Showing posts with label Carrion Crown 41-45. Show all posts
Showing posts with label Carrion Crown 41-45. Show all posts

Wednesday, January 2, 2013

Carrion Crown Session 45


Session 45
 DUNGEON MASTER: [GAME STARTS HERE]
 JOHAN D’ALMENTA/MESODIAS: Mesodias converts three spells into curative healing magic to remove the worse of Solar's injuries as the party stands on the stairs.
Cure Light Wounds: 1d8+5 = 9 hp
Cure Light Wounds: 1d8+5 = 9 hp
Cure Light Wounds: 1d8+5 = 11 hp
 SOLAR CE’NEA: Solar Thanks Mesodias, he had been feeling like a pin cushion
 GRUNDIG: grundig checks the crates for any sighn of traps

perception 1d20+13=16
 SOLAR CE’NEA: Solar Joins grundig to explore the room percpetion 1d20+5=6
 GRUNDIG: grundig also casts detect magic as he checks the crats /chests
 SOLAR CE’NEA: Solar casts detect magic for when he is exploring
 DUNGEON MASTER: This underground room contains several dozen crates, a few coffins, lots of straw, and several huge bell jars.

Grundig discovers no traps, and no one discovers any signs of magic.
 SOLAR CE’NEA: Solar is looking in the crates
 JOHAN D’ALMENTA/MESODIAS: Johan follows his companions into the upper room from the stairway, giving the room a quick search for items within the crates with his crowbar.
Perception check (search): 1d20+11 = 26
 SOLAR CE’NEA: Solar says looks for secret staches in the floors and walls
 JOHAN D’ALMENTA/MESODIAS: Mesodias still being pissed he didn't get enough of a chance to fight within the warehouse stands about on watch as the party ransacks the room.
 SOLAR CE’NEA: I wouldn't be surprised if there isn't secret safes or something of the like as these men clealry worked in secret
 JOHAN D’ALMENTA/MESODIAS: "Well there are three stories to the building, actually four including the basement which I'm happy to avoid for the time being until we find that extract," replies Johan. "There might be offices or rooms on the upper levels?"
 DUNGEON MASTER: In the crates Johan discovers five pots ofbladeguard, 10 doses of bloodblock, 5 applications of silverweapon blanch, 5 applications of cold iron weapon blanch,
and a single application of adamantine weapon blanch.
 DUNGEON MASTER: Solar discovers no secrets caches.
 SOLAR CE’NEA: True but most of it is warehouse where is this is a individual room.  I think think there are individual rooms further in the top floor
 SOLAR CE’NEA: we can here you andrew
 SOLAR CE’NEA: hear even
 GRUNDIG: grundig serches the room for secret doors and safes

perception 1d20+13=33
 DUNGEON MASTER: Grundig discovers no secret doors.
 GRUNDIG: grundig serches the room for traps secret doors and safe

perception 1d20 +13=16
 JOHAN D’ALMENTA/MESODIAS: Johan quickly inspects the stairs for secret compartments by running his hands across the stone seams looking for any indication of a hidden section.
Percpetion check: 1d20+11 = 22
 DUNGEON MASTER: Grundig discovers no secrets in the main vat chamber.  However, as Johan searches the stairs, his practiced hand runs over a stone slab that seems to give way inward.
 JOHAN D’ALMENTA/MESODIAS: "Guys I think I've found something," Johan replies to him companions.
 SOLAR CE’NEA: Solar casts dancing lights so Johan can use it to his best advantage
 SOLAR CE’NEA: Check fro traps my perceptive friend
 GRUNDIG: grunidig moves back in with the others
 JOHAN D’ALMENTA/MESODIAS: Johan kneels down and inspects for any sign of trap before opening the compartment slowly.
Perception check (traps): 1d20+14 = 23
 DUNGEON MASTER: Johan discovers no sign of traps.  The door appears to open on a narrow, unlit passageway that turns to the left about 15' in.
 SOLAR CE’NEA: Solar directs his dancing lights into the passageway
 JOHAN D’ALMENTA/MESODIAS: "Oww," exclaims Johan as the hidden compartment turns out to be a secret passageway. "I think we have found their way in and out of the building."
 GRUNDIG: grundig follows Johan into the tunnel
 GRUNDIG: grundig keeps an eye out for traps

perception 1d20+13=33
 DUNGEON MASTER: The heroes march single file down the narrow passageway, winding up in a small room containing grisly things in jars, two complete skeletons of monstrous creatures, a coffin, and a handcart.
 DUNGEON MASTER: Grundig discovers no traps.
 DUNGEON MASTER: A narrow corridor to the east ends at a locked iron grille.
 JOHAN D’ALMENTA/MESODIAS: "That's unexpected and will remain so as long as it doesn't animate and break from from the jars to attack us," says Johan as he stands there looking at what they found in the room.
 GRUNDIG: grundig sirches the room for secret doors or chambers.

perception 1d20+13=24
 SOLAR CE’NEA: Solar is curious about the Skeletons and tries to discern what they are Knowledge arcana 1d20+15=27
 DUNGEON MASTER: Grundig discovers no secret doors or chambers.  Except for the room they are in, of course.
 DUNGEON MASTER: The skeletons appear to be the remains of owlbears.
 SOLAR CE’NEA: SOlar keeps an eye on the owlbears as he looks in the handcart
 SOLAR CE’NEA: SOlar looks to see if there is anything in the hand cart and any secret compartments in it 1d20+5=19
 DUNGEON MASTER: A thick, leather-bound book sits in the handcart.
 GRUNDIG: grundig serches the rooms for tresure and anything that may help with the trile.

perception 1d20+13=30
 JOHAN D’ALMENTA/MESODIAS: "Owlbears? That's perfect. I'm happy to leave them exactly where they are for the time being, including the coffin until we have the time to inspect it."
 SOLAR CE’NEA: SOlar casts detect magic and aims it at book thne the owlbears and then around the rest of the room
 DUNGEON MASTER: Grundig discovers a wand of gentle repose laying on the coffin.
 GRUNDIG: knowledge nature 1d20+9=22
 DUNGEON MASTER: Solar discovers no magic other than the wand.
 DUNGEON MASTER: Grundig decides that the jars contain various preserved specimens, including a preserved drow head, a pickled pair of hill giant eyes, the half-changed head and spine of a wererat, and a trio of chuul tentacles.
 SOLAR CE’NEA: Solar looks at the book in the cart
 DUNGEON MASTER: The book appears to be a ledger recording the transactions of Vorkstag & Grine.  It will take some time to inspect, but even a casual glance makes clear that the pair is involved in the trafficking of corpses to customers all over Ustalav.
 SOLAR CE’NEA: Solar announces what he has found to the others in the room.
 JOHAN D’ALMENTA/MESODIAS: "They are screwed now, even more so than the fact they are dead. Now this is the coup de grace for setting The Beast free tomorrow morning at the trial. Now are we foolish enough to open the coffin?"
 SOLAR CE’NEA: Once you check for traps I think we are foolish enough winks Solar
 GRUNDIG: i recken we do leave no stone or coffen un turned hahaha.
 JOHAN D’ALMENTA/MESODIAS: Johan looks to Mesodias, "COme on let's bust this open and deal with whatever it is we find inside the coffin." Johan and Mesodias slowly loosen the coffin lid with their crowbars.
 DUNGEON MASTER: The lid is nailed down; it squeaks off to reveal the body of a male human clad in travlers clothes.  The body is well preserved--its black hair and thick eyebrows appear to make him of local stock.
 SOLAR CE’NEA: Perhaps it would be smart to search the corpse perhaps we can identify who the man is?
 JOHAN D’ALMENTA/MESODIAS: Johan recalls the descriptions of those mentioned previously to determine if he is someone we would know of.
Knowledge (local) check: 1d20+0+4 = 19
 DUNGEON MASTER: The corpse does not to belong to anyone Johan is familiar with.
 GRUNDIG: grundig serches the corps for any clue to who he might be and for any other goodies he may have

