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]
No comments:
Post a Comment