Session 55
DUNGEON MASTER:
[GAME STARTS HERE]
DUNGEON MASTER:
The party heads back into the Manse and prepares to rest for the afternoon and
evening.
GRUNDIG: solar
places his alarm stone on the door
GRUNDIG: grundig
takes first watch
DUNGEON MASTER:
The party takes the afternoon to relax, and heads to bed once the sun sets and
the invisible servants make their rounds.
DUNGEON MASTER:
The night passes without incident; morning dawns cloudy and gray; although
there is no sign of rain just yet.
JOHAN D’ALMENTA/MESODIAS:
The party rises, with Mesodias praying before his morning meal of bread and
dried fruits. Johan gives the down stairs a quick search accompanied with
Shadow for any visitors they didn't hear during the night.
GRUNDIG: grundig
will perform morning ritchell lighting a fire in an approprate place and
prepairs a meal for everyone.
GRUNDIG: solar
goes over his spell book re learning his spells for the day
JOHAN D’ALMENTA/MESODIAS:
The party makes preparations and sets off, carefully crossing the river via the
impromtu rope bridge before making their way to the doorway leading out to the
unexplored section of the manor grounds. The party stands at the doorway they
have now opened, peering outside causiously as the lightning strikes the tower
that rises in the distance.
JOHAN D’ALMENTA/MESODIAS:
Johan stands there for a moment, hesitating as if the foul weather was sign of
an ill omen of things yet to come. "It looks like the holiday is over and
this shit gets real from here on. Now would be a perfect time for any final
preparations. Doesn't looks like we have much cover whatever way we approach the
closest building."
DUNGEON MASTER:
The path ahead is an exposed, winding, narrow pathway that climbs the bare rock
face to the four linked towers 50 feet above. There are nohandrails or guide
ropes in evidence.
DUNGEON MASTER: A bridge
not far beyond the four towers links to a fifth tower, crowned with a lightning
rod and touched by occasional flashes of electricity.
GRUNDIG: solar
takes one look out the door and desides to cast mage armour
GRUNDIG: 4 charges
left
JOHAN D’ALMENTA/MESODIAS:
Johan observes what he can see of the pathway from his vantage point for any
natural hazard, including potential rock falls or even moss covering the foot
path from the moisture from the river below.
GRUNDIG: grundig
stands at the ready pearing out the door waiting for something to come through
JOHAN D’ALMENTA/MESODIAS:
Johan regards Grundig, "I'm all one for gathering information however with
those thunder clouds and the lightning I think whatever happens you should
avoid flying anywhere near that tower at risk of attracting the
lightning."
JOHAN D’ALMENTA/MESODIAS:
Johan and Mesodias prepare their ranged weapons, longbow and heavy crossbow
respectively before they beging their approach of the first tower.
GRUNDIG: grundig
smiels at Johan the thought of eating fryed chicken is better than being it
GRUNDIG: solar
readys both his heavy and light cross bow
JOHAN D’ALMENTA/MESODIAS:
Johan is first outside the door, causiously walking the footpath with longbow
readied. He occasionly stops to inspect the pathway for any sign of natural
hazards, stopping the party before preceding once he believes the coast is
clear.
JOHAN D’ALMENTA/MESODIAS:
Johan hands one length of the rope to Grundig, "You guys hold onto this
rope and I will attempt to climb up and secure the rope to assist us to move up
in stages. Is that a crazy idea or what?"
GRUNDIG: grundig
grabs hold of the rope not shore what he will be able to do if Johan falls
GRUNDIG: solar
also grabs the rope ready for something to happen
GRUNDIG: grundig
calls out to Johan "don't for get to keep an eye out for traps"
JOHAN D’ALMENTA/MESODIAS:
Johan straps his longbow across his right shoulder before tiying off the rope
to his leather belt and around his wasit. He sets off climbing slowly through
the safest path he can manage.
Climb check: 1d20+8 = 16
DUNGEON MASTER:
Johan navigates up the path. Although it is narrow and treacherous, it is clear
of obstacles. The main dangers are the uneven footing and the blasts of wind
down the gorge that threaten to dislodge those ascending the pathway.