perception 1d20+13=29
 DUNGEON MASTER: Grundig discovers nothing of interest on the corpse--certainly nothing that would indicate the man's identiy.
 JOHAN D’ALMENTA/MESODIAS: "He might be a good candidate for Speak with the Dead tomorrow morning once we have had a full nights rest?"
 SOLAR CE’NEA: SOalr asks if we have finished with this room, perhaps we can continue searching upstairs and then leave by this exit to see where it goes
 SOLAR CE’NEA: A good idea Johan!
 JOHAN D’ALMENTA/MESODIAS: "Yes I agree with leaving the iron gate as it is and explore the upper room for this elixir and other items of interest we can find," replies Johan.
 GRUNDIG: grundig checks the door for trap perception
 GRUNDIG: perception 1d20+13=24
 DUNGEON MASTER: Grundig discovers no traps.
 GRUNDIG: grundig opens the door as quietly as he can.

stealth 1d20+13=29
 DUNGEON MASTER: The door swings open to reveal wide chamber with a pair of closed double doors at the west end.  A retractable timberand iron crane stands near the door. Presently the room has only a few wooden cases in it.
 GRUNDIG: grundig moves in and checks the crats for traps if he finds non he sirches them

perception for traps 1d20+13=28

sirching 1d20+13=23
 SOLAR CE’NEA: SOlar is recasting dancing lights for his companions
 DUNGEON MASTER: Grundig discovers no traps.
 DUNGEON MASTER: Among the empty boxes in this room arecases containing 12 vials of acid, 12 vials of nushadir, five tanglefoot bags, and three thunderstones, all packed in straw.
 JOHAN D’ALMENTA/MESODIAS: Johan inspects the adjacent double door for traps.
Perception check (traps): 1d20+11+3 = 21
"I hope this leads to the office or living quarters."
 DUNGEON MASTER: Johan discovers no traps.
 JOHAN D’ALMENTA/MESODIAS: Johan waits for everything to be looted and stashedinto a sack before opening the double doors.
 DUNGEON MASTER: THe double doors open onto the courtyard below.
 SOLAR CE’NEA: SOlar suggest leaving this room and checking out one of the other doors further up the hallway
 DUNGEON MASTER: As much an abattoir as a bedchamber, this room contains not only a four-poster bed, but also numerous workbenches and alchemical gear. The walls are lined with shelves and strangelooking objects in jars of liquid. Bits of rags litter the floor, and the air is heavy with the stench of spoiled food mixed with acrid chemicals. A ladder leads to a trapdoor in the ceiling.
 SOLAR CE’NEA: SOlar looks around the room and uses percpetion as well 1d20+5=8
 DUNGEON MASTER: Solar is momentarily distracted by thoughts of Kendra.
 SOLAR CE’NEA: SOlar uses detect magic whilst looking around th room
 GRUNDIG: grundig sirches the room for any tresure or aneything that may be usefull in the trile

perception 1d20 +13=29
 DUNGEON MASTER: This room is part alchemy lab, part slaughterhouse, and part bedroom. The many jars about the room contain alchemically preserved body parts from a variety of creatures. One bell jar full of liquid contains a small gold key at the bottom. The room is packed with curios and medical oddities, including a complete alchemist’s lab and four vials of antitoxin. Under the bed is a small metal strongbox.
 GRUNDIG: grundig tyes a fishing hook onto some string and opens the jar and trys to fish toe key out
 SOLAR CE’NEA: SOlar suggests before going for the key to put something in the liquard to see if it is acid or something similar
 SOLAR CE’NEA: SOlar then realises the gnome in this case was way ahead of him.
 DUNGEON MASTER: The string disolves in a hiss the moment it touches the liquid.  A small puff of acrid smoke rises up out of the jar.
 GRUNDIG: grundig looks arround for an empty jar
 DUNGEON MASTER: There are many jars lying about; Grundig quickly locates one.
 SOLAR CE’NEA: Solar looks around for something like plyers in the room
 GRUNDIG: grundig pours as much of the contence of the jar in to the empty jar making shore the key dose not fall into the new jar
 DUNGEON MASTER: There are several tools lying about. In the meantime, however, Grundig sucessfully dumps the jar of liquid on the floor.  A sizzling hiss of smoke fills the room, and the floor is blackened.  In the midst of the black spot lies a hook and a gold key.
 SOLAR CE’NEA: Solar then uses a metal tool he finds to push/pull the key out of the steaming liquid.  He then grabs his waterskin and pours some water over the key.  He grabs some cloth and puts it on the key to see if the acid is still active
 DUNGEON MASTER: The water splashes over the key.  When Solar presses the cloth down on the key there is no visible reaction.
 SOLAR CE’NEA: On Grundigs suggestion (and just to be safe), Solar cast prestidigittion on the key and then gives it to Johan to open the metal box (whilst suggesting he check for traps)
 DUNGEON MASTER: This is now the cleanest gold key in all of Lepidstadt.
 JOHAN D’ALMENTA/MESODIAS: Johan inspects the metal box for traps before slidning the key into the lock to open it.
Perception check (traps): 1d20+11+3 = 20
 SOLAR CE’NEA: SOlar grabs all the Alchemists kit to seel at a future date
 DUNGEON MASTER: Before Johan slides the key in, he notes the presence of three small holes directly above the keyhole.
 JOHAN D’ALMENTA/MESODIAS: "What have we here?" Johan pauses, before attempting to disable any potential poisoned needle or similar trap before opening the metal case.
Disable Device: 1d20+16 = 26
 DUNGEON MASTER: Johan closes off the holes and proceeds to open the lockbox safely.  Inside he discovers 200 gp,four vials of antitoxin, and a small purple velvet purse containing 4 small, cloudy diamonds.
 SOLAR CE’NEA: SOlar suggest checking the room next door before we go furhter upstairs
 JOHAN D’ALMENTA/MESODIAS: Johan inspects the entrance for traps before opening the doorway into the next section of the warehouse upper floor.
Perception check (trap): 1d20+11+3 = 17
 DUNGEON MASTER: Johan discovers no traps.  The door is unlocked, and swings open easily.

This room appears to be the study of a scholar. A roll-top desk with a leather chair stands against one wall, holding a variety of alchemical equipment and surrounded by hundreds of books piled on every available surface. A narrow cot is crushed into one corner behind a wall of books. A door stands in the north wall.
 GRUNDIG: grundig looks down off the balcony to see if he can see the woman that they saw eirler
 DUNGEON MASTER: Grundig sees no woman.  However, there is a blanket or shawl of some sort lying on the walkway near the edge of the vat.
 SOLAR CE’NEA: Solar ask Johan and Grundig to look through the desk (for secret compartments and says he will hlep aid another perception 1d20+5=16
 JOHAN D’ALMENTA/MESODIAS: Johan searches alongside Grundig for any obvious traps within the personal effects and desk of the alchemist.
Perception check (traps): 1d20+11+3 = 23
 GRUNDIG: grundig sirches the room for any tresure casting detect magic whilst looking

perception 1d20+13=18
 DUNGEON MASTER: A combination alchemy lab, library, and bedchamber, this room is almost fastidiously clean except for the heaps of books everywhere. A large bell jar atop the desk contains the alchemically preserved head and shoulders of a human man.


