Session 56
DUNGEON MASTER:
[GAME STARTS HERE]
DUNGEON MASTER:
The party stands in the chamber with the cages and the destroyed floating
heads. Water laps up against the walls, and the stink of the rotting gorillas
fills the chamber.
GRUNDIG: grundig
casts detect magic as he scans the room
DUNGEON MASTER:
Grundig detects no magic.
SOLAR CE’NEA:
SOlar does a knowledge religion check to identify what the creatures were know
religion 1d20+12=25
JOHAN D’ALMENTA/MESODIAS:
Johan stands there looking around the room as the fighting ceases. "What
purpose would these cages be when the castle was operating normally? Is this
just another place for the lord of this place to assume himself with his latest
acquired pets before they are dissected and preserved?"
DUNGEON MASTER:
Solar knows that these are vargouilles: awful undead creatures that create more
of their own kind by delivering a kiss to victims that have been paralyzed by their
scream.
DUNGEON MASTER:
The transformation takes place over the period of 24 hours or less.
JOHAN D’ALMENTA/MESODIAS:
"I have a potion that can remove diseases if you think that will help at
all," offers Johan to Grundig.
*** Call ended,
duration 30:23 ***
*** Group call ***
SOLAR CE’NEA:
Solar lets Grundig know (and the others) that what they fought vargouilles:
awful undead creatures that create more of their own kind by delivering a kiss to
victims that have been paralyzed by their scream. However my friend grundig I believe you will
be fine due to your current form, when you transform back I believe you won't
be affected
SOLAR CE’NEA: I
seem to get the impression that the owner of this castle collects unusal
specimens of all varieties. I am
concerend there are no heads on the gorillas.
Will those heads turn up elswhere on a golem or flying at us like these
last creatures!
GRUNDIG: grundig splashes arround in the water
JOHAN D’ALMENTA/MESODIAS:
Johan let's out a sigh of relief, "Well that's fucking good news. You
start to want to kiss any of us you let me know and we will deal with it
appropriately, Gorum give us strength."
JOHAN D’ALMENTA/MESODIAS:
"If you think you are alright to continue let's check out these double
doors?"
GRUNDIG: grundig
splashes in the water and moves towards the doors
JOHAN D’ALMENTA/MESODIAS:
Johan and Mesodias move to the double doors. Johan inspects the lock and handle
for any mechanical or magical traps.
JOHAN D’ALMENTA/MESODIAS:
Perception check (traps): 1d20+12+3 = 23
DUNGEON MASTER:
Johan discovers no traps. The heavy metal doors swing open to reveal another
set of identical doors directly behind the first.
SOLAR CE’NEA:
SOlar says why would you have double doors to something. To keep someting in or
keep something out...we had better be very careful here gentleman
JOHAN D’ALMENTA/MESODIAS:
"Hmmm, in this kind of place I wouldn't be surprised if this is
true," replies Johan.
SOLAR CE’NEA:
Solar casts dancing lights again and directs it at the doors ready for the lead
people in the group to see ahead
JOHAN D’ALMENTA/MESODIAS:
Johan carefully inspects this small alcove taking Solar's advice for any traps.
Perception check (traps): 1d20+12+3 = 30
DUNGEON MASTER:
Johan discovers no traps.
JOHAN D’ALMENTA/MESODIAS:
Johan opens the door before standing back next to Mesodias as they peer inside.
DUNGEON MASTER:
This room seems to be infested with various fungi that cling to every surface.
The broken remains of an iron walkway juts from the water, also now infested
with fungi. Two doors stand high up on the walls.
JOHAN D’ALMENTA/MESODIAS:
"Has the fungus eaten into the metal walkway? This is fresh water not salt
water from the ocean to have caused rust and decay?"
Johan makes a knowledge (nature) check to determine if he
recognises the fungus type.
JOHAN D’ALMENTA/MESODIAS:
Knowledge (nature) check: 1d20+10 = 23
SOLAR CE’NEA:
Solar voices his concern about the room. "DO we need to go in here or can
we get to those door from one of the other rooms?
DUNGEON MASTER: There
are a great variety of fungi in this room: one of which is the dreaded purple
fungus.
JOHAN D’ALMENTA/MESODIAS:
Johan closes the door and steps away from it.
JOHAN D’ALMENTA/MESODIAS:
"I think your suggestion to avoid this room is valid unless you plan on
dropping a few fireballs or flaming spheres inside to destroy everything. I
don't even know if flaming sphere can work in a room full of water?"
SOLAR CE’NEA:
Probably not, if we need to we can come back to this later.
JOHAN D’ALMENTA/MESODIAS:
Johan removes his grapple hook and rope and attempts to secure it on the ledge
on the upper level.
DUNGEON MASTER:
The cages in this room are about 6 feet tall. They are heavy and made of iron.
JOHAN D’ALMENTA/MESODIAS:
Johan sighs, "I don't think I can climb the sheer walls without something
to secure the grapple hook to. How about we double back and check out the other
double dors for an easier way to access the bridge."
