+14=33
 DUNGEON MASTER: There are no obvious signs that anything has recently been removed from this room.
 GRUNDIG: grundig lets the others what he has found upstairs and sergests getting a nights rest before continuing on
 JOHAN D’ALMENTA/MESODIAS: Mesodias casts Invisibility Purge before climbing up the ladder and inspecting the room above with the mysterious footsteps.
 DUNGEON MASTER: A low red light washes over the area effected by Mesodias' spell. Nothing new is revealed.
 JOHAN D’ALMENTA/MESODIAS: Mesodias grunts, displeased nothing is revealed that can be crushed into the ground. He leaves the room in frustration.
 JOHAN D’ALMENTA/MESODIAS: "Perhaps we can cross the rope bridge and heal up before setting up camp for the night?"
 SOLAR CE’NEA: I think that might be a good idea, things seem to be getting more and more dangerous.  I would llso like to keep an eye out for the Beast
 GRUNDIG: "i agree that would be good" grundig says as he peals bits of burnt skin from his arm
 JOHAN D’ALMENTA/MESODIAS: While they are all within close proximity, Mesodias uses a channel healing burst to heal the party of their wounds.
Channel Burst: 4d6 = 13 hp healed
 SOLAR CE’NEA: SOlar suggests when we go back to pick up the wonderous goat figarine they forgot
 SOLAR CE’NEA: http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/e-g/figurines-of-wondrous-power/ivory-goats
 DUNGEON MASTER: The party crosses the rope pulley and returns to the Manse. It is now noon; the sun is bright, and the fire in the ktichen remains welll tended and warm.
 GRUNDIG: grundig takes the ivory goat figurines.
 DUNGEON MASTER: [GAME ENDS HERE]

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