Johan and Solar discover no secret compartments, but they do find a complete alchemist’s lab, along with three packets of f lash powder and five pots of alchemical grease.

Grundig discovers no additional treasure, other than the numerous books.
 SOLAR CE’NEA: SOlar sees if he can identify who the Preserved head is Knowledge local check 1d20+15=18
 GRUNDIG: grundig checks the door to the north for traps

perception 1d20+13=31
 JOHAN D’ALMENTA/MESODIAS: Knowledge (local) check: 1d20+0+4 = 20
Johan attempts to detect if this man is known to them in regards to the court case or vicims known to them.
 GRUNDIG: and opens it if he finds none
 DUNGEON MASTER: Grundig discovers no traps.
 DUNGEON MASTER: The door is locked.
 DUNGEON MASTER: Johan does not recognize this man, though he does generally look like some of the swampers he met a few days ago back at Morast.
 GRUNDIG: grundig asks for the set of keys and trys them to see if one opens the door
 SOLAR CE’NEA: SOlar is quickly checking out the books to see what they are about and if any ndividual tomes are worth taking
 DUNGEON MASTER: Johan tosses the keys to Grundig, who opens the ornate lock and pushes open the door.  Beyond the locked door, a tiny room holds a single object—a large oak cabinet.
 SOLAR CE’NEA: Solar appraise 1d20+4=7
 DUNGEON MASTER: Solar thinks that some of the books look pretty valuable.
 GRUNDIG: grundig checks the cabnit for traps

perception 1d20+13=26
 SOLAR CE’NEA: Solar goes back and concentrates on the large oak cabinet with Grundig 1d20+5=17
 SOLAR CE’NEA: preception aid another
 DUNGEON MASTER: Neither Grundig nor Solar discover any sign of traps.
 GRUNDIG: grundig opens the door (if he can)
 DUNGEON MASTER: Nearly a score of f layed skins hang within the cabinet like empty sacks of flesh.
 GRUNDIG: and  searches the cabnit

take 20
 GRUNDIG: total perception 1d20+13=33
 JOHAN D’ALMENTA/MESODIAS: Johan inspects the skins after taking a deep breath, being careful not to disturb them too much.
Perception chec: 1d20+11 = 13
 JOHAN D’ALMENTA/MESODIAS: Knowledge (local) = 1d20+0+4 = 24
 DUNGEON MASTER: The cabinent contains over a dozen skins.  Notable skins include the missing Miller of Hargen; Borgo Znojmo, a respected and reclusive Lepidstadt merchant; Doctor Katarina Vilt, an esteemed lecturer at Lepidstadt University; and countless others both missing or still occasionally seen. And hanging at the front is a grotesque, deformed skin of a 8-foot-tall mongrelman, made up of flesh, fur, and scales and covered with fungal boils and hideous puss-filled eruptions.

Also, the cabinet appears to have a false back.
 GRUNDIG: grundig checks the back for any traps and a way of opening it 1d20+13=23
 GRUNDIG: (perception)
 SOLAR CE’NEA: Solar goes around the room looking for a bag, container or a set of sheets he can use to carry all the skins.
 JOHAN D’ALMENTA/MESODIAS: Johan gags several times before carefully placing the skins into an empty sack for evidence later tomorrow morning.
 DUNGEON MASTER: Grundig discovers no traps.  The panel slides out to reveal a small compartment containing 500 gp in assorted coins, a silver drinking cup inlaid with obsidian, a syringe, and six vials of bluish-green liquid.  Also there is a leather-bound book with well-thumbed pages.
 GRUNDIG: grundig hands solar the book "see what you make of this"
 SOLAR CE’NEA:  Solar cast detect magic on all the items but particually the leather bound book
 DUNGEON MASTER: Solar detects no magic.
 SOLAR CE’NEA: SOlar eagarly opens and starts to read the book
 DUNGEON MASTER: The book proves to be a second ledger detailing customers who have purchased stolen cadavers and anatomical parts from Vorkstag and Grine. Many of the names are local doctors and scholars, but two names stand out: Doctor Brada of Sanctuary, and one Auren Vrood, W.W.
 SOLAR CE’NEA: Solar tries to remember the imprtance of those persons in the town Knowledge Local 1d20+15=35
 DUNGEON MASTER: The name of Dr. Brada is known to the group.  The name of Auren Vrood is not.
 JOHAN D’ALMENTA/MESODIAS: "Auren is worthy of further time and research after the case has been finalised, unless you think it is vital for the case tomorrow morning? I feel anyone dealing with these bastards deserves the opportunity to explain themselves at the point of our blades?"
 SOLAR CE’NEA: We can simply submit this as evidence.  Let the chips fall where they may.  If they are innocent they will get to prove it, if not, hopefully they get what is truely owed to them.
 JOHAN D’ALMENTA/MESODIAS: "Shall we explore the trap door and what lies beyond it?"
 GRUNDIG: all for that
 JOHAN D’ALMENTA/MESODIAS: Perception check (traps): 1d20+11+3 = 27
 DUNGEON MASTER: After several minutes' search, Johan discovers a very clever magic trap comprised of tiny runes etched along the edge of the trap door.
 JOHAN D’ALMENTA/MESODIAS: "Give me some room, I've found a nasty trap that could effect a certain area. Best only none of us is hit by it should I fail to remove it."
 JOHAN D’ALMENTA/MESODIAS: Disable Device check: 1d20+16 = 25
 DUNGEON MASTER: Johan scratches out the runes, hoping against hope that this is sufficient to disable this very devious trap.
 JOHAN D’ALMENTA/MESODIAS: Johan opens the trapdoor, wincing slightly waiting for something terrible to happen as he does so.
 DUNGEON MASTER: It isn't terrible, but it *is* loud.  A sonic boom echoes through the small chamber, shattering glass and dealing 5 points of damage to Johan.  Apparently the trap is not as disabled as Johan had hoped.

To make matters worse, at that very moment two horrid, stitched together winged creatures flutter down to attack.
 DUNGEON MASTER: DUN! DUN! DUN!
 DUNGEON MASTER: [End session here]

