Showing posts with label Carrion Crown 16-20. Show all posts
Showing posts with label Carrion Crown 16-20. Show all posts

Wednesday, January 2, 2013

Carrion Crown Session 20


Session 20
JOHAN D’ALMENTA: "Well this place is a prision so it figures we might have problems accessing certain parts." Johan scratches his head as he thinks.
SOLAR CE’NEA: perhaps ther is a guards skeleton somewhere with all the keys
JOHAN D’ALMENTA: While the party stands there pondering the situation, Mesodias will place the hammer back into his belt strap and arm himself with his trusty greatsword.
DUNGEON MASTER: The air of the dungeon is still and damp.  Somewhere in the distance the sound of water dripping can be heard.
SOLAR CE’NEA: Perhaps we should try the door behind us?
JOHAN D’ALMENTA: Johan nods silently as he walks to open the door situated on the opposite side of the hallway.
DUNGEON MASTER: The metal door is rusted shut.
JOHAN D’ALMENTA: Johan Strength check: 1d20+4 = 18
JOHAN D’ALMENTA: Johan's magnificent muscles bulge and ripple as he strains to rip the stubborn door from the frame.
DUNGEON MASTER: Johan bursts the door off its hinges.  WIthin lies a guard room, decorated similarly to the others, with a table, a few chairs, and a pair of cots. A winch is affixed to the western wall.
JOHAN D’ALMENTA: Johan stands there for a moment waiting for the dust to settle. Perception check: 1d20+10 = 16
SOLAR CE’NEA: Solar Perception check 1d20+3=10
JOHAN D’ALMENTA: Mesodias Perception check: 1d20+5 = 12
SOLAR CE’NEA: perception of 9 not 10
DUNGEON MASTER: The dust in the room settles.  There is no sign of movement within.
SOLAR CE’NEA: Solar is still recovering from seeing Johans buldging muscles and was not paying much attention to his surroundings
JOHAN D’ALMENTA: Johan moves slowly into the centre of the room, watching for any sigh of movement.
SOLAR CE’NEA: I suspect this is the winch for the portculis down the hall.  Perhaps we can leave this for now and come back and use it to open it then.   The next place we need to go for the next apparition is north not west
DUNGEON MASTER: Johan notices no movement other than the dust stirred up by his feet.
JOHAN D’ALMENTA: "Allow me to quickly search the room first for any items of value or importance then let's head north." Perception check: 1d20+10 = 21
DUNGEON MASTER: Johan searches the room.  He discovers nothing of value.
SOLAR CE’NEA: SOlar sends his dancing lights around the room as Johan needs them
DUNGEON MASTER: The lights cast long, bobbing shadows against the rotten old furniture
JOHAN D’ALMENTA: Johan heads out into the hallway before inclining his head to Solar, "Which route did you think the best?"
SOLAR CE’NEA: Back the way we came and up the north passage
SOLAR CE’NEA: Before we go though...WHo will want to use the axe?  We should have this prepared
JOHAN D’ALMENTA: "I will use the axe to deal with whatever evil creations he has." Johan sheaths his greatsword. Johan yells out at the top of his voice, "Can you hear me!? You can't hide from us forever mother fuckers!"
SOLAR CE’NEA: But wait...Just have it ready, don't hang on to it as the blue lady said" "The axe will aid you in your battle against the Lopper and his creations--but be warned, it is very difficult to put down his instrument once you take it up.
DUNGEON MASTER: The sounds of dripping water and empty silence is Johan's only reply.
SOLAR CE’NEA: I suspect you should only use it as a weapong when we meet something that was the lopers creation or the Lopper himslef
JOHAN D’ALMENTA: Johan takes the axe and places it in his belt sheath, and after a moment to compose himself to stop himself from visably shaking he draws his greatsword once again. "This place is fucking getting to me. Those fuckers can't hide from us. It's about time we laid them to rest."
SOLAR CE’NEA: Sounds good, Lets head into the area we were before with the skeletons
DUNGEON MASTER: The party marches back into the room where they fought the burning skeletons minutes before.
JOHAN D’ALMENTA: Johan heads to the north as indicated by Solar.
DUNGEON MASTER: [Less than one minute remains on the protection spell.]
SOLAR CE’NEA: Solar makes sure he has a vial of holy water and one of his vials of oil ready in his belt
DUNGEON MASTER: As the party moves into the northern hallway, something stirs in the northern guard room.  A flickering, red light suddenly ignites and shines through the cracks in the broken metal door.
DUNGEON MASTER: Suddenly the door gives way with a crash, and a horrible, flaming figure steps out into the hall--a skeleton, with no head, weilding a long axe.


[Initiative, please.]
JOHAN D’ALMENTA: Johan Initiative check: 1d20+6 = 15
SOLAR CE’NEA: Initiative 1d20+3=23
JOHAN D’ALMENTA: Mesodias Initiative check: 1d20+4 = 24
DUNGEON MASTER: [Order is: Mesodias, Solar, NPC, Johan.  No surprise round.  The skeleton is 15' away from Johan.]
DUNGEON MASTER: [5 rounds left on protection from evil.]
DUNGEON MASTER: [2 rounds left on dancing lights.]
JOHAN D’ALMENTA: Mesodias retrieves a potion of holy water and tries to line up a direct hit on the flaming headless skeleton.
To Hit (Holy Water vial): 1d20+2 = 20
Damage (Holy Water vial): 1d6 = 3
JOHAN D’ALMENTA: Damage: 2d4 = 5
DUNGEON MASTER: The skeleton flails and sputters as its flaming form is bathed in holy water.
SOLAR CE’NEA: Solar attempts to identify what type of creatures this is and what they can do to damage it.  Knowledge religion 1d20+7=20
Then hits the flaming Skeleton with Ray of frost
Ray of Frost (ranged Touch Attack)
1d20+4= 22
1d3= 3
DUNGEON MASTER: [This is a skeletal champion--a horrid creature born when a wicked warrior dies in great pain.  It appears to be flaming.]
DUNGEON MASTER: Solar's ray strikes the headless monstrosity full in the rib cage.  Its fires sputter yet again then burst anew into flame. 

The creature advances toward Johan and strikes, slashing the warrior from shoulder to hip in a hideous blow.  (12 hp damage.)
DUNGEON MASTER: [A portion of that damage was caused by the searing flames that burn on the skeleton's axe.]
JOHAN D’ALMENTA: Johan screams in agony as his flesh begins to melt from the unrelenting flames. His eye flow with tears from the pain however he instinctively fights through it to lash out at the flaming terror. (Fight Defensively)
To Hit (greatsword): 1d20+3 = 20
Damage (greatsword): 2d6+6 = 15
DUNGEON MASTER: [Johan takes an additional 4 hp damage as the skeletons flames radiate out to sear his skin.]

Johan's blow strkes the skelton straight against the collarbone, slashing downward to shatter bone and shear flame.  The thing recoils before pressing the attack.

[Now Mesodias.]
JOHAN D’ALMENTA: Mesodias moves forward and converts Weapon of Awe into Cure Moderate Wounds to cure some of the damage from the flaming skeleton.
Cure Moderate Wounds: 2d8+3 = 13 hp
SOLAR CE’NEA: Solar disappointed that the ray of frost doesnt do as much damage as he had hoped goes for slow and steady and attacks with disrupt undead
Disrupt Undead - (Ranged Touch Attack)
1d20+4-4 =12
Damage 1d6=6 against undead
DUNGEON MASTER: Solar's ray strikes Johan in the back, sputtering out against his armor in a shower of cold blue sparks.
DUNGEON MASTER: The skeleton strikes again with its axe and claw, missing narrowly.  Johan is still seared from the heat of the thing, however. (2 hp.)