GRUNDIG: grundig
keeps his eyes fixed on the towers looking for any sighn of danger
JOHAN D’ALMENTA/MESODIAS:
Heeding Grundig's warning, Johan inspects the around around him for traps.
Perception check (traps): 1d20+12+3 = 30
GRUNDIG: grundig
starts making his way up the path using the rope to aide him
climb check 1d20+4=11
DUNGEON MASTER:
Johan carefully follows the pathway up out of sight of the rest of the party.
The path ends at a small stairway that descends 10 feet to a recessed iron
door. The door cached with rust.
Grundig follows up from behind.
GRUNDIG: solar
makes his way up the path
climb check 1d20+2=12
JOHAN D’ALMENTA/MESODIAS:
Mesodias waits a moment for Solar to reach the base of the tower. Once the
roope stops moving around he will take that as Solar having reached the tower
safely. He sets off using the rope to climb the path to join the party.
Climb check: 1d20-1 = 10
DUNGEON MASTER: The
entire party sucessfully navigates up the pathway.
DUNGEON MASTER:
Johan inspects the door as the rest of the party climb up behind him. He
discovers no traps. The door is made of metal and it appears to be rusted shut.
GRUNDIG: gurndig
keeps an eye out above for any sign of danger
JOHAN D’ALMENTA/MESODIAS:
"The door will take some time to prise open. Obviously hasn't had the
attention of the magical servants we are use to in the other buildings."
Johan removes his crowbar and begins to loosen the frame
of the door due to the rust.
Strength check: 1d20+4 = 15
DUNGEON MASTER:
Johan is strong, but this door is well rusted. There is something else on the
inside that is applying pressure on the door, as his first attempts are not
sufficient to force it open.
JOHAN D’ALMENTA/MESODIAS:
Johan calls Mesodias forward, "My friend your strength is needed to open
this stubburn door."
Mesodias works to loosen the edges of the door frame with
the crossbow with the assistance of Johan.
Johan Strength check (aid other): 1d20+4 = 13
Mesodias Strength check: 1d20+5+2 = 21
GRUNDIG: solar has
his heavy cros bow at the ready
DUNGEON MASTER:
Johan and Mesodias have at the rusted old door with their crowbars. Flakes of
red corroded metal fall as they heave and grunt. But to no avail; the door
holds firm. It becomes gradually apparent that the door is not simply stuck, as
it has more or less been loosened from the frame; but there is something else
on the other side applying considerable pressure to keep it shut. At one point
during his struggle to open the door, Johan notices a sloshing sound on the
other side.
GRUNDIG: grundig
casts detect magic checking if it is magicly held
DUNGEON MASTER:
Grundig detects no magic.
JOHAN D’ALMENTA/MESODIAS:
"It sounds like there is some kind of liquid on the other side. Whoever
opens the door best be secured with the rope to avoid going for a swim."
JOHAN D’ALMENTA/MESODIAS:
"I have an idea, let's move back until we can just see the door."
Johan sighs, "What do you think if I break the door with the ring of the
ram. It will mean we loose the element of surprise but it means no one is
standing next to it when it opens."
*** Call ended,
duration 1:38:02 ***
*** Group call ***
JOHAN D’ALMENTA/MESODIAS:
"This is going to be troublesome. What is we move back to the safety of
the previous building and one of us attempts to smash the door down with the
ring and the safety of the rope. The rest can be holding onto the rope?"
DUNGEON MASTER:
The party retreats back up the pathway to the museum, save for Johan, who
remains near the doorway.
JOHAN D’ALMENTA/MESODIAS:
Johan secures the rope to his wasist and belt before willing the ring to smash
the door from as far away as possible.
Ring of the Ram: Str check: 1d20+7 = 27
DUNGEON MASTER:
Johan lines up the ring with the target door and lets loose with a violent ram
made of pure energy that smashes directly into the metal door. However, even
this great blow is not sufficient to competely take the thing off its
hinges--it surely is of v ery good make. The door crumples inward somewhat,
releasing a rush of water that fills the recessed stairway up to a depth of
about three feet, leaving the rusted door still half closed in the door frame.