Carrion Crown Session 44


Session 44
DUNGEON MASTER: [GAME STARTS HERE]
 DUNGEON MASTER: The battle is currently raging inside Vorkstag & Grine's.  The lighting in this place is dim, and the air is cloying and acidic.  The heroes must take some measure to filter the air, or be nausiated if they fail a fortitude save.
 DUNGEON MASTER: A glowing, green bottle sails through the air to splatter a searing mucus over Grundig.  The liquid fizzes and sputters, inflicting 11 points of acid damage on the gnome.
 DUNGEON MASTER: [DC 24 concentration check or lose the spell.]
 SOLAR CE’NEA: SOlar ties to figure out what the skinless man is and what can be used to successfully fight him knowledge arcana 1d20+15=26, Solar grabs a cure light wounds and drinks it 1d8+1=8 and then takes a 5 foot step back
 DUNGEON MASTER: Solar isn't sure what the creature is--it doesn't appear to be anything he's read about in the wizardly books.
 JOHAN D’ALMENTA/MESODIAS: [Standard Action] Johan gives the tip of the sunrod's metal cap that is tucked into his leather belt a strike, activating the chemical reaction illuminating the chemical warehouse in a dull yellow light.
[Move Action] Johan wraps his nose and mouth with a strip of hemp cloth to avoid the worst effects from the bleach and chemical odors.
[Five-foot Step] Johan moves five foot to the east in search for prey.
[Free action] Johan orders Shadow to go to the doorway of the warehouse to avoid the effects of the fumes.
 JOHAN D’ALMENTA/MESODIAS: [Standard action] Mesodias swings his heavy mace into the chest of the creature standing before him (power attack)
20% Miss Chance (dim light): 1d100 = 92%
To Hit (+1 heavy mace): 1d20+9-2PA = 27
Confirm Critical: (+1 heavy mace): 1d20+9-2PA = 17
Damage (+1 heavy mace): 1d8+7+6PA = 17
If Critical Confirmed: 2d8+14+6PA = 28
[Five-Foot Step] Mesodias moves five foot to the south-east.
[Move Action] Mesodias wraps a strip of cloth around his face to prevent the fumes from overcoming his senses.
 GRUNDIG: grundig trys to casts somen natures allay once again sommening 2 small fire elemental fort save 1d20+7=25. (replacing
 GRUNDIG: (replacing poison)
 DUNGEON MASTER: Mesodias crushes the cowering creature into a unrecognizable bloody pulp.
 SOLAR CE’NEA: Solar moves so that he is in the middle of his companions and casts haste,
Stone call Round 6 of 6
Invisability 2 of 6

Haste
Round 1 of 6
hasted creature may make one extra attack with one natural or manufactured weapon. The attack is made using the creature's full base attack bonus,
A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Any condition that makes you lose yourDexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.
All of the hasted creature's modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 feet, to a maximum of twice the subject's normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects the creature's jumping distance as normal for increased speed.
 SOLAR CE’NEA: The skinless man is behind the vat 2 vats to the east
 DUNGEON MASTER: Solar's stone call spell ends. The debris on the floor disappear into a fine mist.
 JOHAN D’ALMENTA/MESODIAS: [Move Action] Upon hearing the ghostly instructions of Solar, Johan dashes forward with his heightened speed towards the vats to the east.
 DUNGEON MASTER: As Johan rounds the corner, the skinless beast launches another green acidic bomb in his direction. Luckily, Johan is prepared and ducks beneath the arcing projectile.

The thing seems to have opened the door behind it, affording Johan a clear view into the next room--an underground room containing several dozen crates, a few coffins, lots of straw, and several huge bell jars.
 JOHAN D’ALMENTA/MESODIAS: [Standard Action] Johan closes within melee of the hideous skinless beast before slashing with magical longsword (power attack)
To Hit (+1 keen longsword): 1d20+11-2PA+1HS = 20
Damage (+1 keen longsword): 1d8+7+6PA = 17
 DUNGEON MASTER: The blow connects, delivering a nasty slash against the thing's muscled chest.  It snarls and leers at Johan.
 JOHAN D’ALMENTA/MESODIAS: Johan roars a challenge as he swings at the creature with his blade, "Die you abomination!"
 JOHAN D’ALMENTA/MESODIAS: [Standard Action] Mesodias summons a globe of magical light on his belt buckle (Light cantrip)
[Move action] before moving rapidly in the direction he heard Johan only moments before.
 DUNGEON MASTER: The creatures move up to surround the skinless man, gaining a flanking bonus to their attack.
 GRUNDIG: the first fire elemantelatacks 1d20+4+2(flanking)=20 damage =1d4slam +1d4 fire=3+3=6 dc11 save or creature burns
 GRUNDIG: 2nd fire elemantel attack 1d20+4+2=23 dam=4slam +1 fire same dc save
 DUNGEON MASTER: The creature howls in vain as the creatures strike him, but he does not catch fire.
 GRUNDIG: grundig moves foward to get into the action  he casts a fire bolt at the skinnles creature 1d20+7-8+1=18 ranged touch atack
 GRUNDIG: damage1d6+1=4
 DUNGEON MASTER: Grundig's firebolt slams into the creature's chest, inflicting some burning damage.

The thing looks around at the heroes and hisses.  It takes a step backward into the next room and opens the next door behind it.

But even as the thing flees, the sharper-eared members of the party hear the all-too familiar sound of spellcasting above them.  The next moment, the area near the door is plunged into darkness...
 SOLAR CE’NEA: SOlar percpetion is 24
 DUNGEON MASTER: Solar can't see the creature through the darkness, but he can make out a movement up on the catwalk above.
 DUNGEON MASTER: The ugliest, whitest gnome Solar has ever seen stands on the catwalk looking gleefully down at the confusion in the darkness below.
 SOLAR CE’NEA: Solar climbs up the ladder to the top floor and to move closer to where he thought the movement occured, he sees the opponant moves closer to him and than casts Ear peiercing scream effectively canceling invisability
Ear-Piercing Scream
3d6=12  and dazed for one round 
DC15 Fort save means not Dazed and only half damage.
 SOLAR CE’NEA: Current spells in play
Invisibility round 3 of 6

Haste  Round 2 of 6
 DUNGEON MASTER: The thing is taken by complete surprise by Solar's spell--the terrible shriek brings blood dribbling out of its ears and nose, and it looks around in horror and shock before spotting Solar's position at the south end of the catwalk.
 JOHAN D’ALMENTA/MESODIAS: "Fuck this darkness! I'm going in and closing the door, just hope this works," replies Johan as he moves inside the room he saw before the darkness enveloped them. He will close the door to the room hoping this will block the spells effects.
 DUNGEON MASTER: Johan's plan works--he gropes his way forward and pushes the door shut, finding himself alone in the storage room with the skinless abomination.  It looks at him and licks its knife.
 JOHAN D’ALMENTA/MESODIAS: Mesodias moves forward slowly searching for the doorway he saw between the vats to the east.
 DUNGEON MASTER: In the darkness, Mesodias hears the crackling movement of one of the elementals beside him.  Moments later the door creaks open and the next room is once again plunged into darkness.
 GRUNDIG: fire elemental 1 attack 1d20+4+2=25
 GRUNDIG: slam 1d4+4 fire 1d4+4
 DUNGEON MASTER: There are screams in the darkness--apparently at least one of the elementals have struck the thing.
 GRUNDIG: grundig changes in to a small fire elemental.
 GRUNDIG: grundig moves through the open door towards the creature
 DUNGEON MASTER: The beast moves through the doorway and down the steps, to where another door stands.  From the bottom of the staircase the sounds of an iron door being thrown open can be heard.