[Now Johan.]
JOHAN D’ALMENTA: The burnt flesh on his arms and neck coagulate immediately, slowly fusing shut to stop the bleeding as the positive energy cures Johan's wounds. Johan watches the skeleton attack, striking it as it draws it's weapn back for the next attack. (Fight Defensively)
To Hit (greatsword): 1d20+3 = 18
Damage (greatsword): 2d6+6 = 12
DUNGEON MASTER: Johan's sword strikes again, crashing down to shatter the thing's pelvis.  The foul magic that holds this skeleton together does not abate, though, and it continues to hack and slash madly.
DUNGEON MASTER: [The dancing lights spell expires, leaving the room in semi-darkness.  Only the blazing form of this skeleton can be seen.]
JOHAN D’ALMENTA: Mesodias reaches up and touces the wall above him as he channels a Light spell to illuminate the hallway.
DUNGEON MASTER: The light flooding the room seems to reduce the menace of the flaming skeleton somewhat.
SOLAR CE’NEA: Solar cocnetrates harder this time to make sure he can at least miss johan and hit the skeleton
Disrupt Undead - (Ranged Touch Attack)
1d20+4-8 =12
Damage 1d6=6 against undead
DUNGEON MASTER: Solar's ray strikes Johan yet again.  A little blue mark is beginning to form on the back of his armor where the rays keep striking.
DUNGEON MASTER: [Redact the previous line.]
DUNGEON MASTER: Solar's ray strikes true, illuminating the thing's chest in cold blue light that seems to banish flames and wither bone.
DUNGEON MASTER: The skeleton's strikes fail to get past Johan's defenses.  Only the searing heat has any effect on the stout warrior.  [3 hp.]
DUNGEON MASTER: [Now Johan.]
JOHAN D’ALMENTA: Johan starts to find a certain repetition with the skeletons attack routine as the fight continues. He parries a blow before spinning to his side to unleash a strike against the skeleton. (Fight Defensively)
To Hit (greatsword): 1d20+3 = 18
Damage (greatsword): 2d6+6 = 13
DUNGEON MASTER: Johan's final strike shatters the headless skeleton's spine.  The flames explode in a ball of fire [which inflicts 8hp of damge ref DC 11 for half] and dissipate.  The bomes crumble and clatter to the floor.

[Off rounds.]
JOHAN D’ALMENTA: Johan Relfex Save: 1d20+5 = 18
DUNGEON MASTER: [400 xp each.]
SOLAR CE’NEA: Officail hit points 8099
JOHAN D’ALMENTA: Johan collapses against the wall after the creature finally drops from their onslaught. His chest is rises quickly from the shock and adrenaline pumping through his sytem. "That's the last one of those bastard in this place right?"
SOLAR CE’NEA: I hope so....how are you travelling? do I need to use the wand of cure ligth owunds?
JOHAN D’ALMENTA: "Just give me a second to catch my breath. Yeah that would probably be a good thing. No matter how good my defense is that things aura just kept affecting me."
SOLAR CE’NEA: Solar uses the cure light wounds wand on Johan 1d8+1=8
DUNGEON MASTER: [Hacks!]
SOLAR CE’NEA: Solar uses the cure light wounds wand once more on Johan 1d8+1=9
SOLAR CE’NEA: Perhaps we should search the room? are you up to that
SOLAR CE’NEA: Solar casts dancing lights
SOLAR CE’NEA: Solar sends some of the lights into the room to see what it looks like
DUNGEON MASTER: The door to this guard room hangs slightly ajar. Within stands a table surrounded by a few rickety chairs, along with a pair of moldy but serviceable cots.
JOHAN D’ALMENTA: Johan Perception check: 1d20+10 = 13
SOLAR CE’NEA: SOlar suggests they search the room Percpetion 1d20+3=12
JOHAN D’ALMENTA: Mesodias Perception check: 1d20+5 = 25
DUNGEON MASTER: The party discovers nothing of interest in this room.
SOLAR CE’NEA: Solar goes to cast protection from evil on Johan unless the others stop him
JOHAN D’ALMENTA: Johan leads the party to the northern room which opens from the hallway they encountered the flaming skeleton.
DUNGEON MASTER: Several iron doors line the walls of this large, empty room. In the middle of the room, a hinged ten-foot-square metal grating lies over a dark pit in the floor. A thick rope has been tied to the grating and dangles into the pit below.

A soul-chilling shriek rises from the pit as the characters approach.
SOLAR CE’NEA: Solar still has the haunt syphin ready in his belt
SOLAR CE’NEA: Guys get ready, I think this is the lopper!
DUNGEON MASTER: A deadly, garish figure floats up from the pit below.

DUNGEON MASTER: [Initiative please.]
JOHAN D’ALMENTA: Johan Initiative check: 1d20+6 = 26
JOHAN D’ALMENTA: Mesodias Initative check: 1d20+4 = 23
SOLAR CE’NEA: Initiative 1d20+7=20
DUNGEON MASTER: [Order is Mesodias, Johan, Solar, NPC.  There is no surprise round.  The NPC is 10' away from Johan, and the others stand behind him.  The NPC is currently floating over the pit.]
JOHAN D’ALMENTA: Mesodias points his greatsword at the Lopper as he focuses his spiritual energy. Casting Spiritual Weapon. A shimmering greatsword appears before rapdily flying to strike the Lopper with divine force.
To Hit (spiritual greatsword): 1d20+4 = 20
Damage (spiritual greatsword): 1d8+1 = 5
DUNGEON MASTER: The shimmering greatsword strikes at the figure, slashing it across the back.  It shrieks in pain.
JOHAN D’ALMENTA: Johan stalks the Lopper, drawing the monster's own axe secured at his waist before attacking defensively. (Fight Defensively)
To Hit (Lopper's axe): 1d20+3 = 18
Damage (Lopper's axe): 1d6+4 = 10
DUNGEON MASTER: Johan's axe strikes the figure with full forice, glowing green as it slashes across the thing's chest.  Another shriek fills the chamber.
SOLAR CE’NEA: Solar opens one of the haunt siphons and uses it to attack the Lopper Attack 3d6=13
DUNGEON MASTER: Ectoplasmic eneriges drain off the creature and stream towards the siphon as Solar applies pressure to the plunger.  The liquid inside the siphon turns green.
DUNGEON MASTER: The figure glides forward silently striking at Solar with his huge axe.  Solar defly dodges to the side, unharmed.
DUNGEON MASTER: [Now Mesodias.]
JOHAN D’ALMENTA: Mesodias channels a positive energy burst to disrupt the composition of the Lopper. Channel Energy burst: 2d6 = 7 (Will DC 13 for half)
DUNGEON MASTER: The figure shrugs off the brunt of Mesodias' energy; however, the positive energy still frays at his form.
JOHAN D’ALMENTA: Mesodias's spiritual weapon glides over to strike the Lopper with the fury of Gorum.
To Hit (spiritual greatsword): 1d20+4 = 15
Damage (hammer): 1d8+1 = 8
DUNGEON MASTER: The weapon's attack fails to land on the ghostly figure.
DUNGEON MASTER: [Now Johan.]
JOHAN D’ALMENTA: "Come on! Fight someone your own size you pussy!" Johan doesn't leave the Lopper's side as he hacks at the monster from the back. (Fight Defensively)
To Hit (Lopper's axe): 1d20+3 = 17
Damage (Lopper's axe): 1d6+4 = 10
DUNGEON MASTER: Johan's attack fails to land on the ghostly figure.  It turns and grins mockingly.