JOHAN D’ALMENTA/MESODIAS:
Johan opens double doors after heading back and exploring the passage way to
the right of the main enterance to this tower.
DUNGEON MASTER:
This circular chamber is empty save for dark water. Two doors sit high up the
walls to the north and west.
JOHAN D’ALMENTA/MESODIAS:
Johan throws a rock collected from the debris into the room, watching for any
movement apart from the ripples caused by the rock.
SOLAR CE’NEA:
Solar sends the lights into the chamber so Johan can see easily
DUNGEON MASTER:
Judging by the distance the stone falls into the water, it appears the waters
in this room are significantly deeper than the 3' water in the previous
chambers.
GRUNDIG: grundig
moves into the chamber waiting for a nasty suprise
DUNGEON MASTER:
Nothing immediately attacks Grundig.
GRUNDIG: grundig
swims down to the bottem trying to see if there is anything in the water
GRUNDIG:
perception 1d20+14=16
DUNGEON MASTER:
Grundig discovers the remains of an iron catwalk lying at the bottom of the
dark waters, nearly 20' below the surface. At the center of the bottom of the
pool is a metal grate 3' square, from which a steady stream of cold water is
flowing.
GRUNDIG: grundig
swims arround the room looking for any sighn of creatuers he may have missed
DUNGEON MASTER: As
Grundig continues to move about the chamber, he feels--rather than sees--a
powerful force attempting to turn his form into something else.
[Fort save & Initiative rolls from grundig, please.]
GRUNDIG: [fort
save 1d20+7=16 ] initiative 1d20+4=8
DUNGEON MASTER:
Grundig feels his form begin to harden, as if it were turning to stone; but he
sucessfully shakes it off. Moments laterthe force invades his form once again,
furiously fighting to overcome his natural fortitude.
[fort save again please.]
GRUNDIG: [fort
save 1d20+7=19]
DUNGEON MASTER:
Once again, Grundig sucessfully struggles against the force.
GRUNDIG: grundig
swims to the surface and makes his way out of the room
GRUNDIG: grundig
splashes about franticly and dose his best atempt at a atatue
JOHAN D’ALMENTA/MESODIAS:
Johan scratches his head, "I don't understand what you mean? Is there
something down there?"
GRUNDIG: grundig
nods his head
JOHAN D’ALMENTA/MESODIAS:
"While you were checking out the room everything looked normal from the
surface."
GRUNDIG: grunidg
puts a hand infront of his face covering his eyes
JOHAN D’ALMENTA/MESODIAS:
Johan still doesn't understand Grundig completely, "Is the room safe to
cross or not?"
JOHAN D’ALMENTA/MESODIAS:
Mesodias steps forward to close both doors as the party discusses options
available to them.
Perception check: 1d20+9 = 21
GRUNDIG:
perception 1 d20+14=29
DUNGEON MASTER: As
Mesodias steps forward, he and Grundig both briefly spot a pair of blue, filmy
membraney orbs not too far beneath the surface of the water. Mesodias feels
himself being subjected to a powerful external force.
[Fort save from Mesodias please.]
JOHAN D’ALMENTA/MESODIAS:
Mesodias Fort save: 1d20+8 = 20
GRUNDIG: grundig
casts fairy fire upon the orbs
JOHAN D’ALMENTA/MESODIAS:
Mesodias slams the doors shut.
JOHAN D’ALMENTA/MESODIAS:
Mesodias shrugs at Grundig and the party not knowing what it is they faced.
Whatever it was he dislikes the idea of fighting within a pit of water without
a plan.
DUNGEON MASTER:
The door closes before Grundig has the chance to cast the spell.
JOHAN D’ALMENTA/MESODIAS:
"Look we need to work out some kind of plan before we open this door
again," says Johan. "I'm open to suggestions."
SOLAR CE’NEA: why
what happened?
JOHAN D’ALMENTA/MESODIAS:
"I don't know but Grundig cast a spell and something has spooked
Mesodias."
JOHAN D’ALMENTA/MESODIAS:
Mesodias draws a rough sketch of a eyes coming out of the water with his
blackboard and chalk. The drawing is highlighted by the words bad water thing.
GRUNDIG: grundig
moves to the rock pile and picks up a stone shows it to the party and points to
masodias's eyes
SOLAR CE’NEA: If
we can't go in here how about we go in the other area and I cast web and you
use it with a grappling hook to get up to the top floor
GRUNDIG: grundig
trys to figger out what it was knolage nature 1d20+9=15
DUNGEON MASTER:
Grundig has no idea what the thing was. It was certainly not anything he's
encountered or heard about before.
JOHAN D’ALMENTA/MESODIAS:
"Without knowing what is in there, and it looks like Grundig and Meosdias
don't want to enter that room again. I'm happy to try and climb to the second
level by using your web to make the walls easier to climb," replies Johan.