Up above, the wretched little gnome casts a spell, and the area is plunged into darkness.
 GRUNDIG: (2 fo 6 rounds fire elementals)
 SOLAR CE’NEA: Solar cast flaming sphere and sends it forward on the walkway
Flaming  Sphere
3d6 points =13
Can Move 30 feet in a round
100 ft. + 10 ft./level)
Effect 5-ft.-diameter sphere
Duration 1 round/level
Saving Throw Reflex negates; Spell Resistance yes

Current spells in play
Flaming Sphere 1 of 6
Haste  Round 3 of 6

Solar than draws his morning star
 SOLAR CE’NEA: Solar takes a 5 foot step back
 DUNGEON MASTER: Solar casts the spell and the sphere of fire moves forward in the darkness.  It isn't long until he senses the movement stop, and the sound of profane cursing issues out of the general dark ahead of him.
 JOHAN D’ALMENTA/MESODIAS: Even without being able to see them, Johan can feel the searing heat from the small fire elementals as they pass him and attack the skinless creature. Johan closes the door so he is able to see again before rushing down the now visible stair case. "Keep this bloody door shut!"
With a sneer on contempt and disgust shown on his face, Johan spits his words at the creature. "You will not escape with your life this time mother fucker!"
 DUNGEON MASTER: The door at the bottom of the stairs stands open, revealing a large chamber with a floor that is hidden beneath the murky water filling the room to just below the bottom of the door. Dozens of pale cadavers silently float in the ice-cold waters, bumping into each other or against the damp walls. The air is still and quiet, broken only by the sound of water lapping against stone walls.
 JOHAN D’ALMENTA/MESODIAS: Mesodias feels around for the door handle before quickly opening the door, stepping through the closing it again so he can see.
 GRUNDIG: grundig speaks out to the two elemenatls gethim before he gets into the water. then moves behind Johan and casts bulls stringth on him
 GRUNDIG: the fire elementals move up and slam attack the skinles monster the first 1d20+4=23 dam slam1d4=1 fire 1d4=4
 GRUNDIG: the seckend 1d20+4=19 dam slam1d4=1 fire1d4=4
 GRUNDIG: (3 fo 6 rounds for fire elem)
 DUNGEON MASTER: More flames and blows hammer down on the bleeding, skinless man.  It shrieks and then, upon seeing Grundig revert back to gnome form, the wretched thing giggles.
 SOLAR CE’NEA: Solar calls on the gods to guide him (using a hero point) and casts Stone call directly infront of him
Stone call
A rain of dirt, gravel, and small pebbles fills the area, dealing 2d6 points (9 points) of bludgeoning damage to every creature in the area. This damage only occurs once, when the spell is cast.
For the remaining duration of the spell, this debris covers the ground, making the entire area difficult terrain. At the end of the duration, the rocks disappear, leaving no aftereffects (other than the damage dealt).

Current spells in play
Stone call 1 of 6
Flaming Sphere 1 of 6
Haste  Round 3 of 6
 DUNGEON MASTER: A rain of dirt and gravel slams down into the eastern half of the room, dealing damage to Solar.  Away in the darkness, there is a terrible shriek--which is quickly cut off. 

A blinding flash of light follows, and the darkness melts away.
 DUNGEON MASTER: Down below, the skinless man backs away through the door, deftly using the cover it provides to avoid any errant swings from his assailiants.  As he sloshes into the water, he hisses out: "Get them, you mindless lumpss!"
 DUNGEON MASTER: Nothing happens, but the thing seems unconcerned.  It leers at the heroes and pulls a test tube with a blueish tinge.
 JOHAN D’ALMENTA/MESODIAS: [Free Action] Johan quick draws the iron dagger from his left wrist sheath before hurling it at the skinless beast (deadly aim)
[Standard Action] To Hit (dagger): 1d20+8-2DA+1HS = 21
Damage (dagger): 1d4+4+4DA = 10
To Grundig, "Did you want to get these fire creatures to close the door after you have burnt this bitch to ashes?!"
 DUNGEON MASTER: The weapon buries itself into the beast's chest.  "I said, GET THEM!"
 DUNGEON MASTER: The thing is bleeding very profusely now, through mutliple gashes in its muscles and vessels.
 JOHAN D’ALMENTA/MESODIAS: Mesodias moves down the first flight of stairs before calling on the might of Gorum in the form of a glowing greatsword that appears before the skinless beast and attacks it.
To Hit (spiritual weapon): 1d20+6 = 15
Damage (spiritual weapon): 1d8+2 = 4
1 rnd of 6
 DUNGEON MASTER: A blade comes into existance and slashes at the creature, who deftly jumps aside.
 GRUNDIG: grundig fires a fire bolt through the door at the creature 1d20+7=17 damage 1d6+3=6
 DUNGEON MASTER: Grundig shoots a bolt of fire that whizzes past Johan, through the doorway, and smack into the creature's face.  It lets out a garbled yell, and falls down into the waist-high water.  The gurgling sound of the thing slowly drowning echoes off the walls.

[Off rounds.]
 GRUNDIG: the fire elementals dissapear shortly after the combat finnishes grundig thanks them for there help
 DUNGEON MASTER: [1200 xp each]
 JOHAN D’ALMENTA/MESODIAS: "Thank Gorum that stubborn bastard dropped! Keep an eye on the bodies in the water. If they move I'll slam the door shut and we can deal with the later." Johan retrieves his grapple hook and rope, catching the skinless beast before dragging him over to the doorway without having to enter the water.
 GRUNDIG: grundig changes back into his normal form
 GRUNDIG: "that was intence"
 DUNGEON MASTER: As soon as the hook hits the water, a pair of the corpses rise to their feet.  Their hair is rotted and their skin withered, but they retain a controlled gait to their movement.  Their eyes fix on Johan.

"The massster... Vorkstag.... iss dead.... we would bargain with you, mortalsss..."
 JOHAN D’ALMENTA/MESODIAS: "What is it you have to bargain for your freedom, as you are otherwise not getting past us?" Johan stands there with his longsword readied however he doesn't make any sign of aggression as he looks these things up and down.
 SOLAR CE’NEA: Solar keeps his magic up (although he dismisses stones call) and then checks that the creature he faced is actually dead, and then checks what he may have on his person.  Knowledge Arcana 1d20+15=32 Perception 1d20+5=19
 GRUNDIG: what is it that you have to offer us
 DUNGEON MASTER: "Those two... Vorkssstag and Grrrine... they created uss.  We were mortalsss too... in a montasssary we dwelt.  We need a sssubstance that those two gave us in order to... sssssurivive..."
 DUNGEON MASTER: Solar discovers that the body is gone; in its place lies a pile of clothes and gear.  On thinking it over, Solar decides that it might have been of a race of underdark denizens known as Dark Creepers.
 DUNGEON MASTER: The bodies of Dark Creepers are known to disappear in a flash of light upon their deaths, and they are known to cast the darkness spell with frightening alacrity.
 DUNGEON MASTER: Further information that Solar remembers:

Dark creepers lurk in the black places deep below the surface of the world, venturing forth at night or into neighboring societies when the urge to steal and cause mayhem grows too great to resist. Endless layers of filthy, moldering black cloth shroud these small creatures, leading some to believe that the creature inside is smaller still. Usually encountered in groups, dark creepers flee from bright light, but are quite brave in the dark.

Dark creepers stand just under 4 feet tall and weigh 80 pounds. Their flesh is pale and moist, and their eyes are milky white. Dark creepers exude a foul stench of sweat and spoiled food, owing primarily to the fact that they never take off their clothing—instead piling on new layers when the outermost one grows too ragged.