[Now Solar.]
SOLAR CE’NEA: SOlar cast
Disrupt Undead - (Ranged Touch Attack)
1d20+4=19
Damage 1d6=4 against undead and then takes a 5 foot step back from the Lopper
DUNGEON MASTER: Solar's spell is somewhat blunted against the incorporeal figure, but it does fray under the force of his blue bolt.
DUNGEON MASTER: It turns and swips at Mesodias with its axe, swiping him across the neck for 3hp.  Gray smoke rises off the wound, moving to reconstitute the figure's form.  Mesodias' wound bleeds profusely.

[Mesodias now has a bleed effect.]
DUNGEON MASTER: [Now Mesodias.]
JOHAN D’ALMENTA: Mesodias's spiritual greatsword slices down towards the Lopper before dissolving into motes of light that quickly fade. 
To Hit (spiritual greatsword): 1d20+4 = 19
Damage (spiritual greatsword): 1d8+1 = 4
DUNGEON MASTER: Mesodias greatsword strikes true, dealing 4 hp of damage.  At the same time, Mesodias' neck bleeds profusely for 4 hp, which turns to smoke that rises to join the Lopper's form.

[Now Solar.]
DUNGEON MASTER: [Redact all of that except the greatsword damage.]
JOHAN D’ALMENTA: Mesodias shrugs off the strike from the Lopper before moving five foot away. He channels another positive energy burst: 2d6 = 8 hp (Will 13 DC for half)
DUNGEON MASTER: [Un-redact the bleed damage above.]

The Lopper shrugs off most of the positive energy damage--his figure still frays somewhat, though.

[Now Johan.]
JOHAN D’ALMENTA: Johan moves five foot to slowly maneuver himself into the hallway to block the Lopper from attacking his companions if possible.
To Hit (Lopper's axe): 1d20+7 = 21
Damage (Lopper's axe): 1d6+4 = 10
DUNGEON MASTER: Johan's axe takes a great chunk out of the figure's hip.  It shrieks in agony.

[Now Solar.]
SOLAR CE’NEA: Solar does a knowledge check religion to know if holy water would hurt this type of undead Know religion  1d20+7=19 Solar then opens another one of the haunt siphons and uses it to attack the Lopper Attack 3d6=14
DUNGEON MASTER: [Solar discerns that this is a wraith.  Holy water would indeed affect it.]

Once again, Solar pulls on a siphon's plunger, and once again great streams of ectopolasm flow into the item's resivour.

The Lopper shrieks in pain.
DUNGEON MASTER: The Lopper turns its axe on Johan, missing by a wide margin.  Meanwhile, Mesodias continues to bleed.  The blood from his wounds turns to smoke that rebuilds the Lopper's form.

[-2 hp to Mesodias.  Now Mesodias.]
JOHAN D’ALMENTA: Mesodias strikes the Lopper in the back as it turns around to face Johan using his Destructive Smite ability (+1 to dmg).
To Hit (greatsword): 1d20+5 = 24
Confirm Critical To Hit (greatsword): 1d20+5 = 22
Damage (greatsword): 2d6+4+1 = 12
DUNGEON MASTER: Mesodias' attack strikes the Lopper for no damage.  It sneers at the cleric as the blow passes harmless through the wraith's body.

[Now Johan.]
JOHAN D’ALMENTA: Johan moves five foot to slowly maneuver himself into the hallway to block the Lopper from attacking his companions if possible.
To Hit (Lopper's axe): 1d20+7 = 27
Confirm Critical To Hit (Lopper's axe): 1d20+7 = 14
Damage (Lopper's axe): 1d6+4 = 6
DUNGEON MASTER: Johan's blow strikes the Lopper, cleaving it from shoulder to crotch.  Its form is now very frayed indeed.

[Now Solar.]
SOLAR CE’NEA: Solar grabs a potion of holy water and throws it at the Lopper 1d20+4=20
damage 2d4=4
DUNGEON MASTER: Solar's holy water hits the Lopper, enveloping him.  For a moment he is covered in a burning blue light.  A loud, terrible shriek fills the chamber, and his figure fades slowly away--his sneering smile disappearing last of all.

A silence fills the room.

[Off rounds.]
SOLAR CE’NEA: Solar says "is everyone alright?"
SOLAR CE’NEA: that was tough!
JOHAN D’ALMENTA: Johan slaps Solar on the back while a smile of relief. "I'm doing better now that thing has been put to rest for good. How are you guys?"
DUNGEON MASTER: [535 xp each.]
SOLAR CE’NEA: I'm Fine....I am however curious as to what is down there"  Solar points to the bottom of the pit
DUNGEON MASTER: Mesodias still bleeds from the wound on his neck.  "Aaaaaaaah!" he says.
SOLAR CE’NEA: Offical xp is 8634
JOHAN D’ALMENTA: Mesodias will convert Protection from Evil into Cure Light Wounds to stem the bleeding to his neck. CLW: 1d8+3 = 8 hp
DUNGEON MASTER: [The bleeding ends.]
SOLAR CE’NEA: Shall we investigate the depths below?

Carrion Crown Session 19


Session 19
DUNGEON MASTER: The party stands beside the pool watching the slimy remnants of the ectoplasmic creatures slip slowly back into the water.  Bits of human bone protrude from the masses of goop.
JOHAN D’ALMENTA: "If there's anything of interest in the pool we are going to have to fish it out with a pool or something other than my hand."
SOLAR CE’NEA: I am not sure if it is worth the effort
SOLAR CE’NEA: they were ghosts, unless soemthing came here and they killed them they is unlikey something there.
JOHAN D’ALMENTA: "Yeah I'm not too keen to check it out. Especially not when we have a room full of skeletons to clean out."
SOLAR CE’NEA: I think they were ghosts etc of prisoners caught here from the fire
SOLAR CE’NEA: yes maybe we should go deal with that first
JOHAN D’ALMENTA: "Damn. They have been down here for such a long time. Well hopefully they have some kind of closure and are now able to move on."
SOLAR CE’NEA: Mesodius would you mind using the wand of cure light wounds on me, I got quite some damage in that fight
SOLAR CE’NEA: Wand of cure light wounds 1d8+1=6
SOLAR CE’NEA: Thanks Mesodius, I should be find until we need a burst from other fighting.
SOLAR CE’NEA: Solar recasts dancing lights
JOHAN D’ALMENTA: "Did you want us to stand either side of the passageway while you cast your spell that damages the undead from behind us?"
JOHAN D’ALMENTA: "I find it strange that they would only animate when we are close to them. Why not be animated all the time? It's not like the dead have to rest or sleep."
SOLAR CE’NEA: I suspect they become animated when we get close because they want to attack the living
SOLAR CE’NEA: Yes if you guys just stan at either side and I'll cast disrupt undead.
JOHAN D’ALMENTA: Johan and Mesodias take positions either side of the passageway with greatswords at the ready.
SOLAR CE’NEA: Solar walks to the edge of the doorjust infrom of his companions but not yet in the room and cast Disrupt undead on the closest skeleton.
SOLAR CE’NEA: Disrupt Undead - (Ranged Touch Attack)
1d20+4 =21
Damage 1d6=2 against undead
DUNGEON MASTER: Solar's cold blue ray strikes the nearest skeleton to no visible effect.  However, even as the light from the spell dies away, the bones of each of the eight skeletons begin to rattle.

[Initiative please.]
SOLAR CE’NEA: SOlar iniative 1d20+7=24
JOHAN D’ALMENTA: Johan Initiative check: 1d20+4 = 16
JOHAN D’ALMENTA: Mesodias Initiative check: 1d20+4 = 13
DUNGEON MASTER: [Order is: Solar, Skeletons, Johan, Mesodias.  This is a surprise round--standard actions only.]