JOHAN D’ALMENTA/MESODIAS:
Johan ruffles his hair in frustration at the doors stubborness. He extends his
left hand, willing the ring to smash the door completely from it's frame.
Ring of the Ram (strength check): 1d20+7 = 27
DUNGEON MASTER:
Once again a ram made of energy rushes forth from Johan's hands, and once again
it strikes the door with unerring accuracy. This time, however, the door
competely gives way. The old rusted door comes completely off its hinges,
flying backward to strike an unseen wall in the darkness beyond.
The three feet of water remains in the recessed
stairway--and, as far as Johan can see, it fills the entire level of this
structure to the same depth.
JOHAN D’ALMENTA/MESODIAS:
Johan calls out to Solar without taking his eyes off the darkened enterance to
the tower. "Mate do you mind sending in the flying light spell?"
GRUNDIG: solar
starts making his way back up the slope
climb check 1d20+2=6
GRUNDIG: reflex
save 1d20+5=16
DUNGEON MASTER: A
gust of wind takes solar off balance as he returns back up the pathway; but
fortunately for him, he barely manages to keep his grasp on the rope. He
arrives at the top in a cold sweat in the thought of what almost happened on
the pathway below.
GRUNDIG: solar
casts dancing light inside the building
GRUNDIG: grundig
starts making his way up the rope
climb check 1d20+4=10
JOHAN D’ALMENTA/MESODIAS:
Shadow climbs up the ledge, keeping low against the rock face to avoid
slipping.
Climb check: 1d20+6 = 12
JOHAN D’ALMENTA/MESODIAS:
Mesodias Climb check: 1d20+4 = 13
JOHAN D’ALMENTA/MESODIAS:
Johan inspects the water and pathway leading in front of them for hazards.
Survival check: 1d20+12 = 26
DUNGEON MASTER:
Rubble blocks the broken stairway directly across from the entrance. Within,
there appear to be passages leading off to the left and the right.
DUNGEON MASTER:
There are no obvious problems with the water--it looks fairly clear and safe.
Although it will certainly impede movement, and may conceal any number of
dangers.
GRUNDIG: grundig
looks for the sorce of the water in the building if he cansee fare enough to do
so
perception 1d20+14=28
JOHAN D’ALMENTA/MESODIAS:
Johan gives Shadow a gentle pat on the head before asking him if he is fine
with Grundig riding him for the time being once we get inside.
GRUNDIG: grundig
eases onto the back of splatterface
JOHAN D’ALMENTA/MESODIAS:
Johan looks to the rooftop from his current position checking for any lurking
dangers from above that might have been concealed within the shadows.
Perception check: 1d20+12 = 19
DUNGEON MASTER:
Johan spots no obvious dangers.
GRUNDIG: solar
directs one of the lights under the water
JOHAN D’ALMENTA/MESODIAS:
Mesodias arms himself with his heavy mace, before moving to the waters edge and
peering left and right as he decides which path to take.
DUNGEON MASTER:
Both paths go about 20' feet before making sharp turns to the north. At the
corners of this passageway, steel grates appear to have been lifted up out of
the water. [Squares with white dot borders.]
GRUNDIG: grundig
makes his way past the group in to the water casting detect magick and looking
for any sighns of traps as he moves off
he calls to solar "keep tose lights cloce infront of me"
JOHAN D’ALMENTA/MESODIAS:
Mesodias summons of globe of light focused on his belt buckle as he stands
guard as Grundig moves forward.
DUNGEON MASTER:
Grundig discovers no traps obvious traps. The water remains about 3' deep as
Grundig proceeds forward.
GRUNDIG: solar
moves to a position where he can direct the light and kees one below the water
in front and one 15 ft above in front and the same for behind
GRUNDIG: grundig
moves up to the grate and inspects it and what is below it
perception 1d20+14=15
JOHAN D’ALMENTA/MESODIAS:
Johan and Mesodias enter the passage way to cover their companions.