For all the mayhem and trouble a pack of dark creepers can cause, this is nothing compared to the dangers a tribe led by the taller, even more sinister dark stalkers represents. Dark creepers treat their tall, lithe masters almost like gods, presenting them with offerings and obeying their every whim. Invariably, several dark stalkers serve as leaders to dark creeper tribes, with all of the tribe's heavy work and labor falling on the diminutive shoulders of the creepers, freeing the dark stalkers for their own decadent pleasures. Yet the dark creepers themselves see no inherent imbalance in this arrangement—to a dark creeper, a life in the servitude of a dark stalker is a life fulfilled.
 SOLAR CE’NEA: Solar exams the clothing and equiptment left behind
 GRUNDIG: so what is it that you want and what do you have to give
 SOLAR CE’NEA: Solar casts detect magic whilst searching
 DUNGEON MASTER: Solar discovers a potion of cure light wounds, a flask of acid (2), antitoxin, rags, a masterwork handaxe, masterwork throwing axes (3), a disguise kit, a holy symbol, black smear poison (2 doses), a spell component pouch, and a set of thieves’ tools.
 DUNGEON MASTER: "We want an extract.... give?  What would you have usssss *give*?  What you sssssee before you is all that weee .... have..."
 SOLAR CE’NEA: Solar tries to identify what religion the holy symbol is from Knowledge Religion 1d20+10=17
 DUNGEON MASTER: It looks like a holy symbol of Norgorber.
 DUNGEON MASTER: The elementals and the flaming sphere dissipate.
 GRUNDIG: what would you do if we gave it to you
 GRUNDIG: grundig yells out hay solar get you ass down here
 SOLAR CE’NEA: Solar takes what he found and cautiosly makes his way down the ladder to try and find the rest of his companions, he is trying to be stealthy 1d20+5=12
 JOHAN D’ALMENTA/MESODIAS: "We only came here for Vorstag and Grines. If we let you go are you going to harm innocents and kill like your master? Answer truthfully. Do you know where this extract is located?"
Sense Motive: 1d20+6 = 19
 SOLAR CE’NEA: SOlar sees whats going on and says, "Um guys do you realise they are dead"
 JOHAN D’ALMENTA/MESODIAS: "There you are, I was wondering what happened to you. Yeah however we owe them a chance to explain their intensions first," replies Johan.
 DUNGEON MASTER: They hesitate a moment.  Finally one answers: "We do not know, where the thing is kept, mortalsss... up above, perhapsss?   If we are free, we would seek the aid of P--p-pharasma... only she can help usss now..."
 SOLAR CE’NEA: SOlar attempts to identify what the undead actually are (few zombies/skeetons actually can talk) Knowledge religion 1d20+10=23
 DUNGEON MASTER: Solar decides that these... things... may perhaps be related to the Juju zombies that are created in lands far to the south.
 DUNGEON MASTER: "There are a few things we could tell you, mortalsss... we have been doomed to live in this pool for yearsss now..."
 SOLAR CE’NEA: There are rooms on the top floor (well at least a door) perhaps there is something there for these poor creatures.
 SOLAR CE’NEA: In return for the knowledge of the goings on in this place
 DUNGEON MASTER: "Yessss... a bargain.... we sssseek a bargain..."
 JOHAN D’ALMENTA/MESODIAS: "Stay here while we search for the extract and come back. We will close the door for the time being until we find what you are looking for."
 DUNGEON MASTER: "That isss... fair... farewell, mortalsss..."
 JOHAN D’ALMENTA/MESODIAS: Johan will finish fishing out the body of their master out of the water before closing and locking the door.
 DUNGEON MASTER: Johan pulls the body out and closes the door shut with an ominous clang. 

Numerous bits of equipment are secreted into cavities within this creature's muscle structure and flesh.  After some disgusting digging around, Johan discovers a masterwork heavy mace, dust of tracelessness (2 doses), an alchemist’s kit, a blood-smeared formula book, a set of iron keys, black adder venom [2 doses], blue whinnis [2 doses], and deathblade [1 dose].
 DUNGEON MASTER: [GAME ENDS HERE]

Carrion Crown Session 43


Session 43
[GAME STARTS HERE]
 DUNGEON MASTER: [Discovering both the papers in the strongbox and the vial in the cellar (1,200 XP each for the papers and the vial).

Defeating the Flesh Golem Hound: 600 xp each.]
 JOHAN D’ALMENTA/MESODIAS: 29136 Xp in total
 DUNGEON MASTER: The party is standing in the small courtyard in the aftermath of a fierce, but short battle.  The hound's howl still lingers in the cold autumn air.
 SOLAR CE’NEA: Solar passive perception 1d20+5=9
Solar Passiver percpetion check 1d20+5=25
 GRUNDIG: perception =1d20+13=18

perception 1d20+13=26
 JOHAN D’ALMENTA/MESODIAS: Johan Perception check: 1d20+11 = 19
Johan Perception check: 1d20+11 = 17
Shadow Perception check: 1d20+6 = 12
Shadow Perception check: 1d20+6 = 18
Mesodias Perception check: 1d20+8 = 28
 JOHAN D’ALMENTA/MESODIAS: Mesodias Perception check: 1d20+8 = 12
 JOHAN D’ALMENTA/MESODIAS: Mesodias hands Grundig the Wand of Cure Light Wounds (7 charges left)
 DUNGEON MASTER: There is a single solid wooden door opening to the north, and a pair of double wooden doors to the west.  Additionally, there is a large pair of doors opening on the second floor to the west.
 DUNGEON MASTER: The party hears the sound of muffled movement from the east.
 DUNGEON MASTER: *west*
 DUNGEON MASTER: *east*
 SOLAR CE’NEA: SOlar silently signals towards the eastern days and mouths... better to get those noises over with. try to surprise them
 JOHAN D’ALMENTA/MESODIAS: Mesodias expends a charge of the Wand of Cure Light Wounds on Johan to cure the injuries fro the flesh golem hound.
2d8+1 = 15 hp healed
2d8+1 = 13 hp healed
(2 charges used)
 SOLAR CE’NEA: Solar points to the locks signalling to Johan to see if he thinks they will be easy to open
 DUNGEON MASTER: Both the doors are equipped with locks; it's unclear whether they are acutally locked shut at this time.
 JOHAN D’ALMENTA/MESODIAS: Johan quickly moves over to the doors, inspecting the lock for any trap before testing the locks difficulty in opening.
Perception check (traps): 1d20+11+3TF = 28
 SOLAR CE’NEA: SOlar has his crossbow at the ready
 DUNGEON MASTER: Johan discovers no traps.
 GRUNDIG: grundig moves to the edg of the compound
 JOHAN D’ALMENTA/MESODIAS: Disable Device check: 1d20+16 = 25
 SOLAR CE’NEA: SOlar listens at the door percpetion 1d20+5=21
 DUNGEON MASTER: Solar hears no further noise in this direction.
 DUNGEON MASTER: After some effort, Johan manages to pick the lock on that door.
 JOHAN D’ALMENTA/MESODIAS: Johan whispers, "Are you guys ready to go in?"
As he waits for their reply he drinks a potion of cure light wounds to heal the remainder of his injuries from the flesh golem.
 JOHAN D’ALMENTA/MESODIAS: Hit Point healed: 1d8+1 = 8 hp healed
 JOHAN D’ALMENTA/MESODIAS: Johan moves over to Solar as he indicates towards the double door he is standing at.
Perception check (traps): 1d20+11+3TF = 25
 JOHAN D’ALMENTA/MESODIAS: Disable Device: 1d20+16 = 27
 DUNGEON MASTER: Johan discovers no traps and sucessfully picks the lock.
 JOHAN D’ALMENTA/MESODIAS: Johan whispers to Solar, "Did you want to step back before we open this?"
 JOHAN D’ALMENTA/MESODIAS: Mesodias prepares his heavy crossbow. Johan prepares his longbow before they open the door.
 SOLAR CE’NEA: I'll get behinf the cart with my crossbow or a distance spell
 JOHAN D’ALMENTA/MESODIAS: Mesodias opens the door with a free hand before gripping his heavy crossbow for any sign of movement within the building.
 GRUNDIG: grundig takes some cover behind the wagon
 SOLAR CE’NEA: Solar has his heavy cross bow ready and has his light crossbow on the cart ready to fire once his heavey crossbow has been fired
 DUNGEON MASTER: The door creaks open, revealing a trio of ugly faces, filled with ivory tusks, matted fur, and scaly flesh.  They raise their clubs and leap to attack.