The skeletons are scattered about in ragged robes throughout the chamber about 10'-30' away from the heroes.
SOLAR CE’NEA: Solar casts disrupt undead at the closest skeleton
Disrupt Undead - (Ranged Touch Attack)
1d20+4 =20
Damage 1d6=2 against undead
DUNGEON MASTER: Solar's ray strikes the nearest skeleton, catching it directly in the skull which shatters in a spray of bone fragments and blue light.  The others slowly rattle to their feet.

[Now Johan.]
JOHAN D’ALMENTA: Johan adopts a total defensive sword maneuver as he waits for the skeletons to approach with melee range.
DUNGEON MASTER: Mesodias does the same.
SOLAR CE’NEA: Solar cast disrupt undead once again at the closest Skelleton and then moves to behind the protective wall of his companions Disrupt Undead - (Ranged Touch Attack)
1d20+4 =19
Damage 1d6=5 against undead
DUNGEON MASTER: Solar's ray sears the femur of the nearest skeleton.  It staggers but remains on its feet.
DUNGEON MASTER: The seven remaining skeletons rattle forward toward the hero's position in the narrow passageway.  With long sharp claws they tear at Johan, but his defensive posture suffices to deflect all their blows.
DUNGEON MASTER: [Now Johan.  Johan is threatened by 3 skeletons.  For more stand within 10'.]
JOHAN D’ALMENTA: Johan swings his greatsword at the nearest skeleton in a defensive posture. (Fight Defensively)
To Hit (greatsword): 1d20+7 = 26
Confirm Critical (greatsword): 1d20+7 = 25 (Confirmed)
Damage (greatsword): 4d6+12 = 29
DUNGEON MASTER: With an almighty overhead chop, Johan shatters his skeleton into a pile of white fragments that are only slightly recognizable as bone. The red lights in the other skeleton's eyes flicker.
JOHAN D’ALMENTA: Seeing one skeleton drop so quickly, Mesodias growls as he moves into the cloud of bone fragments that are now settling on the prison floor. As he lumbers into position he swings down hard against a skeleton within reach. (Fight Defensively)
To Hit (greatsword): 1d20+5 = 20
Damage (greatsword): 2d6+4 = 13
DUNGEON MASTER: Mesodias crushes yet another skeleton.

As it crumbles to the ground, the smell of scorched flesh fills the chamber.  Tendrils of smoke trail out of the skeletons' eye sockets.
SOLAR CE’NEA: Solar attacks with Disrupt undead once more but was clearly impressed with Johan's hit and doesnt concentrate enough to cast his spell
Disrupt Undead - (Ranged Touch Attack)
1d20+4 =1
Damage 1d6= 0 against undead
DUNGEON MASTER: Solar's ray arcs out to strike Mesodias in the buttocks.   "Ouuuaaaa!" he says.
SOLAR CE’NEA: Soooorry!!!!
DUNGEON MASTER: The smoke in the skeletons' eye sockets suddenly billows forth.  Their jaws flap with inaudible cries, as if they were being burnt alive, as they each rend Mesodias with their claws.  Fortunately, only two off the attacks land for 3hp and 2hp.

[5 skeletons surround Mesodias.  Johan has partial cover to 2 skeletons.  Two more are unthreatened  within 10' of Mesodias.]
JOHAN D’ALMENTA: Johan's eyes begin to water as the stench assaults his nostrils. He swings greatsword against one of the skeletons. (Fight Defensively)
To Hit (greatsword): 1d20+3 = 4
Damage (greatsword): 2d6+6 =
DUNGEON MASTER: Johan's strike fails to hit the skeleton
DUNGEON MASTER: .
JOHAN D’ALMENTA: Mesodias slashes at the skeleton to the south of him to clear room for Johan to move into. (Fight Defensively)
To Hit (greatsword): 1d20+1 = 16
Damage (greatsword): 2d6+4 = 9
DUNGEON MASTER: Mesodias crushes the smoking skeleton to his south.
SOLAR CE’NEA: Solar realising he needs to make some wide damage instead of using his narrow ray, moves to take out a vial of holy water and then lobs it at the Skeleton to the North east of Mesodious
Holy Damage is 1d20+4-4=16
damage is 2d4=4 to the individual skeleton and each skeleton 5 feet away takes 1 point of damage
DUNGEON MASTER: Solar's flask of holy water strikes the skeleton head on, damaging it and all those around it.  One of the skeletons to the south falls to the floor as the holy water reacts violently with the smoke pouring out of its eye sockets.

At this, the remaing four skeletons suddenly burst into flames that quickly devour their old robes.  The light vividly outlines their flapping jaws.  With renewed vigor they gather around Mesodias and strike at him.  One attack lands, doing 4 hp of damage.
JOHAN D’ALMENTA: Johan moves five foot into the position where the skeleton was before Mesodias reduced it to smoldering bones on the floor. He recovers from the initial stench of burnt flesh from the skeletons and focuses a mighty blow against his nearest foe. (Fight Defensively)
To Hit (greatsword): 1d20+3 = 23
Confirm Critical (greatsword): 1d20+3 = 8 (Fail)
Damage (greatsword): 2d6+6 = 10
DUNGEON MASTER: A fifth skeleton crumples to the floor.  As this skeleton falls, the flames that bathed it explode in a wave of fire, inflicting 4hp of damage to both Johan and Mesodias.  (Ref 11 for half.)
JOHAN D’ALMENTA: Johan Reflex Save: 1d20+5 = 8
JOHAN D’ALMENTA: Mesodias pivots on the spot, using the momentum to swing his greatsword towards one of the skeletons. (Fight Defensively)
To Hit (greatsword): 1d20+1 = 8
Damage (greatsword): 2d6+4 =
JOHAN D’ALMENTA: Mesodias Reflex Save: 1d20+3 = 22
DUNGEON MASTER: Mesodias' strike fails to hit his target.  As he strikes, Mesodias takes a total of 8hp of fire damage from the three skeletons surrounding him at the start of his turn.
SOLAR CE’NEA: SOlar Attacks the skeleton on the north side of mesodius with disrupt undead
Disrupt Undead - (Ranged Touch Attack)
1d20+4-4 =20
Damage 1d6=6 against undead
Critical (20x2) 1d20+4-4=13
Extra Damage 1d6=2x2=4
DUNGEON MASTER: Solar's target explodes in a flash of blue light and bone--and fire.  A second wave of fire explodes, inflicting 4 hp of fire damage to Mesodias (ref 11 for half). 

The remaining two skeletons strike out at Mesodias.  One rakes him across the throat for 8hp of damage.