DUNGEON MASTER:
Rusted grates open on the north and south side stick out of the water, revealing
a deep downward passage that extends perhaps 20' deep. Two bloated human
corpses lie at the bottom.
GRUNDIG: grundig
trys to detirmon if the corpses are blocking a drain
perception 1d20+14=34
DUNGEON MASTER:
There is no obvious sign that the are blocking a drain from up above where
Grundig sits on his mount.
JOHAN D’ALMENTA/MESODIAS:
Johan raises an eyebrow at the corpses, "Welcoming party? Otherwise why
are they here? I wonder if they drowned or died from other means?"
GRUNDIG: grundig
asks if yohan might be able to fish them out with his grapeling hook whilst the
others wait outside holding a rope atached to him
JOHAN D’ALMENTA/MESODIAS:
Johan gives Grundig his grapple hook and rope, "Feel like a bit of fishing
eh?" He redies his longsword after handing over the grapple hook and rope
to Grundig.
GRUNDIG: grundig
asks the others to wait outside and to hold on to the silk rope he tyes on to
himself once the others are out the door he trys to fish one of the bodys out.
GRUNDIG: grundig
also tyes the rope arround splatterface whilst soothing him with soft noises
DUNGEON MASTER:
The grappling hook latches on to one of the bodies, and after some effort
Grundig suceeds in fishing the thing out of the pit. His efforts are greatly
hampered by weights tied to the bodies; once the ropes slip free of the bloated
corpses, the things easily float up to the surface.
GRUNDIG: grundig
checks over the bodys to see how long they have been there
heal check 1d20+8=9
DUNGEON MASTER:
Grundig checks the corpses' pulses, just to confirm that they are in fact dead.
GRUNDIG: grundig
asks solar to send one of his lights down the hole to see how deep it is
JOHAN D’ALMENTA/MESODIAS:
"Son of a bitch. Well it looks like we are going to have to get wet,"
says Johan as he looks at the tunnel they retreieved the body from.
GRUNDIG: grundig
packs up his rope and changes into a small water elemant and runs off the back
of splatterface into the water and makes his way down the corrodore
GRUNDIG: grundig
checks the door for traps perception 1 d20+14=30
DUNGEON MASTER:
Grundig discovers no traps.
GRUNDIG: grundig
atampts to open the door
DUNGEON MASTER:
The door is made of metal and opens slowly against the pressure of the water on
both sides. Within, a rotting stench comes from a trio of headless, apelike
creatures inside heavy iron cages. The waters lap against these corpses, while
the twisted remnants of an iron walkway lie half-submerged in the water. Two
doors sit high in the north and east walls, thirty feet above the floor.
GRUNDIG: grundig
trys to dertrmon what they where
knolage nature 1d20+9=13
DUNGEON MASTER:
Grundig decides that these things are some kind of apes. Probably native to
some place to the south.
GRUNDIG: grundig
checks for traps as he makes his way in the room
perception 1d20+14=19
DUNGEON MASTER:
Grundig discovers no traps.
JOHAN D’ALMENTA/MESODIAS:
After hearing from Grundig what lies within the room Johan replies, "I
don't even want to know where their heads are."
DUNGEON MASTER:
Grundig moves forward cautiously, taking care to look around as he does so. It
is fortunate that he does so, for it is because of this that he avoids being
surprised by the four blackened, bat-winged fiend's heads swooping down from
above. Tentacles dangle from chin and scalp, and its fanged mouth hangs agape.
DUNGEON MASTER:
[Initiative please. All but grundig are surprised.]
GRUNDIG: initive
1d20+4=5
JOHAN D’ALMENTA/MESODIAS:
Johan Intiative check: 1d20+4 = 13
JOHAN D’ALMENTA/MESODIAS:
Mesodias Intiative check: 1d20+4 = 21
DUNGEON MASTER: One
of the creatures lashes out with a hideous shriek that freezes Grundig's bones
to the marrow.