[Initiative Please.]
 JOHAN D’ALMENTA/MESODIAS: Johan Initiative check: 1d20+4 = 15
Mesodias Intiative check: 1d20+4 = 19
 SOLAR CE’NEA: Initiative 1d20+7=25
 GRUNDIG: initiative 1d20+4=18
 GRUNDIG: 18
 GRUNDIG: 25
 DUNGEON MASTER: As Mesodias heaves the door open, the sound of a nasal voice reciting arcane words can be heard from the double doors above.  A shadowy sphere of darkness, 20' in radius, springs into existance, and hurtles down into the middle of the courtyard.  Solar's dancing lights can no longer be seen.

[The courtyard is now enveloped in darkness--creatures without darkvision cannot see and suffer a 50% miss chance.]
 SOLAR CE’NEA: Solar delays his casting until he can see
 JOHAN D’ALMENTA/MESODIAS: Mesodias panics now faced with sudden darkness, unsure of what to do he closes the door he just opened and braces himself against it.
 DUNGEON MASTER: The creatures, apparently as stunned by the sudden spell as the party, do not resist the door being closed in their faces.
 GRUNDIG: grundig casts detect magic to see if he can see the sorce of the ldarkness spell
 GRUNDIG: perception 1d20+13=24
 DUNGEON MASTER: The sounds of Grundig scrambling over something big can be heard in the darkness.
 JOHAN D’ALMENTA/MESODIAS: "Shit! If we cant get rid of this darkness we should pull back." Johan searches the two five foot squares behind him for a stone or coin he noticed for a brief second as it was thrown down from the level above.
 DUNGEON MASTER: Johan finds nothing close at hand.
 JOHAN D’ALMENTA/MESODIAS: Mesodias Strength check: 1d20+4 = 17
 DUNGEON MASTER: The creatures on the other side appear to be hurling themselves against the door.  Johan's side opens without resistance, whereas the creature on Mesodias' side struggles to open the way against the brute.  In the end, it succeeds, and the door can be heard creaking open in the darkness.

Moments later, the sound of wooden clubs smashing against metal ring through the magical night.
 DUNGEON MASTER: A wooden club smashes against Johan's shoulder, dealing 8 points of damage.  Mesodias too is targeted in the darkness, but by sheer luck he avoids the club.

But there is another sound--a whirring blade that whizzes down from above, landing with a sickening thunk in Solar's flank.  [10 points of damage, plus a fort save vs. poison, please.]
 SOLAR CE’NEA: Fort save  =1d20+4=22
Solar casts invisability and moves towards the doors
 SOLAR CE’NEA: SOlar whispers to johan I can make you invisable and we can go take out the bastard that threw the darkness
 JOHAN D’ALMENTA/MESODIAS: Mesodias drops his heavy crossbow and prepares himself with his heavy mace. "Oooghh hihhss," he replies in frustration.
Mesodias swings his heavy mace in front of him towards the doorway in case one of the beasts stands there.
50% Miss chance: 98%
To Hit (+1 heavy mace): 1d20+8 = 18
Damage (+1 heavy mace): 1d8+7 = 13
 DUNGEON MASTER: Luck is with Mesodias--his sword crashes down on flesh and metal.  The cries and snarls of a stricken beast can be heard in the darkness.
 SOLAR CE’NEA: Grundig grabs the pebble and places it in his pouch (move) and then casts flaming sphere to hit the figure on the top floor
3d6 points =10
Can Move 30 feet in a round
100 ft. + 10 ft./level)
Effect 5-ft.-diameter sphere
Duration 1 round/level Round 1 of 6
Saving Throw Reflex negates; Spell Resistance yes
 DUNGEON MASTER: The sound of nasal cursing can be heard from the upper floor, and the sallow face pulls back from view.
 JOHAN D’ALMENTA/MESODIAS: Johan commands Shadow to move back into the corner and stay (free action). Johan quick draws his trusted magical longsword before stabbing the creature before him once, then slashing across its shoulder with a blinding second strike (power attack)
To Hit (+1 keen longsword): 1d20+11-2PA = 21
Damage (+1 keen longsword): 1d8+7+6PA = 20

To Hit (+1 keen longsword): 1d20+6-2PA = 15
Damage (+1 keen longsword): 1d8+7+6PA = 19
 DUNGEON MASTER: Johan easily dispatches not one, but both creatures standing before him.
 DUNGEON MASTER: The remaining creature runs into one of the corners and takes up a defensive position behind one of the barrels.
 DUNGEON MASTER: No further sounds issue from upstairs.
 DUNGEON MASTER: This chamber contains numerous boxes, crates, and bales of straw.  It appears to be some sort of storage room.
 SOLAR CE’NEA: SOlar whispers to Johan, you seem to have these guys under control, I am going to go gently exploring whilst invisable
 SOLAR CE’NEA: SOlar moves to the door at the east and tries to open it  and stands behind the open door
 DUNGEON MASTER: This simple stable contains two stalls filled with straw, one of which holds an ancient horse one step away from the knacker’s yard.
 JOHAN D’ALMENTA/MESODIAS: Mesodias offers a sadistic sneer as he moves quickly forward to crush the creature with his heavy mace.
To Hit (+1 heavy mace): 1d20+9-2PA = 20
Damage (+1 heavy mace): 1d8+7+6PA = 18
 DUNGEON MASTER: Mesodias smashes the groveling creature into the ground.  It's blood splatters on the walls and seeps into the straw-covered floor.
 DUNGEON MASTER: [Off rounds.]
 JOHAN D’ALMENTA/MESODIAS: Mesodias grunts in satisfaction as he smeers the blood from the creature off his heavy mace.
 SOLAR CE’NEA: Grundig cancels his flaming sphere
 SOLAR CE’NEA: SOlar says I am still invisabile, if you guys wat to search these rooms, I will open the other door and scout around a little.
 DUNGEON MASTER: From somewhere to the north comes a terrible scream, like that of a woman.  It ends abruptly.
 JOHAN D’ALMENTA/MESODIAS: "Sounds fine to me, don't mind a breather after that just be safe and don't forget you still make noise as you move."
 SOLAR CE’NEA: Thanks for the warning. Solar tries to move silently and walks to the unlock door and opens it Stealth check 1d20+5=17
 JOHAN D’ALMENTA/MESODIAS: Johan quickly searches around for items of interest.
Johan Perception check (search): 1d20+11 = 20
Mesodias pokes around with his heavy mace, checking for anything of valuable.
Mesodias Perception check: 1d20+8 = 17
Grundig searches for any incriminating items or things of value while they wait for Solar to search to the west.
Perception check: 1d20+13 = 31
 SOLAR CE’NEA: Solar perception check 1d20+5=16
 DUNGEON MASTER: The party discovers the following items hidden in the storage rooms: 12 vials of alchemist’s fire, 12 vials of liquid ice, 10 smoke pellets, 10 smokesticks, and six bottles of bleach with the same labels as the one found in the Sanctuary. In addition, Grundig finds a bottle of Orisian Port, wrapped in a separate box and adorned with a red ribbon.
 SOLAR CE’NEA: Solar does know local to identify the lady he sees 1d20+15=24
 DUNGEON MASTER: The sudden cry similar to the creatures already encountered rises from the room to the north, where solar has gone on ahead to explore.  In the next moment, his spell ends and he becomes visible.  A sphere of darkness--which he had not noticed before--hurtles down from the wall above and envelops him.