[Is he still up?]
JOHAN D’ALMENTA: Mesodias Reflex Save: 1d20+3 = 15
JOHAN D’ALMENTA: Mesodias drops on -3 HP.
JOHAN D’ALMENTA: Johan five foot steps to confront the two remaining skeletons while attempting to cleave them with a flurry of strikes with his greatsword.
To Hit (greatsword): 1d20+7 = 24
Damage (greatsword): 2d6+6 = 14
To Hit (greatsword): 1d20+7 = 16
Damage (greatsword): 2d6+6 = 11
DUNGEON MASTER: Johan's attack drops both skeletons, each of which explode in a ball of fire that inflicts a total of 11hp of fire damage on both Johan and Mesodias.  (Ref 11 to halve.)
DUNGEON MASTER: [End rounds.]
JOHAN D’ALMENTA: Johan Reflex Save: 1d20+5 = 20
JOHAN D’ALMENTA: Johan reacts immediately, drawing his Potion of Cure Moderate Wounds, kneeling and pouring the contents into Mesodias' mouth to hopefully stablise him.
JOHAN D’ALMENTA: Cure Moderate Wound: 2d8+3 = 17
DUNGEON MASTER: Mesodias's eyes flutter and presently they open to look up at Johan.  "Oooooon?" he asks.
JOHAN D’ALMENTA: "Come on take my hand." Johan helps Mesodias find his footing as they stand there collecting themselves smoldering with burnt and torn flesh.
JOHAN D’ALMENTA: Mesodias grasps his holy symbol and channels a healing burst of positive energy.
DUNGEON MASTER: Mesodias takes Johan's proffered hand and, with his help, heaves himself up.
JOHAN D’ALMENTA: Healing Burst: 2d6 = 11
SOLAR CE’NEA: Gorum would be very proud of your actions today mesodius.  you fought valiently and was very useful in battle
SOLAR CE’NEA: would you like me to use the cure light wounds wand on you?
JOHAN D’ALMENTA: Mesodias uses one charge from the Cure Light Wound Wand. CLW: 1d6+1 = 5
JOHAN D’ALMENTA: Mesodias cures himself.
JOHAN D’ALMENTA: CLW: 1d8+1 = 8
JOHAN D’ALMENTA: Mesodias channels the wand for one more Cure Light Wounds to heal his injures: 1d8+1 = 8
DUNGEON MASTER: Four dark hallways exit from this large empty chamber, each striking out in one of the four directions of the compass, and each decorated with a soot-caked brass nameplate affixed to the ceiling just above the entrance. A rubble-choked stairway leads up in the middle of the room, while eight skeletons dressed in
scorched prisoners’ robes lie on the ground.  Each of the skeletons have been shattered into a pile of white bone fragments.
SOLAR CE’NEA: Mesodius, I have used my holy water, you have several of them can I take one of yours before we move on, it was useful in this battle.
JOHAN D’ALMENTA: Johan kicks at the pile of bones with his steel capped boot as he looks around. "These skeletons werent anything like the ones from the ground floor. Damn it they were tough!"
SOLAR CE’NEA: Solar does a religion knowledge check to see what type of skeleton they were 1d20+7=19
JOHAN D’ALMENTA: Mesodias opens his backpack and retrieves out two vials of holy water as he probably won't be needing them.
DUNGEON MASTER: Solar decides that these were most likely burning skeletons.
SOLAR CE’NEA: Solar thanks mesodius for the holy water, and says that he suspects these skeletons were burning skeletons.  "Not a normal undead, I think the further we go in the more unussual the undead will be and away from the norm".
SOLAR CE’NEA: Solar puts one vial of holy water in his belt the other in his bag
SOLAR CE’NEA: Solar suggests to his companions that following the lue ladies instructions if we keep going towards the centre we will find that the "The Marauder still sits in her husband's office," then she pointed to the center of the complex.
SOLAR CE’NEA: She also told us that:    the hammer was the Mosswater Marauder's.  "The axe will aid you in your battle against the Lopper and his creations--but be warned, it is very difficult to put down his instrument once you take it up.
JOHAN D’ALMENTA: With that reminder, Mesodias realises the hammer is still in his backpack. He retrieves the item and secures into his belt for the upcoming battle with the master of the hammer.
JOHAN D’ALMENTA: "I think this direction is to the centre of the prision." Johan points to the west. "I recon we kick that door down to the south if nothing prevents us from doing so."
SOLAR CE’NEA: Sounds good to me.  However I would suggest caution more than bluster!
DUNGEON MASTER: The party heads out down the western coridoor, under the soot stained plaque, and toward the rusted metal door on the southern wall.  The ceilings are about 6' tall, and the walls are made of blackened brick.

The heroes reach the door without incident.  It appears that the hallway ends ahead in a block of cells, the bars of which are rust-eaten.
SOLAR CE’NEA: SOlar recasts dancing lights.
JOHAN D’ALMENTA: Johan looks into the cells.
SOLAR CE’NEA: Solar says to Johan, I am getting nervious about all the undead in this area, I think we are just going to encounter more I think I should cast protection from evil on you.
SOLAR CE’NEA: Solar cast Protection from evil on Johan:
Protection from Evil
gains a +2 deflection bonus to AC and a +2 resistance bonus on saves.
subject immediately receives another saving throw (if one was allowed to begin with) against any spells or effects that possess or exercise mental control over the creature (including enchantment [charm] effects and enchantment [compulsion] effects). This saving throw is made with a +2 morale bonus, using the same DC as the original effect.

Third, the spell prevents bodily contact by evil summoned creatures. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. Summoned creatures that are not evil are immune to this effect
JOHAN D’ALMENTA: "Thanks for that."
DUNGEON MASTER: Solar elbows his way back into the middle of the party.
JOHAN D’ALMENTA: Johan tests the cell door to the south if it is locked before retrieving his toolkit.
DUNGEON MASTER: The door to the south does not seem to be locked.  It is however well rusted on its hinges.
JOHAN D’ALMENTA: Johan puts some weight into the door to force it open despite being rusted.
DUNGEON MASTER: [Str please]
JOHAN D’ALMENTA: Johan Perception check: 1d20+10 = 23
JOHAN D’ALMENTA: Mesodias Perception check: 1d20+5 = 10
SOLAR CE’NEA: Solar Percpetion 1d20+3=15
JOHAN D’ALMENTA: Johan Strength check: 1d20+4 = 21
DUNGEON MASTER: Johan bursts the door off its hinges.  Within lies a small containing a single large table with two chairs
astride it and a single sagging cot pushed up against the eastern wall. Several battered cabinets line the northern wall, with a few arrows and bits of chainmail lying scattered on the floor nearby, yet the most eerie sight are the three fractured skulls sitting on the table next to a heavy hammer. It looks as if someone has arranged the fragments of the skulls in some sort of pattern, as if an attempt had been made to construct a fourth skull from the broken fragments of the trio on the table. The leathery body of a long-dead dwarf, his wiry red hair and beard still strangely vibrant in death, lies slumped on the ground behind the table.
JOHAN D’ALMENTA: Johan sunders the dwarves skeletal body with his greatsword.
SOLAR CE’NEA: Solar tells Mesodius to use the hammer instead of his normal weapon - it will hurt the undead more.
DUNGEON MASTER: The moment Johan steps into the room, he feels a sudden splitting headache while at the same time he notices the fragments of skull on the table begin rattling and shaking.  From outside the room, Solar notices the same thing.

[Initiative please.]
SOLAR CE’NEA: Solar Iniative 1d20+7=18
JOHAN D’ALMENTA: Johan Initiative check: 1d20+6 = 15
JOHAN D’ALMENTA: Mesodias Initiative check: 1d20+4 = 13
DUNGEON MASTER: [Initiative order is: Solar, Johan, Mesodias (not in the surprise round), and NPC.  We begin with a surprise round.]
SOLAR CE’NEA: Solar grabs his holy water vial from his belt and lobs the vial at the skulls on the table
Holy water 1d20+4-4=14
damage 2d4=6
DUNGEON MASTER: Solar's vial shatters on the table.  A sobbing scream sounds somwhere in the distance.
JOHAN D’ALMENTA: Johan grimaces as a wave of pain washes over him from attacking the dwarven skeleton. He pivots and lashes out at one of the skull fragments with his greatsword.
To Hit (greatsword): 1d20+7 = 15
Damage (greatsword): 2d6+6 = 9
DUNGEON MASTER: The broken skull on the table--as well as the table--breaks under the strength of Johan's blow.  The remaining skulls and bits of bone slide on to the floor in a loud clatter.
DUNGEON MASTER: A spirit appearing as  a sobbing dwarf wielding a ghostly hammer materializes from the corpse. A ghostly skull floats in the air nearby, its cranium laced with cracks and missing a knife-shaped shard of bone along the side.

From the three skulls on the floor, three humanoid head rise up, floating silently and ominously, bits of flesh still hanging from their faces and graying teeth clattering slightly as they bob in the air.

The ghostly figure moves forward silently, striking Solar on the head with his hammer for 4 hp.  A ghostly fragment of Solar's skull seems to fly out toward the skull beside the ghost.  (Solar is staggered.)