JOHAN D’ALMENTA/MESODIAS:
"What if I use the ring to smash one of the doors on the second level so
we have something to secure the grapple hook too. What do you guys think?"
SOLAR CE’NEA: I
think that is the best option we have in a series of rooms with limited options
JOHAN D’ALMENTA/MESODIAS:
Johan pushes his way through the murky water into the room with the three
rusted iron cages. He extends his left hand, clenching his fist and willing the
room above to the north on the second level to be smashed to pieces.
Ring of the Ram: Strength check: 1d20+7 = 27
GRUNDIG: grundig
staays in the corridore watching for any sighns of the creature getting throug
the doors
DUNGEON MASTER:
The large metal door flies open under the force of Johan's ring, revealing a
darkened passageway behind.
SOLAR CE’NEA: Can
you grapple hook that door johna?
JOHAN D’ALMENTA/MESODIAS:
"I think I can manage that." Johan tosses the grapple hook and rope
into the darkened passageway that looms above.
DUNGEON MASTER:
The grapple hook clatters on the stone work before catching on the remnants of
the destroyed door.
SOLAR CE’NEA:
Solar sends up his dancing lights to illuminate the dark hallway
JOHAN D’ALMENTA/MESODIAS:
He tests his weight on the rope a few times before making his way up into the
passageway.
Climb check: 1d20+8 = 18
DUNGEON MASTER:
Johan finds himself on a long corridoor lined with metal doors. An alcove about
halfway down the corridoor contains several shelves.
JOHAN D’ALMENTA/MESODIAS:
Johan checks to make sure the door leading into the fungus room is closed. He
also looks down the hallway for anything hiding along the ceiling before giving
the go ahead for his companions to join him.
Perception check: 1d20+12 = 21
DUNGEON MASTER:
All of the doors are closed and barred, save for the one now directly behind
Johan.
JOHAN D’ALMENTA/MESODIAS:
""You were right, there is a long corridor behind the rooms. Looks
like enough room for single file."
SOLAR CE’NEA:
Solar heads up with the others
GRUNDIG: grundig
changes form once he reaches the rope and attempts to climb
climb check 1d20+4=14
SOLAR CE’NEA:
solar casts detect magic
JOHAN D’ALMENTA/MESODIAS:
The party secures the rope around Shadow before slowly pulling him up to the
second level.
DUNGEON MASTER:
Shadow wriggles and growls before finally allowing himself to be raised to the
top level.
SOLAR CE’NEA: he
looks around to see if there are any special portals or things of interest on
the shelves when he gets there
GRUNDIG: grundig
describes what he saw and felt in the other room to the rest of the party
JOHAN D’ALMENTA/MESODIAS:
Johan moves ten foot down the hallway to ensure the observing door into the
water creatures room is closed.
DUNGEON MASTER: On
the shelf Solar discovers a potion of displacement, a potion of gaseous form,
and two vials of what appear to be alchemically preserved blood, a potion of
nondetection and a wand of charm monster with 44 charges.
JOHAN D’ALMENTA/MESODIAS:
"I have never heard of such a thing before and I believe I'm happy not
ever knowing what that thing is. Just another perversion of nature that should
not exist," replies Johan.
GRUNDIG: grundig
takes the potion of displacement
JOHAN D’ALMENTA/MESODIAS:
Johan places the Potion of Gaseous Form into his backpack.
SOLAR CE’NEA:
SOlar takes the potion of non detection and the wand of charm monster and holds
the Preserved blood vials as well
JOHAN D’ALMENTA/MESODIAS:
"I'm happy leaving the door at the side of this passage alone, instead
opening the door in front of us which I assume leads to the bridge
outside." Johan moves forward and inspects the doorway in front of them
for traps.
Perception check (traps): 1d20+12+3 = 18
DUNGEON MASTER:
Johan discovers no traps.
JOHAN D’ALMENTA/MESODIAS:
Johan opens the door.
DUNGEON MASTER: A
grand stone bridge arches over the gorge to a stack of rock on which perches a
high tower topped with a lightning rod.
JOHAN D’ALMENTA/MESODIAS:
Johan tosses a copper coin to roll across the beginning of the bridge to see if
it attracts unwanted attention of the lightning.
GRUNDIG: grundig
serches the walls on eater side for any seckret passages
perceptoin 1d20+1432
DUNGEON MASTER:
Grundig discovers no signs of secret passages or other such things.
DUNGEON MASTER:
The bridge is 3' wide and has no handrails.
JOHAN D’ALMENTA/MESODIAS:
Johan stands his ground, watching the tower that stands before them for any
kind of threat other then the lightning.
Perception check: 1d20+12 = 19
DUNGEON MASTER:
Johan discovers no threats. Even the lightning appears to be safe for those
below, as the lightning rod does an excellent job of absorbing all nearby
strikes.
DUNGEON MASTER:
[GAME ENDS HERE]
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