GRUNDIG: fort save
1d20+7=9
GRUNDIG: grundig
looks within for some inner stringhts
(using a hero point) fort save 1d20+7=11
DUNGEON MASTER:
Grundig's inner strengths are no sufficient to prevent him from being paralyzed
for 5 rounds due to the soul-rending screech.
DUNGEON MASTER:
The remaining two creatures swoop down to attack Grundig with their lips,
attempting to deliver a kiss to his watery form. One suceeds, and Grundig can
feel a terrible transformation beginning in his body. [Fort save please.]
GRUNDIG: fort save
1d20+7=19
DUNGEON MASTER:
Grundig only barely suceeds in fighting off the effects of the creature's
horrid kiss.
JOHAN D’ALMENTA/MESODIAS:
Mesodias slosshes through the water to stand next to Grundig. He grasps his
holy symbol before realsing a burst of positive energy to effect the fiending
flying heads.
Channel Energy: 4d6 = 10 (will save DC 15 for half) [No
AoO]
DUNGEON MASTER:
All three of the creatures are fully affected. A second creature emits a second
screech, [forcing Mesodias to make a fort save.]
JOHAN D’ALMENTA/MESODIAS:
Mesodias Fort save check: 1d20+8 = 24
DUNGEON MASTER:
The remaining two creatures make attacks on Grunding, attempting to embrace him
with their rotting purple lips. [2 fort saves please.]
GRUNDIG: fort save
1d20+7=25
GRUNDIG: fort save
2 1d20+7=11
GRUNDIG: grundig
atempts to reach witin for his last ounce of stringth
(using hero point) fort save 1d20+7=12
DUNGEON MASTER:
One of the creatures finally suceeds in embracing Grundig with its lips, and
this time, the effect takes hold. Somewhere deep inside his body, the poor
gnome can feel a horrible transformation beginning--one that will ultimately
end his life if not treated.
JOHAN D’ALMENTA/MESODIAS:
Upon hearing the shrieks from the fiendish heads attacking Grundig, Johan wades
through the water to stand behind Grundig. He slashes at the fiend with his
magical longsword (power attack & favoured enemy)
To Hit (+1 keen longsword): 1d20+12-2PA+2FE = 30
Confirm Critical: 1d20+12-2PA+2FE+1 = 15
Damage (+1 keen longsword): 1d8+7+6PA+2FE = 18
DUNGEON MASTER: On
the upside, the kiss ends his paralyzation.
DUNGEON MASTER:
Johan sucessfully takes the nearest creature down with an awkward
around-the-corner jab.
DUNGEON MASTER:
Its remains float in the water.
GRUNDIG: solar casts
disrupt undead at the closest creature
ranged touch atack 1d20+7=26-8=18
GRUNDIG: damage
1d6=6
DUNGEON MASTER:
Solar's attack engulfs the thing in blue light; it shrieks in pain.
GRUNDIG: grundig
smiels at the straingness of his atack coming from a water element places his
hand like apendiges in front of him amd casts burning hands
damage 5d4=15
GRUNDIG: reflex
save dc=15
DUNGEON MASTER:
The creatures attack opportunistically; they both miss.
DUNGEON MASTER:
The creature to Grundig's right manages to dodge aside and thus avoid the worst
of the spelll.
DUNGEON MASTER:
The one to his left is completely consumed in the flames; it drops burning down
into the water, where it sizzeles and steams.
JOHAN D’ALMENTA/MESODIAS:
Mesodias focuses his attack on the remaining creature with his heavy mace
(power attack)
To Hit (+1 heavy mace): 1d20+11-2PA = 16
Damage (+1 heavy mace): 1d8+7+6PA = 16
DUNGEON MASTER:
Mesodias sucessfully finishes the creature off. His overhead strike bats the
creature out of the air and against the wall, where it shatters.
[Off Rounds]
DUNGEON MASTER:
[600 xp each]
DUNGEON MASTER:
[SESSION ENDS HERE]
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