One of the ghosts opens its mouth and emits a horrible scream.  (Will DC 10 or be shaken.)
JOHAN D’ALMENTA: Johan Will Save: 1d20+5 = 14
JOHAN D’ALMENTA: Mesodias Will Save: 1d20+5 = 20
SOLAR CE’NEA: Stephen Will save1d20+3=19
DUNGEON MASTER: [One of the skulls opens its mouth and emits a horrible scream.]
SOLAR CE’NEA: SOlar immediatly starts casting disrupt undead at one of the skulls
Disrupt Undead - (Ranged Touch Attack)
1d20+4 =21
Damage 1d6=6 against undead
DUNGEON MASTER: Solar's spell strikes the skull, illuminating it in blue light.  It cracks and falls to the floor.  At the same time the sobbing from the ghost seems a bit louder, and its image fades somewhat.
SOLAR CE’NEA: Solar will save failed
DUNGEON MASTER: Solar drools a little bit out the right side of his mouth.
JOHAN D’ALMENTA: Johan attacks one of the floating skulls with his greatsword however it bobs and weaves in the air quickly underneath his blade.
To Hit (greatsword): 1d20+7 = 11
JOHAN D’ALMENTA: Mesodias drops his greatsword and draws the hammer as he moves as close as possible to the skulls and ghostly image.
JOHAN D’ALMENTA: Mesodias Will Save: 1d20+5 = 20
DUNGEON MASTER: The ghostly dwarf moves up to Mesodias and strikes him with his hammer for 4 hp, delivering a splitting headache as yet another fragment flies away to the ghostly skull.  The dwarf's figure regains a little of its strength.

[Mesodias is now staggered.]
SOLAR CE’NEA: Solar targets the skull that attacked Mesodius
Disrupt Undead - (Ranged Touch Attack)
1d20+4=22
Damage 1d6=3 against undead
DUNGEON MASTER: Solar's attack destroys the second skull, which shatters in a blue nimbus.  The ghost sobs as its figure fades even more.
SOLAR CE’NEA: SOlar will save 1d20+3=14
SOLAR CE’NEA: Guys you concentrate on the dwark, I'll target the skulls!!!
JOHAN D’ALMENTA: Johan lashes out with his greatsword against the floating skull.
To Hit (greatsword): 1d20+7 = 17
Damage (greatsword): 2d6+6 = 16
DUNGEON MASTER: Johan shatters the remaining skull.  The dwarf's sobbing grows louder.
JOHAN D’ALMENTA: Mesodias Will Save: 1d20+5 = 15
JOHAN D’ALMENTA: Mesodias swings the hammer against the dwarven ghost.
To Hit (hammer): 1d20+5 = 16
Damage (hammer): 1d6+3 = 9
JOHAN D’ALMENTA: Mesodias Will Save: 1d20+5 = 11
DUNGEON MASTER: Mesodias moves up to Johan and strikes with the hammer, dealing 9 damage to the stout ranger.
DUNGEON MASTER: The dwarf slides up to Solar and strikes again with his hammer, but misses widely.  Meanwhile, the fragments on the floor reassemble and rise up again to form three floating skulls.  One of the skulls screams out [everyone will DC 10 or be shaken.]
JOHAN D’ALMENTA: Johan Will Save: 1d20+5 = 25
JOHAN D’ALMENTA: Mesodias Will Save: 1d20+5 = 11
SOLAR CE’NEA: SOlar will save 1d20+3=20
SOLAR CE’NEA: SOlar attacks the dwarf with disrupt undead
Disrupt Undead - (Ranged Touch Attack)
1d20+4 =18
Damage 1d6=3 against undead
DUNGEON MASTER: Solar's ray strikes the dwarf.  It sobs in shame as its figure dims even further.
JOHAN D’ALMENTA: Johan attacks one of the animated skulls defensively, unsure if his blade will damage the dwarf. "Mesodias hit the bloody dwarf not me. Fight it, whatever it takes!"
To Hit (greatsword): 1d20+3 = 13
Damage (greatsword): 2d6+6 = 16
DUNGEON MASTER: "Uuuuun?" says Mesodias.

Johan's strike misses the skull.
JOHAN D’ALMENTA: Mesodias attempts to wrestle control over his mind enough to strike out at the dwarf.
To Hit (hammer): 1d20+5 = 17
Damage (hammer): 1d6+3 = 7
Will Save: 1d20+5 = 19
DUNGEON MASTER: Mesodias seems to understand Johan's words; at any rate, his next attack strikes the dwarf rather than his companions. 

The ghostly dwarf slides up to Johan and strikes with his hammer, missing narrowly.  A skull opens its jaw and screams, chilling the heroes to the bone.  [Will DC 10 or be shaken.]
JOHAN D’ALMENTA: Johan Will Save: 1d20+5 = 12
SOLAR CE’NEA: Solar Will save 1d20+3=23
JOHAN D’ALMENTA: Mesodias Will Save: 1d20+5 = 9
SOLAR CE’NEA: SOlar attacks the dwarf once more with Disrupt undead
Disrupt Undead - (Ranged Touch Attack)
1d20+4 =18
Damage 1d6=2 against undead
DUNGEON MASTER: Solar's ray strikes the sobbing dwarf yet again.  Its figure fades further.
JOHAN D’ALMENTA: Johan attacks the floating skull on the defense hoever he misses badly.
JOHAN D’ALMENTA: Mesodias strikes at the dwrf with the hammer.
To Hit (hammer): 1d20+5 = 15
Damage (hammer): 1d6+3 = 8
Will Save: 1d20+5 = 21
DUNGEON MASTER: Mesodias' attack shears through the dwarf, leaving it a worn husk of the figure it once was.

The dwarf slides forward to strike at Johan for 6 hp.  A fragment from Johan's skull flies up to join the skull beside the ghostly dwarf.

One of the skulls emits an unearthly scream.  [DC 10 will or be shaken all.]
SOLAR CE’NEA: Solar will save 1d20+3=18
JOHAN D’ALMENTA: Johan Will Save: 1d20+5 = 16
JOHAN D’ALMENTA: Mesodias Will Save: 1d20+5 = 13
SOLAR CE’NEA: SOlar attacks the dwarf once more with Disrupt undead
Disrupt Undead - (Ranged Touch Attack)
1d20+4 =20
Damage 1d6=6 against undead
DUNGEON MASTER: Solar's ray strikes the dwarf dead on.  It sobs hystarically as its form illuminates in blue light and fades significantly. It is a mere husk of the form it held only a few seconds ago.
JOHAN D’ALMENTA: Johan critically fails to strike the floating skull with his greatsword.
DUNGEON MASTER: Johan's strike manages to slash the table yet again.  It now lies in quarters.
JOHAN D’ALMENTA: Mesodias attempts to destructive smite the dwarf with the hammer. (Destructive smite: +1 to dmg for 1 rnd)
To Hit (hammer): 1d20+5 = 18
Damage (hammer): 1d6+4 = 8
Will Save: 1d20+5 = 23
DUNGEON MASTER: Mesodias' attack tears the ghostly dwarf to shreds.  It cries out in a loud heaving sob--and then it is gone.  Beside it, the remaing skull falls to pieces that clatter to the floor.