[Initiative from Solar please.]
 SOLAR CE’NEA: Ininiative 1d20+7=18
 DUNGEON MASTER: A creature steps up somewhere in the darkness ahead of Solar, and a the sound of a long pole swinging through the air are all the warning Solar has.   Unfortunately, it is not enough, and he goes flying down into the darkness below.  [5 falling damage.]  He lands directly upon the very angry creature he so recently knocked off the edge.

Somewhere above, the woman screams again.  "Somebody, help me!"
 SOLAR CE’NEA: SOlar covers his mouth with his cloak so as not to breath in the fumes and then withdrawls along the wall to the east to get away from the darkness
 DUNGEON MASTER: The beast beneath SOlar grunts, flailing uselessly with its club.
 JOHAN D’ALMENTA/MESODIAS: Johan Initiative check: 1d20+4 = 17
Mesodias Intiative check: 1d20+4 = 15
 GRUNDIG: grundig moves to the edg of the darkness and casts detect magic and checks if he can see the sorce of the darkness

perception 1d20+13=33
 GRUNDIG: grundig yells "i can see it glowing on the other side of the wall i will try to get to it as soon as i can"
 DUNGEON MASTER: The creature emerges from the darknes and rushes up to stand beside Solar, menacing him with its club.

There is movement somewhere above, and soon an axe comes come swooshing down, only to embed itself in the metal vat beside him.
 SOLAR CE’NEA: Solar takes a 5 foot step back and does a perception check to try and hear if the being that cast darkness has moved or is still where he thinks it is perception 1d20+5=20
 DUNGEON MASTER: Solar is unable to hear anything over the hubub.
 SOLAR CE’NEA: Solar then casts stone call on where he thinks the caster is on the walkway above
 SOLAR CE’NEA: Stone call A rain of dirt, gravel, and small pebbles fills the area, dealing 2d6 points of bludgeoning damage to every creature in the area. This damage only occurs once, when the spell is cast.

For the remaining duration of the spell, this debris covers the ground, making the entire area difficult terrain. At the end of the duration, the rocks disappear, leaving no aftereffects (other than the damage dealt).
 SOLAR CE’NEA: 9 damage
 DUNGEON MASTER: The sound of raining dirt and stone hails down on the eastern half of the room.  The creature before Solar falls to the ground, and other creatures can be heard howling and falling to their deaths.
 JOHAN D’ALMENTA/MESODIAS: Johan moves five foot forward, taking cover behind one of the crates on the floor as he takes a defensive stance from anything (not Solar) breaking the darkness. "What the fuck is going on in there? You know where we are," Johan calls out to Solar.
 JOHAN D’ALMENTA/MESODIAS: Johan commands Shadow to stay behind him.
 JOHAN D’ALMENTA/MESODIAS: Mesodias moves to take a defensive stance next to Grundig.
 GRUNDIG: grundig moves into the darkness feeling for the wall and follows it arround outside the building untill he finds the other door and then heads towards the point of darkness
 DUNGEON MASTER: There is the sound of another, horrified, scream above.  Moments later an axe hurtles down from the darkness and embeds itself in Grunding's leg.  [10 damage & fort save please.]
 GRUNDIG: fort save 1d20+7=18
 DUNGEON MASTER: A creature emerges from the side of the vat, looking down at Solar.  It picks up a red flask and hurls it down at the sorcerer, where it explodes in a firey burst [11 damage.]
 SOLAR CE’NEA: Solar casts web at the skinless man and the two remaining creatures
 SOLAR CE’NEA: Web
Range medium (100 ft. + 10 ft./level)
Effect webs in a 20-ft.-radius spread
Duration 10 min./level (d)

Saving Throw Reflex negates;
 SOLAR CE’NEA: DC17
 DUNGEON MASTER: All three creatures are encased in the webbing.
 SOLAR CE’NEA: Solar moves five feet to get cover from the skinless man
 JOHAN D’ALMENTA/MESODIAS: "For Gorum's sake! We are coming through!" Johan spends two move actions moving fthirty foot along the wall looking for the doorway opening.
 JOHAN D’ALMENTA/MESODIAS: Mesodias, not one to be left behind trudged into the darkness in search for some some combat.
 GRUNDIG: grundig feels arround to the wall looking to see if he can find some way of getting down to the point of darkness and makes his way down climb
 DUNGEON MASTER: Up above, Solar can hear the sounds of feet running down the walkway away from him.

Also somewhere up above is a whoosh, and the crackling sound of fire mingled with the screams that sound similiar to those of the beasts already encountered.
 SOLAR CE’NEA: Solar attacks the skinless man with his heavy crossbow

 Heavy Crossbow
 1d20+6=25
 Damage 1d10=3
Critical (19-20/x2) 1d20+6=21
Extra damage 1d10=10
 DUNGEON MASTER: Solar's bolt lands squarely in the skinless man's shoulder.  He shrieks and gives Solar a death's grin.
 JOHAN D’ALMENTA/MESODIAS: Johan moves along the wall into the room, "Where the hell is everyone?"
 JOHAN D’ALMENTA/MESODIAS: Mesodias follows along the wall until he finds the doorway into the room shrouded in darkness.
 GRUNDIG: grundig grabs his water skin and wraps it arround the ladder covering the blot and atempting to smother the darkness
 DUNGEON MASTER: Grundig's plan works; the darkness is lifted from the room.
 DUNGEON MASTER: This chamber occupies a whole side of the building, from the cellar level below up to the roof high above. Seven iron vats, each ten feet across, occupy the majority of the room. Furnaces fuel the vats at cellar level, while at the ground floor level a series of planks have been laid across the vats to allow passage to a ladder that leads to an iron walkway on the level above. Two ladders also allow access from the planks to the floor below.  The air in the chamber is cloying and acidic.
 GRUNDIG: grundig casts fire bolt at the creature on the platform ranged touck attack 1d20+7=27 dam=1d6+3=6
 GRUNDIG: not confirmed
 DUNGEON MASTER: The bolt strikes the creature and does some damage.  It turns and snarls at Grundig, before opening to door and disappearing inside.

Meanwhile, the skinless man hurls another bomb in Solar's direction (which strikes in another firey blaze for 26 points of damage.)  The explosion is quite terrific and richochets off the wall.
 DUNGEON MASTER: The skinless man drops to the ground level and takes cover behind one of the vats.
 SOLAR CE’NEA: Solar casts invisability and moves with stealth to get away from the skinless man Stelath 1d20+5=18
 JOHAN D’ALMENTA/MESODIAS: Johan moves to the edge of the idifficult terrain in search for his quarry. "Which direction are these bloody things?"
 JOHAN D’ALMENTA/MESODIAS: Mesodias double moves to treaten the remaining creature taking cover next to one of the vats.
 GRUNDIG: grundig jumps to the ground and casts somen nature's ally 3 replacing flame blade somining foward 3 small fire elementals. http://www.d20pfsrd.com/bestiary/monster-listings/outsiders/elemental/elemental-fire/small-fire-elemental
 DUNGEON MASTER: [GAME ENDS HERE -- PICK UP WITH COMBAT NEXT WEEK!]