[Off rounds.]
DUNGEON MASTER: [The group gains 800xp each for the previous 2 encounters.]
JOHAN D’ALMENTA: "Hey let's get that bloody hammer into the backpack. Man I'm glad you finished that dwarf when you did otherwise I wouldn't have taken much more."
DUNGEON MASTER: The sobbing dies away and the room stands silent.
SOLAR CE’NEA: SOlar looks around the room trying to find secret staches/doors etc.  Perception check 1d20+3=22
JOHAN D’ALMENTA: Mesodias stores the hammer into his backpack and collects his greatsword.
DUNGEON MASTER: Solar discovers that one of the cabinets slides to the side, revealing a faint outline of a door in the southern wall.
SOLAR CE’NEA: SOlar lets his companions know what he has found
JOHAN D’ALMENTA: "Sweet. Let me first check it for traps."
JOHAN D’ALMENTA: Perception (traps): 1d20+11 = 27
DUNGEON MASTER: Solar discovers no traps.
DUNGEON MASTER: Johan discovers no traps either.
JOHAN D’ALMENTA: Johan regards Mesodias, "Could you heal me up before we explore this secret passage?"
JOHAN D’ALMENTA: Mesodias converts Protection from Evil into Cure Light Wounds: 1d8+3 = 9 HP
JOHAN D’ALMENTA: Mesodias Converts Shield of Faith into Cure Light Wounds for 1d8+3 = 7 HP
JOHAN D’ALMENTA: Johan will search for a release mechanism to open the door.
DUNGEON MASTER: A small, fake stone in the wall flips aside to reveal a small key-shaped hole.
JOHAN D’ALMENTA: Johan will attempt to pick the lock with his toolkit.
JOHAN D’ALMENTA: Disable Device: 1d20+11 = 27
DUNGEON MASTER: Johan's skills are not up to the task of opening this secret door.
JOHAN D’ALMENTA: "Fucking stubborn piece of shit!"
JOHAN D’ALMENTA: "Before I bust this shit apart let's have one more look for the key. It's should be in here."
JOHAN D’ALMENTA: Perception check: 1d20+10 = 20
SOLAR CE’NEA: SOlar looks around for a key percpetion 1d20+3=15
DUNGEON MASTER: No one discovers any keys in this room.
SOLAR CE’NEA: do you think it is work breaking down?
JOHAN D’ALMENTA: "Uhh, maybe not at this stage. We still have a heap of places to explore and there might be something fragile on the other side."

Carrion Crown Session 18


Session 18
SOLAR CE’NEA: Dear Kendra I think we have finished here.  We should make our way to the Prison and continue on with our investigations there, but first if you would let us, I would like to escort you home to make sure nothing happens to you at this very strange time with all the unusal events happening at the moment
DUNGEON MASTER: "I think that would be well," agrees Kendra at length.  "I cannot believe that my father was cavorting in a place so... dangrous!"  Her face is somewhat pale from the morning's exertions.
JOHAN D’ALMENTA: "Hmm you might be right. I mean was this a freak occurrance or did someone set this up for us. I believe it to be the later. I will sheath my blade in case any townsfolk cross our path but it shall always be at the ready."
JOHAN D’ALMENTA: Johan regards Mesodias, "Yet again you have my thanks my friend for washing away the damage from the flames and the hundreds of bites from the swarm."
DUNGEON MASTER: Mesodias grunts happily.
DUNGEON MASTER: The party heads out of the crypt, making their way southward back towards Kendra's place through the storm and rain.
DUNGEON MASTER: The house is warm and dry in comparison to the wild storm outdoors.
SOLAR CE’NEA: Solar asks Johan for the books that werre left to them by the professor to compare the two eye symbols and to see if anything from the dark woood case will help open the book
JOHAN D’ALMENTA: "They are all yours my friend." Johan retrieves the books for Solar to refer too.
SOLAR CE’NEA: Solar comapre the book to the wood case to see if there is anything to notice or if they go together
JOHAN D’ALMENTA: "I might stash some of these items we do not immediately need. Just some of the items we found in the prision like the punching dagger and such." Johan removes the masterwork shuriken, punching dagger and the extra masterwork thieves toolkit and hides them behind a bookcase in the library.
SOLAR CE’NEA: Percpetion 1d20+3 =15
DUNGEON MASTER: Solar compares the symbol on the book to the symbol on the case.  They are in every respect identical--though, neither offers any plain clue about how the book might be opened.
JOHAN D’ALMENTA: "Have you discovered something new?" Johan questions Solar as he studies the items they had found.
SOLAR CE’NEA: No Unfortuantely, I still have no idea how to open this book without damaging it.  It is very frustrating
DUNGEON MASTER: Kendra pours herself a cup of tea and offers one to each of the heroes before setting herself down on the sofa.
SOLAR CE’NEA: I think we should put them in the floor again before we leave
JOHAN D’ALMENTA: "Why not be safer then sorry. Let me remove these floor boards again so we can stash these items there safely."
SOLAR CE’NEA: Thanks!
DUNGEON MASTER: The party moves aside the couch and pries up the floorboards.  A puddle of muddy water about one inch deep has settled below.
JOHAN D’ALMENTA: "Well thats, that then."
SOLAR CE’NEA: Kendra, Do you have somewhere where you could hold these books that are hidden.
DUNGEON MASTER: "I do suppose you could put it back in father's chest," she replies amicably.
SOLAR CE’NEA: Perhaps we should do that
JOHAN D’ALMENTA: "I don't mind, that's as any good as any place."
DUNGEON MASTER: The books go in the chest, which is locked tight with the key from the will.  [Someone takes the key.]
JOHAN D’ALMENTA: Johan throws the key to Solar. "Here catch. You are now keeper of the key. I'm ready to leave when you are. DId you have anything else we should do before we leave for the prision?"
SOLAR CE’NEA: No I don't have anything I can think of now, unless Kendra you have any ideas of something we should do before we leave?
DUNGEON MASTER: "Just be careful in there," replies Kendra.  "If our research is right, there are many dangerous creatures that remain in that old prison."
SOLAR CE’NEA: We shall try my dear! will you be ok here?
DUNGEON MASTER: Kendra looks quite comfortable with her tea on the couch.
SOLAR CE’NEA: Right then lets head off, sneaky mode I suggest, until we get in to the prison
DUNGEON MASTER: The party marches up the muddy path leading from the town to the prison.  The wind outside is still fierce,  and the rain steady.
JOHAN D’ALMENTA: Johan regards Solar, "What did you think about collecting that dam book before we head into the lower depths of the prision?"
JOHAN D’ALMENTA: "I recall we left it here because it would continue to effect me even if it was not being used."
JOHAN D’ALMENTA: "Wait up."
JOHAN D’ALMENTA: "What do you think about checking out the safe we were unable to open earlier before we collect the book."
SOLAR CE’NEA: I think that is a good idea, the Sherriff may have something that could help us!
JOHAN D’ALMENTA: "OK let's do do that first then."
DUNGEON MASTER: The party makes their way to the warden's office.  This spacious room smells of mildew and rot. A long desk and chair sit to the south, while to the northwest a narrow alcove contains a closed safe. Thick layers of dust cover everything in sight.

Johan makes his way to the safe in the wall.
JOHAN D’ALMENTA: Johan takes twenty on his Disable Device check to open the safe - Disable Device check: 20+11 = 31
JOHAN D’ALMENTA: "Come on my trusty toolkit, don't fail me now."
DUNGEON MASTER: Johan's skill suffices to crack the safe open.  Within lies numerous legal documents, along with 500 gp  and a wooden rack on which sit nine vials--according to the labels, they are  four potions of cure moderate wounds, three potionsof lesser restoration, and two potions of remove disease.
JOHAN D’ALMENTA: "Nothing here."
JOHAN D’ALMENTA: "Hahaha."
SOLAR CE’NEA: Your breathing indicATES OTHERWISE!
JOHAN D’ALMENTA: Johan smiles with a satisfied smirk on his face. "We have hit the jackpot."
SOLAR CE’NEA: Well that is definately worth taking
SOLAR CE’NEA: Johan perhaps we should visit the blue lady to see if anything has changed
JOHAN D’ALMENTA: "How many gold pieces each? I'm not that good with numbers."
SOLAR CE’NEA: 100gp for you!
JOHAN D’ALMENTA: "I think that is a brilliant idea. Visiting the blue lady I mean."
DUNGEON MASTER: The party divvies up the loot and heads over to see the wife of the prison warden, Vesorianna Hawkran remains as a sorrowful ghost.
DUNGEON MASTER: "Welcome again to my tomb," she says sadly.
SOLAR CE’NEA: Hello Mrs Hawkran, We have defeated the piper and the priest, we have yet to take on the splatterman, the Maurauder and the lopper, we were hoping you could suggest which one to take on first, or to let us know if anything has changed since last we met you.
DUNGEON MASTER: "I do not think anything has changed... it is hard to be sure... time does not flow now as it once did.  I might suggest you fight the splatter man last of all, and when you are well prepared."
SOLAR CE’NEA: Thank you, is there anything we can do to make you more comfortable before we go?
DUNGEON MASTER: Mrs. Hawkran smiles sadly.  "No, there is not.  May you fare well," she says and begins to disappear.
JOHAN D’ALMENTA: Johan sighs, "Well we best grab that book and then head to the lower levels. I can't begin to imagine what we will face in the lower depths of this place."
SOLAR CE’NEA: Perhaps we should leave the book until we are ready to face the splatter man as he is who we should face last!
JOHAN D’ALMENTA: "Hmmm, you have yourself a deal! Anything to limit the amount of time having to carry that books around is fine with me."
DUNGEON MASTER: The party marches eastward toward the training room.  As before, the dark, murky waters of the pond stand outside. Moldering training dummies and other similar equipment hint that this room may have once been a training area for the guards. In the northeast part of the room, the floor around a dark, jagged hole is surrounded by black scorch marks.
JOHAN D’ALMENTA: "I'll setup my grapple hook and rope to descend down the pit. Definately need your magic lights before we even think of venturing down there."
SOLAR CE’NEA: Solar send his dancing lights down the hole to light up what was down below
JOHAN D’ALMENTA: Johan secures his grapple hook before throwing the rope down. "I guess I'll go first."
JOHAN D’ALMENTA: Johan Climb check (rope): 1d20+8 = 17
DUNGEON MASTER: Below, a dark, shallow pool has gathered beneath the hole in the ground.  There are no visible dangers.\
DUNGEON MASTER: Johan decends into the chamber. 

This cavernous chamber may have once been an underground cellblock, but it has long since collapsed. The crumbled walls are thick with mold and stained with soot, and heaps of fallen stones and charred wooden beams line the area. Water drips and seeps along the walls, collecting in a dark, murky pool in
the middle of the room. To the north, the twisted remains of a wood and iron lift lie in a heap in a shallow portion of the pool. A jagged hole in the roof yawns twenty feet above this ruin. To the west, a partially blocked opening seems to open up after several feet into a dark but stable tunnel.
JOHAN D’ALMENTA: Johan calls up to his companions, "COme on and get your lazy asses down here."
SOLAR CE’NEA: Solar heads down the rope
SOLAR CE’NEA: As Mesedious is climbing down, Solar sends the dancing lights to their extremity to see what they can see
DUNGEON MASTER: There is but one exit, a narrow space between the rubble on the western wall.
SOLAR CE’NEA: Shall we try this way, this I think is towards the centre the direction the blue lady suggested
JOHAN D’ALMENTA: "I knew this place would be in a bad state but this is quite a mess."
JOHAN D’ALMENTA: Johan nods, "The centre sounds like the best option at this stage. Best to avoid disturbing these semi collapsed passageways until we need to."
SOLAR CE’NEA: SOlar prepares his bow and keeps his eyes peeled for anything unusual, then sends his dancing lights out in their normal pattern in the passageway
DUNGEON MASTER: [Perception, please.]
DUNGEON MASTER: The party prepares to head throug the narrow gap through the west.
SOLAR CE’NEA: Percpetion 1d20+3=13
JOHAN D’ALMENTA: Perception check: 1d20+10 = 21
JOHAN D’ALMENTA: Mesodias Perception check: 1d20+5 = 12
DUNGEON MASTER: The party moves into the gap.  As Johan peers into the next room, he hears a sickeningly familiar squelching noise from behind. 

[Initiative, please.]
JOHAN D’ALMENTA: Johan Initiative check: 1d20+4 = 11
SOLAR CE’NEA: Initiative 1d20+7=27
JOHAN D’ALMENTA: Mesodias Initiative check: 1d20+4 = 8
DUNGEON MASTER: Johan, peering into the next room, sees the following:

Four dark hallways exit from this large empty chamber, each striking out in one of the four directions of the compass, and each decorated with a soot-caked brass nameplate affixed to the ceiling just above the entrance. A rubble-choked stairway leads up in the middle of the room, while eight skeletons dressed in scorched prisoners’ robes lie on the ground.
DUNGEON MASTER: [Order is Solar, Johan, Mesodias, NPC.]
SOLAR CE’NEA: Solar says to the others, These skeletons are not animated at the moment, that means they are either normal skeletons and won't bother us or they have not yet been alerted to our prescense, I think we should go back to the pool and deal with what is behind us first and come back here after.  how does that sound
DUNGEON MASTER: The water is is rippling as though someone has thrown a stone into it.
JOHAN D’ALMENTA: Johan quietly retreats backwards with Solar, while keeping an eye on the eight skeletons for any sign of animation. His greatsword gripped between both hands, slightly covered in sweat from the damp conidtions. Perception check: 1d20+10 = 20
DUNGEON MASTER: Johan also notices the water rippling.
DUNGEON MASTER: Mesodias also moves back, staying behind Solar.
SOLAR CE’NEA: SOlar sees the water rippling and hears the noises and justr assumes something bad this way comes:
Disrupt Undead - (Ranged Touch Attack)
1d20+4 =18
Damage 1d6=5 against undead
DUNGEON MASTER: Solar's ray strikes the center of the rippling water, which suddenly ignites in a blue light.
DUNGEON MASTER: As Solar's ray strikes, the room fillswith a cacophonous roar of screams and howls as if a hundred men are being burnt alive.  The noise dies away and with a squelching noise, two ectoplasmic humans rise out of the pool to attack.  Their slimy, shifting forms have the shape of a humanoid, but are made out of what appears to be some form of sticky rope or cloth. Their bodies lurch jerkily, struggling to maintain their horrid forms.

One moves toward solar, attacking with an almight slam for 12 points of damage.

The other moves toward Johan, slamming him for 4 points of damage.
*** DUNGEON MASTER sent nastyassthing.png,... ***
SOLAR CE’NEA: Solar is angry and bursts another spell at the ugly ectoplasm
Disrupt Undead - (Ranged Touch Attack)
1d20+4 =19
Damage 1d6=4 against undead
DUNGEON MASTER: Solar steps backward, unleashing a second blue ray that illuminates his antagonist in blue light.  It dissolves, melting back into a puddle of slime and bones.
JOHAN D’ALMENTA: Johan snarls as the creature takes first blood. The snarl shifts into a smile as he regains his bearings before slashing ascross the middle section of the ectoplasmic creature with his greatsword. Johan uses Power Attack.
To Hit (greatsword): 1d20+6 = 18
Damage (greatsword): 2d6+8 = 17
DUNGEON MASTER: Johan hacks his assailiant to pieces.  It too dissolves back into a puddle of slime which slides backward into the pool.
DUNGEON MASTER: [Off rounds.]
DUNGEON MASTER: [265 xp each.]
JOHAN D’ALMENTA: Johan cleans his blade the best he can. "Whatever that was can chill and stay there."
SOLAR CE’NEA: XP currnelty =6899